There's not a lot of music here, but it's not too bad.
Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Showing posts with label The Addams Family. Show all posts
Showing posts with label The Addams Family. Show all posts
Tuesday, September 19, 2017
Monday, September 18, 2017
skorch82 plays The Addams Family for Super Nintendo (5-year Anniversary Special) - Part 5 of 5
There's only one thing left to do: it's time to face The Judge!
The Music Room
When you enter the door at the center of the Hall of Stairs, you'll come to the Music Room. Now that everyone is here (except for Morticia), Lurch will be able to play the music correctly and the wall blocking the next door will no longer be in your way.
The Chain Room
The moving backgrounds and foregrounds are a nice touch. Strangely, even when the camera doesn't move, the chains in the foreground still move with you.
This area is a maze, and it can be pretty easy to get lost due to the foreground chains moving around and being a slight distraction.
Climb up the rope and go right. Enter the door. From there, climb up and go right. At the hint box, hit the switch to the right and climb down. Climb down, then go right and pass the door. Climb up again. The door you really want to enter is at the top.
Amazing Chains
Be careful as you make your way towards the narrow gap that leads down shortly after the start. When you stand on the last brick, it will drop down, so quickly jump to the right! Keep going right and enter the door at the end.
The Piranha Tank
This is a pretty simple area. Just go all the way to the left and swim up. If you fall in certain areas, you'll be dumped back here.
The door here leads back to the chain room.
The Chain Room
We're back at the start. We must have taken a wrong turn, then.
Still, we've covered the Piranha Tank as well as what happens when you take a wrong path.
Go back to Amazing Chains.
Amazing Chains
Instead of taking the door at the lower-right corner of this section, go up from that door instead. There's another door.
To get rid of the wall that blocks your path, you'll have to head left in that area where you're jumping from rope to rope while avoiding the floor and ceiling spikes. Make sure it's "On" and not "Off." If it's blank, you're doing it right.
Be careful as you make your way to the door, as the floor sinks a little at the edge of the platform where the door is. Jump over the gap there. Also, a bunch of the bricks on the small platform will fall down when you stand on them. Luckily, it's just the long bricks.
Hall of Chains
Take the door to the left. Your jumping and chain-grabbing skills will be put to the test here.
Turn Back
Screw this, go back through the door.
Hall of Chains
Sorry about that, folks. Let's go to the door on the right this time. Be careful when making it over the pit near the end. If you have to, use the spikes to keep yourself from falling into The Piranha Tank.
The Steps Down
Self-explanatory. Just go down the steps and go into the pit.
Chain of Coins
If you can time it right, you can get all of the Money as you drop down. Take the door on the left.
Last Refill
Four hearts and a bunch of Money. Why not?
You'll have to hit the invisible blocks below the Money in order to reveal them. For the rest, you'll have to step on them. There's one on the lower-right corner of the room as well as below all of the hearts.
To get the hearts, you'll have to jump on the right-most invisible block below the money and jump straight up to reveal yet another block.
Leaving and taking the door to the right leads you to...
The Caves
Quite a few new enemies here: boulders that roll back and forth, beakless birds, brown dragonflies that fly in a diamond-shaped pattern and green dragonflies that fly back and forth. You also have bouncing balls, too.
The cannons from the Crypt area also make a return appearance here. You'll be using them and the cannonballs they shoot before you know it.
You'll be able to get to the next section if you can get to the end without dying.
Down Deeper
Some of the green dragonflies will start flying up and down at this point.
There is Money in the water under the door, if you need it.
The Catacombs
If you can use the dragonfly to get up to the door shortly after the start, do it. You might take a hit from the spiked pendulum swinging around, but it's worth it.
Rolling Stones
More Money! Just watch out for the boulder.
The Catacombs
If you used the dragonfly to skip up to Rolling Stones, you'll be able to avoid the pendulums and enemies below. Totally awesome!
The rest of the stage has you avoiding more pendulums and spinning axe blades.
The Mine Shaft
There is a switch underneath the platform. "0" is off, while "1" is on. Hit it so it says 1 and you'll be able to continue on.
When you find the brick above the pit that drops that drops when you stand on it, hold Left as you drop down.
The Big Cavern
This one is a bit long and also introduces the craters that shoot four rocks out at pretty long distances. Thankfully, there's only one here. The stage is mostly - you guessed - avoiding spike pits and spinning axe blades.
The Volcanoes
There are more volcanic craters here, and this section is easier than the last one as a whole.
To The River
You'll be using the cannonballs from the cannons to get past some of the longer spike pits, when necessary. You'll also need them to get the four hearts that you can refill your health with near the end.
The Gondola
Here, you can either swim or ride the gondola. Both routes have their fair share of enemies, but the gondola is easier.
Addams' Vault
Looks like the safe is already open. Go in.
The Treasury
When you enter the safe, this is the first area you enter.
There are no enemies here, so just get all the money and enter the door at the end.
The Nasty Judge
This will jump around and send a rain of gavels down from the sky whenever he stomps the floor. Stay on the extreme edges of the judge's podium. That way, if he either stops on the top of his podium, or jumps straight down and back up, you won't be hit by either the gavels or the judge's elbow, respectively.
When he leaps to the side, you'll want to avoid the gavels as well as jump on the judge's head before he gets back to the top of his podium.
When you beat the Judge, you'll regain the Addams Family fortune, Morticia will be saved and Fester will be a part of the family again! You've won!
skorch82 plays The Addams Family for Super Nintendo (5-year Anniversary Special) - Part 4 of 5
We've got Fester rescued! Now all who's left is Gomez's wife Morticia...
Portrait Gallery
There are a few new enemies here, such as miniature white teddy bears that pop out of the mouths of the polar bear rugs, monkeys, ants on unicycles and miniature ostrich riders with lances that seem like they come from some weird, UK-ish 90s version of Joust.
Midway through, you'll see a doorway in the wall. If you go into this one, you'll enter...
The Dark Room
You won't be able to see the floor here, but if you go to the right, that won't be much of an issue. You'll soon reach...
The Armoury
You'll meet a couple of new enemies here: knights that throw their swords if they see you, green ants on unicyles and pendulums that swing a full 360 degrees.
You'll soon see a lone platform as well as a wall. Get on the platform and jump straight up and the center to activate a switch that you'll barely be able to see.
At the end, you'll see a nook in the corner where you can activate another switch. This lets you climb up to the exit.
Hall of Clocks
When you see the spike pit shortly after the beginning, hit the switch to activate the platforms that will help you get across. There will be two more that you will have to hit after this.
You'll see two clock pendulums swinging around. When you do, jump on the head of the first bearskin rug and jump straight up. You'll reveal a block that will help you reach the switch above. This lets you clear the nearby spike pit.
The Weaponry
The guillotines make a return appearance.
At the first spike pit, hit the switch at the left end, then jump up to the block platforms. On the second platform, hit the switch as you make your way to the third one. Jump off the ghost and you should be able to make it. Hit the switch you see when you make it to the other side.
The pink blocks are the spring block. Just keep going and don't hold B on the second set of them.
Fly, Fly, Fly
When you find the fez, hit the switch above the center of the bridge it's under. Go back to the exit from The Weaponry and quickly fly up to enter...
The Closet
There is a heart, a pair of training shoes, a 1-up and and an invincibility shield. Quickly return to Fly, Fly, Fly.
Fly, Fly, Fly
Get the fez again, and this time get it as fast as you can. The longer you can fly with total invulnerability, the more of this stage you can easily burn through.
Lower Gallery
Jump to the left from the head of the first bearskin rug to reach the switch. This allows you to clear the wall. If you bounce off the miniature teddy bear to clear the wall instead of using the switch, you'll be able to get the 1-up you see soon afterward.
The second bearskin rug does not spit out any miniature bears. If you walk into the mouth, you'll enter...
The Bear's Mouth
This hidden compartment contains a heart, three 1-ups and a gold ball for projectile warfare and the inevitable needed free hit.
You'll find a door at the end of the Lower Gallery which leads to...
The Library
Jump onto the message block and make a beeline for the upper-left corner. You'll enter...
The Top Shelf
Here, have a bunch of Money.
The Library
You'll see a bunch of new enemies here: bookworms, erasers that run back and forth, bouncing clowns that follow you throughout the level unless you kill them.
Midway through the level, you'll find a gold shield which will make this section slightly less annoying.
Some of the book spines that you'll see are strangely funny. The final one here says "End," but that's not the last of the book spine humor.
The Reading Room
Shortly after the beginning, you'll see some spines that read "Up, up and away" from left to right. Nearby is the fez. Fly back to the left and you'll find a door. Enter.
A Secret Panel
Here you'll find Money, four hearts and a 1-up. Nice.
The Reading Room
As you continue, you'll find the golf ball. You'll also see book spines that read "Sdrawkcab" ("Backwards") as well as "Be Psycho" and (from left ro right) "Be serious, be happy, be you." The one at the end says "Phew."
The Big Books
Shortly after the beginning is a book spine saying "Drop In." Stand on the top and press Down. You'll be able to take...
A Better Read
Want more Money, two hearts and a 1-Up? You got it!
The Big Books
Another book says "Necron." The Necronomicon?
There's a door at the end that leads to...
The Train Room
Oh, Gomez. Always playing with your trains.
Stand on the smokestack to get the train rolling. You're going to be ducking and jumping over quite a lot of spikes. Stay on the smokestack, as this is the only way to dodge some of them.
You'll find three hearts at the end. Take them, because once you go through the door here you'll take on the witch.
The Witch
Fester will be running back and forth, and you can jump on his bald, shiny head to attack the witch when she dives down. She shoots projectiles downward as she attacks, but that's pretty much all she does.
When you beat the witch, Fester will get his memories back...but you must find Gomez's wife, Morticia!
BLS6W
To the right will be...
Fester's Prize
There are three 1-ups here. You'll need them en route to the final battle.
The door leads back to the Hall of Stairs.
Sunday, September 17, 2017
Joueur du Grenier - Addams Family Games
It's been a while since I had Joueur du Grenier on the blog, and it's safe to say that while he is like the AVGN in some ways, it does feel a little bit different and the subjects that he covers is even more eclectic.
With that in mind, here is his take on three other Addams Family games, because finding videos for these intermissions and epilogues can be slim pickings at times.
skorch82 plays The Addams Family for Super Nintendo (5-year Anniversary Special) - Part 3 of 5
It's time to work our way through more of the house and rescue Granny and Pugsley!
When you make it back to the Hall of Stairs, enter the door at the very top.
The Games Room
There are quite a few new hazards here: guillotines, an egg-shaped creature that spits axes as if they were boomerangs, pig-faced pendulums, a cannon, and axe blades that spin around from a fixed point and can seemingly show up out of nowhere if you're not careful.
When you reach the door at the end, stand on top of the door, center yourself and press Up. Hidden room time!
The Toy Box
Go up to the door on the right and jump on top of it, then jump left. You now have access to the blackened area surrounding the room, which gives you a ton of hidden points, two hearts and a 1-up. To leave this area, get underneath the door to the right and jump straight up. Use said door to exit this area.
The Rack
The floor panels with the arrow pointing up are springboards. Holding the B button before you land will let you bounce higher, but watch out for the pendulums!
The bomb is just like the exploding tomato plants from the Conservatory area.
Once again, if you center yourself on the top of the door to the next section, you'll find another hidden area.
Rack Them Up
Just some Money that can be picked thanks to invisible blocks you can reveal by jumping into them from below. Still worth it, though.
Leaving this area takes you back from where you entered, so just take the normal exit.
The Toy Tower
This simple room has you timing your movements right to avoid being hit by any of the spinning axe plades. It's easy when you know how.
The Playroom
This one has more of the traps and hazards that you've seen in The Rack. Not much else to say here.
Once again, there's another hidden area above the exit.
The Money Box
It's pretty easy to get all the Money when you leap off the edge of the platforms, but to get the 1-Up, you'll have to leap onto the top of the exit, leap to the left and then move left from there.
Leaving this area takes you back to the exit, so exit to the next section.
Wacky Scientist
The boss here is a giant head that moves up and down. Five spinning axes blades surround it in a semi-circle. You'll have to avoid the axe blades as they spread forward when the boss stops moving, and you'll have to time it so that you can jump on the boss's head whenever there's a part that the spinning axe blades aren't protecting.
When you beat this guy, you'll rescue Pugsley.
BZZ61
Before you go, step on the pipe that Pugsley was standing on and hit Down on the Control Pad. You'll enter Pugsley's Pipe.
Pugsley's Pipe
Follow the Money as best you can as you drop down. When you reach the end, you'll be brought back to the boss room, so go ahead and exit.
You'll be back in the Hall of Stairs.
Addams Residence
Go to the left, climb up the hangman's noose and grab the fez. You can then fly up to the top of the house and go into each of the chimneys. They both lead to the same area and just give you a bit of Money, though.
Hall of Stairs
Head back into the mansion and enter The Kitchen. This time around, go right.
Granny's Stove
The stove can be turned off if you can find the switch.
There are blue teapots here. They're a tad faster than the red ones. There are also chefs with meat cleavers in both hands.
If you can reach the upper-right corner, you'll find a secret room.
Now That's Tasty
This contains a bunch of Money and a walking goldfish bowl to beat up. Not much else.
When you drop down and leave, you'll be able to reach the 1-up next to the stove.
Granny's Stove
The switch to turn the stove off is in the upper-left corner of the room. Speaking of which, there's another hidden room in the wall over there.
The Cookie Jar
More Money...YAY!
Granny's Stove
Hit the switch again to turn off the stove, as the switches reset when you enter another section. The blocks surrounding the pipe at the bottom of the stove area is gone. Jump onto the pipe and press Down.
The Furnace
You'll want to avoid the flame jets as well as all the enemies here. If you jump on them, you'll just take more damage. The flame jets will always come out of pipes with tapered ends on them, so don't expect flame jets to just pop up from out of nowhere.
When you reach the set of four switches, hit the second one.
The Grill
You'll see jumping fireballs as well as some sunstars that will move around switches and other important things.
Some of the fireballs jump back and forth on the floor, while others stick to either the floor or the ceiling and zip back and forth every couple of seconds and are very hard to dodge. You'll be seeing quite a bit of the latter variation.
Hit the switch between the two jumping fireballs that switch between the floor and ceiling to keep a wall from blocking your path. Ditto with the switch surrounded by the first set of sunstars that fly around in a circular pattern.
The Hob
Platforms and fireballs make a very dangerous combination, as you're about to see here.
Go down and hit the switch, then avoid the flaming men and get on top of one of the blocks at the sides. Get on the platform, minding the fireballs.
From there, make your way up an avoid the two fireballs. Get on the platform that is moving back and forth across the lava. Crouch when you board it, otherwise you'll be pushed off by the low overhead. Go up when you reach the other side and jump on the blocks to the left, avoiding the flame jets. Hit the switch at the top and you'll be able to exit.
The Oven
Here, you'll be putting it all together.
Hitting the first switch makes it easier to avoid the two nearby fireballs. The second one triggers a wall to block your path if you turn it off, but if you do you can get the heart surrounded by walls to the left.
Hit the third switch, and then walk into the wall to the right to skip over the final hazards before the next section.
Just Toast
Wait for the first two fireballs to bounce three times before making your move.
In the middle of the level, you'll find the fez. Not only does this let you get the Money (and three hearts!) in the upper-right corner of the area, but it lets you get to the end more easily.
There's a passageway from the center-right (approximately) to the lower-left, and you can only climb out through the ceiling and to the right only if you have the Fez...which will disappear if you enter this area as the game thinks you've entered another section. At least it's a quick walk to the right to really enter the next section.
Oven Baked
This part is pretty easy. Just watch out for the platforms near the end as they will fall when you land on them.
Stir Fried
Stand on the platform and follow the path to hit the switch just above the start. After you hit that one and make your way up, you'll have to hit another switch next to the spinning blades.
River of Lava
Oh, great. There's a river of lava here and OH HEY A FEZ
Grab it and get the training shoes to the right as well. Break the blocks to the right of the three hearts to get rid of said blocks so you can get the hearts. As for the spinning blades, move in the direction that they move to stay behind them and you'll be fine.
Barbecued
Hit the switch at the start, then go to the right and hit the other switch. (One of the flaming men follows you from above as it wants to walk off edges, unlike the other ones. This makes it harder than it should be.) Go up to the upper-left corner and hit the switch near the wall, then take the bridge and go up and left. Hit the switch and send both flaming men to the right falling into the small gap below where the next bridge was, then hit it again. Hit it a third time when the two fireballs are trapped (or at least one of them, which also helps). Go to the center of the bridge at the upper-right corner, stand in the center and jump straight up. You'll drop down. Head to the right. Next section!
The Last Oven
Thankfully, this last part is mercifully easier compared to Barbecued. You're just heading to the right, dealing with the platforms as necessary.
The Fire Dragon
To beat the Fire Dragon, stay to the far left and jump over the fireballs when necessary. When you can get a clear shot on the dragon's head where the rest of it's spike-laden body won't interfere much, take it.
It'll be a bit of a wait, but if you're patient, you can avoid unnecessary damage and save Granny.
BDZ&X
Now go to the right for the last area.
Finished Furnace
Go get the three 1-ups here before you exit back to Granny's Stove. It won't take much effort to get back to the Hall of Stairs.
Hall of Stairs
Head to the top left door way in the Hall of Stairs. This leads to the Portrait Gallery, which we'll cover next time...
Saturday, September 16, 2017
skorch82 plays The Addams Family for Super Nintendo (5-year Anniversary Special) - Part 2 of 5
The adventure continues...and in this entry, we rescue Wednesday!
The Pantry
To the right of the Music Room is the Kitchen. To the left is the freezer, and to the right is the stove.
Let's head to the left and take out the spinning teacups on the way there.
The Pantry
You have teapots and birds moving around here...and goldfish bowls with werewolf feet. Weird.
The door to the left has a box with the letter "A" on it. You've probably seen these before, but if you hit them with your head, you'll get a hint. Looks like the door leads to the freezer.
Penguin Problems
Here, you'll be dealing with a lot of penguins. The penguins can prove to be quite the nuisance, as they'll follow your around if you jump over them. The fact that the ice physics cause you to slide around more than usual really doesn't help.
Slippery Slopes
To the right of the first section is this one. You'll be dealing with ice monsters that hop around as well as flying eyeballs. There are also a lot of spike pits to avoid, and the spiked ceiling starts becoming a problem at this point if you don't watch yourself while jumping on enemies.
The Icy Steps
This is just like the last section, except some of the ice monsters move back and forth and there are more flying eyeballs. Jumping off the very edge of the platforms is a must here, as one of the jumps in the middle of the stage is particularly nasty.
Rolling Snowball
There are rolling snowballs here, but they're easier to avoid. This section is comparably easier. Just be sure to make some low jumps.
There are two hearts and some training shoes in a compartment at the end. You'll have to go through a nearby wall to get them. Do not take the training shoes, as they do not mix well with the icy terrain and you will lose control of Gomez easily.
The Ski Slopes
This part is pretty short, but you'll be leaping off flying eyeballs in order to make it over the long spike pits here.
A door is at the end, but if you slide and duck through the wall on the right...
The Cold Cash
...you'll end up here. Go ahead and take the Money and refill your health here. At the end, you'll be dropped back at the door at the end of The Ski Slopes. Go in.
The Snowman
To beat the snowman, jump on his head before he throws the second snowball. Avoid the first snowball, then quickly jump on his head. Avoid his second snowball, and jump over him when he turns into a giant ball and moves to the left. Avoid the icicles that drop from the ceiling, then jump over him again when he returns to the right. Avoid the first snowball, then jump on his head again. His attack pattern repeats from here.
Beating the snowman gives you the last heart upgrade of the game, giving you the maximum of five hearts.
L1Y6N
Go to the right for...
The Slope Back
The door leads back to The Pantry.
From there, you'll want to head back to the old tree, take the underground path and return to the graveyard masoleum. Use an enemy to get to the roof and take the left entrance.
The Crypt
There are quite a few enemies in here, such as guys with turbans who spin around as they float and some clowns with balloons.
To get to the upper-right corner, you'll need to make a staircase with your head. When you jump around near that corner, you'll make some invisible blocks appear. You'll need to use these to take the upper-right path.
The Upper Tomb
Here, you'll see spike pits as well as the obligatory fireball that jumps in and out of said pits. You'll also see some skull flies, jesters and mummies here too.
As you drop down, you'll find a hidden wall that contains an invinicibility shield. Take it with you as you head to the bottom-left corner.
Spooky Drop
New enemy here: some green guy with big feet that has no arms. All he does is walk back and forth, though.
Go to the left and hit the switch to "Off" so you can drop down. You'll know it's off when the eye on the switch is open.
You'll soon enter...
The Arch Vault
You'll see some new hazards here, such as the eight-point stars that crush you when you get close and the fish statues in the walls that fire projectiles. There is some jumping over fire pits, but it's not as bad as the Conservatory or Freezer areas.
There is a switch between the two crushing stars in the fork in the road. Take the lower path to hit the switch.
At the end you'll enter...
Jester's Jump
Make your way to the lower-left corner at the start. Hit the switch there, then make your way to the other side of the room and hit the switch on the lower-right corner.
This part makes you learn the hard way how to time your jumps off platforms, since (once again) it's easy to slide all over the place and either undershoot your jump or fall off on accident before you can jump from the edge.
The Stone Steps
This part can be frustrating due to the enemy placement and some of the jump that involve the crushing stars. You'll also find training shoes and the fez near the end, so that's at least two free hits for you.
The Crazy Crypt
You'll need to use the skull fly at the switch near the start so that you won't be trapped and forced to exit and re-enter this section.
Make your way down and left. You'll find a switch. Hit it, then jump up to the block above it and hit the second switch. You'll drop down, but if you hit the first switch again and make your way up all the blocks without messing the makeshift upward bridge up, you can find some free Money.
To the right of that area is...
The Firing Fish
The projectile-spitting fish statues are out in full force. Leap on the projectiles to get where you want to go, especially when hitting the switch shortly after the start to get rid of the wall that blocks your path. You'll soon see a wall. Get some momentum and walk right a little bit before jumping off the projectile shoot from the left side of the wall, and you'll be able to clear it more easily.
To get past the narrow gap in the wall, let the platform going across the fire pits push you to the right as you stay in a crouched position. From there, hit all the switches with the help of the fish statue projectiles.
The rest of the section is pretty straightforward from here.
Chamber of Walls
Oh, boy. Here you'll be hitting switches to get walls out of your way. The path is pretty straightforward, so don't worry about getting lost here.
Near the end, you can leap off a jester into the right wall. If you do it right, you'll find a slope leading downwards into a secret passage leading to four Money and a heart. From there, you can jump to the right into the wall, and keep going to the right for...
The Ante-Room
I'd rather have this than The Crazy Crypt or Jester's Jump anyday. The game does go a teensy bit overboard with the crushing stars, so watch the timing. As for that flame pit where you have to use the skulls to get across without getting hit? Was that necessary?
I'm beginning to have a love-hate relationship with Ocean now.
You'll finally find the door to the boss after this.
A Ghastly Goblin
This guy's pretty easy when you have five hearts and you know how to dodge the attacks. This goblin will just fly around, shooting three-way shots of spinning skulls out of both of his hands. You'll have to avoid the skulls and jump on his head. If you can get at least three hits on him while he's at ground level at the beginning, you should be able to stand some sort of chance.
When you beat this guy, you'll finally rescue Wednesday.
LZJ6C
You can walk through the wall to the left of where Wednesday was to find some hidden points. Go to the lower-left and you'll find...
The Last Chamber
Enter the door. You'll be back in The Crypt. Get out and make your way back to the mansion from here. You're done.
skorch82 plays The Addams Family for Super Nintendo (5-year Anniversary Special) - Part 1 of 5
Ah, yes, the Addams Family. You may remember this game from Nick Arcade. Based on the first movie, this one has you playing as Gomez and going about the Addams Family mansion.
Abigail Craven has Uncle Fester under her thumb and has imprisoned the rest of the Addams Family...except for Gomez, who is the only one who can save the day. Gomez now has to find his family and take his mansion back!
Addams Residence
As soon as you start the game, you'll be at the front door of the Addams mansion. Go through the front door and you'll enter.
Hall of Stairs
This is the hub where all of the levels are at.
To the left of the entry door is a hidden door. Press Up at the center where a door should be (you'll have to center yourself a little bit) and you'll enter Pugsley's Den.
Pugsley's Den
Inside this room are three 1-Ups, a heart and training shoes that make Gomez faster, and can be used by holding down the Y button. They wear off if you take damage, though. Directly above the door leading back to the Hall of Stairs is another secret door.
Behind Stairs
You'll find your first $ icons. These are Money, and if you collect 100 Money, you'll get a 1-Up. Getting 25, 50 or 75 will give you a heart for your life meter, in case you need health.
The second door leads to the Sports Hall.
Sports Hall
There are two power-ups here, and you can only hold one at a time.
The fencing sword is a close-range weapon that lets you stab anything in front of you, while the golf ball is a far-range melee weapon. Both of them act as an extra hit, so if you get hit with either of these weapons in your possession, you won't take damage for one attack.
You only have two hearts at the beginning of the game, but as you progress you'll be able to add to your maximum health.
Go back to the Behind Stairs area and enter the fourth door. You'll enter the Hat Room.
The Hat Room
Inside this room is the fez. The fez has a propellor, and if you keep tapping the B button, you'll be able to fly. Be careful, as you won't be able to keep the fez forever as it will disappear on you when you enter certain sections.
Grab the fez, then get back to the Behind Stairs area and enter the third door. This takes you to...
The Cloak Room
There's some Money here, but forget those and fly to the door above. This leads to...
The 1-Up Room
There are two training shoes on both sides of the room, but the main attraction of this room is that there are 19 1-ups. Get them all.
The door on the right leads back to Behind Stairs. The last room leads to...
Training Shoes
Once again, you see the training shoes. It's the only thing in the room, and you'll need the fez to get them.
Leaving here and heading all the way to the left at Behind Stairs leads to...
Take Heart
Look at all these hearts. They're all worth 10 points each, too. You can refill your health here.
Hall of Stairs
Now that we're done with the secret den, it's time to increase our maximum health, because we can't really do much with two hearts.
To the left of the entrance doorway is the Old Tree.
The Old Tree
You could go inside the tree, but that just leads to the end of an underground area. Instead, climb up the tree. It's harder than it seems, since Gomez slides everywhere every time you stop moving. Once you go midway up, you'll trigger the boss battle.
At the top is a giant bird. The bird attacks by simply flying around, and telegraphs this by squawking before it swoops. It always swoops up and then down. It'll first do this while going left, then do it again while going right. It's a fairly predictable pattern, and once you know what it's going to do and when, it's all too easy to stomp on the bird's head.
When you beat the bird, you'll increase your maximum health by one and then get a password. Yay!
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Head back to the Hall of Stairs and enter the door to the right of the entrance.
The Conservatory
This leads to the conservatory, where there are plenty of plants and just as many bugs to step on. There are also bunnies hopping around that are just as vulnerable.
The red spiked turtles can only be destroyed with either the fencing sword or the golf balls. Jumping on them will damage you.
The tomatoes explode shortly after they appear on the screen. Their leaves shake, and when they shake really fast, they're about to explode. If you can get below them, you can stay away from the explosion easily. Otherwise, just stay as far away from them as you can while still keeping them on the screen.
The spiders drop down before gently rising back up. Jump on them at their lowest point.
There is a block with the word "On" on it after you see the spiders for the first time. Leap off a bug in order to get up to the platform and jump into it from below to turn it from "On" to "Off."
Going to the right a little more after this leads to a door. Enter.
Thorn Pass
Wait before you move around when you enter, so the tomato to the right will explode far before you can get close to it and meet a nasty surprise.
Since you've hit the switch in The Conservatory, you can leap off a bug to reach a nearby door after the start. You can now explore...
Wormy Way
Go ahead and hit the "On" switch above you to get rid of the wall to your left.
You'll be seeing quite a bit of Money in this area.
After the series of small spike pits, you'll see two spiked turtles and an "On" switch. Turn the switch to "Off." You should make it a habit of turning "On" switches "Off." There are some times where you shouldn't, as leaving some switches on can lead to secrets.
You'll see a few ramps that lead to spike pits. You'll want to run up and jump off the very edge in order to clear the spike pits. If you land on the spikes, you'll just lose one heart. Use this as a means of continuing to the right if you miss.
If you ever lose a life, you'll get the death screen which states "You have been foiled in your attempt to rescue your family. However, you have been given another chance." Prepare to see this screen a lot. The good news is, you'll usually restart where you just died, so the game is pretty lenient when it comes to checkpoints.
You'll be climbing on a series of ropes, jumping from one rope to another near the end. You'll want to be careful as you jump so that you don't hit your head on spikes. When you make it to the door at the end, you'll take on your second boss.
The Centipedes
Stay to one side of the room and wait for all three centipedes to show up. The centipedes will never, ever move to the side of the room. They'll fly around in figure-eight like patterns. Jump on their bodies, and stay away from their heads at all times. Just be patient, and they'll be dispatched before you know it.
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After the password screen, you'll be able to head to the right.
Monster Garden
This one brings some new enemies: birds shaped like tennis balls and fireball-spitting plants. Thankfully, you can leap on the plants' projectiles to get rid of them. You'll also have lizard men running back and forth.
Before you drop down just after the start, there is a platform you can leap up to. At the center is an "On" switch located in the ceiling. Unless you move left from it, you won't be able to catch as it will most likely be hidden behind the stage name text...but it's there. Jump up there and turn it "Off."
The red spiders are faster than the purple spiders you saw at the beginning of the conservatory.
Make your way to the left and turn the switch you find "Off." Go back to the right and you'll be able to drop down. From there, go to the left and drop down. Turn the switch there to "Off," then go back and head to the right. You'll be able to drop down again. If you head to the right, you'll find some one-ups if you happen to make the climb upwards. Otherwise, just go left and enter the door.
Thorn Pass
You're back at Thorn Pass. Go down the rope and enter the door below.
The Long Garden
This area will have you taking a ride on some platforms to avoid dropping down some spike pits. You may be able to find some bonus points if you jump over any of the spike platforms that are in your way.
Usually, you'll start where you left off if you die...but not here! You'll be sent back to the beginning if you die here.
After quite a bit of jumping, you'll end up at...
The Graveyard
You'll be running to the right and destroying werewolves, bunnies and fireball-spitting plants. You'll also be bombared from the air by jack-o-lanterns that drop fireballs toward the ground. As long as you can avoid the fireballs and run away from the pumpkins flying in from the left side of the screen, you'll find a masoleum. Use an enemy to jump to the top of masoleum, and go right to get a ton of secret bonus points. Keep heading right, and you'll go underneath the graveyard.
Under Graveyard
You may remember this section from Nick Arcade. There are quite a lot of new enemies here, such as horned skulls that fly in circles, piranhas in the water and bats that swoop down from the ceiling.
You can press B repeatedly while in the water to swim.
If you go underwater at the left end of the stage and go left, you'll find a hidden area.
In the top most path, you can find three hearts hidden behind a wall that you can walk through.
Sunken Stairs
There are four 1-Ups here. Get 'em and go.
Leaving through the upper-left part of the Under Graveyard area will take you...
Under The Tree
If you went inside the Old Tree, you'd end up here. From this point, just make your way to the left and then up. You'll be back at the Old Tree. Get back to the Hall of Stairs from here.
If you need to, use Pugsley's den to stock back up on supplies.
The Music Room
The door in the very center of the Hall of Stairs (above the Old Tree and Conservatory) is the Music Room. Here, Lurch will just be playing piano. There's nothing you can do here at this time, though.
Lurch's piano playing, as well-intentioned as it is, is very off-key. As you rescue family members, he plays a little better, and when you rescue everyone else, he'll be able to open the wall blocking the door here.
The Kitchen
To the right of the Music Room is the Kitchen. To the left is the freezer, and to the right is the stove.
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