Monday, March 4, 2013

ChristopherTheKnight plays Jurassic Park for Super Nintendo - Part 4 of 16

Now that we're here, let's get Dennis Nedry's ID card, commit more dinosaur genocide and then get the crap out of here.


To find Dennis Nedry's ID card, go left at the start, and once you go through the door here, keep going straight and you'll be in the room where it's in. The Beach Utility Shed isn't very big, so it's kinda hard to get lost here.

You'll need Donald Gennaro's ID card to enter this elevator, but once you do have it, you'll be able to get Ray Arnolds' ID card and access to the rest of the sub-level.
 
Visitor Center Map (by StarFighters76)

After we take a trek back to the visitor's center, it's back to the entrance elevator and up to the first floor. Now that we have Dennis Nedry's ID card, we can open the door and access the computer here. Reboot the main system (it's a touch screen, so it's definitely a no-brainer), then you'll be at the menu. Select Park Control, then select Motion Sensor to complete the mission here and get your motion sensor (that yellow radar-dish looking thing above your health bar in the overworld) working again. While you're here, you can go to Gate Controls and you'll be able to unlock one of the three electronic gates. Keep in mind that if you unlock one of the gates, the other two will be locked no matter what, so remember which one you chose. You'll be using this option a few times throughout the game.

If you select User Options and select Inventory, you'll see all the ID cards in your possession as well as whether or not your goggles are charged for your current indoor location.

As you look around, you'll find a door that you won't be able to access until you acquire Dr. Wu's identification card. This blocks entry to a computer you'll be using later. Don't worry about that right now, though. You have another awesome mission to take care of!

If you need an extra life, head for the dark room here on Floor 1 and take out the Raptor inside. There. It's free for the taking. Now get out of here.

Now that you're back out of the Visitor's Center, enjoy all the dots that show up on your motion sensor. Different dinosaurs are represented by different colored dots. Hey, at least those raptors won't be able to sneak up on you now.

Sunday, March 3, 2013

ChristopherTheKnight plays Jurassic Park for Super Nintendo - Part 3 of 16

Not much happens in this video, but we do get to see more of the Visitor's Center.


While we're here, we'll also access the control room. Unfortunately, you'll need Ellie Sattler's ID card to get into the elevator in this room, and you'll have to go all the way to the second sub level of the ship to get it, which is pretty lame. (If you're wondering what this elevator does, it's a shortcut to the Raptor Pen, which we'll cover later.)

Now that both dark rooms have been covered, it's time to go to through that maze to the Beach Utility Shed. Go east of the visitor's center, then enter that area to the south.

ChristopherTheKnight plays Jurassic Park for Super Nintendo - Part 2 of 16

We trek into the Visitor's Center and maneuver our way through confusing corridors and cover even more ground.

It's gonna be really hard not to get lost.


If you leave the game idle long enough, Mr. DNA gives you some dinosaur facts. That's nice. Also, in case you die, some enemies and ammo respawn. That's pretty useful.

The Visitor Center is north of the start. Go back over there, open the electric gate up by shooting the gears next to it with the cattle prod (the shotgun can open it up much further than the cattle prod can with one bullet), and then it'll be northwest of the electric gate. There's also a giant mosquito to torch as well as a bridge that you can push over the water by using the cattle prod on the gear next to it. You'll need bridge access here for later. The door is at the center of the building, so go on in and prepare for a much bigger area than what the Nublar Utility Shed was.

Why are we going there? Well, now that you've turned on the generator at the Nublar Utility Shed, the computer is now powered on and you should be able to access the computer there to open some of the locked gates and get some security clearance.
 
Visitor Center Map (by StarFighters76)

Near the ground floor entrance is both an elevator and some food that respawns whenever you leave and come back (or die). Take advantage of this if you need to farm on health.

If you take the elevator all the way to the top level now, you can take care of two raptors, scour the top of the building for John Hammond's ID card, then go back down and actually find the door it's used for. Guess what? You'll need the battery for it, which is at the sub level of the Visitor's center. When you're finally in there, you'll find Alan Grant's ID card. (How does the main character lose his ID card in a dark room in the visitor's center that he would need the battery to get into to keep from dying upon entrance inside? Just...how?!?)

Now that we've done that, taking that same elevator down to the first floor gives us entry to the the incubator room. One of the rooms near here contains two first aid kits, which is overkill since you need just one to completely refill your health. There is a door there that you can only enter if you have Dennis Nedry's ID card. To get that, you'll have to head all the way to the Beach Utility Shed and search the Ground Level there.

Heading back up to Ground Level and exploring the kitchen area gives us a pathway to another elevator. Taking this one to the sub level, you'll be able to find the battery for the night vision goggles as well as a nice cache of rocket launcher ammo.

Interesting glitch here, even though we don't actually get to really see it: if you're running low on a special weapon and you're in a building, grab another weapon, fire all of it then pick the weapon you just abandoned. Congratulations, you just got glitched yourself an ammunition reload.

Saturday, March 2, 2013

ChristopherTheKnight plays Jurassic Park for Super Nintendo - Part 1 of 16

MOOOOOOOOOOOOOOODE 7.

When the
Jurassic Park trilogy came out on October 2011, it was only natural that this game be given a thorough show-off. But I was always disappointed with this one, as there were never any maps shown off...until now!

Worth noting: you have to beat the game in one sitting. No wonder this game frustrated me back in the day.

Also worth noting: The game is based on both the book and the movie. If you're wondering why you go into a ship in the game, that's why.

Also also worth noting: the fact that GameFAQs does have maps for every area in the game, including the Zelda-esque overworld in which you go from one indoor area to another. Thank you, Starfighters76. What would I do without you?

Even though you can do all six missions in any order, we're going in the order that the game mentions them, simply because ChristopherTheKnight is doing it and because we can.

The best ammo you can get are the rocket launchers (primary, fired with the A button) and the explosive bolas (secondary, fired with the Y button). They're the things that look like bumblebees and the things that look like a group of three black iron balls, respectively. Pick them up, no matter what, as the game lets you stockpile on ammo. To pick up items in the overworld, stand on it and press the X button. If, for some reason, you need to switch back to the cattle prod (those electric gates, man), just press Select to toggle back and forth between the rechargeable cattle prod and whatever special primary weapon you have. You can carry only one special primary type and one secondary type at a time.
 
Primary: Shotgun shells, Tranquilizer Darts, Rocket Launcher
Secondary: Gas Grenades, Explosive Bolas

The Compies are really easy to destroy. All you need to do is hit them with your cattle prod and they'll die in one hit. The spitters and the raptors are a little harder. You're better off using your special primary and secondary weapons on them, as hitting them with a continuous cattle prod shot will take time.
 
Jurassic Park Map (by StarFighters76)

From the start, go south through the forest. There's the Nublar Utility Shed area right there. The building should be a little further to the south. Touch the door and you'll automatically be whisked inside. If you need to, take the stairs to the roof and get the bolas, but watch out for the raptor that jumps out at you from below. Also, don't touch the electrical grid in the center. You will electrocute yourself.

Also near the building is a motion sensor. It's that grey thing that looks like a lamppost. Whenever you touch one, you'll get mission objectives. Be careful when reading the messages, as you'll still have to fight dinosaurs while you're reading! Also, touching one acts like a continue point. If you die, you'll go back to the last one you touched.

Northwest of the Nublar shed is a small mountain you can walk around. Go up it and get the egg over there. While you're over there, stay away from the boulders. If one falls on you, it's instant death. Thankfully, if they split into three, the worst the pieces can do is trip you up and take a little bit of your health away. You'll need it for a future mission objective. Every time you pick an egg up, you'll get a message from Ian Malcolm saying how many you have left to pick up.


Now, on to the shed. You could just go left, enter the first door you see, and keep going straight while taking down any dinosaurs you see and just simply turn on the generator and destroy just a few generators. But no...we're going to pull some dinosaur genocide because we can.

The spitters and the raptors are the only enemies you'll see here, and they'll just stand or walk around until you get close enough. Thankfully, you can pick them off from a distance if you can see them. I have to admit, this is impressive for Super Nintendo, even if the indoor view doesn't cover the entire screen and you see it only from Dr. Grant's "eyes."

If you go right at the beginning, you'll find a battery. This will power up your Night Vision goggles for the area, and will only work in the area that you found the battery in. Going in a dark room without one will kill you instantly. These dark rooms will carry some power-ups, and sometimes also carry ID cards of various Jurassic Park personnel (some from the movie, some from the books). Sometimes you'll find a door that triggers a message saying "You need So-and-So's ID card to access this area." That ID card will be in a different location entirely, so scan around whenever you're in a building. Thankfully, that's where the maps on GameFAQs come in.

You may notice a computer in one of the rooms. We won't be dealing with that right now, since it isn't working anyway.

The raptors will attack if they're hit with a non-explosive weapon. (This is why I usually choose the explosive ones, since there's no way I feel like dealing with that in the first-person areas.)

The room with the generator has a few of those green spitters in there. Thankfully, those guys never move (unlike the raptors) and they only use their spit attack when you're close enough to them, so take your time and pick them off with any non-cattle prod weapon you have.

There is also an elevator that will take you down to the sub level. One of the doors here is locked and can only be accessed with Ian Malcolm's ID Card. You won't be able to get that until you enter the Raptor Pen, which isn't until later. In that room, you'll find Donald Gennaro's ID Card, which will come into play later...

The Music of ActRaiser

Yuzo Koshiro made some great music for this game, and since I managed to find the music on YouTube...enjoy!

Title Screen Music

Sky Mansion

Fight Monsters/Bloodpool Act 1

 The Beast Appears/Act Clear

 Bloodfalls/Kasandora

Aitos/Temple

Powerful Enemy

Pyramid/Marahna

Northwall Act 1

Northwall Act 2

Game Clear/Birth of the People

Satan

Sacrifices

Peaceful World

Credits

Friday, March 1, 2013

DeceasedCrab plays ActRaiser - Part 21 of 21

The battle between the Master and the evil Tanzra ends here!

First Form


Tanzra's first form isn't that bad.

He'll attack with his own version of Magical Stardust, and it works a bit like your own, except the projectiles are blue and slightly bigger. Go all the way to the right and duck, so it won't hit you.

After this, Tanzra will drop down and shoot projectiles at you. If you stand at the right distance, face him and duck, you'll be able to attack him with the waves of light while the projectiles will fly around you in a sine wave pattern, missing you completely.

Yes...you have that power-up again for this battle. Give 'im hell!

Second Form


Biggest. Life Bar. Ever.

He'll shoot three fireballs at you and they'll attack from above and below, closing in on the same spot you are. Stay on the move and they won't hurt you.

The chest cavity that protects the blue orb in his body opens up. As he draws energy from it to shoot a lightning bolt, wail away at it with the waves of light. When he fires it, stop attacking and duck!

He'll then shoot two crackling balls of energy - one blue and one red - from his mouth twice. The blue one is always in the air, while the red one is underneath the "floor." Destroy the blue ones, you'll more than likely take out the red ones while attack him after he shoots the fireballs again, making it a priority to take as little damage as possible against Tanzra's first form.

His attack pattern will repeat itself, but if you can stay alive, you can take him down in no time!

Once you beat him, enjoy your credits...as well as your ending sequence with typos.

Also, the beginning of the credits music sounds like the 20th Century Fox theme.

Anyway, hope you enjoyed this as much as I did. I'll be back with another guide!

Almost forgot...the music composer for the game is the venerable Yuzo Koshiro. That reminds me...later on...

DeceasedCrab plays ActRaiser - Part 20 of 21

Oh, no! A Boss Rush!

Once you enter Death Heim, there's no turning back. You'll enter a boss rush where you fight all the Act 2 bosses again, in the order of towns you developed. Some of the bosses are more vicious than last time, some aren't. The changes are listed below.

Also, if you have magic, use it now. Magic will not work on the Final Boss, and any magic you do use on it will only work on its attacks.

Refer back to the blog entries where they first appeared for boss strategies. Some of them may not work here because of the changes, but in case you need a reminder...there you go. Also, updated stuff for the Wizard/Werewolf boss from Bloodpool and the Ogre Wheel from Aitos are in this blog, so read up!

Minotaur


He's much faster this time around. The whole "jump over his axe when he throws another at you" tactic will barely work unless your reflexes are impeccable and you have more distance.

You'll probably be using magic on him at least once this time around. Hope you have a lot of MP and a lot of lives...

Also, loving the lunar eclipse in the background of those boss fights.

Wizard/Werewolf


He's as easy as ever.

Also, finally found out that he follows you around and leaps at you if you're on the platforms...assuming you don't kill him with magic like last time.

The only reason that projectile doesn't hit DeceasedCrab when the boss is at half is game programming, since the wizard is supposed to transform at exactly half energy. Any attacks made in wizard form at or below half-energy won't hit you, from what I can see, since the game decides to negate them.

Pharoah


Same as ever.

Ogre Wheel


Discovered his attack, finally. He flashes blue and shoot fireballs when he's back in the air.

Anyway, he's only harder because you're probably preserving your magic. After he tries to run you down twice, he'll jump back into the air when you do, landing on the upper platform before he shoots those fireballs. This is the best chance to hit him without taking damage, as he's most vulnerable before bouncing back into the upper center of the arena. Otherwise, he's the same.

If you can time it right, you can jump from under the lower platform and trick him into jumping onto the upper one.

Snake


Also the same as ever.

Ice Wyvern


If you thought this would be the same, you thought wrong. The ice crystals from its breath fly farther when the attack hits the ground, making it easier to take splash damage.

You'll probably have to hit it from behind during the ice breath, but thankfully it's not faster than in Northwall.