Saturday, August 31, 2019

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - Part 3 of 5


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Haunted House


After you get out of the giant fridge, you'll end up at an old house with Monterrey Jack. As expected, Fat Cat has opened the Urn of the Pharaohs and let all the ghosts out.

The candles spin around before rushing towards you. Hiding in a crate against these things works best. They also take two hits to kill, with the first hit stunning them. Also, they jump around, which can make avoiding them hard at times.

The ghost dogs slowly fly forwards, but if they spot you, they'll go in for the kill. Thankfully, a single crate will get rid of them. Sometimes they'll circle around, too.

Don't worry about the doorknobs banging on the doors near the end of the first section. They're just there for show, even though they actually make a banging noise. Nice work on the details there, Capcom.

In the second section, you'll be seeing the lights go and off. Thankfully, you'll still be able to see where you're going, but the paintings will change into something slightly more macabre (like that haunted house in Disney World) and cloud-like enemies will pop up where the heads on the portraits are and come at you. Thankfully, these clouds are easy to avoid.

The acorns are in the game, too, and they'll refill your health. Why I somehow failed to mention them, I don't know. You'll also see an entrance to an area where you'll hear the first level music again as Monty refills your health with cookies again. You'll start back to shortly before this door, and you'll have to go up from there.

The boss here is a mummified ghost. When the candles go out, he'll pop up and float to the other side. Avoid him as he makes his way over there, and grab one of the wrapped-up balls that he drops when he does. This is one of his two attacks. The candles will light up again, so take this opportunity to grab the ball and throw it at him when you see him when they go out again.

His other attack will be two sparks that come out of his hands. Stay at the very edge of the screen and jump over the sparks, and he won't be able to hit you when he stops right next to you. When he does this attack he won't drop a ball.

He has three attacks: a ball drop where he floats in a sine-wave pattern, a ball drop where he quickly floats to the other side, and the spark attack where he doesn't drop a ball. When he does the third, he fires a spark from the right hand, floats to the middle, shoots from the left hand, then goes to the left and disappears. He will always pop up on the right side of the screen and move to the left somehow.

Amusement Park


After you beat this level, you'll close the lid on the Urn of the Pharaohs and get rid of the ghosts. Unfortunately, Fat Cat will hole himself up in an amusement park. There, you'll have to take him on...but not before beating three levels. Each one contains a key to the control room, and you're going to need all three to get to him.

This is the only part of the game where you get a choice of where to go. The rest of the time, you're on rails. You have a choice between the Clock Tower, the Western World and the Future World.

Clock Tower


The moles with the hardhats will throw wrenches upwards and forwards. Some of them also hammer the floor, causing nails to drop down from the floor. They don't have much range. Good thing a crate you get your hands on does.

The rats shock themselves, and send two electrical shocks traveling along the ground in different directions. Jump over the shocks and whack them with a crate when they stop frying themselves.

You'll also see platforms moving around on chains pulled around by gears. You'll have to land on them from above, as the game won't let you jump onto them from below. This will be one of your main ways of getting around inside the clock tower. Just watch out with the horizontal gear platforms; they can send you off the edge.

The boss here is an ostrich riding a gear unicycle. Grab the white gear that it throws onto the floor and toss it at the ostrich.

Whenever the boss here moves around, you'll want to stay at the very edge of either side of the screen, and always use the platforms to jump over the boss. That way, you'll give yourself more time to dodge the boss when it's moving around, and you won't be unknowingly whacked when he jumps up to either of the two platforms here.

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - Part 2 of 5


In this video, we catch up with Fat Cat...or does Fat Cat catch up with us?

Ship


When you hide in the crates, you can also throw them while ducked down inside to hit low-lying enemies, such as the porcupines. You'll have to hit the porcupines in the back, as they'll knock the crates back if they catch sight of them. If you're hiding in a crate when the porcupine runs into it, the porcupine will be defeated no matter what.

The blue moths will fly down and then forward, sprinkling some sort of powder every so often that damages you to the touch. Thankfully, both the moth and its attack are easy to avoid.

The baseball can be used as a throwing weapon. While it doesn't work at all like the crates (you simply throw it straight up and slightly forward, much like the steel box), it's useful against the moths and the monkeys in the buckets that move up and down and throw their hats at you. You can also use it to get to a button that opens up a room where Monterrey Jack will heal you.

The boss here is a pirate weasel. He'll drink out of some black bottle and spit fireballs at you. As you fight him, the screen slowly buy constantly scrolls upwards. Whenever you see a crate, throw it at the guy. Believe it or not, the boss constantly jumps to a higher platform and never drops down, so use that to your advantage and hit him from below if you have to...just don't accidentally get auto-scrolled out of the battle.

After you beat the boss and get through the bonus game, you'll find out that the Urn of the Pharaoh is missing, and the trail is cold. Zipper notices somebody creeping into a dockside warehouse (and if you notice the background while Zipper is talking, you'll notice it too).

If you can collect three Rescue Rangers icons, you can increase your health to four hearts. The highest amount you can get is five hearts, which is signified by one big heart.

When Chip and Dale show up at the warehouse, Zipper notices someone go inside. Chip and Dale go in, but the door slams behind them and the lights turn on. Turns out this is a giant refrigerator, and Chip and Dale have been trapped inside. Fat Cat finally shows up, and gloats at them before leaving.

Refrigerator


The enemies here simply skate around and jump every so often. They're quick, but they're really not that much of a hassle to deal with.

You have exactly three minutes to make it to the end of this short level before you're frozen solid. Thankfully, that's more time than you need here, especially since the game was made for kids.

The fans blow you upwards, and the height you'll get off of them is higher than your jump.

You'll also want to watch out for the icicles, too. They form every so often on the bottoms of the pipe platforms, and they'll fall down after a few seconds. If they hit you, they will freeze you.

Friday, August 30, 2019

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - Part 1 of 5


Yay! A sequel! This is one of the rare Disney-Capcom games to get a direct sequel. It doesn't have all of the charm of the original, but the original gameplay premise is still there.

Once again, you get to choose between Chip and Dale, and once again there's no gameplay difference between the two.

Anyway, this time around, Fat Cat breaks out of jail after he was sent to jail following the events of the first game. (Never saw anything like that on the show!)

Meanwhile, Chip hears about a bomb threat in a restaurant on the television. How they have a television in their clubhouse, I have no idea. Chip and Dale are on the case! But after they leave, they miss the news bulletin that Fat Cat has escaped from prison.

That reminds me...why would the humans even care about Fat Cat or know that he would have the same intelligence and criminal ideations of a human being? It definitely wasn't clear to his owner in the pilot (who was seen only in the pilot), that's for sure.

[title][center]Restaurant[/center][/title]

Unlike the last game, where you didn't have to beat all the stages before going through the last three, you're mostly on rails the entire time. Also, you'll be able to throw crates diagonally, and the large items such as the apples are gone. While it makes the gameplay a little simpler, it was the little details that came with these things that cause the sequel to lose a bit of the charm that the original game really had going for it. Interestingly, holding Left or Right with a crate in your hand for long enough will make the crate flash, and if you throw a flashing crate, it will go clear across the screen and hit all enemies in its path.

At least you get cutscenes between levels, like you saw at the beginning of the game. You got them last game, obviously, but these are a little better.

The flowers are replaced with the orange "R/R" Rescue Rangers logos, but they still serve the same purpose: collect 100 for a 1-Up.

Just so you remember, the health meter is now in the bottom corner rather than the top. I feel this should be mentioned since a good amount of games put the HUD on the top rather than the bottom. It's just a matter of aesthetics, but I think HUDs were placed on the top of the screen more often in NES games. Maybe it's just me?

The flies carrying the jars of honey will fly forward, stop to drop a gloop of honey down then fly around and stop again to attack once more. They're pretty easy, as is their pattern.

The rats that carry the forks around move back and forth and swing their forks like staves. If they hit a crate you throw at them while they're swinging, they'll send the crate back at you. You won't take damage if you get hit, but you are stunned for a few seconds. Holding Down before throwing will get rid of them.

In the second section, you won't have to deal with the bottomless floor that the first one had. You will, however, have to deal with rats carrying spoons. You'll have to hit them from below, as these guys have AI and will instantly batter up and smack your crate back at you if you throw one directly at it. When you hit them, they'll be stunned, leaving you free to perform a direct assault with another crate.

Some of the crates that you'll pick up in the game will make a harsher throwing sound when you toss them forward. You'll be able to tell them apart when they start flashing after you pick them up. These things can be pretty powerful and take down more than one enemy, so take advantage of them when you know where they're at. They'll go into a spiral pattern sometimes, too, so take advantage of that as well.

Some of the crates will have enemies in them. You'll be able to spot them by the brown outline of a box instead of a white one. From there, hit them with a crate or just jump over them when they start walking towards you when you're a short distance away.

The acorns will refill your health. The stars give you extra lives whenever you pick one up every single time. No need to go for 20 stars like last time; you'll just get the 1-up.

The box in the sink contains Zipper...and a gravy boat. Just stand on the gravy boat while Zipper turns on the water, and you'll be able to float to the top without taking unnecessary damage.

In the next room, Monty will throw you some cookies. If you're low on health prior to the boss, you'll be full now.

The boss here is Water Rabbit. You'll find out he set the time bomb to create a diversion...and it worked! Chip and Dale will finally find out from him that Fat Cat broke out of prison last night. Fat Cat is hunting down a treasure known as the Urn of the Pharaoh, and he probably already has it now. When Chip and Dale ask where the bomb is, Water Rabbit tells them to find it themselves.

You'll then face Water Rabbit in a boss battle. The water flowing off the stacks of dishes will push you towards the pit at the bottom. Wait for a crate to drop down from the top of the screen, then grab it and throw it at Water Rabbit. Watch out where he goes, since he shift between the three levels of platforms whenever he can, even though he doesn't move very fast. If a crate falls on Water Rabbit before it gets picked up, it will count as a hit. Don't let them fall on you, or you'll be stunned. Water Rabbit has a water squirt attack, but it doesn't go very far and is only of concern if you're at close-to-mid-range.

At the end of every level, the number of Rescue Rangers logos you've picked up will be tallied. For every fifty you have at the end of the level, you'll get a Rescue Rangers badge (which acts as a continue) as well as an extra life. Collect enough badges to increase your health meter.

You'll also get a bonus game at the end of every level. You'll have ten seconds to grab a ball and try to get a prize. The gold star will bring you two extra lives, the silver star gives one extra life, and the heart gives you health.

You'll cut the wire on the bomb after this. Cutting either wire will deactivate the bomb, but the red one will give you some extra flavor text.

Sewers


The pink fish jump in and out of the poisonous sewer water below. They're pretty easy to avoid, but they can easily be taken out from a distance.

The bats will fly at you when you wake them up. Hiding in the crates by holding Down on the Control Pad works well against them. Some of them walk back and forth on the ground instead of hanging upside-down on the ceiling, and they'll come after you if you're close enough.

The slightly darker-hued crates contain snakes. Throw a crate at them to stun them, then you can grab and throw them (hopefully into the nearest enemy). You can also kill them with a second crate if you stun them.

The boss here is a vampire cat. Whenever he flies around, he'll blow you back. Jump over the rocks that come down and then towards you, and avoid him when he comes down on the way to the other side. If he simply flies down, get away. If he slides onto the floor near the other side, jump over him. When a rock is able to land on the floor, pick it up and throw it at him. Standing near the center as he flies helps with getting a rock on the floor, but if he skids into the rock, it will be knocked off and fall through the bottom of the screen. After a few hits, the vampire cat will go down.

PrinceWatercress plays Bugs Bunny's Birthday Blowout - The Longplay


Enjoy!

Thursday, August 29, 2019

PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 6 of 6


And we're entering a castle for Bugs' birthday party because...why?

Stage 6

Round 1


We're now inside a castle for the final stage. But wait...is this where the party is taking place? This game's logic is just becoming random to me now.

The pipes here are urns, and flames will move in and out of some of them.

This stage also brings out the conveyor belts. If you look at the tops of the conveyor belt, you'll be able to tell which direction they'll take you.

The blue shelves act as the platforms that may break under your feet in this final stretch.

You'll see a lot of things that will fall on Bugs' head. These include rock ceilings, some brown things with a spinning white gear that looks like a buzz saw but act like the Thwomps from Super Mario Bros. 3 and spikes that randomly come out of the ceiling and fall on you. The floors and ceilings are full of deathtraps with every step you take, so you'll have to look around as you go through this stage.

For the Daffy segment, grab the two carrots, then carefully take the upper route.

Stage 6

Round 2


The orange spikes work rather interestingly. Hit the switch at the end of the spike pit to change the direction of the spikes. The direction they face will switch, and the direction the spike tips face will dictate which way you can go without getting poked.

You'll also be fighting Elmer Fudd one more time at the end.

Stage 6

Round 3


The springboards (the red tiles on the floor) will send you into the spikes unless you jump over them.

In the even-numbered sections, there are false floors on the path to the pot at the end. They're usually laid out in increments of two (two are real, the next two are fake). It's basically a redux version of the Mega Man 2 fake floors. If you don't see a vertical line between tiles, that means there is a fall-through floor there.

It may look like you're gong in circles throughout this stage, but the fake floors you see will prove otherwise.

If you can manage to touch the lower-left corner of the big carrot in the Daffy section, you can finish it.

Stage 6

Round 4


At this point, this stage is a combination of all the traps you've seen in the last three rounds.

For once, you'll be using the trampolines in every other segment to get to the pot, drop in and continue on. It'd be easier if there weren't spikes dropping down ad infinitum.

The final boss...get ready for this...is Taz throwing footballs. The mallet won't hurt him; instead, you'll have to use the mallet to send the footballs he throws at you back at him. It takes six hits to take Taz down, and he throws them slow enough to test your patience. If a football hits you, you're taking a whole heart's worth of damage.

Ending


Bugs finally makes it to the party and meets his friends, who moments ago had been TRYING TO KILL HIM. Playing nasty tricks, my ass. Then they celebrate. The end.

PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 5 of 6


It's time to head to the jungle as we come close to beating the game with 99 lives!

Stage 5

Round 1


You can climb the trees like you would ladders. Also, some of the tree branches will act like the rock platforms that break apart when you stand on them, so be careful where you climb!

Prepare to see a lot of frogs in this stage. It's probably more than you've ever seen in the entire game so far.

The vines will move left and right, and Bugs can climb on them. If you grab them from a higher height, Bugs will slide down to just above the bottom of the vine. From there, you can jump to the next platform, even though the vines' "zig-zag" moving pattern makes it slightly difficult to grab onto them in the first place.

The trash cans will spit out the exploding clock enemies. There's no way you can stop them, unfortunately, so just jump over them and move on.

Another Daffy segment. *sigh*

Stage 5

Round 2


Be careful as you leap from one platform to another. The simple white platforms that you've been seeing throughout the game continually disappear and reappear every two seconds, reaching carrots and other parts of the stage more hare-raisingly difficult. (Finally, a hare joke.)

The spider just slowly moves up and down on the web strand it hangs off of. It's easy to avoid.

You'll face Elmer Fudd again. Wonderful.

Stage 5

Round 3


Some of the ropes here will move very fast. For once, all those lives you've probably picked up make for a nice safety net here.

You see Daffy if you move past the big carrot at the end. Now the game isn't even trying. But if you do go behind Daffy, you'll get a couple of carrots for the bonus round.

Stage 5

Round 4


Well, at least this level is more pleasant than the last two.

There is a platform at the top near the beginning of the level that takes you to a secret area. Take the platform to the right here to go back down.

The boss here is Foghorn Leghorn and Henry Hawk. Guess what? This is one of the stupidest battles in the entire game, and here is how it works.

Grab the carrot, then jump on top of Foghorn Leghorn's head. From there, jump onto the WB block where the carrot was and jump up to Henry Hawk. Hit Henry with your mallet three times. There. That's it.

Wednesday, August 28, 2019

PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 4 of 6


Well, the cave is a nice change of pace. Yet this still begs the question: why the hell is Bugs Bunny going through a desert and a cave to get to a birthday party? Even more importantly, why does Mother Nature, a bunch of Acme products and an assortment of Looney Tunes characters that is most likely to be described as random want him dead? Seriously, Sylvester Jr. and Tweety? We're sending the more benevolent WB cartoon characters after Bugs now? Talking about scraping the bottom of the barrel!

Stage 4

Round 1


The next stage takes place in a cave.

You can't swing your mallet when you're standing behind the stalagmites, but you can use them to hide from enemies and avoid taking damage.

The oil cans will make the screen go dark as smoke comes out of them. When the smoke stops, you'll be able to see again. Interestingly, enemies will still be visible in the dark.

The waterfalls will deal a whole heart's worth of damage if you run into them. Some holes in the background wall generate waterfalls; others will not. When a waterfall disappears off the bottom of the screen, a new one will show up.

Stalactites will fall from the ceiling and make jumping between spike-filled gaps more difficult.

The pipes this time are actually pipes. I think.

The red earthquake machines are more aggressive than their blue counterparts from the last stage. They'll leap toward you on sight and spawn enemies around you when you bean them with the mallet.

The stage ends with yet another Daffy Duck section.

Stage 4

Round 2


The ghosts move up and down as they advance, allowing them to cover a good amount of the screen as they pass by. You won't be able to kill them, so all you can do is just stay out of their way.

Stand on the geysers to get to something you can't reach, like a moving platform.

When you make it to the end, you'll face Tweety yet again. This time around, it's a little easier to see where he's hiding if he faces right. He has two places to hide behind, but I guess he just sticks to the one.

Stage 4

Round 3


It may look like you're going in circles through the first 70% of the stage, but you're not.

Also, it becomes more apparent here that all you can see when the lights go out are the enemies. You won't be able to see the waterfalls, so just wait it out.

You can use the stalagmites to hide from Daffy and use the Rabbit Season sign as a platform.

Stage 4

Round 4


The shaky bridges will break apart when you stand on them. Your best bet is to leap across.

Be sure to take the heart before you go into the pipe at the end; you're going to need the health.

The boss here is Pepe Le Pew. Use the stalagmites to avoid the stink clouds that Pepe makes with his tail, then run out of the stalagmite and tag him while you have the chance. Just like all the other bosses, he takes three hits to beat.

CGR Undertow reviews The Bugs Bunny Birthday Blowout


Because I've already shared the Nerd video two years ago, here's another CGR Undertow rewind!

Tuesday, August 27, 2019

PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 3 of 6


In this episode we go through even more of a desert which is even worse than the last one due to volcanic activity. It's like some sort of alternate Looney Tunes universe that the cartoons never showed.

Stage 3

Round 1


You'll meet a new enemy here: frogs. They just jump around every couple of seconds, they take two hits to kill unless you stand on them when you whack them, and they follow you relentlessly. Prepare to be annoyed by them for the entire game.

Watch out for the fire pits!

The pipes here are oil drums. Prepare to see rocks float in and out of them again.

There is a pit-creating earthquake at ground level near the end, but if you can take the high road and stay there, it won't be a problem.

Be careful when you jump to the big carrot. If you miss the jump off the platform and fall into the pit, you'll lose a life.

Stage 3

Round 2


The one-ton weights (the blue things with "1t" on them) will cause earthquakes when they hit the ground after you whack them.

You may have seen the grey soap box somewhere in Stage 1, but they make a more proper debut here. Unlike the red ones, they will leave a soap bubble where they die. These soap bubbles can be used as platforms that you can ride to a higher area.

The lava pits make more appearances here.

Volcanoes will spew out fireballs from their tops, so be careful as you're going downward to explore more of the round.

The boss here is Elmer Fudd. Instead of bullets, however, he shoots nets that will hold you in place for several seconds. Wait for him to shoot a net, then move in, whack him with the mallet and get away so you can give yourself time to avoid the net. He goes down in three hits.

Stage 3

Round 3


Aside from a lot of lava, breaking rock platforms, and numerous enemies, you'll also want to watch out for the big red rocks that shoot out of the bottomless pits. Thankfully, they peek out for a bit before they slowly rocket to the top of the screen.

The worms also return here, too.

When you reach the Daffy Duck screen at the end, just go left as soon as you drop down from the pipe. Sometimes I wonder why these sections even exist.

Stage 3

Round 4


The turret trick actually works on other enemies. Be sure to use it on the clocks or on the frogs if you can stand on them.

An earthquake occurs when you make it close to the end, so be careful.

There are two bosses at the end. The first is Sylvester Jr., who rides around on a skateboard. He just moves back and forth. Just keep your distance and continue to whack him with your mallet three times.

When you take out Sylvester Jr., you'll take on Sylvester himself. The same strategy applies, but since he's slightly bigger, he can run into you a little faster than his son can.

PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 2 of 6


We're already in the second stage, yet even the forces of nature want us dead. This can't be good.

Stage 2

Round 1


Love the pause animation, by the way.

As soon as you go to the right, you'll have to outrun the ground, which constantly creates a hole and move towards you. Yes, a ground-splitting phenomena minus an earthquake that you have to outrun occurs in a Looney Toons video game. Have fun figuring this one out, Nintendo Logic graduates.

You'll see some spike traps in this level. Remember those logs from Act 3 of Green Hill Zone from the first Sonic the Hedgehog game? Well, they're basically like that, except much, much smaller.

The green worms are now blue, but the "red means dead" logic still applies.

If you land in the quicksand, start jumping quickly in order to get out of it and back onto dry land.

You'll meet the turrets again, but they do have a weakness, and it much more useful here. Turns out, you can stand on enemies like in Yume Kojo: Doki Doki Panic and use them as a ride. From there, you can whack the turrets in the head and send them flying into an enemy, destroying it and instantly defeating whatever enemy it runs into.

You've probably already figured it out, but the alarm clocks explode after a short period of time.

The tumbleweeds are invulnerable to attack, so just jump over them.

The pipes here are brick chimneys.

The Daffy Duck segment at the end is easy. Just get to the see-saw and hit the right end with the mallet to get to the big carrot.

Stage 2

Round 2


Not only will you be dealing with earthquakes that shake you around, but you'll also be dealing with tornadoes! The tornadoes will come at you from the left.

If you attack a rolling rock, watch out for the debris that results from it. The debris can actually damage you.

You can break the Sphinx statues to get the carrots underneath.

You fight Tweety again here. The same strategies from last time apply.

Stage 2

Round 3


By standing on an enemy and striking them with the mallet from above, you can smack them in the other direction and send them careening into enemies before they finally croak.

The big carrot here is even easier. For this one, you'll just have to break through the rocks with your mallet to get to it.

Stage 2

Round 4


This one is a bit of a maze, but at least it's a simple maze.

Don't bother trying to go into that door midway through, you won't be able to do it. It's more of an enemy-spawning door.

The boss here is Yosemite Sam. He'll shoot at you, advance and then shoot again. Fortunately, he's easy to take out with three mallet hits if you are in the air as you attack, and he doesn't do a whole lot of damage.

Monday, August 26, 2019

PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 1 of 6


Bugs Bunny needs to make it to his 50th birthday party...and he needs your help! Are you a bad enough dude to get him there?

Meanwhile, other members of the Looney Tunes gang get butthurt that Bugs Bunny gets all the attention. I wish I was making this up, but this is part of the storyline and makes up the reason why other Looney Tunes characters go after him.

Stage 1

Round 1


Your main mode of defense is the mallet that Bugs Bunny caries around. Press B to swing it and whack enemies on the head. If you take a hit, you won't be able to use your mallet again until you get out of the post-hit invincibility.

The carrots are your everyday platforming collectible here, and they can be used in the bonus round at the end of every stage. When you collect them, they turn into WB logos, which you can stand on and use like platforms...which will be very useful later in the game. If you lose a life at any point in the game, you'll lose half of the number of carrots you currently have; thankfully, all the carrots you've picked up in the stage will re-spawn. Also, there are no checkpoints in the stages, so if you lose a life at any point, you're going all the way back to the start.

You can use the bushes to hide from enemies and avoid damage.

The green icon with what looks like a Chicken McNugget moving at high speed (complete with rotoscoping) is a high jump power-up. The music changes, signifying that you can jump higher than before...much higher. This effect (and the music) lasts until you get hit or enter the next round.

Enemies here include walking mallets that dive forwards, red boxes of soap that occasionally spit soap bubbles upwards and some weird fireball-looking things that drop a heart you can pick up if you've taken damage. You'll sometimes see a green icon with a heart on it, which refills all of your hearts, as opposed to the regular hearts which just replenishes one.

The health bar is very generous. When you get hit, a heart will go from red, to white, to black, and to clear before disappearing entirely. One heart equals five hits. If you get hit, you'll see stars around your character signifying you are invincible, but you won't be able to swing your mallet until they disappear. As you progress, though, you'll find out it's generous only to a point, as you'll encounter enemies that deal more than one hit point worth of damage. If you lose a life, you'll have to start all the way back at the beginning. There are no mid-level checkpoints in this game.

Some rock blocks will break under your weight. Some will break after a second or two, others will break right away, so be ready to move!

If you see a see-saw, stand on one end and whack the other with the mallet. You'll take to the air and hopefully to something else you wouldn't normally be able to access.

The short column with the grass covering at the top is a pipe, much like Super Mario Bros. Go down it by pressing Down on the Control Pad.

You'll meet Daffy Duck in the next room. Avoid him entirely, and just follow the carrots. When you pick up the big carrot (which you'll always find at the end), you'll complete the round.

Bonus Round

Bingo


Pick a random number just by pressing A or B. You'll pick five random numbers. If you get three in a row in any direction - horizontally, vertically or diagonally - you'll get a 1-Up. Of course, they'll have to follow the lines between the numbers if you want them to count. The star in the center obviously counts as a free space.

It costs 10 carrots per play, and you'll play until you no longer have enough carrots. For each game you play, the numbers will be in different locations. (Interestingly, the number 13 is never used.)

If luck is on your side, you'll be able to score a few 1-Ups here...and the payoffs are huge. Three in a line gives you a 1-Up, four in a line gives you a 5-Up, and the hard-to-pull-off-but-still-possible five in a line will give you a 50-Up.

Stage 1

Round 2


New enemies in the first section include a jumping bubble worm that damages you when it turns red (but is perfectly okay to move through when it's green) and a jumping turret. I can slightly understand the jumping bubble worm, but the jumping turret? That's pretty violent for a Looney Tunes game.

Jump on the platform at the end of the first section and you'll go down to the second section. Some of the pipes have rocks that gently float in and out of them, so keep that in mind before you go down them and pick up some more carrots.

You'll also see a new enemy in the second section: alarm clocks. They just move back and forth like the red soap boxes but they explode after a little while.

At the end of the round, you'll go down a pipe and take on Tweety. Yeah, Tweety is a boss. Apparently, he doesn't seem to have the heart to fight you, as he just tries to peck at you and throw tomatoes. Just stand halfway between the left wall and the bush on the ground and wait for him to come at you, then whack him with the mallet and run away. He'll run back to the bush and throw a tomato at you if he hits you, but it's got a limited range. If Tweety doesn't pop up and approach you, you'll have to inch closer while swinging your mallet until he does. Three hits and you'll win a ridiculously easy boss battle. Now grab the big carrot that comes down.

Stage 1

Round 3


You can break rock blocks that are in your way with the mallet. Be sure to avoid those falling rocks when they come your way.

Other than that, there really isn't much to this round. Once again, you'll be dealing with Daffy Duck, but the same strategy applies. Just go for the big carrot. If you have the high jump, you can use the WB platforms; otherwise, stand on the Rabbit Season sign and make a wrap-around jump into the big carrot.

Stage 1

Round 4


The mallet icon allows you to swing your mallet faster. Like the high jump power-up, this lasts until you get hit or enter the next round.

The platforms made up of what look like six Tetris blocks will disappear shortly after you stand on them, so hurry up!

The pipe you see after you meet them will take you to the boss. Here, it's Wile E. Coyote, and he'll move and jump around in an attempt to stab you with his silverware. Thankfully, he's pretty easy to beat up with the mallet and will go down after three hits.

Bonus Round

Willy The Weasel(TM) Game

It should go without mentioning that every round has a bonus round after it...except. Except that sometimes you'll be able to play a whack-a-mole instead of the tic-tac-toe board.

For 20 carrots, you can grab a mallet and take down as many moles as you can before the non-existent timer runs out. Your target is 10, but it goes slightly higher when you make the target and slightly higher every time you make the target after that. If you're fast and accurate, you can rake in the extra lives here. The moles move in pretty quickly, but with practice you can make this look like child's play and pull off an impressive showing.

PrinceWatercress plays Enduro - The Longplay


Well, I tried.

Sunday, August 25, 2019

PrinceWatercress plays Enduro


In a first-time-ever for the channel, I play an Atari 2600 game.

If there's one Pole Position clone for the Atari 2600 that I would pick, it'd be Enduro hands down. There's a pedometer, a zillion cars in your path that you have to pass, and the sky that works its magic as a beautiful graphics breakthrough while it also acts as the only timer that you have.

As you progress through the game, your pedometer goes up much like one of the manual, turned-by-gears types of the cars of the day in real life. (This game was released in 1983, prior to the "crash," after all.)

To start the game, reset, then press the fire button.

You start the race in the daytime, before the sun sets. Hold the fire button to accelerate faster, hold left or right on the joystick to turn, and hold down on the joystick to slow down. It's bright and everything looks nice and clear, and for a first person driving game made for one of the consoles from the first half of the 1980s, everything looks good. Hold down the fire button, and move the joystick left and right to steer. Avoid all the cars, and race to beat the clock and pass the required amount of cars before sunset.

When the ground turns white, don't be alarmed. It's not snowing (even though I say it is; silly me). It just means that it's about to get dark. Once the ground turns a nice forest green, the sun sets rather beautifully in the background. This effect is easier to notice if you're not the one playing, and it's really nice. Just to put that last statement in perspective, I was born in 1986, my first system was the Super Nintendo (even though I played NES and barely remember playing Atari before this) and didn't play this game until I saw it at a friend's house in 2010. I actually played the game as my friend described how it looked as the sun set and night took its place, and just seeing this in action first-hand almost made me crap my pants, to say the least. For something that's from between the dawn and rebirth of video gaming in America, this is rather impressive.

If the screen is in black and white and the pedometer and Activision logo aren't, don't adjust your set. It's nearly dark out! The cars disappear and are replaced with the glow of their tail lights. Shortly afterward, it's pitch black, and your vision is limited. You'd better be careful here, as you can barely see half the road and the tail lights of other cars will pop up when you least expect them to. Speaking of which, if the tail lights are pink/purple, the cars are to the side; if they are red, the car is in the center.

When it's light again, you'll start the next stage if you've passed all the cars, and you'll have to pass even more cars than last time. (At least you'll be able to see the cars again.) If you didn't pass the total number of cars the game wants you to pass, it's game over. That quota is 200 cars on the first stage and 300 on every stage after that. If you make it to the fifth stage, the picture of the car next to how many cars you have yet to pass to complete the stage turns into a trophy, and if you can make it past that stage, you'll have beaten the Activision Enduro Patch challenge.

Hitting another car is disastrous. Besides bringing you to a complete stop for a few precious seconds, you get knocked back quite a bit. Every time that happens, it really sucks, as that's time and distance that's pretty hard to make up as you go along. That's especially more true in the later level, as the cars are spread out in more uneven patterns aren't all in a line like in the beginning of an Enduro session. Your best bet is to keep a high average speed and keep it as long as possible throughout the game to give yourself the best possible chance.

If you hit the guardrail at either side of the road, you'll slow down a bit, but at least it's not as bad as running into another car and it's easier to regain control. If you have a choice between hitting a car and the guardrail, hit the guardrail.

On turns, you'll move with the turns if you leave the joystick in neutral. When on turns, you want to be careful, as it is easier to run into cars. If you run into a car, as many as six cars you passed will move past you. If you haven't reached your quota yet, that's not a good thing.

Looking back at all this, it's pretty easy to understand why I like this game over other games of the genres for the 2600, like...say...Night Driver. The graphics aren't bad to the point that they're slightly confusing like in Night Driver, and unlike the much-revered Pole Position, where you have a few seconds before every race to make yourself feel "ready," this game is non-stop. You'd better be ready for a long, long drive once you become really, really good at this game.

Would I recommend this game? Hell yeah. And after playing it for the channel, I still stand by that opinion. It's probably one of the most underrated Atari 2600 games of all time for its ease of controls, comfortable learning curve, and the transition from sunrise to sunset to sunrise again which still looks great all those years later. If you see this game, pick it up, especially if you have a 2600 that still works. It's definitely worth it.


PrinceWatercress plays WWF Betrayal with all four characters - The Longplays








Enjoy!

Saturday, August 24, 2019

PrinceWatercress plays WWF Betrayal with all four characters - Part 8 of 8


Three down, one to go.

Level 5: Titan Towers


The water coolers contain health power-ups you can use if you punch them. Most of them contain apples, sadly. Nice jerk move there, game.

The security guards with the stun guns are back. Fun.

After dealing with a briefcase guy, you'll take a lift. The guys that hang on the pulleys will drop down. Taking them down as soon as you see them is essential, as they attack with no warning whatsoever with a leaping attack and a double-foot sweep. For best results, stay at the center of the screen, go for a dash kick, then mash the punch button until they die. You'll also see mechanics every time the lift stops before you reach the end.

Level 6: Headquarters


The office girls can backflip away from you and have a dashing kick, but those kicks have short range and they're just as easy as all the other enemies in this game anyway. I'm beginning to wonder why I even bother posting how the enemies attack.

You'll meet the first kidnapper out of nowhere (Stone Cold, in this case). Finish him off.

I want to think that the portraits of those are of WWE Divas (Trish Stratus, Chyna and Lita, more than likely). They look a bit non-descript, though. Could be just me.

When you continue on, you'll eventually be in a room with Vince, Stephanie and the guy you fought at the beginning. (In this case, it's The Rock.) It was a screwjob all along. Vince orders your opponent to go to the roof with Stephanie while he deals with you. Finish off the other kidnapper (again, The Undertaker here), then climb up the ladder to the roof.

You'll then climb up the ladder to the rooftop and fight your opponent from the beginning of the game (in this case, Triple H). Just like the other playable characters, he's a pushover. When you beat him, you get the WWF Championship. I'd say congratulations at this point, but with a game this easy, would you actually feel accomplished?


PrinceWatercress plays WWF Betrayal with all four characters - Part 7 of 8


Believe it or not, back in 2001, there was a beat-em-up for Game Boy that involved the 1999 storyline where Undertaker's Ministry of Darkness kidnapped Stephanie McMahon and made Vince McMahon's life miserable.

This is that game.

Guess what? It's too darn simple, it's too darn repetitive, it's too darn frustrating at times, and it's too darn boring.

The characters you take on at certain points as who is involved in doing what will be different for who you're playing as (as well as who you fight when).

'Taker is in his "Big Evil" gimmick here (or "Biker 'Taker" if you prefer).

Level 1: The Ring


The game starts with your character fighting someone for the WWF Championship. (In this case, it's The Undertaker vs Triple H.) Another wrestler interferes. (Here, it's "Stone Cold" Steve Austin.) The gameplay begins.

Punch out the referees before you head out of the ring. Thankfully, gameplay for this game is really easy. The Control Pad lets you move, A lets you punch and B lets you kick. Double-tapping Left or Right lets you move around, and you can roll your thumb while running to run around in other directions. Just look at who you want to punch, then mash the attack button until their health bar (in the lower-right corner) goes all the way down.

When attacking enemies, you'll want to be just close enough so that the only thing that goes through them is your fist. If your arm is going through them, you'll both be trading blows more than you would like. Learn the distance rule and get used to it quickly, and you'll be fine.

When you fill up the gauge consisting of five squares that is above your health bar (which is really easy to do), you'll be able to perform a finisher on a stunned enemy. (In this case, Undertaker does the Last Ride. Triple H does the Pedigree, Steve Austin does the Stone Cold Stunner and The Rock does the Rock Bottom.) A little kid could actually beat this game.

When you enter the back, WWF/WWE owner Vince McMahon stops you. Apparently his daughter Stephanie has been kidnapped. If you can save her, you can get another title shot.

Anyway, head to the right and punch out the enemies here. Some of the lockers - and other things in the environment throughout the areas you go - have health replenishing cakes and apples if you punch them, but they show up randomly. The apples give the least amount of health (only one unit), followed by the drink cups, the pies, the yellow cans (which fill half) and the cakes (which completely fill it). If you are down to five units of health or left, you can be stunned. Press the buttons and rotate the Control Pad to get out of your stunned state quickly. It is possible for enemies to keep you stun-locked and eventually kill you if you're not fast enough. If you get stunned, you'll regain a little bit of health. The trick is to not get hit too much, or else you'll be in need of a heath pick-up. If you're low on health, this makes it a little easier to not die, which can make losing a life tough. Then again, I guess this makes no-death runs easy.

The security guards have nightsticks that you can use. They look more like metal pipes to me, though. If you are carrying a weapon, you cannot be able to double-tap Left or Right on the D-Pad and run. This is just a nagging flab, however, as the weapons really break the game. Weapons kill enemies in one or two hits compared to five hits with your punches and kicks, and both attacks. Sadly, you cannot double-tap to run when you are holding a weapon, and both attack buttons let you use the weapon. Also, if you get hit to the point that you drop your weapon, that weapon is lost forever and you won't be able to get it back.

Level 2: Parking Garage


Wait for the smoke to come out of the exhaust pipe in the wall before continuing. Dash past it to ensure you don't get hit when it starts shooting out smoke again.

New enemies here include mechanics with wrenches and buffer security guards with stun guns. Wait, did Stephanie's kidnappers pay the entire arena staff off? It's like real life and kayfabe are being blurred here.

When you take the elevator up to the parking lot, be sure to attack the car that's out in the open to refill your health.

The crates are single-use weapons only. Once you throw them, you can't use them again.

The car that is outside of the garage can be attacked for health power-ups.

Once you reach the end, you'll meet the two characters that [b]weren't[/b] in the ring at the beginning. (In this case, it's "Stone Cold" Steve Austin and The Undertaker.) They'll throw Stephanie into the trunk of a limo, and whoever put Stephanie in the trunk will fight you (it's Stone Cold here). Regardless of who you get, just keep fighting him like you would all the other enemies and use your specials whenever you get them. He'll be out like a light in no time.

Unlike the other enemies, you can only perform signature moves on the other WWF Superstars in lieu of your finisher . (For "Stone Cold" Steve Austin, it is the Lou Thesz Press. For The Rock, it is the Spinebuster. For the Undertaker, it is the Choke Slam. For Triple H, it is the facebreaker knee smash.)

Level 3: Street Fight


Break the mailbox at the beginning and you'll be able to refill some of your health. Or not.

Why there are bills or flyers or something posted with The Rock's face on them is never explained.

Bikers? Really? REALLY? REALLY?!? Even the Disciples of Apocalypse did the biker gimmick better than this. The gangsters that you fight on the streets go down with the few hits of a nightstick.

The trash cans work just like the crate from Level 2.

Some time after the ladder leading back down onto the street, there is a tree you can climb. It just leads to an apple.

When you can't go any further to the right, climb up the ladder just by moving up towards it. You'll be able to climb up to the rooftop, take out a few thugs and then climb back down to the streets on the other side. If you're carrying a weapon when you climb up or down a ladder, you will drop it. This is unavoidable.

Level 4: The Subway


Wait...do we just mentally know where the kidnappers are going to be? Then again, this is WWF/WWE. Not much makes sense. At least the places we're going to and from is in a sort-of-logical sequence here.

The enemies will be the same as Level 3 at first, until you fight your way into the subway. You'll meet your first new enemy for this level almost immediately: some guy with a briefcase that can pick you off with a gun hidden inside said briefcase. Finally, some challenge. These guys can hurt you a little more than the others that you've fought so far. One thing worth trying is to punch or kick the guy twice, move away, then do it again when he moves towards you. Also, keep as few enemies on the screen at a time. If an enemy shows up, stop moving.

If you lose all your lives, you have infinite continues. You'll also get a simple four-digit password with all the digits being any number between one and four for in case you want to take a break for whatever reason.

You'll meet the other kidnapper when you get off the subway (in this case, The Undertaker). Just beat the crap out of him from as far away as you can, and run away and rush back in with a dash attack when you need to. The trash can carries a health pick-up if you need it. He's mercifully easy after fighting those briefcase guys. When you win, you'll find out Stephanie has been taken to Titan Towers. So we're in Stamford, Connecticut for the duration of the game? Huh.

Friday, August 23, 2019

PrinceWatercress plays WWF Betrayal with all four characters - Part 6 of 8


Three down, one to go.

Level 5: Titan Towers


The water coolers contain health power-ups you can use if you punch them. Most of them contain apples, sadly. Nice jerk move there, game.

The security guards with the stun guns are back. Fun.

After dealing with a briefcase guy, you'll take a lift. The guys that hang on the pulleys will drop down. Taking them down as soon as you see them is essential, as they attack with no warning whatsoever with a leaping attack and a double-foot sweep. For best results, stay at the center of the screen, go for a dash kick, then mash the punch button until they die. You'll also see mechanics every time the lift stops before you reach the end.

Level 6: Headquarters


The office girls can backflip away from you and have a dashing kick, but those kicks have short range and they're just as easy as all the other enemies in this game anyway. I'm beginning to wonder why I even bother posting how the enemies attack.

You'll meet the first kidnapper out of nowhere (Stone Cold, in this case). Finish him off.

I want to think that the portraits of those are of WWE Divas (Trish Stratus, Chyna and Lita, more than likely). They look a bit non-descript, though. Could be just me.

When you continue on, you'll eventually be in a room with Vince, Stephanie and the guy you fought at the beginning. (In this case, it's The Rock.) It was a screwjob all along. Vince orders your opponent to go to the roof with Stephanie while he deals with you. Finish off the other kidnapper (again, The Rock here), then climb up the ladder to the roof.

You'll then climb up the ladder to the rooftop and fight your opponent from the beginning of the game (in this case, Triple H). Just like the other playable characters, he's a pushover. When you beat him, you get the WWF Championship. I'd say congratulations at this point, but with a game this easy, would you actually feel accomplished?

PrinceWatercress plays WWF Betrayal with all four characters - Part 5 of 8


Believe it or not, back in 2001, there was a beat-em-up for Game Boy that involved the 1999 storyline where Undertaker's Ministry of Darkness kidnapped Stephanie McMahon and made Vince McMahon's life miserable.

This is that game.

Guess what? It's too darn simple, it's too darn repetitive, it's too darn frustrating at times, and it's too darn boring.

The characters you take on at certain points as who is involved in doing what will be different for who you're playing as (as well as who you fight when).

'Taker is in his "Big Evil" gimmick here (or "Biker 'Taker" if you prefer).

Level 1: The Ring


The game starts with your character fighting someone for the WWF Championship. (In this case, it's The Undertaker vs Triple H.) Another wrestler interferes. (Here, it's "Stone Cold" Steve Austin.) The gameplay begins.

Punch out the referees before you head out of the ring. Thankfully, gameplay for this game is really easy. The Control Pad lets you move, A lets you punch and B lets you kick. Double-tapping Left or Right lets you move around, and you can roll your thumb while running to run around in other directions. Just look at who you want to punch, then mash the attack button until their health bar (in the lower-right corner) goes all the way down.

When attacking enemies, you'll want to be just close enough so that the only thing that goes through them is your fist. If your arm is going through them, you'll both be trading blows more than you would like. Learn the distance rule and get used to it quickly, and you'll be fine.

When you fill up the gauge consisting of five squares that is above your health bar (which is really easy to do), you'll be able to perform a finisher on a stunned enemy. (In this case, Undertaker does the Last Ride. Triple H does the Pedigree, Steve Austin does the Stone Cold Stunner and The Rock does the Rock Bottom.) A little kid could actually beat this game.

When you enter the back, WWF/WWE owner Vince McMahon stops you. Apparently his daughter Stephanie has been kidnapped. If you can save her, you can get another title shot.

Anyway, head to the right and punch out the enemies here. Some of the lockers - and other things in the environment throughout the areas you go - have health replenishing cakes and apples if you punch them, but they show up randomly. The apples give the least amount of health (only one unit), followed by the drink cups, the pies, the yellow cans (which fill half) and the cakes (which completely fill it). If you are down to five units of health or left, you can be stunned. Press the buttons and rotate the Control Pad to get out of your stunned state quickly. It is possible for enemies to keep you stun-locked and eventually kill you if you're not fast enough. If you get stunned, you'll regain a little bit of health. The trick is to not get hit too much, or else you'll be in need of a heath pick-up. If you're low on health, this makes it a little easier to not die, which can make losing a life tough. Then again, I guess this makes no-death runs easy.

The security guards have nightsticks that you can use. They look more like metal pipes to me, though. If you are carrying a weapon, you cannot be able to double-tap Left or Right on the D-Pad and run. This is just a nagging flab, however, as the weapons really break the game. Weapons kill enemies in one or two hits compared to five hits with your punches and kicks, and both attacks. Sadly, you cannot double-tap to run when you are holding a weapon, and both attack buttons let you use the weapon. Also, if you get hit to the point that you drop your weapon, that weapon is lost forever and you won't be able to get it back.

Level 2: Parking Garage


Wait for the smoke to come out of the exhaust pipe in the wall before continuing. Dash past it to ensure you don't get hit when it starts shooting out smoke again.

New enemies here include mechanics with wrenches and buffer security guards with stun guns. Wait, did Stephanie's kidnappers pay the entire arena staff off? It's like real life and kayfabe are being blurred here.

When you take the elevator up to the parking lot, be sure to attack the car that's out in the open to refill your health.

The crates are single-use weapons only. Once you throw them, you can't use them again.

The car that is outside of the garage can be attacked for health power-ups.

Once you reach the end, you'll meet the two characters that weren't in the ring at the beginning. (In this case, it's "Stone Cold" Steve Austin and The Rock.) They'll throw Stephanie into the trunk of a limo, and whoever put Stephanie in the trunk will fight you (it's Stone Cold here). Regardless of who you get, just keep fighting him like you would all the other enemies and use your specials whenever you get them. He'll be out like a light in no time.

Unlike the other enemies, you can only perform signature moves on the other WWF Superstars in lieu of your finisher . (For "Stone Cold" Steve Austin, it is the Lou Thesz Press. For The Rock, it is the Spinebuster. For the Undertaker, it is the Choke Slam. For Triple H, it is the facebreaker knee smash.)

Level 3: Street Fight


Break the mailbox at the beginning and you'll be able to refill some of your health. Or not.

Why there are bills or flyers or something posted with The Rock's face on them is never explained.

Bikers? Really? REALLY? REALLY?!? Even the Disciples of Apocalypse did the biker gimmick better than this. The gangsters that you fight on the streets go down with the few hits of a nightstick.

The trash cans work just like the crate from Level 2.

Some time after the ladder leading back down onto the street, there is a tree you can climb. It just leads to an apple.

When you can't go any further to the right, climb up the ladder just by moving up towards it. You'll be able to climb up to the rooftop, take out a few thugs and then climb back down to the streets on the other side. If you're carrying a weapon when you climb up or down a ladder, you will drop it. This is unavoidable.

Level 4: The Subway


Wait...do we just mentally know where the kidnappers are going to be? Then again, this is WWF/WWE. Not much makes sense. At least the places we're going to and from is in a sort-of-logical sequence here.

The enemies will be the same as Level 3 at first, until you fight your way into the subway. You'll meet your first new enemy for this level almost immediately: some guy with a briefcase that can pick you off with a gun hidden inside said briefcase. Finally, some challenge. These guys can hurt you a little more than the others that you've fought so far. One thing worth trying is to punch or kick the guy twice, move away, then do it again when he moves towards you. Also, keep as few enemies on the screen at a time. If an enemy shows up, stop moving.

If you lose all your lives, you have infinite continues. You'll also get a simple four-digit password with all the digits being any number between one and four for in case you want to take a break for whatever reason.

You'll meet the other kidnapper when you get off the subway (in this case, The Rock). Just beat the crap out of him from as far away as you can, and run away and rush back in with a dash attack when you need to. The trash can carries a health pick-up if you need it. He's mercifully easy after fighting those briefcase guys. When you win, you'll find out Stephanie has been taken to Titan Towers. So we're in Stamford, Connecticut for the duration of the game? Huh.

Thursday, August 22, 2019

Those Guys Play - WWF Betrayal Unboxing


The packaging for this game makes it more appealing than it actually does. It's like the pre-Internet curse of buying a game solely on the stuff on the box looking good and everything only to find out the game wasn't that good when you brought it home...except it's 2001 and the Internet could have saved you before you took the trip to the store. At least it's a legit copy of the game.

PrinceWatercress plays WWF Betrayal with all four characters - Part 4 of 8


Well, that's two down and two to go.

Also, nobody wears knee pads in this game. Not even Stone Cold.

Level 5: Titan Towers


The water coolers contain health power-ups you can use if you punch them. Most of them contain apples, sadly. Nice jerk move there, game.

The security guards with the stun guns are back. Fun.

After dealing with a briefcase guy, you'll take a lift. The guys that hang on the pulleys will drop down. Taking them down as soon as you see them is essential, as they attack with no warning whatsoever with a leaping attack and a double-foot sweep. For best results, stay at the center of the screen, go for a dash kick, then mash the punch button until they die. You'll also see mechanics everytime the lift stops before you reach the end.

Level 6: Headquarters


The office girls can backflip away from you and have a dashing kick, but those kicks have short range and they're just as easy as all the other enemies in this game anyway. I'm beginning to wonder why I even bother posting how the enemies attack.

You'll meet the first kidnapper out of nowhere (The Rock, in this case). Finish him off.

I want to think that the portraits of those are of WWE Divas (Trish Stratus, Chyna and Lita, more than likely). They look a bit non-descript, though. Could be just me.

When you continue on, you'll eventually be in a room with Vince, Stephanie and the guy you fought at the beginning. (In this case, it's Triple H.) It was a screwjob all along. Vince orders your opponent to go to the roof with Stephanie while he deals with you. Finish off the other kidnapper (again, The Undertaker here), then climb up the ladder to the roof.

You'll then climb up the ladder to the rooftop and fight your opponent from the beginning of the game (in this case, "Stone Cold" Steve Austin). Just like the other playable characters, he's a pushover. When you beat him, you get the WWF Championship. I'd say congratulations at this point, but with a game this easy, would you actually feel accomplished?

Wednesday, August 21, 2019

PrinceWatercress plays WWF Betrayal with all four characters - Part 3 of 8


Believe it or not, back in 2001, there was a beat-em-up for Game Boy that involved the 1999 storyline where Undertaker's Ministry of Darkness kidnapped Stephanie McMahon and made Vince McMahon's life miserable.

This is that game.

Guess what? It's too darn simple, it's too darn repetitive, it's too darn frustrating at times, and it's too darn boring.

The characters you take on at certain points as who is involved in doing what will be different for who you're playing as (as well as who you fight when).

'Taker is in his "Big Evil" gimmick here (or "Biker 'Taker" if you prefer).

Level 1: The Ring


The game starts with your character fighting someone for the WWF Championship. (In this case, it's Triple H vs. "Stone Cold" Steve Austin.) Another wrestler interferes. (Here, it's The Rock.) The gameplay begins.

Punch out the referees before you head out of the ring. Thankfully, gameplay for this game is really easy. The Control Pad lets you move, A lets you punch and B lets you kick. Double-tapping Left or Right lets you move around, and you can roll your thumb while running to run around in other directions. Just look at who you want to punch, then mash the attack button until their health bar (in the lower-right corner) goes all the way down.

When attacking enemies, you'll want to be just close enough so that the only thing that goes through them is your fist. If your arm is going through them, you'll both be trading blows more than you would like. Learn the distance rule and get used to it quickly, and you'll be fine.

When you fill up the gauge consisting of five squares that is above your health bar (which is really easy to do), you'll be able to perform a finisher on a stunned enemy. (In this case, Undertaker does the Last Ride. Triple H does the Pedigree, Steve Austin does the Stone Cold Stunner and The Rock does the Rock Bottom.) A little kid could actually beat this game.

When you enter the back, WWF/WWE owner Vince McMahon stops you. Apparently his daughter Stephanie has been kidnapped. If you can save her, you can get another title shot.

Anyway, head to the right and punch out the enemies here. Some of the lockers - and other things in the environment throughout the areas you go - have health replenishing cakes and apples if you punch them, but they show up randomly. The apples give the least amount of health (only one unit), followed by the drink cups, the pies, the yellow cans (which fill half) and the cakes (which completely fill it). If you are down to five units of health or left, you can be stunned. Press the buttons and rotate the Control Pad to get out of your stunned state quickly. It is possible for enemies to keep you stun-locked and eventually kill you if you're not fast enough. If you get stunned, you'll regain a little bit of health. The trick is to not get hit too much, or else you'll be in need of a heath pick-up. If you're low on health, this makes it a little easier to not die, which can make losing a life tough. Then again, I guess this makes no-death runs easy.

The security guards have nightsticks that you can use. They look more like metal pipes to me, though. If you are carrying a weapon, you cannot be able to double-tap Left or Right on the D-Pad and run. This is just a nagging flab, however, as the weapons really break the game. Weapons kill enemies in one or two hits compared to five hits with your punches and kicks, and both attacks. Sadly, you cannot double-tap to run when you are holding a weapon, and both attack buttons let you use the weapon. Also, if you get hit to the point that you drop your weapon, that weapon is lost forever and you won't be able to get it back.

Level 2: Parking Garage


Wait for the smoke to come out of the exhaust pipe in the wall before continuing. Dash past it to ensure you don't get hit when it starts shooting out smoke again.

New enemies here include mechanics with wrenches and buffer security guards with stun guns. Wait, did Stephanie's kidnappers pay the entire arena staff off? It's like real life and kayfabe are being blurred here.

When you take the elevator up to the parking lot, be sure to attack the car that's out in the open to refill your health.

The crates are single-use weapons only. Once you throw them, you can't use them again.

The car that is outside of the garage can be attacked for health power-ups.

Once you reach the end, you'll meet the two characters that weren't in the ring at the beginning. (In this case, it's The Rock and The Undertaker.) They'll throw Stephanie into the trunk of a limo, and whoever put Stephanie in the trunk will fight you (it's The Rock here). Regardless of who you get, just keep fighting him like you would all the other enemies and use your specials whenever you get them. He'll be out like a light in no time.

Unlike the other enemies, you can only perform signature moves on the other WWF Superstars in lieu of your finisher . (For "Stone Cold" Steve Austin, it is the Lou Thesz Press. For The Rock, it is the Spinebuster. For the Undertaker, it is the Choke Slam. For Triple H, it is the facebreaker knee smash.)

Level 3: Street Fight


Break the mailbox at the beginning and you'll be able to refill some of your health. Or not.

Why there are bills or flyers or something posted with The Rock's face on them is never explained.

Bikers? Really? REALLY? REALLY?!? Even the Disciples of Apocalypse did the biker gimmick better than this. The gangsters that you fight on the streets go down with the few hits of a nightstick.

The trash cans work just like the crate from Level 2.

Some time after the ladder leading back down onto the street, there is a tree you can climb. It just leads to an apple.

When you can't go any further to the right, climb up the ladder just by moving up towards it. You'll be able to climb up to the rooftop, take out a few thugs and then climb back down to the streets on the other side. If you're carrying a weapon when you climb up or down a ladder, you will drop it. This is unavoidable.

Level 4: The Subway


Wait...do we just mentally know where the kidnappers are going to be? Then again, this is WWF/WWE. Not much makes sense. At least the places we're going to and from is in a sort-of-logical sequence here.

The enemies will be the same as Level 3 at first, until you fight your way into the subway. You'll meet your first new enemy for this level almost immediately: some guy with a briefcase that can pick you off with a gun hidden inside said briefcase. Finally, some challenge. These guys can hurt you a little more than the others that you've fought so far. One thing worth trying is to punch or kick the guy twice, move away, then do it again when he moves towards you. Also, keep as few enemies on the screen at a time. If an enemy shows up, stop moving.

If you lose all your lives, you have infinite continues. You'll also get a simple four-digit password with all the digits being any number between one and four for in case you want to take a break for whatever reason.

You'll meet the other kidnapper when you get off the subway (in this case, The Undertaker). Just beat the crap out of him from as far away as you can, and run away and rush back in with a dash attack when you need to. The trash can carries a health pick-up if you need it. He's mercifully easy after fighting those briefcase guys. When you win, you'll find out Stephanie has been taken to Titan Towers. So we're in Stamford, Connecticut for the duration of the game? Huh.