The twisted tales of spike mcfang game genie




















The only method of increasing offense and defense is to level up, but unlike most games doing this will doubles that stat instead of the usual incremental bonuses. Cards: Spike can also use cards that he will receive from NPCs that run stores in the game, these cards differ from restoring life in the form of tomatoes as well as cans of tomato juice to Quake cards that rain stone fish from the sky and shakes the ground.

Tweet Clean. Cancel Update. What size image should we insert? This will not affect the original upload Small Medium How do you want the image positioned around text? Float Left Float Right. Cancel Insert. Go to Link Unlink Change. Cancel Create Link. Disable this feature for this session. Rows: Columns:. This isn't a knock on the collection, or of the game, as there are numerous copies of the rom that do not work No, I do not have a working copy of the game either, though I'm also searching for it.

Reviewer: Zandro - favorite favorite favorite - March 29, Subject: Problems UPDATE: Please understand my rating and review is based solely on the principles of preservation I uphold, not the character of the content.

I have since done some dat scans of this set, but for brevity I will not list names here many would be identified by different names in these databases anyway , only a breakdown of where these files could sit in the large landscape of roms, filtered in an order that makes sense to me. A couple roms in this set including Game Genie of all things have since been marked bad. One of the translators is known to disregard internal checks after rewriting the internal title, and used a known bad rom as his base for a recent NES translation patch.

It's difficult to confirm such roms as proper with such shenanigans. Abstracts roms to match stored hashes and tags known bad, overdumped, translated, fixed roms, etc. These are also de-headered and get checked to reduce duplication and nonconformity before going anywhere else. Good enough for another couple stars to be fair, as I've seen lousier sets.

Original review follows Casually curated collections such as these which remove most items are not a good direction for preservation, and I don't approve of the claim that they have been tested. Sure, they boot, but how many do you know failed the internal checksum test? Of those which are the result of a translation patch, did its author care to update the value before releasing, or was it not applied to the correct version of the ROM?

Judging purity gets very involved when all the potentials are considered. This is a mixed bag of GoodTools and No-Intro naming standards, and I assume you haven't used either database to verify their hashes.

Both are capable of filtering in various categories, such as region, language, homebrew, proto, etc. Anyway, you're probably tired of all this explanation, so let's get to the walkthrough already. I'm going to assume that the reader has never played Spike McFang before. This means I'll always explain new concepts when they're introduced in the game. Also, I'll be using the word "you" to refer not only to the player but also in reference to the main character, and I'll use "you" and "Spike" interchangably to refer to Spike.

Sometimes I'll tell you to hang around an area and defeat enemies to build levels or earn gold. The same applies to buying Hats and Cards. I can't be held liable for a defeat if you decided not to listen. After a brief discussion with Professor Steam, Camelia chews you out for training while your father and mother who just so happen to be the king and queen of Batland, your home country are missing in the midst of a zombie invasion by General Von Hesler.

After she storms off, Steam and his flock give you a send-off to training camp. You'll want to go north soon, but not yet. Stay in the current area at first and practice jumping with B to get a general feel for Spike's movement. When you're done, head north to be greeted by an odd faery geezer on a flying tooth. Clarence will give you your first drill. You must jump over 15 rolling logs. If you followed my instructions and practiced jumping, you'll do fine. After you've jumped 15 logs, Clarence will come to congratulate you, and tell you to move on.

Don't go north just yet. Practice attacking by tapping Y to get a feel for Spike's attack speed. Also, furiously tap Y when you're still down here. You'll notice that the spin pattern grows outward, but Spike is dizzy and can't move afterward.

Just remember, it only takes three quick spins before Spike will use this move and get dizzy. Go north to reach a small valley with caves strewn about. Clarence assigns your next drill, which is to break 30 rolling rocks. A word of advice: only attack the bigger rocks. They take two spins, but they give you more experience, and you need to level up as much as you can in the beginning of the game.

Don't bother with the little rocks. You'll want to be stronger than ever soon. You'll probably level up by the time this exercise is over. After you've broken 30 rocks, Clarence congratulates you and tells you to go to the clearing ahead. Head north through a group of people with Easter Island heads we'll call them "Easters" from now on. They're not very talkative, are they? Practice the Hat Toss by pressing and holding Y until your hat levitates above you.

Then aim with the d-pad and let go of Y. The hat will boomerang outward, then come back to you. A neat little trick I've come up with is to throw your hat and then just run around in circles as it's about to come back to you. I call this the Roto-Shield, because it causes your hat to orbit around Spike to make a nifty shield.

Now, go north to the seesaw. An Easter will headbang the other end, and after a short ride, you'll be in a cliffy area. Go up the ladder, where Clarence will give you your next assignment: hit 15 Balloon Animals with your hat.

After he leaves, start tossing your hat at the ballooning sheep. You'd think that the balloon would be where you want to hit, but your hat doesn't damage them unless it touches the sheep itself. Go figure. Now would be a great time to master the Roto-Shield technique.

It's very useful for whittling tougher enemies down to size, and it's slightly more versatile than the Spin Attack because it covers a greater radius. Speaking of the Spin Attack, don't bother using it here.

The Balloon Animals are immune. Let that be an important lesson -- all enemies have strengths and weaknesses. So take my advice and master all my little tricks so you can take on whatever they throw at you.

Once you've downed the flying flock, follow the path down the ladder and east. The bridge you cross is a bit old, so it collapses when you're halfway across, dumping Spike into the river below. You'll land on a raft, and there will be a short side-scrolling sequence with red snappers trying to attack you. Use well-timed Spin Attacks agaisnt them.

Hopefully you'll kill enough snappers to gain another level. If you didn't, no big deal. The raft will drop you off at Clarence's throne. After a short speech, you'll have to do battle with Clarence's Magic Cane. Touching it or the dust cloud it makes will damage you. It will repeat this a few times. Use Spins against the cane, but only when it's not attacking.

The cane often attacks with little warning, and you don't want to be stunned when it uses an attack like Hurtmore. When it uses Whap, RUN. It's tough to avoid the attack if you don't react quickly. Just remember: when the cane appears slightly bigger, it's about to start using Whap. You should be able to dodge Hurt by just moving left or right. Hurtmore is a bit trickier. You'll have to run to the outer edge of the arena and try to position yourself between two of the fireballs, so that they whiz right past you.

You should be able to whittle this sap down to size fairly quickly. By the way, don't bother trying to damage Clarence; he can't be hurt. Use L and R to select a card, and use A to activate it. What did we learn today? Talk to the Easter next to Professor Steam to save if you want, and then go to the shop. Buy 1 Big Tomato card. These are one-shot healing spells, and they'll come in pretty handy on your quest.

From now on, always try to have at least one Big Tomato or Tomato Juice card with you. Go to the house east of the shop and enter it. This is the Card Lotto. Just cough up 20 coins and you'll get a random card. Buy a card, it'll come in handy. If you got the Transport card, hang on to it. The Transport card is very, very useful. When you use it, it takes you out of dungeons and back to Professor Steam.

Did I mention he recovers your HP when you talk to him? This card can be a life-saver if you're in a tight spot. Head north a bit and defeat the Killer Cloves. Be sure to pick up the coins and tomatoes they drop! Stick around this area and earn coins and EXP. Once you've levelled up, go back to Professor Steam and get your health refilled. You have one more gauge of life, so you might as well use it, right? Walk up to the door and try to open it. You won't be able to - it's locked. Wander around a bit, and you should get a call from Professor Steam.

He gave a spare key to your pet monster, Sid, who is one screen to the left. Get rid of the Killer Cloves here and go as far left as you can. You'll "talk" to Sid, who tells you that a Killer Clove two screens east stole the key. Go east and punish that thieving scoundrel, then go back west and enter the castle. See those hunchback-zombie guys? They might seem like pushovers at first, but when you see smoke coming from its mouth, RUN, because it's about to use its inexplicable fire breath.

The Spin Attack is your best bet; just be sure to dodge the fire. Clear out the Zombies in this room and go north. Kill the Zombies here and go east. Make your way to the stairs on the east side of the room. At the top of the stairs, there will be two Killer Cloves and two Zombies itching for a fight, so let's give it to them.

Concentrate on one enemy at a time whenever you're fighting a group. At this point I had enough gold for the Star Hat g , so I went back to town and bought it.

I also got a health refill and saved. I suggest you do the same. If you don't have the money for it yet, just exit and re-enter the room to fight the enemies again until you do. Don't use a Transport card to go back to town. Fight a little, the EXP will do you good. Once you've taken care of business in town, go back to that room at the top of the stairs killing everything on the way, because we like our EXP and out the northern door.

You'll be in a hallway. If you go east, there's a wall blocking your path, so go west and see what you can find. There's an Easter there.

Walk up to him and he will kick you HARD to the right. You will break through the wall. The Save Easter is also here if you want to save your game. Walk past him and into the passage to the south. Here you'll meet a new type of enemy: Feline Fighters, agile acrobats with three cloves of health. Once you've defeated the Feline Fighters, go out the south door to another hallway. There will be a spear trap coming out of the ground.

Jump over the spears - or just walk between them - and defeat the two Killer Cloves on the other side. It's a dead end up ahead, but we like EXP. Go back west and keep walking, jumping over horizontal spears. On the next screen, there's a door, but don't bother - it's a dead end.

There's only one way to advance at this point, and that's by jumping on that yellow spring. You'll end up with a minor concussion from crashing into the ceiling, and fall into the moat imagine explaining that one to your doctor :P. Luckily, your pet plot devi-- I mean, monster, will fish you out of the water and deposit you on the other side. Why didn't he just do this before? It would've saved Spike a lot of jumping.

I know someone who won't be getting his biscuit tonight. After you're done there, go in the door and fight four Killer Cloves. Doesn't one of them look That's a Halitosis Clove.

Halitosis Cloves can puff garlic breath at you. After you deal with these garlic-heads, go to the next room, hugging the right wall to avoid the arrow traps. Here you'll see two Killer Cloves and a Metal Muncher.

Take out the Killer Cloves, but ignore the Metal Muncher. With a high amount of life and only four EXP as a reward, this guy isn't worth it. Slink past him to the next room. Here, there are two Different Cloves and three Feline Fighters. You can handle this. Just take them on one at a time. Advance east and head up the stairs, defeating a Zombie on the way.

Now you're up in the rafters of the castle. Make your way west, defeating the wimpy spiders just one hit kills them. Once you reach a section of hard floor, go down the stairs there. There's a door here, but it's locked.

Guess you'll have to find the key. Go up the left set of stairs and fight your way east battling spiders until you reach a huge spider on a trampoline-sized web guarding the key. You can never find a ridiculously large can of Raid when you really need it If you've ever played one of the several Kirby games, this should be a little familiar.

There's not much to it. Don't worry too much about your health -- it will automatically be refilled after replenished after Tarantula is dead. Go down the stairs and grab the key picking off the enemies for EXP , then go back up to that locked door and open it. You'll come to a hallway. Two Feline Fighters to the far east are causing those waves in the red carpet. For now, just jump over the waves. When you reach the Feline Fighters, kill them they don't even fight back and go into the rightmost passage.

Defeat the Killer Clove here, then go south to enter another hallway. Go to the right. There's nothing on the left end except for an arrow trap and a Metal Muncher. We like EXP, but not that much. When you come to a door, ignore it for now. We'll get there soon enough. Go past the horizontal spears to the next screen. Toss your hat behind the big pillar to kill off a smart little Different Clove who's using the architecture for cover. Look out for the buzzsaw and another Different Clove as you make your way to the door on the east.

This room is just a thin passage with a buzzsaw going in a pattern through it. Watch the saw's pattern, then run and time your jumps over it to get to the left corner and snatch the key. Go out into the hallway and head west being sure to kill enemies! In this room, you'll face two Killer Cloves and four Zombies. Defeat them and go northeast into the next room. There are three Killer Cloves, a Different Clove, and two arrow traps here.

Make your way through the enemies and traps and exit through the northeast passage. Here, there are vents on the wall that will pull you towards them, and flamethrowers on the walls.

What you'll want to do is get to a vent and watch one of the flamethrowers for a minute or two. Once you've got the "rhythm" of the trap down how long between blasts, how long the blasts last, etc.

Once you've cleared the perils, climb into the tunnel in the wall. Go north, and then west at the vent bars. In this passage, go as far south as you can when the path turns to the south to initiate a scene with Spike's mother, the queen of Batland. She'll give you a Transport card, and refill your health. Follow the tunnel until you reach an opening you'll have to jump out.

Go up the stairs and into the next room, where five Feline Fighters are waiting. Take them on one at a time and go to the southwest corner to exit, and advance a bit until you reach a hallway with spear traps. Maneuver your way past the spears with a mix of fancy footwork and timed jumps and go through the north passage. Good old Easterley broke past castle security for you, so take this opportunity to save. In the next area, there are four Feline Fighters.

Kill them off one at a time as usual, then go up the stairs to your west. In this outside area, don't go up the second flight of stairs yet.

Instead, head east, killing three Different Cloves on your way. Keep going east until you reach a surprisingly empty area with a key. It's not a trap, so grab the key and go back to the two sets of stairs. Go up and fight four Feline Bombers Feline Fighters throwing bombs. You'd think that the Hat Toss would be your best option here, but their bombs are the only way the Feline Bombers can attack, so take advantage of their lack of close-range attacks by getting up close and Spin Attack them to death one by one.

Head east over a stone bridge. Careful - there's a buzzsaw trap on each end of the bridge, meeting in the middle at the end of their patterns.

Jump over the blades and proceed east. This area contains an alarming number of traps, including: a set of vertical spears, twin alternating buzzsaws bottom saw goes right-to-left, top saw goes left-to-right , and two arrow lizards by the far right wall acts like an arrow trap.

You have two options here: 1 jump the arrows, spears, and buzzsaws, or 2 follow my instructions. As far as the second option, keep in mind that the instructions begin from where you entered this area the end of the bridge. First, get as close to the end of the narrow walkway as you can, and wait for an arrow to hit the wall next to you.

When it does, run north along that wall. When you reach the northern wall, wait for the top buzzsaw to start its route, then run behind it and get in the door you might have to jump over arrows during this step.

Here, there are two Feline Bombers and a Feline Fighter at the top of the stairs. Keep below the staircase for the moment and toss your hat at each Bomber. Then, kill off the Fighter in the same fashion. A bit further ahead you'll see two more Bombers. Off them with your t hat-throwing 5ki and go through the double doors. In the throne room, you'll see Felina, surrounded by Feline Fighters her kitty cronies?

After some banter, we'll hear that sweet, sweet music we haven't heard since Fighter Island. The attack is a lot like the Star Hat toss, except it only goes about half as far, and it's larger. It goes about as far as a throw with the Star Hat before stopping for just an instant and then going another Star Hat throw's length in Spike's direction. Back Scratcher [2] - If you're close enough to Felina, she'll try to swat you with her staff. I named it the Back Scratcher, because the staff bears an uncanny resemblance to, well, a back scratcher.

Meowjutsu [2] - Felina will backflip towards you and try to punch you. Flying Kabob Dive [2] - Felina will yowl, then jump up into the air. She will then come crashing down in an attempt to skewer you with her staff.

Her health will then refill. Felina can only use this ability once. Hikaesuzo - Felina's most feared move. Nobody has seen it and lived to tell the tale. As for Meowjutsu and the Felina Flip, just move out of the way and you won't get hurt. Because of the attacks Felina can pull off with her staff, you're guaranteed to get hurt if you try to get close enough to spin attack her.

Instead, keep running. The Hat Shield maneuver see Fighter Island section helps too. It's actually not all that tough to dodge.

When you hear Felina yowl, run and don't stop until she comes crashing down. Just keep using the same strategy you've been using and look out for the Flying Kabob Dive. As long as you know what to expect, this battle should be a gimme. Grab the precious metal, and then a steel cage will fall on you. The Hikaesuzo technique - "hidden revenge"! Try as you might, you can't get out of the cage. While Felina is gloating, a punk-looking warrior walks up and shatters the cage with a swift blow.

Felina trembles as you strike the final blow with your hat. After the obligatory boss explosion, the stranger introduces himself as Rudy, Von Hesler's son. He knows that his father would never do something as evil as conquering Vladamasco. He wants to help you in your quest and free Von Hesler from the creature that is enslaving his mind.

If the stranger turns out to be a bad person and puts you in a cage, you can count on a midget with a spear to rescue you. That would make the author of this guide very sad.

Camelia of the Castle Vampra is very sick. She has requested that you come here to Ratville and help her regain her health. Yours truly, Helious Bain. So do I. If you haven't bought the Star Hat by now, you're probably doing it to spite me.

Buy the hat, and spend the leftover gold on Tomato Juice cards from now on, carry Tomato Juice instead of Big Tomatoes After you've bought the supplies you need, talk to Professor Steam. After you load up the trunk with plenty of beer and girly magazines, you'll all pile into the car for a road trip.

Along the way, the car meets its end when it gets crushed by a boulder. Since you left the scooters at the castle, you and Rudy will have to walk the rest of the way to Ratville. Head west from here. See that large, greenish Clove holding a tribal spear? That's a Desert Clove. They can throw their spears at you, but it takes them a moment to "reload" before they can toss another one. They have three cloves of health.

Stay right where you are and all three of the Desert Cloves here should walk towards you. When they do, launch a Spin Attack assault. Follow the dirt road. In the next area, you'll come to a purple flower bud in the ground.

That's a Fire Breather. These guys can send shots of green fire at you when they come out of the ground. They have three cloves of health, but their defense is laughable. You should be able to take this guy out without my help. Rudy might even pitch in a bit. Speaking of Rudy - if an enemy is close enough, he'll ram it repeatedly to lower its health. This can come in handy if there's a big, scary enemy ahead and you don't want to get mauled thoroughly.

Take care of the other enemies I think it was two or three Desert Cloves, but don't quote me on that and follow the path north. Here, you'll meet two new enemies. Scratchers are those giant golden masks hopping around. With three cloves of health and no attacks other than hopping around trying to touch you, these guys are your best bet for level building. A bit further north, you'll see a cactus shaking red maracas. That's a Dancing Cactus. It has four cloves of health and three attacks.

Its first attack is throwing its head at you in an attempt to hit you. Regardless of whether it hits you or not, the head will fall on the ground and then shoot thorns in seven of the eight cardinal directions north, south, east, west, northeast, northwest, southeast, and southwest. When it fires its thorns, either jump over them or go to the gap where there isn't a thorn you'll know what I mean when you see it.

Its second attack might take you by surprise. It will toss several maracas at you in an attempt to hit you. Its third and final attack is whacking you with one of its maracas if you get too close. The Dancing Cactus on the previous screen probably didn't do much when you attacked it not in my game anyway Get rid of the Scratchers first, then take out the Cacti with your hat.

Head to the north section of the area. Here, you have two ways to go, north or east. Head east. Kill the Scratcher on this cliff and proceed east. If you want some easy EXP there are some Scratchers trying to get to you below the cliff that you can hat to death.

See that pink flower on the east end of the cliff? That's a Mystery Flower. Spin Attack it a few times, and it will either drop a coin any value , a tomato any value , or three wasps. It's very generous, but it's sensitive. If you don't take the gift it gives you, it will die the next time you Spin Attack it for a gift.

The wasps do count as a gift, so you have to kill them before you can hit the flower again. Stick around here until you have gold from the Mystery Flower. If you accidentally kill it, leave the screen and come back so that it respawns. It will be tedious, but it'll be worth it a bit later. After you've done all the mooching you can, go back west. It's time for some EXP hunting! Alternate between this screen and the one where you first met the Scratchers and Dancing Cactus and fight the enemies until you reach Level 7.

If you're wondering about your progress towards Level 7, press select. It will tell you how many EXP you have, and the amount you need to reach the next level.



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