Monday, October 19, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Part 1 of 4


I've been sitting on this one for a good, long while, but now that I've gotten the extra video for it done that I wanted to get done, it's finally here!

Next | End

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.

Sunday, October 18, 2026

PrinceWatercress plays Catacastles - The Longplay


...and now, about ten or so minutes of gameplay, minus commentary! Enjoy!


Catacastles is a type-in game for the BBC Micro written by Thomas Evans with the code made freely available in Volume 3, Issue 1 of The Micro User from March 1985. The game is two-player only, and can be played with just one button.

Believe it or not, there is a story to this game, but unless you actually read the issue of The Micro User from which this came from, you'd have no idea.

Many years ago there lived a sorcerer in the land of Wong. On his many voyages and adventures he captured one item which he valued more than all else - a ruby with strong magical powers.

Also in the land of Wong lived a mighty baron. One day at a feast, long after the sorcerer had finished his last adventure, the baron saw the ring and wanted it at once.

At midnight, he sent one of his minions into the sorcerer's chamber to steal the ring. The minion, the baron and his followers then sped back to the baron's castle.

The next day the sorcerer realized what had happened and was furious. He called on the eagle king to act as judge and a vicious battle of magic ensured between the sorcerer and the baron who now had the ring.

Both were quickly drained of their magic until they died, devoid of all power, and the ring disintegrated.

But the battle went on using catapults - you and another player succeeded the baron and the sorcerer.

Both players play as barons who are shooting at each others' castles with catapults. CAPS LOCK is used for the left player, while COPY is used for the right player. (On my keyboard with BeebEm, it was CAPS LOCK for the left player and End acting as the COPY key for the right player. Your emulator's default key settings may vary.) Both players press and hold their respective buttons to launch shots from their respective catapults. The longer a player holds the button, the higher the angle that the shot is fired. If a player hits a bird, the bird will carry their shot until they press their respective button again to drop the shot straight down.

Both players will go at it destroying each others' castles with their catapults, and whoever completely destroys their opponent's castle first wins. You can hit the other person's catapult to temporarily disable it for a few seconds, and if the person behind the catapult gets hit, they will turning away from their catapult and be stunned, leaving them unable to do anything for a few seconds.

Despite being a pretty simple game, there is some trial and error in seeing how the shots work and how high and how far the shots go, which makes for some hilarious hijinks as both players attempt to tear at each other. I do like the idea of the bird flying back and forth with the potential to be used like a bomber plane against the opponent, but it takes some time to set up, which can be a bit of a risk. It's still fun, though.

With that, there's not much else to say about the game. The graphics are simple, but easily identifiable. The sound is basic, but serviceable and works like it is supposed to. The gameplay is boiled down to one button and how long you hold it (or for weak shots, how quickly you press it), and when typed in properly, there were not any errors to speak of in the code. Your mileage may vary with this game, but it's still a nice game that's easy to pick up and play. Thankfully, the game in its complete state is easy to find, so you might as well check this one out; it's definitely worth giving a try even if for just a few minutes.

Saturday, October 17, 2026

PrinceWatercress plays Catacastles


This may be the simplest game I've played since...well, it's hard to tell. I've played a few games on the Beeb that are easy to play. But at least with this type-in game, you and a friend can tear into each other with reckless abandon.


Catacastles is a type-in game for the BBC Micro written by Thomas Evans with the code made freely available in Volume 3, Issue 1 of The Micro User from March 1985. The game is two-player only, and can be played with just one button.

Believe it or not, there is a story to this game, but unless you actually read the issue of The Micro User from which this came from, you'd have no idea.

Many years ago there lived a sorcerer in the land of Wong. On his many voyages and adventures he captured one item which he valued more than all else - a ruby with strong magical powers.

Also in the land of Wong lived a mighty baron. One day at a feast, long after the sorcerer had finished his last adventure, the baron saw the ring and wanted it at once.

At midnight, he sent one of his minions into the sorcerer's chamber to steal the ring. The minion, the baron and his followers then sped back to the baron's castle.

The next day the sorcerer realized what had happened and was furious. He called on the eagle king to act as judge and a vicious battle of magic ensured between the sorcerer and the baron who now had the ring.

Both were quickly drained of their magic until they died, devoid of all power, and the ring disintegrated.

But the battle went on using catapults - you and another player succeeded the baron and the sorcerer.

Both players play as barons who are shooting at each others' castles with catapults. CAPS LOCK is used for the left player, while COPY is used for the right player. (On my keyboard with BeebEm, it was CAPS LOCK for the left player and End acting as the COPY key for the right player. Your emulator's default key settings may vary.) Both players press and hold their respective buttons to launch shots from their respective catapults. The longer a player holds the button, the higher the angle that the shot is fired. If a player hits a bird, the bird will carry their shot until they press their respective button again to drop the shot straight down.

Both players will go at it destroying each others' castles with their catapults, and whoever completely destroys their opponent's castle first wins. You can hit the other person's catapult to temporarily disable it for a few seconds, and if the person behind the catapult gets hit, they will turning away from their catapult and be stunned, leaving them unable to do anything for a few seconds.

Despite being a pretty simple game, there is some trial and error in seeing how the shots work and how high and how far the shots go, which makes for some hilarious hijinks as both players attempt to tear at each other. I do like the idea of the bird flying back and forth with the potential to be used like a bomber plane against the opponent, but it takes some time to set up, which can be a bit of a risk. It's still fun, though.

With that, there's not much else to say about the game. The graphics are simple, but easily identifiable. The sound is basic, but serviceable and works like it is supposed to. The gameplay is boiled down to one button and how long you hold it (or for weak shots, how quickly you press it), and when typed in properly, there were not any errors to speak of in the code. Your mileage may vary with this game, but it's still a nice game that's easy to pick up and play. Thankfully, the game in its complete state is easy to find, so you might as well check this one out; it's definitely worth giving a try even if for just a few minutes.

Friday, October 16, 2026

PrinceWatercress plays Alien (Atari 2600) - The Longplay


...and now, a regular game of Alien minus the commentary! Enjoy!


Alien for Atari 2600 is a Pac-Man clone based on the 1979 sci-fi movie of the same name. Playing the game is pretty simple: reset the game to start, then move the joystick to move your character while avoiding the three aliens (which barely look like Xenomorphs) that move around the maze and collect all the dots by walking over them to complete the level. Of course, given that this game is based on one of the most influential American sci-fi films of all time, what you're really doing when collecting the dots is - get ready for it - destroying alien eggs. Gotta figure those facehuggers into the story when they don't show up in the game at all. There's also the occasional pick-up just north of center of the maze that is worth a couple thousand points. You'll obviously want to grab these things without risking losing a life if you want to go for a high score.

Aside from being able to move around much like you do in Pac-Man, you can also fire a flamethrower at the aliens with the fire buttons. If you're about to run head-on into an alien coming at you, a well-time fire button press will deter that alien and get it away from you for a second. It only really works when you and the alien are facing each other, which never really happened for me that often, as I've come to find out after playing this. You can only fire the flamethrower to the left and to the right. The flamethrower also has limited ammo, and once you run out, you won't be able to use it again until you clear the screen and head on to the next one.

You also have a few other tools along the way. There are three pulsars, which look like red asterisks and only show up one at a time at the very top center, which work just like the Power Pills from the game that [i]Alien[/i] is based on: you grab one, the aliens turn blue, and if you touch any of them before they flash and change back to their normal colors, you get bonus points, and if you touch all three before that can happen, your score will get seemingly exponentially bigger. They only really work on the first two levels at best, as invincibility time goes down sharply the longer you go. By the time you reach the fourth screen on the first game variation, the Power Pills will stop working completely, and you won't even be able to use them to get those last few alien eggs that are being fiercely guarded.

You also have the tunnels on the sides of the maze. You can use them to wrap around the screen, but so can the aliens! Also, in another example of what the enemies can do here that they can't do in Pac-Man, the enemies here can also double back without warning! You could be right behind an alien only for the alien to suddenly turn around and get you. It's best to give them a wide berth if you can help it. 

When you complete a level, you'll enter a bonus area. Up and Down on the joystick will allow you to move up and down, which are the only two directions you can move in on these bonus stages. If you run into an alien, or if you take too long, the bonus level ends. If you can get to the object at the top of the screen, you'll get a couple thousand bonus points.

The left difficulty switch changes the direction in which the aliens travel. B/Novice has the aliens move in fixed patterns, which you can probably figure out if you sit there and watch them, while A/Expert has them move in random patterns.

The right difficulty switch changes the effects of the pulsars. On B/Novice, they work much like the Power Pills in Pac-Man. On A/Expert, they don't work at all, effectively making the right difficulty switch the on/off switch for the pulsars.

There are also four levels of play that can be selected with the Game Select Switch. Level 1 is the normal game, where you start with three lives and get a bonus life after clearing the second screen. Unfortunately, it will be the only bonus live you'll get, and this and Level 4 will give you only one bonus life to grab and no more, no matter what. You'll also get the prizes in the normal chart order from the manual: the rocket, the Saturn, the starship, and then the surprises. The fact that bonus lives are tied to progress and not score is interesting to me, since that's not something that I usually expect an Atari 2600 game to do.

Level 2 is the advanced game. It is the same as Level 1, but you start with two lives and you don't get any bonus lives at all. Level 3 is the expert game, which has the three lives from Level 1 and the lack of bonus lives from Level 2. Also, all the prizes are Saturns and are worth 1000 each.

Level 4 is the practice game. You'll start with six lives, and you'll earn a bonus life after clearing the first screen. Just like in Level 3, all of the prizes are Saturns.

Despite being loosely based on the movie of the same name, this is a pretty interesting clone of Pac-Man. The flamethrower adds a little bit of variety to the game if you can use it correctly, and the bonus stage between levels briefly breaks up the monotony. The graphics are pretty easy to see against the dark background, and I like that the eggs you're collecting/destroying cycle through the spectrum of colors that the Atari 2600 can display. There are plenty of Pac-Man clones on the Atari 2600, and this is one of the good ones.

Thursday, October 15, 2026

PrinceWatercress plays Alien (Atari 2600)


Man, they made a pretty good Pac-Man clone out of the first movie in the Alien franchise, huh?

Longplay

Alien for Atari 2600 is a Pac-Man clone based on the 1979 sci-fi movie of the same name. Playing the game is pretty simple: reset the game to start, then move the joystick to move your character while avoiding the three aliens (which barely look like Xenomorphs) that move around the maze and collect all the dots by walking over them to complete the level. Of course, given that this game is based on one of the most influential American sci-fi films of all time, what you're really doing when collecting the dots is - get ready for it - destroying alien eggs. Gotta figure those facehuggers into the story when they don't show up in the game at all. There's also the occasional pick-up just north of center of the maze that is worth a couple thousand points. You'll obviously want to grab these things without risking losing a life if you want to go for a high score.

Aside from being able to move around much like you do in Pac-Man, you can also fire a flamethrower at the aliens with the fire buttons. If you're about to run head-on into an alien coming at you, a well-time fire button press will deter that alien and get it away from you for a second. It only really works when you and the alien are facing each other, which never really happened for me that often, as I've come to find out after playing this. You can only fire the flamethrower to the left and to the right. The flamethrower also has limited ammo, and once you run out, you won't be able to use it again until you clear the screen and head on to the next one.

You also have a few other tools along the way. There are three pulsars, which look like red asterisks and only show up one at a time at the very top center, which work just like the Power Pills from the game that [i]Alien[/i] is based on: you grab one, the aliens turn blue, and if you touch any of them before they flash and change back to their normal colors, you get bonus points, and if you touch all three before that can happen, your score will get seemingly exponentially bigger. They only really work on the first two levels at best, as invincibility time goes down sharply the longer you go. By the time you reach the fourth screen on the first game variation, the Power Pills will stop working completely, and you won't even be able to use them to get those last few alien eggs that are being fiercely guarded.

You also have the tunnels on the sides of the maze. You can use them to wrap around the screen, but so can the aliens! Also, in another example of what the enemies can do here that they can't do in Pac-Man, the enemies here can also double back without warning! You could be right behind an alien only for the alien to suddenly turn around and get you. It's best to give them a wide berth if you can help it. 

When you complete a level, you'll enter a bonus area. Up and Down on the joystick will allow you to move up and down, which are the only two directions you can move in on these bonus stages. If you run into an alien, or if you take too long, the bonus level ends. If you can get to the object at the top of the screen, you'll get a couple thousand bonus points.

The left difficulty switch changes the direction in which the aliens travel. B/Novice has the aliens move in fixed patterns, which you can probably figure out if you sit there and watch them, while A/Expert has them move in random patterns.

The right difficulty switch changes the effects of the pulsars. On B/Novice, they work much like the Power Pills in Pac-Man. On A/Expert, they don't work at all, effectively making the right difficulty switch the on/off switch for the pulsars.

There are also four levels of play that can be selected with the Game Select Switch. Level 1 is the normal game, where you start with three lives and get a bonus life after clearing the second screen. Unfortunately, it will be the only bonus live you'll get, and this and Level 4 will give you only one bonus life to grab and no more, no matter what. You'll also get the prizes in the normal chart order from the manual: the rocket, the Saturn, the starship, and then the surprises. The fact that bonus lives are tied to progress and not score is interesting to me, since that's not something that I usually expect an Atari 2600 game to do.

Level 2 is the advanced game. It is the same as Level 1, but you start with two lives and you don't get any bonus lives at all. Level 3 is the expert game, which has the three lives from Level 1 and the lack of bonus lives from Level 2. Also, all the prizes are Saturns and are worth 1000 each.

Level 4 is the practice game. You'll start with six lives, and you'll earn a bonus life after clearing the first screen. Just like in Level 3, all of the prizes are Saturns.

Despite being loosely based on the movie of the same name, this is a pretty interesting clone of Pac-Man. The flamethrower adds a little bit of variety to the game if you can use it correctly, and the bonus stage between levels briefly breaks up the monotony. The graphics are pretty easy to see against the dark background, and I like that the eggs you're collecting/destroying cycle through the spectrum of colors that the Atari 2600 can display. There are plenty of Pac-Man clones on the Atari 2600, and this is one of the good ones.

Wednesday, October 14, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - The Longplay


...and now, the game in its entirety, minus commentary! Enjoy!


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. 

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.

Stage 3-1


In this world, you'll have to jump over open manhole covers. What is going on with the road safety here? You'll also have to jump over stacks of boxes, but that's the easiest obstacle to deal with around here. Also, watch out for falling objects. Again.

This level is pretty short, honestly.

Stage 3-2


Now you'll have to jump over gaping pits in the road itself. While you're doing this, you'll need to be alert for falling objects, which will make performing this rather mundane task harder. It won't be long until you reach the end again.

Stage 3-3


You'll find the path to the heart above the crates at the start. Just watch where you're landing, as there is an open manhole cover nearby.

To beat Viluy (Byruit in the original English dub), just use your tiara attack and keep a fair distance away. The boss shoots projectiles upon taking damage, but they only have a limited range.

Password: 5151

Quiz World


Here, you'll need to answer five questions. They're going to be random every time you play. You have five seconds to answer each one, and each correct answer awards you a scepter for the super attack that I end up never using. Ironically, while I couldn't find a list of the quiz questions, I was able to find the names of the transformation items as well as the bosses.

Stage 4-1


Unlike the other stages we've been in, you'll be going upwards in addition to back and forth. You'll be able to see what's going to fall down in front of you a little more easily, and if you jump around, you can trigger a couple of falling objects early.

Be careful with the platforms and watch where they stop before you jump, or else you'll be taking a tumble.

Stage 4-2


You'll definitely want to be careful with the platforms here, especially when there is a bottomless pit at the bottom of this level.

Stage 4-3


You'll find the last transformative items just by jumping up the blocks. Jump to the left when you grab the last item so you don't risk falling into the bottomless pit.

To beat Tellu (Telulu in the dub), hit her with the tiara, then avoid the red balls that fall from the sky. After four hits, she goes down.

Password: 6060

Luna-P Ball's Picnic


Press Button 1 to move Luna-P left and Button 2 to move Luna-P right. You'll have to get to the end without bumping into Luna or Artemis, and if you can do that, you'll refill all of your health. You only get one shot, however, and it's all too easy to mess it up.

Stage 5-1


There are some pits in the game that will appear as the level terrain moves downward. Watch out for platforms as well as falling items, as you'll need to deal with both to get to the end.

Stage 5-2


While the terrain does not raise or lower, you'll still want to watch the platforms carefully to ensure you don't fall into a pit.

Stage 5-3

When you get on the moving platform above all the blocks you need to jump on, jump straight to the Garnet Orb.

The boss here is Cyprine and Ptilol (Petirol in the dob). You'll attack Cyrpine first, then she will jump away and Ptilol will jump in. You'll need to move back and forth in the center of the room to avoid colliding with them and eventually hit them. They'll both eventually go down.

You'll then face Kaolinite (Kaorinite in the dub). You'll need to move around and keep moving to ensure she doesn't show up on top of you, and then hit her before she can attack. Every time you hit her, she teleports; move around to ensure she doesn't show up right where you are, and attack her before she can attack you. After enough hits she finally goes down.

Password: 8888 (which gives you the credits)

After this, you'll be taunted by Professor Tomoe (Dr. Tomoe in the English dub), then you get the credits.

As for the Fortune Telling Mode, you just put in your date of birth, today's date and your blood type, and you'll get to see your fortune for the day regarding love and money as well as the lucky number and color of the day. It has no bearing on anything in the game and is just there for fun.

Nevertheless, you've just beaten Bishoujo Senshi Sailor Moon for the Game Gear!

Tuesday, October 13, 2026

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


In this entry, we finally beat the game. Sadly, Game Gear would never get another Sailor Moon game.


Stage 5-1


There are some pits in the game that will appear as the level terrain moves downward. Watch out for platforms as well as falling items, as you'll need to deal with both to get to the end.

Stage 5-2


While the terrain does not raise or lower, you'll still want to watch the platforms carefully to ensure you don't fall into a pit.

Stage 5-3

When you get on the moving platform above all the blocks you need to jump on, jump straight to the Garnet Orb.

The boss here is Cyprine and Ptilol (Petirol in the dob). You'll attack Cyrpine first, then she will jump away and Ptilol will jump in. You'll need to move back and forth in the center of the room to avoid colliding with them and eventually hit them. They'll both eventually go down.

You'll then face Kaolinite (Kaorinite in the dub). You'll need to move around and keep moving to ensure she doesn't show up on top of you, and then hit her before she can attack. Every time you hit her, she teleports; move around to ensure she doesn't show up right where you are, and attack her before she can attack you. After enough hits she finally goes down.

Password: 8888 (which gives you the credits)

After this, you'll be taunted by Professor Tomoe (Dr. Tomoe in the English dub), then you get the credits.

As for the Fortune Telling Mode, you just put in your date of birth, today's date and your blood type, and you'll get to see your fortune for the day regarding love and money as well as the lucky number and color of the day. It has no bearing on anything in the game and is just there for fun.

Nevertheless, you've just beaten Bishoujo Senshi Sailor Moon for the Game Gear!