Many SPOILERS are contained throughout these posts. You have been warned!

Disney's Chip 'n Dale: Rescue Rangers - no continues attempt

I was SO close to 1cc-ing this game... most of it was very easy, but then it ramped up in the last couple levels, with fans blowing wind at you, and conveyor belts and nearly-undodgable enemies that take 2 hits... I got to the last boss on one life, and died right away because his pattern requires a very precise rhythm that you have to just know going into it.

Up until that last boss, the game is very fair.. too easy even. As long as you don't skip out on collectables it gives you plenty of 1ups... all the bosses involve throwing a red ball at an enemy that has one slow-moving projectile attack, well except for the last boss who has a really fast attack that you need to know about in advance.

The last boss took me about 4 tries. beat him on my last continue. at least getting to him again wasn't a problem. Probably not worth trying this again...


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Super Mario Advance 4: Super Mario Bros 3 100% playthrough comments

On my 2nd playthrough of this GBA port, I played through every level with Luigi, and getting the "white mushroom house" secret in each world. The GBA version actually puts a coin counter on the level with the mushroom house secret (only after you beat the game), so you can see how close you are to getting it.

wow... I actually found a secret passage in 5-1 that I never knew about before... you have to use a star to kill the chain chomps, then fly up with the tail at the beginning to get to a pipe... after that point I explored more found a bunch more bonus rooms in this level that I either never knew about or forgot...

Then I started playing through all the e-Reader levels, called "World e", using a save that had all of them unlocked. This save even included the Japan-only e-reader levels... 36 levels in total.

These levels are surprisingly good... first there were some SMB1 level remakes, that's nothing exciting... then a bunch of gimmick levels using stuff like note blocks etc... there was sky world levels, a really complex world 7 style maze level, an ice level where you had to use fire flower to get some of the A coins... this world also had a "get all the coins in the level" challenge, it was a level filled with bob-ombs that kept screwing up my maxing out the 10-coin blocks... I managed to beat it eventually.

Then even more surprisingly, it also started using stuff from SMB2 and SMW.
- some levels had vegetables you could pick up out of the ground...
- it had the cape powerup, with the same flying ability from SMW and everything..
- there was also a level where you had to use the boot to hop off thwomps, just like spin jumping in SMW
- triangle blocks that let you run up walls, were used a lot for flying and timed switches
- had a bunch of enemies from SMW like flying hammer bro, wiggler, round goomba, etc...
- this one level was really easy to beat, but really hard to get all the A coins on... it had a bunch of doors on a mountain, most of those doors were exit-only.. you had to fly up to some of them... and inside the doors were puzzle/action rooms with an A coin and/or connecting rooms between doors.. however some rooms had invisible walls/floors all over the place.. I found out you had to find the tanooki suit in the level and use its power to see the invisible walls.
- there was even a SMW-style ghost house level with a Big Boo battle at the end.
- then there was a desert level where you had to go inside a pyramid and dig through sand...
- got to this one really hard Bowser Castle level... seems to be based off SMB3's Bowser Castle, but also has a bunch of stuff from SMW like dry beetle, falling spikes, magikoopa, jumping bowser statues... also a choice of 3 rooms at the beginning, each of them has the 1st of 4 A coins. I beat all 3 rooms while getting their coin... the part that gave me the most trouble was the Bowser battle at the end. the blocks were arranged differently making it take longer, and making it harder to dodge flames.

and... done... completed every E level with Mario... that was really fun. It felt like a SMBX game with everything about SMB1, 2, 3, and World rolled into one.


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Super Mario Advance 100% playthrough comments

Got high and went through every single level with Mario and used no warps...
lol I used to be so bad at this game when I was a kid, and thought it was way too hard to beat without cheating... I actually find this game easy now. Only got game over twice at 5-3. I think I got about 65% of the "A" coins along the way..

Some of the differences I really liked about it:
- Killing more than one enemy with a single throw gives you hearts. Health was very rare in the NES version and it made that game kind of unfair later on.
- There are giant versions of some regular enemies, and killing them gives you a heart.
- The koopa shell actually bounces off walls now instead of disappearing. It makes it more risky to use because it can kill you, but it also gives you a heart for every enemy you kill with it.
- Every stage has 5 "A" coins, similar to the Dragon coins in SMW, which gives the game some extra challenge if you feel like collecting them all.
- There are stationary heart pickups before bosses and at certain hard sections, but they become less frequent at later levels to keep the difficulty going up at a fair pace.

This game is a terrific improvement over the original SMB2.

Oh yeah there's also the "Yoshi Challenge" after you beat the game, where you have to find 2 yoshi eggs hidden somewhere in the potion world of each stage. it's kind of tedious though, there's no kind of indicator to help you find them so it's just a matter of luck. I used a guide to find the eggs cuz it would just be way too tedious otherwise. Getting to them is pretty easy, but if you die before finishing the level you gotta collect the eggs again...Getting the eggs in the last level was intimidating, because after getting the 2 eggs, I had to beat 2 conveyer belt birdos, the birdface (which is easy), and Wart, without dying once... but it was actually not that hard with Toad.



Used the level select mode to collect all of the "A" coins, mostly using Peach. Unlike the Yoshi Challenge, I was able to find all the "A" coins without a guide. I guess exploring the levels to get the eggs first made me more familiar with the layout and made finding the "A" coins easier.


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Super Mario Bros. DX 100% playthrough comments

I just 100% completed Super Mario Bros. Deluxe for the first time.

I'm now convinced that DX is definitively the best version of this game. It has so many different varieties of goals to complete besides just "beating the game", making you see this game in a whole different light than what you are normally used to when you just focus on surviving till the end or getting to the end as fast as possible with warp points.

The Challenge Mode is all of the individual levels of the main game with extra goals added, including finding the hidden Yoshi Egg and 5 red coins that were added to each level. There's also the individual level high score goals. These target scores aren't insanely unreasonable or anything, but they really require you to practice the level and gain a much more in-depth understanding of the level's construction than you would normally get from just beating the level normally. You need to figure out all the ways you can combo enemies and collect the coins and hidden 1ups/powerups for extra points while still beating the level quickly for the timer bonus. It makes you think "hmm, would it be better to take this vine/pipe to a shortcut area with coins, or would it be better to take the normal route and kill all the enemies along the way?"... stuff that you would never think of when playing the game normally on the NES version.

After clearing all the challenge mode levels, I went back to the main game and beat hard mode, and got a final score of over 800k due to all of my practice in the challenge mode. The requirement for unlocking the Lost Levels mode is only 300k so it's not really required to do that well or anything, but going for a high score is a very interesting way of playing through the game compared to just survival or speedrunning.

There's also the Boo Race mode, which is a bunch of challenging extra levels that are on a very strict timer, so you need to be basically running forward all the time and memorizing exactly when to jump and everything. It has mechanics that aren't in the normal SMB like switches and switch blocks...

There's also a goal incentive of killing all 8 Bowsers with fireballs... pretty easy to do after all the practice you get from the Challenge mode. I wonder how hard this challenge would be in NSMB?


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Wind Waker HD Hero Mode playthrough

Just finished this game on Hero mode. I didn't go for 100% completion, but I did all of the major sidequests and stuff without ever opening a walkthrough.

Here's some spoiler-filled screenshots that I took throughout my playthrough

http://www.flickr.com/photos/113754103@N04/11827047776/
http://www.flickr.com/photos/113754103@N04/11826714504/
http://www.flickr.com/photos/113754103@N04/11827302606/
http://www.flickr.com/photos/113754103@N04/11915174604/
http://www.flickr.com/photos/113754103@N04/12002670566/
http://www.flickr.com/photos/113754103@N04/12001911405/
http://www.flickr.com/photos/113754103@N04/12002995696/
http://www.flickr.com/photos/113754103@N04/12003910796/

man... my love of this game is totally renewed. I always seem to forget exactly how great this game is until I go and replay it again.

The triforce hunt (or as some call it, "cheese hunting"), is actually my favorite part of the main quest. I don't know why some people complain so much about it. It's the only part of the game where you aren't directed exactly where to go, and you have to explore and figure some stuff out on your own. The ghost ship chart in particular was really hard to figure out. It felt like I was playing Zelda 1 again, with how the game gives you so little direction for it other than cryptic hints...

Other than hunting for triforce shards, the main quest only has 5 real dungeons (not counting the Fortress and Ganon's Castle, which are really just boss battle areas), and they are all pretty easy. Compared to Ocarina, Twilight Princess, and Skyward Sword, the dungeon content in this game is kind of lackluster.

But the sidequests/optional content are where Wind Waker really shines. Just like with Majora's Mask, Wind Waker manages to make up for its lackluster dungeon content with very fun, extensive sidequests that can take longer than the main game itself. I didn't do 100%, but I did about as much as I could manage without ever opening a walkthrough. I thought I was being VERY thorough with talking to all the characters and clearing out every island/reef/platform/submarine/octo/etc, but I STILL managed to miss about 8 treasure charts and 7 heart pieces, and some other sidequests with just rupees for rewards. I'll probably go for a true 100% playthrough on new game+ when I feel like replaying it again.

After looking at a walkthrough to find out what I missed... turns out a lot of the treasure charts I was missing, were actually from minigames that have multiple prizes if you kept playing them over and over again. Also I completely missed the tingle statue sidequest somehow..

And yeah, Hero mode really helps balance out the game's difficulty. It makes the first half of the game the hardest, because you don't have many bottles or heart containers yet, and potions/fairies are hard to come by. The latter half of the game, when you have 4 bottles and instant unlimited access to fairies and soup, it becomes easy again. The Savage Labyrinth and the rest of the end-game battle trials usually took out a fairy or 2, but still no big deal.

According to Wii U log, this playthrough took 38 hours total.


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