hide results

    FAQ/Walkthrough by Seraph 0

    Updated: 10/09/04 | Search Guide | Bookmark Guide

    Game:       Samurai Pizza Cats
    System:     Nintendo
    Genre:      Action
    Author:     Seraph 0
    Real Name:  Andrew Almeida
    E-Mail:     Seraph_0@Hotmail.com
    Date:       September 9, 2003
                October 8, 2004
    
    -----------------
    Table of Contents
    -----------------
    
    1.  Introduction
    2.  Story
    3.  Controls/Tips
    4.  Main Characters
    5.  Helper Characters
    6.  Items
    7.  Enemies
    8.  Bosses
    9.  Walkthrough
    10. Review
    11. Copyright
    
    ---------------
    1. Introduction
    ---------------
    
    I was a fan of the original show, but I always wondered if they made a game of
    the Samurai Pizza Cats. They did, but it never came here. Luckily though, a
    Japanese rom was found and translated, a bit. Note, I'm using the names and
    anything else from the American translated show, but I will use some names
    from the translated rom.
    
    --------
    2. Story
    --------
    
    One day in the town of Endoropolis, {Little Tokyo}, aliens attack and all hell
    breaks loose. Is the Big Cheese up to something? Is there a new threat? Only
    the Samurai Pizza Cats can find out and stop it!
    
    ----------------
    3. Controls/Tips
    ----------------
    
    D-Pad    - Move Pizza Cat
    Start    - Call Helper
    Select   - /
    A Button - Jump
    B Button - Attack
    Up + B   - Special Attack
    
    - You can only use Special Attacks when you have enough Ninpo Energy, the pink
      bar in the status bar.
    - Go up and down a ladder by pressing Up/Down.
    - To swim, repeatedly press the Jump Button.
    - Warning, after you upgrade to your final level of Special attack, don't get
      another Special Power Item, because it will downgrade you back to your first
      Special attack.
    - Upgrading your main character's Special Attack, also upgrades your Helper's
      Special Attack as well.
    - You can only use the main character's final special attack 2x, while the
      Helper's special attack 5x.
    - Note that you Helper Energy restores itself when you're the main character.
    - If you exit a level and come back, the items reappear.
    - Double tap the D-Pad to dash.
    - When you dash and jump, hold the jump button for a little levitation.
    - At times, if you press the D-Pad at the right moment, during the animation of
      your final Special Attack, you can have a stronger attack.
    - Throughout the walk through, FSA means Final Special Attack.
    - Note that when you fight a boss, it can matter how far you are when you use
      FSA.
    
    ------------------
    4. Main Characters
    ------------------
    
    These are the three characters that you pick before each level.
    
    Name:   Speed Cerviche, {Yattaro}
    Color:  White
    Weapon: Magical Ginzu Swords
    
    Special Attacks:
    
    Ninja Star      - Throws a small white ninja star straight across the screen.
    
    Flares          - Fires three fireballs in a 45* field. Which means one
                      straight and two diagonally up.
    
    Cat's Eye Slash - His signature move from the show. It unveils his second Ginzu
                      Sword, gathers energy and fires a large energy arc. Full
                      screen attack.
    
    Name:   Guido Anchovis, {Sukashii}
    Color:  Blue
    Weapon: Magical Umbrella
    
    Special Attacks:
    
    Shurikan      - Throws a small blue shurikan across the screen.
    
    Umbrella Eddy - A short-range attack that throws your umbrella in a spin and
                    returns to you.
    
    Burning Blade - His signature attack. Unveils his katana, gathers energy and
                    fires a small energy arc. Full screen attack.
    
    Name:   Polly Ester, {Pururon}
    Color:  Pink
    Weapon: Razor Claws
    
    Special Attacks:
    
    Heart Dart  - Throws a small pink heart-shaped shurikan across the screen.
    
    Boomerang   - Shoots a short-range energy slash at 45* and curves straight back
                  at you.
    
    Heart Break - Her signature attack. Unveils her sticks, gathers energy and
                  fires two energy arcs from each side up in the air. Full screen
                  attack.
    
    --------------------
    5. Helper Characters
    --------------------
    
    These characters help you for certain areas. Note that each helper can only
    punch as their attack. Also, you only use Helper Energy if you use their
    abilities. In the cartoon, they are know as the Rescue Team.
    
    Name:    General Catton, {Rikinoshin}
    Color:   Blue, Pink
    
    Ability: Demolishing
    
    He can break certain rocks with his fist. Hold the D-Pad against the rock and
    attack.
    
    Ninja Star:    Throws a small blue ninja star straight across the screen.
    
    Cannon:        Fires three cannonballs. One straight across, one at 45* angle
                   down, and one 45* angle up.
    
    Reign of Fire: Fires a large fireball in the air and comes back down as
                   multiple fireballs. Starts near you, then moves away like a
                   wall. Covers about 90% of the screen.
    
    Name:    Bat Cat, {Mietol}
    Color:   Blue, White
    Ability: Flight
    
    This cat can fly by holding the Jump button.
    
    Ninja Star: Throws a small pink ninja star straight across the screen.
    
    Metal Bird: Throws a bird that moves in a wave movement. Goes through enemies.
    
    Cyclone:    Fires three air bubbles that spin around you and outwards. Covers
                about 95% of the screen.
    
    Name:    Spritz, {Nekke}
    Color:   Green
    Ability: Swimming
    
    Although all the cats can swim, he can swim the fastest and using only the
    D-Pad.
    
    Ninja Star:   Throws a small green ninja star straight across the screen.
    
    Hydro Pump:   Like General Catton's Cannon, only their water projectiles.
    
    Ricotta Disc: Throws a disc that ricottas off walls, and lasts about 4 seconds.
                  Works only if the enemy is on the same elevation as you.
    
    Name:    Meowzma, {Gotton}
    Color:   Orange
    Ability: Tunneling
    
    This cat can dig in soft soil. Just press the D-Pad near the soil and he will
    automatically dig.
    
    Special Attacks:
    
    Ninja Star: Throws a small orange ninja star straight across the screen.
    
    Saw Discos: Throws a spinning saw across the screen, and goes through enemies.
    
    Spin Saw:   Spins around shooting small energy arcs. Works only if the enemy is
                on the same elevation as you.
    
    --------
    6. Items
    --------
    
    There are only a few useful items in the game.
    
    Special Upgrade: Looks like a small square with Japanese writing. Upgrades your
                     special attack.
    
    Ninpo Scroll:    A small scroll with a N on it. Gives full ninpo energy back.
    
    Heart:           Restores one heart to you health.
    
    Cat's Paw:       Restores all Hearts.
    
    Bell:            Restores all Helper energy.
    
    Flying Egg:      Contains one random item.
    
    ----------
    7. Enemies
    ----------
    
    You will face many enemies, some who are just bizarre. Also note it the enemies
    come in different colors, but retain the same abilities. Another note is most
    of their attacks can be destroyed with your attacks. The enemy list is
    arranged by appearance.
    
    Ninja Crowe: These are the common enemies of the Cats. They can chase you,
                 charge you, air strike, and anything else to stop you. Attack them
                 any way you can.
    
    Zany:        This creature is a face with one arm, on the wall. Every 3 seconds
                 or so, it fires a electric shock at you. Attack after it fires its
                 shock.
    
    Goliath:     This large armored soldier is very slow. He doesn't exactly attack
                 you either, but don't get in his path. Take advantage of his speed
                 and hit him 3x.
    
    Pygmy:       These odd creatures chase and jump at you. Try to take them out
                 quickly, because they can get annoying.
    
    Petite:      Small egg shaped birds that track the platform that you on and
                 charges. Jump over or hit it when it gets close enough.
    
    Mad Cap:     These little humanoid midgets chase you and if they're close
                 enough, or you jump over them, they will explode in 3 seconds.
                 When they explode, they fire 3 small projectiles. Attack them
                 quickly, or jump and run.
    
    Urn:         These odd creatures are like animated jugs or pots. The hop about
                 quickly and have no other attacks other then themselves. They also
                 on occasion spit eggs out of their tops that hatch into a Petite.
                 Attack them when they get close enough.
    
    Eddy:        The odd, flightless bird has a spinning spiked orb for legs. Very
                 slow, so either kill it or jump over it.
    
    Mantra:      This rocking octopus uses its music notes as projectiles. The
                 music notes moves in arcs. Takes 3 hits before its dead.
    
    Calamari:    These little squids for some reason wear helmets. These creatures
                 move like the Super Mario Brothers squid enemies, which is rise
                 quickly and descend slowly, tracking your movement. Try to attack
                 as it descends.
    
    Oyster:      These enemies stay stationary, but have a deadly weapon. They can
                 fire air bubbles that track you very accurately. The good news is
                 that you can destroy the air bubbles. Just fend off the bubbles
                 until you get close enough to hit it.
    
    Drummer:     Similar to the Mantra, this bird beats a drum, sending shocks as
                 projectiles. Also like the Mantra, the shocks move in arcs and can
                 be destroyed. Take care of it like you would a Mantra.
    
    Oddling:     I can't even tell what these things are, not even taken a picture
                 and zooming in helps. These weird creatures run very quickly at
                 you and can also slide on their belly. Jump over them, or time
                 your attack.
    
    Emu:         This cybernetic bird only charges you. Attack when it is close or
                 just jump over it.
    
    Beetleman:   Same as Goliath, only a humanoid insect.
    
    Kimono:      This odd humanoid wears an oversized kimono robe. His ability is
                 to spin into a tornado and chase you. Hit him once and he drops
                 out of its spin. Hit him 3x and he's dead.
    
    Shampoo:     Like the Oyster, stays stationary and fires homing bubbles. She
                 looks like a women with a towel around her and she is shampooing
                 her hair. Attack her like you would an Oyster.
    
    Spitfire:    This woman walks back and forth, spitting green fireballs up in
                 the air that land on ground. Wait for her to spit, {ha, ha}, then
                 get the fireballs out of the way and hit her 2x.
    
    Escargot:    Like its organic counter-part, this snail is slow. It's almost a
                 waste of time and energy to attack it.
    
    Helix:       This spring hops about while chasing you. You can run under it
                 when it jumps high, but I wouldn't recommend it. Just attack when
                 it lands.
    
    Banana:      Here's an original idea, an animated banana. No, really who would
                 have thought. Like the Oddling, it charges you, jumps, and skids
                 on its belly. Rather wait for to get close to attack, or wait for
                 it to jump over you.
    
    Hunter V1:   These robots are just a head, with a pole for a body, and four
                 wheels for legs. Like some Ninja Crowes, they chase you. Just hit
                 it when it gets close.
    
    Hunter V2:   Same as the above Hunter, only flies at you like the Ninja Crowes.
                 Attack them like you would a Crowe.
    
    Sumo:        A really fat, and slow bird in a tank. Very stupid two, because
                 they won't turn around when their is a pit. Like the Escargot, a
                 waste of time and energy to kill it.
    
    Horn Blower: A little humanoid that blows a party horn. The horn fires three
                 projectiles that move in an arc. Takes two hits to kill.
    
    Mimic:       These enemies pretend to be other enemies, until they are struck.
                 They turn into a robot that flails his arms about and chases you
                 by hopping. Takes three hits and can get irritating.
    
    Radio:       Like it's name, it looks like a radio. It's basically a Zany, only
                 fires energy rings instead of electric shocks. Kill it as you
                 would a Zany.
    
    Hunter V3:   The final version of the hunters. This one chases you, and can
                 fly. Its speed is also increased. Take it out before it takes you
                 out.
    
    ---------
    8. Bosses
    ---------
    
    Here is the list of bosses, straight from the walkthrough.
    
    Papplier-1
    Round 1 - Aliens True Nature
    
    This giant, robot penguin, {I think}, summons two UFOs that move in a
    predictable pattern. Attack Papplier's arms and hit any UFO that gets to close.
    For a short battle, get close and use your FSA twice. Then, attack its chest or
    arms 3x and it should explode.
    
    Angel Fish
    Round 2 - Lucille Kidnapped!
    
    This is a giant robotic angelfish, with a woman's head in the mouth. It has no
    weapons, other then charging you. When it charges you, hit it, and it will fly
    back in the opposite direction. It can also attack from the other side, even if
    you hit it at the opposite end. Start by jumping on the highest left platform
    and wait until it gets close enough to fire you FSA. After doing this twice,
    you should only have to hit it 3x before destruction.
    
    Swine
    Round 3 - Trouble at the Top
    
    This odd beast is a pig within a large flying pig head. Its movement is
    predictable and drops little strange vehicles, that are very slow. The only
    problem you have to worry about is when the vehicles drop. Also, like the Angel
    Fish, it flies away when it is struck. When it lower itself, get under it and
    use your FSA. Then just hit him about 2x and it should fall.
    
    Scarecrow
    Round 4 - The Emperor's Daughter
    
    An elderly man on a stick. While hopping about, he fires four pieces straw in
    the air that descend slowly at first, then quickly. Like the last two bosses,
    runs after getting struck. Also like the previous bosses, hit him with your FSA
    at close range twice, then hit him about 3x with your weapon.
    
    Seymour "Big" Cheese
    Round 5 - The Big Cheese Battle
    
    This big guy has two attacks: he can throw his fans, and he uses his tail to
    cause cave-ins. He can only be hurt by striking his head. Again, get as close
    as possible, well technically you will have to anyway, and use your FSA twice.
    Then strike him 5x or more, and he will fall.
    
    Pauly, the Pirate
    Round 6 - Pirate Ship at the Docks
    
    This strange boss swims back and forth, dropping large bouncing air bubbles.
    Also, like some bosses, hitting him makes him swim in the opposite direction.
    You will be using the same strategy, but have to do a little more work. Swim
    all the way to the top, and when he gets close enough, use your FSA. Do this 2x
    and hit him with your weapon 5 or more times.
    
    Nosferatu
    Round 7 - The Professor's Creation
    
    I think it's a woman, but anyways. It can disappear and reappear in three
    different places. When it appears, it opens its wings and sends out three
    vampire bats that track you. It can also fly upwards at times. In the beginning
    of the battle, get in the middle of the top platforms and wait for it to fully
    materialize. Then, hit it with you FSA and run away, before she unleashes her
    bats. Now, wait for it to reappear in the middle again and repeat once more.
    Don't bother if it reappears on any other platform. Then hit it about 4x and it
    should die.
    
    Mega Crowe
    Round 8 - The Rude Noise Gang
    
    The Rude Noise Gang assembles to create this giant robot Crowe. Other then it's
    body, it only has one attack: it flies across the screen dropping Crowe Balls,
    which move back and forth until they go off screen. This time, you can use your
    FSA pretty much anywhere, but I prefer to get up close. After you hit him 2x
    with it, hit him about 6x with your weapon.
    
    Banjo
    Round 9 - The Air Fortress
    
    The south of the boarder boss has two attacks: he can fire three pink music
    notes that move in an arc formation, and fire two orange flashing music notes
    that track you. He continually jumps around, making it really annoying to
    attack him. Use the same strategy as any boss, hit him 2x with your FSA, then
    hit him 6x with your weapon.
    
    Mecha-Dragon
    Round 10 - The Professor Strikes Back!
    
    This dragon moves back and forth ever so often and pauses after every move.
    It has two attacks, other then itself: it can exhale fireballs, and throws
    blue orbs like bowling balls. DO NOT USE YOU NINPO ENERGY, you will see why
    later. You can destroy his blue orbs and fireballs. As for a weakness, his
    head. The best way I found was to jump forward to his head, attack, the pull
    back. Also, you should try to time your attacks so you hit the fireballs
    coming out of its mouth. Hit him about 15-16x and the Professor steps in.
    
    Mecha-Chicken
    Round 10 - The Professor Strikes Back!
    
    What a stupid boss. Anyways, he has one attack other then body: he can fire
    red orbs from his mouth that track you horizontally and fall to your last
    possession. When it hits the floor, it causes a pillar of flame to erect. You
    can go through the legs to avoid these attacks. Hit him 2x with your FSA and
    both arms should blow off. The then hit him once and the chicken head explodes,
    leaving a floating skull. Now it fires the red orbs faster. Hit him another 7x
    and it will explode.
    
    Bad Crowe
    Round 11 - The Final Battle
    
    So, Bad Crowe finally decides to fight. He can stay at the top and continually
    phases in and out. When he finally materializes, he air bombs you. At the very
    beginning, get in the middle and hit him twice with your FSA. Now you have to
    choose how to attack him: when he gets near you in an air bomb attempt or when
    he stops phasing. Hit him about 8x and you have won the game.
    
    --------------
    9. Walkthrough
    --------------
    
    Round 1 - Aliens True Nature
    
    Enemies - Ninja Crowe
              Zany
              Goliath
              Pygmy
              Petite
              Map Cap
              Urn
    
    Begin moving right and watch out for the two Ninja Crowes. Continue forward
    until you get the Special Upgrade item. Now you have a chose, break the rock
    with General Catton, or go up the ladder.
    
    Underground - Go down the ladder and take out the Zany quickly. Continue right,
                  fight off the Pygmies until you can go no further. Use Meowzma's
                  tunneling ability to get the Heart and continue right. Continue
                  up the ladder, kill the Goliath and continue up the next ladder.
                  Watch out for the Crowe attacking you from the air. Grab the
                  Special Upgrade with Bat Cat and continue right. Grab the Bell,
                  hit the Flying Egg, and kill the Goliath protecting the exit.
                  Swim down with Spritz and get the Ninpo Scroll and Heart, if you
                  need it. After that go up the ladder to the exit.
    
    Ladder      - Go up the ladder and watch out for the jumping Crowe. Get the
                  Flying Egg, kill the Goliath and continue up. Kill the Goliath
                  and watch out for the Petite. Continue right and if you need a
                  Ninpo Scroll, hit the next Flying Egg. Continue forward, killing
                  any enemies in your way and go down the ladder. Don't go the end
                  of the ladder, just wait for the Mad Caps to explode first. Grab
                  the Heart and use the General to break the rock.
    
    Continue right, past the Urns and into the first boss. After a short cinema,
    Bad Bird summons the boss.
    
    Papplier-1 - This giant, robot penguin, {I think}, summons two UFOs that move
                 in a predictable pattern. Attack Papplier's arms and hit any UFO
                 that gets to close. For a short battle, get close and use your FSA
                 twice. Then, attack its chest or arms 3x and it should explode.
    
    After you won, you are treated with a cinema, familiar to those you watch the
    show. Afterwards, you can chose the next level, but I suggest just go
    numerically.
    
    Round 2 - Lucille Kidnapped!
    
    Enemies - Ninja Crowe
              Eddy
              Mantra
              Petite
              Pygmy
              Calamari
              Oyster
    
    Watch out in the beginning, a Crowe will fly straight at you. Begin moving
    right and you will encounter an odd new enemy. Continue forward, hit the Flying
    Egg, and continue down the ladder. You will meet another new enemy that takes 3
    hits to kill. Continue forward, past the Petites and Pygmy and stop at the
    water. This is another fork in the road, you can either go under water, or up
    the ladder.
    
    Ladder     - At the top of the ladder, watch out for the Petites on both sides.
                 Continue forward and drop down the side, but make sure you hold
                 the button to the right. Down below you will meet another Mantra.
                 Kill him, and continue forward, unless you need the Heart, then go
                 up the ladder.
    
    Underwater - Grab the Bell if you need it and continue down. You will meet a
                 few Calamari, and continue down the left path.  Watch out for the
                 Oyster and get the Cat's Paw if you need it. Continue right and up
                 the ladder.
    
    Continue forward, past the Goliaths, and down the ladder. Continue forward, and
    watch out for the two flying Crowes. Continue to the end and into the next boss
    fight.
    
    Angel Fish - This is a giant robotic angel fish, with a woman's head in the
                 mouth. It has no weapons, other then charging you. When it charges
                 you, hit it, and it will fly back in the opposite direction. It
                 can also attack from the other side, even if you hit it at the
                 opposite end. Start by jumping on the highest left platform and
                 wait until it gets close enough to fire you FSA. After doing this
                 twice, you should only have to hit it 3x before destruction.
    
    You will be treated with another familiar cinema and then continue to Round 3.
    
    Round 3 - Trouble at the Top
    
    Enemies - Ninja Crowe
              Drummer
              Pygmy
              Zany
              Eddy
              Goliath
              Oddlings
    
    Watch out for the flying Crowe in the beginning and continue forward. Kill the
    Drummer and continue up the ladder. Continue right and watch out for the Zany.
    When you reach the end, go up the ladder. Continue past the Eddy and jump from
    the platforms to the ladder. Watch out though, the platforms disappear when
    you stay to long on them. Continue left until you reach the next ladder. Use
    Bat Cat's flying ability to reach the next ladder. Now there is another fork in
    the road. Rather go through the door, or up the ladder.
    
    Door   - This is the most straight forward area to the last area. Just jump
             from platform to platform, until you reach the end.
    
    Ladder - You can get power ups in this path. Watch out for the jumping Crowe
             when you reach the top. Then use Meowzma's tunneling ability to dig
             through the dirt, just make sure you don't get hit by Drummer's
             sparks. Up the ladder are a few items and a Zany.
    
    Now you will need to use Bat Cat's flying ability after all the disappearing
    platforms you jump from. At the next platform, a Drummer and a few new enemies
    block your way to the next boss.
    
    Swine - This odd beast is a pig within a large flying pig head. Its movement is
            predictable and drops little strange vehicles, that are very slow. The
            only problem you have to worry about is when the vehicles drop. Also,
            like the Angel Fish, it flies away when it is struck. When it lower
            itself, get under it and use your FSA. Then just hit him about 2x and
            it should fall.
    
    After the cinema, continue to Round 4.
    
    Round 4 - The Emperor's Daughter
    
    Enemies - Ninja Crowe
              Emu
              Beetleman
              Kimono
              Pygmy
              Zany
              Petite
              Urn
              Mantra
              Shampoo
              Spitfire
    
    Begin moving forward and watch out for the stampeding Emu. Continue right, past
    the Bettleman and Crowes and up the ladder. Go up and meet the Kimono, and I
    suggest killing him because he will continually chase you. Past him is a
    mountain of boulders, which the General can take care of. Past the boulders are
    a few enemies and a ladder. Watch out for Petites on top of the ladder.
    Continue up the next ladder and watch out for the Urn. Continue past the
    Mantra, past the waterfall and you will see the next ladder. You need Ninpo
    Energy or Heart Energy, go down under the waterfall. When you get to the end of
    the area, a new enemies appears behind you. Don't bother attacking her with
    your main weapon, attack her with a Special Attack and continue up the ladder.
    Watch out for a Crowe and an new enemies, Spitfire. Before you go up the
    ladder, go left to get a Special Upgrade and a Heart. Watch out for the Kimono
    when you reach the top. Now continue past all the Crowes and Kimonos, until you
    reach the next boss.
    
    Scarecrow - An elderly man on a stick. While hopping about, he fires four
                pieces straw in the air that descend slowly at first, then quickly.
                Like the last two bosses, runs after getting struck. Also like the
                previous bosses, hit him with your FSA at close range twice, then
                hit him about 3x with your weapon.
    
    Round 5 - The Big Cheese Battle
    
    Enemies - Ninja Crowe
              Escargot
              Helix
              Spitfire
              Zany
              Emu
              Oddling
              Bettleman
              Urn
    
    Begin moving right, killing every Crowe in your way until you reach the ladder,
    but don't forget the Special Upgrade past the ladder. Continue right, passing
    the new enemies and start tunneling near the Heart. Tunnel towards the rocks
    and use the General. Go down the left ladder first to get a Ninpo Scroll and
    Special Upgrade. This area is a little confusing, but don't worry. Go all the
    way left to a small area with Zany's, here you can get a Cat's Paw and Bell. Go
    all the way right into a small area, where you can get a Heart and Bell. Either
    way, you will see a ladder on both sides that goes to the same area. Go up
    either ladder to a Urn and Zany.  Continue up the ladder where a Shampoo is
    guarding the Big Cheese.
    
    Seymour "Big" Cheese - This big guy has two attacks: he can throw his fans, and
                           he uses his tail to cause cave-ins. He can only be hurt
                           by striking his head. Again, get as close as possible,
                           well technically you will have to anyway, and use your
                           FSA twice. Then strike him 5x or more, and he will fall.
    
    Round 6 - Pirate Ship at the Docks
    
    Enemies - Banana
              Drummer
              Mad Cap
              Helix
              Hunter V1
              Hunter V2
              Sumo
              Oyster
              Calamari
              Mantra
    
    Begin moving forward and watch out for the incoming Bananas. Continue past the
    Drummer, and watch out for behind and in the air, because their will be falling
    Bananas and Mad Caps. Go up the rope, and at the top are some Helixes. Continue
    right, grab the Special Upgrade, and get to the ladder. At the top, you will be
    attacked by new enemies on each side. You can quickly avoid them by using Bat
    Cat to fly to the Ninpo Scroll. Continue right, pass all the enemies and go
    down the next ladder. Pass the Drummer and Sumo, to the next ladder. Continue
    right, past all the enemies and into the water. Use Spritz, kill the Oyster,
    and continue right. After the Mantra, go down the pit. Go around the walls and
    get to the right opening. Go up and get the Heart on the left, if you need it.
    Continue right, get the much needed bell, and go right into the next boss
    battle.
    
    Pauly, the Pirate - This strange boss swims back and forth, dropping large
                        bouncing air bubbles. Also, like some bosses, hitting him
                        makes him swim in the opposite direction. You will be using
                        the same strategy, but have to do a little more work. Swim
                        all the way to the top, and when he gets close enough, use
                        your FSA. Do this 2x and hit him with your weapon 5 or more
                        times.
    
    Round 7 - The Professor's Creation
    
    Enemies - Horn Blower
              Mimic
              Hunter F
              Banana
              Drummer
              Pygmy
              Urn
              Zany
              Kimono
              Petite
              Eddy
              Shampoo
              Mad Cap
              Spitfire
    
    Start by taking out the Horn Blower and entering the building. Attack the
    Mimic, posing as a Goliath, then continue to the end and enter the hippo door.
    Grab the Special Upgrade in the left room and continue right. Watch out for
    incoming Bananas on the conveyer belt floor. Climb the ladder at the end of the
    area. Continue left and if you need a Heart, take the first ladder, if not take
    the middle ladder. Continue left until you reach the big pit. Here is two path
    you can take: fall down the pit, or climb the ladder.
    
    Pit    - Hold right or use Bat Cat fall and land on the platform below the pit.
             Grab all the items and enter the first door, then go right into the
             last area.
    
    Ladder - Go up the ladder, grab Special Upgrade and take the forth door to the
             right. Then go right and enter the last area. Also, in the area with
             all the doors, there is a Ninpo Scroll on the far right.
    
    Watch out for the incoming Bananas and the Mad Cap above you. Continue right,
    past all the enemies and into the next boss.
    
    Nosferatu - I think it's a woman, but anyways. It can disappear and reappear in
                three different places. When it appears, it opens its wings and
                sends out three vampire bats that track you. It can also fly
                upwards at times. In the beginning of the battle, get in the middle
                of the top platforms and wait for it to fully materialize. Then,
                hit it with you FSA and run away, before she unleashes her bats.
                Now, wait for it to reappear in the middle again and repeat once
                more. Don't bother if it reappears on any other platform. Then hit
                it about 4x and it should die.
    
    Round 8 - The Rude Noise Gang
    
    Enemies - Mad Cap
              Banana
              Goliath
              Mimic
              Pygmy
              Shampoo
              Petite
              Sumo
              Drummer
              Zany
              Spitfire
              Kimono
              Oddling
              Ninja Crowe
              Radio
              Mantra
              Shampoo
              Bettleman
              Hunter V3
    
    Watch out for the three Mad Caps as soon as you start. Continue forward and
    watch out for an incoming Banana. Continue right and tunnel your way to the
    ladder. Continue past the Mad Caps and up to the next area. Watch out for a
    Pygmy and a Shampoo. Continue right and if you want the Heart and Special
    Upgrade, you will have to redo some of the level afterwards, if not, continue
    down the next ladder. Use Cat Bat to get rid of the Zany and get the items he
    is guarding. Continue down and kill the Spitfire. The items are a Ninpo Scroll
    and Special Upgrade. You can also go down and go left to get the items. Go down
    the ladder and don't go to the right or left, because if will transport you
    into the same area. Rather go down the left ladder and get a Heart on the way,
    or go down the right ladder and get a Ninpo Scroll. You can also double back if
    you really need the items. When you get to the next area, watch out for the
    flying Crowes. Past the second Bettleman and into the boss battle.
    
    Mega Crowe - The Rude Noise Gang assembles to create this giant robot Crowe.
                 Other then it's body, it only has one attack: it flies across the
                 screen dropping Crowe Balls, which move back and forth until they
                 go off screen. This time, you can use your FSA pretty much
                 anywhere, but I prefer to get up close. After you hit him 2x with
                 it, hit him about 6x with your weapon.
    
    Round 9 - The Air Fortress
    
    Enemies - Bettleman
              Hunter V1
              Hunter V2
              Zany
              Spitfire
              Drummer
              Sumo
              Mimic
    
    Use Bat Cat to fly across the screen, this way you dodge the electric currents
    on the floor. Make sure you don't run into the Bettleman in the next area. Take
    care of him, and continue right. Watch out for the Hunters and grab the Heart
    if you need it. Instead of going down the ladder, jump from where the Heart is,
    this way you dodge the Zany beside the ladder. Watch out for the Spitfire when
    going down the next ladder. Continue right and you will need to jump from
    platform to platform, but watch out for the electric shock the slowly moves
    around it. Up the ladder and jump from platform to platform again to the top.
    Wait for the electric current to stop and jump. If you need to grab the Bell,
    then grab it, if not, then fly past the current and up the ladder. Up the
    ladder there is a Sumo and Drummer, but the Drummer is the only one you really
    need to worry about. The next area has a Special Upgrade. Grab it and jump to
    the exit. I suggest you go back to the same area to get another Special
    Upgrade. Continue left and watch that you don't dash into the acid. Jump from
    platform to platform until you reach the exit. The next area has a Sumo and
    Zany. Watch the Zany and take care of the Sumo. Grab the Ninpo Scroll if you
    need it and continue up the ladder. Watch out for the Hunter at the top and
    continue right. Past the Mimic and let the boss battle begin.
    
    Banjo - The south of the boarder boss has two attacks: he can fire three pink
            music notes that move in an arc formation, and fire two orange flashing
            music notes that track you. He continually jumps around, making it
            really annoying to attack him. Use the same strategy as any boss, hit
            him 2x with your FSA, then hit him 6x with your weapon.
    
    Round 10 - The Professor Strikes Back!
    
    Enemies - Urn
              Horn Blower
              Mantra
              Petite
              Pygmy
              Escargot
              Oyster
              Zany
              Kimono
              Drummer
              Ninja Crowe
              Spitfire
              Radio
    
    Watch out for the Urn when you start the level. Continue past the enemies and
    down the ladder. Watch out for the Petite when your going down the ladder.
    Continue right and get ready to break some rocks with the General. Past the
    rocks and up the ladder. Watch out for the Kimono at the top. If you need a
    Bell and Heart, then go up the  ladder near the soil. Continue through the soil
    and don't forget the Special Upgrade. Use Bat Cat to fly over the spikes and
    watch out for the Oyster below you and the Petites. Climb the ladder and use
    Sprtiz to swim through the water pockets. You can go up through the ceiling of
    water pockets for a short cut. Continue right past all the enemies and down the
    ladder. Watch out for the Radio in the middle of the room. Fall in the middle
    of the room to get into the next room, but hold the D-Pad right. In this room
    there are arrows on the floor that push you in that direction, so don't fall on
    the spikes. At the end, grab the Special Upgrade and go up. Grab the items if
    you need it, pass the Radio and up the ladder. Use Bat Cat to fly up and
    quickly use the General, before the platform gives in. Past the rock and into a
    boss battle.
    
    Mecha-Dragon  - This dragon moves back and forth ever so often and pauses after
                    every move. It has two attacks, other then itself: it can
                    exhale fireballs, and throws blue orbs like bowling balls. DO
                    NOT USE YOU NINPO ENERGY, you will see why later. You can
                    destroy his blue orbs and fireballs. As for a weakness, his
                    head. The best way I found was to jump forward to his head,
                    attack, the pull back. Also, you should try to time your
                    attacks so you hit the fireballs coming out of its mouth. Hit
                    him about 15-16x and the Professor steps in.
    
    Mecha-Chicken - What a stupid boss. Anyways, he has one attack other then body:
                    he can fire red orbs from his mouth, that track you
                    horizontally and fall to your last possession. When it hits the
                    floor, it causes a pillar of flame to erect. You can go through
                    the legs to avoid these attacks. Hit him 2x with your FSA and
                    both arms should blow off. The then hit him once and the
                    chicken head explodes, leaving a floating skull. Now it fires
                    the red orbs faster. Hit him another 7x and it will explode.
    
    Round 11 - The Final Battle
    
    Enemies - Hunter V2
              Eddy
              Radio
              Hunter V1
              Escargot
              Helix
              Oyster
              Urn
              Mantra
              Spitfire
              Kimono
              Blow Horn
              Pygmy
              Petite
              Beetleman
              Emu
              Ninja Crowe
              Mimic
    
    Be careful of the Hunter V2 when you start the stage. I suggest just run and
    jump to the ladder. Up the ladder and take care of the Oyster. Watch out for
    the Urn shortly after the Oyster. Continue right, kill the Mantra, and go into
    the next area. Wait for the Spitfire to spit then continue down and right.
    Past the enemies and up the ladder. This small area is annoying because a Kimono
    is chasing you and a Shampoo continues to bombard you with bubbles. Go up the
    ladder and watch out for a Emu. Continue left and grab the Special Upgrade. I
    suggest you double back and get it again. Watch out for the Oddling just
    before the item. Continue left and up the ladder. Continue right, past the
    Crowes and Mimic and into the final battle.
    
    Bad Crowe - So, Bad Crowe finally decides to fight. He can stay at the top and
                continually phases in and out. When he finally materializes, he air
                bombs you. At the very beginning, get in the middle and hit him
                twice with your FSA. Now you have to choose how to attack him: when
                he gets near you in an air bomb attempt or when he stops phasing.
                Hit him about 8x and you have won the game.
    
    Ending
    
    The Air Fortress starts exploding and crashes into the earth. All the people
    gather and wonder if the Pizza Cats survived. Then, three specks of light fly
    out of the wreckage and the Pizza Cats descend to their friends. The credit
    rolls as the characters take roll call.
    
    ----------
    10. Review
    ----------
    
    Graphics    = 3
    Sound/Music = 3
    Gameplay    = 4
    Overall     = 4
    
    A fun game, but not without flaws. The Graphics are good enough. The
    backgrounds could use a little work and maybe more details on the characters.
    Sound/Music are average. Nothing great, but nothing bad. Gameplay is good. With
    all the characters you can use, it gives more playability. The only complaint
    is that the Helper Team could have had a different first special attack, other
    than having all ninja stars. Also, more of a disappointment then a complaint, I
    wish we could have gotten to use the Samurai Pizza Cats' super armour and their
    giant robot, the Supreme Catatonic. Overall, a good game worth playing through
    more then once.
    
    -------------
    11. Copyright
    -------------
    
    Copyright 2003 - 2005 Andrew Almeida
    
    This document cannot be used for profit, such as printing it in magazines.
    This document may not be posted on any website without my permission.
    You cannot reproduce this document and alter it to make it looked like
    your own.
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.

    FAQ Display Options: Printable Version