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{{Header Nav|game=Beraboh Man}}
{{Header Nav|game=Bravoman}}
''When Fukubiki Man leaves a power-up behind, don't grab it if it's a Shinkansen one - you'll pass up valuable points. Also, if he leaves a power-up behind in an inaccessible place, hit him at the end of the stage for it.''
[[File:Bravoman (Namco x Capcom).jpg|center]]
[[Namco]]'s Japan-only [[1988]] [[beat 'em up]] arcade game, [[Bravoman]] is divided into thirty-two stages; in the [[Bravoman/Environments#City (町)|City]], [[Bravoman/Environments#Ninja Dojo (忍者屋敷)|Ninja Dojo]], [[Bravoman/Environments#Bonus Collection (ボーナスコレクション)|Bonus Collection]], and [[Bravoman/Environments#Secret Laboratory (爆田基地)|Secret Laboratory]] stages its eponymous main character must use his bionic limbs to attack the forces of [[Bravoman/Gameplay#Dr. Bomb (爆田博士)|Dr. Bomb]]'s army. However, any other kind of contact with them (apart from landing upon the head of a [[Bravoman/Gameplay#Baninga (バーニンガー)|Baninga]]) will cause injury to him - and if he should ever run out of energy, this game's old "stage clear" theme will be heard from the Yamaha YM-2151, as he reverts to his original form of an ordinary working-class Japanese businessman and returns home to his disappointed wife and children. Most of the enemies will leave '''Fuku''' ([[File:Bravoman Fuku.png]]) behind when defeated, and every time Bravoman collects ten of them, his sort-of-partner [[Bravoman/Gameplay#Lottery Man (福引男)|Lottery Man]] will appear, and leave a powerup behind for him to collect in mid-air; he also appears at the end of most of these stages to give Bravoman additional energy bonuses, in the form of [[wp:Onigiri|onigiri]]: one for every ten Fuku he has collected during the stage. However, if you take too long over any of these stages, [[Bravoman/Gameplay#Ugo 401 (ウ号401)|Ugo 401]] will fly into view from the left side of the screen and try to ensure Bravoman's reversion to his original form by firing laser beams at him - and as you will know by now, these rays will drain his energy very quickly and he cannot move when one is touching him. It is also not worth fighting him unless you collected a Kantsūken powerup earlier in the stage or still have a few atoms remaining after collecting a Hadō-dan powerup; even if you do manage to kill him, he will eventually come back to a stage to try and ensure Bravoman's reversion to his original form again.


== Stage 1 - City ==
In the [[Bravoman/Environments#Ocean (海)|Ocean]] stages, Bravoman will transform into a fish-type creature and must fight the underwater forces of Dr. Bomb's army by firing missiles at and dropping depth charges on them instead of using his limbs; however, any kind of contact with them in these stages will cause injury to him (even if it is where his arms, legs or head are located). And even though the rocks that he will encounter on the [[Bravoman/Stage 7|seventh]], [[Bravoman/Stage 16|sixteenth]], [[Bravoman/Stage 25|twenty-fifth]] and [[Bravoman/Stage 27|twenty-seventh]] stages are harmless, they will slowly but surely drain his energy, if he gets trapped between one and the left side of the screen - but when he collects the game's only underwater-based Kantsūken powerup on that sixteenth stage, his missiles and depth charges will become five times more powerful for that stage's remainder. Six of the stages are also of the "immediate boss fight" variety; this means that there are no regular enemies in them (however, in the case of the [[Bravoman/Stage 13|thirteenth stage]], there are two indestructible [[Bravoman/Gameplay#Tekyuu (鉄球)|Tekyuu]]) and you will immediately be drawn into a battle with one or more of the boss characters once you have started running to the right. They are indicated by the letters "IBF" on that Table of Contents below - and if Lottery Man appears to leave a powerup behind for you after collecting the Fuku that the first one you killed left behind, you should jump up and collect it regardless of what it is for the extra energy, power, or points. You should also remember that if Lottery Man is hit more than ten times during the course of this game, he will refuse to give any more powerups to Bravoman and appear only to mock him; but after a few stages, he will eventually forgive him and start helping him again.
Welcome to the game. Alpha Man will provide a "how to play" walkthrough of the game's controls. You don't have to be able to read Japanese to work out what he's telling you to do. Run forward, punch the four Unbaba, crouch, headbutt the three Mini Tanks, stand up and kick the Dokanga as it comes out of the pipe. Jump on to the pipe and collect the Fuku that the Dokanga has left behind, then jump onto the lower part of the platform constructed from pipes. Jump over the higher part of this platform and the stage is cleared.
{{Footer Nav|game=Bravoman|prevpage=Environments|nextpage=Stage 1}}
 
== Stage 2 - City ==
Run forward, punch the first Unbaba, then crouch and headbutt the two Mogura Drills. Collect the Fuku that they have left behind, then stand up and punch the next three Unbaba. Jump on to the platform which is constructed from four pipes standing next to each other, then crouch and headbutt the four Unbaba. Continue running until you reach a telephone box with a Baninga standing on top of it. Kick it twice to kill it, then jump on to the telephone box and collect the Fuku that it has left behind. After this, there is a building with a Mokera on top of it. As it starts to make its way down the side of the building, kick it three times to kill it. Collect the Fuku that it has left behind, then jump on to the building and continue running until you come to another building. This building has pipes on top of it, and some of these pipes have Dokanga hiding in them. Jump on to the building, and if you see a Dokanga coming out of one of the pipes, kick it. Towards the end of the building is a Magneiza NP1. Jump up and kick it in the head twice to kill it, then collect the Fuku it has left behind. Once you are off the building, you will see some Totems. Kick the blue one, and jump as it comes ricocheting back at you. Punch the green one, then crouch as it comes ricocheting back at you. And finally, headbutt the red one, then jump as it comes ricocheting back at you. Once all of the Totems have been defeated, you must fight Black Beraboh. Simply punch him in the face six times to defeat him, and collect the Fuku that he has left behind. Continue running until you reach Fukubiki Man, who will give you one Onigiri energy bonus for every ten Fuku you have collected. Once he has cycled away, the stage is cleared.
{{Footer Nav|game=Beraboh Man}}

Latest revision as of 03:12, 14 July 2022

Bravoman (Namco x Capcom).jpg

Namco's Japan-only 1988 beat 'em up arcade game, Bravoman is divided into thirty-two stages; in the City, Ninja Dojo, Bonus Collection, and Secret Laboratory stages its eponymous main character must use his bionic limbs to attack the forces of Dr. Bomb's army. However, any other kind of contact with them (apart from landing upon the head of a Baninga) will cause injury to him - and if he should ever run out of energy, this game's old "stage clear" theme will be heard from the Yamaha YM-2151, as he reverts to his original form of an ordinary working-class Japanese businessman and returns home to his disappointed wife and children. Most of the enemies will leave Fuku (Bravoman Fuku.png) behind when defeated, and every time Bravoman collects ten of them, his sort-of-partner Lottery Man will appear, and leave a powerup behind for him to collect in mid-air; he also appears at the end of most of these stages to give Bravoman additional energy bonuses, in the form of onigiri: one for every ten Fuku he has collected during the stage. However, if you take too long over any of these stages, Ugo 401 will fly into view from the left side of the screen and try to ensure Bravoman's reversion to his original form by firing laser beams at him - and as you will know by now, these rays will drain his energy very quickly and he cannot move when one is touching him. It is also not worth fighting him unless you collected a Kantsūken powerup earlier in the stage or still have a few atoms remaining after collecting a Hadō-dan powerup; even if you do manage to kill him, he will eventually come back to a stage to try and ensure Bravoman's reversion to his original form again.

In the Ocean stages, Bravoman will transform into a fish-type creature and must fight the underwater forces of Dr. Bomb's army by firing missiles at and dropping depth charges on them instead of using his limbs; however, any kind of contact with them in these stages will cause injury to him (even if it is where his arms, legs or head are located). And even though the rocks that he will encounter on the seventh, sixteenth, twenty-fifth and twenty-seventh stages are harmless, they will slowly but surely drain his energy, if he gets trapped between one and the left side of the screen - but when he collects the game's only underwater-based Kantsūken powerup on that sixteenth stage, his missiles and depth charges will become five times more powerful for that stage's remainder. Six of the stages are also of the "immediate boss fight" variety; this means that there are no regular enemies in them (however, in the case of the thirteenth stage, there are two indestructible Tekyuu) and you will immediately be drawn into a battle with one or more of the boss characters once you have started running to the right. They are indicated by the letters "IBF" on that Table of Contents below - and if Lottery Man appears to leave a powerup behind for you after collecting the Fuku that the first one you killed left behind, you should jump up and collect it regardless of what it is for the extra energy, power, or points. You should also remember that if Lottery Man is hit more than ten times during the course of this game, he will refuse to give any more powerups to Bravoman and appear only to mock him; but after a few stages, he will eventually forgive him and start helping him again.