Showing posts with label TheUtilityMan. Show all posts
Showing posts with label TheUtilityMan. Show all posts

Saturday, January 7, 2017

TheUtilityMan plays Little Samson - Part 7 of 7


Here it is! The final battle!


Stage 16


Be careful near the end, as some of the platforms fall when you land on them.

The boss here is dead easy. Play as Gamm, and punch the fireballs as you punch him. His second form is a little more difficult, though. You'll have to run under him when he jumps if he's got you cornered. You'll also want to avoid the fireballs, the sword and his legs. Sometimes he'll jump straight up into the air instead of up and forward, turning his legs into fireballs before they reappear again. Do some damage with Gamm and Kikira if you need to, but be ready to switch back to Samson. Having a potion here for any of your characters is also well-advised.

You'll then have to get out of the castle, avoiding the explosions and the rubble that falls from the ceiling as you're forced to use multiple characters at certain points just to get around. If you're missing all of your partners and you're playing as Samson, you're screwed over. You won't be able to get out.

The last thing you have to deal with is a moving wall. If you can take damage and use your invincibility frames to move past the wall, great. Otherwise, you're going to have to climb over it with K.O.

When you get through this, you've finally won. Enjoy your ending!


TheUtilityMan plays Little Samson - Part 6 of 7


We're getting close to the end now...

Stage 13 (continued)


This magician will throw energy balls at you from above, and also send some bouncing towards you when he's on the ground. He stays still for a good amount of time, so go nuts after you avoid his attacks.

He has a second form after you beat him: a floating dragon head. Shoot at it when it's at either side of the screen as you avoid its fireballs, then switch to K.O. so you can dodge all the fireballs when the dragon head is in the background. Love how the dragon head goes into the distance, by the way.

If you want, you can use Gamm to punch at the head when it's at either side of the screen, but keep an eye on his life as those fireballs pack a punch.

Stage 14


When you return to the map screen, lightning strikes, and a skull castle shows up. You're nearing the end of the game now. Get used to how that exterior looks, because you're going to have to see it every time you die.

The skeleton flunkies, eyeballs and disappearing skulls all show up here.

You'll also have to face the reaper, followed by the green werewolf. Same strategies apply. Oh, and if you die during the last of these boss stages, you'll have to do the whole level over. Talk about unforgiving.

Stage 15


More of the same here. Feel free to use the big hearts to refill the life bars of all your party members.

You'll meet the Knight again, followed by the dragon. Again. Same strategies apply.

Friday, January 6, 2017

TheUtilityMan plays Little Samson - Part 5 of 7


That boss battle took long enough.

Stage 12


There are now eyes bouncing around. Just like the flying eyes, they'll track you down and hit you. These eyes never relent, so you're better off just beating them into oblivion.

The darkened areas will light up when you get to them. Nice touch.

The boss here is a gold magician that throws around three-way shots. He moves around much like the other magicians, but when you beat this one, he turns into a Grim Reaper.

Use Gamm for the first form, and Kikira for the second.

Stage 13


Aside from the overabundance of skulls (both in home decor and enemy placement), there are also falling sets of spikes and fake tiles that jump back and forth. The fake tiles die after the third hop.

You're also in a dark and deadly castle, so the music for all four characters won't play here.

The spinning platforms will move you back and forth. Also, the blobs return with a vengeance near the end.

In the end, you're going to go up against a real magician...

Thursday, January 5, 2017

TheUtilityMan plays Little Samson - Part 4 of 7


The bosses are starting to not only get harder, but make up for the fact that the stages are short. We're definitely going a mile a minute now!

Stage 9 (continued)


The boss here is a flying skeletal horseman, complete with an undead horse.

For his first form, he just sends his lackeys at you, but you've dealt with them before. Use Kikira here, as you can charge your shots up and avoid his henchmen with the greatest of ease.

Finishing off the first form gets rid of his horse. It's just you and him at this point. After you hit him a couple of times, he's done. He'll just move back as he throws his daggers, then charge at you. That's all he does.

Stage 10


This area combines a lot of enemies from previous stages. The flying swords are back, but if you're playing as K.O., they won't even able to hurt him as long as he stays on the ground.

If you've kept all four characters up to this point, great. Gamm makes the platforming part with the spikes much easier.

The boss is a blue magician. He fights the same way as the last one, but his projectiles don't track you. When you beat him, he turns into a knight. You won't be able to hit him until he raises his sword, which either sends lightning down at you or sends flames traveling across the floor, both of which you'll have to dodge as you attack him.

Stage 11


The blobs are nothing short of nasty. They come out of the dinosaur skull platforms, move toward you for a second, then fly at you. They track where you're at during the flying part, you'll have to look for these things as you climb to the top.

The lizards that shoot out of the fire, shoot at you, then go back down can be destroyed. At least they don't respawn and return almost immediately.

The boss is a pink magician. This magician will shoot two fireballs in a double helix, teleport then repeat the pattern. Use Gamm to beat this guy as quickly as possible.

You'll then have to get on the blocks at the left side of the screen and fight a dragon. You'll have to hit the dragon in the face in order to damage it. You'll have to dodge to another block in order to get away from it if it draws near, as this attack is instant death. Despite being somewhat original, the game steals a page from Mega Man 2. If only you had Quick Boomerang.

TheUtilityMan plays Little Samson - Part 3 of 7


These stages are just really short...

Stage 5 (continued)


The skulls that rise to the top of the stage shoot one skull upwards, causing three to drop down. You'll have to anticipate where those skulls will appear.

Stage 6


Getting through here with Kikira makes this stage easier.

To defeat the fish boss, hit at its face whenever its mouth is open. Use Gamm to deal damage, and Kikira to avoid the tail and its firepower.

Stage 7


The red and green platforms that disappear and reappear just turn invisible, so don't worry about falling while on the platform.

The pink skull that floats there and shoots at you before switching locations is annoying. Destroy it if you need to, but another one will take its place just as quickly.

The eyeballs just fly right at you.

The yellow platforms with the jagged undersides are fake platforms. You'll fall through them if you walk on them.

The boss here is a green skull. It splits into six green floating skulls, which converge into some macabre, evil spirit. Avoid it and its shots as you shoot at it, then shoot at the ghosts as they come after you. It will then disappear and repeat the pattern. Kikira is best for this one, as her fireballs do more damage and can hit from anywhere.

Stage 8


Here's an interesting tidbit: Gamm can walk on spikes unharmed.

Stage 9


The blue spirits will fly at you, while the green mini-wizard will try to hit you from above with lightning whenever they wave their capes. As soon as you see that ball appear above the wizards, you'd better be ready to move!

Due to this stage being an ice castle, there are obviously ice physics here. If you play as Kikira here, though, you won't be slipping around.

Wednesday, January 4, 2017

TheUtilityMan plays Little Samson - Part 2 of 7


That K.O. intro stage was just something else.

When you beat all four intro stages, you'll meet the King. Before all of you enter the bell, Kikira kicks the bell away from Samson before he can enter. If Kikira has something against Samson at the beginning, it's never explained in-game.

Kikira uses all of the same attacks that you can use while playing as her, including the ability to charge her fire attack up and shoot a more powerful three-way shot. (To do this in-game while playing as Kikira, just hold the B button down while you're playing as her. Dead simple. It goes from green to red to blue, with the shot changing from a small pellet to a slightly larger fireball to three fireballs.) Wait for her to get on the ground, then pound the B button unti she's defeated. It's really simple.

Now the real game begins.

Stage 1


At this point, you can pause the game and pick any player you want. If you die as Kikira, Gamm or K.O., however, you lose them for good. (If it's on Easy, you lose them for the rest of the stage.)

Everyone has their own theme music, which happens to be the music from their own stage.

The green guys shoot a bubble at you before shrinking down considerably and running away. Flames will come up from the ground and shoot out skulls that break up into a three-way shot. Some of the columns will also shoot a three-way shot at you.

The red flowers will shoot a three-way shot at you when they open up. Already, the game is piling on the three-way shots.

When you collect hearts and orbs, be sure to pick the person who needs it before you pick it up. The item will only benefit the character that picks it up. Make sure everyone has a relatively even amount of supplies and health.

You'll meet the green magician at the end. Jump over the fireballs as you shoot at him. Don't even bother trying to shoot the fireballs down, as they just nullify your attacks. If you want, you can attack him with Gamm if he has at least two units of health left.

He'll then turn into a giant werewolf. Get to the right side of the screen before he stops flashing, then shoot at him like crazy. You'll be able to get more shots on him in less time, even though the fireballs he shoots directly at you will be hard to dodge as they will track you very well. He'll start moving around a little bit, but at this point you've done quite a bit of damage compared to what he's done to you. Be sure to use a potion if necessary.

If you do fight him the normal way, you'll have an easier yet longer fight on your hands. The fireballs go in a fixed direction, but the spheres he throws will home in on you. Using Kikira's charged fireballs works well here.

Stage 2


A lot of the enemy and environmental mechanics from Kikira's stage, such as the tornadoes and the sets of three pterodactyls, make a return here. It's just as short, and there's no boss here. So, enjoy.

Stage 3


When you use the leaf platforms to get to the other side of the waterfall, be sure to jump off of them before they hit the platform and explode.

It should be mentioned here that while spikes are not instant death, they do hurt.

The orb between the columns can be grabbed by either Kikira or K.O.

The boss is a water demon. The best strategy here is to play as Kikira and use both her charge shot and her flying ability. You'll want to keep an eye out so that she doesn't hit you as she comes up from the bottom of the screen.

Stage 4


The skeleton warriors at the beginning are just lame. They explode as soon as they run into a wall, and they only stop to slash their sword.

Be sure to use Gamm to punch out the centipedes on the ceilings. Remember, you have to be have to be facing them before you can punch up at them.

Stage 5


The skulls fly forward when you get close enough. Also, those dreaded floating mines are back, but at least you're not forced to fight them as K.O. this time around.

The blue spinning skulls shoot tiny skulls around the screen in eight directions.

TheUtilityMan plays Little Samson - Part 1 of 7


Finally, something original for a change.

The game was released in Japan as Seirei Densetsu Lickle.

Here's the story, according to the instruction manual:

"Dire times have fallen upon the Kingdom of the Imperial Forgy. Ta-Keed, the Prince of Darkness has escaped his supernatural prison. Red lightning destroyed the magical seal that held him at bay, freeing him to rampage the countryside - getting revenge for his centuries of captivity!

Emperor Hans heard of those who own the Majestic Bells of Power. He asked each of the owners to come to the capitol city to begin the quest to rid the land of the evil Ta-Keed. Samson - the boy adventurer, Kikira - the Dragon Lord, Gamm - the Rock Lord and K.O. - the Enchanted Beast unite to fight the dreaded intruder and his armies of deadly creatures! Let freedom's bells ring!"

Of course, the intro is straight to the point, minus the backstory from the manual. Ruler sends out knight, green wizard shows up and waves his arm, knights are immediately annihilated, ruler sends winged messengers, title screen, press Start to play.

When you start the game, you'll have four introduction stages, one for each character: Samson (the boy adventurer), Kikira (the dragon), Gamm (the golem) and K.O. (the mouse). 

This walkthrough (and set of videos) assume that you are playing on Normal, which just has more enemies than Easy. You also get to fight the true final boss in Normal mode.

Samson Stage


Playing the game is pretty simple. Run, jump and shoot at enemies. Not sure why Samson spins when he jumps, but it's a constant reminder of how good the animation in the game is.

That's not all, though. Samson can also latch on to walls and ceilings and then move across them. Jump to let go. It takes getting used to, though: press A while moving into a wall during your jump to latch on. To transfer from a wall to a ceiling, or to transfer from a wall to the ground above, you'll have to roll your thumb in the direction you're wanting to go. For example, if you're at the top of a wall and the ceiling goes left, you'll have to roll your thumb from up to left when you reach the top to get on the ceiling.

The blobs shoot to the sides whenever they flatten themselves, and the blue caterpillars on the ceilings shoot straight down as they move. The worms move towards you when you latch onto the walls.

The ball with the orange core adds two hit points to your maximum health. The hearts refill some of your health. Small ones are worth one unit, while big ones are worth four. They will sometimes be dropped at random by defeated enemies.

The green pterodactyls will either charge at you when they line up with you or will float up and down while shooting at you. The orange frogs get bigger for a few moments and shoot out a five-way shot.

The potion works like an energy tank in the Mega Man games. To use it, pause the game and select it to use it. You can also use it to refill the health of another character if you need to.

It won't be long until you reach the castle. The intro stages are pretty short, but it helps you learn and get used to the abilities of each character. They do their job well.

Kikira Stage


Kikira's fireballs arc upwards after you shoot them, but it doesn't take long to get used to it.

The tornadoes will move you where you want to go, and you can jump out of them at anytime.

When you think you're reached the end, move into the center of the screen and a tornado will take you to the next part of the stage.

Press A in the middle of a jump and hold it down to fly for a few seconds. You'll stop flying either after a few seconds or until you let go of the A button, whichever happens first. You will only be able to go left or right.

The Samson doll is an extra life.

Gamm Stage


Gamm isn't very fast, seeing as he's a rock monster. This makes platforming with Gamm something to get used to. His arm extends a little bit when he punches, so he doesn't have to be up close that much to fight. The fist can go in four directions, including downwards in mid-air, leaving him far from defenseless when used right. If you're going /to punch upwards, though, remember that he has to be facing the enemy first, as it's not perfectly centered.

Unlike Samson and Kikira, Gamm starts with eight units of health.

The swords track your position vertically before going straight for the kill.

K.O. Stage


K.O. is a mouse. He's very fast and can climb walls and ceilings, and he can also move across narrow spaces that the other characters cannot.

K.O. starts with only two units of health. Simply touching an enemy is instant death at this point. You'd better extend that health whenever you possibly can.

His attack is a bomb that he can place wherever he is on the screen. You have to be very close to enemies in order to damage them, but in a twist of irony the bombs are the most powerful attack in the game. You can only have three bombs onscreen at any given time.

The mines split apart when destroyed. You'd better place mines next to each other in quick succession when fighting them, otherwise you're not going to be having a good time.

Saturday, September 27, 2014

TheUtilityMan plays Felix The Cat - Part 4 of 4

It won't be long now...

Level 7-1


We're still in the North Pole? What is this? Is the Professor's lair supposed to be in this area? I don't get it.

Even though the snowballs that are as big as you seem indestructible, you can still destroy them with your attack.

Level 7-2


Guess what? The bats from World 2 are back.

There's a bunch of blocks in the level that spell out the word "Felix." If you go up to the top of them, you'll find out the tops of the letters are made out of Felix heads. There's also a platform before that which takes you to the magic bag warp.

Another two-level world. Guess what? The boss here is a rematch with Poindexter. He attacks the same way, but this time he shoot snowballs instead of balls. They still fire at a very high arc (about an 85 degree angle), and the tactics are woefully the same: stay in close and just keep attacking him. This game's bosses are way too easy.

The Professor taunts you one last time. It's the final battle!

Level 8-1


There's only one level in this world, and it's a bit of a doozy. If you lose all your magic or get hit here, you'll fall straight to your doom and there's nothing you can do about it. Collect as many Felix Heads as you possibly can.

The spaceship has only one level of magic, so every time you get a magic heart in this level, you'll get a one-up. At least your magic is refilled every time you pick one up, so every magic heart and milk bottle you can get your hands on is essential to making it to the end.

The aliens are pretty evil. They come at you and shoot at you, stop at the left side of the screen, and move all the way back to the right in some sort of hyperbole pattern.

Level 9-1


Wait...if the professor is in outer space...how was he calling us down on Earth all this time?!?

The biggest pain you'll deal with are the rocks. Other than that, this is a fairly short level.

Sometimes there will be small octopi jumping out of the watery pits, sometimes there won't. Stay near one for a second or two to see if one comes out before jumping.

Level 9-2


This is basically more of the same, and just as short.

Level 9-3


This isn't really a maze, guys. The whole "run all the way to the right" mentality is still here like it's been every level. Getting to the boss is the tricky part...watch out for those moving Professor heads lining the walls.

The boss room has three bags. If you need magic and/or "hit points," hit up the three magic bag warps for Felix Heads, milk bottles and magic hearts.

The professor is just as easy as everyone else. Stand between two bags and stay close to the professor, mashing the attack button as you move around. He'll keep orbiting over you in a semi-circle and will never waver from this pattern. If you duck into one of the bags, the Professor's hit points won't refill, so don't worry about that.


When you beat him, Felix will finally meet Kitty and they'll return to Earth. Enjoy your no credits.


Friday, September 26, 2014

TheUtilityMan plays Felix The Cat - Part 3 of 4

There's no denying that TheUtilityMan just rips through this game.

Level 5-1


A simple hike in the mountains, this is not.

The only real hint of use here is that if you enter the magic bag warp near the beginning, you'll skip a little bit of the level.

Level 5-2


The green hedgehogs that run around in this level throw rocks at you similar to how the cannons in the earlier levels attacked. Yeah, they're like cannons except they move, which can be pretty annoying.

Level 5-3


We're back on ground level, and this time there's a forest we can traverse through.

The boss here is Evil Felix. Evil Felix has a gun and wears a cowboy hat. He just moves in one direction and occasionally shoots at you, moving at twice his normal speed when he does. Whenever you hit him, he goes to the opposite side of the room.

If you wait at the very left side of the room and keep shooting at him, you won't have to deal with much.

For 100,000 points and every subsequent 200,000 points, you'll earn a 1-Up.

Level 6-1


And now, we have our obligatory ice level...as well as another surface swimming level!

The fish in the water now shoot at you like the cannons do...except they shoot at a 45 degree angle and move at the same time. Unless you have the Dolphin Magic, these guys can be a pain in the ass. Thankfully, there's a weakness in that attack: they can only shoot at you when they're at the very surface of the water.

Level 6-2


Felix, you're swimming in sub-zero temperature water. What's wrong with you?

Unlike the other worlds, this one has only two levels. Guess what? We're fighting Master Cylinder again. This time, he's still easy and he fires nothing but bubbles. He still moves around the same way. Fail.


Also, the Professor decides to taunt you for no reason. Again.

Thursday, September 25, 2014

TheUtilityMan plays Felix The Cat - Part 2 of 4

For the record, TheUtilityMan plows through this game in the same way I'd do it. Of course, there's a few unintended (and preventable) deaths down the line, but it's still enjoyable.

Level 2-3


Even though there is some at the beginning of the level in Level 2-1, it should be noted that the lava where the skulls pop out of (similarly to Podaboos, I might add) should not be jumped into.

At the end of the stage, you'll fight Rock Bottom. He's pretty easy to fight as well. Just hit him and avoid the bullets he shoots out of his gun. That's it, really.

After the second boss, you'll get another call from the Professor where he taunts you. Well...

Level 3-1


The Tank is best for this level, since you can attack some of those egg creatures (or whatever it is those white things are supposed to be) from a higher distance.

Overall, the game is still pretty easy.

Level 3-2


Watch out with those snails. They'll jump up and down whenever they keep landing in those bottomless pits. Also, you may remember the cannons from Level 2-1. They're back with a vengeance, and they're a little harder to avoid since you're not in a floating level.

You may be better off with the Motorbike instead of the Tank, since you'll be able to attack straight in front of you, at least.

3:39 - That death hurt just looking at it.

Level 3-3


We're flying again!

We finally get to see the Airplane in action. For once, attacking in a straight line is a bona-fide privilege, and the energy ball attack you get with it is really good.

There are a lot of walls here. You're better off staying at the lower half of the level, if only to avoid the cannons. At least you'll find a magic bag portal in that half.

The boss here is Master Cylinder. Move around so that whenever he fires his laser, he'll automatically miss. Just stay in close and keep moving up and down and you'll take him out with no problems.

Level 4-1


This is far from a tropical vacation, Felix.

The birds take a few steps before stopping to jump. This can be annoying at times, since there's the chance of them jumping right into you when you're trying to avoid them.

Level 4-2


Our first surface swimming level. If you collect a magic heart, your robot will change into a dolphin, and you'll able to throw energy balls.

It should also be noted that if you make it a certain distance through the level before you die, you won't have to repeat very much.

Level 4-3


Welcome to the swimming levels. Here, you start out with a snorkel and a punch glove. If you upgrade your magic, you can get a bubble-spitting turtle before you can finally upgrade to a submarine!

The boss here is Gulpo. He's just like Master Cylinder, except he has two attacks instead of one. The first is the bubbles. Thankfully, they're easy to avoid. The other is the word "BLOB!" traveling towards you twice as fast as the bubbles. He always shoots two bubbles before shooting a BLOB!. The more you hit him, the faster his attacks come. Thankfully, you can fight him the exact same you did Master Cylinder and get away with it.

When you complete World 4, you'll be taunted by the Professor. Again.

TheUtilityMan plays Felix The Cat - Part 1 of 4

Explanation for this one, since it was basically a game I've already covered with a different person playing it.

ultimachocobo86 had privatized all his videos due to people not appreciating his work as well as he expected. Then I found theutilityman's LP. I then decided to use it as the basis for the guide. Then I got in touch with ultima again, this time on Twitter. After letting him know "Hey! I found you!" he de-privatized everything on the original channel as well as his new one, LordServbot.

Well, during my original plans to replace everything, I happened to like this LP as much as I did ultima's. So, when everything he did got de-privatized, I decided to make plans for a "RELOADED" guide of sorts and use this other one for it.

Level 1-1


The controls are pretty simple. Pressing B lets you use a punch glove, but you'll be able to get stronger attacks.

The Felix Heads give you an extra life every time you collect 100, but in the meantime you'll get other power-ups from them as well.

When you reach a total that ends in 0, you'll get a magic heart. This gives you a magical power that lasts for a limited time, as signified by the ten hearts on the upper-left corner of the screen. If you keep collecting magic hearts while you have magic, you'll be able to power your attack ability up. It goes from Normal Felix to Magician Felix to a motorbike to a tank. If you have the tank when you collect a magic heart, you'll get an extra life, so make it a big priority to not get hit!

You also get extra lives for getting 100,000 and reaching every subsequent 200,000 points on the scoreboard.

When you reach a total that ends in 5, three milk bottles will appear. They'll give you 500 points each, but if you have a magic attack on hand, you'll refill two hearts on the timer for each one you collect, making the Felix heads you'll find throughout the game essential.

The ! blocks fall apart when you stand on them. They're not very dangerous in this level, but they're pretty deadly in the later ones, so watch out.

If you find a giant magic bag, jump into it. You'll find yourself in a room that usually contains Felix Heads and other power-ups. You won't be able to leave the room until you collect all the heads...which is a good thing.

Anyway, this is a pretty simple level. Feel free to get a grasp on the basics here.

Also, you'll see white, cloud-like heads that look like Kitty and the Professor throughout the game. Sometimes, if you attack one of these a couple of times, you'll find a 1-Up, so do take some time to attack some of them a bunch of times and see what happens! ultimachocobo86 will find some that have 1-ups throughout the game, so pay attention!

Level 1-2


More stuff to mention here.

If you get hit while you have magic, you'll go down one magic level. If you have no magic, you'll die.

Remember me saying that the ! blocks would prove deadly? Well, here, they do. They block off a bottomless pit. Thankfully, they're pretty easy to jump over.

Also, the magic bag that's in this level has a ton of Felix Heads, so take the spring below it up and jump in.

Level 1-3


This isn't much harder than the other two.

There are two bags in this level. The first one is midway through and contains some Felix Heads. The second one is at the end of the level. Go down this one and you'll take on Poindexter.

He's really not that hard, especially if you have the tank. Stay close to him and his balls shouldn't hit you at all. The more powerful your magic, the less hits it takes to destroy him.

Level 2-1


Welcome to the first floating stage of the game. Here, whenever you're in the air, Felix will be airborne in some fashion.

Notice you don't have your magic here. The game resets your magic when you enter different types of stages.

There are three levels of magic in the floating stages. The first is an umbrella and a punch glove, the second is a hot air balloon with frisbees, and the third is an airplane with an energy ball.

This one's not too hard. Just fly all the way to the right and try not to hit anything.

The smiling blocks can't hurt you, in case you're wondering. They act as platforms, and you'll see them more often in the later levels.

Level 2-2


We're back to manning a tank. Ossum. We're also inside a pyramid.

The bats fly around in a circular pattern that's easy to avoid. Other than that, the enemies [b]still[/b] shouldn't give you too much trouble.


Be careful in the part with all those springs. You don't want to go flying high somewhere and accidentally run into an enemy.

Monday, April 29, 2013

TheUtilityMan plays The Three Stooges for NES - Part 3 of 3

Will the orphanage be saved?


Fleecum Banker


This just gives you a letter from Fleecum Banker saying you'll never earn enough money. Nothing more.

Pointing Finger


This is just a waste of a day.

In thirty days, either the banker will take the orphanage back, the orphanage pays their rent, the orphanage makes rent and also gets repaired, or the last ending happens but there's enough money for the Stooges to marry the orphanage owner's three daughters. Thankfully, TheUtilityMan one of the better endings! And no credits. Wonderful.



Sunday, April 28, 2013

TheUtilityMan plays The Three Stooges for NES - Part 2 of 3

The slapstick continues as The Three Stooges continue to raise money for the orphanage!

Help Wanted: Waiters


To play this, press A or B to throw a pie, then a certain direction to choose which Stooge will throw it. Left is Moe, Up and Down is Curly and Right is Larry. To duck, press that character's direction.

Since Moe is to the left and Curly is on the right...that makes remembering the D-Pad controls a bit of a snap.

If you can throw pies at these guys and last long enough, you can earn $1200! Nice!

The game looks and feels confusing, but once you get some practice in this game can get you a load of cash. You have five hits before the game prematurely ends.

Safe


The "Safe!" space takes you a security company, where a safe falls on Curly. You'll either return the safe and get some money, or you'll have to pay for the safe. :(

Question Mark


This either leads you to money, a letter from Fleecum Banker, or nothing at all.

TheUtilityMan plays The Three Stooges for NES - Part 1 of 3

Shortly before blog #400 on the old GameTrailers blog, the new Three Stooges movie came out. Not surprisingly, it took me until a few days before the movie's release to come to the thought of doing a guide for this, since I forgot about the game's existence. Derp.

Anyway, the Three Stooges have to raise money to...get this...save an orphanage. I know, right? If I didn't know any better, I'd say the Farrelly Brothers played this game on way more than one occasion. At least we won't see some chick in a nun bikini or reality TV hijinx here.

If Ma's Orphanage does not pay the rent within 30 days, the banker will repossess the place and the woman in charge will lose everything.
 

Playing the Game


Each event counts as one day. You much get as much money as you can within 30 events, all of which are based on the classic Three Stooges movies. The endings range from the banker repossessing the orphanage to...well, I'd rather not spoil what the best ending is.

Anyway, on with the show.
 

Boxing


The mousetrap acts as a "spin again" space. Sadly, if you lose one of it, you lose one of your fingers. You have four fingers or "lives," and if you lose them all, the game is over.

Landing on the trophy with the word "Boxing" under it will take you to the boxing match.

You have to beat the champion, Killer Killduff, within six rounds. To do that, you'll have to get Larry to run to the radio shop so Curly can hear "Pop Goes The Weasel." Then, you have to make your way back before the end of the sixth round, as indicated by a timer.

If you can make it back before the end of the match, you'll earn $500.
 

Help Wanted: Doctors


If you land on the space that says "Help Wanted: Doctors," you'll go to the hospital.

Your mission here is to collect as many red crosses as possible in 100 seconds. Use Up and Down to control your speed, and move left and right to avoid obstacles.

If you make it to the operating room at the end of the board, your remaining time will be multiplied by $15, then added to the medical supplies ($5) you pick up.

Your best bet at getting the most money is to stay directly behind the doctor that's in front of you. Getting good at this game will get you a lot of money if you keep getting this one.
 

Money


The $ symbol takes you to a bag of money, which can range from $100 to $1000. At least there's no work involved.
 

Trivia


The "Trivia" square is just that: trivia. Answer a question right and you get $200 for it. Thankfully, Sailor Amaya made a list of every trivia question in the game, which you can find here.

This is obviously the easiest game if you've watched the Stooges's antics over and over again.
 

Cracker Eating Contest


The trophy with the word "Cracker" underneath it is the cracker eating contest. You'll earn $10 per cracker and $50 per bowl.

Use the Control Pad to guide you to crackers, and press A or B to eat it. You'll want to be quick and accurate, as the oysters in the soup are very much alive and will eat them out from under you. If you can keep them from eating the last cracker in the bowl long enough, you can get some serious cash out of this one.

The Stooges' Antics


If you land on the space with the Stooges causing bodily harm to each other, you'll enter the Stooges mini-game. Sadly, you earn no money from it. However, the cursor becomes either faster or slower on your next move, so play it well.

Pressing different combinations causes Moe to do different stuff. If you hit Larry or Moe, you get more time to make your next move. If you miss, you get less.