Saturday, May 16, 2026

PrinceWatercress plays Daffy Duck: Fowl Play - Part 1 of 6


Despite being from Sunsoft, the developers of this game are ex-Sunsoft employees, and because of this, this game has some of the old Sunsoft magic in it despite being one of the later titles from the late 1990s...and it shows.

Next | End

In this game, you're Daffy Duck, and you're looking for treasure. Interestingly, Bugs Bunny is the game's main antagonist. Also, the game is very well animated, as you'll soon learn when you start the game.

It should be noted that the map is the shape of Daffy Duck's head.

Stage 1: Country


When you start the game, you'll be able to get used to the controls. Left and Right let you move left and right, Down lets you duck, and Up lets you aim with your attack. A jumps, and B attacks...by throwing dynamite.

At the top of the screen, you'll see your current score, your current amount of lives, and your current amount of energy in the form of a percentage. That energy meter slowly goes down, and it hits zero, you're losing a life.

Whenever you see a food item, be sure to pick it up. Daffy will slowly pick it up and devour it, and you'll soon see what I mean when I said that the game is very well animated.

Attacking with the dynamite is a bit of a science. The longer you hold the button, the further you'll through it. You can only have one stick of dynamite on the screen at any time, and it is also possible to blow yourself up and lose a life. You only have three seconds to play around with the dynamite and the count is clearly shown, so you'll need to work with the dynamite quickly.

When you go further into the country, you'll start seeing traps such as mouse traps that will activate when you step on them, guard dogs that move back and forth if they're not punching at you, hens that throw eggs at you, and police officers that move faster than the guard dogs.

Believe it or not, when you go through future levels, the levels will play differently. Some enemies and hazards will show up; other times, they will be completely absent.

Enemies will sometimes leave treasure; pick them up for points/money. You'll need to get rich to earn some extra lives. You'll get an extra life every 20,000 points.

Some traps, such as mouse traps and the rakes that you'll see on the third screen, work better if you get close enough to them without tripping them. Hold Down, press B, then get away from the dynamite you just dropped. That'll do it.

If you get hit by anything, you will lose a life both figuratively and literally. You can get that life back when it drops out of you in the form of a heart, but you'll barely have enough time to grab it. It is possible to get hit multiple times in a row and lose multiples lives in a row as a result...so watch out.

You can push things by moving into them. There is a box on the third screen you'll need to move to get up a huge wall of crates.

Walk off the edge of a platform from a high height instead of jumping off. Jumping will cause Daffy to be briefly stunned as soon as he lands, while walking off the edge does not.

To beat Bugs Bunny, you'll need to avoid the mouse traps as well as the exclamation points that briefly show where the sixteen-ton weights Bugs is throwing will land. This is the easiest boss battle by far, but they will get harder. Once you avoid everything, touch the treasure chest to end the level. You'll see your score and password as Daffy Duck flies around, then you can play a bonus game that while fun, doesn't even give you any extra lives. You'll then move on to the next stage.

Friday, May 15, 2026

PrinceWatercress plays Fall Down - The Longplay


...and now, all the modes I can play, minus commentary! Enjoy!


Fall Down is a homebrew game for the Atari 2600 programmed by Aaron Curtis and self-published in 2005. In this game, two players - one red and one blue (blue-green in the PAL version) - fight to stay on the screen and score points by capturing platforms as they scroll upwards. To capture a platform, one must fall through a gap in the platform before the other person does. The first person to fall through the gap gets the point. Of course, there's always the danger of being scrolled past the top of the screen, which will take a player out of action temporarily and give the other player a bit of an advantage in the form of being able to score a lot of points uninterrupted. The game ends when both players are scrolled past the top before either person can be re-spawned.

Controls are easy. You just move left and right with the joystick, and you can use the fire button to use the power-ups that you collect during the game. Players can bump into each other, but there are "pass-by" modes that allow players to walk through each other. Sometimes, you'll find dots on the platforms, and if you can pick them up, you can do all sorts of things with the fire button, such as turn the other person invisible, switch places with the other person, create a gap where you are standing so you can get an easy point, and much more.

The game is one of the first homebrew games to use Richard Hutchinson's AtariVox to save high scores as well as provide in-game speech when someone wins or achieves a new high score.

There are eight different game modes:
  • Human vs. AI (red human and a blue computer chip): a simple game against the computer. See if you can get more points that the computer-controlled opponent!
  • Human vs. AI, easy mode (red human and a blue computer chip, with "EZ" in white at the bottom): Same as above, but the computer isn't as smart. Use this mode to get used to how the game works.
  • Human vs. AI, pass-by mode (red human and a blue computer chip, with a white arrow pointing downward at the bottom): Same as the first one, but both players will pass through each other if they come into contact instead of bumping off each other.
  • Human vs. AI, invisibility mode (red human and a blue computer chip, with a white eye at the bottom): This mode is pretty cool. This is the same as Human vs. AI, but the background changes from red to blue and back again at regular intervals, causing one player and then the other to be unable to be seen, making things a lot more difficult. Hope you can keep track of a player that you can't see!
  • Single player (just a red human): See how well you can keep up with the eternally scrolling screen and see how high you can score as you drop from platform to platform without having a second player in the picture.
  • Human vs. Human (a red human and a blue human): Your standard two player mode. See who can score the most points!
  • Human vs. Human, pass-by mode (a red human and a blue human, with a white arrow pointing downward at the bottom): same as Human vs. Human, but both players pass through each other on contact instead of bumping into each other.
  • Human vs. Human, invisibility mode (a red human and a blue human, with a white eye at the bottom): The invisibility mode, now with two players! Compared to the human vs. computer version, this one can be really fun at parties.
To switch between, hit the Game Select switch on the title menu.

This is a really fun game. The premise is simple and the game controls pretty well, but this is one of those games where anything can happen. While the game is fun enough on its own with the single player modes, the two-player mode is where this game gets a lot more exciting, especially if you have a few friends over. When it comes to homebrew games, this one is loads of fun.

Thursday, May 14, 2026

PrinceWatercress plays Fall Down


This game is fun as hell. Definitely play this one if you can!


Fall Down is a homebrew game for the Atari 2600 programmed by Aaron Curtis and self-published in 2005. In this game, two players - one red and one blue (blue-green in the PAL version) - fight to stay on the screen and score points by capturing platforms as they scroll upwards. To capture a platform, one must fall through a gap in the platform before the other person does. The first person to fall through the gap gets the point. Of course, there's always the danger of being scrolled past the top of the screen, which will take a player out of action temporarily and give the other player a bit of an advantage in the form of being able to score a lot of points uninterrupted. The game ends when both players are scrolled past the top before either person can be re-spawned.

Controls are easy. You just move left and right with the joystick, and you can use the fire button to use the power-ups that you collect during the game. Players can bump into each other, but there are "pass-by" modes that allow players to walk through each other. Sometimes, you'll find dots on the platforms, and if you can pick them up, you can do all sorts of things with the fire button, such as turn the other person invisible, switch places with the other person, create a gap where you are standing so you can get an easy point, and much more.

The game is one of the first homebrew games to use Richard Hutchinson's AtariVox to save high scores as well as provide in-game speech when someone wins or achieves a new high score.

There are eight different game modes:
  • Human vs. AI (red human and a blue computer chip): a simple game against the computer. See if you can get more points that the computer-controlled opponent!
  • Human vs. AI, easy mode (red human and a blue computer chip, with "EZ" in white at the bottom): Same as above, but the computer isn't as smart. Use this mode to get used to how the game works.
  • Human vs. AI, pass-by mode (red human and a blue computer chip, with a white arrow pointing downward at the bottom): Same as the first one, but both players will pass through each other if they come into contact instead of bumping off each other.
  • Human vs. AI, invisibility mode (red human and a blue computer chip, with a white eye at the bottom): This mode is pretty cool. This is the same as Human vs. AI, but the background changes from red to blue and back again at regular intervals, causing one player and then the other to be unable to be seen, making things a lot more difficult. Hope you can keep track of a player that you can't see!
  • Single player (just a red human): See how well you can keep up with the eternally scrolling screen and see how high you can score as you drop from platform to platform without having a second player in the picture.
  • Human vs. Human (a red human and a blue human): Your standard two player mode. See who can score the most points!
  • Human vs. Human, pass-by mode (a red human and a blue human, with a white arrow pointing downward at the bottom): same as Human vs. Human, but both players pass through each other on contact instead of bumping into each other.
  • Human vs. Human, invisibility mode (a red human and a blue human, with a white eye at the bottom): The invisibility mode, now with two players! Compared to the human vs. computer version, this one can be really fun at parties.
To switch between, hit the Game Select switch on the title menu.

This is a really fun game. The premise is simple and the game controls pretty well, but this is one of those games where anything can happen. While the game is fun enough on its own with the single player modes, the two-player mode is where this game gets a lot more exciting, especially if you have a few friends over. When it comes to homebrew games, this one is loads of fun.

Wednesday, May 13, 2026

PrinceWatercress plays Pressure Gauge - The Longplay


...and now, the game minus commentary! Enjoy!


Pressure Gauge is a game written back in 2000 as a college exercise by John K. Harvey, and was inspired by the Steamwood sections in Brave Fencer Musashi.

If you flip the Game Select switch, you'll get a small text crawl in the center of the screen as well as some rainbow colored bars. 

The only button you need to play the game is the fire button. When you start the game, you'll notice a small bar on the left followed by a gauge to the right that slowly fills up. When that gauge is anywhere near the range where the small bar on the left is, press the fire button. This will fill up a second gauge to the right. If you do this right, you'll fill the gauge to the right up; if you get it wrong, the gauge will go down. There is also a gauge in the center telling you how much time you have left. If that gauge goes all the way down, the game is over. To fill it up, you'll need to clear the current level and head on to the next, and you can see which level you're on by looking at the bottom of the screen.

As you go through the game, the game gets faster. From Levels 6-10, you'll go back to the beginning speed and work your way up again, but the lights will flicker, causing you to be unable to see your line and gauges for a short time at regular intervals. From Level 11 onwards, everything will be random, and the small line on the left may be in a different range on the gauge entirely.

Everything about this game may simple, and there may not be much to the graphics, but the gameplay is easy to figure out, and once you do, it definitely has an addicting nature to it. This one is all about the gameplay, and this game definitely keeps you on your toes while taking a small idea from a then-somewhat recent video game and running with it. This is definitely one game to try if you come across it, and don't be surprised if you find yourself spending plenty of time with it.



Tuesday, May 12, 2026

PrinceWatercress plays Pressure Gauge


After seeing this one in action, I just had to try it out for myself.


Pressure Gauge is a game written back in 2000 as a college exercise by John K. Harvey, and was inspired by the Steamwood sections in Brave Fencer Musashi.

If you flip the Game Select switch, you'll get a small text crawl in the center of the screen as well as some rainbow colored bars. 

The only button you need to play the game is the fire button. When you start the game, you'll notice a small bar on the left followed by a gauge to the right that slowly fills up. When that gauge is anywhere near the range where the small bar on the left is, press the fire button. This will fill up a second gauge to the right. If you do this right, you'll fill the gauge to the right up; if you get it wrong, the gauge will go down. There is also a gauge in the center telling you how much time you have left. If that gauge goes all the way down, the game is over. To fill it up, you'll need to clear the current level and head on to the next, and you can see which level you're on by looking at the bottom of the screen.

As you go through the game, the game gets faster. From Levels 6-10, you'll go back to the beginning speed and work your way up again, but the lights will flicker, causing you to be unable to see your line and gauges for a short time at regular intervals. From Level 11 onwards, everything will be random, and the small line on the left may be in a different range on the gauge entirely.

Everything about this game may simple, and there may not be much to the graphics, but the gameplay is easy to figure out, and once you do, it definitely has an addicting nature to it. This one is all about the gameplay, and this game definitely keeps you on your toes while taking a small idea from a then-somewhat recent video game and running with it. This is definitely one game to try if you come across it, and don't be surprised if you find yourself spending plenty of time with it.

Monday, May 11, 2026

PrinceWatercress plays Die Hard (PC Engine) - Stage 10 of 10


It's time to take down the bad guys once and for all!


Stage 10: RF


There's only one direction to go: north. Keep going in that direction, and be ready to shoot down enemies. If any enemies are standing still, you'll need to jump up to shoot them, as they will be on balconies and you will not be able to shoot them from ground level. Despite the fact that the area is dark and you won't be able to see a lot, this area isn't difficult to get through as long as you keep an eye on the enemy health gauge; if you can do that, you'll be ready to shoot down any enemies that are in the way.

Near the end of the first section is a guy with a first aid kit. Shoot him down to get it, then go right from where you got the first aid kit to fight the final boss: an attack helicopter.

You'll want to shoot at the helicopter while avoiding the bullets, which is easier to do if you stick to the ground. When the homing missiles start firing out of the helicopter, you'll want to keep on jumping in order to minimize the amount of damage you take. As you shoot at the helicopter, you'll keep getting guns and health, and unlike all the other pick-ups that you've received from enemies throughout the game, they stay on the screen until you need them instead of blinking and disappearing after a few seconds. When the helicopter is nearly dead, you'll get a first aid kit. Grab it as soon as possible to ensure victory, because you're gonna need it! You'll also get a flamethrower so you can destroy the final boss in style!

After the final boss, you'll see footage of John McClane leaping off the roof before sharing a romantic kiss with his estranged wife Holly. You just beat Die Hard for PC Engine!



Sunday, May 10, 2026

PrinceWatercress plays Die Hard (PC Engine) - Stage 9 of 10


The game messes with you again, but at least this stage is easier.


Stage 9: 36F


You have another maze, and if you can't figure out where to go, you're not meeting the final boss.

You want to go as low as you can whenever possible and stay low. You'll only want to go north whenever the level forces you to. With that in mind, you'll want to keep a look for enemies, as it is easy to get swarmed. The exit will be blocked two security guards who are dressed in all red standing next to each other. Take them out and go north to beat the stage.