¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____
| __ \
| |__) |_ _ __ _ _ __ ___ __ _ _ __
| ___/ _` |/ _` | '_ ` _ \ / _` | '_ \
| | | (_| | (_| | | | | | | (_| | | | |
|_| \__,_|\__,_|_| |_| |_|\__,_|_| |_|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Paaman - Enban wo Torikaese!!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
for the Famicom
- A Guide by 'CJ' Lagoona -
2008
Table of Contents:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
* Introduction . . . . . . . . . . . . . . . . [_0100_]
* Game Controls. . . . . . . . . . . . . . . . [_0200_]
- Getting started. . . . . . . . . . . . . . [_0210_]
* Game Mechanics . . . . . . . . . . . . . . . [_0300_]
- Basics . . . . . . . . . . . . . . . . . . [_0310_]
- Abilities. . . . . . . . . . . . . . . . . [_0320_]
- Items/Upgrades . . . . . . . . . . . . . . [_0330_]
- Points . . . . . . . . . . . . . . . . . . [_0340_]
* General Tips . . . . . . . . . . . . . . . . [_0400_]
* Walkthrough/Stages Guide . . . . . . . . . . [_0500_]
- Stage 1 (Ugly Karate Fighter). . . . . . . [_0510_]
- Stage 2 (Mr Invisible) . . . . . . . . . . [_0520_]
- Stage 3 (Pink Ninja) . . . . . . . . . . . [_0530_]
- Stage 4 (Bigfoot). . . . . . . . . . . . . [_0540_]
- Stage 5 (Pirate captain) . . . . . . . . . [_0550_]
- Stage 6 (Fishman robot). . . . . . . . . . [_0560_]
- Stage 7 - BOSS Stage . . . . . . . . . . . [_0570_]
* Codes & Secrets. . . . . . . . . . . . . . . [_0600_]
* Questions. . . . . . . . . . . . . . . . . . [_0700_]
* Version history. . . . . . . . . . . . . . . [_0800_]
* Legal stuff. . . . . . . . . . . . . . . . . [_0900_]
* Credits. . . . . . . . . . . . . . . . . . . [_1000_]
Use the search codes in brackets (Ctrl + F) to quickly jump to your desired
chapter.
------------------------------++++++++++++++++---------------------------------
+ Introduction + [_0100_]
------------------------------++++++++++++++++---------------------------------
Welcome to my guide covering the Famicom game Paaman. I got to play this game
and write about it mainly as part of the NES FAQ completion project running on
the GameFAQs FAQ Contributors - General board. The game was developed by IREM
Corp. in 1990.
Paaman is originally a Japanese cartoon series where a small boy is given
superpowers by Superman through various pieces of blue equipment. He takes the
role of an apprentice and thus got his name, Paaman, as a play on words with a
short or incomplete version of 'Su-paa-man' (due to different phonetic
romanizations, Paaman is sometimes also written as Parman or Perman). Due to
certain copyright issues, Superman's name in the franchise was later changed to
Birdman, but his apprentice's name remained. Additionally, more helpers were
chosen, such as an intelligent monkey as Paaman2 wearing orange, a girl wearing
pink and another boy wearing green. All of them make more or less prominent
guest appearances in the game.
(source: wikipedia)
Paaman is an mix of different game elements. While the main part is
platforming, there are also board game elements and reaction minigames waiting.
You take control of Paaman and make your way through the stages in a jumping,
fighting and dice rolling manner in order get back what was taken from you.
Good for you that the game's graphics are quite good (clear and colorful) and
also the soundtrack is decent.
As the game is completely in Japanese and I, myself, don't speak or understand
this language, I am of course not able to give you a game script or a
translation of the story or menues, but I will try my best to give you a good
description of how to get through the game while still enjoying it.
If you want to help me translate parts of the game, your are most welcome. In
that case please contact me under the e-mail address given in the Question and
Legal section, you will of course be given full credit for your work.
-----------------------------+++++++++++++++++---------------------------------
+ Game Controls + [_0200_]
-----------------------------+++++++++++++++++---------------------------------
Game controls:
¯¯¯¯¯¯¯¯¯¯¯¯¯
Start - Confirm selected option (title screen)
- Pause and resume the game (during gameplay)
Select - Toggle between options (title screen)
- not used during gameplay
A button - Confirm selected option (title screen, other text option screens)
- Scroll through text
- Jump button
- Roll dice (dice game)
B button - Same as A button
- Attack button
Direction pad:
Right/Left - Move sideways
Up - Enter doors
Down - Go into tubes (you can move sideways, get out by jumping)
- Duck (can't move while ducking)
All - Move cursor/figurine in the corresponding direction
(minigames/dice game)
A few more words about moving and jumping. The longer you hold the jump button,
the higher you go. When you run sideways, you'll accelerate a bit after two
steps. When jumping then, you'll be able to jump a bit higher than when
standing still. Additionally, you're also able to change directions in mid-
jump.
_______________
Getting started [_0210_]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
On the title screen you can choose between START or CONTINUE. Switch between
them with 'Select' or 'Up/Down', then confirm with 'Start' or 'A'.
START starts the game on the first stage.
CONTINUE lets you continue the game at the beginning of the stage you saw GAME
OVER before. So when you start up the game, this will do the same as START.
-----------------------------++++++++++++++++++--------------------------------
+ Game Mechanics + [_0300_]
-----------------------------++++++++++++++++++--------------------------------
______
Basics [_0310_]
¯¯¯¯¯¯
There are seven stages in this game. Each stage, except for the very last one,
consists of two main parts: first a platformer part where you jump, run and
fight your way to the boss at the end of the level. Then comes the boss fight,
which is completely different: you battle it out in board game-style by rolling
the dice and moving your figurines on a set path.
Sounds strange? It is... but here's a bit more detail.
Platform parts
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is like your standard platformer. You move around in the stages using your
d-pad and try to make your way from the start to the end of a level. You can
jump and attack - and sometimes enter doors. You start out with 3 lives and 6
health units per life. Getting hit by an enemy or projectile, as well as
touching dangerous environments like spikes or lava, deducts one health unit.
Lose all six or drop in a pit and you'll lose a life.
Most enemies can be killed either by attacking with your fist (or fireball,
when powered-up) or by jumping on their head. Some blocks or other level
inventory can also be destroyed and leave behind items upon doing so, such as
power-ups, health refills or extra lives. Almost more important are the items
that will help you in the following duel against the level boss. Of those,
there are the big P's that can be found in various places during the stages,
and there are some unique ones only to be obtained when succeeding in a mini-
game found behind a door, of which there is one somewhere in each stage.
Mini-games
¯¯¯¯¯¯¯¯¯¯
There's one mini-game per stage only. In order to play it, you need to find the
door in the normal stage and enter it. Don't worry, though, the respective
doors aren't hidden or hard to find.
There are two types of mini-game: 'Find the differences' and 'Whack the mole'.
'Find the differences' gives you two images and you've got to mark the errors
in the right one. Move the cursor to a spot that's a bit different from the
left image and press 'A' to mark it. There can be one up to five errors you've
got to find per image. The number in the bottom right of the screen tells you
how many errors you're missing. A correctly found error leaves an X mark on the
image, a wrongly accused spot gives a cross mark at the bottom status line. If
you don't find all errors in time (there's a time counting backwards at the
bottom), you lose. The same happens when you guess wrongly three times.
In 'Whack the mole' you get six windows in which heads appear and disappear.
First, there are the heads of your co-Paamen (orange, pink and green), but
these you shouldn't hit. If you still do so three times, you lose. What you
should hit is the safari man's head, and this 30 times. He sometimes disguises
himself with a ribbon in one of the three co-Paamen's color, but he's still
easily recognizable. Your 'cursor' in this mini-game is a hammer. To whack,
move it to the window of your choice and press 'A'. Don't take too much time
for your 30 hits or the timer at the bottom will run out.
|> For all mini-game goes: don't worry if you lose! The game is forgiving <|
|> and lets you try until you win! Well, except if you give up and go on <|
|> without trying again... <|
Winning the mini-game nets you one item, which varies from stage to stage. Here
are the possible rewards:
- 1 UP : One extra life
- 6 dice: Improves your dice rolling results in the following boss board battle
(not exactly sure how it works, but I only rolled 5s and 6s after picking that
up)
- Puppet: Gives you a second health bar in the following boss board battle
Note: It is possible to win a mini-game with either PERFECT or CLEAR, depending
on if you had any MISSes, but as far as I've experienced, the reward item does
not change. A CLEAR gives 4000 bonus points while a PERFECT yields 8000 points.
Dice game
¯¯¯¯¯¯¯¯¯
When you reach the end of the platform part, which is mostly indicated by a
flashing arrow, a board game starts where you duel the stage's boss. Here you
interchangeably roll a dice and then move your corresponding figurine forward
on the board path by as many eyes as you rolled.
There are two ways to win - or lose - here. Whoever reaches the end square of
the board path (which is the blue field with the Japanese characters I can't
understand) first, wins. Alternatively, you can try to defeat the opponent
beforehand. You and the boss both have a life meter. If you manage to hit for
enough damage and empty the boss' meter completely, this means early victory.
This, of course, also works the other way around: if you get hit too much and
lose all of your health units, you lose early. Additionally, you start with the
life bar you finished the platform path with, so if you lost some health there,
you begin with a disadvantage.
When you move, you'll activate the square you land on. Depending on the type of
square, this can have various effects. Here's a list of all possible squares:
- Empty (white): You perform a normal attack, mostly doing 1 point of damage,
rarely up to 4 points.
- Ice cream : Refill one health unit.
- Sweet cake : Refills 5 health units, which normally means completely.
- P symbol * : Use up one of the previously collected P-symbols. Choose one
of the three co-Paamen to help you. Depending on who you
choose, the effect varies:
> Blue: Attack the enemy for 3-4 damage
> Orange: Attack or heal (stage-dependent)
> Pink: Attack or heal (stage-dependent)
> Green: Attack or heal (stage-dependent)
If the boss lands on this, you'll lose a P, but he will get
nothing, so that's good for you, too. If there are no P's left
and someone lands on a P square, nothing happens.
* I listed the effects I encountered myself, I'm not sure of the
exact mechanics. I think it is stage/boss dependent.
- ? symbol : One out of three different events happens randomly:
> Bonus turn - roll dice a second time and move own figurine
forward (the square you land on is activated like in a
normal turn)
> Roll dice a second time and move the opponent's figurine
backwards (the square he lands on is not activated)
> Miss one round - the opponent gets to roll and move twice in
a row
- POW symbol : You perform an attack. I think you do one extra point of
damage, as I've always hit for more than one point, but I've
also never seen 5 damage.
Once you land on a square non-empty square and activate its action, it turns
white. So every effect square is only 'useable' once.
|> If you really lose here, which comes essentially down to your luck even <|
|> if you collected all items in the previous platform stage, you have to <|
|> restart the stage from the beginning. And this includes the platform <|
|> part. <|
_________
Abilities [_0320_]
¯¯¯¯¯¯¯¯¯
Jump:
¯¯¯¯
Push the Jump button (B) to jump. The longer you keep the button pressed, the
higher you jump, up to a certain point, of course. You'll reach slightly higher
when jumping while running compared to doing so while standing. So if you're
just a little bit short of reaching a place or platform, try running first,
which happens after about two steps, then jump.
Most enemies can be killed by jumping on them. Additionally, in some stages you
can play with an alternate character that can jump slightly higher than normal.
Note: Jumping only works in the platform parts of the stages, but not during
the board game.
Attack:
¯¯¯¯¯¯
Push the Attack button (A) to execute a punch. This is your basic attack. You
can upgrade your attack when picking up certain power-ups. That way you'll be
able to shoot a fireball from your fist for a certain, also upgradable,
distance. This normal fireball can destroy certain breakable blocks.
There is also another power-up that lets you shoot a different shot the form of
a ring. This one has the nice effect that it turns the baddies into nice
animals instead of just killing them, but it's not able to break any kind of
blocks. Don't worry, though, when you reach a place where you're required to
break some blocks to advance. You'll find the needed power-up nearby.
______________
Items/Upgrades [_0330_]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you destroy certain breakable blocks or other level inventory, which is
easily recognizable as something that can be hit, you can get some items and
power-ups. Others (mostly P's) are sometimes just placed openly in a stage.
Here's what you may find:
- Ice cream : Refills one health unit.
- Sweet cake: Refills 5 health units, which normally means completely.
- P symbol : Collect them for later use in the boss board battle.
- POW symbol: Power-ups your attack. The first lets your normal punch shoot
fireballs with a range of about 1/3 of the screen width. The
second one will increase the range to 1/2 the screen width.
- Ray gun : You'll fire ring-shots instead of fireballs. They don't just kill
an enemy, but transform them in a harmless animal.
- Fist : Changes your attacks to the normal fireballs able to break
certain blocks.
- 1 UP : Gives you an extra life.
- Bananas : Creates a banana that flies around you in a circle, hitting
enemies on its way as well as projectiles. Lasts for 20 seconds.
(only as orange Monkey Paaman2)
- Mask : Grants invincibility for ~10 seconds.
______
Points [_0340_]
¯¯¯¯¯¯
A lot of things you do nets you points. Here's a tentative list of what yields
how many points:
- Kill an enemy: 100 points
- Pick up POW symbol: 200 points
- Pick up P symbol: 200 points
- Pick up Ice cream: 200 points
- Pick up Sweet cake: 200 points
- Pick up Ray gun: 200 points
- Pick up Fist symbol: no points
- Pick up 1UP symbol: no points
- Pick up bananas: 200 points
- Pick up invincibility Mask: 200 points
- Destroy a breakable block: 50 points
- Successfully beat a mini-game: 4000 points for CLEAR
8000 points for PERFECT
Remaining seconds factored x10
- Beat a boss: 20000 points if you reach the goal square
10000 points if you reduce boss's HP to zero before reaching the
goal square
- Hit the final boss: 2000 points
------------------------------++++++++++++++++---------------------------------
+ General Tips + [_0400_]
------------------------------++++++++++++++++---------------------------------
ALWAYS do the mini-games in the actual stages, and especially those in stages
three and six! Their reward is pretty much essential to beating the following
boss in their dice game.
Grab as many P symbols in the platform stages as you can, they can be really
helpful for the boss game. But don't risk too much.
Try to keep your health bar up or at least replenish it before starting the
boss fight, as it will not refill in between.
For stages 3 and 5 you can choose which Paaman you want to be: regular Paaman
(blue) or Monkey Paaman2 (orange). I suggest choosing Paaman2 as he can jump
higher, which makes the platform part of the stages quite a bit easier.
For the boss board battles: most of the time you'll reach the goal faster than
your opponent, the boss. It's rare , especially for the later stages, that
you'll have the chance to reduce his health beforehand, so focus on keeping
your own health up. Actually, the only time you can actively influence that is
when you land on a P symbol.
------------------------------++++++++++++++++--------------------------------
+ Stages Guide + [_0500_]
------------------------------++++++++++++++++--------------------------------
Here I will try to guide you through the different stages.
The first stage will be covered a bit more extensively, the description of the
following ones may be kept a bit shorter.
Before the game actually starts, you'll get some story: Paaman looses his space
vessel. Well, actually, it was stolen by an evil mad scientist - now it's your
job to get it back.
________
Stage 01 [_0510_]
¯¯¯¯¯¯¯¯
As this is the very start of the game, try to get accustomed to the controls of
your hero. Jump a bit and play with the possible jump heights, and don't forget
to punch the air, so you see how short your basic attack is. When you feel
comfortable, go right. Either punch the two Karatekas or jump on their heads -
they'll not leave their gray column. Also the third one is easy, then when at
the top, punch the balloon for a POW item. Now your attack gets a bit more
reach as you shoot fireballs from your fist.
When going down, take care of the next enemy, he kick-flies at you as soon as
you come near, so shoot him immediately, then pick up the P symbol. The balloon
nearby contains an Ice cream, so if you got hit once, you can regain one health
unit. The next enemy to the right attacks with jump kicks - kill him when he's
on the ground, then grab what's in the balloon: a Ray gun. Go further right.
The next balloon contains another POW, which increases the reach of your shots.
Go on to the right, transforming the enemies into cute animals and don't forget
the P symbol from the balloon. Also take care of the bald Karateka, they jump
down their pile of concrete rolls in an awkward way. Wait and shoot when
they're down.
When you're over the first small pyramide pile of rolls, you can do something
funny. Jump on the single standing tube and duck down. You'll put it over your
head and become invincible, but only for the small passage, as you can't keep
it. Jump and you're out of it. Move it around to get on the green blocks and
reach both balloons (P and a sweet cake). Go on over the bigger pyramid pile of
rolls, then pop the following balloon for a fist symbol. You'll immediately
need it to blast away the blocks of the gigantic P.
The purple block at the top left holds an extra life. To get it easily get it,
either jump right from the two piece pillar with 2 steps run-up and shoot when
at the highest spot, or go over to the right while leaving the top part of the
P intact. Then jump on the moving block and when it's at its leftmost spot,
jump back up left and on the P itself. from here you can easily get the 1 UP.
Also, one of the middle blocks (the one starting the right arc) holds a P
symbol.
Continue to the right, using the moving platforms to get over the flashing
spikes. When on the second of the moving platforms, don't drop down but jump up
to the green door from it and enter to go to this stage's mini-game.
- - - - - -
Listen to the man if you can understand what he says. If not (just like me),
here's what it's about. You'll get two images. They look the same, but the
right one has one or more small errors. Your task is to compare and mark the
errors.
For this one, every head corresponds to a tile that can have an error. The
error is either that the orientation of a head is different or that the eyes
are different, e.g. 1 open and 1 closed instead of 2 closed ones. You have a
counter that goes from 300 to 0. If it reaches 0 before you found all errors or
if you guessed wrong three times, it's mini-Game Over. But don't worry, you can
always repeat until you get it.
It is easiest to compare the images tile per tile, meaning head per head. Mark
each one that is different from the left image and you should get your reward:
1 UP.
- - - - - -
The rest of the stage is quickly done. Drop down to the right and get rid of
the two remaining enemies. From the heap of breakable purple blocks, the middle
one of the top row yields an Ice cream. Then follow the flashing arrow and
leave the stage to get to your first boss board battle.
Quick check-up before this: you can have four P symbols to help you with it.
----
: Boss : Ugly Karate Fighter
----
Ok, what to do? You'll see yourself in the bottom left corner while the
opponent is in the bottom right one. You both have your life meter next to you.
Additionally, below you as Paaman there are the remaining P symbols you have
collected during the platform stage before.
Let's first have a look at the playing board. You can easily recognize your own
and the boss's figurine, each at its starting position. You'll also see that
you start at a small disadvantage of 2 squares. This, however, is made up for
as it's you who can start to move. Looking a bit ahead, the path will split
before it reconnects right before the final square (the blue one with Japanese
writing). Of these two options, the right path is a bit shorter, but the left
one offers the opportunity of a Sweet cake. Still - the shorter right path will
be the one to take.
Then lets start and roll your dice, then move forward the number of eyes you
rolled. There's not much more to add here. Hope you're lucky and get good rolls
so you either reach the goal first or eliminate all of the boss' health points
before he reaches it first, or takes your HP first. The only instance where you
can actively influence the 'game' is when you land on a P square and can choose
who helps you (but even this does not seem to be very reproducible - or I just
haven't figured the mechanics completely). Depending on the situation it's
better to heal yourself or to attack. See the 'Mini-Game' section in the
'Basics' chapter for a bit more info, but I'll also note what I've seen the
three helpers do in this battle.
Boss health: 8 HP
Boss damage: 1-3 HP
Your damage: 1-3 HP
Paaman2 (orange) heals 5 health units, which means completely here
Paaman3 (pink) attacks weakly for 1 damage
Paaman4 (green) attacks fiercely for 3-4 damage
Both outcomes, reaching the goal square or reducing the boss' HP to zero are
similarly likely, so as mentioned, use your P squares according to the
situation.
Beating the boss nets 10'000 or 20'000 bonus points, depending on how you won.
Reducing his HP to 0 gives you 10k, reaching the goal square 20k.
________
Stage 02 [_0520_]
¯¯¯¯¯¯¯¯
Take care here, as some enemies are invisible. Well, not entirely, they at
least wear a shirt or shoes or trousers, so you can see these pieces of clothes
walk around. You can still jump on their head or hit them normally, though. And
there's even a way to make them visible. See these jars standing around on the
roofs? When you hit one of these, it spills red color. Time it right and hit an
enemy with it, then it will be painted red and you can see him better. However,
there's not much use to that. The effort to actually make them visible is much
bigger than simply killing them in the quasi-invisible state.
So walk to the right and punch these guys as soon as their garment falls out of
a window and touches the ground. Be careful if you decide to jump on the
houses' balconies and roofs - the invisibles can jump as well.
Once you're past the set of houses, jump on to the right on the platforms.
Don't linger, though, on these white P-blocks, as they'll fall down after a
short while of standing on them. Continuously jump on and pick up the POW item
on the way to get some range for your attack.
When you again have solid ground under your feet, jump on to the right and get
rid of the jack-in-the-box enemies randomly popping out of two of the three
mid-air blocks. Then use either the lowest block or the moving platform a bit
left to get up to the top block and grab the Sweet cake hidden in the heart
balloon.
The next part can be a bit tricky if you try to get by on the ground. So I
suggest you climb the blocks and jump on the first building. Thus you can
calmly watch the inhabitants throw all sort of stuff out of their windows, such
as scissors, typewriters, tea pots and more. Continue to the right, jumping
from roof to roof, until you reach the houses' end. Pick up the P symbol, but
don't go down yet. Backtrack a bit to the dark green house and time your
dropping down there such that you don't get hit. Jump on the gray thing that
looks like a toadstool with a green bubble. After the third jump on his head,
the balloon in its mouth will be full. So quickly get on it and let it take you
upwards. Jump on one of the clouds and grab all the goodies hidden in the
balloons. There are, from left to right: a P symbol, a second P symbol, a Sweet
cake, a 1 UP and a third P symbol. The 1 UP is a bit tricky to get, to make
sure to not miss it pop its balloon and fall down with it, then grab it where
it lands on the roofs. You can easily get back up to the clouds via another
green balloon you inflate. Finally, there's the door to this stage's mini-game
in the upper right, so go in there.
- - - - - -
This is your first 'whack the mole' mini-game. And here's how it works, in case
you didn't understand what the safari man was saying. At the start you
transform into a hammer. Now you see six windows on the screen, one at the top,
one at the bottom, one at the bottom right, bottom left, top right and top
right each. In these windows, faces are going to appear and disappear again,
namely either the safari man's face or those of your fellow Paamen (orange,
pink or green). Your task is to hit the safari man's head 30 times before the
timer counting down from 600 is over and without hitting one of your other
Paamen three times. For this you control yourself as the hammer, move
up/down/left/right to go to the window you want and press 'A' to hit when the
safari man's head is displayed. He disguises himself a bit by wearing a blue
ribbon on his face, but is still easily recognizable.
There are two different phases. At the beginning, he shows up rather slowly
together with other Paamen heads. After a while, this changes to only him
appearing, but more quickly, so you need to be faster as well. As he shows up
in a circle, this shouldn't be a problem and it will be this phase where you
will get a lot of hits in. There follows again the first phase... and so on.
Finish the task in time and you'll get a nifty reward: 3 UP. Sweet, three extra
lives.
- - - - - -
Jump back down from the clouds to the roof tops, then head on to the right (you
may have to do this on the ground floor) and jump over the five blocks high
wall. This is easiest from the roofs, from the ground you need a running jump.
Eliminate the last two invisibles, then follow the flashing arrow for your next
boss board battle.
Quick check-up before this: you can again have four P symbols to help you with
it.
----
: Boss : Mr Invisible
----
Let's first have a look at the playing board. You can easily recognize your own
and the boss's figurine, each at its starting position. You'll also see that
you start at a disadvantage of 4 squares. At least it's you who can start
rolling the dice. Looking a bit ahead, the path will split in two before it
reconnects right at the final square (the blue one with Japanese writing). Of
these two options, the left path offers another variant with a Sweet cake
square, but at the cost of four additional squares. Without this, both the
right and the left one are the same length. And as the right one has also both
a POW and a Sweet cake square and the others are about comparable, I'd suggest
taking the right path.
Boss health: 9 HP
Boss damage: 1-3 HP (3 is very rare)
Your damage: 1-3 HP (mostly 2)
Paaman2 (orange) heals 5 health units, which means completely here
Paaman3 (pink) attacks fiercely for 3-4 damage
Paaman4 (green) attacks weakly for 1 damage
This dice battle is more easily won by reducing the boss' HP to zero than
actually reaching the goal square. So I suggest going for pink Paaman when
landing on a P square.
________
Stage 03 [_0530_]
¯¯¯¯¯¯¯¯
Before this stage actually starts, you get to choose if you want to play it
with the blue Paaman you know or with the orange monkey Paaman(2). As far as
I've noticed, there is one clear difference between the two, and that's the
fact that orange Paaman2 jumps a bit higher. You can choose who you like more,
but I strongly suggest going with the monkey (orange Paaman2), as many jumps
are definitely easier.
1st option -> orange Paaman2
2nd option -> blue Paaman
You start out in a forest. The tree stumps with a double rim at the top are
solid and can be stood on. The fruits in the trees take the balloons' (of the
former stages) function of item-holders. But be careful - some also contain
enemies, namely a strange wood head revolving in a glass ball. Oh, and you can
also stand on these fruits, should you ever feel the need.
The first series of fruits you see contains, from left to right: enemy, Ice
cream, P-symbol, enemy, P-symbol, enemy, POW block (finally) and another POW
block (maybe you want to get this one first). Now you leave the horizontal
scrolling part of this stage and get to the start of the real thing. In this
part you have to climb, or jump and fight, your way upwards.
Start by getting rid of the pink head thing to the right. Best hit it while
it's on its stump. Then make a running jump up to the big tree stump next to
the fruit (with blue Paaman you can't jump up directly). It contains bananas
(or a POW symbol, if you're blue Paaman). Grab them and jump upwards from
branch to branch. Some of them break in the middle, so don't linger and stay on
the for too long. Around you, pink ninjas will jump up and throw ninja stars
you, or they appear out of thin air. The banana helps a lot here. Don't worry
too much if you get it, there's a Sweet cake coming soon. When you get to the
treetop, a green tan on the right side, hit the fruit that's hanging below it
for said cake. You'll also have time for a short mental break as no ninjas
harrass you for the moment.
Jump further up, but take care of the green ninja clining to the tree in the
center, he throws big ninja stars. Kill him quickly and also get rid of the
brown flying thing coming for you. Before you inflate the reddish balloon by
jumping on the gray head three times, get the P symbol that's held by the fruit
suspended at the left.
Now fill the balloon and ride upwards. Kill the enemies you pass on the way up.
As soon as the balloon starts to blink, indicating it will pop soon, jump on a
branch. Directly above you should be a fruit with another P symbol. Now make a
running jump to the left. If you reach the branches on the small tree, fine. If
not (e.g. if you're playing as blue Paaman), you'll drop down to a gray head
with a balloon. Ride that up and you'll land on the branches you just missed
with your jump before. Go on upwards, till you reach the second treetop. Right
of it is the door to the stage's mini-game. Before you enter it, one more
thing: take care of the purple ninjas. They throw ninja stars horizontally, but
if you stand below them they vanish and drop down some fires, which you should
dodge. But anyway, the fruit near the door contains an Ice cream, so take it if
you need it, then enter to get to the mini-game.
- - - - - -
This is the second mini-game where you have to find the differences in two
pictures. If you need help and don't know what to do, please refer to either
the Basics chapter or to the Mini-Game section of the first stage.
This picture is quite a bit more difficult than the first one. Thus here's a
quick list of places where errors could be (please tell me if the list is
incomplete):
- (Orange) Paaman2's eyes
- (Blue) Paaman's eyes
- P-symbol on (blue) Paaman's chest
- Pattern on (blue) Paaman's left sock
- Orientation of the moon
- Villain's moustache
Finish the task in time and you'll get as a reward the most helpful item: a
Puppet. This will double your life meter in the dice game (boss board battle)
to come.
- - - - - -
Back on the trees you should first get rid of the purple ninja to your left
(you should be able to reach him with your fireballs from the left edge of the
branch you stand on). Then continue upwards. Dodge the flames the next purple
ninja drops when vanishing (quickly jump on the short branch left of it) and
you'll soon arrive at the topmost branch, at the right of the screen.
For now you need to get up by other means, namely by jumping on the clouds.
They move in a fixed pattern, so take your time to memorize them when you're at
a safe place. A tricky part is after the first two stationary clouds, when
having to jump from one moving cloud to another moving one. This works best
about in the middle of the screen, when the upper one is at the bottom of its
trajectory and the lower one (you're on) at it's top. If you're playing as blue
Paaman, you need to do a running jump, else you won't get up. (In case you fall
down, stay near the right border of the screen, so you land again on the
highest branch. If you do make it up, quickly jump further up on the middle one
of three small stationary clouds. Eliminate the purple head in the glass ball
to the left and grab the items in the two fruits just above you... The left one
contains a Sweet cake (yay, perfect timing, just before the boss), and the
right one a 1 UP. Hop on the right cloud and observe the moving cloud above
you. It passes from left to right, so jump on it when it's just above the left
twig. It will take you directly to the door-shaped opening in the middle tree,
and with that to the third boss board battle.
Quick check-up before this: as always, you can have four P symbols to help you
with it - and, most importantly, the puppet from the mini-game.
----
: Boss : Pink Ninja
----
The first thing that happens if you did clear this stage's mini-game is that
your HP meter will double. And this is pretty much a must for this boss, as he
will hit pretty hard. But let's have a look at the game board first. You only
start at a small disadvantage of 2 squares, which is easily made up for by the
fact that you can start the game. A few squares after the start parts unite the
path divides again. The left path is shorter by two squares and contains a
total of five P squares but only two healing squares and now POW one. The right
path on the other hand has lots of healing squares in the first part (but only
one Sweet cake) and also one POW square, but there are only two P squares.
Overall, I suggest taking the left path - it's shorter and contains more P
squares, which are good for healing if you know which Paaman to choose... ;-)
Boss health: 10 HP
Boss damage: 2-4 HP (3 is the most common)
Your damage: 1-3 HP
Paaman1 (blue) attacks fiercely for 3-4 damage [if you play as Paaman2]
Paaman2 (orange) attacks fiercely for 3-4 damage [if you play as Paaman]
Paaman3 (pink) attacks weakly for 1 damage
Paaman4 (green) heals 4 health units
The chances to win this dice battle are about equal between reaching the goal
square and reducing the boss' HP to zero, so choose your Paaman aid on P
squares according to the situation you're in. When the attacks a few times
choose the green Paaman (when HP is below 8), else attack with blue. Still, you
might loose this one once or even a few times and you'll have to re-do the
platform part before succeeding.
________
Stage 04 [_0540_]
¯¯¯¯¯¯¯¯
You'll play again as the blue Paaman, now in a pretty cloudy stage. The first
balloon contains a POW symbol, so grab it. Now jump on the moving platform that
comes to you. Let it take you to the right, but take care: the spiky column
doesn't only hurt you, but it can also throw you off the platform! And this
means directly loosing a life here. So jump over it (land on the same moving
platform again), then jump on the broad blue block column before it pushes you
down. The balloon up there contains another POW symbol. Jump on the higher
moving platform and let it carry you to the right to another balloon, which
contains a Sweet cake.
Drop down to where it lands, then hop on the third moving platform when it
floats from left to right. Now, if you don't want to loose a health unit,
you've got to be quick with jumping. From the third moving platform, jump back
up left a bit and land on the 'second' one, the one that took you to the
balloon before. From that, make a running jump on its right turning point to
the right side again on the third moving platform. If you manage this difficult
jump and really land on the platform, you'll manage to get past the ice spice
pillars unhurt by just jumping on. If not and you land between the two pillars,
you'll loose a health unit when getting over the right one.
For the next short part there are two ways of getting through easily unhurt.
This first option is to walk to the right and drop down at the edge, below the
blue block, but immediately jump back up. You'll notice that the balloon over
the blue block to the right is gone, but there's an invincibility Mask. Make a
running jump over the small pillar and grab it, then jump back and drop back
down again. Quickly get as far down as you can while the invincibility lasts.
The second and safer option is to jump on the blue block and punch the balloon.
Grab the POW symbol and you'll be blown to the left and bombarded with snow.
You end up as a big snow ball - quite a funny picture, indeed. You can't jump
anymore, but you're safely packed within, so simply roll down, ignoring all
falling icicles. They simply bounce off you. (Strangely, I also couldn't pause
the game while packed in the ball, but maybe this was just my game.)
Once you reach the bottom, the ball will break up and you're free, but
unprotected, again. Approach the ice spikes right of you, but don't jump over
them yet. Wait until the snowman comes to life. Shoot it from your side of the
spikes and it turns into a Bigfoot-like creature. Don't let that thing hit you
with its tomahawks but shoot it with your fireball again to get rid of it.
Now's the time to go forward.
Jump over the ice spikes twice. The screen will move and you'll now have a
ceiling with ice spikes that occasionally shoot an icicle at you. So dodge
these while you make your way to the right. Remember to get rid of the two
snow-Bigfoots before you even get too close, so always leave one spike block
between them and you when shooting them.
The next part, even though there are no icicles, Bigfoots or spikes, is quite
annoying. About one third of the screen is filled with breakable blocks,
arranged in 2x2 squares. You have to get upwards using these blocks as steps,
so only break enough to let you pass, but leave enough to allow you standing on
them. Also, there is one or two blob enemies crawling along the walls. Kill
them as soon as possible.
|> In case you broke too many blocks, you can always drop back to the <|
|> bottom of the screen, then quickly leave it to the left. Immediately <|
|> come back again, or you'll get hit by a Bigfoot or an icicle. This makes <|
|> all broken blocks appear again - with one exception: those that had <|
|> dropped an item will be gone forever. <|
As mentioned, some blocks contain items. These can be found in the following
places (named in rows, a row is made of two 4x4 squares at the same height,
with each square consisting of the 2x2=4 breakable blocks):
- 1st row, left square, top right block: Sweet cake
- 3rd row, left square, top right block: P-symbol
- 3rd row, right square, bottom left block: P-symbol
- 5th row, left square, top right block: POW symbol
- 5th row, right square, bottom right block: P-symbol
- 11th (2nd to top) row, left square, bottom left block: Ice cream
- 12th (top) row, right square, top left block: 1 UP
I recommend climbing up the following way. Clear the third row of blocks (from
the bottom) and position yourself on the right square of the second row. Jump
and clear the fifth row, then jump up on the left square of the fourth row.
Continue in zig-zag like this, clearing every second row, until you reach the
top, then jump to the right and (after getting all the items you want) finally
leave this screen. This needs a bit of precise jumping off the ledges, else
you'll hit your head and won't get up.
Once you do get to the new screen, you can't go back. The new area is mainly
made of solid blue blocks arranged diagonally. Some of them are replaced with
breakable 4x4 block squares, so you can more easily move between them. However,
you can also advance by dropping out at the bottom of the floor, as this will
make you reappear at the top.
Continue to the right and eliminate the orange and blue blob enemies on the
way. The third breakable double square holds a P-symbol in one of its blocks,
so grab that. The next one holds an Ice cream, so get that, too. Near it are
two strange enemies. They shortly stick to a wall, then transform into a ball
and fly to another path of wall, back and forth. Place yourself such that you
can easily kill them or simply get past them. After that, the next diagonal
features a door - the entrance to this stage's mini-game!
- - - - - -
It's another 'whack the mole' game. At the start you transform into a hammer.
Now you see six windows on the screen, one at the top, one at the bottom, one
at the bottom right, bottom left, top right and top right each. In these
windows, faces are going to appear and disappear again, namely either the
safari man's face or those of your fellow Paamen (orange, pink or green). Your
task is to hit the safari man's head 30 times before the timer counting down
from 600 is over and without hitting one of your other Paamen three times. For
this you control yourself as the hammer, move up/down/left/right to go to the
window you want and press 'A' to hit when the safari man's head is displayed.
He disguises himself a bit by wearing colored ribbons on his face (blue,
orange, green or pink), but is still easily recognizable, even though he
switches the color regularly.
There are different phases. At the beginning, he shows up together with other
Paamen heads. After a while, this changes to only him appearing for a while,
still rather quickly and completely randomly, so you need to be fast as well.
There follows again a quick phase where the other Paamen interfere. If you
really do take that long, there follows a slow phase where he's easy to hit
but... well, it's slow, followed by a last quick phase.
Finish the task in time and you'll get a useful reward: a six-eyed dice. It
will prove to be worth the hassle in the upcoming dice game.
- - - - - -
The rest of the stage should be done quickly. Avoid or kill the orange blobs
shooting slow bubbles at you. If you need it, there's another Sweet cake hidden
within the top breakable double square to fill up your health meter. Then shoot
the blue blobs that throw diamonds at you through the strangely different blue
block diagonal before they become dangerous or run by them. The flashing arrow
gives it away: a boss is waiting. But don't try getting there in the upper part
of the screen - you'll land at the start of this diagonal part. If necessary
backtrack and change your track so you really get through at the arrow.
Quick check-up before: you can have four P symbols to help you with the boss
board battle, as well as the six-eyed dice.
----
: Boss : Bigfoot
----
Even if you won't immediately notice it, the mini-game reward you got in this
stage will increase your chances of reaching the goal in this boss board
battle, as you will only roll five or six eyes.
Now let's have a look at the game board. You start with a huge disadvantage of
9 squares! So that's why you need the mini-game reward. Else, there's no split
path, and your and the boss' starting path only unite relatively close to the
goal square.
Boss health: 11 HP
Boss damage: 1-3 HP
Your damage: 1-3 HP
Paaman2 (orange) attacks weakly for 1 damage
Paaman3 (pink) heals 4 health units
Paaman4 (green) attacks fiercely for 3-4 damage
The chances to win this dice battle by decreasing the boss' HP to zero are very
low, it's much more likely that you win by reaching the goal square first,
especially with the six-eyed dice you have (without that, this battle is next
to impossible to win). So I suggest you heal in case you land on a P-symbol
(choose pink Paaman3) and hope that one of you lands on a ? square with luck
favoring you...
________
Stage 05 [_0550_]
¯¯¯¯¯¯¯¯
Before the stage actually starts you get for the second time the chance to
choose between blue Paaman and the orange monkey Paaman(2). Again, the
difference is that Paaman2 can jump higher, and this can make the last part of
the platforms a bit easier. Still, choose who you like more. I went with the
monkey (orange Paaman2).
1st option -> orange Paaman2
2nd option -> blue Paaman
Arrrrr, mate. This stage plays on a pirate ship, and the start is already quite
tricky to get by unhurt. You'll immediately get attacked by a pirate with a
sword, so quickly time a jump so you land on his head, or (even more quickly)
punch the balloon above you and grab the Ray gun. Additionally, a fish about
your size will jump out of the water, followed by two small squid-thingies.
They will repeat their jumping pattern as long as you're on the ship. They will
hit you for damage when they connect, except if you're in mid-air and jump on
their head, but this is not that easy, so best dodge them completely.
If you haven't already, grab the Ray gun at the start, then go right. Shoot the
pirate hugging the mast and throwing knifes at you. Ignore the door with the
skull or enter it, as it will take you to a second one just shortly right of
you. If you walk, the folling pirate is a bit easier to kill. Jump on the roof
of the blue cabin with the second door and grab the POW symbol held by the
balloon up there. Continue to the right. If your health meter isn't full, don't
enter the third door yet, but jump up right, shoot the pirate there and grab
the Sweet cake that's hidden in the balloon. Now get back to the third door and
enter it. If you didn't loose any health so far, best ignore the balloon and
enter the door directly.
It takes you inside the ship. Jump down leftwards and kill the pirate, then
grab the Fist symbol on the left to get your normal fireballs back. Now you can
break the brown blocks the Fist was on to continue - and the skulls for some
items. So before you actually do break the blocks and go on, grab the POW
symbol from the upper right skull and the P symbol from the one left to it.
Now break the blocks (the top right block holds another P symbol) and continue
downwards. Quickly run down the stairs, turn left and shoot the pirate. Now
grab the next two items hidden inside the skulls, a 1 UP to the right and an
Ice cream to the left. The third to top row of brown blocks holds another 1 UP,
then be ready to go further down. You'll have to react quickly, there.
You land on a conveyor belt that changes direction when you touch a
corresponding white/purple arrow symbol. A purple spider will shoot some
projectiles at you, so try to jump over them and kill the spider quickly. The
next two skulls each holds a P symbol. I, personally, avoid all direction
arrows prefer advancing with the conveyor belt running from left to right, thus
I can progress more slowly and carefully. Left of the second skull is another
spider. You can easily shoot it from the bottom floor, then continue left. Now
follows a part with five small conveyor belt platforms. Their running direction
is indicated by the red-white arrows. Right of them is another skull holding a
POW symbol and left of them, right below the ceiling, another spider. Use the
lower middle platform to reach up and kill the spider, then make a running jump
towards the left from the bottom left conveyor belt platform. You reach a small
stone platform with an open mouth as a door. Walk through it to get to another
screen.
In this part you have to get upwards mostly jumping from one conveyor belt
platform to another, all while avoiding enemies, spikes and projectiles. First
drop down and shoot the pink cannon. Then jump on the central platform, jump
straight up and shoot the skull - it reveals an invincibility Mask. Now jump to
the left on the lower of the two platforms there. Make a running jump from that
so you land on the solid brick with the Mask. Now quickly jump on, first a bit
left on the small platform and immediately on to the right. You'll probably hit
the pink cannon there, so you get rid of it easily. If you need health, go
right and get the Sweet cake hidden in the skull up right. (This is the last
opportunity to fill your health meter in this platform part!) If you drop down
while getting it, try to aim for the brown platform moving up and down, so you
don't fall down all the way. Else make a running jump from this central
platform to the left, turn right and make another jump to the small one above,
then immediately jump again to get on the central brown platform moving up and
down. From that, jump to the left while dodging the pink cannons' shots and
enter the door to get to this stage's mini-game.
- - - - - -
This is the second mini-game where you have to find the differences in two
pictures. If you need help and don't know what to do, please refer to either
the Basics chapter or to the Mini-Game section of the first stage.
This picture is of about the same difficulty as the one of stage 3. So here's a
quick list of places where errors could be (please tell me if the list is
incomplete):
- (Pink) Paaman3's right shoe
- (Pink) Paaman3's left eye
- (Orange) Paaman2's right eye
- (Blue) Paaman's eyes
- (Blue) Paaman's socks
- Pink sign on the left
- Lights at the bottom (middle one of three blue window squares)
- Music notes in the center
Finish the task in time and you'll get as a reward the same item you got in
stage 4: a six-eyed dice.
- - - - - -
First thing to do when back in the actual stage is to get rid of the pink
cannons. Keep in mind that they only shoot diagonally and that they can only
have one of their shots on the screen at once. So it's no good trying to shoot
the left cannon from the left side (jumping at the left edge), as it will shoot
at a rather high frequence. So walk slightly right of it, wait until it has
fired, then quickly jump up and punch/shoot it. The one on the right side is
easy to shoot if you got all POW symbols so far. Else you have to get a bit
closer. Now you have to get up while avoiding contact with these strange pink
moving platforms. Watch their pattern, then use the single gray blocks to get
to the open mouth in the upper right corner. Enter it to get to this stage's
boss.
Quick check-up before this: you can have four P symbols to help you with it and
a six-eyed dice to speed you up.
----
: Boss : Pirate Captain
----
You start out with at a huge disadvantage as your path is 12 (!) squares longer
than the boss'. So withouth the six-eyed dice that guarantees you a 5 or 6
every roll your chances or winning are extremely slim, and even with it you
need a lot of luck.
Else there's no split path, and your and the boss' path unite 12 squares before
the goal. Both paths contain two ? symbols, but only yours has two POW squares.
And you have lots of P squares.
Boss health: 12 HP
Boss damage: 2-3 HP
Your damage: 1-3 HP (3 is rare)
Paaman (blue) attacks fiercely for 4 damage [if you play as Paaman2]
Paaman2 (orange) attacks fiercely for 4 damage [if you play as Paaman]
Paaman3 (pink) heals 4 health units
Paaman4 (green) attacks weakly for 1 damage
As mentioned, you need quite a bit of luck here. It can happen that you die
from the first two attacks already, especially if you didn't start with a full
health meter, as it's only 6 units large. And considering your enemy's large
health meter as well as the fact that you (should) have the six-eyed dice, I
strongly suggest you go for winning by reaching the goal square. This means you
should heal whenever you can, so choose pink Paaman3 when landing on a P
symbol, except when your HP meter is full. Else there's not much more to say -
even with the mini-game reward you need a bit of luck, so be prepared for a
very close race and to possibly having to redo the platform part of the stage.
I won this battle about 60% of the time when going for healing whenever
possible.
________
Stage 06 [_0560_]
¯¯¯¯¯¯¯¯
There's a rocky world waiting for you. At the start walk down the steps, but
beware of the ghosts. They fly at you quickly and with only the fist they're a
bit difficult to punch. So better jump on or over them. Don't worry, though, if
you're hit once, as there's an Ice cream just waiting for you. Right of the
steps is a big construction of breakable blocks. Get rid of them to obtain the
Ice cream, the P symbol and the POW inside. Unfortunately, there's nothing more
hidden by the blocks, so go further right to the next screen.
The next part is a bit tricky to get past without losing some health. But there
are two ways to do so. Either make a high jump to the right until you're just
above the brown thing spewing small rocks like a mini-volcano, then drop
straight down on it. You'll bounce off of a few rocks, but then on the main
thing itself and get rid of it that way. Now all you have to do is safely jump
on from the pillar you're on (the lava below hurts but doesn't kill
immediately).
Or you can directly time a running jump from the platform you're on to the
right such that you land on the gray moving platform. Don't worry if you get
picked up by the crane shovels, it will lift you up a bit, then drop you again.
Just make sure you either land on the moving platform or on the pillar below.
Once on the gray platform stand on its left side and jump up left to the next
platforms. From now on beware of the seahorses flying by. They drop mini-
versions of themselves on you. This not only hurts you, but also pushes you
backwards a bit, which can make you fall off a platform... Best jump and shoot
them as soon as possible, as you don't have much space to dodge their
'droppings'. If you try to dodge, remember this pattern: it drops two minis in
short succession, then there's a pause of a few seconds, then it drops more. So
dodge the first two, then you can move on safely.
The assembly of breakable blocks just above the crane holds a Sweet cake in its
upper left corner (the block second from the left and second from the top). The
assemply a bit up left of it holds a P symbol in its second block from the left
in the top row. To grab it safely, don't destroy the whole assembly, but leave
at least the bottom row intact. Now jump further up on the single green block.
From that on to the gray moving platform above it, and quickly further up to
the next single green block. Fortunately, there won't be any seahorses anymore,
but there's another crane that could grab you from the moving platform. Make
sure it drops you on it again. If you fall further, you have to make your way
up again. Now jump on the third gray moving platform right of the crane. To get
to the 1 UP in the top left corner, jump up left when the moving platform
floats over the lower white cloud in the background. Grab it, then drop back on
the platform and jump up right from it to reach a new screen.
You can't go back, but you also don't need to... you're standing in front of
tow big assemblies of breakable blocks - one hanging from the ceiling, the
second one standing on the floor. There are also two blocks that regularly
shoot rocks up- and downwards. The whole thing holds two items, and there's a
very efficient and easy way to get both without any trouble. Before you move
anywhere, shoot to the right, which makes an invincibility Mask fall down. Drop
down and grab it, then quickly run to the right, shooting all blocks that are
in your way. The third to last pair of two will drop a POW symbol. Grab that
while running on, straight over the pool of lava. As you're invincible, you
don't have to worry about the lava, nor about the jets of fire and the purple
birds that would cause much trouble otherwise. Only stop when you reach the
other side of the lava. You now stand in front of another two assemblies of
breakable block with two of them shooting rocks. This time, none of the blocks
holds any item, so don't worry about having to break all of them. Its safest to
just watch the upper rock-shooter's pattern and dodge its rocks while clearing
the way on the ground floor to the right side.
Just right of the blocks, the screen gets divided horizontally in three
segments by big green blocks. Take the middle route and shoot the big purple
fish thing from afar. It will leave three small fishes that also attack you, so
quickly shoot them, too. Retreat a bit or run past them on another floor if you
can't kill them all immediately. The bottom and middle paths are dead ends, so
jump up to the top and walk to that path's end to reach the correct door to
advance.
This part of the stage is a bit tricky as it has quite a few big moving blocks
that can squash you. And this means you're not simply loosing a health unit,
but get killed - you loose a life and have to restart the stage from the
beginning, so be careful. Keep in mind that they only move when you're in their
moving path or very close to it. So it's a good idea to plan ahead a bit and/or
observe the moving patterns beforehand.
First jump up and grab the P symbol, you should have three of them by now. Then
go back down to the start and shoot the row of breakable blocks. Immediately
jump to the right, over the block approaching you from there and stand on the
lower of the two green blocks, as you're safe here. Wait until the horizontally
moving block is on the left side, then jump up to the right and drop down to
grab the fourth P symbol. Clear the way on the ground to the right. Go as far
right as you can but don't break any blocks other than the ones on the ground
yet. You'll see the red door leading to this stage's mini-game in the top right
corner, a 1 UP on some breakable blocks above you and an open Sweet cake in the
center at the top. If you don't need any health, simply ignore it, else we'll
come to it later.
First, stand close to the bottom right moving rock (it doesn't move yet as it's
blocked by the breakable blocks above it), face left, jump and break the four
blocks up left of you. Then make two steps left and get rid of the breakable
blocks a bit up left, between the two green blocks. Jump to the lower one of
the two green ones once the place is free, then jump to the right (only tap the
jump button shortly) to grab the 1 UP. From here you can easily reach the red
door that leads to the mini-game. And I strongly advise you to do this - the
boss battle is pretty much impossible to win without the reward you'll get.
- - - - - -
This is the third round of 'whack the mole'. At the start you transform into a
hammer. Now you see six windows on the screen, one at the top, one at the
bottom, one at the bottom right, bottom left, top right and top right each. In
these windows, faces are going to appear and disappear again, namely either the
safari man's face or those of your fellow Paamen (orange, pink or green). Your
task is to hit the safari man's head 30 times before the timer counting down
from 600 is over and without hitting one of your other Paamen three times. For
this you control yourself as the hammer, move up/down/left/right to go to the
window you want and press 'A' to hit when the safari man's head is displayed.
He disguises himself a bit by wearing colored ribbons on his face (orange,
green or pink, I haven't seen blue), but is still easily recognizable, even
though he switches the color from time to time.
There are different phases possible, and you may not see all of them per try.
At the beginning, it's his standard pattern, he shows up together with other
Paamen heads. To make things more difficult, he sometimes doesn't come out
completely. In these instances you have to be quick or you'll miss him. After a
short while, this changes to one of a few different patterns possible. Here are
those I've encountered:
- He shows up faster clockwise or anti-clockwise, with sometimes a Paaman head
mixed in
- He shows up faster interchangeable in only the top or the bottom window, but
also with a Paaman head mixed in regularly
- Three heads show up at the same time in random windows, these can be any
'composition' from just one safari man and two Paaman heads to all three
safari men
Finish the task in time and you'll get a great reward: a six-eyed dice. It will
prove to be worth the hassle in the upcoming dice game.
- - - - - -
If you're ready for the boss board battle, drop down to where the 1 UP was
before, break the blocks right of you, drop down to the flashing arrow and
follow it.
If you lack some HP and want to refill them before the boss board battle, go
get the Sweet cake that's at the top of the screen, somewhat left of the where
the mini-game door. However, be aware that this is a bit risky to do. I'd
suggest you just try the boss as you are, but hey, it's your decision. If you
absolutely want to go, here are some tips. First get on the single green block.
There now are two moving blocks interfering with your path to the cake, one
above you moving horizontally and one left of you moving up and down. First
make sure the horizontal one is at its leftmost position. If it isn't, make it
move over by jumping up a bit just right of the block it stands on. Then wait
for the other one to come down and hop on it so it takes you up. Now it's vital
to jump up right to the Sweet cake about when you're still a bit below the
breakable blocks the cake stands on. If you wait longer, you'll be crushed at
the ceiling. Once your appetite is satisfied wait for the moving rock going
down again, hop on it and jump off of it through the small opening when it's at
the bottom again.
But now it's definitely time for the boss dice game. Quick check-up before
this: you should have four P symbols and, most importantly, a puppet to help
you with it.
----
: Boss : Fishman robot
----
I really do hope you got the puppet from the mini-game before, else you most
probably won't last long. If you did, your HP meter will double. And this is
pretty much a must for this boss, as he will hit hard consistently. But let's
have a look at the game board first. The disadvantage you start at is moderate
with 4 squares and is about made up for by the fact that you can start the
game. Your and the boss' path unite about at half way to the goal, at the top
of the screen. Right afterwards, the path divides again until the two parts
reunite right before the goal square. While the right path is a bit shorter (12
squares) and holds 3 Ice cream squares, the left one is longer (15 squares),
but holds two Sweet cakes and three more P squares. So depending on the
situation it might be worth taking the detour.
Boss health: 14 HP
Boss damage: 2-4 HP (2 is rare)
Your damage: 1-3 HP
Paaman2 (orange) attacks weakly for 1 damage
Paaman3 (pink) attacks fiercely for 5 damage
Paaman4 (green) heals 5 health units
The chances of winning this dice battle are about equal between reaching the
goal square and reducing the boss' HP to zero. The latter is possible if you
get many P symbols, hopefully early. If you choose pink Paaman3 three times,
you can take the fishy guy down, even if he gets an Ice cream in between - and
you can afford getting hit twice or three times as well. However, if you get
hit early, your chances are bigger if you go for the healing of green Paaman4
and aim for the goal square. As with every boss board battle, still a big chunk
of luck is required to win, especially with that many ? squares around.
_____________________
Stage 07 - BOSS STAGE [_0570_]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You'll first see blue Paaman fly through the scenery, then he arrives at a
mansion. He enters and encounters the main villain of the game, and after a
short monologue, the final boss fight starts. And it's finally a boss fight
where it's about skills and not about luck!
The boss, the mad-looking scientist that stole your space vessel, sits in a
flying object. Whoa, it's the one he stole from you! But he'll not keep it for
much longer...
The fight happens on a single, non-moving screen. The stage features two wooden
cupboards you can jump on. A tall one on the left side (you need to do a
running jump to reach up) and a smaller one on the right side.
The boss continuously flies in a wavy motion from left to right and back. He
always stays in the upper part of the screen. He unleashes one of three
different attacks in regular intervals (he shortly stops for this):
- 1 triangular mini-robot drops to the ground, runs towards you, then a few
times left-right, then leaves the screen
(this attack is always done twice in a row)
- 3 round purple robots come out, stop at different heigths and fly towards
you, then out of the screen
- 3 shots from the vessel's front, one straight, two at an angle of 45° each,
one upwards, one downwards
You yourself don't get any attack enhancement, which means you're stuck with
your normal punch (no fireball!) and jump abilities.
The mini-robots that drop to the ground can be punched or jumped on rather
easily. Or you can simply dodge or ignore them, if you're on one of the
cupboards. The triple flying robot squad is a bit more annoying. Depending on
what height they fly on it's not enough to punch one and also hard to jump over
them. Sometimes, especially when you're on a cupboard, it's worth dropping down
to the floor to avoid them. As for the triple shot - either anticipate the
attack and position yourself below the boss, or try to jump/duck/move out of
the way to dodge them.
The boss himself takes 8 hits until he goes down. To be able to attack him, you
must be on one of the cupboards, else you can't even reach him. From there,
watch his movement pattern and either punch him and send him flying, or jump on
his head. I, personally, found the second to be safer than using the very short
range punch where you run a big risk of the boss hurting you by flying into
you.
There are two strategies that involve minimum risk. First get on the right
cupboard and stand on its right side. There, the boss can't ram you on his wavy
flight. And when he's coming from the left side towards you, he just comes down
such that you can rather easily jump on his head. Jump up when he starts coming
down, and steer a bit towards the right wall, then, when at your highest
points, steer left so you land on the boss' head. Rinse and repeat.
Or you try to punch him. If you're quick at the beginning of the fight (just
after his speech), you can already hit him once before he starts to move. Then
you should also find a safe spot, I again suggest the right edge of the smaller
cupboard. It's close to the vessel's flight pattern but it can't directly ram
you. Don't try punching the boss when comes towards you - while it is doable,
it's highly risky. Wait until he's touched the right wall and just passed you
going left, then jump after him and try to connect with a punch. The timing is
much easier to get than when he's approaching you. An additional plus of this
second strategy is that with one punch, you'll send him flying and he always
crashes into the right wall. When he restarts, you immediately get another
chance to punch him. This reduced the amount of attacks he can perform
drastically.
Each successful attack on him yields 2000 points, and after 8 hits, be it jumps
on his head or punches, he falls out of the space vessel. Listen to his last
words, then go grab that vessel back. Finally!
Congratulations! You've managed to beat the game and get the space vessel back.
Enjoy the ending if you can, Birdman and your fellow Paamen will quickly
address you and you'll fly off into space.
----------------------------+++++++++++++++++++--------------------------------
+ Codes & Secrets + [_0600_]
----------------------------+++++++++++++++++++--------------------------------
Unfortunately, I don't know any 'real' cheats, codes, passwords, secrets or
glitches for this game. Maybe there are none.
However I've found some Game Genie codes, and I'll gladly share them here, but
keep in mind that I didn't test them:
(full credit to VisitntX)
0003BB 0C - Infinite Energy
0003A2 06 - Infinite Energy against the final boss
000729 00 - One hit kill the boss
(source: http://www.gshi.org/?s=v2&m=h&hid=743&sys=5&gid=7155)
Please inform me in case they shouldn't be working.
If you know some more, please contact me and I'll gladly include it here,
giving you full credit.
-------------------------------+++++++++++++-----------------------------------
+ Questions + [_0700_]
-------------------------------+++++++++++++-----------------------------------
This section is dedicated to commonly asked questions. So far, there aren't
many, and even these are made up... But I will update it whenever I feel the
need of it - which means as soon as somebody asks a question that isn't already
answered in this guide.
So if you have a question, or have found a mistake or would like to have
something added, don't hesitate to contact me at:
DrLagoona (at) hotmail (dot) com
__________
Q: What's your highscore in this game?
A: It was 233'600 points for a run where I won all boss board battles and thus
never repeated a platform part. Else it might have gone higher up.
__________
Q: What's the hardest part of the game?
A: Hmm, the game is rather easy, but you need a lot of luck if you want to beat
each boss board battle at the first try. This isn't something you can
influence much, so I will give you one of the platform parts I liked the
least: the conveyor belt part leading up to the end of the platform part of
stage 5, with all the nasty spikes around it.
__________
Q: Is this Japanese game playable for somebody not knowing the language?
A: Yes, it is. Pretty much none of the Japanese text is important for gameplay,
much less essential to advance. You'll miss some explanations and story
parts, but still, it's very easily playable for non-Japanese people.
__________
----------------------------+++++++++++++++++++--------------------------------
+ Version history + [_0800_]
----------------------------+++++++++++++++++++--------------------------------
Version 1.0 - Beat and included all stages. All other important sections done
(10/02/08) (basics, tips and questions). Basic formatting done. Guide has
tags to make it searchable. This is the first official version
accepted for posting.
Version 1.01 - Fixed an error in Table of Contents and some small orthography
(11/26/08) ones.
Version 1.02 - Added PayPal information for voluntary donations.
(08/10/09)
-----------------------------+++++++++++++++-----------------------------------
+ Legal Stuff + [_0900_]
-----------------------------+++++++++++++++-----------------------------------
This guide is copyrighted 2008-2009 by 'CJ' Lagoona.
The only websites allowed for hosting and public display are up to now
www.gamefaqs.com
www.neoseeker.com
No part of this file can be used without the permission of the author and
credits to the author. To get permission to host this guide on your website,
drop a line to DrLagoona (at) hotmail (dot) com, wait for an answer and abide
to it. If you should get permission, keep in mind that the whole guide in-
cluding the legal stuff must remain intact and unchanged.
Of course, you can also use this address if you have comments or questions
about my guide or if I missed something that should be included.
Make sure you have in the subject line, or else I'll shred and eat
the e-mail without reading it. ;-)
Donations
---------
If you'd like to make a donation, even a small one, showing your appreciation
of my work, I will of course gladly accept it. For this, best do it via PayPal
to (the same address given above):
DrLagoona (at) hotmail (dot) com
Of course, replace the (at) with the @ symbol and the (dot) with a .
Much thanks in advance.
-------------------------------+++++++++++-------------------------------------
+ Credits + [_1000_]
-------------------------------+++++++++++-------------------------------------
...to the people of the NES FAQ completion project on GameFAQS, who all do an
extraordinary job in covering as many NES games as possible.
...thereof especially to odino, who pointed me to the game.
...to IREM for creating and releasing this game.
...to http://www.network-science.de/ascii/ , as the header ascii was created
with this ascii-generator.
...to Wikipedia for info on what Paaman actually is.
...to http://www.gshi.org/?s=v2&m=h&hid=743&sys=5&gid=7155 for the codes.
And thanks to CJayC for running GameFAQs. Well, actually, for having created
GameFAQs - and to Sailor Bacon (aka SBAllen) for taking over.