Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
The frowning blocks are the easily breakable blocks here, and they gradually smile as you shoot at them. The gold ones require a fully-powered attack.
The cat blocks act like one of the curses you get when the hostage is hit by an enemy projectile. Avoid them at all costs.
The little green guys are pretty fast. The pink cream puffs fly around, and the knights move around very slowly as they fire projectiles.
World 5-2
You may have to go to the door here, as the layout makes this stage the hardest to beat all the enemies in if you're not at full power.
World 5-3
There sure are a lot of warp tles here.
World 5-4
There are a lot of blocks, warps and pits blocking your path here, making the paths narrow. Be careful.
World 5-5
The power-up screen is simple again!
World 5 Boss
You finally meet Daima himself.
Avoid the huge fireball and the eight-way shot its splits into, then get to the right side and attack Daima from there. Having a fully-powered shot is essential here if you want to finish him off as soon as possible.
We've now seen just about everyone in the game. It won't be long until we reach the end.
This time around, FiyahKitteh is playing is Nagisa and Nosaka-Kun is the NPC.
World 4-1
The dice can be destroyed easily, while the yellow balls can only be destroyed with a fully-powered shot.
Enemies here include microphones, saxaphones and keyboards on rather tall legs.
World 4-2
This part has some pretty narrow paths, so you'll definitely want to destroy all the blocks first before you take on the enemies here.
World 4-3
There's a 1up in the upper-left corner if you need it.
Be careful on this board, as you can be easily surrounded by enemies in the upper-left corner.
World 4-4
All of the easily destructible blocks are located near the center. At this point, you'll probably be at max power, making the enemies an instant priority anyway.
World 4-5
Another stage where you get to destroy chocolate and walk on vanilla wafers, looking for power-ups. Fun.
World 4 Boss
The boss here is a ccrab with maracas. This guy has an eight-way shot, so shoot at him as he runs. If you're just off-center from any of his shots, use this as an opportunity to get some free shots in.
And we have a whole stage based on a Japanese classroom, because why not?
World 3-1
This time, FiyahKitteh is playing as Wapiko. Little wonder, since Gyopi is the hostage you're rescuing this time around.
The pencils are your regular destructible blocks, while the bells have to be destroyed with a fully-powered shot.
There sure are a lot of animals in this world, which takes place in what looks like a Japanese classroom (this is where most of Goldfish Warning! takes place, after all). The yellow pigs with the pink wings can fly over some objects, and the seals fire off a short-range fire breath attack.
World 3-2
This time around, you have mirrors that get in the way of your view. They're not as bad as the bushes from last time, though.
World 3-3
The blue blocks cannot be destroyed.
World 3-4
You'l start seeing different patterns for the warp tiles now. This makes it somewhat easier to tell where you're going to end up, even if where you end up is still random.
World 3-5
Another power-up stage. Like the pattern here.
World 3 Boss
The boss is a cow with boxing gloves and shorts, and is somewhat related to Goldfish Warning! He has two attacks: a dashing punch and a long-range projectile. Stay as far away from him as possible and hit him from a distance. He's fairly fast, so you'll want to line yourself up with him as best you can as you try to attack him.
With special guests LuckySevenDX, PraisedScooter and Thomal9!
World 2-1
The apples are the breakable blocks here, and it's pretty nifty how the apples are cut in half and then into quarters as you break them. The tree stumps require a fully-powered shot to destroy.
Also, you're saving Prince Charming this time around, which explains why FiyahKitteh plays as Kurumi here.
Love the enemy here. You have clown-like enemies with red faces and a lot of Alice in Wonderland-esque playing card soldiers.
The number of enemies you have to defeat will increase to fifteen in this world.
The pink spinning discs redirect your shots if you fire at them. This makes for some pretty nifty trick shots if you're lucky enough.
Kurumi's shots are fired from her pendant, which explains her strange firing animation.
World 2-2
The blocks with the arrows start showing up again here.
Also, the bushes are just background elements like the green plant rings from the first world. The thing is, these work against you more than in World 1.
World 2-3
The dark green trenches can be hopped over with the Y button.
World 2-4
The pink squares with the green frames are warp tiles. If you stand on one, you'll reappear on the other.
World 2-5
The power-up stage here has arrow blocks. Other than that, there's little else worth mentioning.
World 2 Boss
The boss here is a bell with arms and legs. When it ducks into itself and rings, it will fire a three-way shot at the top and bottom of the screen. It will then try to hit you from the side by extending its arms.
Just stay far away from it and fire at the bell monster from the sides. That'll teach it!
Ah, one of those "jump" games. Instead of a fighter, though, this one is more of a top-down action adventure.
Monsters controlled by the evil King Daima have taken over Nakayoshi World, and the best friends of anime heroines have gone missing.
Here are the four heroines, and who they will be rescuing:
Kurumi (Kurumi To 7 Ninnokobito/Kurumi and the Seven Dwarves) - Prince Charming
Wapiko (Kingyo Chuiho!/Goldfish Warning!) - Gyopi
Nagisa (Cho Kuse Ni Mariso/I'll Make A Habit Of It) - Nosaka-Kun
Sailor Moon (from Bishojo Senshi Sera Mun/Pretty Soldier Sailor Moon) - Sailor Chibi-Moon/Sailor Mini Moon
I'm pretty sure everyone who reads this guide ever will pick Sailor Moon based on name recognition (we never got the other three outside of fandubs, after all).
Here are the items:
1up - Extra life for the current character.
2up - Two extra lives for the current character.
Star - Gives you extra attack power and speed.
Clock - Freezes enemies for a short time.
White Smiley Face - Temporary shield for the current character.
Small Yellow Face - Adds one unit of attack strength if your attack strength is more than 3. Does this by adding a red dot next to your lives, which signifies how powerful will attack will be after you lose a life.
Big Yellow Face - Extra attack. Adds a dot next to your lives, signifying how powerful will attack will be after you lose a life. You'll still have to fill it in, though.
Moon - Adds to your max attack, but must be filled in by a yellow face.
Rainbow S - Turns all blocks into fruit. The fruit can then be destroyed in one hit.
Cat face - Does one unit of damage. It's like being hit by an enemy.
World 1-1
Oh, boy. It's like a combination of Do-Re-Mi Fantasy and Bomberman here. Sorta. You shoot projeciles at enemies and blocks to get through the levels.
Your first task is to save the Princess. I'll usually call the character you have to rescue the hostage or NPC for the world.
You don't have to break all the blocks, but it does make fighting the enemies here easier.
You have to fight off enough enemies in order to beat the stage. Enemies will appear out of the flashing red rings in the stage. Sometimes a door will show up, and if you enter it, you'll clear the stage automatically without having to fight all the enemies.
To get the Princess (or any NPC) to follow you, just walk into them. Simple enough. If you want to put her in a safe place, press Y.
The dogs just move around, but the green cats with the balls will destroy the blocks. The skating bunnies just move back and forth.
Enemies do fire projectiles, but you can cancel them out with your own.
World 1-2
The pink blocks with the arrows can only be shot from a certain direction. If the arrow is pointing north, you'll have to face to the north to destroy it.
The green plant rings just make it harder to see. That's it.
World 1-3
The crystals can only be destroyed if your attack is fully maxed out.
You will not be able to pass by the floor tiles with the purple bombs with them unless you ditch your current NPC. This is where the Y button comes in handy. Once you don't have an NPC following you, press Y and you'll be able to hop over a floor tile. You can also hop over the walls with the
Never let the NPC take damage from a projectile. This is similar to the skull in the Bomberman games, where you can get a curse for all that trouble, such as being unable to shoot, walking super-slow, walking super-fast, reversed controls, and other status ailments. If an enemy runs into the NPC, or if you run into an enemy yourself, you'll lose a life.
World 1-4
Nothing new here. Consider this your "putting it all together" stage.
World 1 Bonus
Before you fight the boss, you'll be shooting at pieces of chocolate all over the board in order to get some extra power-ups. You only have 10 seconds before you get to take on the boss, so happy hunting.
World 1 Boss
It's a star with a moon scepter. Avoid the guys that are flying around and shoot at the star. Stay away from the star, too. If you weapon is fully powered-up, this is easy.
Art of Lightning is performed as a neutral charging move, and hits whatever is on the screen. Art of Teleportation is performed by holding Up while letting go of the Attack button, and lets you teleport anywhere on the screen that you want.
Enter the middle elevator to go up one floor. You'll face enemies in a behind-the-back third-person perspective like in Contra, and you'll have to throw shurikens at them to defeat them. Hold Left or Right to shoot in those respective directions. If you can't kill the guys that pop up, just make sure to destroy their bullets so you don't take unnecessary damage.
The first red guy will tell you that Taro has been taken to El Toro.
When you reach the elevators, you can enter whichever one you want.
The second door will have a kid. The kids here look like the ones in the fourth part of the game. She says that there is a man in red near the alley who might know more. From there, enter an elevator.
The second red guy on the third floor will tell you that El Toro is on the top floor. From there, take any elevator.
You'll find a note shortly after you enter the fourth floor.
"BLACK MANTA: It will take four arts to defeat El Toro." Taro's not lying, folks.
At the end of the fourth floor, you'll enter a door that takes you to four other doors. These four doors contain the four previous bosses. Fight one of them and beat them, and you'll be able to continue. Since you have the Art of Invisibility, this should be no problem.
You'll then come across a room with a jukebox in it. Equip the arts of Fire Bomb, Fire Ring, Spider and Missiles.
Throw a shuriken at the jukebox, and you'll finally meet El Toro. He's holding a child hostage in his arms, and if any of your attacks hit the kid, you'll take damage. If you hit Taro or if you hit El Toro's head with a shuriken, El Toro's health will go back to the full four squares, making this more difficult than needed.
You'll want to hit El Toro's head with the Fire Ring and the Fire Bomb. From there, use the Art of the Spider to get behind him and hit him with two fully charged Missiles as you avoid El Toro's projectiles. There. That's how you beat him.
Once you finished off El Toro, you've won! Enjoy your one screen ending!
We now head to New York City...and El Toro is getting desperate!
Part 4
New York City
Art of the Fire Rain use the Up+Attack slot. It's not much different from the Art of the Fire Bomb, even though it moves slightly slower and comes straight down instead of at an angle.
Watch out for the wrecking balls, and pass by them when they've risen to the ceiling. Even if you touch the wrecking balls while they're down, they'll still take off one unit of your health. You'll also have men with machine guns who will shoot at you. I guess El Toro has control of some members of the military.
The first door contains a kid. After saving her, you'll find out that the girls speak like "valley girls" from California. I thought this took place in the 1970s or early 1980s. Why do we have 1980s speak in here? You'll also find out that there's a hidden door to find by shooting at the far right wall. If you need health, go over here.
When you go underground, interrogate the first red guy you see. Given that El Toro is on to you, he knows who you are. You'll find out that DRAT brainwashes kids and turns them into dope dealers. The kids make the buys, and they make the money. Not surprisingly, Black Manta is ticked off.
You'll also start seeing men with bazookas. Be careful as you take them on. They can't move, but their ammo still packs a punch.
When you make it back above ground, enter the second door for a kid. There's another hidden room at the right wall. Shoot the wall to enter and find and some more health rooms.
When you leave and go back underground, you'll find a note.
"Use the Art of Invisibility when you battle the robots." This is obviously for the boss.
You'll find another note in the first room.
"Traps have been laid. Be careful."
When you're above ground again, enter the third door to find another kid. Once again, there's a hidden door in the right wall. Inside the room is a power meter extension, but if you've collected every power meter extension in the first three parts of the game, you'll be at max power at the beginning of this stage.
The boss is three robots. Two are small and one are big. Just use your Invincibility art and throw shurikens at them until they die. The bigger one just acts the smaller one: just leap around and shoot at two different angles like a jerk.
After beating this part, you'll learn the Arts of Lightning and Teleportation. You're closing in, but the drug pushers have finally captured Taro.
The Art of the Fire Bomb will be in the slot for your neutral (read: standing still) charge attack. This causes fireballs to rain down from the top of the screen.
Use the Fire Bomb art to take out the ninjas above you. When you get to the top, use the Fire Ring art to take a ride on a ninja kite again. Use Missiles to take out the ninjas again, and land on the purple cruise ship. There is a note in the second door.
"Kids are trapped in the first storage room." When you get off the ship, the first door you'll see contains a kid. All the kids in Rio look like 1970s Michael Jackson. He'll tell you that if you shoot the right pillar when you go outside, a hidden door will appear. Go inside and get the health if you need it.
When you leave the second door, there will be a red guy to your left. Unfortunately, he's kinda useless in the "interrogate me for information" department. Same for the red guy you see when you get off the ship.
When you drop to the bottom of the underground section, duck and shoot at the left wall to get another power meter extension.
The kid in the door that is all the way to the right will tell you to shoot at the right wall. Duck and shoot at the right wall and you'll find another power meter extension.
When you make it back above ground, you'll come across a storage building with a lot of doors. Most will contain goons that you can kill for more health, one contains some free health that you can collect, but the last contains a note.
"Go out and shoot the right pillar. You'll find a hidden door." Go all the way to the nearby right wall, then duck and shoot at it. You'll find another door that leads to a kid. He'll tell you to go underground and shoot the left pillar to find a secret door. Go underground, duck and shoot the left wall when you make it to the bottom and you'll find another power meter extension.
Continue to the right and you'll find another red guy. Interrogate him, and you'll find out the organization's name is DRAT. He doesn't know the name of the leader (although we already know it's El Toro, even though Black Manta doesn't know yet).
Once you make it above ground again, you'll meet the Voodoo Warrior, who reminds me of Samedi from Live and Let Die with all the white that he's wearing. Use the Art of Invincibility to turn invincible, and keep using it to destroy him without taking any damage. He's that easy.
You'll learn the Art of the Fire Rain after beating this stage, and El Toro is finally aware that you're breaking through his defenses. He then flees to New York.
It's time to head to Japan, where a whole new set of obstacles, enemies and hazards await!
Part 2
Tokyo, Japan
Enemy ninjas on kites fly to the left to greet you. Don't jump up and throw a shuriken, as they'll be quick on the draw and you're very likely to take a hit. Instead, use your Fire Ring art to take one down, then grab the kite. You'll now be in horizontal shooter mode where you'll be firing at other ninjas that will want you dead. Charge up the power meter to fire missiles so you can ensure that you can take down all of these guys in one hit.
To equip your new moves, press the Select button. You'll go back to the screen that shows you all of your ninja arts. If any of the four combinations you have selected have more than one move assigned to it, you can change it with the Control Pad and the A button.
The Art of Invisibility is assigned to the "Walk+Attack" list. It not only makes you invisible, but also invincible. You can walk through enemies and not take damage. This is especially useful if you want to interrogate some people and not take damage as you do it.
The Art of the Spider is pretty useful. It lets you go through the ground and avoid some sections, such as the bamboo spikes that drop down from the sky when you go left (though you can also use the Art of Invisibility for that). You can also go back up and surprise people if you want.
The "guys in red know stuff" rule still applies, so you'll want to get a hold of them and interrogate them whenever you see them.
There are still kids trapped in ice blocks, but you probably knew that. I wonder if it was intentional for the game to take place during the late 1970s or early 1980s, because ALL the kids look like they come straight out of that time period.
You'll find out from one of the kids that if you turn left on the road outside, you'll find a hidden door.
The next red guy you see when you continue to go left will tell you that his organization's drug running operation is almost complete. You'll also find a note near him.
"Shoot low. A hidden entrance will appear." Keep going left. The dead end isn't at all far from where you find this note. Duck and shoot at the wall to find another power meter extension.
When you return to where the dirt and the grey brick wall meet, go right. You'll be dealing with ninja that will teleport in and out. Don't even bother fighting them. Instead, just use Invisibility so they and their quick firing rate won't become a problem. You can hit the ninjas if they're directly next to you, but they'll just keep on coming.
Drop down at the end, go to the lower level and shoot the wall. You'll find a note saying "Kids are in the first underground room." This definitely looks like something self-explanatory.
When you drop all the way down, duck and shoot the left wall for another power meter extension. The nearby door has another kid trapped in glass. He'll tell you about the aforementioned secret (assuming you haven't found it yet).
You'll find another red guy when you make it above ground again. Unfortunately, all he does is get your hopes up. I hate these red guys sometimes.
You'll find another kid when you go back underground. He'll tell you that Taro left a letter next door. The nearby red guy will tell you that the organization's agents are heading into South America after getting the Soviet Union and all of Western Europe. The door to the right has another note.
"Go forward. Then go up. There's a room hidden on your left." When you leave the underground area, go to the left wall and stand at the lower level near the exit out. Attack the wall and you'll find a hidden door that has some free health stashed away. There's also another one to the right of the hole if you need even more.
After making your way to the right past even more ninjas, you'll enter a room where three ninjas create a totem pole. You'll want to attack the four squares of the totem pole repeatedly until the totem pole dies. This is the boss, and if you use the Art of the Shadow or the Art of the Fire Ring, this is a really easy battle.
You'll learn the Art of the Fire Bomb when you beat this stage. You'll also learn that the leader of the organization is some guy named El Toro, and that he's onto you. He's got a weapon that he's ready to employ...
Yep, it's a game where you run around as a ninja who rescues children who have been vanished throughout New York City (even though the original Japanese version took place somewhere in Japan). The game starts with the phone ringing in the middle of the night. The Black Manta picks up the phone (why a ninja could be sleeping in ninja gear and have a telephone is beyond me), and finds out about the plot. Some shadowy figure that may or may not be Mr. Miyagi tells him it is indeed a series of kidnapping. The man's youngest student, Taro, left a letter at the scene before being taken which says the children are being held near the waterfront.
Part 1
New York City
You'll learn your four moves before you begin the game.
The Art of the Shadow is powered up by holding the attack button while standing still. This creates a clone that works like the ninja clone in Ninja Gaiden and lasts for a few seconds. If its attacks hit any enemies, they die.
The Art of the Fire Ring lets you shoot a fire ring around you. Move forward and hold the attack button to use it.
The Art of Ground Fire is a crouching projectile. Hold the attack button while ducking to use it.
The Art of Missiles, if you couldn't guess, shoots missiles. Hold Up on the Control Pad as you let go of the attack button to use it. You'll shoot a huge fireball that travels forward, and it does a lot of damage.
Your shurikens are your basic attack. If you're up close to enemies when you attack them, you'll hit them with your sai instead.
You only have three hits for your life bar. You'll be able to get more and build up to the maximum of eight hits.
The power meter is for your charge attacks. It doesn't go very far, but you'll be able to extend the meter and get more power out of your charged attacks.
Every so often, you'll find notes on the ground. These will give you hints on what to do. Just walk up to them and you'll read them.
"The man in red knows something." You'll find enemies draped in red. Move into them to interrogate them. Most of them will know nothing, but you'll eventually find one that spills the beans on something. At least they take more hits than the other enemies.
"Shoot at the underground wall and a hidden door will appear." Go down the hole in the ground to go underground, then strike the wall to the left with shurikens. You have to hit the wall just right, as this can be rather finicky. When you do it right, you'll be transported to another room with a "POW" icon. Pick it up, and you'll increase the length of the power meter, allowing your ninja arts to be slightly more powerful.
The doors with "Exit" above them aren't really exits. Instead, an enemy will pop out of them. If you go inside and kill all the enemies, you'll be able to refill on health. You'll want to enter the first one and take out the enemies inside without dying so you can get more than three hits for the health bar...so enter all the doors that you can.
The red roofs are jumbled up versions of the exit signs.
The yellow "L" rectangle restores some of your health.
When you drop down to the beginning of the second underground section, attack the left wall. You'll find another power meter extension.
"Shoot at the wall to the left side of the pipe. You'll see a hidden door" If you enter the door to the right of that second secret room, you'll find this note telling you to go over there and get it.
One of the red enemies in the second section will finally spill the beans when you interrogate him: their organization's spies obtain top-secret information on each country's weak points. Okay, that's cool and all, but how do kids figure into this?
In some rooms, you'll find ice cubes with kids encased in them. Defeat all the enemies to free the kid and you might get a hint in the process. The first one will you to shoot the right wall to find a hidden door (which contains another power extension). You'll also find out that four kids are trapped in an office somewhere.
When you get out of the sewers, you'll find another note in the first door.
[b]"Get on top of the door and shoot the left wall. There's a secret door."[/b] Head out of the room and jump onto the stone awning above the first door. Shoot the left wall. You'll find a secret area. Go through the doors and defeat all the enemies. You'll find two more kids to rescue in this area. When you're done with all of the doors, go all the way back to the right and enter the right-most door of the area to continue with the rest of the level.
You'll get an extra life at 5000 points.
"Tiny is hiding in the next building. Aim at his head." Oh, hey, it's the weak point for the boss!
When you enter the huge hole in the next building, you'll meet Tiny...and he's about as tall as three of you. Use the Art of the Shadow to make hitting his head with shurikens easier if you need to. You can reach him with your regular jump, however. Avoid Tiny as he hops around, as well as the bricks that fall from the top of the screen. When you empty the boss life meter in the upper-right hand corner, you'll beat this part.
You'll then learn two new Ninja Arts: the Art of Invisibility and the Art of The Spider. Meanwhile, one of the higher-ups in the criminal organization will take his business to Japan, where he hopes the other ninjas that are about will stop you.
While looking for the OST to Where's Waldo? for the NES a few days ago, I stumbled across this. I didn't use this for the epilogue due to finding the OST, but since I can't think of anything else to use for an epilogue at the moment, this will definitely do, having watched and enjoyed this one.
At the balcony, you'll have to jump from one railing to the next. One gap is longer than the rest, and you'll have to jump off the very edge if you want to reach the other side.
At the other side is the bedroom. You'll find the magic mirror, which dictates which direction you should go. You'll also find an extra life. There's nothing left to do here but go through the balcony area again, gap of death and all.
From there, keep looking at the magic mirror in the upper-right corner. Follow the arrow exactly. When the arrow on the magic mirror spins out of control, you've found it. When you do, search the drawer and you'll find the Beast's Key.
Exit out of that room by going south through the door on the right (the same door you came in from), then go to the next door in the background. Go all the way to the right and enter the door there, then enter the background door next to you in the next room. Go through the door on the left, then enter the first door you see. Go through the door on the right, then enter the next door and head all the way to the right. Grab the book if you need the energy, then enter the Beast door. Walk to the rose that is under glass. You're finally done with this level.
The Beast is angry, and Belle escapes the castle and rides Phillipe into the woods. Wolves attack Belle, but Beast saves her.
Next is the dance mini-game. Beast and Belle will dance, and as they do, you'll move them around with the Control Pad to collect as many petals as you can. Even if you let go of the Control Pad, they'll keep going in that direction, and if you want them to slow down, you'll have to hold the opposite direction. They'll slow down, and if you hold it long enough, they'll finally go in the opposite direction.
After the dance, Belle looks in the Magic Mirror to find her father weak and lost in the woods. Beast reluctantly lets her look for him, and she brings him back to the mansion. Unfortunately, Gaston has found out about the Beast, and has turned the villagers against Maurice. They've found out the Beast isn't a fairy tale, and form an angry mob that goes straight for Beast's castle.
Chip, the teacup from the mansion, stows himself away in Belle's baggage and saves her and Maurice with the aid of Maurice's wood-chopping machine. Belle then races back to the castle on Philippe.
The Chase
In this level, you're on Philippe (obviously). Stay on the left side of the screen, and watch out for the bats, the bear traps and the huge gaps that you'll have to jump across. This stage will require a bit of memorization, as some of the platforms are placed rather oddly for the speed Philippe is going (especially the platforms in the water).
When you make it to the end, you've beaten the game! Belle saves the Beast from Gaston, and then you do the dancing mini-game again. After this, you've beaten the game. Congrats!
Our quest truly begins here as we finally make our way to The Beast's castle and figure out what is going on.
The Village
You're done in the village, so just keep walking left.
When Belle returns home, she finds out that her father Maurice has left for the fair with his wood-chopping machine. When Philippe, Maurice's horse, returns alone, Belle fears the worst and heads into the woods to find her father. Soon Philippe is spooked, and Belle is alone in the woods.
The Woods
You're in the woods now. Avoid bats and jump over both the bear traps and brambles that grab at you.
Look around for the flowers that the pumpkin farmer told you about. You can go north and south by pressing Up and Down respectively, which explains why A is the duck button. Now it makes sense.
At the beginning, go right, as there is a white rose. There are (at most) eight different paths you can take, all signifying directions on a compass.
You'll see a red rose in the background, signifying you go northwest. To do that, go to the left path in the background and press Up. There's another white rose, so go east.
You'll see a yellow rose, so go north by taking the center path in the background. You'll see another red rose, so go northwest again. You'll see a yellow rose, so go north from where you're standing on the next screen. You'll then see another white rose. Go east. Watch out for the wild boar!
You'll see a castle in the background. Go ahead and go north, watching out for the wild boar. You're done here.
The Castle
Belle enters the castle. After meeting Cogsworth and Lumiere, she finds out her father has been locked in the dungeon. She then meets the Beast, and offers to take Maurice's place as prisoner. The beast agrees, and Maurice is free. But now, Belle is now Beast's prisoner.
His servants, treating Belle as an honored guest, disobey's Beast's orders to refuse to feed her if she refuses to dine with him.
You'll then play a mini-game, where you're avoiding all of the silverware to the tune of "Be Our Guest." The forks, knives and spoons bounce around. The napkins fly to the side in a sine-wave pattern. The rolling pins fly in one direction, while the plates roll across the floor and hop occasionally.
The mini-game lasts until you take three hits, and the longer you last, the more points you earn.
After this, Belle wants to explore the castle. Cogsworth and Lumiere beg her to obey the beast's order to stay out of the west wing. She enters it, anyway.
The West Wing
Go to the right and pick up the key with the C button. Head left back to the start and enter the door. This will automatically unlock the door and use one key that you have in your possession.
You'll also see bats and mice scurrying about. Jump over the mice and duck under the bats.
Go to the right and pick up the key, then press the C button at the drawer to the left. You'll find another key. Be sure to look through drawers to find keys. Go to the door further to the left and pick up the torch, which you'll need later. Head back to the start and enter the door to the right.
There are two doors in the next room. Go to the right and press C at the drawer, then go further to the right and take the key on the floor. Head back to the two doors and enter the left one.
Go to the left and pick up the key, then enter the nearby door on the right to find Lumiere. He'll tell you that you shouldn't be here. You'll be sent back to the beginning.
Enter the door to the right, then unlock the door to the right. Pick up the key to the left, and check the painting behind it with the C button to find another one. Go all the way to the right and unlock the door. Unlock the next door, then check the drawer for another key. Go through the open door on the left.
Go left and press C to check the painting for a key. Skip the first door and keep going left. Check the drawer for another key, then enter the next door. Cogsworth is in here. You'll be sent back to the beginning.
Right door, right door, only door, door next to you, door on the left. You're back to where you were. Enter the door you skipped this time. Go through the open door on the right. Grab the key, then enter the next door.
Grab the key to the right, then enter the nearby door. Go through the door on the left, then press Up at the balcony.
Beauty and the Beast actually got video games...from Sunsoft, of all developers. There's Roar of the Beast starring Beast and Belle's Quest starring Belle. We're covering the latter.
As soon as you press Start at the title screen, you get the other title screen. I'm guessing these two games were made at the same time, then.
After pressing Start again, you can change the controls before starting the game. By default, A lets you duck, B lets you jump and C lets you perform a special action. I'm guessing Down doesn't let you duck in this game, for some strange reason.
The Village
Press A to duck under the bird when it flies at you. Yeah, that's the entrance to the village for you. When you reach the end of an area, just keep walking to the edge and you'll reach the next section.
When you enter the village, approach people to talk to them. Most of them will tell you that the fountain is dry as the song "Belle" plays in the background. You'll come across Lefou, and when you run into him, you'll also run into Gaston, whom Belle turns down when he asks her to marry him.
As you go around the village, you'll see a building with a green sign with a book on it. Press Up at the door and you'll go in. The bookkeeper has a book for you, but to get it you'll have to help him catalog all the books. Just go right to the next screen and catch as many books as you can. Since the books fall in a rather random fashion, you won't be able to catch them all, so just worry about the ones you can grab as you cannot lose this mini-game.
Past the village is the forest. Keep jumping when you enter the quicksand so you don't sink down and die. Also, avoid the birds while you're here. Keep going right, and you'll find a boulder blocking the stream. A sound will play, indicating that you've found it. Go back to the village and look for Gaston. You'll have three responses to pick from. Pick the second one, then the third one, then the first one. You and Gaston will head back to the boulder, where Gaston will push the boulder out of the way and the nearby lake will be restored. Jump over the stream and go to the right and pick up the book if you need energy. Do that by standing on the book and pressing the C button.
Yes, the water will kill you.
When you head back to the village, you'll find out the quicksand bog has been flooded. Leap on the turtle shells to get to the other side. From there, head back to the village.
When you talk to the pumpkin farmer, he'll tell you that when he got lost in the woods, he went north when he saw a yellow rose, east when he saw a white rose and northwest when he saw a red rose. This will come into play later.
I've been wanting to do this one for a while now. Thankfully, I found a Let's Play that was actually good enough to do this with!
Finally! A game based on Where's Waldo?, also known as Where's Wally? in its native UK.
Believe it or not, the game was developed by Bethesda. Yeah, that Bethesda. Before publishing the Elder Scrolls games, Bethesda was both a publisher and a developer before turning strictly to publishing in 2001. You'd think that since Bethesda is involved here that this would be a good game, but like the other games that they published during the time, this is based on a licensed property, meaning that this is absolute dreck and won't end well if history is to be observed.
The game is just like the book: just move the cursor around with the Control Pad and press A when you think you've found Waldo. Unfortunately, the game falls victim to the limits of the NES hardware, making this harder than it should be.
When you start the game, you get a ticket to the moon...which has a timer that ticks down. This is the in-game timer, and it starts ticking as soon as you start the game! It ticks down on the ticket screen, it ticks down on the map screen, it ticks down when you're looking for Waldo...it ticks down non-stop. If you make a wrong guess while looking for Waldo, you lose 10 seconds. To make matters worse, trying to get back whatever time you've lost is near-impossible and a bit of a gamble.
Waldo's random walking around on the map screen - which you have no control over - is frustrating if you're short on time. I know what level we're going to, Waldo, just get your dumb ass the fuck over there before I turn the damn game off.
It doesn't matter what difficulty you play on, the ending is always the same, which is good because Hard is a nightmare.
Train Station
It should be noted that everything is placed on the map at random, being a Game Pak that has the ability to place stuff at random instead of a book that is always the same every time. This makes playing through the game over and over again a must if you want to beat this game and cross it off your bucket list.
At least Waldo is wearing his red and white stripes here, so that makes it easier when you search for him. He'll usually be standing straight whenever you find him, so keep that in mind.
The Forest
Waldo may be green with red stripes here. If you've been paying attention to the guide so far, this is what I meant when I said that the limits of the NES hardware make the game harder than it should be. There's something to be said for the Super NES's 256 colors here.
The Cave
This stage is different from all the rest. Here, you'll have to move the cursor around as you stumble around looking for Waldo in the dark. Waldo apparently thinks it's funny to walk around in a dark cave while you're looking for him. We'll see who's laughing when you trip and fall and break your glasses on an invisible stalagmite.
When you have Waldo in your sights, press A. You'll have complete control of Waldo. Get him out of the cave by moving him into the white square.
You could grab the hourglass, but this is where the gamble happens. You could gain more time...or you could lose more time than you already have from playing this game and guessing wrong a zillion times. Therefore, the hourglass isn't worth taking the few extra seconds to pick up.
The Fairgrounds
Waldo could be green and white instead of his usual red and white. Heck, he could be any color and white. As long as you know how his posture is, you'll be able to find him.
The City
Waldo may be driving one of the cars or peering out of one of the manholes, as seen in Cornshaq's playthrough of this. Those are two spots he usually likes to hang out on this map.
Odds are good that he'll be colored correctly here.
The Subway
You'll be a blue bullet going through the purple subway baths. Use the Control Pad to move around and switch directions at the black spaces. Press B to rotate the octagons and change the direction you're heading.
You'll need to get both Waldo and his glasses before making your way to the arrow on the right side of the screen. If you run into the evil wizard, you'll start losing a lot of time to the point that it's very, very possible to get a game over on the subway.
The Castle
Once again, Waldo can be one of a few different colors here: red, green or blue. At least there aren't as many people here (or so it seems).
Launch Pad
It's a slot machine. Obviously, you'll have to get all three slots to show Waldo. Thankfully, the order of which the characters show up on the reels is the same every time.
Waldo always shows up after the man with the blue turban, so press A as soon as Waldo shows up to get him to appear when you stop one of the reels.
When you get three Waldos, you've won! Enjoy your crappy one screen ending! Don't question why Waldo wanted to go to the moon, just enjoy it.
Instead of a proper boss rush, there is a stage rush which combines elements from all four of the previous levels to cap this off.
Monster (continued)
In the ninth section, you'll get four moving pictures of Montana Max. This one is really tricky. The pictures move their mouth once, then stop briefly, move their mouth twice, then stop briefly, then move their mouth three times, then stop briefly...then repeats. They don't move their mouths four times. Enter the fourth door.
How on earth are you supposed to suddenly figure this out?
For the tenth section, you'll have to make some dash jumps in order to reach some of the jars.
The boss here is Franken Max. When he stomps on the floor, dash jump to avoid the spikes. After two stomps, Franken Max will dance around. Use this as your opportunity to jump on his head.
You'll then find out Montana Max is heading to a movie studio.
Stage Rush
The four sections are reference to all four levels of the game, all in order.. The only difference is that there are movie-making equipment and rats running back and forth with cameras. Reminds me of Animaniacs.
The boss is Max's giant camera. Jump over the reels and kick the switch. Don't jump too high or else you'll hit the raw coming from the lens. When Max comes down, jump on one of the reels and bop Max on the head. After three hits, you'll beat Max, but you'll find out there's a second quest. It's the same game, but you start with two hearts instead of three. If you can beat this mode, you'll get the true ending complete with credits...and it's not much better.
Continues are finite...and extra lives? They're really hard to get. This one is harder than you think!
Samurai (continued)
The boss here is Kabuki Max. He'll throw three fans, then the frog he rides on will lash its tongue forward. Jump onto the tongue to walk on it and jump on Max's head after he throws one more fan. This one's pretty easy as well.
Tug-of-War
Hold Left to tug on the rope, and press A and B at the same time to increase your power. If Arnold pulls you forward, hold Down to hold your ground. Always keep tapping A and B to maintain your power. Winning earns you a continue.
Future
Hamton will tell you to control the rocket as best as you can before you start the stage.
Watch out with the platforms, as they will shake when they reach their end points. That's your cue to jump off.
Some of the rats will pop out of pits. When they rise out of the pit, jump when they reach their highest point as they fly towards you. They'll be lower when you come down.
The rocket in the third section moves forward automatically. You'll want to be careful when jumping as well as using the ramps. You may get more or less air time than you want and you might end up undershooting or coming close to missing landing on a platform. This is especially true in the fourth section.
Some of the walls are breakaway when you go through them. The rest of the walls are solid. If you run into a solid wall or drop into a pit, it's instant death.
The fifth section has floors and ceilings crackling with electricity. It won't kill you, but it will damage you. Watch your movements, as some of the ceiling will be pretty low.
The heads of the non-rat robots will spin off and fly around, homing in on you. The monitor shoots out electric shots. Wait for the electricity to dissipate before jumping on them.
The seventh section has both conveyor belts and crushers. If you stun an enemy on a conveyor belt, the belt won't move them. If you dash into the sides of the crushers, you will be stunned.
The boss is Cyber Max. Jump on his head, then avoid both the legs and the torso of his cyber suit as they move around. When the head returns, jump on it again. Like the last two battles, it just takes three hits.
Soccer
Score 15 goals before the time runs out. Use the Control Pad to move left or right, and press A or B to kick the ball. This is harder than it looks, since the ball moves to the right in a fashion similar to Tiger handhelds.
Monster
Four doors...only one is the right one.
The rats are mummies this time.
Kick the bats in mid-air in order to get rid of them.
The second section has you jumping on columns and Montana Max statues.
In the third section, you'll see pictures of four characters. Only the first one - the picture of Babs - is moving. This is where Shirley La Loon's hint comes into play. Enter the first door.
The steam rising from the jars will send you straight up. Watch out for the chandeliers, as the candles will burn you if you touch them.
Avoid the candles that move back and forth. They'll burn you. At least you can kick them and stun them.
The fifth section is simple. Just go to the right. For the sixth, just keep going up so the water doesn't reach you. The seventh and eighth sections are the same as the fifth and sixth, with the eighth being a harder version of the sixth.
A new movie theatre has opened in Acme Acres! Too bad Montana Max owns it, and in his typical egotistical fashion, he makes himself the good guy and Buster Bunny the bad guy. Buster has to enter the movies and fight Monty in order to re-write them. This should prove interesting.
Western
Defeating enemies is simple: just jump on their heads. If you need to, you can kick them with the B button to stun them and get them to stand still. If they're stunned, you can use them as platforms to reach higher platforms.
You can dash by holding Down on the Control Pad. When Buster kicks his foot up, go forward and Buster will dash. You cannot kick while dashing, but you can kick in mid-air.
Carrots act like coins. Collect 100 of them for an extra life. You'll find them out in the open as well as from some downed enemies.
If you find Gogo Dodo and collect him, you'll get a mini-game. If you land on Dizzy Devil, you lose five carrots, but if you land on anyone else, you can get carrots, extra lives and more depending on who you land on. Shirley the Loon will give you invincibility (which wears off as soon as the music stops), Concord Condor and Fifi will give you 100 points, Babs Bunny adds one heart to your maximum health and most everyone else will give you ten carrots.
Jump over the cacti when you see them.
To enter doors, just press Up on the Control Pad while in front of one.
You'll also be avoiding a rock as it goes down hills and rolls at you. If you get hit, just let all the rocks go while you're still invincible.
The enemies here are pretty easy. Vultures fly up and down, the cowboy mice will move back and forth and the bats swoop down when you get close enough. You'll see the mice in various costumes throughout the game.
In this level, you'll go from a town, then to a canyon, then through a mine, and then on a series of horse-drawn carriages. The sections of this level are both easy and short.
The boss here is Cowboy Max. Don't fall off the horses, and jump over Max's cowboy hat when it flies around. Jump on Max's head when he's at floor level to damage him. Three hits will do him in.
Basketball
After the first stage, you'll play a basketball mini-game against Plucky Duck. Use the Control Pad to move left or right, and press A or B to shoot. You'll want to shoot when the power meter is at least where the "OK" box is pointing at. You'll want to avoid Plucky's hands as they will block your shots. Even if you're not in the center, as long as Plucky doesn't impede you, the basketball will still reach the hoop. You have only thirty seconds to make three shots and earn one continue.
Also, I just noticed that Plucky Duck is wearing pants for once.
You start the game with only two continues...meaning continues are not unlimited here.
Samurai
Plucky Duck will tell you to watch out for trap doors or lanterns. The lanterns with the different symbol will not only fall when you come close enough, but they'll also damage you if you leap into them!
Some of the rats have fans that they can throw at you. If you can do it, you can jump on the fans as t
You can dash jump on top of the house in the third section to find some hidden carrots.
Dash across the trap doors to get past them.
The dragon statues will spit fire forward at regular intervals.
Water will rise and sink at the bottom of the fifth section. You definitely don't want to be caught in that water because if you're in head deep, you'll be in trouble.
The flying lanterns will drop when you're right under them. You can leap off of them to reach higher platforms.
There's only one thing left to do: it's time to face The Judge!
The Music Room
When you enter the door at the center of the Hall of Stairs, you'll come to the Music Room. Now that everyone is here (except for Morticia), Lurch will be able to play the music correctly and the wall blocking the next door will no longer be in your way.
The Chain Room
The moving backgrounds and foregrounds are a nice touch. Strangely, even when the camera doesn't move, the chains in the foreground still move with you.
This area is a maze, and it can be pretty easy to get lost due to the foreground chains moving around and being a slight distraction.
Climb up the rope and go right. Enter the door. From there, climb up and go right. At the hint box, hit the switch to the right and climb down. Climb down, then go right and pass the door. Climb up again. The door you really want to enter is at the top.
Amazing Chains
Be careful as you make your way towards the narrow gap that leads down shortly after the start. When you stand on the last brick, it will drop down, so quickly jump to the right! Keep going right and enter the door at the end.
The Piranha Tank
This is a pretty simple area. Just go all the way to the left and swim up. If you fall in certain areas, you'll be dumped back here.
The door here leads back to the chain room.
The Chain Room
We're back at the start. We must have taken a wrong turn, then.
Still, we've covered the Piranha Tank as well as what happens when you take a wrong path.
Go back to Amazing Chains.
Amazing Chains
Instead of taking the door at the lower-right corner of this section, go up from that door instead. There's another door.
To get rid of the wall that blocks your path, you'll have to head left in that area where you're jumping from rope to rope while avoiding the floor and ceiling spikes. Make sure it's "On" and not "Off." If it's blank, you're doing it right.
Be careful as you make your way to the door, as the floor sinks a little at the edge of the platform where the door is. Jump over the gap there. Also, a bunch of the bricks on the small platform will fall down when you stand on them. Luckily, it's just the long bricks.
Hall of Chains
Take the door to the left. Your jumping and chain-grabbing skills will be put to the test here.
Turn Back
Screw this, go back through the door.
Hall of Chains
Sorry about that, folks. Let's go to the door on the right this time. Be careful when making it over the pit near the end. If you have to, use the spikes to keep yourself from falling into The Piranha Tank.
The Steps Down
Self-explanatory. Just go down the steps and go into the pit.
Chain of Coins
If you can time it right, you can get all of the Money as you drop down. Take the door on the left.
Last Refill
Four hearts and a bunch of Money. Why not?
You'll have to hit the invisible blocks below the Money in order to reveal them. For the rest, you'll have to step on them. There's one on the lower-right corner of the room as well as below all of the hearts.
To get the hearts, you'll have to jump on the right-most invisible block below the money and jump straight up to reveal yet another block.
Leaving and taking the door to the right leads you to...
The Caves
Quite a few new enemies here: boulders that roll back and forth, beakless birds, brown dragonflies that fly in a diamond-shaped pattern and green dragonflies that fly back and forth. You also have bouncing balls, too.
The cannons from the Crypt area also make a return appearance here. You'll be using them and the cannonballs they shoot before you know it.
You'll be able to get to the next section if you can get to the end without dying.
Down Deeper
Some of the green dragonflies will start flying up and down at this point.
There is Money in the water under the door, if you need it.
The Catacombs
If you can use the dragonfly to get up to the door shortly after the start, do it. You might take a hit from the spiked pendulum swinging around, but it's worth it.
Rolling Stones
More Money! Just watch out for the boulder.
The Catacombs
If you used the dragonfly to skip up to Rolling Stones, you'll be able to avoid the pendulums and enemies below. Totally awesome!
The rest of the stage has you avoiding more pendulums and spinning axe blades.
The Mine Shaft
There is a switch underneath the platform. "0" is off, while "1" is on. Hit it so it says 1 and you'll be able to continue on.
When you find the brick above the pit that drops that drops when you stand on it, hold Left as you drop down.
The Big Cavern
This one is a bit long and also introduces the craters that shoot four rocks out at pretty long distances. Thankfully, there's only one here. The stage is mostly - you guessed - avoiding spike pits and spinning axe blades.
The Volcanoes
There are more volcanic craters here, and this section is easier than the last one as a whole.
To The River
You'll be using the cannonballs from the cannons to get past some of the longer spike pits, when necessary. You'll also need them to get the four hearts that you can refill your health with near the end.
The Gondola
Here, you can either swim or ride the gondola. Both routes have their fair share of enemies, but the gondola is easier.
Addams' Vault
Looks like the safe is already open. Go in.
The Treasury
When you enter the safe, this is the first area you enter.
There are no enemies here, so just get all the money and enter the door at the end.
The Nasty Judge
This will jump around and send a rain of gavels down from the sky whenever he stomps the floor. Stay on the extreme edges of the judge's podium. That way, if he either stops on the top of his podium, or jumps straight down and back up, you won't be hit by either the gavels or the judge's elbow, respectively.
When he leaps to the side, you'll want to avoid the gavels as well as jump on the judge's head before he gets back to the top of his podium.
When you beat the Judge, you'll regain the Addams Family fortune, Morticia will be saved and Fester will be a part of the family again! You've won!
We've got Fester rescued! Now all who's left is Gomez's wife Morticia...
Portrait Gallery
There are a few new enemies here, such as miniature white teddy bears that pop out of the mouths of the polar bear rugs, monkeys, ants on unicycles and miniature ostrich riders with lances that seem like they come from some weird, UK-ish 90s version of Joust.
Midway through, you'll see a doorway in the wall. If you go into this one, you'll enter...
The Dark Room
You won't be able to see the floor here, but if you go to the right, that won't be much of an issue. You'll soon reach...
The Armoury
You'll meet a couple of new enemies here: knights that throw their swords if they see you, green ants on unicyles and pendulums that swing a full 360 degrees.
You'll soon see a lone platform as well as a wall. Get on the platform and jump straight up and the center to activate a switch that you'll barely be able to see.
At the end, you'll see a nook in the corner where you can activate another switch. This lets you climb up to the exit.
Hall of Clocks
When you see the spike pit shortly after the beginning, hit the switch to activate the platforms that will help you get across. There will be two more that you will have to hit after this.
You'll see two clock pendulums swinging around. When you do, jump on the head of the first bearskin rug and jump straight up. You'll reveal a block that will help you reach the switch above. This lets you clear the nearby spike pit.
The Weaponry
The guillotines make a return appearance.
At the first spike pit, hit the switch at the left end, then jump up to the block platforms. On the second platform, hit the switch as you make your way to the third one. Jump off the ghost and you should be able to make it. Hit the switch you see when you make it to the other side.
The pink blocks are the spring block. Just keep going and don't hold B on the second set of them.
Fly, Fly, Fly
When you find the fez, hit the switch above the center of the bridge it's under. Go back to the exit from The Weaponry and quickly fly up to enter...
The Closet
There is a heart, a pair of training shoes, a 1-up and and an invincibility shield. Quickly return to Fly, Fly, Fly.
Fly, Fly, Fly
Get the fez again, and this time get it as fast as you can. The longer you can fly with total invulnerability, the more of this stage you can easily burn through.
Lower Gallery
Jump to the left from the head of the first bearskin rug to reach the switch. This allows you to clear the wall. If you bounce off the miniature teddy bear to clear the wall instead of using the switch, you'll be able to get the 1-up you see soon afterward.
The second bearskin rug does not spit out any miniature bears. If you walk into the mouth, you'll enter...
The Bear's Mouth
This hidden compartment contains a heart, three 1-ups and a gold ball for projectile warfare and the inevitable needed free hit.
You'll find a door at the end of the Lower Gallery which leads to...
The Library
Jump onto the message block and make a beeline for the upper-left corner. You'll enter...
The Top Shelf
Here, have a bunch of Money.
The Library
You'll see a bunch of new enemies here: bookworms, erasers that run back and forth, bouncing clowns that follow you throughout the level unless you kill them.
Midway through the level, you'll find a gold shield which will make this section slightly less annoying.
Some of the book spines that you'll see are strangely funny. The final one here says "End," but that's not the last of the book spine humor.
The Reading Room
Shortly after the beginning, you'll see some spines that read "Up, up and away" from left to right. Nearby is the fez. Fly back to the left and you'll find a door. Enter.
A Secret Panel
Here you'll find Money, four hearts and a 1-up. Nice.
The Reading Room
As you continue, you'll find the golf ball. You'll also see book spines that read "Sdrawkcab" ("Backwards") as well as "Be Psycho" and (from left ro right) "Be serious, be happy, be you." The one at the end says "Phew."
The Big Books
Shortly after the beginning is a book spine saying "Drop In." Stand on the top and press Down. You'll be able to take...
A Better Read
Want more Money, two hearts and a 1-Up? You got it!
The Big Books
Another book says "Necron." The Necronomicon?
There's a door at the end that leads to...
The Train Room
Oh, Gomez. Always playing with your trains.
Stand on the smokestack to get the train rolling. You're going to be ducking and jumping over quite a lot of spikes. Stay on the smokestack, as this is the only way to dodge some of them.
You'll find three hearts at the end. Take them, because once you go through the door here you'll take on the witch.
The Witch
Fester will be running back and forth, and you can jump on his bald, shiny head to attack the witch when she dives down. She shoots projectiles downward as she attacks, but that's pretty much all she does.
When you beat the witch, Fester will get his memories back...but you must find Gomez's wife, Morticia!
BLS6W
To the right will be...
Fester's Prize
There are three 1-ups here. You'll need them en route to the final battle.