Wednesday, May 25, 2016

Jim Power Turbo and Tips




Jim Power was relse for the Amiga in 1992, and in 1993 Japan saw a relse for the Turbo . While the game is slightly watered-down from the Amiga, the music is even better and the game remains fun.

You are 1990s rth Hero: Jim Power. With the power of steroids and a laser gun you are personally going to kick an entire alien planet's ass.

One of the Turbo problems is that Levels 2 and 4 are shmup flying stages, and basically impossible because your wpon does practically nothing. Use these s to skip those levels and you'll still enjoy the rlly, rlly long 1,3,5 stages.

s

Level 2 WELLDONE
Level 3 BRAVOJIM
Level 4 SMARTBMB
Level 5 LAST ONE

Tips: If you scroll a monster off the screen, it's projectile will disappr. The Monster's hlth, however, will not reerate! If you kill a monster, similarly, it's projectile will disappr.

Level 1 Miniboss: Pretty much a joke, but ducking can help to make this fight safer.

Level 3 Miniboss can be defted with no danger to yourself if you stay on the upper platform.

Lrn how to control Jim, the physics are very unique. I would consider this a precision platformer, and a very fun game. I'd like to play the Amiga version...

Know some trick I didn't mention? Post it in the comments. I'll add more or glitches if I discover any.



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