There’s a pattern in Tekken games for its bosses. As soon as you reach Stage 7, it goes into ‘What buttons do I mash next?’ territory.
Out of all six (soon seven) of the numbered Tekken titles, the second game had a boss that was relentless, more so than Heihachi, much more than True Ogre, and just edging out the ridiculous Egyptian boss from Tekken 6.
After covering Mario 64 a few weeks ago, I wanted to cover another that also made the jump from 2D to 3D, and how this final boss showed how it fit for a Sonic game, rather than a Mario one.
In the mid-ninteties, there wasn’t just a Disney Renaissance of their animated movies, but the games too.
But one that stood out to me was Aladdin. Great music, great levels, great fun.
But out of Toy Story, Lion King and Aladdin, the final boss here was a challenge more difficult than the others.
The first in Final Zone to feature a Nintendo 64 game, and what better start than Mario’s 3D debut.
Mario began with me on the Game Boy with the ‘Mario Land’ series, but it wasn’t until the mid-2000’s that I started to play this, and only complete it this year.
Many regard it as one of the greatest games ever made, but I beg to differ.
I spoke about Pandemonium in my old ‘My Link to the Past‘ feature for my University magazine. But the boss still stick out in my mind as unique, challenging, and downright creepy. Also the fact it was featured in last month’s Retro Gamer, which was a nice surprise to see, made me want to revisit it.
This is a post that was meant to be published last March, but only now did I dedicate a full weekend to beat Mega Man from beginning to end.
Precision is everything. Make sure you use the right power up, and make sure you have more than half your health, otherwise you may as well restart the checkpoint again.
But once you reach the final boss, it’s everything you’ve collected and learned, plus more to finally complete the game.
Back in the mid-nineties, Mortal Kombat and Street Fighter were notorious for rumors or hidden secrets that would be near-impossible to achieve.
Rumors of ‘Goro’ or ‘Reptile’ being playable in Mortal Kombat 1, or being able to play as ‘Shen Long’ in Street Fighter II.
But with Super Street Fighter II Turbo, there was a hidden final boss that knocked out the original final boss at the last stage, which made the fight all the more intense and fun.
With the game being released twenty years ago last month, it was only fitting that to launch the second volume of Final Zone would be the very first Tomb Raider.
This was a boss that was an ongoing thread from start to finish, alongside her henchmen.
But once everything came collapsing down at the end, the final boss appeared.
It’s been a fun 6 weeks.
The release on iBooks came and went last week, with reviews all being positive. Now, I thought I’d speak of how it came to be, what happened along the way, and how I found the whole experience.
After many weeks working on it, I can finally say, it is ready and is out now!
I’ve been working on it since the end of June, and I’ve genuinely enjoyed going through the four drafts and having it released.
Today it can be bought on iBooks for free, while a sample of the first three chapters can be downloaded as well.
It’s in landscape form, with fifty pages in total. I do recommend reading it with an iPad, or at the very least an iPhone ‘Plus’ model.
Currently working on having it released onto Google Play and Amazon very soon.
But for now, give it a read, see what you think, and enjoy.