Wednesday, August 31, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 11 of 18


In this entry, we clean up Boggy Swamp and collect what's left, then head to the machine and lift that boulder.


2:22 - Fun with the Flut-Flut. Double tapping X lets us glide and pressing Square performs a dive attack. We get out fourth and fifth Scout Fliers as well as a Power Cell.

4:36 - Boggy Billy. He tells you that the Lurkers have scared off his pet hedgehog Farley and keep stealing the food he leaves out to get Farley back. You'll then have to play a mini-game where you'll have to shoot down Lurker rats to help Farley get back. Use the left analog stick to aim and keep pressing Square to fire. If even one of the cupcakes get nabbed, you'll have to start all over again. Thankfully, you have infinite Yellow Eco, so just keep on shooting while Lurkers are on the screen and keep a good watch on the entire area so the Lurkers don't pull a fast one on you. You'll get a Power Cell for your efforts when you succeed.

8:21 - The sixth Scout Flier.

9:18 - The fourth and last tether.

12:30 - I forgot to use this launcher; I get the last Scout Flier here.

13:26 - Lifting the boulder.

Tuesday, August 30, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 10 of 18


After getting done with the Precursor City, we head to Boggy Swamp much earlier than we did last time.


1:53 - The seventh and last Scout Flier, and the related Power Cell. The second slide is nearby; I hold back on the left stick to ensure I go through this side and get all the Precursor Orbs on it.

3:55 - The big climb. Once you get on the platform where the Power Cell, you'll have to outrun the Dark Eco to get out of here. The last Power Cell will be at the end. From here, you'll be back at the first slide.

9:59 - Welcome to Boggy Swamp. Here, you'll be introduced to the Yellow Eco, which lets you shoot projectiles with Square as you channel it. This will allow you to break the metal boxes with the Precursor Orbs inside as well as the purple flying enemies (with help from the Triangle button's first-person view).

10:58 - The first Scout Flier.

11:47 - After jumping over the first of many wooden spikes, we take out the rat nest with Yellow Eco. As for the bar, hold forward on the left stick and jump to move forward. Up and X lets you jump straight up. X just lets you let go.

13:19 - Let's get over here and destroy the tether here for a Power Cell. Also, the mushroom platforms act like a see-saw.

15:38 - The second Scout Flier.

17:44 - The second tether.

18:52 - Getting the third Scout Flier, among other things.

19:29 - The arena section. Just like in Misty Island, you'll need to defeat all the enemies here to get a Power Cell.

20:57 - A frog. Be ready to fight back if it gets its tongue on you. After this, we get the third tether.

Monday, August 29, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 9 of 18


In this entry, we start exploring the Lost Precursor City and make some big headway in collecting things.


1:35 - Going down.

1:57 - Some platforming in the Precursor City. Use your shadow to get on the flying platforms. Don't hit the red-hot barricades, and don't jump in the water when it's lit up. You'll get hurt either way.

2:32 - You only have a limited time to cross all these platforms - and open the hatch - when you hit the button.

3:19 - The first Scout Flier.

3:50 - How to defeat the flying enemies.

4:47 - The second Scout Flier. To use the platforms here, stand on one so the other rotates, then jump to the other one when it is where you want it.

7:07 - Fun with Blue Eco, and the third Scout Flier. The platforms with the steam blasting them upwards can be stood on.

8:23 - The green tube and the fourth Scout Flier.

8:47 - The blue tube and the fifth Scout Flier.

9:31 - The red tube, the sixth Scout Flier and the Power Cell. As long as you are quick and careful, you can easily get everything from the tubes.

11:22 - Watch out with these platforms on the way to the Power Cell; if they wiggle back and forth, get off them before they knock you into the Dark Eco below. As for the spinning guys, just press Square to smash them from above. The whirlpools in the water move you around as you move through them.

13:10 - If you can hit all of these platforms exactly once, you can open the door and get this Power Cell. After that, you can't land on any other platforms on the way to the Power Cell.

16:10 - You'll need to be quick to get this Power Cell...and to get back.

16:52 - The first slide. Afterwards, use the Blue Eco vent to quickly get the five spheres spinning. This will allow you to open a hatch and get the capsule to the surface. From here, get to the top for a Power Cell.

21:57 - Getting another Power Cell from the Oracle.

Sunday, August 28, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 8 of 18


In this entry, we head into the Precursor Basin and get everything in about twenty minutes.


0:42 - The entrance to Precursor Basin, where you'll be on a Zoomer throughout the entire level.

0:52 - You'll need to chase these moles until they all jump into the underground burrow. Also, the purple guy flying around is a Flying Lurker, and you'll need to take down all four for a Power Cell. We find the first Scout Flier here. The fourth Flying Lurker slows down after that circle around the column you have to make.

3:38 - The second Scout Flier.

4:16 - Here are the plants Samos was talking about. You'll need to get some Green Eco out of the nearby vent and go through the plants while you're channeling it inside your body. Also, the Green Eco will completely heal you and give you that extra hit, too. It will take a few passes, but as long as you keep on the plants, make slow passes to get as many plants as possible and don't give up, you can get rid of every single tainted plant and get a Power Cell.

5:51 - The third Scout Flier.

6:29 - The fourth Scout Flier, and the Power Cell at the end of this series of jumps.

9:07 - The fifth Scout Flier

9:17 - The sixth Scout Flier.

11:33 - The seventh and last Scout Flier.

12:21 - The purple rings. If you can fly through them all, you'll get a Power Cell. The sixth Scout Flyer will be in front of the very first one. You'll have to approach a few of the purple rings at an angle in order to reach them.

15:04 - The blue rings. Hitting these is harder than hitting the purple ones, and you'll have to do some tight turns and some unexpected jumps to reach them.

17:33 - The racetrack and the Power Cell.

19:08 - Getting the two Power Cells from the Geologist.

20:10 - The Power Cell for the race record.

21:37 - Getting a Power Cell from the Oracle.

Saturday, August 27, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 7 of 18


In this entry, we ride the Zoomer across Fire Canyon, then explore Rock Village for Precursor Orbs and Scout Fliers.


1:04 - It's time to ride the Zoomer for the (second) first time. This time, you have a heat meter in the lower-left, and if it fills up, the Zoomer overheats and explodes. Thankfully, you can hit the blue balloons to cool down, but they can only help so much. The ramps can also keep you off the ground and stop the gauge for a brief time. If the Zoomer explodes, it's back to the start.

All seven Scout Flier boxes will be in plain view; just run into them to break them and get the Scout Flier. Watch out for pits as well as stalagmites that pop up out of the ground. The Blue Eco vent will give you a turbo boost.

There will be a Power Cell at the end.

5:55 - Entering Rock Village, and getting the first Scout Flier there. When you get Samos and Keira over here, you'll find out that the Blue Sage is nowhere to be found, his hut is ransacked, the village is in crisis and that you'll need more Power Cells to fix what's going on by powering a machine that will get some boulders out of the way.

8:29 - Samos will mentioned some plants tainted by Dark Eco in the Precursor Basin as well as how to cure them with Green Eco.

9:34 - Keira mentions a chamber in the Lost Precursor City that can be brought to the surface, which the Blue Sage could not figure out. Also, there are no Lurker sharks in the shallow waters with the coral reefs.

11:01 - The second Scout Flier.

11:48 - The third Scout Flier.

12:02 - How to open the Precursor Hatch.

12:48 - The fourth Scout Flier.

13:01 - The researcher. We can get two Power Cells from her for saving the lightning moles in the Precursor Basin as well as giving her 90 Precursor Orbs.

14:35 - This warrior was defeated by the giant Lurker in the mountains. For 90 Precursor Orbs, he can move the pontoons leading to the Lost Precursor City.

17:18 - This guy in a barrel wants 90 Precursor Orbs, and he will give you a Power Cell. If you can also beat the best time for the Dead Man's Gorge race in the Precursor Basin, he will also give you a Power Cell.

Until you get that racing record Power Cell, do not talk to this man again. If you do, you will accidentally trigger a glitch where the best time will be 0.001 seconds, effectively making getting that Power Cell impossible.

19:18 - Explaining the glitch, and the fifth Scout Flier.

20:14 - The sixth Scout Flier.

21:04 - The seventh and last Scout Flier, and the last Orbs.

Friday, August 26, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 6 of 18


In this entry, we explore the rest of Misty Island and clean it all out. Next stop: Fire Canyon.


2:15 - The second and third Scout Fliers for Misty Island.

3:03 - These Orbs are easy to miss.

4:02 - The fourth Scout Flier.

5:48 - Opening another Precursor Hatch.

6:18 - The fifth Scout Flier is on the barge, and so is a Power Cell.

6:58 - Watch the cylinders so you don't get hit. Every third one bounces. run under those and jump the rest. You'll get the sixth Scout Flier on the way.

7:59 - Getting another Power Cell at the cannon. After getting some thanks for protecting the nearby silo, we can blow up the boxes in the arena area from earlier.

10:14 - The Zoomer is here. X accelerates, the left stick turns, Square is the brake as well as reverse, and R1 lets you jump. Run into the Lurkers moving around in the balloon-cycles to get a Power Cell. Be sure to drive around here to get some more Precursor Orbs, too.

13:10 - Here is a series of ramps and jumps where you can get the last Scout Flier, another Power Cell and the last of the Orbs in this area.

17:45 - The last three Orbs.

Thursday, August 25, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 5 of 18


In this entry, we finish our business in the Forbidden Jungle, then head to Misty Island.


1:35 - The fisherman in the Forbidden Jungle. If you can catch 200 pounds of fish with the next, you can get a Power Cell and access to his boat at the village to Misty Island. Catch the green one-pound and five-pound yellow fish, but don't miss twenty pounds' worth of fish. Avoid the purple eels at all costs, or the game is over.

5:06 - The fifth Scout Flier.

6:22 - The sixth Scout Flier, a bunch of Orbs and a Power Cell.

8:38 - The seventh Scout Flier and the accompanying Power Cell. We're done here.

10:38 - Taking the boat to Misty Island. Press Circle at the bow to head over there. Ground pound the see-saws to get higher. The enemies with the armor take two hits to defeat.

11:44 - The sculptor's Muse. If you can catch up with it, Jak will be able to catch it...and Daxter ensures it stays caught.

13:13 - The first Scout Flier.

13:38 - Ground pound these guys before they hide in the mucky water to get rid of them.

14:23 - Break these bone pillars with your attacks to make them into makeshift bridges. Also, there are bottomless pits at this point, so be careful.

15:30 - Activating the platform for a Power Cell.

17:05 - Use the Blue Eco nearby to open this door, and you'll be ambushed by enemies when you go inside. The Red Eco will give you stronger attacks and more range on your spin attack. The blue guys with the helmets will go down in one hit with Red Eco. Once you beat all the enemies, you can go up the stairs for a Power Cell. Watch out for the bombs!

21:40 - Returning the Muse for a Power Cell.

22:35 - Getting the other Power Cell from the Oracle.

Wednesday, August 24, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 4 of 18


Now that we're done in Sentinel Beach - for now - we head to Forbidden Jungle to take care of more things and then head back to Sentinel Beach for what's left.

First | Previous | Next | End

In this video, we head to the Forbidden Jungle and take care of quite a bit before heading back to previous areas to get what we missed.

2:10 - The first Scout Flier in the Forbidden Jungle.

2:28 - Watch out for piranhas in the water; they'll hurt you.

3:45 - Do not break these yellow blocks. They contain Dark Eco and hurt you if you do.

4:14 - The second Scout Flier.

5:24 - Opening up a bridge. Watch out for the tentacles on the way into the nearby building; you'll be able to get rid of them eventually. Keep fueling up on Blue Eco to use the launchers and power up the doors and platforms to get the third Scout Flier and get to the Power Cell at the top.

8:41 - Grab this Power Cell to open up some Blue Eco vents.

10:08 - After dealing with the platforms on the way here - some of which flip around and become impossible to stand on until they flip again - we face a mini-boss. Wait for the bugs to retract their spikes, then hit them. The boss will create some leaves you can jump up to and hit the flower with. Three cycles of this later, this plant will be dead and the plant-like tentacles that are all around the ground throughout the jungle will die and stop being a threat. You'll also get a Power Cell. Don't forget to jump on the boss' head afterwards; you'll need to do this for a few Precursor Orbs.

13:38 - The fourth Scout Flier is at this machine. You can touch the Blue Eco beam to open the nearby door for a Power Cell. Do that before you break the support that the beam is coming down from. (If you don't open the door first, you'll be able to get to a Blue Eco vent and then hurry up here, but this way is much easier.)

By breaking the support that is bringing the Blue Eco beam to this machine, you'll be able to re-direct the beam. Just go up to the controls, press Circle to use them, and use the orange triangle-like icon as a guide to the next tower. From here, you'll need to get to the next tower and re-orient it like you did it the previous one. Use the camera and your first-person view to find the beam and the next tower if you need to. When you re-orient the final tower, you'll power the village back up again. Talk to the Mayor and you'll get a Power Cell as a reward.

20:24 - Getting a Power Cell from the Oracle.

21:47 - Getting the Power Cell from the Mayor.

23:06 - The last of the collectibles in Sentinel Beach. To use the cannon, aim with the left stick and press Circle to fire. Hold the button to charge your shot and fire further.

Tuesday, August 23, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 3 of 18


In this entry, we head to Sentinel Beach to clear out the Green Eco collectors and find some more Power Cells.


0:47 - The entrance to Sentinel Beach, and the first Scout Fly.

1:23 - The cannon nearby will blow up the boxes. You can get to the cannon to blow them up yourself, but we won't be able to reach it until later and we kinda luck out with all the boxes here.

1:27 - When you approach this Power Cell, the pelican flying around will nab it and land on an island in the middle of the water nearby. Hit the pelican to get that Power Cell out of its mouth. Thankfully, you can long jump towards where the Power Cell will land for a bit of a shortcut.

2:27 - Beat up the sandworm for another Power Cell.

2:47 - Dive in the water with Square to get the Orbs in the water. Hold the button down to dive deeper.

3:47 - The second Scout Flyer.

4:58 - Precursor Orbs behind the waterfall.

5:59 - The third Scout Flyer on the way to the egg, and opening the Precursor Hatch.

7:55 - Another Precursor Egg, and the Flut-Flut Egg. Punch the egg with Square three times to knock it down, then talk to the birdwatcher for the Power Cell. 

9:29 - The fourth Scout Flyer.

10:30 - The Green Eco collectors. Punch the rocks to uncover all the vents and get a Power Cell. You can use the Green Eco here to completely refill your health.

11:42 - The fifth Scout Flyer.

11:56 - Hold R1 and press Square to knock these wooden posts upwards, so you can reach the Precursor Orbs and the sixth Scout Flyers above.

13:09 - After some fall damage, we chase the seagulls around for another Power Cell. There are also some pick-ups around the structures here, too.

14:44 - We'll be coming back here later once we can use the Precursor Launcher.

14:58 - The second and final Scout Flyer.

15:32 - Some hidden Orbs.

16:02 - Another Power Cell on the middle structure. We're done here, for now.

17:31 - Getting a Power Cell from the mayor.

Monday, August 22, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 2 of 18


Our adventure truly begins. In this entry, we spend time in Sandover Village to meet with the townspeople and see what we can do for Power Cells while also collecting all of the Scout Flies and Precursor Orbs.


2:36 - The first Scout Fly.

3:18 - The second Scout Fly, and a conversation with the mayor, who tells us to restore the Eco Beam in the Forbidden Jungle in exchange for a Power Cell. Also, we can get another Power Cell from him for 90 Precursor Orbs.

5:10 - Jak's uncle. If you give him 90 Precursor Orbs, you'll get a Power Cell.

6:47 - The third Scout Fly.

7:12 - The sculptor. You'll have to find his Muse in Misty Island in exchange for a Power Cell in order to get him to sculpt again. We won't be able to do this for a little while.

8:32 - The birdwatcher. There is a Flut-Flut egg in Sentinel Beach, and if you can rescue it, you can get a Power Cell.

9:40 - A Precursor hatch. Use the Blue Eco to open it and get some Precursor Orbs.

10:03 - The last few Orbs will be here (maybe). Get over here for some.

11:08 - The fourth Scout Fly.

11:40 - The fifth Scout Fly, and an Oracle. You can get two Power Cells for 120 Precursor Orbs each, but this will take a little bit of time.

12:47 - The sixth Scout Fly.

12:59 - The seventh Scout Fly, and the Power Cell.

13:53 - We get a Power Cell from our uncle.

14:50 - By talking to his farmer, you'll be able to lead the five Yakows into the pen for a Power Cell. Attack them to get them moving, and lead them towards the pen by moving behind them. Once you get all five Yakows into the pen, you'll get your Power Cell.

Sunday, August 21, 2022

PrinceWatercress plays Jak and Daxter: The Precursor Legacy AGAIN - Part 1 of 18


Back when I first played this game, I didn't have OBS more or less working to my liking. Now I've gotten it working, so let's try playing through this game again!

The story begins with Jak and Daxter going out on a boat to Misty Island; the reason for why is never explained. As they are there, they come across a Lurker plot run by two people involving ancient Precursor artifacts in the nearby village. As they explore the island, they find a Precursor artifact near a pool of dangerous Black Eco. Suddenly, the artifact glows and a Lurker spots them. Jak throws the artifact at the lurker, but the explosion knocks Jax into Daxter, who in turn falls into an orange creature that looks like an otter.

The next day, Jak and Daxter set foot in the hut of Samos, the Green Sage, who quickly figures out what has happened despite his irritation towards Jak and Daxter for not listening to him. He explains that the only person who can change Daxter back is Gol Acheron, the Sage far to the north, and the only way to get there with the other Sages' teleporters being deactivated is Fire Canyon, with ground so hot it can melt Precursor metal. Keira, Samos' daughter, shows up and says that one can fly through it with a Zoomer that can withstand the heat of Fire Canyon, but to power it up, twenty Power Cells must be collected out in the wild or bought from the residents of the nearby village in exchange for Precursor Orbs. Samos then sends Jak and Daxter to Geyser Rock for training.

Use the left analog stick to move around, X to jump and double jump, Circle to spin attack and Square to lunge forward and punch. Pressing Square in mid-air lets you punch the ground from above to attack enemies above you. R1 lets you crouch and crawl with the left analog stick when held. Holding R1 and pressing Square lets you perform a jumping uppercut, and jumping while holding R1 lets you do a high jumping. Pressing R1 while running lets you roll, and jumping while rolling lets you perform a long jump. The right analog stick lets you move the camera. Triangle lets you look in first-person mode. Use the left analog stick in this mode to look around, then press Triangle to get back into the action.

Green Eco will be found either out in the open or in chests, and Green Eco lets you refill one of your three hit points when you collect 50. There are big balls of Green Eco that give you 50 Green Eco automatically. If you have 50 Green Eco points and you have full health, the 50 points of Green Eco will act as a "fourth hit." Precursor Orbs are used as currency and can be exchanged for Power Cells, so grab them when you see them.

Spikes hurt, but don't kill you, so don't move into them. You'll find your first Power Cell out in the open between spike pits.

The glowing orbs are Power Cells, and these along with Precursor Orbs are among the main collectibles of the game. Look at them like Stars from Super Mario 64, as you need them to progress through the game.

The red boxes contain Keira's Scout Flyers, which were in the area to look for Power Cells. Jump up and hit Square to crush the boxes from above. There are seven in every area, and finding all seven in an area will net you a Power Cell.

Blue Eco contains the energy of motion and allows you to move faster, attract Precursor Items that are nearby to you and even activate certain things in the area. You will have a gauge in the lower-right corner that shows how much Blue Eco you have, and that Blue Eco will quickly run out, but if you can keep picking up Blue Eco, you can keep channeling Blue Eco up. You'll need to reach the Precursor Door while channeling Blue Eco. Thankfully, there is a Blue Eco vent near the door, and if you stand in the vent, you'll get the maximum amount of Blue Eco. Behind the door is a Power Cell. The fourth and last Power Cell will be past the Precursor Door after doing some basic platforming. After all that, you can grab the Blue Eco, stand on the platform with the lightning bolt on it and activate it with the Blue Eco so it takes you back to the teleporter and back to the Green Sage's Hut. Be careful not to fall while getting on the platform; fall damage exists in this game and you lose one hit point from a high fall.

23:35 - If you're needing those last few pesky Precursor Orbs, here they are.

Once you reach the teleporter, press Circle to use it when prompted, then use Circle to warp to the Green Sage's Hut. Samos will tell you that his Green Eco collectors on Sentinel Beach are clogged, and asks you to clear them out. He also tells you that the lights on the beach will lead you to them.

When you pause the game, you can press the face buttons to see what you've collected in an area, and you can use Up and Down on the D-Pad to switch between areas you've already been to. You can also set other options such as aspect ratio, play hints, menu languages, save and load games and more.

You can talk to Samos and Keira if you want. Keira will tell you about an ancient Precursor pipeline hidden deep underground. Some pipes end in pipes where Eco flows freely, while some pipes have been capped to hold some Eco back. Some of the pipeline has been tracked back to the Forbidden Jungle, where you may be able to find some kind of switch.

Saturday, August 20, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 10 of 10


Now we're at the end of the game with Wile E. Who would have thought Road Runner would be so violent?


Granite Gulch

The first section of this stage is just like the first section of Red Rock Rendezvous, with the only difference being that it takes place at night. The second section is also cliffs, but here, you'll be doing even more platforming and even more running up walls just to get to the end. Explore if you can, get all sorts of stamps if you must, but get to the right as quickly as possible.

The tiny umbrella allows you to float slowly to the ground without taking damage. You'll also be using the flight suit extensively here, too. I keep using it to fly up and to the right as much as possible.

The bonus area is Road Runner's waterfall bonus area from Buttes and Ladders as well as the Road Runner's version of Granite Gulch.

The Grand Finale

Well, this is a twist. The Road Runner is now running that vehicle. (Why so violent?) Get to either the left or right side of the screen, get to the switch, and pull the switch so the barrels fall on the vehicle that is trying to crush you as it passes by. Since Wile E. is not as fast as The Road Runner, you'll be running like your life depends on it and using your turbo boosts to save your own bacon. Use the balloons at the top to take a shortcut to the other side for clocks and health, assuming you're good at landing on balloons. Watch out for the bombs that get thrown at you, and don't get hit by the vehicle, either. As you drop barrels, the vehicle gets more red. After dropping twelve barrels on the Road Runner, the battle is over.

When you beat the game as Wile E. Coyote, Wile E. becomes ACME's Customer of the year.

And we're done with Desert Demolition!

Friday, August 19, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 9 of 10


It's a little easier to explore Karl's Bad Caverns to get all the good stuff on the way to the end of the game with Wile E. Coyote. Also, the bonus level is fun.


Karl's Bad Caverns

For the first section, you'll be jumping from platform to platform, riding elevator platforms and looking in the occasional nook for stamps, clocks and even an extra life or two. You will definitely want to get as many clocks as you can in the first section, as you'll only have thirty seconds to work with. If you go all the way to the right and look in the red building next to the elevator platform, you'll find two clocks. Watch out for the mine cart and the springs near the end.

The second section gives you more time to work with. Get as much as you can, but hurry down and to the right so you can catch the Road Runner. and also get to the exit with time to spare. This can be a little difficult to do, and if you need stamps or clocks in this level, you're going to have to go find them.

The see saws with the rocks will launch you up higher if you land on the non-rock end.

The bonus area has you using jackhammer to break through layers of platforms to get stamps and clocks. If you can make it to the bottom, you'll get your bonus points as well as a Sylvester and Tweety cameo.

Thursday, August 18, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 8 of 10


Now it's time for Choo Choo Terrain with Wile E. Coyote. It's much like Road Runner's version of the level with a few subtle differences.


Choo Choo Terrain

For the first section of this stage, you'll be making your way to the engine to stop the train. Along the way, you'll be switching between the high road and the low road to not only collect stamps and clocks, but also to catch the Road Runner. There are spots where you can jump on balloons to skip past parts of the level and even get some much-needed power-ups, so take those routes when you can.

You can crawl through pipes to get to a bottle of health-replenishing pills as well as an extra life.

Aside from oil popping out of the pipes and shooting you up into the air like a geyser, there are also toppled ACME boxes with explosive coyotes like in Buttes and Ladders. You definitely don't want to run into them, as they hurt.

When you reach the head of the train, press Down at the switch to stop the train and enter the second section of the level.

In the second section, you'll be making your way down while trying to catch the Road Runner (the dead ends can help with that) and avoiding the mine carts that move along the tracks. There are crates to help you out, but you will want to be careful if you get the rocket skates. If you know where to look, you can find plenty of clocks and stamps. Don't forget to look in the tunnels inside the rock to find some hidden pick-ups, too. At least you can climb up and down the ladders this time.

The bonus area takes place on train tracks with a train coming after you. Run to the right and keep jumping to get pick-ups and avoid the explosive barrels. If the train hits you or if you make it to the end, the bonus level is over. If you lose all your energy from getting hit by the train, you'll lose a life as soon as you enter the next level.

Wednesday, August 17, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 7 of 10


Now it's time to go through the desert village with Wile E. Coyote...and we get introduced to a different second section in the process.


Buttes and Ladders

Go up and left at the start for an extra life.

For the first section of the stage, you'll want to stay high and keep going. You may run into the Road Runner as you do this as you do this. If you can trap him near a wall, he is big pickings for stamps and a clock.

In the second section, there are wires you can balance on with the wheeled helmet, albeit upside-down. Press Right on the D-Pad the instant Wile E.'s legs are behind him, and Left the instant they are in front of him. If you're paying attention, you'll quickly get into the groove as to how to move on the tightropes and you can make some big progress on this stage.

The boxing gloves will hurt if they smack Wile E. 

The bonus area for Buttes and Ladders has you going down in a flight suit. Hold Left and Right to move forward while pressing C to flap the wings. If you can get the timing down right, you can get a ton of stamps and a few pick-ups here. You can even get an extra life. Also, the sheepdog from some of the non-Road Runner cartoons featuring Wile E. Coyote can be seen at times in the bonus area.

Tuesday, August 16, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 6 of 10


We've played through the game as Road Runner, and now it's Wile E. Coyote's turn! Here, we play through Red Rock Rendezvous, which shows up first here.

Red Rock Rendezvous

At the beginning, this stage and Buttes and Ladders are in different spots depending on who you play as.

With Wile E. Coyote, you can hold B to run and double-tap it to use a turbo boost if you have one. A lets you dive. Holding Down on the D-Pad and rolling your thumb left or right lets you crawl. Up and Down lets you climb on ladders. 

If you see an ACME crate, jump inside. This will let you use whatever is inside. The rocket skates last only for a limited time, and you can use Left and Right to switch directions. Press A to stop using them. You will slow down for a second before turning around, though. Also, the jars of pills replenish your health much like the bird seed does for Road Runner.

For the first section of this stage, you'll want to speed through it as fast as you can, as you will only start this level with 60 seconds. Get stamps if you can, but absolutely get the clocks. Be sure not to go to fast, as the steel panels that come out of the slits in the ground will hurt you. Ditto with the cacti and the exploding barrels.

You only have a limited amount of time to catch the Road Runner upon seeing him, so you'll want to move fast and think even faster, since the Road Runner will always tend to avoid you (and pretty well, at that). Catching him gets you bonus time and stamps.

The second section takes place on the cliffs, and this will give you a little more platforming to do. Always make your way to the right as much as you can, but make sure you explore just a little bit so you can find some stamps. There are also a few loops here; one has three clocks for 30 seconds and another has three turbo boosts. The spring shoes let you bounce higher; just hold C down and you'll bounce much higher than usual. You can also cancel these out with the A button as well.

The dynamite can be used to get the boulder out of your way briefly, and the geysers will send you into the air. The green goop slides you down slopes. Also, go up and to the right at the exit for an extra life.

Also, if you smack right into walls or hit your head on ceilings, you will take damage from doing it. It's not much, but if you keep doing it, it adds up.

The bonus area here has you jumping from one rocket to another to get as many clocks and stamps as possible as you make your way into space, where you will see Bugs Bunny and Marvin the Marvin make cameos. You will let go of a rocket after enough time, so if you see another one, jump to it.

Monday, August 15, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 5 of 10


Here's a deviation from the norm: the Road Runner kicks Wile E.'s butt by dropping barrel bombs on him. What is this even?


Granite Gulch

The first section of this stage is just like the first section of Red Rock Rendezvous, with the only difference being that it takes place at night. The second section is also cliffs, but here, you'll be doing even more platforming and even more running up walls just to get to the end. Explore if you can, get all sorts of stamps if you must, but get to the right as quickly as possible.

The bonus area, which isn't pictured here, is the waterfall bonus area from Buttes and Ladders.

The Grand Finale

You finally face Wile E. himself. Get to either the left or right side of the screen, get to the switch, and pull the switch so the barrels fall on the vehicle that is trying to crush you as it passes by. Watch out for the bombs that get thrown at you, and don't get hit by the vehicle, either. As you drop barrels, the vehicle gets more red. After dropping twelve barrels on Wile E., the battle is over.

When you beat the game as Road Runner, Road Runner becomes the President of ACME, much to Wile E. Coyote's horror.

We're not done yet, though; we still have a whole playthrough as Wile E.! Stay tuned!

Sunday, August 14, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 4 of 10


Karl's Bad Caverns eschews speed for platforming, but there are still a few places to go fast. You'll have to get higher - or lower - to escape Wile E. at times, though.


Karl's Bad Caverns

For the first section, you'll be jumping from platform to platform, riding elevator platforms and looking in the occasional nook for stamps, clocks and even an extra life or two. You will definitely want to get as many clocks as you can in the first section, as you'll only have thirty seconds to work with. If you go all the way to the right and look in the red building next to the elevator platform, you'll find two clocks. Watch out for the mine cart and the springs near the end.

The second section gives you more time to work with. Get as much as you can, but hurry down and to the right so you can get away from Wile E. and also get to the exit with time to spare. Thankfully, I had plenty of opportunities to get Wile E. to bash into a wall or something.

The bonus area is the four loops from Red Rock Rendezvous.

Saturday, August 13, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 3 of 10


Well, at least we have some background noise here. 


Choo Choo Terrain

For the first section of this stage, you'll be making your way to the engine to stop the train. Along the way, you'll be switching between the high road and the low road to not only collect stamps and clocks, but also to get away from Wile E. Coyote. There are spots where you can jump on balloons to skip past parts of the level and even get some much-needed power-ups, so take those routes when you can.

Aside from oil popping out of the pipes and shooting you up into the air like a geyser, there are also toppled ACME boxes with explosive coyotes like in Buttes and Ladders. You definitely don't want to run into them, as they hurt.

When you reach the head of the train, press Down at the switch to stop the train and enter the second section of the level.

In the second section, you'll be making your way down while avoiding not just Wile E., but also the mine carts that move along the tracks. Your best bet is to keep away from the crates and get well away from Wile E. Coyote with a turbo boost if he shows up. Thankfully, you can ride the mine carts to get away from Wile E. Don't forget to look in the tunnels inside the rock to find some hidden pick-ups.

The bonus area takes place on train tracks with a train coming after you. Run to the right and keep jumping to get pick-ups and avoid the explosive barrels, and don't forget the two extra lives near the end. If the train hits you or if you make it to the end (where Yosemite Sam makes a cameo), the bonus level is over. If you lose all your energy from getting hit by the train, you'll lose a life as soon as you enter the next level.

Friday, August 12, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 2 of 10


Compared to the first level, we'll need to speed through the desert in the second one even faster.


Red Rock Rendezvous

For the first section of this stage, you'll want to speed through it as fast as you can, as you will only start this level with 45 seconds. Get stamps if you can, but absolutely get the clocks. Also, be ready to quickly get away from the crates once they open, as Wile E. Coyote will be using the rocket skates, spring shoes and even the flying suit just to get you. The cacti hurt, but if you can get Wile E. Coyote to run into them, you can get yourself some much needed stamps and extra time. There is also health at the end of this section, so be sure to get it before continuing on.

The second section takes place on the cliffs, and this will give you a little more platforming to do. Always make your way to the right as much as you can, but make sure you explore just a little bit so you can find some stamps. There are also a few loops here; one has three clocks for 30 seconds and another has three turbo boosts.

The bonus area here is four interconnected loops that look much like a clover. If you can run around the loops and jump at the right time, you can refill on turbo boosts, get all of the few clocks that are here, clean out this whole bonus area of its stamps and even get two extra lives!

Thursday, August 11, 2022

PrinceWatercress plays Desert Demolition Starring Road Runner and Wile E. Coyote - Part 1 of 10


Death Valley Rally isn't the only Road Runner game in town. There's also this one, and you can also play as Wile E. Coyote. For a later release for the system, Genesis STILL does what Nintendon't!


At the title screen, you can choose either Road Runner or Wile E. Coyote with Left and Right on the D-Pad.

We'll be starting as the Road Runner, but we'll be playing as Wile E. Coyote later.

By entering the options menu, you can run around as your highlighted character while also toggling the music and sound effects, switching between the game's three difficulties (easy, normal and hard) and changing the functions of the A, B and C buttons. Press Down in front of a lever to change the settings.

The default functions for A, B and C are action, turbo and jump respectively. A lets you perform the "Meep Meep!" sound, while C jumps. B lets you perform a turbo boost and go even faster, assuming you have a turbo boost icon.

Left and Right let you move around (and quickly!), and Down lets you peck at the piles of yellow bird seed scattered throughout the levels to refill your health. While you cannot climb up and down the ladders (that's Wile E.'s territory), you can go up and down with the trampolines on the options menu as well as within the game's levels.

When you go past the exit sign, you'll begin the game. You'll get a screen you'll only see for a few seconds that tells you what to get and what to avoid (obviously, it's the coyote, among other things).

Clocks add ten seconds of time. Stamps give you points, and if you collect 125 of them in a level, you'll get a bonus area at the end. The red circles with the thunderbolt give you turbo boosts, which allow you to go further by pressing B (under default controls). Road Runner heads give you extra lives.

As for the crates, you'll want to stay clear away from them, because if you get too close, Wile E. Coyote will come out of them with one of a couple of ACME products equipped, such as the rocket skates or the green bat suit. You'll need to get well away from him in order to outrun him.

Buttes and Ladders

The time will be in the bottom center of the screen. You'll only start with a minute's worth of time, which isn't much time to explore the area. Your best bet is rush to the right as much as possible, grab what you can and get to the end of the section. If you run out of time, you'll lose a life and get sent back to the beginning of the section. There are two sections to every level, and when you make it through the second section, you'll head to the next level. If you have 125 stamps or more, you'll enter the bonus level after that.

Your health and lives are in the upper-left corner. If the red bar goes empty, you're losing a life and going back to the beginning of the section. If you die by either losing all your health or running out of time, you'll also lose all your turbo boosts and you'll have to replenish them again by collecting more throughout the level. (You can have up to four turbo boosts.) If you get hit, Road Runner will speed away for a second before returning.

There is an extra life up and to the left of the start. 

For the first section of the stage, you'll want to stay high and keep going. You may run into Wile E. Coyote as you do this. If he runs into a wall or bonks his head on a ceiling and you happen to be near him when that happens, stamps and a clock will fly out of him. You'll want to pick these things up, especially the clock.

The red springs will bounce you away when you run into them. If you can use them to your advantage, you can give yourself a good speed boost when it counts.

Catapults can launch you further to the right if you need to get somewhere fast.

The balloons with the anvils tied to them will drop their anvils if you're under them, but if you leap off the ballons, you can use them to get power-ups and shortcuts through the level to other places.

Cannons launch you straight up when you jump into them and press C. The one I found got me to an extra life!

Watch out for the barrels near the end of the first section. Bombs will shoot out of them, and they can do quite a bit of damage.

When you reach the second section, the amount of time you ended the first one with gets tacked on to the time you start with on the second.

There are loops that you can run around in like in [i]Sonic 2[/i]. Just like in that game, just keep going forward and you'll go around the loop. The black circles spinning around inside the ground are speed boosters; run through them to go forward faster. This will let you go up some big walls.

The bonus area for Buttes and Ladders is a series of logs going down a waterfall that you will have to jump up in order to get to the top. You'll be getting some pick-ups along the way. At the beginning, you'll also see Elmer Fudd shooting at Daffy Duck. Almost all of the bonus areas will have cameos; see if you can find them all!

Wednesday, August 10, 2022

PrinceWatercress plays Bing Bing! Bingo - Part 5 of 5


...and with one more bingo theme, we finish this game off. See you next time.


Our fourth and last bingo game theme is Skydiving Bingo. You can control the little guy who falls into the stadium to make it easier to get the numbers you want. You can do that with the D-Pad, but keep in mind that the view constantly spins, and you'll need to fine-tune where you're at in order to land on the number that you want to land on. If you can do it right (which isn't that hard to do), you can get tons of easy bingos. As a result, this is the easiest of the themes to win in.

And that's it for Bing Bing! Bingo! See you next Let's Play!



Tuesday, August 9, 2022

PrinceWatercress plays Bing Bing! Bingo - Part 4 of 5


In this video, we play a pirate-ship theme bingo game. Compared to the bingo themes we've done previously, we have more control over which numbers we get here.


In Pirate Bingo, the numbers are fired out of a cannon. Unlike other themes, instead of trying to get a certain number, you get to pick the color. Black is B, Yellow is I, Red is N, Green is G and Blue is O. B covers 1-15, I covers 16-30, N covers 31-45, G covers 46-60 and O covers 61-75.

Because of this, you have the second best amount of control over what you can get and an easier time trying to get the number you want as a result.

Monday, August 8, 2022

PrinceWatercress plays Bing Bing! Bingo - Part 3 of 5


For this video, we'll be playing the Amida theme and watching Santa land on a lot of chimneys. If you've ever played the mini-games where something has to travel a path and always has to turn at a fork in the road, you'll have a good idea how this theme works.


In Amida Bingo, you're taking Santa Claus and his sleigh down a series of lines in order to land on a house. The number on that house is then called. You can change where Santa drops down from the top of the screen at with Left and Right on the D-Pad before pressing A, but that's as far as you can go when it comes to changing the outcome of what number you land on...which can be pretty hard to do.

If you've ever played the bonus games in Kid Dracula, one of the bonus games in Super Mario Land 2: Six Golden Coins, or fought the spider boss in Mega Man X, you'll know how this works.

If not, it's quite simple. You pick a line and go down it. If you see a horizontal line on the way down, you have to take it. From there, you'll have to keep going down and travelling across horizontal lines until you reach the bottom. It's explained here, and is known as "Amidakuji" (Amida's Halo) in Japan as well as "Ghost Leg" in China.

Sunday, August 7, 2022

PrinceWatercress plays Bing Bing! Bingo - Part 2 of 5


Now for the bingo games. Slot Bingo has a woman in a bunny costume pulling the lever on the slot machine that picks the numbers. Let's see how this goes!


Slot Bingo

All four themes have the same bingo modes and cards, with the only difference between them being the presentation of how the numbers are called. That's pretty much it.

Party Play allows for playing the game in real life. If you have real bingo cards and markers, you can use this to call out the numbers and conduct a real bingo-game. 

VS Play is what we'll be playing for this and the next three videos. This will be you against the computer or another human player. The both of you will be alternating turns and drawing numbers. Thankfully, numbers cannot be drawn twice. B covers 1-15, I covers 16-30, N covers 31-45, G covers 46-60 and O covers 61-75.

From here, you can use Up, Down and A to pick a board for the next few seconds. Then, the game starts.

In Slot Bingo, a bunny girl will pull a lever on a slot machine. You'll have to press A twice to pick which numbers you get. If you're paying attention, you can time your button presses right to get the number you want.

In order to fully win any of the bingo games, you'll have to clear your board completely. If you get two bingos in a row, you get a one-line bonus that allows you to clear an extra line. You can score a bingo vertically, horizontally or diagonally. You can end the game at any time by picking "END" after any turn.

Saturday, August 6, 2022

PrinceWatercress plays Bing Bing! Bingo - Part 1 of 5


Here's something you never see in the West: a collection of bingo games and mini-games. While the four different bingo themes are the main draw of the game, the first video is spent getting the mini-games out of the way.


Config

Here, you can switch between mono and stereo sound and play with the sound test. There is a setting that can be changed from "Auto" to "Manual," but I have no idea what it does and there's nothing on the Internet that tells me. Maybe it's for the bingo games?

Halisen Shoot

This is a whack-a-mole game. Use the X, Y, B and A buttons to strike monsters up, left, right and down. You'll be on the left side, while the second player or computer will be on the right. Different colored monsters will pop up at different speeds. The more monsters you hit, the more points you'll be able to get. How I'm able to win on Hard but not the easier difficulties, I will never know.

Arm Wrestling

Pick your player and your opponent, then mash A as much as you can get more button presses than your opponent. Jurian and Cyber have a handicap of +2 and +3, respectively, which means that you'll get extra button presses with Jurian compared to Samson, much like how Cyber gets more button presses than the monster. You'll also be able to pick your difficulty before picking your players, as well.

Darby Zone

You can play with up to eight people in this mode. Input your names with A, B and the D-Pad and bet on who you think will place first and second in the race. If you're right, you can get a bunch of money depending on how much you bet and what the odds are.

For example, let's say that you want to bet on Horses 1 and 4. You'll pick 1-4. The odds on 1-4 placing in the top two are 13.4. Let's say you bet 1000P (points) on them and they place in the top two. You'll will win 1000P x 13.4, or 13400P, back. You can make up to three bets, but make your bets carefully.

Once you place your bets, the race will start. You'll have no control over the action whatsoever, so all you can do is watch. You'll then see how much you won (or lost) depending on who placed in the top two and who you bet on and what.

Friday, August 5, 2022

PrinceWatercress plays Rapid Reload (as Axel) - Part 6 of 6


It's just you and the final boss here. 


Round 6

In this final level, you'll have only one enemy to fight: the final boss. You'll get taken to the Pumpkin Heads' stronghold in some ruins, then you'll face the boss.

For the first phase, equip F and stay to the left, hold L2 and aim up and left to get a free shot. From here, move left and right to avoid the lasers, then slide to the other side and sidestep around the lasers there. Hold Up and press R2 to grapple to the platform above you with your wire (grappling hook), then face the boss, duck down and shoot at the head until the orbs stop flying around. When the boss gets back up, get back down and fire at the boss while holding L2. From here, you'll be avoiding the lasers again. After the lasers are fired a second time, you'll need to stay down on the floor this time to avoid the orbs. The third time around, the orbs will be at the lower half of the screen again.

At 14500 HP, you'll enter the second phase. Stay all the way to the left, then move to the right when the boss rears back so you don't get hit by the fist or the crystals that the boss creates. After three punches, the boss will go back to the center. Go back to the left when the crystals fade away. 

At 10500 HP, you'll enter the third phase. Go all the way to the left. When the boss fires a spiral of red fireballs, get to the platform above you with the wire like you did earlier, then fire at the boss. The boss will fire to the left. Get to the right and avoid the fireball spiral again, then stay all the way to the right. When the boss heads back to the center, get to the left again. Lather, rinse, repeat. Be sure to get your shots in with F when you get on the platform, then get to the other side of the room as soon as possible.

At 7000 HP, you'll enter the fourth phase. Stay in the center and keep firing upwards at the boss with F. When the disco balls go to the lower corners and up to the higher corners, slide to the side so they don't hit you. When they go straight up, stay in the center and jump when they both head towards you. From here, you'll want to slide to the left and get to the platform above, then jump towards the boss and fire at the boss's head with F on the way down. Jump straight up to avoid the smaller blue fireballs. The pattern will repeat, but when the balls try to collide into you, you'll need to head to the right this time.

This is the final phase. Once you beat the boss, that's it! Rika will show up, and the Valkiry is yours! You just beat Rapid Reload as Axel!

Thursday, August 4, 2022

PrinceWatercress plays Rapid Reload (as Axel) - Part 5 of 6


I had a much easier time getting through this level. It was just the boss that gave me trouble, is all.


Round 5

Compared to Round 4, this level is a lot easier. If you equip H and keep firing it, you won't even see most of the enemies in this level before you take them out. Kill 'em all and get all the P gems you can.

The red ships have a multi-way shot, but if you're paying attention and you're staying to the left side of the screen, you can easily get between the bullets. As for the laser, just don't be lined up with it.

If you hold X while moving around, you can change the direction in which you aim. Use this in conjunction with the Square button and you can fire and change your aiming direction at the same time. This will help against the dragons on the ship that shows up halfway through, as well as some of the enemies near the end.

The guardian here has multiple phases. Equip F. Aim for the middle while staying all the way to the left and avoiding the shots. Eventually, the sides of the ship will start shooting at you, too. Keep firing at the middle part like you've been doing and take it out first so you don't get hit by a barrage of missiles. From there, you can take out the side cannons with H to make this even easier. 

Once that's done, switch back to F and stay close to the right of the boss. Watch out for the salvos of balls the boss shoots. They switch directions every so often, but if you stay close to the balls as you can avoid them, you can find an opening and take it to get back to the boss. After three salvos, the boss will shoot three whole rows worth of balls. Stay between the two rows and continue to fire.

An alternate strategy is to go to the left side of the ship, equip H and move around the smiley face on the ship in a circle while firing H. You risk getting shot at with homing shots, but if you

At 8000 HP, the boss will go back to the right. This is where you need to use all of the bombs that you have gotten up to this point. The game expects you to have eight bombs and not use any of the bombs that you get at any point in the game up until now, and you'll need to use them in conjunction with F to do a lot of damage very quickly. The boss will fire a lot of shots at you, and while you can avoid them if you know what you're doing, you will want to keep this last phase short.

The boss will also shoot a giant spiral laser at you. If you stay in the center of it as it moves up and down, you won't get hit.

After beating the boss, you'll meet the Master, who wants to use the power of the Valkiry for her own selfish reasons.

Wednesday, August 3, 2022

PrinceWatercress plays Rapid Reload (as Axel) - Part 4 of 6


It took me two nights to get this level all figured out and beat it. I'm surprised this went as well as it did, and I'm also surprised I was so gravely serious as I talked through this video, but to be fair, I had no idea if I could get past this.


Round 4

The hardest part of this level is keeping your health high. You cannot afford to take a lot of damage here, as there is only one health pick-up in the entire level.

Use H as much as possible to take out the enemies. Duck down and fire F when you see the mechs with the flamethrowers to avoid their missiles.

To defeat the crane, just move back and forth to avoid getting hit by the hook and fire H the whole time.

Despite what I say here, you do not have a limit of six bombs. I find this out later on.

To defeat the first area boss, equip H. This boss has three patterns with its flamethrowers:

  • If the flames on the sides curve to the side before heading towards the missile, you'll need to jump over them.
  • If the flames on the sides go straight to the side and then go straight up, you'll need to slide when the time is right to avoid them when they go straight for you, as those flames will track.
  • If the flames on the sides go straight down then curve upwards, stay far to one side and face the boss while continuing to shoot H.

When the area boss starts moving around and shooting fire downward from right above you, you want to tap the D-Pad left or right to stagger the flames as soon as you see them so you don't get hit.

At less than 1600 HP, the boss will ditch its armor and create a bunch of orbs around it. Whatever you do, do not let go of the fire button as you hire H. Also, you need to be on the right side of the screen and ducking down. This will ensure you can shoot some of the orbs down. When the boss goes down and to the left, immediately slide to the left so the flamethrower doesn't hit you. From here, continue to shoot at the orbs as you duck down. When the boss goes down and to the right, slide to the right so you don't get hit again. From here, the pattern starts over.

Once you beat the first area boss, you'll be on an elevator. Keep H equipped and shoot down not only the missile launchers on the walls, but also the orbs that come down from the top of the screen to shoot a laser. You'll want to keep the screen as clear as possible so you don't get hit a whole bunch.

You'll soon see two big brown missile launchers on the sides. Equip G, duck down on the left side of the elevator and shoot at the one on the right. You'll be able to take down the missiles while shooting this thing. When the launcher on the right goes up, go to the right side of the elevator, face left, duck down and shoot at the launcher on the left. By ducking down, you'll avoid the machine gun fire on the missile launcher that is going up. You'll eventually take one down, then the other.

Equip H again. You're facing the second area boss. Stay to theleft, and when you see the black hole form in the center, stay away from it and stand on the crusher platform on the side. Stay on the platform and continue to fire at the boss so you don't get hit by the rainbow-colored flashes of light when the boss spits stuff out. When those lights are gone, go right of center and move back and forth to avoid the flamethrowers, then be ready for the crushers. They crush at the sides first, then go to the center and come down there. Move to the sides when they come to the center.

The pattern will repeat, but this time, stay on the floor and approach the center as the black hole closes, as the lights will go to the side instead of to the top and bottom. From here, the pattern is the same as last time. All the while, you need to be firing at the boss with H. Thankfully, this is all the second area boss does.

Keep H equipped and trad slowly and cautiously to take out the three-way laser cannons and the enemis as you go. The red mechs will run towards you. Don't forget that you can hold Down and press X to grab the floor below your feet on the upper level. You'll find a bomb and the level's lone health pick-up around here. You'll want to advance to the right a little bit before picking each thing up, as you don't want to get hit by a red running mech.

Stay all the way to the left and fire F to take out the flamethrower tanks.

You'll soon see the level guardian. Switch to F. Stick to the far left and shoot at all the missile and weapon pods at the center of the guardian's body, and jump when you need to in order to avoid the lightning orbs.

Once you shoot everything down on the upper half, you'll switch to the lower half. Stay to the left and hold Down and press X to hang off the platform you're standing on, and shoot at the two missile pods to the sides as well as the lighting orb pods above. Thankfully, I stand in the right position and take out everything at once, so the missiles I need to shoot down don't even show up. From here, the laser  cannon in the bottom center starts moving around. Keep shooting at it with H and jump forward when you see the laser flash so you don't get shot. When it stomps moving, shoot at it with F.

You'll then take on the head. Fire H to fire atat the shoulder pads, and watch the lasers. The first three lasers are always diagonal, vertical and horizontal in that order. Stay to the far side of the screen to avoid the diagonal and vertical lasers, then go all the way to the center and jump as soon as you see the horizontal lasers come at you. From here, the lasers will be random, but you'll know how to avoid as long as you pay attention to how they fire. 

At 2000 HP, stay away from the sides and keep firing. Watch the head, and when you see the head move, move away so the laser doesn't hit you. Thankfully, this is the only attack the guardian has. As long as you don't get shot and you don't touch the fists of this giant mech, you're good, and you'll complete the hardest level in the game.

Tuesday, August 2, 2022

PrinceWatercress plays Rapid Reload (as Axel) - Part 3 of 6


The game picks up in difficulty a little bit here, but it'll be the second half of the game that will really rock your world.


Round 3

In this level, you'll be in a mine cart, much like in the mine level of Gunstar Heroes. Equip H and take out enemies before they can shoot at you. As long as you hold the fire button down and face enemies as soon as they show up, you shouldn't take damage..

To take out the tank, just face the tank and duck down while shooting H. You'll want keep the fire button held down throughout the battle. This will destroy the tank and the missiles that it fires. To take out the cruiser, keep firing H at them, and watch out for the bullets they shoot from above.

To beat the area boss, stay to the left at first, and make sure you have H equipped. Jump over the first buzzsaw and duck under the second. When it flips to the left side of the screen, stay behind it so you don't get zapped by an instant death beam.  From here, you'll have to avoid the blades again. Aim up when the rocks come down so shoot them down with H.

From here, use F to take out the gold cruiser to the left when you come out of the mine. Use H to take out the soldiers, and F to take out the mechs on the train in the background. If you see any missile launchers, aim upwards with H to take out the missiles. One of them contains enemies instead of missiles, and each

To avoid the claw, get the claw to go all the way down. Stay to the left and jump to fake it out, then swiftly move to the right and make sure the claw doesn't touch you from there. Take out the gold cruiser that comes in from the left. Stay all the way to the right and fire H to take out the enemies.

You'll then face the guardian. Equip H, then face the boss and hold the fire button. Stay in the center and jump high over the first batch of machine gun fire so every other blast of machine gun ammo misses you. You'll take out the missile pods on the bottom of the guardian at the same time, and the explosions from it can hurt you. When the boss goes from the right side of the screen to the left, you need to jump to the right just before it advance to avoid the flames from the bottom of the guardian as well as the machine gun fire. It's hard to avoid, but thankfully it doesn't do that much damage.

From here, avoid the gunfire from the machine guns. When the guardian goes back to the right, aim upwards with H to take out the missiles. Jump over the flamethrowers.

The guardian will soon be in the air at less than 3000 HP. When you see the bullet casings for the machine gun fire once you're underneath the guardian, immediately slide forward to avoid getting rocked. When the guardian moves into the corner and goes from one side of the screen to the other, aim upwards while holding the fire button to take out the missiles. From here, the guardian will alternate between these two attacks, and become more predictable as a result. It won't be long until you're at the second half of the game.