Showing posts with label Summer Carnival '92. Show all posts
Showing posts with label Summer Carnival '92. Show all posts

Monday, September 30, 2013

The soundtrack of Summer Carnival '92: Recca

Here you go: a medley of all the tunes from the soundtrack as well as a few unused tunes that were also in the soundtrack's official release.

Also, the intro where the Sega logo shows up, explodes and is replaced with the Nintendo logo is in the game, but it was disabled prior to the game's release. It can be shown in-game with the help of a Game Genie code, which can be found here.

Sunday, September 29, 2013

Warblefly41 plays Summer Carnival '92: Recca - Part 14 of 14


Enjoy the ending, which you get after beating either quest. Nope, it doesn't change after the second one.

After "To Be Continued..." appears, reset the game to get the second quest.

Stinks there was never a sequel. Sadly, the battle at the end was not to be...



Warblefly41 plays Summer Carnival '92: Recca - Part 13 of 14


After all this, it's over. It's finally over.

Area 7

(continued)

 
The grey tadpole ships are a bit weird. When you destroy them, the tails remain. Yes, they will still damage you and stop your shots.

Be out of the way when they drop down after the screen goes black, indicating the final boss from the first quest, which you'll have to fight for the second and last time. Stay on the move, watch its pattern, avoid its firepower and fire the beam shields whenever necessary. You'll need them to get rid of the homing missiles, which can cause a lot of lost lives.

Saturday, September 28, 2013

Warblefly41 plays Summer Carnival '92: Recca - Part 12 of 14


It's time for the final battle!

Area 7


Just like Stage 2 from the first quest, you'll be going to the end while fighting a whole lot of ships, then slowly moving backwards while dealing wihth a smorgasbord of turrets that fire at you. You'll have to deal with the snakes again after some time.

Warblefly41 plays Summer Carnival '92: Recca - Part 11 of 14


The boss rush continues as we face the remainder of the regular bosses!

Area 6

(continued)


The seventh boss is the pink one with the turrets. Use the beam shield to take out all of the turrets as you aim for the center.

The eighth boss is the white one with the huge green lasers. Keep out of the path of the lasers, and hit the center directly with beam shield shots.

The ninth boss just fires a seven-way shot and a straight laser, as well as larger blue fireballs. Just stay to the side and hit the center with beam shield shots as soon as you can get nearby.

The tenth boss is the one with the four extendable turret arms. Avoid the lasers as you hit the center of the boss with beam shield shots.

Friday, September 27, 2013

Warblefly41 plays Summer Carnival '92: Recca - Part 10 of 14


We're getting close to the end, and what better thing to do than to see all the normal bosses again?

Area 6


You'll meet the first boss fairly quickly. It's the second boss from Stage 1. Just stay near the center so you don't have to deal with all the lasers and destroy the center with beam shield shots.

The second boss is the pink one that opens up and fires a whole bunch of lasers. Again. Just be careful as you shoot at it with beam shield shots.

The third boss is the mid-boss from Stage 1. Avoid the arms and their firepower as you hit the center with three beam shields.

The end boss from Area 4 is back. Again. You should know what to do here.

The fifth boss is the pink boss with the lasers. Stay out of the scope of the lasers as you avoid any and all other attacks, then move in for the kill and fire the beam shield at the center when the lasers stop firing.

The sixth boss is the teleporting boss. Again, you know what to do here.

Warblefly41 plays Summer Carnival '92: Recca - Part 9 of 14


Another area, another boss. Guess what? It's the teleporting boss.

Area 5


The first boss is the Stage 3 mid-boss. Just use the beam shield to protect yourself from the boss's firepower, then let loose when it shows its face.

After you beat the first boss, the swirly cloud in the background gently switches from one color on the color spectrum to the next.

The second boss is the teleporting boss from the boss rush. Avoid the fireballs it shoots as it teleports it, then let loose with a beam shield when it's finally solid. Be quick about it before it teleports back out again.

Thursday, September 26, 2013

Warblefly41 plays Summer Carnival '92: Recca - Part 8 of 14


This is where the second quest gets really nasty.

Area 4


It should be noted that you're going to be flying into a savage, unrelenting and unforgiving flurry of missiles.

The boss here is the Stage 2 boss from the first quest. Just stay near the bottom to avoid the lasers and hit the center with three beam shield shots.

Advertisements for Summer Carnival '92: Recca for 3DS


Here they are: ads for the downloadable 3DS version of the game.

Wednesday, September 25, 2013

Warblefly41 plays Summer Carnival '92: Recca - Part 7 of 14


This is the exact same as Stage 3 from the first quest, so...copy and paste time!

Area 3


For the first boss, charge up the beam shield and block all the boss's shots with it. When it stops firing, let it loose.

Three hits later, you'll fight another boss. Use the beam shield to take out all the turrets, then go straight for the center.

Warblefly41 plays Summer Carnival '92: Recca - Part 6 of 14


We continue on to Area 2, where the background and the music combined make this part of the game seem pretty trippy.

Area 2


Remember the boss from the boss rush at the end of the first quest that opens up before fighting all those lasers? Well, it appears again. You'll want to time it right so that you can fire the beam shield just as it opens up, so you can hit the center of it and avoid the lasers it fires off. Once you get the timing down, it won't take much to get the three shots off that you need.

Tuesday, September 24, 2013

Warblefly41 plays Summer Carnival '92: Recca - Part 5 of 14


You thought the game was hard enough with four levels? Wait until you see the game after you reset it.

Area 1


Wait, I thought we had "stages." Not in the second quest, you don't! You get seven "areas" instead to distinguish this from the first quest.

To get the second quest, just reset the game after the ending sequence when it says "To Be Continued..." When you return to the title screen, the logo will be silver instead of bronzish-orange. This indicates you've activated the second quest.

This area is quite longer than any of the four parts of the first quest...and it does not let up at all. You will be switching weapons on the fly to meet the situation when necessary as well as finding a lot of power-ups. You'll be getting a lot of points here if you manage to survive and destroy most of the enemies here, so whatever high score you may have from the first quest will be eclipsed within two areas. If you're looking for proof that this game takes the technology of the NES/Famicom to the limit, here it is. Not surprisingly, this is one shooter that really holds up and has stayed challenging after all these years.

The boss here is the pink ship that shoots four lasers, which was seen earlier in the boss rush. Aim beam shields at the center, and stay away from the boss until the lasers stop firing.

Warblefly41 plays Summer Carnival '92: Recca - Part 4 of 14


A boss rush mode? After four stages?!?

Stage 4


This is a boss rush stage, and it contains the bosses you've seen before as well as all the bosses you'll see in the second quest. Yes, there's a second quest.

The first boss is the end boss from Stage 1. Same strategies apply.

For the second boss, stay across from the very center, so the lasers will all miss you when it opens up. From there, fire away.

The third boss is the mid-level boss from Stage 1. Same strategies apply.

The fourth boss is the end boss from Stage 2. Same strategies apply.

Stay away from the fifth boss as it fires the four lasers, and hit the center with beam shield shots.

Hit the eye of the sixth boss before it teleports away, and avoid all the fireballs!

The seventh boss is the end boss from Stage 3. Same strategies apply.

Hit the center of the eighth boss with beam shield shots, and watch which parts of the boss fire lasers. If you need to, you can stand between lasers without getting destroyed.

The main thing to watch out for with the ninth boss besides the firepower is the blue fireballs that stay in place for a few seconds. You don't want to touch those. Just block the red bullets with the beam shield and fire away at the center.

The tenth boss is another spaceship with arms. Avoid the arms and the lasers, and block the rest of the firepower with the beam shields you're sending to...you guessed it...the center.

The eleventh and final boss, on the other hand, is nothing like the previous ten and is very, very speedy. Stay on the move, watch its pattern, avoid its firepower and fire the beam shields whenever necessary. You'll need them to get rid of the homing missiles, which can cause a lot of lost lives.

When you beat the first quest, you'll get the ending...but we won't see it yet. Next time: the second quest!

Monday, September 23, 2013

Warblefly41 plays Summer Carnival '92: Recca - Part 3 of 14


Well, that was quick.

Stage 3


For the first boss, charge up the beam shield and block all the boss's shots with it. When it stops firing, let it loose.

Three hits later, you'll fight another boss. Use the beam shield to take out all the turrets, then go straight for the center.

Warblefly41 plays Summer Carnival '92: Recca - Part 2 of 14



In this stage. we move back and forth...and back again.

Stage 2


This one is a strange ride both forwards and backwards. Once you reach the red worm, just keep firing at the head with beam shields and keep away from the worm as it quickly moves around. Once you defeat the red worm, you'll be moving backwards very quickly. You'll meet the blue worm when you return all the way to the start, and you can kill it off just like you did the red worm.

To defeat the boss, stay at the bottom of the screen to avoid the lasers, and hit the center of it with three beam shield shots.

Sunday, September 22, 2013

Warblefly41 plays Summer Carnival '92: Recca - Part 1 of 14


This Famicom-only shooter made its way to the Nintendo eShop recently, so why not?

Released back in 1992, this competition shooter took the technology of the Nintendo Famicom to its very limits in terms of graphics, music, challenge, gameplay and the number of on-screen sprites! The screen can get crowded pretty quickly.

Not a lot of copies of the game were sold, and the copies that do exist cost quite a pretty penny. As a result, the game is really hard to find. Thankfully, the game has been preserved by emulation and has been made more available by legal means on the Nintendo eShop.

It's kinda hard to write a walkthrough for this game, since this game relies a lot on reaction time. You have an in-game timer, and if you can't beat the game before the timer reaches 60 minutes, the game is over.

In the spirit of the PrinceWatercress Blog, where games are primarily shown off with a FAQ of stuff you need to know thrown in for good measure, we're still going to check this game out. This is one of the most challenging games on the system as well as a handful of games that shows what the system is capable of quite well.

Stage 1


As soon as you start the game, hold down the B button to charge up the Beam Shield. This can not only be used as a shield that protects you against frontal attacks, but it can also be let loose on waves of enemies and even bosses, creating a large explosion that destroys whatever flies into it! It's very useful.

Whatever you do, just keep on firing. NEVER. STOP. FIRING.

The jewels will increase the strength of your weapons. This will make the shots faster and larger, as well as more powerful.

The blue power-ups will change your primary weapon.

B: This shoots multiple shots forwards. It's a decent weapon when powered up, but you may end up finding the other primary weapons more versatile.

F: This shoots a three way shot that covers a lot of ground. It's still possible to miss some enemies with it though. If you power it up, you can also shoot at enemies that are directly behind you.

H: This is a homing shot. It works well, but the smaller enemies take priorities over the larger ones. This is bad news on the second quest, as there are more big enemies in that one.

L: This is a laser. When powered up, they can track, but only very minimally.

V: This is a spread shot. It's pretty good, and while powering it up doesn't make it look much more incredible, they help.

If you switch from one primary weapon to another, you won't have to worry about powering it back up. Your weapon power will stay the same, so if you accidentally pick up a different weapon, you won't be put in a position of helplessness.

The red power-ups will give you cannons that fire secondary weapons. You can get up to two cannons.

B: This will make the cannons fire diagonally backwards. If you've got a good forward-firing weapon, this helps.

C: The cannons will point opposite the direction you're moving. It's okay, but that means you may have to position yourself rather awkwardly to get rid of enemies with it sometimes if you absolutely have to.

F: The cannons will move forward diagonally. The power of this will probably be dwarfed by your primary weapon, though.
 
R: The cannons will rotate around the ship. If you can get two cannons for this, this is a good weapon.
 
S: The cannons will go directly for the enemies. If you have a weak primary weapon or if you like to shoot charged a lot, this can be useful.

It's kinda hard to mention the enemies in this game, since the game is very fast paced even at the beginning. Therefore, I'm focusing more on bosses for this one unless it's absolutely necessary to mention a specific normal enemy.

The first boss is a gold plane with four moving arms. Let loose with the charge shots, and avoid both the arms and any bullets that they shoot. After three charged shots to the body of the boss, you've beaten it.

When fighting bosses, always charge up the primary weapon. Always. You're fighting against the clock as well, and you'll want to save time wherever necessary to beat the game in less than sixty minutes.

Also, if somebody tried to make something on the NES/Famicom that sounded like Streets of Rage 2, the music in the game would be the end result.

For the second boss, you'll want to stay near the center of it and fire three charged shots at it. You'll want to be quick about it.