Strider NES Video Walkthrough Part 1

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A playthrough/walkthrough for Strider for the NES. This is part 1, which covers the intro and the first stage, Kazakh.\n\nNote that this game is very glitchy with the jumps. If you see some odd stuff where Hiryu (the main character) doesn't jump as high as he should, or does a super-jump all of a sudden, or something similar that happens in the air...that's why. This doesn't apply to jumps off of a slope, they're supposed to go extra far.\n\nCommentary is below:\n\n0:12 - We start with an interesting opening sequence that explains the Striders and who they are. They're the "Toughest group of people" who do this stuff, apparently. I think they're supposed to be ninjas. Lots of Engrish in this game, but it's not all easy to find.\n0:20 - We get a Strider Role Call now. Sheena fills no real role in the story, but that's a pretty cool machine gun anyways. Kain is Hiryu's buddy who blows up helicoptors with the amazing power of pink. And Hiryu likes to run a lot and hold his sword (called a cipher). That space station is the Blue Dragon, the Strider base.\n1:55 - That was Matic, who interestingly enough wasn't part of "Strider Roll Call" in the intro. He's your boss, and has called you in out of retirement for a mission: Your buddy Kain has been captured, and you're supposed to kill him instead of rescue him (another ninja-like thing). Hiryu pretty much says "screw that". \n2:00 - What the hell? Why am I heading to the password screen? Two reasons. First, in case you want the passwords. Second, there's extra storyline info if you choose to take the password. That's why I do it here, for the benefit of the viewer. It kicks you back to the title screen, but you're always able to continue where you left off until you reset the game.\n2:23 - Sorry, you have to put up with this again. I try and cut out stuff like this later on.\n2:53 - Finally, the game properly begins! You get to select your level on that screen, but right now only Kazakh is available. "Kazakh" is "Kazakhistan", a former Soviet republic and now independent nation. That's right, you start things off by screwing with the KGB! \n3:00 - These guys like to try and jump to throw you off. And this is as advanced as enemy tactics get in the game. \n3:37 - This is a data file (5 1/4 floppies, how quaint!) that we can analyze later on at the base.\n3:44 - This confused me for the longest time. It's just the NES swapping the color pallate for another one. Subtle, huh?\n3:57 - That pill gives you 10 life. The ones that look like batteries give you energy, which powers your "tricks" (magic). We don't know any tricks right now. Smaller versions of the pills give you 1 apiece.\n4:29 - Heh.\n5:06 - A-ha! Info! Another floppy to check out, and a level-up. Levels usually give you new Tricks, this level instead gives you a handy slide move. Now we need to head all the way back to the entrance to leave.\n5:46 - I didn't point this out on the way in, but see that door? We need a #3 key to get in there. Right now all we have is a #1. \n6:32 - You leave the level by jumping against the edge of the screen at the entrance.\n6:59 - Can Hiryu find out Aqua-boots? Is that supposed to mean anything?







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Strider
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