Tuesday, August 31, 2021

PrinceWatercress plays The Adventures of Batman & Robin (Super NES, Hard) - Part 2 of 8


Now that we've beaten The Joker - for now - it's back to the park to face Poison Ivy. Let's see how much harder this gets on Hard.


No Green Peace

The second stage of the game starts with Batman heading to the forest in the Gotham City suburban district, as there has been an unusual increase in the number of trees in the area. There have also been reported sightings of bizarre plant life. If it is revealed that Poison Ivy is behind this, there will be a major panic in the city. Batman must take on Poison Ivy before this can happen.

When you make it to the equipment selection screen, you will notice that there is an X next to the Star and the Plastic Explosive options. You will not be able to use anything that has an X to it in the current stage. Be sure to bring the Spray Gun and Smoke Bombs; they will be extremely useful.

The women in the blue and black armor are the generic enemies for this stage. Duck down to avoid their attacks, as they will try to spray you with some sort of gas. You cannot defeat them, sadly; you can only stun them with the Batarang. Holding Down and pressing B to roll will make it easier to get away from them. Also, be ready to avoid red spiky balls that fall from above.

You'll eventually come face-to-face with a few giant tree roots. Hit them with three Batarangs in the red, pustule-laden area to defeat them. Remember to block so the tree roots don't damage you.

In the next section, you will be doing some platforming. Be ready to use the Grappling Hook, and use the Smoke Bombs to take out some of the female enemies from afar. As you make it to the top, be ready to jump from tree to tree as the ones with the diagonal branches start falling down from under you. When you see a vine at the top of the screen, be ready to grab onto it with the Grappling Hook to make it to the end of this section.

In the third section, the vines will collapse if you stand on them for too long, so leap your way across them. Use your grappling hook when necessary after this, watching out for branches that fall when you put your weight on them, and you will eventually make it onto solid ground. As long as you keep jumping to the right, you'll have no problems here.

As you make your way to the right, the terrain will transform. The worst it can do is slightly irritate you, since no bottomless pits are made and there are no enemies in this section.

In the fourth section, you'll finally be in a huge greenhouse. Use the spray gun on enemies if you need to if you need to refill items, as the battery icons the enemies sometimes drop from being hit by the spray gun will do just that.

There are also trap doors in the floor, and you can either speed through them or take your time. Thankfully, the enemies here come to a dead stop and never walk where they are, so you can figure out where some of them are. Thankfully, the pits are not instant death traps, and if you feel like it, you can stun an enemy and then throw them into the pits, killing them!

You'll eventually catch up to Poison Ivy, who says the Human World does not understand the feelings of the Plant World. Batman chases after Poison Ivy, and tells her that while damage to the environment is a tragedy, it is still wrong of her to threaten the Human World. Poison Ivy does not car eabout the Human World, and sics an evil Venus flytrap-like monster on Batman.

Duck to avoid the arm as it whips at the air three times, then throw a Batarang at it when it opens its mouth before moving. After three this, be ready to move to avoid the yellow stars that come out of the arm as well as the arm itself when it strikes the ground. Again, throw Batarangs at the mouth when it is open, and stay on the move. When Poison Ivy comes out from behind the boss, duck to avoid the arrows she shoots from her crossbow. After dealing enough hits, you'll eventually take this thing down.

PrinceWatercress plays The Adventures of Batman & Robin (Super NES, Hard) - Part 1 of 8


So, anybody remember The Adventures of Batman & Robin, the animated Batman series from the 1990s? Well, it had a few games. This is one of them. And it's not that bad, either.


Amused To Death

The game begins with Bruce Wayne's butler Alfred alerting Bruce Wayne to having picked up a suspicious sounding broadcast. The broadcast is of Harley Quinn and "The Joker Channel." Harley Quinn introduces The Joker, who hopes Batman is watching as he has some very special attractions at the Gotham City Amusement Park for all the children of Gotham City. He says tomorrow should be "a real scream" before laughing.

Alfred warns Bruce that this is a trap of some time. Bruce, who is Batman at this point, says he still has to go, and asks Alfred to get the equipment ready.

At this point, you will go to the equipment menu. You can chose which weapons you can bring with you, and thankfully, you can toggle between them all in-game. The Batarang and the Grappling Gun will always be equipped and cannot be removed.

The beginning of the stage has you running to the right and punching goons. You can also throw them into other goons, if you wish. There will be some guys jumping out of windows, as well as guys with guns. If you have Batarangs on your person, you can toss them at the armed men to disarm them.

You can attack with your punches and kicks with the Y button, jump with the B button, cycle through all your equipped gadgets with the X button and use the currently equipped gadget with the A button.

Pausing the game allows you to see how many lives you have left and allows you to return to the Batcave. If you do that, you'll start the whole level over, but you'll refill all your health and special items. Despite what I say about using the Batcave, only the "last life of the last continue" part works; if you go back to the Batcave on the last life of your last continue, you'll get all your continues back. Discretion really is the better part of valor!

After the stairs leading to the door that you can't open, you can take either the ground path or the upper path via the platforms on the building. The upper path will let you avoid the enemies altogether, but since this is the first stage, it doesn't really matter much which path you take.

You'll eventually enter the amusement park, where you will meet Harley Quinn. She will welcome you to The Joker's Funhouse, which is somehow built in his image (because Batman) and runs inside, with Batman chasing her inside.

Once inside, you'll see some new traps, such as the Joker robots that will shoot at you. Duck down and roll forward to avoid the gunfire, then keep doing crouch kicks on them until they die. To roll, hold Down on the Control Pad and keep pressing B.

Shortly after the beginning, you'll notice that some of the floors and ceilings will move up and down. Thankfully, you can wall jump in this game. Just jump towards the wall, then keep holding the Control Pad towards the wall and press B again to jump off the wall.

Be sure to have your grappling hook equipped, as it has infinite uses and you can use it to make it pass tall walls that you can't jump up and grab the ledge of. Also, spikes will be exposed as floors and ceilings move up and down, and they can do quite a bit of damage. Use the grappling hook to get past them.

In the next section, keep moving to the right to avoid the crushing ceiling. You will then come face-to-face with a giant nutcracker-like toy soldier! Wait for him to come to you, and when he rears his bayonet back, be ready to jump so you land on top of the toy rifle. Run up to the soldier's body, then jump up and kick the soldier in the face. From there, move back. After several jump kicks, you'll be able to take this giant soldier out without a problem.

You'll then meet The Joker, who refuses to give up without a fight. He runs off, and Batman gives chase. The Joker will then try to escape onto a roller coaster, and Batman chases him on another set of cars. Stay on the cars, and attack or avoid the bombs, making sure they do not touch you. If you duck between the first and second cars on the left, you'll be able to take out just about every bomb. Also, make sure to keep ducking on the loop-de-loop, as the white circles with the stars on them will do a lot of damage if Batman smacks into them.

You'll eventually switch to a Mode 7 view where The Joker will be next to Batman while standing on his own car, throwing bombs at Batman. While you can punch The Joker while both cars are right next to each other, you can punch the bombs back at The Joker and hit him with them.

You'll eventually go back to side-scrolling view. When you see the yellow square with the exclamation point in it, be ready to jump to The Joker's car. After some fighting words, be ready to duck down in the center of the car at the beginning of the battle. Attack The Joker if you can, and take as little damage as possible. You want to make sure those white spheres in the path of the loop do not smack into Batman. After the loop-de-loop, stop ducking, then run up to The Joker and punch him. When he leaps to the other side of the car, be ready to follow him there and punch him. Keep following him from one end of the car to the other as he jumps to and fro after each attack. A crouching kick is best, as The Joker can hit Batman with a spray of some sort, stunning him for a few seconds.

After Batman deals enough damage, The Joker gets away by jumping off the roller coaster, possibly jumping 40 feet to his demise in the process. So ends Stage 1.

PrinceWatercress plays Teenage Mutant Ninja Turtles 2: Battle Nexus (GBA) - Part 11 of 25


After another vehicle stage, we play what is perhaps the easiest of the timed stages in this game.

Jungle 4

Turtles required for this stage: Any

Stage 4 plays more or less like Stage 2. This time, however, you'll have whole walls of spiked balls to contend with, and you'll need to shoot at least one ball in the wall out of your way to move forward without taking damage. Once again, the first five will be out in the open.

The boss here is a Triceraton on a battle cruiser. Shoot at the visor, and avoid the projectiles. When you see a purple ball charge up, get all the way to the bottom immediately so you don't get hit by the laser. The laser will be fired at regular intervals, and after spending some time with this boss, you'll know when to move in and out so that you don't get blasted. Beating this boss will give you the last five crystals. Just stay in the lower-left corner when the boss is defeated, and you can easily get them all. Also, don't worry about the crystals being scrolled off the screen; they'll stay in the corner.

Jungle 5

Turtles required for this stage: Leo, Mikey

You'll be destroying security nodes with shurikens and breaking blocks along multiple paths to find all the crystals on your way to the hoverboard at the bottom. Once you get used to throwing shurikens at the security nodes before the weapon, this is one of the easier timed stages in this game.

You'll need Leo for most of the blocks and crystals, and you'll need Mikey for the blocks on the middle path.

Monday, August 30, 2021

(YTP) Paul Been looks at shrimp (by YTP Guy)


WE GOT A DICK OF BUTTER IN THIS BOWL

PrinceWatercress plays Gunstar Heroes (Normal, Again) - Part 7 of 7


In this entry, we take on the boss rush again, then face Golden Silver a second time. Thanks for watching.


Here, you'll fight a bunch of bosses while the bad guys watch in the foreground. Shoot down the blue boxes and you'll face the first one: the Duck Battalion. Duck and shoot at the boss to avoid the laser chaingun, and be ready to wall jump when it runs at you. Once you destroy the mech, one of the guys on it will shoot at you with the chaingun. Wall jump over him when he gets close, stay very close to - or very far away from - him when he shoots in mid-air and duck down to avoid being blasted at from ground level.

The white balls will hurt you; stay away from them and grab onto the undersides of floors or the ceilings themselves to avoid getting nailed. You'll eventually enter an area laser turrets all the way to the right. Keep high jumping and grabbing the undersides of all the floors, and destroy all the turrets without being left too far behind that you lose health and get shot back upwards onto the screen.

You'll soon face Pink Lobster. Wall jump to avoid getting cornered, whacked or hit with a bubble blast, and keep shooting. It is possible to get far away enough so that the Pink Lobster just stands there and does the bubble blast when you get close enough. 

The next boss is Orange. Orange will follow you around and try to hit you with a fireball if you're directly across from him. If he is on your level, switch levels. Also, never be directly above him, he will either jump at you or hit you with a double helix fireball upwards. If he is almost vertically lined up with you, get away from him immediately. You may have to run around the room in a circle to avoid him.

The next boss is Black Fly. You will have to move around the room clockwise, and even walk on top of Black Fly itself. Avoid the mines and the fireballs they produce that may or may not move around. When Black Fly shows up and shoots that fireball spiral, you'll have to move around the room in a circle - and even walking on top of him - while firing at him when you can. 

You'll then face Green again. You'll have to switch levels when he is on yours, and you'll have to keep doing this while firing at him. When he throws the blue stars, stay far away from so you can avoid them, and do not let him get close or else you will be thrown around. Make sure you always have as much distance between yourself and Green as possible. The red star he drops when defeated does a lot of damage, so don't be near it.

You'll then meet the General, who then tries to use the gems only to get fried. The gems then enter one final room. Grab any power-ups and health you need, then get ready to face Golden Silver, the final boss in the game.

Keep firing at the gems while avoiding the robot and its attacks. Jump over or wall jump over blue fireballs when they travel across the ground. Run away to avoid the teleport punch. Keep as much distance from Golden Silver as possible to avoid the green fireballs and most of Golden Silver's attacks.

The gems do attacks of their own, but they can be easily avoided.

Once you beat Golden Silver, the game is over. The Gunstars go after Golden Silver, then the General and his men try to correct what they have done by confronting Golden Silver only to be annihilated. Green comes out of his brainwashed state and fights Golden Silver himself. From there, the game ends.

PrinceWatercress plays Teenage Mutant Ninja Turtles 2: Battle Nexus (GBA) - Part 10 of 25


The jungle is the world where you'll figure out that you'll have to pick your battles with enemies carefully if you want to survive the stages. Also, expect to use at least three turtles in every puzzle platforming stage to get all the crystals at this point.

Jungle 2

Turtles required for this stage: Any

For this stage, you'll be on a hoverbike. Since I get the controls fully figured out in Stage 4, I'll post the complete set here early. Use the Control Pad to move around, press A to drop bombs on ground targets, press B to fire and hold B to charge up the charge shot, which you can fire by releasing the button. While you do not need a specific turtle to beat this stage much like any of the other vehicle stages, different turtles have different charge shots. Pressing R will allow you to use one of your three shields to protect yourself for damage temporarily.

The flying Triceraton enemies move up and down while firing at you. The charge shots will help make easier work of them. The turrets on the ground can be bombed, but they can also be destroyed with certain charge shots from certain turtles (such as Donny's five-way shot). The spikes cannot be destroyed, and if you shoot at them, you will push them back. You'll need to do some careful flying to avoid some of them or even fly between them. Some of them even move later in the stage, so be careful.

Along the way, keep an eye out for crystals; they'll all be out in the open.

Jungle 3

Turtles required for this stage: Raph, Don, Mikey

There are two different base screens, one to the left and one to the right. The starting area loops on itself. Both doors lead to the same base area, though.

After entering the right base entrance, go down and destroy the security nodes, then head left past the Triceratons to get your weapon. Beat the enemies here up so you can get the red keycard. From there, head to the right and enter the two doors to take on the laser dodging puzzles. You'll want to watch the lasers careful and figure out where the safe spots are the lasers switch between their two layouts. If you trip a laser, you won't be able to get the crystal on the other side of the room, and you'll have to fight two enemies before you can leave and come back.

For the upper room, you'll have to crawl, jump over the laser, then duck down for a little while and jump over two lasers when they change again. For the lower room, just duck and wait at the areas with the vertical wall beam in the center. You'll also have to be Donny to enter either of them.

From here, head outside and go down the underwater area at the start. Avoid the sea urchins and the beams as you pick up all the crystals around here. Use the red keycard to continue, then make your way up without getting zapped and take out the enemies. Watch out for the electrified grates as you cross the narrow pathway. The door on the other side leads to the exit; just take out the Triceratons to get the blue keycard and exit.

Donny will be needed for most of the crystals, as you'll need him for the dark rooms and the floor blocks. Mikey is needed for some blocks at the beginning of the right base area, and Raph is needed for the wall above the entrance/exit door in the right base area as well as the crystal in the corner where the lower of the two laser puzzles doors are.

Sunday, August 29, 2021

PrinceWatercress plays Gunstar Heroes (Normal, Again) - Part 6 of 7


Now that I know that you can move the turrets by moving the ship without firing, let's try this again.


This time, you're in a spaceship, and you're in horizontal shmup mode.

The Control Pad lets you move in eight directions. Pressing C in conjunction with any direction lets you dash in that direction. B lets you shoot, while moving around while not shooting lets you rotate the turret towards the direction you are currently moving (I did not even know you could rotate the turrets while playing; thanks FusionVolt).

Aside from all the soldiers and spaceships that you'll have to watch out for, you'll also have things on the backgrounds to shoot down, too.

You'll face Timeron, but in this battle, you have to last as long as possible without destroying it, and the longer you go, the more points you get.

The asteroids are not indestructible, but they also bounce around when you shoot them, so you'll have to be careful.

The laser walls are indestructible; your best and only bet is to fly between them.

The circle of yellow satellites just fly away from you have you show up.

To beat the 1000mm gun, point the turret at the boss and move around so the fireballs and the eight-way shots that explode and split into do not hit you.

You'll soon face Seven Force again. Move carefully in a semi-circle to avoid the shots from the gun, phoenix and mine-laying forms, and remember to dash to avoid being shot at or run into when necessary.

You'll then be in the ship proper. After fighting a bunch of mini-boss soldiers, you'll face the Core Guard System. The room spins around as you fight this boss, and it's rather neat to watch when you're watching footage of the game. Keep shooting at the Hammer form while running away from the lasers, and run away when you get cornered when so you don't get squashed. and jumping straight up when the form spins around faster and faster keeps you from getting hit on the ground. When it goes down, stay away from the center of the screen so you don't get hit.

To beat the Dragon form, slide to avoid the blue fireballs as you shoot upwards while the boss is close up. This is probably the easiest of the three forms.

To beat the Runner form, avoid and shoot down the spaceships as they move towards you. After that, the Runner form shows up. The runner stays in the background and throws fireballs after rotating its arm three times. Stay on the ground to avoid the high throws, and jump over the low ones (which are always red). Keep shooting at the head as often as you can, and when the boss gets close, dive or kick into it to do a ton of damage (thanks FusionVolt). After this, the Core Guard System is down.

PrinceWatercress plays Gunstar Heroes (Normal, Again) - Part 5 of 7


Now that we've completed the first four levels, we're on rails for the rest of the game. The first stage in all of this is a pretty long stage where we have to deal with a lot of enemies and a couple of boss battles.


This long stage is split into four parts, and I only split it into four parts based on soldier color: red, then blue, then yellow, then green. It's the same hovering enemy/soldier combo from the ruins.

Believe it or not, double Chaser is a very good weapon; it's easier to target multiple enemies with it than with Lightning + Chaser, as powerful as the latter weapon combo is. Double Flame also works as an effective crowd control weapon.

The boxes get in the way, and sliding into them with Down+C gets rid of them quickly; some of them will give you power-ups and health, thankfully. The oil drums explode after you shoot them enough.

There will be enemies on hover platforms that throw bombs which will fly towards you. I didn't know this at first, but you can get on the platforms and throw the guys on them off (thanks FusionVolt).

The mini-bosses who give you health will now have orbs that rotate around them.

The "green soldier" stretch has soldiers on mech, but you can easily shoot them down, especially with double Chaser.

Near the end, there is a power-up bird that flies in from the left side of the screen rather than the right. If you see it, dive into it; you'll be able to get a few health power-ups and get a ton of health for what's up ahead.

The boss here is the Final Great Soldier, who...just dances. Smash Daisaku shows up immediately to dispose of him and fights much like he has in earlier stages. Wall jump over him when his jetpack exhaust turns blue, and stay on the move while aiming upwards to deal with the bombs. He will have a second form after this. Wall jump (or stand in that sweet spot) to avoid the double helix fireball. As for the fireball that homes in on you, jump early, then get under it to avoid being hit by it. Don't get too close, or else he will jump up and kick you.

Once you beat Smash Daisaku, you'll meet the General of the Empire. We are forced to exchange the gems for Yellow's life, then the General escapes while the villagers of the ancient runs overpowers Smash Daisaku.

PrinceWatercress plays Teenage Mutant Ninja Turtles 2: Battle Nexus (GBA) - Part 9 of 25


We head to the jungle for our third world of the game. Here, you'll learn to swing off bars, and it's something you'll want to play around with so you can launch yourself from one bar to another like a pro in later stages.

Jungle 1

Turtles required for this stage: Leo (or Don), Mikey

The bars make their first appearance here. You can swing on these bars, and the angle your feet are facing will dictate where you're going to go when you jump, and if your feet are both high and forward, you'll be able to get to where you want to go better. Use the first screen to get used to the controls for this and experiment, and remember that using these with Mikey and his nunchaku (once you find them, of course) is easier as you can float after the jump if you're playing as Mikey and you've found his weapon.

When you go right from the start, you'll have to deal with stampeding beasts at regular intervals. Either stay on a high bar or hide in one of the gaps in the ground to avoid getting run over.

In the base further to the right, you'll have to destroy some flashing green nodes with your shurikens in order to open some doors and get somewhere, and your aim will have to be precise in order to hit them. Watch out for the electrified grates in the floor so you don't get shocked. You'll also need to do this to get your weapon, and you'll need it against the Triceraton soldiers so you can get the red keycard. Don't forget to break the blocks above for crystals.

Below the path to the right base at the starting area is some blocks you can break from above with Don or Leo, and this takes you to an underwater area. To swim, you have to hold A or B while holding the D-Pad in the direction you want to swim, and the only way to get out of the water is to make it to the surface of the water, hold the D-Pad towards the platform above and jump. You cannot fight anything that is in the water, so all you can do in the water is avoid things. When you reach the pole you can climb at the end, go up it and beat up the Triceraton that is there so you can get the blue keycard. This will allow you to take a shortcut to the exit.

The door to the left of the weapon loops you back to the base entrance to the left of the start, and is its own screen with its own guard. Since you'll more than likely have your weapon when you're here, this guy will be easier to take care of. To the right of this area is another room with stampeding beats, and you'll need Mikey to get the crystals above while you'll need Leo or Don to get the crystals in the blocks below. Once again, I recommend Leo.

Further to the right is another base door with yet another guard. You can use the red keycard here to exit. Don't forget to get the crystal near the entrance before you leave.

Mikey will also be needed to get the middle of the three crystals in the crawlspace covered with blocks at the start.

Saturday, August 28, 2021

Gaming Palooza Empire reviews Gunstar Heroes


As you can see...it's not a bad game.

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


In this second trip to the Dice Maze, I saw a few new things!


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 and have landed on in past guides; 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.

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.

Rush and Go!!! #1

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.

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 mini-boss 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 indicates 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.

PrinceWatercress plays Teenage Mutant Ninja Turtles 2: Battle Nexus (GBA) - Part 8 of 25


There's a trick to getting all the crystals here. Hope you're good at attacking and ducking the same thing over and over again!

Prison 6

Turtles required for this stage: Leo, Mikey

Once again, we end the world with a boss battle. You'll have a big beefy alien gladiator with multiple arms and weapons striking at you. There is a trick to easily beating this guy and getting all the crystals.

To beat the boss, just go all the way up to the upper-left or upper right corner of the screen. From here, stay near the wall, face the boss, throw shurikens at him. When you see the boss move on the center platform, duck down to avoid the hammer, then go back to throwing shurikens when the hammer returns to him. If you can get the pattern down, you'll wear him down slowly, but you will wear him down.

When the boss is near death, you can finally get your weapon. Use Mikey's nunchaku throw to break the low blocks just left and right of center, and use Leo's charge attacks to break all the other blocks and get the last four crystals. This will let you get all the crystals that the boss doesn't give you upon defeat. As you move around, the boss will have other attacks, such as a bomb toss that sends bombs everywhere and some weapon strikes, so be careful.

Friday, August 27, 2021

PrinceWatercress plays Gunstar Heroes (Normal, Again) - Part 3 of 7


It's back to the airport for the third part of this replay. I've always liked this stage.


Airport

At the beginning, you'll have to keep leaping upwards with Up and C to do a high jump in order to get up to Captain Orange's flying battleship. The vertical auto-scrolling starts out slow, but it gets faster the closer you get to the top of the battleship. You will need to get onto the battleship as quickly as possible, and when you see the yellow underside of the top platform, you'll be able to get on the battleship itself. You'll also need to shoot upwards to take out the enemies on the way up to the battleship, so keep that in mind.

The yellow guy with the copter on his back is a mini-boss. Keep away from him and you should be good. Afterwards, you'll be able to get a bunch of weapons if you need them. Lightning + Chaser is a good homing weapon that does a lot of damage, but sometimes it can lock onto something

The Swapping Reg is a stomping robot with two turret legs and a bunch of turrets on the body. Be sure not to be underneath when it has less than 1000 hit points so you don't get flattened.

You'll eventually fight Smash Daisaku, who you've met before on the train in the last level; just avoid him and watch where he drops his bombs as you fire at him, and you'll eventually beat him.

You'll then face Captain Orange. If he looks dead at the screen and flexes, you'll need to jump over him to avoid his clothesline. If he looks at your character, he will grab onto the helicopter blades and grab on. If he leaps into the helicopter blades and grabs on, be ready to avoid him when he lets go so he does not hit you with his elbow drop.

You can wall jump off the side of the screen by jumping into it, holding the Control Pad towards the screen and pressing C again when you run into the side of the screen, but you can also hold Down, press C and grab onto the underside of the plane you fight Captain Orange on, which is something I don't do here.

If you get too close to Captain Orange, he can suplex you, and he can also blow up a bomb that has an explosion that travels towards you.

Thankfully, there are infinite continues in this game, so don't give up.

Once you beat Orange, you'll get another gem.

PrinceWatercress plays Gunstar Heroes (Normal, Again) - Part 2 of 7


Hoo, boy. This level again. I really should have cut out all of the fail when I kept dying just to show off a weapon. Maybe next time. But hey, at least I have all seven forms covered.


Mine

In this stage, you'll be riding on a modified mine cart while shooting at enemies that will be all over the place. Having the double Chaser really helps here, as well as Lightning + Chaser.

The mine layers take more damage than the soldiers, but they eventually go down.

Hitting the robot bird with melee attacks such as the dive nets you more powerups. (Thanks FusionVolt)

Combining Chaser and Fire gives you a fireball that you can control with the D-Pad as you hold the fire button. Chaser and Lightning gives you a shorter-range lightning shot that does even more damage than regular lightning. Double Fire will give you a longer-ranged flamethrower

If you need to switch between the floor and the ceiling or between walls, hold the Control Pad towards the wall/floor/ceiling you want to jump to and double tap C to double jump over there.

There will be barriers you will have to jump over; thankfully, a normal jump will do it.

You'll eventually reach the train. Shoot down all the soldiers, then shoot down the guy in red - whose name is Smash Daisaku - on the train.

The boss is Seven Force. Here, you'll face only six forms that are randomly determined, but on the hardest difficulty setting, you'll face all seven.

The running robot form can be taken down if you stay far away from it as possible while firing at it. Jump to avoid the slide attack, and double jump to avoid the boomerangs. When it has its arm extended outward, double jump to avoid the extending punch.

The snake-like form (Tails Force) with the rotor tail moves around the room. Use the double jump to avoid it, and watch out for the tail. As long as you're not lined up with the head, the rapid fire shot won't hurt you.

The gun form shoots at you like a real gun and also reloads like a real gun. Be ready to double jump as it shoots. It will take a little bit of time to figure out when the gun will fire, but with some practice, you'll be able to avoid the shots.

The spiral form (Urchin Force) moves back and forth in an attempt to hit you. Keep yourself from being lined up with it as you continuously fire, and watch which spines have fireballs so you can keep yourself from being lined up with them, too.

The cat form (Tiger Force) continuously runs. If you see the target reticle, stay away from it so you don't get fried by a laser. Also, if you see a line of blue sparkles, stay away from its path as it will telegraph where a laser will fire and bounce off the floor and ceiling.

The bird form will slowly crawl up to the top of the screen. The direction is faces will be random, but you definitely don't want to touch the wings or the tail feathers to get to the bottom. If you can get to the bottom, do some damage. When you get to the bottom, you'll have to move to the top again and keep the moving and the firing going.

The red form (Crab Force) shoots out parts of itself that turn into walls as well as red spheres that act as bombs. These things flash before being laid down, so you'll be able to figure out if you need to jump or switch between the floor and the ceiling by double jumping. The fireballs bounce off the floor or ceiling once as they come at you at 45-degree angles.

You'll eventually get a gem from the brainwashed Green.

PrinceWatercress plays Teenage Mutant Ninja Turtles 2: Battle Nexus (GBA) - Part 7 of 25


After another spaceship stage, we have to race against the clock to enter the fifth stage.

Prison 4

Turtles required for this stage: Any

This stage plays much like the second stage. Shoot down all the enemies to get health, smart bombs and crystals. You should have six crystals by the time you reach the boss.

When you reach the end, shoot down the brown spikes, then shoot down the door above when the screen scrolls up. Above that is four cannons. Shoot the cannons down, and if you have to, use a smart bomb or two to clear all the projectiles fired at you off the screen. Finally, you'll shoot down the shield generator. Fire at the shield generator, but move the target reticle around and shoot down all the fireballs that you can so you don't take a lot of damage. If you have any smart bombs at this point, use them when things get rough. When you destroy the shield generator, shoot at the last four crystals to collect them.

Prison 5

Turtles required for this stage: Leo, Raph, Mikey

Unlike other stages that we've been in so far, this one is a timed challenge. You'll only have a certain amount of time as shown on the top center of the screen, and if you run out of time before you reach the exit, you'll have to do this stage all over again.

When you start this stage, get your weapon immediately. You will be performing an uphill climb that will require to take a look at the level as you make your way up, and some of the routes that you will be taking can only be taken with certain turtles and the stage as a whole is one big obstacle course that will put to the test both your understanding of the mechanics of the things you've seen throughout the Prison area and the controls of the game themselves, so you'd better be ready to grab the edges of platforms, jump off floor panels and bounce off pinball bumpers to get to the end.

You'll want to start by going to the left so you can get to the platform controlled by the monitor. From there, you'll need to take the route that takes advantage of your turtle's abilities.

With Leo, there are blocks you can break while you are standing on them. While you can break them with Don, Leo destroys them in one blow while it takes two for Don.

With Mikey, there is one crawlspace with two blocks that can only be destroyed with the neutral B charge attack. His floating ability with the nunchaku also makes it easier to get to the end

With Raph, you can climb walls. This makes it easier to get at least one of the crystals.

Thursday, August 26, 2021

PrinceWatercress plays Gunstar Heroes (Normal, Again) - Part 1 of 7


An evil empire is trying to take four powerful gems so that they can take over the world with an ancient power, and the Gunstars are the only hope of stopping this evil plot...


Note: This is a replay. I will be keeping the notes from the first play of the game and adding to it when necessary.

If you leave the game on the title long enough, you'll get more details on the plot.

The Control Pad lets you move and aim, A lets you switch between weapons, B lets you shoot (and throw enemies in conjunction with the Control Pad) if they get too close  and C lets you jump. Jumping in mid-air lets you dive, and Down+C lets you slide. Down+B lets you pick up items off the ground.

When you start the game, you can choose between Red (who can move while shooting) and Blue (who cannot). Both characters have slight move variations besides movement. You'll then be able to choose between four weapons: Force (the default Contra-style machine gun shot), Lightning (which is strong and can fire through enemies), Chasers (a weak homing shot) and Fire (a close-range flamethrower). By combining your default weapon with another type as well as mixing other weapon combos, you'll get different shot types. There is no ultimate weapon, and by experimenting with weapon types, you can find the best weapon combos for certain situations.

After this, you'll be able to choose the order in which you can play the first four stages. If you have a stage selected long enough. We'll start with the Ancient Ruins on the far left. 

Ancient Ruins

Pinks' mining machine dug up a gem. We need to get that gem back and stop Pink!

Your current score and your current health will be at the top, along with your two weapon types. If you press A, you'll be able to choose between your first weapon, your second weapon and both weapons combined.

The game starts with an endless swarm of enemies. Most are soldiers, but others are red droids that fly around. The orange bird robots will drop a random power-up shot.

Combining Chaser with another Chaser will give you a stronger homing shot.

Combining Force with another Force gives you a stronger, larger and faster version of the Force weapon.

Combining Force with Fire gives you a rocket-launcher like fireball that shoots forward and explodes if it hits something, doing damage with its ring of fire to anything with it in its wake.

The red masked guy will chase after you, but as long as you stay on the move, he can't touch you. He drops health when he dies; pick it up.

Papaya Dance is easy to defeat. Just stay on the move, don't let anything touch you, and shoot down the caterpillar that is spawns.

You'll eventually reach a pyramid where you will constantly have to jump right in order to get up. Watch out for the enemy as you gradually jump your way up the pyramid. At the top, you'll face Bravoo Man. Keep firing and keep away from it. If it kicks at you, jump over its foot. Bravoo Man can also heal itself; take him out before he can do it.

You'll then start sliding down the pyramid after beating Bravoo Man; stay just right of the center of the screen and be ready to fire at enemies while also jumping over their lasers. If you see the gun fire, be ready to jump.

Afterwards, you'll be at the ruins. Avoid the claws and shoot down the wasp nests; you may get some power-ups.

The boss here is the Pinky Roadster. Stay on the move and watch those lasers, and don't forget to slide to avoid some of the lasers. If you end up below the roadster, shoot down the bombs, keep shooting at the body - which is the weak point - and duck to avoid the spiked ball punch. When you beat the Pinky Roadster, you'll get one of the four gems.

When you beat a boss, you'll earn 20 health for the next stage. (Thanks FusionVolt)

Rockman 7 Super Famicom commercial


If only America got a commercial...

I don't think the States ever got a commercial for this game, as far as I know.

PrinceWatercress plays Teenage Mutant Ninja Turtles 2: Battle Nexus (GBA) - Part 6 of 25


For the third stage, you're going to need three Turtles just to get all the crystals.

Prison 2

Turtles required for this stage: Any

In the spaceship stages, you'll be in a third-person view where you are behind your selected turtles back, moving a target reticle around while shooting at things that pop up on the screen. A fires the laser, and holding the button down charges it up to make it more powerful. The R button lets you use a smart bomb that destroys all on-screen enemies and obstacles, and while you can hold up to three, you can find a few along the way.

The blue robots move towards you in an attempt to hit you head on, but the red ones shoot at you. Shoot them down, especially the red ones. The asteroids will fly towards you, and you'll need to take them down quickly. Both the robots and the asteroids will contain the smart bombs that you can pick up, some health pick-ups that you can come across to recover from some of the damage you've taken, and the crystals you'll need to collect throughout the stage, so you should do your best to destroy as many enemies as you can. Near the end, you're better off just mashing the A button to destroy enemies faster. Thankfully, there's no boss here.

Prison 3

Turtles required for this stage: Leo (or Don), Raph, Mikey

I use my shurikens to defeat the Triceraton at the start, at it will make things easier when I need to backtrack.

If you see spikes on the ceiling shake, find an area where there aren't any ceiling spikes. This is usually going to be a gap in the crushing ceiling that will serve as a safe spot. Thankfully, the crushing spiked ceilings in this stage do not instantly kill you.

The first place to go is down from the start, then into the grey door that you see. Even though you need a weapon against this guy, you can just nudge forward a bit to have the alien warrior in the room jump over you, and if you keep staying at the right distance away, he will just keep jumping over you and will never strike you at all. From there, you can just keep throwing shurikens at him like it's nothing and get two crystals out of it.

From here, go right, get the crystals and hide in the gaps, then get your weapon. Double-tapping Left or Right on the D-Pad really helps here. If you're playing as Raph, go back to the start and use the sai climb ability to get the two crystals above where you started. Otherwise, go up the pole near where you got your weapon.

Once you're in the area above, go down the pole to the immediate right. The door nearby has another jumping guy with a spear, but you can easily corner him and hit him every time he gets up for two more crystals. To the right of the door, there is another crystal and some health.

Go back up. The platforms to the left will fall down when you jump on them, although they will re-spawn after a short time. Take them to the left, and use the bumpers to launch yourself to the right. There is a door below you after this, but if you keep going to the right and avoid the spikes that sink in and out of the floor, you can get a crystal. Get that crystal first, then make your way back to that door and go in.

Be careful here. Get a crystal, then hide in the gap in the floor and duck to avoid being skewered by the spikes. There are three here; get them, then run to the door and go in. There will be two Triceratons here; one has a gun, the other has a whip. Being flanked by enemies can be bad, and your best bet is to get them both on the same side and attack them at the same time. In case you can't, attack one and keep your distance from the other, then go after the other when you knock the one down. It's still best to get both enemies on the same side for effective crowd control, however. One of them will have the keycard for the nearby monitor, and you can use that to go up to the spaceship above and escape.

You'll be using Mikey and his nunchaku at the start to glide to the upper-right corner of the room and go down the pit to get two more crystals while avoiding the spikes. From that room, you can drop down to one of the rooms leading to the jumping aliens. Mikey's floating ability is really useful in areas with pinball bumpers, as you can regain some control of where you are going with that move. As for Leo (or Don), you'll need the Down+B charge attack to break a block from above to reach two more crystals and a faster route to the exit.

Wednesday, August 25, 2021

PrinceWatercress plays Mega Man 7 - Part 9 of 9


Now it's time to show off the hidden fighting mode!


You may have noticed the password of 1415/5585/7823/6251 in the end of the credits. If you use this password, you'll start on the final part of Dr. Wily's Fortress with everything you need except for max lives (you'll need to buy your way to that), but if you hold L and R before pressing Start, you'll trigger the super secret fighting mode.

You can play as either Mega Man or Bass, and mirror matches are allowed. Player 1 has the default colors for both characters, while Mega Man will have Proto Man's colors on Player's 2 side while the orange parts of Bass will be purple on Player 2's side. Here, you run and jump around in a one-screen room and shoot at each other until somebody dies. Music for the fight is picked at random. You do have a charge shot from holding Y that does a bit more damage, and whenever you get hit, you do get knocked back. If you get hit a lot, you'll be knocked back and even temporarily stunned...so don't let that happen.

Both characters have special moves that do a little bit of damage and add a little bit of flair to the fighting mode. All moves do anywhere between one and three units of damage 

Mega Man

Double-tap Up+Y: Feint Warp (lets you avoid shots)
Down, Down-Forward, Forward+Y: Slash Claw Beam
Down, Down+B: Slide Kick

Bass

Double-tap left or right+Y (in mid-air): Air Dash Attack
Down, Forward, Down-Forward+Y: Hyper Kick
Double-tap Up+Y: Feint Warp

PrinceWatercress plays Mega Man 7 - Part 8 of 9


We finally beat Dr. Wily for the seventh time...and it's not easy.


Dr. Wily 3

I forgot how awesome the music here sounded.

Remember the platforms from Cloud Man's stage that you could barely see simply because you could only see like a few feet in front of you? Well, guess what? They're back, and you're just going to have to deal with it.

The Burst Man platforms are back, but this time they work a little differently. When you jump onto the top of these platforms, they will count down from four but will also take you across the spike pits. When they hit zero, however, they will detonate.

After this, you'll get a fork in the road. For the lower path, the dreaded spike wall pit that you'll have to go down. Unlike the last six games, this game allows for vertical scrolling, so you'll definitely have to pay attention on the way down.

You'll jump into water midway through, recalling the level design of Burst Man's stage. You'll even fight the crab mini-boss from that stage. Same strategies apply.

After floating to the surface of the water and avoiding spikes at the same time (again), you'll finally face the third boss. The third boss is a skull tank, and it has quite a few attacks.

For the upper path, you'll have those disappearing, re-appearing block. The Power Adaptor makes this a little bit easier, and if you can reach the top at the end, you'll get an E-Tank, an S-Tank and a W-Tank. 

The skull tank will fire missiles, shoot lasers out from its head, and even fly directly at you before shooing skull bombs.

You can ride on the missiles to make it easier to aim for the space between the eyes. You won't have much time to stand on one of these missiles, so be careful.

Keep moving to the right to avoid the laser, and keep moving when the tank advances towards you. Stand still for a bit when the missile pods at the side open, so you can avoid the bombs more easily.

The skull tank's weakness is the Thunder Bolt. If you can get close enough with the missiles, you can hit the boss with Slash Claw for some insane damage.

Oh, and the Japanese symbols on the tank literally translate to "death" and "kill." You're welcome.

Dr. Wily Stage 4

Be careful at the starting chamber. There are some useful power-ups there such as an extra life and a Weapon Energy Can, and you'll want to use the Rush Power Adaptor to reach them.

There are eight teleportation capsules, four on the left and four on the right. The left, from top to bottom is Freeze Man, Junk Man, Turbo Man and Shade Man. The right, from top to bottom is Slash Man, Cloud Man, Spring Man, and Burst Man. To reach them, press Up and Down on the elevator.

If you use the Freeze Cracker on Freeze Man, you'll make the game freeze for a few seconds as Freeze Man strikes a pose.

If you use the Noise Crush against Shade Man, he'll amplify it and send it back at you.

If you use the Thunder Bolt against Spring Man, he will conduct electricity and attract you like a magnet briefly.

If you use the Thunder Bolt on Turbo Man, you will briefly make him invincible.

If you attack Burst Man with the Power Adaptor's fully-charged shot, you'll do now damage and a bomb will return with your fist, damaging you.

Once you beat the eight Robot Masters again, you'll instantly enter the final chamber. Get what you need, then drop down to fight Dr. Wily. Just before the point of no return, you can break the green wall to the right with the Rush Power Adaptor for even more stuff that will definitely come in handy.

If you lose all your lives here, you'll go straight to this final chamber when you continue, so you won't have to fight all the Robot Masters a third time.

You will definitely need four Energy Tanks, four Weapon Tanks and the Super Tank from Auto's shop before you fight him. 

For the first form, aim for the eyes of the leaping skull tank and hit Dr. Wily with the Thunder Bolt. Slide under the tank as it is in mid-hop so you don't get hit by the spiky underchin of the tank's lower jaw. When the tank leaps up, head back to the the middle, then slide away from him. Whenever the tank drops down, you'll have to deal with two miniature skull tanks. Don't destroy them; instead, just let them chase after you. They walk in place for two seconds before they move towards you, but that's all they do. If Wily drops down, they'll be destroyed when the tank lands only for two more to be created.

The skull tank moves two ways. It will either take four small steps before leaping to the other side of the screen, or it will hop from one side of the screen to the other. Be ready for the former.

When you beat the first form, the room will be clear and Wily will be teleporting in and out. You have two weapons you can use here: the Thunder Bolt (again) and the Freeze Cracker. Wily's skull pod will teleport in and out.

Wily will shoot four small balls of energy out, and they will try to home in on you as they move in at you twice before they all come at you one last time and leave the screen. The yellow ones just damage you, the red ones burn you like the Scorch Wheel and the blue ones will freeze you like Freeze Man's attacks. These are tough to avoid. so you'd better have those Energy Tanks on standby. After shooting out the balls of energy, he shoots an electric shock that travels across the ground, which you can easily jump over.

If you hit Wily with the Thunder Bolt, he won't send the balls of energy around the room, but he'll still sends shockwaves across the floor before he teleports again. You will want to use the Freeze Cracker in case he's too high up on the screen or if you've run out of Thunder Bolt energy, as you can aim the Freeze Cracker to some degree by holding Up with the Control Pad when necessary and also get the chance to hit him twice before he teleports again.

You can also hit Wily with the Freeze Cracker, then immediately pause the game, switch to Thunder Bolt and immediately hit him with it to stop the energy balls. It's repetitive as all get out, but it definitely does the trick and makes this final boss easier than anything in the series.

When you beat Dr. Wily, Mega Man will try to kill Wily and end this rivalry once and for all. The castle starts crumbling, and Wily is caught under some debris until Treble comes out and rescues him. Bass shows up and says they will return, then the credits roll.

If you're playing the game on Mega Man Anniversary Collection, the pictures in the ending don't show up at all. Blame Capcom for doing this, since their way of running the game for that compilation couldn't emulate Mode 7 effectively, not to mention they made the voices of the Robot Masters from the second half of the eighth game run at double speed with the pitch altered accordingly just to make room for everything.

PrinceWatercress plays Teenage Mutant Ninja Turtles 2: Battle Nexus (GBA) - Part 5 of 25


Now that we're out of the base, we have two new worlds to explore. For this video, we start off the Prison world, where things get just a little bit tougher.


From here, you can head to the Prison or the Jungle. We're heading to the Prison first.

Prison 1

Turtles required for this stage: Raph, Don

The Triceratons take a lot of damage before they go down. Some of them will attack you with whips, which have quite a bit of range to them. Others have guns, and can shoot you if they see you. All of them will grab you and choke you to whittle down your energy if you get too close, but you can mash A and B to wriggle out and fight back. You don't have to attack the first one solely with your shurikens, but I do it to make things a little easier. As for the next two, I avoid them entirely until I get my weapon. Get used to staying away from enemies and picking your battles carefully until you get your weapons later in the levels.

Floor spikes hurt you if you land on them. So don't.

Once you get your weapon, backtrack and break the blocks you passed by to get crystals.

To the sides of your weapon is a wrap-around section are creatures with a lot of brown fur and long tails. If you let them get the chance to attack, they will charge at you and it will hurt. Also, both sides of the room take you back to where you found your weapon no matter what. You need to go to the gray door where the crystals are. To get the crystals near that door, you'll need to be Raphael and use your sais to climb the wall and get them. As always, hold towards the wall and press A to latch on, then either press A to drop down or hold the direction away from the wall and press A to leap off in that direction.

The panels on the ground that launch you upwards are jump pads. If you hit the A button as soon as you land, you can get a bigger bounce. If your turtle's arms are at the sides on the way up, you've gotten the highest possible bounce. Keep pressing A to maintain that height if you need to (and there will be times later in the game where you will need to).

The pinball bumpers work much like the jump pads, but if you hit them from the sides, they will bounce you to the sides.

Once you go through the gray door, take out the Triceratons. If you have Don, you can use the Up+A super jump to get a big crystal. Otherwise, you'll have to stand on the spikes to get up there. Also, only Don can enter the green door and explore the area to get two crystals.

To the left of the green door is a bunch of pinball bumpers and jump pads. Bounce your way up and get the two crystals before entering the nearby door, beating up the two Triceratons, getting the red key and using the monitor to get on the spaceship and escape.

Tuesday, August 24, 2021

PrinceWatercress plays Mega Man 7 - Part 7 of 9


And now...the Dr. Wily stages.


Dr. Wily Stage 1

Really awesome music here. Love the bassline.

The platforms here run on two kinds of track - thick and thin. The thin, whitish tracks have the platforms on them standing upright. When they hit the thinner, greener tracks, the platforms will spin around wildly. If you're on the platform when that happens, you're going down.

The next room up leads to a hall full of lights. These lights will only be on if you're in the air, so you're going to be jumping constantly in order to see where you're at in addition to where you're going.

You'll then come across a whole set of those platforms you saw at the beginning...and you'll have to use them in order to get to the boss. Just like in the beginning of this stage, standing on these platforms turns the lights off. If you're standing on solid ground, the lights will still go out, making the "stay in the air to keep the room lit" rule still apply.

After the platform nightmare, you'll meet Bass, who fight you much like he did in the intro stage except he can charge his arm cannon up and also moves left and right when he jumps. Stay out of his way and tag him with the Mega Buster whenever you can. Using the Proto Shield works well against the projectiles.

After fighting some cockroaches, you'll meet the boss for the first stage: the Guts Man tank. Apparently Dr. Wily knew what he was doing when he stole the Guts Man robot from the Robot Museum, because he's converted it into a battle machine.

Equip the Slash Claw, and aim for Guts Man's head. The Slash Claw has the added benefit of destroying the rocks that drop from the ceiling in one fell swoop. If he's near the rock when you break it with the Slash Claw, there's a chance one of the fragments can hit the head and do damage. Do yourself a favor: stay on the move to avoid getting crushed for a ton of damage, and don't let Guts Man grab you with the claw when he moves towards you!

Dr. Wily 2

The turtle theme for the level design is all too obvious.

It won't be long before you fight another mid-boss. It's Bass again, and this time he uses the stolen enhancements like a Treble Enhancement Adapter. Get that armor suit ready!

To beat Bass, equip the Rush Power Adaptor and stay at the bottom of the area, even though the fans will allow you to jump up in the room more easily. When Bass dashes up to the right above the first platform, this is when you follow him up and send a charged fist to where he is. Go back down. He'll climb up and to the right before dropping back down to the bottom. Avoid his firepower and jump over him when he rockets to the left. From there, he'll repeat this pattern endlessly for as long as you stay at the bottom.

The rest of the stage has design cues from Spring Man and Turbo Man's stages. Yes, you'll have to deal with wall springs and those mini-flamethrowers again, but at least the mini-flamethrowers can be stood on like regular platforms and they aren't all directed on you at once.

The boss is...you guessed it...a turtle. There was a turtle theme here before we fought Bass, so we must inevitably have to fight a turtle.

The turtle boss has two attacks. The first one has the turtle boss hovering just over the ground and bashing into the wall repeatedly. Slide under it as it jets towards the wall and again when it returns. It'll do this multiple times, so be prepared to slide a lot. This obviously rules out the Rush Power Adaptor.

The second attack has the turtle's back sinking to the floor. The turtle then starts rocketing upwards, leaving the room. The turtles back will be a silo with three tiny turtle robots. Use the Danger Wrap on the first tiny turtle and the second one will run into it, causing both to blow up. For the third one, use the Danger Wrap again. The boss will destroy the third one on the way back down. You can also easily destroy them with the first from the Power Adaptor.

In-between attacks, aim at the head with the Mega Buster and avoid the flames that shoot out of the turtle's mouth. Being hit by these flames will have the exact same effect as Turbo Man's scorch wheel - you'll be on fire and take a couple of hits.

It is possible to use Danger Wrap to send the last tiny turtle into the boss's face for a great amount of damage, but the positioning and execution must be perfect to do this. You're better off just using the Mega Buster.

PrinceWatercress plays Mega Man 7 - Part 6 of 9


Before we head to Dr. Wily's fortress, we get the last of the collectibles.


Shade Man

The route we took before had a portrait of Dr. Wily in a vampire's cape. If you use Rush Search under it, you'll find the Energy Balancer without having to buy it in the store.

By destroying the core of the pumpkin mid-boss, you'll break a path into the floor If you take the cracked floor route, you can go to the right past the Shield Joe. This takes you to an empty room.

Once you've met Proto Man in Turbo Man's stage, you'll finally fight Proto Man here. Unlike previous games, Proto Man will alternate being standing still and shooting, jumping and shooting (shooting multiple shots at once as he does so) and dashing. Just pay attention to what Proto Man does and keep piling on the damage, and you should be fine. Use the Mega Buster; fully charged shots will briefly knock Proto Man back. The Power Adaptor is not recommended, you need to be able to slide.

Beating Proto Man will give you the Proto Shield. When equipped, this protects you from damage from some but not all projectiles that move towards the shield. You must be standing still and facing the projectile for this to 

If you don't have Turbo Man's Scorch Wheel to light the candles with, use the Thunder Bolt to find your way through the dark room.

You'll then take a lift upwards that takes you up to the next area, but the lift will stop and cause you to take on some zombie robots beforehand. Charge up that Mega Buster.

Slash Man

The little robots that move back and forth and speed up when you're at their level can be destroyed with the Danger Wrap.

Go back to the forest near the end of the stage and use the Scorch Wheel on the snakes' heads to burn all the trees. Not only does this look rather wicked, but you'll also reveal a hidden ladder. Go up the ladder and go right to find Beat. Shoot down the cage with a fully charged Mega Buster shot (I can't believe I had to look that up during recording) to break it and free Beat. Unlike previous games, Beat picks you up in case you're about to fall into a pit.

PrinceWatercress plays Teenage Mutant Ninja Turtles 2: Battle Nexus (GBA) - Part 4 of 25


In this entry, we ride a hoverboard to take out a huge gunship, then we fight a giant worm.

Base 5

Turtles required for this stage: Any

This stage plays like Base 3, but you have a boss. Throw shurikens to the left to take out the enemies, then then get ready to throw shurikens at the boss. Avoid the shots from the front guns, then jump and move to avoid the fireballs from the back cannons. The weak point for the boss is the front of the ship; just keep throwing shurikens at it to damage it. When the door opens, enemies will come out. Take them out as quickly as possible, then focus on the boss again as its attack pattern repeats. When the boss goes down, you'll be able to get all ten crystals.

Base 6

Turtles required for this stage: Any

It's now time for our first proper boss battle, which is against a giant worm. Pay attention to the sides of the screen for the incoming enemy warning, then move from the level of the arena you're currently at to the other one to avoid getting run over by the giant worm. As you do this, you'll want to get your weapon and get the crystals that are placed throughout the arena.

When the worm comes to a stop, hit the boss in the face. The fireballs it shoots at you will home in on you, but you can easily destroy them with your weapon. When the boss is at half health, it will try to grab you with the claw on its head. The claw can only go so far, however. Wait for the claw to reach towards you three times, then move in and get some shots in before getting ready to avoid the charge attack again. (This part makes me wish I used Mikey and his charged throw attack, honestly.)

When the boss is on its last third of its health bar, it will do the charge attack twice. Other than that, it still used the claw attack when it comes to a stop. When you beat the boss, crystals will come out of it, and you'll need to run around the room to get them all.

If you need health, it will be in the center of the room underneath the upper platform. Save it for when you really need it.

Once you get the minimum "qualifying" total of 85 crystals in the base, you'll open up two more worlds. You'll need to get the qualifying totals for both of these worlds to enter the fourth one, and it does not matter which one you finish first.

Monday, August 23, 2021

[YTP] Paula Deens Husband is Simple (by Sack Lunch)


He'll never know!

PrinceWatercress plays Mega Man 7 - Part 5 of 9


It was only a matter of time before we beat all of the Robot Masters. Once we do, however, we find out what Bass' true intentions really are...


Freeze Man

Believe it or not, if you use Rush Search before the boss room, you can find the Escape Unit without having to buy it in the store for 300 Bolts. Just search the top "step" of the "stairs" leading to the boss room.

Junk Man

Use the Freeze Cracker on the lava waterfall shortly after the elevator segment. Go to the right and through the wall, and you'll be able to drop down to another segment. Use the Freeze Cracker on the waterfall to the left to get the S icon.

We now have the Rush Power Adaptor, which is much like the Jet Power Adaptor from the sixth game. The charge shot lets you shoot your arm forward, you can hover forward briefly by pressing B in mid-air, and you cannot slide while you are wearing it.

Spring Man

Go back to that huge room. Go to the upper-left corner and leap on the edge of the red box until the arrows on it face left. These red boxes contain spring-loaded weights that will bash anything in its path. If you leap off the edges of them, however, you can change the direction that the arrows face and, in turn, change where the spring-loaded weights will shoot at. This will break the left wall and take you to the Super Bolt! When you complete the stage, go back to Auto's shop and you'll give it to him, fixing Auto and cutting the price of all items in half!

Shade Man

If you hold B and press Start on Shade Man, the intro and stage music will be from Ghosts 'n Goblins.

The crow robots will spit yellow shots at you, and then turn around and taunt you! It's too bad for them that they can't move.

The zombie robots come out of coffins and out of other places, such as out of the ground and behind scenery. The ones that come out of the ground will keep re-spawning without your having to move a muscle, so destroy them and move on.

Watch out with the green suits of armor in the background. Inch close to the heads to see if they drop. If they do, watch out. These heads will sprout legs and jump around, and also throw the center of their helmets around like boomerangs. Use charged Mega Buster shots to take them out.

Not only do the bat robots from earlier games make a return, you'll also see crushers on the ceiling. Slide to get past them.

The mid-boss is a giant pumpkin robot. There are two ways to destroy this thing: destroying the core or destroying the outer shell. Regardless of how you do it, wait for the pumpkin bot's third jump before sliding under it, then hit the weak point you want as you stay on the other side of the room.

But wait, there's more! The weak point you take advantage of will dictate how you reach the end. If you destroy the core, you'll break the cracked floor on the left. If you destroy the outer shell, you'll destroy the wall to the right. For this video, I destroy the outer shell.

The robots with the lances for arms move back and forth and can jump up walls to reach you if they see you.

The werewolf enemies will leap at you. If the clouds in the background where you see the werewolves hide the moon, the werewolves will turn back into lance robots.

You'll soon see Bass and Treble near the end if this is your first time in the stage. Bass has been weakened and needs fixing up. Mega Man tells him to go see Dr. Light, and Bass and Treble do just that. (The word "Damn" is censored to "Darn" in Mega Man Anniversary Collection.)

To beat Shade Man, equip the Wild Coil. Hit Shade Man when he comes down after flying back and forth at the top of the room. You can also use the Danger Wrap to hit up while he's up top.

Shade Man will also shoot projectiles that petrify you to the touch before shooting his Noise Crush shots at you. Avoid those, then avoid them after they've bounced off the wall and reabsorbed into Shade Man, who then shoots them again at a larger size.

If he's already flying around at the top of the room, go all the way to the right, then jump when he dives down at you. He'll miss you every single time.

Beating Shade Man nets you the Noise Crush. It works just like Shade Man's version of the weapon works.

Turbo Man

No sooner do you start the stage does a green robot try to hit you with a bulldozer with spikes on the shover. Keep shooting the robot as you avoid the enemies.

The robots that spin around on one wheel will eventually run straight into you, while the red cone robots will jump up and shoot three-way shots. You can only damage them when they're jumping, as their eyes will be exposed.

The tires on chains on the ceiling will bounce you backwards whenever you move into them.

The robot heads hiding in the stacks of spiked tires will send their tires flying at you before the heads starting jumping after you themselves.

As soon as you see these, you'll come across a ladder. Two screens up, go through the wall on the upper-right corner. You'll find another hidden room...and Proto Man! He'll tell you about the Rush Power Adaptor that armor is too bulky to allow you to slide.

Also on this ladder, go to the first screen after you start climbing up from the bottom of it. Use the Rush Power Adaptor to get to the platform on the left and use Rush Search. You'll find a punch extension for the Rush Power Adaptor. You'll want this for the Dr. Wily stages.

After this part, you'll see flamethrowers on the floors and ceilings. When the light goes from the left to the right (turning from blue to amber to red), fire shoots out of them. Just pay attention through this part, and speed up whenever you can.

The next part is very reminiscent of the Quick Man lasers. (Remember those from the second game?) You'd better be quick, and drop down as much as you can. This part isn't quite as long as that Quick Man section, but those flame pillars will still cause instant death.

You'll then be on a moving 18-wheeler. Move to the right and you'll meet the cab itself. Shoot at the eyes when they're open, and avoid/shoot the flying miniature clones of itself that come out of its mouth and fly at you.

Turbo Man's weakness is Noise Crush. Just like Shade Man did when you fought him, you want to shoot the Noise Crush at a wall and absorb it, then send the powered-up projectile at Turbo Man.

Turbo Man has two attacks: shooting at you with the Scorch Wheel that bounces off the wall and splits into four in the center of the room (which sets you on fire and deals multiple hits of damage that add up fairly quickly) and a quick acceleration to the other side of the screen. When he revs up that engine, be ready to jump over him en route to the other side when the engine roar gets higher. Sometimes he'll try to suck you towards him. If that happens, slide away from him.

Beating Turbo Man will give you the Scorch Wheel. It's a fire wheel, just like Turbo Man's. You can use it to set things on fire, light candles and - of course - defeat enemies.

When you beat all eight Robot Masters, you'll come back to the lab only to find out it's been tore up from the floor up! After Bass was repaired, he destroyed the lab, and to make matters worse, he stole the plans for the new enhancements meant for Mega Man and Rush!

Dr. Wily shows up on the screen, and reveals that Bass and Treble were his creations all along.

Now that all eight Robot Masters have been beaten, Dr. Wily will show up in the center of the stage select screen. There are a few more things to show off, though.