Friday, April 16, 2021

PrinceWatercress plays Mighty Morphin Power Rangers (Game Boy) - The Longplay


Now to play through the whole game in one go. Not surprisingly, I do a lot better here.


There are two difficulty levels: Normal and Hard. Hard gives you the good ending.

Level 1

A jumps, B attacks, Left and Right move, and Down ducks. You can also press Select and make "Power" in the lower-left corner flash, giving you the ability to strike with your Ranger's weapon (Power Daggers for Trini, Power Lance for Billy, Power Sword for Jason, Power Bow for Kimberly, Power Axe for Zack). If you hit an enemy with it, however, it will cost you health.

The Power meter is obviously your health. If you lose all your health, it's game over and you'll have to start the level over. If you're at the boss, you'll go back to the boss.

B lets your perform a punch that still looks like a bitch slap years after I first covered this game on the blog. You can also kick with B in the air, which I recommend doing because the enemy has to be right next to you for the punch to connect.

The shield icon gives you temporary invincibility as long as you are flashing. This helps against the bombs, which are flung out of the window at certain points.

The "Pow" icon gives you some health if you need it.

When you reach the end of the level, you'll play as Megazord, who controls much the same way as the Rangers. You'll also face Squatt. Jump over him when he charges at you and hit him when you can, and when he holds his hands up and flashes, be ready to jump over the fireballs. Squatt is pretty easy. If you press Select as Megazord, you can fire projectiles from your sword, but that costs health regardless of whether the projectile connects or not; I never use it because of that health penalty.

After every boss is a bonus area. There are no rewards for beating this and no penalties for missing anything. Here, thirty fireballs will fly out from the right side of the screen and you'll need to hit them all. This is just for fun, though.

Level 2

Some of the Putties will show off some new tricks. If one stops and jumps in place, watch for rocks that drop from the top of the screen. Some of them will come out from under the ground, so if you see the ground move, back away and be ready to strike. Others still will throw bombs, but you can either avoid them or jump kick them.

Sometimes you can walk across the platforms on the top. Sometimes it's the safe route, and other times, it isn't.

The boss here is King Sphinx. Jump over the earthquakes coming out of the ground, then try to jump kick King Sphinx as much as you can before he creates another earthquake. Once you get him down to half health, he will run to one side of the screen and throw rocks at you. If you know what you're doing, you can jump kick both King Sphinx and the rocks and really bring his health down before he runs to the other side of the screen and throws more rocks.

In case of a double KO, you lose. But at least you only have to do the boss battle again if you die at the boss.

The bonus area has you striking as many bouncing rocks as possible. It can be difficult to destroy all 30 rocks, even though you get nothing for doing so.

Level 3

Avoid the droplets and the fire that they create when they hit the ground.

Press Up to enter doors.

With the platforms, you'll want to make sure that your "front" foot makes contact with the platform that you're trying to land on. As for the second section, as long as you make the jumps in the way that the game considers "properly," you won't have to worry about hitting the spikes, which don't instantly kill you in this game.

For the third section, stay all the way to the right for the first drop, move right on the second, fall straight down on the third, move right on the fourth. After that, you'll be dodging spikes for the rest of the section. Make your way to the door as quickly as possible.

The boss here is Baboo. He will make long jumps and fire projectiles at you. Drop kick him as he jumps around, and duck in front of him and repeatedly strike him to avoid the projectiles. At half-health, he will make smaller jumps that cover half the screen as opposed to the whole screen, but he's still easy to hit.

For the third bonus level, you'll be hitting bats as much as possible. Even though they all come from the right side of the screen, they will vary their speed from time to time to throw you off.

Level 4

In this level, you've got even more platforming, but as least this level isn't as much of a nightmare as Level 3. Besides the pools of water that you have to avoid and the bats and Putties you have to beat up, there are also droplets to avoid, too. If you hit the water below a set of platforms, jump up to a platform as quickly as you can.

For the rocks, wait for them to come to you, then kick the rocks in mid-air when they are about to come to you. 

Some of the Putties throw grenades. If you know what you're doing, you can easily take the grenades out as you try to take out the putties.

The boss is Goldar. You'll need to jump clear over the skulls while getting in whatever hits you can on Goldar as he moves in and out of the side of the screen. You can destroy the skulls, but they take two hits to completely destroy.

When Goldar hops upwards once you bring him down to half health, move as soon as he hits the ground so you don't get hit by a lightning bolt from above. After a few lightning bolts, he will send a few skulls at you again before going back to the lightning bolts.

For the bonus stage, you'll be destroying as many flying skulls as possible. The last few skulls will come in from the left, and the skulls will vary their speed between fast and slow throughout the bonus stage.

Level 5

Watch the tubes at the top of the screen, as a good amount of them will shoot lightning down. Stay close to them so you can cross to the other side without getting zapped.

The dark parts of the floor will hurt you if you stand on them.

While it seems like the sides of the platforms in the vertical areas will hurt, it's really more like the undersides of the platforms that hit you if you run into them, due to the spikes that are there.

Some Putties throw grenades, but others shoot energy waves straight forward. For the latter, you can time your jump kicks just right to attack the Putty Patroller.

Near the end, you'll have a ton of Putties and a few bats. The last Putty will just stand in front of the final door.

The boss here is Rita Repulsa. Stay in front of her, duck down and keep hitting her with the sword while avoiding the bats. After three bats, she will go to one side of the screen, where you have to catch up with her.

At half health, stay all the way to the left and jump kick Rita as much as you can while avoiding the projectiles (some of which you might jump kick along with Rita). When she approaches the left side of the screen, stay all the way to the left and duck before attacking her when she moves to the right again.

Once you beat Rita, you've beaten the game. Congratulations!

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