Blues brothers n64 game




















The game is a three-dimensional world featuring the polygon construction seen in many N64 games. Your character wanders around three different worlds looking for useful objects and switches. There are several moves and attacks which can be used to solve puzzles and defeat bosses.

The objective of the game is to find a series of golden musical notes that allow you to rescue your fellow band members. Along the way you must solve puzzles and battle a variety of opponents.

You must also master a series of dance moves which consists of pushing buttons on your controller when a picture of them appears. The game follows Elwood Blues on his journey to get his band ready for the Battle of the Bands. You start out in prison, where the warden refuses to release even though your sentence is up. You must escape through a series of guards, angry inmates, and a nurse to save Cab from a cook planning to stew him.

You then battle the warden and escape the prison. You reach Chicago where you must fight bulldogs and dodge cars and sewer gators to get musical the musical notes. You must navigate a variety of high rise builings to complete the mission. Eventually you reach a clun where you must save band member Mack from the evil owner Willie. Eventually you escape to a graveyard where you must navigate series of even more difficult traps to save Buster from an evil tree.

Eventually you reach a swamp where you compete in the Battle of the Bands. Nintendo Explore. Keep a sharp eye out for a grey box on the left, with a red valve on it. It's right at the exit, and it's easy to miss it and leave the sewer.

Punch the valve and exit. You'll find yourself at Street 2. Make your way back to street 3, where the fire hydrant is now spewing water. Cross the front of the building and wrap around the side. Keep jumping up till you wrap back around the front, where there's a room containing the green key. Backtrack to the inlet and climb the other building up to a room with a note in it. Backtrack to the inlet again and drop down to the ground, where you can now go through the door to a park area.

Explore it if you like, but here's the shortcut to the note and the exit: make a right turn before you even reach the road. Continue counter-clockwise around the edge of the level, using the awnings to make a flying leap to the ledge in the corner. Keep going, climbing up until you reach the highest platform with a note on it. Keep going in the same direction, dropping down a couple times until you reach a purple platform.

Wait there for a cloud to approach you, and jump onto it. Ride the cloud to another platform, and continue in the same counter-clockwise direction, jumping onto higher platforms until you are suddenly transported to a rooftop area. Jump into the first one to be launched out the other. From there, look around to see a plank you can walk across and into a building. Touch the jukebox. Exit the other side and make your way to the end of the ledge around the side of the building.

Jump to the opposite ledge, collect the note, and make your way along that ledge until you reach another rooftop and another room with a jukebox very similar to the last. Avoid or attack the angry lady, go out the room and head over the angled rooftop for another dance lesson.

Exit that room and move forward over the last set of rooftops. Remember that when you're jumping off of a downhill slope, sometimes Elwood simply doesn't jump.

So stop at the edge of the first jump, press A, and then move Elwood forward over the gap. You'll need to do this at other points in the game too. As you go forward, don't miss the note on a box on one of the rooftops. If you have all the notes, you can proceed through the broken skylight to the boss fight.

BOSS To beat the boss, you'll have to use a new game mechanic. Don't stop running or you'll get hit with flying bottles. Run toward the boss and grab bottles that surround him, up to 5. Run to the stage, up the slope on either side, and jump to the orange platform. Don't get too close to the edge or else the boss will be able to hit you. Hit the up-C button to enter a first-person perspective. From here, pressing Z will fire a bottle where you're aiming with the crosshairs.

Aim at the stage lights that hang above the boss, and each one will fall and hit him. You'll have to run down to stock up on bottles. After all the lights have dropped, fire a bottle at your tied-up friend Mac to deliver the final blow.

Onward to the spooky graveyard. That will cause some platforms to appear that will help you up to the next area. Stay on the path, avoiding the giant hands, until you reach a trampoline. Jump onto the treetops, then jump to the wiggly note- looking thing that lets you jump higher. Use your new hops to jump to other treetops holding a note and a crystal heart.

On the ground among the trees, there is a rectangular pool of water with a button next to it. Pound the button to drain the water, then jump in and enter the underground cave. Stay on the ledge to the left until you find a music box.

Up until now, these music boxes have been completely optional, but this one actually makes platforms appear. Punch the music box, jump down, run toward the waterfall, and climb the platforms above the pool of water. Use the trampoline to make a huge jump, then carefully jump the small platforms over to a note and the drum set.

Down on the ground, there is a row of bitey plants. Among them is a high- jump powerup. Grab the powerup and jump up to the platforms above you to find another note. Leave the area through the entrance where you came, and climb out of the pool. Punch the doors down and start punching gravestones. No respect for the dead. Once you've punched the right ones, a platform will appear outside the graveyard and descend so that you can get on it. Ride the platform up and walk forward to enter what I'll call the uhh Elemental Cave.

This means there are four buttons in this cave, and the button right in front of the sepulchre is the last one you should press. Pressing the buttons in the wrong order will reset your progress and you'll have to start again with the Earth button.

The ledges and rising platforms let you move around to find the rooms that hold the buttons. There is more than one way to get to each room, which is good, because sometimes the platforms get out of sync so that you can't jump from one to the other.

The Earth button is up high, in a room halfway up the wall. The room is simple and greenish, with a few coins on the floor. As you enter the room, stalactites will fall on you and hurt you. Pound the button and run out. The Wind room is at ground level with the sepulchre. It's brown and grey, and contains a series of platforms that you have to jump across to reach the button.

There is also a note in this room. Some of the platforms sink when you step on them, and some don't. If you start sinking too far, like when you collect the note, you can jump up and down a couple of times to raise the platform back up high enough to jump off of. The Fire room is also at ground level, and it's full of lava. Carefully jump across the moving platforms to the button.

The flying rocks might hit you, but you can basically ignore them. The mini-boss is a flying ghost head, who can be a little tricky. Anywhere you go in the room, the head will follow you. The goal is to trap him in a loop of punching him repeatedly while he recoils from the previous punch. Keep hitting him until he gives up, and you'll get the skull key. If you haven't already, ride the moving platforms to the very center of the room and grab the note.

Ride the platforms all the way up to the top of the room to exit where you came in. Jump down and make your way back to the area with the rectangular pool of water. Near the pool is a locked gate, which you can now open. Go through the gate and you'll find a note on an altar. Go into the building past the altar, which we'll call It's possible to attack them until they die, but I find it better to avoid them and wait for them to fly away before trying any jumps near them.

Also, the camera is not adjustable in this area; you have to maintain the same side-on view of everything. Start by using the trampoline to jump up, and use the various platforms to make your way to the right. Jump down on the far right and you'll find an area with some hearts and a pipe organ; jump onto the windowsill all the way to the right to find a note.

Trampoline back up to the platforms, ride the moving platforms up, and make a flying leap to the left to continue through the cathedral. It's worth it to kill the ghost-hands to help make the jumps. It's frustrating, but keep trying if you fall down. You'll eventually reach an area where there is green water flowing beneath you.

Keep jumping the platforms going left, grabbing the high-jump shoes and the key. There's a rising platform back up in the green-water area that you can use to get back up to the platforms. Enter the doorway for another thrilling dance lesson. Once you're back outside, head back toward the gate you came in through, then head left over the hill to the graveyard area again.

There is another locked gate near the graveyard that you now have the key to. Go there and enter the last area of this world. We'll call it, uh, Cheap Death Trail. There are many places where you can instantly lose all your hearts, but there are also a few jukeboxes along the way, which are helpful. It takes a lot of hits.

The skeletons are easy to avoid. Run to the side of the swinging axes and rocks. Remember that Elwood sometimes doesn't jump when you're running down a hill; jump first, then move forward in these spots.

When you come to a trampoline in the middle of the path, jump straight up on it to collect a note. The tenth and final note is hard to miss; it's on a platform in the water in an unavoidable tunnel. Make your way to the end of the trail to fight the boss and rescue Buster. BOSS This evil tree is easy to beat. Just keep running in circles around the outer edge of the arena. If you see an apple on the ground, pick it up.

When the tree stops chasing you, jump onto one of the side platforms and wait for the tree to finish the shockwave attack. Press the up-C button to switch to a first-person view, and notice the huge red target in the tree's mouth. Line up the crosshairs and fire the apple with Z. You'll know you got a hit when the camera switches briefly to the side of the arena, to show a platform emerging from the wall.

Go back to running around the edge of the arena, grabbing apples. After 5 hits, all the platforms will have emerged, and you'll be able to climb up to free Buster. So even though you can gather coins for more tries, it will be easier and faster to collect coins as you go, so that you have enough for a few tries when you reach that part.

This first area has coins in it, and a fast-running powerup for funsies. When you're ready to move forward, punch the music box and run forward until you find a cave with dynamite in front of it. Jump and pound the dynamite; it will smoke for a bit, then blow up the rocks blocking your path. You don't need the speed powerup to reach the dynamite in time.

Go into the cave and avoid the crazy clam-things while you grab your first note. Then proceed through the other side of the cave, where you'll find a shack with some more dance lessons inside. Talk to the old man outside, he blocks your way forward until you finish the dance lesson.

When you're done, you can proceed to what I'll call Controller-Smashing Lake. If you touch it, you will die. It didn't used to be that way, and it won't be that way in the future, but it's true right now. Get ready to make some tricky jumps and fight with some silly video-game physics while you try to get through this area without smashing your controller.

Or maybe you're better at the platforming than I am. The idea is to reach the island in the middle of the lake by jumping to barrels and platforms that are closer and closer to the center. Move forward onto the pier and wait for a barrel to pass near enough for you to jump onto it. Ride it until you reach a stationary platform, and jump onto it. Jump onto the next barrel and ride it to the next stationary platform, which has a note on it. The next barrel will suddenly speed up right when it gets to you, so it's easy to miss the jump.

Maybe watch it pass a couple of times before you try to jump onto it. Jump from the final barrel to the pier on the island. Good job! On this island, there is a bear who is harmless to the touch, but you have to distract him with honey in order to calm down the guy who lives in the house. Grab the superhero powerup and attack the tree to make the honey fall. Talk to the guy and he'll tell you that you can use his raft. Before you leave, be sure to get the 3rd and 4th notes: one of the houses has a note on top of it, and one of them has a note inside it.

Jump onto the raft and go to the next area. Sure, getting coins gives you a 1up, but it doesn't zero your coins out. It costs 10 coins to try the game, and you have to win the game to proceed through the level. If you need more coins, backtrack to the island with the bear on it and grab a few coins. Enter and exit the houses to reset the coins. Again, since you can do this, it's not necessary to stockpile a lot of coins for this mini-game, but it might make it less annoying if you need a lot of tries to win the mini-game.

Talk to the guy in the chair, then jump onto the tree stump in the water to start the mini-game. Aim with the crosshairs and throw flies with the Z button. You have to feed every frog before the time runs out. It's a matter of getting a good arc to each frog, and sometimes a throw might look good but the frog doesn't eat the fly.

It's a good idea to start at one end and feed every frog in order, because even when you get every frog, the game doesn't end until the time runs out. You'll be staring at frogs that have already eaten a fly, and won't eat another one, so you have to keep track of your progress yourself.

When the time runs out, the mini-game is over. If the stump where you're standing stays in place, then you didn't win the mini-game and you have to try again. If you did win, the stump will rise up into the air. No other fanfare, sound, or any indicator that you won. Jump from the elevated stump to the nearby platform, grabbing a note in the air.

Jump over the porcupines and head through the blackness to the next area. The next note is visible right from the start, just walk to it and grab it. Move forward and drop into the tree, where there is a huge spider. Just run around to the back of the spider and punch it until it flips over.

Then you can walk to the wooden pillars and wait for a moving platform, which carries you up to When you're done dancing, punch the music box and jump carefully up the branches.

Run across the leafy bridge to the next area. You'll have to explore until you find the spider key and the microphone. The spider key is next to a bottomless pit, so if you can see the key, but you're on the wrong side of the pit, just keep exploring until you get to the other side.

I'd need to draw up a map if anyone needs help finding the key, but honestly it's not too bad to just wander until you find it. Use the trick of following one wall until you find it. When you find the spider key, grab it and turn around, so that your back is to the pit.

Walk forward and you'll hit a two-way fork. Go LEFT and walk around the spider's web to find the microphone. It's hard to see in this dark area. Head on through. When you walk through the door, you'll fall down and land right next to a giant green spider.

You do need to kill this one. This spider moves too quickly to let you sneak around behind him, so you have to attack him while he attacks you. If you have full hearts it shouldn't be a problem. When the spider is defeated, a staircase of platforms will appear, giving you some hearts and a jukebox. Jump onto the web, which will lift you up and bounce you to a tunnel where you can drop down a hole and grab a note.

Proceed through the tunnel to the swamp area. But if you fall in, try to get out quickly, since there are fish in the water that will come bite you. Hop onto the barrel and ride it a short way to the stone pillars. Jump along those toward a fast-running powerup I don't know if you actually need it and then back to a note that sits on a brown branch-looking thing sticking out from the wall. Proceed along the pillars until you see some coins hovering above the water.

Head to the right, swimming if necessary, to find an alcove containing some jumping clam enemies, and a note on top of some rocks. This should be the ninth note of the level. Go back to the entrance of the alcove, and jump over to the barrel floating in the water. It will start to move quickly.



0コメント

  • 1000 / 1000