Tuesday, December 31, 2024

PrinceWatercress plays Yogi Bear in Yogi Bear's Goldrush (Game Boy) - Part 3 of 6


With this short stage, we're halfway through the game!


World 3



The fat fish-like enemies will bounce up and down, and they will take two hits to defeat. Also, the cannons will shoot cannonballs every so often, and you'll definitely want to avoid those cannonballs. The octopi will jump every do often as they move back and forth, so wait for them to jump on them before attacking them.

The line of picnic baskets leading down leads to a raft. You'll want to jump to the right shortly after seeing the mast with the flag in the water, and you'll want to land just right of where that mast with the flag in the background is. This will take you to the first vault for this world. Just keep in mind that you'll be taken back to just before the vault once you're done.

In the second section, you'll need to stay on the platforms to keep them moving forward while also avoiding falling into the water while also dealing with the fat fish-like enemies, which still jump up and down in the water's surface. Thankfully, this part isn't very long.

In the third section, stay at the top and get the 1-Up as you keep going right. When you see the anchor moving up and down, you'll want to drop down to it, then head left. You'll go through a hidden wall, and you'll find the second vault of the world when you're done. When you're back in the level, head all the way to the right for some extra health, then head left so you can make your way towards the exit.

There are two bosses in this game, and the one here is the first. Stay in one place and wait for the squid boss to stop teleporting, then jump on its head. If the boss flashes on the same platform you are on, be ready to jump early. If it teleports to the air and not to one of the three platforms, be ready to avoid the three-way shot that it shoots out. This is a pretty easy boss, and when you jump on it six times to deplete its energy bar in the upper-right corner, it's done. 

Monday, December 30, 2024

PrinceWatercress plays Yogi Bear in Yogi Bear's Goldrush (Game Boy) - Part 2 of 6


The second world takes place in the clouds, and it's a little more interesting than the first.


World 2



The mushrooms here have spikes on top of their heads, and if you jump onto them, you're going to get poked. The lone one that doesn't just jumps up and down, and can be defeated. Also, watch out for the rotating balls and chains, which can also hurt you.

At this point in the game, you'll find signs with arrows telling you where to go. They're usually pretty helpful.

There are a lot of bridges at the top of the first section, but if you fall down the gap on the way to the exit, you'll be able to reach the first vault of this world. Thankfully, collecting all the coins is easy, thanks to the hidden bear blocks. Once you get out of there with all 25 coins, you can then follow the path to a 1-Up and a unit of health.

At the exit, you'll find a potion. When you grab it, Yogi will inflate like a balloon, which starts the second section.


Here, all you have to pick up as many picnic baskets as you can while avoiding everything else. The D-Pad will move you around in eight directions while you are inflated. You won't be able to defeat any of the enemies here, so just stay away from them. The exit is to the right once you've made it to the top.


The second vault of the world is in the upper-right corner, and to get there, you'll need to take the cloud platforms - both the big ones on the machines that move around in specific patterns as well as the smaller ones that move around in the circle - to get to the first sign with the arrow pointing to the right. At the bear block that you see, you'll need to jump straight up to find your first hidden bear block, then you'll need to jump onto the third and last cloud platform moving around in the circle and jump around to the right to find more hidden bear blocks that will take you close to the vault. Heading left at the top takes you to some health, while heading right will take you to the vault entrance. When you come out of the vault, head right to get a 1-Up. You'll just find health to the left.

The exit is near the lower-right corner of the section, and once you make it there, it's on to World 3.

Sunday, December 29, 2024

PrinceWatercress plays Yogi Bear in Yogi Bear's Goldrush (Game Boy) - Part 1 of 6


He's smarter than the average bear, but he didn't see a lot of video games. What's there looks interesting enough, though, so let's check one of them out.


Believe it or not, Yogi Bear actually got a few games in the 1990s. One of them was on the Game Boy, and in this game, Yogi has to save Jellystone National Park from an evil ghost named Jake who has stolen the funds needed to keep the park operating. In order to save the park, you must find all of the bonus levels and get all of the coins in each one to get a gold bar. Beating all twelve bonus levels gives you twelve gold bars, which you'll need for the good ending; otherwise, the park will close.

World 1



As soon as you enter the world map screen, press Start.

Left and Right let you move left and right, while Down lets you duck. A jumps, and if you keep holding A, you will jump again as soon as you hit the ground. Start pauses. That's all you need.

Along the way, you'll be able to collect power-ups. Picnic baskets seem like they may give you extra lives, but in reality, if you collect 100 of them, you'll just get a bunch of bonus points. You'll need to find the 1-Up icons to get extra lives, which look like the word "1-Up."

The birds fly back and forth, while the mushrooms travel back and forth across the ground and take two hits to defeat. Upon the first hit, the mushroom will be stuck in the ground before pulling itself back up; another bop will take out the mushroom for good. Just keep in mind that they move faster after the first hit. Interestingly, enemies can only go so far in an area before they disappear in a puff of smoke. The enemies that look like two worms stuck together stay in place and can be easily defeated.

Believe it or not, there are some narrow platforms you can jump onto when you backtrack to get the 1-Up near the start. Use those and jump carefully to get to the extra life.

You start out with three units of energy, but by collecting apples, you can get yourself all the way to the maximum of five, as far as the health bar in the lower-left corner of the screen goes. You'll want to do this to make it easier to stay alive.

The rocks bounce up and down and cannot be destroyed, but you can easily walk under them if you know what you're doing.

There are some bear blocks that will pop up if you jump into certain areas; these blocks can be used as platforms to get to other areas.

There are also some hidden floors and walls you can go through to get extra lives and health. One false floor in the first section that leads to a 1-Up is underneath a trampoline platform.

The swinging ball and chain will hurt you, so be careful.

In the second section, you'll see moving platforms that will move either back and forth or in circles. The spider blinks its eyes before dropping down, so keep that in mind in case you want to jump on it to defeat it. If you go right instead of down at the end, you'll miss out on the apple in the hidden wall, but you will find another apple and a 1-Up to make up for finding the harder-to-find third section, which I did not know was there until I made this blog series.


Next up in the fourth section is a big maze. Up and left of the center is a sphere with stars revolving around it. If you touch it, you'll enter the vault. You'll need to collect all 25 coins in the vault in order to get a gold bar at the end of the stage. Thankfully, the vaults are the easiest parts of the game. There are two vaults in each level is a total of twelve in the entire game, which means that the vaults serve as the bonus areas. Getting all 300 coins means you'll get 12 gold bars, which nets you the good ending.

As for the fourth section itself, it is a bit of a maze, and you'll want to watch out for the spears that pop out of the floor in some of these areas. There are also some hidden walls, and if you know where to look and figure out where they are, getting around the cave can be a little easier as you watch out for the occasional spider or mushroom. Don't forget to look for bear blocks! The exit to the fifth section is in the bottom-right corner. 

In the fifth section of the level, you're just jumping on the trampolines to get to the top and enter the last section. Just like in the fourth section, you'll want to watch out for spiders and mushrooms.


While there are plenty of pick-ups (and spikes and pits!) below the waterfalls, you'll want to stay up top to get some stuff, as you'll not only find some hidden bear blocks and a 1-Up, but you'll also find the second vault. To get to it, you'll need to ride a cloud platform that moves around in a circle, and to get to it, you'll need to find some hidden bear blocks and use those to jump from cloud to cloud to get to the platform. Once you're there, you'll be able to bounce your way to all of the coins. Once you're out of the bonus area, however, you'll need to work your way back up to the surface and get to the exit in the upper-right corner, and you'll need to watch out for falling worm enemies to get there.

While on land, watch out for rabbits that will run at you. Also, the birds are back, so watch out for them as you explore the skies for extra lives near the start. There is also an enemy that looks like a ladybug that you'll need to bounce off of to get to the exit.

With 50 coins from both of the vaults, we get two gold bars, and it's on to the next world. Also, with every picnic basket we still have at the end, we get 50 bonus points.

Saturday, December 28, 2024

PrinceWatercress plays Berzerk (Atari 2600) - Game 9 Longplay


Man, I lasted for even less in this video. Sheesh.


Game 9 is just like Game 8: the robots shoot and there are no extra lives to help you. Unlike Game 8, however, Evil Otto can't be destroyed. At this point, survival is absolutely essential.

Friday, December 27, 2024

PrinceWatercress plays Smurf: Rescue in Gargamel's Castle - Longplay


Now to have fun with this game, minus commentary. Enjoy!


Smurfette has been kidnapped by the evil Gargamel, and it's up to you as a nameless Smurf to leave the village, avoid the hazards that come your way and get to Smurfette.

To start the game, press the fire button on Controller 1. The Game Select switch let you start on higher loops/difficulties, but that is about it. You can also choose between one or two players, and both players take turns with the other person playing when someone loses a life, which usually happens when someone either runs out of energy or touches a hazard. 

Left and Right lets you move left and right, respectively, while Up on the joystick allows you to jump. After you jump, you can then hold Up and Right on the jump to do a superjump. This will allow you to perform a higher jump after hitting the ground, which will allow you to get over hazards and enemies. By getting past enemies and hazards, you'll score points, and if you score 10,000, you'll earn an extra life.

You have a timer that goes down, which the manual calls an energy meter, and when it runs out, the Smurf gets tired. Whenever you enter a new area, you'll refill your energy.

The game starts out in the forest. Use the superjump to get over the fence that gets in your way. You'll need to use the superjump to get over the streams and steps. You'll soon enter a cave. You'll want to jump so you can land to the left of the spider is, then you'll want to wait until the spider is out of your way to continue right and superjump to the other side. After superjumping over another stream, you'll be in Gargamel's castle. Make a regular jump to the chair on the left, then keep superjumping your way to the table, then to the top of the chair in the center, and finally to the platform where Smurfette is. Run into Smurfette, and you'll get a ton of points and start the second loop.

The second loop introduces new hazards. After the fence in the forest, you'll run into a hawk. Wait for the hawk to dive down, then superjump over it. At the streams, you'll also have to avoid snakes. Wait for the snake to be in the stream, then jump over both the stream and the snake. There will also be hawks at the steps as well. Each area will also have one more screen in the second loop than in the previous loop, which means you'll have to be fast to get through each area and refill your energy. When you enter the cave, you'll have to get past the spider twice, and the spider will be a little bit faster. As for Gargamel's castle, which you'll reach after two more streams (and snakes), you'll want to watch the hawk as you do what you did last time to get to Smurfette and start the third loop.

In the third loop, you have three of every screen in each section. Not only are the enemies faster, but the snakes also double back! You'll also want to be ready to get in place and jump to Smurfette. As for the fourth loop, the enemies are even faster. The fourth loop is definitely difficult, though. You'll need to keep superjumping after you get past an enemy by holding Up and Right when you get past the enemy, as the snake can and will eventually return. At this point, the game is relentless, and understandably, this is the part where you can really easily lose all of your lives.

This is a fine game to get for the Atari 2600, and a fine first effort for the Smurfs franchise. The backgrounds are pretty colorful, the Smurf characters are easily identifiable, and you can pretty easily identify all of the enemies, too. The music is very Smurfy, and it really fits the mood of the animated cartoons from the era. You even get some slightly darker music for the cave screens with the spider! Controls are easy and responsive, but they take a little while to learn and get used to, and once you know how to use the superjump, getting through the game is easier. There is a little bit of replay value in getting through and past the fourth loop of the game, what with the game being easy to learn and difficult to master, and a two-player alternating mode is also pretty fun. All in all, this is a fine game for Atari 2600 (and Colecovision), and should definitely be in an old-school video game library.

Thursday, December 26, 2024

PrinceWatercress plays Smurf: Rescue in Gargamel's Castle - Let's Play


This one is easy to play, but hard to master when you get into the later loops! Definitely worth playing.


Smurfette has been kidnapped by the evil Gargamel, and it's up to you as a nameless Smurf to leave the village, avoid the hazards that come your way and get to Smurfette.

To start the game, press the fire button on Controller 1. The Game Select switch let you start on higher loops/difficulties, but that is about it. You can also choose between one or two players, and both players take turns with the other person playing when someone loses a life, which usually happens when someone either runs out of energy or touches a hazard. 

Left and Right lets you move left and right, respectively, while Up on the joystick allows you to jump. After you jump, you can then hold Up and Right on the jump to do a superjump. This will allow you to perform a higher jump after hitting the ground, which will allow you to get over hazards and enemies. By getting past enemies and hazards, you'll score points, and if you score 10,000, you'll earn an extra life.

You have a timer that goes down, which the manual calls an energy meter, and when it runs out, the Smurf gets tired. Whenever you enter a new area, you'll refill your energy.

The game starts out in the forest. Use the superjump to get over the fence that gets in your way. You'll need to use the superjump to get over the streams and steps. You'll soon enter a cave. You'll want to jump so you can land to the left of the spider is, then you'll want to wait until the spider is out of your way to continue right and superjump to the other side. After superjumping over another stream, you'll be in Gargamel's castle. Make a regular jump to the chair on the left, then keep superjumping your way to the table, then to the top of the chair in the center, and finally to the platform where Smurfette is. Run into Smurfette, and you'll get a ton of points and start the second loop.

The second loop introduces new hazards. After the fence in the forest, you'll run into a hawk. Wait for the hawk to dive down, then superjump over it. At the streams, you'll also have to avoid snakes. Wait for the snake to be in the stream, then jump over both the stream and the snake. There will also be hawks at the steps as well. Each area will also have one more screen in the second loop than in the previous loop, which means you'll have to be fast to get through each area and refill your energy. When you enter the cave, you'll have to get past the spider twice, and the spider will be a little bit faster. As for Gargamel's castle, which you'll reach after two more streams (and snakes), you'll want to watch the hawk as you do what you did last time to get to Smurfette and start the third loop.

In the third loop, you have three of every screen in each section. Not only are the enemies faster, but the snakes also double back! You'll also want to be ready to get in place and jump to Smurfette. As for the fourth loop, the enemies are even faster. The fourth loop is definitely difficult, though. You'll need to keep superjumping after you get past an enemy by holding Up and Right when you get past the enemy, as the snake can and will eventually return. At this point, the game is relentless, and understandably, this is the part where you can really easily lose all of your lives.

This is a fine game to get for the Atari 2600, and a fine first effort for the Smurfs franchise. The backgrounds are pretty colorful, the Smurf characters are easily identifiable, and you can pretty easily identify all of the enemies, too. The music is very Smurfy, and it really fits the mood of the animated cartoons from the era. You even get some slightly darker music for the cave screens with the spider! Controls are easy and responsive, but they take a little while to learn and get used to, and once you know how to use the superjump, getting through the game is easier. There is a little bit of replay value in getting through and past the fourth loop of the game, what with the game being easy to learn and difficult to master, and a two-player alternating mode is also pretty fun. All in all, this is a fine game for Atari 2600 (and Colecovision), and should definitely be in an old-school video game library.

Wednesday, December 25, 2024

PrinceWatercress plays Berzerk (Atari 2600) - Game 8 Longplay


Well, this game didn't last long, so obviously I chose points.


In Game 8, the rules are the same as Game 7 - robots shoot at you and extra lives are completely obtainable - but this time, Evil Otto is involved. It is possible to temporarily get rid of him, but what do you consider choosing...points or safety?

Tuesday, December 24, 2024

PrinceWatercress plays Big Challenge! Gun Fighter - Longplay


...and now, the whole game in one go, minus commentary. Enjoy!


Big Challenge! Gun Fighter is one of four games in Jaleco's Big Challenge! series exclusive to the Japan-only Famicom Disk System. Here, you play as a cowboy, and you shoot down all sorts of bad guys while taking on some tough customers that are taking over the Wild West.

Level 1


Left and Right moves you left and right, Down ducks, A jumps and B shoots. Holding A will give you a little more hangtime than if you just tap it. At the bottom of the screen, you'll see your current health, current amount of money, current amount of bullets and the weapon that you currently have equipped. The number at the bottom-right corner of the weapons window indicates how many enemies you have left to kill before you can fight the enemy boss. If you make it to the end of the stage before reaching that enemy quota, you'll start the level over to fight more enemies and get more bullets. Once you reach the end with zero enemies left to kill, you'll face the level boss. Between the health and the weapons windows are your current amount of lives. You start with three, and if you lose them all, it's game over.

Holding Down and A will allow to switch weapons as well as pause the game. Press A to unpause.

The man you meet at the beginning will give you ten bullets for $50. By shooting down enemies, you can get medicine to refill three units of health, bullets for the gun or bags of money worth $10 each. When you shoot at enemy, wait for them to stop flashing before shooting and hitting them again, or else you will waste bullets. 

Enemies include guys running around with guns, guys throwing barrels, snipers whose bullets will follow where you are when they shoot at you, and boxers that rush up to you and punch you.

If the tops of any crates are broken, do not stand on those crates. Those are basically spikes that will hurt you the longer you stand on them. There are also spikes that pop up on the ground, too, so watch out for those. If there's anything in any of the stages that look like odd ground or spikes, don't stand in it as a rule of thumb.

If you talk to the man at the beginning again after looping through the level once, you'll be able to buy ten bullets from him for $50.

To beat the boss, you'll need to press B to activate the target reticle, then move the target reticle over to the man's chest and shoot at him. If the black leather vest flashes, you got a hit in. Whenever you shoot, the target reticle moves to a random location above the boss' head, and you'll need to re-aim before you can fire at the boss again. If you're both quick and accurate, you can get through the boss battles relatively quickly and without harm. You'll also get $50 for beating the boss here. 

Level 2


To select between the gun and the knife, hold Down and press A. Use the D-Pad to switch weapons so that the eagle symbol is above the one you want, then press A.

The knife goes quite a far distance when thrown, and it also get thrown upward at an angle. You'll need to get used to how the throwing arc works if you want to effectively use it. The best part about this weapon is that compared to the gun, you have unlimited uses of the knife.

The martial artist enemies can only be hit with the knife, as the gun will have no effect. They will only move to the left, and they will not double back. Since their jump kicks will cause them to be vulnerable to the knife's throwing arc, this makes the knife good to use against them from a distance.

Carefully inch your way forward so you don't get caught out by any snipers.

Any pits that are colored brown will hurt you, so don't fall into those.

When you see the guy that gives you ten bullets for $50, press B to advance the text, then press A to buy the bullets or B to refuse.

When you shoot down enough enemies, you'll take on the second boss. Just like with the first one, you'll need to press B to bring up the target reticle, then aim at the chest with the D-Pad and press B to shoot. Keep firing at the chest until the guy dies. You'll get $20 for beating this battle.

Level 3


You have a new weapon here: the boomerang. While the boomerang does not have the range of the gun or the knife, you can still use it to hit enemies through walls and hit enemies with on its way back.

The ninja jump back and forth, and they are easy to take out if you can anticipate where they are going to go. Some of the ninja enemies can also rush at you.

Unlike the other levels, the man who sells you ammo does not show up here, but if you know what you're doing, you can easily get to 99 bullets here. Since you'll need to loop through the level at least twice to get enough enemies to reach the boss, it's definitely possible.

The white floor damages you, so don't touch it.

The ninja boss may be kneeling, but you can still hit him easily in the chest. Beating him will net you $20, which isn't much unless you combine that with all the money you'll be getting (and saving) from beating up all the enemies around here.

Level 4


In this level, you'll get your fourth and final weapon: the dynamite. This weapon does not travel very far, is thrown at an arc before exploding on the ground, uses five bullets to throw one, and is best for enemies below you. Not surprisingly, you won't get to use it very much outside of this level.

The boxers are back, as are the ninja. This stage is pretty short, but thankfully, the ammo man is back near the end of the stage, and it's easy to keep your ammo topped up as long as you're not playing around with the dynamite.

The boss here is a stranger in a red cloak. Once again, you'll want to shoot at the upper body just below the boss' covered face until he dies. Beating this boss will net you $50.

Level 5


While the ammo salesman is back again at the start of the stage, you'll be using the knife a lot just to take out all the snipers in this stage. Make sure you carefully make your way to the right and don't move forward too quickly, so you can take care of all the guys who have carefully positioned themselves to shoot at you.

The boss here is some guy in a mask and a spear. Once again, his torso is just as vulnerable as all the other bosses'. Beating him nets you $20. 

Level 6


For some reason, this is the smoothest level out of the six. If you can memorize the level, you can easily take out all of the enemies as soon as you see them, including the returning barrel throwers. I didn't even have to use the knife for this one!

The boss here seems to be protecting a cave, but since this game has not been translated, there's no way of knowing what's going on here. Just keep shooting this guy in the torso like you did all of the other bosses, and he'll go down. Just keep in mind that he has two guns, which makes it easier for him to get a shot on you.

When you beat this level, you'll beat the game! Congratulations!

Monday, December 23, 2024

PrinceWatercress plays Big Challenge! Gun Fighter - Part 6 of 6


It's time for the last level in the game, and it's amazingly smooth and easy to progress through.


Level 6


For some reason, this is the smoothest level out of the six. If you can memorize the level, you can easily take out all of the enemies as soon as you see them, including the returning barrel throwers. I didn't even have to use the knife for this one!

The boss here seems to be protecting a cave, but since this game has not been translated, there's no way of knowing what's going on here. Just keep shooting this guy in the torso like you did all of the other bosses, and he'll go down. Just keep in mind that he has two guns, which makes it easier for him to get a shot on you.

When you beat this level, you'll beat the game! Congratulations!

Sunday, December 22, 2024

PrinceWatercress plays Big Challenge! Gun Fighter - Part 5 of 6


This level is a little more difficult than the last due to all the snipers. Hope you're used to using the knife!


Level 5

While the ammo salesman is back again at the start of the stage, you'll be using the knife a lot just to take out all the snipers in this stage. Make sure you carefully make your way to the right and don't move forward too quickly, so you can take care of all the guys who have carefully positioned themselves to shoot at you.

The boss here is some guy in a mask and a spear. Once again, his torso is just as vulnerable as all the other bosses'. Beating him nets you $20. 

Saturday, December 21, 2024

PrinceWatercress plays Big Challenge! Gun Fighter - Part 4 of 6


Well, this was a short stage.


Level 4


In this level, you'll get your fourth and final weapon: the dynamite. This weapon does not travel very far, is thrown at an arc before exploding on the ground, uses five bullets to throw one, and is best for enemies below you. Not surprisingly, you won't get to use it very much outside of this level.

The boxers are back, as are the ninja. This stage is pretty short, but thankfully, the ammo man is back near the end of the stage, and it's easy to keep your ammo topped up as long as you're not playing around with the dynamite.

The boss here is a stranger in a red cloak. Once again, you'll want to shoot at the upper body just below the boss' covered face until he dies. Beating this boss will net you $50.

Friday, December 20, 2024

PrinceWatercress plays Big Challenge! Gun Fighter - Part 3 of 6


Since there's no ammo salesman here, this is your chance for some big money as well as some big bullet reserves for the levels ahead. Also, ninja.


Level 3


You have a new weapon here: the boomerang. While the boomerang does not have the range of the gun or the knife, you can still use it to hit enemies through walls and hit enemies with on its way back.

The ninja jump back and forth, and they are easy to take out if you can anticipate where they are going to go. Some of the ninja enemies can also rush at you.

Unlike the other levels, the man who sells you ammo does not show up here, but if you know what you're doing, you can easily get to 99 bullets here. Since you'll need to loop through the level at least twice to get enough enemies to reach the boss, it's definitely possible.

The white floor damages you, so don't touch it.

The ninja boss may be kneeling, but you can still hit him easily in the chest. Beating him will net you $20, which isn't much unless you combine that with all the money you'll be getting (and saving) from beating up all the enemies around here.

Thursday, December 19, 2024

PrinceWatercress plays Big Challenge! Gun Fighter - Part 2 of 6


We have a new weapon in the knife...and you'll need to learn how to use it quickly if you want to get through this level.


Level 2

To select between the gun and the knife, hold Down and press A. Use the D-Pad to switch weapons so that the eagle symbol is above the one you want, then press A.

The knife goes quite a far distance when thrown, and it also get thrown upward at an angle. You'll need to get used to how the throwing arc works if you want to effectively use it. The best part about this weapon is that compared to the gun, you have unlimited uses of the knife.

The martial artist enemies can only be hit with the knife, as the gun will have no effect. They will only move to the left, and they will not double back. Since their jump kicks will cause them to be vulnerable to the knife's throwing arc, this makes the knife good to use against them from a distance.

Carefully inch your way forward so you don't get caught out by any snipers.

Any pits that are colored brown will hurt you, so don't fall into those.

When you see the guy that gives you ten bullets for $50, press B to advance the text, then press A to buy the bullets or B to refuse.

When you shoot down enough enemies, you'll take on the second boss. Just like with the first one, you'll need to press B to bring up the target reticle, then aim at the chest with the D-Pad and press B to shoot. Keep firing at the chest until the guy dies. You'll get $20 for beating this battle.

Wednesday, December 18, 2024

PrinceWatercress plays Big Challenge! Gun Fighter - Part 1 of 6


Jaleco was actually making games for the Famicom Disk System well past the point when a lot of other developers stopped doing it due to the sturdy cartridges holding more than the unreliable disks as well as more games getting battery back-up and password save systems. Not surprisingly, this is one of those games that you can get through in less than 30 minutes, even if you don't know Japanese.


Big Challenge! Gun Fighter is one of four games in Jaleco's Big Challenge! series exclusive to the Japan-only Famicom Disk System. Here, you play as a cowboy, and you shoot down all sorts of bad guys while taking on some tough customers that are taking over the Wild West.

Level 1


Left and Right moves you left and right, Down ducks, A jumps and B shoots. Holding A will give you a little more hangtime than if you just tap it. At the bottom of the screen, you'll see your current health, current amount of money, current amount of bullets and the weapon that you currently have equipped. The number at the bottom-right corner of the weapons window indicates how many enemies you have left to kill before you can fight the enemy boss. If you make it to the end of the stage before reaching that enemy quota, you'll start the level over to fight more enemies and get more bullets. Once you reach the end with zero enemies left to kill, you'll face the level boss. Between the health and the weapons windows are your current amount of lives. You start with three, and if you lose them all, it's game over.

Holding Down and A will allow to switch weapons as well as pause the game. Press A to unpause.

The man you meet at the beginning will give you ten bullets for $50. By shooting down enemies, you can get medicine to refill three units of health, bullets for the gun or bags of money worth $10 each. When you shoot at enemy, wait for them to stop flashing before shooting and hitting them again, or else you will waste bullets. 

Enemies include guys running around with guns, guys throwing barrels, snipers whose bullets will follow where you are when they shoot at you, and boxers that rush up to you and punch you.

If the tops of any crates are broken, do not stand on those crates. Those are basically spikes that will hurt you the longer you stand on them. There are also spikes that pop up on the ground, too, so watch out for those. If there's anything in any of the stages that looks like odd ground or spikes, don't stand in it as a rule of thumb.

If you talk to the man at the beginning again after looping through the level once, you'll be able to buy ten bullets from him for $50. Just press B to advance the text, then press A to buy the bullets or B to refuse.

To beat the boss, you'll need to press B to activate the target reticle, then move the target reticle over to the man's chest and shoot at him. If the black leather vest flashes, you got a hit in. Whenever you shoot, the target reticle moves to a random location above the boss' head, and you'll need to re-aim before you can fire at the boss again. If you're both quick and accurate, you can get through the boss battles relatively quickly and without harm. You'll also get $50 for beating the boss here. 

Tuesday, December 17, 2024

PrinceWatercress plays Berzerk (Atari 2600) - Game 7 Longplay


Welp, time for a challenge.


In Game 7, Evil Otto is gone, but the robots will shoot at you. The worst part? There are no extra lives in Game 7. If you lose a life, you lose it for good. Games 7-9 are the "survival modes" of the game, with each successive game variation more difficult than the last. You'll need to play very, very well on this variation as well as Game 8 or Game 9 to get a high score.

Monday, December 16, 2024

PrinceWatercress plays Caveman Capers - Longplay


For once, I do better in the longplay than I do in the Let's Play! I made it through the first loop!


Ogg, the caveman, has just discovered a new form of transport - Kickstart the turtle. All day long he tries to train Kickstart to jump and run. However, the turtles isn't too keen and Ogg keeps falling flat on his face.

Help Ogg ride Kickstart, avoiding the snakes, pterodactyls, holes, dinosaurs, toadstools and any other prehistoric hazards. Get him to the 'phone box' so that he can tell his wife that he'll be late for tea!

Z and X let you move left and right, respectively. Return lets you jump. Q and S turn the music on and off, respectively.

When you start the game, you'll be jumping over the divots with Return. Running into them will cause you to fall flat on your face and lose a life. Other things you'll need to watch out for are dinosaurs who stretch their heads out from the right side of the screen and take away from the amount of room you have to move around on the screen, flying pterodactyls that you'll need to avoid jumping into, snakes that move up and down and can only be avoided with careful movement and positioning, mushrooms, 

To avoid the snakes, make sure they are up as they move up and down when you pass by them. To avoid the mushrooms and other ground-based hazards that are not divots in the ground, you'll need to hold Z and then jump to jump over them.

You have three lives, and if you lose them all, it's game over. You can get an extra life, but you'll need to get 5,000 points to do it, and in order to get that many, you have to clear the first loop! When you lose all your lives and start the game again, you'll need to move all the way to the left, as the game remembers where you were positioned when you got a game over and sticks you there when you restart, which can throw beginning players off guard. 

If you get a high score, you can use Z and X to select between the letters at the bottom of the HUD, then press Return to choose a letter. Amazingly, the HUD handles everything that the game does.

Aside from the three eggs that serve as your lives as well as your score, you also have a bone that serves as a progress meter that fills up from right to left. It starts at blue, then goes to green, then yellow, and then red. When the gauge is filled, you'll enter the next area. At the bottom of the screen are flags, much like in [i]Galaga[/i], and the more you have, the further you are in the game.

In Level 1, there are just divots in the floor. You can just stand in place and jump over them with Return.

In Level 2, there are pterodactyls in the air above your head. You can still jump over the divots in the ground like before, but you'll need to make sure you're ahead of the pterodactyls so that you don't hit your head on one and lose a life.

In Level 3, you'll be avoiding snakes as they move up and down in the trees above. Don't jump, and make sure the snakes are moving upwards when you move past them.

In Level 4, there are mushrooms. You'll need to move towards them and press Return to jump over them at the right time, and if you don't get the timing down, you will crash, lose a life, and start the whole level over.

In Level 5, you're jumping over...something. I'm guessing they're supposed to be logs. Jump over these the same way you did the mushrooms in Level 4.

In Level 6, there are frogs that leap up and down. You'll need to jump over them when they are not airborne, or else you won't make it. You may have to move towards them before jumping over them.

In Level 7, you're jumping over what look like rocks in a cave. While you can jump over these like you did the mushrooms in Level 4, the main problem I have in this level is that the dinosaur head usually shows up and effectively cuts the amount of area I can move around in by more than half.

In Level 8, you're doing the same thing as Level 7, but the pterodactyls are back. Once again, you'll need to be ahead of the pterodactyls to ensure you don't hit your head on one. I only reach this level and the next one once, and it is during the longplay.

In Level 9, the level is the same as Level 2. You should know what to do here. When you get past this screen, you'll reach the phone box, then you'll play a second loop where the levels are a little different once you get past the second level. You'll even have a little flag on the lower-right corner of the screen proving that you beat the game.

As you play, sometimes you will see a dinosaur stretch its neck and poke his head out from the right side of the screen. As long as the dinosaur is there, you'll have much less room to maneuver in the current level, and it can make some of the higher levels a pain.

This is a fun game, but it is challenging and it can be frustrating and aggravating. The trial and error nature of the game will keep you on your toes, but it does make the second half of the game frustrating, especially when you keep losing all your lives in it and have to play up to that point again just to get there. Is it still worth checking out? Why, yes. You won't be playing it for long and you'll eventually go to something else, but it's still a fun arcade-style game for the BBC Micro and is definitely worth giving a go.

Sunday, December 15, 2024

PrinceWatercress plays Caveman Capers - Let's Play


"Easy to get a hang of, tough to get good at" describes this game perfectly.


Ogg, the caveman, has just discovered a new form of transport - Kickstart the turtle. All day long he tries to train Kickstart to jump and run. However, the turtles isn't too keen and Ogg keeps falling flat on his face.

Help Ogg ride Kickstart, avoiding the snakes, pterodactyls, holes, dinosaurs, toadstools and any other prehistoric hazards. Get him to the 'phone box' so that he can tell his wife that he'll be late for tea!

Z and X let you move left and right, respectively. Return lets you jump. Q and S turn the music on and off, respectively.

When you start the game, you'll be jumping over the divots with Return. Running into them will cause you to fall flat on your face and lose a life. Other things you'll need to watch out for are dinosaurs who stretch their heads out from the right side of the screen and take away from the amount of room you have to move around on the screen, flying pterodactyls that you'll need to avoid jumping into, snakes that move up and down and can only be avoided with careful movement and positioning, mushrooms, 

To avoid the snakes, make sure they are up as they move up and down when you pass by them. To avoid the mushrooms and other ground-based hazards that are not divots in the ground, you'll need to hold Z and then jump to jump over them.

You have three lives, and if you lose them all, it's game over. You can get an extra life, but you'll need to get 5,000 points to do it, and in order to get that many, you have to clear the first loop! When you lose all your lives and start the game again, you'll need to move all the way to the left, as the game remembers where you were positioned when you got a game over and sticks you there when you restart, which can throw beginning players off guard. 

If you get a high score, you can use Z and X to select between the letters at the bottom of the HUD, then press Return to choose a letter. Amazingly, the HUD handles everything that the game does.

Aside from the three eggs that serve as your lives as well as your score, you also have a bone that serves as a progress meter that fills up from right to left. It starts at blue, then goes to green, then yellow, and then red. When the gauge is filled, you'll enter the next area. At the bottom of the screen are flags, much like in Galaga, and the more you have, the further you are in the game.

In Level 1, there are just divots in the floor. You can just stand in place and jump over them with Return.

In Level 2, there are pterodactyls in the air above your head. You can still jump over the divots in the ground like before, but you'll need to make sure you're ahead of the pterodactyls so that you don't hit your head on one and lose a life.

In Level 3, you'll be avoiding snakes as they move up and down in the trees above. Don't jump, and make sure the snakes are moving upwards when you move past them.

In Level 4, there are mushrooms. You'll need to move towards them and press Return to jump over them at the right time, and if you don't get the timing down, you will crash, lose a life, and start the whole level over.

In Level 5, you're jumping over...something. I'm guessing they're supposed to be logs. Jump over these the same way you did the mushrooms in Level 4.

In Level 6, there are frogs that leap up and down. You'll need to jump over them when they are not airborne, or else you won't make it. You may have to move towards them before jumping over them.

In Level 7, you're jumping over what look like rocks in a cave. While you can jump over these like you did the mushrooms in Level 4, the main problem I have in this level is that the dinosaur head usually shows up and effectively cuts the amount of area I can move around in by more than half.

In Level 8, you're doing the same thing as Level 7, but the pterodactyls are back. Once again, you'll need to be ahead of the pterodactyls to ensure you don't hit your head on one. I only reach this level and the next one once, and it is during the longplay.

In Level 9, the level is the same as Level 2. You should know what to do here. When you get past this screen, you'll reach the phone box, then you'll play a second loop where the levels are a little different once you get past the second level. You'll even have a little flag on the lower-right corner of the screen proving that you beat the game.

As you play, sometimes you will see a dinosaur stretch its neck and poke his head out from the right side of the screen. As long as the dinosaur is there, you'll have much less room to maneuver in the current level, and it can make some of the higher levels a pain.

This is a fun game, but it is challenging and it can be frustrating and aggravating. The trial and error nature of the game will keep you on your toes, but it does make the second half of the game frustrating, especially when you keep losing all your lives in it and have to play up to that point again just to get there. Is it still worth checking out? Why, yes. You won't be playing it for long and you'll eventually go to something else, but it's still a fun arcade-style game for the BBC Micro and is definitely worth giving a go.

Saturday, December 14, 2024

PrinceWatercress plays Berzerk (Atari 2600) - Game 6 Longplay


I did fairly well on this one, amazingly...


We have the same rules for extra lives and shooting robots as in Games 4 and 5 for Game 6, but this time, Evil Otto is invincible. Once again, survival is the main mission.

The next three game variations are going to be the hardest...

Friday, December 13, 2024

PrinceWatercress plays Zalaga - Longplay


There's not much else to say here, so enjoy the longplay.


Zalaga is a clone of Galaga for the BBC Micro, published by Aardvark Software in 1983. It plays just like you'd expect, you can even get the double ship, and the game even has its own original story brought out from out of thin air by the author.

Caps Lock and CTRL move the ship left and right, respectively. Return shoots. You can also play with a joystick, and you can also toggle the sound and even play an alternating two-player mode. The high score screen has special credits by the game's author, Orlando aka Nick Pelling.

The game is fun, but there's just one problem...it's too fast. This wasn't much of a problem when it came to playing Bug Blaster, but here, I wish the game was just a little bit slower. The game is all right and is pretty authentic to the arcade original, as you're avoiding the enemies and their projectiles (the latter of which are hard to see coming due to the speed) and seeing if you can get the double ship, but the speed keeps me from wanting to recommend it.

Thursday, December 12, 2024

PrinceWatercress plays Zalaga - Let's Play


It's a fine port...I just wish it was slowed down a tad, that's all.


Zalaga is a clone of Galaga for the BBC Micro, published by Aardvark Software in 1983. It plays just like you'd expect, you can even get the double ship, and the game even has its own original story brought out from out of thin air by the author.

Caps Lock and CTRL move the ship left and right, respectively. Return shoots. You can also play with a joystick, and you can also toggle the sound and even play an alternating two-player mode. The high score screen has special credits by the game's author, Orlando aka Nick Pelling.

The game is fun, but there's just one problem...it's too fast. This wasn't much of a problem when it came to playing Bug Blaster, but here, I wish the game was just a little bit slower. The game is all right and is pretty authentic to the arcade original, as you're avoiding the enemies and their projectiles (the latter of which are hard to see coming due to the speed) and seeing if you can get the double ship, but the speed keeps me from wanting to recommend it.

Wednesday, December 11, 2024

PrinceWatercress plays Berzerk (Atari 2600) - Game 5 Longplay


Time for the Game 5 longplay already?


In Game 5, Evil Otto is back, but at least you can take him out of the picture temporarily with your bullets. Otherwise, it's the same as Game 4: the robots still shoot at you, and you'll need 2,000 points to get an extra life.

Tuesday, December 10, 2024

PrinceWatercress plays Vanguard - The Longplay


It's time for a commentary-free playthrough with the "default" controls of both difficulty switches on B/Novice. Enjoy!


Here's the story, according to Wikipedia:

The Gond has been terrorizing nearby space colonies with its periodic raids of destruction. The time has come to put an end to his reign of terror. The player has been selected to pilot an advanced fighter ship with high offensive capabilities, and must enter the cave inside the asteroid where the Gond makes his home, and safely fly through every zone; the Mountain Zone, Rainbow Zone, Styx Zone, Stripe Zone, Bleak Zone, and the City of Mystery (aka Last Zone) where the Gond is rumored to reside. The player must take the Gond out, and succeed in the mission. If unsuccessful, the colonies will be doomed.

There are four different ways to fire your guns, and it all depends on what settings the left and right difficulty switches are set at. If both are set to B/Novice, all guns firing behind you, in front of you and two the sides fire automatically, and you will not fire any of your guns except for the forward-firing gun if you hold the fire button. If you're not firing, you'll move faster than if you were always firing. As for the joystick, it will always allow you to fly in eight directions regardless of switch settings.

You'll get an extra life at 10,000 points, but it's the only extra life you'll be able to get unless you can somehow reach 50,000 points, which will reward you with another one. Also, you can continue at any time if you run out of lives, but only on the first loop. To continue, press the Fire button when the game asks if you want to continue. From the second loop on, it's all or nothing, and you won't be able to continue when you lose your last life.

You start out in the Mountain Zone. You'll need to avoid flying into the sides and into enemies, and you'll also need to avoid being fired upon. You'll also want to get through each area before you run out of fuel. To keep your fuel topped up, you'll need to constantly shoot down enemies. Flying into the E cans will give you temporary invincibility, and as you have it, you can run straight into enemies and destroy them without consequence until the flashing and invincibility music stops.

The next zone is the Rainbow Zone. You'll be moving downwards while avoiding and shooting down the balloon enemies. The trick to doing this effectively and always giving yourself room is to manage your auto-fire so you can move into place more quickly and fire at the enemies from the side as well as from behind and in front. Giving yourself the extra speed not only gets you points faster, but it also gets you through this section faster.

In the Styx Zone, you'll want to watch out for the lasers from the enemy ships. If you can't line yourself up with a ship, take the time to stay away from it rather than re-correcting yourself. The enemies here are the same as in the Mountain Zone, except in reverse order, and you don't have the E cans. Also, watch the walls, as there is more variation in height with those jagged edges compared to the Mountain Zone.

You'll then enter another Rainbow Zone. This time around you'll be traveling upwards while dealing with the balloons. The tactics that you used in the first zone will be useful here.

Next up is the Striped Zone. If you take the left side when you reach a fork, you'll need to destroy the enemies that move back and forth before they run into you. If you take the right side, you'll need to destroy barriers and force field generators. The worst enemies are the squares that move back and forth, which are indestructible. Thankfully, the E cans come back, and the invincibility you can get from them can help you get through enemies and walls temporarily, just like in the Mountain Zone.

You'll then reach a third Rainbow Zone. Once again, you're fighting off those balloon enemies, and once again, you'll need to be careful as you destroy them all.

After this is the Bleak Zone. The curled-up alien enemies will give you a ton of points if you touch them and dock with them, but you can only do this three times. If you do this a fourth time, you'll get destroyed. Also, watch out for the walls, as they can extend towards the center at points. Halfway through, you'll be dealing with 

You'll then face the Gond in the City of Mystery. The longer you wait, the more points you'll get, but watch out for the barriers and the Gond's firepower. I'm never in this screen for long because I hit the Gond as soon as I'm in here.

Once you beat the Gond, you'll enter the second loop. The zones are the same, but they will be in a different order, and some enemies will act differently compared to the first loop, such as the arrow-shaped enemies in the Bleak Zone firing at you.

When you have both the left and right difficulty switches set to A/Expert, the Vanguard's guns fire when you hold the fire button. The guns will fire in the same direction that you move in. If you let go of the fire button, you will stop firing.

When the left difficulty switch is at A/Expert and the right difficulty switch is at B/Novice, the guns fire much like they do with both switches set at A/Expert, except you do not have to move forward to fire forward, as the forward guns fire automatically for as long as you hold the fire button.

When the left difficulty switch is at B/Novice and the right difficulty switch is at A/Expert, the ship fires in the same direction as you move. Pressing and holding the fire button lets you stop firing.

When you have both the left and right difficulty switches set to B/Novice, the Vanguard's guns fire in the direction you move in much like with the left switch at B/Novice and the right switch at A/Expert, but the forward shot is always firing as long as you're not holding the fire button.

Monday, December 9, 2024

PrinceWatercress plays Vanguard - Part 2 of 2


Now that we've done a complete loop of the game, let's check out the other control variants!


When you have both the left and right difficulty switches set to A/Expert, the Vanguard's guns fire when you hold the fire button. The guns will fire in the same direction that you move in. If you let go of the fire button, you will stop firing.

When the left difficulty switch is at A/Expert and the right difficulty switch is at B/Novice, the guns fire much like they do with both switches set at A/Expert, except you do not have to move forward to fire forward, as the forward guns fire automatically for as long as you hold the fire button.

When the left difficulty switch is at B/Novice and the right difficulty switch is at A/Expert, the ship fires in the same direction as you move. Pressing and holding the fire button lets you stop firing.

When you have both the left and right difficulty switches set to B/Novice, the Vanguard's guns fire in the direction you move in much like with the left switch at B/Novice and the right switch at A/Expert, but the forward shot is always firing as long as you're not holding the fire button.



Sunday, December 8, 2024

PrinceWatercress plays Vanguard - Part 1 of 2


I've seen this game quite a lot, but it took being a Let's Player to finally check it out. It's not bad at all!


Here's the story, according to Wikipedia:

The Gond has been terrorizing nearby space colonies with its periodic raids of destruction. The time has come to put an end to his reign of terror. The player has been selected to pilot an advanced fighter ship with high offensive capabilities, and must enter the cave inside the asteroid where the Gond makes his home, and safely fly through every zone; the Mountain Zone, Rainbow Zone, Styx Zone, Stripe Zone, Bleak Zone, and the City of Mystery (aka Last Zone) where the Gond is rumored to reside. The player must take the Gond out, and succeed in the mission. If unsuccessful, the colonies will be doomed.

There are four different ways to fire your guns, and it all depends on what settings the left and right difficulty switches are set at. If both are set to B/Novice, all guns firing behind you, in front of you and two the sides fire automatically, and you will not fire any of your guns except for the forward-firing gun if you hold the fire button. If you're not firing, you'll move faster than if you were always firing. As for the joystick, it will always allow you to fly in eight directions regardless of switch settings.

You'll get an extra life at 10,000 points, but it's the only extra life you'll be able to get unless you can somehow reach 50,000 points, which will reward you with another one. Also, you can continue at any time if you run out of lives, but only on the first loop. To continue, press the Fire button when the game asks if you want to continue. From the second loop on, it's all or nothing, and you won't be able to continue when you lose your last life.

You start out in the Mountain Zone. You'll need to avoid flying into the sides and into enemies, and you'll also need to avoid being fired upon. You'll also want to get through each area before you run out of fuel. To keep your fuel topped up, you'll need to constantly shoot down enemies. Flying into the E cans will give you temporary invincibility, and as you have it, you can run straight into enemies and destroy them without consequence until the flashing and invincibility music stops.

The next zone is the Rainbow Zone. You'll be moving downwards while avoiding and shooting down the balloon enemies. The trick to doing this effectively and always giving yourself room is to manage your auto-fire so you can move into place more quickly and fire at the enemies from the side as well as from behind and in front. Giving yourself the extra speed not only gets you points faster, but it also gets you through this section faster.

In the Styx Zone, you'll want to watch out for the lasers from the enemy ships. If you can't line yourself up with a ship, take the time to stay away from it rather than re-correcting yourself. The enemies here are the same as in the Mountain Zone, except in reverse order, and you don't have the E cans. Also, watch the walls, as there is more variation in height with those jagged edges compared to the Mountain Zone.

You'll then enter another Rainbow Zone. This time around you'll be traveling upwards while dealing with the balloons. The tactics that you used in the first zone will be useful here.

Next up is the Striped Zone. If you take the left side when you reach a fork, you'll need to destroy the enemies that move back and forth before they run into you. If you take the right side, you'll need to destroy barriers and force field generators. The worst enemies are the squares that move back and forth, which are indestructible. Thankfully, the E cans come back, and the invincibility you can get from them can help you get through enemies and walls temporarily, just like in the Mountain Zone.

You'll then reach a third Rainbow Zone. Once again, you're fighting off those balloon enemies, and once again, you'll need to be careful as you destroy them all.

After this is the Bleak Zone. The curled-up alien enemies will give you a ton of points if you touch them and dock with them, but you can only do this three times. If you do this a fourth time, you'll get destroyed. Also, watch out for the walls, as they can extend towards the center at points. Halfway through, you'll be dealing with 

You'll then face the Gond in the City of Mystery. The longer you wait, the more points you'll get, but watch out for the barriers and the Gond's firepower. I'm never in this screen for long because I hit the Gond as soon as I'm in here.

Once you beat the Gond, you'll enter the second loop. The zones are the same, but they will be in a different order, and some enemies will act differently compared to the first loop, such as the arrow-shaped enemies in the Bleak Zone firing at you.

Saturday, December 7, 2024

PrinceWatercress plays Berzerk (Atari 2600) - Game 4 Longplay


Doubling the amount of points needed to get an extra life isn't going to stop me. Welcome to the longplay for Game Mode 4!


In Game 4, things get a little more interesting. This variation is much like Game 1, except that you'll need to earn 2,000 points to gain an extra life, so you'll need to be a little more careful while getting a high score. At least Evil Otto isn't here.

Friday, December 6, 2024

PrinceWatercress plays Great Greed - Part 28 of 28


It's now time to check out the Extra Files!


After the credits, you'll then get the Extra Files. Inside is a sound test, where you can listen to all of the music and sounds in the game, a Monster Book that lets you see the stats of all the enemies in the game, and a Profile section that lets you see character profiles for the princesses of the Greene royal family as well as Microwave. If you exit, you'll be taken back to the title screen after the game thanks for playing and hopes to see you again.

With all that said, Great Greed is finally brought to a close.

Thursday, December 5, 2024

PrinceWatercress plays Great Greed - Part 27 of 28


In this entry, we beat Bio-Haz, then check out the game's infamous ending.



Before you go into the final room of the game, fight the enemies around here until you have 8000 Experience or less needed for the next level. Once you do that, refill your HP and MP and go in. If you have the Platinum or Duramet Sword equipped, replace it with the Knights Sword, as it is the only weapon that will even damage Bio-Haz.

You'll soon face Bio-Haz, who is disappointed by the gap in values between himself and Sam. For the first battle, use Power and Guard to strengthen up and protect against the occasional critical hit, then start striking with physical attacks. If your HP ever goes under 300, use Heal 4. Bio-Haz will have 2200 HP, can will be able to cast Speed, Freeze 4, Flame 4, Bolt 4 and Power. 

If you don't level up after the battle, you will have enough time to use Heal 4 for the second battle, but just barely. This is why you want the level up between phases.

Once you beat Bio-Haz, he will power-up. Citrus shows up all of a sudden and saves Candy from Bio-Haz's power, and she will show up to do some additional damage, however much it might help, during the battle. In the second battle, Bio-Haz has 4000 HP. He will be able to cast all of the same spells as last time with the addition of Heal 2, so be sure to cast Power and Guard immediately before going at it with physical attacks. Once again, always heal with Heal 4 if your HP ever goes under 300. Eventually, Bio-Haz will just keep casting nothing but Heal 2 more often than not. When that happens, watch your health, keep striking, heal when you need to, and see if you can get a critical hit that will definitely drive Bio-Haz into defeat.

After the battle, Bio-Haz admits defeat and acknowledges the differences between his and Sam's worlds, and admits that one can only abuse one's home for so long before telling Sam not to repeat his mistake. Citrus mentions that she saved herself by falling into a pool of water at the bottom of the cliff where we left her, and that she was able to climb out of the pit on her own. After this, Gum Drop, Truffle and Cup Cake all show up just as the castle is about to collapse. Everyone automatically leaves the castle and gets away on a balloon back to the castle made by Truffle.

Back at the castle, King Greene extends his thanks to Sam for ending the war against Bio-Haz and his forces, and asks you to listen to everyone's words of appreciation. Talk to everyone in the room, then talk to the King, who will reward you by allowing you to marry one of his daughters. If you want, you can save the game here so you can marry not just one of his daughters, but anyone in the room. This is the most infamous part of the game as well as the one reason why anyone would barely known You can marry anyone in the room: any of the princesses, Microwave, Time Out, Lunch Break, the queen and even the king himself. After you make your choice, you'll get a few dancers, then you will be able to talk to your future wedding partner before teleporting back to the real world for any unfinished business. You'll return back to the forest where the other guy who was with you - Sam's father - is waiting for you. Sam and his father will leave, then Microwave will show up and state that there is hope for both worlds before disappearing. You'll then roll credits, where life goes on in the game's world.

Whoever you marry will stand next to you at the end of the game. You can also leave the room and marry no one, and if you do that, Sam's father will be at Sam's side at the ending, indicating that he went to the land of Greene with Sam upon Sam's return.

If you marry Cup Cake, you will be told that you will have to wait until Cup Cake is of legal age, but you will still be able to marry her nevertheless. Even the King and Queen will be briefly hesitant before accepting your choice. You can even marry Gum Drop even though she is in love with someone else!

After the credits, you'll then get the Extra Files. Inside is a sound test, where you can listen to all of the music and sounds in the game, a Monster Book that lets you see the stats of all the enemies in the game, and a Profile section that lets you see character profiles for the members of the Greene royal family. We'll check those out in the next video.

Wednesday, December 4, 2024

PrinceWatercress plays Great Greed - Part 26 of 28


It's time for the final stretch of the game. 



You'll start seeing some new enemies once you go down the stairs past the newly-opened door.

Cloaker is weak against Bolt magic and can cast Shove. It has 1280 HP, and gives 810 Experience and 103 Gold. It has a chance of dropping a Hacker sword, which is useless at this point in the game.

Crumb can cast Freeze 4, Bolt 4 and Flash. It has 1185 HP and will give 715 Experience and 116 Gold upon defeat. It also has a chance of dropping Regain 1. Make sure your HP is never under 200 while facing one.

Gruelguy gives 800 Experience and 106 Gold upon defeat and is a pretty vanilla enemy. He can still pack a punch, though.

Whinner can cast Thunder 2 and Poison 2. It has 1058 HP and gives 724 Experience and 93 Gold upon defeat, and has a chance of dropping the Duramet Armor, which is the best armor in the game. Cast Power when fighting Whinner; it really helps. It helps to have your HP above 300 at all times while facing one.

Midway through this path, you'll meet a guy who sells Med 3 and Med 4 scrolls as well as all three Regains. Hope you have a lot of money, as you're going to need to stock up to survive here.

You'll know that you're in the last room before Bio-Haz when you approach the door and you see the message saying "Enter." Before you go in, fight the enemies around here until you have 8000 Experience or less needed for the next level. Once you do that, refill your HP and MP and go in. If you have the Platinum or Duramet Sword equipped, replace it with the Knights Sword, as it is the only weapon that will even damage Bio-Haz.