Monday, January 31, 2022

PrinceWatercress plays Looney Tunes - Part 3 of 6


The game changes gears for the next two stages. In this entry, we shoot things down in a plane with Porky before eating wall meat with Taz.

Stage 3: Porky Pig

Unlike the first two stage, this stage is more of a horizontal shmup. The D-Pad lets you move in eight directions, while B shoots.

The saucers are very easy to take out, while the satellite take more abuse. Enemy projectiles will be in the form of black balls. Bombs will blow up, and they take a lot of abuse before being destroyed by your shots.

It won't be long until you face a with on a broomstick. The witch has a black star that orbits around it, and you don't want to touch either of them. Shoot at the witch while avoiding the pumpkin projectiles, and never line yourself up with the witch for very long or else the witch will careen right into you.

When the witch dies, you'll have to face the star. Get in close to the star and fire away at it, pumping it with star shots as much as possible while avoiding the star's three-way shots. The star will shoot a spoon and a fork at you. The spoon just moves towards you and can easily be shot down, but the fork takes a lot of abuse and homes in on you. Even moving around the boss in a circle isn't enough, you'll have to aggressively shoot it down like you have to with the star boss in order to get rid of it. The star will slowly move to the left as it moves up and down, and when it gets too far to the left, it will return to the right side of the screen. If you take too long, you'll have to wait on the star to back off before shooting again.

If you die at any point in the stage, you re-spawn immediately, as opposed to the other stages in the game, where you get sent back a bit.

Once you take out the witch and the star, it's on to Stage 4.

Stage 4: Taz

This is a bonus area. The Control Pad lets you move around (including through the rocks), and A jumps. You'll need to grab all he meat that you can as the 60-second timer at the top center of the screen counts down, and for each piece of meat you get, you'll get 1,000 points. If you're fast and you know what you're doing, you can easily get the majority of them. And yes, the walls of rocks eventually does have an ending; I just never reach it.

Once you run out of time, you'll get 1,000 points for each piece of meat you've collected, then it's on to Stage 5.

Sunday, January 30, 2022

PrinceWatercress plays Looney Tunes - Part 2 of 6


Next up is Tweety's stage...and if you know what you're doing, this stage is incredibly short.

Stage 2: Tweety Bird

Left and Right let you move around, Down lets you duck and A lets you jump and fly. 

You'll definitely need to fly to get away from Sylvester, who is the only person in the stage who can damage you, as well as to get over some obstacles. Unfortunately, you cannot fly forever and you will eventually get tired. There are holes in the ground that you do not want to fall into, although you can trick Sylvester - who shows up every couple of seconds - into falling into them. It is also possible to get Sylvester to move off-screen and have him disappear for a little while, too.

As you progress through the stage, there will be people who will throw objects at you. These things do not damage you, but they can get in your way and also bounce you around in weird angles depending on how you hit the objects. If you're going at a high speed, you'll also be spent careening in another direction at a high speed, which can either help or hinder you, as you can possibly boost yourself forward off an object if you hit it just right.

Sylvester Jr. will also pop up now and then to throw things at you. Amazingly, Sylvester Jr. can't hurt you.

When you make it to the box of bird seed at the end, touch it to enter Stage 3. 

Saturday, January 29, 2022

PrinceWatercress plays Looney Tunes - Part 1 of 6


Seven stages. Seven characters. Seven stories. Is it an RPG? No, it's actually Looney Tunes for the Game Boy. Unlike other games based on the license with one major protagonist and/or one major antagonist, this one has a cavalcade of characters, some of which you'll be playing as.

Stage 1: Daffy Duck

Left and Right let you move around, Down lets you duck, A lets you jump and B lets you throw a frisbee. You can also defeat enemies by jumping on them. 

Besides your current score, you have your current health and amount of lives as well as the amount of time you have left in the stage at the bottom. You can have up to three hearts, and if you lose them all, you lose a life.

Gems give you 500 points each. You'll get an extra life at every 50,000 points. The flasks with the hearts on them give you one unit of health back.

TNT blocks will blow up when jumped into from underneath and struck with the frisbee, and the explosions do kill enemies.

Yosemite Sam tries to move up to you and shoot you, but he goes down in three hits.

Be careful on slopes, as you will slide down them when you are standing on them.

The big white birds can be stood on and ridden like platforms, but if you hit them with the frisbee, they will turn black and keep shooting bullets at you. Don't hit them!

Marvin the Martian is faster than Yosemite Sam and will go all over the place while shooting at you as you try to hit him five times. 

The dragon is easily defeated with four hits from the frisbee.

The POW Star gives you temporarily invincibility. Use it to run past the bridges that fall down when you move across them.

While underwater, watch out for hermit crabs and fish. Thankfully, you can also move into them from above to defeat them, though that can send you into spikes. Thankfully, the spikes don't kill you. The sea monsters take three hits to kill. To defeat Sam in the water, duck the bullets and hit him with the frisbee three times. Stay in the middle of the spike patch to get the 1-Up afterwards.

Keep mashing the A button to keep from getting sucked downwards by the currents.

The boss is a giant tadpole. The giant tadpole will move around in a circle and spit fish at you that you'll need to hit with the frisbee along with the giant tadpole. The giant tadpole always goes low when it switches to the left side of the screen, and always goes high when it switches to the right side of the screen.

Once you beat the boss, move into the treasure chest to get the treasure and move on to Stage 2. You'll get bonus points for your remaining time on the timer and for clearing the stage.

Friday, January 28, 2022

PrinceWatercress plays Legendary Wings - The Longplay


This ended up being a no-death run by the slimmest of margins. I had no idea if I was going to lose a life that close to the end of the game, but I made it work. Enjoy.


Here is the plot for Legendary Wings, according to Wikipedia:

Legendary Wings is set in a distant future where an alien supercomputer named "Dark", which has been helping human civilization achieve a new state of enlightenment since ancient times, has suddenly rebelled against mankind. Two young warriors are given the Wings of Love and Courage by the God of War Ares in order to destroy Dark and ensure mankind's survival.

Level 1

The Control Pad moves, A shoots and B shoots bombs.

The first sets of enemies move around in a circle but will eventually charge at you, so take them all down. After this, a flashing circle will fly around. Shoot it and grab the P icon to change your single laser to a double laser. This makes your weapon more powerful, and if you get hit, you'll go back to the single laser before one more hit kills you. The more you power up your weapon, the more power levels of weapon you can lose to the enemy and the more hits you can take.

The gray turrets that shoot at you can only be destroyed with bombs. By taking them down, you can make flying around and destroying enemies a little easier.

The enemies with the pink brackets for wings will slowly fly forward and slowly move to the side towards you, but they can be easily taken down.

The Level 3 weapon is an energy wave that travels all the way to the top of the screen.

The big face in the ground will open its mouth and shoot whirlwinds at you. If the whirlwinds get you, you'll be sucked into the mouth and you'll have to fight enemies to get back out, but the whirlwinds here are pretty easy to avoid.

The enemies that look like shells take a lot of hits to destroy, but they can be destroyed.

The flying statue heads are indestructible. When you see them, hang all the way back and fly around them to avoid getting hit by them.

The blue balls will turn to enemies that shoot at you before charging to the bottom, and the ships that show up afterwards after that will fly to the bottom, shoot at you, then go all the way back up. Shoot as many of those enemies down as you can without getting hit.

After this, one of the turrets will create a whirlwind when bombed. This time, let the whirlwind touch you. You'll be carried into an underground bonus area where you can collect King Tut heads and snake statues for a ton of points. Here, you'll be in the horizontal shmup mode in a game where most of the action is of the vertical shmup variety. While you can't drop bombs, you can still move and shoot. Shoot down the walls if you're about to get trapped; you'll find a hole in the wall to travel through somewhere. Also, if you see something inside of a wall; shoot it. You'll be able to find P icons and hearts that give you continues in these secret underground areas.

The Level 4 weapon is a fireball with two smaller fireballs that move up and down following it, while the Level 5 weapon is the "Turtle Dove" form, also known as the "Psycho Flame" weapon in the arcade game. The Psycho Flame does the most damage to enemies and wastes the majority of them in one shot; unlike the arcade game, however, the most powerful weapon also gives you two extra hits before your weapon goes back down to Level 4 upon taking damage. Picking up P icons allows you to restore those extra hits.

Watch out for the enemies near the statues that you can't pass through, and stay near the bottom for the spinning enemies, so you don't get shot.

When you see the statues with the wings; bomb the faces and avoid the projectiles. At the end, take out the statue head, then shoot at the dragon that flies around while avoiding its attacks. When the dragon heads back to the center, hang all the way back and get to the center, then shoot at the dragon as it gets close to - but never reaches - the bottom of the screen. Once you beat the dragon, you can enter the temple.

Inside the temple, destroy the pink panels in the background wall when they flip around and reveal their turrets. As for the blue machines that fire lasers downwards on the ceiling, avoid the attack before attacking yourself. For the green enemies that hang on the floors and ceilings, wait for their attack, then attack them as they move.

The boss here has an opening in the center that you can shoot at while moving around the projectiles that they shoot, but you also want to shoot down the eyes on the side of the boss as they are open without getting shot by them yourself.

Once you beat this level, it's on to the second of five levels in the game.

Level 2

The enemies at the start are much like the enemies from Level 1 that slowly turn towards you. The flying eyes move towards the bottom of the screen in a sine wave pattern. You'll then have some slow moving enemies moving towards the bottom of the screen as well as "claw" enemies that move towards the bottom, shoot, then retreat.

The turrets are back, but they're actually in every stage.

The gray shells after the giant face fire at you if left on-screen long enough. The light blue enemies fly around in a circle before flying to the bottom.

After the two sets of light blue enemies, there is a turret that takes you to another bonus area. This one looks exactly identical to the bonus area in the first level, but there will be more continues and P icons hidden in the walls.

After some more enemies, you'll see the projectile-spitting statues, which are all in the same locations as before (and always will be). The dragon fight goes the same way as Level 1 (and always will be, too).

In the temple, shoot your way through the columns, then avoid the quicksand while taking care of the enemies. Once you're in an open area, shoot down all of the blue bugs that fly towards you to avoid taking damage. Stay on the top route afterwards to avoid enemies.

The boss is the same as before, but there are four eyes on the side as opposed to three. Despite this, the end of level boss is the same as ever.

Level 3

At this point in the game, there will be walls that you can't shoot or fly through, which makes navigation - and avoiding some enemies - harder. There will also be turrets that follow you around and aim at you in certain directions, and you'll need to take care of them whenever possible. 

The gray mine balls will shoot an eight-way spike shot, but if you concentrate a lot of firepower on them, they will go down easily. Also, the gray crescent enemies will shoot spikes diagonally downward. Take out as many as you can. There will also be mine-dropping enemies that go down super easily as long as you keep firing, especially on the higher weapon power levels.

One of the ground turrets out in the open will take you to a hidden bonus area. You'll definitely want to go into it; it'll give you a breather from the vertical shooting action.

The enemies that fly downwards in a sine wave pattern in pairs shoot shrapnel at you if you destroy them; if you leave them be, the shrapnel travels upwards instead.

After the temple entrance (which is the same as ever), you'll want to wait for the ceiling turrets to fire before passing by them. From there, be ready to fire at walls and take out enemies carefully.

The pink robots that assemble themselves and come at you will shoot a fire shot if they get too close, so shoot them down as quickly as possible.

The boss here has five eyeballs. If you can't fire at the boss, work on the eyes and avoid the eyeball shots to make things easier on yourself.

Level 4

The spikes on the green walls hurt. Don't touch them. Also, the gray "X" shaped enemies are indestructible even in your Turtle Dove form, so you're better off avoiding them.

The drill enemies will charge at you from the side if you line yourself up with them. If they look the least bit familiar, that's because these drill enemies showed up in Dr. Wily's Castle in Mega Man 2.

There are foreground elements that you can fly through, and these elements can make it harder to see some enemies coming at you. Keep an eye out for enemies and be ready to avoid things, especially in these narrow corridors.

After the temple entrance, let the green enemies that fire to the sides come to you, and fire at them as they move. Be ready to blast walls and grab P icons in case you've taken hits in Turtle Dove form or if you need to power your weapon up, as this is the only level that I could not find a bonus area in.

The boss here has seven eyes. You'll definitely want to take a few eyes out before finishing the boss off.

Level 5

Take out as many ground turrets as you can to make fighting off enemies easier. Also, if you have the Turtle Dove form, you'll want to do your best to take as little damage as possible, keep the Turtle Dove form and use the P icons to recover your extra hits when you can.

I can't avoid the face here, so here's what happens when one of the huge faces near the beginning of a level sucks you in: you'll be in an underground area. In the areas where the blue enemies fly up, hang back and shoot yourself a path to the other side, then zoom forward when the blue enemies close in. When you see the huge worm, shoot it in the head. As for the forks in the road, always take the top route. You'll have fewer problems that way.

At the end, you'll be in an enclosed area where you'll have to shoot all the worms in the head in order to continue on. These worms shoot bubbles that cannot be shot down by your weapons, so be careful. Thankfully, you can switch the direction you're facing with Left and Right on the Control Pad in this room.

There are walls with turrets that you cannot shoot down due to being on the side where they can't be shot down. For these, keep moving downwards if you're moving towards them. Their shots will miss you every time.

There is a turret with a whirlwind that takes you to a bonus area. If you take a hit while bombing that turret, the whirlwind won't catch you if your invisibility frames are in effect. You'll definitely want to catch that whirlwind; besides the obvious bonus area, you'll get a breather from the turrets in addition to all the tense action in this level.

After this, you'll have a few more walls with turrets you can't kill. You'll have to bum rush your way through this, hopefully without getting hit a lot. Watch out for the gray X-shaped enemies as well as the spinning enemies that shoot and run. After this, you have the usual temple entrance situation of bombable statue faces and the dragon before going in.

The temple starts with pink robots and ceiling turrets. Shoot them all down. If you need some P icons, you'll have to brave some corridors and some wall turrets to get them, so move and think fast. There are a few more at the green enemies near the end. After that, it's more pink robots and ceiling turrets before you face the boss.

The boss here has at least seven eyes. Once again, take out as many eyes as you can while taking care of the boss. Once you beat the boss, you'll need to destroy the flashing, fleshy walls behind the weak point in order to get to the other side. 

At the other side is a green core. Four fireballs will move towards it. You'll want to avoid these fireballs at all times, whether they are travelling to the boss or being fired at your current position, so get your shots in and stay on the move. Just like with the worm battle room, you can change the direction you're facing with Left and Right on the D-Pad.

Sometimes you may find a black image of the core inside your character's sprite while you're flying around. If you notice this, then you've just found out where the boss is going to teleport to. Line yourself up and get a whole ton of shots, then avoid the fireballs. If you can't find it, don't worry; just play conservatively and get your shots in when you can.

Once you destroy the core, you've saved humanity from extinction and you've beaten Legendary Wings! Congratulations!



Thursday, January 27, 2022

PrinceWatercress plays Legendary Wings - Part 5 of 5


Welcome to the final level of the game. This is the hardest level to survive unless you know a few tricks and you can find that bonus area and enter it. Once you make it to the boss, be ready for a heck of a fight.

Level 5

Take out as many ground turrets as you can to make fighting off enemies easier. Also, if you have the Turtle Dove form, you'll want to do your best to take as little damage as possible, keep the Turtle Dove form and use the P icons to recover your extra hits when you can.

I can't avoid the face here, so here's what happens when one of the huge faces near the beginning of a level sucks you in: you'll be in an underground area. In the areas where the blue enemies fly up, hang back and shoot yourself a path to the other side, then zoom forward when the blue enemies close in. When you see the huge worm, shoot it in the head. As for the forks in the road, always take the top route. You'll have fewer problems that way.

At the end, you'll be in an enclosed area where you'll have to shoot all the worms in the head in order to continue on. These worms shoot bubbles that cannot be shot down by your weapons, so be careful. Thankfully, you can switch the direction you're facing with Left and Right on the Control Pad in this room.

There are walls with turrets that you cannot shoot down due to being on the side where they can't be shot down. For these, keep moving downwards if you're moving towards them. Their shots will miss you every time.

There is a turret with a whirlwind that takes you to a bonus area. If you take a hit while bombing that turret, the whirlwind won't catch you if your invisibility frames are in effect. You'll definitely want to catch that whirlwind; besides the obvious bonus area, you'll get a breather from the turrets in addition to all the tense action in this level.

After this, you'll have a few more walls with turrets you can't kill. You'll have to bum rush your way through this, hopefully without getting hit a lot. Watch out for the gray X-shaped enemies as well as the spinning enemies that shoot and run. After this, you have the usual temple entrance situation of bombable statue faces and the dragon before going in.

The temple starts with pink robots and ceiling turrets. Shoot them all down. If you need some P icons, you'll have to brave some corridors and some wall turrets to get them, so move and think fast. There are a few more at the green enemies near the end. After that, it's more pink robots and ceiling turrets before you face the boss.

The boss here has at least seven eyes. Once again, take out as many eyes as you can while taking care of the boss. Once you beat the boss, you'll need to destroy the flashing, fleshy walls behind the weak point in order to get to the other side. 

At the other side is a green core. Four fireballs will move towards it. You'll want to avoid these fireballs at all times, whether they are travelling to the boss or being fired at your current position, so get your shots in and stay on the move. Just like with the worm battle room, you can change the direction you're facing with Left and Right on the D-Pad.

Sometimes you may find a black image of the core inside your character's sprite while you're flying around. If you notice this, then you've just found out where the boss is going to teleport to. Line yourself up and get a whole ton of shots, then avoid the fireballs. If you can't find it, don't worry; just play conservatively and get your shots in when you can.

Once you destroy the core, you've saved humanity from extinction and you've beaten Legendary Wings! Congratulations!

Wednesday, January 26, 2022

PrinceWatercress plays Legendary Wings - Part 4 of 5


The paths here get even narrower, especially with the spikes in the walls as well as the drills from Mega Man 2 coming at you if you get close enough.

Level 4

The spikes on the green walls hurt. Don't touch them. Also, the gray "X" shaped enemies are indestructible even in your Turtle Dove form, so you're better off avoiding them.

The drill enemies will charge at you from the side if you line yourself up with them. If they look the least bit familiar, that's because these drill enemies showed up in Dr. Wily's Castle in Mega Man 2.

There are foreground elements that you can fly through, and these elements can make it harder to see some enemies coming at you. Keep an eye out for enemies and be ready to avoid things, especially in these narrow corridors.

After the temple entrance, let the green enemies that fire to the sides come to you, and fire at them as they move. Be ready to blast walls and grab P icons in case you've taken hits in Turtle Dove form or if you need to power your weapon up, as this is the only level that I could not find a bonus area in.

The boss here has seven eyes. You'll definitely want to take a few eyes out before finishing the boss off.

Tuesday, January 25, 2022

PrinceWatercress plays Legendary Wings - Part 3 of 5


This level introduces walls that you can't shoot or fly through, narrowing down some of the space that you can move around in. Get used to moving around in more narrow spaces from this point forward.

Level 3

At this point in the game, there will be walls that you can't shoot or fly through, which makes navigation - and avoiding some enemies - harder. There will also be turrets that follow you around and aim at you in certain directions, and you'll need to take care of them whenever possible. 

The gray mine balls will shoot an eight-way spike shot, but if you concentrate a lot of firepower on them, they will go down easily. Also, the gray crescent enemies will shoot spikes diagonally downward. Take out as many as you can. There will also be mine-dropping enemies that go down super easily as long as you keep firing, especially on the higher weapon power levels.

One of the ground turrets out in the open will take you to a hidden bonus area. You'll definitely want to go into it; it'll give you a breather from the vertical shooting action.

The enemies that fly downwards in a sine wave pattern in pairs shoot shrapnel at you if you destroy them; if you leave them be, the shrapnel travels upwards instead.

After the temple entrance (which is the same as ever), you'll want to wait for the ceiling turrets to fire before passing by them. From there, be ready to fire at walls and take out enemies carefully.

The pink robots that assemble themselves and come at you will shoot a fire shot if they get too close, so shoot them down as quickly as possible.

The boss here has five eyeballs. If you can't fire at the boss, work on the eyes and avoid the eyeball shots to make things easier on yourself.

Monday, January 24, 2022

PrinceWatercress plays Legendary Wings - Part 2 of 5


Welcome to Level 2! This stage is a little bit harder than the first, but if you're fully powered-up, this level should prove no problem.

Level 2

The enemies at the start are much like the enemies from Level 1 that slowly turn towards you. The flying eyes move towards the bottom of the screen in a sine wave pattern. You'll then have some slow moving enemies moving towards the bottom of the screen as well as "claw" enemies that move towards the bottom, shoot, then retreat.

The turrets are back, but they're actually in every stage.

The gray shells after the giant face fire at you if left on-screen long enough. The light blue enemies fly around in a circle before flying to the bottom.

After the two sets of light blue enemies, there is a turret that takes you to another bonus area. This one looks exactly identical to the bonus area in the first level, but there will be more continues and P icons hidden in the walls.

After some more enemies, you'll see the projectile-spitting statues, which are all in the same locations as before (and always will be). The dragon fight goes the same way as Level 1 (and always will be, too).

In the temple, shoot your way through the columns, then avoid the quicksand while taking care of the enemies. Once you're in an open area, shoot down all of the blue bugs that fly towards you to avoid taking damage. Stay on the top route afterwards to avoid enemies.

The boss is the same as before, but there are four eyes on the side as opposed to three. Despite this, the end of level boss is the same as ever.

Sunday, January 23, 2022

PrinceWatercress plays Legendary Wings - Part 1 of 5


I'm playing a shooter? Well, isn't this something. This one, however, is made by Capcom and is one of their all-time classics, so this one should be good.


Here is the plot for Legendary Wings, according to Wikipedia:
Legendary Wings is set in a distant future where an alien supercomputer named "Dark", which has been helping human civilization achieve a new state of enlightenment since ancient times, has suddenly rebelled against mankind. Two young warriors are given the Wings of Love and Courage by the God of War Ares in order to destroy Dark and ensure mankind's survival.

Level 1

The Control Pad moves, A shoots and B shoots bombs.

The first sets of enemies move around in a circle but will eventually charge at you, so take them all down. After this, a flashing circle will fly around. Shoot it and grab the P icon to change your single laser to a double laser. This makes your weapon more powerful, and if you get hit, you'll go back to the single laser before one more hit kills you. The more you power up your weapon, the more power levels of weapon you can lose to the enemy and the more hits you can take.

The gray turrets that shoot at you can only be destroyed with bombs. By taking them down, you can make flying around and destroying enemies a little easier.

The enemies with the pink brackets for wings will slowly fly forward and slowly move to the side towards you, but they can be easily taken down.

The Level 3 weapon is an energy wave that travels all the way to the top of the screen.

The big face in the ground will open its mouth and shoot whirlwinds at you. If the whirlwinds get you, you'll be sucked into the mouth and you'll have to fight enemies to get back out, but the whirlwinds here are pretty easy to avoid.

The enemies that look like shells take a lot of hits to destroy, but they can be destroyed.

The flying statue heads are indestructible. When you see them, hang all the way back and fly around them to avoid getting hit by them.

The blue balls will turn to enemies that shoot at you before charging to the bottom, and the ships that show up afterwards after that will fly to the bottom, shoot at you, then go all the way back up. Shoot as many of those enemies down as you can without getting hit.

After this, one of the turrets will create a whirlwind when bombed. This time, let the whirlwind touch you. You'll be carried into an underground bonus area where you can collect King Tut heads and snake statues for a ton of points. Here, you'll be in the horizontal shmup mode in a game where most of the action is of the vertical shmup variety. While you can't drop bombs, you can still move and shoot. Shoot down the walls if you're about to get trapped; you'll find a hole in the wall to travel through somewhere. Also, if you see something inside of a wall; shoot it. You'll be able to find P icons and hearts that give you continues in these secret underground areas.

The Level 4 weapon is a fireball with two smaller fireballs that move up and down following it, while the Level 5 weapon is the "Turtle Dove" form, also known as the "Psycho Flame" weapon in the arcade game. The Psycho Flame does the most damage to enemies and wastes the majority of them in one shot; unlike the arcade game, however, the most powerful weapon also gives you two extra hits before your weapon goes back down to Level 4 upon taking damage. Picking up P icons allows you to restore those extra hits.

Watch out for the enemies near the statues that you can't pass through, and stay near the bottom for the spinning enemies, so you don't get shot.

When you see the statues with the wings; bomb the faces and avoid the projectiles. At the end, take out the statue head, then shoot at the dragon that flies around while avoiding its attacks. When the dragon heads back to the center, hang all the way back and get to the center, then shoot at the dragon as it gets close to - but never reaches - the bottom of the screen. Once you beat the dragon, you can enter the temple.

Inside the temple, destroy the pink panels in the background wall when they flip around and reveal their turrets. As for the blue machines that fire lasers downwards on the ceiling, avoid the attack before attacking yourself. For the green enemies that hang on the floors and ceilings, wait for their attack, then attack them as they move.

The boss here has an opening in the center that you can shoot at while moving around the projectiles that they shoot, but you also want to shoot down the eyes on the side of the boss as they are open without getting shot by them yourself.

Once you beat this level, it's on to the second of five levels in the game.

Saturday, January 22, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 6 of 6


It's time for the final battle! We face the keeper of the treasure of King Garuzia, then make our way back home.


At the bottomless pit, jump to the right. A platform will materialize. Land on it. Keep doing this over and over. A few of them will either go lower or come after a two-block gap rather than a one-block gap, but this part is easy as long as you're paying attention.

At the other end is the final boss battle against a duck who is dressed much like the Knight of the Crusades from Indiana Jones and the Last Crusade who watches over the Holy Grail. Position yourself above him, then slide to the other side so that you're behind him. Avoid the debris that falls from the ceiling, then keep firing Green Plungers at his head until the sword returns to him from hitting the wall, then keep on doing this. It's an easy battle, provided you know what to do. The knight will always telegraph when he throws the sword by holding it upwards prior to tossing it.

When you beat the Knight, you will be deemed worthy of King Garuzia's treasure. The door will open and reveal a gold treasure chest containing a plain stone statue of a duck princess, and Donald will feel that he came all this way for nothing.

You'll then see the ending sequence, where Donald Duck hands the statue to Daisy. Huey, Dewey and Louie accidentally drop the statue, which causes it to break and reveal a gold necklace which lands cleanly around Daisy's neck, making this whole adventure worth it after all. Donald and Daisy fly around the world, and the game ends.

Friday, January 21, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 5 of 6


We're nearing the endgame! In this entry, we face Pete to get the diary back, then head to the Great Duck Treasure Island.


The next section is full of series of platforms that move in and out. For best results, stand on the center to see where they go, then quickly make your move accordingly. If you need to, get on one of the nearby platforms, let it take you back to the center, and then see what you have to do and how to time your jumps to get to the platform you need to get to. You'll have to stop and think on the center of these platform clusters to figure out how to get from one cluster to the next.

You'll be able to freely move around in the next section. Thankfully, it's pretty easy to find your way around. You'll eventually have to slide around in some narrow corridors, and stun some turtles with the plungers. When you take the elevator down, duck down so you can stun the guy with the gun. Do not take the next elevator up; instead, use the Green Plunger to make your way up so you can stun the guys with the guns along the way.

You'll then come across Pete. Walk up to him to trigger the boss battle with him. If you win, you'll get the map and the Viking Diary back. Pete will then lower into the ground and show up on a platform with a crusher on the underside. You'll have to shoot him with the bubble gum while at the same time trying to avoid being underneath him. You may have to shoot straight up to hit him sometimes, but do what you have to do. If you're ever underneath him, slide. It may not always work, but at least you'll have a chance to get away from the crusher.

After twelve hits, Pete will surrender and give you the Viking Diary and the map back. Pause the game, go to the inventory and use the Viking Diary. You can finally read the diary, which tells you to dip the map in water to reveal the location of the real treasure. You'll go to the map, and you'll reveal the Great Duck Treasure Island between South America and Africa. You'll go there immediately.

The Island

If this looks strangely familiar to you, that is because a bootleg game for the Mega Drive used assets from it. I can't remember which one, though.

Switch to the Green Plunger so you can stun the two snakes on the way up. Also, be careful with the leaf platforms, as they will fall when you land on them.

You'll come across an area with platforms that will break under your weight. Land on the first set of platforms and keep holding Right on the Control Pad. You want to keep holding Right until you're past all of the breakaway platforms; otherwise, you will die.

On the vine platforms that explode when you stand on them, keep leaping onto the edge of each one, then go to the right when the path allows you to.

You'll finally be in the temple. Wait in the gap in the spears on the first slope, then dash down the second. Grab the zipline, take it to the other side, and hit the statues where their shields aren't. Hit high if the shields are low; hit low if the shields are high. One will jump as soon as you see it; shoot it while it is in mid-air. When you are suddenly free of the statues, hold A to run as two more will suddenly spawn behind you.

Climb up to the next level with the Green Plunger, then go through the slopes and watch out around the rings of fire. You'll have to deal with more statues after this, stun them, then get on the moving platform with the help of the Green Plunger. Don't stun the statues as they try to jump at you, otherwise they'll be joining you.

On the second moving platform, there is a space in the ceiling that you can climb up with the Green Plunger. Go up and slide to the right and you'll enter the next area, which leads to a bottomless pit...

Thursday, January 20, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 4 of 6


In this entry, we head to the South Pole and the Viking Ship to take care of some ghosts. The plunger we get from doing all of that will allows us to explore the South Pole further.

Also, I was asleep at the wheel as far as audio levels were last time; I corrected that this time.

South Pole

We're done in Egypt, and we now have the Scepter of Ra...but what do we do with it? Well, we have two places left: the South Pole and the Viking Ship. We're tackling the South Pole first.

Be careful going up the slopes, as the birds that used to drop beehives now drop bombs, and their explosions travel to the sides when they hit the ground.

The guys with guns now shoot bombs out of their guns. The penguins will move towards you and perform a sliding attack if given the chance.

There are some wedge platforms on some of the slopes. If you stand on one, it will take you down the slope a little faster.

At the end of the first section, you'll find a key frozen in a block of ice. After Donald ponders how to get it out, he will lay down the flag that allows you to call the airplane. Thankfully, we have something that does: the Scepter of Ra. Use it at the block of ice and you'll be able to melt it and take the Viking Key.

Call the airplane and head to the Viking Ship.

Viking Ship

The first enemy you'll meet here are Vikings that hide in barrels and shoot arrows at you. Interestingly, you can stun them even if they have yet to pop out of the barrels with the Red Plunger.

Some parts of the floor crumble under your weight, and you can tell them apart from all the cracks on them.

In the second section, there are lookout baskets that act as elevators. Just jump into one and it'll take you up.

The second slope in the section has a 1-Up at the bottom. Just be ready to keep jumping to the left as soon as you get it so that you don't lose it immediately. The two ziplines will allow you to continue the level, and the top one will allow you to dodge some enemies.

At the final slope leading downward, you'll want to keep pressing C so you don't fall down along with the platforms that will drop when you put your weight on them.

You'll then meet a more friendly Viking, who will ask you to go inside the ship and get rid of the ghosts. Donald will plant the flag, then you'll be able to use the Viking Key to unlock the door.

The inside of the ship goes in a circle, so regardless of whether you go down the ladder or continue to the right when you enter, you'll see the whole ship anyway. In the center of the ship, there is a hidden passage on the left wall that you can jump into with the assistance of the Red Plunger. The hidden passage leads to some money if you need the points for an extra life (you get an extra life every 200,000 points).

You can kill the large guy who tiptoes around in a few hits by shooting him with the bubblegum gun or popcorn gun when he pushes his flabby gut forward and makes a weird face.

The right side of the wall in the center is where you want to go. Leap into the wall there and you'll find the boss battle for this area.

The boss here can be easily destroyed with the popcorn gun, as you can hit him in the head and the five way shot makes it a lot easier to do so. Fire away when he's standing perfectly still, and when he crumbles, you know you've hit him. If you run out of popcorn gun ammo, use the Red Plunger. When he throws his hammer, get back and jump over it if necessary.

When you beat the boss, you'll find out from the viking on deck that he does not have the Viking Diary, which mentions where the treasure of King Garuzia is. But, there is an old legend that says it is hidden in ice near the South Pole, and gives you an "ancient Viking plunger." This is the Green Plunger, which is the best Plunger weapon in the game. This allows you to take a ride on some flying enemies by hitting them in the air and grabbing onto the plunger while they're stunned.

Call the airplane. If you need to refill on supplies, head to Duckberg and do just that, because once you head to the South Pole and get the Viking Diary, you'll be at the "no turning back" point.

[title][center]South Pole[/center][/title]

Head right from where you got the Viking Key. Be sure you have the Green Plunger equipped. Aim upwards at the bird flying to the right, then jump into the plunger to grab onto it. Hold Up and Down on the Control Pad to control your height so you can avoid the birds as they come from the right side of the screen. If you get hit just once, you're going down and you're starting this whole section over. Thankfully, this section isn't long, and once you make it to the other side, Donald will let go of the plunger automatically.

The next section has some platforming. You'll have to do some good jumping to avoid falling into the water or being bitten by the whales. When you see another igloo, you've made it to another segment.

For the next segment, drop down at the beginning to refill on popcorn gun ammo if you need to, then equip the bubblegum ammo to destory the blocks at the far right. Head to the left, taking out both the guy who sucks his gut in as well as that slow, slow seal (who can also break the pink blocks if you're patient enough, then go up when you can't go left anymore. At the next set of platforms, go left for a 1-Up if you need it (break the block all the way to the left with the bubblegum gun to uncover it), then head to the right and take out the seal. Take out the first blue block you see with the bubble gum ammo, then go up as far as you can with the green plunger. Head all the way to the left, using the bubblegum ammo to take out the blue blocks above you while using the Green Plunger to climb your way up. (Watch out for that seal!) There will be a cluster of blue blocks nearby. Destroy them all with the bubblegum ammo to uncover and grab the Viking Diary.

From here, climb up, slide to the right, then climb up again and shoot down the blue blocks on the left. If you need to refill on stuff, go down into the area near the start again where you refilled on stuff in the first place. Now that you're on the surface again, head to the left. When you try to go back, Pete will be on his plane, carrying around Donald's nephews Huey, Dewey and Louie and holding them as hostages. He wants the treasure map and the diary in exchange for your nephews. Donald has no choice but to give Pete what he wants, and the nephews are freed. Donald and the nephews then head back to the plan and chase after Pete.

From this point on, you're on rails for the rest of the game. There's no turning back.

Hideout

Watch out for the platform blocks as you climb up the slope, then hit the green bird from below with the Green Plunger as it flies in from the right after you make your way down. Avoid everything flying at you, then use the Green Plunger to stun the piranhas between the platforms as you make your way further to the right. Hold the A button to run across the bridges that break under your weight (which is something I completely didn't think of doing, whoops). From there, grab onto the zipline and ride it to the bottom. Hold right so you can enter the next section.

The next section has mine carts. Thankfully, this is pretty easy. Just jump to the right when you reach a pit and land in the next mine cart. Thankfully, you only have to do this twice and it's easier than the mine cart section in Egypt.

Wednesday, January 19, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 3 of 6


In this entry, we head to India to get the Sphinx Tear, then use the Tear in Europe, put that note from earlier to use and get the Scepter of Ra.


We have quite a few places to go to now that we have the real treasure map, but the first place you want to head to is Maharaja.

Maharaja

You'll be able to get chili peppers from the guys with the guns when you start the stage.

The snake charmers are a new enemy exclusive to this level. Don't let them hit you with their music; otherwise, you'll be charmed in place and the snakes will advance and hit you. They will take three plungers to stun, so be careful and fire quickly

Be careful when fighting enemies, as there are walls you can hide behind that can make your weapons totally ineffective enemies if you're not standing completely away from them. 

You'll eventually make it to the palace. When you do, Donald will plant the flag and you won't have to go through that gauntlet of enemies again.

Head into the palace, and walk forward to talk to the Maharaja. He'll offer a challenge: if you can defeat the tiger in the garden, he will reward you with the Sphinx Tear. Head further to the right to take the challenge.

Shoot the guy to your left, then drop down. Enter the door to the right.

From there, head to the right and head to the door at the end.

Next, go left and jump over the door. Go all the way to the wall and climb it with the Red Plunger. Slide to the door that you see.

From here, take out the snake charmer enemies and keep heading right, using the bubble gum ammo to take out the turtle. There is a gap in the ceiling after the turtle. Slide so that you're under it, then jump up and enter the door to the right.

You'll finally face the tiger, who looks somewhat like a happy Shere Khan from The Jungle Book. Equip the bubble gum ammo and duck down to avoid the tiger when it makes low leaps from one side of the room to the other. When you see fire come out of its mouth, jump to avoid the fireballs (which turn into a couple of tiny tigers when it hits the wall). You'll have to hit the tiger in the head in order for your ammo to connect, which can be a bit difficult. After a few bubbles, the tiger will eventually go down and a door will appear. Enter the door, talk to the Maharaja and you'll get the Sphinx Tear.

Head back outside and call the airplane.

Egypt

The Sphinx is in Egypt, so we might as well go there.

You'll be dealing with more quicksand, guys with guns, birds with beehives, and more turtles. If you only picked up four chili peppers in Maharaja, you can grab a fifth one here and blow clear through to the other side of the stage. You'll also see men in quicksand, but you can easily avoid them with some good jumping.

At the end is a door that you won't be able to open right away. Donald will lay the flag down that will allow you to call the plane, but thankfully, we will be able to open it after all. Go to the door, pause the game, use the Sphinx Tear and you'll be able to enter.

Inside the pyramid, head to the right and use the Red Plunger to climb over the moving walls. You'll eventually come across a ladder. At the next floor are some spears. Get really close to the first spear, then hold the A button and move past all the spears to run past them all as they jut out from the floor so you can arrive at the other end unhurt.

Next will be some ceiling spikes on a low passageway. Keep holding Down on the Control Pad as you slide through this area. Before you are done with this area though, roll your thumb on the Control Pad from Down to Down and Left so you can face the other direction. Slide once more to the area with the bricks on the ceiling that look different from the rest of the ceiling. Go up this area with the Red Plunger to get some money if you want it.

Keep the Red Plunger equipped (or use the Popcorn Gun) to take care of the guys that throw fire at you, then slide to the left...but wait! If you need health, climb up the wall and head to the right if you do. You'll also find a 1-Up here.

After sliding to the left, climb up with the Red Plunger and head to the right. Watch out for the rings of fire on the slope, tapping forward to stay in place, then you'll run into another fire thrower. Hold A to get past the spears, jump to the platform and over the fire, then avoid the next set of spears. There is a part of the floor that looks different from the rest after this, and if you walk into it, you'll be sent back down and you'll have to retrace your steps. At least you'll get some health and Popcorn Gun ammo, but you'll still have to head back up there and jump over that patch of the floor to continue on.

You'll be doing some real platforming in the next part of this tomb. The first set of platforms won't buckle under your weight, but the next two sets will, so you'll have to be quick there. You'll also have to avoid fire falling from the ceiling on the second set, and you'll also have to jump over fireballs that leap up and down on the next set of platforms after that. After some more running and jumping (and falling fireballs), you'll be in the next section.

You'll then come across a long slope going downwards in the next section. Keep running and holding A and you'll be able to avoid all the fireballs. Climb up the wall with the Red Plunger, dodge some more fireballs, then hold Right on the Control Pad on the second pit so you don't fall into the fire below, allowing you to enter the next section.

The next section has a picture of a sun on the other side of the screen. Remember the note that said "1 Sun 2 Moon 3 Star?" This is what the note is for. Leap on the tile with the Sun, then the one with the Moon, then the one with the Star. . When each tile sinks down, you're doing it right. Be sure to leap dead center on each tile, or else they may not register. This will cause the ceiling that is coming down on you to immediately rise back up. From here, climb up the wall to the ring and take the Scepter of Ra, which you're going to need. Climb down the ladder, and you'll drop down into a mine cart. Be ready to make jumps from one cart to another, and don't jump out of the mine and into anything else or else you're going to lose a life. For a short section, this one is pretty easy to screw up multiple times if you're not careful.

When you're done with that section, you'll be out of the tomb. Call the plane. You're done.

Tuesday, January 18, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 2 of 6


In this entry, we take care of business behind that tall wall in Duckberg before heading to Transylvania and getting the real treasure map.

Duckburg

Now that we're over the high wall, we have some building to climb as we go from left to right. Watch out for the beeping sounds of the horns as well as the turtles, and stay high as often as possible to make it to the other side with minimal damage. There will also be a few guys with guns who will give you power-ups, as well as a Mickey Mouse blimp in the background.

When you reach the other side, it will suddenly be sunset and you'll be near the power lines. There will be a grey zipline that you will have to jump into, and when you do, you will ride the power lines. Along the way, you will have to jump from one zipline to another while dodging some stray voltage and also picking up points and power-ups. This part will take some practice, but once you get it down, it feels natural and pretty darn thrilling. When you make it to the other side, you'll be able to talk to Gyro Gearloose. He will ask you to try out his newest invention: bubblegum ammo that lets you shoot bubbles. He will give you more if you run out, though if you conserve your ammo and pick it up throughout the game when you can, you won't have to come here very often. And yes, you have to jump from one zip line to another just to get back there and refill the ammo when that happens.

Thankfully, getting back is very simple. Grab the zip line you see after you're done talking to Gyro and you'll be able to return back to the previous area. There are no obstacles on the way back, so just hang tight and you'll immediately make your way back without any trouble.

Also the moon in the background has a face and can move and blink its eyes. What the heck. Also, that brief moment of silence is from the "boom" projectile dropping down from the sky. Wish I knew where it came from.

After you get the bubblegum ammo, you'll want to make your way back to the flag and call the airplane. From here, you'll need to go to Transylvania, as you have nothing else to do at this point.

Transylvania

You'll be dealing with some guys with guns as well as some bats. Be sure to jump over the pits, as the water at the beginning is instant death if you fall into it. There are some platforms on the longer gaps. Make sure you land on them.

One of the guys with the guns has an extra life if you stun them. If you die soon after you get it (which will probably happen if you fall into the water), it respawns.

You'll eventually make it to Dracula's castle. Donald will plant a flag so you won't have to go through that swampy platforming section again. Keep walking to the right and you'll enter the castle.

Heading further to the right will give you a conversation with a ghost, who will tell you that the bubblegum ammo will blow up certain walls. These walls have a more prominent bluish hue compared to the rest of the brickwork. When Donald tells the ghost that he is looking for King Garuzia's treasure, you'll learn that Count Dracula has the treasure map somewhere in the castle, but he won't give it up easily.

When the ghost disappears, equip the bubblegum ammo on the pause menu, then destroy the nearby wall to continue. Avoid the ghost enemies, then use a Red Plunger to climb up the wall and continue. Use the bubblegum ammo to destroy the barrels and reveal some power-ups if you need, then switch to the Red Plunger and climb up the next wall with it. Watch out near the coffins, as skeletons will pop out of them. Kill the skeletons with the bubblegum ammo.

You'll eventually drop down into another area submerged in water. This duck can't swim; instead, he moves more slowly and has higher, more floaty jumps when he's in the drink. Regardless of which paths you take, watch out for swinging iron balls, spikes and crushing platforms. If you need to move fast in a pinch, use your slide, and remember that touching the sides of spikes will not hurt you. You'll eventually reach a high wall at the end that you can climb up to leave the area.

In the next area, you will be stuck behind the ghost of who was probably once a wealthy man. Make some progress to a set of blocks, then duck. You'll want to be ducking when he turns around; otherwise, he will split into several ghosts that will swarm all over the screen and eventually hit you as they move around. On the second set of bricks, use the bubblegum ammo to break the blocks, and stand on the one that remains. You'll eventually make it to a path leading to a door. Climb up to it with the Red Plunger and enter the door.

The next section will another area where you will be dodging ghosts before taking on some bats and skeletons. Use the Red Plunger to scale the wall at the end, and move quickly or else you will be crushed by the wall and lose a life. The barrels will hide some power-ups as well as some slime enemies.

You'll be behind that ghost of the nobleman again. Duck down in a low elevation so he doesn't see you. Get on the second set of bricks and climb up the shaft in the ceiling with the Red Plunger. You'll find another door at the top. Enter it.

You'll then face Dracula. Switch to the bubblegum ammo, then get under Dracula and shoot upwards at him. If you hit any of the bats, so be it. Stay under him and move to the other side of the room when you finally do hit him. This is his only attack. Sometimes he'll fly a little higher, but you should still be able to hit him. After five hits, you'll get the real treasure map. Enter the door, and you'll be back at the flag.

When you call for the airplane, the amount of areas you'll be able to go to is expanded. You'll be able to go to the Viking Ship, Egypt, Maharajah (which is somewhere in India) and the South Pole. Decisions, decisions...

Monday, January 17, 2022

PrinceWatercress plays QuackShot Starring Donald Duck AGAIN - Part 1 of 6


I've always wanted to play this game again. The fact that I was asleep at the wheel for sound mixing for one of the videos kinda helped with that. So I played this game again. Enjoy.


One day, Donald Duck came across an old book in Uncle Scrooge's study. The title of the book was "King Garuzia's Great Duck Treasure." According to the book, Garuzia was once the leader of a great duck kingdom. Just before he died, King Garuzia hid his most prized possession in a secret location. Tucked inside the book, Donald found a map showing clues to where the treasure could be found.

"Wow!" Donald exclaimed. "If I could find a treasure like this, I'd be richer than Uncle Scrooge." But one of Pete's gang had been spying through the window and saw everything. Donald took the map with im as he started to head home.

Pete's gang chased after Donald and the treasure map. Donald could see an open manhole ahead and jumped over it, but Pete's gang all fell in. Donald took Huey, Dewey and Louie to the plane to take off on the great treasure hunt. But just then, Daisy appeared. "Donald, where are you going? You were supposed to be at my house for dinner an hour ago!"

"Daisy, something very important has come up. I'm going to find something special for you and I want it to be a surprise." "Donald, wait...come back, Donaaaaaaaaaald!"

Donald and his nephews took off in their plane, leaving a furious Daisy behind. Moments later, Pete's gang flew after them in a plane of their own.

And with that, the game begins.

You have three locations to start out in: Duckberg, Mexico and Transylvania. Start out in Duckberg for now. You won't be able to do anything in the other locations just yet.

Duckberg

The controls are pretty simple. Left and Right on the Control Pad move your around. Holding A lets you run faster, while pressing B lets you shoot a projectile from your gun. C of course, lets you jump. Holding Down on the Control Pad and pressing C will allow you to slide through narrow corridors. (This assumes you are using the default controls, which can be changed on the options menu before you start the game.)

You start out with the yellow plunger as your only weapon. This doesn't kill enemies; instead, it just briefly stuns them. Sometimes stunning enemies will cause them to drop items, however. 
The ice cream cones replenish one unit of health, the chickens replenish some of your health, and the corn act as popcorn which works as ammo for the gun that, when fired, act as a five-way shot. Money bags will give you points towards your score, while brown fedoras act as extra lives. Picking up chili peppers will build up the Temper meter, and filling it up will make Donald not only mad and a little bit faster, but also invincible for as long as the meter is full. Sadly, that only lasts for a few seconds, but it does let you plow through enemies. 

Aside from the guys with guns that shoot at you, there are villagers that drop flower pots from open windows which can damage you as well, worms leaping from one garbage can to another and turtles with boxing gloves who will duck into their shells if given a chance and become impervious to your attacks. You can thankfully stun these enemies with the Yellow Plunger, and in the case of the worms, you can send them back into the garbage can they came out of for a few seconds.

You'll eventually come across a wall that you won't be able to climb over. There will be a man in an explorer's outfit who will tell you that unless you have the tools to climb high walls, you won't be able to get any further. Donald will then plant a green flag, and when you're near it, you can see a flag icon flash in the lower-right hard corner of the screen. From here, you can pause the game to go to the inventory screen and call for the airplane so you can go to a new destination. You can only call for the airplane near these flags; you cannot do it anywhere else.

From here, head to Mexico.

Mexico

The cactus enemies will come apart when you get close enough, and those segments will hurt you, so be careful.

The birds with the beehives will drop the beehives, and also send bees at you. Thankfully, you can aim upwards by holding Up on the Control Pad before firing at them to put a stop to that.

Get out of the quicksand quickly, as it can really slow you down and eventually kill you if you're in it for long enough. Sometimes, there will be platforms in the quicksand that you can stand on, but watch out for the crabs that toss them up into the air, because they can hurt you, too.

The second section has a lot of platforms, and some of the platforms move back and forth. You'll be aiming upwards a few times to take care of the birds with the beehives.

Be careful around the detonators. The explosions they cause move toward you and can damage you. Jump over those explosions and you'll be all right.

In the third section, you'll make it to some ancient ruins, but the woman there will tell you that you need a special key in order to enter called the Hero Key and that you'll have to meet with a team of explorers who returned to Duckburg with it in order to get it. At this point, Donald will lay the flag down, and from here, you can call the airplane and return to Duckburg.

Duckberg

When you land in Duckberg, you'll land near the high wall where you laid the flag not too long ago instead of at the beginning of the stage. Talk to the explorer and you'll get the Hero Key. Call the airplane and head back to Mexico.

Also, if you call for the plane with less than five units of health, you'll go back to five units of health as soon as you land anywhere.

Mexico

You'll land at the ruins, and the woman will tell you that can open the door if you use the hero key. Walk up to the door, pause the game, and use the Hero Key. You're in.

Head to the right, avoiding the flames, and climb the ladder upwards. Jump up the stairs to the left and stay in the center of the fire ring further to the left. You'll approach a moving green platform, which can hurt you if it touches you. If you need to grab the nearby chicken, slide by holding Down and pressing C and you should be able to get it a little more quickly. If you need to stop the platform to get on it, you can stun it by shooting at it with the Yellow Plunger.

Go up until you can't go up anymore, and make your way to the right. There will be guys shooting fire at you. Stun them with the Yellow Plunger or kill him with the Popcorn - yes, the Popcorn actually eliminates enemies - then climb down the ladder, head left, and climb down the next ladder. There are spikes to the right of the bottom of the first ladder; thankfully, they don't kill you on contact. Be sure to watch the ring of flames as you make your way down the second ladder. Avoid the spikes to the right. If you want the money bags for points on the way to the right, you can easily jump to them. From here, you'll have to slide down the narrow passages, and unlike the Mega Man series, your slide does stop in the middle of a narrow passage. If that happens, just press C. You'll have to do this and move Donald back and forth just enough to get to the area with the four corn power-ups in case you want some extra popcorn ammo, which can be a tad annoying. If only sliding was handled like in the Mega Man games...

After the narrow passages, use the Yellow Plunger to stun the green platforms on the way up, then head to the left, watching out for the green blocks that will get in your way. You'll then have to make your way up, stunning some more green platforms with the Yellow Platforms to make your way to the slopes at the top. Go right and down the slope, and keep going right, avoiding the juping flames. You'll meet Goofy at the end, who has apparently gotten himself locked in the ruins like some sort of dumb tourist or something. He'll give you a strange note as well as another Plunger that will replace the Yellow Plunger: the Red Plunger, which stuns enemies for a little longer and can also stick to walls, allowing you to climb up to areas you couldn't reach before by standing on them as you keep jumping and sticking plungers to the wall. He also tells you that Gyro Gearloose is looking for you in Duckburg.

Pause the game and use the note in order to read it. It will read "1 Sun 2 Moon 3 Star." This will definitely come in handy later.

Now that you're done here, you'll have to go all the way back to where you came in yourself, as the game won't do it for you. On the bright side, all the green platforms that helped you make your way up to Goofy will be gone on the return trip. Unfortunately, if you die before you reach the entrance, you'll be taken back to where you met Goofy on your next life instead of at the ruins entrance like you would expect. Once you're out, head back to Duckburg. Now that you have the Red Plunger, you'll be able to climb the nearby wall and explore more of the town.

Sunday, January 16, 2022

PrinceWatercress plays Toonstruck - Part 19 of 19


It's time to get out of the castle once and for all! How will this all end?


Use the key in the chest on the door to the right in the third floor landing. This takes you to a room with a lot of things to look at it.

There will be a pair of mirrorshade sunglasses on the top of the bookcase, and if you click on it, Drew will try to grab it only to knock the bookcase down. The sunglasses will land on the jack-in-the-box, but it will open and launch the sunglasses into the ceiling fan.

By knocking down the bookcase, you'll find the fan controls. Left-click the switch to make the fan go faster. The fan will break as the sunglasses are launched onto the donkey head. From here, move the desk chair by left-clicking on it (if you haven't already), then left-click on the sunglasses to get to the donkey head. The donkey head will fall on Drew, and the sunglasses will land on the Venus flytrap, which will carry it in its mouth. Use the fly costume on Drew to get the Venus flytrap to let go of the sunglasses by spitting it into the vase. Use the mallet on the vase to break the vase and get the sunglasses at last. Don't forget to get the sunglasses; you're definitely going to need them later!

From here, head upstairs to the fourth floor. To reach the button beyond the gate, combine the pool cue and the gauntlet in the Bottomless Bag, then use this new item on the button to hit it and raise the gate. Go through the doorway on the right.

Ms. Fortune's door will be on the left, and Count Nefarious' door will be on the right. Since you sound like Lugnut under helium, use either the red rubber glove or the balloon full of helium on Drew, who will go to the voice-activated lock automatically when you use it. From here, imitate Lugnut (the third option) to open the door. Ms. Fortune will see into the future and notice that King Hugh is in the Cutifier while Count Nefarious is going after Flux Wildly.

If you go any further, Ms. Fortune will hypnotize Drew and you'll be back in the cell. Use the mirrorshade sunglasses on Drew instead. In the ensuing cutscene, Ms. Fortune will inadvertently hypnotize herself, triggering the third part of Ms. Fortune's prophecy: Ms. Fortune obeying "his" commands, with "his" being Drew Blanc's. By talking to Ms. Fortune, you'll find out she is hypnotized, and by clicking on her afterwards, the cursor becomes her face. Click on the door leading out of the room to get her to go to the fourth floor landing, then follow here there.

From here, click on Ms. Fortune again, then click on the scanner so Ms. Fortune opens the door. After Drew Blanc takes advantage of the hypnotism to make her life a living hell when she wakes up, you can then enter Count Nefarious' room.

You'll enter a control center. Inside is the warp device, which you're going to need. Click on the plus-shaped panel on the control panel, and you'll look at it. By placing crystals in certain slots, you'll find out that the crystals light up when put in the right place. Blue is north, red is east, yellow is south and green is west. This will power everything in the room up. Click on the lever on the control panel to open up the nearby door and take the warp device.

If you look at the entrance room, you'll find out that the lights are on, but the launch pad entrance and ceiling bay doors are closed and that there is a force field around the Malevolator.

From here, go to the monitor next to the entrance gate to the left. You'll see the settings for the lighting, the launch pad entrance, the ceiling bay door and the Malevolator force field. You want to keep the lights on, open the launch pad entrance and ceiling bay door, and deactivate the Malevolator force field. There are four switches in the corners of the monitor, and they do as follows:

  • The upper left switch toggles the settings for the lighting and the ceiling bay door.
  • The upper right switches toggles the settings for the launch pad entrance and the Malevolator force field.
  • The lower right switch toggles the settings for the lighting, launch pad entrance and ceiling bay door and the Malevolator force field.
  • The lower left switch toggles the setting for the Malevolator force field.

The quickest way to keep the lighting on, open the launch pad entrance and ceiling bay door and deactivate the Malevolator force field is to hit the switches in the following order: upper-left, upper-right, lower-right and upper-right. From here, you can go to the west and get in the Malevolator to get in.

You'll then see the ending cutscene. Drew will fly out over the Malevolands and shoot down both the fake King Hugh and Count Nefarious, then shoot down the Cutifier, turning Flux Wildly back to normal before the Cutifier collides with the Malevolator, destroying both and sending Flux and Drew flying through the air.

As Flux and Drew plummet to the ground, Drew tells Flux what has happened to him regarding the toon serum, then uses the warp device in an attempt to get back to the real world. Before he does, Flux gives him a communicator to keep in touch with him from the toon world.

Drew ends up back in the real world and in his studio. Drew comes up with the idea of "The Flux and Fluffy Show" and pitches it to Sam Schmaltz, but Schmaltz shoots it down and tells him to come up with bunny characters like before. Back in his studio, Drew gets a call from Flux Wildly via the communicator, and finds out that Fluffy Fluffy Bun Bun and Count Nefarious are still alive. Flux then tells him that he has to come back to the toon world, and this is where the toon serum that Nefarious injected Drew with kicks in, allowing him to cross back over.

This was meant to be a cliffhanger ending and set up a sequel, but unfortunately, the game was not a commercial success, and the sequel never saw the light of day.

However, you have completed Toonstruck! Congratulations!

Saturday, January 15, 2022

PrinceWatercress plays Toonstruck - Part 18 of 19


Now that we've put Spike the Clown to sleep, it's time to do some damage.


From here, head back down to the Climatron and look at the controls. Use the pin you got from Spike on the socket, then push the socket to the cold setting by clicking on it. This will freeze the castle. From here, use the fly suit in the air conditioning vent to go back up to the bathroom. The wet bathroom floor is now frozen, and if you click on the wooden door to get the gator guards' attention now, they will run into the room only to slide on the icy floor and fall through the huge window, never to be seen again. You can now explore the third floor.

By going back down to the second floor from here and pressing the horn on the statue head to the left, you can get a horn to pop up on the one to the right. To open the right head, you'll need to go back to the bathroom, go back to the second floor land and click on the right gargoyle head. You'll be able to open it and get the green crystal. If you just walked to the right head from the left head, the horn on the right head would sink back in and come back up on the left head, so you'll have to take the long way around to just to get to the green crystal.

From here, go back to the Climatron and switch to the hot setting by clicking on it. From here, set the temperature back to normal and get back to the fish bowl on the second story landing. Quickly click on the treasure chest before the fish gets back in the bowl to get the chest. By looking in the Bottomless Bag and clicking on the chest, you'll find a key.

Go back to the Climatron and take the pin out of the socket. You'll need it later. From here, go back to the knight hall and click on the gauntlet on the knight to take it. Go upstairs to the armory. It's time to deal with the henchmen.

There will be a hopping crate. Use the pin on the crate to open it. Inside is Ray, the missing Baker Boy! Ray will know who Drew is, and tell him that Count Nefarious has created a trans-dimensional warp device that allows him to go between the toon world and the real world, and that he has conducted experiments with it on the fourth floor of the castle. After Drew says that he will not leave the castle without the device, Ray hands him the red crystal, then flees the castle as only a cartoon frog not named Michigan J. Frog can.

You're not done yet. Click on the now empty crate to get Drew to climb in. Saving at this point is well advised. From here, you'll need to move the cursor so that the hand cursor points right. As you click on the box to hop towards the TNT, watch the henchmen, as they will take a look at you as you move. If you move while they look at you, you'll get caught and sent back to the cell, At first, Lugnut suspects something at first, then Goggles, then Feedback. Wait for them to stop looking to move again. When you make it to the TNT, Drew will automatically grab some, hop all the way back and get out of the crate. From here, leave the room.

Interestingly, if you move the cursor on the henchmen, you'll find out that they are named - from left to right - Feedback, Lugnut and Goggles. This is actually how you learn their names. Keep this in mind for later.

By left clicking the crate of TNT in the Bottomless Bag, you'll produce a stick of dynamite. From here, head to the first floor and enter the door to the left. This is the kitchen, where a robot will be cooking roast chickens for the gators playing pool in the second floor rec room and sending them there via a dumbwaiter. This is part of the second part of Ms. Fortune's prophecy.

In order to do anything, you'll need to put the robot out of commission. Use the watering can full of water on the robot to rust it, then grab a turkey from the pile of turkeys near the stove. Put it in the inventory, then use the stick of dynamite on the turkey and place it in the fire embers in the stove. Quickly put it in the dumbwaiter, and Drew will take it up to the rec room automatically. Watch as the gator guards in the rec room fight over the turkey only for the entire room to blow up, turning all three gator guards into expensive designer accessories. A dead bird has officially risen aflame.

Go to the rec room, which is now blown wide open. The only thing you can do anything with is the pool stick leaning on the pool table. Take it with you.

From here, head to the third floor landing.

Friday, January 14, 2022

PrinceWatercress plays Toonstruck - Part 17 of 19


In this entry, we explore a little more of the castle and meet the clown from the title screen...and then put him to sleep.


While you cannot use the shower, it can be used as a hiding place. If you go through the bathroom entrance now, two gator guards will see you. If that happens, go into the shower. Otherwise, you'll get caught, Snout will be conscious again, and Snout will be wearing a gas mask. If that happens, you're better off loading from your last save file. Save often and save with multiple files if you need to while you're here!

At the sink, you can use the watering can on it to fill it up with water. Afterwards, click on the sink plug lever between the sink taps, then click on the taps themselves to flood the floor. If you open the medicine cabinet, you can find some chloroform wipes. Take them.

From here, go back down the air vent and head back to the second floor. Click on the clown-shaped door. From here, you'll have to play a game of Simon where you have to click on multiple parts of the clown door's face - the left ear, the right ear, the left eye, the right eye, the nose and the tongue - in the order you are told to click on them in order to open the door and pass on through. If you need to, use a notepad and keep notes on what you're supposed to click on.  As you get through the game, the red light lights up, then the blue light, then the yellow light. You'll have to complete a successful pattern of eleven correct parts of the clown face in order to get in, and the pattern is completely random every time you do this. Again, having a notepad comes in handy.

When you enter the door behind the clown file, you'll finally enter a padded room and meet Spike the Clown. After all this time, you'll meet the clown who is on the game's main menu. Every once in a while, he will remove his big red clown nose and place it on the table to powder his face. If you talk to this guy, you'll find out he is not well mentally.

By breaking the ice with Spike, you'll find out that Spike is Count Nefarious' court jester and that he makes balloon animals only to pop them with his pin, which he also has no problem poking at anyone with. You'll also find out that he gets "special treatments" from Ms. Fortune, who tortures him with hot wires to the brain.

If you ask about the helium tank, you won't be able to get any because you're "in league with the squirrels." "Reasoning" with him doesn't seem to work, either.

If you ask about the pin, you won't be able to get it from him, either.

If you ask about the balloon rabbit, you can see him make the balloon rabbit again.

If you ask Spike about himself, you'll be able to get Drew and Spike to say funny things. There's not a lot of dialogue to listen to, though.

It's finally time to put Spike the Clown out of his misery and take the pin and use the helium. Wait for him to put the nose on the table, then use the chloroform wipes on it. Do not take the nose; it won't go anywhere. When Spike puts his nose back on, you'll get a cutscene where Spike gets knocked out by the chloroform only to come back to life one more time and scare Drew to the point that he almost turns into a toon due to Count Nefarious' serum. From here, Spike will be out for good. You can then take the balloon and the pin. Be sure to use the balloon and the red rubber glove on the helium tank. This gives you two chances instead of one at a certain puzzle in the game.

Also, if you click on the helium tank, you'll get Drew to inhale the helium and sound like Lugnut. Remember this for later.