Showing posts with label Super Back to the Future Part II. Show all posts
Showing posts with label Super Back to the Future Part II. Show all posts

Sunday, July 28, 2019

PrinceWatercress plays Super Back to the Future Part II AGAIN - Part 6 of 6


Let's get the almanac and get out of here!


Round 6-1

Password: WINK

Love the music in here. It's really adrenalizing and it kinda puts the whole "race against time" message in perspective.

As soon as you start this stage, large brown balls (either giant oranges, meatballs or balls of manure...I can't tell) start falling from the sky. You'll be spin jumping your way through the stage for a bit while avoiding bikers and other enemies.

Once you see the ceiling, you'll be jumping from platform to platform while trying not to get hit by cannonballs from below.

After the two springs, you'll be dealing with balloons again, followed by more platform with a few rotten apples among them that repeatedly perform their little vanishing act. Cute.

After a rather short easy section, you'll see those giant brown balls again. You'll have to use those to spin jump your way forward, then you'll have to spin jump into some bikers, go down a long hill, then jump over (or defeat) some homeless guy throwing things into a flame barrel to summon fireballs.

Hey, guess what? You'll have to do that thing one last time.

Go all the way down and make your way to the right. You'll have to do the "spin jump off stuff to make your way up" trick to get past this part.

If you can somehow manage to pull that off, it's just a short run to the goal.

Round 6-2

Password: BIFF

This is just way too easy.

Just spin jump on Biff's head a couple of times. That's it. He'll give up the almanac after a few hits.

It's just you, him, a car with a tractor trailer and a truck in front of him shooting objects everywhere.

The only thing to be really careful about here is Biff getting up from the car seat and jumping out at you...even though you'll probably attack him so fast you won't give Biff a chance to breathe.

Once you beat him, you'll see Biff crash right into a manure truck. Then the credits roll.

Well, at least this was somewhat of an enjoyable game. It's not without its faults, but at least it's better than the stuff we got back in America from LJN...


PrinceWatercress plays Super Back to the Future Part II AGAIN - Part 5 of 6


Hey, I don't remember Marty ever having to traverse the sewers.


Round 5-1

Password: PINK

Welcome to 1955, and not some trashed-up alternate world.

There is a shield to your left at the start. If you have 60 coins, it'll be well worth taking the extra second to break it open.

There will be spikes moving up and down dead ahead. There are also kung fu fighters that jump up and try to hit you with their nunchaku on the way down when you get too close. Always defeat them with a spin jump.

Be careful in this section, as there are spikes moving around in a few points. Thankfully, they have a definite pattern. And don't go right hoping to find a shortcut, either, because you're just going to die.

Once you make it through that vertical section, you'll have to stand on a platform and dodge whatever spikes come your way while still keeping yourself on the platform by any means necessary. Thankfully, this part is far easier than the vertical section.

Go right after that long drop, and you'll have to take spring-loaded jumps over walls of spikes. If you're not sure how to time your jumps, don't move the D-Pad and just continue to jump on the spring.

You'll then reach a part where balloons fly around above a bunch of fans. This part is easy if you keep spinning while you're in the air.

After this, you'll see a bunch of springs and platform. Take the time to get some coins here if you can.

When you reach the pit, drop straight down and hug the wall. Don't want to run into any spikes, do you? When you reach the other end, you'll finally see a platform drop down. Take it and you'll take a ride right over the spikes...you won't even see them. Be sure to watch out for the red balloons that will try to mess this otherwise convenient ride up for you. After that, there's the goal! Congratulations, you just made it through one of the most frustrating levels in the game.

You'll then see a cutscene where George McFly slugs 1955 Biff in the stomach! He also has the almanac! Better go and find him!

Round 5-2

Password: EYES

We're in the sewers now? This is interesting. I don't remember this from the movie.

You'll see three spike walls that protrude in and out that you'll have to carefully move past before you finally start seeing enemies. After that, you'll have a few more to deal with. Just like the first set, take them slow.

You'll encounter a huge drop (in which you may have to watch out for spikes) before reaching the floor as well as a pit to go down if you want to continue. Take the time to use any springs you might find to get some coins.

The doors that are ahead spit out more of those karate guys. After this, you'll see those kids from Round 1-1 again. This time, you'll have to deal with them. Strangely, these kids drink soda out of a regular soda can, but when they toss it, the can inexplicably becomes as big as they are. Now that's weird.

Not long afterward, you'll enter an area that has no ceiling...and a lot of kid-sized soda cans falling from the sky. Once again, you'll have to spin jump off of these to move on.

After four karate kids and a couple of springs, it's more of those darned brown platforms, some of which vanish in and out...again.

Well, the good news is that once you get past this part, you're above ground again.

Just make your way to the top of the building and you'll be at the goal!

You'll find out that the book you were looking for is really a girly mag. Looks like the trail is cold...or is it?

Round 5-3

Password: ROCK

This stage goes a mile a minute when you know how to get through it. 

At the beginning of the stage is a 1-Up, which costs 100 coins. If you keep getting enough coins and dying, it's like infinite chances to beat Round 6-3. Yeah, I know, you have continues, but still...it's less annoying than watching that Game Over animation over and over again.

The only real thing I can say about this stage is to have patience with the spikes. Thankfully, this round is mercifully easier than the last two.

Once you finish this stage, 1955 George beats 1955 Biff up! Biff will drop the almanac, and you'll get it back.

Round 5-4

Password: ZERO

Instead of one or two guys, you've got three.

3-D glasses guy: This guy flies back and forth at the top of the room. Thankfully, you can easily get several spin jump on him in a row and he can easily be defeated.

Party guy: He's in the middle and he has two attacks - the stream of confetti and that 3-way attack with his party favors. He does the first attack more often when you're close to him, so use that to your advantage when you spin jump him to oblivion.

Wine bottle guy: He's at the bottom. Obviously, because of the platforms that follow you as you jump, he's the hardest. He shoots corks out of the wine bottle and also starts running faster for a second when you're nearby. The best way to take care of him is to get up close and jump and spin at the same time. That way, you'll crash into him without taking damage. (Hopefully.) Also, if you jump on this guy while he's running, you won't do damage, meaning that this guy is completely invulnerable when he is running.

When you've made it past this boss battle, Biff gets ticked off and knocks you down, taking the almanac back with him.

Saturday, July 27, 2019

PrinceWatercress plays Super Back to the Future Part II AGAIN - Part 4 of 6


Our bizarre adventure through alternate 1985 continues as we deal with street punks and find out what caused the major changes to the place we call home.

Round 4-1

Password: JACK

A lot of enemies are from Round 3-1. The first new one you'll see is pretty easy...some bald guy who looks like his head is on fire. Also worth noting is that the birds have been replaced with bats. Holy crap...welcome to alternate 1985!

The second one is a commando with a machine gun. The blast has some distance and is onscreen for a second before traveling forward, so spin jump on him earlier than usual when you see him. One of the platforms after your first encounter with that new enemy appears and disappears at random. Just letting you know. You can also destroy the machine gun fire, but you don't get any coins for it.

A little later, you'll have a choice. Either you can jump over the fence and avoid the harder low road, or you can go down there anyway and get a bunch of coins and face a bunch of bikers. Be sure to spin jump when you go downwards if you take the low road.

If you take the high road, you'll deal with four platforms that vanish in and out for the first spike pit and a moving platform for the second. There's two extra hit points before the spikes and an extra hit point after the second spike pit if you need it.

Near the end, you'll meet a bald guy with a shotgun. Turns out, this is alternate 1985 Mr. Strickland, who ends up being an angry old man with the shotgun who happens to be the street punks' worst nightmare in the apocalyptic Hell Valley in the movie...and almost blows Marty's head off upon seeing him. Once you reach the goal, you'll find out that in this altered timeline, Marty's father George was murdered on March 15, 1973. You'll then meet Doc Brown again. He'll tell you what the almanac has done to the present day, and that getting the almanac back and destroying it will make everything right again.

Round 4-2

Password: QEEN

Go right to hit the switch, then go back to the left and jump on the platform then jump to the ledge you couldn't reach at first.

A short while later, you'll have to deal with a spike pit with individual spikes moving up and down above it that will block your progress between the platforms. In the first half of this part, the platforms vanish in and out.

Drop down instead of leaping off the top of the hill after this, and hit the switch to move the spikes. You'll then see more fans followed by what look like falling mushrooms. You'll have to spin jump from platform to platform to keep from being hit by these things, but hey...it makes getting through this part a little more exciting and a bit faster.

After a while, you'll have to do this again...this time, there will be some machine gun commandos on some of the platforms. You'll have springs instead of fans bouncing you up, but thankfully this part is a little easier.

Oh, and that machine gun sound playing for is a game glitch. Guess I did something involving one of the machine gun guys...

Round 4-3

Password: KING

Jack, Queen, King. Get it?

Looks like you're en route to where Biff Tannen lives. 

There's a new commando here - one with a knife. He's pretty lame and his attack has no distance. You can defeat him rather easily.

There are multiple paths to take as soon as you take that first spring up. Some lead to dead ends, but some of these dead ends also have power-ups in them. Scout around if you need something.

There's an invincibility power-up not far from the start. Hit the vending machine and go nuts for a minute! Pick up speed and get through as much of the level as you can with it! Nothing can stop you! (Okay, I'm probably going overboard now...)

The wooden doors spit out commandos when they open, so don't hang out around them for long.

A short while later, there'll be a big room with two spikes moving around and a bunch of fans on the floor! Once again, be careful as you move all the way to the right to continue on.

You'll then meet Biff Tannen, who has a gun pointed straight after you. He is now a rich man, and he reveals that an old man gave him an almanac in 1955. He also reveals that he killed your father in this alternate timeline (even though his killer was never found) and that he's about to kill you!

Round 4-4

Password: BEAR

You'll fight Biff Tannen this time. 

The switches in this room cause electricity to flow from the wires in the foreground. Don't touch the voltage. The two top switches are almost useless unless you get lucky, but if you can reach the two at the bottom, you can shock him if he gets too close to the sides.

If the voltage touches Biff Tannen, it'll cause a load of damage and make this battle a lot easier.

This is pretty straightforward. Just spin jump on the top of his head. He'll go down after a few hits. He'll shoot his gun every once in a while, so be careful if you're going for the bottom switches.

Don't stand next to him unless you want to get his with a billy club and knocked back into the upper level. Speaking of the upper level, it is possible for Biff to jump up and grab the bar at the top of the screen. If he does that, he'll then shoot at you from above for a little while before dropping back down.

After this, Doc Brown comes in with the DeLorean and tells you that you'll have to return to 1955 to retrieve the almanac, also taking care not to mess anything up from the first trip back.

Friday, July 26, 2019

PrinceWatercress plays Super Back to the Future Part II AGAIN - Part 3 of 6


Once you get past Round 3-1, you're going to see some serious fried chicken.

Round 3-1

Password: IRON

When this game hits Round 3-1, you're gonna see some serious fried chicken.

Looks like you're in the wrong side of town...bikers and gangsters are everywhere...how are you going to survive?

The bikers are really weird. As soon as you're in the vicinity, they roll around in what looks like a drunken stupor. Your best bet is to spin jump on or over them, to keep from taking an unnecessary hit.

Not long after the start, you'll see these bikers somersaulting down to the ground. You'll have to spin jump and work your way up with the floating platforms. Spin jump whenever bad guys are near you, so you don't take any unnecessary damage.

You'll take a platform across some spikes, then shortly afterwards you'll see a blue car with some guys in it, and one of them has a shotgun. Destroying him lets out another guy, which lets out yet another guy who throws things  when you defeat him. Don't touch the car at all; even if there's nobody in it, you'll still take a hit from touching it. (Geez, why can't the car just disappear?)

After you drop down the next chasm, you'll deal with guys on motorcycles, which will come fast and go back and forth in a specific area. If you can defeat them all, great. If not, just spin jump over them all and get away as quickly as possible

You'll then have the choice between the high road and the low road. The low road is full of ceilings lined with spikes, and a platform that lowers you and make it nearly impossible to get around if you're not fast enough to get past them. When you find a break in the spikes, spin jump. A biker is about to come your way.

If you go all the way down after this part, you'll find 30 coins, which can prove useful if you're not doing so hot. Take the platform, then after this last group of bikers is the goal.

The cutscene you see afterwards shows Marty in from of Biff Tannen's Pleasure Paradise (I still have to laugh at "PALADISE"). You also see the Biff Tannen Museum (or Biff Tunn Museum). What happened that caused Biff Tannen to be so awesome?

Round 3-2

Password: BUST

This is the weirdest hotel I've ever seen. There are female guards with tasers and statues of Biff Tannen that bounce up and down. 

Anyway, avoid the big black balls. Those things and indestructible. Hit the switches on the bookcase to get rid of the walls of spikes. Also, the soldiers' guns here can shoot farther and faster, and some of them can send shock waves through the ground with their tasers, so be careful. To get through the field of bombs, spin jump through the bombs to blow them up without doing any harm to yourself.

You have to land dead center on the white platforms...or else you'll fall through the sides. And if you're not careful, you could fall all the way back to the beginning of the level!

Round 3-3

Password: WOLF

This boss is pretty simple. Just spin jump on the blocks to break them, and move to one of the sides when you bounce off them. The iron balls that fall from out of the pipes should hit him. Be sure to jump on him as well; this does more damage than the balls.

The blocks will come back one at a time from hooks that hang from the ceiling, so keep on breakin'!

Every once in a while, he'll turn around and fire three musical notes. You can get rid of any of them with a simple spin jump.

If for some reason you end up at the bottom, head back up by climbing into the opening to one of the pipes on the sides. Don't forget, you can also spin jump off the guy's head and score a free hit whenever possible. You're better off doing this whenever you can, since it deals more damage than the balls alone.

Round 3-4

Password: BLUE

Oh, jeez, I hate this level. Dying here = massive frustration, because of all the puzzling traps involved.

You'll be reaching higher heights with the fans on the floor. The first one is easy. The second one is not.

You'll have to time your movements, including when you float upwards with help from the fans, to avoid the spikes which move back and forth. You'll have to get some speed and time it right.

The third one is even slightly more of a pain, since there are three iron balls moving around at the top. Once again, get some speed and plan accordingly. These things do have a pattern, you know. And if you can stay away from the second one and under the third one, that's great...since you're kinda expected to do that. If you get hit, just brute-force your way through it.

You'll go up three platforms. After that, go left and you'll find an extra hit point and a shield. Hope you have 120 coins. Go right, and you'll not only find 30 coins if you go after the guard, but you'll also have to anticipate the movements of two walls of spikes when you drop down. Thankfully, they move vertically, and you can find even more coins in this area.

After the next two springs, go left, jumping the pits as you go (unless you want some more secrets...or an giant iron ball to the face...by jumping onto the moving ledges) and wait. These spikes have a new trick: appearing and disappearing randomly. If you have three hits, hitting one, catching a lot of speed and going through it as fast as you can is feasible; otherwise; let go of the run button and move carefully.

The iron balls after this are easy. After that, you have the goal.

Round 3-5

Password: LION

Why is this the only "related" password for the Round 3 bosses? Hmmmm...

Anyway, these two bosses are easy. The little guy with the tambourines is pretty easy, and he shoots an angled shot forwards and upwards. Thankfully, he falls easily after you spin jump on his head a couple of times.

The big gut with the hammer is a little harder. Spin jump on him as well, but avoid that hammer!

Also, don't let these two guys touch each other! The little guy will get on top of the big guy and throw four shots at various angles! 

After you defeat them, you meet your mom, who is now...big. Then you'll go back to Hill Valley to look for Doc Brown...only to find that the world has changed...big time!

PrinceWatercress plays Super Back to the Future Part II AGAIN - Part 2 of 6


Well, now that we're taking over for our future son, let's take care of Griff Tannen once and for all!

Round 2-1

Password: HEAD

Love the music in this one.

Anyway, it looks like you're in the 2015 version of the Downtown area, according to the background. I guess.

This is where you'll see the spikes for the first time. Sometimes they'll move around, sometimes they'll be in a line keeping you from entering an area, sometimes they guard something until you hit a switch or perform a certain action such as defeat an enemy (you'll see a bit of that last one here). Regardless, they're really small, they're cheap half the time and they're really obnoxious. So be on your guard.

If you're fast enough after triggering the switch that moves the wall of spikes upward, you can spin jump high enough to defeat the first goon in an instant.

The wall behind him can be climbed on. Just keep jumping towards it and you'll climb up to the top of the wall. You may have to jump off the floating robot to reach the top here, as it's harder to jump to the very top of the wall at times until you get used to it. Be careful not to take damage when you reach the end of the climbable wall.

The flying cars act as platforms. You may experience some slowdown here (hey, the game isn't perfect, but it's still pretty good), but that's about all you'll have to deal with. You'll have to jump over the spikes after they are to the left of the path forward after the cars.

Jump down the pit, and you'll fight the blond girl with the ponytails. Keep spinning while you jump, and you'll keep bouncing on her and spinning until you land on her when she's on the ground. (She stands there for about two seconds before continuing her attack.) Once you defeat her, you'll be able to jump on some platforms and continue on.

The guys on the hoverboards will only come down if you run over the switch that lets them down. Taking it slow here helps.

The third goon does nothing but shoot sonic waves out of his guitar. After that long drop, speed up and take a huge spin jump. You'll come down right on the guy's head and knock him out.

After that, you'll be able to jump onto a platform, jump over the dead end and head to the exit!

Round 2-2

Password: FROG

It's Griff again. This time, you'll have to press the two switches at the center of the screen, timing it so that when the big geyser of water comes out, Griff is in the center of the screen. This will send him flying into the roof of the mansion in the background. After doing this about five or six times, he's done.

He'll stop in one of the corners and throw those baseball bats at you again. If you stay under him, you won't have to worry about that.

If you can somehow sneak up behind him and do a spin jump on him when he lowers himself to flatten you with his hoverboard (which he does every so often), you'll land a free hit. You can also hit him while he's flying around, assuming you're fast enough and you can jump up to him in time. Using this tactic in combination with the fountain can help you beat Griff in record time.

You'll then get a cutscene. Old Man Biff Tannen will climb into the DeLorean and travel into time...but why?

Thursday, July 25, 2019

PrinceWatercress plays Super Back to the Future Part II AGAIN - Part 1 of 6


It's time to replay this game, and now the commentary is a little bit better. Enjoy!

Anyway, "Lesson" starts you at 0-1, while "Start" takes you to 1-1.

I've mentioned before that this Japan-only game controls like Sonic to some degree...but it's kinda evil. You'll need to collect coins to get power-ups from the vending machines, and the learning curve is a bit high. But it's still better than the LJN games, I'll tell you that.

Anyway, in the tutorial level, you start out automatically with the hoverboard in 1985...as well as Marty Jr.'s clothes. (Why? I don't know. The Japanese are weird like that, I guess.) Like in Sonic, it takes a while to get going, but once you do...oh, how fast you go!

Make it a habit to keep on spinning while you're in mid-air. It'll be a habit that will save your life and keep you from experiencing unnecessary deaths. At least you have unlimited continues...but still, I'm gonna put it out there. Doing that helps. A lot.

Round 0-1

Password: BACK

This level is pretty straightforward. Grab as many coins as you can as you make your way through the level. Don't forget: when you finish a level, you get 100 coins just for making it to the exit!

To break boxes, just run through them. Sometimes you'll find coins in them, sometimes you won't.

To activate switches, just run through them as well.

To activate a power-up, just run through the vending machine. If you have enough coins, you'll exchange those for the power-up.

At the end of this level, you'll get a cutscene where you meet your girlfriend Jennifer, and Doc Brown takes you to the year 2015. You'll also see a short cinematic that takes place with a Mode 7 DeLorean, as well.

Round 1-1

Password: OPEN

To defeat enemies, jump on top them while spinning, just like in the Sonic games. Once again, if you're not, you'll take damage. And with three hits, there are opportunities where if you're not careful, you'll die...and die...and die.

Whenever you defeat an enemy, you'll get one coin. The more you defeat, the more help you'll have at getting power-ups out of the vending machines.

Enemies you'll meet include the police assistant robots (complete with the red "OK!" sign) and purple droids that slowly move back and forth. You'll also have cops who will try to shoot at you.

If you replenish health while at full health with this, the game will reward you with an extra life. This can come in really handy later in the game.

The police officers' bullets can be destroyed with a spin jump. They don't give you coins, though.

Get used to seeing areas where you're climbing through vertical areas with platforms you can jump through at the end to reach the next "floor" (as well as the enemies in them) in the levels that take place outside. This won't be the last time you'll see a building like this. It's easy here, but later on...

To jump on the springs, you don't necessarily have to jump on them. Instead, you can run over them and they'll take you pretty high.

You'll see some kids throwing those soda cans later in the game. Right now, don't worry about defeating them. Just run right past them and you'll do just fine.

Round 1-2

Password: BOSS

Here's your first meeting with Griff Tannen. The buttons at the lower corners will hit him with the flat-screen TVs (ah, the rounded screens!), but they only work once. You'll have to spin jump on top of him when he's not spinning those baseball bats around.

He'll hit the ground with the bats and cause things to fall down, but that attack is easy to avoid.

After you defeat him (which doesn't take very long), you'll see a cutscene where he sends three of his goons after you. You'll have to fight them in the next stage.

Wednesday, August 28, 2013

PrinceWatercress plays Super Back to the Future II - Part 8 of 8


Let's get the almanac and get out of here!

Round 6-1

Password: WINK

Love the music in here. It's really adrenalizing and it kinda puts the whole "race against time" message in perspective.

As soon as you start this stage, large brown balls (either giant oranges, meatballs or balls of manure...I can't tell) start falling from the sky. You'll be spin jumping your way through the stage for a bit while avoiding bikers and other enemies.

Once you see the ceiling, you'll be jumping from platform to platform while trying not to get hit by cannonballs from below.

After the two springs, you'll be dealing with balloons again, followed by more platform with a few rotten apples among them that repeatedly perform their little vanishing act. Cute.

After a rather short easy section, you'll see those giant brown balls again. You'll have to use those to spin jump your way forward, then you'll have to spin jump into some bikers, go down a long hill, then jump over (or defeat) some homeless guy throwing things into a flame barrel to summon fireballs.

Hey, guess what? You'll have to do that thing one last time.

Go all the way down and make your way to the right. You'll have to do the "spin jump off stuff to make your way up" trick to get past this part.

If you can somehow manage to pull that off, it's just a short run to the goal.

Round 6-2

Password: BIFF

This is just way too easy.

Just spin jump on Biff's head a couple of times. That's it. He'll give up the almanac after a few hits.

It's just you, him, a car with a tractor trailor and a truck in front of him shooting objects everywhere.

The only thing to be really careful about here is Biff getting up from the car seat and jumping out at you...even though you'll probably attack him so fast you won't give Biff a chance to breathe.

Once you beat him, you'll see Biff crash right into a manure truck. Then the credits roll. What? No one last scene where you meet Jennifer and Doc before heading back to 1985?

Well, at least this was somewhat of an enjoyable game. It's not without its faults, but at least it's better than the stuff we got back in America from LJN...

PrinceWatercress plays Super Back to the Future II - Part 7 of 8


We're finally at the home stretch of the game! Yay!

Round 5-3

Password: ROCK

This stage goes a mile a minute when you know how to get through it.

At the beginning of the stage is a 1-Up, which costs 100 coins. If you keep getting enough coins and dying, it's like infinite chances to beat Round 6-3. Yeah, I know, you have continues, but still...it's less annoying than watching that Game Over animation over and over again.

The only real thing I can say about this stage is to have patience with the spikes. Thankfully, this round is mercifully easier than the last two.

Once you finish this stage, 1955 George beats 1955 Biff up! Biff will drop the almanac, and you'll get it back.

Round 5-4

Password: ZERO

Instead of one or two guys, you've got three.

3-D glasses guy: This guy flies back and forth at the top of the room. Thankfully, you can easily get several spin jump on him in a row and he can easily be defeated.

Party guy: He's in the middle and he has two attacks - the stream of confetti and that 3-way attack with his party favors. He does the first attack more often when you're close to him, so use that to your advantage when you spin jump him to oblivion.

Wine bottle guy: He's at the bottom. Obviously, because of the platforms that follow you as you jump, he's the hardest. He shoots corks out of the wine bottle and also starts running faster for a second when you're nearby. The best way to take care of him is to get up close and jump and spin at the same time. That way, you'll crash into him without taking damage. (Hopefully.)

When you've made it past this boss battle, Biff gets ticked off and knocks you down, taking the almanac back with him.

Tuesday, August 27, 2013

PrinceWatercress plays Super Back to the Future II - Part 6 of 8


Hey, I don't remember Marty ever having to traverse the sewers.

Round 5-1

Password: PINK

Welcome to 1955, and not some trashed-up alternate world.

There is a shield to your left at the start. If you have 60 coins, it'll be well worth taking the extra second to break it open.

There will be spikes moving up and down dead ahead. There are also kung fu fighters that jump up and try to hit you with their nunchaku on the way down when you get too close. Always defeat them with a spin jump.

Be careful in this section, as there are spikes moving around in a few points. Thankfully, they have a definite pattern. And don't go right hoping to find a shortcut, either, because you're just going to die.

Once you make it through that vertical section, you'll have to stand on a platform and dodge whatever spikes come your way while still keeping yourself on the platform by any means necessary. Thankfully, this part is far easier than the vertical section.

Go right after that long drop, and you'll have to take spring-loaded jumps over walls of spikes. If you're not sure how to time your jumps, don't move the D-Pad and just continue to jump on the spring.

You'll then reach a part where balloons fly around above a bunch of fans. This part is easy if you keep spinning while you're in the air.

After this, you'll see a bunch of springs and platform. Take the time to get some coins here if you can.

When you reach the pit, drop straight down and hug the wall. Don't want to run into any spikes, do you? When you reach the other end, you'll finally see a platform drop down. Take it and you'll take a ride right over the spikes...you won't even see them. Be sure to watch out for the red balloons that will try to mess this otherwise convenient ride up for you. After that, there's the goal! Congratulations, you just made it through one of the most frustrating levels in the game.

You'll then see a cutscene where George McFly slugs 1955 Biff in the stomach! He also has the almanac! Better go and find him!

Round 5-2

Password: EYES

We're in the sewers now? This is interesting. I don't remember this from the movie.

You'll see three spike walls that protrude in and out that you'll have to carefully move past before you finally start seeing enemies. After that, you'll have a few more to deal with. Just like the first set, take them slow.

You'll encounter a huge drop (in which you may have to watch out for spikes) before reaching the floor as well as a pit to go down if you want to continue. Take the time to use any springs you might find to get some coins.

The doors that are ahead spit out more of those karate guys. After this, you'll see those kids from Round 1-1 again. This time, you'll have to deal with them. Strangely, these kids drink soda out of a regular soda can, but when they toss it, the can inexplicably becomes as big as they are. Now that's weird.

Not long afterward, you'll enter an area that has no ceiling...and a lot of kid-sized soda cans falling from the sky. Once again, you'll have to spin jump off of these to move on.

After four karate kids and a couple of springs, it's more of those darned brown platforms, some of which vanish in and out...again.

Well, the good news is that once you get past this part, you're above ground again.

Just make your way to the top of the building and you'll be at the goal!

You'll find out that the book you were looking for is really a girly mag. Looks like the trail is cold...or is it?

PrinceWatercress plays Super Back to the Future II - Part 5 of 8


We find Biff Tannen...and discover that there's a way to prevent this dystopia from existing!

Round 4-2

Password: QEEN

Go right to hit the switch, then go back to the left and jump on the platform then jump to the ledge you couldn't reach at first.

A short while later, you'll have to deal with a spike pit with individual spikes moving up and down above it that will block your progress between the platforms. In the first half of this part, the platforms vanish in and out.

Drop down instead of leaping off the top of the hill after this, and hit the switch to move the spikes. You'll then see more fans followed by what look like falling mushrooms. You'll have to spin jump from platform to platform to keep from being hit by these things, but hey...it makes getting through this part a little more exciting and a bit faster.

After a while, you'll have to do this again...this time, there will be some machine gun commandos on some of the platforms. You'll have springs instead of fans bouncing you up, but thankfully this part is a little easier.

Round 4-3

Password: KING

Jack, Queen, King. Get it?

Looks like you're in some sort of supply shed or enemy hideout or something. I can't tell.

There's a new commando here - one with a knife. He's pretty lame and his attack has no distance. You can defeat him rather easily.

There are multiple paths to take as soon as you take that first spring up. Some lead to dead ends, but some of these dead ends also have power-ups in them. Scout around if you need something.

There's an invincibility power-up not far from the start. Hit the vending machine and go nuts for a minute! Pick up speed and get through as much of the level as you can with it! Nothing can stop you! (Okay, I'm probably going overboard now...)

The wooden doors spit out commandos when they open, so don't hang out around them for long.

A short while later, there'll be a big room with two spikes moving around and a bunch of fans on the floor! Once again, be careful as you move all the way to the right to continue on.

You'll then meet Biff Tannen, who has a gun pointed straight after you. He is now a rich man, and he reveals that an old man gave him an almanac in 1955. He also reveals that he killed your father in this alternate timeline (even though his killer was never found) and that he's about to kill you!

Round 4-4

Password: BEAR

You'll fight Biff Tannen this time.

The switches in this room cause electricity to flow from the wires in the foreground. Don't touch the voltage. The two top switches are almost useless unless you get lucky, but if you can reach the two at the bottom, you can shock him if he gets too close to the sides.

If the voltage touches Biff Tannen, it'll cause a load of damage and make this battle a lot easier.

This is pretty straightforward. Just spin jump on the top of his head. He'll go down after a few hits. He'll shoot his gun every once in a while, so be careful if you're going for the bottom switches.

Don't stand next to him unless you want to get his with a billy club and knocked back into the upper level.

After this, Doc Brown comes in with the DeLorean and that you'll have to return to 1955 to retrieve the almanac, also taking care not to mess anything up from the first trip back.

Monday, August 26, 2013

PrinceWatercress plays Super Back to the Future II - Part 4 of 8


I cover more ground in this entry than probably all the others, so you're going to get quite a lot out of this one.

Round 3-3

Password: WOLF

This boss is pretty simple. Just spin jump on the blocks to break them, and move to one of the sides when you bounce off them. The iron balls that fall from out of the pipes should hit him.

The blocks will come back one at a time from hooks that hang from the ceiling, so keep on breakin'!

Every once in a while, he'll turn around and fire three musical notes. You can get rid of any of them with a simple spin jump.

If for some reason you end up at the bottom, head back up by climbing into the opening to one of the pipes on the sides. Don't forget, you can also spin jump off the guy's head and score a free hit whenever possible. You're better off doing this whenever you can, since it deals more damage than the balls alone.

Round 3-4

Password: BLUE

Oh, jeez, I hate this level. Dying here = massive frustration, because of all the puzzling traps involved.

You'll be reaching higher heights with the fans on the floor. The first one is easy. The second one is not.

You'll have to time your movements, including when you float upwards with help from the fans, to avoid the spikes which move back and forth. You'll have to get some speed and time it right.

The third one is even slightly more of a pain, since there are three iron balls moving around at the top. Once again, get some speed and plan accordingly. These things do have a pattern, you know. And if you can stay away from the second one and under the third one, that's great...since you're kinda expected to do that.

You'll go up three platforms. After that, go left and you'll find an extra hit point and a shield. Hope you have 120 coins. Go right, and you'll not only find 30 coins if you go after the guard, but you'll also have to anticipate the movements of two walls of spikes when you drop down. Thankfully, they move vertically, and you can find even more coins in this area.

After the next two springs, go left, jumping the pits as you go (unless you want some more secrets...or an giant iron ball to the face...by jumping onto the moving ledges) and wait. These spikes have a new trick: appearing and disappearing randomly. If you have three hits, hitting one, catching a lot of speed and going through it as fast as you can is feasible.

The iron balls after this are easy. After that, you have the goal.

Round 3-5

Password: LION

Why is this the only "related" password for the Round 3 bosses? Hmmmm...

Anyway, these two bosses are easy. The little guy with the tambourines is pretty easy, and he shoots an angled shot forwards and upwards. Thankfully, he falls easily after you spin jump on his head a couple of times.

The big gut with the hammer is a little harder. Spin jump on him as well, but avoid that hammer!

Also, don't let these two guys touch each other! The little guy will get on top of the big guy and throw four shots at various angles!

After you defeat them, you meet the future version of Jennifer (who is your wife in this time period). Then you go back to Hill Valley...only to find that the world has changed...big time!

Round 4-1

Password: JACK

A lot of enemies are from Round 3-1. The first new one you'll see is pretty easy...some bald guy who looks like his head is on fire. Also worth noting is that the birds have been replaced with bats. Holy crap...welcome to alternate 1985!

The second one is a commando with a machine gun. The blast has some distance and is onscreen for a second before traveling forward, so spin jump on him earlier than usual when you see him. One of the platforms after your first encounter with that new enemy appears and disappears at random. Just letting you know.

A little later, you'll have a choice. Either you can jump over the fence and avoid the harder low road, or you can go down there anyway and get a bunch of coins and face a bunch of bikers. Be sure to spin jump when you go downwards if you take the low road.

If you take the high road, you'll deal with four platforms that vanish in and out for the first spike pit and a moving platform for the second. There's two extra hit points before the spikes and an extra hit point after the second spike pit if you need it.

Near the end, you'll meet a bald guy with a shotgun. Turns out, this is alternate 1985 Mr. Strickland, who ends up being an angry old man with the shotgun who happens to be the street punks' worst nightmare in the apocalyptic Hell Valley...and almost blows Marty's head off. Once you reach the goal, you'll find out that in this altered timeline, Marty's father George was murdered on March 15, 1973. You'll then meet Doc Brown again. He'll tell you what the almanac has done to the present day, and that getting the almanac back and destroying it will make everything right again.

Sunday, August 25, 2013

PrinceWatercress plays Super Back to the Future II - Part 3 of 8


Once you get past Round 3-1, you're going to see some serious fried chicken.

Round 3-1

Password: IRON

When this game hits Round 3-1, you're gonna see some serious fried chicken.

Looks like you're in the wrong side of town...bikers and gangsters are everywhere...how are you going to survive?

The bikers are really weird. As soon as you're in the vicinity, they roll around in what looks like a drunken stupor. Your best bet is to spin jump on or over them, to keep from taking an unnecessary hit.

Not long after the start, you'll see these bikers somersaulting down to the ground. You'll have to spin jump and work your way up with the floating platforms. Spin jump whenever bad guys are near you, so you don't take any unnecessary damage.

You'll take a platform across some spikes, then shortly afterwards you'll see a blue car with some guy in it. Destroying him lets out another guy, which lets out yet another guy when you defeat him. Don't touch the car at all; even if there's nobody in it, you'll still take a hit from touching it. (Geez, why can't the car just disappear?)

After you drop down the next chasm, you'll deal with guys on motorcycles, which will come fast and go back and forth in a specific area. If you can defeat them all, great. If not, just spin jump over them all and get away as quickly as possible

You'll then have the choice between the high road and the low road. The low road is full of ceilings lined with spikes, and a platform that lowers you and make it nearly impossible to get around if you're not fast enough to get past them. When you find a break in the spikes, spin jump. A biker is about to come your way.

If you go all the way down after this part, you'll find 30 coins, which can prove useful if you're not doing so hot. Take the platform, then after this last group of bikers is the goal.

The cutscene you see afterwards shows Marty in from of Biff Tannen's Pleasure Paradise (I still have to laugh at "PALADISE"). You also see the Biff Tannen Museum (or Biff Tunn Museum). What happened that caused Biff Tannen to be so awesome?

Round 3-2

Password: BUST

This is the weirdest hotel I've ever seen.

Anyway, avoid the big black balls. Those things and indestructible. Hit the switches on the bookcase to get rid of the walls of spikes. Also, the soldiers' guns here can shoot farther and faster, and some of them can send shock waves through the ground with their tasers, so be careful. To get through the field of bombs, spin jump through the bombs to blow them up without doing any harm to yourself.

You have to land dead center on the white platforms...or else you'll fall through the sides. And if you're not careful, you could fall all the way back to the beginning of the level!

PrinceWatercress plays Super Back to the Future II - Part 2 of 8


Well, now that we're taking over for our future son, let's take care of Griff Tannen once and for all!

Round 2-1

Password: HEAD

Love the music in this one.

Anyway, it looks like you're in the 2015 version of the Downtown area, according to the background. I guess.

This is where you'll see the spikes for the first time. Sometimes they'll move around, sometimes they'll be in a line keeping you from entering an area, sometimes they guard something until you hit a switch or perform a certain action such as defeat an enemy (you'll see a bit of that last one here). Regardless, they're really small, they're cheap half the time and they're really obnoxious. So be on your guard.

If you're fast enough after triggering the switch that moves the wall of spikes upward, you can spin jump high enough to defeat the first goon in an instant.

The wall behind him can be climbed on. Just keep jumping towards it and you'll climb up to the top of the wall. You may have to jump off the floating robot to reach the top here, as it's harder to jump to the very top of the wall at times until you get used to it. Be careful not to take damage when you reach the end of the climbable wall.

The flying cars act as platforms. You may experience some slowdown here (hey, the game isn't perfect, but it's still pretty good), but that's about all you'll have to deal with. You'll have to jump over the spikes after they are to the left of the path forward after the cars.

Jump down the pit, and you'll fight the blond girl with the ponytails. Keep spinning while you jump, and you'll keep bouncing on her and spinning until you land on her when she's on the ground. (She stands there for about two seconds before continuing her attack.) Once you defeat her, you'll be able to jump on some platforms and continue on.

The guys on the hoverboards will only come down if you run over the switch that lets them down. Taking it slow here helps.

The third goon does nothing but shoot sonic waves out of his guitar. After that long drop, speed up and take a huge spin jump. You'll come down right on the guy's head and knock him out.

After that, you'll be able to jump onto a platform, jump over the dead end and head to the exit!

Round 2-2

Password: FROG

It's Griff again. This time, you'll have to press the two switches at the center of the screen, timing it so that when the big geyser of water comes out, Griff is in the center of the screen. This will send him flying into the roof of the mansion in the background. After doing this about five or six times, he's done.

He'll stop in one of the corners and throw those baseball bats at you again. If you stay under him, you won't have to worry about that.

If you can somehow sneak up behind him and do a spin jump on him when he lowers himself to flatten you with his hoverboard (which he does every so often), you'll land a free hit. You can also hit him while he's flying around, assuming you're fast enough and you can jump up to him in time. Using this tactic in combination with the fountain can help you beat Griff in record time.

You'll then get a cutscene. Old Man Biff Tannen will climb into the DeLorean and travel into time...but why?

Saturday, August 24, 2013

PrinceWatercress plays Super Back to the Future II - Part 1 of 8


I'm playing the game this time!
Anyway, "Lesson" starts you at 0-1, while "Start" takes you to 1-1.

I kinda mentioned in the link that this Japan-only game controls like Sonic to some degree...but it's kinda evil. You'll need to collect coins to get power-ups from the vending machines, and the learning curve is a bit high. But it's still better than the LJN games, I'll tell you that.

Anyway, in the tutorial level, you start out automatically with the hoverboard in 1985...as well as Marty Jr.'s clothes. (Why? I don't know. The Japanese are weird like that, I guess.) Like in Sonic, it takes a while to get going, but once you do...oh, how fast you go!

Make it a habit to keep on spinning while you're in mid-air. It'll be a habit that will save your life and keep you from experiencing unnecessary deaths. At least you have unlimited continues...but still, I'm gonna put it out there. Doing that helps. A lot.

Round 0-1

Password: BACK
This level is pretty straightforward. Grab as many coins as you can as you make your way through the level. Don't forget: when you finish a level, you get 100 coins just for making it to the exit!

To break boxes, just run through them. Sometimes you'll find coins in them, sometimes you won't.

To activate switches, just run through them as well.

To activate a power-up, just run through the vending machine. If you have enough coins, you'll exchange those for the power-up.

At the end of this level, you'll get a cutscene where you meet your girlfriend Jennifer, and Doc Brown takes you to the year 2015. You'll also see a short cinematic that takes place with a Mode 7 DeLorean, as well.

Round 1-1

Password: OPEN

To defeat enemies, jump on top them while spinning, just like in Sonic. Granted, you'll have to press a button repeatedly to do it (I think you do), but other than that it's just like in the Sonic games. Once again, if you're not, you'll take damage. And with three hits, there are opportunities where if you're not careful, you'll die...and die...and die.

Whenever you defeat an enemy, you'll get one coin. The more you defeat, the more help you'll have at getting power-ups out of the vending machines.

If you replenish health while at full health with this, the game will reward you with an extra life. This can come in really handy later in the game.

The police officers' bullets can be destroyed with a spin jump. They don't give you coins, though.

Get used to seeing areas where you're climbing through vertical areas with platforms you can jump through at the end to reach the next "floor" (as well as the enemies in them) in the levels that take place outside. This won't be the last time you'll see a building like this. It's easy here, but later on...

To jump on the springs, you don't necessarily have to jump on them. Instead, you can run over them and they'll take you pretty high.

You'll see some kids throwing those soda cans later in the game. Right now, don't worry about defeating them. Just run right past them and you'll do just fine.

Round 1-2

Password: BOSS

Here's your first meeting with Griff Tannen. The buttons at the lower corners will hit him with the flat-screen TVs (ah, the rounded screens!), but they only work once. You'll have to spin jump on top of him when he's not spinning those baseball bats around.

He'll hit the ground with the bats and cause things to fall down, but that attack is easy to avoid.

After you defeat him (which doesn't take very long), you'll see a cutscene where he sends three of his goons after you. You'll have to fight them in the next stage.

Friday, November 30, 2012

The Super Back to the Future II Epilogue - Happy Family II

1.21 JIGGAWATTS!

See where my "fanaticism" with this game all began...


1. Opening Theme

2. Boss Theme
 
3. Round 2-1

4. Round 3-1
5. Round 4-1
6. Round 4-2

7. Round 4-3

8. Round 5-1

9. Round 5-3
10. Round 6-1

Amazingly, there isn't a video for Round 3-4...

Thursday, November 29, 2012

ultimachocobo86 plays Super Back to the Fut - Oh, Fuck It. Here's A Long Play.

Well, since he gave up, let's just do this and consider the game beaten.


Round 5-2

Password: EYES



We're in the sewers now? This is interesting.

You'll see three spike walls that protrude in and out that you'll have to carefully move past before you finally start seeing enemies. After that, you'll have a few more to deal with. Just like the first set, take them slow.

You'll encounter a huge drop (in which you may have to watch out for spikes) before reaching the floor as well as a pit to go down if you want to continue. Take the time to use any springs you might find to get some coins.

The doors that are ahead spit out more of those karate guys. After this, you'll see those kids from Round 1-1 again. This time, you'll have to deal with them. Strangely, these kids drink soda out of a regular soda can, but when they toss it, the can inexplicably becomes as big as they are. Now that's weird.

Not long afterward, you'll enter an area that has no ceiling...and a lot of kid-sized soda cans falling from the sky. Once again, you'll have to spin jump off of these to move on.

After four karate kids and a couple of springs, it's more of those darned brown platforms, some of which vanish in and out...again.

Well, the good news is that once you get past this part, you're above ground again.

Just make your way to the top of the building and you'll be at the goal!

You'll find out that the book you were looking for is really a girly mag. Looks like the trail is cold...or is it?

Round 5-3

Password: ROCK


This stage goes a mile a minute when you know how to get through it.

At the beginning of the stage is a 1-Up, which costs 100 coins. If you keep getting enough coins and dying, it's like infinite chances to beat Round 6-3. Yeah, I know, you have continues, but still...it's less annoying than watching that Game Over animation over and over again.

The only real thing I can say about this stage is to have patience with the spikes. Thankfully, this round is mercifully easier than the last two.

Once you finish this stage, 1955 George beats 1955 Biff up! Biff will drop the almanac, and you'll get it back.

Round 5-4

Password: ZERO


Instead of one or two guys, you've got three.

3-D glasses guy: This guy flies back and forth at the top of the room. Thankfully, you can easily get several spin jump on him in a row and he can easily be defeated.

Party guy: He's in the middle and he has two attacks - the stream of confetti and that 3-way attack with his party favors. He does the first attack more often when you're close to him, so use that to your advantage when you spin jump him to oblivion.

Wine bottle guy: He's at the bottom. Obviously, because of the platforms that follow you as you jump, he's the hardest. He shoots corks out of the wine bottle and also starts running faster for a second when you're nearby. The best way to take care of him is to get up close and jump and spin at the same time. That way, you'll crash into him without taking damage.

When you've made it past this boss battle, Biff gets ticked off and knocks you down, taking the almanac back with him.

Round 6-1

Password: WINK


Love the music in here. It's really adrenalizing and it kinda puts the whole "race against time" message in perspective.

As soon as you start this stage, large brown balls (either giant oranges, meatballs or balls of manure...I can't tell) start falling from the sky. You'll be spin jumping your way through the stage for a bit while avoiding bikers and other enemies.

Once you see the ceiling, you'll be jumping from platform to platform while trying not to get hit by cannonballs from below.

After the two springs, you'll be dealing with balloons again, followed by more platform with a few rotten apples among them that repeatedly perform their little vanishing act. Cute.

After a rather short easy section, you'll see those giant brown balls again. You'll have to use those to spin jump your way forward, then you'll have to spin jump into some bikers, go down a long hill, then jump over (or defeat) some homeless guy throwing things into a flame barrel to summon fireballs.

Hey, guess what? You'll have to do [b]that[/b] thing one last time.

Go all the way down and make your way to the right. You'll have to do the "spin jump off stuff to make your way up" trick to get past this part.

If you can somehow manage to pull that off, it's just a short run to the goal.

Round 6-2

Password: BIFF


This is just way too easy.

Just spin jump on Biff's head a couple of times. That's it. He'll give up the almanac after a few hits. It's just you, him, a car with a tractor trailor and a truck in front of him shooting objects everywhere. The only thing to be really careful about here is Biff getting up from the car seat and jumping out at you...even though ultima attacks him so fast he doesn't give Biff a chance to breathe.

Once you beat him, you'll see Biff crash right into a manure truck. Then the credits roll. What? No one last scene where you meet Jennifer and Doc before heading back to 1985?

Well, at least this was somewhat of an enjoyable game. It's not without its faults, but at least it's better than the stuff we got back in America from LJN...


ultimachocobo86 plays Super Back to the Future II - Part 4

...and this is where ultima finally puts the controller down and says "Screw it."

Well, at least I have a good idea as to why we didn't get this game in the States...simple stuff is just so damn hard! Even a slight amount of speed can lead to a big tragedy, and flying all the way to the right after a hill sometimes really works against you since the game gets spike-happy in the second half of the game. You're basically forced to slow down, as the game is like the classic Sonic games...if movement was made more cumbersome.

- PrinceWatercress, 11/29/2012

Round 4-3

Password: KING

 

Jack, Queen, King. Get it?

Looks like you're in some sort of supply shed or enemy hideout or something. I can't tell.

There's a new commando here - one with a knife. He's pretty lame and his attack has no distance. You can defeat him rather easily.

There's an invincibility power-up not far from the start. Hit the vending machine and go nuts for a minute! Pick up speed and get through as much of the level as you can with it! Nothing can stop you! (Okay, I'm probably going overboard now...)

The wooden doors spit out commandos when they open, so don't hang out around them for long.

A short while later, there'll be a big room with two spikes moving around and a bunch of fans on the floor! Once again, be careful as you move all the way to the right to continue on.

You'll then meet Biff Tannen, who has a gun pointed straight after you. He is now a rich man, and he reveals that an old man gave him an almanac in 1955. He also reveals that he killed your father in this alternate timeline (even though his killer was never found) and that he's about to kill you!

Round 4-4

Password: BEAR


You'll fight Biff Tannen this time.

The switches in this room cause electricity to flow from the wires in the foreground. Don't touch the voltage. The two top switches are almost useless unless you get lucky, but if you can reach the two at the bottom, you can shock him if he gets too close to the sides.

This is pretty straightforward. Just spin jump on the top of his head. He'll go down after a few hits. He'll shoot his gun every once in a while, so be careful if you're going for the bottom switches.

Don't stand next to him unless you want to get his with a billy club.

After this, Doc Brown comes in with the DeLorean and that you'll have to return to 1955 to retrieve the almanac, also taking care not to mess anything up from the first trip back.

Round 5-1

Password: PINK

 

Welcome to 1955, and not some trashed-up alternate world.

There is a shield to your left at the start. If you have 60 coins, it'll be well worth taking the extra second to break it open.

There will be spikes moving up and down dead ahead. There are also kung fu fighters that jump up and try to hit you with their nunchaku on the way down when you get too close. Always defeat them with a spin jump.

Be careful in this section, as there are spikes moving around in a few points. Thankfully, they have a definite pattern. And don't go right hoping to find a shortcut, either, because you're just going to die.

Once you make it through that vertical section, you'll have to stand on a platform and dodge whatever spikes come your way while still keeping yourself on the platform by any means necessary. Thankfully, this part is far easier than the vertical section.

Go right after that long drop, and you'll have to take spring-loaded jumps over walls of spikes. If you're not sure how to time your jumps, don't move the D-Pad and just continue to jump on the spring.

You'll then reach a part where balloons fly around above a bunch of fans. This part is easy if you keep spinning while you're in the air.

After this, you'll see a bunch of springs and platform. Take the time to get some coins here if you can.

When you reach the pit, drop straight down and hug the wall. Don't want to run into any spikes, do you? When you reach the other end, you'll finally see a platform drop down. Take it and you'll take a ride right over the spikes...you won't even see them. After that, there's the goal! Congratulations, you just made it through one of the most frustrating levels in the game.

You'll then see a cutscene where George McFly slugs 1955 Biff in the stomach! He also has the book! Better go and find him!

Wednesday, November 28, 2012

ultimachocobo86 plays Super Back to the Future II - Part 3

Died in March 1973...what...?

Oh, lord. This is where the game really kicks your ass.

Here, we have new tactics from the Round 3-5 Boss, a repeat of the jump that requires speed at the beginning of Round 4-2. At this point, ultima just got frustrated with the game.

- PrinceWatercress, 11/28/2012

Round 3-5

Password: LION


Why is this the only "related" password for the Round 3 bosses? Hmmmm...

Anyway, these two bosses are easy. The little guy with the tambourines is pretty easy, and he shoots an angled shot forwards and upwards. Thankfully, he falls easily after you spin jump on his head a couple of times.

The big gut with the hammer is a little harder. Spin jump on him as well, but avoid that hammer!

Also, don't let these two guys touch each other! The little guy will get on top of the big guy and throw four shots at various angles!

After you defeat them, you meet the future version of Jennifer (who is your wife in this time period). Then you go back to Hill Valley...only to find that the world has changed...big time!

Round 4-1

Password: JACK

A lot of enemies are from Round 3-1. The first new one you'll see is pretty easy...some bald guy who looks like his head is on fire. Also worth noting is that the birds have been replaced with bats. Holy crap...welcome to alternate 1985!

The second one is a commando with a machine gun. The blast has some distance and is onscreen for a second before traveling forward, so spin jump on him earlier than usual when you see him. One of the platforms after your first encounter with that new enemy appears and disappears at random. Just letting you know.

A little later, you'll have a choice. Either you can jump over the fence and avoid the harder low road, or you can go down there anyway and get a bunch of coins and face a bunch of bikers. Be sure to spin jump when you go downwards if you take the low road.

If you take the high road, you'll deal with four platforms that vanish in and out for the first spike pit and a moving platform for the second. There's two extra hit points before the spikes and an extra hit point after the second spike pit if you need it.

Once you reach the goal, you'll find out that in this altered timeline, Marty's father George was murdered on March 15, 1973. You'll then meet Doc Brown again.

Round 4-2

Password: QEEN


Go right to hit the switch, then go back to the left and jump on the platform then jump to the ledge you couldn't reach at first.

A short while later, you'll have to deal with a spike pit with individual spikes moving up and down above it that will block your progress between the platforms. In the first half of this part, the platforms vanish in and out.

Drop down instead of leaping off the top of the hill after this, and hit the switch to move the spikes. You'll then see more fans followed by what look like falling mushrooms. You'll have to spin jump from platform to platform to keep from being hit by these things, but hey...it makes getting through this part a little more exciting and a bit faster.

After a while, you'll have to do this again...this time, there will be some machine gun commandos on some of the platforms. You'll have springs instead of fans bouncing you up, but thankfully this part is a little easier.