Part 51: Roundup and Credits
Part 51: Roundup and CreditsBeating the bonus map unlocks the credits! We get more of the cute animations and music to go with them!
Music: Credit Roll
As the credits roll, we see all our units march by while the locals cheer them on. A squad of infantry and mechs, a medium tank, a tank, a rocket, and an artillery.
Producer Gunpei Yokoi is like the grandfather of Nintendo. He was Miyamoto's mentor and responsible for producing several early games (including Kid Icarus and Metroid) and the early handheld hardware systems (Game & Watch and Game Boy). He's most remembered for the commercially-disastrous Virtual Boy system now, but focusing on that system really understates the impact he had in his 30+ year career at Nintendo from 1966-1996. Unfortunately he was killed in a car accident a year after he retired.
After a brief break with a dog running across and a baloon in the background, we see an AA tank and an AA missile. Followed by a skateboarder and a ball? Then an APC and a supply truck.
A fighter, scout, bomber, and copter fly across the sky, followed by a lander and a battleship towed through town. I guess the big planes and the battleship show up in an animation after all.
And in appropriate fashion for this goofy game, the credits end with an infantry missing his ride and getting attacked by a flying snake.
Here's our final list of maps, victory turn, and challenge:
- Bean (19) - Unlock Mode
- Crater (22) - Permanent Lock
- Triangle (83) - Limited Supply (challenge halved halfway through the map)
- Ball (33) - Mirror Mode (challenge canceled after we won the capture race)
- Coral (35) - Ride or Die
- Puzzle (26) - No Fly Zone, Hold the Line
- Mist (28) - Hold the Line 2.0 (canceled because this map was challenging enough)
- Deer (28) - Max Production (slightly modified)
- Alara (26) - Ride or Die 2.0, No Vehicles
- Lost (35) - Fair Play
- Volcano (22) - Permanent Lock 2.0, No Vehicles 2.0
- Turtle (35) - Door Knob
- Squash (30) - Max Production 2.0
- Cube (29) - Door Knob 2.0, Wars World Bingo
- Mirror (35) - Mirror Mode 2.0
- Shark (42) - Just playing this map was a challenge!
And another random list of all the weird things I noticed in this game that are different from future games:
- Some starting cities are really secret bases
- APCs can shoot
- APCs wreck infantry
- APCs get wrecked by tanks
- APCs (and other transport units) can't move after loading
- No first-strike advantage in combat
- Units inside an APC (or other transport unit) take damage if the APC is damaged
- Mechs can't power-march over mountains
- Infantry can't damage rockets
- Supply only works on units that haven't ended yet
- Terrain defensive bonus is hidden/unknown strength
- APCs (and other transport units) can't unload into or from a forest or mountain
- Mechs can't capture HQ
- Can't build on captured enemy bases
- Starting bases don't actually directly provide income
- Landers are expensive but actually effective in combat
- Can't build on captured neutral airports/ports
- Landers can only unload one unit at a time
- APCs can cross rivers
- Medium tanks can cross rivers
- Ground units can cross coastal tiles containing landers
And finally a handful of music tracks I didn't get to show off in the main game:
- Music: Attack Enemy Territory - Another combat theme, not sure when it gets played but I never noticed it.
- Music: Continue Game - Oh hey this is the short piece that plays when you beat a map and it turns to your color.
- Music: Game Over - This sad one only plays if you lose the map (not surrender).
- Music: Unknown Theme D - It's a mystery!
That's it...or is it?!