Showing posts with label Batman. Show all posts
Showing posts with label Batman. Show all posts

Thursday, August 19, 2021

PrinceWatercress plays Batman (PC Engine) - Part 5 of 5


...and now, the final boss battles!


Gotham City Cathedral

To beat the first guy, you'll want to line yourself up horizontally with him, then sidestep him vertically as he somersaults and hit him with a Batarang as he attacks. This takes a bit of timing, but if you stay as far as up as you can go for this, this will be easier to do. It may take a while to beat the first enemy this way, but you will eventually prevail.

After that enemy is down, stay away from the left side of the screen. Another enemy will jump out and put a big hole in the floor, then climb out and move towards you. You'll want to keep hitting him with Batarangs to keep knocking him backwards, and knock him into the hole to get rid of him.

You'll then meet The Joker. Avoid the teeth that home in on you and the bullets from his gun. Four hits in, he will go all the way to the gargoyle. Keep avoiding the teeth and the bullets and keep hitting him. He will eventually stop firing his gun and send a whole salvo of chattering teeth at you. One hit from death will cause him to lose his fake glasses (I guess), then he goes down on the last hit. You've done it! You've beaten Batman for the PC Engine!

Wednesday, August 18, 2021

PrinceWatercress plays Batman (PC Engine) - Part 4 of 5


Before we take on The Joker and his henchmen, we take one more trip through Gotham City...


After Stage 12 of Axis Chemical Factory - which has three different routes that you'll have to take to lay all the bombs - you'll be back in Gotham City.

Gotham City

This time, you'll be downtown again, and you'll be cutting balloons loose. If my memory of the movie serves, the balloons were full of the same gas - known as Smylex - that The Joker put in the make-up.

You will want to be careful as you move around, as the mimes are back and the blue charging mimes are back with a vengeance. You never know when an enemy who is on a tear will suddenly run into you.

Stage 5 brings back the vans from the first world in the game. Same strategies apply. Leave the gold teleporters for last until you have exactly one balloon left.

The latter half of Gotham City is nothing but mazes. Keep track of where you're going and where you've been, and always be on the lookout for enemies. This is the point where memorizing the levels (and coming in with a lot of lives) becomes key.

After you complete all twelve stages here, you'll reach the final battle at the Gotham City Cathedral.

Tuesday, August 17, 2021

PrinceWatercress plays Batman (PC Engine) - Part 3 of 5


Despite being here when Jack Napier became The Joker, Axis Chemical Factory gets representation in the game. Prepare for a lot of maze-like level designs and a more than a few nasty surprises.


After Stage 12 of Fluegelheim Museum, you'll get a brief cutscene of Batman shooting his way into the Axis Chemical Factory. Considering that the stuff in the museum happened after what went on in Axis Chemical Factory, it's odd that we go here next.

Axis Chemical Factory

In this area, you'll have to move up to X's and place bombs on them in order to blow parts of the factory up. I don't exactly remember Batman doing this in the movie, but it's been a while since I've seen it. Also, it reminds me of Crackdown on the Sega Genesis.

There are more guys with guns in this area compared to the first two. Stage 4 is one where you will have very little room to maneuver at points while having to stun them so that you can turn corners.

Also, the enemies are mostly the same as they were in the Fluegelheim Museum; some of them 

Stage 5 introduces conveyor belts, but you can easily see which direction they will take you just by looking at them.

Stage 6 is a maze. Be ready to turn around and hit enemies, especially the blonde-haired ones that charge at you.

Stage 10 is where the teleporters start acting differently for the first time. Instead of being paired together, all the teleporters are part of a circuit where A leads to B, B leads to C, C leads to D, and so on until you go back to A.

The Joker icon will take away all of your power-ups, making you as powerful as you were at the very beginning of a new game. Don't make the same mistake that I did, and don't grab it.

Stage 11 is an even more complex maze with little room to maneuver, with all the enemies carrying guns while standing on platforms where you can't reach them. You'll have to get in front of the enemies to get them to shoot, move back to avoid the bullet and then rush in and make your move at times.

PrinceWatercress plays Batman (PC Engine) - Part 2 of 5


The second world of the game takes us to the Fluegelheim Museum. Instead of disposing of toxified make-up, you're cleaning vandalized paintings. At least the game stays faithful to the plot despite its genre.


Fluegelheim Museum

In the Fluegelheim Museum, instead of collecting toxified make-up, you'll be cleaning up paintings. Just go up to a painting with a spray painted mess on it, and Batman will clean it up.

The enemies here look like bikers now. The blonde-haired men are the ones who will charge at you if you are lined up with them.

This is the point where the teleporter patterns become a little more complex, especially in the later levels. Again, be careful where you both enter and exit when you use a teleporter.

Stage 3 is the first level that wraps around vertically. If you keep going in one direction, you'll eventually end up back where you started.

For Stage 6, just keep going south and west and you'll soon get all the paintings.

The clock power-up gives you an extra minute on the timer.

Monday, August 16, 2021

PrinceWatercress plays Batman (PC Engine) - Part 1 of 5


Here's something you didn't expect. It's a Batman game, but instead of just beating up a bunch of bad guys either in a side-scroller or an action-platformer, you're in a maze game? Not surprisingly, this game only got a Japanese release, and that's too bad, because there's an interesting game here within the licensed property.


Unlike other Batman games, this one is a Pac-Man style maze game where you collect things, throw Batarangs at enemies and try not to run into anyone as you make yourself more powerful and complete each level.

Gotham City

I and II let you through your Batarangs while you move around with the Control Pad. Thankfully, you're not forced to move in one direction like in Pac-Man; you can stop by letting go of the Control Pad.

Your current score is on the upper-left corner, the current amount of time you have in the stage is in the upper-right corner, your current amount of lives is on the lower-left corner, and the number of items you have left to pick up in a stage is on the lower-right corner.

The boots speed Batman up. The L icon increases the range of the Batarang. The single Batarang increases the speed of your Batarangs. The multiple Batarang give you extra Batarangs - up to three - to throw at enemies at any given times. The bomb gets rid of all the enemies in the stage temporarily. The white star grants temporary invincibility, and as long as you're flashing, you can run into enemies and boot them out of the stage temporarily without having to stun them with Batarangs first.

Meanwhile, the green and brown containers are tainted make-up items that The Joker combined with chemicals in order to kill unsuspecting citizens of Gotham City. The number you have to pick up is in the lower-right corner, and when you bring that number to zero, it is on to the next 

By throwing Batarangs at enemies, you can stun them. If you run into them while they are stunned and dizzy, you'll boot them out of the stage temporarily. They will come back, but stunning and running will always get you points, so take out enemies whenever you can. You'll get your first extra life at 10,000 points.

The black-and-white mimes just casually walk around. In Stage 3, you'll start seeing the blue mime, who will charge at you if you are lined up with him vertically or horizontally.

The red arrow will open up more of Stage 3 when you walk into it.

You cannot walk into the water; it acts more like a wall.

If you die at any point - and all deaths in this game are one-hit kills, by the way - all your speed, shot and range power-up levels go down one level, so you'll still have a chance to fight back even if you die.

The mime with the gun will shoot at you if you're lined with him. Thankfully, he can only have one bullet on-screen at any given time, and while you

In Stage 7, you'll have to deal with vans. Wait for the horn to sound, then cross the road after they speed by. They will run you over if they hit you. Also on Stage 7, stay on the left side of the crosswalk so enemies don't move into you.

Starting in Stage 9, some of the blue mimes will run fast as opposed to walking slowly. Be ready to anticipate where they are going and be ready to stun them with a boomerang and run into them to get them out of your way for a little while.

The flashing red triangle acts as teleporters. For most of the game, one red triangle will always be linked to another, and it's up to you to figure out which sets of teleporters are paired to one another. At other times in other stages, the teleporters will take you on a certain path from one teleporter to the next.

The flashing gold triangle will take you back to another teleporter and is one-way.

When stepping off a teleporter, be mindful of which direction you go. You may have to return to the same teleporter multiple times and exit it from different directions to get everything.

When you beat Stage 12, you'll get a brief cutscene, then you'll go to the Fluegelheim Museum.

Monday, November 30, 2020

PrinceWatercress plays Batman (NES) - Part 5 of 5


Stage 5 is without a doubt the hardest stage in the game. You'll have to work to get to The Joker and take him down once and for all.


Stage 5

Here we are: the cathedral. Be ready to deal with gears, a ton of enemies, tough jumps and even a little bit of slowdown.

At a few points, you'll have to drop down at the edge of a platform, then leap off the side of the platform to get somewhere. If the last stage wasn't a true enough test of holding the Control Pad towards the wall behind you as you fall so you wall jump forward off of it to get to some area unscathed, this stage will be. 

The first boss is Firebug. Stay all the way to the left and throw Batarangs. He will jump around and throw fireballs, but you can easily jump over all the fireballs and you won't have to deal with his punches and kicks. As soon as you see him throw the fireball, you want to hold A to make the highest jump you can. This will take a while to get the timing down, but it can be accomplished.

After this, you'll get one more cutscene with The Joker, then you'll fight The Joker. Get close and punch him, and step back a bit to avoid the lighting strikes he summons when he raises his hand. If he shoots, jump over the bullet. Do not crouch, because you will get hit and you will lose three units of health, which is more damage than anything else in the game deals. He will shoot up to three bullets on either side of the screen before running to the other side; if he runs to the other side before the third bullet, there is a chance that he will shoot at you again as soon as he turns around. If you keep punching him while he summons the lightning (which he sometimes does twice), he won't be able to hurt you when he charges at you (which is true of any enemy; if you keep hitting them, they can't damage you while they're flashing).

If you lose all your lives during the boss battles, you'll have to do all of Stage 5 over again...all the platforming...all the fighting...everything...to get back to The Joker. That hurts.

There is an alternate strategy (sort of). For best results, jump towards The Joker and punch when he moves his hand back before summoning the lightning, then keep punching him while in a crouching state. If he runs to the other side, follow him immediately. It is better to take damage from touching The Joker himself than from being shot by him.

You'll eventually beat The Joker, then you'll get the ending. You've beaten Batman on NES!

PrinceWatercress plays Batman (NES) - Part 4 of 5


This is the point where the game throws a whole lot of obstacles at you as well as a roll call of enemies you've seen throughout the game. Also, in case it still hasn't been mentioned yet, this is a good-looking game.

Stage 4

Gotta love the monitors with The Joker on them. Sunsoft really knew how to do graphics on the NES at times.

The floors made out of rotating ears are like spikes, so you want to stay above them on the platforms. You'll also see them on ceilings, sometimes above sets of spinning gears on floor, so you'll have to be careful with your jumps at times.

To get past the last two jumps over the gear spikes, you have to jump to the corner of the gray wall, then leap off that wall to the right. You'll be right on the corner, and you'll have to hold the jump button to clear it. Never mind the fact that the first jump has a drone dropper on the ceiling, you'll still be able to make it. Just watch out for those three blue spike robots when you're at this point and be ready to punch them all or hit them all with the Batarang.

The orange robots can destroyed, but you're better off avoiding them as well as the nearby electric barriers that zap in and out from time to time. Also, you have a flame pit and small, square-shaped conveyor belt platforms in the third section. Oh, my.

The two tanks in the third section can be destroyed. Get on the step to the left of them, shoot at them with the gun and duck when they are about to shoot.

There are very few new enemies in Stage 4, and the majority of them are going to be enemies you've seen before.

The fourth boss is the Dual-Container Alarm. For this one, stay to the far left, face right and keep crouch-punching so that when the cubes come your way, they can't damage you. You may take damage. That's all right. 

Both boxes have individual health bars, and if one box gets destroyed, the other one speeds up, changes form to have a red circle in the center and shoots fireballs across the room. Stay where you are and don't jump so the three pairs of fireballs that go across the screen don't hurt you. Even though those fireballs will touch Batman's feet, they won't hurt him. Apparently his feet are not part of his hitbox. When the cube moves away, throw shurikens. When it moves forward, get back. Repeat until it dies.

Sunday, November 29, 2020

Opening to the 1989 Batman VHS (very high quality)


Real OG's know.

PrinceWatercress plays Batman (NES) - Part 3 of 5


In this stage, we face rotating blades and tanks before taking on The Electrocutioner, one of the more annoying bosses in the game.

Stage 3

The big jumping guy can be easily passed by, but in case you can't get him out of your hair, be ready to throw Batarangs at him. If you pay attention, you can tell where he's going to land when he jumps. You may have to fight these guys, so be ready.

The second to last big jumping guy can be killed with the gun if you just get him on-screen and don't move any further forward.

The rotating blades on some walls and ceilings will hurt you if you run into them.

The second area has you dropping down for a bit before making your way up to the exit to the third section. Watch where you leap...where you land might hurt you. 

The tanks in the third section will shoot fireballs downwards. Shoot at them with the gun. You can farm for power-ups and whatnot near where the first tank is with the spike tanks. For the second tank, go all the way to the left edge of the cliff and duck down between jump shots. For the third tank, just hang out near the wall below the tank.

The green turrets on the ceilings will drop bombs that go after you.

The gears on the pipe wall will damage you if you touch them, so try not to jump into them.

The boss here is The Electrocutioner. He will jump to the left and slash, then throw huge energy blasts to the left and right. He will also jump not only straight up, but also to the other side of the room. You will want to stay on the two platforms above and stay close, but not too close. Shoot at him with the gun, and when he jumps towards you, jump away from him and wall jump back to the platform. If you have a lot of ammo and you can keep the pattern going, you can beat him. If you run out of ammo, you'll have to position yourself just right so that you can punch The Electrocutioner in the head as he jumps around.

Basically, it works like this. Get on the left platform at the start of the battle and wait for the boss to unsheathe his weapon. Do not attack him immediately at the start of the battle or else it will not end well. When he jumps at you, jump to the left wall, then get back on the platform. Move to the right edge of the platform, face left, duck down and shoot The Electrocutioner with the gun when he jumps straight up. From there, jump to the right platform, make your way to the right edge, jump to the wall when he jumps at you, then wall back to the platform. Stay on the center of the platform, face right, and duck down. When The Electrocutioner jumps straight up, shoot him with the gun from a ducking position. From there, go back to the left platform. Repeat the sequence. The timing will take some getting used to, as well as some trial and error, and while this battle will be a bit long in the tooth if you can keep this movement pattern going, this battle can be won.

After another cutscene with The Joker, you'll be in Stage 4.

Saturday, November 28, 2020

PrinceWatercress plays Batman (NES) - Part 2 of 5


It's now time to head into the Axis Chemical Factory. Interestingly, you don't face Jack Napier here; you fight an advanced security system. This game loves throwing out-of-the-ordinary as well as obscure characters into the action as bosses.


Stage 2

The stage starts with the Batmobile shooting a hole into a metal door to allow the Batmobile in. Once Batman is inside, it's time to get into the Axis Chemical Factory.

The green guys with the claws will stop to slash at you if you're close enough. Be ready to punch them multiple times so they don't do that. 

Your jumping skills will soon be put to the test. Watch out for the acid droplets that drop from the ceilings and the underside of some platforms; they will hurt you.

The wires with the electricity coursing through them will zap you if you touch them.

To perform a wall jump, jump into a wall, and when you run into a wall, hold forward and press A again. You'll leap off the wall in the other direction, and by switching directions and remembering to jump towards the wall to do the wall jump, you can get to higher places. You can also hold the Control Pad towards a wall behind you and leap off of it at times. A light tap of the A will give a short hop, while pressing or holding the button gives you a big leap.

The machines with the tridents on them will extend their tridents out a little bit if you get close enough. Prepare to learn how to wall jump...and fast.

The conveyor belts will move Batman around, and the circular saw blades on the walls, floors and ceilings will hurt you if you touch them.

To drop down the shaft with the walls laden with circular saw blades, walk off the edge. Otherwise, you're taking damage.

The area near the end with the two human enemies is a great place to farm on ammo and health, provided you are paying attention to what you are doing.

The second boss is the Machine Intelligence System of the Axis Chemical Factory. Switch to the gun and shoot at the twin turret directly across from where Batman starts. Duck every time you shoot. The upper turret fires twice, followed by the lower turret always firing twice before the pattern repeats. From there, move to the upper conveyor belt and shoot at the blue light on the left wall with Batarangs. When you destroy that, the electric barrier near the last part will go down. Avoid the last part's three way shot and attack the blue light when it opens up. To do that, you'll have to get close - but not too close - and punch the blue light. Duck to avoid the three-way shot. If you don't take any damage, you're in the right position. This one's over.

You'll then see a cutscene with The Joker, then you'll be in the sewers.

PrinceWatercress plays Batman (NES) - Part 1 of 5


I can't believe I played this. Part of me still finds it unbelievable that I beat this one.


This game is pretty short but pretty hard. Like in the movie, you have to stop The Joker from terrorizing Gotham City. However, the game takes liberties with the story of the movie, and as a result, you meet enemies - and bosses - who are not in the movie.

Left and Right allow you to move, Down lets you crouch, A lets you jump, B lets you attack/shoot, Select lets you pause the game, and Start lets you switch between your fists, the Batarangs, and a gun. If you hold A while jumping, you'll be able to glide. If you press A while jumping towards a wall, you'll be able to perform a wall jump.

The game begins with Batman coming out of the Batmobile. He then drops down when you reach the gameplay screen (Why? I dunno), and then you'll have control of Batman.

Stage 1

When you beat up enemies, you may get little blue squares. The B squares are bonus points, the missile squares give you ammunition for your weapons, and the heart will restore one unit of health. Your health is on the upper-left corner of the screen.

The guys running at you can easily be punched. The blue, spike tank-like enemies can be easily jumped over, but if you're on their level, they get faster, like that one enemy in the Mega Man series.

Wait for the flamethrower guys to stop shooting fire before walking up to them and hitting them.

Wait for the orange guys who stand still and fire to shoot their bullets, then jump over their bullets and hit them.

The blue mines will move towards you when you get close enough, then explode. Be ready to jump over them once you get next to them 

The jetpack enemies can be taken out with one or two Batarangs, but you can easily hit them with punches if they stop in front of you.

The ninja who leans on the background wall can easily be punched to death or pelted with Batarangs as long as you don't walk past him and don't keep him on-screen for too long. Otherwise, he attacks.

The boss here is Flame Moth. Equip the Batarang, then stay on the left or right side of the screen to avoid his dive and spread shot attacks. When he dives at you and gets close, hit him.

Saturday, March 30, 2019

Batman (Game Boy) - The OST


Here's every piece of music from the Game Boy Batman game.

Chilean Retrogamer re-plays Batman (Game Boy) - Part 3 of 3


Well, this was a short game. The Joker finally goes down, and just like in the movie, it all happens at the cathedral.

Stage 3-2: Batwing Stage


The inflatable ducks are indestructible; you're better off moving around them.

The giant biplane shoots from the top and bottom as it moves up and down; when it moves off-screen, stay just above or below center so you don't get hit.

The boss plane after that is projectile city. It will create seven fireballs that come at you one-by-one, then four ships will show up in the corner and shoot at you while the boss plane shoots another projectile that splits into six.

After beating the boss plane, you'll get a cutscene where The Joker announces on television that he has prepared a surprise for Gotham City's 200th anniversary celebration.

Stage 4-1: Gotham Cathedral


There are ninjas in this stage, and unlike the other human enemies, they jump.

The robots that look like pairs of panties can jump and shoot upwards.

Stage 4-2: Gotham Cathedral


This stage is an auto-scroller...and there are a ton of robots in this stage that you will have to shoot at. Having the Wave shot at a high level works here.

If you can't shoot down a robot, you can always land at the very edge of a platform and move from there.

Stage 4-3: Batman vs. Joker


You're fighting Jack Napier/The Joker again, and this time, he has a few new tricks such as a three-way shot and a spread shot. Make sure you have as much distance between you and The Joker as you fight him, and be ready to jump over the three-way shot.

It will take a load of bullets, but once you beat The Joker again, you've won! Enjoy the ending!


Friday, March 29, 2019

Chilean Retrogamer re-plays Batman (Game Boy) - Part 2 of 3


In this episode, Chilean Retrogamer takes a trip to the museum before flying the Batwing.

Stage 2-1: Gotham City


The guy who shows up at the beginning can jump, so be ready for that.

Watch out on the ground between the gaps; pieces of rubble will down and hit you if you don't jump to the right quickly enough. You can destroy them afterwards, though.

The tiny turret with the five turrets can be easily destroyed with the P-Shot.

Stage 2-2: Flugalheim Museum


At this point, the enemies will all take multiple shots to destroy. They also don't have to be lined up with you to shoot a bullet at you.

The T-Shot is a laser that goes through blocks and walls and is very powerful; however, you can only have one projectile at a time.

If you know where to look, you can find two extra lives very close to each other.

Stage 2-3: Flugalheim Museum


There are some fake floors, and you can tell where they are by the dark lines in the floors. It's a bit hard to tell on a monochrome Game Boy screen, though.

Be careful which path you take; taking the easiest path may force you to downgrade your shot.

When you beat this level, you'll see a cutscene where the Batmobile speeds off, away from the museum.

Stage 3-1: Batwing Stage


The game soon becomes a horizontal shooter, with the Control Pad controlling where the Batwing goes and the B and A buttons shooting missiles backwards and forwards, respectively.

The enemies are more or less pretty simple; just watch for where the enemy projectiles come from as well as where they go. Also, be ready to see enemies come out from the left side of the screen. Thankfully, enemies don't take too much of an effort to destroy.

When you see the missiles, be ready to fly between them if you can't destroy them.

The boss is a cylinder that flies very fast and shoots eight projectiles at the Batwing at once. It can also shoot off a scatter shot after shooting straight at you a couple of times. Stay back, and be ready to move around and fire at the same time, as well as to fire both forwards and backwards, especially when avoiding the scatter shot.

Chilean Retrogamer re-plays Batman (Game Boy) - Part 1 of 3


Not to be outdone by the NES, the Game Boy got its own game based on the 1989 movie.

The game begins with Batman overheating a police officer tell Commissioner Gordon that he has just heard that Jack Napier has snuck into the Axis Chemical Factory. Batman is already on this one and WHOAAAAAAAAAAAA THE GAMEPLAY SCREEN IS FLIPPING AROUND LIKE IT'S ON SUPER NES HOLY CRAP SUNSOFT I KNOW YOU DID THIS WITH THE LOGO BUT I DIDN'T THINK YOU'D DO THIS WITH THE WHOLE SCREEN

Stage 1-1: Gotham City


Unlike the NES version, this game plays differently. You play a very tiny Batman, and while the Control Pad lets you more left and right as well as duck down with Down, A lets you jump and B lets you shoot. You'll need it to not only destroy enemies, but also to destroy blocks for power-ups. Only the dark blocks will contain power-ups. Also, it's official: Batman's on a murder spree.

The jump is a bit floaty, and you do not have much control of Batman while in mid-air.

The HUD at the top of the screen shows which stage you're on, the weapon you have as well as how powerful it is, your current score, the number of lives you have, and a bar that shows how much health you have.

The gun icon powers up your gun, and you can power it up for up to seven times. With these power-ups, you can shoot more projectiles and shoot them more quickly.

The circle with the B gives you 5,000 points.

The heart recovers one piece of the health bar.

You start off with the N-Shot, or normal shot. The W-Shot, signified by a square with a W on it, will give you a projectile that fires in a wave pattern and goes the full distance of the screen.

Stage 1-2: Chemical Factory


The Batarang acts as a shield that rotates around Batman and protects him from harm. You can have up to four Batarangs around Batman at any time.

The square with the P in it is the P-Shot, or the Power Shot. This travels the full length of the screen and can travel through multiple blocks, so you'll want to be careful with it. The size of your bullet also increases a little bit.

If you see a gun icon with inverted colors - signified by a gun in a black box - don't pick it up. It powers your weapon down.

The block with the S in it is the S-Shot, or Shot Weapon. It has less range than the N-Shot, but gives you rapid fire.

The canister-like item is a Smoke Bullet that destroys all on-screen enemies.

The enemies have been human - and easy - so far, but there are robots that will fire at you like some of the humans do as well as droids that will try to hop up short walls, such as stairs.

Shoot the door at the end to get past it.

Stage 1-3: Chemical Factory


The robots at the beginning that fire at you not only duck, they take more than one shot to kill unless you've powered your gun up.

The R-Shot is the Batarang. When you fire it, it acts like a boomerang that comes back to you. It also goes through walls.

The Batman head is an extra life.

Watch the moving platforms to see where they go.

The oval with a line in the middle makes your shields (should you have them) go faster.

Stage 1-4: Batman vs. Jack


Jack Napier will walk around the room and shoot at you when he sees you, and will also make the occasional jump. Be sready to duck under or jump over shots, and jump over him when he gets too close. He isn't very smart, and he will eventually fall into a chemical vat, turning him into The Joker just like in the movie.

You'll then see a cutscene where Jack Napier - now The Joker - saying nobody can destroy him.

Thursday, March 28, 2019

Batman: The Video Game (NES) - The OST


Here it is: every track from Batman: The Video Game for NES!

Cornshaq plays Batman - Part 3 of 3


Here it is: the hardest stage of all.

Stage 5


Here we are: the cathedral.

Be ready to deal with gears, a ton of enemies, tough jumps and even a little bit of slowdown.

At a few points, you'll have to drop down at the edge of a platform, then wall jump off the side to get somewhere.

The first boss is Firebug. Stay all the way to the left and throw Batarangs. He will jump around and throw fireballs, but you can easily jump over all the fireballs and you won't have to deal with his punches and kicks. As soon as you see him throw the fireball, you want to hold A to make the highest jump you can. This will take a while to get the timing down, but it can be accomplished.

After this, you'll get one more cutscene with The Joker, then you'll fight The Joker. Get close and punch him, and step back a bit to avoid the lighting strikes he summons when he raises his hand. If he shoots, jump over the bullet. Do not crouch, because you will get hit and you will lose three units of health, which is more damage than anything else in the game deals. He will shoot up to three bullets on either side of the screen before running to the other side; if he runs to the other side before the third bullet, there is a chance that he will shoot at you again as soon as he turns around. If you keep punching him while he summons the lightning (which he sometimes does twice), he won't be able to hurt you when he charges at you (which is true of any enemy; if you keep hitting them, they can't damage you while they're flashing).

There is an alternate strategy (sort of). For best results, jump towards The Joker and punch when he moves his hand back before summoning the lightning, then keep punching him while in a crouching state. If he runs to the other side, follow him immediately. It is better to take damage from touching The Joker himself than from being shot by him. The Joker also cannot damage you if he is flashing, and while that can be hard to keep going for a short amount of time, if you can wail on him, so be it. Getting up and close to The Joker is the best thing I can think of, if numerous Awesome Games Done Quick runs of the game are any indication.

You'll eventually beat The Joker, then you'll get the ending. You've beaten Batman on NES!

Wednesday, March 27, 2019

Cornshaq plays Batman - Part 2 of 3


If the strategies here seem different than what's on the video, that's because I made this a guide, played through the game on my own, figured things out, edited this before putting it all on Blogger, and then passed the stuff I figured out on to you. That's why.

The green turrets on the ceilings will drop bombs that go after you.

The gears on the pipe wall will damage you if you touch them, so try not to jump into them.

The boss here is The Electrocutioner. He will jump to the left and slash, then throw huge energy blasts to the left and right. He will also jump not only straight up, but also to the other side of the room. You will want to stay on the two platforms above and stay close, but not too close. Shoot at him with the gun, and when he jumps towards you, jump away from him and wall jump back to the platform. If you have a lot of ammo and you can keep the pattern going, you can beat him. If you run out of ammo, you'll have to position yourself just right so that you can punch The Electrocutioner in the head as he jumps around.

Basically, it works like this. Get on the left platform at the start of the battle and wait for the boss to unsheathe his weapon. Do not attack him immediately at the start of the battle or else it will not end well. When he jumps at you, jump to the left wall, then get back on the platform. Move to the right edge of the platform, face left, duck down and shoot The Electrocutioner with the gun when he jumps straight up. From there, jump to the right platform, make your way to the right edge, jump to the wall when he jumps at you, then wall back to the platform. Stay on the center of the platform, face right, and duck down. When The Electrocutioner jumps straight up, shoot him with the gun from a ducking position. From there, go back to the left platform. Repeat the sequence. The timing will take some getting used to, as well as some trial and error, and while this battle will be a bit long in the tooth if you can keep this movement pattern going, this battle can be won.

After another cutscene with The Joker, you'll be in Stage 4.

Stage 4


Gotta love the monitors with The Joker on them. Sunsoft knew how to do graphics on the NES at times.

The floors made out of rotating ears are like spikes, so you want to stay above them on the platforms. You'll also see them on ceilings, sometimes above sets of spinning gears on floor, so you'll have to be careful with your jumps at times.

To get past the last two jumps over the gear spikes, you have to jump to the corner of the gray wall, then leap off that wall to the right. You'll be right on the corner, and you'll have to hold the jump button to clear it. Never mind the fact that the first jump has a drone dropper on the ceiling, you'll still be able to make it. Just watch out for those three blue spike robots when you're at this point and be ready to punch them all or hit them all with the Batarang.

The orange robots can destroyed, but you're better off avoiding them as well as the nearby electric barriers that zap in and out from time to time. Also, you have a flame pit and small, square-shaped conveyor belt platforms in the third section. Oh, my.

There are very few new enemies in Stage 4, and the majority of them are going to be enemies you've seen before.

The fourth boss is the Dual-Container Alarm. For this one, stay to the far left, face right and keep crouch-punching so that when the cubes come your way, they can't damage you. You may take damage. That's all right. 

Both boxes have individual health bars, and if one box gets destroyed, the other one speeds up, changes form to have a red circle in the center and shoots fireballs across the room. Stay where you are and don't jump so the three pairs of fireballs that go across the screen don't hurt you. Even those fireballs will touch Batman's feet, they won't hurt him. Apparently his feet are not part of his hitbox. When the cube moves away, throw shurikens. When it moves forward, get back. Repeat until it dies.

Cornshaq plays Batman - Part 1 of 3


Here it is: the NES Batman game based on the 1989 movie and the one that many have a love-hate relationship with.

This game is pretty short but pretty hard. Like in the movie, you have to stop The Joker from terrorizing Gotham City. However, the game takes liberties with the story of the movie, and as a result, you meet enemies - and bosses - who are not in the movie.

Left and Right allow you to move, Down lets you crouch, A lets you jump, B lets you attack/shoot, Select lets you pause the game, and Start lets you switch between your fists, the Batarangs, and a gun. If you hold A while jumping, you'll be able to glide. If you press A while jumping towards a wall, you'll be able to perform a wall jump.

The game begins with Batman coming out of the Batmobile. He then drops down when you reach the gameplay screen (Why? I dunno.), and then you'll have control of Batman.

Stage 1


When you beat up enemies, you may get little blue squares. The B squares are bonus points, the missile squares give you ammunition for your weapons, and the heart will restore one unit of health. Your health is on the upper-left corner of the screen.

The guys running at you can easily be punched. The blue, spike tank-like enemies can be easily jumped over, but if you're on their level, they get faster, like that one enemy in the Mega Man series.

Wait for the flamethrower guys to stop shooting fire before walking up to them and hitting them.

Wait for the orange guys who stand still and fire to shoot their bullets, then jump over their bullets and hit them.

The blue mines will move towards you when you get close enough, then explode. Be ready to jump over them once you get next to them 

The jetpack enemies can be taken out with one or two Batarangs, but you can easily hit them with punches if they stop in front of you.

The ninja who leans on the background wall can easily be punched to death as long as you don't walk past him and don't keep him on-screen for too long. Otherwise, he attacks.

The boss here is Flame Moth. Equip the Batarang, then stay on the left or right side of the screen to avoid his dive and spread shot attacks. When he gets close, hit him.

Stage 2


The stage starts with the Batmobile shooting a hole into a metal door to allow the Batmobile in. Once Batman is inside, it's time to get into the Axis Chemical Factory.

The green guys with the claws will stop to slash at you if you're close enough. Be ready to punch them multiple times so they don't do that. 

Your jumping skills will soon be put to the test. Watch out for the acid droplets that drop from the ceilings and the underside of some platforms; they will hurt you.

The wires with the electricity coursing through them will zap you if you touch them.

The machines with the tridents on them will extend their tridents out a little bit if you get close enough. Prepare to learn how to wall jump...and fast.

The conveyor belts will move Batman around, and the circular saw blades on the walls, floors and ceilings will hurt you if you touch them.

The second boss is the Machine Intelligence System of the Axis Chemical Factory. Switch to the gun and shoot at the twin turret directly across from where Batman starts. Duck every time you shoot. The upper turret fires twice, followed by the lower turret always firing twice before the pattern repeats. From there, move to the upper conveyor belt and shoot at the blue light on the left wall with Batarangs. When you destroy that, the electric barrier near the last part will go down. Avoid the last part's three way shot and attack the blue light when it opens up. To do that, you'll have to get close - but not too close - and punch the blue light. Duck to avoid the three-way shot. If you don't take any damage, you're in the right position. This one's over.

You'll then see a cutscene with The Joker, then you'll be in the sewers.

Stage 3


The big jumping guy can be easily passed by, but in case you can't get him out of your hair, be ready to throw Batarangs at him. If you pay attention, you can tell where he's going to land when he jumps. You may have to fight these guys, so be ready.

The rotating blades on some walls and ceilings will hurt you if you run into them.

The tanks in the third section will shoot fireballs downwards. Shoot at them with the gun.