Wednesday, January 31, 2024

PrinceWatercress plays Dora the Explorer: Super Spies - Part 5 of 6


We enter the desert for the fifth area of the game. We're almost there. At this point, we can get all the blue crystals in the game and get the better ending.


Desert 1


When you enter this level, you'll get the Spy Rope Launcher in the pre-level cutscenes. With the rope launcher, you can latch on to posts from a distance and pull yourself towards them to get past some chasms. Once you unlock this level, you can go back to Flowery Garden 2 to get the blue crystals you couldn't reach near the end (you'll also need the rocket sneakers to reach that point), to Benny's Barn 2 to get the three blue crystals you couldn't get at the beginning, and you can also go back to Spooky Cave 2 to get the blue crystals that you couldn't get to at the beginning there. From this point forward, you'll be able to get every blue crystal in every level.

Crawl under the cacti to get past them without get hurt.

The hard hat will protect you from falling rocks, so you won't have to worry about constantly picking your blue crystals back up.

The vultures are just like the birds and the bats; as long as you crawl past them, they won't wake up and dive bomb you.

Be sure to explore the level fully, as the blue crystals are everywhere in this level.

Use the infrared goggles to get past the monkey head-shaped rocks that blocks your path.

Desert 2


Once again, you'll want to explore the level carefully to find all the blue crystals.

Also, this is where the hard hat will finally come in handy against the constantly falling rocks and boulders.

Desert 3


You'll need to get through the Boots area to get the magnetic card for this level. Be careful near the rope, and remember that for as long as you're on it, the vultures cannot dive down low enough to hit you.

Tuesday, January 30, 2024

PrinceWatercress plays Dora the Explorer: Super Spies - Part 4 of 6


The Spooky Cave has a good bit of jumping around. Amazingly, getting around is pretty easy, but there are a few things that you can miss around here.


Spooky Cave 1


When you start this level, you'll get a set of screens that talk about the Spooky Cave.

The bats act just like the birds. If you hear one, back up so they get back to sleep, then crawl past them.

You'll find the magnetic card just to the right of the start. The magnetic card door will be just above where you get it.

Be ready to use the rocket sneakers to get some blue crystals that you cannot jump to. 

Use the infrared googles to get past the big boulders that get in your way.

Spooky Cave 2


Shortly after the start, you'll have to use a rope lasso to get to an area that you wouldn't be able to get to normally.

The spiders are back. Watch them, and crawl under them if you need to.

Spooky Cave 3


If you see bubbles on the surface of the water, a fish will leap up and down in that area. Wait for it to jump in and out before moving on. Thankfully, you don't need to move past the fish here.

There is a rock you can get past with the infrared goggles near the end. The last blue crystal will be there. Don't miss it.

Monday, January 29, 2024

PrinceWatercress plays Dora the Explorer: Super Spies - Part 3 of 6


We get a really useful gadget at the beginning of this area, and it will allow us to do some major backtracking. We'll also find another gadget that allows for a little more backtracking, too. We also have more enemies to deal with than before.


Benny's Barn 1


As soon as you start the level, you'll get the Rocket Sneakers. The Rocket Sneakers will allow you to briefly float upwards and reach items and platforms that Dora cannot reach by jumping, and you can hold Left or Right to move to the side a little bit on the way up to get to platforms. With the Rocket Sneakers, you can go back to the Rainforest stages and get to the platforms and blue crystals you could not reach in Rainforest 1, the lone blue crystal you could not jump to in Rainforest 2, and the platforms you could not reach in Rainforest 3 that lead to the Magnetic Card that you can use to open the door keeping you from some blue crystals near the end.

Despite getting the Rocket Sneakers in the cutscene, you need not enter the level and go through the opening clip show to get the Sneakers; all you have to do is unlock the level and you'll automatically get them. From there, you can immediately backtrack.

There are a couple of enemies at the start of the game. The bugs will move back and forth and you'll have to jump over them. The spiders will move up and down; I usually crawl under them. The snakes will be sleeping, and you will wake them up if you walk up to them. If you crawl past them, however, they'll stay asleep. The birds will dive bomb you if you walk around near them, but if you crawl around them, they won't bother you.

You can get past the big bag of feed with the infrared goggles.

The briefcase at the beginning of the level contains the Bubble Blower, which you will have to enter the level to get. The Bubble Blower allows you to break log and rock walls that block your path. With this in hand, you can break the rock wall in Flowery Garden 2 to get the last crystal you couldn't get.

There is another briefcase shortly after that which you can find and open to get the magnetic card for the door near the end.

This is the first level where you can get all 30 blue crystals right away.

Benny's Barn 2


You'll need to come back to use another gadget near the start and get three blue crystals.

If you see a big bag of feed anywhere, use the infrared goggles. It may be hiding a blue crystal. Keep that in mind as you explore the levels.

The magnetic card will be to the left of the platform near the haystacks with the spider hanging below it. You'll want to get it to get some of the blue crystals.

Benny's Barn 3


The magnetic card will be at the roof of the barn at the start. Move to the left past the bag of feed with the infrared goggles to get to it.

Be careful on the rooftops, as you can get divebombed by the birds. You'll have to do a bit of exploration 

To get to the platform below the exit with the blue crystal, you'll have to jump from the edge of a roof to the right. It is the only way to reach this platform.

There is a Boots area near the magnetic card reader where you can find some gems. Just watch out for the bugs.

Sunday, January 28, 2024

PrinceWatercress plays Dora the Explorer: Super Spies - Part 2 of 6


In this video, we do a little bit more jumping around. We also see some of our first enemies.


Flowery Garden 1


After a brief set of still screens, Dora and Boots will enter the Flowery Garden.

You can jump up on the stones at the beginning for some blue crystals.

The briefcase at the beginning contains a magnetic card. The magnetic card is used at the card reader to open the nearby door. You'll usually find blue crystals on the other side of the door. The magnetic card can only be carried and used in the level where you found it.

Push the barrel into the barrel of the outline in order to make the best use of the barrel.

This is the first level where you can collect all 30 blue crystals. When you see the levels on the map screen, you'll get a blue crystal symbol for this level for collecting all 30 blue crystals.

Flowery Garden 2


Be ready to explore the beginning of the level for blue crystals.

The bubble blower is used to get past the stacks of boulders that act as walls. You'll get the bubble blower later in the game.

There is a blue crystal that is too high to jump to. You'll have to come back for it later.

The crocodiles will hurt you if you jump towards them as their mouths are open. Wait until their mouths are closed before jumping on them. If you are hurt by an enemy, you'll lose three blue crystals, and you'll only have a few seconds to pick them up before they disappear, keeping you from getting all 30 blue crystals.

Flowery Garden 3


When playing as Boots, keep a look out for blue crystals, as it is easy to miss a blue crystal or two in the Boots area. Thankfully, there is nothing down where the crocodiles are.

There is an area where you will need to use a rope to get to a blue crystal. Once again, you'll have to come back later in the game with another gadget in order to get it.

Saturday, January 27, 2024

PrinceWatercress plays Dora the Explorer: Super Spies - Part 1 of 6


Can't believe I'm playing another Dora the Explorer game, but here we are.


Rainforest 1


When you start this level, you'll see the opening cutscene for the game. Dora and Boots are super spies for no real reason, apparently, and they are going on an important mission for Senor Tucan. You need to find all of Tico's lost blue and green crystals and bring them back to him for his super spy rocket car. Swiper, who is listening in, makes up his mind to get to the Nutty Forest before Dora and Boots do and swipe Tico's rocket car. Swiper then runs off, and Dora and Boots notice and realize that he is going for the rocket car and the crystals. They will have to get to Tico's workshop before Swiper does and warn him, and you have to help them. Senor Tucan gives Dora and Boots wristwatches that alert them to Swiper, as well as inner tubes that let them swim across ponds.

Left and Right let you move around. B jumps. L opens the inventory, and use can use the D-Pad to choose an item to equip. A uses the equipped item. If you need to run, you can hold R while moving. Pressing Select switches between showing the currently equipped item in the upper-right corner and showing how many crystals you've collected.

When you come across a briefcase, Swiper will try to get it first. You'll need to mash the A button and fill up the three bars to stop him from doing that. If you do, you'll get what's inside. If you don't, Swiper will take the briefcase, and you'll find it later in the level and you'll get to try again.

Inside the first briefcase are infrared goggles. When you are near a bush, you can press L to go to your inventory, then you can select the goggles and use them with A. Using the goggles makes the bush disappear, and you can see what is behind it.

If you are at an area where you need to use a gadget, you'll see a Backpack icon in one of the lower corners. Pressing B will take you to the inventory screen, where you'll need to pick the right gadget. Thankfully, there is sometimes a sign telling you what to use, while other times you'll have to figure it out on your own.

You can climb up and down ladders with Up and Down, but you cannot jump off of them as Dora.

There are three big green crystals in every stage. You'll need all three of them in order to open the exit. While there are three green crystals, there are more than three places in a stage where you can find a green crystal.

You can swim across ponds by landing in them. When you do, Dora will use her inner tube. If you stand still, you'll just be moved to the left. If you hold Right, you'll slowly move to the right. You can jump out of the water in case you want to take a ride on a turtle, which is faster.

Press Down to crouch, then hold Left or Right to crawl. To stand up again, just press Up. You'll need to do this to get through some small spaces.

There are some platforms that you cannot jump at the tree at the beginning. You'll need another gadget to get to them, and you won't get it until later. Thankfully, you can go back to earlier stages later in the game.

When you complete a stage, you'll get a password. Copy it down and keep it safe to keep track of your progress through the game.

Rainforest 2


There is a maze in the trees in the upper half of the level. Inside this maze, there is one blue crystal you won't be able to jump and grab because it is too high to jump to. You'll need another gadget to get it.

Rainforest 3


Once again, you'll need another gadget at the beginning to get what is above the start of the stage.

If you move past the sign with Boots' face on it, you will turn into Boots. You can press and hold Up to grab on vines and move across them, and crawling allows him to roll. You can also press A after jumping to do a double jump. 

There is a door with a magnetic card reader that you won't be able to open yet, and that's because you won't be able to get the magnetic card yet. Once again, you'll have to come back to this stage.

Friday, January 26, 2024

PrinceWatercress plays Super Mario Bros. - World 8 of 8


Here we are: the final world of the game! Let's beat Bowser, save Princess Toadstool and bring peace to the Mushroom Kingdom!


World 8-1



The 1-Up for this area is above the first Buzzy Beetle, assuming you've warped here from the vine warp in World 4-2.

The fifth pipe (which has two coins in the air to the right and the three Goombas after it) leads to an underground coin room. The exit takes you to the next pipe over, so you won't be missing much aside from a bunch of coins and a coin block near the exit.

There are no power-ups here; just the invisible coin block and the coin block above it between the block walls and the Starman shortly afterwards. Be ready to jump and survive.

World 8-2



Lakitu strikes at the beginning.

Jumping straight up at the springboard solely after the beginning reveals another 1-Up. Unlike the 1-Ups in Worlds 2-1 through 8-1, this one shows up no matter what.

There is a Mushroom/Fire Flower in the right brick after the double Bullet Bill cannon set. The brick next to the cannon on the block is a coin block.

After this, you'll need to make a big leap over a big pit. The best way to do this is start at the left edge of the pipe, run to the right and jump at the very edge. If you have enough speed, you'll barely make it. You can also jump to the second narrow piece of ground, then jump to the right from there. Either way, you'll want to maintain momentum and make sure you land the jumps.

The pipe immediately after this leap takes you to another underground coin room with a coin block, but you'll want to take it. Even though you'll came back out from the next pipe over, you'll miss out on having to deal with three green Para-troopas. 

World 8-3



There are a lot of Hammer Brothers in this area. The first two sets guard Mushrooms/Fire Flowers. If you're small and need power-ups, this is your last chance to get them. The first one is in the second to last brick on the rope on the top row of bricks; the second one is the second brick on the top row.

Shortly after the second set of Hammer Brothers, you can kick a Koopa to get rid of a few more Hammer Brothers, but after the next pipe, you won't have that luxury. Be ready to run under them if you're small. Also, watch for the coin block hidden in the foreground wall near the end. The fact that this stage has foreground walls before the castle is cool.

There are three pipes here, but none of them lead to anything. 

World 8-4




Thankfully, this one is easy to memorize. Run straight off the edge at the start to get past the first lava pit, then take the platform over the second lava pit and enter the first pipe you see after that.

From here, keep heading right until you see a pipe in mid air. There is a hidden block to the left of the pipe; hit it from underneath to reveal it, then get down that pipe.

You'll then have to make your way to the right while dealing with Cheep-Cheeps flying out from the bottom of the screen. When you leap over the lava pit here, enter the first pipe after it. This will take you to the underwater area. Watch out for fire bars and Bloopers as you make your way to the exit.

From here, be ready to get past a Hammer Brother and keep going right until you reach Bowser. If you beat him with fireballs, he will be the real Bowser and he will not change on his way down. Once you hit the axe, you'll save Princess Toadstool! You've just beaten Super Mario Bros.!

From here, you can press B to start the second quest. In the second quest, the following things happen according to the Mario Wiki:

After beating the main game, the player is given the option to pick a world (by pressing B on the title screen) to play in "a new quest"—a harder mode where all Little Goombas are replaced by Buzzy Beetles, and all enemies walk faster; all of the elevator-style lifts are about sixty percent of their original size, while Fire-Bars appear in all possible locations. Mario and Luigi gain no special powers in hard mode, and they receive no extra points when they defeat an enemy. The story remains the same, as each of the first seven castles contains a mushroom retainer that needs rescuing, while the eighth castle has Princess Toadstool. If the player finishes the game on hard mode, they will not unlock anything new from the previous time the game was finished. However, points can be gained faster by jumping on a Buzzy Beetle and then running with the shell as it hits other Buzzy Beetles and Koopa Troopas. Earlier levels in hard mode are the same as their harder clones; for instance, 1-3, which is an easier version of 5-3 in the normal game, is identical to it in hard mode.

The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Super_Mario_Bros.

Thursday, January 25, 2024

PrinceWatercress plays Super Mario Bros. - World 7 of 8


You thought World 8 was the worst? Nope. This is the worst world to get through if you're going warpless!


World 7-1



Be prepared to deal with a lot of Bullet Bill cannons as you go through here.

The left brick in the first set of bricks contains a Mushroom/Fire Flower.

There is a coin block to the right of the Bullet Bill on the block.

If you jump straight up on the left side of the first pipe after the first set of Hammer Brothers, you can find a 1-Up assuming you've warped here from the World 4-2 vine warp or got enough coins in World 6-3. The same pipe also leads to an underground coin room, but you don't miss much if you take it.

Jumping straight up on the springboard reveals a hidden Mushroom/Fire Flower.

World 7-2



It's been a while since we've went underwater, and that's what we're doing here. You should have a good idea of what to do here: swim to the right and avoid everything as you get to the exit, and watch out for the currents as you grab coins. Having fireballs makes this place better.

World 7-3



Just when you thought the seventh world of the game was going to give you a breather, in comes another fish bridge stage. This time, you'll also have to deal with green Koopas and Para-troopas in addition to the fish that fly out from the bottom of the screen.

The lone ? block contains a Mushroom/Fire Flower.

World 7-4




After the platforms and the Podaboo, take the bottom path, then the middle path between the two platforms, then run across the top. Keep running when you see the fire bar, then drop down and take the middle path and get to the top path just before the wall. If you do it right, you'll make it to Bowser.

Killing Bowser with fireballs here turns him into a Hammer Brother.

Wednesday, January 24, 2024

PrinceWatercress plays Super Mario Bros. - World 6 of 8


Be ready to see a lot of blocks and do a lot of jumping as you make it to the castle here.


World 6-1



Lakitu returns at the beginning to throw more Spinys. There is a Mushroom/Fire Flower in the first set of bricks, and a coin block in the second set. 

There is a bunch of blocks you can get behind, and you can jump straight up there to get a 1-Up, assuming you've warped there from 4-2 from the vine warp or got enough coins in World 5-3.

The left ? block in the pair after the pipe contains a Mushroom/Fire Flower. There is a coin block in one of the bricks near the end, but you'll have to be Small Mario to get to it. (I fail to mention it, so I'll mention it here.)

World 6-2



The first pipe leads to another underground pipe room with a coin block, but it doesn't take you very far.

There is a Mushroom/Fire Flower in the right-most brick at the first Buzzy Beetle. The pipe after this power-up leads to an underwater room that takes you to the pipe before the first pit.

There are two sets of bricks above a bunch of pipes. The right-most brick in the second set lets to a Coin Heaven, which allows you to skip to near the end of the level.

If you take the Coin Heaven, you'll skip out on the Starman in one of the bricks after the big pit.

There is another pipe taking you to another underground coin room between some blocks. You can get a Mushroom here if you're small. You'll end up more or less at the end when you come out.

World 6-3



You'll need to watch out for Bullet Bills that fly out at you every so often in this platforming area.

The lone ? block will contain a Mushroom/Fire Flower.

You'll have your fair share of scale platforms and moving platforms, and you'll need to be careful if you want to get enough coins for the 1-Up in World 7-1.

There are two springboards here; be sure to get the high jump you can more easily get on some platforms.

World 6-4



This is a harder version of 1-4 with Podaboos and more fire bars. Once again, the lone ? block has a Mushroom/Fire Flower, and the invisible blocks near the end can still be uncovered if you know where to jump.

Unlike the first five worlds, Bowser will start throwing hammers - five at a time - when you face him. If you are small, you need to stay close to him so the hammers go over you, but you also need to be ready to run under him.

If you defeat Bowser with fireballs here, he turns into a Blooper.

Tuesday, January 23, 2024

PrinceWatercress plays Super Mario Bros. - World 5 of 8


We get our first Bullet Bills, then we get some earlier levels re-appearing with a bit of a twist.


World 5-1



The first set of bricks contains a Starman in the middle, and the second contains a gap to the left that contains a hidden block containing a 1-Up, assuming you've warped here from World 4-2 or got enough coins in World 4-3.

The cannon with the skull on it fires Bullet Bills. Bullet Bills will fly towards, and the cannons shoot from the side you're near. If you're next to them or on top of them, they won't fire.

The pipe that is in mid-air will take you to an underground coin room with a brick containing even more coins. Exiting takes you out through the next pipe, which is the last in the level.

World 5-2



The right-most brick on the top row of bricks after the springboard contains a Mushroom/Fire Flower.

Want to avoid the Hammer Brother at the stairs made out of blocks at the start? Get on the top row of bricks after the springboard, then right to the right and make a running jump to the right off the edge. The power-up at the end of the bricks is there to help you in case you mess up.

The first pipe in the level takes you to a short underground area. Take care not to get pinned down underneath the moving platforms that are moving downwards. Leaving takes you out through the next pipe that is a bit further into the level, and the Hammer Brothers will not spawn there if you take this path. The right-most brick on the top row of bricks there will contain a Starman.

If you go past the first pipe and get to the five ? blocks that are side by side, there will be a hidden coin block just to the right of them. In the left brick at the set of bricks above is a vine leading to another coin heaven, and you'll be dropped off close to the end of the level. The three Buzzy Beetles that should be there will not spawn.

Speaking of that area, the bottom set of bricks that help you across the pit contain a hidden coin block (which I forgot to mention) and a Mushroom in case you are small (which I remember to mention).

Just after the pair of green Para-Troops and before the last pipe, you can jump straight up in front of the second tree for a Mushroom/Fire Flower.

Take your time on the stairs near the end so you don't get hurt by the Koopa or fall into the gaps.

World 5-3



Believe it or not, this level is a clone of World 1-3, with the only differences being that Bullet Bills will fly out from the right side of the screen as you go and the platforms being smaller than last time. 

Once again, the lone ? block in this stage contains a Mushroom/Fire Flower.

World 5-4



This level is a clone of World 2-4, but this time, the fire bar at the beginning is even longer (keeping you from getting that power-up), any blocks that did not have fire bars before will now have them, and there will now be Podaboos at the lava pits at the end.

If you defeat Bowser with fireballs here, he will turn into a Lakitu.

Monday, January 22, 2024

PrinceWatercress plays Super Mario Bros. - World 4 of 8


With this world done, we're now halfway through the game!


World 4-1



This is the first level where you will meet Lakitu. Lakitu will move around in the sky and throw down Spinys, and the Spinys will move towards you. The only way to defeat them is with Koopas or fireballs due to their spiny shells.

There is a Mushroom/Fire Flower at the start.

At the four ? blocks that are side by side, the hidden 1-Up will be directly above the third ? block, assuming you've done what it takes to make it show up.

The third pipe in the level leads to a underground coin room with a hidden Mushroom above the pipe. Leaving this area takes you to the next pipe and to the end, but you'll miss out on the last set of ? blocks, where you'll find an easier to get Mushroom/Fire Flower.

World 4-2



There is a Mushroom/Fire Flower in the last brick above the first three coins. After the three Goombas, there will be a hidden coin block in the ceiling five bricks away from where the "brick tunnel" ends and before the ? blocks.

After the ? blocks and the platform, there are some bricks. If you're big, hump straight up at the right edge of the pit, then go two tiles forward and jump straight up. Go another tile forward, jump straight up, then climb up the blocks you just uncovered and hit the left-most brick. You'll uncover a vine, and if you climb up it, you'll find a path leading the Warp Zone for Worlds 6, 7 and 8.

The dark turtle-shaped enemy is a Buzzy Beetle. The Buzzy Beetle is much like a Koopa, but it cannot be defeated with fireballs. Not surprisingly, this enemy became a mainstay of the Mario series.

The third pipe leads to an underground coin area. The brick above the pipe has coins in it. Exiting leads to the fifth pipe, and you'll miss out on a Mushroom/Fire Flower if you take it. 

There is another Mushroom/Fire Flower in the brick just before the line of coins near the end.

While you can drop to the ledge near the final pipe to get to the exit, you can run to the right off the left side of the pipe and keep holding B and Right to fly off the edge of the pipe and get there that way.

If you can walk on the ceiling past the exit pipe, you'll find the Warp Zone for World 5. This is the last Warp Zone you can find in the game.

World 4-3



The lone ? block contains a Mushroom/Fire Flower.

Once again, you'll have a few red Koopas (and a Para-Troopa!) moving back and forth as you jump from mushroom platform to mushroom platform. Once again, the balance platforms are here, and you'll need to watch what you're doing.

World 4-4




At the beginning, stay at the top and keep running to the right. You can run past one-tile gaps if you keep holding B and Right, so keep that in mind.

Afterwards, jump up the platforms, then get to the bottom part of the maze as soon as possible. You'll make it to Bowser.

Killing Bowser with fireballs here turns him into a Spiny when he dies.

Sunday, January 21, 2024

PrinceWatercress plays Super Mario Bros. - World 3 of 8


It's night! Also, we meet our first Hammer Brothers here.


World 3-1



There is a Mushroom/Fire Flower in the third ? block at the start. There is also an underground coin room in the second pipe. If you need a Mushroom, you can find one here. Leaving takes you to the bridge, and three bridge tiles before the brown block is where you can jump straight up for a 1-Up if you've warped here or gotten enough coins in World 2-3.

The Hammer Brothers make their debut here after the bridge. They will throw hammers at an arc as they move back and forth and occasionally jump, landing on one of the sets of bricks above or below or even on the ground. You can get rid of them by hitting the brick they are standing on from underneath, or with a fireball. If you stand right in front of a Hammer Brother, their hammers can't hit you, but they can still touch you. You can find a Mushroom/Fire Flower in the top row of bricks.

After the jumping board, you can hit the right-most brick on the top row of bricks to find another coin heaven. This will deposit you near the end after you get your fill of coins.

If you don't take the Coin Heaven route, there is a Mushroom/Fire Flower in the lower-right ? block. There is also a hidden coin block in the second brick in the row of bricks afterwards. Watch out for all the Koopas.

There are two Koopas on the stairs before the end. If you can position yourself carefully, you can keep jumping on the Koopas and keep racking up points until you start racking up lives. This is not easy to do, but if you can keep doing this, you can get more than enough lives to beat the game with.

World 3-2



This one is a straight-up run and jump stage. The lone ? block contains a Mushroom/Fire Flower, and the bricks after it contain a Starman (top) and coins (bottom). The only enemies you have here are Koopas, Goombas and Para-Troopas, and if you know what you're doing, you may be able to get a life or two by kicking the Koopas and running after it to defeat some enemies.

World 3-3



It's more island hopping, much like with 1-3. There are not a lot of coins here, so collecting them all is essential if you want the extra life in World 4-1. There are not many enemies here, but you'll want to watch for them.

The lone ? box is early in the level and contains a Mushroom/Fire Flower.

The "balance" platforms on the string above can be trouble if you don't know how to move on them. As you stand on one, your platform will go down while the other goes up. If the one you're on goes too far down, both of the platforms will fall and you'll fall to your death. Be fast and keep jumping if you need to.

World 3-4



You'll be avoiding Podaboos and Fire Bars at the start, so keep an eye out on what is going on below.

The three ? blocks have a Mushroom/Fire Flower in the middle.

With the three pairs of Fire Bars, the top bar in the third pair moves in the opposite direction of the first two. After this, watch for Podaboos as you avoid Bowser's fireballs on the way to the bridge. 

Bowser turns into a Buzzy Beetle when killed with fireballs here. This is interesting, as we haven't seen one yet.

Saturday, January 20, 2024

PrinceWatercress plays Super Mario Bros. - World 2 of 8


One world down, seven more to go.


World 2-1



There is a Mushroom/Fire Flower in the bricks at the start. Just after the "stairs," there is a hidden coin block just below the first brick in the bricks that are in mid-air. If you hit that hidden coin block to make it show up, then jump straight up while on it, you can get a 1-Up. There are two ways to make this and all other 1-Ups that show up in the first level of every world show up:

1. You have to warp to that world
2. You have to collect enough coins in the third level of the previous world. If you collected most or all of the coins in World 1-3, you'll get this one to show up on a warpless run. 

If you pull off neither of these things, the hidden 1-Up will not show up.

It should be noted that the 1-Ups in Worlds 1-1, 1-2 and 8-2 will always show up no matter what.

There is a Mushroom/Fire Flower in the ? block on the lower left after the first pipe. There is also a Starman in the first brick in the set of bricks before the second pipe.

After the second pipe, there are seven ? blocks and some bricks. In the middle of the bricks is a vine. By moving into the vine and pressing Up, Mario will climb up the vine. Here, you can ride a platform and keep jumping for coins. At the end, you'll drop back down into the level and you'll end up near the end.

The third pipe leads to an underground coin room. Exiting takes you out through the fourth pipe, so you won't go too far. There will be a Mushroom/Fire Flower in the left-most brick of the bricks above the set of three pipes.

There is a hidden block with a Mushroom/Fire Flower near the last pipe, but it's hard to get to.

To use the jumping springboard, you'll have to jump on it to flatten, then press the A button just before you get sent into the air to get a super high-jump.

World 2-2



This will be your first underwater stage. Here, you'll meet two new enemies: Bloopers (the white squids that swim around and usually come at you) and the Cheep-Cheeps (the fish that slowly swim towards you). The only way to defeat them is with the fireballs from the Fire Flower.

If you're Small Mario, you can stay on the ground and the Bloopers will never touch you. Use this to your advantage.

To swim, just keep tapping the A button. You can still walk on land in water, but it's pretty slow.

Be careful near bottomless pits when grabbing coins, as there are some currents that will suck you in. Keep pressing A to escape these powerful currents.

When you enter the pipe at the end, you'll be able to get to the flag.

World 2-3



Welcome to the first of two "bridge" levels. There will be flying Cheep-Cheeps that shoot up from the bottom of the screen in an attempt to hit you. Watch out for them. If they hit you from below, or if you touch them from the side, you're taking damage. Be careful when jumping for coins or jumping over bottomless pits.

The lone ? block in this level contains a Mushroom/Fire Flower.

World 2-4


The weird-looking fireballs that jump in and out of the lava pits are called Podaboos. They will jump in and out at random intervals, which make them even more dangerous than they should be.

The lone ? block in this level contains a Mushroom/Fire Flower.

Watch out for the firebars as you move through the rest of the level. Also, you can jump up to the ceiling on the set of moving platforms.

If you beat Bowser with Fire Mario's fireballs in this level, he will turn into a Koopa when he dies.

Friday, January 19, 2024

PrinceWatercress plays Super Mario Bros. - World 1 of 8


Well, I've played the Western Mario 2 and I've played the third game, so it's only right to play this one.


It's that Mario game. Y'know, the one where you jump on Koopas and Goombas, grab the mushrooms and fire flowers, collect coins and beat Bowser. Yeah, that game. The first one where you did it. That game.

World 1-1



Left and Right let you move around, holding B lets you run, and pressing A lets you jump. Start pauses and un-pauses the game.

From left to right on the top of the screen, you'll see the current player and their score (in the case of a two-player game, where Player 2 is Luigi), the current amount of coins you have, the current level and the amount of time you have left. If you run out of time, you'll lose a life as soon as the timer reaches zero. The music gets faster at 100 seconds left to tell you that you are running low on time.

The beginning of the game is as much of a tutorial as you're going to get. Here, you'll learn that the moving mushroom with feet and angry eyes is a Goomba and that you need to stomp on it, and that touching it will kill you. By jumping up into the ? blocks from underneath, you can get coins. Collecting 100 coins will give you an extra life. One of the blocks contains a mushroom, which moves around and must be collected. This turns you from Small Mario to Super Mario. When you're big, you can hold Down to crouch, but you can break the bricks from underneath...something you could not do before.

Beyond that is a set of pipes. Here, you can learn how to run and jump. There are a few Goombas here. Try not to run into them. If you press Down on a pipe, you may be able to go down it. The fourth and last pipe leads to an underground coin room, one of many that you'll see in the game. When you go through the pipe to the right, you'll end up near the end...and I'll mention that part later.

Above the left side of the dark green hill after the last pipe is a hidden block that you can hit if you jump straight up. Inside is a mushroom with green spots instead of red ones. This is a 1-Up Mushroom that gives you an extra life. You'll only be able to get so many 1-Ups, so you'll need to learn how to stay alive.

To the right is two more Goombas. The ? block near them would usually contain a mushroom if you got hit between then and now, but if you're still big, you'll find a Fire Flower. You must be big to get the Fire Flower. If you're small, you'll get the Mushroom again, and you'll have to get it to get the Fire Flower. If you get hit while big, you'll be small again; if you get hit while small, you will lose a life and get sent back a bit. If you are small when you grab a Fire Flower, you'll be big again, but you won't be able to shoot fireballs until you grab another Fire Flower.

The Fire Flower makes you Fire Mario, and you can throw fireballs by pressing B. The fireballs can bounce and miss enemies from time to time, and the fireballs must make direct contact with the enemies to defeat them. 

The turtle is called a Koopa. Jumping into it makes it retreat into its shell, but does not defeat it. If you move into the shell, you can kick it forward and defeat enemies. If you can defeat enough enemies with it by running after it and having it defeat enemies as it goes, you can get an extra life. Just don't let it hit you on the way back.

One of the bricks contains coins. If you keep jumping as quickly as possible, you'll get more coins; otherwise, you will get less.

Another brick will contain a flashing star. This is a Starman, and if you grab a Starman, you'll flash funky colors and special music will play. When this happens, you're invincible and you can defeat enemies just by moving into them. Be careful, as there are ways to die even while invincible. When the music returns to normal and you stop flashing, the Starman's powers have worn off.

There is a third Starman in the top ? block after where you can get the Starman.

The pit with no ground at the bottom is a bottomless pit. Falling in will instantly cost you a life, even if you are invincible. 

You're at the end of the stage. When you reach the big set of stairs, you'll reach the flag. Jump into the flag to bring it down. The higher you are on the flag, the more points you will get.

World 1-2



Here, you'll enter your first underground area. Mario will walk into the pipe automatically; you'll have no control over him until you hit the next area.

There is a Mushroom/Fire Flower at the start. Past that is a brick with coins inside. Inside the coins afterwards is a Starman, which allows you to defeat a few enemies. You can find a hidden Fire Flower and a hidden coin block afterwards.

After the pit is a set of six coins. You'll need to make a running jump on some bricks in the air in order to get to them. If you're big, you can break the blocks above you and run on the ceiling, which is pretty cool. If you hit the brick above the right-most coin, you'll uncover a hidden 1-Up. Hit a few bricks to open up the ceiling first before getting it. 

The plants that come out of the coins are Piranha Plants. You can only destroy them with fireballs as Fire Mario. If you are near or on the pipes, they will not show up; you'll need to be a little further back to get them to show up. You can still get hurt by running into them, so be cautious.

The first pipe leads to a coin room further underground. Exiting it will take you to the third pipe.

The platforms go from either top to bottom or bottom to top, and you do not want to be on them when they go all the way to the bottom. If they go all the way up, you'll be dropped back down. If you walk on the ceiling above the exit, you'll find the Warp Zone. With the three pipes here, you can skip to World 2, 3 or 4. We'll play those worlds later.

The Koopa with the red shell is the same as the ones with the green shell, except they turn around and go in the other direction when they reach a pit or the edge of a platform. The green shell Koopas just walk right off the edge and into the pit.

If your current time ends in a 1, 3 or 6, you'll get one, three or six fireworks, respectively, and you'll get points for each one.

World 1-3



Here, you'll be jumping from platform to platform. Be careful not to fall.

Some Koopas have wings and fly back and forth, either vertically or horizontally. These Koopas are called Para-Troopas. Others will jump up and down as they move forward, and you'll see the ones that do that later. Jumping on them once will clip their wings and make them a regular Koopa again. Jumping on them again makes them ripe for a kicking.

The lone ? block in this stage contains a Mushroom/Fire Flower.

There are a few platforms that move left and right above the bottomless pits. Take your time and make your move.

The castle at the end here is big and not small. What's going to happen now?

World 1-4



You're in a castle, that's what.

The pits have lava. Falling into them is obviously a no-no.

The lone ? block will contain a Super Mushroom/Fire Flower, but it's up to you if you want to get it, as below it is a fire bar, which will hurt to the touch. Take your time and time your jumps so you don't jump or move right into them. Fire bars can spin clockwise or counter-clockwise, so pay attention to where they go.

Eventually, you'll come across a wide open room, and if you jump around, you can find six invisible blocks. Each one contains a coin. Be careful around here, as fireballs will shoot out from the right side of the screen. They hurt.

You'll come across the bridge as well as a large turtle with a spiked shell. This is the great Koopa turtle king, Bowser. He will spit fireballs, and he will also move back and forth and jump occasionally. You'll need to make a running jump over him - or run under him - in order to get past him and grab the axe. By grabbing the axe, you will chop the bridge down and send Bowser into the lava. At the other side is a Mushroom Kingdom retainer, who will tell you that the princess is in another castle. From here, you'll head to World 2.

Another way to defeat Bowser is to be Fire Mario and throw fireballs at him, assuming that you can make it to Bowser as Fire Mario in the first place. When you hit him with enough fireballs, he will turn into a Goomba and fall down past the bottom of the screen. This is actually a glitch in the game, but Nintendo made it part of the lore by declaring that every meeting with Bowser until the end is with a fake Bowser created with a spell cast on a normal enemy, and that the spell is broken when you defeat the fake Bowser with the Fire Flower. You'll be able to turn Bowser into other enemies in other worlds.

Thursday, January 18, 2024

PrinceWatercress plays Ms. Pac Man (Atari 2600) - The Longplay


Here's that "Cherries" clear minus the commentary. Enjoy.


It's Ms. Pac Man! Pac-Man now has a wife (I guess) thanks to the folks over at General Computer Corporation, who originally made this as a mod to the original Pac-Man game before creating a whole new game that was better than the original! While the Atari 2600 version improves on the original, this one does have a few drawbacks that leave a little to be desired. 

The joystick allows you to move Ms. Pac-Man, while the fire button does nothing. You have to eat all of the dots as well as the Power Pills, which weaken the ghosts and allow you to eat them as long as they are blue, to continue to the next screen. The more blue ghosts you eat in a row, the more points you'll get for each one, starting at 200 and doubling until you reach 1600. Beware: as you go through the game, the ghosts will be blue and edible for less and less time, and by the team you reach the green mazes, that amount of time will be an absolute pittance. At least the game controls much like the original, for better or worse.

You have four mazes: red, blue, white and green. You'll do each maze for two levels, then go on for the next one. Each color maze has a different layout, too, to keep you on your toes. Once you beat the second green maze, you'll alternate between the white and green mazes every other level, so consider the game "beaten" after you've gotten through at least seven mazes.

You also have seven fruits/foods: cherries, strawberries, oranges, pretzels, apples, pears and bananas. You'll see the fruits/foods in this order for the first seven mazes, and the further you go, the more the fruits/foods are worth. After the seventh maze, the fruit/food will be picked randomly every time. You'll get two opportunities per maze to eat the fruit/food for bonus points. The best part is, they aren't replaced by a vitamin this time around and they bounce around the maze here! You'll need the points off of these just like with the ghosts, as you can get an extra life at 10,000 points. Unfortunately, this is the only extra life you can get per play session, as opposed to getting one every time you clear a level. That makes getting though at least the first seven mazes a bit difficult when you're playing with all four ghosts in the maze.

The ghosts look a lot better here! Not only are they different colors, but they all act differently, too. The red ghost, which only shows up in the four ghosts variation of the game, is the most aggressive of the four and they can definitely chase after you when they see you. In later mazes, the red ghost will even be faster than you, and you'll need to eat a Power Pill to save yourself, as outrunning it may not be enough. Also, they leave through the top center of the ghost box in the center of the maze as opposed to the side, which was a huge mistake in the previous game.

Speaking of game variations: there are only four, and you can only switch between them with the game select switch on the console. All these variations do is change the amount of ghosts in the maze from one to four, with one to three bears being one to three bears and cherries being the full four ghost game. That's all you get. There's no speed variations for the ghosts or Ms. Pac-Man, and the game difficulty switches on the console do nothing, as opposed to cutting the amount of power pill time down by half in the original game. Atari put this game in an 8K cartridge as opposed to a 4K, and they skimped on game variations? Also, there's no two-player mode this time around, so if you want to play with a friend, you'll both have to share the joystick and play the same maze together.

Also, the original arcade game has intermissions every couple of mazes where you learn how Pac-Man and Ms. Pac-Man met and the adventures they had before the stork delivers a baby, setting the stage for Jr. Pac-Man. Thankfully, this didn't curb the amount of fun I had with this game. At least you can see the ghosts circle Ms. Pac-Man on a black screen before starting a new game.

All in all, this is a fine game. It may not have all the gameplay variations of the original game, it is still more or less an overall improvement on it, and is still worth checking out.

Wednesday, January 17, 2024

PrinceWatercress plays Ms. Pac Man (Atari 2600) - Part 5 of 5


That's more like it! Apparently the red ghost in the four ghosts variation was what made the game exciting and challenging. Without it, the game is easier, but it's not as fun.


The red ghost only appears on the "Cherries" variation with all four ghosts. Not surprisingly, the "ender of runs" is the red ghost, and more likely than not, you're most likely going to get caught by this ghost than any of the other ones. With the red ghost, you actually get some real excitement with this game, and it feels like this is the only variation of the game that matters.

I don't make it through the eighth maze like I wanted, but I still make it through the seventh.

With that, this game is complete. It may not have as many variations as the original 2600 Pac-Man, it is still an overall better game.

Tuesday, January 16, 2024

PrinceWatercress plays Ms. Pac Man (Atari 2600) - Part 4 of 5


Well, this is a little more interesting, but we're not quite there yet.


We now play with three ghosts on the "three bears" variant here. It's a little more interesting, but we're still not there yet, and I still make it past the eighth maze. 

Monday, January 15, 2024

PrinceWatercress plays Ms. Pac Man (Atari 2600) - Part 3 of 5


You'd think things would get more interesting with two ghosts compared to one. Spoiler alert: they're not.


Now it's time for two ghosts. Guess what? It's not much better.

Interestingly, with one ghost, the ghost gives 1600 points every time. With two, you get 800 on the first and 1600 on the second.

Sunday, January 14, 2024

PrinceWatercress plays Ms. Pac Man (Atari 2600) - Part 2 of 5


Well, this is underwhelming.


In this video, we start playing the other game variations, starting with the "one ghost" variation.

It's really, really boring. I honestly don't know what else to say other than that.

Saturday, January 13, 2024

PrinceWatercress plays Ms. Pac Man (Atari 2600) - Part 1 of 5


She always was more than Pac-Man with a bow...


It's Ms. Pac Man! Pac-Man now has a wife (I guess) thanks to the folks over at General Computer Corporation, who originally made this as a mod to the original Pac-Man game before creating a whole new game that was better than the original! While the Atari 2600 version improves on the original, this one does have a few drawbacks that leave a little to be desired. 

The joystick allows you to move Ms. Pac-Man, while the fire button does nothing. You have to eat all of the dots as well as the Power Pills, which weaken the ghosts and allow you to eat them as long as they are blue, to continue to the next screen. The more blue ghosts you eat in a row, the more points you'll get for each one, starting at 200 and doubling until you reach 1600. Beware: as you go through the game, the ghosts will be blue and edible for less and less time, and by the team you reach the green mazes, that amount of time will be an absolute pittance. At least the game controls much like the original, for better or worse.

You have four mazes: red, blue, white and green. You'll do each maze for two levels, then go on for the next one. Each color maze has a different layout, too, to keep you on your toes. Once you beat the second green maze, you'll alternate between the white and green mazes every other level, so consider the game "beaten" after you've gotten through at least seven mazes.

You also have seven fruits/foods: cherries, strawberries, oranges, pretzels, apples, pears and bananas. You'll see the fruits/foods in this order for the first seven mazes, and the further you go, the more the fruits/foods are worth. After the seventh maze, the fruit/food will be picked randomly every time. You'll get two opportunities per maze to eat the fruit/food for bonus points. The best part is, they aren't replaced by a vitamin this time around and they bounce around the maze here! You'll need the points off of these just like with the ghosts, as you can get an extra life at 10,000 points. Unfortunately, this is the only extra life you can get per play session, as opposed to getting one every time you clear a level. That makes getting though at least the first seven mazes a bit difficult when you're playing with all four ghosts in the maze.

The ghosts look a lot better here! Not only are they different colors, but they all act differently, too. The red ghost, which only shows up in the four ghosts variation of the game, is the most aggressive of the four and they can definitely chase after you when they see you. In later mazes, the red ghost will even be faster than you, and you'll need to eat a Power Pill to save yourself, as outrunning it may not be enough. Also, they leave through the top center of the ghost box in the center of the maze as opposed to the side, which was a huge mistake in the previous game.

Speaking of game variations: there are only four, and you can only switch between them with the game select switch on the console. All these variations do is change the amount of ghosts in the maze from one to four, with one to three bears being one to three bears and cherries being the full four ghost game. That's all you get. There's no speed variations for the ghosts or Ms. Pac-Man, and the game difficulty switches on the console do nothing, as opposed to cutting the amount of power pill time down by half in the original game. Atari put this game in an 8K cartridge as opposed to a 4K, and they skimped on game variations? Also, there's no two-player mode this time around, so if you want to play with a friend, you'll both have to share the joystick and play the same maze together.

Also, the original arcade game has intermissions every couple of mazes where you learn how Pac-Man and Ms. Pac-Man met and the adventures they had before the stork delivers a baby, setting the stage for Jr. Pac-Man. Thankfully, this didn't curb the amount of fun I had with this game. At least you can see the ghosts circle Ms. Pac-Man on a black screen before starting a new game.

All in all, this is a fine game. It may not have all the gameplay variations of the original game, it is still more or less an overall improvement on it, and is still worth checking out.

Friday, January 12, 2024

PrinceWatercress plays Ballistic (GBC) - Part 7 of 7


...and with that, we complete the last two puzzles and check out the other game modes. See you next Let's Play.


Stage 49


Place the star in the five moons so that there is only on next to the two hearts and four next to the lone square. Of those four moons, place the note squarely between them. Place the triangle in the three squares so there are two squares at the inner end and one next to the pair of notes near the middle of the spiral. Eliminate the pair of notes in the middle of the spiral. Eliminate the hearts.

Stage 50


Place the heart on the inner end. Eliminate the three squares. Eliminate the pair of stars in the middle of the spiral that is closer to the outer end. Eliminate the notes on the outer end. Place the star in the three notes so there is one on the outer side and two on the inner side. Eliminate the pair of stars in the middle of the spiral. Eliminate the remaining stars.

You just beat Checkmate Mode! Now for the other two modes.

Panic Mode


Panic Mode is the arcade/"endless" mode. Here, you have to clear out as many bubbles as you can before the spiral of bubbles hits the dead end line at the center of the screen. The more bubbles you clear, the more shapes you'll get and the faster the game will become. How far can you go?

Time Attack


Time Attack Mode has you clearing a certain amount of bubbles as quickly as possible. The harder you set the difficulty, the more bubbles you will have to clear. See how fast you can get the number of clears that the game expects you to make.

Both Panic and Time Attack have ranking tables, but the high score tables do not take into account what difficulty you were playing on whenever you make a high score.

Thursday, January 11, 2024

PrinceWatercress plays Ballistic (GBC) - Part 6 of 7


Almost done...


Stage 42


Place the triangle in the middle of the four squares. Eliminate the notes on the inner end. Place the note in-between the hearts on the inner end so that there are two on the inner end and four further down the spiral. Eliminate the stars. Eliminate the moons.

Stage 43


Place the heart between the moons on the outer end so that there is one at the end next to the note and two on the other side of the heart. Place the note on the inner end. Place the square on the lone square in the middle of the spiral. Eliminate the triangles. Place the squares next to the stars so that the inner part of the spiral moves back. Eliminate the stars.

Stage 44


Place the heart squarely between the four notes on the inner end. Eliminate the two notes left on the inner end. Place the star between the three moons so there are two on the inner end and one on the outer end. Eliminate the squares. Place the star on the lone star of the inner end. Eliminate the triangles. Eliminate the hearts.

Stage 45


Place the moon in-between the three hearts so that there is one on the inner end near the three squares and two on the outer end near the pair of notes. This separates the hearts. Eliminate the triangles. Eliminate the stars on the inner end. Eliminate the remaining pair of stars. Eliminate the squares.

Stage 46


Place the moon in the three notes so one note moves up to the pair of hearts on the outer end. Place the star in the three moons so that there is one moon next to the pair of notes and two moons next to the other lone star. Eliminate the hearts on the outer end. Eliminate the stars on the outer end. Eliminate the hearts. Eliminate the pair of stars in the middle.

Stage 47


Eliminate the pair of stars on the inner end. Place the next star on top of the lone star in the middle of the spiral. Eliminate the pair of notes closest to the outer end. Eliminate the pair of moons between the two pairs of stars. Place the star on the lone star between the two pairs of notes. Eliminate the pair of squares on the inner end. Eliminate the notes. Eliminate the moons.

Stage 48


Eliminate the stars on the inner end. Place the square on the inner end. Eliminate the pair of notes on the outer end. Eliminate the pair of stars on the inner end. 

Wednesday, January 10, 2024

PrinceWatercress plays Ballistic (GBC) - Part 5 of 7


Now we're getting somewhere.


Stage 36


Put the note in the three squares. There should be one square to the left and two to the right. Eliminate the moons on the inner end. Eliminate the moons on the outer end as everything is in motion.

Stage 37


Place the moon in the three triangles. There should be two on the inner end and one on the outer end. Eliminate the stars. Eliminate the squares.

Stage 38


Place the note in-between the middle pair of stars. Place the square in the three triangles so that there are two on the inner side and one on the outer side. Eliminate the hearts. Eliminate the moons.

Stage 39


Place the square in the three triangles on the inner end with one on the inner side and two on the outer side. Eliminate the pair of notes on the inner end. Eliminate the pair of squares on the inner end. Eliminate the remaining notes.

Stage 40


Eliminate the squares on the inner end. Place the note in the three stars on the outer end so that there is one star separated from the other two at that end. Eliminate the hearts on the outer end. Eliminate the hearts on the inner end. Eliminate the squares. Eliminate the remaining hearts.

Stage 41


Place the star in the three moons so there are two moons on the outer end and one on the inner end. Put the triangle right on the inner end next to the pair of stars. Eliminate the stars on the outer end. Eliminate the hearts.

Tuesday, January 9, 2024

PrinceWatercress plays Ballistic (GBC) - Part 4 of 7


Slowly starting to figure things out here...


Stage 30


Place the heart on the heart between the two squares. Place the square on the square between the pair of hearts and the pair of notes. Place the note on the lone note. Shoot the star so it gets between the lone star and the pair of hearts. Place the moon on the lone moon. Place the triangle on the triangle on the inner end. Eliminate the pair of hearts between the squares.

Stage 31


Eliminate the hearts. Place the square on the set of three notes. There should be one note on the outer end and two on the inner end. Eliminate the stars. Eliminate the moons.

Stage 32


Place the note in the set of three squares. There should be one square on the outer end and two on the inner end. Eliminate the triangles. Place the moon on the lone moon on the outer end. Place the star on the lone star on the outer end. Place the triangles inside the hearts to start the chain.

Stage 33


Place the triangle in the set of three notes. There should be one note on the outer end and two on the inner end. Eliminate the squares. Eliminate the stars. Eliminate the hearts. Eliminate the moons.

Stage 34


Place the square in the set of three triangles. There should be one triangle on the outer end and two on the inner end. From here, place the triangle on that one triangle. Eliminate the pair of notes on the inner end. Eliminate the squares. Eliminate the notes.

Stage 35


Eliminate the triangles. Place the note in the set of three moons. There should be one moon on the outer end and two on the inner end. Eliminate the pair of stars on the inner end. Eliminate the squares. Eliminate the stars. 

Monday, January 8, 2024

PrinceWatercress plays Ballistic (GBC) - Part 3 of 7


Unless you can think symmetrically a read a spiral of bubbles like a straight line, you're not going to be able to complete Checkmate mode.


Stage 25


Place the heart in between the third pair of stars (counting from the outer end to the inner end). Eliminate the second pair of stars. From here, eliminate both pairs of hearts.

Stage 26


Place the square next to the notes. Eliminate the notes. Eliminate the hearts. Eliminate the triangles.

Stage 27


Aim the note at the three squares and place it in-between them. There should be one square on one side and two on the other. Put the note on that lone square. Eliminate the pair of notes on the left.

Stage 28


Place the triangle to the right of the pair of squares. Shoot the note at the note. Eliminate the hearts.

Stage 29


Shoot the star at the star that is next to the pair of squares. Place the square between the pair of triangles and the coupling of the note and the square. Eliminate the pair of squares next to the pair of stars. Eliminate the moons.