Also, have a longplay.
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 ultimachocobo86. Show all posts
Showing posts with label ultimachocobo86. Show all posts
Friday, August 16, 2013
Sunday, August 11, 2013
ultimachocobo86/LordServbot plays Felix the Cat - Part 5 of 5
Felix the Cat takes on the Professor! Righty-O!
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.
ultimachocobo86/LordServbot plays Felix The Cat - Part 4 of 5
"Felix the Cat will burn your Christmas trees and shit down your chimneys."
Best. Video Description. Ever.
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.
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 there are snowballs that are as big as the tank seems 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.
Saturday, August 10, 2013
ultimachocobo86/LordServbot plays Felix The Cat - Part 3 of 5
We go swimming, defeat a blob, and do other stuff in this entry. Whoo-hoo.
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.
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.
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.
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.
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.
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.
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.
Friday, August 9, 2013
ultimachocobo86/LordServbot plays Felix The Cat - Part 2 of 5
Well, slop me in barbecue sauce and call me a hog! More level variety!
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.
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.
ultimachocobo86/LordServbot plays Felix The Cat - Part 1 of 5
Oh, no! Your arch-enemy the Professor has kidnapped your girlfriend Kitty! He wants the Magic Bag o' Tricks in exchange for your girlfriend!
We know that's not happening.
Here's a simple little platformer for the NES. Nothing too fancy. I'm surprised Felix never got another game other than the Game Boy version.
Level 1-1
All right. 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 the Professor heads 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 a few 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 still 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.
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...
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.
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.
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...
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
- 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!
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!
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.
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.
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.
Tuesday, November 27, 2012
ultimachocobo86 plays Super Back to the Future II - Part 2
Even when he thinks he's got it all planned out, he still dies.
Did I mention that about a month before I started work on this, I finally saw [i]Back to the Future[/i] for the first time? It's every bit of awesome that James Rolfe wants you to believe that it is. I eventually saw the sequels, and they were really good, too. I have a perfect understanding of the storyline in Part II as well, so it makes it even easier for me to enjoy the game.
Turns out there's more to the Round 3-3 boss than I think. There are not only the obvious gold pipes, but also pipes in the background that the black iron balls can fall into and enter the lower level from en route to the gold pipes. Also, a key thing to do against him is to keep the three balls and have them all flow in a line...so to speak.
The five coins in the beginning of Round 3-4 are probably a clue on how to get past the two spikes and three large iron balls above the second and third sets of fans, respectively. It seems this is not as hard as I thought, but it's still a bit too easy to die. I should also mention that those iron balls near the fast-moving platforms are a new one on me, since I don't remember those in the original playthrough.
From watching this, I can tell that the game isn't as hard as I thought it would be. I'm wondering how ultima's going to get through Round 5-2, though...
- PrinceWatercress, 11/27/2012
The five coins in the beginning of Round 3-4 are probably a clue on how to get past the two spikes and three large iron balls above the second and third sets of fans, respectively. It seems this is not as hard as I thought, but it's still a bit too easy to die. I should also mention that those iron balls near the fast-moving platforms are a new one on me, since I don't remember those in the original playthrough.
From watching this, I can tell that the game isn't as hard as I thought it would be. I'm wondering how ultima's going to get through Round 5-2, though...
- PrinceWatercress, 11/27/2012
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!
Also, losing your lives and seeing Marty fly to heaven on little angel wings sounds really annoying. Yeah, I know.
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.
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.
ultimachocobo86 plays Super Back to the Future II - Part 1
Well, thanks to stuff beyond my control, I'm covering this game again...again.
This time around, everything's in widescreen and there isn't as much crapping around, since ultima is better at this game than he was last time (the video of which is lost to time and space forever).
This time around, everything's in widescreen and there isn't as much crapping around, since ultima is better at this game than he was last time (the video of which is lost to time and space forever).
Since I'm basically covering a game for the third straight time (for GameTrailers, anyway), I'm basically going to make this blog longer by throwing in more of my thoughts on the game in addition to the FAQ portion.
As I mentioned earlier, moving around in the game is like moving around in the original Sonic the Hedgehog, and when you get hit, the mechanics to that are like the original Castlevania.
Since I did a lot more watching than I did writing this time around, and had to make only a few edits since I was linking to certain times in the old (and now removed) LP, I paid more attention to the level design, which ultimachocobo86 described as "a sheer nightmare." What's interesting about that statement is that it's actually correct - kinda. You have to get some speed going in order to make some basic platform jumps that you wouldn't have problems with in other platformers, and parts of the game are harder than they should be simply because of the controls. It's also not an unusual occurrence to be catching big air and going as far to the right as possible only to run into a wall of spikes, especially in the later rounds where there's spikes a-plenty!
ultimachocobo86 gets into the game quickly as he runs through the first two worlds faster than he did last time, but even when you have a good grasp of the game, you're still gonna see some serious fried chicken by the time you reach Round 3-1. Also, I finally have a grasp on how those platforms that lower you in that lower path in Round 3-1 finally work. You don't have to go back and get some speed, but it does help if you know how to slow down and know the level design well enough. They're still a pain in the ass.
Also, invincibility trumps the shield. What the hell.
- PrinceWatercress, 11/27/2012
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.
Since I did a lot more watching than I did writing this time around, and had to make only a few edits since I was linking to certain times in the old (and now removed) LP, I paid more attention to the level design, which ultimachocobo86 described as "a sheer nightmare." What's interesting about that statement is that it's actually correct - kinda. You have to get some speed going in order to make some basic platform jumps that you wouldn't have problems with in other platformers, and parts of the game are harder than they should be simply because of the controls. It's also not an unusual occurrence to be catching big air and going as far to the right as possible only to run into a wall of spikes, especially in the later rounds where there's spikes a-plenty!
ultimachocobo86 gets into the game quickly as he runs through the first two worlds faster than he did last time, but even when you have a good grasp of the game, you're still gonna see some serious fried chicken by the time you reach Round 3-1. Also, I finally have a grasp on how those platforms that lower you in that lower path in Round 3-1 finally work. You don't have to go back and get some speed, but it does help if you know how to slow down and know the level design well enough. They're still a pain in the ass.
Also, invincibility trumps the shield. What the hell.
- PrinceWatercress, 11/27/2012
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.
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. You'll have to be in an actual jump. Again, like Sonic. 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.
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.
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'll then get a cutscene. Old Man Biff Tannen will climb into the DeLorean and travel into time...but why?
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'll then get a cutscene. Old Man Biff Tannen will climb into the DeLorean and travel into time...but why?
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