Sunday, January 3, 2016

A1Major plays the arcade version of Final Fight - Part 2 of 4


Oh, man, this is some really good playing.

Round 3: The West Side (continued)

After you finish those guys off, you'll head back to where you were and you'll be able to go through what looks like Chinatown. At the end is the corrupt cop Edi E. He'll attack you with his nightstick and shoot at you with his gun from one side of the screen, but if you throw his henchmen into him, you'll stand a chance.

By the way, you can eat the gum that he leaves on the ground to refill your health.

Round 4: The Industrial Area

As you make your way through the stage, flames will be emanating from the floor. Avoiding them is anything but easy, as sometimes you won't see them coming until you're shot three feet into the air like a human fireball.

Once you're past the end of the first section, you'll be taking on even more bad guys. You'll eventually make it to an elevator. As you go up, you'll be dealing with a bunch of enemies as well as some guy climbing a ladder who throws grenades at you. As you beat the bad guys, you'll see weapons as well as some barbecue drop down from above. After three waves of enemies, you'll finally fight the guy who was hounding you with those grenades earlier: Rolento.

He can attack you with that staff, but the main thing to watch out for is when he leaves a blue trail when he runs around. He can attack you with this, so if you still have the pipe or the sword lying around, use that to fight him from a distance. He'll also toss those grenades too. When his health gets down to yellow, Rolento starts going crazy, moving around much faster than normal, tossing grenades as he goes. He'll even walk along the top of the background wall and toss grenades at you from there as he rushes to the other side. Well-placed bunches and weapon strikes win the day here, especially the latter. You should really end this thing as soon as possible. When he's defeated, he accidentally blows himself up. Loser.

Bonus Stage

Break all the glass panes before the time runs out.

A1Major plays the arcade version of Final Fight - Part 1 of 4


Can you believe the music in the arcade version sounds different from the Sega CD version?

Turns out, the Sega CD version just had a better soundtrack, so I thought I'd cover the arcade version as well.

Also, A1Major tears this game up.


Round 1: The Slums

What can I say? You see Thrasher run off with Jessica, then a bunch of steel barrels get broken and people get beat up.

The big fat guys charge at you, while Holly Wood (which should be one word, by the way) has an infinite supply of knives...kinda like the Jacks in Streets of Rage 2. Axl and Slash will block your standing combo and any strikes you throw at them at times, so you're better off getting your hands on them and throwing them around.

The boss here is Thrasher (who is named Damnd in the arcade version, and was name-changed for obvious reasons), and to beat him, you'll be slamming enemies into him to do some more damage. When you get him alone, you'll be able to grab the guy and do some real damage yourself. Just watch out when he tries to punch you.

After you do enough damage to him, he'll leap to the subway entrance (where you can't get him) and call out some more enemies to come at you. The real threat here is the red Holly Woods, which throw firebombs at you instead of knives.

Yes, I might as well mention that Roxy shows up in the boss battle. She and Poison where changed to Billy and Sid in the American version on Super Nintendo. Poison and Roxy somersault over you, just to be complete dicks. They also try to slap you. Poison has more health than Roxy, and is purple instead of red.

Round 2: The Subway

This is where you'll first meet Andore. He has a bigger healthbar than anyone else, so smack other people into him and do some jump kicks on him as well.

You'll soon enter the subway. You'll more than likely be dealing with at least three or four enemies at one time, so keep yourself from being surrounded by throwing enemies into other enemies. If you can, throw a Slash at everyone else, as they usually like blocking hand-to-hand combat strikes.

Once you make your way off the subway and onto the train tracks, you'll fight even more enemies. Watch out when the enemies kick the drumcans towards you, as they can damage you.

The boss here is Sodom (who goes by the name Katana on the console versions). Knock the swords out of his hands and whack him with one of them. He'll try to charge you, and there's not really much you can do against it except for a Special or a well-timed punch.

Car Destroying Minigame

Destroy the left side, the right side and the hood of the car as quickly as possible to get more points!

Round 3: The West Side

Oh, boy. We go through the streets and into a club where we take down even more bad guys. Andore Jr. is basically the same as Andore, except with a smaller health bar.

Punch the doors to open them. After the second door, an Andore will grab you from behind, and you'll be taken into an underground arena where you have to fight two more Andores: F. Andore and G. Andore. The sword will make the best work of them as long you can keep them away from you.

Saturday, January 2, 2016

TAS Back to the Future II & III NES in 74:24 by GlitchMan


If only you could beat the game this fast...

CornshaqGaming plays Back to the Future II & III - BTTF III, Part 3


We finally finish this terrible game.


More Hints and Object Rooms


The Livery on Street 9 will take you to Street 10 after you get the Tomahawk.

The Repeating Rifles belong in a white building on Street 10.

Once you've returned all ten items, you've got the fuel bars and you'll be able to get back to the future. Well done, Marty. Well done for completing a shitty game.

Rush For The Gold

You'll have to get a stack of blocks going to get one of the gold nuggets, and you'll need a rope before going down to that area that requires the dynamite. Once again, good platform placement is key.

Completing this gives you the repeating_rifles.

Object Rooms


Courtesy of DBM11085.

Street 10 (Livery)
Name: Rush For the Gold
Object: Repeating Rifles (return to white building)


Friday, January 1, 2016

CornshaqGaming plays Back to the Future II & III - BTTF III, Part 2


Well, this part is slightly more interesting...but only slightly.


More Hints and Object Rooms

When you enter good ol' Hill Valley, you'll have to enter a white building to reach another street.

The Saloon on Street 8 takes you to an object room.

Stuck on You

The webs that fly around will freeze you for a few seconds, and that can cause a spider to drop onto you or one of the white bubbles to hit you. That's not good.

Completing this gives you the Sheriff's_badge.

Goph'er It

The light brown ladders can be grabbed and placed somewhere so you can climb up previously unreachable ladders. Just remember that once you place it, you won't be able to unroot it and place it somewhere else.

Completing this gives you the stirrups.

All Rung Out

You'll be placing ladders in specific places to get all the gold nuggets, but this is perhaps the easiest of all the object rooms in Part III.

Completing this gives you the cowboy_hat.

The Lone Arranger

Besides arrangeable ladders, you'll have arrangeable platforms, which are also light brown like the arrangeable ladders. You'll have to make one ladder in the center, and then place the platforms to where you can jump to them to get all the gold nuggets.

You'll need the stick of dynamite for the upper-left corner of the room.

Completing this gives you the Indian_headdress. Take it to the nearby Livery to return it.

Buildin' For The Future


You'll have to take the light brown ladder and take it apart in order to get some of the gold nuggets. Same for the light brown platforms, and those will make the bulk of your strategy.

Completing this gives you the tomahawk.

Bonus Rooms

Courtesy of DBM11085.

Street 6
How to Access: Under rock
Name: Pig Out

Object Rooms

Courtesy of DBM11085.

Street 5
Name: Stuck on You
Object: Sheriff's_Badge

Street 6
Name: Goph'er It
Object: Stirrups

Street 7
Name: All Rung Out
Object: Cowboy_Hat

Street 8 (Saloon)
Name: The Lone Arranger
Object: Indian_Headdress (return to Livery)

Street 9 (Livery)
Name: Buildin' For the Future
Object: Tomahawk (return to Saloon)

IT'S 2016


What is with these well-timed intermissions? And why do they exist?