Monday, June 29, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 2 of 32


From this point forward, I'll have the locations for all fifteen Power Cells in a level at the very bottom of the blog entry.

As for the level itself, this one isn't that much more difficult, but you'll be getting deeper into the groove of having to accomplish things in a level in order to activate the teleporter.

First | Next | End

Have A Nice Day!


For this stage, you'll need to round up four sheep into the pen and use the switch for the electric fence to keep them there. You'll also need to find the racing mouse, which you will need to reach the exit.

The electric fence will be to the left of where you start. You can either kill four sheep and move them into the pen manually, or you can actually herd them in like a real dog. Since they always run away from you when you're controlling the dog, doing it the latter way is easier than you would think. Regardless of how you do it, getting four sheep into that fenced-in area in the corner near the starting point and then running into the switch to turn on the electric fence will let you clear that mission. Just make sure you don't run into the electric fence, because it will hurt you. 

You will, however, need a sheep in order to collect all fifteen Power Cells in the level. One of the sheep is near the bridges, and if you chase after it, you'll learn about the sheep's ability to float in mid-air. When you play as the sheep, you can press A to jump, but if you press and hold A, you can slowly float downwards, and you can even guide the sheep with the Control Stick so you can ensure that you stick a landing. Just keep in mind that the float ability drains the blue circle that acts as the energy gauge for Skill A when you perform a float, so you won't be able to float forever.

There is another dog at the other side of the stream. If you attack it as the dog, it will bite back. Stay behind it and keep attacking it to take it down. 

There is a set of platforms in a spiral that are each smaller than the last that you can jump to the top of. When you reach the platform at the top, the rest of the platforms will rise up, revealing a path to three more Power Cells. When it comes time to drop down, use the platforms to ease your way down instead of jumping or falling to the floor from the very top. Fall damage exists in this game, and it is damage that you do not want to take, especially when health pick-ups are scarce in some of the later levels. Of course, if you're using the sheep, you can just float downwards, making this moot.

There are two doghouses. One of them is open and contains the racing mouse, which you'll need to take control of to exit the level. Thankfully, it's just lying there with sparks flying out of it, so you can easily take control of it with the R button. The racing mouse, as you'll soon see by its specs when you control one for the first time, is made exclusively for speed. The A button is the turbo boost, and you'll be able to move faster while holding A for as long as the blue circle gauge has energy. The B button allows you to attack with the mouse's tail sticking out like a thumbtack, but you have to be right next to an enemy for it to work and you have to open yourself up entirely to attack in order to use it. The green circle gauge will empty the longer you hold the B button to perform the attack. You also don't want to move into the water with it, either, as it has poor water resistance. Dousing the racing mouse in water will quickly rinse your health meter, which is something you definitely do not want to do in any level with any animal with poor water resistance.

By taking control of the racing mouse, you'll complete the mission for finding it. But what about that other doghouse? As it turns out, it's for something that may be completely optional, but you'll want to do it for 100% completion.

The other doghouse is closed and contains a racing dog with wheels for feet and two missile launchers at its sides. If you approach the other doghouse as the racing mouse, the racing dog will leave the doghouse and race you. There is a starting line near the closed doghouse, and the racing dog will challenge you to a two-lap race around the pond blocking access to the teleporter. You'll race around the pond in a circle. To get the lead on the racing dog and keep it, you'll need to tap the A button to maintain a high speed, and you'll also want to press and hold A at the ramp - the raised portion of the ground in front of the pond - to jump over and clear the pond to get back to the starting line. You'll also want to stay close to the water - but not fall in it - in order to keep your turns narrow, much like in a real foot race. If you fall into the water, you're going to lose due to the mouse moving slowly in it while losing a ton of energy. If you use your speed boost too much, the racing dog will eventually catch up and overtake you. Thankfully there are black-and-white checkerboard arrows pointing to the right that constantly remind you of when to turn. By beating the racing dog, you'll get the trophy for this level: a golden racing mouse.

As for the teleporter, you'll need to use the racing mouse's turbo boost to go up a ramp over the pond to the island where the teleporter is. Once you're there, there's no turning back. Be sure to explore that island for the fifteenth and last Power Cell before you exit the level, or else you're going to have to play the entire level again just to get all fifteen Power Cells.

Racing Mouse


Type: Racing Mouse
Environment: Europe
Skill A: Speed Boost
Skill B: Tail Attack
Water Resistance: Poor
Mass: Tiny
Armour: Light
Strength: Weak
Traction: Average
Fall Distance: Medium
Production: Very Short
Engine: 2.0
Intelligence: High

Power Cells


1 | 2 | 3 | 4 | 5-8 | 9 | 10-12 | 13 | 14 | 15

Sunday, June 28, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 1 of 32


Hello, Nintendo 64.

Next | End

Space Station Silicon Valley is back after being lost in space for 1,000 years. A professor and a platoon of space marines have went to the space station, but are missing and feared dead after their last transmission, as the robot animals have taken control of the space station. The World President Frank Bloke (I see what they did there), has sent in heroes for hire Dan Danger and Evo as a last measure.

Smashing Start

When the game starts, Dan and Evo find the space station, but as they fight over the music on the radio, Evo knocks Dan out, then they crash into a meteor and make a crash landing into the space station. Evo tries to activate the ejector seat, but to no avail. As a robot dog and a robot sheep declare their love for each other, Dan and Evo's ship kills the robot dog. As Dan and Evo wonder where they are, Evo's ejector seat finally kicks in, sending his robotic body through the top of the space station and separating it into four parts: head, torso, arms and legs. The chip inside of Evo that is essentially his consciousness survives all of this and comes back down. Upon landing, Evo's chip takes a life of its own and enters the now-deactivated robot dog. From here, the game begins, and you have control. Dan will be trapped in the ship and unable to do anything, while Evo will have to do all the work...and you're Evo.

You have two things to do here: get some energy, and get a sheep. Both are pretty easy.

The Control Stick allows you to move around in any direction. A and B have different abilities (known as Skill A and Skill B) depending on what animal you're controlling, and there's quite a few in the game. Left-C and Right-C let you rotate the camera, while Up-C zooms in and Down-C zooms out. 

For the dog, Skill A is the ability to jump, while Skill B is the ability to bark. If the dog is near another animal, you'll bite the animal instead, and you can keep holding the B button down to keep attacking. Biting will not only allow you to break wooden crates to find energy, but also attack the sheep until they are defeated so you can take them over. When a robot animal is deactivated, you can move up to it and press R to switch animals. The R button usually allows Evo to leave the animal and run around in chip form on his own, and from there, you can press it again near another deactivated animal to take control of it. Keep in mind that if you do this, Evo will slowly lose health as he is exposed to the elements, and he can eventually run out of health and die. If you do it near a deactivated animal while currently in one, however, Evo will automatically make the switch and you won't have to worry about Evo slowly dying or even losing an inkling of health in the process. 

The wooden crates with "SV" on them usually contain energy, which exists in the form of bright blue balls with a glowing core. One of these will refill up to 50% of the health meter, which is part of the HUD in the lower-left corner. Breaking one of these crates will allow you to access the energy.

Speaking of the HUD, the green gauge is your health, while the blue gauge is the health for the enemy you are attack. As for the green and blue balls, they are the recharge gauges for Skill A (blue) and Skill B (green). Some animals will use these gauges, while others will not. The green digital display numbers on the lower-right corner is your score. It is completely useless, and if you restart a level or die at any point, it resets to zero. Thankfully, you have infinite lives, so if you die, you'll have to start over, but at least you won't have to worry about a game over.

When you take control of a new animal, you can see information about them as well as what they can do. Pay attention to Skill A and Skill B, as these dictate what you'll be able to do in your new form. You'll also learn other things, such as how resistant to water the animal is, how far it can fall, how light or heavy its armor is, and how strong it is. If you need info on an animal again, take control of the animal you want to know more about, then approach a monitor on a wall - should you find one - and approach it as that animal.

The sheep is able to jump with the A button, and if you press and hold A, you'll be able to float. This will allow you to float slowly for a distance. B just lets you perform a sheep-like bleat and not much else.

When you complete all of the objectives for a stage, the teleporter - a blue hexagon around a purple metal border - will turn red and activate. Walk up to it and stand on it, and you'll complete the level.

Around the level, you'll see purple orbs. There are fifteen of them in each level. These are Power Cells, and you'll need to collect all of the Power Cells in the game. Thankfully, all of the fifteen Power Cells in this stage are easy to find as long as you move about the level. Just remember that there are three Power Cells behind the waterfall.

By pressing Start to pause, you can not only access the in-game options menu that lets you look back at the mission brief, replay or exit the current zone and change the volume levels for music and sound, but you can also see how many Power Cells you have in the current level. Thankfully, the sound you get when you collect a Power Cell plays at a higher key as you collect more of them, and when you collect all fifteen, you'll get a special sound.

If you walk onto the windshield of the ship, Dan will taunt you and you some lines of dialogue. If you deactivate all three sheep in the level, you'll also get some dialogue from Dan.

If you bark into the speakers pumping out the music as the dog, a low-pitched bark noise will come out of them.

Every stage also has a trophy. To get the trophy for this stage, you'll need to deactivate a sheep, move its body to the back of the ship where the exhaust port is, then get on the windshield as the dog and repeatedly bark. This will cause fire to come out of the exhaust port. One of the three will turn into the trophy when burned. (If you burn all three sheep, you'll get more dialogue from Dan.)

We're done here. Get on the teleporter to finish the level. 

Dog

Type: Dog
Environment: Europe
Skill A: Jump
Skill B: Bite Attack
Water Resistance: Excellent
Mass: Medium
Armour: Light
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: Electric
Intelligence: Low

Sheep

Type: Sheep
Environment: Europe
Skill A: Floaty Hop
Skill B: Baa!
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Weak
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: Bio
Intelligence: Very Low

Saturday, June 27, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - The Longplay


...and here's the game in one sitting, minus commentary! Enjoy!


The story begins with Donald Duck asking Huey, Dewey and Louie where Scrooge McDuck is. All of a sudden, Scrooge is floating around like a balloon due to a curse from a mysterious pendant he found in a shrine on an uninhabited island. The pendant must be returned to the neck of a goddess statue inside the shrine, or else Scrooge is cursed to be a balloon forever. He gives Donald Duck his adventurer's diary to retrace his steps and find the island so he can return the pendant.

Donald Duck arrives at the island...and the adventure begins.

At the beginning of the game, there are four places you can go: the jungle, the valley, the inlet or the volcano. I start with the jungle.

The Jungle

Only those who possess the jungle king's crown may pass.


Scene 1: Savanna

Left and Right on the D-Pad let you move left and right, Button 1 attacks, and Button 2 kicks.

The heads up display is pretty simple. In the upper-left corner is the amount of lives you have, and in the lower-left is the amount of health you have.

Instead of being able to swing hammers or throw flying discs, you kick at things like blocks...and that kick has some nice animation going for it. You will have to kick blocks into enemies in order to move on, but you can also jump on them if a box is not available. To kick blocks, you'll need to walk into a block, keep holding the D-Pad towards the block, and then press Button 1.

Enemies include wolves that poke their heads out of the ground, sugar gliders that fly off branches, jumping kangaroos, and rolling snakes, You can sometimes get ice cream for replenishing your health if you defeat them. You can use blocks and other things if you want, but you can also jump on them to defeat them.

Kicking blocks can also reveal power-ups, such as money bags for points and ice cream for health. While the light brown blocks just go up and crumble upon landing, the dark blue ones travel forwards and can bounce back and forth in pits. This allows you to travel across spike pits, which is good, because spikes hurt. 

Chests contain better power-ups. A chili pepper will make Donald Duck run very fast, allowing him to plow through enemies and large walls of blocks. The effect only lasts for a short time. You can also find a cooked chicken that restores all of your health.

The ostriches are like those horses in the first stage of Sunset Riders: you have to jump from one to the next and get to the tree branch at the right side, or else you're dead.

After you complete a section, you'll get bonus points for the round as well as for how much health you have left before going to the next one.

Scene 2: Jungle

Whenever you get hit, Donald will get angry and will be unable to move for a second. The animation is very much Donald and very well done, but it gets a little annoying after a while.

The snails slowly move back and forth and hide in their shells. The snakes pop their heads out of the trees to get in your way.

Look high and low for things. You never know what you'll find. You'll mostly want to stay on the top, however, if you want to get through the scene.

Some vines take you to other places, while there are also pairs of vines that raises one vine while you stand on - and lower - the other.

The red flower shoots out projectiles, but it only does it once.

The leaves in the trees have to be kicked loose with a block, and once you do that, you'll be able to ride it down to another area.

You'll eventually encounter a gorilla. Instead of fighting him, you'll be running away. Be ready to jump over spike pits and on top of walls, and watch out for the fruit that drops down from the top of the screen. For some reason, the blue flowers on the ground seem to hint as to when you need to jump. At the end, the gorilla will run into a huge tree, revealing the jungle king's crown and sending you back to the world map.

The Volcano

The jewel made of fire will light the way.


Scene 1: Volcano 1

The bats will simply fly forward.

The moles will pop out of the floor and throw rocks at you, but you can jump on the rocks.

The crickets will jump back and forth.

The craters will shoot out lava, which will push a rock upwards to use as a platform.

In the second section, the bats will keep reappearing from certain spots and fly towards you as you make your way down. If you defeat a bat, it doesn't come back.

When the screen shakes, watch out for rocks from above. Be ready to hide under the nearby platforms where rocks can't reach you. 

The boulders moving back and forth in the spike pits allow you to get over the pits. Thankfully, you can stand on them, and Donald will do the rest. It's up to you to hold Left or Right and then jump off when necessary.

Scene 2: Volcano 2

The boulders will now be in lava. At least the lava isn't instant death.

Doors in the wall will lead you to new areas.

The platforms above the volcanic cones will be knocked upwards by the lava coming out of the cones. 

The flames move in a sine wave pattern. Some flames will come out of the lava and slowly move straight up.

There are also narrow platforms that sink in and out of the lava. Time your movements so that you get on them when they are coming up, and get to the next one.

The spiders swing back and forth like a pendulum when you jump on them once. Another jump on the head will defeat them.

You'll eventually enter a vertical auto-scrolling section where the lava rises from the bottom...and you can't afford to slow down here. Some platforms will rise with the lava, but will eventually be gotten rid of when they hit a ceiling. The treasure chest here contains a chicken, but it's more of a speed trap than anything else. I don't even bother getting it because of that. 

When you reach the rock at the end, you'll be running across the volcano. Be ready to jump over boulders that come at you from both sides of the screen, and should you fall into the lava pit, it will not instantly kill you. When you reach the end, a rock will hit a wall, revealing the Ruby of Fire, giving you one more treasure and ending the level.

The Inlet

Seek out the Golden Fang.


Scene 1: Under Water

The stage starts with Donald Duck putting on a pink shirt and diving gear before jumping into the water. This happens automatically, and you have no control over it.

Gameplay underwater is mostly the same, except you can swim by jumping repeatedly. Unfortunately, you cannot defeat enemies by bopping them on the head.

Enemies include eels, fish, manta rays and even rocks from undersea volcanoes. If you plug a block into a small gap, you'll get rocks, but you can get power-ups...even an extra life.

In the second section, you will have to deal with schools of long fish. You'll have to go up, wait for one to pass by, then swim around while trying not to get hit by them. Watch out for the red fish and the sea urchin that moves back and forth on the ceiling at the beginning.

In the third section, you'll see urchins that stay in one spot. To the right of the start of the section is an extra life.

The thin blue-green fish that look like knives will drop down when you get close enough, and slowly move back up. You can walk across the gaps as they move back upwards.

The big snoring fish will try to suck you in. When they close their mouths, there won't be a current pulling you in any more; instead, you'll be pushed back (and hopefully, not into the spikes).

A bottomless pit with bubbles at the bottom will push you up.

Scene 2: Sunken Ship


The clam will chomp upwards in an attempt to attack if you get too close. Unfortunately for them, they can only jump so high.

Keep in mind that you need solid ground to kick a box, crate or chest...even if that means that the solid ground is another box, crate or chest.

The anemones will send any block sent into it up or down at an angle, depending on whether they are on a floor or ceiling. You'll need to do this to break some crates blocking your path.

The pink fish will puff up when hit with a block and slowly follow you.

The broken portholes will fall down when approached.

If you reach the surface of the water, get up on the platform from underneath to kick the box into the ceiling, breaking it to fill the area with more water and reach new areas.

The boss is a shark. This time, you'll be chased upwards. Pay attention to the shark to see where it will bite you from, and watch out for any ceilings, as they will immediately block your path and cause you to take an unwanted hit. Make sure you're not too far down so that the shark bites you.

You'll eventually reach the top and get back on the boat...and the shark will lose its golden jaws on the hook, allowing you to take the Golden Fang to end the level.

The Valley

The quill of the falcon will show you the way.


Scene 1: Valley

You'll be jumping up platforms and avoiding bees at the start. At least you can jump on their heads afterwards.

Updrafts will send you to higher areas, but be careful not to fall into bottomless pits after being carried upwards.

The mountain goats will leap from one platform to another, and can be used to get to other areas.

There are multiple paths to take, and in case you defeat bees en route to a higher one, try looking for a lower one.

The logs that fall down the waterfalls can be used to go upwards as you jump from one to another.

At the top-right corner of the first section, there is a block that unleashes a geyser when kicked. The geyser will take you to another area above the clouds.

Blocks can be kicked upwards to break frozen waterfalls down and use them as platforms to reach new areas. They can also be forced downwards by mountain goats, so be careful. Bringing snow down can reveal some platforms you can use to get to the end, so keep an eye out for bright spots in the walls.

Scene 2: Ice Cavern

At the start, you'll be forced down into an ice cavern. The tiny abominable snowmen can be simply jumped on, but they also like throwing ice, too.

The ground is slippery in this section, and you can slide down quickly on the slopes.

The diamonds just gives you points.

Ice cubes act just like the light brown blocks, and they can sometimes be instantly replaced when used. They can also knock icicles off the ceiling to use as platforms across water. If you fall into the water, it is instant death.

To get past the yellow narwhals, kick an ice cube so it lands on the nose.

Be careful on ice platforms above water, as some segments will be raised from below by narwhals.

In the second section, you'll be riding ice platforms across water. Be ready to duck at times, as there are low spiked ceilings and the ramps will send you and the platform into them.

The third section is vertical. Be careful where you kick an ice cube, as it can send a small snowball tumbling down. Sometimes, you'll want this, as this will allow you to make room for new areas as well as to get out of the cave.

You'll then meet the falcon, who carries you to another area before chasing after you. This time around, the screen scrolls down as well as to the right, and you'll have to jump over bottomless pits as well. Whatever you do, don't let the falcon five into you, as it can grab you and potentially drop you above a pit.

You'll eventually run into a block that causes a geyser to blow the falcon away, allowing you to get the Quill of the Falcon and clear the level.

With all four treasures, Donald will throw the treasures in a sacred lake in the middle of the island to reveal the shrine. Welcome to the final area!

The Shrine

The correct path shall be one of one hundred.


Scene 1: Shrine 1

The first section has you jumping over water pits as piranhas jump in and out. You'll also start seeing a thing that will recur every now and then: expansive spike pits where you have to kick an iron block into it and then jump on it when it returns to travel over the pit.

The purple crabs come down from the waterfall endlessly.

In the second section, you'll have to kick a block into a crack in a low ceiling to get some water to leak out, which in turn will slowly push you to the right when you stand on it. Be ready to duck to avoid spikes.

In the third section, hit the chest at the far right, then keep running up the slopes and hitting each chest, grabbing chili peppers as you go.

In the fourth section, you'll see jars that shoot out crabs endlessly as long as you keep defeating them. The crabs only leap out to the left, though.

In the fifth section, you'll be going down slopes while trying not to fall into spikes. The platforms are safe zones, but only before they fall down under your weight. If you reach solid, even ground, however, spikes will start coming out from the left. You'll want to avoid those, too.

Use the chili pepper in the chest at the end of the sixth section to get through the wall of blocks.

Scene 2: Shrine 2

The ghosts move and back and forth, and stop to take a humanoid form. You can jump on them while in humanoid form to get past them.

Be careful on the platforms that move on the track on the background wall. If you see any statue heads in the wall, be ready to jump over their fireballs when you're lined up with them.

If you see a circle with an arrow on a background track, you can kick a block into it to change its direction, keeping the platform from hurling you into impending doom.

The blocks that look like a bridge inside the background wall go in and out. When they are bright, that means they are currently jutting out of the wall and you can stand on them. Just be ready to move before they recess back into the wall.

The statues with the spear will jab at you if you get too close. Jump before you reach to avoid getting skewered.

The torches that move up and down are platforms, but you can only stand on them when the fire is out. When the fire is out, however, the room goes dark, so you'd better know where to land before the flame comes back up.

The weights that slowly move up and then quickly drop back down can be used as platforms.

The ghosts in the third section will fly towards you, but you can jump on their heads to get rid of them. Also in the third section, you'll have to time your movements so that you can travel across a pit while two platforms are moving on background tracks at the same time.

The bridge at the end of the third section takes you to the fourth section when it disappears as you stand on it, sending you down a pit. 

In the fourth section, you'll have to ride a log. The ancient tablets of the duck pointing will tell you whether to go down a pit or continue to take the high path in this auto-scrolling section. If you take the wrong path, you won't be reaching the end of this world.

The Statue

To reach the statue, you must pass the final trial.


Scene 1: Statue

The floating heads shoot fireballs at you and fly forward in a sine-wave pattern. Jump over the last two and avoid their fireballs.

You'll then face the final boss: the goddess of the temple. She will fly around, and when she fires a laser at the ground, the laser will produce a block. Avoid the debris that is produced from the laser, and kick the block into the goddess.

Every once in a while, the goddess will shoot four small fireballs downwards; avoid those. She has a shorter pause before the four-way shot compared to the laser shot.

After enough hits, the goddess will float upwards, then start teleporting all over the room. She has a five-way shot as well as a spiral shot that will fly towards her outstretched hands. There are three places where she can stand - the sides and the center - and she will do the spiral balls at the sides while shooting the five-way shot at the center.

At this rate, you won't get any more blocks, so wait for her to teleport to one of the sides and wait for the spiral balls to diminish. If you can time it right, you'll be right above her head as soon as the balls start to disappear, and you'll be able to hit her.

When you beat the goddess, Donald will put the necklace back on the goddess statue, then a crown will appear on its head. Donald takes the crown and heads home with it, then puts it on only to become a balloon himself. Scrooge, Huey, Dewey and Louie head back to the island to get Donald un-cursed while Donald is carried around on a string. The game then ends.

Friday, June 26, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 6 of 6


I honestly forgot that the final boss was female. Whoops. Anyway, that's the game finished!


The Statue

To reach the statue, you must pass the final trial.


Scene 1: Statue

The floating heads shoot fireballs at you and fly forward in a sine-wave pattern. Jump over the last two and avoid their fireballs.

You'll then face the final boss: the goddess of the temple. She will fly around, and when she fires a laser at the ground, the laser will produce a block. Avoid the debris that is produced from the laser, and kick the block into the goddess.

Every once in a while, the goddess will shoot four small fireballs downwards; avoid those. She has a shorter pause before the four-way shot compared to the laser shot.

After enough hits, the goddess will float upwards, then start teleporting all over the room. She has a five-way shot as well as a spiral shot that will fly towards her outstretched hands. There are three places where she can stand - the sides and the center - and she will do the spiral balls at the sides while shooting the five-way shot at the center.

At this rate, you won't get any more blocks, so wait for her to teleport to one of the sides and wait for the spiral balls to diminish. If you can time it right, you'll be right above her head as soon as the balls start to disappear, and you'll be able to hit her.

When you beat the goddess, Donald will put the necklace back on the goddess statue, then a crown will appear on its head. Donald takes the crown and heads home with it, then puts it on only to become a balloon himself. Scrooge, Huey, Dewey and Louie head back to the island to get Donald un-cursed while Donald is carried around on a string. The game then ends.

Thursday, June 25, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 5 of 6


Hope you can stay on a raft while jumping on bats and following directions from ancient murals.


The Shrine

The correct path shall be one of one hundred.


Scene 1: Shrine 1

The first section has you jumping over water pits as piranhas jump in and out. You'll also start seeing a thing that will recur every now and then: expansive spike pits where you have to kick an iron block into it and then jump on it when it returns to travel over the pit.

The purple crabs come down from the waterfall endlessly.

In the second section, you'll have to kick a block into a crack in a low ceiling to get some water to leak out, which in turn will slowly push you to the right when you stand on it. Be ready to duck to avoid spikes.

In the third section, hit the chest at the far right, then keep running up the slopes and hitting each chest, grabbing chili peppers as you go.

In the fourth section, you'll see jars that shoot out crabs endlessly as long as you keep defeating them. The crabs only leap out to the left, though.

In the fifth section, you'll be going down slopes while trying not to fall into spikes. The platforms are safe zones, but only before they fall down under your weight. If you reach solid, even ground, however, spikes will start coming out from the left. You'll want to avoid those, too.

Use the chili pepper in the chest at the end of the sixth section to get through the wall of blocks.

Scene 2: Shrine 2

The ghosts move and back and forth, and stop to take a humanoid form. You can jump on them while in humanoid form to get past them.

Be careful on the platforms that move on the track on the background wall. If you see any statue heads in the wall, be ready to jump over their fireballs when you're lined up with them.

If you see a circle with an arrow on a background track, you can kick a block into it to change its direction, keeping the platform from hurling you into impending doom.

The blocks that look like a bridge inside the background wall go in and out. When they are bright, that means they are currently jutting out of the wall and you can stand on them. Just be ready to move before they recess back into the wall.

The statues with the spear will jab at you if you get too close. Jump before you reach to avoid getting skewered.

The torches that move up and down are platforms, but you can only stand on them when the fire is out. When the fire is out, however, the room goes dark, so you'd better know where to land before the flame comes back up.

The weights that slowly move up and then quickly drop back down can be used as platforms.

The ghosts in the third section will fly towards you, but you can jump on their heads to get rid of them. Also in the third section, you'll have to time your movements so that you can travel across a pit while two platforms are moving on background tracks at the same time.

The bridge at the end of the third section takes you to the fourth section when it disappears as you stand on it, sending you down a pit. 

In the fourth section, you'll have to ride a log. The ancient tablets of the duck pointing will tell you whether to go down a pit or continue to take the high path in this auto-scrolling section. If you take the wrong path, you won't be reaching the end of this world.

Wednesday, June 24, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 4 of 6


With the four selectable levels cleared, we can enter the final stretch of the game!


The Valley

The quill of the falcon will show you the way.


Scene 1: Valley

You'll be jumping up platforms and avoiding bees at the start. At least you can jump on their heads afterwards.

Updrafts will send you to higher areas, but be careful not to fall into bottomless pits after being carried upwards.

The mountain goats will leap from one platform to another, and can be used to get to other areas.

There are multiple paths to take, and in case you defeat bees en route to a higher one, try looking for a lower one.

The logs that fall down the waterfalls can be used to go upwards as you jump from one to another.

At the top-right corner of the first section, there is a block that unleashes a geyser when kicked. The geyser will take you to another area above the clouds.

Blocks can be kicked upwards to break frozen waterfalls down and use them as platforms to reach new areas. They can also be forced downwards by mountain goats, so be careful. Bringing snow down can reveal some platforms you can use to get to the end, so keep an eye out for bright spots in the walls.

Scene 2: Ice Cavern

At the start, you'll be forced down into an ice cavern. The tiny abominable snowmen can be simply jumped on, but they also like throwing ice, too.

The ground is slippery in this section, and you can slide down quickly on the slopes.

The diamonds just gives you points.

Ice cubes act just like the light brown blocks, and they can sometimes be instantly replaced when used. They can also knock icicles off the ceiling to use as platforms across water. If you fall into the water, it is instant death.

To get past the yellow narwhals, kick an ice cube so it lands on the nose.

Be careful on ice platforms above water, as some segments will be raised from below by narwhals.

In the second section, you'll be riding ice platforms across water. Be ready to duck at times, as there are low spiked ceilings and the ramps will send you and the platform into them.

The third section is vertical. Be careful where you kick an ice cube, as it can send a small snowball tumbling down. Sometimes, you'll want this, as this will allow you to make room for new areas as well as to get out of the cave.

You'll then meet the falcon, who carries you to another area before chasing after you. This time around, the screen scrolls down as well as to the right, and you'll have to jump over bottomless pits as well. Whatever you do, don't let the falcon five into you, as it can grab you and potentially drop you above a pit.

You'll eventually run into a block that causes a geyser to blow the falcon away, allowing you to get the Quill of the Falcon and clear the level.

With all four treasures, Donald will throw the treasures in a sacred lake in the middle of the island to reveal the shrine. Welcome to the final area!

Tuesday, June 23, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 3 of 6


In this entry, we head to the inlet, which feels like the shortest out of the first four levels.


The Inlet

Seek out the Golden Fang.


Scene 1: Under Water

The stage starts with Donald Duck putting on a pink shirt and diving gear before jumping into the water. This happens automatically, and you have no control over it.

Gameplay underwater is mostly the same, except you can swim by jumping repeatedly. Unfortunately, you cannot defeat enemies by bopping them on the head.

Enemies include eels, fish, manta rays and even rocks from undersea volcanoes. If you plug a block into a small gap, you'll get rocks, but you can get power-ups...even an extra life.

In the second section, you will have to deal with schools of long fish. You'll have to go up, wait for one to pass by, then swim around while trying not to get hit by them. Watch out for the red fish and the sea urchin that moves back and forth on the ceiling at the beginning.

In the third section, you'll see urchins that stay in one spot. To the right of the start of the section is an extra life.

The thin blue-green fish that look like knives will drop down when you get close enough, and slowly move back up. You can walk across the gaps as they move back upwards.

The big snoring fish will try to suck you in. When they close their mouths, there won't be a current pulling you in any more; instead, you'll be pushed back (and hopefully, not into the spikes).

A bottomless pit with bubbles at the bottom will push you up.

Scene 2: Sunken Ship


The clam will chomp upwards in an attempt to attack if you get too close. Unfortunately for them, they can only jump so high.

Keep in mind that you need solid ground to kick a box, crate or chest...even if that means that the solid ground is another box, crate or chest.

The anemones will send any block sent into it up or down at an angle, depending on whether they are on a floor or ceiling. You'll need to do this to break some crates blocking your path.

The pink fish will puff up when hit with a block and slowly follow you.

The broken portholes will fall down when approached.

If you reach the surface of the water, get up on the platform from underneath to kick the box into the ceiling, breaking it to fill the area with more water and reach new areas.

The boss is a shark. This time, you'll be chased upwards. Pay attention to the shark to see where it will bite you from, and watch out for any ceilings, as they will immediately block your path and cause you to take an unwanted hit. Make sure you're not too far down so that the shark bites you.

You'll eventually reach the top and get back on the boat...and the shark will lose its golden jaws on the hook, allowing you to take the Golden Fang to end the level.