Sunday, September 24, 2017

PrinceWatercress plays Wrath of the Black Manta - Part 1 of 5


Remember, kids! Drugs are trouble!

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.

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