Released in October 2003, Viewtiful Joe is a stylish beat 'em up with movie-inspired moves and pop culture references. Joe is just a regular guy who has always wanted to do exciting movie things. While on a date at the movies, he gets his chance when his girlfriend Silvia is kidnapped and taken into Movieland by the movie's antagonist.
Best Kids mode time: Single-segment 0:31:04 by Owen Traeholt on 2007-02-17.
Author's comments:
Most of the run is pretty self-explanatory, but there are some things that might look strange to someone not as well versed in the ways of the game, so I will explain them here...
The first Captain Blue fight is interesting... if he gets hit three times in a short span of time, he regains his barrier, but if there is a pause after every two, he does not. He always seems to get it back after the third set of punches, so I hit him three times there anyway.
For Black Thunder, a brief pause between deflecting the two bullets causes both of them to hit (otherwise, it would still be "blinking" from the first bullet when the second bullet hit). Also, for some reason punching or kicking during a time between when a task is completed and when a cutscene starts causes the cutscene to start faster... this only happens twice in the game, though (here and after the first Joker in level 2).
Voomerangs eat Captain Blue for breakfast. Charles too. Not much else to say for the rest of the level...
You would think that a giant bolt of blue electricity arcing from the ceiling would hurt, yet oddly it does absolutely nothing. Curious.
After the Joker, I do the punching/kicking to skip to the cutscene faster thing.
Fear the Mach Speed... for the Verdies, I found that hitting Slow at the right time causes a slow-zoomed punch to be executed somewhat faster, which I use for the first time here.
Underneath the van are four boxes, two with 20 Voomerangs and two with 20 Shocking Pinks. It requires a slight pause after breaking each box before the items are actually attained, which is why I move somewhat jerkily. Also, I only need a few Shocking Pinks, so I skip the second box of them.
The Rhino Hotel section is self-explanatory, I think. I use the faster slow-zoom punching thing a fair amount here.
Right away in the Hulk Davidson fight, I take a few steps back. This is because he only has one attack that he can use to break the Voomerang combo (the overhead axe swing) and he will not use it if you are standing far enough away.
I like that there are so many infinite VFX bottles in this level. Makes everything much easier. Other than that... I use Mach Speed shooting a lot, as you may have noticed. It is somewhat more difficult than it looks, especially against Verdies (a few of them managed to fly into the foreground before I got them, which cost some time, I think... honestly I have trouble telling what triggers what in this level).
The second part of the level is pretty simple. I absolutely hate that floating slot machine, but I managed to avoid screwing up. Other than that... nothing.
Gran Bruce is pretty easy usually, but I walked into his rotar thing and messed it up. The fight is pretty short nonetheless.
Yay for sliding and jumping with Mach Speed. Both the pre and post-boss parts of this level are completed in less than half a minute.
Another Joe is the only boss I fight without using Voomerangs. In fact, my strategy is pretty normal altogether. Gen2000's run used a strategy with Red Hot Kicks (er, Ultraviolet Kicks), but I rarely got that to work successfully, so I go with this instead.
For the escape... you really would not think that jumping like a maniac with Mach Speed through a field of laser beams would work very well, but it does. The whole thing seems to be synchronized perfectly... like the first section, this is extremely short, taking only 21 seconds.
Getting the flame retardant aura using Mach Speed punching allows Joe to run on lava, which is very useful... other than that the first part of this level is pretty self-explanatory. Jumping on the train at the end requires jumping to the side first or else the train will hit before you get high enough.
When fighting the Gelby, I punch it once right away to make it attack more quickly. Fortunately, the Black Leaders decided not to knock me off the switch at the end... if they do, it completely resets the switch's timer and can waste a massive amount of time.
The strategy I use against Alastor is one of my own creation and it works surprisingly well, since he is totally predictable in his actions.
What a stupid level this is. Oh well... I use the same strategies for all of the Raging Stones that I used against their normal counterparts aside from slight modifications due to different starting positions and/or more health. Oh, and I use Zoom against Charles this time.
Fire Leo is rather hard to kill in one round. Even harder is killing him in one spin cycle, but I managed to pull it off, although he was dangerously close to the edge (if he falls off, he starts running and throwing rocks again). Fortunately, he attacked up the first few times, so I could do that infinite uppercut thing and bring his health down fairly quickly.
The rest of the level is pretty straightforward... in the Gelby area of the tower, I walk into the flames intentionally to get the Gelbies to show up (otherwise I would have had to wait until the flame stopped).
Against King Blue, I figured 14 punches right away to be the best number. Any fewer requires another Voomerang and any more are useless since he regains his shield/aura thing after 16 punches.
Voomerangs destroy Captain Blue yet again, this time with some help from slow-zoomed punches. He got away with just a sliver of health left after the last Voomerang hit him, but it was not too bad.
That is all I have to say about the run. I hope you enjoyed it.