Monday, October 31, 2022

PrinceWatercress plays Classic Muncher - The Longplay


And now for my winning run through this game, minus commentary. See you next Let's Play.


Classic Muncher is a Pac-Man clone for the ZX Spectrum commercially released in 1987 as a budget title. Pressing 1 on the keyboard will start the game, but pressing 2 will let you either switch to a joystick or change the keyboard controls, which are displayed on-screen if you leave the attract mode running long enough.

From here, you're playing the game. There are six screens in all in this game, and if you go through all of them, you'll play through them all again, but this time the ghosts (of which there are four, just like in the game this is based of) will move much faster.

As always, you just move around with the keyboard or joystick, and the fire button does nothing. There are power pills that make the ghosts flash all sorts of colors to show they are vulnerable, and you can eat them for bonus points. There are also random fruits and the letters for the word "Extra" that you can pick up for big points and extra lives, respectively...assuming you're patient enough to get the latter. Your score as well as the amount of lives you have are at the top of the screen.

The game looks pretty good, and what little music there is sounds alright. However, just like with the recently-played Mazemunch for BBC Micro, not only do I have problems with the game that keep me from really enjoying it, the problems are the exact same ones!

Once again, you have to hold a direction on the keyboard or joystick to continue in that direction instead of just tapping a direction, and once again, that means having to fine tune your position to take a corner. This can be bad if you have multiple ghosts on your tail. While being able to play with a joystick makes this a little easier to deal with, as you aren't forced to keyboard controls that may make you feel like you're operating a construction crane, it's still pretty annoying.

Also, you get no audio warning that the ghosts are going to turn back to normal from eating a Power Pill. You'll have to pay close attention to the ghosts to know when they're going to stop flashing. Another interesting thing to mention is that the Power Pills lose effectiveness the further you get into the game. You can easily eat all the ghosts for big points early on, but once you're halfway through the game, you're better off eating the Power Pills to get the ghosts away from you so you can focus squarely on eating the dots you have yet to run into.

Because of this, it makes me wonder: which game would I rather have? Both games look alright, but they have the same flawed gameplay and the BBC Micro game was a type-in game out of a magazine while the Speccy game was a commercial release. It makes me pick the BBC Micro game more, because it was a type-in game from the very start, you didn't have to pay money for it (well, sort of, considering you had to buy the magazine the code for it came from) and if you knew how to program BBC Micro games, you could improve on it a little bit. Not so with this one.

Is this still a fun game? Absolutely. Even though I ended up playing it for only twenty minutes, it was pretty easy to set up, pick up and play. At least you have varying boards to play through before you loop through them all again with much faster ghosts. However, I found it a little quaint that the improvements that I wanted for Mazemunch also applied here. At least the ghosts' faces are a little more detailed and don't look like something out of Space Invaders. You may end up playing this for a couple of minutes before picking up another better, more popular game, but you can do better - and worse - with this Pac-Man clone.



Sunday, October 30, 2022

PrinceWatercress plays Classic Muncher


Another one? So soon. Well, that's odd. But hey, I'm playing a Speccy game again!


Classic Muncher is a Pac-Man clone for the ZX Spectrum commercially released in 1987 as a budget title. Pressing 1 on the keyboard will start the game, but pressing 2 will let you either switch to a joystick or change the keyboard controls, which are displayed on-screen if you leave the attract mode running long enough.

From here, you're playing the game. There are six screens in all in this game, and if you go through all of them, you'll play through them all again, but this time the ghosts (of which there are four, just like in the game this is based of) will move much faster.

As always, you just move around with the keyboard or joystick, and the fire button does nothing. There are power pills that make the ghosts flash all sorts of colors to show they are vulnerable, and you can eat them for bonus points. There are also random fruits and the letters for the word "Extra" that you can pick up for big points and extra lives, respectively...assuming you're patient enough to get the latter. Your score as well as the amount of lives you have are at the top of the screen.

The game looks pretty good, and what little music there is sounds alright. However, just like with the recently-played Mazemunch for BBC Micro, not only do I have problems with the game that keep me from really enjoying it, the problems are the exact same ones!

Once again, you have to hold a direction on the keyboard or joystick to continue in that direction instead of just tapping a direction, and once again, that means having to fine tune your position to take a corner. This can be bad if you have multiple ghosts on your tail. While being able to play with a joystick makes this a little easier to deal with, as you aren't forced to keyboard controls that may make you feel like you're operating a construction crane, it's still pretty annoying.

Also, you get no audio warning that the ghosts are going to turn back to normal from eating a Power Pill. You'll have to pay close attention to the ghosts to know when they're going to stop flashing. Another interesting thing to mention is that the Power Pills lose effectiveness the further you get into the game. You can easily eat all the ghosts for big points early on, but once you're halfway through the game, you're better off eating the Power Pills to get the ghosts away from you so you can focus squarely on eating the dots you have yet to run into.

Because of this, it makes me wonder: which game would I rather have? Both games look alright, but they have the same flawed gameplay and the BBC Micro game was a type-in game out of a magazine while the Speccy game was a commercial release. It makes me pick the BBC Micro game more, because it was a type-in game from the very start, you didn't have to pay money for it (well, sort of, considering you had to buy the magazine the code for it came from) and if you knew how to program BBC Micro games, you could improve on it a little bit. Not so with this one.

Is this still a fun game? Absolutely. Even though I ended up playing it for only twenty minutes, it was pretty easy to set up, pick up and play. At least you have varying boards to play through before you loop through them all again with much faster ghosts. However, I found it a little quaint that the improvements that I wanted for Mazemunch also applied here. At least the ghosts' faces are a little more detailed and don't look like something out of Space Invaders. You may end up playing this for a couple of minutes before picking up another better, more popular game, but you can do better - and worse - with this Pac-Man clone.

Saturday, October 29, 2022

PrinceWatercress plays GG Aleste - The Longplay


Now it's time for the entire game in one sitting minus commentary. Enjoy.


Here's the story, according to the instruction manual and the Aleste Wiki:

Year 2065 AD. After the failure of the first Integrated Earth State to advance into the outer planets, a huge mobile weapons army suddenly appeared in the jet-black space. They challenged the Integrated Earth State and destroyed the SDF (Space Force).

"We have taken control of the Earth. Your future lives are forfeit!"

Calling themselves "Moon Child", they conquered Earth and captured a few remaining SDF soldiers who were sent to a colony under construction. While most soldiers are overtaken by despair, some still do not give up hope... A teenage girl and a genius pilot, Ellinor Waizen...

The special fighter GG Aleste, developed specially for her, was secretly brought into the colony by the development team led by Ellinor's grandfather Seft Waizen. Ellinor now heads into the void where the battle awaits, piloting the GG Aleste to save the Earth.

Normal mode is just a normal game. Special mode, however, has enemies shooting revenge bullets at you after you kill them. This can make a no-death run really hard to do. I play on Normal mode for now.

Round 1

The D-Pad lets you fly around in eight directions, while Button 1 lets you fire your weapon. You start out with a single bullet machine gun (or a tic-tac gun, as I call it) and a laser.

There are gray and green cylinders you can shoot down to pick up P Chips. The P Chips will power up your machine gun, but you'll need a lot to go from single to double to triple and then to arrow shot, the last of which fires at a slight angle and does the most damage. There are also six special weapons, and they are as follows:

S: Spread - This fires a shot that flies forward before exploding and sending shots forward. Since it doesn't fire right away, this is the one weapon you'll probably have the hardest time dealing with, even when it's fully powered-up.

W: Wave - This shoots a three way shot that you can use to take out enemies from an angle.

N: Napalm - This shoots out an explosive shot that can take out multiple enemies in its wake.

L: Laser - You start with this one. The laser goes through enemies while hitting them, allowing you to take out multiple enemies in a straight line.

H: Homing - This shoots out a homing shot that chases after a nearby enemy. You can take out multiple enemies at one time once this thing is fully powered-up.

D: Defensive - This places a shield around the ship, and the shield revolves around you. If any enemies or enemy projectiles touch the shield, they get vaporized. You still need to be careful with this weapon, as projectiles still have a chance to get past the shield and hit you. When powered-up, this weapon also shoots beams made out of the shield itself, and these beams can also tear through enemies.

The enemies tend to spawn on the side 

Enemies worth mentioning are:
- the the ships that split up into two parts that fly around
- the ships with the green cores that teleport in and fly around in formation
- the small green Gundam-like enemies that fire tiny blue lasers that can get around the shield of the D weapon pretty darn easily
- the enemies that teleport in from the bottom of the screen (H takes care of them)
- all those turrets on the ground

The red circle with a P in it powers up your secondary weapon. Be sure to pick them up; you definitely want a powered-up secondary weapon.

To beat the first mini-boss, stay away from it when it fires at you, then line yourself up with it and shoot it for a second before moving away again. To beat the second mini-boss, line yourself up with it and fire at it with everything you've got. Don't forget that you can shoot down the green fireballs.

The third boss is a wall at the end of the space station. Wait for the walls to stop moving and avoid the bullets, then shoot at the core when they stop. You can shoot down the green bullets, thankfully.

To beat the boss, shoot at the laser cannon at the front when it's moving, and stay away from it when it stops so you don't get blasted. For the second phase, shoot at the face, and watch out for the green bullets and the missiles that both fire straight down. As long as you're paying attention, you can easily dodge those as well as the bullets.

Round 2

In this round, you'll be flying across water and you'll be shooting down a lot of ships. The red ships always come out from behind and shoot out mortar shots that travel downwards if you leave them on-screen long enough. The gray ships that come in from the front will fire at you, but if you have the H or D weapon, you can easily tear them apart.

A submarine will show up as a mid-boss. Shoot the rocket-shaped thing in the center of the submarine to damage it, and watch out for the bullets it shoots that travel diagonally.

From here, you'll be facing a lot of turrets on oil rig platforms and getting a lot of chances to get the special weapon of your choice.

The boss is a collection of turrets on a platform that moves back and forth. Shoot down the turrets when they open up to fire bullets, then fire at the red orb in the center of the platform. The red orb will shoot out loads of green fireballs; the D weapon will protect against them, but the H weapon is also heavily preferred. Once you take this boss out, it's on to Round 3.

Round 3

In this area, you'll be in an underground rail path.

There will be turrets at the far left and right sides shooting at you. There will also be mechs that rise up from the train cars. Wait for them to reach the top of the screen before shooting at them; you won't be able to hit them until then

There will also be force fields encompassing the screen. As long as you shoot one part of the force field, the force field will be disabled.

The tiny Gundam enemies with the tiny blue lasers are the worst, especially if you have the D weapon and you're expecting it to pre-emptively get rid of the lasers...because it probably won't. Get the H weapon and use it to get rid of those enemies.

The boss is a big train car on the rail track. Stay in the upper corners to avoid the mortar shots, and once it rises up, shoot the green parts. Watch out for the spiders that come out from the sides and drop down. The H weapon will make this boss easier, as it will take care of not only the boss, but the spiders. Once this boss is down, it's on to Round 4.

Round 4

The game starts with a bonus area. Shoot down all the ships in a formation to get P-chips and secondary weapon strength increases. You can only shoot your basic "tic-tac" gun in the bonus area, and enemies don't destroy you if they run into you. The more ships you shoot down, the more points you get at the end, and if you destroy them all, you'll get a perfect bonus of 200,000 points and two extra lives (you earn an extra life every 100,000 points).

Once you're out of the bonus area, you'll be able to fire your secondary weapon again, but you'll also be in danger once again, so keep an eye out for enemies.

Missiles will start flying out from the top of the screen. Be ready to avoid them or shoot them down, as they are fast.

The boss here is some sort of ship that fires off those Gundam robots as well as missiles that come down from the sides. For the first phase, stay in the bottom center when you want to fire so you can damage the center of the ship. If you have the D weapon or H weapon, you can more or less stay in that position for the whole phase, as nothing will be able to touch you.

In the second phase, just stay in the bottom center and keep firing at the same weak point. All the green projectiles will miss you, and you can easily shoot down the middle projectile of the red three-way shot. It won't be long until you are off to Round 5.

Round 5

In this round, you'll be flying across a giant battleship. There are plenty of turrets here. The tube-shaped turrets that shoot off the green lasers are the hardest to destroy. The main thing to destroy is the three-way shot cannon at the top of the ship. Thankfully, those shots don't home in on you. H and D are the best weapons.

Round 6

The round begins with another bonus area that works exactly like the one from Round 4. Once again, destroy all the enemies for P chips and secondary weapon power-ups so you can get two more extra lives.

Once you're back into normal gameplay, prepare to be flooded with all sorts of enemies that have appeared regularly throughout the first round rounds. The homing weapon will be really useful in taking care of them all, especially the turrets and tanks. At this rate, concentrate solely on survival.

For the boss, take out the turrets first, and watch out for the shots that come out of both the turrets and the core. Once all six turrets are destroyed, take out the core. Thankfully, the core's shots neatly fan out as opposed to homing in on your current position upon firing like the turrets' shots do.

Round 7

This round takes place in Moon Child's base, and there are multiple sections to go through while mowing down enemies and floor turrets. At the end of each section is a boss that you'll have to take out before continuing on.

For the second section, take out the four corner turrets first before shooting down the core. Thankfully, dodging the shots for this boss is easier than at the end of Round 6.

For the third section, watch the mortar shots as you shoot at the boss.

In the fourth section, there is a ship that flies from the bottom to the top that fires multi-way shots at you as it moves by. Stay away from the shots and focus on the smaller enemies that are easier to defeat.

For the fourth section boss, take out the two turrets at the top, then move around and shoot at the boss as you do so. Never vertically line yourself up with it so that you don't get shot when it stops.

The real boss is in the fifth and final section. You'll be able to get the D weapon before meeting it; this is the last time in the game you can get it. To beat this boss, stay away from it and its shots  as it flies around in a circle before it lands on the door in the center. Take out the turrets before taking out the ship while avoiding the mortar shots that it produces.

Round 8

The final round of the game is nothing but bosses. You'll be able to get any weapon you need (except D) one last time before the rush of bosses begins.

The first boss is some sort of mechanical skeleton. Keep firing at the face. As for the red orbs it shoots, they will bounce around at random angles, but they can be shot down. 

The second boss is a series of turrets that fire green lasers. Stay far back and on the center of the screen and shoot the "face" at the top center of the screen. This lets you avoid the green orbs that are fired by the side turrets while taking out the shots from the "face" itself. This works best if you have the H weapon, otherwise; you'll have to avoid the green orbs while shooting down the cannons and avoiding the lasers that come out of the smaller green shots shot by the "face" which split into two when they are are horizontally aligned with you.

The next boss is some machine with two faces: one of a human, one of a wolf. You'll be shooting the wolf face first. Concentrate all your firepower on it. You'll then be shooting the human face. Avoid the red shots that fan out, and when the face opens to reveal the machine gun, keep shooting at the face while avoiding the mortar shots. Hang all the way back for best results. After enough damage, the human face opens up even further. You'll have mortar shots, shots that fan out and blue orbs that home in on you. The blue orbs can be destroyed, but your best bet is to shoot at the face whenever you can. Again, the special weapons make this easier.

After you destroy the four forms of the third boss, you'll fight one last boss, which is some weird cyan -colored baby looking thing. This boss will switch between the orbs: red, green, blue, green, red, green, blue, green, so on and so forth. As long as you keep the pattern in mind, you can easily shoot down the boss as it moves back and forth on the screen. Take out red and blue; leave green alone. Also, never line yourself up with it vertically and keep firing.

Once you beat this final boss, you'll return home, with Moon Child having been beaten once and for all. Congratulations!

Friday, October 28, 2022

PrinceWatercress plays GG Aleste - Part 8 of 8


It's now time for the final bosses! If you can destroy them, you'll save the colonies!


Round 8

The final round of the game is nothing but bosses. You'll be able to get any weapon you need (except D) one last time before the rush of bosses begins.

The first boss is some sort of mechanical skeleton. Keep firing at the face. As for the red orbs it shoots, they will bounce around at random angles, but they can be shot down. 

The second boss is a series of turrets that fire green lasers. Stay far back and on the center of the screen and shoot the "face" at the top center of the screen. This lets you avoid the green orbs that are fired by the side turrets while taking out the shots from the "face" itself. This works best if you have the H weapon, otherwise; you'll have to avoid the green orbs while shooting down the cannons and avoiding the lasers that come out of the smaller green shots shot by the "face" which split into two when they are are horizontally aligned with you.

The next boss is some machine with two faces: one of a human, one of a wolf. You'll be shooting the wolf face first. Concentrate all your firepower on it. You'll then be shooting the human face. Avoid the red shots that fan out, and when the face opens to reveal the machine gun, keep shooting at the face while avoiding the mortar shots. Hang all the way back for best results. After enough damage, the human face opens up even further. You'll have mortar shots, shots that fan out and blue orbs that home in on you. The blue orbs can be destroyed, but your best bet is to shoot at the face whenever you can. Again, the special weapons make this easier.

After you destroy the four forms of the third boss, you'll fight one last boss, which is some weird cyan -colored baby looking thing. This boss will switch between the orbs: red, green, blue, green, red, green, blue, green, so on and so forth. As long as you keep the pattern in mind, you can easily shoot down the boss as it moves back and forth on the screen. Take out red and blue; leave green alone. Also, never line yourself up with it vertically and keep firing.

Once you beat this final boss, you'll return home, with Moon Child having been beaten once and for all. Congratulations!

Thursday, October 27, 2022

PrinceWatercress plays GG Aleste - Part 7 of 8


We are now in enemy territory. It's time to take the fight to the enemy and strike it where it hurts!

First | Previous | Next | End

Round 7

This round takes place in Moon Child's base, and there are multiple sections to go through while mowing down enemies and floor turrets. At the end of each section is a boss that you'll have to take out before continuing on.

For the second section, take out the four corner turrets first before shooting down the core. Thankfully, dodging the shots for this boss is easier than at the end of Round 6.

For the third section, watch the mortar shots as you shoot at the boss.

In the fourth section, there is a ship that flies from the bottom to the top that fires multi-way shots at you as it moves by. Stay away from the shots and focus on the smaller enemies that are easier to defeat.

For the fourth section boss, take out the two turrets at the top, then move around and shoot at the boss as you do so. Never vertically line yourself up with it so that you don't get shot when it stops.

The real boss is in the fifth and final section. You'll be able to get the D weapon before meeting it; this is the last time in the game you can get it. To beat this boss, stay away from it and its shots  as it flies around in a circle before it lands on the door in the center. Take out the turrets before taking out the ship while avoiding the mortar shots that it produces.

Wednesday, October 26, 2022

PrinceWatercress plays GG Aleste - Part 6 of 8


In this entry, we go through another stage, but in this stage, you'll be swarmed with plenty of enemies.


Round 6

The round begins with another bonus area that works exactly like the one from Round 4. Once again, destroy all the enemies for P chips and secondary weapon power-ups so you can get two more extra lives.

Once you're back into normal gameplay, prepare to be flooded with all sorts of enemies that have appeared regularly throughout the first round rounds. The homing weapon will be really useful in taking care of them all, especially the turrets and tanks. At this rate, concentrate solely on survival.

For the boss, take out the turrets first, and watch out for the shots that come out of both the turrets and the core. Once all six turrets are destroyed, take out the core. Thankfully, the core's shots neatly fan out as opposed to homing in on your current position upon firing like the turrets' shots do.

Tuesday, October 25, 2022

PrinceWatercress plays GG Aleste - Part 5 of 8


Well, that was short.


Round 5

In this round, you'll be flying across a giant battleship. There are plenty of turrets here. The tube-shaped turrets that shoot off the green lasers are the hardest to destroy. The main thing to destroy is the three-way shot cannon at the top of the ship. Thankfully, those shots don't home in on you. H and D are the best weapons.

Monday, October 24, 2022

PrinceWatercress plays GG Aleste - Part 4 of 8


In this entry, we get a short bonus game before getting back into action.


Round 4

The game starts with a bonus area. Shoot down all the ships in a formation to get P-chips and secondary weapon strength increases. You can only shoot your basic "tic-tac" gun in the bonus area, and enemies don't destroy you if they run into you. The more ships you shoot down, the more points you get at the end, and if you destroy them all, you'll get a perfect bonus of 200,000 points and two extra lives (you earn an extra life every 100,000 points).

Once you're out of the bonus area, you'll be able to fire your secondary weapon again, but you'll also be in danger once again, so keep an eye out for enemies.

Missiles will start flying out from the top of the screen. Be ready to avoid them or shoot them down, as they are fast.

The boss here is some sort of ship that fires off those Gundam robots as well as missiles that come down from the sides. For the first phase, stay in the bottom center when you want to fire so you can damage the center of the ship. If you have the D weapon or H weapon, you can more or less stay in that position for the whole phase, as nothing will be able to touch you.

In the second phase, just stay in the bottom center and keep firing at the same weak point. All the green projectiles will miss you, and you can easily shoot down the middle projectile of the red three-way shot. It won't be long until you are off to Round 5.

Sunday, October 23, 2022

PrinceWatercress plays GG Aleste - Part 3 of 8


This level is pretty nuts. You'll have enemies - and obstacles - coming from just about all sides. Be ready to shoot down turrets, force fields and mechs with the most annoying lasers.


Round 3

In this area, you'll be in an underground rail path.

There will be turrets at the far left and right sides shooting at you. There will also be mechs that rise up from the train cars. Wait for them to reach the top of the screen before shooting at them; you won't be able to hit them until then

There will also be force fields encompassing the screen. As long as you shoot one part of the force field, the force field will be disabled.

The tiny Gundam enemies with the tiny blue lasers are the worst, especially if you have the D weapon and you're expecting it to pre-emptively get rid of the lasers...because it probably won't. Get the H weapon and use it to get rid of those enemies.

The boss is a big train car on the rail track. Stay in the upper corners to avoid the mortar shots, and once it rises up, shoot the green parts. Watch out for the spiders that come out from the sides and drop down. The H weapon will make this boss easier, as it will take care of not only the boss, but the spiders. Once this boss is down, it's on to Round 4.

Saturday, October 22, 2022

PrinceWatercress plays GG Aleste - Part 2 of 8


Our next round takes us across an ocean, where Moon Child's ocean defense is ready to tear us apart. Unfortunately for them, not dying in the first round is the reason all their ships will be torn to shreds.


Round 2

In this round, you'll be flying across water and you'll be shooting down a lot of ships. The red ships always come out from behind and shoot out mortar shots that travel downwards if you leave them on-screen long enough. The gray ships that come in from the front will fire at you, but if you have the H or D weapon, you can easily tear them apart.

A submarine will show up as a mid-boss. Shoot the rocket-shaped thing in the center of the submarine to damage it, and watch out for the bullets it shoots that travel diagonally.

From here, you'll be facing a lot of turrets on oil rig platforms and getting a lot of chances to get the special weapon of your choice.

The boss is a collection of turrets on a platform that moves back and forth. Shoot down the turrets when they open up to fire bullets, then fire at the red orb in the center of the platform. The red orb will shoot out loads of green fireballs; the D weapon will protect against them, but the H weapon is also heavily preferred. Once you take this boss out, it's on to Round 3.

Friday, October 21, 2022

PrinceWatercress plays GG Aleste - Part 1 of 8


The One Credit Classics vertical shmup favorite makes its way to the PrinceWatercress channel!

Here, we play through the rounds one by one and break them down, starting with Round 1.



Here's the story, according to the instruction manual and the Aleste Wiki:

Year 2065 AD. After the failure of the first Integrated Earth State to advance into the outer planets, a huge mobile weapons army suddenly appeared in the jet-black space. They challenged the Integrated Earth State and destroyed the SDF (Space Force).

"We have taken control of the Earth. Your future lives are forfeit!"

Calling themselves "Moon Child", they conquered Earth and captured a few remaining SDF soldiers who were sent to a colony under construction. While most soldiers are overtaken by despair, some still do not give up hope... A teenage girl and a genius pilot, Ellinor Waizen...

The special fighter GG Aleste, developed specially for her, was secretly brought into the colony by the development team led by Ellinor's grandfather Seft Waizen. Ellinor now heads into the void where the battle awaits, piloting the GG Aleste to save the Earth.

Normal mode is just a normal game. Special mode, however, has enemies shooting revenge bullets at you after you kill them. This can make a no-death run really hard to do. I play on Normal mode for now.

Round 1

The D-Pad lets you fly around in eight directions, while Button 1 lets you fire your weapon. You start out with a single bullet machine gun (or a tic-tac gun, as I call it) and a laser.

There are gray and green cylinders you can shoot down to pick up P Chips. The P Chips will power up your machine gun, but you'll need a lot to go from single to double to triple and then to arrow shot, the last of which fires at a slight angle and does the most damage. There are also six special weapons, and they are as follows:

S: Spread - This fires a shot that flies forward before exploding and sending shots forward. Since it doesn't fire right away, this is the one weapon you'll probably have the hardest time dealing with, even when it's fully powered-up.

W: Wave - This shoots a three way shot that you can use to take out enemies from an angle.

N: Napalm - This shoots out an explosive shot that can take out multiple enemies in its wake.

L: Laser - You start with this one. The laser goes through enemies while hitting them, allowing you to take out multiple enemies in a straight line.

H: Homing - This shoots out a homing shot that chases after a nearby enemy. You can take out multiple enemies at one time once this thing is fully powered-up.

D: Defensive - This places a shield around the ship, and the shield revolves around you. If any enemies or enemy projectiles touch the shield, they get vaporized. You still need to be careful with this weapon, as projectiles still have a chance to get past the shield and hit you. When powered-up, this weapon also shoots beams made out of the shield itself, and these beams can also tear through enemies.

The enemies tend to spawn on the side 

Enemies worth mentioning are:
  • the the ships that split up into two parts that fly around
  • the ships with the green cores that teleport in and fly around in formation
  • the small green Gundam-like enemies that fire tiny blue lasers that can get around the shield of the D weapon pretty darn easily
  • the enemies that teleport in from the bottom of the screen (H takes care of them)
  • all those turrets on the ground

The red circle with a P in it powers up your secondary weapon. Be sure to pick them up; you definitely want a powered-up secondary weapon.

To beat the first mini-boss, stay away from it when it fires at you, then line yourself up with it and shoot it for a second before moving away again. To beat the second mini-boss, line yourself up with it and fire at it with everything you've got. Don't forget that you can shoot down the green fireballs.

The third boss is a wall at the end of the space station. Wait for the walls to stop moving and avoid the bullets, then shoot at the core when they stop. You can shoot down the green bullets, thankfully.

To beat the boss, shoot at the laser cannon at the front when it's moving, and stay away from it when it stops so you don't get blasted. For the second phase, shoot at the face, and watch out for the green bullets and the missiles that both fire straight down. As long as you're paying attention, you can easily dodge those as well as the bullets.

Thursday, October 20, 2022

PrinceWatercress plays Mazemunch - The Longplay


Now for the game minus commentary. Can't say I didn't do my best here.


At the beginning of the year 1984 a mad 17-year-old computer genius (huh!) produced nightmarish mutant creatures by disassembling the darkest recesses of his 1.2 MOS.

These creatures, obsessed with the task of chasing anything that moved, soon took over his BBC Micro and placed nasty bugs in exactly the wrong parts of the program.

The creatures, designated under the code name of Goojgies, ran riot and after a year of feverish work on school micros and programmable calculators, this whizz kid created a solution to the problem ... the Munchers!

Operating under manual control, the Munchers were sent out to clear the bug-ridden logic mazes of Bits - small binary digits that would cause the terrifying Bad Program error if ever introduced in the wrong addresses.

To the assistance of our fearless pink heroes came the Nibbles - powerful bits that when eaten sent the Goojgies into fits of terror and while active, allowed the Munchers to devour these unsavoury creatures and temporarily stopped their evil doings.

Soon rogue graphics characters in the form of strawberries, birds, cherries, keys, bells and plums helped nourish the Munchers. But after a tough fight the graphics left and now my MOS is completely free of any problems.

If you couldn't already tell, this is a Pac-Man clone. The Muncher is Pac-Man, the Goojgies are the ghosts, and the Nibblers are the power pills.

A and Z let you go up and down, respectively. Left and Right on the arrow keys let you go left and right respectively. Remember to turn Caps Lock off; otherwise, you won't be able to move up or down.

You are the purple smiley face with the big mouth. The red and green aliens are the Goojgies. The big flashing dots are the Nibblers/power pills. You'll need the Nibblers to turn the Goojgies white so you can eat them. Once you eat all the dots in one maze, you'll go on to the next one.

This is a pretty good clone, but it does have its share of problems. For instance, you have to hold a direction down in order to keep moving in it, and you have to fine tune your position with A and Z or Left and Right just to take a particular junction. I had this problem before in Snail Trail, but this is even worse here, construction crane-esque controls aside, as the Goojgies can be pretty crafty and can get you when you least expect them to. Also, when you eat a Nibbler, the Goojgies turn white and flash, but you get no warning whatsoever that they will switch back to their normal red and green colors, so you could run right into them after the Nibblers wear off.

There is also no way to get an extra life. What you have is what you get for the whole game. Once you get a game over, the game starts over at the first maze. If you want to quit the game, you'll have to press the Break button.

This isn't a horrible game or Pac-Man clone; you can do worse, but you can do better. Even so, this isn't a bad arcade-style game to have in the BBC Micro library.

Wednesday, October 19, 2022

PrinceWatercress plays Mazemunch


It's about time I played a Pac-Man clone for BBC Micro. Could have picked a better one, though. It's alright.


At the beginning of the year 1984 a mad 17-year-old computer genisu (huh!) produced nightmarish mutant creatures by disassembling the darkest recesses of his 1.2 MOS.

These creatures, obsessed with the task of chasing anything that moved, soon took over his BBC Micro and placed nasty bugs in exactly the wrong parts of the program.

The creatures, designated under the code name of Goojgies, ran riot and after a year of feverish work on school micros and programmable calculators, this whizz kid created a solution to the problem ... the Munchers!

Operating under manual control, the Munchers were sent out to clear the bug-ridden logic mazes of Bits - small binary digits that would cause the terrifying Bad Program error if ever introduced in the wrong addresses.

To the assistance of our fearless pink heroes came the Nibbles - powerful bits that when eaten sent the Goojgies into fits of terror and while active, allowed the Munchers to devour these unsavoury creatures and temporarily stopped their evil doings.

Soon rogue graphics characters in the form of strawberries, birds, cherries, keys, bells and plums helped nourish the Munchers. But after a tough fight the graphics left and now my MOS is completely free of any problems.

If you couldn't already tell, this is a Pac-Man clone. The Muncher is Pac-Man, the Goojgies are the ghosts, and the Nibblers are the power pills.

A and Z let you go up and down, respectively. Left and Right on the arrow keys let you go left and right respectively. Remember to turn Caps Lock off; otherwise, you won't be able to move up or down.

You are the purple smiley face with the big mouth. The red and green aliens are the Goojgies. The big flashing dots are the Nibblers/power pills. You'll need the Nibblers to turn the Goojgies white so you can eat them. Once you eat all the dots in one maze, you'll go on to the next one.

This is a pretty good clone, but it does have its share of problems. For instance, you have to hold a direction down in order to keep moving in it, and you have to fine tune your position with A and Z or Left and Right just to take a particular junction. I had this problem before in Snail Trail, but this is even worse here, construction crane-esque controls aside, as the Goojgies can be pretty crafty and can get you when you least expect them to. Also, when you eat a Nibbler, the Goojgies turn white and flash, but you get no warning whatsoever that they will switch back to their normal red and green colors, so you could run right into them after the Nibblers wear off.

There is also no way to get an extra life. What you have is what you get for the whole game. Once you get a game over, the game starts over at the first maze. If you want to quit the game, you'll have to press the Break button.

This isn't a horrible game or Pac-Man clone; you can do worse, but you can do better. Even so, this isn't a bad arcade-style game to have in the BBC Micro library.

Tuesday, October 18, 2022

PrinceWatercress plays Alien Syndrome (Game Gear) AGAIN - Part 5 of 5


Well, at least I beat this boss before. At least I was able to easily figure things out a little more quickly this time.


Round 5: Mother Alien

You'll start in a chamber where you can select any weapon you want. If you don't have it already, get the laser. Once you go north, you'll face the final boss.

The weak point is the boss' face, but as you fire at it, you will also have to move away from the hands. The left one hits first, then the right. There will also be cavities in the shoulders that open up and reveal worms that slowly crawl towards you. They won't be the only enemies, as the head will also spawn the red aliens from Round 2. Thankfully, all these body parts can be destroyed, and when you destroy the hands, you'll be able to freely move around. Of course, you'll want to keep firing as you move around; this will allow you to destroy the shoulders in addition to the hands.

Once the hands are down, the body will move up and down, while the head will also shoot out gray balls. You'll want to shoot at them as they move from the sides of the screen towards the head and destroy at least one so you can get away from the rest of the balls. For best results, shoot south to make it easy to get away. In the meantime, the boss will spit balls, first to the left, then to the center, then to the right, then back to the center, then back to the left before repeating the pattern. Keep shooting at the head without getting shot at yourself, and eventually you'll beat the Mother Alien and beat the game!

Monday, October 17, 2022

PrinceWatercress plays Alien Syndrome (Game Gear) AGAIN - Part 4 of 5


I couldn't get the no-death run. Maybe next time.


Round 4: Command Room

Despite the more natural appearance of the level on the map, the actual appearance of this level is that of a hellscape.

The two enemies for this round are red worms and white heads with tails. The worms come out of the red circles in the room, and they won't go down until all of the individual segments do. Once again, the laser will come in handy. The white heads with spawn out of where the white faces in the wall are. Because of this, the southeast and southwest corners have some rather tight squeezes.

The southwest corner of the round is the toughest part to get around in, due to the narrow floors near bottomless pits and the white head enemies spawning in very strategic points. You'll need to be ready to aim, shoot and immediately move forward after. Also, the one room with the hostage in the southeast corner is also hard to get around in, and you may get hit by an enemy while getting the hostage here at least once.

To beat the boss, run around the room clockwise and shoot at the boss while also shooting down the worm enemies that the boss spawns. Once again, you'll want the laser here, as the laser will tear the worm enemies apart.

I should have used the Laser this time around instead of the powered-up Fireball. Apparently I had better luck with the laser the first time around.

If you beat this round on the Normal difficulty, the game ends with a bad ending. If you beat this round on the Hard difficulty, however, you'll get one last round.

Sunday, October 16, 2022

PrinceWatercress plays Alien Syndrome (Game Gear) AGAIN - Part 3 of 5


This is the point where the game's kid gloves come off. Be ready to fight.


Round 3: Engine Room

Unlike the first two rounds, this round is more of a maze than usual. It's also much harder due to the level design. If the narrow trails and bottomless pits don't get you, the green aliens jumping towards you will, as they hop a good distance and they can track where you are before firing projectiles at you. This can make things dicey, especially if you are on a narrow path with bottomless pits on both sides. Despite being the only enemy in this level, they can be very nasty. Even with the 

The boss is a gray creature with eight feet and two rotating eyes that spawns worms every so often. The laser makes this boss so easy; just keep firing to take out the arms and the eyes, and watch for the worms. Once the legs are down, you can take down the boss very easily.

Saturday, October 15, 2022

PrinceWatercress plays Alien Syndrome (Game Gear) AGAIN - Part 2 of 5


If you know what you're doing, you'll be able to zip in and out of this level even faster than you did the first one. From here on out, the game is not gonna be that easy.


Round 2: Hold Area

Don't walk into the pits. You will lose a life as soon as you do.

The enemies here are red aliens that come out of eyeball-shaped sacs (that can't be destroyed and will kill you if you touch them) and metal slimes.

For best results, work on getting all the hostages on the west side of the stage first before going east.

To beat the boss, shoot down the shrapnel shots that the boss sends your way, then go all the way south and shoot at the boss while avoiding the laser. You may have to deal with more shrapnel, but you can easily shoot down any shots that come your way. If you have the homing fireball, you can stay in the upper-right corner, face the boss and just keep shooting.

Friday, October 14, 2022

PrinceWatercress plays Alien Syndrome (Game Gear) AGAIN - Part 1 of 5


You've probably heard of this game before: shoot down aliens in a top-down view, rescue hostage, get to the exit and defeat a big boss for a couple of levels.

Believe it or not, this game is a direct sequel to the arcade game, and North America did not get it.

Last time around, I didn't know that you could pick up a weapon you already had to power it up. Now that I know that, I've decided to play through the game again.


In the year 2000 AD, a large band of alien beings has invaded Space Colony "Alpha" and taken the crew hostage. But, through the valiant efforts of Ricky and Mary, two young members of "SCOT," the aliens are defeated. All of the hostages were freed unharmed. Now, five years have passed.

An emergency message is received from Space Transport Dagal, which has been invaded by an unknown creature while in flight near Space Colony "Alpha," leaving them unable to continue our mission and needing immediate assistance. The aliens are back!

If you press 1, 2, 1, 2 on the title screen, you'll uncover an options menu where you can choose between Normal and Hard Difficulties. We're playing on Hard.

After choosing between Ricky and Mary - who both play identically - the game begins.

Round 1: Living Area

The Control Pad lets you shoot. Button 1 lets you shoot, while Button 2 opens up a map that you can look up to figure out how many lives you have, how much time you have left before the timebombs go off, where the exit is and where all the hostages (the red dots) are. You are the yellow dot on the map.

The gray squares with the letters give you different weapons. L gives you a laser, FB gives you a fireball, R gives you rapid fire, F is the flamethrower and S is the regular shot. The laser is perhaps the best weapon in the game, as it goes through enemies and can take out multiple enemies at once, unless you're powering up your weapons; in that case, it's the fireball, but you will still have to be careful when using it as it does not track very well.

If you collect a weapon you already have, you will power it up. You can only power it up one time. The laser will become a double shot, the flamethrower becomes longer and more powerful and S becomes a three-way shot. The fireball is the best, as it can home in on enemies, but it does not track very well and you'll need to fire the gun smartly to make the best use of it. 

Use your weapon to kill all the aliens that randomly spawn when you need to. Remember that it takes one hit from anything nasty to lose a life, so don't run into any enemies. Thankfully, the enemies here are pretty easy, as all they do is slowly approach you.

To save hostages, just move into them. Shoot down the doors by shooting at them.

Once you rescue all the hostages, the music will change, and you can make your way to the exit. Once you do, you'll face a boss.

The first boss is a brown blob with a brown face. To beat the boss, shoot at the purple opening while avoiding the gray bullets and purple arcing fireballs that it shoots out. The purple face on the side is shot out like a boomerang from time to time; you can shoot it down to. Just remember to stay on the move to avoid being hit, and watch the timer in the upper-right corner as you do it.

When you have just the face left, move out of the way and try to shoot at it when the head stands still and then lunges at you with a purple Xenomorph-like mouth. The head can only be attacked while lunging forward, not when moving away. It will take some timing, but it can be done.

Thursday, October 13, 2022

PrinceWatercress plays DuckTales (Game Boy) - Part 5 of 5


In this entry, we head to The Moon to beat up a giant rat before facing a vampire, a magician and an angry Scotsman to get all our treasure back.


The Moon


The layout here is very different. Instead of having to go up to enter the UFO and to the right to face the boss, you have to go through the UFO on both trips in order to get to the boss. You'll have to go all the way up and to the left to get the UFO Key (be sure to pogo off those spikes!), then go back down to the second floor and go all the way to the right to get the remote control for Gizmoduck. Amazingly, the layout for the UFO is a lot more linear than on NES.

And yes, you have to go all the way up and to the right to get the hidden treasure. Once you get it, though, you can climb down and use the platforms and the topes to get to the boss. You can also take a shortcut to the right of where you found the remote control to get to the boss faster.

Enemies here include the octopi that move back and forth, the aliens that walk back and forth on the ground and the cyborg ducks that fly in, drop down, then hop forward to try and punch you. Yes, they'll also try to get in your way on the narrow areas on the Game Boy version, too. You also have the floor and ceiling spikes that you'll have to pogo across and avoid, respectively.

The boss you'll face after a couple of Beagle Boys is a moon rat. Be ready to jump on it with the pogo attack and stay away from it as it flashes. Sometimes it will run to the end of the room; other times, it will jump to the side platforms and then back down. After a couple of hits, the moon rat will go down and you'll get a million dollars.

The Final Showdown


If you want all your treasures back, you'll have to head to Transylvania face Dracula Duck.

At the start, go up, then go left and take the next rope (or use the mirror to teleport upwards. From here go down and take the mirror to the right, then drop down.

To beat Dracula Duck, give yourself some distance and stay on the ground so that the bat he throws can vertically track you, then pogo attack off the bat and onto Dracula Duck's head. It doesn't look like you can hit him as he is blinking before teleporting away, but you can. 

After hitting Dracula Duck enough time, Magica de Spell and Flintheart Glomgold show up. Just like on NES, climb up the rope and drop down to the chest at the top before they go up there to beat the game. You just beat DuckTales on Game Boy!

Wednesday, October 12, 2022

PrinceWatercress plays DuckTales (Game Boy) - Part 4 of 5


Compared to the NES version, you don't have a lot of spiders. This makes it a little easier to get around in the deeper parts of the level.


The Himalayas


Just like on NES, you have the snow bunnies that move back and forth and jump straight up as well as the

If you pogo to the left after going down the second rope at the start, you'll find Mrs. Beakley, but nothing else.

The hockey ducks move back and forth and strike blocks.

You'll have to go all the way down to find Bubba, but you'll have to go further out of your way to get to him. If you do it, you'll get your other hit point extension.

Hold left after going down the first rope at the start for treasure.

If you know where to look, you can get a lot of extra lives, especially if you talk to Launchpad to get more money.

Get off the rope to avoid the boulder on the way to the boss. The platform ride is amazingly much similar.

The boss here is the yeti. Just pogo on the yeti's head to defeat it. Only three snowballs will fall in random places when the yeti hits the wall. Beat the yeti to get another million dollars.

Tuesday, October 11, 2022

PrinceWatercress plays DuckTales (Game Boy) - Part 3 of 5


Man, this level looks a lot different on Game Boy.


African Mines


When you head to the African Mines, you'll find out that you need to go to Transylvania to get the key. Just go right, enter the first mirror you see, and you'll be able to get the key out of a chest. From here, you can enter the other mirror and head back to the African Mines.

When you make your way down, there is a hidden passage on the ceiling to the right. Sadly, destroying the chest is impossible because of how the game treats one-block gaps. If you go further down and pogo to the left, you'll find a hidden ring.

Hit the coal bins for money. Just don't hit the ones near the hidden ring. The duck-eating plants show up if you do.

Use you pogo attack to jump across the water off enemies' heads.

Jump into the mine cart and get out. You don't need it.

There is a hidden wall to the right of Mrs. Beakley (not "Mrs. Duckley!") where you can find more money. Mrs. Beakley will throw ice cream at you to refill your health.

The boss here is the King of the Terrafirmians. To beat him, pogo attack on his head, then get away from him or jump over him when he rolls around the room. You'll soon be able to beat him for another million dollars.

Monday, October 10, 2022

PrinceWatercress plays DuckTales (Game Boy) - Part 2 of 5


In this entry, we head to a scrunched-down Transylvania level and WHY IS GETTING OUT OF A MINE CART SO HARD


Transylvania


The skeleton ducks will run back and forth, falling apart and coming back together when they hit a wall.

Some of the suits of armor have chests in them. The chests will come out and slide to you if you find them. If there is no chest, it will be the helmet. Some of the "RIP" coffins have things in them that you can find if you smack them, too.

The mummies can be taken out with the pogo attack or by smacking the ball from their ball and chain into them.

If you go right, up the rope, right again, all the way up the next rope and then left, you'll find an illusion wall that contains a starburst that gives you an extra hit point.

In the mine carts, you'll need to hold Up and forwards and then press A to get out of them. Why this is harder to do than on NES, I will never know. Down lets you duck to avoid low ceilings.

Despite the maze-like layout of the level, the layout is still pretty linear, and it's pretty easy to find the boss room. To beat Magica de Spell, wait for her to drop down, then pogo attack her on the top of her head before she tries to zap you. Four hits will do you in and get you another million dollars.

Sunday, October 9, 2022

PrinceWatercress plays DuckTales (Game Boy) - Part 1 of 5


You'd think the Game Boy version would be much like the NES version. It mostly is...with a few concessions. Still worth checking out, though.


If you've played through the NES version of this game, you'll know what to do here: pick a difficulty, pick one of five worlds, then go through them all as Uncle Scrooge, beat them all and hopefully win the game with more than $10 million to stay the richest duck in the world. The only difference is that the levels are pretty scrunched up, the game sounds a little different and getting out of the mine carts is a pain in the ass (more on that later).

The Amazon


At the top of the screen, you have your total amount of money, your current amount of lives, your current amount of money, your current hit points and the amount of time you have left.

Left and Right let you move around, Down crouches and A jumps. Holding Down and pressing B lets you do a pogo stick attack, and you can continue to hold B while moving left or right to continue bouncing in that direction. The pogo stick attack allows you to defeat enemies and break chests to get the items inside. If you bounce around, you can also find hidden treasures. Up and Down lets you grab onto a vine and climb up and down it.

Hitting things by holding the D-Pad towards them and pressing B can sometimes give you treasures. Try it out. Jewels with dark outlines are worth more with lighter outlines.

Ice cream cones replenish one hit point. Cakes refill three hit points. Scrooge McDuck dolls give you extra lives.

The spiders move up and down, and you'll need to whack the boulders with Forward+B to send them diagonally into the air. Use the pogo stick attack to bounce over spike pits.

Sometimes you can pogo up to the top of walls and move further. This will allow yo enter some hidden rooms.

The bees with move up and down as they fly forward, and you can pogo attack off the top of them if you can time it right.

The man-eating plants cannot be beaten with the pogo stick attack, so don't even try.

Use the pogo stick attack to reach Launchpad's rope underneath his plane, and press Up to grab the rope. When you drop down, keep going to cross the fallaway bridge.

If you see Launchpad outside of his plan, you can ride back to Duckberg and pick another stage. You'll also bank the current amount of money you have. If you go back to the stage where you met Launchpad before and try to meet with him again, you'll find out he's gone (just like on NES).

The spear guys will throw their spears. Jump over the spears and pogo the guys in the head. 

There is a statue that will force you to pay $300,000 of your current money to pass through, but if you go left from where you start seeing the spear guys, you'll find a shortcut that takes you straight to the boss.

The boss here is a giant statue that moves back and forth and jumps up to shake the ground every so often. Hit it with a pogo attack to the top of the head when it is on the ground, and jump up to avoid being stunned by the earthquake from the statue's jump. After four hits, you'll get the chest that contains the scepter. The main treasure for each stage gives you an instant $1 million.

Saturday, October 8, 2022

PrinceWatercress plays Jurassic Park for Super Nintendo AGAIN - Part 9 of 9


We're done! Again!




Now that we're out of the Raptor Nest, we can work on getting the crap out of here.

Before we go, here's the location for all the eggs! Since we're so close to the end, I'll finally show off the entire list of egg locations. They're all outside, so don't worry about missing any in the buildings or anything like that.

You have to get all the eggs, or else the game won't let you get on the helipad and you'll just get the "XX eggs left" message for as long as you stand on the helipad.

Eggs? Eggs!


1. southern edge of map near Nublar Utility shed in some trees
2. in the northern secret area near the helipad
3. on the mountain near the Nublar Utility shed
4. northwest corner of western forest
5. southwestern corner of western forest
6. eastern edge of western forest at the top of triceratops corridor
7. between the starting area and the east mountain range
8. on east mountain range
9. on north mountain range
10. eastern edge of map along eastern edge of east mountains (walk up along the sea cliffs)
11. near the southwestern base of the eastern mountains
12. on top of the ship
13. northwestern corner of northwest forest
14. south of North Utility shed right above Visitors Center
15. on top of Visitors Center
16. north of North Utility shed
17. southeastern edge of northeast forest, in front of raptor nest hole
18. northern edge of northeast forest, near raptor nest hole

/eggs


Thanks to zeldadomer for this list.

Now that we're done with that, we can finally head back to the ship and call the mainland. Go back to the dark room in the third Sub Level and use the computer to call the mainland. To do that, go to Communications and select Mainland Comms. Your SOS will be sent. Now it's time to open gate 3 and head back to the helipad near the Nublar Utility Shed.

In case you were wanting to see something slightly epic for beating the game...guess what? You don't. Sucks to be you.

Friday, October 7, 2022

PrinceWatercress plays Jurassic Park for Super Nintendo AGAIN - Part 8 of 9


We finally have to explore the rest of the island in order to do some more stuff and hopefully get out of here. This is especially true of the last thing we have to do: get a nerve gas bomb and wipe out the raptor nest in the jungle.



Go to a computer terminal anywhere on the island and open Gate 1. This will allow you to access more of the area at the forest west of the Visitor's Center.

If you haven't lowered the bridge west of the Visitor's Center, you'll finally have a reason to do so. Find the gate, then open it up and you'll see the North Utility Shed. You'll have to explore this building to find the Nerve Gas Bomb, which is required for your next mission: the destruction of the raptor nest in the eastern forest of Jurassic Park.


Thankfully, this building is very easy to navigate. If you need a 1-Up, find the battery for the Night Vision Goggles and enter the dark room.  The nerve gas is in a large room in the first floor.

When you get it, head back into the Raptor Pen, use the computer across from the entrance, and open Gate 2. You'll be able to open the gate east of the Raptor Pen. From there, go southeast and you'll find the east entrance to the Raptor Nest.


Once you're here, you'll want to go north and kill all the raptors you see. There are no spitters in this area, so be on your guard. There will be quite a few of those raptors walking around.

A word of caution: if you leave and re-enter before setting down the nerve gas bomb, the raptors respawn.

When you find a room with a bunch of eggs on the ground, walk into the center and you'll set the Nerve Gas Bomb. Even though the game tells you to vacate immediately, you can take as long as you need to to get out of the nest.

Thursday, October 6, 2022

PrinceWatercress plays Jurassic Park for Super Nintendo AGAIN - Part 7 of 9


We further increase our security clearance in this episode, then get back on the ship and tear up the rest of the dinos.




Now we can go back to the locked door at the Raptor Pen that required Level 1 Security. This door leads you to a computer, and this one is a satellite comlink with the ship.

Now that we have Level 1 Security, we can go back to the computer on the second Sub Level of the ship and get Level 2 Security, which we will need to get further into the ship and complete the "kill all dinos on the ship" mission. This will also be necessary to access communication with the mainland and clear the game.



Since he's going over to the locked Raptor Pen computer early, let's cover that as well. Go through the door on the Ground Level of the Raptor Pen that required Level 1 Security and access the computer. From here, go to Communications, and go to Ship Comm. The ship's auto pilot will engage and the sailing procedure will be cancelled. From there, he does the whole Level 2 Security thing I mentioned in the last entry.

Go ahead and head back to the third sub-level of the ship.

The dark room on the third Sub Level has a computer terminal. You won't be able to use it until near the end of the game, when you have to contact the mainland. At least it's in a dark room, so it's pretty easy to remember where it is. Make a mental note of it for now.

When you're done with all the dinosaurs in the second Sub Level, go into the dark room and use the elevator there. You'll be able to enter the third Sub Level. One of the rooms here has Ellie Sattler's ID Card. Grab that, and you'll be able to enter the Raptor Pen from inside the Visitor's Center and vice versa.

There isn't much to the fourth Sub Level. All you have to do is go into all the rooms and kill every last dinosaur. That's it, really.

When you kill all the dinosaurs, you'll see a message saying "Good Alan...The ship is clear of dinosaurs." You have no more business here. Get off the ship.

Wednesday, October 5, 2022

PrinceWatercress plays Jurassic Park for Super Nintendo AGAIN - Part 6 of 9


We're really tearing through this game, aren't we? Well, it's time to re-do the ship, and with a map to my immediate left this time around, getting through here is easier and faster.




As you make your way through the ship, you'll get a message every time you shoot down a dinosaur that says "XX Dinos are left on this level." You know what that means...more dinosaur genocide. When you destroy all the dinosaurs on any level of the ship, that level is clear of enemies.

Do not leave the Entry Level of the ship without the battery for the night vision goggles. You will need them as you go further into the depths of the ship.

Once we're on Sub Level 1, look around and shoot down all the dinos. Make sure you cover the dark room before you go, since that has Dr. Wu's ID card, which also plays an important role in uncovering more things you can do in this game.

Since we have Ray Arnold's card now, we can enter the door on the left as soon as we enter Sub Level 2. This lets us not go in an endless loop and explore the rest of this level. There is a computer here, but we won't be able to use it just yet.

Also, make sure you enter doors straight and not from an angle. If it is possible to accidentally get trapped in a wall and ruin all of your progress if you take the doors from an angle.


Now to show off the obtainment of Level 1 Security early. Head back to the first floor of the Visitor's Center and head back to the door that required Dr. Wu's ID card. There's another computer at the end here, and this one serves another purpose. Go to Park Control, then Park Security and then request Level 1 Security. Done.