Thursday, December 31, 2020

PrinceWatercress plays Super Ninja Boy - Part 10 of 25


It's time to head beyond Kingland. How I managed to get no random battles, I will never know.


All maps by zagato blackfist.




Kingland


Go back to where you met Dr. Justice. He will give you the Kite Machine to travel to King Romel's castle, which is due north across the mountains from Fairy Land.

You'll start meeting some new enemies on the way there such as pigs riding giant bugs. Use the Moonsault Kick (the somersault) to knock them off their bugs, then attack them like you would normally.

You'll also meet a Minotaur enemy. These guys will shoot fireballs from far away, and can also turn themselves into giant flames that fly towards you. Basically, they fight much like the skeleton-looking guys with the guitars from earlier in the game. Stay away from pits as you take them on.

Another new enemy is the witch, who is just barely hanging on to her broomstick. Use the Miracle Kick to take them out. Also, these enemies can get stuck fairly often, but they can get themselves unstuck. They can also shoot lightning downwards, and they can even hit you while you're trying to attack them. Thankfully, you only have to kill one.

Yet another new enemy is a wolf enemy with a bandanna. You will need the Hyper Vision - which costs 5 NP to use - to see these guys, as they are invisible. These guys attack by throwing their heads at you, which can be pretty nasty. If they latch on, you can shake off by mashing buttons on the Control Pad. I would recommend avoiding them, as they are one of the harder battles and they can easily overpower you. Use De Tecoy and Miracle Kick to make this battle easier.

Somehow I luck out and get no random battles, and the enemies that I just mentioned will show up in the next video. 

You'll reach a lake, where you'll be able to use the boat. Take the bridge to the east to continue on. You'll eventually come across a cave where you will meet Miss Finny, who will want to fight you. If you win, she will give you "De Tecoy." You'll then fight a different witch enemy that floats around, dives at you and throws bombs. She will fight much like the green goblins that throw the rock at you. Unlike the witches from this area, she is a lot easier to fight. The "De Tecoy" will produce a decoy that will distract enemies so you can more easily beat them up.

You'll eventually come across a cave to the west of where we fought Miss Fanny. That will be for next time...

PrinceWatercress plays Super Ninja Boy - Part 9 of 25


Our task to see the invisible takes us to the Tower of Belba, where we must pass a test to receive Hyper Vision.


All maps by zagato blackfist.


It's time to head to the Tower of Belba. Unfortunately, you'll have to go quite a distance counterclockwise from Celestern to get there. When you get to the river west of Celestern, do not go south; that leads to a dead end. Go north instead.

Tower Of Belba


You've got yourself a bit of a maze here. Start by taking the stairs to the left.

If you get the robots with the rocket arms combined with the three-eyed guys, stick to your fists. If you can get the explosions from the rocket arms to hit other enemies, so much the better. You're better off ignoring the three-eyed guys

When you reach the fourth floor, you'll see two sets of vases. Drop into the pair to the right. The other set will take you back to the start. From there, you could exit the tower, but if you want to get the Hyper Vision, you'll have to take the stairs to the left of where you dropped down from.

To beat the guys on the magic carpet, just jump on them, then fight them like you would the guys with the rocket arms.

You'll eventually find a door which takes you to the magician, Airosche. This will take you to an action scene. The light brown platforms will sink when you step on them, so make your move quickly. You'll also see the conveyor belt sand from the battle scenes in the desert areas here, too. Watch your shadow as you go up the steps. From here, you can play the concentration game at this point if you want.

The orange P blocks give you items.

When you make it through this short side-scrolling action segment, you'll finally get Hyper Vision. After this, Airosche will look into her crystal ball. She will see King Romel of Satoon deceiving Lady Julia. She will also tell you that King Romel's castle is in the acid water where a regular boat won't be able to work. You will have to meat a famous scholar in Kingland who has a better vehicle, so you'll want to go there first and talk to Dr. Justice.

PrinceWatercress plays The Twisted Tales of Spike McFang - Part 5 of 8


In this episode, we land in the Kalala Desert, then meander around in our efforts to get stronger.



Eventually, you will be ambushed by archers. Spike will tell them that he and Rudy (who has to hide the fact that he is Von Hesler's son) were sent to help Camelia, then an old man shows up. This is Helious Bain. You'll then be in the village, where Camelia is lying in bed. You'll find out she needs the water of the Kalala Desert, but it is in the pyramid to the north, which is guarded by Croc, one of Von Hesler's soldiers.

The Tomato Plant will help you refill all your health if you move into it.

Head to the south to leave the cave area. From here, head west. You'll be facing tiny green bugs called Bombers that will fly at you as well as tiny ghosts called Twisters that will fly at you when you get close enough. Your spin attack will do the job against both, but the Twisters' defense is really high. Just keep at it with the Twisters; you'll wipe them out eventually.

The jellyfish in the sky act like platforms if you jump onto them.

If you fall into the abyss below, you'll just take a little bit of damage, but those falls add up eventually.

The red jellyfish will explode and drop you into the abyss below, but when you hit the ground, you'll be in Kalala.


You'll be able to save your game once you end up in the desert. The enemies you'll meet here are the same as the ones you've met in the Ratville Mountains. Sand Boars are more like stag battles, and they will pop out of the ground and try to hit you with rocks. You can easily beat them up with the spin attack. Thankfully, the Sand Boars give out the most experience points at this point, so use them to level up in the desert, and there are two shops where you landed where you can buy supplies if you need them.

If you keep going north from where you landed, you'll eventually face Croc. You'll want to level up before then.

Wednesday, December 30, 2020

PrinceWatercress plays Super Ninja Boy - Part 8 of 25


Our journey takes us to the desert town of Celestern, where it becomes obvious that we have some more work to do if we want to see invisible enemies.


All maps by zagato blackfist.



The Mighty Ball uses a few M icons and creates a screen-wide damage bomb that does good damage to all enemies if you punch the ball; the Ninja Cyclone allows you to jump into enemies and knock them into the sky never to return.

When you talk to Julia now, she will think you for bringing her father back from the tower. She then says she wants to send an Errandbot with her message of love to King Romel in Satoon, but the path to Satoon is full of invisible monsters. Jack and Ryu agree to escort him to town. Before you leave, Julia will tell you to go south over a desert and visit the town of Celestern before going over to Satoon. Here, you will find the Hyper Vision, which allows you to see the invisible monsters.

To go to Celestern, take the same path you took to go to Fairy Tower, but instead of going south at the large forest, go east instead. You'll see a bridge that takes you to desert. At the southern end is the town of Celestern.

On the sand, you'll meet some new enemies. You'll find enemies that look like men wearing white turbans who are really another palette swap of the robot enemies we've seen throughout the game that is the strongest you'll see yet. The turban enemies have robotic fists that they can shoot at you, and the best way to beat them is to somersault into them with the B button or the Miracle Kick (and maybe even punching at them as they are about to get up) and also continuously jumping around so the explosions don't touch you. The jumping around is especially important, as the desert floor will act as a continuous conveyor belt that pushes you to the left. Fighting in the desert can be tough, as the shifting sands carry you to the left as you stand on the ground. You'll have to keep jumping to the right to catch up with enemies and take them down, and you cannot even move up or down on it unless you are in mid-air. This can make battles against even enemies that you have already fought before more difficult.

Celestern


You'll learn from the people here that the town of Celestern is dedicated to studying magic. You'll also learn about a master magician in the Tower of Belba, as well as the powerful punch known as Hypnoblow, which can be earned at the Medal Exchange.

Here, you can by the Rapid Shot, Iron Turban and Ingot Armor to upgrade your equipment. If you need a Meat Bun, you can find one here.

One of the houses is the home of Scheherazade from The Magic of Scheherazade, an NES game by Culture Brain. She will tell you that Airosche, the wizard at the Tower of Belba, has Hyper Vision, but you will have to undergo her training, which will not be easy.

You'll find out from one of the townspeople that the Tower of Belba is to the south. You'll also learn that one of the vases in the 4th floor there leads to something good.

There is a Medal Exchange mini-game to the right of the Convenience Store.

PrinceWatercress plays Super Ninja Boy - Part 7 of 25


Our adventure takes us to the Fairy Tower, where we need to reconcile an argument between father and daughter and find an Errandbot for a special project.


All maps by zagato blackfist.

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West of Kingland has more powerful enemies. You'll meet gray and blue versions of the robot enemies who strike with nunchaku, as well as red smiling elves in armor who will shoot at you with bows and arrows. The pigs and red elves will only shoot at you if you are lined up with them, so be ready to sidestep when you need to. You'll also meet armored boars with shields who can spit fireballs at you. Use the Epee Saber on them to do maximum damage, and hit them before they can punch you.

It won't be long until you reach Fairy Town.

Fairy Town


There is only an inn and a Convenience Store here, but there is some info you can get here, such as the fact that Princess Julia is in love with King Romel, and that the town is working on Project-3F, which is a parcel delivery service.

One of the houses contains Princess Julia. He says that her stubborn father is against Project-3F, which was started with King Romel, and because of that, he shuts himself in the Fairy Tower. An Errandbot that they developed for the project was taken away, misunderstood by her father. Not surprisingly, Jack and Ryu agree to head to the tower and talk with him.

The tower is southwest, after you go south from town. Also, you'll learn to meet Miss Finny if you make your way to Satoon.

There is a convenience store here; do not enter it, for if you die, you won't have a store to buy stuff from in case you need to refill on enemies. Keep it so that the last convenience store you go to is in Kingland.


It's time to head to the Fairy Tower, which is to the southwest of Fairy Town.

Fairy Tower


The Errandbot will allow you to buy stuff without having to go to a town. This is very useful if you have plenty of money and you need to buy supplies badly. Unfortunately, you'll have to pay double the price for any items that you seriously need.

You'll also find a chest containing a Meat Bun. The Meat Bun will restore all of your health, and unlike other items, which you can carry up to nine of, you can only have one Meat Bun in your possession at all times.

To find the Errandbot, all you need to do is take the stairs going up to the east of the entrance and follow the path from there. When you meet him, you'll find out that he is the robot from Project 3F that was taken away to the tower.

The other path leads to Julia's father. If you take the Errandbot path first (which you'll want to do since Errandbot can prove useful), you'll have to go back to the beginning of the tower to take the other path.

You'll meet a new enemy: a green, winged goblin who holds a rock over its head. Watch out for the rocks it throws down, which create flame pillars when they hits the ground. This enemy can also dive downwards. Jump up and hit these guys with your sword, then move a little bit to the side, and be careful on the stairs - if you fall off them, you'll be dead. You can also use the Miracle Kick at the cost of a few NP instead of a jumping sword strike, which is a lot safer. To perform it, just press A and then move towards the enemy with the Control Pad to hit them. It looks like the somersault, but you'll hear an "A-cha!" sound when you perform it.

Another new enemy you will meet is a blue-robed version of the enemies that shoot in eight directions, who also have a third eye that pops out when hit.

When you meet Julia's father, he will tell you that Project 3F is fishy, and tells you that King Romel of Satoon does not seem like he used to be. When told that Project 3F is a freight system, he finally snaps out of it and heads home. Before he leaves, he gives you the Magiport, yet another spell for the magic collection. This spell takes you to the last Convenience Store that you used. Unfortunately, it does not work in dungeons; it can only be used on the world map, and even moving into the door can be a bit iffy and it is still possible to get into a potential battle, forcing you to cast Magiport again.

PrinceWatercress plays The Twisted Tales of Spike McFang - Part 4 of 8


In this entry, we take down Felina, then head to the Ratville Mountains to save Camellia.



At this point, some of the Feline Fighters will attack by throwing bombs instead of swiping a brush.

You'll want to be careful once you're outside, as there are plenty of buzzsaw, arrow and spike traps on the way to the door. Thankfully, there is a separate area you can go to for the key. Once you unlock the door, you'll make your way to two big ones, and you'll then meet Felina, Queen of the Feline Fighters.

To beat Felina, you'll need to be at least Level 4 and have the Feather Hat. Felina can jump around and throw her scepter at your current position, but she will usually be at the center of the room. Use the feather hat to do a bit of damage. When you get her down to near death, she will "Level Up!!" and refill her health, and if you don't kill her fast enough, she will perform an attack where she jumps high into the air and lands on you for a ton of damage if you don't stay on the move. Thankfully, she doesn't have a third phase, and when you beat her, she will throw a gold bar that is worth a lot of money. When you take it, you'll be trapped in a cage when you take, then a guy in red and purple shows up and destroy the cage. Spike will throw his hat at Felina to finish her off, then he will talk with the guy in red and purple. This is Rudy, the son of Von Hesler. He tells you that he is on your side and that he needs your help in proving his father is innocent, while Spike needs his help to save the kingdom. Spike's mom then shows up.

Spike's mom thanks Spike and Rudy for their help, then Spike and Rudy head to Von Hesler's territory and reclaim the kingdom from the creature that has taken over Von Hesler's mind.

Meanwhile, at Von Hesler's castle, the General summons Hydra. It is mentioned that Croc is still guarding the Kalala Desert.

Back at the village, Professor Steam congratulates Spike, and says that the Queen will be safe as they continue their adventure. He then mentions that he has a message from the people of Ratville, which states that Camille of Castle Vampra is very sick and that they need Spike's help right away to help her get better. The message is signed by one Helious Bain.

You'll have one more chance to buy supplies and save your game before you talk to Professor Steam and agree to go to Ratville. Once you select yes, you'll drive to Ratville only to have the van crushed by a falling rock despite warnings of falling rocks.


Throughout your time in the Ratville Mountains, Rudy will follow you, but unless you use the card that allows your companion to attack, he won't do much against the enemies and just follow you.

The Desert Cloves carry spears and will charge at you. You should be able to destroy them with a few regular spin attacks.

There are rocks you can hit, but they don't seem to do anything.

The Dancing Cactus just dances in place, tosses maracas at you and throws its head at you, while the Scratcher bounces around. The cactus enemy is easy for the most part, and you can take out the Scratchers with your hat. If you can take out the cactus enemy while it is headless, you can destroy the head for a chance at a better pick-up.

The pink prize flowers shoot out three bees that fly around when you hit them enough times, but they can also give out health-replenishing tomatoes and coins. At this point in the game, you'll be getting the better power-ups from enemies, and the prize flowers will be helpful in that regard here.

Tuesday, December 29, 2020

PrinceWatercress plays Super Ninja Boy - Part 6 of 25


Now that the warriors in Edo City are active again, it's time to head for Satoon, but first, we check out the town of Kingland.


All maps by zagato blackfist.


From here, head back to Edo City. Once again, you'll have to take the long way to get out of Mt. Wasabi and head back to town. Thankfully, you don't have to do any of the side scrolling sections again on the way back.





When you talk to the townspeople, they will be more active again.

Head back to the palace and see King Toro. He will congratulate you for making the town more active again, and says Princess Tamago is in love with you. He will tell you that long ago, he saw an Auraball in a town known as Satoon. Princess Tamago will tell you that you will need a hoverboat to get there, and will give you one. You now have the "Arc-De-Travel." King Toro will ask you to talk to Emperor Chin for more info on Satoon. Be sure to use the inn and save your game before you leave town.


When you talk to Emperor Chin, he'll tell you that Satoon is to the west and that you'll see Fairy Land on the way there.

Once you leave, head to the west. Walk on the rocks in the water, and you'll instantly use the Arc-De-Travel. As long as you are on it, you will not have any random encounters with enemies. Once you make it to dry land on the other side, you'll be off the Arc-De-Travel and back on foot.

Once you're on dry land, you'll want to continue west. You'll eventually come across a tent consisting of an old couple and their daughter. You won't learn much there, though. Keep going west, and you'll come across a new town. This is the town of Kingland.

Kingland


You'll learn from talking to the townspeople that horrible evil lives in Satoon, and that the town used to attack Kingland a long time ago. Thanks to King Romel, however, Satoon have never attacked them. You'll also hear of a Princess Julia, and learn that Fairy Town is west of Kingland and has a beautiful princess.

You'll also meet Dr. Justice. who is currently in the hotel.

At the shop, you'll be able to get LV Counter 2, the Sterling Helmet, the Epee Saber, the Sterling Gear and Reflextar. The LV Counter 2 lets you get info on more powerful enemies, while the Reflextar is a more powerful version of T-Star.

At the castle, you'll meet King Ashur. He'll tell you that King Romel has kept the monsters of Satoon from attacking the town since he started ruling it, and thinks highly of him, saying Romel is as good as he is. The queen does not say much, however.

PrinceWatercress plays Super Ninja Boy - Part 5 of 25


In this entry, we have our first boss battle...and boss battles go a little differently in this game.


When you enter the cave west of Edo City, you'll enter a side-scrolling action scene. Here, you will have to bounce off log platforms to avoid the lava. Make sure you are as far to the right as possible when you do this,

The skull platforms will sink when you stand on them. You'll also see Charon riding his boat on the lava before you leave the first section. You can use that boat as a platform.

For the second section, keep running by double-tapping the direction on the Control Pad you want to go to to avoid the falling spikes. For the last set of ceiling spikes, however, you want to stop just before each pair of spikes so they drop down in front of you. From here, the Spider Shoes will let you move to the third sections. You can play Concentration here if you want to.

The multiplying flying "bomb" enemies are back. Wait for them to disappear before crossing lava and pits in certain spots.

For the part with the broken platforms at the end, just keep holding Right on the Control Pad and you will make it to the exit.

If you beat up any enemies at any point from the beginning to the end of this area, you will get the experience and money you would usually get from them when you reach the end.

When you're back on the world map, you'll be on the other end of the mountain range that you could not walk to. Head to the east and enter Mt. Wasabi.

Mt. Wasabi


At this point, you should definitely have a sword equipped when you go to battle. The sword swing is slightly delayed, but it's much more powerful than your fists.

I found out here in a practice run that you can equip the sword, jump into the thief enemy to stun him, then smack him repeatedly with the sword in order to get rid of him far more easily than I used to.

If you go all the way to the south when you go as far east as you can go on the first screen, you'll reach a dead end. Go north instead. From there, you can go south, blow up a wall with a Boo Bomb and open a chest that contains Bonzebot. Bonzebot can revive your character in two-player mode, which is pretty neat. Just remember it costs as much money as it usually would in a Convenience Store. If you're playing one-player mode, he's rather useless.

If you go north at the beginning, you'll find another path. This will lead you straight to Bongoman, your first boss battle. You'll have to fight him to free the samurai from his furious electric sound and stop their cursed idleness.

Unlike the other battles we've seen throughout the game, the boss battles are done in an RPG format, which means that the game is an RPG, a platformer and a beat-'em-up all at once.

"Fight" lets you attack the enemy, "Item" lets you use an item, "Magic" lets you cast magic at the cost of M icons (the number of which this game does not let you see, but still uses nonetheless), and "Run" lets you run away from the battle (or at least try to).

To the right of the command menu is the message board describing what is currently going on, and below that is your current stats. In case you are playing a one-player game, Ryu is computer-controlled.

Bongoman's Sonic Drum and Sting Boomerang attacks hit both characters, with the Stick Boomerang doing more damage.

If your characters have a shocked look on their face during an enemy's attack, they're taking damage. If they duck, then the enemy's attack missed.

Your regular punch is pretty weak, but you can use the Shogun Sword or your T-Star magic to do slightly more damage.

Bongoman has a special Thunder Rock Music attack that has a chance to petrify both of your characters and do a good amount of damage the longer a character is paralyzed. This is where the Cupsules come into play, as they can be used to cure status ailments.

If you need to heal both characters, use Vitalizer. This will recover a lot of HP for both characters.

When you beat Bongoman, you will get a red Auraball. Bongoman's magic will also have worn off, and Edo City will be back to normal.

PrinceWatercress plays The Twisted Tales of Spike McFang - Part 3 of 8


Now that we're more powerful, it's time to explore more of Castle Dracuman.




Angel Card: An angel attacks enemies.

Animal Card: Changes regular enemies on-screen into harmless forest animals.

Bat Card: A circle of bats attack the enemy.

Big Tomato Card: Restores one big tomato's worth of health.

Companion Card: If you have a computer-controlled companion, they will attack enemies.

Fire Card: Flames surround Spike, burning any enemies dumb enough to get near.

Flying Hat Card: Spike flies around in his hat. You cannot damage enemies, but enemies can't damage you, either.

Ice Card: Hits the enemy with a frigid stalagmite.

Invisi-Card: Makes you invisible. While invisible, you cannot take damage.

Lightning Card: Pillars of lightning encircle Spike, which does damage to any enemies dumb enough to be near him.

Quake Card: Stone fish fall from the sky. That's gotta hurt.

Time Card: Freezes all on-screen regular enemies.

Tomato Juice Card: Restores two big tomatoes' worth of health.

Transport Card: Takes Spike out of the dungeon and back to Professor Steam.

Believe it or not, this game is actually a sequel. The Japanese game is "Cho Makai Taisen! Dorabotchan" (aka "Ultra Demon World War! Little Dorabo), and the first game is Makai Prince Dorabotchan ("Demon Prince Little Dorabo"), a side-scrolling platformer for the PC Engine that never left Japan.

Now that we're more powerful, let's use that yellow springboard to explore more of the castle.

Watch out for flying arrows. You'll see where they are coming from if you move towards where they are flying in from.

The Metal Muncher is a Feline Fighter in a suit of armor, and they give a lot of experience compared to the other enemies. Just stay in close and keep hitting them, and watch out for those punches. If the helmet is closed, you won't be able to damage it until the helmet opens up again.

Deeper into the castle, you'll meet redder Killer Cloves that spit smoke at you. They are just as easy to defeat as the earlier Killer Cloves, though.

You'll soon reach the rafters of the castle. The spiders only give one experience point, but they are worth attacking to get them out of your way regardless.

You'll soon have to fight a bigger spider. Avoid the projectiles it spits when it shakes in place and hit it with your hat. You'll get the key, but you will have to go downstairs to the floor below to get the key. Thankfully, you don't have to go very far.

Once you use the key, you'll have to deal with two Feline Fighters trying to push you back with the carpet. There is a shortcut to the south you can take to get past the carpet and then get to the Feline Fighters to stop their tomfoolery. If part of the carpet moves towards you, jump over it to clear it.

From here, you'll need to keep exploring. There are new hazards in the form of buzzsaws in the floor, and near one of them is another key. When you unlock the door, you'll want to stay away from the vents so that they don't suck you towards the wall and in the path of the flamethrower. You'll then have to jump into the hole in the wall.

Follow the path, and you'll soon find Spike's mom, who is being held prisoner. She will tell you that Felicia has taken over the castle and that she is a strong, athletic Level 4 fighter who would be a nice girl if she were not being influenced by evil beings. She will then give you a Transport Card and tell you about what it does.

From here, continue along the path and go up the stairs. From there, it's time for more exploring. If you find the save point for this section, you'll know you're getting close to the end.

Monday, December 28, 2020

PrinceWatercress plays Super Ninja Boy - Part 4 of 25


In this episode, we learn our first important spell and head to Edo City, where the local warriors have suddenly become lazy.


All maps by zagato blackfist.


When you leave Yokan, go south, take the bridge to the west, then keep going south. At the pair of bridges, go around the mountains to the east and keep going west. Go south when you can't go west anymore, and keep to the west coast. You'll find a cave.

When you enter this cave, you'll meet Princess Leila and play the Janken House mini-game. She will play another card matching game, but this time it is a rock-paper-scissors (or Janken) game. The open hand is paper, the two fingers held up is scissors and the closed fist is rock. Rock blunts scissors, scissors cuts paper, paper covers rock. You don't have to pay anything to play this, but if you do well enough, you can win a spell. Once again, you can only miss three times. If you win three times, however, you win the Vitalizer spell, which lets you recover health at the cost of 10 M icons.

Now that we have the Vitalizer spell, you'll want to make your way to the east. You can come here before getting the Vitalizer spell, but the earlier you have Vitalizer, the better. This leads to the Samurai's Tunnel.

Samurai's Tunnel


At this point, I start using the sword given to me back in Yokai. Guess what? You can hit enemies more times for even more damage than with your fists alone. You'll have to be almost right next to the enemies to get the multiple hits; if you're too close, you'll knock them down in one hit, but not destroy them.

You'll meet a new enemy here: a flaming face that will fly at you. It laughs at you before it comes at you, and you will want to get on a platform and hit it with a punch or with your sword in mid-air. (I recommend the sword.) These enemies will give you quite a bit of experience for this point in the game. Also, unlike the other battles you've been in, this one takes place on a side-scrolling screen rather than one where you can move in eight directions.

The path through here is pretty simple, though there is another mini-game here where you can play with the Red and Blue Gems. Once again, this is a game of concentration where you will be matching objects. Whatever you match, you will get, and if you match the skulls, you get nothing and lose one of your chances. This game costs 100 Sen to play.

The Cupsule will come in handy later. For now, if you get one in the concentration mini-game, hold on to it. Also, you can get a Meat Bun in the game, which will heal a lot more health. The only drawback is that you can only hold one Meat Bun at any time.

There is a path to a chest if you go past the exit. When you see the X in the wall, stand next to it and use a Boo Bomb on it. The chest just contains a Sweet Bun, though. If you have the maximum number of Sweet Buns you can carry, the chest will contain nothing.

The onis with the clubs will, of course, hit you with their clubs, and it does not take them long to do it. They give just as much experience and money as most of the other enemies you've met so far will give you. At this point, you should be using your sword in every single battle.

When you reach the exit (which you'll have no choice but to do your first go-around in this cave), you'll meet a samurai who says he has all the information on the robbers that you'll need. From there, you can go back and take the path to the chest.

Remember the boss from Mt. Sampin? Well, they are regular enemies at this point. At least you know how to fight them now.

When you exit the cave, you will come out of a cave on an island to the west. This is Tamagi Island. Go south and you will reach Edo City.

Edo City


When you talk to the people here, you will find out that the samurai here are rather idle, and that whoever kidnapped them cast a spell on them to make them lazy. You'll also learn that the cave west of here will take you to Mt. Wasabi.

One of the buildings across from the entrance to the city is Samurai Scorpio's dojo. He will tell you to pick two words that do not appear on the list of flashing words on the left side of the screen. Take your time, as there is no time limit. If you get it wrong, you'll have to re-enter and try again. If you get it right, Interestingly, the words are names of characters from other Culture Brain games. If you win, you'll just get a Dragon Egg as well as instructions on how to use one to ride a dragon in the action scenes. The answer will always be Sheherazade and Jack no matter what. 

You can buy Cupsules here, as well as the Shogun Sword and the Eastern Gear (which are stronger than what you have now). The Cupsules are used if you are petrified during battle, but that will not be for a while.

You'll meet King Toro and Princess Tamago in the palace. They'll tell you that the robbers that you stopped made the samurais here lazy, and that they are hiding inside of Mt. Wasabi. They will tell you to come back when you stop them.

PrinceWatercress plays Super Ninja Boy - Part 3 of 25


Now that we've completed our training, it's time to head to Mt. Sampin and take on the thieves.


All maps by zagato blackfist.

Mt. Sampin is directly east of the town of Yokan.


There is a new enemy you may meet along the way: a white, bulldog-like enemy on a platform. Jump while holding Left or Right on the Control Pad and you will perform a somersault that will allow you to stomp them as they whiz by. Once you get the timing down, it won't be long until you're clearing screens that have this enemy like a pro.

Sometimes, you can find a sword in a P Block. You can pick it up and use it for increased striking strength, but you will lose it at the end of the battle. You will eventually find permanent, equippable swords later in the game.

Mt. Sampin


There are two paths. One leads to a dead end, while the other is the way to the thieves. After taking the first staircase, just go all the way north and then go east; if you go east from the outset, you'll be travelling towards the dead end.

When you talk to the thief, you'll enter a battle. Go to the menu, go to Magic and equip T-Star. You'll use a few M icons, but you'll be able to throw quite a few shurikens at them for a couple of seconds. You'll eventually switch back to your fists, but even then they are easy. All they do are play on their guitars, and also surf towards you on them. They can shoot fireballs, though, but so can you. If you have the T-Star active, you can hold Y to shoot fireballs of your own.

When you beat the thieves, you'll get the Auraball. This yellow ball will allow to use Mighty Ball and Ninja Cyclone during battle.

You're done here, so go back to Yokan. Unfortunately, you'll have to trek back to the entrance on your own; the game does not kick you out of the dungeon after you get the Auraball.

Also, the big-eared enemies that look like they are carrying cymbals have a strange pattern. They spawn clones of themselves a few times, then only one shows up on-screen and claps the cymbals together. When it does, you will have to quickly get up to it and make sure your fist from your punch attacks meet its face, or else it will try to hit you with an eight-way shot. Thankfully, you only have to destroy one.


Go back and see Emperor Chin. He will tell you the thieves' ringleader is hiding somewhere near Edo City, on an island called Tamari to the south. Prince Bonbon will give you the Dragon Blade, which is your first sword.

PrinceWatercress plays The Twisted Tales of Spike McFang - Part 2 of 8


Once you enter Dracuman Castle, get stronger. You will need all the experience and magic cards for the challenges ahead.

Dracuman Castle


You'll want to spend some time fighting the monsters at the castle and leveling up, as it will help with the first boss battle and get more coins to buy stuff with in the town.

At the shop in the village. get the Feather Hat once you get the money to buy it. This is much better than the default hat you have at the beginning of the game, as it has a lot more range.

To the east of the shop is Grab Bag, where you can pay 20 Gold for a random card.

The Killer Cloves will run at you, and are very easy to defeat. There will be some that spit smoke at you later on in the castle, but for now, these guys are painfully easy. If monsters drop coins, pick them up; the bigger the coin, the more it's going to be worth.

Health and coins are random pick-ups from enemies in this game. Coins come in three denominations: small ones give you 1G, medium ones give you 10G and large ones give you 50G. You'll be getting the bigger coins with more frequency as you progress through the game, but for now, you'll get mostly small coins with the occasional 10G coin and the rare (at this point) 50G coin every once in a while. Thankfully, the odds of getting better pick-ups from enemies become better later in the game.

If enemies drop tomatoes, pick them up to refill your health. Small tomatoes refill 2 HP (half a small tomato on the gauge), while big tomatoes refill 4 HP (a whole small tomato on the gauge).

Once you cross the bridge across the moat, you'll come across the front door. You can look around on both sides of the front door, but you won't be able to find anything. Once you check both sides of the front door and try to go back to town, Professor Steam will call and tell you that your pet Sid has the key to the front door, and to go left of the front door to get it from him. Go left of the front door again and go all the way to the left wall to meet Sid, who is a sea dragon. Sid will tell you that one of the Killer Cloves to the right of the front door has stolen the key, and you'll have to beat up the Killer Clove that is carrying it to get it back. Once you do, you'll be able to go inside.

You'll meet zombies when you go inside. Not only do they charge at you, but they will breathe fire at you from a distance. They are fairly fast and can do a little bit more damage, but they can give you more

At one point in the castle, there is a man with a Maoi head wearing a blue coat. If you run into him, he will kick you like a soccer ball through a wall. Behind the wall is the opportunity to save the game (unless you're playing the Japanese version, in which there are no save points until the boss room).

The Feline Fighters will hop around and try to hit you with a brush, but that attack has a short range. These enemies will definitely be easier to fight off once you level up a little bit, and if you can get powerful enough, the amount of hits needed to beat them will be greatly reduced.

There are spike traps on the floor and flamethrowers on the floor. As long as you aren't lined up with them and you happen to be patient, they won't hurt you. Wait for the spikes in the northern walls to go all the way back in before passing by, as they can hit you at the last second as they sink back into the wall.

The yellow springboard with the red triangle takes you to the other side of the pit, albeit in a hilarious manner with Sid picking you up out of the water and taking you to the other side when you hit your head on the ceiling, is a no-turning-back point unless you have a Transport Card.

The Metal Muncher is a Feline Fighter in a suit of armor, and they give a lot of experience compared to the other enemies.

Sunday, December 27, 2020

PrinceWatercress plays Super Ninja Boy - Part 2 of 25


It's time to undergo training and get used to gameplay at Horizon Gate.


All maps by zagato blackfist.

Horizon Gate


Talking to the people will let you know that Mr. Sampin is east of Yokan. You'll also learn about the Ninja Cyclone, an attack that knocks enemies down and breaks holes in wall at the cost of 3 M icons.

At the Item Shop, you can get new items. LV Counter 1 allows you to see what level the early enemies of the game are at and how many you have to beat to attack them. The Boo Bombs allow you to blow up strange-looking walls, and you can hold eight at any given time. The Pneuma Punch is better than the Skin Gauntlet, and the Feather Gear is better than the Bantam Gear. The Portabuckler is a shield.

There are two double-door buildings here. You can enter them in either order, but if you want clearer story progression, enter the left one first. This is where you will meet Rick, one of the characters from the Hiryu no Ken series. He will tell you to go through the Chamber of Earth and Chamber of Water, and if you clear both, you will get a reward.

You'll then go to the Chamber of Earth, which is your first action scene. You can still move left and right, but you won't be able to move up and down like you can in the battle scenes. Be sure to get as many power-ups as you can and defeat enemies when you are able. You can jump slightly higher for some things if you are jumping straight up as opposed to jumping to the left or right. You can also jump a little higher while you are running. Just remember that you will be running a little bit further forward when you land.

To latch onto walls, move into them with a running jump. From there, you can use the Control Pad to climb up the wall.

When you go to the pause menu, you'll have a slightly simplified menu. Here you can use items, look at your magic and also equip your sword, Mighty Ball and Ninja Cyclone, should you have them.

The bomb is another Boo Bomb. Besides using them to blow up strange walls, you can also use them against enemies. The blast is pretty weak, however. Some of the P blocks also contain pot stickers, when can help you recover 30% of your total health.

When you get through the Chamber of Earth, you will enter the Chamber of Water. Watch your jumps, as they look framey and feel floaty. Be very careful and bring plenty of Dragon Eggs before you start these two chambers, as it can be easy to land into a pit in the Chamber of Water.

The Chamber of Water has quite a few spikes. Avoid them as they will kill you instantly.

There is a log platform moving up and down at the end of the Chamber of Water. If you jump on it and take it upwards, you will go to the Soundmaster's studio. Here, you'll play a panel matching game where you match sets of musical notes if you have 10 Sen. You only have three tries, so make them count. For every successful pair you make, you will win a Medal.

You also get kicked out of the level regardless of whether you win or not. If you skipped the Soundmaster's Studio mini-game, you would have passed Rick's test.

When you complete the Chambers of Earth and Water, you'll get another option for the magic list, T-Star. These are your throwing stars, which are your basic shurikens.

Rick will tell you to go next door for more training. Go to the building with the two doors to the right of where you met Rick to meet Gengai, another character from the Hiryu No Ken series. This time, you'll have to go through the Chambers of Fire and Wind, and if you get through them, you will get the Spider Shoes.

The Chamber of Fire has quite a few pits, and with that, some  enemies that will rocket up from the bottom and split into two when they make it to the top of the screen. Be sure to go slow at the beginning, and make sure not to touch the spikes and you try to scale the walls near the end of the first part.

At the beginning of the Chamber of Wind, there is a series of blue blocks the path to the Soundmaster's Studio. Go to the menu, select Equip, then select Ninja Cyclone. At the cost of your M icons, you'll be able to break the blocks with the resulting spin kick.

Not surprisingly, there is wind in the Chamber of Wind that will push you around. If you hear what sounds like a muted explosion sound, that means the wind is moving. Be attentive to when the wind moves so you can know when to advance.

To enter the Soundmaster's Studio in the Chamber of Wind, you'll have to use a Dragon Egg in the item menu. This allows you to ride a dragon for a short period of time, which can help you not fall into pits. You can even go through solid walls! From there, stay on the log platform until it goes all the way down.

When you beat the Chambers of Fire and Wind, Gengar will prove himself a man of his word by giving you the Spider Shoes, which allows you to scale ceilings.

Now that we're done here, it's time to head back to Yokan, use the inn to restore your strength if you need to, and then head to Mt. Sampin.

PrinceWatercress plays Super Ninja Boy - Part 1 of 25


Ah, Culture Brain. You make some very strange games. They may have questionable-at-times English translations, but there is fun if you know where to find it.


All maps by zagato blackfist.

1-Player mode will let you only play as Jack. A second player can play as Ryu, but Ryu is only available on 2-player mode.

You can choose between easy, normal and hard difficulty if you choose a new game. You can also put in a password to start from where you last left off.

The story is pretty simple. Joyful people are living happily in Chinaland. One day, trouble arose in the peaceful country. A mysterious space ship fleet covered the sky of Chinaland. Suddenly, a 3D image appeared in the sky.

"Hello, people of Chinaland. Please don't be scared. We are on a universal peace mission. I am the leader, Rub-a-Doc. We are travelling the universe to promote peace. People in Chinaland, let's work together for universal peace."

A universal peace conference was held between Rub-A-Doc and the Emperor Chin of Chinaland. Rub-A-Doc became very popular. He travelled all over Chinaland to promote peace. A Rub-A-Doc boom was on!

A few months later, the spaceship fleet and the Rub-A-Doc boom left Chinaland. A quietness returned.

We then hear from Jack and Ryu. Jack tells Ryu that some troubles have happened in the capital city of Yokan. Ryu finds it strange that there are troubles shortly after the Rub-A-Doc boom, and agrees that it looks like a job for the both of them (well, for Jack, because this is a 1-player Let's Play).


Yokan is directly north of where you start the game, so go ahead and go over there.

Yokan


Pressing Start allows you to access the menu. There you can see what items, magic and equipment you have in your possession, your current stats, money and medals, the treasure that you have and a password that you can write down in case you turn the Super Nintendo off and you want to start back where you left off.

Money (known in-game as Sen) is used to buy goods and services, while medals are used as currency for mini-games you'll be playing later on.

Most of the townspeople don't really say anything important, though the man by the bridge tells you that most of the men in the town were kidnapped by thieves who reside in Mt. Sampin. The two women on the northern half will tell you about Dragon Eggs and Convenience Stores.

At the item shop, you can buy Sweet Buns, Dragon Eggs, Skin Gauntlets, Bantam Gear and Yokan Helmets. The latter three are equipment that you can buy for your character so you can increase your stats (attack for the Skin Gauntlets, defense for the Bantam Gear and Yokan Helmet). Sweet Buns restore some of your HP, while Dragon Eggs let you restart a stage and save you from falling down a hole. 

If you buy equipment and it is better than what you have equipped, the game will automatically equip it for you, and you'll also be able to sell your old equipment for ease the cost of upgrading to better stuff. If not, the game warns you and doesn't let you buy it.

The building with the sign with the "C" next to it is the Convenience Store. Whenever you enter, you'll be told by the shopkeeper how much experience you have until you reach the next level. You'll also set up that convenience store as a respawn point, so when you die you'll end up back at that convenience store and you won't be forced to restart the game from the very beginning. Be sure to enter a Convenience Store when you enter a new town.

At the Convenience Store, you'll be able to revive your ally in a two-player mode, change a game from a 1-player game to a 2-player game and vice versa, and get a password so you can come back to your game when you turn off the Super Nintendo (though you can do on the pause menu, it is thoughtful of Culture Brain to make this so).

The Inn allows you to restore all your health.

The building with the two doors is the palace. This is where you want to go when you enter Yokan at the beginning of the game. Here, you will talk with Emperor Chin, who will tell you about thieves from Mt. Sampin who came to the town, stole jewelry and kidnapped workers. Naturally, Jack and Ryu volunteer to get them back. Emperor Chin will then tell you to see a prophet at the back of the palace.

From there, go to the building behind the palace. You'll meet Notruedamas, who is obviously a reference to the supposed real-life prophet Nostradamus and is the palace fortune teller. He will tell you to go north to the cave in the mountain to Horizon Gate, and to look for Rick. He will also give you an Escape Leaf, a magic spell that will allow you to escape battle and action scenes. This is the first magic spell that you will learn in the game.

The Adventure Begins

Now that you've done all you can do in Yokan, it's time to leave. Leave through the exit at the southern half of town, then go east and then go north to the nearby cave.

Before doing that, though, you can move around near the village to level up a bit. I go ahead and level up to Level 2 before going to the northern cave.

The monsters you'll meet here include tigers that look like Japanese pellet drums, grey-and-purple colored guys who look like robots who can do somersaults, kappas and bird enemies who wear gold helmets and can also somersault. The bird enemies can also do somersaults and have a little range to their attacks.

Pressing Y repeatedly lets you punch and perform a combo, while holding Y and moving allows you to run. B lets you jump. If an enemy is knocked down, you can press Y to pick them up and throw them.

Battles happen at random, and you can choose whether or not you want to take part in the battle. You can select "run," but you won't always be able to run away. At the very beginning of the game, you'll want to make sure you take part in and win every battle, as you will need the money and experience. As you'll soon learn, the encounter rate in this game can be strangely and insanely high, and it is not unusual to make it to Level 10 early on in the game. The battle scenes are like beat-'em-up games (think Final Fight or Streets of Rage, but simpler), and you can only attack to the left or right, much like your enemies.

Battles end when you defeat enough enemies. The number of enemies you have to defeat is pretty small early on, though it gets a little higher as you move on.

There are pits, but if you're paying attention, you should be able to avoid them. Be sure you do so, as dropping into pits will kill you.

The blocks marked with a "P" contain power-ups. Punch the "?" and you'll get what's inside. Power-ups you can collect include swords that you can use as weapons in battle for increased strength, "M" icons that give you energy for using special abilities, and skulls that will decrease the amount of "M" icons you have by one. Enemies will sometimes drop weapons for you to use in battle, too, such as nunchaku. The "$" icons give you more money when you win the battle.

Yokan Tunnel


The Yokan Tunnel looks like a very simple tunnel despite its dead ends, but you will be running into your first monsters here.

If you make your way to the other side of the tunnel and make your way south to the chest, you will be able to obtain a free Dragon Helmet, so you'll be able to save some money.

From the exit, head to the west. You'll eventually make it to Horizon Gate.

PrinceWatercress plays The Twisted Tales of Spike McFang - Part 1 of 8


This game is easy, but fun, and I wish I played this game earlier. Much like Final Fantasy Mystic Quest before it, this game definitely feels like an "RPG for beginners," even though it's more of an on-rails top-down action-adventure game that allows you to save your progress.


The islands of Vladamasco were worlds away from humankind. It was a land of monsters and misfits ruled by three strong leaders: Dracuman, Vampra and General Von Hesler. And so it was for many centuries, until the greedy Von Hesler mounted an attack on the other island leaders. With dark magic and an army of zombies, Von Hesler took control of all three kingdoms. During the final battle Vampra's daughter, Camelia, fled from the castle by moonlight to seek help from Dracuman's son, Spike McFang, who was training to be a warrior on an island far away.

Fighter Island


The game starts with a car driving across a bridge to Fighter Island. Out climb sheep wearing bowties,  Professor Steam and Spike McFang, the latter of whom is the main protagonist of this game. Spike is here to learn how to fight in order to protect his kingdom when he becomes king. Suddenly, Camelia shows up and asks Spike for his assistance against Von Hesler's zombie island. Spike finds out that Camelia's mother and his parents have gone missing. Unfortunately, Spike has to train to become a warrior and has already put a deposit on the training courses, and this leads Camelia to call him a wimp and tell him to catch up with her in Ratville if it fits into his schedule before leaving.

Professor Steam heads back to Batville, and from here, you'll finally be in control of Spike.

You can jump with B and attack with Y. If you keep pressing Y, you'll do multiple spins followed by one big one, but you will get dizzy for a few seconds and unable to move after the one big spin. Holding Y lets you lift up your hat and throw it like a boomerang at enemies a short distance away.

The man with the Maoi head carrying the book will save your game if you talk to him.

There is nothing else to do but to go north. You'll meet Ching Cao Quang, the Spirit of Fighting who is also known as Clarence. (Some translation, this is.) Here, you'll need to use the B button to jump over fifteen rolling logs. Once you do that, you'll be able to go north and move on to the next training exercise.

Next, you'll learn to use the spinning attack. Use the Y button to break the rocks. The big rocks will have more hit points than the small ones. Interestingly, your health is represented on the upper-left corner by tomatoes while the enemy's health is represented on the upper-right corner by garlic bulbs. (In the Japanese version, the tomatoes were human hearts, but this was censored in the West for obvious reasons.) If you need to break multiple rocks, press Y rapidly for the big spin, but watch out. After breaking thirty rocks, you'll go north to the see-saw.

At the see-saw, walk on the lower end, and the man with the Maoi head will launch you up into the air to some cliffs above. Here, you'll learn how to use your hat as a weapon to defeat enemies from a distance. Hold Y to get your hat in the air, then aim with the Control Pad and let go of the button to knock the sheep off the balloons.

When you get on the bridge on the next screen, you'll land on a raft. Keep pressing Y to attack the Snappers that leap in and out out of the water. You'll then reach an island where you will have to fight Clarence...or rather, his magic cane. Use the fighting techniques you have learned to attack the cane, and avoid the fireballs that the cane shoots at you. If the cane gets bigger, stay away from the cane so you don't get whacked. Once you beat Clarence's magic cane, Clarence will give you an empty box that you can use to store card tricks. Use L and R to sort through your cards, then press A to use the selected card.

If you gain a level, you'll be interrupted by Professor Steam, who will call you on your cellphone to tell you that you have gained a level.

Meanwhile, Colonel Hydra has invaded Dracuman's castle, and has placed Felina in charge of the army.

Batland


You'll then end up in a town. Press the Y button to open doors to talk to the people inside, and use it to talk to villagers. Be sure to talk to Professor Steam if you need to refill your health, and talk to the man with the Moai head to save your game. Professor Steam will give you 100 G to spend on stuff, and you'll be able to save your game. Talk to Professor Steam if you need to heal.

If you press Select, you'll be able to see your stats as well as how many cards you have left. North of town is Dracuman Castle.

Saturday, December 26, 2020

PrinceWatercress plays Bomberman '94 - The Longplay


Instead of telling you to enjoy the longplay like I always do, it should be mentioned my gameplay is much better compared to the Let's Play itself.



PrinceWatercress plays Bomberman '94 - Part 6 of 6


In this episode, we finally take on Bagular. How you're supposed to beat him will shock you.

Area 6: Bagula's Fortress

Stage 6-1

Some of the enemies take one hit and are weaker versions of robot enemies you've seen before. Other ones are new.

This part has five sections, and you'll be traveling downwards towards the boss room as you go between sections. You have nine minutes and 59 seconds, and the time does not increase when you enter a new section, so you'll have to be quick.

The brown blocks that shoot out steam may stun you, but they won't be able to kill you. Either way, they can set you up for your demise if you're at the wrong place at the wrong time. Be careful.

The gears that are spinning around in pairs limit your movement, making it so that you can't walk between them.

Some of the destructible blocks here have skulls on them. If you detonate them with your bombs, they'll create another explosion in their wake. Interestingly, if an enemy can go through soft blocks, they will not pass through these.

The robots with the boxing glove hands take three hits to kill. If there are any destroyable blocks in their path, they will punch them to get rid of them, which slows them down for a little bit.

The purple Louie allows you to jump. The yellow Louie (which isn't in this LP) can kick the destroyable blocks.

Bagular

When you meet Bagular, four red robots surround him like a force field. You'll want to stay on the move and destroy these things, as they can fire lasers in multiple directions. Lay no more than four bombs at a time. Remember that the laser shooters can move into the corners, but Bagular himself cannot.

When you destroy them, Bagular summons his dragon mech. Its head will move and back forth from the stomach. Bomb the head while avoiding both the head and its flames (which will detonate the bombs on contact).

When the mech lifts its hands and opens them, they're about to fire twin lasers. The pattern is straight across, parallel diagonal, straight across, intersecting diagonal. Interestingly, if you stay on the north end of the room, the boss can't hurt you at all. 

After damaging the head of the mech enough times, you'll fight Bagular himself. He has a couple of attacks.

When he tosses just one bomb ahead, the bomb will explode when it hits the ground. You will want to be away from the explosion's path as soon as possible when he does this.

Sometimes Bagular will whirl four bombs above him, and they will land in random places. You'll want to be out of the path of their explosions, and the best place to hide would be someplace where none of the bombs can reach you. Sometimes he will be floating above the ground, while other times he won't. You obviously want to hit Bagular while he's on the ground and walking around, and you'll need to time it so that the explosions can reach him, since he changes direction upon seeing your bombs.

There is, strangely, a trick to all this. Have Bagular see you, which will get him to kick a bomb at you. Let the bomb hit you. It will knock you back, but not kill you. Get away from the bomb. Bagular will not be able to get away from his own bomb in time, and the explosion from his own bomb will hurt him.

Once you damage Bagular five more times, you've won!

PrinceWatercress plays Mega Man 8 - Part 8 of 8


Here it is: the eighth fight with Dr. Wily. This puts to rest a game that I've played beyond death and wanted to play for the channel for a while. See you next game.

First | Previous

Wily Tower 3

You have some exploding platforms (some of which walk) and spike pits. At one point, it seems like you're at a dead end with an unreachable ladder and a brown rock-throwing robot. Jump onto the boulder he throws into the spike pit and use it to reach the ladder.

You'll meet Bass and Treble soon after. They combine like in the seventh game, but they also use the Evil Energy and absorb that.

Aside from dropping down to fire his arm cannon at you, he'll also fire a laser. He'll raise his hands, then fly past the top of the screen and drop down at the other side of the room. When he does, slide away from him to avoid the laser he shoots down to the floor and chases you with.

If he fires a fireball into the air, you'll see fireballs come down from the top of the screen. Five come down, followed by four, and you can stand between fireballs easily, making avoid them a piece of cake.

When you knock him down to one hit, Bass will flee. Also, in this version, "why you don't understand" has been corrected. Interesting.

After you beat Bass, all that's left is some precision platform jumping combined with a flying spiked ball and a few of those gorilla-type enemies that chuck stuff at you.

The boss here is the Slime Devil, which fights much like the Yellow Devil from the first game by sending portions of itself from one side of the room to the other. At least it's easier to dodge this time, as it goes in and out through the vents in the floor. 

To hit the eye in the center, though, you'll have to open a hole in it with your Mega Buster. The Flash Bomb and the laser shot for the Mega Buster from Dr. Light's Lab work perfectly for this, as both give you a clear shot in mere seconds. When the eye is exposed, hit it with Thunder Claw as much as you can before the hole in its head closes back up.

When the eye flies from one side of the room to the other, you'll want to slide to the other side of the room to avoid the slime wave attack. This is the only real attack that the boss has, so this is really easy.

Wily Tower 4

This is probably the easiest boss rush room to memorize in the entire series.

The left half of the room is the first half of the game, and the right half is the second half. If you know where the robot masters were located on the stage select screen for both halves of the game, you know exactly where the Robot Masters are. Just to clarify:

Left Half
Tengu Man - upper-left teleporter
Frost Man - upper-right teleporter
Clown Man - lower-left teleporter
Grenade Man - lower-right teleporter

Right Half
Astro Man - upper-left teleporter
Sword Man - upper-right teleporter
Search Man - lower-left teleporter
Aqua Man - lower-right teleporter

The floor between the two halves of the room, complete with the black wall in the background leading upwards it the elevator leading to Dr. Wily. This separates the two halves and you can (obviously) use it when it starts flashing after you've beaten all eight Robot Masters. Don't forget to refill your health after beating a Robot Master; you won't have a lot of time to pick up the health replenishment.

When you take the elevator up, you'll enter the final chamber. Dr. Wily will pin you down with a force field made of Evil Energy. Before Wily can finish Mega Man off, however, Duo jumps in and stops Wily's attack only to be severely weakened. Protoman shows up in the nick of time and gets Duo to safety, and Mega Man takes on Dr. Wily for the eighth time.

For Dr. Wily's first form, equip the Flash Bomb and fire it at the eyes of Dr. Wily's skull ship. The mouth will reveal a laser cannon that will fire a powerful laser, but if you fire the Flash Bomb so that the explosion hits the mouth, you'll cancel that attack out. Slide underneath the spinning fan blade if it bounces to the left after it detaches from the ship, and jump over it when it goes right for you and when it returns to Dr. Wily like a boomerang.

Since the Flash Bomb will constantly damage Wily as long as you can keep a Flash Bomb explosion on screen, you'll be able to jump over the projectiles that the skull ship will fire, as well as pay attention to Wily's attacks. If the ship fires a purple fireball upward, move out of the way and jump over the projectile when it splits in two and travels across the ground.

The second form is a Wily UFO. Equip the Mega Buster and fire charged shots at him. He'll constantly shoot out purple fireballs all over the room. Sometimes eight will disperse in multiple directions. Sometimes four will spiral outwards. Sometimes two big ones will go upwards and split into two smaller projectiles that travel across the floor, much like with the first form. Sometimes four will come out and they'll try to home in on you. The first three patterns are easy to avoid, but the fourth one? Not so much. You'll need to be quick and/or lucky sometimes to avoid that last pattern. At least the fireballs in the second form don't do a ton of damage, unlike the last game.

If you're running low on health, use Rush Aid. I can't stress that enough. Be sure to pick up the weapon canisters, too, so you can take on the first form again if your game is off even after you've fully healed.

Once you beat this second form, that's it. You get encased in a much bigger force field of energy that is  shaped like a skull (which is hard to notice when actually playing since it flashes so quickly). Wily Tower quickly crumbles around Mega Man and Wily...

Duo finds Mega Man after the collapse of Wily Tower and cures him of the Evil Energy, seeing visions of his past adventures as he heals him. Duo finally finds the Evil Energy in him and destroys it. Proto Man shows up after Duo saves Mega Man, who will come to soon. Duo leaves Mega Man to Proto Man, stating that with Mega Man's help, Earth will survive. He also asks Duo a favor.

Mega Man wakes up in Dr. Light's lab and finds out Duo saved him. Later, Proto Man tells Mega Man that Duo has gone. Proto Man tells him that Duo said thanks, and Mega Man thanks him in return.

The credits show concept art for the eight Robot Masters, in case you're wondering. There's also a bunch of weird ideas, such as a Pirate Man, a Drum Man, a Genie Man and a Shark Man amongst others.

Friday, December 25, 2020

PrinceWatercress plays Bomberman '94 - Part 5 of 6


If you thought any of the first four worlds were hard, wait until you see this one.

Area 5: Ice Land

Stage 5-1

The big blue guys will chase after you if they see you. If you blow them up, they split into a few smaller guys that you'll have to get rid of.

The gold robots around here move very slowly. They'll sometimes be carrying globes, and if they're not, they'll be shooting at you with flamethrowers.

The bird robots take two hits to kill. They can also shoot missiles, so watch out. The missiles can also detonate the bombs if they touch them.

The orange guys take only one hit to destroy, but they do have the habit of standing still and crying, leaving them wide open.

Stage 5-2

The flying robots can obviously fly over the destructible blocks. They take two hits to kill.

The blue bunnies on ice skates only take one hit. They take longer than the other enemies to die, though.

Stage 5-3

I am not a big fan of this area. At this point, the area you can walk around in starts to become more narrow.

The red guys with the hats will jump over your explosions, then taunt you. Hit them again as they taunt to kill them.

Some of the penguins will be shooting missiles. If you're out in the open, look for the red X on the ground and you'll know where they'll land. Thankfully, the missiles only stun you if they hit, but you still want to be careful where you place your bombs.

There's an igloo near the door to the second section. If you hide in there when a missile penguin fires away, the missile won't be able to do anything to you.

This is the first area with three sections instead of just one or two.

Stage 5-4

Not much new stuff here. The sections do get smaller as you progress, though, so be careful in the third section...which is even worse.

Boss

The ice princess is way too easy. She can throw her crown for limited distance and shoot ice crystals across the screen, but the attacks are easy to avoid. The boss stays low enough to the ground and is slow enough for you to attack her multiple times without any problems, making her without a doubt the easiest boss in the game. She's even easier if you have the Remote Bombs. Always drop at least two bombs and keep a good distance afterwards.

When you beat the first five worlds, you'll fly to Bagular's lair.

PrinceWatercress plays Bomberman '94 - Part 4 of 6


In this entry, we head to Crankin' Castle, which is better here than in the Western port to the Genesis and Mega Drive...not to mention more difficult.

Area 4: Haunted Land

Stage 4-1

The bats can fly over the barrels, which are the destroyable blocks of this world. The robots that hop one space at a time take two hits to kill.

The picture of the bomb with the red lines near it allows you to walk through bombs.

The motorcycle robots take one hit to kill. Also, I just noticed that when they stop to turn, they actually use their turn signals, hinting at where they will move next! I've never noticed this before, and this can be useful.

When you're in the second section, you're going to be in the dark and you'll only be able to see a few inches in front of you. The eyes moving around in the dark are your only clue to where all the enemies are at. (In Mega Bomberman, this room is not dark at all.)

The enemies with the big eyes take one hit to kill.

The bats in the walls at the sides are just part of the background, so don't worry about them swooping down at you.

Stage 4-2

The blue dragons with the horns can fly in place to avoid your bombs' explosions. This pattern was seen in Bomberman '93, and it's just as easy to deal with: get him to fly, then hit him with an explosion as soon as he lands. Remote bombs make this easier.

The ghosts are new enemies here, but they take one hit to kill and go through destroyable blocks just like the bats. They may turn transparent, but they can still be killed in that state.

Stage 4-3

The bats you see flying around in the beginning are just part of the foreground.

There is a wooden stand holding the barrel in place in the second section. If you blow it up, the barrel being held back will roll down the screen, flattening any enemies in its path and immobilizing it temporarily so you can blow them up more easily.

Stage 4-4

Nothing new here.

Boss

The boss here is a vampire. It's more of a vampire bat than a vampire, though.

Wait for the boss to land and shoot outs blue fire from its wings. Avoid them as you bomb the bat. You'll never want to be in front of this guy when he attacks, as they can be tough to avoid when you are. 

Sometimes he splits into four smaller bats. Bomb them all, and the last one turns back into the boss.

Other times he'll fly low and flap his wings vigorously. This lets you get some free hits on him.