By Kevin Jakubowski
It’s 1980-something and all nine-year-old Jake Doyle wishes for Christmas is a Nintendo leisure method. No Jose Canseco rookie card, no GI Joe hovercraft, no Teddy friggin’ Ruxpin—just Nintendo. but if a hyperactive Shih Tzu is by accident beaten to loss of life by way of a forty-two- inch tv set and each mum or dad on the town blames Nintendo, it’s as much as Jake to take concerns into his personal palms. the result's a Christmas quest of tremendous Mario Bros. proportions, full of flaming wreaths, dashing minivans, misplaced retainers, pretend Santas, sizzling academics, snotty sisters, “Super Bowl Shuffles” and one very bare Cabbage Patch child. advised from a nostalgic grownup viewpoint, 8-Bit Christmas is a hilarious and heartfelt glance again on the child popular culture of the Eighties.
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Extra info for 8-Bit Christmas
Wall run along the scuffed wall. Leap and grab the lip of the next rock structure, ignoring the sliding platform below. Shimmy right, all the way around the rock to the rocky wall indent. Turn and leap to the horizontal bar, and wait as the bar turns 90 degrees (picture #2). Activating the Third Button Drop down to the hardwood floor, and run across the mats to mat #1. Leap from it, onto a rotating bar, and immediately leap off it, grabbing another rotating bar structure in the corner. Face left, so this bar rotates clockwise, as shown in picture #2.
If you don’t deal with the third flock of giant bats, they play havoc with your swinging and can seriously impede your progress. Land at the base of the cavern. The reason for ignoring the grapple ring is that you must defeat the giant bats flapping at you. Shoot them all, then inspect the area. There’s a small drop and a sealed exit ahead. Move there if you don’t want to grab the Artifact. Assuming you want the Artifact, head back to the cavern entrance. Do this by running up the snowy slope, jumping to the jutting rock, then leaping across to a ledge above and on your right (picture #1).
This is great for precise shots, but not against moving foes or those close by. As with regular lock-ons, fire when your target sights turn red. • Lock on and jump is useful when avoiding more dangerous foes, or if you want to leap quickly. You can lock on and jump forward, back, or to the left or right sides. • Lock on and dive is another way to avoid a foe while continuously aiming at it. It isn’t quite as maneuverable, and left or right dives are better than forward or back dives, as the latter doesn’t allow you to fire your weapon.
8-Bit Christmas by Kevin Jakubowski