Wednesday, November 30, 2022

PrinceWatercress plays Spyro the Dragon - Part 13 of 21


This level had a bunch of ramps, but it was pretty fun, even if it took some doing to get to one of the thieves.


Tree Tops

Yep. More chickens.

At the beginning of the level, you'll notice a thief, but due to it being a cutscene you won't be able to go after him right away. This thief is green, but you'll also find thieves of other colors as you make your way to the exit.

The enemies here throw plants at you. Why? I don't know. Fortunately for you, they just throw straight forward; they can't aim upwards or downwards.

One of the branching paths at the beginning has the key. Close to where you initially meet the red thief, you'll find the key chest.

You'll have to use the Supercharge ramps in order to get to the red thief above the exit. When you finally catch up with him, flame him to get a purple gem worth 25. Interestingly, if you die later in the level and go back to where you first see him while using the Supercharge, you can follow him to where he ends up.

For the yellow thief, you'll have to hit the supercharge ramp near where you found a dragon (the one that takes you to all those columns), go in a complete half-circle to the right in mid-air, go up another Supercharge ramp, jump to another ramp to the right, then glide left to where the yellow thief is. That's another 25 gems from him if you hit him with the flame as well.

Tuesday, November 29, 2022

PrinceWatercress plays Spyro the Dragon - Part 12 of 21


Getting through this level was a pain in the butt at points, but I managed to pull through.


Misty Bog

I'm pretty sure the fodder in every world in Beast Makers is chickens...

You'll need to charge the guys with the swords and shields, because they wear metal armor.

Check behind the short walls at the beginning for gems.

The warthogs charge at you and should be flamed when they do. The biggest problem is that they can see you from a good distance away and hit you when you least expect them to.

Oh, geez, apparently this is where plants attacking Spyro began. The plants with eyes start shaking when you get in range, and come at you if you come any closer. Thankfully, they're really easy to take out with the flame.

The frogs that hop around attack you with their tongues. Hit them with the flame from a distance, since their tongue attack is pretty fast.

Sometimes, you can attack enemies you've already gotten the gems from and get butterflies when you defeat them again. Interesting.

When platforming, make sure you're on the edge of platforms before making the glide, as there are points where it is hard to get out of the water once you land in it.

Monday, November 28, 2022

PrinceWatercress plays Spyro the Dragon - Part 11 of 21


I can't believe I forgot to put this all in until AFTER this video got uploaded. Whoops. Anyway, have some strategies.


Terrace Village


More chickens. Yum.

There are a lot of guys with guns in this stage. If you can't be fast, use the distance of your flame to your advantage. You'll have to charge the little robots to defeat them, while the bigger guys can be taken out with the flame. For those bigger purple guys, use the range of your flame to your advantage.

There's a firecracker that will break the impenetrable metal chest nearby when flamed. But there's not just one impenetrable metal chest in this level...there's three! All can be broken with firecrackers, and the second and third are right next to each other!

You'll be doing a little bit of jumping to get some of the treasure around here, too.

Wild Flight


I'm gonna say it right now: I'm embarrassed by this one. Here's how you should (probably) do it.

At the beginning of the level, immediately turn around and go for the boats. Since they'll be coming towards you, it'll be easier to hit them all with the flame. Avoid the arches for now.

From there, hit all the boxes. After that, go against the flight path of all the planes to make it easier to hit them. You'll obviously be saving the arches for last.

Here's how I did it:

Go for the boxes first, then go for the planes, which will be flying near the last of the boxes. As always, fly towards the front of them. Fly through the arches, then fly towards the front of the boats and flame them while risking running straight into the water. Curse yourself for 30 minutes for doing it like this, since you thought this flight level would be no big deal and you could go through it in, if not one attempt, a few.

Sunday, November 27, 2022

PrinceWatercress plays Spyro the Dragon - Part 10 of 21


In this entry, we head back to the Artisans' homeworld for a flight level, then finish the Magic Crafters' homeworld up before heading to the Beast Makers'.


Sunny Flight

Take care of the barrels on the trains first. You'll get six seconds for flaming a pair of barrels at the same time, and that's some time you'll definitely need to finish the rest of the level.

Four of the planes will be traveling clockwise, and the other four will travel counter-clockwise. Take the ones going in one direction out first, then get the other four.

Save the gold boxes for last, since it takes a while to leave the chamber where the last five boxes are.

I make it harder with barrels, chests, arches, planes.

This isn't a difficult level by any means.

Blowhard

When you get close to Blowhard, he'll come down to your level to fight you. Hit him with a flame, and he'll drop a gem before opening a door to another area. You'll be chasing after him a few times before you finish him off for good.

Magic Crafters Homeworld

Well, there's nothing left here, so it's time to head to the Beast Makers Homeworld. If you already got all the eggs before entering this world, you can enter this world without having to do anything in Magic Crafters.

Beast Makers Homeworld

The fodder here are chickens.

Glide to the Gnorcs on the electric panels, as those panels will shock you when you stand on them while they are electrified. From there, just flame them.

The boards cannot be defeated with a charge attack, so you're stuck with your flame with those things.

The key is on one of the tree stump platforms near the balloonist, and the key chest isn't far behind.

Saturday, November 26, 2022

PrinceWatercress plays Spyro the Dragon - Part 9 of 21


In this entry, we play through another flight level (and open up yet another) before going through Wizard Peak and it's use of two Supercharge ramps at once.


Crystal Flight

Rings, arches, boxes, planes. In that order. That, of course, is if you want to make it easier on yourself. If you want to make it harder, get all the planes from behind, then turn around and get the boxes.

If you're taking the easier path: After the fifth box, take care of the planes. This will give you enough time to take care of the level. You'll also be lined up with the last three boxes at the end, anyway.

Wizard Peak

Instead of going forward at the beginning, go left. You'll find an alternate route where you can take out some of the wizards with less trouble. You'll also be in an area that you wouldn't regularly be at until you reached the end of the stage proper.

Some of the wizards cast spells that summon big snow monsters with clubs. Guess what? They're not any harder than any other huge guy with a club that you've seen.

There are two platforms that are isolated from the rest of the level and can only be reached by double supercharge. To do that, you'll have to run down a supercharge slope, then supercharge down another one. If you're generating brown clouds of smoke behind you as you run, you've done it right. While you're there, look behind the wall. One of them has gems, but the other has gems and a thief. You can flame him without having to chase him.

There's another thief near the circle-shaped pool of water. Once again, more easy pickings.

The dragon before the exit will tell you to jump on the stones near the waterfall in the Artisans Homeworld. It's time to head back...

Artisans Homeworld

Head back to the waterfall and jump on all five stones in the pond. You'll trigger a secret area: Sunny Flight.

Friday, November 25, 2022

PrinceWatercress plays Spyro the Dragon - Part 8 of 21


In this entry, we head to the High Caves and get an education on the Supercharge ramp.


High Caves

More sheep for fodder. Again.

New enemy here: Wind Wizards. Watch out for the tornadoes that they send at you.

You'll have to use the Supercharge to take out the metal spiders. Thankfully, there are only three in this cave, and if you can keep control of Spyro (which shouldn't be too difficult) you should have no problem destroying them.

There will be two more of them in the side part after this. Avoid them and make your way up the stairs and to the other end of the cave. You'll find a fairy who will kiss Spyro on the nose, giving him the Superflame power-up. For a short time, you'll be able to breathe some powerful flames that will actually take the metal spiders out. You can also destroy the jump chests and metal chests with it as well.

There are two areas that you can only glide from near the edge next to the metal spider caves. One of them has a thief. Don't forget to follow the thief's path and get all the gems.

Worried you have no way out? Glide off the edge when you leave anyway. Those things flying around that you saw in the last video are actually fairies, and they pick you and take you back to safe ground just before you're about to die. Nice.

The fairies will drop you off at a Supercharge ramp. Jump off the ramp and glide to the platform next to the cave on the right. If you jump to the side from the cave entrance, you'll get to the more green area. You'll find some more chests and gems, as well as the twelfth and final thief. Congratulations! You have all the Dragon Eggs!

Thursday, November 24, 2022

PrinceWatercress plays Spyro the Dragon - Part 7 of 21


In this entry, we start collecting treasure in the Magic Crafters' homeworld.


Magic Crafters Homeworld

Well, here we are. The mountains.

The fodder here are sheep, although they look different from the ones we've seen in the past.

Shortly after the start of the world, you'll meet your sixth thief. If you're not fast enough, you'll have to go back to the start and go towards the first rescuable dragon to get the thief back into position. Charging and jumping makes it easier to get to a thief faster.

The magic casters are pretty weird. You'll have to charge up to them in order to flame them. Otherwise, they'll raise the ground around them like a mountain and laugh at you because you can't reach them. When you move away, the ground around them lowers again, giving you another chance. Some of them will alter the area around them in other ways, such as putting a wall up in front of them just by raising the ground.

The guys with the big wands have to be charged into, as they wear metal armor. Sometimes you'll see them with the magic casters; other times, they will be in groups of wizards with big wands.

In the area where you first meet the magic casters, you'll find another thief.

The slopes with the arrows pointing downward create a Supercharge attack if charge on them. Just hold the button down and you'll be able to charge a lot faster than normal until you either run into the wall or release the Square button. You will also need this ramp to break the supposedly unbreakable metal chest in this stage (which isn't very far away from that slope at all).

The green wizards will try to zap you, but if you get the jump on them you'll be able to flame them before they can do anything.

The key is located in a house surrounded by water. If you glide off the platform where the entrance to High Caves is at and veer right, you'll find a cave in the waterfall. There, you'll find the key chest as well as an extra life.

Alpine Ridge

More sheep for fodder.

Sometimes the wizards will ride on the backs of the orange elephant-like creatures of this world. When you flame the creatures, you'll be able to take care of the wizards by charging into them.

Once again, you'll be dealing with wizards that move the ground back and forth, making them act like some sort of obstacle. Watch your shadow so you can land your jumps.

Watch our for the blue wizards; they can hit you from a good distance, but you can jump straight over their projectiles if you time your jumps right.

There is a cave that you can only glide to from the exit. Inside is some more of the gems as well as your tenth thief.

Wednesday, November 23, 2022

PrinceWatercress plays Spyro the Dragon - Part 6 of 21


In this entry, we take on our first flight stage before fighting the second boss.


Night Flight

This level is a little different. Here, you have 25 seconds to go through rings and destroy everything.

You have four things to do here: go through all eight rings (+1 second each), destroy all eight treasure chests (+2 seconds each), fly through all the arches (+2 seconds each) and light all eight lighthouses (+2 seconds each). Flame the beacons on the lighthouses to light them up. Ditto on the treasure boxes to destroy them. The best order is rings, chests, arches, beacons. If you run out of time or land in the water, you'll have to try again.

You get 60 gems for completing an objective, and if you get all four objectives on one go, you'll get another 60 for a total of 300 gems.

Doctor Shemp

The witch doctors are really, really stupid. If you just move to the side, they'll just keep going in one direction and will fall right off the cliff.

You'll have to take advantage of the first whirlwind you see to get the key.

The purple gems are worth 25 gems. You're not going to be seeing them very often.

To beat Doctor Shemp, just flame him in the back and avoid his attacks. Sidestep to avoid the staff swipe for the first phase. Flame him when he spins around on the second phase. Jump over the staff and flame him on the third phase.

Peacekeepers Homeworld

Alright, it's time to talk to the balloonist. From here, you'll be able to go to the Magic Crafters world if you've collected 1200 treasure in the first two worlds.

Tuesday, November 22, 2022

PrinceWatercress plays Spyro the Dragon - Part 5 of 21


Cliff Town takes us to a desert town area. Be sure to look high and low for all the treasures and dragons.


Cliff Town

The fodder here are the little jackrabbits again.

Flame the pots near the women with the big spoon so that you can find some treasure.

The thief is located near the first dragon.

Be sure to glide to the other side of the river. You'll find some more gems as well as more enemies to take out.

Light the firecracker to take down the impenetrable metal chest.

Monday, November 21, 2022

PrinceWatercress plays Spyro the Dragon - Part 4 of 21


In this area, we head to the Ice Caverns for snowball fighting Gnorcs and other creatures.


Ice Cavern

In case you can't tell, the bats here are the fodder. They're a little harder to get because they fly around and hang out on the walls, but they always come down to fly around.

To get the gems on top of the poles, charge into the poles and the gems will come down.

The little guys throw snowballs, but once again you can charge through them. As for the guys wearing the skis, they will walk straight up to you to throw their snowballs.

The big green guys have to rammed, as they are wearing flame-proof armor. You'll need to knock them into a pit in order to truly get rid of them.

To get the key, you'll need to either glide from it from the key chest or you'll need to glide from the edge with the two poles.

Back at the start, you'll need to glide towards the vast bottomless pit and to the right for three extra lives.

Sunday, November 20, 2022

PrinceWatercress plays Spyro the Dragon - Part 3 of 21


In this entry, we face our first boss, explore our second homeworld, and take on another level.


Toasty

All right! We've cleared all the levels, so let's go to the dragon's head in the Artisans Homeworld. This will take us to our first boss, Toasty.

To fight him, though, you'll have to get to him.

The dogs take two hits to kill. Flaming them while they're awake doesn't even faze the dogs the first time around, either. Your best bet is to flame them, then move away.

To beat Toasty, just get rid of the dogs, then flame him. On the second hit (or if you stand there and look at him with the first-person view), you'll find out that Toasty is just a cloaked sheep on stilts. He's defenseless after the second hit. Just watch out for those dogs.

Artisans Homeworld

Well, we're done with all the levels, so let's find Marco the Balloonist. Since we've rescued more than 10 Dragons, we'll be able to fly to the next world.

We're not done with this world yet, though. We'll be coming back a little later. For now...to the Peacekeepers!

Peacekeepers Homeworld

Oh, lord. The guards are just weird. The ones in the blue hats will take you on with their spears, but the ones with the red hats run into tents. Flame the tents to uncover them. If you stand still near the ones that were in the tents, they moon you. Insomniac had a lot of fun making this game.

The fodder here are jackrabbits, in case you have a hard time trying to identify what they are.

Believe it or not, you can move into the cannons to rotate them. Use these to break the metal chests that are completely impervious to both your ram and flame. Aim the cannon by moving to the side to get the camera behind the cannon, then walk into it to aim. When you're ready to fire, flame the back of it to light the fuse and send a cannonball in that direction.

The key here is near the thief, and the key chest is in an isolated cavern near that big blue lake. Now you have a bunch more treasure as well as your third dragon egg.

Dry Canyon

More jackrabbits for fodder. Yay.

You can flame the cacti, but it doesn't do anything except turn them charcoal black.

You also have more guys with shields, which isn't surprising. Just ram them again. Just watch out for their muskets. If you ram the musket balls, though, they won't harm you at all, which is actually quite weird. It won't work with other enemies with guns that you'll see in the game, though.

You'll be able to find the fourth dragon egg near the beginning.

The vultures will try to fly into you, while the big dudes here will try to use a vulture as a club. Whatever. Just flame both of them.

The key is near one of the dragons, and you'll have to glide around the level to find it. Fun fact: the dragon near the key is Maximos, and if you can't tell, he is definitely voiced by the same guy who would voice Hunter the Cheetah in the later games. The key chest is on a platform isolated from the rest of the level.

There are also some isolated platforms that require some height to glide to, especially one with the key chest.

Do not charge the crate of explosives. Instead, flame them. When they explode, you'll get a few gems for your efforts.

Saturday, November 19, 2022

PrinceWatercress plays Spyro the Dragon - Part 2 of 21


I always liked Dark Hollow, believe it or not.


Dark Hollow

Amazingly, the music here is the same as it was in the demo.

The frogs are the fodder here.

The guys running around with the shields can only be rammed. If you flame them, the shields will protect them. The fat guys with the clubs and wooden shields can only be flamed.

The chest with the lock is at the beginning of the level, while the key is in the room guarded by those two big guys in metal armor walking around.

The big guys that walk around the hallways can only be flamed, and you can only do that from behind thanks to their fire-proof metal armor.

You can light the fires near the beginning if you want. They don't serve a purpose.

Town Square

The fodder here are chickens.

The bulls can either be charged or rammed. If you ram them, you'll have to flame them while they're stuck to the ground to get rid of them. You're better off using just the flame in the first place. The matador guys are also easy to defeat.

The little gold things that look like boxes with the gem-like tops are called Jump Chests. Ram or flame them, then jump over them and get the gem that pops out. The chest will then disappear. Since they're a bit confusing (unintentionally, of course), they never appeared in any of the sequels. Perhaps that's for the better.

To get to the thief, you'll have to leap off the edge of a platform and veer right. Unless you're paying attention in mid-air, you're not going to notice where to land at first.

It should be noted that red gems are worth 1, green are 2, blue are 5, and gold are 10.

The white chests with the metal spinning thing on top are spinner chests. Flame them three times to destroy them and get the contents.

Friday, November 18, 2022

PrinceWatercress plays Spyro the Dragon - Part 1 of 21


The most I've played of this is the demo from 1998...until now! I've finally played this, because the prequel is better than the sequel in some aspects, but the sequel is a bit improved in others.

Also, the music in the retail version is much better and much different from that in the demo. Weird.


Anyway, Gnasty Gnorc has imprisoned all the dragons and has changed all the gems into warriors that only answer to him! Spyro's the only dragon left.

It's showtime.

Artisans Homeworld

Saving the dragons is simple enough: just touch the platforms that they stand on and they will break out of their crystal statue-like imprisonments.

As stated in the playthrough for Ripto's Rage, Sparx is your health meter. He goes from gold to blue to green to non-existent. If you take damage after he disappears, you're dead.

The enemies that you see throughout the game carry the gems, so beat them up and take their treasure. This is how you get some of the gems in this game. The enemies here are pretty easy. Some of them cower in fear in your presence (making them easy pickings) while others run around in a set pattern as if they want to make fun of you.

If you ever find a small gray dragon statuette, pick it up. These are your 1-ups. The little clamshells can be destroyed with the flame.

The Artisans Homeworld isn't too hard. It's easy to find all 100 gems and save all the dragons here.

Stone Hill

I remember this world from the demo. This stage is pretty fun.

The sheep, as mentioned in the Ripto's Rage guide, refill your health. Unlike Ripto's Rage, however, Sparx can't eat any if you're at full health, and you won't be able to get extra lives that way.

The rams can be destroyed with either the flame or the charge attack. The flame attack is safer. The shepherds can be charged, but it's better to flame them as they can hit you with their staves.

Close to the exit is a beach area that you wouldn't usually be able to notice unless you looked around on the wall behind it. If you enter the cave there, you'll find the key. This will come into use in the well at the beginning of the level. The key will unlock the chest and you'll be able to get all the treasure that's inside.

At the edge of the level is some guy in blue running around. If you get near him, he'll change direction. Run into him with the charge attack and you'll get the first of three Dragon Eggs. Apparently, these guys are thieves of some sort.

Artisan Homeworld

When you return back, you'll find out that the enemies have respawned. When you beat them up, you'll find white orbs in the place of gems. When you get one, it will appear near the spinning golden Spyro head where your lives are. When you collect enough of these, you'll get an extra life. Nice.

Thursday, November 17, 2022

PrinceWatercress plays The Ninja Warriors AGAIN (Super Famicom) - Longplay


It's now time to play through the whole game and beat Benglar one more time, this time on the Super Famicom version.


Anyway, the game came out in Japan as The Ninja Warriors Again, and it's a chronological sequel to the arcade original. They took the "Again" out when they released it the West. In Europe, the game was called Ninja Warriors: The New Generation, and ran at a slower speed than the NTSC versions from both America and Japan. In the West, the European and American version are treated as a re-telling rather than an actual sequel.

It should also be noted that in the Japanese version, there's blood! It's still green, but it's there. Also, there are female enemies, and they're pretty fun to fight.

Stage 1

There are three characters to choose from. The Ninja is slow and can barely jump, but is very powerful. The Kunoichi is the middle-of-the-road character, while the Kamaitachi is the weakest but is pretty fast, although the Kamaitachi takes some practice to play with and cannot throw enemies. I'm using the Ninja, because the Ninja gave me the best results.
 
That robot is too tall and too heavy to be a ninja...or is it?

Anyway, you'll be running to the right and destroying everything in your way. You'll be punching. You'll be slicing. You'll be throwing. You'll be blocking. You'll be duck walking. You'll be flying (somewhat) in the air and kicking people on the way down. And nunchaku will be tossed around. Yes. Nunchaku.

Besides using Y to hit your basic combo (which can be done while standing or crouching), you can move into enemies to grab at them. From there, you can hold forward on the Control Pad. and press Y to throw enemies forward, hold up and Y for another throw, or hold Down and Y for a third type of throw.

Holding Y allows you to block. From there, you can hold away and B to do a backflip.

As the Ninja, you cannot jump (unlike the other two characters). As a result, B lets you hover for a while, and pressing it again lets you float even higher for a second before you return to the ground. Pressing Y while hovering allows you to do a spin attack. Holding Down and pressing B lets you do a stomp attack.

The other two characters just have regular jumping attacks. 

Also as the Ninja. holding forward on the Control Pad and pressing B lets you dash. Running into an enemy hits a shoulder attack, but you can press Y before then to hit a dashing kick.

There are three sizes of energy canisters. The small ones give you 1/6 of an energy bar back, the medium ones give you 1/3 of a bar, and the large one gives you a complete refill.

Halfway through the level, you'll be seeing missiles rising in the background and falling from the sky on your side of the city. Remember where they are and walk around accordingly. They fall at regular intervals, but they can immediately knock you down, which can be annoying.

The soldier guys are nothing, but the guys with the berets have strong punches and can knock you down with a sweep kick.

The kunoichi will jump around and slash at you with their swords. They are very vulnerable when they jump, as you can anticipate where they land and grab them immediately to throw them. I usually hit them with an atomic drop.

The guys with the guns aren't really good shots. Just like in the original, you can simply duck (and duck walk) past their shots and get away undamaged. Just watch out if they duck; they can throw a grenade at you.

The boss here is some huge robot guy with a red mohawk that's taller than even the ninja. Since he'll always block your attacks, throw those soldiers that show up at him. Using a dashing kick also works. If your blaster energy is full, press X to use a screen-clearing bomb that destroys all normal enemies on the screen and does a good amount of damage to the boss. This uses all your blaster energy, so be careful.

Stage 2

Remember, if you're surrounded by enemies, use the blaster. It slowly refills on its own as you beat up one enemy as a time, so use it when you need to. To use it, hold Up and press Y after the first two hits of a standing or crouching combo. This uses a little bit of your blaster energy, and while it can be quickly refilled, make sure not to get hit before then, or else you'll lose all that energy and you'll have to do a full recharge.

The blaster energy fills up quickly, but starts filling up more slowly when you near maximum capacity. 

The kabuki guys take multiple hits, but they just stab at you like the soldier guys. Big whoop. Also, one of the taller soldier guys looks like Gordon Freeman, and he can pack a punch. I'm not kidding.

The robot in the middle of the stage either has to be thrown or have something thrown into it. Punches are ineffective. It also shoots a laser at the ground, so don't let it stand around doing nothing. If you can somehow get behind it, you'll be able to hit it with your combo from behind.

In the second section, you'll see blue variations of the red gun guys. They're the same as the red ones, they just take more damage. Also, wait for the rotor blades to stop spinning before you walk through them, otherwise you'll take a lot of damage.

The guys with the claws jump around a lot. Punch them whenever you can, even if you can get only one shot on him at a time while doing so. Throwing other enemies into them works great, but the best way to take them down is with a ducking combo.

The boss here is a guy with a shogun's helmet, cargo pants, an apron and a chainsaw. Be sure to duck whenever you can, and punch at him whenever you're in range. Throwing enemies into him and dashing kicks work too.

Stage 3

No sooner do you start the stage that you'll face a new enemy. He looks like Ken from Street Fighter, except he has spiky shoulder pads, he breathes fire and he can teleport. Fun. You'll also have to fight four kabuki guys at the same time at the end of this section.

In the second section, you'll face another huge dude (he's a new guy) and two more kabuki guys. If you throw the kabuki guys into the big guy, the big guy isn't much of a problem. You'll then face two kunoichi. Not much else here. 

As you make your way through the third section, you'll face guys in white suits that can throw and sweep kick you. Why in the world do they look like Neo from The Matrix? Why?!? As always, any crowd control strategies you have will work against these guys. They will show up in different colors throughout the game, and the darker the color of their suits, the more damage they take before they fall.

The boss is some sort of weird skeletal guy. He'll climb on the video wall and toss bombs at you, but if you stay right in front of him, they'll miss. If he throws the bombs, stay under the boss and wait for the bombs to explode before coming after him. If you have to, get in a blocking position and walk backwards to the side. He also turns invisible for a short while, but thankfully you can still see him (kind of). Dashing kicks from the far side of a room work best here, too, 

Stage 4

When you finally make it back out into the open, you'll see missiles coming down from the sky. Avoid the missiles and get out of there as soon as possible, and watch the shadows so you can see the missiles coming. Once you're back indoors, a tank comes out along with a robot and an endless supply of soldiers. Use these soldiers to take care of the robot.

You'll then be in an indoor parking lot in the city. You'll see a helicopter, but it won't be a menace to you yet. You'll also see a big guy wearing pink that's just like the guy you saw in Stage 2. In Nintendo games, wearing pink makes you more menacing. I'm still trying to figure out why. Midway through this section, the helicopter comes back. Duck in front of the car and the helicopter's machine gun won't be able to get you. You'll then be fighting bad guys and avoiding the helicopter's firepower at the same time. If you alternate between the left and right sides of the screen here, you won't have to worry about the gun. Just like the fan blades from Stage 2, the gun fire from the Gatling gun on the helicopter can also damage enemies.

After this, you'll fight two more guys in white suits, followed by a brown palette swap of the same guy. Fun.

The boss here is some guy with a purple beret and a cane. That black thing he's carrying is a wireless phone. He'll run away and have soldiers come after you. Throw the soldiers at him, since it's pretty hard to get close to this guy without being whacked three times with a wooden cane (unless you block). He'll also leap on top of the gray wall on the foreground. Sometimes he'll stand on it and talk into his phone. When that happens, a red laser will be pointed at the ground. Run away from it - it sends a superlaser at you that can knock you down and prove very annoying.

Stage 5

You'll be fighting some more guys at the beginning of the stage, until you reach the door to the inside of this nice house. When this happens, you'll fight a white version of the first boss with a pink mohawk. Yes, he blows up when he explodes. Once again, throw, throw, throw.

You'll also meet a small, white robot that tries to shoot at you, but if you keep throwing other enemies at it, you shouldn't have much of a problem.

The second section is another floor of this building. You'll soon enter what looks like a conservative Japanese house, complete with rice paper walls. You'll be fighting a lot of those little guys with the claws as well as what looks like kabuki-masked guys in white bathrobes before you meet the boss: some martial artist.

He teleports behind you a lot, and he even sends two big guys to back him up. Thankfully, their higher amounts of HP lets you use them as weapons a little more often. When he glows red, watch the floor and stay away from the green geysers of fire that come up out of it. If you can get between them shortly after they show up, you should be okay.

Don't expect to combo him, since he'll block your attacks after about two punches. Use dashing shoulder rams, dashing kicks and also combo into your blaster in order to get the jump on this guy.

Stage 6

Yes, you can destroy the statuettes in the background. It takes a bit of doing, but it can be done.

You'll meet the small white robots here again. When you reach the end of the stage, you'll meet up with two robots...one is the gold one you've been seeing throughout the game, while the second one is a crimson recolor of the gold one.

This section isn't very long at all, as you'll fight the bosses soon afterwards. You'll see Benglar, but he'll run away and leave you with two bodyguards of his. They look like the first boss, but they have an even more robotic appearance to them. One is blue, the other is gold.

If these guys aren't jumping around and trying to punch you, they'll usually try to surround you at any given time. Comboing into your blaster power-up is a must here, since the chances are about 50-50 that they'll block your regular combo attack. They also have a nasty slide attack that can not only take you off guard but also works as an embarrassing way of taking your blaster power all the way down if you get hit while it's less than full. If you can stay at one side of the screen and fend these two guys off at the same time, you'll have a much easier time as they won't be able to get behind you. Doing a Down+Y throw on one of them works well if you can do it, but if you can throw one into the other, that's good enough. As long as you play it smart, do crowd control and throw everything you've got at them, you'll beat them.

Stage 7

Apparently the red and blue guys also have a white-clad cousin. At least he looks interesting, since he almost blends into the snow and looks like one of those guys from the Battle of Hoth.

You'll also meet a white version of the robot. Nothing much interesting here, except you have two motorcycles you can throw at it to make destroying it easier. By this point, you'll see missiles falling from the sky...again. It won't be long until you come across another base, where you'll fight off some more robots as well as more big guys.

In the next section, you'll meet a new enemy: some red-headed alien people in yellow spandex. As you fight them, they'll turn a bright white, which keeps you from putting them in a throw attack. They'll try to knee you and rush straight at you with a sliding kick.

You'll then fight four robots at once afterwards. Throw one into the other for your best bet at survival. If you can somehow get them to accidentally destroy one another with their lasers, that's great.

After taking down the four robots, you'll be making your way onto a freight elevator, where you'll be fighting enemies on your way through the horizontal shaft. You'll then be making your way towards another elevator, where you'll face some more enemies (including a few purple-jumpsuited aliens) and a big ugly green guy in a mechanical onesie who serves as the next boss.

He'll jump onto the roof of the escalator and bring it all the way down. If you stand under him, you'll be primed to get the first strike on the guy. He has a two-punches-followed-by-a-lunging low kick combo, an extending arm, and a nasty standing low spin kick. If you can fill up your blaster, do that and use it on everyone on screen. The more damage you can do on this guy at any possible time, the better. Of course, if he's blocking a lot of your attacks, don't be afraid to combo into your blaster.

Your air attacks will work quite well here, as well, since he'll try to move and/or jump towards you.

He sends a lot of henchmen after you, including the robots and the aliens. Throw people into him, combo into your blaster, use your full screen attack...whatever you can. Why? Because this guy's nuts.

Final Stage

Go to the right at the beginning, because you can't go left unless you want harder enemies. Derp. Beat everyone up and you'll go to the next section.

At the end of the second section, you'll fight four big guys at the same time. If you stay at the right side of the screen here and combo into your blaster, you shouldn't have a hard time at all.

The third section is a control center with a jet in the background. After fighting a bunch of enemies, you'll fight two burly guys and two large robots. Take down the large robots first by throwing the burly guys into the robots.

After beating those guys up, you'll be doing some more fighting before you fight another clone of the Stage 1 boss.

Once you finish him off, you'll be in the next section...and so will Benglar! He'll run away again, so go towards the crate and destroy it for a full power-up. You'd better take it before you destroy the last normal enemy, otherwise you won't be able to have access to it.

The boss battle is Benglar. He'll be in some sort of battle mechanism in the forthcoming elevator. Throw the enemies into him, and watch out for the lasers that come out of the ceiling panels next to him. There are three on each side, and you can easily tell where the lasers are coming from. It's always center, right, left. After three laser attacks, all six lasers will fire at the same time, so either stay right under him or walk all the way to the nearest wall before they all fire!

When you knock Banglar off of that machine, you did it! Enjoy the ending, which I'd rather not spoil for you!

Wednesday, November 16, 2022

PrinceWatercress plays The Ninja Warriors AGAIN (Super Famicom) - Part 4 of 4


Now to beat Benglar for the third time on the channel.


Stage 7

Apparently the red and blue guys also have a white-clad cousin. At least he looks interesting, since he almost blends into the snow and looks like one of those guys from the Battle of Hoth.

You'll also meet a white version of the robot. Nothing much interesting here, except you have two motorcycles you can throw at it to make destroying it easier. By this point, you'll see missiles falling from the sky...again. It won't be long until you come across another base, where you'll fight off some more robots as well as more big guys.

In the next section, you'll meet a new enemy: some red-headed alien people in yellow spandex. As you fight them, they'll turn a bright white, which keeps you from putting them in a throw attack. They'll try to knee you and rush straight at you with a sliding kick.

You'll then fight four robots at once afterwards. Throw one into the other for your best bet at survival. If you can somehow get them to accidentally destroy one another with their lasers, that's great.

After taking down the four robots, you'll be making your way onto a freight elevator, where you'll be fighting enemies on your way through the horizontal shaft. You'll then be making your way towards another elevator, where you'll face some more enemies (including a few purple-jumpsuited aliens) and a big ugly green guy in a mechanical onesie who serves as the next boss.

He'll jump onto the roof of the escalator and bring it all the way down. If you stand under him, you'll be primed to get the first strike on the guy. He has a two-punches-followed-by-a-lunging low kick combo, an extending arm, and a nasty standing low spin kick. If you can fill up your blaster, do that and use it on everyone on screen. The more damage you can do on this guy at any possible time, the better. Of course, if he's blocking a lot of your attacks, don't be afraid to combo into your blaster.

Your air attacks will work quite well here, as well, since he'll try to move and/or jump towards you.

He sends a lot of henchmen after you, including the robots and the aliens. Throw people into him, combo into your blaster, use your full screen attack...whatever you can. Why? Because this guy's nuts.

Final Stage

Go to the right at the beginning, because you can't go left unless you want harder enemies. Derp. Beat everyone up and you'll go to the next section.

At the end of the second section, you'll fight four big guys at the same time. If you stay at the right side of the screen here and combo into your blaster, you shouldn't have a hard time at all.

The third section is a control center with a jet in the background. After fighting a bunch of enemies, you'll fight two burly guys and two large robots. Take down the large robots first by throwing the burly guys into the robots.

After beating those guys up, you'll be doing some more fighting before you fight another clone of the Stage 1 boss.

Once you finish him off, you'll be in the next section...and so will Benglar! He'll run away again, so go towards the crate and destroy it for a full power-up. You'd better take it before you destroy the last normal enemy, otherwise you won't be able to have access to it.

The boss battle is Benglar. He'll be in some sort of battle mechanism in the forthcoming elevator. Throw the enemies into him, and watch out for the lasers that come out of the ceiling panels next to him. There are three on each side, and you can easily tell where the lasers are coming from. It's always center, right, left. After three laser attacks, all six lasers will fire at the same time, so either stay right under him or walk all the way to the nearest wall before they all fire!

When you knock Banglar off of that machine, you did it! Enjoy the ending, which I'd rather not spoil for you!

Tuesday, November 15, 2022

PrinceWatercress plays The Ninja Warriors AGAIN (Super Famicom) - Part 3 of 4


In this entry, we hear some of the best music in the game and face one of the hardest bosses in the game.


Stage 5

You'll be fighting some more guys at the beginning of the stage, until you reach the door to the inside of this nice house. When this happens, you'll fight a white version of the first boss with a pink mohawk. Yes, he blows up when he explodes. Once again, throw, throw, throw.

You'll also meet a small, white robot that tries to shoot at you, but if you keep throwing other enemies at it, you shouldn't have much of a problem.

The second section is another floor of this building. You'll soon enter what looks like a conservative Japanese house, complete with rice paper walls. You'll be fighting a lot of those little guys with the claws as well as what looks like kabuki-masked guys in white bathrobes before you meet the boss: some martial artist.

He teleports behind you a lot, and he even sends two big guys to back him up. Thankfully, their higher amounts of HP lets you use them as weapons a little more often. When he glows red, watch the floor and stay away from the green geysers of fire that come up out of it. If you can get between them shortly after they show up, you should be okay.

Don't expect to combo him, since he'll block your attacks after about two punches. Use dashing shoulder rams, dashing kicks and also combo into your blaster in order to get the jump on this guy.

Stage 6

Yes, you can destroy the statuettes in the background. It takes a bit of doing, but it can be done.

You'll meet the small white robots here again. When you reach the end of the stage, you'll meet up with two robots...one is the gold one you've been seeing throughout the game, while the second one is a crimson recolor of the gold one.

This section isn't very long at all, as you'll fight the bosses soon afterwards. You'll see Benglar, but he'll run away and leave you with two bodyguards of his. They look like the first boss, but they have an even more robotic appearance to them. One is blue, the other is gold.

If these guys aren't jumping around and trying to punch you, they'll usually try to surround you at any given time. Comboing into your blaster power-up is a must here, since the chances are about 50-50 that they'll block your regular combo attack. They also have a nasty slide attack that can not only take you off guard but also works as an embarrassing way of taking your blaster power all the way down if you get hit while it's less than full. If you can stay at one side of the screen and fend these two guys off at the same time, you'll have a much easier time as they won't be able to get behind you. Doing a Down+Y throw on one of them works well if you can do it, but if you can throw one into the other, that's good enough. As long as you play it smart, do crowd control and throw everything you've got at them, you'll beat them.

Monday, November 14, 2022

PrinceWatercress plays The Ninja Warriors AGAIN (Super Famicom) - Part 2 of 4


In this entry, we face pseudo-Saddam Hussein once more.

Stage 3

No sooner do you start the stage that you'll face a new enemy. He looks like Ken from Street Fighter, except he has spiky shoulder pads, he breathes fire and he can teleport. Fun. You'll also have to fight four kabuki guys at the same time at the end of this section.

In the second section, you'll face another huge dude (he's a new guy) and two more kabuki guys. If you throw the kabuki guys into the big guy, the big guy isn't much of a problem. You'll then face two kunoichi. Not much else here. 

As you make your way through the third section, you'll face guys in white suits that can throw and sweep kick you. Why in the world do they look like Neo from The Matrix? Why?!? As always, any crowd control strategies you have will work against these guys. They will show up in different colors throughout the game, and the darker the color of their suits, the more damage they take before they fall.

The boss is some sort of weird skeletal guy. He'll climb on the video wall and toss bombs at you, but if you stay right in front of him, they'll miss. If he throws the bombs, stay under the boss and wait for the bombs to explode before coming after him. If you have to, get in a blocking position and walk backwards to the side. He also turns invisible for a short while, but thankfully you can still see him (kind of). Dashing kicks from the far side of a room work best here, too, 

Stage 4


When you finally make it back out into the open, you'll see missiles coming down from the sky. Avoid the missiles and get out of there as soon as possible, and watch the shadows so you can see the missiles coming. Once you're back indoors, a tank comes out along with a robot and an endless supply of soldiers. Use these soldiers to take care of the robot.

You'll then be in an indoor parking lot in the city. You'll see a helicopter, but it won't be a menace to you yet. You'll also see a big guy wearing pink that's just like the guy you saw in Stage 2. In Nintendo games, wearing pink makes you more menacing. I'm still trying to figure out why. Midway through this section, the helicopter comes back. Duck in front of the car and the helicopter's machine gun won't be able to get you. You'll then be fighting bad guys and avoiding the helicopter's firepower at the same time. If you alternate between the left and right sides of the screen here, you won't have to worry about the gun. Just like the fan blades from Stage 2, the gun fire from the Gatling gun on the helicopter can also damage enemies.

After this, you'll fight two more guys in white suits, followed by a brown palette swap of the same guy. Fun.

The boss here is some guy with a purple beret and a cane. That black thing he's carrying is a wireless phone. He'll run away and have soldiers come after you. Throw the soldiers at him, since it's pretty hard to get close to this guy without being whacked three times with a wooden cane (unless you block). He'll also leap on top of the gray wall on the foreground. Sometimes he'll stand on it and talk into his phone. When that happens, a red laser will be pointed at the ground. Run away from it - it sends a superlaser at you that can knock you down and prove very annoying.

Sunday, November 13, 2022

PrinceWatercress plays The Ninja Warriors AGAIN (Super Famicom) - Part 1 of 4


We're playing this game for a third time! This time around, it's on the Super Famicom and it's the original game as intended, which means we get the kunoichi enemies.


Anyway, the game came out in Japan as The Ninja Warriors Again, and it's a chronological sequel to the arcade original. They took the "Again" out when they released it in the West. In Europe, the game was called Ninja Warriors: The New Generation, and ran at a slower speed than the NTSC versions from both America and Japan. In the West, the European and American version are treated as a re-telling rather than an actual sequel.

It should also be noted that in the Japanese version, there's blood! It's still green, but it's there. Also, there are female enemies, and they're pretty fun to fight.

Stage 1

There are three characters to choose from. The Ninja is slow and can barely jump, but is very powerful. The Kunoichi is the middle-of-the-road character, while the Kamaitachi is the weakest but is pretty fast, although the Kamaitachi takes some practice to play with and cannot throw enemies. I'm using the Ninja, because the Ninja gave me the best results.
 
That robot is too tall and too heavy to be a ninja...or is it?

Anyway, you'll be running to the right and destroying everything in your way. You'll be punching. You'll be slicing. You'll be throwing. You'll be blocking. You'll be duck walking. You'll be flying (somewhat) in the air and kicking people on the way down. And nunchaku will be tossed around. Yes. Nunchaku.

Besides using Y to hit your basic combo (which can be done while standing or crouching), you can move into enemies to grab at them. From there, you can hold forward on the Control Pad. and press Y to throw enemies forward, hold up and Y for another throw, or hold Down and Y for a third type of throw.

Holding Y allows you to block. From there, you can hold away and B to do a backflip.

As the Ninja, you cannot jump (unlike the other two characters). As a result, B lets you hover for a while, and pressing it again lets you float even higher for a second before you return to the ground. Pressing Y while hovering allows you to do a spin attack. Holding Down and pressing B lets you do a stomp attack.

The other two characters just have regular jumping attacks. 

Also as the Ninja. holding forward on the Control Pad and pressing B lets you dash. Running into an enemy hits a shoulder attack, but you can press Y before then to hit a dashing kick.

There are three sizes of energy canisters. The small ones give you 1/6 of an energy bar back, the medium ones give you 1/3 of a bar, and the large one gives you a complete refill.

Halfway through the level, you'll be seeing missiles rising in the background and falling from the sky on your side of the city. Remember where they are and walk around accordingly. They fall at regular intervals, but they can immediately knock you down, which can be annoying.

The soldier guys are nothing, but the guys with the berets have strong punches and can knock you down with a sweep kick.

The kunoichi will jump around and slash at you with their swords. They are very vulnerable when they jump, as you can anticipate where they land and grab them immediately to throw them. I usually hit them with an atomic drop. They also always jump when you knock them down, making them easier to grab and throw because of it.

The guys with the guns aren't really good shots. Just like in the original, you can simply duck (and duck walk) past their shots and get away undamaged. Just watch out if they duck; they can throw a grenade at you.

The boss here is some huge robot guy with a red mohawk that's taller than even the ninja. Since he'll always block your attacks, throw those soldiers that show up at him. Using a dashing kick also works. If your blaster energy is full, press X to use a screen-clearing bomb that destroys all normal enemies on the screen and does a good amount of damage to the boss. This uses all your blaster energy, so be careful.

Stage 2

Remember, if you're surrounded by enemies, use the blaster. It slowly refills on its own as you beat up one enemy as a time, so use it when you need to. To use it, hold Up and press Y after the first two hits of a standing or crouching combo. This uses a little bit of your blaster energy, and while it can be quickly refilled, make sure not to get hit before then, or else you'll lose all that energy and you'll have to do a full recharge.

The blaster energy fills up quickly, but starts filling up more slowly when you near maximum capacity. 

The kabuki guys take multiple hits, but they just stab at you like the soldier guys. Big whoop. Also, one of the taller soldier guys looks like Gordon Freeman, and he can pack a punch. I'm not kidding.

The robot in the middle of the stage either has to be thrown or have something thrown into it. Punches are ineffective. It also shoots a laser at the ground, so don't let it stand around doing nothing. If you can somehow get behind it, you'll be able to hit it with your combo from behind.

In the second section, you'll see blue variations of the red gun guys. They're the same as the red ones, they just take more damage. Also, wait for the rotor blades to stop spinning before you walk through them, otherwise you'll take a lot of damage.

The guys with the claws jump around a lot. Punch them whenever you can, even if you can get only one shot on him at a time while doing so. Throwing other enemies into them works great, but the best way to take them down is with a ducking combo.

The boss here is a guy with a shogun's helmet, cargo pants, an apron and a chainsaw. Be sure to duck whenever you can, and punch at him whenever you're in range. Throwing enemies into him and dashing kicks work too.

Saturday, November 12, 2022

PrinceWatercress plays Ghostbusters II (Game Boy) - Longplay


Now it's time for the whole game in one video. Enjoy.


Just like in the movie, Dana's child Oscar has been kidnapped by Janosz Poha, who has been possessed by Vigo the Carpathian, and we have to go out and rescue Oscar as only the Ghostbusters can.

The first of three levels in the game is the courthouse where the Ghostbusters are being tried for causing a blackout from inadvertently damaging an abandoned transit system as well as for investigating the supernatural (which they were barred from doing after saving New York City from Gozer). When the slime from the subway is presented as evidence at the trial, it reacts to the judge's angry tirade and explodes, summoning the ghosts of the Scoleri Brothers, whom the judge sentenced to death. The Ghostbusters, of course, have to capture them to restore order, dismiss the charges and resume their business.

Of course, that's the move; here, you just go straight to the courthouse, just because.

When you start the game, you get to choose two out of the four Ghostbusters: Peter Venkman, Raymond "Ray" Stantz, Ego Spengler and Winston Zeddemore. The first one becomes the buster and fires the Proton Pack, while the other becomes the trapper and traps the stunned ghosts. All of them perform the same way and do not have any strengths or weaknesses over one another.

Courthouse

The courthouse has only three floors. This is the shortest level in the game; the others are significantly longer.

The Control Pad lets you move around, while B fires the Proton Pack and A fires the trap.

To get rid of ghosts, you'll need to zap it with the Proton Pack and then trap it. You'll need to hold down the B button and zap it long enough to stun it for some time, then trap the ghost while it is stunned.

The trapper character will do his best to follow you around, but sometimes he will get stuck on things such as walls and also not get exactly into position to trap enemies. You'll have to move around a little bit and get back to your trapper character to get them to do what you want them to do sometimes, as well as to keep them from taking damage.

The time left is in the upper-left corner. The more time you have, the bigger the bonus you get at the end of the level when all the ghosts are captured. To the right of that is the score. At the bottom if both of your characters' health meters as well as the number of ghosts you have left to capture.

Both of your characters have their own health bars. If either of them lose all their health, it's game over. If either of you get hit, you'll both have shields that will protect you from harm for a few seconds. 

Enemies include jogging ghosts that around in a square (or rectangle), blobs that can only be stunned when they're not jumping around wildly, sheet-like ghosts that move back and forth and move faster if you get too close, ghosts that look like Slimer that will slowly approach your current position and travel through walls, 

Some of the enemies will be out in the open, but you'll have to explore the floors that you travel through in order to get them to mysteriously appear. If you don't see any ghosts, explore the level again, but do it carefully so the ghosts don't get either of your characters.

If you run out of time on the timer in the upper-left corner, the enemies will change into Ghostbusters logos and fly all over the level, and you'll have to zap them and trap them to get rid of them. At least the game doesn't outright kill you.

If you see one of the Ghostbusters standing around, you can move into them to switch them out. Sometimes you'll get power-ups too, and you'll see those in the lower-left corner. One of them is the fumigator cannon, which allows you to spray enemies and immediately kill them without having to use a trap for a limited time.

Sometimes you'll meet Louis Tully (the guy with the glasses). If you run into him, you can sometimes get a power-up or get a unit of health back for one of your Ghostbusters. 

The pick axe allows you to make big holes through walls up to three times. To use it, keep moving into a wall and press A.

The vacuum cleaner reveals and stuns all enemies for a limited time, and replaces the Proton Pack with a trap in that timeframe, allowing to immediately line up with the stunned ghosts and remove them.

The boss battle for this level is against the Scoleri Brothers in the courtroom. They will fly around in a circle and fire projectiles that you'll need to move away from or shoot down. The speed of the Scoleri Brothers can also vary from time to time, so keep as much distance as you can while shooting them with the Proton Pack. Your non-playable partner will always have a shield and will be invincible, and with the power-ups you can get during the battle, you can use that to your advantage.

During the boss battle, power-ups will drop down from the top of the screen. Hearts will refill one unit of health for your buster. The W icon gives your trapper the ability to fire a Proton Pack for a limited time, doubling your firepower. The B icon gives your buster a barrier that last for a limited time, allowing you to tear through the bosses up close for a couple of seconds without getting hurt.

Once you beat the Scoleri Brothers, it's on to the sewers where we continues to chase after Janosz Poha.

Museum

This level has six floors, making it the longest part of the game.

Dana shows up in this area to help you out at time, much like Louis.

The dolls are much like the one-eyed ghosts from the sewers, except they do not seem to run around as much.

Amazingly, you can trap people from behind the tables are low enough.

The flying enemies with the tails can show up unexpectedly, so watch out on the later floors.

The boss battle has two parts. The first is against Janosz Poha, who will move back and forth across the room and shoot projectiles at you. Keep your distance against Janosz, and if the game hands you any power-ups, make good use of them.

The second part is against Vigo the Carpathian. Vigo will summon a bunch of homing projectiles that fly across the screen; stay on the move to avoid them. After he stands around long enough, he moves back before moving back and forth while shooting multiple projectiles. Thankfully, that part is easier. Shoot down projectiles whenever you can along with Vigo himself, and make sure to get a barrier or a weapon power-up if the game drops it. You'll beat Vigo before you know it, you'll save Baby Oscar and you'll also save New York! You just beat Ghostbusters II!

Friday, November 11, 2022

PrinceWatercress plays Ghostbusters II (Game Boy) - Part 3 of 3


It's time to head to the museum to bust some ghosts and beat Vigo once and for all!


Museum

This level has six floors, making it the longest part of the game.

Dana shows up in this area to help you out at time, much like Louis.

The dolls are much like the one-eyed ghosts from the sewers, except they do not seem to run around as much.

Amazingly, you can trap people from behind the tables are low enough.

9:04 - What.

The flying enemies with the tails can show up unexpectedly, so watch out on the later floors.

The boss battle has two parts. The first is against Janosz Poha, who will move back and forth across the room and shoot projectiles at you. Keep your distance against Janosz, and if the game hands you any power-ups, make good use of them.

The second part is against Vigo the Carpathian. Vigo will summon a bunch of homing projectiles that fly across the screen; stay on the move to avoid them. After he stands around long enough, he moves back before moving back and forth while shooting multiple projectiles. Thankfully, that part is easier. Shoot down projectiles whenever you can along with Vigo himself, and make sure to get a barrier or a weapon power-up if the game drops it. You'll beat Vigo before you know it, you'll save Baby Oscar and you'll also save New York! You just beat Ghostbusters II!

Thursday, November 10, 2022

PrinceWatercress plays Ghostbusters II (Game Boy) - Part 2 of 3


In this entry, we head into the sewers to trap even more ghosts before taking on the ghost train. Can you believe we're almost near the end?


Sewers

The sewer water cannot be crossed, and counts as a wall. However, there is a power-up in Episode 4 that allows you to walk through walls for a limited time. It makes the fourth and final floor of the sewers much easier.

In the first floor, be careful when going around the room near the wall, as you won't be able to double 

In the second floor, you'll see ghosts with four arms. If you're lined up with them, they will rush at you. The ghosts with the one eye will spin around, and you can't hit them with the Proton Pack until they stop spinning.. The worst new enemy you'll meet here is the clown on the ball, which is the worst in the game. If you cross where he is, he will show up and move forward, and he can take away a hit point from either your buster or your trapper very easily.

The vest gives you a barrier that last for a limited time.

The boss is the ghost train. Stay off the tracks and shoot at this thing from a distance. Avoid the projectiles and ghosts that get sent at you, and when it splits into a bunch of ghosts, stay away from them and watch where they come back together to re-form the train. Thankfully, you can get the trapper in front of you if you know how and block the projectiles, and the barrier and weapons can also be a big help.

After this, you'll chase after Janosz Poha by controlling the Statue of Liberty with an NES Advantage and end up in the museum.

Wednesday, November 9, 2022

PrinceWatercress plays Ghostbusters II (Game Boy) - Part 1 of 3


The NES game may have been a bust, but the Game Boy version is fun on the go.


Just like in the movie, Dana's child Oscar has been kidnapped by Janosz Poha, who has been possessed by Vigo the Carpathian, and we have to go out and rescue Oscar as only the Ghostbusters can.

The first of three levels in the game is the courthouse where the Ghostbusters are being tried for causing a blackout from inadvertently damaging an abandoned transit system as well as for investigating the supernatural (which they were barred from doing after saving New York City from Gozer). When the slime from the subway is presented as evidence at the trial, it reacts to the judge's angry tirade and explodes, summoning the ghosts of the Scoleri Brothers, whom the judge sentenced to death. The Ghostbusters, of course, have to capture them to restore order, dismiss the charges and resume their business.

Of course, that's the move; here, you just go straight to the courthouse, just because.

When you start the game, you get to choose two out of the four Ghostbusters: Peter Venkman, Raymond "Ray" Stantz, Ego Spengler and Winston Zeddemore. The first one becomes the buster and fires the Proton Pack, while the other becomes the trapper and traps the stunned ghosts. All of them perform the same way and do not have any strengths or weaknesses over one another.

Courthouse

The courthouse has only three floors. This is the shortest level in the game; the others are significantly longer.

The Control Pad lets you move around, while B fires the Proton Pack and A fires the trap.

To get rid of ghosts, you'll need to zap it with the Proton Pack and then trap it. You'll need to hold down the B button and zap it long enough to stun it for some time, then trap the ghost while it is stunned.

The trapper character will do his best to follow you around, but sometimes he will get stuck on things such as walls and also not get exactly into position to trap enemies. You'll have to move around a little bit and get back to your trapper character to get them to do what you want them to do sometimes, as well as to keep them from taking damage.

The time left is in the upper-left corner. The more time you have, the bigger the bonus you get at the end of the level when all the ghosts are captured. To the right of that is the score. At the bottom if both of your characters' health meters as well as the number of ghosts you have left to capture.

Both of your characters have their own health bars. If either of them lose all their health, it's game over. If either of you get hit, you'll both have shields that will protect you from harm for a few seconds. 

Enemies include jogging ghosts that around in a square (or rectangle), blobs that can only be stunned when they're not jumping around wildly, sheet-like ghosts that move back and forth and move faster if you get too close, ghosts that look like Slimer that will slowly approach your current position and travel through walls, 

Some of the enemies will be out in the open, but you'll have to explore the floors that you travel through in order to get them to mysteriously appear. If you don't see any ghosts, explore the level again, but do it carefully so the ghosts don't get either of your characters.

If you run out of time on the timer in the upper-left corner, the enemies will change into Ghostbusters logos and fly all over the level, and you'll have to zap them and trap them to get rid of them. At least the game doesn't outright kill you.

If you see one of the Ghostbusters standing around, you can move into them to switch them out. Sometimes you'll get power-ups too, and you'll see those in the lower-left corner. One of them is the fumigator cannon, which allows you to spray enemies and immediately kill them without having to use a trap for a limited time.

Sometimes you'll meet Louis Tully (the guy with the glasses). If you run into him, you can sometimes get a power-up or get a unit of health back for one of your Ghostbusters. 

The pick axe allows you to make big holes through walls up to three times. To use it, keep moving into a wall and press A.

The vacuum cleaner reveals and stuns all enemies for a limited time, and replaces the Proton Pack with a trap in that timeframe, allowing to immediately line up with the stunned ghosts and remove them.

The boss battle for this level is against the Scoleri Brothers in the courtroom. They will fly around in a circle and fire projectiles that you'll need to move away from or shoot down. The speed of the Scoleri Brothers can also vary from time to time, so keep as much distance as you can while shooting them with the Proton Pack. Your non-playable partner will always have a shield and will be invincible, and with the power-ups you can get during the battle, you can use that to your advantage.

During the boss battle, power-ups will drop down from the top of the screen. Hearts will refill one unit of health for your buster. The W icon gives your trapper the ability to fire a Proton Pack for a limited time, doubling your firepower. The B icon gives your buster a barrier that last for a limited time, allowing you to tear through the bosses up close for a couple of seconds without getting hurt.

Once you beat the Scoleri Brothers, it's on to the sewers where we continues to chase after Janosz Poha.

Tuesday, November 8, 2022

PrinceWatercress plays DuckTales (NES) AGAIN - Part 5 of 5


And now, to go to the moon and get the rest of the treasure before getting the better ending. It's about time.


The Moon


Oh, my. As the gravity allows for higher jumps on the moon's surface, you'll be taking on moon squids (I guess), robot moon ducks, aliens and more.

Be sure to explore as much of the UFO as you can. This allows you to find the UFO key, one of the hidden treasures, and some secret compartments.

One of the chests contains the UFO Key. You'll need this to walk past the locked door and get the remote control, which allows Gizmo to blow up the wall that blocks your path to the underground when you leave the UFO and go right. If you go up from where the remote control is, you'll find Mrs. Beakley again. That's really nice if you're needing the health, but getting to it is harder than it should be to the point that unless you're really good at bouncing off the enemies here, it's not worth it.

The can on the level just below the top leads to a hidden room with hidden treasures if you knock it right and pogo your way to the left off of it.

The top of the UFO leads you to a hidden treasure if you can make it all the way to the right. Inside the chest is a golden tile (or something) that gives you another cool million.

The boss here is a rat. He'll either run to one of the lower corners or jump to one of the higher corners. He has no set pattern, so start pogoing and do this the entire time. After five hits with the pogo attack, you'll get a piece of green cheese worth one million. At over $2.5 million, this is probably the biggest haul in the game.

When you beat all five lands, you'll have to return to Transylvania to get all your treasures back! A new challenger...comes!

The Finale


You remember how to get through Transylvania, right? Just go through that fake wall leading to the two mirrors again and go through the mirror on the right, then head to the boss like normal.

Don't worry about collecting any treasure, there isn't any here.

The boss here is Dracula Duck. Bounce off the bats he sends at you with the pogo attack, then pogo him on the head. He's really easy, but that's not the end when you beat him! You'll have to race Flintheart Glomgold to the treasure box at the top of the room so he won't replace you as the richest duck in the world!

When you make it to the top before Glomgold, you did it! Enjoy the ending! This time, I completed the game with more than $10 million, so enjoy seeing Scrooge wearing a crown!