Saturday, August 1, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 3 of 6


We're almost halfway through the game now. Things start getting a little more interesting here.

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Robin Hood Daffy - Scene 1


The apple with the hole is the projectile shooter for his level, and the projectiles are worms this time around.

You'll need to jump onto the platforms at the right of the start, then make your way to the platform above the start so you can explore more of the level.

The bomb shows up as an icon in the upper-left corner when you collect it. When you press Button 1, it will then get rid of all enemies currently on-screen.

The enemies that slide down the slopes can be shot down. That's good, because they are a pain in the butt.

The buckets of water are for when you are on fire. There are red fire ghosts in the level; they cannot be defeated with your weapon and can only be avoided. If you run into them, you will be on fire. A timer will count down over Daffy's head, and if you don't get to a bucket of water in time, you will die. 

The small twigs connected to the trees will fall down if you get close enough to them.

There are branches that act as handholds, but if you grab onto them, they will shake before dropping down.

Robin Hood Daffy - Scene 2


The frog enemy on the vines will move from hook to hook, making it a little harder to hit him.

There is a 1-Up hidden in a wall just after the start of the level. You'll need to make a running jump to get out of there and grab a hook on the vines, because there's a bottomless pit below.

Take out the archers from a distance, as they will shoot arrows at you. 

The brambles are spikes.

To get the trophy, you'll need to leap into the wall from where the trophy is from right of where the trophy is.

Robin Hood Daffy - Scene 3


The handhold branch with the leaves on it moves up and down when you grab onto it.

Friday, July 31, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 2 of 6


Things get a little more difficult in the second world of the game.

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The Duxorcist - Scene 1


Be careful around trees; enemies can hide behind them.

What looks like a small green pile on the ground is a monster, and it will pop up ready to do some contact damage if you get close enough to them.

The eyeballs are the projectile shooters around here. At least they're easier to spot and you can more easily tell which direction they're going to shoot in. 

The potion pick-up, when grabbed, encapsulates all on-screen enemies in bubbles so you can easily get rid of them.

The bats will fly at you if you get enough to them; shoot them when you're in range.

The red stuff that looks like dirt is really lava; it will damage you if you fall in.

There are ghosts that pop up when you least expect them. The only way to prepare for them is to memorize where in the level they will pop up at. Thankfully, you can shoot them and get rid of them.

If you see hidden sections that you can't seem to access, jump into walls. You'll be able to find hidden passages that way.

The ghosts that move back and forth can easily be stopped with your bubble shot.

The green lava can also damage you. The rafts will take you from one side of an area to the other.

The cauldrons will hurt you if you touch them while they are bubbling.

The devil ducks will move towards you if you get close enough to them.

The ghosts that act as platforms will fall if you stand on them.

Ooze will move back and forth underneath grabbable platforms and along ceilings; thankfully, they can be shot down.

There is an extra live above the exit. Make a running jump to the area above the exit so you can grab it.

The Duxorcist - Scene 2


The jack-o' lanterns will hurt you if you touch them while they are glowing.

The white slops are slippery; the green ones are not.


The hands in the air act as the hooks you can grab for this world.

The skeletons can throw skulls at you from a distance, and especially from off-screen.

Once again, there is a wall near the exit you can jump into for an extra life. You can also find an extra continue in there, too!

The Duxorcist - Scene 3


Compared to the first two scenes, there's more skeletons and ghosts popping

The trophy is in the upper-right corner of the stage. There is a hidden wall nearby that you can jump into to get the trophy.

Thursday, July 30, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 1 of 6


Compared to the Genesis/Mega Drive version, this version plays differently and doesn't have a time limit. It also rewards exploration with a ton of power-ups, extra lives, and even the main collectible of the game at the same time.

Next | End

The mad Professor Duck Brain has ransacked Yosemite Sam's trailer and has stolen his Golden Cartoon Award trophies. Sam has hired Daffy Duck to find all twelve trophies...can he do it?

When you start the game, you'll only be able to play the first two worlds. When you complete them, you'll get the next two, followed by the final two. When you complete a level, you will not be able to play it again, so you'll want to explore the levels carefully.

Scalp Trouble: Scene 1


Since Scalp Trouble is the first world of the game, we're covering it first.

The D-Pad lets you move left and right with Left and Right, while Down allows you to duck down. You can also look up and down with Up and Down. Button 1 attacks, and Button 2 jumps. If you hold Button 1, you can run, although running is not a well-advised move.

If you see bubbles on the floor, stick around. You'll get power-ups, all of which can do wonderful things for your bubble attack such as allow for more powerful shots, allow for faster shots get rid of enemies without you having to touch them, and other things. You can also find money that gets you points, extra lives for in case you die, as well as letters spelling out "DAFFY DUCK," which can also give you an extra life if you collect all of them in a level, which you're going to have to look high and low to do. You can also find golden clappers, which act as continues, although those are rare. You can get lives off of points, but they are few and far between.

You can also find diamonds and other objects out in the open that can also give you points. The trophies themselves will also be out in the open, and I'll mention where they are when the time comes...so don't miss them!

When fighting enemies, keep your distance and watch what they do. If an enemy is encased in a bubble, run into the bubble to get rid of the enemy and send it flying away before it can break out.

You will automatically go down slopes if you stand on them, so be careful.

Don't jump into the cacti; it's instant death. The moving cactus is also indestructible and should not be tangled with, so don't even bother firing at it. You also can't destroy the tornadoes; you can only avoid them.

The other enemies on the other hand, can be defeated. The guy that looks like he is wearing a fedora and coat while walking back and forth can be defeated without much effort, and the guys in the cowboy hats that stand around are easy targets as long as you don't give them time to shoot projectiles at you.

The wand gives you a Fairy Duckmother, who acts as extra hit. You'll want an extra hit at all times, because getting around in this game is hard enough already. Sadly, you can't stack them, so you can only have one extra hit at a time.

If you see anything with two, small beady eyes poking out from underneath some blackness such as a rock, be careful near it. That is a projectile firing enemy, and you cannot destroy it. All you can do is avoid the projectiles that fire in the direction that these enemies are looking.

The levels are separated into three sections cordoned off by walls that open up when you get near them and close once you're past them. You won't be able to go from one section to the next until you defeat all the enemies in that section, so if the wall does not open up, you'll need to go back, as you're missing an enemy or two. You'll also get a hand in the upper-right corner pointing at where to go.

If you see a handhold, you can jump into it while holding Up on the D-Pad to grab on. Left and Right on the D-Pad will allow you to move across the handhold. You can then jump up off the handhold or jump straight down by holding Down and pressing Button 2. 

Scalp Trouble: Scene 2


Power-ups do not carry over from one scene to the next, so when you start a new scene, you'll be back to your basic shot. You'll also go back to your basic shot if you lose a life, so try not to die. This also includes extra hits, so you'll want to find a magic wand pronto.

The blocks that have what look like crescent moons on them are hooks; jump into them to grab them like handholds. You can then jump from one handhold to another with Left and Right on the D-Pad in conjunction with Button 2.

If a platform has a handhold underneath, you can hold Down and press Button 2 to drop down and grab the underside. Keep in mind that you can hold onto a handhold for so long before Daffy automatically drops back down.

Some of the enemies that move back and forth here look a little more menacing, but you can still easily defeat them.

Stalactite shake and drop when you get close enough to them. 

The projectile shooters that look upwards have even more limited range; when they shoot their projectiles, they will quickly come back down.

The statue is near the exit. Go left before you go past the last wall made out of leaves.

Scalp Trouble: Scene 3


Some of the spike pits have fireballs flying out of them, so watch out and take your time so they don't hit you.

There is another trophy at the bottom of the third section near the end of the stage; look around on the ground near the exit before you leave and avoid the cacti.

Wednesday, July 29, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 32 of 32


Now that the game's all over with, let's play a mini-game!


For getting all the trophies (with a patch), you can play a space shooter mini-game. You can also press Down, Up, Z, L, Down, Left, Z, Down on the file select screen to unlock it.

A shoots, B turns the ship around in one of two directions, and the Control stick lets you move around. You can go in reverse, complete with a comedic truck reverse beep noise, but it is slower than moving forwards. The red rings will spawn asteroids if you see them. If you see any Power Cells, pick them up, as they power up your shot. You start with a single shot, which can upgrade to a double shot and then a three-way shot. You'll go all the way down to a single shot if you get destroyed.

You also have hit points. You start out as gold, then go down to silver at one hit and bronze after two. Three hits and you're out. Your current score followed by your high score is at the bottom. You also have three lives, and if you lose them all, the game is over. Hits and lives cannot be replenished.

Don't go too fast, and watch your surroundings. The spiked balls will shoot at you, and the spaceships will rocket towards you and hit you if you are not careful. The asteroids that you shoot obviously split into three when you shoot them, so be ready to fire constantly.

With that, that's all there is to say about the mini-game and this game in general.



Tuesday, July 28, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 31 of 32


In this entry, we finally save the Earth and beat the game.


Big Celebration Parade


This is the final level of the game, and you can only access it if you've collected all four pieces of Evo's shell suit. If you have all of the Power Cells in the game collected, the shell suit will be gold instead of silver.

The level begins with the space station approaching Earth and pointing a laser at it. You'll be playing as EVO. Keep holding Up on the Control Stick to move forward. As you do this, the space station shoots the laser at Earth and shrinks it. Go further and you'll eventually see a brain controlling the space station. You'll be able to attack it with your laser with the B button and destroy it, but then you'll realize the brain was controlling the space station, which is now going to crash into Earth.

From here, you'll be outside. Press and hold A to use your jetpack to get to the city, then use your laser attack with B to destroy all the enemies that are moving around. This time around, even the most docile of animals such as the sheep and the racing mice will attack you. There will be bombers helping you by dropping bombs, but you'll want to watch out for them and not get hit by them, as they can damage you just like they can damage the enemies.

There is energy littered throughout the stage. You'll want to save it for when you are in dire need of health.

The hardest enemies to destroy are the dog planes and the flying foxes. The dog planes will constantly follow you and dog you around (pun somewhat intended), while the flying foxes are pretty fast. You'll need to trap them near the walls if you want to take them out.

Make sure you don't destroy any cars that are driving around, as this will cost you five seconds. You'll only have 22 minutes to defeat all 50 enemies, and the game will constantly tell you many enemies you have left to destroy and how much time you have constantly as you defeat enemies and as time passes, respectively.

Once you defeat all of the enemies, you've beaten the game. You'll get the credits, but we have one more thing to check out...

Monday, July 27, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 30 of 32


It's time for the fourth and final parts level of the game, and not only is this one much easier, but this one is a lot more fun due to beating things up as a kangaroo.


Punch Up Pyramid


For the fourth and final part of Evo's final shell suit part - the legs - you'll need to take control of a kangaroo and beat up a few animals in boxing matches, complete with a "legally distinct" Rocky theme clone.

The first animal to beat up is a camel. Get behind him and punch away, and move and jump away when he turns around so you don't get spit on. You'll need to knock the camel out three times, and if it takes more than one round, it won't count against the total. Energy will pop up in the far right every so often; pick it up when you need it.

The second animal is a super camel, which is a camel with a cannon. The same strategies apply as with the regular camel, but you want to make sure the cannon isn't facing you so you don't get shot. Also, the camel will teleport; if you see the sand clouds forming around the camel, get away and move towards the camel's new location while taking care not to get destroyed. Three knockouts will do the super camel in.

The third and final animal is a kangaroo. You'll want to move around in a circle while jumping, get some shots in, and try to get behind the kangaroo as you punch it. The other kangaroo will always move around for a bit before coming after you, and when that happens, move and jump away to avoid getting punched. It helps to get a bit of distance and move and jump around a lot so you can see the other kangaroo coming. Trapping the kangaroo near a wall or a corner definitely helps with getting some extra damage. When you knock the other kangaroo out three times, you'll beat the level and get the legs.

If you've collected all of the Power Cells in the game, your shell suit will be gold instead of silver. 

Sunday, July 26, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 29 of 32


The game saves one of its most creative levels for last here.


Shifting Sands


We need to get something big and bouncy and get a flappy thing to complete the level. In other words, we need to get a kangaroo and a vulture...again. Unlike the other levels, however, this level is a bit...peculiar. The level is very small, and is probably even smaller than Smashing Start, but it has a unique gimmick to it and I commend how it was programmed and handled.

You start off as the desert fox. Go back up the steps near the beginning to get a Power Cell that is easy to miss, then start jumping from platform to platform and from crate to crate at the river. Try to land in the water as little as possible as you do this. On the crate that moves, be ready to jump for another Power Cell at the beginning, as you only have one shot at it. You'll soon have to go down the waterfall, which is not far from here. This is where the fun begins.

Step on the platforms in the sand near the center to make some of the columns smaller, then go into the nearby tent. When you do, the screen rumbles, the camera zooms in extremely on your character, and you won't be able to leave until the quaking movement stops. When it does, the area will be a little different than when you entered. Sand will have been blown around, and you'll be able to get to other areas.

When you enter the tent the first time, there will be a pit with a cloud of sand popping out of it. Stand in the could and another one will appear. Keep standing in each cloud of sand, and after standing in all three, you'll get the trophy. You'll also be able to stand on one of the columns you shrunk down earlier, and standing on it causes it to sink into the ground while another column in the center rises.

Head back into the tent and let the level change again. This time, you'll be able to stand on the other column you shrunk, making it sink so another column in the center rises. You can now jump from one platform to another in the center of the area, and this time, there will be sand that allows you to get the Power Cell on the way. On the other side of these platforms are two kangaroos...on pogo sticks! Spin into them repeatedly as the desert fox, and stay close to them without getting jumped on. They have a boomerang attack that travels counter-clockwise in addition to a pogo jump, so be careful.

As the pogo kangaroo, you can bounce pretty high. If you stand still long enough, the next few jumps you make while holding the A button will be even higher, and you'll be able to reach stuff that you probably thought you couldn't. As a matter of fact, you have to hold the A button in order to get around as the pogo kangaroo, anyway. You'll have to jump into the tent with the kangaroo in tow in order to get one more sandstorm, then get back to the desert fox and take a path that only the desert fox can go through due to its size to reach the vulture. Jump up to hit the vulture when it is at its lowest point. If it falls into the sand below, it will stop moving and you can just go on and destroy it with ease.

Take control of the vulture and take the desert fox with you past where you faced the vulture. You'll find the goal. You'll need to take both the vulture and the desert fox to the exit teleporter, then enter the exit teleporter as the desert fox to complete the level.

Pogo Kangaroo


Type: Pogo Kangaroo
Environment: Desert
Skill A: Jump
Skill B: Boomerang
Water Resistance: OK
Mass: Heavy
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Medium
Production: Long
Engine: Spring
Intelligence: Medium

Power Cells