Sunday, December 31, 2023

PrinceWatercress plays Inspector Gadget AGAIN - Stage 1 of 6


Well, for some reason, this one put me on the map a little bit when I played it about ten years ago, so I might as well play this game again with much better quality. So here's this game again!


Penny has been kidnapped by Dr. Claw. Only the bumbling yet very successful Inspector Gadget can save her, but he'll have to make his away all over the world in order to find her!

Stage 1




You'll start the game learning how to use the gadgets to get around. Use L and R to switch between the Grappling Hand and the Plungers. The Grappling Hand will let you grab the rings above you, while the Plungers will let you climb walls. Thankfully, you can also switch special abilities when the game is paused.

Break blocks to get hats and other power-ups. You'll definitely find Hats doing this, and you'll want to get Hats to power your gadgets.

When picking up gadgets, feel absolutely free to grab stuff you've already found. You're better off dong this, as you can power-up your gadget two more times after you initially collect them and add them to your collection of gadgets. Powering them up will add to their power and range, which can be a big help in the later levels.

Collecting an icon for a gadget you've fully powered-up will make the icon flash when you have it selected at the top of the screen. This gives you a one-time only use that's even more powerful than maximum level. If you want to use it again, you'll have to pick up its respective icon again.

The MAD agents will move back and try to throw hammers at you like boomerangs. Always duck down when you get close to them, so you can duck under the hammer. Kick them when they get close after their hammers return. If you have the Arrow gadget, fire it at them to make progress a little easier.

The yellow agents require one hit to kill, while the purples ones require two.

Parts of the bridge will be struck by lightning when you get near them them, so be careful. The lighter ones will be the ones to take the hit.

You can hold Down for a second to get Inspector Gadget to duck down and look through his magnifying glass. When he does this, look around the screen for flashing blocks. When you let go of Down, they'll disappear, but they'll still be there. Attack those areas to uncover the blocks and find some hidden power-ups!

The red button-shaped things on the ground are springs. Jump on them to get bounced up. Jumping on them repeatedly will allow you to jump higher on subsequent bounces.

The spinning yellow squares are bonus areas. Pick them up and you'll be shuttled to one. Pick up everything, then jump onto one of the big springs to leave.

You have a specific amount of time to get through the entire stage, and the only way to get more time is to lose a life. The timer stops when you're in a bonus area. You don't get more time upon entering the next section of the level, unfortunately. 



At least it's not raining anymore.

The MAD agents in the tree costumes will leap up and come down very swiftly when you get close. They'll open their eyes first, then they'll jump if you tred closer. You can hit them with your regular attack if you're quick enough, and you can get some good power-ups from them if you're lucky.

You can attack the boulders that roll around, but it'll take three punches. You'd better be quick if you actually want to do it.

You can leave this area by going all the way to the right on either the low road of the high road, but if you want to explore more of the upcoming haunted house, take on the high road near the end. Don't worry about the balloons, as they'll only pop when the reach their highest point. If you're stuck at the bottom, no worries. Just climb up the rings with the Grappling Hands to get up there. You should have it maxed out by now.



The moose heads will drop down when you're below them, but you can hit them with your regular attacks.

The purple MAD agents require two hits compared to just the one for the yellow ones.

The mice walk on the ceilings, and will drop down when you're below them.

Jump over the floor tile sets that are above pits. They will tip over and send you falling when you walk on them, causing a lost life.

The Brain icons are the best. Collect a whole bunch of them to extend the range of your regular attack.

Jump over the exit to get an extra hit if you need it.


The boss here is the chandelier, and this battle is really easy. After Dr. Claw lands inside the picture frame, use Red Copters and Arrows to destroy the chandelier, and avoid the candle flames and MAD agents that come down as the room spins around in all its Mode 7 glory.

You won't find Penny, but you will find out that Penny has been taken to somewhere in the Swiss Alps.

Oh, and your health isn't restored when you enter a new stage.

Gadgets and Power-ups


Grappling Hand: Lets you grab rings and other handholds above you.

Plungers: Fires sticky mini-plungers from your hat which can stick to walls. Use these to climb walls.

Blue Copter: Lets you glide in mid-air.

Red Copter: You can't fly with this copter, but you can send it upwards to attack enemies. You can guide it with Left and Right, but Gadget will move when you do this, so be careful.

Arrow: Fire arrows at enemies.

Bomb: Drop a bomb nearby. If the explosion hits an enemy, it'll do massive damage.

Lantern: Lets you light your way through dark areas. You can even throw the lantern on the ground and damage enemies with the flames!

Mini-Gadget: Sends out miniature Inspector Gadgets which will walk towards enemies and damage them.

Hats: Hats are your energy for your gadgets. Each icon gives you two hats.

Inspector Gadget Head: Extra life.

Inspector Gadget Suit: Extra hit. You can only have one extra hit at any given time.

Brain Icon: Increase the range of your regular attack. Your range goes back to the default minimum when you die.

Controls:


Control Pad: Move around (Left and Right), attack upwards (hold Up) duck (Down). Holding Down for a few seconds lets you uncover hidden power-ups.
A: Use special weapon (requires Hats)
B: Jump
Y: Regular Attack (fist on ground, kick while crouching, headbutt in mid-air)
L and R: Switch between gadgets

Saturday, December 30, 2023

PrinceWatercress plays Donald Duck no Mahou no Boushi - The Longplay


It's now time to play through the game in one sitting, minus commentary. Enjoy!


For most of the game, Left and Right move left and right, Down looks down, Up looks up, B jumps, and holding Y allows you to run. Donald Duck takes a second before moving faster. Keep that in mind. Also, A lets you perform an action, and that differs depending on where you are in the game.

The game begins with Donald Duck and Daisy Duck (no relation) walking in the city when they come across a hat shop and a hat that Daisy really likes. Donald finds out that the hat is really expensive, and Daisy realizes that she could never afford it herself. Donald, having no money, decides to do some odd jobs to get the hat for Daisy's birthday that is coming up. (Press A to cycle through the text in cutscenes.)

You'll then have a choice of four jobs, and you'll need to collect $300 for the hat. You can beat this part in two levels, and the most you can do before getting all the money is three. I will go ahead and do all four jobs for the purposes of this Let's Play and blog series.

Time Attack! Go! Go - $120


This is the hardest job out of the four. It is an obstacle course that you'll have to beat in a very limited time in order to win the game and beat the money. Despite being the hardest job of the four, it gives the least amount of money.

When you choose this option, you'll be on a game show with an obstacle course, and Goofy will be the host. Donald will find out that he has to beat the course record set by Huey and get to the finish line in one minute or less. If you need to give up at any time, you can press A and select "yes" when the game asks if you want to give up. This will cost you a life, however.

To get past the trapezes that you have to swing on, you'll need to jump into them, then press B when Donald's legs are all the way out in front of him in the direction that he is facing. You'll need to do this for the first and third set of trapezes (which I call rods here), but for the second set, you'll also have to hold forward on the Control Pad while pressing B at the same time as with the other sets. 

The yellow pools of liquid will slow you down, and the pools of water contain sharks that will stun you for a moment before knocking you into the air due solely to Donald avoiding being eaten. There is at least one dead end where you'll have to use the shark to get over the wall.

The blocks with the arrows will send you in the direction where they are pointing when you touch them, and it can be to your benefit if the direction is right. (I don't mention these in the Let's Play, so they're getting mentioned here.)

If you run down a slope, you'll pick up some major speed, and if you keep running forward, you'll run up the wall. This will come in handy later.

Whenever you complete a level, you'll get a password. The first two spaces are always characters, while the second two spaces are generic places.

Paperboy - $140


Your task in this level is to ride a bike all over town and put notices in all the mailboxes. Hold Right on the D-Pad to speed up, press B to jump, and press A near a mailbox to put the notice in the mailbox. If a mailbox is open and has a yellow arrow pointing down above it, that means you have yet to put the notice in the mailbox. Some of the residents also live in air balloons, and you'll need to get up to the baskets where the people in the balloons are to give out the notices.

If you keep going all the way to the right and take the lowest path at the start (which is the brown brick building with the fancy door), you'll go all the way to a wall that Donald will keep riding up in order to get to the balloon people. If you bounce off the tops of the balloons, you can get to other balloons if you can control Donald's speed correctly. This will allow you to give notices to the other balloon people.

If you pass a doghouse with eyes in it, the dog inside will chase after you. Hold Right to speed up and get past the dog, but keep an eye out for mailboxes. There is also a guy in a red convertible driving around, and you only see him in one specific spot. Be ready to jump over him with the B button.

To go up a hill, you have to jump onto it. You can then go up the hill from there.

Once you deliver all of the notices, you'll complete the level.

Chicken will restore health. A chicken leg will restore one hit, two chicken legs restore two hits, and a whole chicken restores a whole bar. You'll have two levels of health in the health bar in the upper-left corner: a yellow one and a red one. Eventually, you'll be able to get a third blue level a little bit later. Next to your health is the amount of lives you have left. At the upper-right corner will sometimes be something like the amount of time you have left in Time Attack! Go Go! or how many things you have to deal with for a certain objectives, such as how many notices you have left to deliver on the bicycle stage.

Birdnapped


In this job, Grandma Duck will tell Donald that her canary Pippi has escaped her cage and that Pete has taken her, and promises to take care of her and never let her go. Donald decides to sneak into Pete's house and take Pippi back. Grandma Duck warns Donald about Pete's guard dog Butch, and that if any noise is made, Butch will wake up and go after him. In order to stop things from making noise, you'll need to press A while near them so that Donald shushes them. How that's supposed to work, I have no idea.

Once you get in the house, be ready to shush alarm clocks and radios. Watch the Butch icon in the upper-right corner so that you don't wake Butch up. When you see the gap in the floor, jump over it so you don't make noise with the cat and the mouse. 

On the second floor, you can head to the left for an extra life. Use the hooks to get the extra life, then get out of there and head to the right. If you run into the toaster, it will shoot toast out. The toaster cannot be shushed, and if it moves, it's instant death.

When you see the stacks of bottles and kitchen wares or the vase on a fork, be ready to press A whenever they move to shush them. Jump up near the toaster near the end to swing and jump over it. From there, you'll reach Butch. You'll free Pippi, but it will wake him up. Thankfully, Donald will get out of the house automatically and avoid Butch to get the job done.

Window Cleaner


Here, you'll be cleaning the windows of a multi-floor building. Press A in front of the dirty windows to clean them, and press Up and Down on the gondola at the far left to switch floors. As you jump from window to window, watch out for kids throwing baseballs and people throwing random things out of the garbage. Some of the windows will not have windowsills at all, and you may have to move back to . In case you need to, you can move while washing a window to avoid being hit by things. Sometimes you'll find ladders that take you between floors, but thankfully the gondola automatically keeps track of where you are.

Be careful near the top of the building, as there will be someone flying around on an airplane. If you can get to the airplane and grab onto it with Up, you can keep yourself from being blown away by the airplane. If you're on the lower level at that ladder, you can jump low and grab the ladder to save yourself; if you're on the higher level, you'll have to keep moving right to avoid being blown off.

When you get the money for the hat, Donald will find out that the hat is sold out. A mysterious old man shows up and tells Donald that he can still get the hat if he heads to the clock tower and gets rid of all the ghosts. Donald fails to question this all. At the clock tower, you'll need to hit light switches to get rid of the ghosts, who will only show up if the gears in the clock tower move. If you can hit the switch at the top of the clock tower, you can get rid of all the ghosts and the hat is yours.

Clock Tower


Along the way to the top, you'll need to swing on the bars in the background while avoiding moving on the gears in the background. If you walk around on the gears long enough, a ghost will appear and start chasing you. Thankfully, if one is following you, can jump on a nearby yellow switch to shine a light on the ghost and defeat it.

On the upper levels, you'll have to hang onto hooks on tracks. You can rid some to the end, but there is at least one that you'll have to jump off before the end of the track.

The shards of glass are spikes.

The whole turkey (chicken?) replenishes four hits.

When you hit the switch at the top of the tower, you'll light up the entire tower and continue to the next area.

Once you beat the clock tower stage, you'll find out that the old man is invisible underneath his brown coat, and that he is the king of a magic kingdom that you've just opened the portal to by getting rid of the ghosts. Much to Donald's chagrin, Donald will have to do more to get the hat that he desires for Daisy, as he will now have to help the king get his kingdom back from his minister, who has kicked him off the throne, cast a spell on him that made him invisible and unable to cast magic, and has proclaimed himself the Dark King. From here, Donald will be sent into the magic kingdom.

Village


You'll end up in the village. The Dark King's minions are out of control, and if Donald can defeat the boss leading them around, they will leave. From here, you can hold A to become invisible for a short time, but you will not be able to move while hiding under the king's hat.

If you see a minion with a shovel near a tree, there is a hole nearby. The ground where the hole is will look a little bit different, and you can jump over the hole if you know where it is. The hole does damage you, so you don't want to fall into it.

The guys in green robes and hats are wizards that shoot magical projectiles. They take two hits to defeat.

Aside from running back and forth, the minions will also trip you with ropes, blow fire at you from behind a campfire and also throw apples down from tree branches. You can easily defeat them all by jumping on them.

The boss is a red-and-yellow guy who will pop out of the barrels to throw rocks at you. Hold A to protect yourself from the rocks if you cannot get to the guy and jump on his head in time. Also, watch out for the spikes that will periodically pop out of one of the barrels, as they will hurt you if you land on them. After enough jumps, you'll beat the boss.

You'll then find out that in order to get to the castle and face the Dark King, you'll need to get your hands on a flying ship. Unfortunately, the ship is hidden by the Dark King's four bosses, and in order to find it, you will have to defeat the four bosses, then sneak on it when the four bosses report their failure to the Dark King.

From here, you can pick the next four levels in any order you want. I pick the order the game gives me.

Snow Area


In this level, you'll need to race a rabbit to the end of a race track 

To run up the walls, just run down the slopes. When you run down the slopes, you'll get more speed and momentum. Keep holding Y and Forward and you'll run up the wall. 

Be ready to jump the gaps after the first wall you have to run up; if you miss, you'll have to go back to try the jumps again, and it's possible to lose the race and a life here just because of this one part.

From here, keep holding Y and Right. You may get bounced into the air by hidden springs, but if you keep going, you can get through this.

Cliff Area

For the first section: Jump onto the first brown cork you see on the right to get launched up, then take the leaf platforms moving up and down to your left to the left and get on the red cork. You'll be rocketed to two extra lives; grab them! From here, head to the right and take the next cork.

For the second section: Keep heading to the right at first. Take the wind hole at the lower-right corner of this area, then keep going right until you reach a red cork. Jump on it, then get the full health. Go further to the right and stand on the left platform to activate the next cork, then jump on the next cork.

For the third section: Keep heading left and take the leaf platforms that move up and down along the way. Take the brown cork after the branch you have to land on, then keep making your way up. The red cork will take you to the boss.

Along the way, there are flying vultures that take two hits to defeat. They can divebomb you if you're not careful.

The boss is a lion with a hammer. Whenever he drops the hammer, he will run to the hammer to get it back. Take this opportunity to jump on his head as much as possible. When you jump on him, he will be stunned for a little while, and you'll need to wait for the boss to get un-stunned before you can jump on him again. If you can get the timing down, you can beat the boss before he can pick up his hammer once.

If the boss strikes the ground with his hammer, corks will fly up from the cliffs in the background and rain down on you. Hold the A button to hide in the king's hat and avoid taking damage from the corks. Sadly, you can't move while hiding under the hat, but you don't really need to with how attacks from bosses in this game work. When the boss hits the ground with the hammer, one of the columns under the ground will break, and if they all break, the platform will fall and you'll lose a life.

Cave Area


For this area, stay behind the wall to avoid the rock, then walk into the gap and hits the switch. Jump up the nearby platforms, then jump to the right. Hit the switch to the right, jump your way up, take out the wizard and go right and then down into the mirror.

Jump on the mirror in the next area and take it. If you need health, jump over the mirror to get the chicken legs.

Walk into the gap next to you to activate a platform and continue to the right. Take out the wizard while avoiding the spikes, then climb up the ladder and walk through the wall on the left. Jump on the see-saw to be launched upwards, and go right when you are. Hit the switch at the end to find another mirror. Touch the mirror.

Go left, then go up the ladder that you immediately see. Go right, jump on the mirror, then touch it.

After the drop down, run down the slope and into the wall. You'll knock a mirror down. Touch it.

Drop down and head right, then hit the switch to drop the mirror down. Touch the mirror.

Go right. Jump over or defeat the mirror, then use the see-saws to launch yourself upwards. Touch the mirror that drops down at the top. You'll face the boss.

The boss is a green ghost that moves in the opposite direction that you do, and if you try to jump over it, it will go under you. Use this to your advantage and have the stalactites that drop down from the ceiling hit the boss while avoiding them yourself. After enough hits, the ghost will die.

Forest Area


In this area, the forest will constantly rotate you move in any way onto a slope through the magic of Mode 7.

Head to the right and jump on the bug, then jump the gap and jump over the brambles as you continue to the right. When you have a choice between left and right, keep going right and walk through the wall. Watch out for the bee and be sure to jump on it when it is low enough to get some health back if you need it. Keep going right until you reach the tree stump, then jump on the stump. This will open up a gate below you. From here, continue right and fall through the floor. If you hold Left on the drop, you'll land on an island with an extra life. After getting the extra life, jump to the right towards land to get off the island. (I looked for this in the longplay, but I forgot where it was and I spent more time in the maze than I should have as a result.)

You can now go left at that fork and go past where the gate was. Just be sure to avoid the brambles. Keep going left and go through the wall you see. From there, keep going left. Get the chicken legs for health if you need it. When you see the three yellow flowers above you, you're at another fork. Go right towards the yellow flowers, then keep going right. You'll reach another fork. Keep going right, as going left leads to going around in circles. You'll find a bush. When you walk into it, you'll soon enter it and face another boss.

You'll be rotated around a large planetoid. Be ready to avoid or jump on the bees, and when you see the light green head with the white eyes, jump on it. You'll have to run in the direction that you are forced to go, which will change every so often. After enough hits, the planetoid gets smaller. After more hits, it gets even smaller. After a few more hits, this boss is down.

The Final Battle


Once you beat the fourth boss, you'll be heading to the castle.

While the ship will fly around and have its platforms, you'll want to stay on the clouds. Watch out for the clouds with faces, as they will blow you back and damage you.

Always jump from the edges of the cloud platforms, or else you won't make it.

When the storm clouds start brewing, stay on the white clouds, and watch out for the cloud enemies.

Eventually, you'll have to get on the platforms of the ship and stay there, then get to the right when the level stops moving to get past this first part. (As you take the ship downwards, there will be lights, but they won't harm you in any way. Also, the rabbit boss that we raced is also commandeering the ship, and he is completely bandaged up even though we did not hurt him in any way whatsoever.)

Once you get to the castle, you'll get a "this is it" cutscene between Donald Duck and the king of the magic kingdom, then you'll get into the castle itself.

For the second section, just make your way to the right. The enemies here, including the wolves, can be jumped on easily. As long as you are good with your jumps and watch out for the small square platforms falling when you land on them, this section shouldn't be too much trouble.

For the third section, there will be two halves of a room separated by a giant wall. When you jump on a platform, you'll teleport to the same-colored platform on the other side of the wall. Keep in mind that you can hop straight up to go back to the other side in a pinch if you need to. At the same time, there will be fire rising from the bottom of the room, and you do not want it to touch you at all. If you know what you're doing, you can get a few pick-ups on the way out.

To beat the clown boss, hide in the hat with A when the clown come towards you and when the clown stops to throw balls at you, then jump on his head before he starts moving again.

For the fourth section, start moving to the right immediately. The giant fish in this area will close their teeth on the brown platforms. Look for a gap where there aren't any teeth on the top, then stay there until the jaws move again. Some platforms will be on the top, but others will be on the bottom and can still be used. There will also be blue fish jumping back and forth, but they are easy to avoid and defeat.

To beat the boxing kangaroo boss, be close to him so he does the wind-up punch, then jump on his head when he is about to lunge forward. He can also jump around, and when he does, be sure to run under him when he does the big jump.

For the fifth section, you will be blown back to the left at the start. Also, we have to hang on and jump off hooks. For the first part, stay on the high road whenever possible. If you stay to it, you'll be able to get an extra life. You'll then be able to drop down, get some health and then enter another part where you'll be blown to the right. Again, get as high as you can and stay there. You'll find health and a 1-up in addition to the exit.

You'll then face the Dark King. The real king's hat will bounce around, and you can jump on it to get a big jump that will allow you to leap high into the air and direct yourself onto the top of the Dark King's head to jump on him. There are platforms here, but the Dark King's projectiles will destroy them eventually. Use the platforms for some speedy hits if you can, then start using the king's hat. The orange projectile will home in on you, while the blue one travels in a specific direction. After enough hits, you'll take on the Dark King's second form.

During the second phase, the Dark King will have two attacks: the falling blocks and the projectiles. When the Dark King hits the walls, you'll need to avoid the blocks that fall from the ceiling. As for the projectiles, there are two. If there is just one light from one of his hands, it will be a homing projectile. If there are three lights, it is a fire projectile that will drop down and travel to the opposite side of the room that you'll need to avoid. Wait for a hand to lower down, then jump on it and make a jump for the Dark King's head. If you can keep it up and land on the other hand after each jump, you can get a lot of hits on the Dark King. Just make sure not to touch the lights from the magic spells before the magic spells launch, as those lights can still damage you.

After you do enough damage to the Dark King, you'll beat him for good. The real king will be his regular self again, you'll head back home with the hat, and you'll win Daisy's heart! You've won!

Friday, December 29, 2023

PrinceWatercress plays Donald Duck no Mahou no Boushi - Part 6 of 6


In this video, we beat the Dark King and wrap this story up.


The Final Battle


Once you beat the fourth boss, you'll be heading to the castle.

While the ship will fly around and have its platforms, you'll want to stay on the clouds. Watch out for the clouds with faces, as they will blow you back and damage you.

Always jump from the edges of the cloud platforms, or else you won't make it.

When the storm clouds start brewing, stay on the white clouds, and watch out for the cloud enemies.

Eventually, you'll have to get on the platforms of the ship and stay there, then get to the right when the level stops moving to get past this first part. (As you take the ship downwards, there will be lights, but they won't harm you in any way. Also, the rabbit boss that we raced is also commandeering the ship, and he is completely bandaged up even though we did not hurt him in any way whatsoever.)

Once you get to the castle, you'll get a "this is it" cutscene between Donald Duck and the king of the magic kingdom, then you'll get into the castle itself.

For the second section, just make your way to the right. The enemies here, including the wolves, can be jumped on easily. As long as you are good with your jumps and watch out for the small square platforms falling when you land on them, this section shouldn't be too much trouble.

For the third section, there will be two halves of a room separated by a giant wall. When you jump on a platform, you'll teleport to the same-colored platform on the other side of the wall. Keep in mind that you can hop straight up to go back to the other side in a pinch if you need to. At the same time, there will be fire rising from the bottom of the room, and you do not want it to touch you at all. If you know what you're doing, you can get a few pick-ups on the way out.

To beat the clown boss, hide in the hat with A when the clown come towards you and when the clown stops to throw balls at you, then jump on his head before he starts moving again.

For the fourth section, start moving to the right immediately. The giant fish in this area will close their teeth on the brown platforms. Look for a gap where there aren't any teeth on the top, then stay there until the jaws move again. Some platforms will be on the top, but others will be on the bottom and can still be used. There will also be blue fish jumping back and forth, but they are easy to avoid and defeat.

To beat the boxing kangaroo boss, be close to him so he does the wind-up punch, then jump on his head when he is about to lunge forward. He can also jump around, and when he does, be sure to run under him when he does the big jump.

For the fifth section, you will be blown back to the left at the start. Also, we have to hang on and jump off hooks. For the first part, stay on the high road whenever possible. If you stay to it, you'll be able to get an extra life. You'll then be able to drop down, get some health and then enter another part where you'll be blown to the right. Again, get as high as you can and stay there. You'll find health and a 1-up in addition to the exit.

You'll then face the Dark King. The real king's hat will bounce around, and you can jump on it to get a big jump that will allow you to leap high into the air and direct yourself onto the top of the Dark King's head to jump on him. There are platforms here, but the Dark King's projectiles will destroy them eventually. Use the platforms for some speedy hits if you can, then start using the king's hat. The orange projectile will home in on you, while the blue one travels in a specific direction. After enough hits, you'll take on the Dark King's second form.

During the second phase, the Dark King will have two attacks: the falling blocks and the projectiles. When the Dark King hits the walls, you'll need to avoid the blocks that fall from the ceiling. As for the projectiles, there are two. If there is just one light from one of his hands, it will be a homing projectile. If there are three lights, it is a fire projectile that will drop down and travel to the opposite side of the room that you'll need to avoid. Wait for a hand to lower down, then jump on it and make a jump for the Dark King's head. If you can keep it up and land on the other hand after each jump, you can get a lot of hits on the Dark King. Just make sure not to touch the lights from the magic spells before the magic spells launch, as those lights can still damage you.

After you do enough damage to the Dark King, you'll beat him for good. The real king will be his regular self again, you'll head back home with the hat, and you'll win Daisy's heart! You've won!

Thursday, December 28, 2023

PrinceWatercress plays Donald Duck no Mahou no Boushi - Part 5 of 6


In this entry, we take on the other two bosses. Can you believe we're close to the end of the game already?


Cave Area


For this area, stay behind the wall to avoid the rock, then walk into the gap and hits the switch. Jump up the nearby platforms, then jump to the right. Hit the switch to the right, jump your way up, take out the wizard and go right and then down into the mirror.

Jump on the mirror in the next area and take it. If you need health, jump over the mirror to get the chicken legs.

Walk into the gap next to you to activate a platform and continue to the right. Take out the wizard while avoiding the spikes, then climb up the ladder and walk through the wall on the left. Jump on the see-saw to be launched upwards, and go right when you are. Hit the switch at the end to find another mirror. Touch the mirror.

Go left, then go up the ladder that you immediately see. Go right, jump on the mirror, then touch it.

After the drop down, run down the slope and into the wall. You'll knock a mirror down. Touch it.

Drop down and head right, then hit the switch to drop the mirror down. Touch the mirror.

Go right. Jump over or defeat the mirror, then use the see-saws to launch yourself upwards. Touch the mirror that drops down at the top. You'll face the boss.

The boss is a green ghost that moves in the opposite direction that you do, and if you try to jump over it, it will go under you. Use this to your advantage and have the stalactites that drop down from the ceiling hit the boss while avoiding them yourself. After enough hits, the ghost will die.

Forest Area


In this area, the forest will constantly rotate you move in any way onto a slope through the magic of Mode 7.

Head to the right and jump on the bug, then jump the gap and jump over the brambles as you continue to the right. When you have a choice between left and right, keep going right and walk through the wall. Watch out for the bee and be sure to jump on it when it is low enough to get some health back if you need it. Keep going right until you reach the tree stump, then jump on the stump. This will open up a gate below you. From here, continue right and fall through the floor. If you hold Left on the drop, you'll land on an island with an extra life. After getting the extra life, jump to the right towards land to get off the island. (I looked for this in the longplay, but I forgot where it was and I spent more time in the maze than I should have as a result.)

You can now go left at that fork and go past where the gate was. Just be sure to avoid the brambles. Keep going left and go through the wall you see. From there, keep going left. Get the chicken legs for health if you need it. When you see the three yellow flowers above you, you're at another fork. Go right towards the yellow flowers, then keep going right. You'll reach another fork. Keep going right, as going left leads to going around in circles. You'll find a bush. When you walk into it, you'll soon enter it and face another boss.

You'll be rotated around a large planetoid. Be ready to avoid or jump on the bees, and when you see the light green head with the white eyes, jump on it. You'll have to run in the direction that you are forced to go, which will change every so often. After enough hits, the planetoid gets smaller. After more hits, it gets even smaller. After a few more hits, this boss is down.

Wednesday, December 27, 2023

Superman (NES) - The OST


Here's all of the music from the game in one video with echo and reverb...


...and here's all the music in a playlist without.

PrinceWatercress plays Donald Duck no Mahou no Boushi - Part 4 of 6


If we can get our hands on a ship, it's time to face the Dark King's four bosses.


From here, you can pick the next four levels in any order you want. I pick the order the game gives me.

Snow Area


In this level, you'll need to race a rabbit to the end of a race track.

To run up the walls, just run down the slopes. When you run down the slopes, you'll get more speed and momentum. Keep holding Y and Forward and you'll run up the wall. 

Be ready to jump the gaps after the first wall you have to run up; if you miss, you'll have to go back to try the jumps again, and it's possible to lose the race and a life here just because of this one part.

From here, keep holding Y and Right. You may get bounced into the air by hidden springs, but if you keep going, you can get through this.

Cliff Area

For the first section: Jump onto the first brown cork you see on the right to get launched up, then take the leaf platforms moving up and down to your left to the left and get on the red cork. You'll be rocketed to two extra lives; grab them! From here, head to the right and take the next cork.

For the second section: Keep heading to the right at first. Take the wind hole at the lower-right corner of this area, then keep going right until you reach a red cork. Jump on it, then get the full health. Go further to the right and stand on the left platform to activate the next cork, then jump on the next cork.

For the third section: Keep heading left and take the leaf platforms that move up and down along the way. Take the brown cork after the branch you have to land on, then keep making your way up. The red cork will take you to the boss.

Along the way, there are flying vultures that take two hits to defeat. They can divebomb you if you're not careful.

The boss is a lion with a hammer. Whenever he drops the hammer, he will run to the hammer to get it back. Take this opportunity to jump on his head as much as possible. When you jump on him, he will be stunned for a little while, and you'll need to wait for the boss to get un-stunned before you can jump on him again. If you can get the timing down, you can beat the boss before he can pick up his hammer once.

If the boss strikes the ground with his hammer, corks will fly up from the cliffs in the background and rain down on you. Hold the A button to hide in the king's hat and avoid taking damage from the corks. Sadly, you can't move while hiding under the hat, but you don't really need to with how attacks from bosses in this game work. When the boss hits the ground with the hammer, one of the columns under the ground will break, and if they all break, the platform will fall and you'll lose a life.

Tuesday, December 26, 2023

KuuImpact plays Superman (NES) - Part 17 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

In this entry, we finally cast Zod and his henchmen into space and save Metropolis.


Once you're done stocking up on stuff, you'll want to head west until you reach the second "E" in Senneville. From here, you can fly to Freedom Island.

When you land, enter the door. You'll face robots that move towards you pretty quickly as you make your way up the stairs. Stand there and keep punching as they come at you. At each floor above the entry floor, you'll need to go left and use your powers to defeat the members of the Zod Gang, who have the same powers that you do. You'll have to punch them multiple times, as your powers will have no effect against any of them. There are three enemies at all, and once you beat the third one at the top floor, you'll beat the game.

You'll then meet The Statue of Liberty, who tells you that the Zod Gang will be cast into space and that the Earth will remain at peace. Superman will then be told that he must protect freedom and justice forever, then the game goes back to the title screen. You just beat Superman for NES!

KuuImpact plays Superman (NES) - Part 16 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

It's now time to head to Freedom Island, which is the one place in the entire game that we have yet to go to.


When you go down the dig point at Metropolis Park with Super Spin, use your X-Ray Vision to see the enemies before going down the first ladder you see. Keep using X-Ray Vision at every screen. Go left and go down the ladder, then head right and head down the first ladder you see. Go left, then go down the next ladder. Head right, then go up the next ladder you see. From here, head left (right is a dead end), jump over the water, then go up the ladder. Head right from the ladder and go up the next ladder you see, then head right again and go up the next ladder. When you beat up the purple ghost in this room, it will tell you that their boss is waiting for them at Freedom Island.

Go back down the ladder, then head left and go down the next ladder. Head all the way to the left and go up the ladder, then go right and go up the ladder. Finally, head left and jump up the opening to end up back in the park.

Freedom Island is all the way to the west. Head to the building west of Metropolis Park to farm up on pick-ups and health, because you're going to need them. Since there is a phone booth near the building, you can easily do both here.

PrinceWatercress plays Donald Duck no Mahou no Boushi - Part 3 of 6


In this video, we go up the clock tower and turn the lights out, then we find out why we really did it.


Clock Tower


Along the way to the top, you'll need to swing on the bars in the background while avoiding moving on the gears in the background. If you walk around on the gears long enough, a ghost will appear and start chasing you. Thankfully, if one is following you, can jump on a nearby yellow switch to shine a light on the ghost and defeat it.

On the upper levels, you'll have to hang onto hooks on tracks. You can rid some to the end, but there is at least one that you'll have to jump off before the end of the track.

The shards of glass are spikes.

The whole turkey (chicken?) replenishes four hits.

When you hit the switch at the top of the tower, you'll light up the entire tower and continue to the next area.

Once you beat the clock tower stage, you'll find out that the old man is invisible underneath his brown coat, and that he is the king of a magic kingdom that you've just opened the portal to by getting rid of the ghosts. Much to Donald's chagrin, Donald will have to do more to get the hat that he desires for Daisy, as he will now have to help the king get his kingdom back from his minister, who has kicked him off the throne, cast a spell on him that made him invisible and unable to cast magic, and has proclaimed himself the Dark King. From here, Donald will be sent into the magic kingdom.

Village


You'll end up in the village. The Dark King's minions are out of control, and if Donald can defeat the boss leading them around, they will leave. From here, you can hold A to become invisible for a short time, but you will not be able to move while hiding under the king's hat.

If you see a minion with a shovel near a tree, there is a hole nearby. The ground where the hole is will look a little bit different, and you can jump over the hole if you know where it is. The hole does damage you, so you don't want to fall into it.

The guys in green robes and hats are wizards that shoot magical projectiles. They take two hits to defeat.

Aside from running back and forth, the minions will also trip you with ropes, blow fire at you from behind a campfire and also throw apples down from tree branches. You can easily defeat them all by jumping on them.

The boss is a red-and-yellow guy who will pop out of the barrels to throw rocks at you. Hold A to protect yourself from the rocks if you cannot get to the guy and jump on his head in time. Also, watch out for the spikes that will periodically pop out of one of the barrels, as they will hurt you if you land on them. After enough jumps, you'll beat the boss.

You'll then find out that in order to get to the castle and face the Dark King, you'll need to get your hands on a flying ship. Unfortunately, the ship is hidden by the Dark King's four bosses, and in order to find it, you will have to defeat the four bosses, then sneak on it when the four bosses report their failure to the Dark King.

Monday, December 25, 2023

KuuImpact plays Superman (NES) - Part 15 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

After beating all those enemies, we need to head to Metropolis Park...


Once you make it to Senneville, be ready to use the X-Ray Vision, as every screen will be swarming with ghosts from here on in. From here, you'll need to head left until you see some trees. This is Battery Park. The F.B.I. agents - the B.G. Bros - will tell you that the monsters' boss may be hiding beneath Metropolis Park.

Metropolis Park is not only to the east, but on the other side of the game world, and unless you're able to fly to cover some of the distance, you're in for a bit of a run. Good thing you have a map. As you head over to the east, you'll also face the fire cat enemies from a little earlier in the game. 

Metropolis Park will be full of trees - and ghosts - when you finally get there. The dig point on the other side of the park is where you need to get to.

KuuImpact plays Superman (NES) - Part 14 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

In this entry, Level 4 is completed, and it's time to play the fifth and final level of the game.


If you talk to your boss at the Daily Planet, you'll get a password. Weird how this is showing up now. You'll also get something that sounds like gospel music playing in the background. As it turns out, the song in question is a Christian hymn called "Stand Up, Stand Up for Jesus."

Anyway, once you beat the three blue fire enemies, head back to the Metro Police Station, which is all the way to the left in the Teaboro area, and go inside. If they don't show up, you may have to head back to where they last were (which is the art museum, which is that big blue building) The F.B.I. agents there will tell you that Lex Luthor is hiding underneath Central Station, which is in the CBD area.

Once you take the subway to the CBD area, go left and use the Super Spin in the place with the different-looking tiles and go underground. Once you're underground, head all the way to the right and go down the ladder. From here, head right and go down another ladder.

At this point, you'll have no choice but to head left and go down the ladder. Then, you'll need to head right and go up until you reach the end, where you'll find Lex Luthor. Hit him with the Heat Vision and stay away from him and his club while also taking out the gangster. When you beat Lex Luthor, he will be arrested, but a gang of monsters will soon be on the loose.

Level 5

You'll be back at the Daily Planet. You'll be told to find out anything you can about the monsters. Lois Lane will also tell you that The B.G. Boys (whoever they are) are waiting for you at Senneville Battery Park.

When you leave the Daily Planet, switch to Superman immediately and use your X-Ray Vision to find the ghosts. From there, take the subway, then fly to Senneville.

PrinceWatercress plays Donald Duck no Mahou no Boushi - Part 2 of 6


Want to see what all four jobs are like? No problem! In this video, I show off the other two that we can do.


Birdnapped


In this job, Grandma Duck will tell Donald that her canary Pippi has escaped her cage and that Pete has taken her, and promises to take care of her and never let her go. Donald decides to sneak into Pete's house and take Pippi back. Grandma Duck warns Donald about Pete's guard dog Butch, and that if any noise is made, Butch will wake up and go after him. In order to stop things from making noise, you'll need to press A while near them so that Donald shushes them. How that's supposed to work, I have no idea.

Once you get in the house, be ready to shush alarm clocks and radios. Watch the Butch icon in the upper-right corner so that you don't wake Butch up. When you see the gap in the floor, jump over it so you don't make noise with the cat and the mouse. 

On the second floor, you can head to the left for an extra life. Use the hooks to get the extra life, then get out of there and head to the right. If you run into the toaster, it will shoot toast out. The toaster cannot be shushed, and if it moves, it's instant death.

When you see the stacks of bottles and kitchen wares or the vase on a fork, be ready to press A whenever they move to shush them. Jump up near the toaster near the end to swing and jump over it. From there, you'll reach Butch. You'll free Pippi, but it will wake him up. Thankfully, Donald will get out of the house automatically and avoid Butch to get the job done.

Window Cleaner


Here, you'll be cleaning the windows of a multi-floor building. Press A in front of the dirty windows to clean them, and press Up and Down on the gondola at the far left to switch floors. As you jump from window to window, watch out for kids throwing baseballs and people throwing random things out of the garbage. Some of the windows will not have windowsills at all, and you may have to move back to . In case you need to, you can move while washing a window to avoid being hit by things. Sometimes you'll find ladders that take you between floors, but thankfully the gondola automatically keeps track of where you are.

Be careful near the top of the building, as there will be someone flying around on an airplane. If you can get to the airplane and grab onto it with Up, you can keep yourself from being blown away by the airplane. If you're on the lower level at that ladder, you can jump low and grab the ladder to save yourself; if you're on the higher level, you'll have to keep moving right to avoid being blown off.

When you get the money for the hat, Donald will find out that the hat is sold out. A mysterious old man shows up and tells Donald that he can still get the hat if he heads to the clock tower and gets rid of all the ghosts. Donald fails to question this all. At the clock tower, you'll need to hit light switches to get rid of the ghosts, who will only show up if the gears in the clock tower move. If you can hit the switch at the top of the clock tower, you can get rid of all the ghosts and the hat is yours.

If you go all the way to the right at the start, you'll find an extra life. (Thanks One Credit Classics)

Huey, Dewey and Louis will show up at the bottom level with a trampoline that will get you back up to the first floor after you make some progress. (Thanks One Credit Classics)

Sunday, December 24, 2023

KuuImpact plays Superman (NES) - Part 13 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

In this episode, the last of those blue fire enemies finally get beaten. Thankfully, the progress picks up next time.


The third blue fire enemy will be outside the Civic Center in Teaboro. You don't even need to go inside the building; the blue fire enemy will be there. Beat it up like you did the others.

KuuImpact plays Superman (NES) - Part 12 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

Time to take out the rest of those enemies.


The first place you need to head to is the University Plaza in Staunton. Make your way down to the lowest level, then fight the blue fire enemy and beat it up by trapping it in the stairs and hitting it with punches. Pick up the Super Breath II extension it leaves.

The next area is the Palace Disco in Andersonville (which is the building located east of where you land if you fly there). The blue fire monster will not be far away, so punch it as it approaches you and get the Heat Vision extension it leaves.

PrinceWatercress plays Donald Duck no Mahou no Boushi - Part 1 of 6


This game looks pretty good and plays pretty well too, although it's not perfect. It's a shame this didn't get a Western release.


For most of the game, Left and Right move left and right, Down looks down, Up looks up, B jumps, and holding Y allows you to run. Donald Duck takes a second before moving faster. Keep that in mind. Also, A lets you perform an action, and that differs depending on where you are in the game.

The game begins with Donald Duck and Daisy Duck (no relation) walking in the city when they come across a hat shop and a hat that Daisy really likes. Donald finds out that the hat is really expensive, and Daisy realizes that she could never afford it herself. Donald, having no money, decides to do some odd jobs to get the hat for Daisy's birthday that is coming up. (Press A to cycle through the text in cutscenes.)

You'll then have a choice of four jobs, and you'll need to collect $300 for the hat. You can beat this part in two levels, and the most you can do before getting all the money is three. I will go ahead and do all four jobs for the purposes of this Let's Play and blog series.

Time Attack! Go! Go - $120


This is the hardest job out of the four. It is an obstacle course that you'll have to beat in a very limited time in order to win the game and beat the money. Despite being the hardest job of the four, it gives the least amount of money.

When you choose this option, you'll be on a game show with an obstacle course, and Goofy will be the host. Donald will find out that he has to beat the course record set by Huey and get to the finish line in one minute or less. If you need to give up at any time, you can press A and select "yes" when the game asks if you want to give up. This will cost you a life, however.

To get past the trapezes that you have to swing on, you'll need to jump into them, then press B when Donald's legs are all the way out in front of him in the direction that he is facing. You'll need to do this for the first and third set of trapezes (which I call rods here), but for the second set, you'll also have to hold forward on the Control Pad while pressing B at the same time as with the other sets. 

The yellow pools of liquid will slow you down, and the pools of water contain sharks that will stun you for a moment before knocking you into the air due solely to Donald avoiding being eaten. There is at least one dead end where you'll have to use the shark to get over the wall.

The blocks with the arrows will send you in the direction where they are pointing when you touch them, and it can be to your benefit if the direction is right. (I don't mention these in the Let's Play, so they're getting mentioned here.)

If you run down a slope, you'll pick up some major speed, and if you keep running forward, you'll run up the wall. This will come in handy later.

Whenever you complete a level, you'll get a password. The first two spaces are always characters, while the second two spaces are generic places.

Paperboy - $140


Your task in this level is to ride a bike all over town and put notices in all the mailboxes. Hold Right on the D-Pad to speed up, press B to jump, and press A near a mailbox to put the notice in the mailbox. If a mailbox is open and has a yellow arrow pointing down above it, that means you have yet to put the notice in the mailbox. Some of the residents also live in air balloons, and you'll need to get up to the baskets where the people in the balloons are to give out the notices.

If you keep going all the way to the right and take the lowest path at the start (which is the brown brick building with the fancy door), you'll go all the way to a wall that Donald will keep riding up in order to get to the balloon people. If you bounce off the tops of the balloons, you can get to other balloons if you can control Donald's speed correctly. This will allow you to give notices to the other balloon people.

If you pass a doghouse with eyes in it, the dog inside will chase after you. Hold Right to speed up and get past the dog, but keep an eye out for mailboxes. There is also a guy in a red convertible driving around, and you only see him in one specific spot. Be ready to jump over him with the B button.

To go up a hill, you have to jump onto it. You can then go up the hill from there.

Once you deliver all of the notices, you'll complete the level.

Chicken will restore health. A chicken leg will restore one hit, two chicken legs restore two hits, and a whole chicken restores a whole bar. You'll have two levels of health in the health bar in the upper-left corner: a yellow one and a red one. Eventually, you'll be able to get a third blue level a little bit later. Next to your health is the amount of lives you have left. At the upper-right corner will sometimes be something like the amount of time you have left in Time Attack! Go Go! or how many things you have to deal with for a certain objectives, such as how many notices you have left to deliver on the bicycle stage.

Saturday, December 23, 2023

KuuImpact plays Superman (NES) - Part 11 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

...aaaaaand we're a little bit stuck again.


If you head west, you can fly. From the phone booth, fly to Andersonville. Talk to the F.B.I. agents, and they will tell you that the police may know somethingFrom there, head west until you enter what looks like a park. If you beat up the gangster, he will tell you that he will never snatch anything again. If you go further west, you'll see water and the Statue of Liberty (and Freedom Island).

From here, go down the ladder, then head to the right and climb up the ladder at the end to enter the Old City. The Fish Market will be at the other end, but you won't be able to do anything here. You could go fly to Lafayette, but there's nothing there.

KuuImpact plays Superman (NES) - Part 10 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

In this entry, we start the fourth and final level on the game.


Level 4

You'll be back at the Daily Planet. Lois Lane will tell you to head to the McKeesport Art Museum first. Leave the Daily Planet and get into the telephone booth to turn into Superman. From here, you'll want to head to McKeesport.

To do that, you'll want to head east until you reach a big blue building, then enter that building. This is the art museum. The FBI will be there, and you'll find out that Lex Luthor has failed to make a monster and that the monster has seemed to have turned into fire beasts. You'll then need to defeat the monster and head to the Metro Police Station, though the game does not tell you where the monster is.

Fly to Mt. Royal. Go east and use the X-Ray Vision to see the ghosts, then fight off the ghosts for a Heat Vision extension, if you haven't already. If you talk to the people where you land at Mt. Royal, you'll find out there are some weird people at Teaboro. From here, head west until you find the subway, then take it to Newton. You'll end up at the Central Post Office. Head west to another subway and take it, then go down the ladder.

In the underground area, go right, then go down the ladder. Go right and go up the ladder, then go up the ladder at the end.

PrinceWatercress plays Five In A Row - The Longplay


Well, I TRIED to make a longplay out of this.


Five In A Row is a game for the BBC Micro where two or three players place pieces on a board, with one of the players winning when they place four, five or six pieces in a row horizontally, vertically or diagonally.

At the start of the game, you can name the players, although the game does not really do anything with this, now that I think about it. From here, you can pick whether someone has to win with four, five or six pieces in a row. After that you have three control configurations: moving over the board, moving on the axes or entering coordinates. You'll always move something around with the arrow keys on the BBC Micro and make your selections or place your pieces with the Return key, but there are three different ways to play, and they are pretty different from each other.

With "moving over the board," you'll move a red square along the board with the arrow keys. When the red square is where you want to place the piece, press Return.

With "moving on the axes," instead of a red square on the board, you'll have two white ones on the borders of the field. One will always be to the left, while the other will be at the bottom. You'll move the one on the left with Up and Down on the arrow keys, and the one on the bottom with Left and Right. You'll need to line both white squares up so they meet at the place where you want to place your piece, and this takes a little bit more thought as you have to mentally line the positions of the white squares up to see where they intersect, as you have to mentally move the square on the left to the right and the square on the bottom upwards and mentally intersect them to see where the piece will be placed.

With "entering coordinates," you'll have to set the X coordinate, followed by the Y coordinate. Use Up and Down on the arrow keys to make your selection for the X coordinate, followed by the Y coordinate. Remember that you have to move to the right first, then up, as if you were plotting something on a graph. Also, be sure that you have the right choice when you press Return, as you can't back out when you do.

When someone wins, press the ESC key to go back to the main menu to name the players again and start a new game with either the same options or different ones.

It's not a bad game, and it's pretty simple and there's not much to complain about except for one thing: all the players are human controlled, and there's no choice for any computer controlled opponents. Other than that, it's a fun game to play with friends, but you'll all eventually want to do something else. It's still fun while it lasts, and it's not a bad game for the BBC Micro collection.

Friday, December 22, 2023

The Angry Video Game Nerd - Superman (NES)


Well, no better time to show off AVGN's video on the game.

KuuImpact plays Superman (NES) - Part 9 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

Anyway, here's what you need to do once you're told to destroy that computer.


The Computer Center is just west of Metropolis Park.

The weird, square shaped tiles in the ground in certain spots on the streets are dig points. You can use the Super Spin power on these tiles to dig underground and find an underground area.

Go into the Computer Center and fight the enemies there as you make your way downstairs to the bottom-most floor. You'll find the computer here, and if you get close enough to it, it will fire lasers at you. Get into the nook where the core is and repeatedly punch the core to restore the computer and release control of Metro Tower. You'll also get an extension for the Heat Vision power. Take it.

If you beat up all the enemies on the floor above where the computer is, you'll get an extension for the Super Flight power-up. You'll want this as well. If you beat up all the enemies on the entry floor, you'll get a Super Spin extension.

Heading right on the entry level takes you to a bunch of weird, cocoon-looking enemies. If you fight them, you'll find out how to destroy the computer (which we've already done). If you can destroy all these enemies, you can get another superpower extension.

You'll now want to head east of the Computer Center to reach the Metro Tower. Be sure you have plenty of health before you go in. If you don't, turn back into Clark Kent and start fighting enemies, as it is easier to refill your energy as Clark Kent than as Superman, as you'll only get the Kryptonite and none of the superpower pick-ups.

When you enter the Metro Tower, take the elevator, then go down the stairs. One level down, the enemies here will drop a Super Breath I extension when you beat them all. Another level down, you'll get an extension for Heat Vision. Another level down gives you a Super Spin extension, and another level down still gives you an extension for Super Flight. The next gives another extension for Super Breath I, and the bottom level leads to the battle with Jay Falk. When you beat up all the gangster, Jay Falk shows up. He is pretty fast, but if you hit him with Heat Vision a bunch of times and punch him as he approaches, you can beat him and rescue the professor.

No sooner do you save the day again that the museum gets robbed, and it is reported that this is a challenge for Superman from Lex Luthor...

PrinceWatercress plays Five In A Row


It's BBC Micro time again, and this time, it's another electronic board game. It's alright for five minutes...if you have other people over.


Five In A Row is a game for the BBC Micro where two or three players place pieces on a board, with one of the players winning when they place four, five or six pieces in a row horizontally, vertically or diagonally.

At the start of the game, you can name the players, although the game does not really do anything with this, now that I think about it. From here, you can pick whether someone has to win with four, five or six pieces in a row. After that you have three control configurations: moving over the board, moving on the axes or entering coordinates. You'll always move something around with the arrow keys on the BBC Micro and make your selections or place your pieces with the Return key, but there are three different ways to play, and they are pretty different from each other.

With "moving over the board," you'll move a red square along the board with the arrow keys. When the red square is where you want to place the piece, press Return.

With "moving on the axes," instead of a red square on the board, you'll have two white ones on the borders of the field. One will always be to the left, while the other will be at the bottom. You'll move the one on the left with Up and Down on the arrow keys, and the one on the bottom with Left and Right. You'll need to line both white squares up so they meet at the place where you want to place your piece, and this takes a little bit more thought as you have to mentally line the positions of the white squares up to see where they intersect, as you have to mentally move the square on the left to the right and the square on the bottom upwards and mentally intersect them to see where the piece will be placed.

With "entering coordinates," you'll have to set the X coordinate, followed by the Y coordinate. Use Up and Down on the arrow keys to make your selection for the X coordinate, followed by the Y coordinate. Remember that you have to move to the right first, then up, as if you were plotting something on a graph. Also, be sure that you have the right choice when you press Return, as you can't back out when you do.

When someone wins, press the ESC key to go back to the main menu to name the players again and start a new game with either the same options or different ones.

It's not a bad game, and it's pretty simple and there's not much to complain about except for one thing: all the players are human controlled, and there's no choice for any computer controlled opponents. Other than that, it's a fun game to play with friends, but you'll all eventually want to do something else. It's still fun while it lasts, and it's not a bad game for the BBC Micro collection.

Thursday, December 21, 2023

KuuImpact plays Superman (NES) - Part 8 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

This was where things got a little muddy. At this rate, the game just expects you to know where to go without any hints. That's not exactly a good thing.


Once you're back on the street, you'll need to head east and take the subway. From here, you'll need to keep heading east until you reach St. Martin's Square. Use the subway there, then head east again and keep going. When you see people again, take the nearby subway. You'll see Central Station. Keep going west.

Actually, just go west of Metropolis Park to find the Computer Center.

KuuImpact plays Superman (NES) - Part 7 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

We make some headway in Level 3, but we're forced to find things out on our own for some reason. Thanks, game.


From there, keep heading west until you reach Metropolis University. You'll know you're there when the music changes and you find a green sign saying "Metropolis University." The people there will tell you that you'll need to use X-Ray Vision to see the ghosts, and that a professor there has been kidnapped. Keep going to the west, and be ready to fight martial artists who will want you to get up close to you and punch you. 

Four screens west of Metropolis University, take the subway to the police station. Go inside and talk to the person there, who will tell you that someone saw a man near Centennial Park who looked like the kidnapped professor. You'll then get a help alert, and you'll need to head to Centennial Park. Take the subway back, and head to Centennial Park to the east.

East of Metropolis University is another subway. Take it to Centennial Park. From the subway, head west and climb down the ladder that you see one screen to the west near the archway. Once again, you'll be in another maze. 

Head all the way to the right and climb down the ladder. From that ladder, go right and climb down the next ladder. You'll find a man who will tell you that Jay Falk forced him to put an evil mind in a huge computer, and that something must be done or else Loss Webster (a misspelling of Ross Webster, the main antagonist from Superman III) will control the computers of the world. You'll have to destroy the huge computer in order to stop Webster, EVEN THOUGH HE NEVER TELLS YOU WHERE THE COMPUTER IS. From here, you'll need to get back to street level.