Monday, October 26, 2026

PrinceWatercress plays Slider (Game Gear) - Part 1 of 8


Here's another one for the "I didn't think I'd be playing this for the channel" files.

Next | End

Slider is a tile-walking puzzle game for the Sega Game Gear by Loriciel, and is the only Game Gear game (and only Sega 8-bit game) that French developer Loriciel ever made. The game is the same as Super Skweek, which was made for the Atari Lynx, but with a different name. You have to walk over all of the blue tiles to turn them pink in order to get rid of all the pollution in the land of Slider's home world of Rozen, all while avoiding fall into pits, getting attacked by monsters and running out of time for 99 levels. Thankfully, you start out with ten continues, there is a password after every level play control is easy and responsive for the most part, and there are tons of power-ups that will help you along the way.

The D-Pad allows you to move around, and Buttons 1 and 2 shoot and activates the warp pads Button 2 also allows for entering letters on the password and high score screen in conjunction with Up and Down on the D-Pad. If you need to give up for whatever reason, press Buttons 1 and 2 simultaneously after pausing the game with the Start.

At the top of the screen, you'll have quite a bit of info to work with. The four shadows on the far left are for the teddy bears - red, blue, yellow and green - and if you collect all four of them, you'll be able to skip to the next level without having to hit all of the tiles in addition to earning five extra lives. If you have a bear of a certain color, do not pick another one up, as it will remove that color bear from your HUD at the top of the screen and count against the bear total.

To the right of all that is, from top to bottom, your current score, the amount of tiles you have to step on to clear the level, the amount of time you have left, and the amount of lives you have left.

All the way to the right is the bonus window. This will show a randomly-appearing power-up and whether you have to head to and scroll the screen to either the left or the right to get it. You have a limited amount of time to find the item and collect it before it disappears.

There are four ways to end a level. Aside from turning all the blue tiles pink, there is collecting all four colors of teddy bear, freezing six enemies at once with a freeze gun (more on that later), and finding a green exit door that randomly pops up (again, more on that later).

This is the most information I can give before actually getting into the game without frying the mind of whoever is reading this and wants to play it, so from this point forward, I'll cover things as I go.

Level 1


Press either Button 1 or Button 2 at the level number screen to start the level.

The yellow and orange checkered tile is the position that you start the level from. It has no special properties other than signaling where the start of the level is. In case you lose a life, you'll start back here, but any times you stepped on will stay stepped on. You'll also lose your current weapon (if you have one; more on that later) and be downgraded back to your basic one-shot attack. If you have the shoes or the freeze gun, you'll also lose those (more on that later, again). If you lose all your lives, get a game over and use a continue, however, you'll have to start the entire level over again. You'll also lose all the bears you've collected, and you'll need to get those back.

The little blue guys are called Menaces, and they just wander around aimlessly. The white hooded enemies are Ghosts, and they will quickly run up to Slider to hit him and cost him a life. It's one hit and you're dead in this game, so be careful.

The plain green tiles have no special properties.

If there are black spaces where a tile should be, those spaces are bottomless pits. Walking into one will cost you a life.

There are multiple kinds of weapons in this game. You start out with a single shot that is blasted in the direction you are currently facing when you press Button 1, but you can upgrade it to other weapons. They are as follows:

Laser gun (looks like an arrow, has the letters L and F): Destroys enemies as well as the square walls. Square walls are destructible. Circular walls are not. By shooting down walls, they turn into blue tiles that will add to the tile counter at the top, which you will therefore have to walk on to turn pink.

Multi-fire gun (two arrows pointing right with "MF" under them): Shoots continuously in one direction. This will go the full length of the screen.

Plus gun (an F with four arrows around it pointing in the cardinal directions): Shoots vertically and horizontally at the same time.

Diagonal gun (an F with four arrows around it pointing in the intermediate, or diagonal, directions): Shoots in four diagonal directions at the same time.

Octagonal gun (an F with eight arrows around it pointing in both the cardinal and intermediate, or diagonal, directions): Shoots in eight directions at the same time.

Freeze gun (a blue wand with an F next to it): Freezes enemies for a certain length of time. A level is cleared when six enemies are simultaneously frozen. Slider can destroy frozen enemies by running into them. When Slider has this weapon, there will be a blue ball on the upper-left corner of the bonus window.

The white tiles with the big black holes are enemy spawners. Be careful near them, as they can hurt you as they are opening and closing to spawn a new enemy, sometimes out of nowhere. You won't have a hint as to when they will activate, so be careful moving past them, especially when the game forces you to.

The tiles with the arrows are conveyor belt tiles, and they will slowly push you in the direction that the arrows are facing. The arrows will only be in the cardinal directions, meaning only up, down, left and right.

The cotton candy awards 5000 bonus points when collected. Interestingly, you cannot get bonus lives from getting a certain amount of points, so you'll have to collect the teddy bears as well as collect the Slider icons (which look just like Slider) to get bonus lives.

When you complete a level, you'll get a password, and you'll also get a time bonus based on how much time you have left. The sign Slider is holding will either read 10 (and be green), 50 (and be pink) or 100 (and be red), and you'll get that many points for every second you have left on the timer.

Level 2

Password: AJAJ


The orange tile with the blue arrow is a teleporter pad. Press a fire button to teleport between the pads. There will be at least two in the levels that they appear in, but you can have as many as three or four in a level.

There are two types of fireball enemies. They both can fire at you, but some of them can be defeated by firing at them while others cannot, and you won't be able to tell which one is which until you attack them. Like the Menaces, they can move around pretty aimlessly, but they do it at a slightly faster and more erratic pace, which can prove to be an annoyance, especially in the later levels.

The white and cyan checkered tiles are ice tiles. If you walk on them, you'll slip and slide over them in the direction you walked into them from. This is something you'll need to keep in mind for some of the levels later in the game.

The blue tiles with the big explosion will destroy itself and every tile surrounding it in eight directions. If you step on one, be ready to run away from the destruction so that you don't fall into a pit immediately afterwards. If there are any square walls in the destruction radius, they get turned into blue tiles that you will have to step on and turn pink, adding to the tile total in the process.

The green tiles with the big explosion destroy all monsters currently on the screen.

The tiles with the cracks on them will fall apart and disappear when you walk on them. Be careful with these types of tiles, as you may have to save them for later, or in the case of some levels, for last, as they can be placed in such a way as to keep you from reaching certain areas once you move past them.

The green shoe makes it so that you cannot slip on ice tiles or be carried away by conveyor belt tiles when you walk on them. Collecting it will also give you a green orb on the upper-right corner of the bonus window.

Level 3

Password: JJJL


The green guy with the crown is a Slipster, and it can only move in the cardinal directions, and never diagonally. They can not only fire projectiles at you, but they will move pretty quickly and careen into you if you are not carefully, so be ready to shoot them down!

Level 4

Password: AACC


Get back to the starting tile when you step on the blue explosion tile at the start. Despite having no special properties, the explosion tile can't destroy it. That's good. Because if it did, we'd have a serious bug in the game's programming.

Speaking of tiles, you'll get more used to how the ice tiles work here, with Level 3 being a slightly smaller crash course.

The hamburger gives you 8,000 bonus points if collected.

The gift boxes have a random effect. They may give you bonus points, or they may curse you in certain ways, such as causing you to turn pink tiles back to blue temporary or temporarily taking away your attack. You may want to avoid these if you're doing well in a level.

Level 5

Password: JALE


You'll want to plot your course through this level carefully. While there is more than one way to step on all the tiles and clear the level, it is possible to get yourself in a pickle and have nowhere to go.

Level 6

Password: AJCL


Be careful near some of the dead ends, as there are monster spawners that may get the chomp on you as you double back.

Green hourglasses add 20 seconds to the timer, while pink hourglasses add 40 seconds.

The blue octopus enemy is called Tentacles, and they can only fire diagonally. Walls will protect you, but approach and attack them from cardinal directions, just to be safe.

Level 7

Password: JJLN


You'll be following a more linear path here compared to the previous levels, so be mindful near the enemy spawners.

Level 8

Password: CAAC


You're surrounded by pits without any walls to save you. Tread carefully. You'll want to save the path with the conveyor belt and ice tiles for last so you can clear this level without losing a life.

Level 9

Password: LAJE


Some of the tiles here will be dreadfully close to enemy spawners. Once again, tread carefully.

Level 10

Password: ACAC


There are a lot of conveyor belt tiles here. Thankfully, you can move against the grain to get them all. The only area of note is the far left; be careful near enemy spawners so you can get all of the tiles there.

Level 11

Password: JCJE


Aside from the narrow paths and the enemy spawners that will get in your way, you'll also have the added bonus of the enemies suddenly being able to move about on bottomless and create blue tiles that you must step on in their wake. While this is annoying, this will also make the level easier. Just watch where you're going. This is the first level to do something like this and be creative, but it is far from the last.

The shield protects you from enemy attacks, and as long as Slider is flashing, the shield is in effect. The shield only wears off if you use a teleporter pad.

If you see a green door, get to it before it disappears! Touching the green door with the word "EXIT" on it before it disappears give you a free pass to the next level without having to touch all the tiles. This can be handy if you're in a tough level.

Level 12

Password: ALAL


Save the conveyor belt tile near the ice tiles for last; otherwise, you're losing a life just to complete this when you don't need to.

Level 13

Password: JLJN


Be careful with the cracked tiles so that you don't throw yourself into an accidental dead end. If you need to, hit all the regular tiles first, then hit all the cracked tiles.

Level 14

Password: ACCE


Oh, hey, it's a level full of ice tiles! Kinda like Kablooey! (aka Bombuzal) You'll have to find out through trial and error where you need to move in order to hit all four tiles to clear the level without running into monsters or pits.

Go go, then left at the start, then down and down again, then right when you're at the bottom of the screen. Go left from that second to last tile to get to the last tile and clear this one out. You won't have a lot of time to complete this stage, either, so you'll have to be quick.

If you lose all your lives, it's game over. You'll get the password for the current level again, and if you get a high score, you'll need to press Up and Down with the two fire buttons to input your initials. You can then choose whether or not you want to continue. If you continue, you're starting the current level all over again.

Level 15

Password: JCLG


More linear paths! Be careful near the enemy spawners as well as with the blue explosion tiles so you don't accidentally fall into a pit that you just made, and save the dead end with the cracked tile for last. Don't forget to use the teleporter pad!

Sunday, October 25, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Game Gear Footage from the Extra Video


...and now for the remaining footage I have of the aborted Game Gear version Let's Play. It's not much, but it's something.


Here's the Game Gear footage from the "Why I Switched to Master System" video from the other day, as is. The footage I have here is all I have before I gave up and decided to switch consoles for this game after deleting all the other footage that I made during that hour-long attempt, and I ended up using it for yesterday's video. If I knew this was going to happen, I would have kept more of it, but alas. Enjoy.

Saturday, October 24, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Why I Switched from Game Gear to Master System


I told you it was comin'.


When I first played Cheese Cat-Astrophe for the Sega Game Gear back on April 16, 2024 for Try It Out Tuesday #329, I didn't know what to expect other than it was a platformer based on the Looney Tunes property starring Speedy Gonzalez that I had barely heard of. When I played the game for the first time, I initially liked it at first, and while it took a few minutes to figure out what to do in the first level of the game, I eventually learned what to do. From there, it was just a matter of not just learning the levels, but learning how to fight the bosses, with the first one feeling a little bit weird due to having to figure out how to grab the dynamite, throw it at just the right time, and damage the boss without hurting yourself.

The first world of the game was interesting enough on its own. Then came the second world, which was lush with pools of lava flowing at the bottom of the screen, moving platforms that floated from one side to the other, plenty of places to jump to...and falling lava droplets dropping from the top of the screen not just where I was, but also from off-screen, where I couldn't see them until I was jumping around and it was almost too late to react. When I played part of the second world for Funk It Up Friday three days later, I was frustrated with the level to the point that I didn't want to play past the first half of that world and just stopped it right there. I gave it the Red Pass, making it one of only a handful to ever receive the worst pass rating (until and unless I make a Black Pass) from the then-Twitter tryouts.

As I vented my frustrations with the game for my final thoughts, I referenced the Master System version and how everything looked better and had more real estate and more screen space to work with. By the time I closed in on the game as I worked through my Let's Play backlog, however, my frustration with the game had subsided somewhat. I would eventually forget about my irritation with the second level of the game as I worked on the Let's Play backlog built up by earlier game tryouts. When I finally got to recording this game, however, the frustration with the second level and all the problems that I had with it suddenly bubbled back up.

My experience with playing through the first level went as expected. Compared to the Try It Out Tuesday session, I had everything figured out thanks to the notes that I took trying to get through the first level. Then came the second level...and everything went completely awry.

As I've mentioned in the past, I always - and usually - do practice runs before recording and playing through the game for real. Not only does it give me a better idea of what to expect as I play through the game, but it also allows me to make mental note of the things that I encounter when I play through the portion of the game that I want to play through for the video that I am recording. Somehow, when I did the practice run of the entire second level of the game, I was able to go through the first half of the level well enough. The third part is dead simple compared to the first two, since you're just swimming around in the water looking for a key while avoiding things and then heading to the exit. The boss didn't give me trouble, either, since I was able to quickly figure it out.

When it came time to record, however, the game decided to have a mind of its own and decided that it didn't want to be Let's Played. I could make it through the first stage with some effort, but when it came to the second stage, I always fell victim to the lava droplets, as they were constantly in the path of my jump, and I could not see them until it was too late. This time around, I was more committed to getting through the second world of the game than I was during the try-out, and made the decision that since I had knowledge of what I was getting into when I played the first half of the second world of the game, I would have a slightly better chance of making it through this time around.

Imagine my surprise when I had lost all of my lives in the first half of the second world about seven times, either due to the lack of an ability to look up or down, or because of all the lava droplets being in the way at the last second. I would either run into them, or I would die trying to avoid them. I would just keep losing lives again and again and again, wondering why nothing was going on the way that my practice run did. 

After an hour of this, I gave up, got on YouTube, and watched videos of the Master System version of the game. It was then that I noticed not one, but two things about the game that brought my blood to a boil. The first is the most obvious: the resolution was larger and the player was allowed to see a lot more. It may have made the first world of the game look a lot more barren at the beginning, but when you entered the third part of the first world, you could actually see the vulture that was repeatedly diving at you. There was also the minor difference of Sylvester hanging off the talons of a big bird in the first boss battle instead of having a jetpack strapped to his back, but that was just it: minor.

Then came the second level. It was then that I noticed that the lava droplets that fell from the top of the screen could fall from anywhere, but at the same time, you could always see when it was going to happen. You also had some more advance warning of what was going on ahead. This was on the Sega Master System version. On the Game Gear version, however, things were different.

Compared to the Master System, there's a lot less on the screen on Game Gear. It's not too bad when you're in the first level, but as you go on, you'll notice that everything is WAY too big. What constitutes one whole room on Master System is humongous on the Game Gear. Whenever I'm rescuing a mouse in order to get an exit opened up, I'm always scrolling the screen to the right on the Game Gear's smaller screen, whereas the Master System shows the entire room at once. When I'm going through the cliffs area after the desert, the cliffs are much bigger and much more seemingly spaced out in handheld form compared to on your TV screen. The last desert area itself is even worse, as when you're playing on Game Gear, you can't even see the vulture that is flying around and swooping down at you every chance it gets. On Master System? You can see that vulture at all times.

After completing the entire first level, it's time to take on the second. As soon as you start playing the first half, you'll notice that just like in the first level, you can't see very much. But it isn't until you're going from the left side of the stage to the right that you start noticing things. The first thing you're going to notice that isn't the massive amounts of brown and orange making up the walls and platforms is all of the lava droplets dropping down from...the sky? The ceiling? The heavens themselves?!?

In addition to having to jump from platform to platform, which is hard to do when you can barely see the platforms and everything feels like a leap of faith, the lava droplets are also dropping down from slightly off-screen, and sometimes, you won't be able to see them until it's too late. It also doesn't help when the camera is always moving when you are and you have to jump onto a platform traveling back and forth across the lava that turns around a half-second earlier than when you'd expect just to keep you from merely stepping on it just to take a ride.

After a whole hour of being completely unable to make any progress, I became absolutely livid with myself and watched the whole second world to see how it looked on Master System. I expected everything to look better, but I didn't expect my view of the level I was playing through to be so vast that not only would the lava droplets not be able to get the drop on me, but I could actually see where I was jumping at all times.

This is when I realized that when it comes to this particular part of the game in the Game Gear version, the action is really zoomed in. By comparison, Desert Speedtrap starring Road Runner and Wile E. Coyote had the same thing going on, but after having played the Master System version of Desert Speedtrap, however, I would still be able to play through the game on Game Gear despite that version of the game showing a good amount less of the level than Master System would.

That's probably because when I played through the whole game on Normal, I had sound cues whenever Wile E. Coyote showed up. It didn't matter if he was on the rocket, driving a bus, strapped to a jetpack or using any other means of technology that he purchased from ACME. If I heard a rushing sound, that was my cue to move and keep moving.

Sadly, you don't have that with the lava droplets in this game. Especially when they're coming down from off-screen and you can barely see them. It's like the weasel soldiers from Mickey Mania, if they were dropping hot molten pitch downward and not throwing daggers or shooting crossbow bolts at you. Oh, they'll still make a distinct sound that you can easily hear...but only when they land on the platform, signaling the next drop of lava to come down from the ceiling.

It also doesn't help that due to how the camera is zoomed in compared to the Master System version, you have a camera following you everywhere, which makes keeping track of where you're supposed to land every time you jump harder, and - thanks to the zoomed in perspective where everything is too big - makes a jump that is very easily doable on the Master System look like a leap of faith on Game Gear. The second half of "A Weekend in Hawaii" became torture to the point where I just wanted to get through it as quickly as possible because of this.

If I wasn't accidentally running into an enemy from making a jump, or if I wasn't making a jump only to land right into lava and immediately die, I was leaping right into the path of a lava droplet that I could not avoid...which was something that I was doing a lot more often than I would have liked. And after a whole hour of trying desperately to complete the second level just for one video in a Let's Play, I was done. I deleted all of my work - not counting what I saved for this - got the Master System version, and started from square one. This time, when I made it to the second level, I could actually see what I was doing, and I was able to get through the level and ultimately beat the game.

The Game Gear version of this game is nothing more than a lazy port. Sure it looks just like the Master System version that was released solely in Europe and plays just like it, but in the end, the camera and the zoomed-in graphics ruin the proceedings. There are two reasons why the camera follows you everywhere and keeps Speedy completely in the center of the reason. The first is to supposedly ensure that you see all of the level without having to move the camera, and it does it by focusing squarely on Speedy...but by doing less simply by zooming in and focusing entirely on Speedy, the game does no favors to the player. Because of this, you can't see what you're doing, hazards that should be visible at all time seem to show up right out of nowhere, and the difficulty is artificially inflated as a result.

The second is because the developers seemingly never gave any thought to putting the game on Gear Gear and only thought about putting it on Master System - at least, that's how I personally feel - and with time and money both being tight and the Master System being officially discontinued west of the Atlantic outside of Brazil, the developers just zoomed the action in just to make everything seemingly make sense and fixed the game's camera to focus squarely on Speedy Gonzales, then called it a day. Even GamePro, which looked at the game fairly favorably and gave it 3's and 3.5's back in page 82 of its July 1995 issue, briefly brought this up. The only difference between myself and GamePro is 30 years and knowledge of the Sega Master System version, and while GamePro may have been understandably nice towards the game, I can't...and that's why I switched from Game Gear to Master System.

https://www.youtube.com/watch?v=RIJfWsLe0dE  - Part 2 of the Let's Play by PrinceWatercress
https://www.youtube.com/watch?v=jeNCcHzF3vQ - Game Gear longplay by Longplay Archive
https://www.youtube.com/watch?v=dCnaQmNgSsc - Master System longplay by Longplay Archive
https://www.youtube.com/watch?v=77SmeHUM1Jg - Desert Speedtrap Master System longplay by Longplay Archive
https://www.youtube.com/watch?v=Fno6O-hh3tg - Desert Speedtrap Game Gear longplay by Longplay Archive
https://www.youtube.com/watch?v=deImgaBWoQo - Mickey Mania Super Nintendo longplay by Longplay Archive
COMING TOMORROW - PrinceWatercress' aborted Game Gear Let's Play footage

Friday, October 23, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Longplay


...and now, the entire game in one sitting, minus commentary! Enjoy!


Looks like Sylvester has kidnapped Speedy's girlfriend (I guess). It's time to take down Sylvester and get her back.

The Desert

The Sand Dunes

In the upper-left corner, you'll see your health as well as the number of hats you have. Hats are used as weapons, and the hearts act as health. You'll lose half a heart when you get hit, and collecting hearts will refill your health. Cakes and cheese will refill half a heart, while a heart will refill one whole heart.

Left and Right let you move left and right, Down ducks, Button 1 throws hats (assuming you have any) and Button 2 jumps.

The spiders will run at you, and the scorpions will strikes at you with their tails. Throw your hats or jump on them from above to take them out.

Along the way, there are holes. Go down them by pressing Down while on top of one. This lets you enter underground chambers where you can beat enemies up as well as get some pick-ups, including hearts for health. The trampolines can get you to higher places, but some of them can get you back above ground.

By going into the underground tunnels, you'll eventually find a key. This will take you to a mouse that has been taken hostage. Hold Right immediately to get to the other end of the room, avoid the bats and free the mouse. By freeing the mouse, you'll reveal the exit, and you'll be able to head to the next stage.

Once you've freed the mouse, get back above ground and head all the way to the right to find the exit.

The Rocky Mountains

You'll have plenty of hazards to deal with here: falling rocks, giant flowers that turn into monsters that you can't destroy when you get too close, and tentacles that come out of the holes to grab at you. Be careful where you're going as you're jumping over gaps in bridges and making your way to the right so you don't take damage. The key will be in front of a bigger hole in the cliffs; grab it and rescue the mouse so you can get to the exit at the end.

The Dry Lands

Be ready to move as soon as you enter this stage, as there will be a buzzard flying around at the top of the stage swooping down at you every chance that it gets. There are holes in the ground, and you'll need to look through every single one of them for the key so you can rescue the mouse and unlock the exit at the far right side of the stage. Make sure you jump on the snakes guarding the holes to defeat them so you can go underground and look for the key. As you're underground, watch out for the enemies that will both figuratively and literally drop in on you.

The first two holes have healing items if you need them, while the fourth hole has the key. The third hole has the exit, which only pops up if you rescue the mouth.

Boss

The boss is Sylvester being carried around by a vulture. (In the Game Gear version, he's wearing a jetpack, and the top of his head looks weird as a result.) Wait for him to drop a stick of dynamite, then pick it up with Down on the D-Pad and throw it upwards with button 2. The sticks of dynamite blow up after a couple of seconds, but it will take a lot of trial and error to throw it upwards at the right time so it blows up directly on Sylvester.

If you take too long to grab a stick of dynamite, wait for Sylvester to drop another one before going back on the attack.

Once you manage to hit Sylvester enough times, Sylvester flies away, and it's on to the second level.

Sylvester's Island of Danger

A Weekend in Hawaii (Part 1)

In this area, you'll be just inches away from lava at the bottom of the screen. If you touch that lava, it's instant death. You'll also have to contend with platforming, big red hermit crabs that will snap at you, moving platforms in the lava that may switch directions a little earlier than you expect...and the lava droplets. These things are the worst...sort of. If you're playing this on Master System, you can see them just fine. They won't be much of a problem on the console version of the game. On Game Gear, where the game is a little more zoomed in and the camera forces Speedy into the center of the screen, it's a different story. Sometimes the lava droplets will show up outside of your field of vision, and you can leap into them and take damage. As a result, the level is harder on Game Gear, and it got harder to the point that I had to switch from Game Gear to Master System and start the whole Let's Play over from scratch. It also doesn't help that the lava droplets don't make a sound until after they land.

At least you'll be able to find the key to rescue the mouse early in the level. So there's that to look forward to after the way-too-long paragraph that I just typed.

A Weekend in Hawaii (Part 2)

In Part 2 of A Weekend of Hawaii, you have more narrow platforms and a lot more opportunities to land in lava. Again, this part is much easier on Master System than on Game Gear, as the Game Gear's screen real estate and how it handles the level makes it look like you're taking leaps of faith every time. Other than that, Part 2 is more of the same from Part 1 except with harder platforming.

The key is near the end of the stage.

The Lake of Piranhas

You'll be in the water here. You can swim in eight directions with the D-Pad, but you're better off sticking to the surface and waiting for the trees in the background to show up a second time as you swim at the top of the water to the right. You'll find the key below where the trees begin again. Once you get the key, keep going all the way to the right. When you reach the end, go down and avoid all the fish, urchins and octopi to get to the exit.

Boss

To beat Sylvester, you'll need to catch the anchors that Sylvester throws with the clam that Speedy is holding. Get the clam below the falling anchors, press Button 1 so that you bounce the anchor back, and hit Sylvester with the anchor. Also, tap Left and Right so you don't slip around everywhere. You can bounce anchors more than once if you're waiting for Sylvester to come to you, so hitting him is a snap as long as your timing is right. Once you hit Sylvester enough times, it's on to the third level.

The Faces of Sylvester

Sylvester's Scaffolding


For this level, you'll be dealing with the spiders on the ground level, a thunder cloud that chases after you and fires lighting bolts from the top of the screen, and a bunch of scaffolds in between. Keep moving to avoid being shocked, and stay at ground level at all times to get the key here, and once you free the mouse, immediately head to the right and don't stop. That way, the thunder cloud never returns.

The River of Paint

In this stage, you'll be able to move around in eight directions with the D-Pad on a tiny raft with a tiny paddle. Aside from the spiked balls that will fly toward you, you'll also need to avoid the laser shots from the guns above and contend with fans that push you back and make moving forward a little more difficult. Thankfully, as long as you're paying attention, getting to the exit won't be too difficult.

Mount Sylvester

At the start of the stage, head all the way to the right and avoid the falling rocks as you go. You'll find a rope, grab it, then hold Up and press Button 1 to throw the rope upwards so you can climb up the mountain. Watch for falling rocks and enemies as you make your way up, as you won't be able to avoid anything as you climb. The key will be at the top, although you may and will have to do some jumping to get to it. The exit will be all the way to the right at the top of the mountain.

Boss

Sylvester will be inflating and sending tiny red balloons at you. You'll need to jump off the moving platform, then jump off the balloons and hit Sylvester in the face with hats. If you run out of hats, the game will give you one to throw at Sylvester. In case you throw it to the left on accident, you can always count on the hats' boomerang-like properties to turn the other direction and hit Sylvester if the hat is at face level. If your timing is good enough, you may be able to hit Sylvester with two hats per pass. Once Sylvester glows funny colors, it's on to the final level of the game.

Inside Sylvester's Lair

The Wall of Peril


At the start, run past the cannons. Watch the bricks that pop in and out of the walls so you can jump on and off of them without falling down, and shoot down the walking cannons. You'll also need to carefully jump on the big wooden log that stick out of the walls so you can carefully make your way to the right. When you reach ground level again, go all the way to the left for the key so you can free the mouse here.

The High Voltage Zone

Jump over the electrical charges that travel across the power lines so you don't get zapped. There are mini-trampolines with some of the electrical machinery here, and you'll want to center yourself on them and  The charges will move back and forth, so if you're near the end of a wire, be ready to jump.

Midway through the stage, you'll want to watch out for the barriers that zap in and out. Use your hats to take out the enemy that throws projectiles, as jumping into them will only cause you to take damage. The key will be near the end after the projectile throwing enemy.

The Cheese Factory

The green mouse robots move back and forth. As for the red blobs that stay in place and throw projectiles around, you'll want to move past them entirely, as they cannot be defeated.

When you're on the conveyor belts, watch out for the electrical blasts and wait for them to disappear before moving on.

The key will be above where the exit is at the end.

Boss 1

The boss battle has two phases. For the first phase, you'll want to keep jumping so you don't get shocked from the sparks that come out of Sylvester's futuristic bike, and you'll also want to stay between the columns that shoot electricity downwards so you don't get hit by the electrical blasts that they produce. Unlike the red sparks that Sylvester shoots at you, the big blasts of lightning are instant death.

To defeat Sylvester, you'll need to jump into the bomb that is in mid-air to collect it, then jump up and throw the bomb with Button 2 as the conveyor belt moves to the right. This will allow you to get the bomb to where Sylvester is and hit him every time. 

Boss 2

After enough damage, you'll face Sylvester manning a crane while you are jumping from cheese wedge to cheese wedge in a huge vat of liquid cheese. Stay away from any cheese platforms near the edges, as they'll eventually stop existing as platforms and cause you to fall into the vat, which is instant death.

Despite the fact that Sylvester is grabbing at you with a huge digger claw on the crane, the claw does not hurt you, apparently.

There is dynamite on the right side of the screen, just like from the first battle you had with him in the first level of the game. You'll need to grab it, jump up, press Button 2 to throw it upwards at the upper part of the platform that Sylvester is on so that it blows up on it, and all the while, you'll need to time it just right so that the dynamite explodes where you need it to. If you move to the right after throwing the dynamite, it makes this battle just a little bit easier. Thankfully, you don't have to hit Sylvester too many times to beat this battle, and when you do, you'll get your one-screen ending, with the girl kidnapped at the beginning saved. You just beat Cheese Cat-Astrophe Starring Speedy Gonzales!

Thursday, October 22, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Part 4 of 4


It's time for the final level of the game...and the boss is pretty frustrating. Then again, is there anything about the game that isn't?


Inside Sylvester's Lair

The Wall of Peril


At the start, run past the cannons. Watch the bricks that pop in and out of the walls so you can jump on and off of them without falling down, and shoot down the walking cannons. You'll also need to carefully jump on the big wooden log that stick out of the walls so you can carefully make your way to the right. When you reach ground level again, go all the way to the left for the key so you can free the mouse here.

The High Voltage Zone

Jump over the electrical charges that travel across the power lines so you don't get zapped. There are mini-trampolines with some of the electrical machinery here, and you'll want to center yourself on them and  The charges will move back and forth, so if you're near the end of a wire, be ready to jump.

Midway through the stage, you'll want to watch out for the barriers that zap in and out. Use your hats to take out the enemy that throws projectiles, as jumping into them will only cause you to take damage. The key will be near the end after the projectile throwing enemy.

The Cheese Factory

The green mouse robots move back and forth. As for the red blobs that stay in place and throw projectiles around, you'll want to move past them entirely, as they cannot be defeated.

When you're on the conveyor belts, watch out for the electrical blasts and wait for them to disappear before moving on.

The key will be above where the exit is at the end.

Boss 1

The boss battle has two phases. For the first phase, you'll want to keep jumping so you don't get shocked from the sparks that come out of Sylvester's futuristic bike, and you'll also want to stay between the columns that shoot electricity downwards so you don't get hit by the electrical blasts that they produce. Unlike the red sparks that Sylvester shoots at you, the big blasts of lightning are instant death.

To defeat Sylvester, you'll need to jump into the bomb that is in mid-air to collect it, then jump up and throw the bomb with Button 2 as the conveyor belt moves to the right. This will allow you to get the bomb to where Sylvester is and hit him every time. 

Boss 2

After enough damage, you'll face Sylvester manning a crane while you are jumping from cheese wedge to cheese wedge in a huge vat of liquid cheese. Stay away from any cheese platforms near the edges, as they'll eventually stop existing as platforms and cause you to fall into the vat, which is instant death.

Despite the fact that Sylvester is grabbing at you with a huge digger claw on the crane, the claw does not hurt you, apparently.

There is dynamite on the right side of the screen, just like from the first battle you had with him in the first level of the game. You'll need to grab it, jump up, press Button 2 to throw it upwards at the upper part of the platform that Sylvester is on so that it blows up on it, and all the while, you'll need to time it just right so that the dynamite explodes where you need it to. If you move to the right after throwing the dynamite, it makes this battle just a little bit easier. Thankfully, you don't have to hit Sylvester too many times to beat this battle, and when you do, you'll get your one-screen ending, with the girl at the beginning saved. You just beat Cheese Cat-Astrophe Starring Speedy Gonzales!

Wednesday, October 21, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Part 3 of 4


Well, at least this level isn't as bad as the last one.


The Faces of Sylvester

Sylvester's Scaffolding


For this level, you'll be dealing with the spiders on the ground level, a thunder cloud that chases after you and fires lighting bolts from the top of the screen, and a bunch of scaffolds in between. Keep moving to avoid being shocked, and stay at ground level at all times to get the key here, and once you free the mouse, immediately head to the right and don't stop. That way, the thunder cloud never returns.

The River of Paint

In this stage, you'll be able to move around in eight directions with the D-Pad on a tiny raft with a tiny paddle. Aside from the spiked balls that will fly toward you, you'll also need to avoid the laser shots from the guns above and contend with fans that push you back and make moving forward a little more difficult. Thankfully, as long as you're paying attention, getting to the exit won't be too difficult.

Mount Sylvester

At the start of the stage, head all the way to the right and avoid the falling rocks as you go. You'll find a rope, grab it, then hold Up and press Button 1 to throw the rope upwards so you can climb up the mountain. Watch for falling rocks and enemies as you make your way up, as you won't be able to avoid anything as you climb. The key will be at the top, although you may and will have to do some jumping to get to it. The exit will be all the way to the right at the top of the mountain.

Boss

Sylvester will be inflating and sending tiny red balloons at you. You'll need to jump off the moving platform, then jump off the balloons and hit Sylvester in the face with hats. If you run out of hats, the game will give you one to throw at Sylvester. In case you throw it to the left on accident, you can always count on the hats' boomerang-like properties to turn the other direction and hit Sylvester if the hat is at face level. If your timing is good enough, you may be able to hit Sylvester with two hats per pass. Once Sylvester glows funny colors, it's on to the final level of the game.

Tuesday, October 20, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Part 2 of 4


Now for the second level. Depending on what system you're playing on - Master System or Game Gear - this will be easy or hard.


Sylvester's Island of Danger

A Weekend in Hawaii (Part 1)


In this area, you'll be just inches away from lava at the bottom of the screen. If you touch that lava, it's instant death. You'll also have to contend with platforming, big red hermit crabs that will snap at you, moving platforms in the lava that may switch directions a little earlier than you expect...and the lava droplets. These things are the worst...sort of. If you're playing this on Master System, you can see them just fine. They won't be much of a problem on the console version of the game. On Game Gear, where the game is a little more zoomed in and the camera forces Speedy into the center of the screen, it's a different story. Sometimes the lava droplets will show up outside of your field of vision, and you can leap into them and take damage. As a result, the level is harder on Game Gear, and it got harder to the point that I had to switch from Game Gear to Master System and start the whole Let's Play over from scratch. It also doesn't help that the lava droplets don't make a sound until after they land.

At least you'll be able to find the key to rescue the mouse early in the level. So there's that to look forward to after the way-too-long paragraph that I just typed.

A Weekend in Hawaii (Part 2)


In Part 2 of A Weekend of Hawaii, you have more narrow platforms and a lot more opportunities to land in lava. Again, this part is much easier on Master System than on Game Gear, as the Game Gear's screen real estate and how it handles the level makes it look like you're taking leaps of faith every time. Other than that, Part 2 is more of the same from Part 1 except with harder platforming.

The key is near the end of the stage.

The Lake of Piranhas


You'll be in the water here. You can swim in eight directions with the D-Pad, but you're better off sticking to the surface and waiting for the trees in the background to show up a second time as you swim at the top of the water to the right. You'll find the key below where the trees begin again. Once you get the key, keep going all the way to the right. When you reach the end, go down and avoid all the fish, urchins and octopi to get to the exit.

Boss

To beat Sylvester, you'll need to catch the anchors that Sylvester throws with the clam that Speedy is holding. Get the clam below the falling anchors, press Button 1 so that you bounce the anchor back, and hit Sylvester with the anchor. Also, tap Left and Right so you don't slip around everywhere. You can bounce anchors more than once if you're waiting for Sylvester to come to you, so hitting him is a snap as long as your timing is right. Once you hit Sylvester enough times, it's on to the third level.