All posts in Fun Stuff

Shigeru Miyamoto Has Been Spotted Playing Tearaway At E3 2013 PS Vita Booth

8
miyamoto_playing_tearaway

Well isn’t that dandy? Mr. Miyamoto has been spotted by Polygon writer Mike McWherton stopping by the PS Vita booth on the E3 2013 show floor getting his hands on the game Tearaway for PS Vita. Before any of you cry “Traitor!,” this isn’t the first time the legendary game developer has been spotted at a game booth that isn’t exclusive to Nintendo. This is just Miyamoto proving once again that he is a true gamer at heart first and a developer second.

[Source: Polygon]

Nintendo World Store Celebrates Animal Crossing: New Leaf Release With A New Look

animalcrossingnewleaf_logo

A day before its official release date in the United States, Animal Cross: New Leaf for the Nintendo 3DS is getting an entire party held in its name at Nintendo World Store in New York City.

Rockefeller Plaza will be buzzing with a themed extravaganza as the entire store itself will transform into an Animal Crossing-style world only on June 8th from 9am to 1pm EST. Animal Crossing fans will get the chance to pick up exclusive merchandise and to take part in some AC-themed carnival games. A DJ will be spinning some tunes on the 2nd floor of the store while the rest of the place bounces with energy from all the promotions and fans.

Additionally, copies of Animal Crossing: New Leaf and special 3DS hardware bundles tied to the game will be available in limited quantities for purchase throughout the event.

Animal Crossing: New Leaf will be officially released in the United States a day later on June 9th.

[Source: Nintendo Everything]

Gaijin Games Presents Miiverse Storytime

4
runner2

Miiverse communities give developers a unique opportunity to connect in new ways with fans of their work.  Gaijin Games, developers of the successful eShop title Bit.Trip Presents: Runner2 Future Legend of Rhythm Alien, have been very active in the Runner2 Miiverse community.

They’ve connected with fans of the game, held Miiverse draw challenges, and now they’re at it again with Miiverse Storytime.

Every Friday, they will put out a call on Miiverse for new story ideas to narrate Commander.Video’s adventures in the game.  Once they’ve compiled all of the suggestions, they will narrate the final story on their YouTube channel.

While other developers in the Wii U Miiverse communities are active, Gaijin Games is undoubtedly the most active developer.  What are your thoughts on the first of many “Miiverse Storytime” posts from Gaijin Games?  Sound off in the comments below.

Nintendo Invites Instagram Members To Join Their Photo-a-Day Challenge

2
instagram-logo

Today Nintendo kicked off a new “Photo-A-Day Challenge” for the month of June where members of Instagram, the popular image sharing application on iOS and now Android, can post their Nintendo related photos based on the theme of the day.

The challenge runs for 30 days, and each day has a unique theme for which members should choose their submitted photos.  Themes range from favorite character or castle from a Nintendo game, to the dreaded “Game Over” screen.

photoadaynintendo

To join the challenge, take a photo using the Instagram app and tag it with “#Nintendo”.  So those of you with iOS or Android devices, get to snapping!  If you’re finding yourself with a lack of inspiration, here’s my entry into the first day of the challenge, complete with everyone’s favorite Nintendo character this year.

myinstagram

What are your thoughts on the challenge?  Do you plan on making any submissions?  Let us know in the comments, and please feel free to share your submissions if you do!

[Source: Instagram]

Donkey Kong Makes Surprise Appearance at DKCR3D Event

Donkey-Kong-Country-Returns-3D

Nintendo invited fans to attend a pre-play event for Donkey Kong Country Returns 3D at the Santa Monica Yacht Harbor recently. Fans of all ages showed up to get a glimpse and some hands on experience of the new 3DS remake launching tomorrow.

What fans didn’t expect were the thundering booms and calls of Donkey Kong himself bursting from behind a marketing poster just feet away from them as they carried on with gameplay. After his multiple suprise appearances he was available for photo op.

Nintendo events always have a lighthearted and entertaining style, and this doesn’t disappoint. This is one reason why I feel that Nintendo ought to honestly consider starting a series of theme parks. Characters that everyone knows and loves, franchises that would translate well to amusement park rides, and Nintendo’s own flair for the dramatic would all make for an awesome, well, Nintendo Land.

nintendo_land_logo

Super Mario Bros. Crossover Warps to Version 3.0

super_mario_bros_crossover_3-612x318-600x311

mariocrossover3_6102

Mario has been a jack of all trades, transforming himself into things like a bee, a human spring, a tanooki, a hammer bros., a boo; the list goes on and on.  In ‘Super Mario Bros. Crossover’, developer Exploding Rabbit decided to give his other NES cohorts a shot to see what its like being Mario.  The browser game took off like a rocket and became an instant favorite.  So, to celebrate the game’s third anniversary, the game is getting a facelift to version 3.0.

The game features iconic characters such as Mega Man, Simon Belmont from Castlevania, Bill from Contra, and others who can use their trademark moves to advance in the game.  Plus, they get the same kind of bonuses or extras they would normally get.  One interesting change is the transformation in landscape of each level, which is akin to another game called ‘Super Mario Bros Special’, in which the levels change due to the difficulty chosen when you play.  New skins were also added to the game from games like ‘Castlevania’ and ‘Super Mario Bros. 2′.

The game saw the light of day in part to Exploding Rabbit having raised $53,509 back in June 2012 through the Kickstarter program.  You can take a gander for yourself in the preview video below of what to expect in version 3.0 which is coming in May or June.

What do you think of the new version? Tell us here on Nintendo Enthusiast.

[Source: Joystiq]

Psychic Pokemon Deoxys Arriving in Special Distrbution and TCG Event

minecraft___deoxys_by_aprilgoddess-d4wm3up

Deoxysformen

deoxys-ex-500x500

Deoxys, the mythical, mysterious, and somewhat misunderstood Pokemon,will be making an appearance in both TCG and virtual form on May 8th.  Players who are playing either Pokemon Black 2, Pokemon White 2, Pokemon Black or Pokemon White can receive Deoxys through a special distribution event on that day  as long as they have wireless broadband internet service so they can connect to the Nintendo Wi-Fi Connection service.  They will, of course, need a copy of either Pokemon Black 2, Pokemon White 2, Pokemon Black or Pokemon White and no more than 11 wonder cards in their possession at the time of transfer.

Deoxys will make its appearance known as a special Deoxys-EX card in the Pokemon Black and White–Plasma Freeze expansion pack.  Deoxys-EX will be bursting with power at 170 HP, can help power up its Team Plasma cohorts, and can turn its enemies power against them with a powerful move called Helix Force.

For those not familiar with Deoxys a description was given stating,

Deoxysan impressive Pokémon that can change its Forme—has long captivated fans with its mind-blowing Psychic-type powers and mysterious interstellar origins. Little is known of its past, but Pokémon professors have determined that Deoxys was originally a virus of alien origin: as it plummeted through the atmosphere on a wayward meteorite, the virus passed through a laser beam and mutated to become Deoxys.”

Players lucky enough to pick up Deoxys via distribution on May 8th will be thrilled to have the ability to change Deoxy’s different forms to suit their battle situation.  If the player takes Deoxys with them to Nacrene city they can make the switch from Deoxys’ different forms such as Normal Forme, Attack Forme, Defense Forme, and Speed Forme.  The special distribution will run until May 31st.  Even more surprises will come as the special distribution Deoxys will have special unique moves which will be revealed in the coming weeks.

Are you excited about this announcement? Let us know by leaving a comment here on Nintendo Enthusiast.

[Source: goNintendo]

Super Smash Bros. Album Coming Soon

3
Super_smash_bros_logo

smashbrosalbumcover

Get ready to turn up your speakers loud, bash, crash, pummel, and pile drive your friends because there is an awesome Super Smash Bros. album brawling its way through the crowd and into your ears.  A group known as the Shinesparkers put out a Metroid fan album a while back called “Harmony of a Hunter” which sold very well and now they are working on their newest project–Smash Bros.

Nintendo Insider says the group is already focusing on tunes from Super Mario, the Legend of Zelda, Star Fox, Kirby, Metroid and Pokemon and they are going to approach them in an entirely new fashion and make them into something “mind-melting”.

The album which is going to be titled “Harmony of Heroes” will release as a free digital download sometime in 2014.

Are you a big Super Smash Bros. fan? Will you download this when it releases next year? Leave your comments here on Nintendo Enthusiast.

[Source: NintendoInsider]

Zelda Kickstarter Documentary In the Works

1
Link-the-legend-of-zelda-2833139-1920-1200

The_Legend_of_ZELDA_by_captainosaka.png

A couple of years ago some fans adorned awesomely in Legend of Zelda cosplay, put together what appeared to be a live action trailer for a Legend of Zelda movie.  The video swarmed across the internet and onto Youtube until it was revealed that it was all just a big April fool’s joke.  Well, now a true Zelda fan, named Joe Granato, has come up with the idea to film a Legend of Zelda documentary which carries a familiar Zelda line from an old man in a cave proudly proclaiming, “It’s Dangerous To Go Alone…The Movie”.

He has put up his proposal on the popular, crowd funded, Kickstarter website and according to Nintendo Insider, Granato and his film crew are hoping to raise at least $50,000 before June and have their Hyrulian masterpiece delivered to their backers by December.  They are asking for pledges between $5 to $250.  Highest pledging backers will get what’s known as the “Master Sword Package” which will include a DVD set within a custom NES game box complete with a manual mock-up for the documentary.  Also included is bonus video footage and a special thank you with their name in the credits of the film.

The documentary is hoping to deliver video footage of an exploration of the cultural impact that the Legend of Zelda has had.

Are you excited about this Legend of Zelda documentary? Would you perhaps help fund it? Leave your thoughts here on Nintendo Enthusiast.

[Source: NintendoInsider]

2013 Marks A “New Era” For Pokemon Says Pokemon Company

5
pokemon-logo

Speaking to MCV, Pokemon Company says that the next 12 months will be amongst the biggest in Pokémon history.

Before the worldwide launch of Pokemon X and Y, the finale, a new TV series, events, a film and new toys throughout 2013.

Pokemon Company:

“Undoubtedly 2013 is a key year for us to grow and usher in a new era for Pokémon with Pokémon X and Pokémon Y and the introduction of new characters as the launch platform,”

“We believe these games will appeal to all generations both veterans and newcomers to Pokémon.”

Are you excited? Let us know in the comment section below.

[Source: MVC]

Rumor: Mewtwo’s New Anime Form Leaked Into the Wild

4
mewtwo-form-pokemon-xy-head

Rumor: Mewtwo’s New Anime Form Leaked Into the Wild


With the excitement of new Pokemon and new territory to cover in Pokemon X and Pokemon Y this October on the 3DS attention has never been driven away from fan favorites like–Mewtwo.  Website Nintendo Chronicle may have stumbled upon Metwo’s form for an upcoming anime film.  After taking a look at the pictures myself I kind of think Metwo’s new form resembles a cross between the Pokemon called Lugia and the other one called Dialga.

1364975420-mewtwo-form-675x250

What do you think of these apparently leaked pictures? Do you think they are genuine or just Pokemon fan boy art? Leave a comment here at Nintendo Enthusiast.

Update: It has now been discovered that these pictures may be of what Mewtwo will look like in the upcoming Pokemon X and Pokemon Y games.

Source: [Nintendo Chronicle ]

Nintendo Sucks It Up With Poltergust 5000 Replica

luigipoltergust

poltergust5000

Just when you thought Luigi couldn’t suck more, Nintendo decided they could suck too.  Of course, they want to suck things up with a Poltergust 5000 replica straight from the new 3DS Luigi’s Mansion: Dark Moon game.  Nintendo Insider said that Nintendo of America got together with production company iam8bit  to create the replica of the powerful ghost busting and sucking backpack Luigi wields bravely in the game.

The process began with an average Joe vacuum getting gutted out like a Tom turkey.  Then, as Jon from iam8bit. explained, “Everything had to be built around the motor and other internal parts, so the process worked in reverse.”  About twenty epic looking rings were added to the spooky hose making it shiny and worthy of making busting “feel good” just like the song from the 1980′s classic “Ghost Busters” proclaimed.  The straps for the backpack were put on and hidden to what is called the ephermeal storage unit.

Some even more awesome elements that were added were a working light, wheels for scooting along, and as Jon said,

“…perhaps the most important feature of all –a specifically created mouthpiece, wide enough to accept even the most punchy spirit.”

Check out the scary and shocking footage of building the spooky vacuum by clicking on the link below and come back here and let us know what you think at Nintendo Enthusiast.

Link: http://www.nintendo-insider.com/2013/03/30/nintendo-construct-poltergust-5000-replica/

Source: [Nintendo Insider]

 

XSEED Talks Past, Present and Future


Kotaku has a fantastic new “longread” feature article up on a topic very dear to us here at Nintendo Enthusiast – the publisher of all things niche and Japanese, XSEED Games.

We were lucky enough to score an interview with XSEED’s Executive VP, Ken Berry, this summer, and Kotaku touches on one of the questions we asked: how did they pick up The Last Story, and did Operation Rainfall have any part in it?

“It was a constant fight even within our own organization,” Berry said. “To our external sales reps, we’d be saying, ‘No, like you guys don’t understand. There’s tons of fans out there that are asking for this. There’s a huge fan movement.’ I mean, so yeah. In the end, I think we were right.”

Xseed’s sales reps were surprised at how well The Last Story sold on a “dead platform,” but Berry knew that it’d be a hit. Preorders were great, hardcore fans were desperate for a new console RPG in a rather dry year, and the game received a load of free publicity in 2011, when a fan-driven campaign called Operation Rainfall made headlines by asking Nintendo to bring The Last Story—and two other big Japanese Wii games—to the United States.

“We’re eternally grateful to the fan community out there,” Berry said. “They really stepped up their game and put their actions and their wallets where their mouths were earlier. They backed up their talk.”

Kotaku’s piece also provides a tantalizing hint at a big title that fell out of XSEED’s grasp:

“Most of the big names that people keep requesting from us over the years, we’ve been in talks on,” Berry said. “There’s a couple that we were right there… like one that would’ve pretty much shocked the industry if we could’ve announced it. But for whatever reason, at the very end, maybe some executives at the company just realized that this brand is too important to their company to license out to another company. Even if their U.S. branch isn’t going to publish it, they can’t let anyone else publish it.”

I asked what game, but Berry said he couldn’t tell me. Part of dealing with Japanese companies means dealing with secrecy.

“Anything you can hint at?” I asked.

Berry laughed. “I think I already hinted too much.”

Head over to Kotaku for the full feature article for more on how XSEED was created and for hints on what is in their future. It’s definitely worth your time.

Nintendo TVii Launches Tomorrow!


Nintendo has announced that Nintendo TVii will launch tomorrow, December 20.

On Dec. 20, Nintendo will introduce Nintendo TVii, a free, integrated service for the recently launched Wii U console that combines what you watch and how you watch into one seamless, second-screen experience on the revolutionary new Wii U GamePad controller.

The rapid increase in both the quality and availability of video entertainment content – hundreds of satellite and cable channels, a seemingly endless amount of video-on-demand options – has made finding something to watch a complex and occasionally frustrating process. The solution to this problem is coming from perhaps an unexpected place: a video game console.

“After Dec. 20, you’ll never look at your TV the same way again,” said Nintendo of America President and COO Reggie Fils-Aime. “Wii U owners have already experienced the transformative effect that the GamePad has on game play and social interaction. Nintendo TVii shows how the integrated second screen of the GamePad can also transform and enhance the TV viewing experience. Welcome to the new world of TVii.”

You can read the full press release here.

Retro Studios Interview Finally Translated


We celebrated Metroid Prime’s 10th Anniversary a few weeks back, but it appears the game still has some secrets.

The good folks over at Metroid Database have translated an interview with Retro Studios from a March 2003 edition of Nintendo Online Magazine that somehow fell between the cracks for the better part of a decade.

You can read the interview in full here, but an area of particular interest is the genesis of Prime from being a potential first-person shooter into being a “first-person adventure.”

From the very beginning, we recognized that Metroid games are, above all, about exploration. While shooting is an essential component of this game, you can’t say it’s the focus. We made this way of thinking the base for making this game. Thinking about what the player would do in the world we were creating directed the majority of the game design choices we made during the production. The moment we decided to concentrate on adventure instead of shooting, we started calling this a “first person adventure game.”

Check out the full interview, and poke around Metroid Database while you’re at it. You won’t regret it.

Playthrough: Mega Man (part 2)

2

Happy 25th Birthday Mega Man! 25 years ago today the world saw release of one of the finest NES games ever made and the start to one fantastic franchise. For those who missed part 1, that can be found here. With that said, here is the four Dr. Wily stages.

Dr. Wily Stage 1

This level starts out with three of the pogo enemies in a row, but at this point I have the Ice Beam so I just froze them when they jumped high and walked under them. The boss of this stage is tricky, so whatever trick you can find to make the level easier should be exploited to its fullest. Immediately after these guys  are a pile of boulders that need to be moved and then some stairs with low ceilings. Between each ledge is a fire pillar and the best way to get past this part is to freeze them and use them as makeshift platforms.

The next room has some free health but the low ceiling makes the jump difficult, so naturally I messed up and didn’t get it. Upon climbing the ladder you will be in a long hallway with more boulders to move and those fast screw enemies. The good news here is that the boulders will kill most of them with a single toss. The next room after climbing a ladder down will have some narrow platforms with a low ceiling, and to top it off a Bullet Bill enemy will always be coming towards you, making it extremely easy to be knocked back into the pit of spikes.

If you can get passed the last section unscathed then the moving platforms that shoot will make their annoying return. There are only three of them and for some reason they never gave me as much trouble as Ice Man’s stage usually does. Remember that Platform Gun you got all the way back in Elec Man’s stage? Now comes the first time where you need it, as a wall is blocking your way and a ladder is just out of reach. In case you run out of ammo you can always go to the previous screen and farm the item pick-ups to restock on ammunition. I recommend you also make sure your electricity gun is maxed out too as the boss is after this section.

Clay Man is hard in how long the fight lasts rather then just being difficult. You can only attack him once per turn, and each time you attack he will separate into blocks to reform on the opposite side of the room. The pattern in which the blocks move is always the same, so it comes down to memorizing when to jump out of the way and when to stay still. There is a glitch here to make it easier though, and that is when the electricity hits his eye, pause and unpause the game as fast as you can to make it count many more times. I, of course, did not use this glitch. I beat the game enough times that I should not have to rely on dirty tricks anymore. That said, I died on Clay Man four times.

Death count 4

 

Dr. Wily Stage 2

This stage started off with some easing platforming, but it was made hard by dive-bombers from above and below you. One of them killed me right away as I was making a jump and it pushed me back into the pit. With this section, the best way to deal with the enemies is to equip the Elec Man beam as it shoots up, down, and straight in front so as soon as they close in for the attack, fire the beam to take care of everything on screen.

Another interesting thing about Mega Man 1 is that instead of having a room before Dr Wily with eight teleporters for a rematch against the eight robot masters, this game just throws in the bosses through the stage. I fought Cut Man here after the dive-bombers but this time there were no boulders to throw at him so I died on my first attempt. He actually is not too hard; just keep firing at him with your normal buster and avoid his scissor attack.

After this fight was more easing platforming but with turrets that shoot in five directions this time. This section was much easier as the timing for when they shoot is consistent and it is not as challenging to destroy them. Upon clearing this part I had to fight Elec Man again, and needless to say wrecked him with the Rolling Cutter

At this point is becomes clear that this level is just the same routine over again with platforming followed by a boss. Once I beaten Elec Man I had more jumps to conquer, and the enemy here was the ones that rise from the bottomless pits and explode into separate pieces. They are a bit difficult to avoid due to their numbers, but the good news is they don’t do that much damage. Instead of the level’s final boss right after this, there are some ladders to climb down with enemies that move back and forth in their basic pattern. Once again, the Elec Man beam does wonders here and makes quick work out of all the enemies.

The boss here is actually one of the hardest in the game. Maybe there is a secret to beating him efficiently, but it took me four tries to destroy him. The reason it is so hard is because a machine clones you, and whatever weapon you use, he uses. The way I finally managed to beat him was unload all the Elec Man beam ammo I had, followed by the Fire weapon. It is a really intense, pulse pounding battle as he will use the same strategy and constantly move towards you. It is simply exilerating and feels like an accomplishment when he is bested (not saying the rest of the game isn’t satisfying).

Death count 5

 

Dr. Wily Stage 3

This is by far the shortest stage in the game and it surprisingly does not make up for it in difficulty. There are a few screens where you must work your way down, avoiding wall and ceiling mounted turrets and the enemies that move back and forth. As always, the Elec Man beam is the preferred weapon, but really any weapon is helpful here. I took a few hits due to the shear numbers of all the potential threats, but this section is over in a jiffy.

Once the vertical descent is complete there is a long hallway that gets flooded with water. All this means is that it is constantly pushing you, making you run fast while the robot penguins charge at you. It is easy to get hurt due to their post death explosion but with proper timing, jumping and shooting will make short work of this hallway.

The boss is in the next room and can be a pain if you are stunned like me. I died on it three times because it did not seem like any weapons hurt him. The boss is a machine part in a bubble that will circle the room and shoot bullets at you. Each time you destroy one another will take its place and move faster. There are four boulders in the room that will kill one each, but after that you must attack it head on. When attacked with a weapon, it does not seem to be taking any damage, but the best way to deal with the remainders is too mash that fire button as fast as you can when it rolls along the bottom of the screen. Unless you are a world champion button masher you will probably take a few hits, but hopefully you can destroy all eight of them before they kill you. It may not be the best strategy, but it will get the job done.

Death count 3

 

Dr. Wily Stage 4

Here we are, the final stage of the game and this playthrough. To start off on the wrong foot I died two times in a row on the very first screen. It involves three very simple jumps and climbing a ladder. Sure, those enemies that rise and lower from the floor and ceiling respectively show up, but they didn’t even faze me. I missed the ladder twice due to me not pushing up in time on the control pad to grab onto it. Let this set the tone for how much I died on this level.

If you can get past the torturous notion of grabbing a ladder then you will find yourself in a long hallway of turrets, but as usual, the Elec Man beam will take care of this section with little trouble. After climbing some ladders (don’t worry, they are on solid ground this time) there will be another rail platform similar to Guts Man stage. There is only one of them this time, so I jumped on it and the section where the platform drops was so big that I panicked and fell into the spikes below. The second attempt I just missed the platform entirely. The third try I used the Platform Gun so I could jump on them and walk over to the ledge I was suppose to go on, but I fell through a tiny gap before the ladder and died. I have no idea why ladders were so hard to me this time.

Admittedly, I was becoming pretty angry at this point, but once I managed to get through these parts I had to fight the remaining bosses. Bomb Man was first and always easy to beat. Next was Fire Man, and I can never get the pattern down for him; he just keeps firing randomly and always taking off a fair bit of health. Ice Man is third and while he is easy to beat, the controls freeze up for a split second once he is defeated; this caused me to die many times as his last missile just killed me when I couldn’t move. Last up is Guts Man and while not particularly hard, he is just a pain as I was always low on energy.

To sum it up quickly and embarrassingly, I died on Bomb Man zero times, Fire Man zero, Ice Man four times, and Guts Man six times.

Thankfully, there is a checkpoint after these bosses, giving you some mercy before you fight Dr. Wily. He has two forms; the first one is weak to fire and the second form is weak to electricity. The only difference between the two forms is the type of projectiles they fire. Form one will shoot many small bullets while part two will fire one big rotating bullet. He is not the hardest final boss ever, but I still managed to die on him eight times.

To be honest, before I beat the game I had to take a break, so I ended up walking to the local comic book store to pick up the newest issue of Deadpool. Once I came home after some air and read the comic, I picked up the controller and beat the game after two deaths. In short, Deadpool is the man.

Death count 23

Total Death Count: 54

 

Final Words

After playing through Mega Man for the first time in awhile, I remembered why I love the series so much. Unless you play the games constantly, there is always a challenge to them after a small break. There are tons of games from my childhood that are considered hard that I can pick up now and plough through, but Mega Man always gives a challenge. Depending on my personal mood, some sections offer more resistance then others but it always feels like a fresh experience no matter how many times I play through. Maybe one day Capcom will make another Mega Man series, or make part 11 with updated features rather then banking on pure nostalgia (as great as 9 and 10 are), but until then, we have numerous games and genres to sink our teeth into and have fun while doing so.

So here’s to 25 years of pissing gamers off and making them enjoy every second of it.

Playthrough: Mega Man

4

by Ryan C.


It’s almost Mega Man’s 25th anniversary! Don’t act surprised, how could I not write up another article about the Blue Bomber. Instead of reviewing a game that you know how much I love, I figured I would just have some fun and play through the original game once more and write a little walk-through. It won’t be a complete guide, rather it will be me talking about each level, if I am having a hard time at a part, or just funny moments that happen. So turn on some classic tunes and join me in the play by play of the first Mega Man.

 

Bomb Man Stage

Every time I start out I always pick Bomb Man. I find him the easiest to take care of and he is pretty weak against the default Mega Buster, so my advice is to start with this chump. Upon starting the level, I was introduced to some jumping screws that hurl themselves at a high speed. These enemies aren’t tough, but they are easy to get hit by. After these were some bottomless pits, but each one spews out an enemy that rises and separates into 4 segments that explode on contact. Each of the pits are pretty close together, so get ready to avoid anywhere between 4 and 12 explosives. This is a nice start, not even a minute into the game and already these jumping screws and projectiles are wrecking me. If that wasn’t enough, immediately afterwards are some turrets that can fire high speed bullets in 5 directions, and like the previous section, there are numerous turrets grouped together. I hope you like avoiding bullets that cover the screen because this game certainly does.

After clearing this long stretch of hallway comes basic ladder climbing and platforming where I found some health, unfortunately I had to clear 4 wall clinging turrets to get it, meaning I probably could have avoided it altogether and kept the same amount of health, but live and learn. Upon regaining my lost health came another long hallway that introduced the shielded bad guys that can only be harmed just before they fire their weapons. If you can get the timing down they are not so bad, but I did take some damage. Once I killed him the game introduced a Bullet Bill type enemy that has a wavy pattern similar to the Medusa Heads in Castlevania. If you shoot them, they explode and respawn; if they go off the screen, they respawn. Top this with those enemies that come from the bottomless pits and it can be a challenge, but I found if I kept moving and shooting then they couldn’t touch me. Once I cleared this there was a ladder to climb and some platforms to jump over with spikes underneath. One of those Bullet Bills started chasing me, but the secret here is to let it go ahead of you and not shoot it, or else it will just respawn behind you again.

In case you forgot how much the game loved having projectiles shot in every direction, the next segment involves jumping on small ledges over spikes with enemies that fire in all 8 directions and respawn infinitely until you finish the part. Thankfully, after this part you can jump down into a small area and snag a free 1up. After getting my reward for dealing with this bullet hell styled level, I was off to fight the boss. I always found it weird that in this game there are a few rooms before the boss fight, whereas every other game just has a corridor before the encounter. I also forgot how short the level was, I will have this game done in no time.

Climbing down the ladder towards Bomb Man and there are enemies that move back and forth. Careful timing is the key here, but the first one hit me so I fell the rest of the way, not exactly great strategy but it got the job done.

Like I said before, Bomb Man is not hard, he jumps around and throws his bombs in an arc that are easy to avoid. I died here because it has been awhile and the explosion was big enough to reach me. On my second try at almost full health (got hit on the ladder again), I successfully destroyed him and made my way onto Guts Man.

Death Count: 1

 

Guts Man Stage

Similar to Bomb Man, Guts Man is not that hard of a boss. His weakness is the bomb weapon as it can kill him in three shots, but the bombs take an eternity to explode so I find it just as easy to shoot him with my default weapon.

The level starts out with some stairs to climb and the hard-hat enemies that can fire three bullets at a time. For some reason, I never bothered learning of the enemies’ names, so you’ll have to excuse my mediocre detailing of the enemies. After the stairs comes the infamous “rail platform” section. For those who do not know, there are rails with moving platforms on them that will drop if they go over a broken section. The timing needs to be perfect; otherwise you fall to your death. After playing this game so many times I generally don’t have an issue with this part anymore and only died here once.

When I got on solid ground again the game sent out three dive-bombers that stay high up in the air until you’re in range and then attack rapidly. They are cheap, annoying and took off a bit of health, but if you get past this then the hardest parts of the stage are thankfully over with. Once I climbed more stairs I met some evil miners that threw their pick axes at me. They can take a great damage of damage before they die and they need to be killed before you can jump to their platform.

In the final stretch of the level you are given a choice of falling down one of three pits. I wanted to go down the most leftward path, but those pesky dive-bombers knocked me into another one where I got some free health. That was nice, but the way I originally wanted to go had a 1up. Next up is my least favourite enemy: a pogo-jumping, one eyed, steel behemoth of a monster. One touch by them and 1/3 of your energy is gone. I could have stayed and fought but I took the wussy way out and ran underneath him when he jumped high enough. Once I fled I found myself at Guts Man’s door; low on health and no spare lives I did my best against him but died anyways. After doing the whole stage again and dying once more on the rail platforms, I killed Guts Man and was on my way to the next stage.

Death Count: 3

 

Elec Man Stage

Elec Man’s stage is unique in that it focuses on vertical platforming with an abundance of ladders and stair like jumps. The first screen involves three platforms with enemies that move faster if you’re on the same ledge as them. They are tricky to avoid but with careful timing they can be bypassed with ease. In fact, timing is everything in this stage, more so then any other thus far. From the enemy placements to the environmental hazards, this stage can be relatively easy or downright devious.

Anyways, passing the first screen will introduce the hazard of electricity shooting out from the ends of platforms. If you’re not careful they can knock you back, but the timing is consistent and are easy to avoid when jumping. The hardest part is the next two screens when I found myself climbing ladders with six incoming enemies. During these parts, three enemies will rise from the floor and three descend from the ceiling. Once they get in range of you they will fire two beams, which are hard to avoid, and getting hit will mean a drop down a few screens. While that seems like it would be annoying (it is) the next section features disappearing/reappearing blocks. How it works is a block will appear, and then the second one, once the third one appears that first will disappear. Straightforward in design, but devious in its execution and I fell down multiple screens at this part three times in a row. There is absolutely no trouble to tell how pro I am.

If you can pass all this nonsense then you will be given a choice as the level separates into two paths, right or left. I recommend going right to avoid enemies, but you will still have to avoid electricity beams. After this you can go left or right again and this time I went left, as all I had to do was climb the ladder in sync with the electricity beams. Once you get near the top there will be those annoying screw enemies that will knock you down, but in my case – killed me. What you got to do is sit tight near the bottom of the screen and let the screw just kill himself like an idiot.

At this point if you’re tired of ladders the game will finally give you some left to right platforming for a bit, but then it is straight back to ladders and vertical climbing again. There is an item that is required to beat the game in this level after the ascent continues, all you need is Guts Man’s power arm to lift the blocks to get it. What it does is make platforms to jump on. It is only necessary in two parts of the game, but it can make some levels easier. With the ability to make platforms, I ingeniously decided to call it that Platform Gun. With one more ladder left and that giant pogo tank-like enemy avoided like a boss, I died on Elec Man and got a game over.

To save you the time, I kept breezing through the level only dying once due to the electricity beams. When I finally made it back to Elec Man I use the Guts Man arm to throw those boulders at him, but they do very little and I kept dying repeatedly on him. After a lot of deaths and temper tantrums I realized I messed up the order and Elec Man’s weakness is actually the Rolling Cutter from Cut Man. The game just trolled me by having boulders in the boss room. This stage is to be continued…

Death Count: 11

 

Cut Man Stage

I took my failure to heart and decided to conquer Cut Man’s stage. It has one of the most memorable tunes in the series and it perfectly fitted my mood. The stage started off with some platforming and those pesky dive-bombers, but they did not faze me in the least. The level then went vertical, with ladders, wall turrets and enemies that move back and forth in their basic pattern.

To be quite honest, the only think I could think of while playing this stage was how much I was going to kill Elec Man when I got his weakness. I was on a vengeful path, taking minimal damage and kicking maximum ass. Even when the game rolled out the burly pogo-jumping tank, did I take damage? Of course not, I was on a mission and would not stop until I had Elec Man dead.

After climbing all the way up and passing some fortresses that shot out scissors, and climbing all the way down on the other side, I engaged Cut Man and defeated him in two hits with Guts Man strength. With scissors in hands, I made my return to Elec Man and settled the score.

Death Count: 0

 

Elec Man Stage re-visited

It was on like Donkey Kong. After ploughing through the level once again and taking only 2 hits, I finally beat him. Sweet sweet victory was mine. Forget Dr. Wily, I beaten Elec Man, my personal vendetta was complete.

Death Count: 0

 

Ice Man Stage

Before I even selected this one I knew I was going to come out rotted. This level infuriates me to no end, no matter how many times I play through it, I wondered if this time would be any different.

With a name like Ice Man, you can expect a lot of the ground to be covered in slippery ice and to be fair, the level is not that hard until the end. Starting off I made my way to the right climbing stairs and killing robot penguins that move in a wavy pattern. This part is pretty easy and after this are two rooms with the appearing/disappearing blocks again. I often hear a lot of people say how hard it is, but there is nothing to worry about. Sure there is an enemy on the ground, but it can be killed with the Rolling Cutter. There no spikes, no timer, nothing at all to worry about so if it takes you an hour, so be it; just figure out the pattern and do it.

What always got my blood boiling was the next section. It involves jumping on platforms that move and shoot bullets. Their movements are irregular, they shoot randomly and if you do get hit then it will most likely be a instant death in the bottomless pit where all this takes place over. Sometimes you think you can make a jump and the platform will move out of the way, or just shoot your ass down. If that is not enough, towards the end they send out the penguins again. This part is the worst and I always spend at least a half hour on it, but I got extremely lucky and only died once. Imagine that.

Right after this mess of a section you fight Ice Man, and the Elec Man beam kills him in three shots.

Death Count: 1

 

Fire Man Stage

For some reason, I always loved Fire Man’s song. It has a different vibe to it, but I absolutely love it and it fits the stage well and will probably be stuck in my head all day.

Starting off I found myself climbing up ladders and zig zagging my way up the screen, blasting turrets and then zig zagging downwards. The next room involve some platforms over fire pits, with flame pillars shooting up from the floor and fire enemies raining down from the ceiling. The platforms are narrow enough that one hit could of sent me straight down into one of those pits.

I am pleased to say I did not die here and then I climbed the ladder to do some vertical platforming. This room has some health behind the flame pillars, but obviously I didn’t need them. In the next section there is a combination of horizontal and vertical fire beams; some of the roofs are low, which made the fire hard to avoid sometimes. Before leaving this area I picked up more health and starting making my way downwards, whereupon the enemies that rain down knocked me into the lava. Luckily, this was the checkpoint room and actually spawned me a little further from where I died. I avoided falling in again and started climbing upwards once more, where I found some fire being shot through a tube. I had to cross through the tube twice, getting hit both times in the process. I always get hit here and I hate it.

After clearing another hallway and avoiding more fire pillars and raining enemies, I made my way to Fire Man where I died straight away. A defeat made more insulting by seeing another game over screen. I wanted to take a break from this playthrough after the robot masters, so I played through the level again, dying once by being pushed into the lava near the beginning. When I made it to Fire Man again I just unloaded the Ice Beam into him, it was a close call because he was using the same tactic as me, but thankfully I came out on top and the way to Dr. Wily was open.

Death Count: 3

 

So ends part 1, tune in Monday (Dec 17) where part 2 will be put up.

 

Nintendo’s Fascination with Fruit

2
Untitled