Showing posts with label Magical Taruruuto-Kun. Show all posts
Showing posts with label Magical Taruruuto-Kun. Show all posts

Tuesday, January 21, 2020

PrinceWatercress plays Magical Taruruuto-Kun - Longplay


Enjoy!

PrinceWatercress plays Magical Taruruuto-Kun - Part 2 of 2


Obviously, playing the last two stages in one video was a bad idea, since this video got far longer than I thought it would...but we got this game done nonetheless!

Stage 3


A magic charge in a backpack is available above the start of the level.

The stumps can be used as weapons, and the crazy tree arms work as platforms.

The purple dragons have both a high fireball and a low fireball; if they lean forward, they're going low. Thankfully, you can duck the high ones.

There is a door where you can meet a girl wearing white, pink and blue. She gives you a gameplay hint, then you'll leave. When you come back, all the power-ups re-spawn.

The bats move around in sine wave patterns. Be ready to duck if you think one is going to hit you.

The mini-boss is a vampire. Switch to Mimura's magic and use it when he sends a bunch of bats at you, and keep hitting him in the head in the meantime. He can also make apples drop down from the sky, so be careful.

After the vampire battle, you'll be in an auto-scrolling stage where you have to keep leaping to the left from cloud to cloud while avoiding monkeys and the apples that they throw as well as monkeys that hang from the ceiling and giraffes that pop out from the bottom. The ceiling monkeys can be knocked off with your wand, but you'll have to avoid everything else and deal with touchy jump controls that require you to simultaneously press the Control Pad direction and the jump button to get the best jumps. Also, if you go too far to the left or the right, you'll be pushed off the screen and you'll lose a life. The cliff edge signifies the end of this section; leap onto it and go right to get out of here.

After this, you'll be going up in a vertically scrolling section. New enemies include one-eyed red-and-purple aliens that shoot a short-range beam out of their eyes. You'll also have plenty of spikes to watch out for and a couple of rocks to throw at enemies.

You'll then be in a volcanic area. Fireballs come in and out of the lava, which can erupt upwards in plumes out of narrow passages. The hand enemies dive forward when you're close enough, and you'll want to jump up and hit them in the face. The rocks just bounce towards you and can also be attacked.

If you use a magic charge for invulnerability at the lava platforms part, you'll be able to cakewalk your way through it on the lava itself before the magic runs out. 

The little guys with the thunderbolts on their heads jump up and shoot out sparks in diagonal directions. Wait for them to land before attacking them. They always do two short hops and a long one, and on the long hop, they shoot out sparks.

At the slope section, keep an eye out for airborne enemies. Afterwards, you'll have to watch the sky for rock enemies.

You'll then be at a river. The fire-breathing turtles act as platforms, and thankfully, you don't get pushed into the water when they lean upwards to breathe fire, so you can take your time on them. Be ready to jump after running down the slope shortly after the beginning. Also, the signs can be used as weapons.

The boss here is some sort of demon. Stay in the middle and attack the ball, then send the ball into the boss' face. Keep standing in the middle. Duck under the high-range lasers while jumping under the mid-range lasers. The punch should not hit you. After six hits, you'll beat the boss, and you'll also learn a screen-clearing magic attack.

Stage 4


It's back in town for this area. Road barriers and street light posts can be used as weapons while you leap across cars and beat up green birds that drop fish skeletons. Interestingly, the two street light posts have the Sega and Japanese Mega Drive logos on them respectively. You'll also see signs bearing the Magical Taruruuto-Kun logo, too. Be ready to glide near the end of the first section.

You'll then be chased by that guy with the helicopter from Stage 1 again, and this time, it's an auto-scrolling section where you have to outrun the guy. Do not grab the backpacks; even though one has an extra life, it's not even worth it.

When you jump forward, you will get pushed back. If the platform you are currently on does not have a guardrail in the background, that means you'll need to glide. Thankfully, gliding lets you move a little further towards the right side of the screen, and you'll want to be just right of the center in order to survive this part. The second glide is the worst. Either you have to glide, come out of it early and jump to the next platform...or you can come to a complete stop, make a running jump off the edge, and hope you land it. If you land it, you'll complete this section. Of course, since the glide controls take a while to get used to, you'll be losing a few lives near the end just to complete this section.

You'll then head to a building after a text cutscene to rescue the girl we met in Stage 1. In the block maze, you can move through the big blocks with the squares with the four dots; the big blocks with the triangles are solid. (Watch out for spikes!)

The pot hides a button that will make a brick wall lean so you can continue.

In the section with the green background walls, the panels with the devil faces act as platforms if you hit them with your wand.

In the next section, you'll be on platforms that move across tracks. Be ready to stay in the center and duck part of the time while you're on them. Thankfully, this section is easy when you know when to duck.

In the next section, you can ride your way through with the wheels from a tank, or you can destroy the wheels and destroy everything with the cannon. If you use the cannon, glide to get past the spikes. Regardless of which path you pick at the start, you'll reach the pot every time, and if you go all the way to the left past the pot, you can refill your health completely.

After some more wall panel platforming, go right when you see the wooden guardrails. You'll be in a maze. Go all the way to the right and enter the door with Up, then jump to the left over the spiked shield guy and enter the door behind him. Enter the center door in the next room. From there, use your wand on the purple thing on the ground to make a purple statue rise on the ground. Jump onto its head, then jump to the door on the upper right and enter. Beat up the dragon and enter the door near him, then grab the pot, go further down and take care of the enemy there before zapping the head of the nearby purple statue and enter the door behind it.

After a chance to refill two hit points, you'll face the final boss. Stay on the left side and whack away at the statues on that side. The fireballs always go low, high, two from the right, then two from the left before repeating. After the statues are destroyed, you'll face the final boss.

Wait until he stops moving so he shoots his fireballs. The fireballs create two tiny blob creatures that hop towards you, and when you destroy them, the boss will drop down. Attack him before he attacks you. You'll have to hit him eight times, and you'll get used to his pattern, which he never deviates from. Also, try not to be distracted from the girl in a sheer, see-through pink blouse with visible bra and panties.

After you beat the boss here, you'll finish the game! You did it! Enjoy the credits, which contains music that I'm sure is reminiscent of "How Dare You" by Basia at the beginning.


Monday, January 20, 2020

PrinceWatercress plays Magical Taruruuto-Kun - Part 1 of 2


A Japan-only Mega Drive game based on an anime and manga? Well, now...

Stage 1


The Control Pad lets you move around and duck. A lets you cast magic, B lets you attack and C lets you jump. Holding C while in mid-air lets you glide forward, and if you let go during the glide and keep moving forward, you can go faster. You can change direction while jumping, but you don't go as far if you turn the other way. Your attack turns inanimate objects such as trash can, fire extinguishers, buckets and buckets into ammunition that you can throw at enemies, such as carts with cans on them as well as other enemies. You can also attack enemies directly with the wand itself.

The food that some enemies drop will replenish one of your hit points can give you points.

Press Up to enter doors.

The boss here is some guy riding a helicopter. Avoid the red-and-white flashing light that moves around Taruruuto-kun, as that is machine gun fire and it will hurt. After lasting long enough twice, you'll face your first boss. Jump over the soccer balls that are kicked straight forward, then hit the ones that bounce with the wand and send them at the boss' head. The boss doesn't go down until the nearby bin is out of soccer balls, and once you beat him, he begs for mercy before you go to the next stage.

You'll also get a new ability at the end of the stage: the ability to use magic by pressing A. This allows you to be temporarily invincible and go through enemies, but you only have a few charges.

Stage 2


There is a lot of platforming in this stage, and your jumping skills will definitely be put to the test here.

The cannon enemies are interesting. If you destroy the wheels, you can hit the cannon with the wand and use it as an auto-firing gun that can take down enemies. If you destroy the cannon, you can use the wheels as a means of transportation, especially over spikes.

Going down slopes makes you go faster. Use this to your advantage to make some long jumps.

The blue and gold backpack with the white star on it can be used as a weapon, but also hides a pentagram that gives you an extra magic charge. Other items can be hidden in them as well, such as the purple jar that refills all of your health.

The guy with the spiked shield in indestructible, but you can push him off-screen by using a cannon enemy against them.

The tiny Taruruuto-kun head is an extra life. You can also get extra lives every 50,000 points.

Spikes are not insta-kill. Keep that in mind.

The tiles with the faces can be turned into platforms you can use for a brief time when you use the wand on them.

After the part where you talk to the girl with the purple hair, use the glide to get past the spikes.

The red walls with the gray panels can be grabbed with the wand and thrown aside.

Buttons can be used to open up passages to other areas. Some of them open up faces that lead to the next section; others turn walls into slopes that turn back to their original form once you cross over.

The mini-boss here is some woman with purple hair who somersaults around. Stay under her and watch out for the three-way dart shot, and hit her with the two statues on both sides of the room, and hit her with the wand when she lands. The darts have more distance when she jumps back than when she jumps forwards.

After the mini-boss, you'll have to use the glide to slide through the narrow passages.

When landing on the blue-and-gold platforms, be sure you land dead center on them; otherwise, you may not land on them.

The boss here is some girl with red hair named Mimora. Avoid the white ball that bounces around the room as you walk up to her and hit her with the want. If she starts running in place, jump over her to ensure she doesn't run into you. She also knows you backwards and looping across the room at times - which you can't avoid - but at least it doesn't damage you if you stay on the ground.

After enough hits, you'll find out that you fought a clone of Mimora and the real one shows up to thank you. You'll gain the ability to summon Mimora and destroy all on-screen enemies as well as damage mini-bosses and bosses.