cat-medals
cat-medals
Cat Medals
18 posts
A Blinx appreciation blog. <3
Don't wanna be here? Send us removal request.
cat-medals · 4 years ago
Text
Okay, that’ll be all from me for a little while. I’m going to take a short break from writing, then compile all of these guides into a single place. After that, who knows? Probably more Perfect Guide translations. I’m just glad to have finally gotten all that done after so many years.
0 notes
cat-medals · 4 years ago
Text
Blinx: The Time Sweeper - S+ Rank Walkthrough (Round 8)
This is Mod Banana comin’ at ya with Round 8 of the S+ rank walkthrough!
I did some explanations of what this guide’s all about over on the Round 1 section, but for the sake of posterity, I’ll explain some things here too: this is a definitive list of all S+ rank times in Blinx: The Time Sweeper. If you wanna use this guide to get every S+ rank time in the game, I strongly suggest you go check out that list, as I’ve detailed some tips and tricks to getting S+ rank times there that I will be using to create this walkthrough!
Now, on with the show!
Round 8: Forge of Hours –
Stage 1 - S+ rank time (4:20) My personal best: 2:19:96 YOU WILL NEED: 2 slows, 1 record, 5 spike bullets, TS-2000 Freeze
Here it is: the final round! This round really cracks down with the hardest difficulty of all - which is at least fitting for a final stage! The time monsters are very scant (actually falling between Rounds 2 and 3 in terms of monster density, which is pretty crazy), but what time monsters are around are the toughest of them all. Like in Round 5, the difficulty is meant to come more from environmental traps and hazards, but unlike Round 5, it actually succeeds, creating an utterly brutal gauntlet of platforming challenges with instant death explosions, fireballs, molten metal, spinning blades and arc-lightning at every turn. Following this general increase in difficulty, the time limits are also less forgiving than in Round 7, but - in the later stages at least - if you know what you’re doing, you can still achieve S+ ranks without even trying. This Round also features the return of the Fire Dragons, which is why you’ll notice I’ve recommended the TS-2000 Freeze for each stage. It’s not as necessary here in Stage 1, but it’ll still save you a bunch of time.
Start by dropping off the ledge in front of you, falling all the way to the bottom of the area. Sweep up the broken car behind the Dust Herder down here, then hit your record to score a shot on it, dispatch the two Octoballoons, and fire out the rest of your spike bullets to be picked back up in real time. Once you’ve swept them up in normal time, you should have a total of 8 spike bullets in your sweeper, plus a broken car. Suck up one piece of trash to finish off the Dust Herder, then head on through the door to the next area. Slabs of molten metal whizz by on a moving floor, but if you turn your camera to see where they’re coming from, you can easily make it across the danger zone without using a time control. However, you will need to use one after you’ve stepped on that switch at the other end of the field: it drains the molten metal from the room up ahead, but it’ll refill before you can fully cross it, so once it’s as empty as it’ll get, head along the metal walkway and hit your first slow as you approach the corner. This should give you enough time to finish making your way across the ledges, and back up out of the room, where you’ll find yourself... on the other side of the grating where the metal slabs were speeding by.
Start by just ignoring the switch next to you, as its only purpose is to lower the level of the molten metal in the previous room in case you want to backtrack for... some reason. The slow should still be active, so proceed past the sheets of molten metal and take out the Octoballoon on the other side. Heading into the next area, you’ll need to activate another slow in order to steal a part from the level 2 Magic Golem. These guys aren’t any more difficult to kill than their level 1 variants, but they have broken clocks which rotate around them, making them slightly more deadly. It’ll also completely mess up your trash routing if you hit one of them by accident, but luckily they’re not very easy to hit... what a weird sentence. Anyway, ditch the Magic Golem part once it’s no longer able to be assimilated, and get to work on the other time monsters in this area: a Tyfoen and a level 4 Spike Blob. Be careful of the arc-lightning machine in the centre of this area as you go around killing things - it shoots in a fixed pattern, but you’ll probably be better off just jumping over its firing lines whether it’s actually firing or not.
When all the time monsters have been taken care of, shoot the target above the molten lake to raise some gears out of it. There’ll be fireballs arcing overhead, but as long as you don’t jump into the one that spawns closes to the start, you should be fine without the need for a time control. Once you’re on the other side, take a right to press down the switch. It stops a pair of gears that you’ll subsequently have to jump across (but which will start moving again if you’re not quick enough). Again, with the gears stopped for the maximum amount of time, you can hop safely across without using a time control. Up ahead is a rolling field of bombs and two Octoballoons. Intimidating, if you don’t know where they explode and don’t have spike bullets handy, but if you’re following this guide then that’s not an issue! The bombs mostly explode on the lava, and on the furthest edge of the next platform you’ll need to jump on, so as long as you stay close-ish to the lava (but outside the blast radius) and keep an eye on where the bombs are rolling from (like the molten metal slabs from earlier in the stage), you can make it to the platform easily, dispatching the two Octoballoons once you do.
Finally, the goal gate is just up ahead, guarded by a Fire Dragon and a Tyfoen. Just like before, there are fireballs arcing overhead on the run up towards them, but if you don’t immediately get smacked by the first fireball you can run into, then the rest should past harmlessly overtop of you as you go. Spike bullet the Tyfoen, use some of the trash lying around to freeze the Fire Dragon to death, and hop into the waiting goal gate!
Stage 2 - S+ rank time (6:45) My personal best: 2:23:53 YOU WILL NEED: 1 slow, 2 spike bullets - 1 super bomb - 1 spike bullet (in order of firing), TS-2000 Freeze
A sudden jump in goal time means you have a lot more room for error when getting S+ here. I still beat this stage in six minutes flat just using the TS-2000 Freeze and with no extra trash.
Start off by turning to your left and dispatching the Tyfoen with a spike bullet. Sweep up the large car nearby, and use it plus your second spike bullet to take care of the Spike Blob in this little starting pit. Sweep up the rusty engine, then jump out of the pit and fire it just to the right of the little entrance visible across the molten metal stream, where you can retrieve it once you’re over there. Speaking of which, hop onto the gear, then make like a funk artist and let the groove carry you to the other side. Fire off your super bomb into the room full of time monsters, sweep up the rusty engine you sent over earlier, then once the bomb has done its damage, head on inside to finish off any stragglers with the small trash lying around. Congratulations, we’re one paragraph in and you’ve already beaten over half of the time monsters in this level. Don’t forget to step on the switch in the corner to raise some moving platforms that you’ll have to cross after you leave this room.
Once said moving platforms have been traversed, you’ll have to make a rather mean jump (in that Blinx’s jump distance only just barely covers it) to a nearby platform. As you run ahead, a TomTom will spawn behind you, but just let him have his fun stealing the gold as you proceed up the stairs to a switch, timing your passage to dodge a fireball. The switch will stop some rotating gears up ahead for you to cross, and while they will eventually start moving again, the time limit is extremely generous - no time control required. You should make it onto the next ledge with just barely enough time to run forward and sweep up a part from the Magic Golem, but once you’ve done so and discarded it, you’ll want to ignore the Magic Golem entirely. Instead, sweep up the large piece of trash next to it, turn around, and get two trickshots on the red Octoballoon and the Tyfoen across the chasm. Doing this saves you at least one time control, a good twenty or thirty seconds, and a massive headache of trying to contend with the spinning platform that would usually get you across to that area.
Once that’s done, turn back around and spike bullet the Magic Golem, then sweep up two small pieces of trash. Now, see the gear attached to the wall behind you, above by where you jumped up to get to this ledge? Go ahead and jump into the groove of this gear, and let it carry you up to your next time monster, a Fire Dragon. The two pieces of trash you just grabbed will take care of it. Sweep up the large car and one more small piece of trash, then hop along the gears behind where the Fire Dragon was stood. You’ll see your final two targets on a ledge up ahead, but with the conveyors working against you and a lightning machine to dodge as you go, you’ll want to go ahead and activate your slow as you reach the final conveyor and hop onto the platform. Use the small trash to break the Fire Dragon’s illusion, and use the slowed time to steal a piece of the Magic Golem, then stand in a place where you won’t get zapped. Use either that Golem part or another piece of small trash on the Fire Dragon’s true form, and the broken car on the Golem, and with that, every time monster has been defeated. The goal gate is waiting for you on a walkway just beside this platform that overlooks the whole stage, so run on over and complete the sweep!
This stage also cuts off my replays after like a minute. Very annoying.
Stage 3 - S+ rank time (7:00) My personal best: 2:25:26 I RECOMMEND: 2 records (1 required), 1 pause, 2 slows, 2 spike bullets - 1 super bomb - 3 spike bullets (in order of firing), TS-2000 Freeze
So, here it is: the final stage of the game. You’ll notice that I’ve changed ‘you will need’ to ‘I recommend’. The reason for this is that... well, this stage is really buggy. It comes as a result of the stage design being very compact and layered into multiple ‘floors’, which can cause things from upper floors to adversely affect things on lower floors (or vice versa). As such, it’s impossible to route trash for this stage with complete consistency, so I can only offer my usual suggestions with the added proviso that you may have to ad lib things halfway through the stage because an enemy dropped off a ledge and onto your head.
First up in this stage is another field of bombs. Taking even a single step forward will get you blown up by the nearest of the bomb pits, but you’ve got spike bullets and you’ve got time controls; you don’t need to deal with this. Hit your pause as soon as you emerge in the stage, use the trash cans in from of you as pedestals to spike bullet the Octoballoons, and cross the frozen field to a frozen gear on your right. Make use of stopped time to not have to deal with the rotating spikes that sweep over the top of it, and land in the next area: a maze of swinging axes and Spike Blobs (plus a Dust Herder). The nearby button just stops the axes, which you’ll want to press to line up a shot with your super bomb, aiming for the middle of the three Spike Blobs at the back of the area. Once the damaged Spike Blobs have targeted you for steamrolling, hit your first record to let them pass harmlessly through you, then turn around and spike bullet them in the back. Take out the Dust Herder in real time, then proceed to the end of the platform.
A Magic Golem may drop onto you from above here depending on what mood the butterfly of chaos theory is in. Take it out if it does appear, then hop onto the gear up ahead and activate your slow, giving you time to jump onto the axle of the next gear, and from there to the top of the gear, and then onto the next platform. This area has a Fire Dragon and a Tyfoen for you to deal with, plus a large piece of trash to help you out. Watch out for the floor in general here: some obvious marked spots will crumble away when you step on them, but in some areas it’s also possible for the explosions from the bomb field below you to clip through the floor and kill you. Like I said, buggy stage. When all the time monsters have been cleared out, head over to the next set of gears and activate your second slow to help avoid the spike bar as you cross them.
This platform is where the Magic Golem will be sitting if it didn’t fall on your head earlier in the stage. The nearby button stops all the gears and the lightning machine, so if you need to take the Magic Golem out now, you may want to use it. Otherwise, carry on to the next spinning gear staircase, taking out the lone blue Octoballoon as you go. Finally, you’ll reach the last regular time monster in the game: one final Magic Golem. Take it out, hop over the large pipe... vent... whatever that thing is, and you’ll find a rather neat puzzle, the only one of its kind in the game. It’s a simple record puzzle, but it makes use of the fact that your recording is invincible to stand on an insta-death molten metal seesaw to slide a platform over to you, and then run across the seesaw to slide it back, ferrying your real-time self to the platform where the goal gate awaits you!
Boss - S+ rank time (4:00) My personal best: 2:57:46 YOU WILL NEED: 1 fast-forward, 3 records, 4 spike bullets
This boss has perhaps the most complex strategy of them all. Things start off simple: hit your fast-forward, run to the right to dodge the boss’ charge, shoot it with a spike bullet when it becomes vulnerable.
After that though, things get interesting. Unlike the Round 5 boss fight, this guy won’t become vulnerable again until you shoot all the little junk orbs he spawns. This is where your recording comes in: with your remaining spike bullets and the small trash that drops into the stage, activate a recording to take out the junk orbs, then just misdirect the boss while your real-time self chills out elsewhere. Repeat to score the second and third hits on the boss. The final phase of the boss will involve it jumping around the stage and destroying parts of the platform you stand on, but with your recording taking care of the junk orbs, the boss won’t end up doing a whole lot to you. Dodge out of the way of one more charge attack, then score the final hit to beat the boss!
Do note that the goal platform appears on one edge of the arena, but it does not stop rotating even after the boss is dead. Take care as you jump into the goal gate!
Time sweep complete!
1 note · View note
cat-medals · 4 years ago
Text
Blinx: The Time Sweeper - S+ Rank Walkthrough (Round 7)
This is Mod Banana comin’ at ya with Round 7 of the S+ rank walkthrough!
I did some explanations of what this guide’s all about over on the Round 1 section, but for the sake of posterity, I’ll explain some things here too: this is a definitive list of all S+ rank times in Blinx: The Time Sweeper. If you wanna use this guide to get every S+ rank time in the game, I strongly suggest you go check out that list, as I’ve detailed some tips and tricks to getting S+ rank times there that I will be using to create this walkthrough!
Now, on with the show!
Round 7: Everwinter –
Stage 1 - S+ rank time (5:40) My personal best: 2:25:33 YOU WILL NEED: 1 slow, 2 records, 4 spike bullets, a Tier 3 sweeper
Welcome to Everwinter! A horrid world where you’re constantly battling against Blinx’s horrendous ice physics and some very long and arduous stages. Still, I feel like I’ve been saying this a lot in these past couple of rounds, but despite having to contend with a world full of ice physics, the times in these stages are very generous if you know what you’re doing. Again, just to make a point, with 0 additional prep (just 1 pause and a Tier 3 sweeper that I was already using; no records, no slows, no spike bullets), I beat this stage in 5:38:20 on my first attempt. Not even a practice runthrough to refresh my memory of the stage layout.
With that said, begin this stage by running forward and firing off your first spike bullet on the Tyfoen. These guys can be pretty annoying with their tornado attack, wasting time and - if you get hit - leaving you extremely vulnerable to other time monster, so they’ll usually be your priority target when you enter a time monster den. The other enemy on this little starting plateau is an Ice Turtle. Though only taking 1 shot to kill, they create a large explosion after they die, so you’ll want to back off after shooting them. Luckily the Ice Turtle here presents a perfect opportunity to do so: suck up a piece of trash (ideally one of the wheels next to the broken car), walk up to the Ice Turtle (they’ll also be invincible until you get close to them), pop it in the face with the trash you sucked up, then turn around and head back to the broken car. Sweep it up, then drop off the ledge it was next to.
You’ll now find yourself in a little hub area that you’ll be revisiting a couple of time over the course of this stage. Start by ignoring the TomTom as usual and sweeping up the other large car down here, then stepping on the switch. The three doors in this hub area all close after a short amount of time, but you can easily make it through the first two without a time control. Blinx’s awful ice physics come to haunt us in the form of making Blinx slip and fall when he builds up too much speed, wasting a bunch of time with an overly long animation where he picks himself back up, so you’ll want to just ease off as you run towards the door so you don’t end up going too fast. Actually, here’s another quick tip while I’m complaining about Blinx’s ice physics: be sure to jump to cancel your momentum before colliding with an object if you’re sliding over ice at speed. If you don’t, Blinx will go through an obscenely slow animation where he bonks into the object or wall, falls over, and then picks himself back up again at an agonisingly slow pace. Seriously, accidentally triggering one of these animations will punish you by locking you out of your movement for a whole 2 to 3 seconds. And for what? Wanting to go fast? I love this game, but man, sometimes I hate this game.
Well, ‘/rantover’, as the cool kids say. Anyway, once you’ve made it through the door, go down the little slide beyond it. Once you reach the bottom, hit your first record and take out the three red Octoballoons, plus the one up on the next series of ledges, and be sure to get a hit on the red Dust Herder here too. Actually this is the first 3-hit Dust Herder in the game, right? Try to prioritise the Dust Herder if you can, since you’ll need to hit it with a small piece of trash back in normal time. It may sound like a lot, especially since there’s a moving iceberg you have to traverse as you go, but it’s really not that hard: the enemies are relatively close together, and Octoballoons are just big fat floating targets, so hitting all of them is pretty straightforward. Once you’ve taken out the Dust Herder back in real time, jump up the series of ice steps and through the door that opened from finishing off the time monsters. You’ll see that you’re overlooking the main hub area again, and there’s a switch next to you to open the next door. Go ahead and push it down, then stutter-step your way over to the newly opened door.
At the bottom of the next slide you’ll find yourself immediately faced with a Tyfoen on your left, so go ahead and take it out. That leaves you with an Octoballoon, an Ice Turtle, and a red Spike Blob - the first that we’ve seen, but certainly not the last. Go ahead and take out the time monsters in any order you like; I personally like to fire the second car at the Spike Blob, then spend a spike bullet on the Octoballon, suck up a piece of trash and take out the Ice Turtle while the Spike Blob is busy recoiling from the first hit, and then finish off said Spike Blob with a second spike bullet. Now you can head through the newly opened door (and up some very steep steps) to the next waiting group of time monsters. There’s a Tyfoen among them, so shoot it with your final spike bullet. You’ll need more trash, so ignore the Spike Blobs for now and suck up the 16-ton weight and large log at the end of the area. Hit your record, using the weight on the red Spike Blob and the log on the green Spike Blob, then when normal time resumes, suck up a piece of small trash to finish off the red Spike Blob with (remember that it’ll still be targeting your recording when it finishes recoiling). That leaves you overlooking the hub area one last time with a switch beside you to open the central door. This is where you’ll need to use your slow: the strategically placed pond of freezing, insta-kill water in the hub area prevents you from just stutter-stepping your way through the door like before.
Anyway, one slide later, you’ll find yourself in the final area (likely still with your slow active). Here there’s just a green Spike Blob and a red Guardoor (which take 3 hits to kill now instead of 2). Use the log on the Spike Blob and the 16-ton weight on the Guardoor’s spirit, then turn yourself around and run into the goal gate!
Stage 2 - S+ rank time (7:20) My personal best: 2:38:46 YOU WILL NEED: 2 rewinds, 3 records, 3 spike bullets, a Tier 2 (or higher) sweeper (optionally: the TS-2000 Flame)
The time limits just keep getting more generous. For the record, I went into this with 0 practice runs, 2 rewinds, 1 record, 0 spike bullets, and the Tier 3 sweeper I already had, and still finished in under 6 minutes.
With just 3 spike bullets at your disposal going into this stage, you can bet we’ll be making heavy use of those 3 records to effectively double our trash count multiple times. Start off by leaping out to right of the goal gate to suck up the large log, then suck up the broken car next to the slide. Slide on down, and jump to stop yourself at the end of the slide. The ice right in front of the slide will crumble away, but the slide itself is flat enough for you to just stand on normally, and you can jump from the end of the slide around the corner to the left and onto solid ground. You’ll probably hear a Tyfoen starting up as you come to land, so hit your first record and shoot it with the car you just swept up (it’s just behind the corner you jumped into - you may not be able to see it due to the camera being very slow to catch up, but the car’s hitbox is large enough that you can just jump and shoot and hit the Tyfoen without being able to see it), then score a hit on the Spike Blob and take out the Octoballoon as well. You’ll want to fire off at least one of your Spike Bullets somewhere retrievable so you can pick them back up in normal time, but you can fire off both of them if you want to give yourself more room for error later on in the stage. Back in real time, sweep up a small piece of trash to finish of the Spike Blob, then sweep up the spike bullet(s) left behind by your recording and jump up the steps to slide down another slide. This slide tries to catch you out by also crumbling away, but if you hit a rewind as soon as you feel your controller rumble/hear the disintegration begin, you can bypass the hazard and sail smoothly into the next time monster den.
While your rewind is still ticking away, shoot the two Octoballoons and the red Dust Herder in this new area. Once the rewind has finished, hit your record and run through the spike gate, using your invincibility to pass through unharmed. Shoot the Spike Blob (the earlier you can take the shot the better), then hang out near the spike gate so it locks onto you with its counterattack. It should have just enough time to do so before the recording ends - back in real time, sweep up at least two pieces of trash and use one of them to finish off the Dust Herder. Now, get ready to jump out of the way of the Spike Blob as it rolls right past your vanished recording and launches itself into the little room with you (if the Spike Blob gets stuck on the spike gate, don’t worry; you can still hit it through the gate as long as it’s right up against it thanks to Blinx’s slightly wonky hit detection). Finish it off with one more piece of trash, then sweep up the rest of the trash in this room and head out of the now open door.
Sweep up the broken car, then hit your second rewind to undo the collapsing of the iceberg. While time is rewinding, fire the car at the Octoballoon, and start unloading trash into the Water Dragon. For whatever reason, the developers quietly increased the number of hits required to break the Water Dragon’s illusion form to 10 (making it the same as the Fire Dragon) in Round 7, even though it appears to be the same enemy as in Round 4 judging by its icon in the top right. You could use the TS-2000 Flame to save yourself some time here as a result, but I don’t feel it’s necessary. After all, my time was achieved with the TS-16000-S - a time of under 3 minutes in a stage with an S+ threshold of over 7 minutes. Whatever you decide to do, just make sure it kills the Water Dragon!
With that out of the way, head on up to the first Guardoor to release its true form. Once it’s out and vulnerable, hit your third and final record. You’ll want to hit at least 3 time monsters while recording: the Guardoor spirit you just released, and the Tyfoen and Spike Blob up ahead make good candidates. If you have time (and extra spike bullets), you may also be able to coax the spirit out of the second Guardoor and score a hit on it before returning to normal time. Speaking of which: suck up three nearby pieces of trash to finish off the two Guardoors and Spike Blob once they’ve finished recoiling. Once the second Guardoor has crumpled and fallen, slide down the slide behind it (careful you don’t slide off the side of it!). There’s a large cannon here if you need it, but if you don’t then jump past it and up onto the moving iceberg to take out an Octoballon and score a hit on a red Dust Herder. Sweep up two more small pieces of trash, then finish off the Dust Herder, climb the icy staircase, take out the Ice Turtle at the top (be mindful of the explosion!), and run on past to the goal gate!
Stage 3 - S+ rank time (8:00) My personal best: 2:42:43 YOU WILL NEED: 1 rewind, 1 slow, 1 record, 1 spike bullet - 2 super bombs (in firing order), a Tier 3 sweeper
This stage is just... abhorrent. It’s far and away the longest stage in the game, tied with 5-3 for the highest number of time monsters in one stage, you’re dealing with ice physics the whole way through, it will kill you with some very cheap moves at various points, and trash routing is very tight if you don’t come prepared or have the TS-2000 Flame, and if you do, then unlike the previous stage, it changes the route you take halfway through! Actually scratch that, trash routing is tight even if you do have the TS-2000 Flame due to a time monster cluster at the end of the stage requiring a total of 17 hits to take take out, at the end of a slide that you can’t go back up and with very little additional trash to work with. An absolutely tedious mess of a stage. Everwinter might just be my least favourite world in this game.
Well, I can’t just keep complaining forever. Start off the stage by sucking up the big log next to you, then go over and activate the Guardoor. Shoot its true form with the log you just swept up, then grab the large car nearby, plus one more small piece of trash. Finish the Guardoor off with said trash, then slide on down to the next area. Deposit the car and one spike bullet into the Tyfoen and Spike Blob respectively, then suck up two more small pieces of trash. Use one to finish off the Spike Blob, then jump on the switch to open the door to the next slide. Sliding around isn’t all fun and games though - you’ll need to activate your slow during this descent in order to prevent the platform at the end of the slide from crumbling too quickly for you to jump on and then off it again.
Once you’ve climbed up past the disintegrating iceberg, shoot your other small piece of trash at the Ice Turtle, then turn around and head up the little ice staircase to find not one, but two 16-ton weights. There’s also a cat medal sndwiched between them; make sure you jump into the cat medal and collect it on your descent so that Blinx doesn’t pause to do his little victory jump animation. Once you’ve made your little tunnel into the next area, it’s time to wreak havoc with a record. Shoot the Octoballoon and the Spike Blob to your left with the 16-ton weights you just sucked up, then fire a super bomb at the Tyfoen to your right. Since you’re recording, you can ignore the blast radius and walk right through it to fire your second super bomb at the Tyfoen and Octoballoon that are even further to the right. Back in normal time, start by heading up the steps to the right while your recording goes off to commit war crimes. Suck up the trash on the stairs, then head to the end of the ledge and hit the button to open up the door to the next area. Before you head down that slide though, you’ll need to take care of the Water Dragon that is probably now actively searching for you as it likely got caught in the blast radius from the first super bomb your recording fired. Luckily there’s just enough trash in this area to deal with it, so once it’s dead, head on over to the slide behind the door you just opened.
Don’t get comfy on this slide: right near the top you’ll need to hit a rewind to prevent part of the slide from falling away as you traverse it. Not only that, but you’ll need to jump over a small gap in the slide halfway down anyway. The slides in this level really are no fun at all. Anyway, the next area is absolutely teeming with time monsters, but while the rewind is active, they’ll all ignore you. Head on over to the Guardoor so its spirit is freed as soon as the rewind ends, then shoot it with a 16-ton weight. Head through the passage it opens to dispatch a yellow Spike Blob with your other weight. Now that you’ve got a safe little cove to yourself, you can fire your first super bomb at the two red Octoballons floating around outside. Once they’re dead, the remaining three time monsters on the other side of the moving iceberg are all sitting ducks for your second super bomb. I actually got pretty lucky; one of the Octoballoons shot the Dust Herder while I was busy chasing the Guardoor’s spirit, so I didn’t have to sweep up any extra trash to finish it off after the super bomb - but if you don’t get quite so lucky, there’s plenty of small trash lying around down here to take care of it for you. When all the time monsters are dead, the door will open up, and you can ride the final slide straight into the goal gate!
...Also, I don’t know if it’s just me, but my replays for this stage seem to end prematurely at around the 5 minute mark if they happened to be longer than 5 minutes. Truly an awful stage from start to finish.
Boss - S+ rank time (3:30) My personal best: 1:15:36 YOU WILL NEED: 3 fast forwards, 4 spike bullets
You may have noticed that the past couple of rounds have lacked any use for fast-forwards (except during boss fights). I think it indicates a more subtle increase in difficult in Blinx’s later levels - that there is little that can be improved by using a fast forward without it becoming too difficult to execute.
In the case of the Round 7 boss, fast forwards are mostly used in the same manner as they were for the Round 6 boss: fast forwarding through its recoil animations. Pick a podium to stand on, wait for it to eat the podium, jump off, shoot it with a spike bullet, fast forward, let it sink the platform you’re on, pick another podium to stand on, and so on and so forth. Four times in total, as the boss has 8 HP. Don’t forget that jumping cancels your horizontal momentum (overwriting it with any momentum gained from holding a direction on the joystick while jumping, but you can just leave the joystick in the neutral position to cancel it altogether) - use this tip to secure yourself on the podiums, as they’re not very large, and ice physics are still at play. The goal gate appears on one end of the long platform running through the middle of the stage, so hop on in once it spawns!
Time sweep complete!
1 note · View note
cat-medals · 4 years ago
Photo
Tumblr media
Hey hey hey, Mod Banana again with another translation from the Perfect Guide provided by Zed! This time it’s for an enemy known as the ‘Ice Turtle’.
--
Appearing only in Round 7, this is a turtle-like monster that lives in cold climates. It normally sleeps with it’s limbs tucked inside it’s shell, but when it senses Blinx’s presence, it’ll get up and creep towards him with it’s icy thorns. It’s slow movement makes it easy to beat, but watch out for it’s self-destruct move after you hit it!
STRATEGY POITNS:
[top image]: It looks kind of sweet and harmless, and it moves in a carefree manner. It doesn’t hurt you if you don’t get close, but you’ll have to defeat it to clear the stage anyway.
[bottom image]: The blast emitted after it’s killed is the scariest. The explosion radius is so large that if you hit it in close-quarters, you might get blown up instantly!
--
I find it weird that the strategy points don’t mention that it’s invincible while it’s not chasing you...
5 notes · View notes
cat-medals · 4 years ago
Text
Blinx: The Time Sweeper - S+ Rank Walkthrough (Round 6)
This is Mod Banana comin’ at ya with Round 6 of the S+ rank walkthrough!
I did some explanations of what this guide’s all about over on the Round 1 section, but for the sake of posterity, I’ll explain some things here too: this is a definitive list of all S+ rank times in Blinx: The Time Sweeper. If you wanna use this guide to get every S+ rank time in the game, I strongly suggest you go check out that list, as I’ve detailed some tips and tricks to getting S+ rank times there that I will be using to create this walkthrough!
Now, on with the show!
Round 6: Mine of Precious Moments
Preface: Yes, this Round is involved enough to warrant a preface. Welcome to the Mine of Precious Moments, my favourite round of the whole game! It may feel a little scary at first, being surrounded by instant-death bottomless pits most of the time, and having to ride minecarts that whisk you away at high speeds to unknown places, but I like the sense of adventure that comes with it, and the whole concept of a ‘floating digsite’ world is just really cool to me (plus it’s got like my third-favourite music in the whole game, with the number 2 spot being taken by Round 4). Anyway, the other reason you shouldn’t feel too pressured by Round 6 is that the time limits are, once again, rather generous by comparison to earlier stages. Like I said in the Round 5 guide, these shopping lists are practically just suggestions; as long as you have the necessary time controls to beat the stage, and you have the layout fresh in your mind, you can beat these levels with plenty of time to spare and 0 additional prep work.
The reason this Round is getting a preface before the actual level walkthroughs is because I’m recommending the TS-2000 Freeze for these first two levels - the first time I’m recommending an elemental sweeper. Back in Round 4, I didn’t feel it necessary to recommend the TS-2000 Flame to deal with the Water Dragons, as they only took 6 hits to dispatch, and there was always plenty of trash (or perhaps more accurately, plenty of bombs) lying around that could be used to plough through their health bars. This is not the case here in Round 6 however: a new enemy, the Fire Dragon, requires a whopping ten hits, just to break the illusion form. Its inner form, a smaller lizard just like that of the Water Dragon, also requires a shot from a single piece of trash to take it out. As such, it’s simply not feasible to recommend spike bullets in any quantity if you also have to take down Fire Dragons 1 HP at a time. Therefore, I’m instead recommending the TS-2000 Freeze so you can simply 2-shot any Fire Dragons you come across instead... of which there are only two in Round 6, but its still worth it just for those 2 instances.
...unless you don’t bring any spike bullets and just wing it with the trash available in the stage, because like I said in the first paragraph of this preface, this Round still has very generous time limits. Alternatively, just use the TS-X7 Ultimate sweeper and don’t even worry about the sweeper suggestions, lol. Anyway, onto the actual stage guide! –
Stage 1 - S+ rank time (4:30) My personal best: 2:19:23 YOU WILL NEED: 1 record, 1 slow, 1 pause, 4 spike bullets, TS-2000 Freeze
My personal best for this stage is 2:19:23, but with the TS-16000-S (Lv. 3) and no extra trash, it’s 4:19:50 - still well within the time limit for S+, just to prove it can be done with no extra prep or a special sweeper. Really, you could do any stage in this Round with any Lv. 2 sweeper.
Right away, in the very first part of 6-1, you’ll see why I recommend an elemental sweeper: your first Fire Dragon, right at the start of the level. Doing this with 4 spike bullets and no elemental advantage means sweeping up 6 trash, firing it at the target and the time monster, then stopping to sweep up another 6 trash and fire all of that at the time monster as well (and I’m not even sure if there’s enough garbage on the starting platform to pull that off, so you’d have to run along the track without hitting the target first to get some extra trash, drop down, hit the target, drop your remaining 1 damage junk on the Fire Dragon, then run all the way back to the start, sweep up more trash, then run all the way back again... not worth it). You can’t even use spike bullets - illusion forms of Water and Fire Dragons always take 1 damage, even from large trash, even from 16-ton weight (as I discovered while routing Round 7, much to my dismay).
That’s why I’m recommending the TS-2000 Freeze so highly. Start by leaping out of the gate and sweeping up three pieces of trash in front of you. Hit the target, break the Fire Dragon’s illusion, then hit its real body once it’s spawned and has stopped being invincible. Proceed, jumping off to the right towards the seesaw. If you go left there’s this whole platforming challenge involving rolling rocks and swinging axe traps, but there are no time monsters, so if you take this seesaw, you can just... skip it all. Go ahead and activate your record. We’re going to make use of record’s trash duplicating powers as well here: fire off three spike bullets where your realtime self can sweep them up, then wait until the very end of your record timer, jumping onto the seesaw before it runs out. Sweep up those three spike bullets back in real time, hop on the seesaw, then wait to be launched. Try to not land directly in front of the Guardoor, and focus on taking out the two Chrono Blobs and the Dust Herder first (suck up an extra piece of junk to get a third hit on that red Chrono Blob). Then once those are taken care of, coax the spirit out of the Guardoor. It should launch itself directly into some dustbins and get stuck, so take that opportunity to get an easy shot on it with a spike bullet before it floats out over the void and you have to rely on Blinx’s horrid auto-targeting to kill it. While it’s returning to the Guardoor to dismantle it, go ahead and suck up two pieces of small trash, then proceed up the steps behind the Guardoor.
Once you get to the top, immediately make a hairpin turn (if you do it fast enough you can avoid even activating the TomTom fight), and proceed to the bridge towards two more Chrono Blobs. Activate your slow as you step onto the bridge to prevent yourself from falling into the abyss, and use one of your pieces of small junk to score one hit on the red Chrono Blob. Ignore the other one for now and head to the right: there are two targets you’ll need to shoot. Put your second small piece of trash into one, and one of the handily provided bombs into the other (be careful not to get screwed by the auto-target again here; it really is your biggest enemy in this stage). Once you’re back to only having spike bullets in your sweeper, take the Chrono Blobs out with 2 of them. Suck up the remaining two rusty dustbins on this little strip of land and head back to the switch near the triple-stacked door. If you feel confident in your aiming, you can take the shot on the blue Octoballoon flying in the distance (it’ll make things a little easier in a later section), but if you don’t, just ignore it for now and step on the switch, then head through into the next area...
...which just so happens to be a room full of Octoballoons! There’s plenty of trash in here to take them out, but once you’ve done so you may notice that the door to the next area has not opened: there’s also a Molegon sneaking around in here, pretty easily missed in the fray of Octoballoon slaughter. There’s also a large barrel in here you’ll need to sweep up in here before moving on. Use either that or your spike bullet on the Molegon - it doesn’t matter which, so long as it dies, the door will open. Speaking of which: final stretch of the level, and it’s one of the few where a pause is useful in getting an S+ rank! If you didn’t take that trickshot on the Octoballoon before entering this area, you’ll want to sweep up a small piece of trash now so you can kill it when it comes up in just a little bit. Head out of the door onto the first conveyor, and make your way to the end. Hit your pause as you jump to the conveyors below: you’ll soon see that freezing time means not having to deal with a stream of dynamite barrels coming from behind you as you walk over moving ground. The Octoballoon will be floating ahead of the first line of conveyors if you didn’t already kill it. Once you have, hop off to the right to take out the green Dust Herder, and as normal time resumes, run past and jump into the goal gate!
Stage 2 - S+ rank time (6:20) My personal best: 2:19:03 YOU WILL NEED: 1 spike bullet - 1 super bomb - 2 spike bullets (in order of firing), TS-2000 Freeze
In a stage with a more generous time limit, I finish a fifth of a second faster. That’s Blinx for you. Also, yeah: no time controls. There are, I suppose, a couple of places where you could fit in a slow or a fast-forward, but they’re really not necessary.
This stage introduces Mine of Precious Moments’ most interesting mechanic: minecart riding. Begin by jumping up the steps to the minecart. Ride it to the other side of the chasm, and kill one Chrono Blob with your spike bullet. Sweep up the broken car to your left, and use it to kill the other Chrono Blob. Suck up the two gears near the switch, then step on said switch to open the door. This is one of those doors that closes after a set time rather than remaining open, so you could use a slow to give yourself more time to get through... except you don’t need to. Once the door is fully opened and no longer moving, you have more than enough time to head on through before it closes. Use one gear to hit the red Chrono Blob beyond the door, and one to hit the Dust Herder sat just to the left. While the Chrono Blob is recoiling, sweep up the large log, then hit it with the log once it gets back up to take it out. Head to the right, up the ramps, and sweep up a rusty dustbin at the top, then get ready for your second minecart ride.
This time you’ll need to hit a target while moving, just beyond the U-turn the cart makes. Once you’ve done so and your minecart rounds the bend, you’ll see a pit full of blue Octoballoons, so go ahead and fire off your super bomb. You want a super bomb really more for its huge blast radius than the 2 damage it does, to try and take out all 5 Octoballoons at once (yes, 5!). If any survive, there is some small trash down in the pit to help you out. Be sure to save one to hit the target on your third minecart ride just beyond the door out of this pit - it’ll be on your left almost as soon as you start moving. One short ride later, you’ll arrive in a new area with a Fire Dragon and a Dust Herder. Sweep up a rusty dustbin on your way in, and use it to break the Fire Dragon’s illusion, then sweep up two more bins and finish off the Fire Dragon and the Dust Herder too. Just up ahead you’ll see a Guardoor: the floor leading up to it will fall away if you stand on it too long, but you can just jump your way across and you’ll be fine. Once the spirit it out in the open, fire a spike bullet at it to defeat the Guardoor, then head on up the steps behind it, sweeping up the large log as you go.
At the top of the steps you’ll see a bomb target, and three bombs placed right next to you for your convenience. One wonders as to what the point of this puzzle even is. Well anyway, lower the bridge, and unleash your remaining two pieces of trash on the Molegon and the red Chrono Blob. While the latter is recoiling, sweep up two more pieces of small junk from this platform, then take out the Chrono Blob once it wakes back up. Head on up the floaty cloud blocks (here is where you could use a fast-forward if you happen to find yourself waiting ages for the blocks to descend far enough for you to jump on), then traverse them to the platform with the final Dust Herder and the goal gate. I don’t think you need me to tell you how to end this stage!
Stage 3 - S+ rank time (4:30) My personal best: 2:04:50 YOU WILL NEED: 2 records, 1 rewind, 3 spike bullets, a Tier 2 (or higher) sweeper
The final stage of Round 6... actually has no Fire Dragon to necessitate the use of an elemental sweeper. That may seem a little anticlimactic, but the stage more than makes up for it with its minecart shenanigans. Speaking of which: as soon as you start the stage, you’ll want to jump into the minecart to the right of the start gate. Ride it on down the rails, then jump out at the last second to land on a platform with the first two time monsters. Right before you hit the ground, activate your first record, hit the red Chrono Blob and the Dust Herder with a spike bullet each, then head for the little detached island to the right that holds a switch and press it down. When normal time resumes, head to the left and suck up two pieces of trash. Once the Chrono Blob stops recoiling from its first hit, pop it in the back of the head to take it out (it’ll still be locked onto your recording remember) and step on the nearby switch. Once both doors are fully opened, head on through, suck up two more pieces of trash, and hop into the minecart.
Remember when shooting at time monsters from a minecart that it works best if you’re very close to the time monster before firing: use this knowledge to take out a blue Octoballoon as you ride the rails, then hit the target that’s coming up around the corner, moving the track below to a route that won’t send you sailing off the edge of the level. Shoot the second Octoballon as you come up to it, and then as you round the next corner into a collection of time monsters, jump out and pop your second record. Fire off your three spike bullets at whatever three time monsters are closest, and when normal time resumes, sweep up the large car and one small piece of trash; the small trash to take out the red Chrono Blob, and the car plus one spike bullet for whichever two time monsters are left at the end of the recording. With that done, head through the gate and up the conveyors (you won’t be standing on them long enough for them to really push you anywhere), and onto a platform with a Dust Herder and a Molegon. These will be the recipients of your final two spike bullets.
Once the time monsters have been cleared out, sweep up the large log. If you look to where the minecarts on this platform are coming from, you should see a red Octoballoon that you can easily trickshot with the large log you just obtained. Sweep up three more pieces of trash, and then move on to tackle one of my favourite puzzles in the whole game: jump into one of the minecarts as it speeds past you, then hit a rewind to make it switch directions and fly back up to where it came from (make sure you don’t accidentally rewind the deaths of any time monsters in the process though). Finally, once you’ve hopped out of that minecart, jump across the little chasm and into the final minecart of Round 6. Ride it along, shooting the target as you go to prevent the cart from prematurely dropping into the abyss, and take out the final two blue Octoballoons as you fly past them. The goal gate is just up ahead: ride the minecart right up to it and jump out into the goal!
Boss - S+ rank time (3:20) My personal best: 0:45:16 YOU WILL NEED: 3 spike bullets, 2 fast forwards (optional)
Another very straightforward boss. If you use the fast forwards you can easily beat it in under a minute (you could probably do that even without the fast forwards honestly). If you do bring fast forwards, use them to speed through the boss’ post-hit stun/barrel shooting phase. Whether you do or you don’t, start by running right up to the boss and to its right. If you run fast enough, you can hit it with your first spike bullet before it even jumps into the air. Once it’s been hit, wait for it to become unstunned, jump over its spew of barrels, then just get around the side of it and shoot it again. Repeat one more time to finish it off. The goal gate will spawn more or less in the centre of the arena, so be ready to jump in and end the stage as quickly as possible!
Time sweep complete!
0 notes
cat-medals · 4 years ago
Text
Round 7 of the S+ Rank guide has been finished, and Round 6 is half-completed and half-drafted. I’m doing things slightly out of order because I’m recommending an elemental sweeper for Rounds 6 and 8, so I did Round 7 first to save a bit of cash, haha. After that I’ll probably take a little break from posting to compile the whole guide into one document and publish it to GameFAQs. Living the 2001 dream in 2021, lol!
0 notes
cat-medals · 4 years ago
Photo
Tumblr media
Mod Banana here. Are you surprised by the sudden influx of new content? Well, I’ve translated some more of the Perfect Guide that Zed posted a while back. You can open the image in a new tab to view it at it’s (much larger) full size. This time I’ve translated the bio for another enemy, the Guardoor. Here’s what it says:
A mysterious door that blocks Blinx’s path. It has no switch to open it, nor can it be attacked and destroyed. When you approach the door, the main body will appear from inside and float lazily around, so aim well and hit it with your trash! If you shoot down the main body, the door will break as well, and you’ll be able to move on.
STRATEGY POINTS:
[top image]: Even if the main body comes out, it isn’t particularly aggressive. Is it a monster that just wants to pass through?
[bottom image]: It has a rather carefree personality, and flies around as if it can’t even see Blinx.
6 notes · View notes
cat-medals · 4 years ago
Text
Blinx: The Time Sweeper - S+ Rank Walkthrough (Round 5)
*dusts the cobwebs off this blog* Hello? Any Blinx fans still out there? Well, happy 2021 to you all! Here’s hoping that, like me, you all like to return to this underappreciated series every once in a while.
I believe I had been creating a guide to get S+ rank times on every level. As it turns out, some of the time thresholds I previously listed were wrong; they have been quietly fixed on both the individual guide pages, and the masterlist. Well, guess I’d better finish writing that guide then! Without further ado...
This is Mod Banana comin’ at ya with Round 5 of the S+ rank walkthrough!
Now, I did some explanations of what this guide’s all about over on the Round 1 section, but for the sake of posterity, I’ll explain some things here too: this is a definitive list of all S+ rank times in Blinx: The Time Sweeper. If you wanna use this guide to get every S+ rank time in the game, I strongly suggest you go check out that list, as I’ve detailed some tips and tricks to getting S+ rank times there that I will be using to create this walkthrough!
With that, let the show begin!
Round 5: Temple of Lost Time
Stage 1 - S+ rank time (3:50) My personal best: 1:38:56 YOU WILL NEED: 2 fast forwards, 1 record, 6 spike bullets, a Tier 2 (or higher) sweeper
Welcome to Round 5, a significant drop in difficulty from Round 4 if my PB vs the S+ threshold is any indication! The difficulty in Round 5 is meant to come more from traps and platforming sections rather than overwhelming the player with tough-to-kill time monsters, but with the S+ rank times being so lenient, it’s hard to feel like the difficulty has done anything but decrease. Anyway, start by hopping out of the goal gate to the large barrel over to your right. Sweep it up, then drop off the ledge as far to the right as you can to save time on the slide. Blinx will do his ridiculously slow animation where he picks himself up after a long fall, but believe it or not, this is still faster than walking all the way over to the top of the slide and going down it normally.
Once you’ve landed, fire the barrel at the yellow Chrono Blob, then head over to the left to suck up another large barrel. Turn around, where there will be a Molegon and a Spike Blob a little ways ahead of you. The Molegon can be kind of a troll in when it decides to pop out of the ground, but what will probably (usually) happen is that you can fire off the barrel to kill the Spike Blob from a distance, at which point the Molegon will probably try to eat you, so you can dodge it and take it out with a spike bullet. Once these two monsters are taken care of, step on the switch, activate a fast forward, suck up two pieces of small trash, then head up the ramp behind you and across the moving platforms to get to the next area. Step on the next switch, then head through the axe gate and into the following room.
Turn right as you enter this room to be greeted with a blue Octoballon. Take it out with a small piece of trash. As you turn left, you’ll see another blue Octoballoon and a red Octoballoon, in that order. Fire off your other piece of trash and another spike bullet to take care of them, then head to the left to reach the next platforming section. Using a fast forward here won’t save much time and is too risky to be worth it (if you get knocked out of your fast forward, there is a very strong possibility that the knockback will send you careening off the edge of the platforms and back down to the first area). Once you’re over all the platforms and outside the next room filled with time monsters, activate your record and take them all out. There are 4 in total: a yellow Chrono Blob, a Molegon, a green Dust Herder, and a red Octoballoon, so you’ll want to take each one out with a single spike bullet.
When normal time resumes and your recording goes off to slaughter a bunch of time monsters, head to the right and through another axe gate into the next room. For whatever reason, time monsters will kind of just ignore you if there’s a recording in progress, so use this to get some easy kills on the yellow Chrono Blob and green Spike Blob in this room. Also in this room is a new enemy known as a Magic Golem. As the linked description says, if you can sweep up all three of its parts before it forms, it will be defeated. Try to sweep up at least one of its parts before it forms in order to make it susceptible to an easy kill from a spike bullet. If you can sweep up all of its parts, then great! It takes like 5 seconds to go through it’s ‘forming’ animation, so a second saved is a second earned. Just be sure to discard the pieces before you leave. Once all of the monsters in this room are dead, exit through the open gate to the right, take out the last red Octoballoon with your final spike bullet, and fast forward your way into the goal gate!
Stage 2 - S+ rank time (4:45) My personal best: 2:26:60 YOU WILL NEED: 1 fast forward, 2 slows, 1 record or 1 slow, 3 spike bullets - 2 super bombs - 3 spike bullets (in that order)
Another very generous time limit for this level. Really, the shopping list is practically just a suggestion; I beat this level in 4:44:33 with no extra spike bullets or bombs, and no fast forwards. If you have a good sweeper and know the stage layout, you can literally S+ this level without even trying.
Start by immediately firing off your fast forward, sucking up the large barrel just to the right of the goal gate, and stepping on the switch. The fast forward timer won’t deplete while watching the cutscene of the pillars moving, but it will deplete once you regain control of Blinx (even if the UI with the timer has yet to reappear), so get a move on up the ramp, dodging barrels as you go. Don’t worry too much if you get hit by a dynamite barrel on your way up, since you have the shield from the fast forward. Just remember to veer left off the ramp to take out the first Molegon, then jump back up to the middle of the little flat area between the two ramps.
You’ll have to be careful of the dynamite barrels now; you’ll want to suck up the big barrel in front of you, but you can very easily get caught in the blast radius, even if you don’t directly touch one of the dynamite barrels coming down the ramp. Once you’ve got the barrel safe in your sweeper, you can either choose to jump along the inside of the ramp (to minimise the distance travelled to the next area) or walk along the outside of the ramp (where the barrels will not fall); either way, you will probably have to wait for the moving block up ahead to slide into place for you to jump on it. Speaking of the moving blocks: you’ve probably already realised this, but you can absolutely double jump on and off them without having to go through the swinging axes first. Just make sure to do so when they’re not swinging out towards you! You may have to wait a moment in the next area for the pillars to come down enough for you to jump on them - as always you should ignore the TomTom gang member, but you may have enough time to grab a couple of gold pieces while you wait.
At any rate, hop along the pillars and into the next area, taking out the Molegon, Octoballoon, and two Chrono Blobs with your large barrel and spike bullet, in any order you like. To the right you will see a rapidly swinging axe; you can technically bypass this without time controls, but it takes a retry or two and is just kind of dumb, so fire off your first slow to pass through it, and then through the second swinging axe just beyond it. Launch your super bomb into the field of time monsters and hide in the corner so you don’t get exploded. If you manage to take all of them out, great! If not, fire off your record and take out whatever time monsters remain with your recorded spike bullets. If you do use the record, be sure to step on one of the switches so you can get through the double door up ahead. If you did manage to kill all the time monsters with bomb, then you have the option of either using a record or a slow to move through the double doors. Either way, head on through them and across the moving blocks. Stand on the little ledge on the opposite side without going through the TomTom gate, then fire your second super bomb into the next time monster-filled room. This time, if you don’t kill all the time monsters, don’t worry about using any extra spike bullets - there’s plenty of trash in the room you can use to finish them off. The door will open up once all of the time monsters have been vanquished, but make sure to pick up the third and final large barrel in the left corner of the room (by where you entered) before moving on.
And now we’re on the home stretch! When you’re on the second pillar and are ready to jump into the final time monster den, activate your final slow to ensure you can pre-emptively dislodge a part from the upcoming Magic Golem. Finally, use your remaining three spike bullets and the large barrel you just acquired to dispatch the Spike Blob, Magic Golem, Chrono Blob, and Dust Herder, then head up the ramp behind the Dust Herder and jump into the goal gate!
Stage 3 - S+ rank time (5:15) My personal best: 3:09:96 YOU WILL NEED: 3 fast forwards, 2 slows, 1 record, 5 spike bullets
This stage is a pretty long one. Everything is spaced out by lengthy platforming sections, so even when you’re going fast, a sub-3 minute time is quite challenging.
Begin by running straight for the door in front of you. Turn right (mind you don’t get a dynamite barrel dropped on your head, and bee-line for the corner of the ramp. Jump off the ramp, and activate your record in mid-air so that Blinx doesn’t do his little jumping animation and waste a second of the time control. This opening can be a little tricky, so if you get past it, you’re in for a good run: shoot one spike bullet at the Spike Blob closest to the... spikes. Grab a part from the Magic Golem and toss it into the spike pit as well. By this point the Molegon will have probably locked onto you, so charge right into it, then turn around and pop it in the back of the head with a spike bullet as soon as it pokes itself out of the ground. Now, whether you hit the remaining two time monsters during the record or not doesn’t matter, as long as you discharge all of your remaining spike bullets to aid your unrecorded self. Speaking of which: when the record runs out, go ahead and sweep up the log you just landed on top of, and jump on the button in the corner to set the pillars you passed by earlier into motion. Once all the time monsters down here are dead and you’ve picked up your extra spike bullet, hop on up the ramp (stick to the rightmost edge to avoid any errant dynamite barrels), hit the switch up here to lower a ramp you’ll be traversing later (be sure not to forget this!), then activate your first fast forward and make your way across the pillars.
Moving pillars are slow, and Blinx is a cat with places to be and princesses to rescue, so head on up the ramp (don’t bother going through the stabby spike gate - even with the fast forward’s shield, the knockback is so ridiculous that you’ll likely just be sent hurtling into the spike pit you just avoided) and begin taking out the time monsters in the next room, starting with the two red Octoballoons. There’s one random blue Octoballoon in here too, so suck up a piece of trash to dispatch it, (your fast forward will probably run out somewhere around here), fire another spike bullet into the Dust Herder to open the exit to the room, and then as soon as you’re comfortable with doing so, pop your second fast forward and suck up two more pieces of trash before leaving. Up the ramp and to the right are a blue Dust Herder and a blue Octoballoon to act as recipients for your recently swept garbage. Don’t forget to pick up the large log here as well, before heading down the ramp (that you lowered with the button from the very first area!) and into the next time monster field.
Keep an eye on the Magic Golem pieces here; they’re quite far away, and normal time isn’t enough to sneak up and steal a piece for a cheeky one-shot with a spike bullet, so hit your first slow as soon as you start to see the pieces vibrate, which signals that the enemy is about to form (or ‘coalesce’, as the Perfect Guide would say). Grabbing a piece of the Magic Golem and shooting it out of the way should be your top priority; once you’ve done that, use your large log and three more spike bullets to remove the two Octoballons, Magic Golem, and Molegon from play. Suck up the other large log in the corner here, and with it and your one remaining spike bullet, jump on the switch to start the platforms moving, then head up the ramp.
The boulder on this ramp is the only one that’s any threat to you whatsoever, and you can very easily jump around to the left of it as it passes by. Once you’ve done so, activate your third and final fast forward to speed up the slow and rather unchallenging platforming you must do on your way to the little side room containing a Spike Blob and an Octoballoon. Take them out, step on the switch they were guarding, and suck up the big barrel next to you, then head on out and continue your platforming gauntlet once more. The next boulder won’t even activate if you jump onto the adjacent platform early enough, and as long as you pay attention to which parts of the flooring will drop from under you as you walk over them, there’s not much to say about the linear path you’re set on until you reach the swinging axes. This is where you’ll want to use your slow, just for the first axe (since the blocks don’t move particularly quickly even in normal time, nor do the move in such a way where you can just skip the axes entirely like in 5-2). Traverse the blocks, carefully time your jump to get through the second axe (it’s a normal speed one, so it’s not too hard), then head up the ramp, barrel the final Spike Blob in the face, and jump up into the goal gate!
Boss - S+ rank time (1:35) My personal best: 0:45:80 YOU WILL NEED: 3 fast forwards, 2 spike bullets
There’s slightly more to say for this boss than usual, but it mostly consists of ‘this boss loves to move abhorrently slowly’. Hit your first fast forward as soon as you’re able, dodge the boss’ incredibly slow charge attack, then wait for it to finish hovering in the air for 8 million years before it plops down and becomes vulnerable, shoot it once, rinse and repeat. The little junk options it spawns are barely a threat, mostly because they don’t have time to be. If you don’t want to get overwhelmed you have enough time to dispatch one (1) of them before the boss is finished recoiling from your spike bullet and goes back to its charge attack, which the options make marginally more threatening by rotating around the boss as it moves, but which you can still just jump out of the way of with ease. Also, for the final hit you’ll have to sweep up a piece of junk from somewhere in the arena to score it, but even when you’re fast forwarded you have plenty of time to run to a corner of the arena, sweep up the piece of trash, run to where the boss is hovering, make a cup of tea, maybe finish that book you’ve been reading, before the boss finally stops sitting there doing nothing and becomes vulnerable so you can finish the fight. The goal gate will spawn in the same place where the boss drops down upon becoming vulnerable, so be ready to jump up into it as it appears and end the stage as soon as possible.
--
Time sweep complete!
0 notes
cat-medals · 8 years ago
Photo
Tumblr media
Mod Banana here. I’ve translated some more of the Perfect Guide that Zed posted a while back. You can open the image in a new tab to view it at it’s (much larger) full size. This time I’ve translated the bio for another enemy, the Tyfoen*. Here’s what it says:
--
By spinning and rotating its body, this monster turns itself into a tornado. Even if you get caught in the tornado, you won’t take any damage, but you will get stuck for a while. When the tornado stops, it disappears in an instant, and the monster appears in its original location, but this time you have the opportunity to attack. It will be defenseless until it starts rotating again.
STRATEGY POINTS:
[top image]: You can’t move if there are monsters attacking! Getting caught in a tornado can make things pretty painful.
[bottom image]: If things look dangerous, just pause. If the tornado stops, your attack will not be repelled, and you will be able to damage the main body.
--
* It’s pronounced the same as ‘typhoon’ but with an ‘oh’ sound instead of an ‘oo’ sound. It’s obviously some kind of wordplay, but I can’t even begin to guess what of, so I’ve interpreted it as incorporating the word ‘foe’ into the word ‘typhoon’, hence, ‘Tyfoen’.
2 notes · View notes
cat-medals · 8 years ago
Text
Blinx: The Time Sweeper - S+ Rank Walkthrough (Round 4)
This is Mod Banana comin’ at ya with Round 4 of the S+ rank walkthrough!
Wow, it’s been a while, hasn’t it? No matter, here’s some new content for ya! I’ve also fixed up some errors on the earlier S+ Rank Walkthrough posts during the long period of silence on this blog.
Now, I did some explanations of what this guide’s all about over on the Round 1 section, but for the sake of posterity, I’ll explain some things here too: this is a definitive list of all S+ rank times in Blinx: The Time Sweeper. If you wanna use this guide to get every S+ rank time in the game, I strongly suggest you go check out that list, as I’ve detailed some tips and tricks to getting S+ rank times there that I will be using to create this walkthrough!
With that, let the show begin!
Round 4: Forgotten City -- Stage 1 - S+ rank time (4:10) My personal best: 3:29:86 YOU WILL NEED: 1 rewind, 1 record, 1 fast forward, 1 spike ball
This stage is really gimmicky. It’s a pain, because there’s no trash, and you’re forced to work with the swathes of bombs the level provides for you. This can also make it really unpredictable as to whether you’ll actually score hits or not, cause if you’re setting off a chain reaction, mobile enemies can just move outside the blast radius. Despite this, it probably won’t require as much ragequitting/restarting as, say, Round 2 Stage 3, so don’t worry too much.
Anyway, start by sucking up the lone bomb in front of you, and firing it at the little line of bombs heading into the doorway to start your first chain reaction. While you wait for the reaction to start turn around and suck up the other 3 bombs. Now, the reaction in the next room will always kill the Dust Herder, and will always score at least one hit on a red Octoballoon. If you’re unlucky, that’s all you’ll get, but if you are lucky, you’ll be able to score one hit on both red Octoballoons, and take out the blue one in the back of the room. If you get the unluckiest draw possible, remember that the Dust Herder leaves behind a broken clock ball that you can use to take out one of the Octoballoons. Also remember that any Octoballoon you don’t hit will likely fire a piece of trash at you as soon as you enter the room, so use that to get an extra blast-free piece of trash.
Once you’ve cleared out that first room, head through the opened doorway and take out the gold Chrono Blob with your spike ball. Suck up the three bombs to your right here, and head over to the seesaw. Use your record, wait a few seconds, then jump onto the green circle on the seesaw. Now, when normal time resumes, jump onto the other end of the seesaw to catapult yourself up to the next area. Start sucking as soon you’re flying through the air, and sweep the two bombs closest to the wall. Fire off a bomb into the bomb-field to the left, then turn and face the door while you wait for the reaction to begin. By facing away from the field, you will prevent any time monsters from locking onto you. The chain reaction should take out the two Spike Blobs and score a hit on the red Octoballoon. While the Octoballoon is down, fire a bomb at the target to open the door, then suck up the small trash can (one of about 3 non-explosive pieces of trash in the entire level) and take out the Octoballoon.
Before heading into the next area, fire off a bomb to set off a chain reaction in the right part of the room, which will take out a Spike Blob, and will also likely get a hit on a gold Chrono Blob and a red Octoballoon, too. While the enemies are recovering from the blast, suck up a few more bombs, then dispatch said enemies before jumping onto the switch at the back of the area. Now, when you step onto the bridge that falls in front of you, activate your rewind to prevent the platforms in front of you from falling away. You’ll probably see another chain reaction area with a red Keropper in the distance, so take the shot as soon as you’re comfortable while heading towards the Keropper. Once the monster has recovered, a single bomb into it’s mouth will take it out. Now, replenish your bomb stock, then hit the target to summon a balloon. Suck up the string of the balloon to be carried into the final area.
To your right, you’ll see one last chain reaction on a ledge with two time monsters on. Fire off a bomb to begin the reaction, before focusing your attention to the new enemy in front of you. This time monster is known as a Guardoor (according to the official Japanese Blinx guide), and will require two bombs to dispatch (or, if you’re keeping good track of your bombs, a single spike ball). Walk up to the Guardoor to release the spirit, and take it out. By this point, the other two time monsters should have fallen into the pit below. One - a red Keropper, can now be taken out with a single bomb to the mouth, but the other - an enemy known as a Water Dragon, will take another 5 bombs to fully destroy. If you’re running low on bombs and the Water Dragon is gaining on you, there’s an area tucked away at the back of the pit with a level 2 piece of trash which you can use to finish the monster off. After beating the Water Dragon, it will reveal it’s true form, which takes one hit to kill. If you don’t kill it in this form, it’ll regenerate it’s illusion, and you’ll need another piece of trash to reveal it’s true form again. Once both enemies have been taken care of, use the spring to jump back onto the path, then hit your fast forward. Run over to the barrel at the far end of the ledge and suck it up, take out the Dust Herder, and sprint to the goal gate! Stage 2 - S+ rank time (4:10) My personal best: 2:44:30 YOU WILL NEED: 2 spike balls - 1 super bomb - 1 spike ball (in that order), 1 record, 2 fast forwards, a Tier 2 (or higher) sweeper
This stage is also a pain, ‘cause there’s a lot of tough enemies, and not really a lot of situations where using a time control is viable. Also, you need a boatload of spike bullets to take out all the tough enemies. Really, Round 4 stages are super long and difficult, and mark a huge difficulty spike that a lot of first time players struggle with, especially seeing as Round 5 is so much easier by comparison, and the next time the game really gets hard again is Round 7.
Anyway, begin by hitting your first fast forward and sucking up the three large pieces of trash in the starting area. Hop down the ledges and turbo kill the two Dust Herders, then head on to kill the two Chrono Blobs as well. The next thing you’ll have to do is jump up that weird log structure, but first, suck up the two bombs at the base of it that are in the little pool of... green water.
Now, when you climb up it, very carefully position yourself on the edge of the structure and shoot a bomb directly at the bomb target. There’s not a lot of distance between you and the target, so it’s very easy to get caught in the blast radius here. Once the door is open, run on through and fire off your other bomb into the mouth of the Keropper. Now, without heading through the door, shoot the super bomb into the next room, preferably at the green Dust Herder to get it to go off immediately. The huge blast radius and extra damage should result in all four time monsters being completely KO’d (one of the rare instances where super bombs are more helpful than spike bullets!). Now, while you’re waiting for the Keropper to get up, suck up another piece of trash to finish it off with (doing so should also skip the cutscene of the door opening in the next room). Once it’s up, kill it, and head into the room you just emptied out. There will be a bomb in the near left corner of the room; sweep it up, then head through the open door into the next area.
Now, once you’re in this small area, feed the bomb to the second Keropper and activate your record. Put your first spike bullet towards damaging the Spike Blob, and your second towards the spirit of the Guardoor, which you should activate after damaging the Spike Blob. When normal time resumes, use the small trash in the area to finish off the remaining time monster, then head out to the toppling platforms. Once you’ve made it across them, activate the switch, suck up the two logs and the barrel, then activate your second fast forward.
With this one, you’ll want to head to the pool of water below the top of the staircase. Inside you’ll find another large piece of trash to sweep up. Now, run alongside the staircase, and a red Octoballoon should drop down behind you. Kill it, then run quickly to the base of the staircase. At the top, you should find a few barrels, so sweep them up too. Now, when you head into the last room, fire two of the barrels at the two Spike Blobs, then unload the rest of your small trash on the Water Dragon. Unfortunately, Water Dragons only take 1 damage from spike bullets, but that shouldn’t be a problem. Instead, use your spike bullets to take out the Spike Blobs, and then sweep up the big trash to deal a solid 4 damage on the Water Dragon. It’ll probably still need a couple more hits to kill completely (including its true form), but there’s plenty of small trash in this room that should take care of it no problem. Once the last monster has been killed, hurry up and bolt to the opened goal gate.
Stage 3 - S+ rank time (3:40) My personal best: 2:52:56 YOU WILL NEED: 4 spike balls, 2 fast forwards, a Tier 2 (or higher) sweeper
These level descriptions are getting pretty long, huh? Well anyway, this level begins in much the same way as Round 4 Stage 1. Suck up the bomb furthest to the right, fire it against the wall to begin the chain reaction of explosions, and while you’re waiting, suck up the two lone bombs behind you to the left. Unlike in Round 4 Stage 1, you will always score the same number of hits with your first chain reaction; 1 hit on each of the three red Octoballoons, and the 1 hit necessary to kill the blue Dust Herder. Now, depending on how skilled you are and/or how much Blinx’s horrendous autotargeting system wants to work against you today, you may be able to kill all three of the Octoballoons with just one more bomb (this can be achieved by hitting the Octoballoon in the back). Don’t worry if you can’t kill more than one Octoballoon per bomb, as the clock ball left behind by the Dust Herder will allow you to score the last hit. The door out of the room will open once all of the monsters have been defeated, so step on the button to spawn the trampolines in, and once the atrocious camera nonsense has had its way with you, hit your first fast forward and head back outside.
Navigating the series of trampolines in fast forward can be tricky, so don’t worry if this next section takes you a few tries. Once you’re on top of the giant tree stump thing, if you’re lucky, the Dust Herder that’s up here will hit the treasure chest instead of hitting you, spawning the balloon instantly. If not, don’t worry; just kill the Dust Herder, open the chest yourself, and suck up all the trash before taking the balloon down to the base of the clock mountain. If you’re having trouble fast forwarding up the trampolines, activating the fast forward after killing the Dust Herder is also viable.
Once you’re down on the ground again, start by sucking up trash until your sweeper is full, then expend it all on the Water Dragon. Suck up more trash and fire it off until the Water Dragon and its true form are dead. Once that’s taken care of, simply follow the path up the mountain, taking out each of the 4 Octoballoons with one of your spike bullets as you go. After killing the last Octoballoon, there should be a small ledge you can drop down - head down there and suck up the two bombs hiding at the base of the ledge. In the next section, feed one bomb to each of the red Keroppers that are hopping around. Sweep up as much trash as you can while they’re down, then get behind them and finish them both off. Use your remaining trash to start hitting the Water Dragon, sucking up more junk when necessary. Note that there are two large pieces of trash in this area - save one of them for the upcoming red Octoballoon.
When the Water Dragon has been vanquished, suck up a small piece of trash and the other large piece of trash, kill the remaining Octoballoon and Dust Herder, and fast forward your way into the goal! Boss - S+ rank time (1:20) My personal best: 1:14:50 YOU WILL NEED: 3 spike bullets, 2 fast forwards (optional), 2 records (optional)
There’s a lot of RNG that can make this fight rather annoying. For the first two phases, the boss will bounce anywhere from 4 to 6 times before launching an attack. When the boss does attack, that’s your cue to fire a spike bullet at it. Unfortunately, your only warning that it’s going to start attacking is an audio cue which gives you approximately half a second to react before it fires a stream of deadly trash, preventing you from stopping to take aim. You may want to use a record when you hear that audio cue, and use the invincibility from the record to score a hit.
After two rounds of this, the boss will start following you around the arena for somewhere in the range of 12-20 bounces. Because it gives you plenty of time to get out of the way, you may want to use a fast forward to speed this part of the fight up. Thankfully, the boss is much easier to hit when it stops following you, as it pauses for a second or two to look around. Use this opportunity to score the final hit! Once the boss has died, the goal gate will open, so just head on in to complete World 4! Depending on where the boss dies, another fast forward could be used here if you have to run across the entire width of the arena to reach the goal gate. My PB was achieved with no time controls, a little prediction, a little luck, and about 10 restarts, so it’s definitely doable without time controls.
--
Time sweep complete!
1 note · View note
cat-medals · 10 years ago
Text
Blinx: The Time Sweeper - S+ Rank Walkthrough (Round 3)
This is Mod Banana comin’ at ya with Round 3 of the S+ rank walkthrough!
I did some explanations of what this guide’s all about over on the Round 1 section, but for the sake of posterity, I’ll explain some things here too: this is a definitive list of all S+ rank times in Blinx: The Time Sweeper. If you wanna use this guide to get every S+ rank time in the game, I strongly suggest you go check out that list, as I’ve detailed some tips and tricks to getting S+ rank times there that I will be using to create this walkthrough!
Now, on with the show!
Round 3: Hourglass Caves –
Stage 1 - S+ rank time (1:40) My personal best: 0:57:70 YOU WILL NEED: a Tier 3 sweeper, 1 spike ball, 2 records, 1 pause, 1 fast forward
Begin your sweep by sucking up 2 pieces of trash next to you. Head through the door and take out the Octoballoons, then dispatch the Dust Keeper with your spike ball. Now suck up the large rock and two smaller pieces of trash (I recommend the small rock near the large rock & the broken clock ball that the Dust Keeper was standing on). Head into the next area while keeping the Molegon underground. Activate your first record and kill the 2 Chrono Blobs. Now let the Molegon attack you, and kill it with the large rock once it has surfaced.
When normal time resumes, sweep up the large rock and the 16t weight (for this, stand on the very left edge of the TV to prevent yourself from sweeping the TV up accidentally), then as soon as you’re able, hit your pause and run across the frozen river. Take out the Chrono Blob and the Keropper, then take out the 2 Octoballoons. Your pause should have run out by now, so sweep up the large log and activate your second record. Allow the river to carry you downstream, then jump out and kill the last 2 Chrono Blobs.
Once normal time has resumed, begin heading towards the goal gate, using your fast forward as soon as you’re able.
Stage 2 - S+ rank time (2:40) My personal best: 1:32:43 YOU WILL NEED: 4 spike balls, 1 record, 1 pause
Begin your sweep by jumping straight for the waterfall. Jump out and kill the first red Octoballoon, then sweep up the large log, followed by the 2 big rocks, and then 2 smaller pieces of trash. Use the small trash to take out the other 2 Octoballoons, then fire the rock at the left side of the far wall (where the Dust Keeper is on the ledge above). Using the rock as a platform, jump onto the ledge, then sweep up a piece of trash to take out the Dust Keeper. Fire the second big rock at the place where the Dust Keeper was standing, and use that to jump up to the highest ledge. Now, run down into the cave, and once you’re inside, activate your record. This part is tricky: you have to take out all 4 monsters in this room in 10 seconds. I recommend going for the Keropper first (get behind it and fire the large log), then the Dust Keeper, and the 2 Molegons last. Don’t forget that you can force a Molegon out of hiding by standing on top of it, but if it’s headed for your position, you’ll want to wait till it tries to attack you. Finally, if at any point a Molegon pops its head up to look around, shoot it immediately.
Now, when normal time resumes, run back out of the cave and drop down to where the first Dust Keeper was. Take out the 3 gold Chrono Blobs and sweep up 2 more pieces of trash before hitting the button to open the door. The record should have finished long ago, so head through the door and activate your pause. Now when you jump on the bounce pads, they won’t buffet you around, and you’ll be able to use them as standard platforms. Kill the 2 blue Octoballoons with your smaller trash that you just sucked up, then kill the last Octoballoon with your spike ball. Now all you have to do is head back up onto the highest ledge and jump into the goal gate!
Stage 3 - S+ rank time (3:35) My personal best: 1:33:96 YOU WILL NEED: a Tier 3 sweeper, 4 spike balls, 1 record, 1 fast forward
Let me begin by saying that the record is semi-optional, as there are so many naturally occurring records in this level that the chance that you’ll pick one up even if you’re trying to avoid time crystals is incredibly high.
Anyway, there’s not too much to say about this level. Start by heading down the ramp and dispatching the 2 gold Chrono Blobs, then sweep up 2 pieces of trash to take out the other 2 time monsters in this area. Next, head up to the bounce pads and bounce along to the end. When you reach the small grey platform, drop down onto the ledge with the trash on to restock. Begin by firing off a spike ball somewhere retrievable, then suck up 3 pieces of trash, followed by your spike ball. Head back up to the cloud blocks to take out the Octoballoons, starting with the red one, then hop to the end of the blocks and head through the door.
As you head through, activate your fast forward. Start by killing the first blue Octoballoon, then sweeping up the giant rock by the door. Use the rock to take out the red Octoballoon, then sweep up a smaller piece of trash for the other blue Octoballoon. Now, in any order, sweep up the 16t. weight and the large log, and kill the remaining time monster, before heading through the door to the record puzzle. It should always go without saying, but ignore the Tom Tom in this room and focus on the puzzle. Get to the base of the stairs where the second switch is, then activate your record and run over to the first switch. Once you regain control of regular Blinx, run up the steps and hit the second switch. When both doors are open, run on through and kill the last two time monsters, then hop into the goal to complete the sweep!
Boss - S+ rank time (0:35) My personal best: 0:28:23 YOU WILL NEED: 1 spike ball, 1 fast forward
Really not much to say here. There never is for bosses. Begin by jumping onto a platform, then jump off and shoot the boss as soon as it surfaces. When you do, use your fast forward, suck up another piece of trash, and hop onto another platform. Towards the end of the fast forward, the boss should try and eat you again. Jump off and score your second hit, then jump into the goal as soon as it appears.
Time sweep complete!
5 notes · View notes
cat-medals · 10 years ago
Photo
Tumblr media
Mod Banana here. I’ve translated some of the Perfect Guide that Zed posted a little while back. You can open the image in a new tab to view it at it’s (much larger) full size. The part I’ve translated is only a small section about this particular enemy, the Magic Golem.* Here’s what it says:
--
You approach it, thinking that it's just junk, but when the parts coalesce, the monster is about to form! It is possible to suck up the parts before they coalesce, and doing so reduces the HP of the monster when it has formed. Furthermore, if you have the parts when you clear a stage, you can cash them in for a lot of money. At level 2, the Magic Golem can summon rotating parts that deflect your rubbish, so be careful.
--
Top image**: If you sweep up all 3 parts before it can form, the Magic Golem will be defeated. The only part you cannot suck up is the white core.
--
Bottom image: The options that rotate around it are clocks. If you shoot them down with junk, you can sweep them up and cash them in for 100G.
--
I’ve taken some small liberties with phrasing and the like, just so it reads a bit better in English (the word ‘coalesce’ is used four times in the original text!). Round 3 of the S+ rank guide is coming tomorrow (hopefully). If it doesn’t, it’ll be on Monday. Thanks for reading!
- Mod Banana
--
*It reads as ‘Jyangoremu’. The golem part is obvious, but ‘jyan’ I can only assume is onomatopoeia, the Japanese version of ‘tah-dah!’. Seeing as ‘Tah-Dah Golem’ sounds kind of silly, I opted for ‘Magic Golem’ instead. Don’t parlor trick magicians often say ‘tah-dah’ at the end of their trick? No... ? Ah well, such is the coarseness of localisation.
**The text above all the small images in the corner of the monster bios says ‘Strategy Points’.
11 notes · View notes
cat-medals · 10 years ago
Text
Blinx: The Time Sweeper - S+ Rank Walkthrough (Round 2)
This is Mod Banana comin’ at ya with Round 2 of the S+ rank walkthrough!
I did some explanations of what this guide’s all about over on the Round 1 section, but for the sake of posterity, I’ll explain some things here too: this is a definitive list of all S+ rank times in Blinx: The Time Sweeper. If you wanna use this guide to get every S+ rank time in the game, I strongly suggest you go check out that list, as I’ve detailed some tips and tricks to getting S+ rank times there that I will be using to create this walkthrough!
Now, on with the show!
Round 2: Déjà Vu Canals –
Stage 1 - S+ rank time (1:05) My personal best: 0:45:96 YOU WILL NEED: 2 fast forwards, 1 record, 1 spike ball
The first stage in Round 2 is also the first stage where you’ll use multiple fast forwards and a spike ball in your run. It’s also the first where you’ll probably have to restart your run multiple times, because there are a lot of things that can go wrong thanks to Blinx’s godawful aiming controls.
Start by using your first fast forward and sweeping up the 3 rusty trash cans on your left. Take out the 2 Octoballoons, then head down to the bottom of the steps, where there are 2 pause crystals just before the small canal. Your fast forward should run out around here, so as soon as it’s done, fire off your record. Now run through the water and take out the Chrono Blob with your remaining trash can, and take out the Keropper just beyond it with your spike ball.
Once normal time resumes, fire your trash can between the two pause crystals, then jump up onto the ledge, suck up the 3 trash cans next to you, and take out the 2 Chrono Blobs, as well as the Dust Keeper. You’ll want to take out the Dust Keeper without crossing the bridge to save time. Lastly, use up your second fast forward, jump on the switch, kill the gold Chrono Blob with your remaining spike ball, and sprint into the waiting goal gate!
Stage 2 - S+ rank time (1:20) My personal best: 1:07:56 YOU WILL NEED: 1 pause, 1 rewind, 2 fast forwards, a Tier 2 (or higher) sweeper
The first stage where you won’t be starting by using a fast forward! Instead, begin by sucking up the two trash cans to your right, heading down the ramp, and killing the Chrono Blob. As you cross the bridge, activate the pause, sucking up the three trash cans before the archway and killing the Spike Blob before crossing the second bridge. You should have just enough time to make it across before the pause runs out, which should coincide pretty much perfectly with you jumping on the switch to open up the door. Once you regain control of Blinx after the cutscene, use your first fast forward to run through the door and up the ramp, before killing the 2 Octoballoons that lie in wait at the top.
In this area, sweep up the large barrel, followed by the two smaller barrels beside it. Your fast forward should run out somewhere around here - this is your cue to use your rewind. Head down the ramp, kill the Chrono Blob, and jump into the stream, allowing it to carry you further into the level. Sweep up a bomb, and, once the rewind has finished, shoot it into the Keropper’s mouth. Now jump up the stairs and ramps to hit the switch. Activate your last fast forward, then drop down and run through the door. Dispatch the last 3 time monsters, killing the gold Chrono Blob with the large barrel, and head on into the goal gate!
Stage 3 - S+ rank time (1:30) My personal best: 1:12:60 YOU WILL NEED: 1 rewind, 1 fast forward, 2 records, a Tier 3 sweeper
This is an incredibly difficult S+ rank to pull off. Start by sweeping up the 3 trash cans next to you, then jump into the river and activate your rewind. Jump out when you reach the Chrono Blob: kill it, suck up another trash can, then jump over the boat to the 16t weight. Once you’re in front of it, hit your fast forward and suck up the weight, as well as the two empty drums to the right. Now head on up the ramp and shoot the target to open the door. Run through the door and fire 1 drum at the first gold Chrono Blob, and the giant weight at the second. Somewhere around here, your fast forward should run out.
As soon as you’re able, run to the edge of the roof and activate your first record before dropping down (do NOT jump off - otherwise Blinx will splat on the ground & take like 5 seconds to pick himself up). Hop into the river and jump out on the left side of the bridge, then take out the 3 time monsters in this area (prioritise the Spike Blob if possible). When normal time resumes, the gold Chrono Blob you scored a hit on earlier should have recovered, so finish it off before dropping of the ledge and into the river with your recording. Note: if the gold Chrono Blob falls off the ledge, drop off before activating your record to give yourself more time.
Now, jump upstream, using the logs to gain more ground. Keep left to the nearest bank, and as soon as you jump out, fire off your second record. Kill the 2 time monsters in this area in whichever order you prefer; I took out the Spike Blob before the Dust Herder, myself. Once normal time resumes, begin heading up the ramps to the goal gate. When you reach the Keropper, suck up a bomb to kill it in one hit, and run as fast as you can towards the goal!
Boss - S+ rank time (0:50) My personal best: 0:43:73 YOU WILL NEED: 1 spike ball, 1 pause, 1 record
Run into the arena, and start by using your pause. Get behind the boss and fire the spike bullet at it, then suck up another piece of trash. When the boss becomes vulnerable again, use the invincibility granted by your record to get behind the boss and finish it off. When normal time resumes, you should already be on the platform that the goal gate will appear on, so get ready to end the level as soon as it’s open!
Time sweep complete!
2 notes · View notes
cat-medals · 10 years ago
Photo
Edit: I reupload the file because I messed up with the first one whoops! Here’s the actual file.
-Mod Zed
Tumblr media
I got scans of the Blinx guide that arrived last Friday done today!
The guide is in Japanese, it has got 113 pages that include character information, enemy information, item information, maps and even concept art! It seems it’s also got an interview with the staff members in the last pages, but I am not quite sure since I can’t speak Japanese!
I will be posting selected pages from time to time, the ones I find more important or interesting. But, if you can’t wait to see them and want to read the guide, you can download it here!
-Mod Zed
15 notes · View notes
cat-medals · 10 years ago
Text
Blinx: The Time Sweeper - S+ Rank Walkthrough (Round 1)
So, I’ve already posted the list of S+ rank times here on cat-medals​, and I said I was thinking of making in-depth guides on getting the rank in each level. I’ll be staggering the guide in rounds over a number of days, starting today, with Round 1!
Now, if you haven’t read about the speedrunning tips I covered in the S+ rank list, then I would strongly advise that you do, so that you know what I’m doing in these guides and why (I linked it at the beginning of this post for the sake of convenience).
With that said, I don’t think this post really needs any further introduction, so here we go!
Round 1: Time Square --
Stage 1 - S+ rank time (0:30) My personal best: 0:25:03 YOU WILL NEED: 1 record, a Tier 3 sweeper, 1 fast forward
Given that it’s only the first level, the timing is brutally close. There’s not a lot to do, but not a lot of time to do it in either. Start by activating your fast forward, sweeping up the nearest 2 pieces of trash, and running through the level to dispatch the first Chrono Blob. Hustle to the 16t weight, then activate your record. While recording you’ll want to jump onto the switch and head through the door to take out the second Chrono Blob. When normal time resumes, sweep up the giant weight and run through the tunnel. Try not to collect the medal or the crystals, because the little jump that Blinx does will slow you down (and in later levels where timing is everything - particularly in the later bosses - this little hesitation on Blinx’s part can cost you a retry).
Once you’re through the tunnel, drop down into the pit, firing the weight at the last Chrono Blob as you go, then jump into the exit gate and wait for the level to end!
Stage 2 - S+ rank time (0:50) My personal best: 0:41:70 YOU WILL NEED: 1 record, 1 fast forward
Another small-margin-of-error level right at the beginning. As soon as you get into the level, break out that fast forward and suck up 4 pieces of trash. Jump down the ramps as fast as possible, pick off the Chrono Blob, then head under the arch and dispatch all 3 time monsters in the next area. Now, suck up 2 more pieces of trash, followed by a tall trash can. You need this to perform a little sequence break; head up the ramp, and fire the trash can at the middle of the wall to your right. Activate your record and, using the bin as a stepping stone, jump up onto the ledge and push the button. Lastly, take out the two remaining time monsters (prioritise the Spike Blob).
Now, when time returns to normal head through the door that your clone will open up and run on into that goal!
Stage 3 - S+ rank time (0:55) My personal best: 0:41:10 YOU WILL NEED: 1 fast forward
There’s really not much strategy to getting the S+ rank in this level. Just try not to make any mistakes. Like with the rest of the stages in this round, start by activating your fast forward. Jump up the ramps and collect the silver weight at the top. When you run across the first rooftop, collect the 2 rusty trash cans on your right. Kill the first Chrono Blob, suck up another weight, then head to the next rooftop.
If you’ve done everything as quickly as possible, your fast forward should only now be running out. Once you’re on the next rooftop, suck up the 2 rusty trash cans to your left and take out the Octoballoon. Head left onto the next set of rooftops, kill off the Dust Keeper, and take out the Chrono Blob just beyond it. Now all you have to do is finish the level as fast as possible; take out the last 2 time monsters to your right, run past the barrels, and jump into the gate!
Boss - S+ rank time (0:30) My personal best: 0:22:70 YOU WILL NEED: 2 spike balls
There’s really not much to say about this fight. Just get each shot with your spike balls in as quickly as possible. If the boss bounces close to you, take that opportunity to score an easy hit.
--
Time sweep complete!
1 note · View note
cat-medals · 10 years ago
Text
Blinx: The Time Sweeper S+ Rank Masterpost
This is pretty much what it says in the title. A conclusive list of every S+ rank time for every level in Blinx 1. S+ ranks are notoriously difficult to get, and while I can't make any comment on how to get each S+ rank (a separate guide for that may be made later), I can give you some general advice on how to streamline your times.
This is probably going to get pretty long winded, so I'll put a read-more in here.
Ok, so let's get on with those tips:
Spike Bullets - Spike bullets are an excellent way to save time. Not only can they be purchased before entering a level, thus saving time on sweeping up trash, but they also deal 2 points of damage to enemies they hit instead of 1. This makes them especially helpful in the later levels, when enemies take anywhere from 2 to 10 hits to kill. They're also the best option price-wise, as they are less expensive than super bombs by 100G, and they have no blast radius, meaning that you don't risk killing yourself in an explosion when you fire them.
Fast Forwards - Yes, believe or not, FFs actually have a use in Blinx (at least beside the jump machines, of which there are only like 3 in the whole game)! The most useful aspect of the fast forward is that, while everything may be physically moving twice as fast, time flows normally. This makes fast forwards incredibly helpful for crossing long and (relatively) empty stretches of land, which are few in number, but still enough to warrant using a fast forward for. Fast forwards can be a little hard to control though, so if they're part of a strategy to beat a given level, I would highly recommend practicing with them first.
Records - Records are also incredibly useful time controls to have, for two main reasons. 1: Your copy is invincible. This allows you to go totally gung-ho firing spike bullets everywhere in a crowded room of enemies, because you can't be killed while recording, and you can do a significant amount of damage with no pressure on dodging enemy attacks. 2: Your trash count is effectively doubled. This is another reason why records are useful in small spaces with lots of enemies; lots of enemies require lots of trash to kill, and by using a record, any trash you fire is not deducted from your stock once the recording has finished, allowing you to potentially fire up to twice as much trash as you’re carrying.
Equipment - Now, you are going to need to be decently equipped in order to get S+ ranks in every level. A Tier 3 sweeper is recommended (one specific example of where a Tier 3 sweeper is directly useful is, believe it or not, Time Square Stage 1), but the Ultimate Sweeper is by no means required. It is not theoretically impossible to S+ rank every level without maxing out your time control/trash slots, but it is almost certainly physically impossible, so don't try it. However, it is by no means necessary to max your life containers out; when you go for an S+ rank, it is in your best interest to do so without a single death. Not because dying incurs a time penalty, but because it's just plain annoying. Additionally, you do not have to have beaten the game before starting to attempt S+ rank clears, but bear in mind that the first round you can get a Tier 3 sweeper in is Round 4, and the first round you can start buying spike bullets in is Round 7. Furthermore, it's advisable, even if you haven't beaten the final boss, to have at least unlocked every level anyway, which brings me on to my next point.
Practice - Practice, practice, practice! Before you even THINK about going for an S+ rank in a level, you'll want to play it at least once immediately beforehand, without actually trying to, for lack of a better word, speedrun it. You'll want to do this so that you have an idea of where everything is in the level, and so that you have a good image in your head of the levels layout. You will also want to do this to see what time controls you will need to beat the level. If you read the second and third tips, you know you'll want to stock up on records and FFs, but a level may flat out require you to have at least one pause/slow, rewind, or record - or any combination of the four - in order to complete it. So practice levels before you try to get your S+ ranks!
--
Now, about the list. The times are given in the form M:SS (where M is minutes and S is seconds). In Blinx: The Time Sweeper, time boundaries are set to the nearest 5 seconds. This means you won't get, say, an S+ rank for finishing in under 3:42, but an A+ rank for finishing between 3:42 and 3:44. You would instead get an S+ rank for being below, say, 3:45 and an A+ rank for being between 3:45 and 4:10, for example. This segues nicely into the final note in the preface of this list: to get an S+ rank on a level, you simply have to beat the time shown here. That is to say, you must finish the level BEFORE the given time has elapsed on the in game clock.
I think that covers just about everything, so without further ado, here is the list of S+ rank times!
--
Round 1: Time Square
Stage 1 - 0:30 Stage 2 - 0:50 Stage 3 - 0:55 Boss - 0:30
Round 2: Deja Vu Canals
Stage 1 - 1:05 Stage 2 - 1:20 Stage 3 - 1:30 Boss - 0:50
Round 3: Hourglass Caves
Stage 1 - 1:40 Stage 2 - 2:40 Stage 3 - 3:35 Boss - 0:35
Round 4: Forgotten City
Stage 1 - 4:10 Stage 2 - 4:10 Stage 3 - 3:40 Boss - 1:20
Round 5: Temple of Lost Time
Stage 1 - 3:50 Stage 2 - 4:45 Stage 3 - 5:15 Boss - 1:35
Round 6: Mine of Precious Moments
Stage 1 - 4:30 Stage 2 - 6:20 Stage 3 - 4:30 Boss - 3:20
Round 7: Everwinter
Stage 1 - 5:40 Stage 2 - 7:20 Stage 3 - 8:00 Boss - 3:30
Round 8: Forge of Hours
Stage 1 - 4:20 Stage 2 - 6:45 Stage 3 - 7:00 Boss - 4:00
Round 9: Momentopolis
Boss - While your fight is timed, as far as I know, you are not ranked for this one. So prepare well, and take your time!
--
That's all of them. If you think there is anything wrong with this guide - whether it's that a time is off, or if it's missing useful tips, or basically anything like that - please feel free to message me!
- Mod Banana
7 notes · View notes
cat-medals · 10 years ago
Photo
Tumblr media
I got scans of the Blinx guide that arrived last Friday done today!
The guide is in Japanese, it has got 113 pages that include character information, enemy information, item information, maps and even concept art! It seems it’s also got an interview with the staff members in the last pages, but I am not quite sure since I can’t speak Japanese!
I will be posting selected pages from time to time, the ones I find more important or interesting. But, if you can’t wait to see them and want to read the guide, you can download it here!
-Mod Zed
15 notes · View notes