Saturday, October 10, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - Stage 2 of 5


This stage is shorter than the first one, and you'll get through it just as easily.

First | Next | End

Stage 2-1


Pay attention for the rumbling sound again so you don't get hit by falling glass spheres. Also, you'll have to jump up the steps near the end.

Stage 2-2


Shimmy across the stage at the middle for an extra scepter. Also, watch out for the falling glass sphere at the stairs; one will fall near the end.

Stage 2-3


Jump up the blocks and shimmy to the left to get the heart near the start.

To beat Mimete, you'll need to hold down the B button briefly to throw the tiara at the boss, then avoid the notes that the boss shoots at you when she goes into the air. After four hits, it's over.

Password: 4141

Find Tuxedo Mask!


Use Left and Right to go between the doors and the elevator. Use Up and down on the elevator to switch floors. Press Button 1 or 2 to open a door and either get a hint as to where Tuxedo Mask is as well as to find Tuxedo Mask himself. Finding Tuxedo Mask will refill your health to four hearts. You have four chances to find Tuxedo Mask, and each extra chance you have after finding Tuxedo Mask gives you bonus points.

Friday, October 9, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - Stage 1 of 5


After so many years, I'm finally playing one of the Sailor Moon games. How about that?

Next | End

Yep, Sailor Moon got a Game Gear game. It's obviously Japan-only, as is a lot of the Sailor Moon game, and there's not much to it due to being geared towards younger and/or casual female gamers, but it's something.

You can play as Sailor Moon or as Sailor Mini Moon. For this Let's Play, I'll be playing as Sailor Moon.

Stage 1-1


Left and Right let you move left and right, Button 1 attacks and Button 2 jumps. Holding Button 1 and releasing it after a few seconds lets you throw your tiara as a short-range projectile.

In the upper-left corner, you'll have your current amount of health (up to four hearts), your charge meter for the tiara attack, and the amount of scepters that you have. If you have at least one and you hold Button 1 long enough, you'll perform a full-screen attack at the cost of a scepter. You can find them out in the open or from enemies (good luck with either one), but you'll receive the majority of the ones you get from the mini-games.

The stages are pretty short, and it does not take long to get through them. There are enemies, and the attacks you'll use will depend on how close you are and whether you're standing or crouching. If you're holding forward on the D-Pad, you can do a punch. Crouching kicks will temporarily knock enemies down. You can throw enemies, but you need to be extremely close to the enemy, and I only did it once on accident. Enemies will go down in three hits, and they will only attack if you let them, and it's pretty easy to keep them from doing it.

You'll see your first platforms moving up and down. Pay attention to where platforms change direction before you jump and land on them.

You can shimmy on wires by jumping into them and then moving across with Left or Right. Moving off the wire will allow you to get back to the ground.

If you hear what sounds like a brief earthquake, something is falling down from above. You'll want to avoid the falling object to keep from losing one of your hearts. Hearts can be dropped by enemies every once in a while, although you can also find these in the open, too. A big heart will give you full health.

Bottomless pits are instant death and loss of a life, so don't fall into them.

The bouncing sphere enemies go down in one hit, but they can take you surprise and hit you if you're not paying attention.

When you complete the first level of a stage, you'll get a sword. This is the Space Sword that was Sailor Uranus' Pure Heart talisman. You'll need it to transform at the end of the stage.

Stage 1-2


The rose grants you temporary invincibility. You'll hear a chime when it runs out. 

You'll have a choice between the upper path and the lower path halfway through; I take the upper one because it's easier and you can see the falling objects before they fall.

Beating the second level of a stage will grant you a mirror. This is the Deep Aqua Mirror, Sailor Neptune's Pure Heart talisman and another transformation.

Stage 1-3


The third level of every stage is extremely short and has a bunch of block platforms that are out of place compared to the rest of the stage. Jumping across them will lead to the heart, which is the last transformation item. Grabbing it and heading to the end will transform you further.

You'll then enter the boss battle screen. The three enemies that pop in one after the other will now go down in one hit. As for the boss battle with Eudial, also known as Eugeal in the original English language dub by Cloverway. You'll want to hit her, then let her teleport to the other side of the screen and jump up to hit the projectile. Avoid the projectile as it comes down, and hit the boss again. You can easily hit this boss with your regular attacks, but the moon tiara can work, too. After enough hits, the boss goes down.

Password: 3633

Sailor Team Roulette


At the end of every stage is a mini-game. For this mini-game, you'll want to match the character at the roulette wheel on the bottom with the one in the center. You'll want to press Button 2 just when the character you need to match is just about to speed by. If you press it any earlier, you'll land on the character before the one you need. The more matches you make before the timer at the top turns completely gray, the more scepters (or Rods, as the game calls them) you'll be able to get, up to a maximum of nine. 

Thursday, October 8, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 9 of 9


In this video, we defeat Wiseman and his plans once and for all.



After defeating General Rile, you'll have to grapple and swing your way across the underside of the Albatross. There are four afterburners that you'll have to swing past, and you'll want to wait for the flames to stop coming out of them before you swing past them. After the four afterburners, you'll have to deal with a few fins coming out of the ceiling. Choosing wisely between Right and Down on the D-Pad is going to be absolutely crucial when it comes to swinging past them, because you do not want to come up short and fail to catch the ceiling with the grappling hook. You'll have to do this entire section in one shot. Thankfully, there is a health replenishment on the other side, and if you die after beating General Rile, you'll start at this section as long as you don't turn the power off.

You'll then meet Wiseman, who will sic his giant robot on you. Run to the right after the dialogue is done, then shoot at the head with the Vulcan as it rises to get some early damage in. Keep the hands close to the head. If you're under the hands, they will try to crush you; move out of the way, then grapple up to them to climb upwards before grappling onto the ceiling. If you have the Vulcan (which you should), this battle will become easier, as you can get in a bunch of shots on the head before you get knocked off by the robot's three way shot, which you'll need to avoid as it fires at you at regular intervals.

If you're having trouble with this battle, come into this area with the Bio Protein. This will make the battle a little easier and you can get yourself more energy - and more time - to shoot down the giant robot.


Eventually, Wiseman's robot will go down. Here, keep going to the right and keep on shooting. You'll then run into Super Joe, who will hand you an S-APDS gun to shot down Wiseman's escape pod with. This gun is basically a powerful rocket launcher, and you'll be using it for the last few parts of the game, and thankfully, the worst of this area is over, which will be a bit of a relief. When you reach the edge, swing across. If you just drop down, you'll hit spikes. Swing off to the right, and press A to fire the gun when you're lined up with the front windshield. It's just like the NES game! If you time it right, you'll shoot down the escape pod and you'll destroy Wiseman. If you don't, you'll get gunned down, and you'll have to try again. Thankfully, once you make it to the escape pod room, you'll continue from that point if you run out of lives and still have continues.


You'll then enter one last section where you have to escape. There will be 60 seconds before the Albatross self-destructs. Use short swings, and when in doubt, stay on the left side of the room as you're pulling yourself upwards, so you can cover more ground in less time. Near the end, you'll have to face a cyborg, but he goes down easily to the S-APDS gun. After that, you'll just need to swing around on and pull yourself up the last few platforms to get to the door, go inside, and end up on top of the Albatross. Put the controller down. You're done here.

Rad and Super Joe will be at the top of the Albatross. A helicopter shows up and rescues the both of them, and the Albatross goes down in one big explosion. The battle ends, and the Doraize Dukedom crumbles. You've just beaten Bionic Commando for the Game Boy!

Wednesday, October 7, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 8 of 9


In this entry, we get on the Albatross for our toughest test yet.


Area 17 (Albatross)



When you land on the Albatross, you'll land on the outside. Just rush to the right to get past all the gunners.

For the next part, you'll need to swing around and figure out where you need to swing quickly. At the beginning, you'll need to avoid getting shot down by the turrets. Once you get out of the starting area, you'll need to swing all the way to the side to avoid the electrical sparks, then climb up when you reach a wall.

You'll then have a bunch of columns in the ceiling that you'll need to swing across. At the end, you'll need to stick to the left and swing from one nook and cranny to the next. There is a health replenishment and an extra life before this section. Save them for when you need them.

After you avoid falling into the bottomless pit, you'll have to swing from column to unevenly spaced column to get to the door on the other side of a vast spike pit. If you fall in, you're done, and you're starting this entire section over. I had to swing from the ceiling before the first column just to ensure than I could get through this area.

Once you get to the door, you'll enter a power reactor room. This time, there is no power reactor, and you'll have to face General Rile again. Shoot him around as he moves around, and shoot down the rockets he sends at you.  Make sure that he does not run into you. When he turns into a plane, duck down and shoot at him from nearby to avoid getting shot at it, and when he stops shooting, use your grappling hook to pull yourself up to avoid him when he flies out at you. General Rile will go down for good after you find out that he is a former FF Corps member and that he has been looking for someone to stop the Doraize Army once and for all.

Tuesday, October 6, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 7 of 9


In this entry, we take down the last power reactor before hopping aboard the Albatross.


Area 16





If you don't have the Delta Receiver equipped yet, do it now. You'll need it here.

You'll be making your way upward while fending off both the parachuting enemies as well as a drone launcher. The Vulcan will make it easier to take care of the drone launcher if you can get close enough to him. As for the connecting hallway, just run straight through it without stopping so the turrets don't hit you.

In the second section, you'll need to climb your way upwards with the grappling hook, and you'll need to get the big guys in view so you can more easily take care of them from the ceiling with the Vulcan. If they manage to be far enough away from you when you're on the right side of the room, keep shooting and backing up a bit until you need to swing around with the grappling hook to get away from them. You'll then have to deal with the soldiers strapped to the ceiling again; grapple upwards, then drop down and shoot before you hit the ground to take them out.

In the next part, you'll need to take out the soldiers with the rocket launchers so that dropping and swinging to the communications room is a little safer. At the communications room, you'll find out that the Albatross is about to be airborne and that you'll need to take it down. From here, you'll need to leave, then grapple your way up to the door in the middle. If you swing across the bottomless pit, there is a health replenishment, but I don't go for it.

It's now time for the final section. Shoot down the turrets you see in the next hallway, then you'll need to swing across the spike pit while soldiers fly around to shoot a laser downwards in an attempt to knock you down. Thankfully, there are platforms below the hooks and the ceiling that will allow you recover if you fall at any point, but you'll have to start over if that happens. Also, you'll have to deal with what seems like an infinite amount of enemies on the way to the final door.

You'll then enter the power reactor room. Once again, you'll have to deal with another giant cyborg. Stay near the edge of the platform opposite the cyborg, then duck down, face the cyborg and keep shooting with the Vulcan until it goes down. This will keep you from being nabbed with the claw. From there, you can take out the upper cannon and then the reactor itself. Beating this stage will not only net you the Protect Suit (which is the last piece of armor as well as the best), but you'll also be able to get on the Albatross.

Monday, October 5, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 6 of 9


In this entry, we finally save Super Joe, then find out what the Albatross project is really about.


Area 14


There's an extra life at the end of Area 14, in case you need one.

Area 13



Equip the Vulcan M274. You're going to need it to blow up the barrier at the beginning. Get ready to hook onto the ceiling and shoot down the turrets. To destroy the tanks, you'll need to hit them from below or from the rear.

The second part has you dealing with those tanks with the crane-like hooks from earlier in the game. The communications room is off the side on the far right, and both forms of communication will tell you that Super Joe is here and that you may be falling into a trap. You'll then need to make your way to the top from the right side of the area, as it's the only way to get to the power reactor. Thankfully, the Vulcan M274 makes it easier to take care of the crane tanks.

You'll meet General Rile again at the power reactor. The Vulcan M274 will make quick work of him if you can shoot at him from below. Interestingly, you can stand on a downed General Rile if you have to. For some reason, he dropped right in front of the power reactor for me, and that allowed me to hit the power reactor's core from below, which you shouldn't be able to do.

Once you destroy the power reactor, you'll save Super Joe, who will tell you that the Albatross project is a giant airship that the Doraize will use to control the world, and that the project will be in Area 16. You'll also find out that a man named Destroyer is keeping weapons in Area 14. 

Area 14


This is the earliest time you'll need to equip the Delta Receiver, so do it now.

The last door in the area will now have a soldier standing next to it. He will tell you that an M83A3 machine gun will be in the room next to him. He will also tell you that the Delta Receiver is in Area 15, which you'll definitely want to equip at this point. The M83A3 is just a short range shotgun, so just use the Vulcan.

Sunday, October 4, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 5 of 9


In this video, we not only get through Area 12 to keep the Doraize Army away from some missiles, but we also open up some shortcuts to some of the neutral zones.


Area 11


When you head over here, enter the first door. You'll meet Mac, the leader of the resistance. He will tell you that there is a nuclear launchpad with missiles in Area 12 and that you'll need to stop the Doraize Army from using the missiles. He will also ask you to come back after you complete Area 12.

The second door contains a capture Doraize soldier. He will tell you to come back later. Swing over to him, and you'll get two secret tunnels: one between Areas 9 and 11, and another between Areas 14 and 15. This will make it easier to get around on the overworld map, especially since you'll need to head back to Area 15 eventually.

Area 12




At the start, you'll want to make your way down the gap, then swing your way to the right and enter the door at the end, which is easier said than done given all the swinging around that you're going to have to do to avoid falling into a bottomless pit. The big men take three hits to defeat with the Rocket Launcher or Hyper Barrel, and if they get close enough, they will hit you. Halfway along the path to the door you need to enter, there will be a health refill in case you need it.

To take out the turrets with the two cannons that are stuck to both the ceiling and the floor, you'll need to shoot them in the middle. That way, you can get to the communications room. Contacting the Federal Army will reveal that the Albatross is about to fire a missile, and tapping into enemy communications will reveal that the Doraize Army are on the Albatross and are about to fire a missile. Once you're done here, you can go back and enter the door from just earlier that was closed off to you.

You'll then be able to head back to the start. Get on top of the platform above the spike pit to get an extra life before swinging back to the start. From the underground area, you'll need to swing to the left and enter the door that is there to get to the launchpad.

At the launchpad, swing on the undersides of the missiles to get to the upper-right corner. Take out the soldiers at the consoles to get rid of both them and the drones that fly towards you. If you swing into the drone summoners, that will also destroy them. You'll soon reach the power reactor. Beating Area 12 gives you the Vulcan M274, which is a rocket launcher with the three-way shot of the Wide Range Rifle. The shot may not go as far, but you have a three way shot that travels both up, down and forward, and you can do things with it that you can't do with the Rocket Launcher. I consider it the best weapon in the game.

Area 11


Back in Area 11, talk to Mac again. He will give you a helmet that you can equip for more protection against bullets, and he will tell you to use the Vulcan M274 to destroy things that the Grenade Launcher cannot. 


If you run into enemy helicopters in the secret tunnels, you'll be in an underground tunnel. The man manning the cannons will have the continue icons; just get onto the turrets from above to grab them.

Area 5


Shoot down the barrier with the Vulcan M274, then leave the area and come back, as enemies will still parachute in if you fire in this area like with all of the other neutral zones. There will be another barrier that you will have to destroy, but you'll need to do so to get the Delta Receiver nearby. Get it and equip it; you're going to need it for the rest of the game.