Monday, October 31, 2011
Clash at Demonhead Nintendo Power Scans
Clash at Demonhead is know as Dengeki Big Bang! in Japan (the main character's name is Bang). Thank god they changed it for North America, but too bad they waited until 1989/1990 before releasing this gem. Clash at Demonhead was, I think, somewhat overlooked; however, Nintendo Power ensured that many people would buy this game despite the SNES hovering in the near-future.
From Issue 10, 1990, this four-page spread is short, sweet, and packed to the edges with helpful tips. You'll be conquering this game in no time.
If the name "Clash at Demonhead" sounds familiar, it might be because it's the name of Scott Pilgrim's ex-girlfriend's band (they sing an awesome Metric song, "Black Sheep," in the movie).
I've never given this game the attention it deserves, and after finally demolishing Kabuki Quantum Fighter last night--well, this game is next! It's the Mega Man metroidvania that everyone always wanted: branching paths, cool graphics, horizontal shooting, challenge, shops, money, and campy anime cutscenes.
The best part is that this game is dirt cheap everywhere, so cheap, in fact, that you've probably overlooked it in your collecting zeal. I'd like to say more about it, but to be honest I haven't played much. Hopefully after beating the game I'll have some more comments on it. In any case,
HAPPY HALLOWEEN!!!
Sunday, October 30, 2011
Kabuki Quantum Fighter NES Cheats & Game Genie Codes
They really packed the codes into Kabuki Quantum Fighter... Nintendo Power featured it in Classified Information, but missed quite a few secrets.
Chip-Life Exchange::
During Boss Fights, you can pause and press UP or DOWN to exchange chips for life or life for chips. 1 Life = 2 Chips. Very, very useful :D
Level Select::
This code is used as a "basecode" for other codes.
At the title screen, press on Controller #2:
A 8 times
B 4 times
right 16 times
Then, start the game: when the "Round 1 Start" message appears, press up or down on Controller #1 to select a stage.
Alter Chips::
After activating the Level Select Code (see above), On Controller #2, press Up and Down to add or remove chips!
Level Win::
After using level select, the A button can be pressed on the second controller in game to automatically clear the stage.
Sound Test::
Complete the game. After the credits, press B and a option for the sound test will appear.
Game Genie Codes::
AAVGKYPA number of lives does not decrease from energy loss
AASSAAPA number of lives does not decrease from time up
AENLSLZA start with one life
IENLSLZA start with six lives
AENLSLZE start with nine lives
PENUXLZA one continue
IENUXLZA six continues
AENUXLZE nine continues
SXEUAESU infinite chip power
NYXIZEYU slow the timer
YZXIZEYU speed up the timer
SXEUAESU + AOEUPEYA special weapons use minimum chip power
SXEUAESU + AOEUPEYA maximum energy
IENUNUZA + IEXLLUZA low energy
Saturday, October 29, 2011
Kabuki Quantum Fighter Nintendo Power Scans
In the February 1991 issue of Nintendo Power (w/ Startropics on the cover), Kabuki Quantum Fighter was introduced to American audiences. The premise was a little wacky, but KQF was solid nonetheless. You whip your hair back and forth to destroy computer viruses and firewalls in an attempt to SAVE THE PLANET from NUCLEAR DESTRUCTION!
Every level you gain a new projectile weapon, but ammo is limited, and that forces the player to make some tough decisions at times. This game is hard as coffin nails, but progresses nicely as you practice and get better.
However, something feels strangely familiar about this game... like it was a really well-done hack of another classic NES game, Batman. Consider the evidence and judge for yourself (and keep in mind this is only my experience with the first 2 stages!)
1. Backgrounds have a similar feel
2. Both games have moving gears which hurt the player
3. Both games let the player cycle through weapons via "select"
4. Both games have "waterfall conveyor belts"
5. Enemies in both games have a small chance to drop powerups
6. Batman and Kabuki are about the same size
7. Jumping physics in both games feels similar
8. Both games feature jumping gimmicks (wall jump and swing jump)
9. Music has a similar tone, although the Batman music is much better
Overall it's rather uncanny... I'd suggest playing both back-to-back, and posting your thoughts below in the comments.
I've been playing this game all morning, and I finally got to level 2-2 only to discover my emulator wouldn't display the vertical levels correctly. Bummer. Enjoy these scans while I whip and climb my way back to level 2-2!
Was this one of your favorite NES games? If you've never played it, hit the roms sites and start immediately.
Every level you gain a new projectile weapon, but ammo is limited, and that forces the player to make some tough decisions at times. This game is hard as coffin nails, but progresses nicely as you practice and get better.
However, something feels strangely familiar about this game... like it was a really well-done hack of another classic NES game, Batman. Consider the evidence and judge for yourself (and keep in mind this is only my experience with the first 2 stages!)
1. Backgrounds have a similar feel
2. Both games have moving gears which hurt the player
3. Both games let the player cycle through weapons via "select"
4. Both games have "waterfall conveyor belts"
5. Enemies in both games have a small chance to drop powerups
6. Batman and Kabuki are about the same size
7. Jumping physics in both games feels similar
8. Both games feature jumping gimmicks (wall jump and swing jump)
9. Music has a similar tone, although the Batman music is much better
Overall it's rather uncanny... I'd suggest playing both back-to-back, and posting your thoughts below in the comments.
I've been playing this game all morning, and I finally got to level 2-2 only to discover my emulator wouldn't display the vertical levels correctly. Bummer. Enjoy these scans while I whip and climb my way back to level 2-2!
Was this one of your favorite NES games? If you've never played it, hit the roms sites and start immediately.
Monday, October 24, 2011
Banners of 8-Bit City 3
It's finally times for round 3 of the banners of 8-Bit City. Its interesting for me to look at these because it shows a distinct movement over the last 6 months away from pixel art towards collage, pastiche, and abstract expressionism.
If you're new to the site, the banner at the top is always changing, and changes with an increasing frequency.
If you like these banners check out the first collection of them!
Also, the second collection! That makes over 50 banners so far.
If you're new to the site, the banner at the top is always changing, and changes with an increasing frequency.
If you like these banners check out the first collection of them!
Also, the second collection! That makes over 50 banners so far.
Sunday, October 23, 2011
China Warrior Review
China Warrior takes a lot of shit for being a terrible game. Fuck the haters, this Turbo Grafx-16 classic is worth playing for beat-'em-up and fighter fans from now until the end of time.
Released in 1987 and packaged with the Turbo by Hudson, China Warrior (aka "The Kung Fu") puts you in control of a Bruce Lee clone out to kick everyone ass. Kick people to death as you fight for victory. America wouldn't get the game until 2 years later, but keep in mind this was before Super Mario Bros. 3 was released as well. Altered Beast and Final Fight had not yet hit arcades, so beat-'em-ups were in considerably shorter supply. Don't mistake this context for apologia, China Warrior is a great game in its own right.
The four stages (fields, temple, palace grounds, cave) are broken up into 3 sub-levels. Each sub-level has a boss, and some of these fights are a serious challenge. The 1-1, 1-3, 2-1, and 2-3 bosses can be beaten by perfectly timed attacks easily enough, but everyone else will make the weak of heart cringe.
Strategy revolves around backing away from your opponents attacks, and then moving in and punching. Sometimes pushing right+punch will trigger a superfist attack, although I have not been able to do this move reliably (I suspect it's a random chance to do the attack even if you push the buttons correctly). Countering three punches will initiate a flurry fist attack (a la Dragon Ball Z, Fist of the North Star) that also deals 3 points of damage.
Stages must essentially be memorized, and even with the three continues (accessed via a secret code, see below) you will, I promise, be well acquainted with stage 1-1 by the end of your journey.
The 600 point Wii price tag is a fair deal, and you're better off with China Warrior than a Big Mac Combo. It's a well-known fact that Hudson basically created China Warrior to show off the power of the TG-16, and the nice graphics and simple gameplay make a nice combination. Consider the 1989 release date, ignore the hate, and save the empire. Hudson are masters at making deceptively simple, yet highly addicting games, and China Warrior is a sadly underrated classic.
Finally, a few secret codes I took from some website:
Level skip:
Hold Up and press Select + I +
II to skip the first level. Hold Down and press
Select + I + II to skip subsequent level.
Second loop:
Hold Up + Select + I + II
and press Run at the title screen.
Debug mode:
Hold Run then hold Select to reset the
game, keep the buttons held, then release Run and press
Up when the title screen is displayed. Release Select
and press Up three times, Right six times, Down,
Down, Left, Left. Invincibility and level
select will now be enabled.
Three continues:
Hold I + II + Right and press
Run, Run when the phrase "The End" appears
after game play is over. Alternatively, hold I + II
+ Down and press Run at the title screen after game
play is over. The game will continue up to three times from the
start of the last level played.