Thursday, February 8, 2018

PrinceWatercress plays The Ninja Warriors: The New Generation - Part 2 of 3


Time to kick some more butt as get closer to Benglar!

Stage 4


When you finally make it back out into the open, you'll see missiles coming down from the sky. Avoid the missiles and get out of there as soon as possible, and watch the shadows so you can see the missiles coming. Once you're back indoors, a tank comes out along with a robot and an endless supply of soldiers. Use these soldiers to take care of the robot.

You'll then be in an indoor parking lot in the city. You'll see a helicopter, but it won't be a menace to you yet. You'll also see a big guy wearing pink that's just like the guy you saw in Stage 2. In Nintendo games, wearing pink makes you more menacing. I'm still trying to figure out why. Midway through this section, the helicopter comes back. Duck in front of the car and the helicopter's machine gun won't be able to get you. You'll then be fighting bad guys and avoiding the helicopter's firepower at the same time. If you alternate between the left and right sides of the screen here, you won't have to worry about the gun. Just like the fan blades from Stage 2, the gun fire from the Gatling gun on the helicopter can also damage enemies.

After this, you'll fight two more guys in white suits, followed by a brown palette swap of the same guy. Fun.

The boss here is some guy with a purple beret and a cane. That black thing he's carrying is a wireless phone. He'll run away and have soldiers come after you. Throw the soldiers at him, since it's pretty hard to get close to this guy without being whacked three times with a wooden cane (unless you block). He'll also leap on top of the gray wall on the foreground. Sometimes he'll stand on it and talk into his phone. When that happens, a red laser will be pointed at the ground. Run away from it - it sends a superlaser at you that can knock you down and prove very annoying.

Stage 5


You'll be fighting some more guys at the beginning of the stage, until you reach the door to the inside of this nice house. When this happens, you'll fight a white version of the first boss with a pink mohawk. Yes, he blows up when he explodes. Once again, throw, throw, throw.

You'll also meet a small, white robot that tries to shoot at you, but if you keep throwing other enemies at it, you shouldn't have much of a problem.

The second section is another floor of this building. You'll soon enter what looks like a conservative Japanese house, complete with rice paper walls. You'll be fighting a lot of those little guys with the claws as well as what looks like kabuki-masked guys in white bathrobes before you meet the boss: some martial artist.

He teleports behind you a lot, and he even sends two big guys to back him up. Thankfully, their higher amounts of HP lets you use them as weapons a little more often. When he glows red, watch the floor and stay away from the green geysers of fire that come up out of it. If you can get between them shortly after they show up, you should be okay.

Don't expect to combo him, since he'll block your attacks after about two punches. Use dashing shoulder rams, dashing kicks and also combo into your blaster in order to get the jump on this guy.

PrinceWatercress plays The Ninja Warriors: The New Generation - Part 1 of 3


We shall overthrow some red-eyed pointy-eared guy named Banglar and his evil government with three robots...that are ninjas. Ninja robots!

Anyway, the game came out in Japan as The Ninja Warriors Again, and it's a chronological sequel to the arcade original. They took the "Again" out when they released it here. In Europe, the game was called Ninja Warriors: The New Generation, and ran at a slower speed than the NTSC versions from both America and Japan.

It should also be noted that in the Japanese version, there's blood! Sadly, it was replaced with green blood in the American version. Boo, NoA!

Stage 1


There are three characters to choose from. The Ninja is slow and can barely jump, but is very powerful. The Kunoichi is the middle-of-the-road character, while the Kamaitachi is the weakest but is pretty fast, although the Kamaitachi takes some practice to play with and cannot throw enemies. I'm using the Ninja, because the Ninja gave me the best results.

That robot is too tall and too heavy to be a ninja...or is it? Also, wow, the action and in-game timer are noticeably slower.

Anyway, you'll be running to the right and destroying everything in your way. You'll be punching. You'll be slicing. You'll be throwing. You'll be blocking. You'll be duck walking. You'll be flying (somewhat) in the air and kicking people on the way down. And nunchaku will be tossed around. Yes. Nunchaku.

Besides using Y to hit your basic combo (which can be done while standing or crouching), you can move into enemies to grab at them. From there, you can hold forward on the Control Pad. and press Y to throw enemies forward, hold up and Y for another throw, or hold Down and Y for a third type of throw.

Holding Y allows you to block. From there, you can hold away and B to do a backflip.

As the Ninja, you cannot jump (unlike the other two characters). As a result, B lets you hover for a while, and pressing it again lets you float even higher for a second before you return to the ground. Pressing Y while hovering allows you to do a spin attack. Holding down and pressing B lets you do a stomp attack.

The other two characters just have regular jumping attacks. 

Also as the Ninja. holding forward on the Control Pad and pressing B lets you dash. Running into an enemy hits a shoulder attack, but you can press Y before then to hit a dashing kick.

There are three sizes of energy canisters. The small ones gives you 1/6 of an energy bar back, the middle gives you 1/3 of a bar, and the large one gives you a complete refill.

Halfway through the level, you'll be seeing missiles rising in the background and falling from the sky on your side of the city. Remember where they are and walk around accordingly. They fall at regular intervals, but they can immediately knock you down, which can be annoying.

The soldier guys are nothing, but the guys with the berets have strong punches and can knock you down with a sweep kick. The guys with the claws jump around a lot. Punch them whenever you can, even if you can get only one shot on him at a time while doing so. Throwing other enemies into them works great, but the best way to take them down is with a ducking combo.

The guys with the guns aren't really good shots. Just like in the original, you can simply duck (and duck walk) past their shots and get away undamaged. Just watch out if they duck; they can throw a grenade at you.

The boss here is some huge robot guy with a red mohawk that's taller than even the ninja. Since he'll always block your attacks, throw those soldiers that show up at him. Using a dashing kick also works, since he can't block that. If your blaster energy is full, press X to use a screen-clearing bomb that destroys all normal enemies on the screen and does a good amount of damage to the boss. This uses all your blaster energy, so be careful.

Stage 2


Remember, if you're surrounded by enemies, use the blaster. It slowly refills on its own as you beat up one enemy as a time, so use it when you need to. To use it, hold Up and press Y after the first two hits of a standing or crouching combo. This uses a little bit of your blaster energy, and while it can be quickly refilled, make sure not to get hit before then, or else you'll lose all that energy and you'll have to do a full recharge.

The blaster energy fills up quickly, but starts filling up more slowly when you near maximum capacity. 

The kabuki guys take multiple hits, but they just stab at you like the soldier guys. Big whoop. Also, one of the taller soldier guys looks like Gordon Freeman, and he can pack a punch. I'm not kidding.

The robot in the middle of the stage either has to be thrown or have something thrown into it. Punches are ineffective. It also shoots a laser at the ground, so don't let it stand around doing nothing. If you can somehow get behind it, you'll be able to hit it with your combo from behind.

In the second section, you'll see blue variations of the red gun guys. They're the same as the red ones, they just take more damage. Also, wait for the rotor blades to stop spinning before you walk through them, otherwise you'll take a lot of damage.

The boss here is a guy with a shogun's helmet, cargo pants, an apron and a chainsaw. Be sure to duck whenever you can, and punch at him whenever you're in range. Throwing enemies into him and dashing kicks work too.

Stage 3


No sooner do you start the stage that you'll face a new enemy. He looks like Ken from Street Fighter, except he has spiky shoulder pads, he breathes fire and he can teleport. Fun. You'll also have to fight four kabuki guys at the same time at the end of this section.

In the second section, you'll face another huge dude (he's a new guy) and two more kabuki guys. If you throw the kabuki guys into the big guy, the big guy isn't much of a problem. You'll then face two clawed midgets followed by a red guy with a gun. Not much else here. Watch out with those big guys, as they can charge at you with a shoulder tackle, and even hit you with some strong punches.

As you make your way through the third section, you'll face guys in white suits that can throw and sweep kick you. Why in the world do they look like Neo from The Matrix? Why?!?

The boss is some sort of weird skeletal guy. He'll climb on the video wall and toss bombs at you, but if you stay right in front of him, they'll miss. Wait for the bombs to explode before coming after him. He also turns invisible for a short while, but thankfully you can still see him (kind of). Dashing kicks work best here, too, and they can get you closer for a throw.

Wednesday, February 7, 2018

Another Promotion Blog - Slope's Game Room


I would have had this one up earlier if...

A) I didn't have to strain my brain for the last intermission
B) I had actually thought of it while working on said last intermission


Anyway, Slope's Game Room has been a long time favorite here in these quarters, and for something that has gotten as large as it has, it is ever the more interesting that I got in on the ground floor with The Story of Bobo, one of the earliest videos produced for the channel.

Let's put it this way: I had more subs than Slope after getting in on this via a random Twitter follow back in early 2015. THAT'S how far back this goes. 
Since that time, the production values have increased, the work much more numerous, and the subscriber counts has jumped by leaps and bounds since that time.

The big videos that come out of Slope's Game Room are the "Complete History" videos, where the origins of the series, the games within, facts about the game and everything in-between is brought up and commented on in one whole video. Seaman is but one of them; there are many more including Double Dragon, Metroid, Streets of Rage, Nights Into Dreams, and even more obscure games such as Thing On A Spring for Commodore 64 and Bounder for the 8-bit micros (I'd personally like to see one for Gex if only because of the absolute hell involved in developing the first game).

Other videos veering into other subjects, such as Kickstarters gone wrong, Q&A videos with Patreon donators, Data Discs vinyl unboxings and even annual top 10 lists of awesome YouTubers with less than 5,000 subscribers have also popped up on the channel. He has also edited videos for Guru Larry (they aren't the same guy, even though they sound alike), and he and Guru Larry have also appeared on each others' informational videos. Slope has even hosted a few of Larry's videos on his channel.

There's plenty to watch on Slope's Game Room given that uploads are usually weekly, and there is still plenty more to come.

Dilandau3000 plays The Colonel's Bequest - Part 20 of 20


And now for some miscellaneous stuff!

What happens if you shoot Henri? Well, Rudy gives you the same story as Colonel Henri Dijon, but says the Colonel was the one sneaking around and was killing everybody so that he wouldn't have to give everyone in the family his money. The next morning, Laura wonders if Rudy was telling the truth as she rides on a riverboat. Since we shot Rudy before the bonus ending, it's pretty obvious parts of his story don't add up. You also won't get the Super Sleuth rating and will be at a very high Seasoned P.I. rank. If you did everything, the only thing that will be missing from the notebook at the end is one who murdered the most people, as you never found out that Lillian was the one who murdered the most people, since Rudy never tells you this as he tries to make you believe Henri killed everybody.

If the game tells you that portions of your notes are rather scanty at the end, the game gives you hints, though they aren't all that useful.

What happens if you kill neither Henri nor Rudy, and instead choose to do nothing? Rudy will kill Henri and will give you the same story that he would if you shot Henri. You also get the riverboat ending again. The notes will also be the same as if you killed Henri.


Tuesday, February 6, 2018

Dilandau3000 plays The Colonel's Bequest - Part 19 of 20


We finally find out what this has all been for...

Head to the chapel. It'll be 1:30 AM, and Celie will be there, sitting in a pew, reading a Bible and bending down in fearful prayer. Talk to her, and she'll tell you to pray before burying herself in prayer. If you want, pray at the pulpit. Laura will do just that.

You'll find Rudy walking around the estate. Talk to him, and even he will feel something is off.

Open the door to the dollhouse. It'll be 1:45 AM. Lillian will be playing with the stuffed animals. Look at her, and you'll notice she's being very suspicious of the visitors. You'll figure this out when you talk to her repeatedly, when the animals "tell" her they don't want visitors as they don't want Laura to know their secret.

Look at the chalkboard here. There are seven tally marks, one for each person that has been killed.

Head to your guest room. It'll be 2 AM and Act VIII. Rudy will be there.

Act VIII


Rudy will be looking under Lillian's bed. If you talk to him, he won't want your help.

Head to Polly and give her a cracker. "Gotta get the gun...get the gun! AWWKK!"

If you exit the estate through the front door, Beauregard wants your attention, even though he's not in a good mood. There will be a note on the front door saying "Meet me in the hedge garden." A conveniently-timed wind gust will soon blow the note away.

Head to the hedge garden. Lillian is lying there, dead from a gunshot wound to the chest at point-blank range...and is dressed in an old army officer's cape, hat, gloves, and boots! Examine the body to find a skeleton key in the old cape. Examine the ground to find the derringer and the bullets. Take the gun, too. Be sure to take the bullets lying nearby. Load the gun.

She was the one walking around and killing people, then. But why is she dead.

When you head back into the estate, you'll hear scuffling upstairs. Go up the stairs and you'll find out it's in the attic. But first, head to Henri's room. Wilbur's bag is open and hurriedly searched through.

Head to the attic now. Unlock the attic door with the skeleton key. You'll find Colonel Henri and Rudy fighting. There's no way to tell who's the aggressor.

Shoot Rudy, you'll shoot and wound him. Henri will walk up to you and tell you Rudy was trying to kill him with one of Wilbur's hypodermic needles. He is unhappy what happened, and was keeping his eye on everyone...or so he thought. It wasn't until he found Rudy in his bedroom that he told him what happened. He then says that it was Rudy who wrestled the derringer from Lillian and shot her in self-defense, and then decided to finish the job by killing Henri with a hypodermic needle. He then tells you to find Celie and tell her to fire one of the signal rockets to summon help from the authorities.

The next day, Rudy is arrested and taken off the island. Henri leaves all the money to Celie and asks her to take care of Beauregard and Blaze. If you found the treasure meant for Sarah, he lets you keep it. Henri talks to Beauregard, saying that the island kept him isolated from people and their selfishness and greed, but it was ironic that it didn't protect him and Beauregard from that completely last night. The story ends.

If you found all the clues, all the items and all the secret entrances and exits, you'll get the maximum Sleuth-O-Meter rank of Super Sleuth. If you scored below that, reviewing your notes will allow you to figure out what you missed. Here's the full notes:

Person befriended: Celie

Took Food Items From: Kitchen, Celie's cabin, Jeeves' room

Took Useful Item From Body Of: Lillian, Clarence Sparrow, Dr. Wilbur C. Feels

People Found Murdered: Lillian, Ethel Prune, Gertie Dijon, Gloria Swansong, Clarence Sparrow, Dr. Wilbur C. Feels, Jeeves, Fifi

Found Secret Entrance/Exit In: Dining room, Downstairs hallway, Upstairs hallway, Billiard room, Hedge Garden, Basement, Library, Parlor, Clarence's and Rudy's room, Gertie's and Gloria's room, My room, The Colonel's room

Objects Used More Than Once: Crackers, Crowbar, Diary, Oilcan, Monocle

Took Object From Suitcase Of: Lillian

Valuable Object Taken: Pouch of jewels

Religious Article Discovered: Bible

Items Requiring Close Scrutiny: Boot print in mud, Sleeping powder bottle, Handkerchief, Rolling pin, Fireplace poker, Broken record, Glass, Cognac decanter, Diary, Cigar butt

People With Gambling Habits: Rudy Dijon, Clarence Sparrow, Dr. Wilbur C. Feels

People Guilty Of Embezzlement: Clarence Sparrow, Dr. Wilbur C. Feels

People With A Telltale Scent: Colonel Dijon, Lillian, Clarence Sparrow, Fifi

People Refusing To Sell Something: Ethel Prune

People Romantically Involved: Colonel Dijon, Gloria Swansong, Clarence Sparrow, Jeeves, Fifi

Person Wishing To End An Affair: Gloria Swansong

Has Embarrassing Medical History: Gloria Swansong

Objects Which Changed Location: Derringer, Dagger, Cognac decanter, Doctor's bag

Ultimate Location of Most Bodies: Basement

People Who Struggled Physically: Colonel Dijon, Rudy Dijon, Clarence Sparrow, Fifi

Person With Surprising Secret: Colonel Dijon

People Who Used Secret Passages: Colonel Dijon, Lillian

One Who Murdered The Most People: Lillian

Time Of First Visit To The Attic: 9:45

Once you're done looking through the notes, the curtain will now fall. We hope you enjoyed the performance.

Dilandau3000 plays The Colonel's Bequest - Part 18 of 20


We finally tie up some loose sends as it becomes apparently that almost everyone is gone.

All maps by Will Mallia.




Head to Celie's shack and knock on the door. This advances the time to 1 AM and starts Act VII.

Act VII


Celie will tell you to head back to your room, due to the feeling of evil in the air that she senses.

Beauregard is back in his doghouse, so head back to where Rudy was earlier. He'll be walking around. If you head back into the room with the weapons drawer, you'll find out the glass case protecting the silver derringer is shattered and that the derringer is gone.

Head back upstairs and go to the guest room next to yours. A chair is toppled over and there is a bloodstain near it. It looks like Clarence is the next victim. His notebook is still on the nearby desk. Look through it. It will be 1:15 AM. You'll find that Clarence has (somewhat) caught wind of everyone disappearing.

Open the panel in this room. You'll find a dusty bootprint on the floor. Head into your room. Open the blue and red suitcase, which happens to be Lillian's. You'll find the diary. Take it. Look through the dairy, and you'll find an entry where Lillian talks about Uncle Henri's supposed betrayal of her and an implication that she murdered everyone due to the fact that everyone supposedly wants her in the nuthouse. Look at the diary with the monocle, and you'll find a print.

Head to the bathroom. The shower curtains will be pushed back, and you'll find Clarence laying in the tub dead with the missing dagger in his chest. (You can also find his body in Wilbur's room.)

Search Clarence's body to confirm the stabbing death. You'll also find a pack of matches in Clarence's coat pocket. Laura will automatically take them. Hey, you'll need to light that lantern somehow.

Head downstairs and go to the bar. Feed Polly a cracker again. "AWWKK! Sleep tight, my pretties. AWWK!!  In the basement...the basement!"

Go to the hedge garden and light the lantern before heading down the stairs. No longer is the flight of stairs here instant death. Keep heading to the left and you'll find an old, sealed-off portion of the basement. This room hasn't been accessed, much less used, in years. Also, there's the laundry chute of death. No wonder it killed you at the beginning of the game. It goes pretty far down.

Approach the chute, and you'll find the bodies of everyone who has been murdered. So that's how they disappeared.

Look at the left wall. You'll notice there are two opposite walls bricked up. On the left wall, there is a small metal plate. Look at the plate and you'll notice a hole in the middle of it. Put the crank you found in the bell into the hole, then turn it. You'll open up a passage in the wall. Keep going left. You'll find some stairs leading upwards. Walk up, and Laura will escape through a cold, dark tomb. You are now in the mausoleum. Look at the nameplates and the stained glass windows. You are in the Crouton mausoleum. Notice that Ruby's name can be seen on his nameplate. Ruby is the only Crouton we haven't seen any record of. Use the crowbar on Ruby's nameplate. Look inside the vault to find a leather pouch. Take it. Look into the pouch and you'll find precious jewels. You've found the hidden treasure that was meant for Sarah!

You can open the other vaults with the crowbar, but you'll find nothing but skeletons. Remove the bar from the door to free the door. Don't worry about the lantern, because the game won't let you get it back and you won't need it again anyway.

Monday, February 5, 2018

Dilandau3000 plays The Colonel's Bequest - Part 17 of 20


Now it's getting bad...

All maps by Will Mallia.




Leave the estate through and head to the southwest edge of the estate property. There is a rolling pin, as well as some muddy footprints. Pick up the rolling pin and look at it with the monocle. There are traces of blood with it. This is a murder weapon. Ethel was killed with a blunt instrument. This is the weapon.

Look at the footprint with the monocle. You'll find that there is an insignia of an eagle on the sole, and that this is definitely a boot print. Could this be the same as the Colonel's uniform in the attic?

Go back to the left armoire and push it. You'll notice a faint aroma of perfume. Look through the north picture. It's midnight. Act IV begins.

Act VI


When you peer through the north picture, you'll notice the Colonel is not in his room. Go through the panel. Neither the Colonel or his wheelchair are here. Take the elevator (if you need to get it there, keep going in and out of the room to coerce it into appearing) up to the attic and go to the trunk. Look for the boots, the gloves, the cape and the hat. None of them are in the trunk.

Somebody is walking around in this stuff and killing people.

Head to the attic door to the east, unlock it, and head to Fifi's room. You'll find both Fifi and Jeeves lying dead on the floor with their spilled drinks nearby. Look at their bodies. There are no wound marks on their bodies. Look at the glass. They were drinking cognac when they died. Look at the cognac decanter. There is a white powder at the bottom. Look at the decanter with the monocle. There are two clear fingerprints.

Head back downstairs. Go to the bathroom. Look in the basket near the sink to find a small, empty bottle. Take the bottle, and you'll find out it's "Dr. Milliken's Miracle-Sleep Powder." There is some very small print at the bottom. Look at the bottle with the monocle. It says "Can be fatal if taken in too large a dose."

Fifi and Jeeves died of a drug overdose.

Head back to your bedroom. Lillian is here, looking through her suitcase. It is now 12:15 AM. Look at Lillian. She is clearly agitated. If you talk to her, she says she needs to do something privately. If you keep talking to her, she eventually lashes out at Laura. Whoa.

Head out of the room and push the right armoire. Look through the north picture. You'll see Lillian writing in a diary. Look through the south picture. It'll be 12:30 AM, and you'll see Clarence writing something at his desk.

Head to Clarence's room. He will be writing in his notebook. If you talk to him, you'll find he's not in the mood to talk at the moment.

If you head back to the attic, Fifi and Jeeves' bodies will be gone.

Go back to the bar and give Polly another cracker. "AWWKK! I can't find her! AWWKK! Where's Gloria?" It seems that Rudy is trying to find Gloria.

Use the monocle on the empty glass at the bar to find a faint fingerprint.

Head back to the Colonel's weapons. You'll find the weapons cabinet is wide open. Look inside and you'll find an Australian boomerang, a steel cutlass, a mace, and an antique crossbow. If you look for the dagger, you'll find that it's gone. The derringer is still in the glass case.

Head out through the nearby door and you'll find Rudy petting Beauregard. If you look at Rudy, you'll find out he's not very happy. If you talk to him, he won't be in the mood to chat.