Showing posts with label Chip 'n Dale Rescue Rangers 2. Show all posts
Showing posts with label Chip 'n Dale Rescue Rangers 2. Show all posts

Monday, September 2, 2019

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - The Longplay


Enjoy!

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - Part 5 of 5


Let's finish this!

Control Room


The first section has conveyor belts as well as birds that run at you from the left side of the screen.

Believe it or not, you can duck and throw the crates at the levers to get the conveyor belt running in the opposite direction.

The second section contains electrified wires in not-so-bottomless pits as well as red birds that keep flying forward from the right side of the screen...and never stop. You can kill them all you want, they'll just keep coming. When you're close to the end, they'll drop eggs that contain baby birds that will come at you. Just get to the end.

You'll get healed by Monterrey Jack and his cookies yet again.

The third section has lasers at the beginning. You're better off going against the conveyor belt so you can jump past the lasers when they stop firing.

The fourth section has cannons that shoot green balls. Do not use the crates as ammo or as cover. Instead, stand behind the crates so the balls will bounce off of them. The faster you get through this section, the better. For the third cannon, stand between the two stacks of crates and the ball will miss you.

The fifth section has Rescue Rangers logos positioned to spell out DANGER. This part is easy. Just kill the spoon guys and collect all the logos if you want.

You'll finally meet Fat Cat. Instead of taking you on directly like in the last game, he sics the Fat Cat robot after you.

To beat the Fat Cat robot, you'll have to wait for it to go into the air and drop a timebomb. The "Danger" indicator clearly dictates where the robot is going to land. Grab the timebomb, and throw it into the robot's upper body as soon as it reads "1." You only have three seconds before it explodes, so make those three seconds count. You'll want to make sure the resulting explosion hits the boss, not just the bomb itself.

The robot can send sparks running through the floor with its tail (which can easily be jumped over), and can also attack you by sending its hand at you (which is hard to telegraph but is easier to dodge when you're in its field of vision and in the center of the screen). If you're behind the boss as often as possible, you won't be seeing him attack very much at all, which makes this battle much easier.

As you damage the boss, you'll see the wear and tear form. After a few hits, flames will come out of the pipe on the robot's back. If you're far away, this won't be much of a problem. It will also send the spiked ball on its other arm bouncing too, but this is very easy to avoid if you know where to stand, as the ball's angle is pretty high and be easily stood under.

When you beat the boss, you did it! Enjoy your credit-less ending! 

Sunday, September 1, 2019

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - Part 4 of 5


We complete the rest of the amusement park, then it's on to Fat Cat's lair.

Western World


The first section has enemies you've seen before: the porcupines and moths from the Ship level. This is easy as this level is going to get.

For the second section, walk up to the lever to control the mine cart. Hold Left on the Control Pad to slow down and Right to speed up. To let go of the switch, jump. Be careful not to get hit by the boulders that fall from the ceilings, or else you'll be accidentally falling off the mine cart and into the abyss during the invincibility flash. Your best bet is to slow down near the boulders, as they fall when you get close enough to them.

The third section is basically the same as the second, but you'll also be avoiding chained balls that swing to and fro on the ceiling. Here, you'll have to speed up once they're to the side as far as they can go. When the mine cart falls to the lower section of track halfway through this section, either hold Left or don't move. Holding Right will cause you to accidentally fall over the right side of the mine cart and plunge you right into the bottomless pit.

The fourth section is just like the third. When you reach the end of the mine cart part here, you'll be dealing with the snake-in-the-box enemies as well as the bats from the Sewer level. once again, there's nothing here that you haven't seen before.

The boss here is a magician cat. Avoid the cards he throws, and when the magician cat throws a card onto the floor, grab it and toss it back at him. This is actually a very easy boss, as he is very slow to move to the other side and his cards are easy to avoid as anything if you're paying attention.

Future World


The first section has the moles and rats from the Clock World level in it. You'll also have the crushing blocks. You can walk over them if you want to (and you'll definitely have to do it with the second one to get over the pit), but it's best for you to wait for them to rise back up so you can walk under them.

The second section has a new enemy: rats with slingshots. Thankfully, they're easier than you think as they don't use the slingshot to send your crates back at you; instead, the slingshots are their main attack. The platforms here are just like in Mega Man 3, but you have more time to wait for them to open up and drop you down. This game is meant for children, you know.

The mechanical dogs return in the third section, and this time they're on wheels. They cover a small area when they move back and forth and they will chase after you when you're in range, so use a crate to get rid of them.

Throw the metal block up to the bottom of the magnet to get the 1-Up. If you need to, you can leap onto the magnet itself to gra bit

The boss here is a lizard controlling a crane with a spiked ball on it. The spiked ball will produce debris whenever it lowers and hits the ground. Grab the debris that is left behind and throw it at the lizard. You cannot hit the spiked ball or the chain it's connected to, or else the debris will bounce off of it. That, however, will be the least of your problems as your main problem will be the crane itself, as it moves around quite a bit and can even move so far to the left that the spiked ball will be at the left edge of the screen. Be careful whenever you stand between the ball and the crane, as you won't have much room to manuever. For best results, wait for the crane to speed up all the way to the left before getting between the ball and the lizard, then throw the crate at the lizard and retreat.

Control Room


Finally! We have all three keys! We can now access the control room and take on Fat Cat for the final confrontation!

Saturday, August 31, 2019

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - Part 3 of 5


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Haunted House


After you get out of the giant fridge, you'll end up at an old house with Monterrey Jack. As expected, Fat Cat has opened the Urn of the Pharaohs and let all the ghosts out.

The candles spin around before rushing towards you. Hiding in a crate against these things works best. They also take two hits to kill, with the first hit stunning them. Also, they jump around, which can make avoiding them hard at times.

The ghost dogs slowly fly forwards, but if they spot you, they'll go in for the kill. Thankfully, a single crate will get rid of them. Sometimes they'll circle around, too.

Don't worry about the doorknobs banging on the doors near the end of the first section. They're just there for show, even though they actually make a banging noise. Nice work on the details there, Capcom.

In the second section, you'll be seeing the lights go and off. Thankfully, you'll still be able to see where you're going, but the paintings will change into something slightly more macabre (like that haunted house in Disney World) and cloud-like enemies will pop up where the heads on the portraits are and come at you. Thankfully, these clouds are easy to avoid.

The acorns are in the game, too, and they'll refill your health. Why I somehow failed to mention them, I don't know. You'll also see an entrance to an area where you'll hear the first level music again as Monty refills your health with cookies again. You'll start back to shortly before this door, and you'll have to go up from there.

The boss here is a mummified ghost. When the candles go out, he'll pop up and float to the other side. Avoid him as he makes his way over there, and grab one of the wrapped-up balls that he drops when he does. This is one of his two attacks. The candles will light up again, so take this opportunity to grab the ball and throw it at him when you see him when they go out again.

His other attack will be two sparks that come out of his hands. Stay at the very edge of the screen and jump over the sparks, and he won't be able to hit you when he stops right next to you. When he does this attack he won't drop a ball.

He has three attacks: a ball drop where he floats in a sine-wave pattern, a ball drop where he quickly floats to the other side, and the spark attack where he doesn't drop a ball. When he does the third, he fires a spark from the right hand, floats to the middle, shoots from the left hand, then goes to the left and disappears. He will always pop up on the right side of the screen and move to the left somehow.

Amusement Park


After you beat this level, you'll close the lid on the Urn of the Pharaohs and get rid of the ghosts. Unfortunately, Fat Cat will hole himself up in an amusement park. There, you'll have to take him on...but not before beating three levels. Each one contains a key to the control room, and you're going to need all three to get to him.

This is the only part of the game where you get a choice of where to go. The rest of the time, you're on rails. You have a choice between the Clock Tower, the Western World and the Future World.

Clock Tower


The moles with the hardhats will throw wrenches upwards and forwards. Some of them also hammer the floor, causing nails to drop down from the floor. They don't have much range. Good thing a crate you get your hands on does.

The rats shock themselves, and send two electrical shocks traveling along the ground in different directions. Jump over the shocks and whack them with a crate when they stop frying themselves.

You'll also see platforms moving around on chains pulled around by gears. You'll have to land on them from above, as the game won't let you jump onto them from below. This will be one of your main ways of getting around inside the clock tower. Just watch out with the horizontal gear platforms; they can send you off the edge.

The boss here is an ostrich riding a gear unicycle. Grab the white gear that it throws onto the floor and toss it at the ostrich.

Whenever the boss here moves around, you'll want to stay at the very edge of either side of the screen, and always use the platforms to jump over the boss. That way, you'll give yourself more time to dodge the boss when it's moving around, and you won't be unknowingly whacked when he jumps up to either of the two platforms here.

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - Part 2 of 5


In this video, we catch up with Fat Cat...or does Fat Cat catch up with us?

Ship


When you hide in the crates, you can also throw them while ducked down inside to hit low-lying enemies, such as the porcupines. You'll have to hit the porcupines in the back, as they'll knock the crates back if they catch sight of them. If you're hiding in a crate when the porcupine runs into it, the porcupine will be defeated no matter what.

The blue moths will fly down and then forward, sprinkling some sort of powder every so often that damages you to the touch. Thankfully, both the moth and its attack are easy to avoid.

The baseball can be used as a throwing weapon. While it doesn't work at all like the crates (you simply throw it straight up and slightly forward, much like the steel box), it's useful against the moths and the monkeys in the buckets that move up and down and throw their hats at you. You can also use it to get to a button that opens up a room where Monterrey Jack will heal you.

The boss here is a pirate weasel. He'll drink out of some black bottle and spit fireballs at you. As you fight him, the screen slowly buy constantly scrolls upwards. Whenever you see a crate, throw it at the guy. Believe it or not, the boss constantly jumps to a higher platform and never drops down, so use that to your advantage and hit him from below if you have to...just don't accidentally get auto-scrolled out of the battle.

After you beat the boss and get through the bonus game, you'll find out that the Urn of the Pharaoh is missing, and the trail is cold. Zipper notices somebody creeping into a dockside warehouse (and if you notice the background while Zipper is talking, you'll notice it too).

If you can collect three Rescue Rangers icons, you can increase your health to four hearts. The highest amount you can get is five hearts, which is signified by one big heart.

When Chip and Dale show up at the warehouse, Zipper notices someone go inside. Chip and Dale go in, but the door slams behind them and the lights turn on. Turns out this is a giant refrigerator, and Chip and Dale have been trapped inside. Fat Cat finally shows up, and gloats at them before leaving.

Refrigerator


The enemies here simply skate around and jump every so often. They're quick, but they're really not that much of a hassle to deal with.

You have exactly three minutes to make it to the end of this short level before you're frozen solid. Thankfully, that's more time than you need here, especially since the game was made for kids.

The fans blow you upwards, and the height you'll get off of them is higher than your jump.

You'll also want to watch out for the icicles, too. They form every so often on the bottoms of the pipe platforms, and they'll fall down after a few seconds. If they hit you, they will freeze you.

Friday, August 30, 2019

PrinceWatercress plays Chip 'n Dale Rescue Rangers 2 - Part 1 of 5


Yay! A sequel! This is one of the rare Disney-Capcom games to get a direct sequel. It doesn't have all of the charm of the original, but the original gameplay premise is still there.

Once again, you get to choose between Chip and Dale, and once again there's no gameplay difference between the two.

Anyway, this time around, Fat Cat breaks out of jail after he was sent to jail following the events of the first game. (Never saw anything like that on the show!)

Meanwhile, Chip hears about a bomb threat in a restaurant on the television. How they have a television in their clubhouse, I have no idea. Chip and Dale are on the case! But after they leave, they miss the news bulletin that Fat Cat has escaped from prison.

That reminds me...why would the humans even care about Fat Cat or know that he would have the same intelligence and criminal ideations of a human being? It definitely wasn't clear to his owner in the pilot (who was seen only in the pilot), that's for sure.

[title][center]Restaurant[/center][/title]

Unlike the last game, where you didn't have to beat all the stages before going through the last three, you're mostly on rails the entire time. Also, you'll be able to throw crates diagonally, and the large items such as the apples are gone. While it makes the gameplay a little simpler, it was the little details that came with these things that cause the sequel to lose a bit of the charm that the original game really had going for it. Interestingly, holding Left or Right with a crate in your hand for long enough will make the crate flash, and if you throw a flashing crate, it will go clear across the screen and hit all enemies in its path.

At least you get cutscenes between levels, like you saw at the beginning of the game. You got them last game, obviously, but these are a little better.

The flowers are replaced with the orange "R/R" Rescue Rangers logos, but they still serve the same purpose: collect 100 for a 1-Up.

Just so you remember, the health meter is now in the bottom corner rather than the top. I feel this should be mentioned since a good amount of games put the HUD on the top rather than the bottom. It's just a matter of aesthetics, but I think HUDs were placed on the top of the screen more often in NES games. Maybe it's just me?

The flies carrying the jars of honey will fly forward, stop to drop a gloop of honey down then fly around and stop again to attack once more. They're pretty easy, as is their pattern.

The rats that carry the forks around move back and forth and swing their forks like staves. If they hit a crate you throw at them while they're swinging, they'll send the crate back at you. You won't take damage if you get hit, but you are stunned for a few seconds. Holding Down before throwing will get rid of them.

In the second section, you won't have to deal with the bottomless floor that the first one had. You will, however, have to deal with rats carrying spoons. You'll have to hit them from below, as these guys have AI and will instantly batter up and smack your crate back at you if you throw one directly at it. When you hit them, they'll be stunned, leaving you free to perform a direct assault with another crate.

Some of the crates that you'll pick up in the game will make a harsher throwing sound when you toss them forward. You'll be able to tell them apart when they start flashing after you pick them up. These things can be pretty powerful and take down more than one enemy, so take advantage of them when you know where they're at. They'll go into a spiral pattern sometimes, too, so take advantage of that as well.

Some of the crates will have enemies in them. You'll be able to spot them by the brown outline of a box instead of a white one. From there, hit them with a crate or just jump over them when they start walking towards you when you're a short distance away.

The acorns will refill your health. The stars give you extra lives whenever you pick one up every single time. No need to go for 20 stars like last time; you'll just get the 1-up.

The box in the sink contains Zipper...and a gravy boat. Just stand on the gravy boat while Zipper turns on the water, and you'll be able to float to the top without taking unnecessary damage.

In the next room, Monty will throw you some cookies. If you're low on health prior to the boss, you'll be full now.

The boss here is Water Rabbit. You'll find out he set the time bomb to create a diversion...and it worked! Chip and Dale will finally find out from him that Fat Cat broke out of prison last night. Fat Cat is hunting down a treasure known as the Urn of the Pharaoh, and he probably already has it now. When Chip and Dale ask where the bomb is, Water Rabbit tells them to find it themselves.

You'll then face Water Rabbit in a boss battle. The water flowing off the stacks of dishes will push you towards the pit at the bottom. Wait for a crate to drop down from the top of the screen, then grab it and throw it at Water Rabbit. Watch out where he goes, since he shift between the three levels of platforms whenever he can, even though he doesn't move very fast. If a crate falls on Water Rabbit before it gets picked up, it will count as a hit. Don't let them fall on you, or you'll be stunned. Water Rabbit has a water squirt attack, but it doesn't go very far and is only of concern if you're at close-to-mid-range.

At the end of every level, the number of Rescue Rangers logos you've picked up will be tallied. For every fifty you have at the end of the level, you'll get a Rescue Rangers badge (which acts as a continue) as well as an extra life. Collect enough badges to increase your health meter.

You'll also get a bonus game at the end of every level. You'll have ten seconds to grab a ball and try to get a prize. The gold star will bring you two extra lives, the silver star gives one extra life, and the heart gives you health.

You'll cut the wire on the bomb after this. Cutting either wire will deactivate the bomb, but the red one will give you some extra flavor text.

Sewers


The pink fish jump in and out of the poisonous sewer water below. They're pretty easy to avoid, but they can easily be taken out from a distance.

The bats will fly at you when you wake them up. Hiding in the crates by holding Down on the Control Pad works well against them. Some of them walk back and forth on the ground instead of hanging upside-down on the ceiling, and they'll come after you if you're close enough.

The slightly darker-hued crates contain snakes. Throw a crate at them to stun them, then you can grab and throw them (hopefully into the nearest enemy). You can also kill them with a second crate if you stun them.

The boss here is a vampire cat. Whenever he flies around, he'll blow you back. Jump over the rocks that come down and then towards you, and avoid him when he comes down on the way to the other side. If he simply flies down, get away. If he slides onto the floor near the other side, jump over him. When a rock is able to land on the floor, pick it up and throw it at him. Standing near the center as he flies helps with getting a rock on the floor, but if he skids into the rock, it will be knocked off and fall through the bottom of the screen. After a few hits, the vampire cat will go down.

Tuesday, March 29, 2016

Monday, March 28, 2016

newfiebangaa plays Chip 'n Dale Rescue Rangers 2 - Part 4 of 4


Let's finish this!


Control Room

The first section has conveyor belts as well as birds that run at you from the left side of the screen.

Believe it or not, you can duck and throw the crates at the levers to get the conveyor belt running in the opposite direction.

The second section contains electrified wires in not-so-bottomless pits as well as red birds that keep flying forward from the right side of the screen...and never stop. You can kill them all you want, they'll just keep coming. When you're close to the end, they'll drop eggs that contain baby birds that will come at you. Just get to the end.

You'll get healed by Monterey Jack and his cookies yet again.

The third section has lasers at the beginning. You're better off going against the conveyor belt so you can jump past the lasers when they stop firing.

The fourth section has cannons that shoot green balls. Do not use the crates as ammo or as cover. Instead, stand behind the crates so the balls will bounce off of them. For the third cannon, stand between the two stacks of crates and the ball will miss you.

The fifth section has Rescue Rangers logos positioned to spell out DANGER. This part is easy. Just kill the spoon guys and collect all the logos if you want.

You'll finally meet Fat Cat. Instead of taking you on directly like in the last game, he sics the Fat Cat robot after you.

To beat the Fat Cat robot, you'll have to wait for it to go into the air and drop a timebomb. The "Danger" indicator clearly dictates where the robot is going to land. Grab the timebomb, and throw it into the robot's upper body as soon as it reads "1." You only have three seconds before it explodes, so make those three seconds count. You'll want to make sure the resulting explosion hits the boss, not just the bomb itself.

The robot can send sparks running through the floor with its tail (which can easily be jumped over), and can also attack you by sending its hand at you (which is hard to telegraph but is easier to dodge when you're in its field of vision and in the center of the screen). If you're behind the boss as often as possible, you won't be seeing him attack very much at all, which makes this battle much easier.

As you damage the boss, you'll see the wear and tear form. After a few hits, flames will come out of the pipe on the robot's back. If you're far away, this won't be much of a problem. It will also send the spiked ball on its other arm bouncing too, but this is very easy to avoid if you know where to stand, as the ball's angle is pretty high and be easily stood under.

When you beat the boss, you did it! Enjoy your credit-less ending!


newfiebangaa plays Chip 'n Dale Rescue Rangers 2 - Part 3 of 4


Well, since we have a choice...

Clock Tower

The moles with the hardhats will throw wrenches upwards and forwards. They don't have much range. Good thing a crate you get your hands on does.

The rats shock themselves, and send two electrical shocks traveling along the ground in different directions. Jump over the shocks and whack them with a crate when they stop frying themselves.

You'll also see platforms moving around on chains pulled around by gears. You'll have to land on them from above, as the game won't let you jump onto them from below. This will be one of your main ways of getting around inside the clock tower.

The boss here is an ostrich riding a gear unicycle. Grab the white gear that it throws onto the floor and toss it at the ostrich.

Whenever the boss here moves around, you'll want to stay at the very edge of either side of the screen. That way, you'll give yourself more time to dodge the boss when it's moving around, and you won't be unknowingly whacked when he jumps up to either of the two platforms here.

Western World

When you increase your max health to five hearts, you'll get one big heart instead of five small ones to signify five hearts.

The first section has enemies you've seen before: the porcupines and moths from the Ship level. This is easy as this level is going to get.

For the second section, walk up to the lever to control the mine cart. Hold Left on the Control Pad to slow down and Right to speed up. Be careful not to get hit by the boulders that fall from the ceilings, or else you'll be accidentally falling off the mine cart and into the abyss during the invinicibility flash. Your best bet is to slow down near the boulders, as they fall when you get close enough to them.

The third section is basically the same as the second, but you'll also be avoiding chained balls that swing to and fro on the ceiling. Here, you'll have to speed up once they're to the side as far as they can go. When the mine cart falls to the lower section of track halfway through this section, either hold Left or don't move. Holding Right will cause you to accidentally fall over the right side of the mine cart and plunge you right into the bottomless pit.

The fourth section is just like the third. When you reach the end of the mine cart part here, you'll be dealing with the snake-in-the-box enemies as well as the bats from the Sewer level. once again, there's nothing here that you haven't seen before.

The boss here is a magician cat. Avoid the cards he throws, and when the magician cat throws a card onto the floor, grab it and toss it back at him. This is actually a very easy boss, as he is very slow to move to the other side and his cards are easy to avoid as anything if you're paying attention.

Future World

The first section has the moles and rats from the Clock World level in it. You'll also have the crushing blocks. You can walk over them if you want to (and you'll definitely have to do it with the second one to get over the pit), but it's best for you to wait for them to rise back up so you can walk under them.

The second section has a new enemy: rats with slingshots. Thankfully, they're easier than you think as they don't use the slingshot to send your crates back at you; instead, the slingshots are their main attack. The platforms here are just like in Mega Man 3, but you have more time to wait for them to open up and drop you down. This game is meant for children, you know.

The mechanical dogs return in the third section, and this time they're on wheels. They cover a small area when they move back and forth and they will chase after you when you're in range, so use a crate to get rid of them.

Throw the metal block up to the bottom of the magnet to get the 1-Up.

The boss here is a lizard controlling a crane with a spiked ball on it. The spiked ball will produce debris whenever it lowers and hits the ground. Grab the debris that is left behind and throw it at the lizard. You cannot hit the spiked ball or the chain it's connected to, or else the debris will bounce off of it. That, however, will be the least of your problems as your main problem will be the crane itself, as it moves around quite a bit and can even move so far to the left that the spiked ball will be at the left edge of the screen. Be careful whenever you stand between the ball and the crane, as you won't have much room to maneuver.

Control Room

Finally! We have all three keys! We can now access the control room and take on Fat Cat for the final confrontation!

Sunday, March 27, 2016

newfiebangaa plays Chip 'n Dale Rescue Rangers 2 - Part 2 of 4


I accidentally posted this link on r/SquaredCircle instead of something wrestling-related that I actually cared about when I worked on this entry. OH NO I'VE BEEN DISCOVERED


Ship

When you hide in the crates, you can also throw them while ducked down inside to hit low-lying enemies, such as the porcupines. You'll have to hit the porcupines in the back, as they'll knock the crates back if they catch sight of them.

The blue moths will fly down and then forward, sprinkling some sort of powder every so often that damages you to the touch. Thankfully, both the moth and its attack are easy to avoid.

The baseball can be used as a throwing weapon. While it doesn't work at all like the crates (you simply throw it straight up and slightly forward), it's useful against the moths and the monkeys in the buckets that move up and down and throw fish at you.

The boss here is a pirate weasel. He'll drink out of some black bottle and spit fireballs at you. As you fight him, the screen slowly buy constantly scrolls upwards. Whenever you see a crate, throw it at the guy. Believe it or not, the boss constantly jumps to a higher platform and never drops down, so use that to your advantage and hit him from below if you have to...just don't accidentally get autoscrolled out of the battle.

After you beat the boss and get through the bonus game, you'll find out that the Urn of the Pharaoh is missing, and the trail is cold. Zipper notices somebody creeping into a dockside warehouse (and if you notice the background while Zipper is talking, you'll notice it too). 

When Chip and Dale enter the dark warehouse, the door slams behind them and the lights turn on. Turns out this is a giant refrigerator, and Chip and Dale have been trapped inside. Fat Cat finally shows up, and gloats at them before leaving.

Refrigerator

The enemies here simply skate around and jump every so often. They're quick, but they're really not that much of a hassle to deal with.

You have exactly three minutes to make it to the end of this short level before you're frozen solid. Thankfully, that's more time than you need here, especially since the game was made for kids.

The fans blow you upwards, and the height you'll get off of them is higher than your jump.

You'll also want to watch out for the icicles, too. They form every so often on the bottoms of the pipe platforms, and they'll fall down after a few seconds.

Haunted House

After you get out of the giant fridge, you'll end up at an old house with Monterey Jack. As expected, Fat Cat has opened the Urn of the Pharaohs and let all the ghosts out.

The candles spin around before rushing towards you. Hiding in a crate against these things works best. They also take two hits to kill.

The ghost dogs slowly fly forwards, but if they spot you, they'll go in for the kill. Thankfully, a single crate will get rid of them. Sometimes they'll circle around, too.

Don't worry about the doorknobs banging on the doors near the end of the first section. They're just there for show, even though they actually make a banging noise. Nice work on the details there, Capcom.

In the second section, you'll be seeing the lights go and off. Thankfully, you'll still be able to see where you're going, but the paintings will change into something slightly more macabre (like that haunted house in Disney World) and cloud-like enemies will pop up where the heads on the portraits are and come at you. Thankfully, these clouds are easy to avoid.

The acorns are in the game, too, and they'll refill your health. Why I somehow failed to mention them, I don't know. You'll also see an entrance to an area where you'll hear the first level music again as Monty refills your health with cookies again. You'll start back to shortly before this door, and you'll have to go up from there.

The boss here is a mummified ghost. When the candles go out, he'll pop up and float to the other side. Avoid him as he makes his way over there, and grab one of the wrapped-up balls that he drops when he does. The candles will light up again, so take this opportunity to grab the ball and throw it at him when you see him when they go out again.

His next attack will be two sparks that come out of his hands. Stay at the very edge of the screen and jump over the sparks, and he won't be able to hit you when he stops right next to you. When he does this attack he won't drop a ball.

He has three attacks: a ball drop where he floats in a sine-wave pattern, a ball drop where he quickly floats to the other side, and the spark attack where he doesn't drop a ball.

Amusement Park

After you beat this level, you'll close the lid on the Urn of the Pharaohs and get rid of the ghosts. Unfortunately, Fat Cat will hole himself up in an amusement park. There, you'll have to take him on...but not before beating three levels. Each one contains a key to the control room, and you're going to need all three to get to him.

This is the only part of the game where you get a choice of where to go. The rest of the time, you're on rails. You have a choice between the Clock Tower, the Western World and the Future World.

Saturday, March 26, 2016

newfiebangaa plays Chip 'n Dale Rescue Rangers 2 - Part 1 of 4


Yay! A sequel! This is one of the rare Disney-Capcom games to get a direct sequel. It doesn't have all of the charm of the original, but the original gameplay premise is still there.

Once again, you get to choose between Chip and Dale, and once again there's no gameplay difference between the two.

Anyway, this time around, Fat Cat breaks out of jail after he was sent to jail following the events of the first game. (Never saw anything like that on the show!)

Meanwhile, Chip hears about a bomb threat in a restaurant on the television. How they have a television in their clubhouse, I have no idea. Chip and Dale are on the case! But after they leave, they miss the news bulletin that Fat Cat has escaped from prison.

That reminds me...why would the humans even care about Fat Cat or know that he would have the same intelligence and criminal ideations of a human being? It definitely wasn't clear to his owner in the pilot (who was seen only in the pilot), that's for sure.

Restaurant

Unlike the last game, where you didn't have to beat all the stages before going through the last three, you're mostly on rails the entire time. Also, you won't be able to throw crates diagonally, and the large items such as the apples are gone. While it makes the gameplay a little simpler, it was the little details that came with these things that cause the sequel to lose a bit of the charm that the original game really had going for it.

At least you get cutscenes between levels, like you saw at the beginning of the game. You got them last game, obviously, but these are a little better.

The flowers are replaced with the orange "R/R" Rescue Rangers logos, and they serve a bit of a different purpose this time: collect 50 in a level to get a continue.

Just so you remember, the health meter is now in the bottom corner rather than the top. I feel this should be mentioned since a good amount of games put the HUD on the top rather than the bottom. It's just a matter of aesthetics, but I think HUDs were placed on the top of the screen more often in NES games. Maybe it's just me?

The flies carrying the jars of honey will fly forward, stop to drop a gloop of honey down then fly around and stop again to attack once more. They're pretty easy, as is their pattern.

The rats that carry the forks around move back and forth and swing their forks like staves. If they hit a crate you throw at them while they're swinging, they'll send the crate back at you. You won't take damage if you get hit, but you are stunned for a few seconds.

In the second section, you won't have to deal with the bottomless floor that the first one did. You will, however, have to deal with rats carrying spoons. You'll have to hit them from below, as these guys have AI and will instantly batter up and smack your crate back at you if you throw one directly at it. When you hit them, they'll be stunned, leaving you free to perform a direct assault with another crate.

Some of the crates that you'll pick up in the game will make a harsher throwing sound when you toss them forward. You'll be able to tell them apart when they start flashing after you pick them up. These things can be pretty powerful and take down more than one enemy, so take advantage of them when you know where they're at. They'll go into a spiral pattern sometimes, too, so take advantage of that as well.

Some of the crates will have enemies in them. You'll be able to spot them by the brown outline of a box instead of a white one. From there, hit them with a crate or just jump over them when they start walking towards you when you're a short distance away.

The stars give you extra lives whenever you pick one up every single time. No need to go for 20 stars like last time; you'll just get the 1-up.

The box in the sink contains Zipper...and a gravy boat. Just stand on the gravy boat while Zipper turns on the water, and you'll be able to float to the top without taking unnecessary damage.

In the next room, Monty will throw you some cookies. If you're low on health prior to the boss, you'll be full now.

The boss here is Water Rabbit. You'll find out he set the time bomb to create a diversion...and it worked! Chip and Dale will finally find out from him that Fat Cat broke out of prison last night. Fatcat is hunting down a treasuere known as the Urn of the Pharoah, and he probably already has it now. When Chip and Dale ask where the bomb is, Water Rabbit tells them to find it themselves.

You'll then face Water Rabbit in a boss battle. The water flowing off the stacks of dishes wil push you towards the pit at the bottom. Wait for a crate to drop down from the top of the screen, then grab it and throw it at Water Rabbit. Watch out where he goes, since he shift between the three levels of platforms whenever he can, even though he doesn't move very fast. If a crate falls on Water Rabbit before it gets picked up, it will count as a hit. Don't let them fall on you, or you'll be stunned. Water Rabbit has a water squirt attack, but it doesn't go very far and is only of concern if you're at close-to-mid-range.

At the end of every level, the number of Rescue Rangers logos you've picked up will be tallied. For every fifty you have at the end of the level, you'll get a Rescue Rangers badge as well as an extra life. Collect enough badges to increase your health meter.

You'll also get a bonus game at the end of every level. You'll have ten seconds to grab a ball and try to get a prize. The gold star will bring you three extra lives and the silver star one extra life.

You'll cut the wire on the bomb after this. Cutting either wire will deactivate the bomb.

Sewers

The pink fish jump in and out of the poisonous sewer water below. They're pretty easy to avoid, but they can easily be taken out from a distance.

The bats will fly at you when you wake them up. Hiding in the crates by holding Down on the Control Pad works well against them. Some of them walk back and forth on the ground instead of hanging upside-down on the ceiling, and they'll come after you if you're close enough.

The slightly darker-hued crates contain snakes. Throw a crate at them to stun them, then throw them (hopefully into the nearest enemy).

The boss here is a vampire cat. Whenever he flies around, he'll blow you back. Jump over the rocks that come down and then towards you, and avoid him when he comes down on the way to the other side. If he simply flies down, get away. If he slides onto the floor near the other side, jump over him. When a rock is able to land on the floor, pick it up and throw it at him. Standing near the center as he flies helps with getting a rock on the floor, but if he skids into the rock, it will be knocked off and fall through the bottom of the screen. After a few hits, the vampire cat will go down.