Helping those less pro become more so.
Submitted by Will on Mon, 02/09/2009 - 07:37
For such a small, short game, Double Dragon sure has its share of glitches and oddities.
Like this drum in Mission 1.
If you pick it up
Walk over to the nearest building (before it's been scrolled off the screen) and walk diagonally-up-right at the corner, you kind of go 'inside' it.
Once there, toss your drum and behold!
It glitches out and flies up and off the screen, possibly into space.
Too bad that's the only drum in the whole game.
Submitted by Will on Fri, 02/06/2009 - 08:45
All week we've been talking about how to squeeze some extra playing time out of your portable gaming systems. And one thing that modern portable systems have in common is their rechargeable batteries. Rechargeable batteries are great in most cases... except when you don't have any convenient way to plug them to recharge.
That's why I keep handy my old Game Boy, Game Boy Pocket, Game Boy Color, and my original taco-shaped Game Boy Advance. They run on easily-replaceable batteries.
In a power-outage situation, you're likely going to have access to batteries of some sort, and popping out two AA's and then popping in two more will get you back up and gaming at full power in less than a minute, whereas if you have to recharge your batteries, it can take as long as 4 hours to get them back up to speed.
Seems like a no-brainer to me.
Submitted by Will on Thu, 02/05/2009 - 09:01
This power-saving tip is pretty much for the DS guys only, sorry PSP folks.
If you check out the bottom of your Nintendo DS, you'll see another slot. This is where stuff like the Rumble Pak or the Guitar Hero add-on goes. You can also toss in your older Game Boy Advance games and play them on your newfangled system. The benefit here is that when you're playing your GBA games, only one of the screens is being used, saving you precious wattage.
The only problem is that Game Boy Advance games are getting hard to find nowadays. So unless you've stockpiled a few (*cough*), you might not have a whole lot (or anything) in your current library to cram in there.
That's about the time you're going to want to visit your local video game resale shop.
Which we'll discuss another day.
Submitted by Will on Wed, 02/04/2009 - 09:00
If you're without power in the daytime, you might consider turning off the backlight on your portable system. If you have sufficient light (i.e. the Sun) shining down on your system, then you have all the illumination you need, which will save precious watts to power your system a bit longer.
Of course, systems like the DS and Game Boy Advance almost need a backlight because they're just so dark without one, but direct sunlight is actually pretty playable.
Submitted by Will on Tue, 02/03/2009 - 03:00
Today's method to increase battery life: turn off the Wi-Fi.
I fully understand that when you're in a power-outage situation, or just a long car trip, that you want to play games with the other people around you.
But, using that extra feature puts a bit of strain on the battery, and will cause it to run down faster. Not such a big deal if you have a power source handy, but once power becomes a limited resource, then you're going to want every second of power you can have.
Submitted by Will on Mon, 02/02/2009 - 09:10
This week's pro tips are inspired by my 6-day (and counting) power outage due to some freakish ice storm.
Today's bit of advice: Turn down the speakers.
This tip dates back to the old spinach-green original Game Boy days. Yes, your portable system can crank out some pretty loud sounds, but that also drains the battery slightly faster. Better would be to turn down the speakers to a barely audible level, or better yet, turn them off completely.
Yeah, you'll miss some of the sounds, but you'll eke out a bit more playtime from your device, and you'll need every precious minute of power in an extended outage.
Submitted by Will on Fri, 01/30/2009 - 09:53
If you check out Mega Man 9's pause screen, you get lots of info like how much weapon energy you have left and how many more Mega Mans you have in reserve.
[Normally a screen shot would go here, but I kind of don't have access to a working capture device, and my artist is on vacation, so use your imagination, or just consult your own status screen]
You'll notice that next to Mega Man's Mug that there's a two-digit number to indicate how many lives you have left. You might think that you can get up to 99 tries to off Wily, but you'd be mistaken.
For some reason, even though you have two digits to show how many lives you have left, the counter stops at 9. And lives don't continue to accrue, either. If you have 9 lives, pick up 4 more, lose one, you won't have 12 left in reserve, you'll have 8.
So be wary.
Submitted by Will on Thu, 01/29/2009 - 10:09
Sonic Rush isn't really that hard of a game, but you will run through lots of lives. This is mostly because Sonic moves at Ludicrous Speed and if you're not expecting a pitfall (which you won't your first few times through the stages) you just can't react fast enough to avoid it. The solution? Throw more lives (a.k.a. chances) at the problem. But, Sonic only starts with three lives. That's a problem.
Or is it?
One of the neat things about this game is that it allows you to go back to stages that you've already beaten to get powerups, like Chaos Emeralds or extra lives.
You should be able to complete the first stage pretty easily, since it's kind of the intro to the game. Along the way, you'll be able to pick up 100 rings with little effort, the stage is loaded with them.
Once you have your 100 rings (which, after running through the stage a few times shouldn't take more than about 45 seconds), assuming you've already cleared the area, you can just press Start and then choose to leave the stage, and you get to keep the lives you got. Just rinse and repeat until you have as many lives as you want.
You'll notice, though, that the counter in the bottom-left corner stops at 9. You can get way more lives than that, though. They show up on the Overworld map screen.
Submitted by Will on Wed, 01/28/2009 - 10:25
In Double Dragon's Mission 2, right after you get all your hearts, you probably want to continue on with the game. Go a little further in, and you fight Chin.
Now, you could just beat on him until he flashes and disappears like normal, or you could go back down the ladders. Go down two ladders and he dies somehow... I don't think I'm up to rationalizing it.
Or you could use one of your new abilities to grab his hair and toss him off the side.
Either way and you'll be well on your way to the next Mission.
Submitted by Will on Tue, 01/27/2009 - 07:41
In the NES version of Double Dragon, you have this weird Heart System to deal with that earns your moves. Essentially, as you beat up bad guys you get heart points, get 1000 heart points and you get another heart and another fighting move.
It's kind of tedious to earn moves this way, I'd much rather have all my moves up front for maximum face-smashing potential.
So, to speed the process along, go to Mission 2, right past the big pit. Go just far enough to make the two Williams appear. Let the top one get to about the end of the girders in the background and then hop back on the fence, they'll freeze in place.
Go all the way back to the left as far as you can. You don't have to fall off the ledge like I did here, but I think Billy's face is pretty funny if you do.
Then go back to where the upper William was and start attacking. You'll hit him over and over again, even though he's not there.
Keep going until you have 7 hearts, the maximum.
Then you'll have your entire martial arts toolbox available to use.
Good luck!
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