Tuesday, February 2, 2021

PrinceWatercress plays Gunstar Heroes (Normal) - Part 4 of 7


Watch this page get longer and longer as I eventually play through all the difficulties and cover the game numerous times on this blog. Also, we get the fourth and last of the gems from Black after the maze in this stage makes the journey ABSOLUTELY AMAZING.

Dice Fortress

You'll start by heading towards the building containing the dice maze itself. The enemies here are the same enemies on copter blades and the soldiers that you saw at the beginning of the Ancient Ruins stage, but you'll have to dive to go up slopes and jump over bottomless pits. The two giant turrets can very easily be destroyed and avoided; you just have to worry about the enemies swarming in at the same time.

You'll eventually be in the dice maze. Just grab the die like you would an enemy and throw it. You'll be able to move either one, two or three spaces. From there, you tackle what you need to tackle and then roll again.

The following things are the spaces I land on; therefore, this list will not be all-encompassing. 

Valvalion

This is a yellow worm that flies around. Stay away from it as it moves. Lightning + Chaser tears this thing apart.

Rush and Go!!!

Hit the buttons on the wall to open certain-colored walls to reach the goal and avoid the fireball. Even if you don't make it before time runs out, you'll be able to clear it, anyway.

Timeron

This boss moves around and drops bombs, and after ten seconds, everything that has happened then takes place in reverse...and can still hurt you. Stay on the move and remember how everything went as you shoot at this boss.

Minion Soldier

This is a tiny soldier. Be sure to wall jump in case you get cornered, and shoot at him when he comes at you. Again, Lightning + Chaser is a very good weapon for this. He may split into multiple clones, but the clones go down in one hit. The explosive missile can be avoided with a wall jump, but it packs a punch.

Destroy!!

Here, you get to destroy a ship with a soldier in it. It's like a Street Fighter II bonus round here. Destroy the boxes first for power-ups. You'll get a time bonus afterwards.

Pit

This is four balls and a wall that constantly changes size. Use a weapon that doesn't home in so you have an easier time and shoot at the balls while avoiding everything that moves.

Rush and Go!!! #2

Here, you just need to dive, wall jump and slide through the soldiers to get to the goal.

Take An Item #2

There are four power-ups you can pick up, one of which is health.

Vortex Base

Keep shooting at the core at the bottom of the room, but watch the order in which the red circles flash so you don't get hit by the laser. Lightning + Chaser is excellent here.

Curry and Rice

The "no-gun symbol" is this fight. When Curry and Rice approaches you, you have to dive into his face, then immediately get away. Using B to throw punches is pretty useless, honestly. Make sure he's not swatting his hands up and down or somersaulting before attacking

Super Gondola

This is a series of turrets and bomb droppers in the ceiling that moves around. Avoid the things that everything shoots while shooting upwards at everything, and this battle will go more simply as you do damage.

Abarenbou Gel

This guy will stand in place, jump forwards and drop a bomb with a face on it. When it corners you, slide so you can get under him.

Take An Item #3

Once again, more power-ups, including health.

The Way Back

This takes you all the way back to the start. Thankfully, this can only happen once, and any "Clear" spaces just let you roll again.

Boss

This takes you to the battle with Black. Stay on the move and shoot at Black. The number on the die signifies how many steps Black will take before firing at you, and the color that flashes indiciates what will fire. Red is a fireball that travels across the red spaces, Yellow is a set of lasers that travel in a straight line, Green is a straight line of balls that travels across the green spaces, and Blue is a set of bombs that pop up and explode all around the room.

When you beat Black, Black throws a gem, but it explodes. Stay away from it and shoot Black to get the real gem.

When you beat the first four stages, you'll find out that The Professor has been tied up and that Yellow has been kidnapped, and that she will only be freed if you give up all the gems.

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