Monday, July 31, 2023

PrinceWatercress plays Crystal Caves - Part 10 of 16


We have one more volume of this before we completely beat the original game. We start off a bit strong here, but expect trouble a little bit later...


In Volume 3, Mylo Steamwitz has learned about Mr. Rip Eweoff's (pronounced "rip you off") technique to buying real estate with no money down through Galactic Cable Vision. To get the money to buy the technique that Mr. Eweoff is selling, he will have to return to Altair to get more crystals and trade them in for cash.

This time around, Mylo Steamwitz blows up the planet that is in way and flies straight through the hole he makes through it in the process, and suffers virtually zero repercussions for doing it.

Unlike the first two volumes, I don't have any maps for Volume 3. As a result, everything here is separated by timestamps.

3:09 - Oh, good grief, this level. It's another falling rocks level, but it's really, really wide open. For this one, you'll need to go all the way to the top and pull the red lever, then get the one crystal (which is now in sphere form like every other crystal in Volume 3) and get out. You'll also find the key there, but if you're going to open the chests in this level, you're going to be doing so at your own risk.

Four of the five eggs for the "BONUS" letters will be at the bottom.

Since you're starting a new episode of the game, preserve your shots early! Guns will be a bit scarce in Volume 3, just like in Volume 2.

5:49 - You'll need to jump over the red triceratops and shoot it in the back to ensure you get rid of it. You may not have a lot of shots at this point, but getting rid of this triceratops is essential due to how big it is and how annoying its randomly fired shots are. And before you ask, yes, there are crystals to collect left of the start.

You'll also want to shoot down the robots that quickly move back and forth and will occasionally double back, as they can make things more difficult than they should be.

One of the mine carts stops near a red crystal, but you can easily grab that red crystal without running into the mine carts.

Be careful with some of the jumps, as you can run into enemies or poison mushrooms by jumping into them from below.

To get the crystal surrounded by the green stalactites, you'll need to grab the red mushroom, then get up there and get those.

The three "corpse" enemies near the poison mushroom are the hardest to deal with. Watch their moments very closely. then shoot them down in areas when you can easily avoid them as you jump over them. The two enemies that move around near that mushroom will not move into the mushroom, but the right-most one covers a very small amount of area.

16:39 - This area has low gravity, and every time that you fire your gun, you'll be pushed back a bit.

Here, you'll need to find the three colored levers in order to open a path to the exit.

The "Danger" sign does fall down as you walk under it.

The switch in the lower-right corner of the level turns off the laser turrets, which makes it easier to get to the red lever.

Sunday, July 30, 2023

PrinceWatercress plays Crystal Caves - Part 9 of 16


In this entry, we finally wrap up Volume 2. Next up: Volume 3.



Level 12



This one has you going in different directions to defeat monsters, grab crystals and pull levers. The layout for this level is pretty fun, to be honest. With the "corpse" enemies, make sure they die in an out of the way location.

You'll need the gravity power-up behind the green door to reach everything at the top center. Once you get to top center, get everything you can, then drop down somewhere safe in that section.

Level 9



Hit the switch to turn on the platform below, then get ready to jump over the blocks on the way to the right. Hit the two switches at the end so you can turn the platform above on. Shoot down the blocks you see on the way to the left so you can get to the part with the steel drums, then get everything in the area. Once you're done, you're going to have to take the moving platforms back to the exit. Hit the second switch near the vertically moving platform to turn the horizontally moving on back on, then jump over the blocks to get back to the exit. 

Level 6



The "Danger" sign will drop down when you are under it.

You'll need to blast your way through the block maze near the top of the level in order to turn off the laser turrets at the very bottom.

Watch out for green stalactites; they will blend in with the background a little bit.

There's really not much to say about this level; it's definitely one of the easier ones in Volume 2.

Level 3



You're going to have to do a little jump in the lower-right corner of the level in order to turn on the light switch. You're also going to have to do a lot of platforming around here, period.

Grab the gravity power-up when you have collect all the crystals below the top of the stage. You'll only have one shot to get everything at the top and get to the exit.

When you beat Volume 2, Mylo will get that medicinal slug farm, but the farm is directly above a salt mine, which dries up all of the slugs and kills them, stopping his sudden new cash flow as soon as it starts. Why Mylo is unable to make a steady stream of cash out of that salt is beyond me, but at least it sets everything up for a retain to Altair for Volume 3.

Saturday, July 29, 2023

PrinceWatercress plays Crystal Caves - Part 8 of 16


Two more for Volume 2. Next time, we finish Volume 2 and go on to Volume 3.



Level 13



There are a lot of cobras here. If you need to shoot one down, make sure they're out of your way when they die. All of the enemies here are especially tough. Thankfully, you have two red mushrooms that give you more powerful shots.

The drop in the upper-right corner has those purple lizard heads that pop out of the walls. Be prepared to swerve left, right and then left.

Level 10



Once again, you have falling rocks to deal with. You'll also need to find invisible blocks in order to make your way up. After travelling over the slime pit (love the Commander Keen helmet, by the way), you'll have to drop down and take out the enemies to get to the blue lever and turn on the switch that operates the nearby moving platforms. You'll then have to work your way up to the rest of the doors to get everything and finally get out of here.

Friday, July 28, 2023

PrinceWatercress plays Crystal Caves - Part 7 of 16


Now that we've taken care of everything on the right half of the main level, it's time to explore the left half.



Level 4



Compared to other levels that we've seen so far, this one is a little more simple. The only really hard part is the eye monster, but if you can jump over him, you're good.

If you stand on the very edge of a small mid-air platform with a green pop-up stalagmite on it, the stalagmite won't hurt you.

Don't forget the three crystals above the exit; otherwise, you're gonna be stuck at the exit.

Level 7



You can stand on the exit doors to get the crystals above it.

This level has falling rocks. Once again, they will be random and they won't show up if you're at the top of the level.

The red mushroom will allow you to power through all the green ones.

You'll need the "danger" sign to fall down in order to get to the top of the level.

The tornado is even more powerful than the yellow pipe that sucks you in. As a result, I end up staying away from it after a few attempts at getting everything near it. Also, you have to make a standing jump to the left at the upper-right corner of the level in order to get out.

Level 15



Keeping enemies that turn into harmful carcasses all dead in one spot is essential to get past certain points.

You'll need to drop down and to the right at the upper-right corner of the level and get the gravity power-up to get everything in that corner. Once you go down far enough, you won't be able to get back there, and that's especially true if you get to ground level without getting there.

Thursday, July 27, 2023

PrinceWatercress plays Crystal Caves - Part 6 of 16


Six levels and not one? Now we're getting somewhere!



Level 8



Get all the crystals first at the start, then get the gravity power-up. Go to the left and hit the switch so you don't get shot by the laser turrets, then get everything at the top. Wait above the platform with the key and the chest on it for the gravity to run out, then make your way to the right.

Use the gravity power-up on the other end to get everything at the top and hit the blue lever, then use the P icon to shoot down the rock enemies. If you do everything right, this should be a somewhat easy perfect health bonus.

Level 11



Be careful in this level, as there is reduced gravity. You will be pushed back when you fire your rocket launcher, so watch where you're standing.

The light switch is just below the start of the level.

If you miss any crystals past the air machine, just continue on, grab the P icon to blast through the enemies and hit the switch near the exit so you can get them.

Level 14



This may be the first time that the game throws a pit full of green instant death mushrooms at you, but it won't be the last. Be ready to shoot down the blocks across the way so that you can get to the air machine and continue with the rest of the level.

The stalactite before the worm will fall, so get the gun and then get away.

The "Danger" sign will fall. You'll need it to fall so you can use it as a platform.

Level 16



Oh, look. Another level that looks like something straight out of Super Mario Bros. 2, much like that one level from Volume 1. The only difference is that you have those green, jumping one-eyed creatures instead of the purple cobras, even though they also have the "deadly to the touch corpses" thing going on.

You'll be dealing with less enemies once you get to the blue girder platforms. The red lever is completely optional and is only there if you want the bonus points.

Level 1



Do not go right at the start. You will get hit. Instead, get to the stop sign below the start, then make your way to the hammer, pass through it and get everything on the other end and get out before the time stop power expires.

Be careful when shooting the blocks on the way up to where the fire pipes are. You don't want to make it so that you can't get all the way up and you're forced to start over.

Shoot the green one-eyed enemy next to the tower of drums when it is away from the edge.

Level 2



There is an eyeball enemy on the lower path just after the start. Even though I fight it, you're better off not doing that.

The worst part of the platforming section above the ooze pit is the bats, as they can double back, sometimes frequently. If they're anywhere you want to be, take them down.

You'll need to jump off the edge of the platform to reach the exit.

Wednesday, July 26, 2023

PrinceWatercress plays Crystal Caves - Part 5 of 16


Welcome to the second volume of Crystal Caves, where things get a little harder. As a matter of fact, the level I start with is harder just because getting one of the crystals is near-impossible.


In the second episode, Mylo Steamwitz - having sold the twibble farm for a loss - heads back to the caves of Altair, this time to collect enough crystals to buy an Organian slug far, as the Galactic Medical Conglomeration is in dire need of medicinal slugs due to the Mule Ear on Irata 6. He hopes that full body slugs will make him a fortune on the black hole market.

On the way to Altair, Mylo still has trouble with the steering, but he stopped before running into the nearby planet.


We have a whole new hub world/main level and sixteen new levels. Let's get into it.

Level 5


The crystals are all square shaped for Volume 2.

When you start Volume 2, preserve your shots and use them only when you absolutely need to, as shots for your rocket launcher will be harder to come by here.

You'll be doing a lot of jumping in this level just to get anywhere.

To get that one red crystal near the start, you have to approach it from the left and jump off the very edge of the platform. You have to jump as late as possible, or else you're not getting it. 

To get everything at the very top, you'll need to walk underneath all of the stalactites in order to get them to fall down first. The only way out is through the right, and if all of the stalactites haven't dropped yet, you're either going to be taking damage or dying trying to get out.

Tuesday, July 25, 2023

PrinceWatercress plays Crystal Caves - Part 4 of 16


In this episode, we finally finish off Volume 1, but our hopes at riches don't go as well as expected.



Level 9



You'll need to find the red, blue and green levers in order to get out of here.

Be ready to do a lot of platforming in this level. Also, the position of where the purple cobras are when they die is a bit crucial; make sure they're not near any edges where you need to jump at or land.

The creatures with the big eyes at the sides are particularly nasty. They move back and forth, and you can only shoot the eyes out when they are open and in front of you. You'll need to shoot down both of the eyes entirely to destroy the body, and the fact that these creatures can fire eyes at you like projectiles and cancel out your own shots only complicates things.

Be sure to move to the right when getting that huge column of blue crystals on the far left so you don't land in stalagmites.

Level 11



Jump up to activate the switch at the start.

Make sure you shoot down all the destructible blocks when getting the key; otherwise, you'll have to quit to the main level and start all over. Same for that one block below all the crystals near the triceratops.

Level 13



We have low gravity here, so get ready to make some higher, more floaty jumps.

Also, this place looks like something straight out of Super Mario Bros. 2.

I usually avoid shooting the cobras, since there is enough room to jump over them and avoid them as opposed to shooting them. Helps save on ammo, too.

Level 16



Be ready to fire ahead of time to shoot down the robots who will zap you with a vengeance at the very top as well as at the very bottom.

You can go through the vertical pipes and jump upwards through the horizontal pipe floors. The joints, on the other hand, are absolutely solid. Take care where the green one-eyed worms are when they die so that you don't accidentally jump into their corpses in some spots.

Once you beat all sixteen levels in Volume 1, Mylo will automatically leave the mines. You'll get points for every required crystal you picked up throughout the game, then Mylo will buy his twibble farm. Unfortunately, the twibbles multiply like rabbits to the point that they devour a whole planet's food supply, and to make matters worse, the twibble fad has cooled down and Mylo has missed out on it, costing him untold amounts of money. Time to head to the mines again...

Monday, July 24, 2023

PrinceWatercress plays Crystal Caves - Part 3 of 16


It won't be long until we complete Volume 1.



Level 14



In this level, you have low gravity. Here, you'll get some higher, more floaty jumps which will make doing things a little more interesting.

You'll want to take out the dinosaur, then head for the exit and make a staircase. From there, get the ammo to the right, then jump your way to the left, shoot the destructible blocks near the switch and the platform out of the way and toggle the switch. From here, you'll need to take the platform upwards and shoot your way through the block maze to get all of the crystals as well as the key. Watch out for stalactites along the way. When you make it to the top and head to the right, you'll need to shoot the block near the platform leading to the red lever. From here, you can open the doors, then exit once you've gotten all the crystals.

Level 15



The "Danger" sign just to the left of the start will fall down when you get under it. The box will keep it from damaging you.

You can stand on the "Sector Alpha" sign.

The switch in the upper-left corner will turn off a laser turret on the way to the green lever.

The blue robot with legs will shoot at you if it sees you. Wait for it to turn around before firing at it.

Level 11



The switch at the start will turn off the turret at the start.

The lower-left corner has a bunch of guns; you'll definitely want those.

Be careful in the area with the platform leading up just above the laser turret at the start; there will be those purple lizards at the sides trying to bite you again.

The P icon will make it easier to get past the mine carts on the way back to the exit.

Watch out when destroying the destructible blocks; you'll need to make your way back up.

With the platform above the stalagmite, just jump straight up when the platform makes it way to the bottom.

Level 8



The switch in the upper-right corner turns off the lone laser turret in the level. That laser turret guards a switch that moves the platform on the right side of the level up and down. You'll want to trigger both of them. Trigger the upper-right switch, then go back to the start and go down from there. 

You'll need the G icon to collect all the yellow crystals on the ceiling. Be sure to trigger the stalactites first (and get all the green crystals below them) before you do it.

The "Danger" sign in the box maze will fall down when you are under it.

You'll want to enter the exit area last.

Sunday, July 23, 2023

PrinceWatercress plays Crystal Caves - Part 2 of 16


After that less-than-stellar start, we do a lot better here.


Level 5



When you start this level, rocks will drop down from the top of the screen in completely random locations. Keep an eye on the top of the screen so you don't get hit by a falling rock.

The rocks will not fall if you are at the very top of the level, so if you can get there, you'll get a respite until you drop down.

The G icon gives you reverse gravity, which turns you upside down for a limited amount of time. You'll need this to hit a switch to turn off the laser turrets halfway through the level.

Level 6



Remember the reverse gravity that we had for a couple of seconds in the last level? Well, now we have it for a whole level!

Be on the lookout for the tips of the green stalagmites that will sprout up when you walk into them. You'll also have to learn how to avoid the brown stalagmites and stalactites as you get closer to the exit.

The translucent blocks will have to be shot with the gun in order to get them out of the way and enter other areas.

As for the green flying enemies - of which there is a lot of in this level, you'll want to either be close or have them coming right for you in order to shoot them without wasting too much ammo.

Level 3



Watch out with the yellow pipe; it will slowly suck you in, and if you make contract with it, you will take damage until you get out.

Head right when you get close to they yellow pipe, as the stalactites above will drop down in an attempt to hurt you. Not all stalactites will drop down and hurt you, but some do. Moving past them generally keeps that from being an issue.

The green mushroom will instantly kill you if you run into it. Does Mylo Steamwitz have a habit of eating any mushrooms he runs into from being in so many caverns?

The red mushroom gives you temporary invincibility. With this, any enemy you run into will immediately be destroyed.

The stop sign, when grabbed, will stop time for a brief amount of time. Use this to get past the purple cobra enemies without getting hurt. While you cannot shoot and kill enemies while time is stopped, enemies cannot damage you in any way while time is stopped, either.

Be ready to head to the left after the second egg when you have to drop down, as the stalactites above will drop down and hurt you.

Level 7



There's not much new in this level compared to the first six that we've been in, but I will say that I like the level design here.

Watch out for the purple heads in the walls. If you're too close to them, the purple heads will extend out and bite you. The only way to kill them with the gun power-up or the invincibility from a red mushroom.

Level 10



Turn the switch at the start off so you don't get zapped by the nearby laser turret. Keep running to get past the falling stalactites afterwards. As for the purple cobras, try to get their corpses in one place.

The bird enemy will not only try to drop eggs on you, but sometimes those eggs can hatch new bird enemies that you'll have to kill.

Use the gravity power-up to get the crystals that are high up near the ceiling in the lower-right corner of the level.

Use the red mushroom near the end to get the four blue mushrooms behind the pop-up stalagmite.

Saturday, July 22, 2023

PrinceWatercress plays Crystal Caves - Part 1 of 16


Fifty games ago, we played Secret Agent. Now we're playing the spiritual sequel...or is it the other way around? I can never remember. Anyway, here's Crystal Caves!


Poor Mylo Steamwitz. He just wants to get rich quick so he doesn't have to work for his uncle's Yorp herding business. Too bad he has to put his life on the line every time he takes part in the latest get-rich-quick scheme by heading down to the crystal mines in Altair to get enough money from the trading post.

In the first episode, Mylo has to get a bunch of cash in order to afford a down payment on a Twibble farm and get in on the Twibble market before the fad fades.

On the way to Altair, Mylo's Millennium Kiwi nearly runs into a planet with its own moon, but he safely makes it to Altair.

Playing the game is pretty simple. Left and Right on the arrow keys lets you move around, Ctrl jumps, and Alt lets you fire rockets from your rocket launcher. You only start with a few rockets and you'll need to find guns to get more, so take care to preserve your ammo. You have three hit points that you won't be able to replenish, and if you lose all of them, you'll have to restart the level from the beginning. Thankfully, you have infinite lives, and you can save and load games at any time by pressing Escape and selecting the save and load options. If this game is reminding you of Secret Agent, that's because it's made by the same developer (Apogee/3D Realms) and is more or less a spiritual sequel to it.


When you start the game, you'll be in a hubworld full of platforms and elevators with sets of doors leading to the sixteen levels of the episode. When you complete all sixteen levels, you'll beat the episode. There are 3 episodes and 48 levels in all, and we'll be playing through every single one of them.

Sometimes, random fruits will pop up in the level. If you can grab one, you'll get a few thousand points.


This was the first level of the game that I played when I booted this up for the very first time. 

The red, blue, yellow and green crystals are the main thing that you need to collect, and you'll need to collect every single in a level in order to exit the level. 

The green needle-like tip is a stalagmite that will pop up and hurt you when you walk into it. Jumping over it prevents taking damage.

Platforms will move left and right or up and down depending on their appearance. If they have the green static line, they move left and right; if they have the thrusters as well as the yellow and orange lines, they move up and down. Some of them will not move until you activate them by activating a switch. To activate a switch, stand in front of it and press the fire button.

Along the way, you'll find bonus items such as candles, shovels, picks and even blue mushrooms. Those things will give you bonus points to add to your total score. You don't need to pick up these extra items, but you can if you want.

Your score will be in the lower-left corner, and to the right of that will be your current amount of ammunition for your rocket launcher, your health and a spot for your key. To the fight of all that is space for a timer for some power-ups, and this will be mentioned later.

Watch out for laser turrets; if you're lined up with them on the ground or in the air, they will shoot at you. Some of them can be turned off if you find a switch; thankfully. To activate a switch, stand in front of it and press the fire button.

The purple cobra takes two hits to kill, and after the second hit, its corpse is left behind. If you walk into its corpse, you will take damage, so you will have to jump over it. This is used to make some levels more difficult later on.

The spiders will shoot webs down if you are under them. At least they take only one hit to kill.

There are red, blue and green levers used to open red, blue and green doors. To pull a lever, walk into it and press the fire button. If the lever is pointing left, it is activated; if it is pointing right, it is not.

If you see an air machine, don't shoot it! Doing so will suck all of the air out of the room, instantly killing you and forcing you to start the current level over.

The big green dinosaur takes five shots to kill. If you hit it with a rocket, or if it is facing you when it is moving around, it will charge at you. Keep your distance while facing this thing. 

The green thing that looks like a teardrop takes one hit to kill, but it will only change direction when it runs into a wall, which makes it a slippery creature to shoot down.

If you complete a level without getting hit once, you'll get 50,000 points when you reach the exit with perfect health intact, even if you died at any point in the level.


The caterpillar can be killed by shooting it in the head until it is completely gone, which will require four shots from your rocket launcher.

There are five eggs in some levels, and if you shoot an egg, a bonus letter will pop out. Regardless of the order in which you shoot down the eggs, if you shoot down all five eggs and take the letter from each one to spell "BONUS," you'll get 10,000 bonus points. Sadly, you won't get nearly as many points if you just take the eggs.

The metal girder platforms can hide hidden clear diamonds that will give you bonus points, and if you hit certain segments from below like a ? Box from a Mario game, you can find them. These bonus crystals are not required to complete the level, but they're still fun to get.

The chests require a key to open. You'll have to find the key, and when you get it, the key will show up next to your health on the bottom of the screen. When you walk into a chest with the key in your possession, you'll get bonus money (or points, depending on how you want to look at it). The more points you have, the more money you have.

The mine carts and the rocks with legs are invincible...almost. If you can grab the P icon, you can power up your gun and make it more powerful without using any of your ammo for a limited time, and you'll have a timer in the lower-right corner of the screen showing you how much time you have left with the power-up. With this powered-up ammo, you can blow the rocks with legs and the mine carts away.

The hammer heads will not only crush you, but they are harmful to the touch regardless.

Hit the switch at the beginning to turn off the wall turrets. I should have done that before exploring, honestly. You'd think I'd know these levels by now.

Watch out for the water drops that comes out of the blue pipes; they can damage you.

You'll need to pull all the levers in order to get everything here.


You'll need to go all the way to the right at the start to find the switch that turns the lights on. When you get to the light switch, press the fire button to toggle it like you would a normal switch to turn the lights on.

The bats fly back and forth, but they can double back, so keep an eye on them.

The switch in the lower-left corner will turn on the platforms near the red and green doors.

The clear blocks can be shot down to make paths to places and things, but be careful not to shoot down more blocks than you need. This is especially true here, as you'll need a way to get back up after finding what's behind the red and green doors.

Sometimes, you can hit your head on invisible blocks to reveal them. While there is on in the lower-left corner, there will be more in future levels.

The grey pipes have fires that bellow out of them. Wait for the fire to be completely gone before jumping over them and passing by.

The blue ball monster takes three hits to destroy, but they are only vulnerable when they are sleeping - which happens randomly - and they will shoot projectiles at you if they are rolling towards you. If you've picked up a P icon, you can destroy it no matter what it's doing.

Wait for the red triceratops to turn away from you before firing, as it will shoot projectiles of its own that can cancel out your shots. Much like the green dinosaur, it turns around when it is hit by a rocket. It takes five shots to take down a red triceratops.

Friday, July 21, 2023

PrinceWatercress plays Tax Avoiders - The Longplay


Here's the video from yesterday, minus commentary. Enjoy!

Let's Play

In this game, you play as John Q. Public, and in the span of a year - which is a few minutes in game time - you have to score a million dollars all while keeping your money safe from the I.R.S. (the Internal Revenue Service, which collects most of the taxes in the United States) and avoiding being audited. Interestingly, this game was made by a licensed tax consultant who used to work for the IRS as a revenue agent and an independent investment advisor registered with the SEC (Security and Exchange Commission, which enforces laws against market manipulation). 

The action is split in-between two screens: the earning phase and the penalty phase. Your score is at the top, while the current day of the year is in the lower-left corner. As you play through the game, you'll breeze through the year, and the color of the background will change depending on which month you're on. The phases last for a certain range of the calendar, and with practice, you'll know when you're leaving one phase and going through the next. You'll be playing both phases four times to signify the four quarters of the year. Once you make it to December 31st, the game is over. Here are the calendar ranges for the eight sections of the game. 

1st Earning: Ja 1 - Fe 9
1st Penalty: Fe 10 - Ap 10
2nd Earning: Ap 11 - My 20
2nd Penalty: My 21 - Jl 20
3rd Earning: Jl 21 - Ag 28
3rd Penalty: Ag 29 - Oc 27
4th Earning: Oc 28 - De 6
4th Penalty: De 7 - De 31

In the earning phase, you'll need to use Left and Right on the joystick to move and the fire button to jump. You'll need to grab the green dollar signs that are worth $2000, and you'll also need to avoid the red tape that takes away $2000. There is an elevator in the center of the screen that moves up and down, but you won't be able to see where it is unless you're riding on it.

After the earning phase is done, you'll enter the penalty phase. Here, you'll not only be running and jumping, but climbing up and down ladders with Up and Down on the joystick. Getting at just the right distance between yourself and the ladder take a bit of doing, but once you have stuff figured out, you can get around pretty easily.

There is another man who changes colors moving around on the screen. If he is black, he is an IRS revenue agent, and touching him will mean losing half your earnings and you being sent to the next earning phase immediately. If he is pink, he is a CPA. You'll lose $1000 if you touch him, but he will provide an investment, which is the name for any object on the screen that you can collect. By grabbing an investment, you will immediately either slowly gain money on it or slowly lose money on it at the rate of $1000 a day. When that happens, a briefcase will appear in the bottom-left corner; you'll want to touch it to put it in a tax shelter and avoid getting it audited. Once it's in the tax shelter, you will either slowly gain or slowly lose money. If he is green, he is an independent tax adviser who does the work for free and will usually lead you to the best possible investment (usually the television set).

The TV set is usually worth the most, and I end up grabbing that and putting it in the briefcase all throughout the run. Once you put something in the briefcase, you'll need to touch the running man when he is pink for another investment. This stops the daily earning/losing of money, but this is a good thing if you're slowly losing money on an investment. If you want the best one, you'll have to wait until he is green again to touch him a second time and get the best investment.

When the penalty phase is about to end, make sure there are no investments out on the screen. If any investments are on the screen when the phase sends, you will be audited and you will lose half your money.

This is one game that is better if you get it than if you don't. If you get it, you'll probably be playing this game a few more times to see how much money you can get. If you don't, you probably won't play it ever again. Either way, this is a curious piece of early 1980s videogaming, where there wasn't much in the way of established rules and just about anything could be made into an arcade-style video game if you were bold and crazy enough. Either way, this is one weird game, and I'm glad to have played it. 

Thursday, July 20, 2023

PrinceWatercress plays Tax Avoiders


This is one of the most interesting, odd and peculiar games that I have ever played. Somehow, I figured out how to do things in it.


In this game, you play as John Q. Public, and in the span of a year - which is a few minutes in game time - you have to score a million dollars all while keeping your money safe from the I.R.S. (the Internal Revenue Service, which collects most of the taxes in the United States) and avoiding being audited. Interestingly, this game was made by a licensed tax consultant who used to work for the IRS as a revenue agent and an independent investment advisor registered with the SEC (Security and Exchange Commission, which enforces laws against market manipulation). 

The action is split in-between two screens: the earning phase and the penalty phase. Your score is at the top, while the current day of the year is in the lower-left corner. As you play through the game, you'll breeze through the year, and the color of the background will change depending on which month you're on. The phases last for a certain range of the calendar, and with practice, you'll know when you're leaving one phase and going through the next. You'll be playing both phases four times to signify the four quarters of the year. Once you make it to December 31st, the game is over. Here are the calendar ranges for the eight sections of the game. 

1st Earning: Ja 1 - Fe 9
1st Penalty: Fe 10 - Ap 10
2nd Earning: Ap 11 - My 20
2nd Penalty: My 21 - Jl 20
3rd Earning: Jl 21 - Ag 28
3rd Penalty: Ag 29 - Oc 27
4th Earning: Oc 28 - De 6
4th Penalty: De 7 - De 31

In the earning phase, you'll need to use Left and Right on the joystick to move and the fire button to jump. You'll need to grab the green dollar signs that are worth $2000, and you'll also need to avoid the red tape that takes away $2000. There is an elevator in the center of the screen that moves up and down, but you won't be able to see where it is unless you're riding on it.

After the earning phase is done, you'll enter the penalty phase. Here, you'll not only be running and jumping, but climbing up and down ladders with Up and Down on the joystick. Getting at just the right distance between yourself and the ladder take a bit of doing, but once you have stuff figured out, you can get around pretty easily.

There is another man who changes colors moving around on the screen. If he is black, he is an IRS revenue agent, and touching him will mean losing half your earnings and you being sent to the next earning phase immediately. If he is pink, he is a CPA. You'll lose $1000 if you touch him, but he will provide an investment, which is the name for any object on the screen that you can collect. By grabbing an investment, you will immediately either slowly gain money on it or slowly lose money on it at the rate of $1000 a day. When that happens, a briefcase will appear in the bottom-left corner; you'll want to touch it to put it in a tax shelter and avoid getting it audited. Once it's in the tax shelter, you will either slowly gain or slowly lose money. If he is green, he is an independent tax adviser who does the work for free and will usually lead you to the best possible investment (usually the television set).

The TV set is usually worth the most, and I end up grabbing that and putting it in the briefcase all throughout the run. Once you put something in the briefcase, you'll need to touch the running man when he is pink for another investment. This stops the daily earning/losing of money, but this is a good thing if you're slowly losing money on an investment. If you want the best one, you'll have to wait until he is green again to touch him a second time and get the best investment.

When the penalty phase is about to end, make sure there are no investments out on the screen. If any investments are on the screen when the phase ends, you will be audited and you will lose half your money.

This is one game that is better if you get it than if you don't. If you get it, you'll probably be playing this game a few more times to see how much money you can get. If you don't, you probably won't play it ever again. Either way, this is a curious piece of early 1980s videogaming, where there wasn't much in the way of established rules and just about anything could be made into an arcade-style video game if you were bold and crazy enough. Either way, this is one weird game, and I'm glad to have played it. 

Wednesday, July 19, 2023

PrinceWatercress plays Witch Hunt - The Longplay


Now for a second playthrough of this game, minus commentary and with my route through the maze optimized so I don't have to go back more than halfway through the maze to get one last key. Enjoy!


This game was written by Stephen Gray published in Micro User magazine, volume 4, issue 8, in October 1986.

Here is the story according to the game itself:

It's Halloween, and Olive, the wicked with of the West End, is trying to make a potion to cure acne. Unfortunately she forgets to fry the net's crest, and the acne medicine becomes a potion to transport people to the demon world.

Our unsuspecting heroine smears the potion on to her face and disappears, broomstick and all, in an unimpressive wisp of smoke.

"Oh, dear!" she cries, and realising what she has done, she struggles to remember how to escape.

Wasn't there something about the 42 keys of Transportal? Her concentration is broken by an inconsiderate demon who decides to fry her for her insolence. Not surprisingly, Olive runs away.

Witch Hunt is played in the demon world, which is 70 times as large as the screen. Guide Olive through the halls of the demons, collecting the keys as you go.

Watch out for demons lurking in the shadows, and whatever you do, don't touch the walls or anything but the keys.

Z moves you left, X moves you right, * moves you up and ? moves you down.

S turns on the sound, Q turns off the sound, Delete pauses the game and Copy continues (un-pauses) the game.

The aim of the game is to go through the 72 screen maze of Transportal and look for all 42 keys. You have five lives to do this in, and if you lose all of them, the game is over. If you run into a wall, any of the yellow circle things that looks like evil eyes (or underworld portals), or a demon, you will lose a life. If you lose a life, you will be taken back to where you entered the current room from. Once you lose a life, you cannot get it back, sadly, so you'll have to play well to get all 42 keys in one sitting and beat this game.

The evil eye/portal of doom looking thing spawns in a random location in the rooms where it is located. Thankfully, you'll only see one of it in the locations where it pops up. If an evil eye/portal of doom is in your way and you want to make sure you don't accidentally move into it, you can leave the screen you're currently on and return to change the position.

Rooms with the evil eye/portal in them may or may not have a key. Move into the key to grab it.

Head to the left at the start to find a key that can be very easy to miss.

Some screens will have demons, and you'll have to be watch how the demon comes at you depending on how the room is. The way past the demon to where you want to go depends on where you're entering the room as well as where you're wanting to go. Sometimes, you'll have to gun it in a diagonal direction as soon as you get into the room. Other times, you'll have to go around the room in a roundabout way just to get from, say, the west end of the room to the south. If you're going from north to south, you'll have to head almost all the way to the east (left) to fake out the demon, then go all the way to the right and then around when the demon gets close enough to avoid getting caught. If you're going from south to north - which you shouldn't be doing if you've optimized your route through the maze like I did in the longplay - you'll need to go up and left and then up and right around the demon in a semi-circle. If you're going from west to east - or east to west - you may have to go diagonally towards the north wall and then diagonally downwards to the other side around the demon in a semi-circle. Thankfully, the game allows you to go up or down and to the side at the same time by holding two directions at once.

The best way to figure it out is to wait around in the room and watch how the demon approaches you, go back to the previous room before you get caught, then put your plan into action and start moving once you go back in, hopefully without getting caught by the demon or without running into the wall and losing a life. Figuring out how to get past every demon will take trial and error, so be prepared to play this game more than a couple of times to figure out how to get through the demon rooms and master the maze. Thankfully, screens with demons do not have keys in them, so you don't have to go looking for the keys while flying for your life.

Some of the screens are not entered because they are dead ends with demons in them. Since there are no keys in the demon rooms, those dead ends are completely useless. Some dead ends do have keys, however. Thankfully, I stay away from the dead ends with the demons thanks to the map that I have, which is at the bottom of this blog entry.

Once you get the 42nd and final key, you've beaten the game! Enjoy your one screen ending!

(click the pic for the full map)

Tuesday, July 18, 2023

PrinceWatercress plays Witch Hunt


Compared to other BBC Micro games that I've played for the Internet, this one is a little more complex and also a little more difficult. Imagine my surprise when I beat this game in one shot.


This game was written by Stephen Gray published in Micro User magazine, volume 4, issue 8, in October 1986.

Here is the story according to the game itself:
It's Halloween, and Olive, the wicked with of the West End, is trying to make a potion to cure acne. Unfortunately she forgets to fry the net's crest, and the acne medicine becomes a potion to transport people to the demon world.

Our unsuspecting heroine smears the potion on to her face and disappears, broomstick and all, in an unimpressive wisp of smoke.

"Oh, dear!" she cries, and realising what she has done, she struggles to remember how to escape.

Wasn't there something about the 42 keys of Transportal? Her concentration is broken by an inconsiderate demon who decides to fry her for her insolence. Not surprisingly, Olive runs away.

Witch Hunt is played in the demon world, which is 70 times as large as the screen. Guide Olive through the halls of the demons, collecting the keys as you go.

Watch out for demons lurking in the shadows, and whatever you do, don't touch the walls or anything but the keys.

Z moves you left, X moves you right, * moves you up and ? moves you down.

S turns on the sound, Q turns off the sound, Delete pauses the game and Copy continues (un-pauses) the game.

The aim of the game is to go through the 72 screen maze of Transportal and look for all 42 keys. You have five lives to do this in, and if you lose all of them, the game is over. If you run into a wall, any of the yellow circle things that looks like evil eyes (or underworld portals), or a demon, you will lose a life. If you lose a life, you will be taken back to where you entered the current room from. Once you lose a life, you cannot get it back, sadly, so you'll have to play well to get all 42 keys in one sitting and beat this game.

The evil eye/portal of doom looking thing spawns in a random location in the rooms where it is located. Thankfully, you'll only see one of it in the locations where it pops up. If an evil eye/portal of doom is in your way and you want to make sure you don't accidentally move into it, you can leave the screen you're currently on and return to change the position.

Rooms with the evil eye/portal in them may or may not have a key. Move into the key to grab it.

Head to the left at the start to find a key that can be very easy to miss.

Some screens will have demons, and you'll have to be watch how the demon comes at you depending on how the room is. The way past the demon to where you want to go depends on where you're entering the room as well as where you're wanting to go. Sometimes, you'll have to gun it in a diagonal direction as soon as you get into the room. Other times, you'll have to go around the room in a roundabout way just to get from, say, the west end of the room to the south. If you're going from north to south, you'll have to head almost all the way to the east (left) to fake out the demon, then go all the way to the right and then around when the demon gets close enough to avoid getting caught. If you're going from south to north - which you shouldn't be doing if you've optimized your route through the maze like I did in the longplay - you'll need to go up and left and then up and right around the demon in a semi-circle. If you're going from west to east - or east to west - you may have to go diagonally towards the north wall and then diagonally downwards to the other side around the demon in a semi-circle. Thankfully, the game allows you to go up or down and to the side at the same time by holding two directions at once.

The best way to figure it out is to wait around in the room and watch how the demon approaches you, go back to the previous room before you get caught, then put your plan into action and start moving once you go back in, hopefully without getting caught by the demon or without running into the wall and losing a life. Figuring out how to get past every demon will take trial and error, so be prepared to play this game more than a couple of times to figure out how to get through the demon rooms and master the maze. Thankfully, screens with demons do not have keys in them, so you don't have to go looking for the keys while flying for your life.

Some of the screens are not entered because they are dead ends with demons in them. Since there are no keys in the demon rooms, those dead ends are completely useless. Some dead ends do have keys, however. Thankfully, I stay away from the dead ends with the demons thanks to the map that I have, which is at the bottom of this blog entry.

Once you get the 42nd and final key, you've beaten the game! Enjoy your one screen ending!

(click the pic for the full map)

Monday, July 17, 2023

PrinceWatercress plays Land of Illusion Starring Mickey Mouse - The Longplay


Here's the entire game in one sitting, minus commentary. Enjoy!


One evening, Mickey fell asleep while reading a book of fairy tales. When he woke up, he was no longer in his home, but in a strange and gloomy village.

"Gosh, it sure seems creepy around here."

"An evil phantom has stolen the magic crystal that protected everyone in the village. With the crystal gone, the good magic in this valley has disappeared. In its place, bad magic has changed everything. Now, rather than being a place of happiness, the valley is full of gloom. Can you help us?"

"Uh, did you say...phantom?"

"Yes, an evil phantom who lives in a castle in the clouds. A good princess in the north mountains can tell you the best way to get there."

"Swell! I'll do my best."


Once you press Start on the title screen, you'll be on the world map.  The first place you can go to is the Forest Stage.

Forest Stage



Much like in Castle of Illusion for Sega Master System, you have to press the jump button twice to butt bounce on enemies and defeat them, as well as to break chests and open them to get the contents inside.. You also use the other button to pick up blocks and throw them at enemies, which also defeats them.

Enemies here include snakes, spiders that crawl across the webs and a bird that you'll only see if you keep going right instead of up at the start.

At the bottom is your heads-up display. Power indicates how many stars you have left, tries indicate how many lives you have left, score is your current amount of points earned, and time shows how much time you have left. If the time goes all the way down to zero, you'll lose a life.

If you go up from the start, you'll take the high road. You'll have no choice but to get there anyway. The spinning leaves are platforms that slowly move downwards before landing in the webs, and you can use them to jump to the other end.

Climb on the vines by jumping into them and holding Up or Down on the D-Pad. This will help you get past the whirlwinds which will blow you around.

Slices of cake will refill one unit of health, while whole cakes will refill three. To open chests, butt bounce on them.

Get into the whirlwind to get past the spikes, then use the D-Pad to grab the vine so you can stop being blown around.

To enter the opening in the background, walk up to it and press Up.



The second area has you going up a tree.

The arrow on a sign will change color when you pass by it. If that happens, you just touched a checkpoint. You'll return there instead of the start of the level if you lose a try.

Coins give you points. Big points give more than small ones.

You can pick up the barrels to move them around and use them as platforms. To do that, move into it, then press 1 to pick it up. Press 1 again to throw it forward.

Orange spiky balls will drop down, so watch the skies. Thankfully, they always drop down from the same place every time.

The spiders here move up and down. Wait for them to come down before you butt bounce on them.

At the top of the tree is a snake. Grab the apple and throw it into the snake's mouth to continue to the key. Pick up the key, and you'll open up the exit to the level. It's now on to the Lake Stage.

Lake Stage


Unlike other games in the Illusion series, you have an air meter. If you run out of air, you'll lose a life. Use the D-Pad and the jump button to swim. If you need air, swim all the way to the surface and either jump out of the water or hold Up at the surface to get all your air back.

The water here rises and lowers, which can make you wait at times to get past certain hazards. Just stay near the surface and don't go anywhere until you have room, and you'll be all right.

Watch out for any and all enemies and hazards, such as the spikes, the green balls that float on the surface of the water and the fish that swim forward.


Every once in a while, you'll be pushed back by the current. Use Up and Down to grab onto the vines if that happens. Once the current stops moving, you can continue forward. You'll want to be quick but cautious so you don't spend so much time in the water that you end up drowning and losing a life.

At the waterfall, watch for the fish that jump out from underneath, and butt bounce them if you want. At the pool of water, you'll need to watch out for the green ball that swims around in a circle and throw a block at it to get the key. Once you get the key, go up to find the exit.

Blacksmith's Castle Stage



When you start, be ready to run! The flame at the left will grow legs and follow your around, leaving a trail of fire in its wake. Thankfully, its two weaknesses are dead ends with no way out and water. Just keep going.


Dragons will come out of the lava and spit fireballs here, but if you're able to get through here pretty quickly, you won't have to deal with them very much.

Watch for platforms that move up and down above the lava.

Yes, the matches have limbs. If you go to the right with the help of the jumping board at the ladder, you'll get a big coin.

At the top of the ladder, use the jumping board to get to the flashing star to the right. This is a Power Star, and there are fourteen of them in the game. By picking one up, you'll get an extra hit point for your power. You can have up to five, but there are fourteen of them in all and getting them all will get you a 100% clear. After you get to the maximum of five stars for your health, picking up a Power Star will give you an extra life instead. You can also get extra lives off points if you can get your score high enough.

From here, head to the left. There will be fireballs that leap in and out of the water, and some of them will cause a little bit of fire to be in your path from hitting the underside of a platform.

At the exit door, you'll face a big red dragon. Throw blocks at it, and watch out for the fireballs that bounce around at 45 degree angles. After three hits, the big red dragon goes down, and you'll rescue a villager. He will tell you that the bad magic had him trapped in his own castle, and that you'll have to travel through a tiny cavern up ahead. However, you'll need to shrink in size to get in, and there is a shrinking potion in the castle ruins. Also, the fire in his castle has weakened, leading the water in the lake to rise and open a path to the castle ruins. He also hands you a flute that allows you to exit out of previously cleared areas.

Lake Stage



Now that the water is at a higher level, if you return to the lake, you can get to the exit instantly.

If you go back to the cave where the currents pushed you back, the currents won't be there anymore. You can also go up in that gap in the center of the ceiling to get a Power Star.

With the Magic Flute, you can leave a previously cleared level by pausing the game with the console's pause button and selecting "Yes" if the game asks if you want to leave.

Castle Ruins Stage



The place will be dark, but if you grab the lantern, you will light the room up. If you put it down, it will be dark again.

The ghosts just move back and forth. If you bounce on them, they will come back after a few seconds. The jack-o-lanterns will fly towards you, but you can butt bounce on them easily.

There is a power star the checkpoint, but you won't be able to get it yet.

The Mickey blocks are re-usable. You can use them to make a bridge across the spike pit, and you can also use them to get to the treasure chest at the end of the first section. Make sure not to accidentally bounce on them and break them.


The second section is an auto-scroller. The buttons will make the screen go in the opposite direction. Once you get the key at the end, you'll be able to use them to get back to the wall with the keyhole at the far left. Make sure you stand on a button to scroll enough of the screen back to the right so you can reveal the next button and get to it in time. As for those blocks stacked on each other that you couldn't get rid of, you'll need to put the key on the button, stand on the key, grab and throw the top block to get rid of it, then grab and throw the bottom one. From there, you can grab the key and get to the door with the keyhole.

The boss is a ghost. When the ghost dives at you, bounce on its head. The ghost will produce flames with every hit you deal, and you'll have to watch out for the flames as you bounce on the ghost. After three hits, you'll get the shrinking potion. While crouching, you can now press Button 1 to shrink in size. Doing that a second time will allow you to return to normal size.

Tiny Cavern Stage



You'll need to use the shrinking potion to get around in here.

The pill bug enemies will roll towards you when you get close enough. Just approach, and jump straight up and butt bounce when they move.

The stag beetles will rise out of the ground and chomp away before going back into the ground; wait for them to descend before walking past them. 

Watch out for moving floors; they can crush you into the ceiling if you're not careful.


There is a background layer and a foreground layer to this stage; to switch between them, you'll have to find an opening with a purple background and enter it. Also, just walk past the spider on the way to the key, and don't jump near it.

Flower Field Stage



The worms just move back and forth; the bees will dive down at you. Wait for the bees to stop and move straight up before trying to butt bounce on them.

The yellow piranha plants will eat you if you land on them.

The drop of water that moves down across the leaves will hurt you if you touch it.

The white puffy dandelion produces seeds you can stand on and ride to get past the second set of piranha plants.

The butterfly just flies forwards. If you shrink with the Shrink Potion and butt bounce on it as it heads to the left, you'll find a Power Star.

The brambles are spikes; don't land in them.

Toy Workshop Stage



The cannons shoot mortar shots upwards; wait until after they fire to butt bounce them.

The orange blocks can be grabbed and thrown at enemies, but they can also be butt bounced on.

Just like in World of Illusion, put barrels on switches by picking them up and placing them with Button 1.

The water shooting out of the water pistols act like conveyor belts; watch how the fish move before butt bouncing on them.

If you see a door, either transparent or solid, press Up to enter it. At the piano keys, jump over the musical notes. Enter the door after the piano keys, go right to get a Power Star and open a shortcut back to the piano keys.

The decks of cards drop cards down; you can either wait for them to get out of the way or butt bounce on the cards.

The ? block has a boxing glove inside. Avoid the boxing glove and use it when it punches downward to get to a new area.

To go up on the yo-yo, jump onto the yo-yo, then run to the right to get it moving upwards. Take care not to accidentally run your way into the ceiling spikes.

Throw an orange ball into the big orange prize ball in the ceiling to get the key.

From here, keep yourself lined up with the doors as you make your way down to get to the last part of this level, and use the shrinking potion to get to the second key. Use the key to get to the button, stand on the button, and stop it so the crane on the ceiling grabs the key and takes it to you. From there, use the key on the keyhole to enter another boss battle.

The boss here is a set of cards. Butt bounce on the cards when they are on the ground as they jump, then be ready to jump over the last card as it spins back and forth across the room. When the card stops, butt bounce on it, then be ready to dodge again. After three butt bounces, you'll save Goofy, who will tell you about the nearby cliff that you'll need the rope in the Palace Ruins to climb on. Goofy will then destroy the boulders blocking the ruins with a toy cannon.

Palace Ruins Stage



Bats will swoop at you at the start. They can be butt bounced on.

If you see any bouncing rocks, butt bounce them to stop them. The debris will destroy any destructible blocks. 

Watch out for the fireballs from the stone dragon heads.

The static brown boulders explode when you get near them, and the debris can destroy destructible blocks. You can butt bounce them near the blocks to speed up the process if need be.

You'll need to use the barrel with the blue M on it to get further up the first area.


You'll need to make your way down an quickly. While the white stars that create barriers of other white stars are fast, they don't outright kill you, but they can block your path and leave you no choice but to lose a life. Once you reach the checkpoint in the middle of the area, you'll have to deal with a rolling boulder.

When you reach the bottom, the boulder turns into a boss. Keep away from it. When the boulder hits a wall, it will drop a bouncing rock. Butt bounce on the bouncing rock and throw it at the boulder as it smiles. You can only have one bouncy, throwable rock on screen at the time. After four hits, you'll get the rope. The rope allows you to climb walls by simply moving towards them and pressing Up on the D-Pad. You'll then get a key to exit the level.

Forest Stage





There is a shortcut that leads straight to the snake: bounce off a snake into the wall next to the door leading to the tree and keep holding Right. You'll go through the wall and find a vine that leads to the snake. You can then climb back down to the tree.

Head back to the tree and enter the second door you see on the way up. Press Up at the wall, then jump mid-way up the wall to get to the Power Star.

Castle Ruins Stage



Head all the way to the left at the start and use the lanterns to get there. At the checkpoint, climb the wall to the left with the Rope to get the Power Star.

If you jump to the left at the wall after the Power Star, you'll find a hidden chest with a big coin. From here, head right to get out.

Tiny Cavern Stage




Climb up the left wall where the three climbable root vines are. You'll climb into a hidden area. One of the two chests instead contains an extra life. From here, use the Shrink Potion and head left.

At the exit, climb up on the wall to the left with the Rope, then hold Right on the D-Pad and jump to get the Power Star. Thankfully, you can climb back up with the Rope if you miss it.

Palace Ruins Stage



At the second bouncing boulder, you'll need to climb up the ladder. Use the Rope on the wall to the right to find the Power Star above.

Craggy Cliff Stage



For the first section, you'll need to climb to the top. If you use the Shrink Potion and bounce off the vulture at the start, you can find a Power Star.

You must have the Rope in order to climb up.

The vultures just fly around in circles. That's it.

To get the Power Star here, you'll need to use the Shrinking Potion and butt bounce to the left off the first vulture in the stage. The Power Star will be on the other end.


In this area, you'll be dealing with floors that ascend and descend as the lights go in and out. Use the Shrink Potion before going any further and watch for spikes when the lights came back on. If you need to break a crate, turn big again.


You'll be climbing just a little bit more in the third and last section of this stage. Bounce off the vulture while small to grab the key and exit.

Desert Stage




The vultures will show up from out of nowhere and divebomb you here; be ready to butt stomp them. Also, butt stomp the mounds with the one eye that move back and forth across the sand. 

You can butt stomp the cactus enemies on the pyramid. 

Going all the way to the right takes you to an exit. I go there first in order to get a huge time bonus and open up the path to the Good Princess' Castle Stage.

Good Princess' Castle Stage


By going up from the Desert Stage, you can reach the Good Princess' Castle.


After a warning by the Good Princess to watch out for enemies, grab the key to get it out of your way. Take the spring to the right to continue on, and bounce off the enemies while small to keep on going. The path you take will dictate which path you will take next.


You'll have to deal with pit of purple water and spinning stone spheres on the top path, and a bunch of stone lion heads that spit projectiles. on the bottom path. Pick your poison.

If you take the top path, however, you'll get a Power Star at the end. Just use the Rope to get it. Be prepared to lose a few lives trying to get through the top path, as some of the spinning stone spheres are fast, hard to land on, and hard to leap to the right and land somewhere safe from.


Stack the Mickey Blocks to reach the platforms above you while keeping the moving spikes from hitting you. On the first level, take one with you to the second level. From here, you'll have to use the Rope to get to the door at the top.

You'll then be back in the first area. Shrink down and stand in the gaps between the spikes to avoid getting hit, and watch out for the big moving spikes that move up and down along the way. You'll need to jump to get over the columns with the spikes in between. The door will be at the end.

You'll then meet the Good Princess, who is indeed Minnie. She will tell you that if you plant the beans beneath the Phantom's Cloud Castle, a beanstalk will grow into the clouds. You'll find out that clouds have moved out to sea, so you'll have to plant the seeds on an island in the ocean so that the beanstalk will grow in the right place. She will then tell you that there is a stone pyramid in the desert, and you will find the Magic Cloud Shoes to help you walk on the clouds without falling through. Thankfully, we've already gotten those. The Good Princess promises to reward us with a kiss if we find the entrance.

Desert Stage




This time, throw the blocks that are situated around the pyramid. Inside one of them is a door you can enter while small, and if you enter it and pull the block to the right to open a path to the door, you'll find a way into the pyramid.


Spikes will rush at you from the left when you enter. Be ready to climb up the wall and get going, and watch out for the spikes. Once you're away from the spikes, hurry right and grab the blocks to ensure passage to the right. When you reach the end, the spikes will disappear.


The rotating stone spheres can be stood on. Also, the brown platforms with the red triangles will move in the direction you are facing, allowing you to avoid the projectiles that drop down from the stone lion heads on the ceiling.

When you reach the key door, butt stomp the arrow block to get the key. Unlock the key door, but don't leave just yet. Instead, go back up to get another key, then drop it at the left side of the door. Jump onto the key, jump to the wall to the left, then head left through a fake wall to find a Power Star. Use the Rope to get out.

The boss here is an egg. You'll need to trick it into hitting the wall a few times by standing near the wall and jumping over it when it comes your way. After a few collisions with the wall, a snake will pop out; butt bounce on the snake.

Soon, the snake will leave the egg and bury itself in the sand. When the mound of sand comes your way with one eye sticking out, butt bounce the mound, then butt bounce the snake before it gets back into the sand. After three hits, you'll get the Cloud Walking Shoes, which allow you to walk on clouds. You'll also be able to exit.

Sand Castle Stage



Keep jumping to save yourself from sinking into the quicksand. Watch out for hermit crabs that chase after you on the slopes, which push you around somewhat like a conveyor belt. When you reach the part where the sand collects and pours down like an hourglass, stay there to drop down and continue on.

Butt bouncing the crab only sinks it into the sand briefly, but you can use that to help yourself get away.


You'll be swimming again. Hit the sign to trigger the checkpoint, and avoid the fish and spikes and remember to surface at the pockets of air as you hit the switches to open up more of the maze.

Near the end, the water will rise and fall upwards. When you reach the wall at the end, climb all the way up with the Rope and jump across the sand blocks to get a Power Star.

You do not want to be in the water near jellyfish when the jellyfish flash, as they will shock the water and cost you a hit point if you're still underwater when that happens.

Place the barrel on the geyser to get to the door at the end and face the boss.

The boss is a giant crab. Throw the barrel at the crab, and when it spins its arms, stay far away and near the surface to duck under the tornado it creates. You'll then need to grab the barrel and throw it at the crab as it stands there and blinks its eyes...and you have to be fast or else the boss will be invulnerable again for a little while. Thankfully, the crab goes down after only three hits, which is the saving grace of this battle in case you can't move fast enough to get a hit in on the boss. Also, if you can grab the barrel before the tornado disappears, you can still duck while holding it.

When you beat the crab boss, you'll rescue King Donald. He'll tell you that this fortress was used to guard the harbor until it was turned to sand, then give you a ship from the harbor to reach the island.

Island Stage


By moving into the boat, you'll head to the island.


You'll need to throw the bean to get a beanstalk. If you throw it to the ground and it sinks downwards, you've found the magic spot. From here, a beanstalk will grow on the world map.


From here, you'll need to climb up the beanstalk. If you have the cloud shoes, you'll be able to walk on the clouds. Bounce off snakes, birds and spiders to get to other places when necessary. You may have to use the tornadoes to get to other places, too.

The key and the door is at the top. If you go left at the top and drop down, you'll find a Power Star.

Phantom's Castle Stage



The door you pick chooses which area you get next.


The left door has you climbing on a wall on the left side of the screen with the Rope to avoid the spikes below and in the air. You will also have to throw blocks out of your way, too. Use the Shrink potion to get to the exit.

The middle door has you riding a moving platform over a yellow liquid. Be ready to avoid projectiles from the dragon heads as well as spikes that line a few of the walls, and be ready to throw some blocks out of your way near the end.

The right door has you riding on platforms while avoiding flames and spikes. You'll have to switch between the two platforms in order to get to the end. Believe it or not, this is the door you want to take, as the final Power Star of the game is at the end of this section. (Pretty cheeky, game.)


Regardless of which room you go through, you'll end up here. Pulling the switch at the beginning gets the wall out of your way, but watch out for the ball and chain that drops down in an attempt to squash you when you get close. Grab the key and take it to the keyhole wall, then grab the key near the door, hit the checkpoint, pull the button above, then leave the room to turn the yellow water into better blue water and enter an upside-down version of this room below.

From here, go left, jump into the switch on the ceiling and go through the door, then get the key and take it back to the upside-down area. Take the key to the keyhole to the right, then go left and hit the switch upwards if you haven't already, trigger the checkpoint after passing by the ball and chains and enter the door.


Here, get the door to follow you around, then butt stomp it and enter the door when it lands on the ground. Go up and pull the switch up, then go into the translucent door to go back to the previous room and butt bounce on the door immediately once you get close to it to make it alive again.


Here, you'll need to swim past the spikes - with some of them moving around - on the way to the bottom. If you can make it to the chest at the end, you'll be able to heal yourself. Hit the checkpoint near the door before going in.

At the bottom is the final boss: the Phantom, who is actually the Horned King from The Black Cauldron.

Butt bounce off the Phantom's head before he raises his arms. When he raises his arms, get right next to him and duck to avoid the fireballs. When he spins around the room, jump over him. If you butt bounce off him when he does this, you won't damage him, but you'll avoid taking damage yourself.

When the Phantom flies to the ceiling and starts spinning around there. When the Phantom stops and raises his arms, watch the ceiling and avoid the falling blocks. One block will stick around on the ground; grab it and throw it at the Phantom the next time he stops spinning. Repeat until you damage him twice.

He will then turn into a projectile that bounces around. Run right under him to avoid getting hit. When he is back in a more humanoid form, butt bounce off his head, then immediately get away to avoid being hit by the lightning bolts.

After three more hits, the Phantom will defeated and he will drop a crystal. Grab the crystal, and you'll beat the game.

Mickey will get a kiss from Princess Minnie. The cast of characters and credits roll, then you'll see how many power stars you got as well as your final score. Mickey wakes up on the couch with a book in his hands and lipstick prints on his cheek. You've just beaten Land of Illusion!