Sunday, March 31, 2019

Kikoskia plays Barbie: Vacation Adventure (Sega Genesis) - Part 2 of 5


In this episode, Barbie goes to Iowa and Texas. It's probably for "the ritual" depending on who you ask (it's a Kikoskia thing).

Iowa


After changing the colors on Barbie's outfit - which now involves a skirt - you'll head to Iowa.

The first thing you'll be doing is catching Farmer Brown's prize pig. All you have to do is walk up to it, and if you can stay up on it, you'll be able to catch it.

Once you catch the pig, you'll be able to play the carnival games. It won't be long until you walk to the right for long enough to approach the ball throwing game. You will see stacks of cans on a conveyor belt, and you'll have to throw balls at all of the piles of cans - as well as all of the cans themselves - to win. Use the Control Pad to move the target, and press the buttons to throw. There are other targets that you can hit for extra points if they show up in the box in the upper-left corner, and if you can knock down all of the cans before time runs out, you'll get extra points for that as well.

Further to the right is another throwing game, and this time, you'll have to throw balls into the mouths of three clowns. If you get all three, you'll get extra points. Wait for the mouths to open up, then move the target onto the mouth and throw. The clown heads move up and down to make this a little more difficult, and you only have a limited amount of balls. Thankfully, you can't lose this game, and you'll see how many times you fed the clowns when you run out of balls. At least you're not timed here.

To the right of the second throwing game is the strongman's game. You have three attempts. If you can hit the bell when the yellow circle that moves up and down reaches the top, you can hit the bell and get 500 points.

After beating all three games, you can leave Iowa, see some postcards from Barbie and tally up your score.

Texas


After changing the colors on another Barbie outfit, you'll be in a horse stable.

You'll be able to pick between one of three horses. From there, you'll have to ride to the goal as quickly as possible. If you knock down too many fences, however, you will run out of time. Be ready to jump over all of the walls not once, but twice, as you will turn around when you reach the end.

All the way to the right is the horseshoe-throwing contest. You get ten throws, and if you land a horseshoe around the stake, you'll get bonus points. Wait for the target to line up with the stake, then press the button to throw a horsehoe for points.

Going all the way to the left allows you to leave. You'll get your postcard and your point tally, as usual.

Kikoskia plays Barbie: Vacation Adventure (Sega Genesis) - Part 1 of 5


Are you ready to go to places in America with Barbie? I'm surely not!

This game is also available on Super Nintendo.

In the options menu, you can choose between the easy and hard difficulties, select between one or two players, and toggle music and sound effects. In a two-player game, Player 1 is Barbie while Player 2 is Midge Hadley.

When you start a game in, you'll be asked to enter your name, which has a seven-character limit.

You'll then be able to choose between one of five places: an apartment in California, camping in Wyoming, a county carnival in Iowa, a Western ranch in Texas and a beach in Florida. You won't be able to go to California unless you go everywhere else in the game. We'll start with camping in Wyoming.

Once you pick a place, you'll be able to change the colors of Barbie's/Midge's outfit. From there, you're off to your destination.

Wyoming


Wyoming starts off with you setting up Barbie's tent. Barbie tells you what the tent should look like, then you do a jigsaw puzzle with the picture of the tent with the Control Pad and the buttons.

Once you set it up, you'll go for a walk in the park. Barbie walks up to a stream, and you have to hop across the stones. If you land in the water, you have to start over at the very beginning. You have to stand on the very edge of the path with the Control Pad to get onto the first stone, then it gets easy to press a button to jump and get somewhere.

The butterflies move Barbie backwards. It's like WWE referees being so weak they might as well suffer a broken quad as soon as they get hit by a slight breeze. Yeah, I know you have to watch professional wrestling/sports entertainment to get that reference, but one, here we are, and two, I'm not in the mood to make any jokes involving Space Quest III and sudden decompression deaths.

The turtles move in and out of the water, and you have to use them instead of rocks to get across streams. You'll have to jump off the first turtle to get on a second one, and your timing has to be good.

The beaver will push you off the rock if you're not fast enough.

After the nature hike from Hell, you'll take some photographs of the animals. You use the viewfiender - which is a target reticle - by moving it around with the Control Pad and pressing the button to take pictures when you move the reticle over an animal.

After this, you're free to head to another area in the game after reading a postcard from Barbie and seeing your score get tallied up.

Saturday, March 30, 2019

Batman (Game Boy) - The OST


Here's every piece of music from the Game Boy Batman game.

Chilean Retrogamer re-plays Batman (Game Boy) - Part 3 of 3


Well, this was a short game. The Joker finally goes down, and just like in the movie, it all happens at the cathedral.

Stage 3-2: Batwing Stage


The inflatable ducks are indestructible; you're better off moving around them.

The giant biplane shoots from the top and bottom as it moves up and down; when it moves off-screen, stay just above or below center so you don't get hit.

The boss plane after that is projectile city. It will create seven fireballs that come at you one-by-one, then four ships will show up in the corner and shoot at you while the boss plane shoots another projectile that splits into six.

After beating the boss plane, you'll get a cutscene where The Joker announces on television that he has prepared a surprise for Gotham City's 200th anniversary celebration.

Stage 4-1: Gotham Cathedral


There are ninjas in this stage, and unlike the other human enemies, they jump.

The robots that look like pairs of panties can jump and shoot upwards.

Stage 4-2: Gotham Cathedral


This stage is an auto-scroller...and there are a ton of robots in this stage that you will have to shoot at. Having the Wave shot at a high level works here.

If you can't shoot down a robot, you can always land at the very edge of a platform and move from there.

Stage 4-3: Batman vs. Joker


You're fighting Jack Napier/The Joker again, and this time, he has a few new tricks such as a three-way shot and a spread shot. Make sure you have as much distance between you and The Joker as you fight him, and be ready to jump over the three-way shot.

It will take a load of bullets, but once you beat The Joker again, you've won! Enjoy the ending!


Friday, March 29, 2019

Chilean Retrogamer re-plays Batman (Game Boy) - Part 2 of 3


In this episode, Chilean Retrogamer takes a trip to the museum before flying the Batwing.

Stage 2-1: Gotham City


The guy who shows up at the beginning can jump, so be ready for that.

Watch out on the ground between the gaps; pieces of rubble will down and hit you if you don't jump to the right quickly enough. You can destroy them afterwards, though.

The tiny turret with the five turrets can be easily destroyed with the P-Shot.

Stage 2-2: Flugalheim Museum


At this point, the enemies will all take multiple shots to destroy. They also don't have to be lined up with you to shoot a bullet at you.

The T-Shot is a laser that goes through blocks and walls and is very powerful; however, you can only have one projectile at a time.

If you know where to look, you can find two extra lives very close to each other.

Stage 2-3: Flugalheim Museum


There are some fake floors, and you can tell where they are by the dark lines in the floors. It's a bit hard to tell on a monochrome Game Boy screen, though.

Be careful which path you take; taking the easiest path may force you to downgrade your shot.

When you beat this level, you'll see a cutscene where the Batmobile speeds off, away from the museum.

Stage 3-1: Batwing Stage


The game soon becomes a horizontal shooter, with the Control Pad controlling where the Batwing goes and the B and A buttons shooting missiles backwards and forwards, respectively.

The enemies are more or less pretty simple; just watch for where the enemy projectiles come from as well as where they go. Also, be ready to see enemies come out from the left side of the screen. Thankfully, enemies don't take too much of an effort to destroy.

When you see the missiles, be ready to fly between them if you can't destroy them.

The boss is a cylinder that flies very fast and shoots eight projectiles at the Batwing at once. It can also shoot off a scatter shot after shooting straight at you a couple of times. Stay back, and be ready to move around and fire at the same time, as well as to fire both forwards and backwards, especially when avoiding the scatter shot.

Chilean Retrogamer re-plays Batman (Game Boy) - Part 1 of 3


Not to be outdone by the NES, the Game Boy got its own game based on the 1989 movie.

The game begins with Batman overheating a police officer tell Commissioner Gordon that he has just heard that Jack Napier has snuck into the Axis Chemical Factory. Batman is already on this one and WHOAAAAAAAAAAAA THE GAMEPLAY SCREEN IS FLIPPING AROUND LIKE IT'S ON SUPER NES HOLY CRAP SUNSOFT I KNOW YOU DID THIS WITH THE LOGO BUT I DIDN'T THINK YOU'D DO THIS WITH THE WHOLE SCREEN

Stage 1-1: Gotham City


Unlike the NES version, this game plays differently. You play a very tiny Batman, and while the Control Pad lets you more left and right as well as duck down with Down, A lets you jump and B lets you shoot. You'll need it to not only destroy enemies, but also to destroy blocks for power-ups. Only the dark blocks will contain power-ups. Also, it's official: Batman's on a murder spree.

The jump is a bit floaty, and you do not have much control of Batman while in mid-air.

The HUD at the top of the screen shows which stage you're on, the weapon you have as well as how powerful it is, your current score, the number of lives you have, and a bar that shows how much health you have.

The gun icon powers up your gun, and you can power it up for up to seven times. With these power-ups, you can shoot more projectiles and shoot them more quickly.

The circle with the B gives you 5,000 points.

The heart recovers one piece of the health bar.

You start off with the N-Shot, or normal shot. The W-Shot, signified by a square with a W on it, will give you a projectile that fires in a wave pattern and goes the full distance of the screen.

Stage 1-2: Chemical Factory


The Batarang acts as a shield that rotates around Batman and protects him from harm. You can have up to four Batarangs around Batman at any time.

The square with the P in it is the P-Shot, or the Power Shot. This travels the full length of the screen and can travel through multiple blocks, so you'll want to be careful with it. The size of your bullet also increases a little bit.

If you see a gun icon with inverted colors - signified by a gun in a black box - don't pick it up. It powers your weapon down.

The block with the S in it is the S-Shot, or Shot Weapon. It has less range than the N-Shot, but gives you rapid fire.

The canister-like item is a Smoke Bullet that destroys all on-screen enemies.

The enemies have been human - and easy - so far, but there are robots that will fire at you like some of the humans do as well as droids that will try to hop up short walls, such as stairs.

Shoot the door at the end to get past it.

Stage 1-3: Chemical Factory


The robots at the beginning that fire at you not only duck, they take more than one shot to kill unless you've powered your gun up.

The R-Shot is the Batarang. When you fire it, it acts like a boomerang that comes back to you. It also goes through walls.

The Batman head is an extra life.

Watch the moving platforms to see where they go.

The oval with a line in the middle makes your shields (should you have them) go faster.

Stage 1-4: Batman vs. Jack


Jack Napier will walk around the room and shoot at you when he sees you, and will also make the occasional jump. Be sready to duck under or jump over shots, and jump over him when he gets too close. He isn't very smart, and he will eventually fall into a chemical vat, turning him into The Joker just like in the movie.

You'll then see a cutscene where Jack Napier - now The Joker - saying nobody can destroy him.

Thursday, March 28, 2019

Batman: The Video Game (NES) - The OST


Here it is: every track from Batman: The Video Game for NES!

Cornshaq plays Batman - Part 3 of 3


Here it is: the hardest stage of all.

Stage 5


Here we are: the cathedral.

Be ready to deal with gears, a ton of enemies, tough jumps and even a little bit of slowdown.

At a few points, you'll have to drop down at the edge of a platform, then wall jump off the side to get somewhere.

The first boss is Firebug. Stay all the way to the left and throw Batarangs. He will jump around and throw fireballs, but you can easily jump over all the fireballs and you won't have to deal with his punches and kicks. As soon as you see him throw the fireball, you want to hold A to make the highest jump you can. This will take a while to get the timing down, but it can be accomplished.

After this, you'll get one more cutscene with The Joker, then you'll fight The Joker. Get close and punch him, and step back a bit to avoid the lighting strikes he summons when he raises his hand. If he shoots, jump over the bullet. Do not crouch, because you will get hit and you will lose three units of health, which is more damage than anything else in the game deals. He will shoot up to three bullets on either side of the screen before running to the other side; if he runs to the other side before the third bullet, there is a chance that he will shoot at you again as soon as he turns around. If you keep punching him while he summons the lightning (which he sometimes does twice), he won't be able to hurt you when he charges at you (which is true of any enemy; if you keep hitting them, they can't damage you while they're flashing).

There is an alternate strategy (sort of). For best results, jump towards The Joker and punch when he moves his hand back before summoning the lightning, then keep punching him while in a crouching state. If he runs to the other side, follow him immediately. It is better to take damage from touching The Joker himself than from being shot by him. The Joker also cannot damage you if he is flashing, and while that can be hard to keep going for a short amount of time, if you can wail on him, so be it. Getting up and close to The Joker is the best thing I can think of, if numerous Awesome Games Done Quick runs of the game are any indication.

You'll eventually beat The Joker, then you'll get the ending. You've beaten Batman on NES!

Wednesday, March 27, 2019

Cornshaq plays Batman - Part 2 of 3


If the strategies here seem different than what's on the video, that's because I made this a guide, played through the game on my own, figured things out, edited this before putting it all on Blogger, and then passed the stuff I figured out on to you. That's why.

The green turrets on the ceilings will drop bombs that go after you.

The gears on the pipe wall will damage you if you touch them, so try not to jump into them.

The boss here is The Electrocutioner. He will jump to the left and slash, then throw huge energy blasts to the left and right. He will also jump not only straight up, but also to the other side of the room. You will want to stay on the two platforms above and stay close, but not too close. Shoot at him with the gun, and when he jumps towards you, jump away from him and wall jump back to the platform. If you have a lot of ammo and you can keep the pattern going, you can beat him. If you run out of ammo, you'll have to position yourself just right so that you can punch The Electrocutioner in the head as he jumps around.

Basically, it works like this. Get on the left platform at the start of the battle and wait for the boss to unsheathe his weapon. Do not attack him immediately at the start of the battle or else it will not end well. When he jumps at you, jump to the left wall, then get back on the platform. Move to the right edge of the platform, face left, duck down and shoot The Electrocutioner with the gun when he jumps straight up. From there, jump to the right platform, make your way to the right edge, jump to the wall when he jumps at you, then wall back to the platform. Stay on the center of the platform, face right, and duck down. When The Electrocutioner jumps straight up, shoot him with the gun from a ducking position. From there, go back to the left platform. Repeat the sequence. The timing will take some getting used to, as well as some trial and error, and while this battle will be a bit long in the tooth if you can keep this movement pattern going, this battle can be won.

After another cutscene with The Joker, you'll be in Stage 4.

Stage 4


Gotta love the monitors with The Joker on them. Sunsoft knew how to do graphics on the NES at times.

The floors made out of rotating ears are like spikes, so you want to stay above them on the platforms. You'll also see them on ceilings, sometimes above sets of spinning gears on floor, so you'll have to be careful with your jumps at times.

To get past the last two jumps over the gear spikes, you have to jump to the corner of the gray wall, then leap off that wall to the right. You'll be right on the corner, and you'll have to hold the jump button to clear it. Never mind the fact that the first jump has a drone dropper on the ceiling, you'll still be able to make it. Just watch out for those three blue spike robots when you're at this point and be ready to punch them all or hit them all with the Batarang.

The orange robots can destroyed, but you're better off avoiding them as well as the nearby electric barriers that zap in and out from time to time. Also, you have a flame pit and small, square-shaped conveyor belt platforms in the third section. Oh, my.

There are very few new enemies in Stage 4, and the majority of them are going to be enemies you've seen before.

The fourth boss is the Dual-Container Alarm. For this one, stay to the far left, face right and keep crouch-punching so that when the cubes come your way, they can't damage you. You may take damage. That's all right. 

Both boxes have individual health bars, and if one box gets destroyed, the other one speeds up, changes form to have a red circle in the center and shoots fireballs across the room. Stay where you are and don't jump so the three pairs of fireballs that go across the screen don't hurt you. Even those fireballs will touch Batman's feet, they won't hurt him. Apparently his feet are not part of his hitbox. When the cube moves away, throw shurikens. When it moves forward, get back. Repeat until it dies.

Cornshaq plays Batman - Part 1 of 3


Here it is: the NES Batman game based on the 1989 movie and the one that many have a love-hate relationship with.

This game is pretty short but pretty hard. Like in the movie, you have to stop The Joker from terrorizing Gotham City. However, the game takes liberties with the story of the movie, and as a result, you meet enemies - and bosses - who are not in the movie.

Left and Right allow you to move, Down lets you crouch, A lets you jump, B lets you attack/shoot, Select lets you pause the game, and Start lets you switch between your fists, the Batarangs, and a gun. If you hold A while jumping, you'll be able to glide. If you press A while jumping towards a wall, you'll be able to perform a wall jump.

The game begins with Batman coming out of the Batmobile. He then drops down when you reach the gameplay screen (Why? I dunno.), and then you'll have control of Batman.

Stage 1


When you beat up enemies, you may get little blue squares. The B squares are bonus points, the missile squares give you ammunition for your weapons, and the heart will restore one unit of health. Your health is on the upper-left corner of the screen.

The guys running at you can easily be punched. The blue, spike tank-like enemies can be easily jumped over, but if you're on their level, they get faster, like that one enemy in the Mega Man series.

Wait for the flamethrower guys to stop shooting fire before walking up to them and hitting them.

Wait for the orange guys who stand still and fire to shoot their bullets, then jump over their bullets and hit them.

The blue mines will move towards you when you get close enough, then explode. Be ready to jump over them once you get next to them 

The jetpack enemies can be taken out with one or two Batarangs, but you can easily hit them with punches if they stop in front of you.

The ninja who leans on the background wall can easily be punched to death as long as you don't walk past him and don't keep him on-screen for too long. Otherwise, he attacks.

The boss here is Flame Moth. Equip the Batarang, then stay on the left or right side of the screen to avoid his dive and spread shot attacks. When he gets close, hit him.

Stage 2


The stage starts with the Batmobile shooting a hole into a metal door to allow the Batmobile in. Once Batman is inside, it's time to get into the Axis Chemical Factory.

The green guys with the claws will stop to slash at you if you're close enough. Be ready to punch them multiple times so they don't do that. 

Your jumping skills will soon be put to the test. Watch out for the acid droplets that drop from the ceilings and the underside of some platforms; they will hurt you.

The wires with the electricity coursing through them will zap you if you touch them.

The machines with the tridents on them will extend their tridents out a little bit if you get close enough. Prepare to learn how to wall jump...and fast.

The conveyor belts will move Batman around, and the circular saw blades on the walls, floors and ceilings will hurt you if you touch them.

The second boss is the Machine Intelligence System of the Axis Chemical Factory. Switch to the gun and shoot at the twin turret directly across from where Batman starts. Duck every time you shoot. The upper turret fires twice, followed by the lower turret always firing twice before the pattern repeats. From there, move to the upper conveyor belt and shoot at the blue light on the left wall with Batarangs. When you destroy that, the electric barrier near the last part will go down. Avoid the last part's three way shot and attack the blue light when it opens up. To do that, you'll have to get close - but not too close - and punch the blue light. Duck to avoid the three-way shot. If you don't take any damage, you're in the right position. This one's over.

You'll then see a cutscene with The Joker, then you'll be in the sewers.

Stage 3


The big jumping guy can be easily passed by, but in case you can't get him out of your hair, be ready to throw Batarangs at him. If you pay attention, you can tell where he's going to land when he jumps. You may have to fight these guys, so be ready.

The rotating blades on some walls and ceilings will hurt you if you run into them.

The tanks in the third section will shoot fireballs downwards. Shoot at them with the gun.

Tuesday, March 26, 2019

An American Tail: Fievel Goes West (Super NES) - The OST


Here it is: every piece of music from An American Tail: Fievel Goes West for Super Nintendo!

newfiebangaa plays An American Tail: Fievel Goes West (Super NES) - Part 2 of 2


Well, that didn't take long.

Stage 4-1


You'll be in the desert for this world. Watch for pits that suddenly show up in the ground as well as snakes that move back and forth. If you shoot the snakes, the segments will come apart, and you'll have to shoot those, as well.

The cacti will not hurt you if stand on it as long as you jump off right away. Letting Fievel sink into them will.

You also can die from standing in the quicksand for too long. As long as you keep jumping, you should be okay.

Stage 4-2


The scorpions will have to have their pincers blasted apart before they can be defeated. Hitting them in the back does not get you past this. Watch out for the pincers themselves; they can be tossed like boomerangs.

Stage 4-3


Gotta love the night sky here compared to the daytime and evening of the last two levels.

The skulls will chomp towards you, and they are easily beatable.

Stage 4 Boss


The boss here is a hawk. When the hawk is able to be shot, stay away from the bridges as the boulders that the hawk tosses down can break the segments off. The hawk will also blow you in the direction he is facing, even if you're behind it, so you'll want to be careful.

You can also shoot the boss as it swoops into the foreground. which makes this battle a little easier.

When you beat the boss, the rock platforms and the bridges will disappear. Just go to the right to end the level.

Stage 5-1


We're finally at Green River!

The snakes here are low to the ground, and come in two sizes: small and large. The large ones can only be shot in the head when the head is up. There are also boulders that will slowly roll towards you, and they also come in two sizes: large and small.

Stage 5-2


You'll be facing some cats that will shoot at you, and you'll want to shoot them while jumping over their projectiles.

Some of the windows will have bombs being thrown out of them.

Stage 5-3


When you approach the door to the saloon, you'll enter. There are holes in the floor to avoid as well as plenty of snakes to shoot at, and you'll have to jump up the ladders to climb them.

The boss here is Cat R. Waul, the main antagonist of the movie. Jump on his hat when he throws it, then jump up and shoot him in the head. When he drops to another level of the saloon, press Down to climb down the ladder and join him there. Thankfully, the way to fight Cat R. Waul never changes.

When you beat Cat R. Waul on the bottom floor, you can finally exit the saloon by going all the way to the right. You've won!


Monday, March 25, 2019

newfiebangaa plays An American Tail: Fievel Goes West (Super NES) - Part 1 of 2


It took three years for this movie to be made into a game. Surprise! It's actually not terrible.


Stage 1-1


You'll start out in New York City. Already, Fievel is in his Wild West gear, even though he probably doesn't wear it until about halfway in.

Left and Right let you move around, while B lets you jump and Y lets you shoot. Holding Up or Down lets you look Up or Down respectively.

In the upper-right hand corner, you'll have - from top to bottom - your current health, the amount of lives you have, the amount of coins you have collected and the amount of time you have left.

Shoot the cat cowboys three times to get rid of them.

The gold $ boxes contain coins and power-ups, such as 1-Ups, small hearts that are life replenishments, big hearts that act as life extensions, and invincibility stars. Collecting 100 coins will give you a 1-Up. Health extensions only last for one stage.

The gold Tiger boxes contain power-ups that are really good, such as 1-Ups.

If you see a Wylie Burp face with a hand pointing below it, it will show you which direction you need to go. Be sure to touch it, too; it acts as a checkpoint.

The blue water balloon changes your pop-gun cork shot to a water shot. Use it to extinguish the fire on the red-hot platforms as well as to defeat the the cat cowboys in one hit. If you find a pop cork, you can shoot more than one projectile at a time.

You can bounce higher on the thicker rope bridges.

At the end of every stage, you'll get a time bonus for every second you have left on the timer.

Stage 1-2


The drainpipes drop down flaming bricks, you can easily extinguish those shots with the water gun. There are also ropes that act as conveyor belts that push you either left or right, and you'll usually be contending with those while dealing with the flaming bricks.

You'll also start seeing your first bottomless pit here. You've seen plenty of moving platforms in Stage 1-1, but having accurate jumps will be essential here.

Stage 1 Boss


The boss here is One-Eye. Shoot him in the head, and watch for bricks falling down at the top of the screen whenever One-Eye jumps. If he gets too close, run under him. He goes down in no time.

Stage 2-1


You'll be in the sewers this time around.

You'll be floating to the right at the start of the level. Duck under the bats flying around in circles and shoot the dogfish as they are leaping out of the water. Thankfully, Fievel can swim in case you have to get in the water. Just keep jumping while in the water. You won't be able to do it for long, as Fievel will eventually get tired. Whether you stay in the boat or not, watch out for the spikes on the ground.

There are three sections for this stage instead of one, so don't get too comfortable when you hear the stage clear music quite yet.

Stage 2-2


Here, the water will be rather low. Use the platforms on the wall as well as the ladders to get around, and try not to fall onto the spikes. If you don't see any platforms again

The brown steel cans can be used not only as platforms, but as a way to move around on the surface of the water.

Stage 2-3


Once again, you'll be using the steel cans to get around in this stage. This stage is more of the same from Stage 2-2.

Stage 2 Boss


The boss here is Puppet, a puppet sheriff dog controlled by Cat R. Waul. Shoot at the puppet and avoid the balls that the puppet shoots out. Puppet will also drop down every so often, so run under him when you can. Thankfully, one of the gold $ boxes will contain an invincibility. Make sure to take advantage of it.

Stage 3-1


You'll now be on a train to the journey west...kinda. You'll be on a pushcart.

Keep moving right to move the pushcart to the right, and keep moving it right to move it to the left.

You'll eventually run into a rock. Jump past it, but be ready to get away from it as it rolls towards you.

There will be cat cowboys that will shoot at you, but if you land on the tracks, you can shoot him down and take their pushcarts for yourself.

Stage 3-2


This stage not only has bottomless pits, but also bridges that break apart when you move across them. Whatever you do, don't stop on the bridges.

Stage 3-3


Now you're on a train.

Once again, you'll be dealing with cat cowboys, but you'll also be dealing with vultures that swoop down at you as well as platforms between train cars that drop down when you put your weight on them.

When crossing the platforms that fall you stand on them, keep jumping. If you just keep walking, you won't be able to make it.

Stage 3 Boss


The boss here is T.R. Chula, a spider cowboy who crawls around a web. You'll not only have the projectile he spits out to worry about, but you'll also have to jump over barrels that roll across the floor. The egg sacs on the spider-web act as platforms, so jump onto one of them to get more shots on T.R. Chula's head. Just remember that you have to have to have T.R. Chula on-screen in order to get him to move anywhere, and that spiders will come out of those egg sacs. At least you can shoot at him when he is at the bottom of the spider web.

Mega Man 11 - The OST


Here it is: every track from the soundtrack from Mega Man 11 and then some!

Sunday, March 24, 2019

NintendoCapriSun plays Mega Man 11 - Part 7 of 7


Here's Dr. Light's Lab, one of the Challenges in the game. NCS doesn't beat it, but he does show off the first eight rooms.

Room 1: Defeat fifteen enemies.

Room 2: Make your way to the end. The enemies here are simple, for the most part.

Room 3: Make your way to the end. Watch where the gold chevrons go!

Room 4: Make your way to the end. Watch where you're going when bouncing off the top of the purple ball, and bounce off the right wall to get over the spikes at the end.

Room 5: Defeat ten enemies. Use Scramble Thunder. If you time it so that any enemy from the left is near the right end of the conveyor belt, the radius of the explosion will hit that and the enemy coming from the right, meaning that you only have to fire it five times.

Room 6: Make your way to the end. Shooting Scramble Thunder upwards can help get rid of some of the Mettaurs, and Tundra Storm can also help.

Room 7: Make your way to the end. You'll have to be careful where the buses when they get exploded into the air. Use Impact Driver at the third bus.

Room 8: Rush Jet will only get you so far, so be ready to make some big jumps and keep your Buster charged to get rid of the drones.

NintendoCapriSun plays Mega Man 11 - Part 6 of 7


Here it is: the stunning conclusion to Mega Man 11!

Eventually, you'll be able to buy items at Dr. Light's Lab for half the bolts it usually takes. Take advantage of that!

Dr. Wily Stage 3


Well, this is interesting. You'll be doing the boss rush in the third stage and not the fourth. The same strategies for each Robot Master still apply.

Top row (from left to right): Block Man, Acid Man, Impact Man, Bounce Man
Bottom row (from left to right): Fuse Man, Tundra Man, Torch Man, Blast Man

When you beat a boss, you'll automatically teleport back to the teleporter capsule room. The large health pick-up will be in the middle of the bottom row at the center of the room. The only this doesn't happen is when you've defeated all eight Robot Masters in the boss rush, as the capsule leading to Dr. Wily will be in the center of the bottom row instead of a health power-up. Also, the gears in each Robot Master's chamber seem to get faster with each successive chamber you survive.

As mentioned earlier, once you beat all eight Robot Masters a second time, you'll get the teleport capsule leading to Dr. Wily in the center of the bottom row.

Dr. Wily Stage 4


There is some platforming here involving the platforms on the tracks from Fuse Man's stage, but it's dead easy. When you see the giant wall of spikes, go all the way down into the pit. You'll find the door leading to Dr. Wily's chamber as well as a large health pick-up and a large weapon energy pick-up to the left.

After seeing eight more open capsules used to house Robot Masters in the background, you'll meet Dr. Wily at last.

The first form is a giant skull drone. To make matters worse, the floor is a conveyor belt. Avoid the red missiles that come down, and use the red missiles that come at you as platforms to jump up and hit the skull drone in the eyes. If you need to, use the Speed Gear. The drone will back up and rush at you before returning to the right side of the screen.

When you get it down to half health, the eyes will be exposed and you can see Dr. Wily. Try not to get ground up on the wheels that will balance the drone on the floor - and shoot at the wheels in order to get the drone to come back down - and watch out for the red Dr. W logos that the drone will shoot out.

As you face the first form, none of the weapons will really do that much damage, so go ahead and use the Mega Buster.

The second form that you get after beating the first one is yet another edition of Dr. Wily flying around on a small personal carrier. Watch out for the gears that Dr. Wily fires at you, which will always be in groups of four, and hit Dr. Wily with the shots from the Acid Barrier weapon whenever you can. Thankfully, you can always shoot the gears down. Use Tundra Storm to negate the weapons and multiple gears at once and do even more damage to Wily. You can also use Block Dropper.

When Dr. Wily produces two hammers at his sides, they will spin around. Be ready to slide under him as he moves towards you.

When Dr. Wily glows blue, he will fly around the room in an oval pattern. Stay away from him and shoot at him with the two aforementioned weapons.

When he shoots four gears up and down, produces the hammer and flies up, be ready to avoid being in the air so you aren't hit with a powerful laser. After that, he will teleport and try to hit you with the side hammers as he flies towards the ground (or towards you if he appears inside or just above the "floor").

Once you beat the second form, Dr. Wily will beg and plead for the eleventh time. As Wily refuses to admit defeat, Dr. Light suddenly shows up, and Dr. Wily accuses him of plagiarism. Dr. Light calls Mega Man the results of his and Dr. Wily's ideas combined when the powers of their inventions are used wisely, and tries to get Dr. Wily to join him again. Dr. Wily refuses, and flies away as he says that he will strike again.

Suddenly, the fortress starts crumbling, and Auto suddenly shows up. Everyone gets out of there, then we see Mega Man flying on Rush Jet above the ocean as the credits roll. After the credits, Mega Man returns home, and the eight Robot Masters are brought back to normal while we see Auto under the influence of the Double Gear system. We find out that Dr. Light was at Dr. Wily's fortress to recover the eight Robot Master's primary components so that the Robot Masters would be as good as new.

You'll then see a group shot of all the Robot Masters as well as the protagonists of the game, then you'll be able to save your game one more time. You'll go back to the title screen, and you can check out the extra modes. You can check out every enemy you've seen in the game, take on challenges much like you did in the ninth and tenth games, see your records, check out the online leaderboards and more.

Saturday, March 23, 2019

NintendoCapriSun plays Mega Man 11 - Part 5 of 7


Okay, wow, holy cow, that looks nice.

The Power Shield lessens the amount of knock-back you receive when you take damage.

The Super Guard cuts all damage in the stage you use it in by half, and it lasts until you lose a life or complete the stage.

Dr. Wily Stage 1


This stage borrows elements from Fuse Man and Bounce Man's stages.

Before we start this stage, can I just give the game props for letting you pick your stage within Wily's Castle instead of just keeping you on rails like every other Mega Man game ever? Because that's pretty cool.

The gears with the yellow centers act as platforms. You do get moved around when you stand on the yellow centers, so be careful. Also, pay attention to which way the gears are spinning, so you'll know if you will get moved to the left or the right.

The orange, rusted gears will fall the moment you jump onto the centers of them, and you won't have much time on them, either.

The Appearing Blocks will eventually show up. As in every other game, watch the pattern, and utilize shortcuts such as Rush Jet and Rush Coil where necessary.

You'll eventually come across a drop point with spike-laden walls before the second set of Appearing Blocks.

The boss here is...Yellow Devil! He's back! Jump over and slide under the blocks as they show up, then charge up the Mega Buster and shoot the Yellow Devil's eye when it is exposed...and make sure his later doesn't hit you. Keep doing this until he glows blue.

When the Yellow Devil glows blue, he creates multiple clones that leap to one side to the screen, then return to the other by running. There are safe spots during the jumping part, but you'll have to jump over them all when they run at you. They then all drop down from one side to the other, but there is a safe spot. Interestingly, you can shoot the clone that has the eye and do damage. After that, you'll get the usual Yellow Devil form again, but he'll shoot multiple fireballs instead of a quick laser blast.

Dr. Wily Stage 2


This stage borrows elements from Block Man and Blast Man's stages.

You'll eventually come up against a moving wall that looks like a skull tank. You definitely want to outrun it, but sadly, you can't use Tundra Storm to freeze it in place for a few seconds.

The skull column can be easily destroyed with the Pile Driver. You can hit both the eyes and the laser cannon in its mouth.

The Pile Driver will be useful against the Sniper Joe enemies, since you don't have to wait for them to stop hiding behind their shields to destroy them. Keep that in mind in case a skull tank is chasing after you.

The big blue jetpack robots can be destroyed easily with the Bounce Ball.

Use the Speed Gear to get past the one part with the multiple skull tanks that try to crush you as you jump upwards.

The boss here is a robot inside a spiked ball. Avoid the fireballs and lasers it shoots, and when the center opens up, hit it with Bounce Ball.

Eventually, the boss will teleport, turn red, and fire three laser beam at you. You will have to move rather quickly and stay away from the path of the beam right after the initial targeting beam touches you to avoid them all.

Tater-Tot Tunes - Block Man's Stage (8-Bit Remix) - Mega Man 11


There wasn't much in the NES/Famicom style that I could think of for the intermission. I think this will do.

Friday, March 22, 2019

NintendoCapriSun plays Mega Man 11 - Part 4 of 7


NintendoCapriSun has beaten all eight Robot Masters! Now it's time to go to Dr. Wily's fortress once again...

Fuse Man


The parts of the floor that are orange are hot and should not be touched.

The plug robots that move towards you have an electric barrier around them. Hit them from a distance.

The bat from Wood Man's stage is back at the end of the first section.

The yellow laser shooters will travel quite a distance, and the yellow track on the ceiling (or floor) give them the instruction to continuously fire. When they are off the track, the laser goes away. They can also travel across walls as they go in and out of holes in the yellow boxes. The lasers can be stopped by solid walls, so use that yo your advantage when you need to make your move at certain points.

The blue blocks that produces the lasers in four directions can be destroyed by the Bounce Ball, and the only time lasers come out of them is if a laser is shot into it by a laser shooter. There is a red variant that shoots the electricity diagonally.

You'll see the vertical versions of the red turrets from Bounce Man's stage here. These stay on the ceilings rather than the walls and downwards rather than left or right, but the three angles it can fire at you from are still the same.

The purple drones fly around in a sine wave pattern.

The mini-boss is a big robotic head that looks like it has dreads and sunglasses as it bobs its head while lasers on the ceiling fire in certain patterns. When you hit the sunglasses with the Bounce Ball a few times, you will expose its eyes before it explodes. You can also destroy it easily with the Acid Barrier.

The big blue robots that jet upwards will stay in the air for awhile before they come back down. If you try to slide under them, they will try to come down on you.

Fuse Man will create balls of electricity that will move across the track on the wall, and he can also teleport across the room and throw bolts at you.

When he goes into overdrive at half-health, he will zap like crazy to the top of the room and try to come down on you. This is where the Bounce Ball really comes into play. While he will try to knock some of the balls away before he does this, he won't be able to do it after he loses half of his health, and all those balls you can get on the screen will hit him one way or another.

Beating Fuse Man will give you Scramble Thunder, which sends quick bolts of electricity downwards and then across the ground from where Mega Man is standing. You can also shoot it upwards. With the Power Gear, you can make the shots bigger.

Tundra Man


The snowflake enemies just slowly fall down to the bottom of the screen. Love the fact that they have one eye.

The bunny robots jump up and down as they track Mega Man. You can take them down easily with Block Dropper.

The wind will push you black rather strongly, but you can perform some long jumps and some awesome platforming if you know what you're doing. It can also blow the snowflake enemies around, too.


The bird robots with the ice cubes will drop the ice down when they are directly above you.

Near the end, you'll have to deal with an ice maze as well as strong winds that will blow Mega Man to the right. When you reach solid ground, you'll have to slide and then jump immediately.

Tundra Man slides back and forth around the room, and also jumps twice across the span of the room. Scramble Thunder works well here, since he does stay on the floor a bit of the time.

When the multi-colored spotlights hit Tundra Man, he gets faster and can also create a tornado in the center of the room.

Beating Tundra Man will net you Tundra Storm, which creates a tornado around where Mega Man is standing that can freeze enemies. If you use the Power Gear, the tornado covers the entire screen and wipes out any minor enemy you can see on the screen.

Torch Man


The tents can be shot down to reveal a green bunny enemy that bounces forward at times. The owl lantern enemies fly around at the top of the screen, following Mega Man in an attempt to drop fire on him.

The green-and-gray mushroom-like enemies shoot fire upwards out of their heads. If the fire touches a solid ceiling, it won't be able to go through it. Destroy them from a distance to get them out of your way.

There will be plenty of jumps from one wooden column to another above bottomless pits. Be careful.

The purple tank enemies will be knocked back by the Mega Buster, but you can also freeze and kill them with Tundra Storm.

At times, you will be followed by a blazing wall of fire that is instant death if you touch it. You can freeze the wall with Tundra Storm, but it will eventually un-freeze itself and start moving again.

If the mushroom enemies' fire hits metal blocks, the blocks will heat up. Jump over these blocks when they are white hot.

If you destroy the owl lantern enemies in certain points, the area will go dark. You can use Scramble Thunder to light up the screen again for a few seconds.

The boss here is a phoenix robot. Get up to it and hit it with the shots from the Acid Barrier up close to absolutely demolish it.

Torch Man will hop around the room, throw fireballs and also try to kick at you if you're up close. He also has a kick that travels from the air to the ground and travels roughly the width of the room.

At half-health, he will get faster, and he will jump around will sending fireballs across the ground. Two shots of Tundra Storm with the Power Gear later, he's done before he can do much else. As a matter of fact, that's all you should be doing.

Beating Torch Man results in obtaining the Blazing Torch which sends a fireball into the air, which then comes back down. With the Power Gear, that fireball becomes a three-way shot.

After you beat all eight Robot Masters, you'll be back in Dr. Light's lab. Dr. Wily will hijack the monitor and be irritated with Mega Man using the Double Gear system. He reveals exactly where he is (even though he whined and groveled the last ten times he got beat), and dares Mega Man to face him.

NintendoCapriSun plays Mega Man 11 - Part 3 of 7


In this episode, NintendoCapriSun checks out Dr. Light's lab before taking on two more Robot Masters.

At Dr. Light's Lab, you can buy all the power-ups you need, including extra lives (up to nine), E-Tanks,W-Tanks, M-Tanks, Eddie Calls (which summon Eddie to give you five random power-ups) and Beat Calls (which summon Beat should you fall into a pit to save yourself with Left and Right on the D-Pad). You can only carry a certain amount of each, and you can find out just how many of each item you can have here as well as on the pause menu. You'll also be able to see if the item works automatically or if you have to use it yourself.

W-Tanks fully refill your special weapons, while M-Tanks refill all health and weapons. You can only hold one M-Tank.

The Energy Dispenser reduces your energy gauge in exchange for letting you use the Double Gear technique - which allows you to use both the Speed and Power Gears at the same time - whenever you want as opposed to when your health is low.

The Shock Absorber reduces the recoil from firing a powered-up Mega Buster shot.

The Auto-Charge Chip charges the Mega Buster while you're not firing; otherwise, the charging process will reset if you are.

The Buster Plus Chip makes fully-charged Mega Buster shots bigger and more likely to hit enemies.

The Spike Boots stop you from slipping and sliding on icy floors.

The Energy Balancer automatically recharges the weapon with the least energy if you pick up a weapon capsule if your current weapon is full (or the Mega Buster), as always.

The Mystery Chip provides a bonus if you complete a stage quickly.

The Buddy Call Plus allows you to carry up to three Eddie Calls and three Beat Calls.

The Tank Container increases the maximum number of E-Tanks and W-Tanks you can hold to nine.

Impact Man


In the Japanese version, Impact Man is known as Pile Man due to his piledriver-like moves.

The electrified barriers can be destroyed with your weapons.

The classic Mettaurs are back. Shoot them when they expose their eyes when you get close. If you hit them with a fully-charged Mega Buster shot, you'll stun them for a few seconds, and you can shoot them with regular shots while they are exposed during that time.

The pick-throwing guys from Guts Man's stage in the first game are back. Attack them as you approach. At least they don't throw picks as much as they used to.

The missiles that the red missile shooting robots shoot will home in on you. Keep that in mind as you traverse the platforms that move across the tracks.

If you see faint gold chevrons moving around, a drill robot will be moving in that direction. Be ready to stay out of their way. According to Impact Man's character bio, Impact Man is made of three drill robots, and these are those robots. You'll meet them again when you face Impact Man proper.

The small welding robots will make holes in the ground that will burn to the touch if you move onto them.



Keep hitting Impact Man with the Acid Barrier's projectiles. You'll be able to take him down in no time.

Beating Impact Man will give you the Pile Driver, which allows Mega Man to perform a dash attack. Using the Power Gear along with this weapon makes it more powerful. Be careful when using it against enemies, however; there is a bit of knock-back after you connect. Also, this is the first power to use three main colors instead of two, due to the three drill robots that make up Impact Man.

After beating four Robot Master stages, you'll be back at Dr. Light's lab. Dr. Light talks about how he and Dr. Wily had a falling out over the events in the past that took part at the beginning of the game. Dr. Light felt that with independent thought, robots would truly be partners with humankind at last, but Dr. Wily felt that even with independent thought, robots would still be thought of like tools, and felt that only with insurmountable power and speed would robots be seen for what they truly are. Dr. Light was strongly opposed to Wily's ideas and research, and with the Double Gear putting an incredible strain on the robots that use it, it could be used to cause terrible harm in the wrong hands. Dr. Light then mentions the committee that cancelled Dr. Wily's research in favor of his, and that Wily has not only never forgiven him, but has become more extreme in his views since. Dr. Light then says his attempts to reconcile have only fueled the fire, and wishes there was a way to work together again, as even Dr. Light admits that the Double Gear system can be a tool for good if used properly and with proper judgement. He says that Wily's dream of turning a robot into a hero could come true if Mega Man uses it, then announces that Rush has been tuned up, which unlocks Rush Jet.

When you head back to Dr. Light's Lab, you can get new items that were unavailable before.




Bounce Man


In the Japanese version, Bounce Man is known as Rubber Man.

The flying green turrets move up and down and shoot bombs at you.

The circle platforms are bouncy, and you can use them to jump higher if you press the jump button just as you land on them. You'll also have to bounce into them from the sides to get up some walls. They're like the springs in Spring Man's stage in the seventh game.

The yellow platform at the bottom of a section acts as a bouncy trampoline that allows you to reach new heights if you can jump onto it from very high up. You'll be using these to get out of two sections: the first and the last.

The blocks with the hands act as platforms, and the direction the circular arrow rotates is the direction that the hand will rotate when you shoot it. Shoot the hand with a fully-powered Mega Buster shot, then jump and stand on the top of the block. When you shoot the hand, a timer counts down, and when it reaches zero, the hand will move back up to the top and smack you to the side.

The light blue-and-yellow ball enemies bounce around anywhere. They go down easily in a few shots.

The pink robots held up by the balloons float back and forth and explode when they hit the ground after their balloons are shot down. The spinning balloons that are by themselves explode when shot.

The red turrets from the fourth game are back. They can only fire in three directions: forward, up at a 45-degree angle and down at a 45-degree angle.

The yellow metal panels with the hole in them create the yellow cylindrical robots.

The mini-boss is a balloon frog. Use the Pile Driver to pop the frog as it swings around on its tongue and tries to attack you with it, then use it again on the robot that comes out before he creates another balloon frog while avoiding the bouncy robots. You'll take this mini-boss out very quickly. You can also use the Mega Buster and the Speed Gear for this.

Watch out near the pits after the mini-boss; there will be some mime robots that will pop out to block your path. Also, there is a shield robot that raises its shield up to fire forward, making itself vulnerable in the process.

The room with the five pink hand blocks can be easily dealt with by using Block Dropper.

Bounce Man will (obviously) bounce about the room and try to hit you with his extendo-arms. Hitting him once with Pile Driver will split him apart, and parts of his body will then start bouncing around the room. Hit the body - the part with the yellow circles on it - to do damage on the biggest part of him until Bounce Man pulls himself back together..


When Bounce Man glows blue, he uses the Speed Gear. He will bounce around the room a little bit faster while punching at you every so often. It won't be long before you defeat him as long as you keep your distance.

Beating Bounce Man nets you Bounce Ball, which lets you shoot a three-way shot of bouncing pink balls. The Power Gear lets you shoot six - three to the front, three to the back. You can also aim the weapon upwards or downwards.

Thursday, March 21, 2019

NintendoCapriSun plays Mega Man 11 - Part 2 of 7


In this episode, NintendoCapriSun takes on Block Man and Acid Man.

Block Man


Watch out for blocks following down from the top of the screen into the bottomless pits below.

The robots inside the wheels are vulnerable if you can shoot them so that the Buster Shot goes through the hole in the wheel, but you're better off jumping over them...sometimes.

The yellow cylindrical robots slowly fly towards you. They can be taken down very easily.

The skulls on the ground have hammers. Don't get too close.

The grey stone blocks can be shot down to get them out of your way.

There are conveyor belts here. The yellow arrows will point which direction they will take you.

There is a weapon select that you can use in-game where you can switch exactly to the weapon you want without pausing or cycling through weapons, but time doesn't stop when you use it, so be careful.

The mini-boss here is a totem with what looks like a spiky tire with eyes for a head on the top. When it spins, get out of the way of the four spinning sections as they drop down, and shoot at the head with Chain Blast. Using this in combination with the Power Gear will definitely save you some time. Just save some for Block Man, though. You'll eventually meet this mini-boss again, and this time, you'll be on a conveyor belt. 

Shortly after this, you'll see the blocks dropping down from the top from the beginning of the stage as well as the gray destructible blocks. When you see what looks like small debris moving on the ground, be ready to avoid something. You'll then get trapped by a wall of moving gear that materialize from behind you, and you'll have to shoot the gray blocks while traversing the solid sea foam green blocks like some sort of maze. If you use Chain Blast along with the Power Gear, you can blow them all up and speed through this section.

In the first fully vertical section, you'll see what looks like a feint tornado. If you approach it, it turns into a robot with light blue spikes around it. Just shoot it up with the Mega Buster before it shoots its eight-way shot.

Be careful when approaching extra lives that are sitting there in an easy location; some of them are evil purple Eddie look-a-likes that will run away and then jump out of your reach if you don't shoot them down fast enough. They also can run off with other power-ups, as well.

The gears help refill your Double Gear gauge. Just mentioning these now because this is when I really started noticing them.

Rush can crush the blocks that drop down in the second fully vertical section whenever you call Rush Jet. All you have to do is have the blocks drop on him before using Rush Coil.



Beating Block Man will give you the Block Dropper, which lets you drop four blocks from above, much like Block Man did. Using it with the Power Gear lets you drop even more blocks. In this game, you can try both forms out for yourself, and you'll learn that using the Power Gear is like a temporary version of the X-Buster upgrade that powers up special weapons from the X series. The try-it-yourself weapon demo does not end until you press Start.

Acid Man


If you pay attention to the window at the beginning of the stage, you'll eventually see Acid Man swimming around.

The spider robots will come down when you get close enough. There are also mini-spiders that are pretty fast, but can easily be hit with a fully-charged Mega Buster shot. Sometimes the big spiders will spawn small ones. Also, the green water will hurt you.

The syringe robots will shoot acid drops upwards in an attempt to attack you, and if they hit the blue water, they will turn it yellow. If more of their acid is dropped, it will turn red, and then turn green after one more drop. If it is green, it will hurt you.

The shield robots come back here. Shoot them from behind as they fly away.

The doors that lead in and out of the underwater sections will open automatically when you get close. When in the water, you'll be pushed back by the current (watch out for spikes!), and the current will also blow robots in your direction. In later sections, the current will push you somewhere other than to the side...

The circle-shaped robots that move back and forth can easily be destroyed.

The mini-boss is a circular robot with four wheels that will swim at you. It will spin around and create circle-shaped robots. Hit it in the core with Block Dropper, but be sure to save some for Acid Man.


The wheels in the background have platforms that move in a circle along with it. Time your jumps to make getting around easier.

Sometimes, an enemy will drop a power-up that randomly switches between all the power-ups you can pick up in the game. Whatever it is when you run into it is yours. If you're lucky, you can even get an E-Tank for recovering your energy this way!



Beating Acid Man will net you the Acid Barrier. It's a shield weapon, but you can also shoot acid bullets. Using it with the Power Gear creates a bigger, more powerful shield that can also destroy enemies to the touch.