Monday, March 31, 2025

PrinceWatercress plays Taz-Mania (SMS) - Longplay


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


One day, Taz's dad was telling him about a place called the Lost Valley, a valley where numerous rare animals still live. The rarest of these animals is the giant seabird. The seabird eggs are enormous, supposedly the largest in the world. A mere legend...wouldn't you agree...?

And there he goes - off and spinning! He's rushing to find the long-lost nest of the giant Tasmanian seabirds. Its legendary egg will make one Taz-sized omelet!

Stage 1: Plains


Section 1


Taz leaves home in search of the legendary valley of the giant seabird eggs, even though he hasn't got a clue as to where it is. Will Taz be able to find it?

At the start of the game, your lives will be in the lower-left corner, while the upper-left corner will show your current health (L) and the current power of your spin attack (P). When the L bar goes all the way down, you'll lose a life. Left and Right lets you move left and right, Down lets you duck, Button 1 lets you jump, and Button 2 lets you perform the spin attack. The spin attack lets you take down enemies. You can also use them to get rid of the bombs that are in your way, but don't forget that you can accidentally get rid of the good power-ups that way, too! The P meter will quickly drain when you attack, but it will quickly refill. When it's full again, you can attack again. 

Turkeys give you more health, and 1-Up icons with Taz's face will give you extra lives. Red stars give you temporary invincibility. There's a few 1-Ups here, and if you look high and low, you'll be able to easily find them.

The springs are much like the games in the Sonic games and let you reach higher areas.

Enemies include bushrats with spears that move back and forth and plants that can spit projectiles. While you can attack the plants, you cannot attack the projectiles.

The pedestal with the egg and the arrow on it is the exit. Move past it to get to the next section. The time bonus gets bigger the less time it takes to clear a section, while the life bonus is dependent on how much life you have when you beat the section.

Section 2


If you press the Start button while the game is giving you bonus points at the end of a section, the game will do you a solid and pause when you enter the next one.

The slopes will slowly push you downwards, so watch where you're going.

In case you can't make a jump, spin attack forwards. You'll get that boost that will let you get to where you need to go.

You'll get an extra life at 20,000 points.

Section 3


After two sections, you'll face a boss. The first boss is a bull that charges at you. Jump over the bull when it charges at you, then jump over it when it returns. When it hits the wall, use the spin attack. After five hits, the bull goes down. 

Stage 2: Jungle


Taz enters the jungle. Could the giant egg be located somewhere here in the jungle? Giant egg, where are you?

Section 1


Enemies here include snakes and Venus flytraps, both of which move back and forth. You'll see the latter more often.

There are more platforms here than in the first world of the game, and there are also spikes. The spikes don't kill you instantly, but you still don't want to land on them.

The brown stuff is quicksand. Keep jumping to get through it.

Section 2


Now you have even smaller platforms in the form of the tree platforms. The trees do not have a lot of room to maneuver, so you'll want to watch where you're jumping from and landing to.

The plants that spit projectiles from the first world make a return here.

Section 3


The boss here is Francis X. Bushlad. Avoid the arrows that he shoots, then hit him as he hops to the other side. You can stand in the corner behind him and keep pressing the attack button, but you'll go down before he does, so go ahead and just do it in the way you're meant to do it.

Stage 3: Cavern


In the depths of the forest, Taz finds an enormous cavern. Inside the cavern, it is dark...eerily quiet. The egg can't possibly be here, can it?

Section 1


The lava is the biggest threat here. If you touch it, it's instant death. If you die, there are no checkpoints, and while the sections are short, not having checkpoints can make the harder parts of the game a bummer.

There is a 1-Up right above the start.

The bats have plenty of different flight patterns, but diving back and forth is their most common one.

Watch out for fireballs leaping in and out of the lava.

Section 2


This section is bigger than previous, and the inability to look up or down with the D-Pad really stinks here. 

In case you die, any 1-Ups you pick up will respawn.

The skeletons just move back and forth. That's all they do.

Be careful near the exit. Stay on the left platform and spin to take care of the bat, then jump your way to the right to get to the end.

Section 3


The boss here is Bull and Axl...or rather, Bull. He throws one boomerang upwards and one boomerang downwards as he jumps around. Watch the boomerangs and hit Bull with spin attacks. For best results, hit him with spin attacks when he is in the middle, as you can get two hits in that way. When he goes down, Axl shows up and carries Bull to safety.


Stage 4: Ruins


Taz escapes the cavern only to find himself in the ruins of a macabre looking building...

Don't be afraid! Remember, the giant seabird egg awaits you...!

Section 1


The mummies just move back and forth, as do the ghosts.

If you know where all the dead-ends are, you can find a few 1-Ups. This is true of not only section, but also the next. Also, you may have to do some wrap-around jumps just to get to where you need to go.

The cracked blocks can be broken with the spin attack.

Take small hops and then use the spin attack to get past the narrow pathways with the spikes on the floors and ceilings unharmed.

If a pit has black at the bottom, it's a bottomless pit. That means you're at the bottom of the level and you're also almost at the exit, too.

Section 2


The snakes from Stage 2 make a return here.

At the end of the stage, spin attack the center block to avoid the spikes, then spin attack the block on the right to get to the exit (the rest lead to death).

Section 3


The boss here is a pair of witches. Take a short hop to avoid the projectiles, then move towards the witch on the lower level and spin attack. You'll be alternating between the witches as you do this, but you'll be damaging them, and after one goes down, the other will go down not long after that. 

Stage 5: Valley


A giant seabird soars above Taz. At last! The Lost Valley!!

Section 1


Scorpions and rock monsters move back and forth in this mountainous area. You'll be going up and down as you make your way to the right, so watch where you jump, as the pools of water are instant death. I stay away from all of the slopes and stay only on flat ground because of it.

Some of the rock monsters don't move at all, and will just stand there and jump.

The music here is very monotonous.

Section 2


The spider-like enemies jump up and down more quickly than the rock monsters.

When you reach the blocks that you have to spin attack to break, don't attack the two that are side by side. That will send you into instant death water if you do.

Sometimes it's better to take a hit if you know you're going to hit the ground while jumping. Don't forget that your health refills upon entering a new area.

Section 3


It's time for the final boss: the giant seabird.

Keep jumping up and hitting it while it is in the area. If it comes down to dive at you, avoid it; don't hit it. If it flies around in a zig-zag pattern, you can actually hit the seabird while it does that and get some free hits in. When the seabird falls straight down, you've defeated it.

You'll get that seabird egg, but it will hatch and the baby will think that Taz is its mother, much like in all of the other Sega console versions (Genesis/Mega Drive and Game Gear). The credits then roll. You just beat Taz-Mania!

Sunday, March 30, 2025

PrinceWatercress plays Taz-Mania (SMS) - Part 5 of 5


It's time for the final level of the game! Hope you're ready to do a lot of jumping!


Stage 5: Valley


A giant seabird soars above Taz. At last! The Lost Valley!!

Section 1


Scorpions and rock monsters move back and forth in this mountainous area. You'll be going up and down as you make your way to the right, so watch where you jump, as the pools of water are instant death. I stay away from all of the slopes and stay only on flat ground because of it.

Some of the rock monsters don't move at all, and will just stand there and jump.

The music here is very monotonous.

Section 2


The spider-like enemies jump up and down more quickly than the rock monsters.

When you reach the blocks that you have to spin attack to break, don't attack the two that are side by side. That will send you into instant death water if you do.

Sometimes it's better to take a hit if you know you're going to hit the ground while jumping. Don't forget that your health refills upon entering a new area.

Section 3


It's time for the final boss: the giant seabird.

Keep jumping up and hitting it while it is in the area. If it comes down to dive at you, avoid it; don't hit it. If it flies around in a zig-zag pattern, you can actually hit the seabird while it does that and get some free hits in. When the seabird falls straight down, you've defeated it.

You'll get that seabird egg, but it will hatch and the baby will think that Taz is its mother, much like in all of the other Sega console versions (Genesis/Mega Drive and Game Gear). The credits then roll. You just beat Taz-Mania!



Saturday, March 29, 2025

PrinceWatercress plays Taz-Mania (SMS) - Part 4 of 5


This level is a bit more maze-like compared to the others, and 1-Ups await those who go off the beaten path.


Stage 4: Ruins


Taz escapes the cavern only to find himself in the ruins of a macabre looking building...

Don't be afraid! Remember, the giant seabird egg awaits you...!

Section 1


The mummies just move back and forth, as do the ghosts.

If you know where all the dead-ends are, you can find a few 1-Ups. This is true of not only section, but also the next. Also, you may have to do some wrap-around jumps just to get to where you need to go.

The cracked blocks can be broken with the spin attack.

Take small hops and then use the spin attack to get past the narrow pathways with the spikes on the floors and ceilings unharmed.

If a pit has black at the bottom, it's a bottomless pit. That means you're at the bottom of the level and you're also almost at the exit, too.

Section 2


The snakes from Stage 2 make a return here.

4:19 - The worst hitbox in the game.

At the end of the stage, spin attack the center block to avoid the spikes, then spin attack the block on the right to get to the exit (the rest lead to death).

Section 3


The boss here is a pair of witches. Take a short hop to avoid the projectiles, then move towards the witch on the lower level and spin attack. You'll be alternating between the witches as you do this, but you'll be damaging them, and after one goes down, the other will go down not long after that. 

Friday, March 28, 2025

PrinceWatercress plays Taz-Mania (SMS) - Part 3 of 5


Things get a little more difficult here, and the inability to look up or down with the D-Pad leaves a little to be desired in terms of the gameplay.


Stage 3: Cavern


In the depths of the forest, Taz finds an enormous cavern. Inside the cavern, it is dark...eerily quiet. The egg can't possibly be here, can it?

Section 1


The lava is the biggest threat here. If you touch it, it's instant death. If you die, there are no checkpoints, and while the sections are short, not having checkpoints can make the harder parts of the game a bummer.

There is a 1-Up right above the start.

The bats have plenty of different flight patterns, but diving back and forth is their most common one.

Watch out for fireballs leaping in and out of the lava.

Section 2


This section is bigger than previous, and the inability to look up or down with the D-Pad really stinks here. 

In case you die, any 1-Ups you pick up will respawn.

The skeletons just move back and forth. That's all they do.

Be careful near the exit. Stay on the left platform and spin to take care of the bat, then jump your way to the right to get to the end.

Section 3


The boss here is Bull and Axl...or rather, Bull. He throws one boomerang upwards and one boomerang downwards as he jumps around. Watch the boomerangs and hit Bull with spin attacks. For best results, hit him with spin attacks when he is in the middle, as you can get two hits in that way. When he goes down, Axl shows up and carries Bull to safety.

Thursday, March 27, 2025

PrinceWatercress plays Taz-Mania (SMS) - Part 2 of 5


This level is a little tougher, but once you know how to jump from platform to platform at this point with the spin attack, it's not by much.



Stage 2: Jungle


Taz enters the jungle. Could the giant egg be located somewhere here in the jungle? Giant egg, where are you?

Section 1


Enemies here include snakes and Venus flytraps, both of which move back and forth. You'll see the latter more often.

There are more platforms here than in the first world of the game, and there are also spikes. The spikes don't kill you instantly, but you still don't want to land on them.

The brown stuff is quicksand. Keep jumping to get through it.

Section 2


Now you have even smaller platforms in the form of the tree platforms. The trees do not have a lot of room to maneuver, so you'll want to watch where you're jumping from and landing to.

The plants that spit projectiles from the first world make a return here.

Section 3


The boss here is Francis X. Bushlad. Avoid the arrows that he shoots, then hit him as he hops to the other side. You can stand in the corner behind him and keep pressing the attack button, but you'll go down before he does, so go ahead and just do it in the way you're meant to do it.

Wednesday, March 26, 2025

PrinceWatercress plays Taz-Mania (SMS) - Part 1 of 5


Believe it or not, this is not the same game as the Game Gear version. This is its own Europe-exclusive version...and it's quite good.


One day, Taz's dad was telling him about a place called the Lost Valley, a valley where numerous rare animals still live. The rarest of these animals is the giant seabird. The seabird eggs are enormous, supposedly the largest in the world. A mere legend...wouldn't you agree...?

And there he goes - off and spinning! He's rushing to find the long-lost nest of the giant Tasmanian seabirds. Its legendary egg will make one Taz-sized omelet!

Stage 1: Plains


Section 1


Taz leaves home in search of the legendary valley of the giant seabird eggs, even though he hasn't got a clue as to where it is. Will Taz be able to find it?

At the start of the game, your lives will be in the lower-left corner, while the upper-left corner will show your current health (L) and the current power of your spin attack (P). When the L bar goes all the way down, you'll lose a life. Left and Right lets you move left and right, Down lets you duck, Button 1 lets you jump, and Button 2 lets you perform the spin attack. The spin attack lets you take down enemies. You can also use them to get rid of the bombs that are in your way, but don't forget that you can accidentally get rid of the good power-ups that way, too! The P meter will quickly drain when you attack, but it will quickly refill. When it's full again, you can attack again. 

Turkeys give you more health, and 1-Up icons with Taz's face will give you extra lives. Red stars give you temporary invincibility. There's a few 1-Ups here, and if you look high and low, you'll be able to easily find them.

The springs are much like the games in the Sonic games and let you reach higher areas.

Enemies include bushrats with spears that move back and forth and plants that can spit projectiles. While you can attack the plants, you cannot attack the projectiles.

The pedestal with the egg and the arrow on it is the exit. Move past it to get to the next section. The time bonus gets bigger the less time it takes to clear a section, while the life bonus is dependent on how much life you have when you beat the section.

Section 2


If you press the Start button while the game is giving you bonus points at the end of a section, the game will do you a solid and pause when you enter the next one.

The slopes will slowly push you downwards, so watch where you're going.

In case you can't make a jump, spin attack forwards. You'll get that boost that will let you get to where you need to go.

You'll get an extra life at 20,000 points.

Section 3


After two sections, you'll face a boss. The first boss is a bull that charges at you. Jump over the bull when it charges at you, then jump over it when it returns. When it hits the wall, use the spin attack. After five hits, the bull goes down. 

Tuesday, March 25, 2025

PrinceWatercress plays Rod Land (Game Boy) - The Longplay


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


Scenes 1-10


When you start a one-player game, you'll have a choice between Tam and Rit. Both characters play exactly the same. The aim of the game is to rescue Tam and Rit's mother, who is trapped in a tower. There are 40 levels, or "scenes," and you must beat all of them to rescue her.

Left and Right let you move left and right, while Up and Down allow you to climb up and down ladders. A and B allow you to use the rod, while Up+A or B and Down+A or B allow you to create a ladder going up or down. You can only create one magic ladder at a time, and if you make another one, the previous one will disappear and the new one will appear where you created it. Keep in mind that enemies can use ladders, including the one that you created, so be ready to move.

The first enemies that you see that look like cat slimes just move back and forth and also climb up and down ladders when they want to. You can zap them with the wand, then keep pressing the button to slam them back and forth until they turn into an item. Sometimes they will turn into fruits that give you bonus points, and other times, they will turn into weapons such as bombs that you can move towards to send them towards other enemies to defeat them. Whatever you do, don't let enemies touch you, as this game is a "one hit and you're dead" affair and getting hit will cost you a life.

There are sixteen flowers in a scene, and when you collect them all, the enemies all temporarily turn into slimes that move towards you. If you defeat them, they turn into circles with letters that cycle between E-X-T-R-A. If you can spell EXTRA, not only will you be able to end the scene early and go on to the next one, but you'll also get an extra life and 10,000 points. If you want to play for score, this is how you do it. Just be careful, as these enemies can still hurt you and cost you a life, and they won't keep their blob-like slime forms forever.

The level usually ends when all enemies are defeated. If you take too much time, the enemies change into more aggressive ones that will do their darndest to try to destroy you, and even those enemies will eventually fly away and leave you moving on to the next scene, anyway.

The shark enemies will charge at you if you happen to be across from them, if you give them the chance.

Make sure you are standing above the balloons so that you can ride them to higher areas. 

The worm enemies with the horns will charge at you, much like the shark enemies, and they're much better at doing it, too. 

At the end of every tenth scene is a boss. The first boss is a set of six crocodiles. You'll want to stand two tiles away from one and keep hitting it with the rod, not only to defeat the crocodiles, but to attack the birds that they spit out. When you take one out, it makes it easier for other crocodiles to ascend or descend to your level so you don't have to create ladders to get around. 

Scenes 11-20


At this point, you'll probably notice that you can't stockpile lives past nine.

The little guys that look like they are angry and have horns can spit projectiles, and you'll need to avoid those.

Scene 15 is the debut of the bee enemies, who will fly around at 45-degree angles and will have a habit of sometimes doubling back.

Scene 18 introduces doors. Stand in front of them and press Up on the D-Pad to enter them. The doors are two way and are linked to each other. You can use them, but the enemies cannot. When you use them, you'll also be invincible for a few seconds.

The boss for Scene 20 is a giant whale. You'll need to hit in the eyes with your rod, but you'll also want to take out the smaller whales that it spits out. Don't use the ladder; just stick to the ground and you can easily take out the smaller whales.

Scenes 21-30


The starfish enemies that first show up in Scene 26 can throw boomerangs at you. Approach them from behind if you can.

Scene 28 introduce floating spiked balls that will cost you a life upon touching them.

Scene 30 is probably the hardest scene so far. You'll need to zig zag your way between the blocks in the middle of the level, and the fact that you have to deal with those flying enemies doesn't help much, either. The sooner you can get to the top of the level, the better.

The boss for Scene 30 is an elephant on wires. Climb up to one of the lower blocks, face the center of the room and keep attacking. That's all you have to do to beat this boss. The boss will shoot out smaller elephants, but they will not climb up to get you.

Scenes 31-40


The doors at the bottom will protect you from the floating spiked balls at the top of the room in Scene 31. Keep that in mind as you're getting all the flowers.

Scene 37 is much like Scene 30. Once again, you'll have to zig-zag through the blocks at the center of the room just to get to one side or the other and make it easier to deal with the enemies and get the flowers.

The boss at Scene 40 has four forms. The first form is a tiny beast who just jumps around. You'll need to anticipate where he lands and hit him with the rod. 

The second form is a bigger beast who ascends slightly before stomping you as soon as you are directly under him. Be ready to move all the way to one side, then move to the center of the screen and zap him at least once as he makes his way back up to the screen. After that, head to the other side and repeat the process.

The third form is an even bigger beast who shoots a five-way shot downwards out of his hands that turns into minions. Get to the left or right of him, make a ladder going upwards and climb up and keep hitting him.

The fourth form is a giant version of the beast that takes up almost the whole screen. Keep the ladder just to the left or right of him and keep hitting him with the rod. Avoid the fire that he spits downwards as well as the debris that drops down from the top of the screen when he stomps his foot. After enough damage, he turns back to his smallest form. You've just beaten Rod Land!



Monday, March 24, 2025

PrinceWatercress plays Rod Land (Game Boy) - Part 4 of 4


...and now, the stunning conclusion!


The doors at the bottom will protect you from the floating spiked balls at the top of the room in Scene 31. Keep that in mind as you're getting all the flowers.

Scene 37 is much like Scene 30. Once again, you'll have to zig-zag through the blocks at the center of the room just to get to one side or the other and make it easier to deal with the enemies and get the flowers.

The boss at Scene 40 has four forms. The first form is a tiny beast who just jumps around. You'll need to anticipate where he lands and hit him with the rod. 

The second form is a bigger beast who ascends slightly before stomping you as soon as you are directly under him. Be ready to move all the way to one side, then move to the center of the screen and zap him at least once as he makes his way back up to the screen. After that, head to the other side and repeat the process.

The third form is an even bigger beast who shoots a five-way shot downwards out of his hands that turns into minions. Get to the left or right of him, make a ladder going upwards and climb up and keep hitting him.

The fourth form is a giant version of the beast that takes up almost the whole screen. Keep the ladder just to the left or right of him and keep hitting him with the rod. Avoid the fire that he spits downwards as well as the debris that drops down from the top of the screen when he stomps his foot. After enough damage, he turns back to his smallest form. You've just beaten Rod Land!

Sunday, March 23, 2025

PrinceWatercress plays Rod Land (Game Boy) - Part 3 of 4


The enemies get a little more dangerous once you enter the second half of the game.


The starfish enemies that first show up in Scene 26 can throw boomerangs at you. Approach them from behind if you can.

Scene 28 introduce floating spiked balls that will cost you a life upon touching them.

Scene 30 is probably the hardest scene so far. You'll need to zig zag your way between the blocks in the middle of the level, and the fact that you have to deal with those flying enemies doesn't help much, either. The sooner you can get to the top of the level, the better.

The boss for Scene 30 is an elephant on wires. Climb up to one of the lower blocks, face the center of the room and keep attacking. That's all you have to do to beat this boss. The boss will shoot out smaller elephants, but they will not climb up to get you.

Saturday, March 22, 2025

PrinceWatercress plays Rod Land (Game Boy) - Part 2 of 4


The second quarter of the game is a little bit harder, but not insurmountable.

At this point, you'll probably notice that you can't stockpile lives past nine.

The little guys that look like they are angry and have horns can spit projectiles, and you'll need to avoid those.

Scene 15 is the debut of the bee enemies, who will fly around at 45-degree angles and will have a habit of sometimes doubling back.

Scene 18 introduces doors. Stand in front of them and press Up on the D-Pad to enter them. The doors are two way and are linked to each other. You can use them, but the enemies cannot. When you use them, you'll also be invincible for a few seconds.

The boss for Scene 20 is a giant whale. You'll need to hit in the eyes with your rod, but you'll also want to take out the smaller whales that it spits out. Don't use the ladder; just stick to the ground and you can easily take out the smaller whales.

Friday, March 21, 2025

PrinceWatercress plays Rod Land (Game Boy) - Part 1 of 4


A shame this didn't come to the States. Fun game!


When you start a one-player game, you'll have a choice between Tam and Rit. Both characters play exactly the same. The aim of the game is to rescue Tam and Rit's mother, who is trapped in a tower. There are 40 levels, or "scenes," and you must beat all of them to rescue her.

Left and Right let you move left and right, while Up and Down allow you to climb up and down ladders. A and B allow you to use the rod, while Up+A or B and Down+A or B allow you to create a ladder going up or down. You can only create one magic ladder at a time, and if you make another one, the previous one will disappear and the new one will appear where you created it. Keep in mind that enemies can use ladders, including the one that you created, so be ready to move.

The first enemies that you see that look like cat slimes just move back and forth and also climb up and down ladders when they want to. You can zap them with the wand, then keep pressing the button to slam them back and forth until they turn into an item. Sometimes they will turn into fruits that give you bonus points, and other times, they will turn into weapons such as bombs that you can move towards to send them towards other enemies to defeat them. Whatever you do, don't let enemies touch you, as this game is a "one hit and you're dead" affair and getting hit will cost you a life.

There are sixteen flowers in a scene, and when you collect them all, the enemies all temporarily turn into slimes that move towards you. If you defeat them, they turn into circles with letters that cycle between E-X-T-R-A. If you can spell EXTRA, not only will you be able to end the scene early and go on to the next one, but you'll also get an extra life and 10,000 points. If you want to play for score, this is how you do it. Just be careful, as these enemies can still hurt you and cost you a life, and they won't keep their blob-like slime forms forever.

The level usually ends when all enemies are defeated. If you take too much time, the enemies change into more aggressive ones that will do their darndest to try to destroy you, and even those enemies will eventually fly away and leave you moving on to the next scene, anyway.

The shark enemies will charge at you if you happen to be across from them, if you give them the chance.

Make sure you are standing above the balloons so that you can ride them to higher areas. 

The worm enemies with the horns will charge at you, much like the shark enemies, and they're much better at doing it, too. 

At the end of every tenth scene is a boss. The first boss is a set of six crocodiles. You'll want to stand two tiles away from one and keep hitting it with the rod, not only to defeat the crocodiles, but to attack the birds that they spit out. When you take one out, it makes it easier for other crocodiles to ascend or descend to your level so you don't have to create ladders to get around. 

Thursday, March 20, 2025

PrinceWatercress plays Wario Land II - Part 51 of 51


...and Wario Land 2 comes to an end.


When you beat the game, you'll also unlock a mini-game. The mini-game in question is called "Flagman D.D.," and plays just like the Game & Watch Game "Flag." Since the Game & Watch Gallery games were in vogue at the time, Nintendo decided to put this in the game if you've reached 100%. It costs 100 coins from your total coins to play it, and it can be quite fun.

A series of flags will be raised, and you'll need to raise those same flag in the same order. If you mess up, you'll take a hit. There's also a timer on the left side of the screen, and if it runs out before you can complete the pattern, you'll also take a hit. Three hits, and the game is over. Up, Right, Down and Left are 1, 2, 3 and 4, respectively. The B Button is 5, and the A Button is 6. You'll start out with just the first four flags, then the fifth one will be added in at ten points, and the the sixth will be added at fifteen.

The Really Final Chapter

Time Attack: Steal the Syrup's treasure!



Unlike the other levels, you'll be entering a hidden cave near Syrup Castle and going from the beginning to the end. There are no coins to collect or treasures to find; instead, you have a timer at the lower-right corner to show how long you've been playing. The game will throw a series of challenges at you, such as trying to break your way through walls, floors and ceilings to find paths, or jumping from dresser to dresser across the water, or move an enemy around the room to get past certain blocks and move on to the next area.

The half-circles are platforms that you can jump on and through. 

In order to tackle the wrap-around jumps that the level throws at you, you'll need to position yourself so that it looks like Wario in mid-air, and do that, you have to stand on the edge of the platform before jumping up and around to the platform above.

Other challenges include jumping off birds diving to the side to reach platforms, throwing enemies onto platforms that only enemies can walk on and jumping across, getting to a door as Flat Wario while avoiding water droplets, and dealing with spikes and conveyor belts.

To defeat the Giant Spear Man without falling to the bottom of the screen, you'll need to alternate between the left and right sides of the Giant Spear Man as you keep butt bouncing on him. If you do that, he will go down, and you'll finish the level.

When you finish this level, you'll find the treasure, which is a big bag of money. After this, you'll get the credits one more time. Wario runs back to his castle with the treasure while a Giant Spear Man chases after him.

With that, that completes Wario Land 2!

Wednesday, March 19, 2025

PrinceWatercress plays Wario Land II - Part 50 of 51


We finally get 100% of everything in the game, but we have one thing left to do...


Final Chapter: Uncanny Mansion

Final Story: Capture the ghost!



Be ready to avoid ghosts and grab coins as you start the level. From here, you'll have a series of doors. The one on the far right leads to coins, but you'd better be ready to strategically throw enemies into the blocks to break them all and get the coins.

From here, leave the room and enter the room to the left. Move the furnace by tackling it, then hit the switch. This will open a staircase downstairs leading to the boss. Get all the coins, then enter the door to the right, hit the switch, take care of the enemies and go all the way to the left.

Go all the way to the bottom and get the coins, but do not tackle the dresser. Get all the coins up top, then push the furnace in the middle of the room to the left to get to another door with a switch. Take out the zombie enemy and hit the switch. Push the furnace to the left again and watch out for the ghost so you can more coins. The treasure room will be in the upper-left corner, behind the treasure. Play this to win a skull. You now have all the treasures in the game.

Go back to the switch you just hit and hit it again. Get back to the boss door and go in.

To beat the ghost that has captured Captain Syrup, stay on the ground and do not get on the table. Stay between the center of the side, and stay ducked down so you don't get grabbed and carted off to the top of the room, forcing you to start the whole boss battle over again. The ghost will come out from the top of the screen and try to grab you, and he'll either go straight down or down and to the side. Wait for him to do the latter, which is more likely to happen if you're crawling around, before hitting him with a jumping tackle. After three tackles, the boss goes down and you're done with this story.

When you get all the picture panels, you'll get a hint as to where the final treasure is. We have 100% of everything, but there's one more level to go...

For this ending, Wario will take out Captain Syrup and the ghost and get his treasure back, then fall through a trap door. It turns out that this was a nightmare all along. The credits show Captain Syrup and her goons flying to Wario's Castle, where the game's events are about to truly begin.

Tuesday, March 18, 2025

PrinceWatercress plays Wario Land II - Part 49 of 51


Well...at least the game's being honest here.


Final Chapter: Uncanny Mansion

Story 4: Coming back is difficult



At the start of the level, it will become obvious that you will need to hit a switch to move some blocks so you can enter the door above where you start. For now, just get to the end while getting as many coins as you can. As you explore, you'll notice that there are no enemies and that when you hit the switch, going back will be difficult.

When you reach the room with the switch, hit the switch, take out the enemy and get the six big coins, then go back into the previous room. Not only will you be forced to remember where the platforms were in the room now that it's dark, but you'll have to deal with enemies now. Coming back...is difficult.

Once you get out of the previous room, you'll still have to deal with enemies, but at least you'll be able to get more coins. You'll also be able to enter another room with a pair of dressers. Once of them contains a ghost; touch the ghost to go all the way down and collect even more coins. 

In the second room in the level, you'll be forced to take the lower path due to the blocks being moved, but this does take you to the treasure room, where you can win a bottle of wine. The path to the entry room is littered with ghosts, and if you get turned into Zombie Wario once, you'll have to do this room all over again after touching the sunlight.

In the entry room, avoid the ghosts while getting all the coins and getting to the exit.

Monday, March 17, 2025

PrinceWatercress plays Wario Land II - Part 48 of 51


It is deceptively simple.


Final Chapter: Uncanny Mansion

Story 3: The way to the open door



When you start the level, there will be five doors, each with the Roman numerals of I - V above them. The fifth door will be the only one open at the start, and when you enter it, you won't be able to reach the exit unless you hit a switch to move the blocks upwards. Get the coins here and leave.

When you return to the previous room, V will be closed and IV will open. Go into Door IV and get all the coins, then head back to the entry room. IV will be closed, and I and V will be open. Enter I, and let yourself become Zombie Wario to take out all the enemies and get their coins. Get what you can and return to the entry room.

Door III will be open. Enter there. The treasure room will be to the right, but make sure you take out the enemies and get the coins before playing the treasure room and winning the chalice.

II and IV will be open. Enter Door II, and watch out for the ghost and the birds on the way to the switch. Hit the switch. Leave, and II and IV will still be open. Go through IV and get the coins you missed, then re-enter Room I and get the coins you missed. Be sure you re-enter room III afterwards and get the coins you missed there, too. Enter II one more time, then IV, then V. With the blocks in place, you can finally exit.

Sunday, March 16, 2025

PrinceWatercress plays Wario Land II - Part 47 of 51


Well, at least the title is more accurate this time.


Final Chapter: Uncanny Mansion

Story 2: Hold on to the owl



Start off by making your way up and breaking through the big blocks to the left, then entering the door and avoiding the spikes on the way up to the switch. Hit the switch so you can drop back down and get the owl as well as a ton of coins. From here, I open up a path to the treasure room above where the level starts so I can get there later on, then head for the upper-right corner of the room while avoiding all the spikes - both flying and stationary - to continue the level.

This leads to another vertical area with more spikes, as well as more coins. At the top, we have a room with water. Go upwards and avoid the spikes as you get the big coins and enter the next door. Be careful on the way down, then ride the owl upwards and get to the next door. Here, through the football helmet enemy to access and hit the switch. Continue down, ground pound the block that's at the bottom, then enter the next door and get everything that you can before hitting the switch behind all the blocks.

Head to the right while avoiding all the flying spiked skulls, then break the top of the wall and ride the owl to get all the coins in this area. Go back up to re-enter familiar territory, and get back to the treasure room, where you can win a book.

From here, you'll need to make your way back. This time get all the coins as you make your way to the upper-left hand corner. You can then fly to the upper area to get some more coins, then head to the right to get to the exit.

Saturday, March 15, 2025

PrinceWatercress plays Wario Land II - Part 46 of 51


...and now, the final side story.


Chapter 4: In Town

Story 5: Anyone for B-ball?



Instead of fighting the boss, you'll need to find the hidden exit. To do that, you'll need to throw an enemy through the walls to the right of the boss door. This will lead you to an alternate route.

Final Chapter: Uncanny Mansion

Story 1: Defeat the giant spear man



Taking this exit will take you - and Captain Syrup and her goons - to a spooky mansion.

Be sure to tackle walls and butt bounce floors to find hidden paths leading to coins at the start. After this, start going through doors. Starting with the one on the lower-right corner. The doors here have portraits of enemies' heads above them, and if you go in and out, the enemy who appears above the door will show up. This will allow you to spawn those particular enemies as you go through the entry room and explore the mansion. By getting the chickens to pop up, you can break your way to the lower-left corner of the entry room, and go from there.

But what about the rest of the rooms, you ask? Well, you'll have plenty of coins to grab and plenty of hazards to avoid, mostly in the form of ghosts. You'll need to hit an light switch to light up one of the rooms, and that will be in the room with the spike-throwing monkey head above it. 

In the first room with the ghosts that you have to get through, don't break the dresser. You'll just unleash another ghost that will turn you into Zombie Wario.

The light switch will also light up other areas, including what is above where you enter the electric beetle room. That path leads to the treasure room, where you can win a wall clock.

The Pelican room leads to the Giant Spear Man, but you'll need to light up the path leading to it to more easily get to the door and you'll also need to avoid a bevy of ghosts to get there. The ghost you have to avoid midway through is the hardest; you'll want to stay behind it at all times while making your way down so you don't get turned into a zombie and forced to drop all the way down to walk into the light and turn back to normal again. Once you figure that out, you'll be able to get to the Giant Spear Man and butt bounce him to death like you always have.

Friday, March 14, 2025

PrinceWatercress plays Wario Land II - Part 45 of 51


Well, that didn't take long. Just one more side story to go...


Final Chapter: Mysterious Factory!

Final Story: Awaiting Syrup!



Avoid the spikes that move up and down on the upper area at the start, then go down, tackle through the right-hand wall for big coins and stay frosty as you enter the door in the center of the lower area. You'll need to set yourself on fire to get all the coins in this area and get past the blob separating the two halves of the room.

Go through the door in the upper area. Take out the penguins, then go up above the water for more coins before continuing on. Use the hammer guy to turn into Spring Wario and get all the coins. As for the five columns in this area, you'll want to go up the fourth one to get access to the treasure room. Keep in mind that you have to hold A to get back to being normal Wario, so you can get in there and win a Game Boy.

Make sure you get all the coins here, then butt stomp the block left of the bridge at the bottom to find even more coins. I forget to get these coins.

Enter the door in the upper-left to get to the boss door, then enter the door below to get some more coins. Watch out for those spikes!

Now it's time to take on Captain Syrup. Tackle here when she swoops down at you to break the glass dome, then jump on the bomb, grab the bomb, high jump and throw it at Captain Syrup. For the second bomb, some of them may go high, so watch where you're jumping. For the third bomb, you'll need to run out of the way when the bomb move towards you and drops so you can jump on it, then you'll need to throw it at Captain Syrup as normal. After three bombs, Captain Syrup is history! You'll get your treasure back and reappear in the city with it after Captain Syrup and her goons are knocked into the stratosphere! We're at 90%, and there's one more side story to go... 

Thursday, March 13, 2025

PrinceWatercress plays Wario Land II - Part 44 of 51


But Wario's the hitbox, not the owl...


Final Chapter: Mysterious Factory!

Story 4: Don't shock the owl!



A more accurate title would be "Don't shock Wario!" That's because if he's the one touching all the flashing squares in this short maze, he's the one getting zapped.

There are five doors in this short maze, and there is an owl near all of them.

The door in the lower-right corner of the maze leads to some coins. You'll need to throw an enemy into some blocks to get the big coins.

The door above that one on top of the platforms with the small blocks inside them leads to an underwater area that leads to even more big coins. You'll need to use the bubbles to get to the top here, and thankfully you can swim down when you're done.

The door on the square platforms west of center leads to two bottle throwing guys as well as some cake-throwing chefs. Use the cake to break the blocks and get a ton of coins.

The door on the long rectangular platforms above the center of the maze leads to a bunch of platforms, a bunch of boxes and a bunch of coins. Tackle the enemies from below with a jumping tackle so you don't get shocked.

The door in the upper-right corner of the maze leads to the treasure room where you can win a Metroid as well as the exit. You'll need to throw enemies around to reach both as well as a few big coins.

Wednesday, March 12, 2025

PrinceWatercress plays Wario Land II - Part 43 of 51


It's a good thing I planned this level out before playing it for the Internet, huh?


Final Chapter: Mysterious Factory!

Story 3: Move through the water!



Make your way up at the start and get the coins, then tackle through the wall past the door, butt bounce your way down, then tackle your way to the left to loop around with more money in your pocket. Get the coins, then get in the water and go down to go back to the start. You'll need to then head back and break the enemy blocks with a Spear Goon and hit the switch to turn the water off and kill the current.

Make your way down and get past the fish to get through the next door. Watch your speed to avoid the flying spiked skulls to get to the next door, and tackle the middle of the wall to the right for more coins before you continue.

Get in the water, then get back to dry land after heading to the right and enter the door to the far right. Get the coins in the water, then hit the switch to bring the water up in the previous room and enter the door that you could not access before. Avoid getting hammered to get all the coins, then get in the door near the top.

Heading to the left takes you to more coins, but you can't do much there yet. Head to the right, get in the water and swim left to get more coins and enter the door. Use the fire fox to open up the area with the coins as well as the path to the exit. You still have the treasure room, however, so don't exit yet. Instead, hit the switch and head back to the previous room. You'll be able to get the coins that you couldn't get to the left before, then head right to where you initially entered the water from to enter the treasure room. Win the treasure room game to get an hourglass. Now you can exit.

Tuesday, March 11, 2025

PrinceWatercress plays Wario Land II - Part 42 of 51


For this one, I wanted to get in and out of this level and get the treasure quickly, as I knew I wouldn't get every coin here.


Final Chapter: Mysterious Factory!

Story 2: Into the factory!



Tackle the wall to the left of the start to get some hidden coins. Just watch out for the moving spiked ceiling on the way there. It's the first of a few that you'll see throughout the stage.

From here, hold Up as you go to jump over the birds. Don't hit your heads on the spikes. At the door on the way further, get on the platforms and jump off the edge to get from platform to platform and grab the coins while avoiding the pulsating squares, which act like spikes. From here, you'll eventually have to head back.

Continue further to enter a room with penguins. You'll want to go all the way to the right and drop down for coins, then make your way up when you get back and take care of the penguins on the way there. In the next area, watch out for the bottle guy, then enter the door. The treasure room, where you can win a gear, will be to the far right. Take care of that first, then get flattened and float your way down, following the coins along the way. Before floating to the exit, enter the door all the way down and to the left for even more coins. You'll then have to enter another door for an owl maze. Make sure the floating spiked skulls don't hit Wario as you grab the coins here, and press B in a safe area to let go of the owl.

Monday, March 10, 2025

PrinceWatercress plays Wario Land II - Part 41 of 51


Our fourth side story takes place in a short multi-floor maze.


Chapter 4: In Town

Story 4: Escape from the factory!



You'll want to take the secret exit. To do that, you'll need to break through the floor where the guys throwing bottles are, get to the door in the lower-left corner, then get flattened so you can reach the door.

By taking this alternate exit, you'll chase Captain Syrup and her goons further into the factory.

Final Chapter: Mysterious Factory!

Story 1: Defeat the giant spear man



Once again, you're going to be in an area with multiple floors and multiple elevators.

Watch out on the second basement floor, as there are a ton of snowmen. Tread carefully so you don't get frozen.

At the lowest floor, you'll need to watch out for the spikes that can also shock you. In the vertical chamber with the spikes and the elevators, run across the elevators, then jump up to them to get to the next door. As long as you keep your speed up and don't stop, the elevators as well as the falling platforms will not be a problem.

Tackle the left-hand wall on the third basement floor to get a bunch of coins.

In the big room near the end, the fourth elevator leads to the treasure room, where you can win a computer. The third elevator leads to the giant spear man. You should know how to take it out by now; just stay away from the stairs to make it easier.

Sunday, March 9, 2025

PrinceWatercress plays Wario Land II - Part 40 of 51


In this entry, we get introduced to the Wizard Goon, who can turn us into Small Wario for some platforming antics.


Chapter 3: Ruins at the Bottom of the sea

Final Story: Captured Syrup!



Watch out for the pelicans as you go up to the upper-left corner at the start. Hitting the switch there will allow you to move the tiles and allow you to continue through the level. Make sure you get all the coins, including the ones hidden above some breakable blocks at the upper-left corner. After some careful platforming that involved avoiding those spinning spike blades, you'll be ready for the rest of the level.

The wizard's shrinking power allow you to make some wicked wraparound jumps to some invisible platforms as well as a ton of coins. After this, you'll reach the boss. Let the boss touch you so you can reach even more coins and retracting spikes. The treasure room is below where the boss room is; just butt stomp through the blocks so you can win a whale figurine.

The boss here is a bubble ghost. Jump on his head when he is at floor level. When you hit him, he creates a floating flashing version; only the solid version will capture you if it touches you, and if that happens, you get sent to the top of the room where you are forced to start the battle over. After three hits, you'll beat the ghost and save Captain Syrup, but there's the matter of getting your treasure back. Wario takes down Syrup and the goons, then gets his treasure back, swims to the surface and heads back home as we roll credits again. We're now 80% done with the game!

Saturday, March 8, 2025

PrinceWatercress plays Wario Land II - Part 39 of 51


More coin grabbing fun as we make our way through yet another short maze, which is better than the last one. Love the fish outside of the ruins just being there as some sort of nice touch.


Chapter 3: Ruins at the Bottom of the sea

Story 4: Escape from the ruins!



When you start, go up the slopes and enter the door, then get the coins with the two Spear Goons and hit the switch by jumping into it from underneath. This will move the blocks that were in your way elsewhere.

In the room underneath, you can high jump to the sides to get some hidden coins. You'll also need to hit the switch that you find on the way to the X-shaped room to enter the treasure room, where you can win a lightning bolt.

In the X-shaped room, you'll need to enter the rooms that you see to hit switches and move blocks while avoiding the jumping spiky guys. This will get you closer to the exit.

There is a boss here, but fighting this boss is not necessary; as a matter of fact, fighting the boss takes out of the side story completely. You can let it defeat you to get some extra coins, but I don't go for those extra 24. The real exit you want to take is in a maze full of the hammer enemies, and once you go through that exit, you'll enter the final story. 

Friday, March 7, 2025

PrinceWatercress plays Wario Land II - Part 38 of 51


Despite the small size of this stage, there's going to be a lot of rolling, jumping and the occasional breaking of blocks. But if you can get it all done, you'll have a ton of coins and the treasure from the treasure room.


Chapter 3: Ruins at the Bottom of the sea

Story 3: Inside the ruins!



Prepare to be doing a lot of sliding down slopes and jumping while rolling just to open everything up at the. Not surprisingly, this is why the video takes so long.

It takes a bit of effort to get into the room where you can turn into Flat Wario with the help of the bat carrying the weight, but there is a lot of coins in that area.

For the room with the fish, tackle jump your way from platform to platform to get past the fish.

The treasure room is in the middle of the starting area, and if you beat the mini-game, you'll win what looks like a leafless tree.

In the upper-left corner of the starting area, you can butt bounce the left side of the area to find twenty hidden coins. I forgot to get these while rushing to do as much as I could as quickly as possible.

Thursday, March 6, 2025

PrinceWatercress plays Wario Land II - Part 37 of 51


It's easy to get lost here, but if you know what you're doing, you can easily find out where everything leads and you'll be able to find both the treasure and the exit.


Chapter 3: Ruins at the Bottom of the sea

Story 2: Defeat the giant spear man



This level has branching paths, and you'll want to explore each one systematically in order to get everywhere that you can and get as many coins as possible. Be ready to tackle walls if you see anything that looks like a room behind a wall. When you reach the two big slopes, you're back at the beginning, and you can take another path. 

The treasure room gives you a spear if you win, and if you go left on the first fork and right on the second fork, you'll find that room.

Taking the right fork both times from the big slopes will take you to the Giant Spear Man. Enter the door you find before you drop all the way down to find him. Butt bounce him multiple times to defeat him like you always have, and get the coin he leaves behind.

There is a door just after the beginning that leads to a room with a Spear Goon in it, and if you throw the Spear Goon at the far-left part of the floor, you can find a hidden room with big coins in it. To get to that room, you'll need to take the right path on the first fork, then open a path to the right to get to the slopes, slide down it and reach the door. 

Wednesday, March 5, 2025

PrinceWatercress plays Wario Land II - Part 36 of 51


It's time for our third side story, and in order to start it, we need to make the S.S. Tea Cup sink.


Chapter 2: S.S. Tea Cup

Story 4: Drop the Anchor!



For the next side-story, you'll need to find the alternate exit. To find it, you'll need to throw an enemy through the wall in the lower-left corner of the room where the duck pirate enemy is. This will reveal a path to a door where you can move a furnace and break some walls for coins as well as a path to another door. In the next room, you'll find out there is a cork plugging a leak. Tackle the cork to spring the link and sink the S.S. Tea Cup.

While you're playing through this level again, pay attention to the level layout. It'll be important later, because...

Chapter 3: Ruins at the Bottom of the sea

Story 1: Escape from the Tea Cup!



...you'll have to go through the same level, now underwater!

Now that the ship has sunk and Captain Syrup and her goons have escaped into some nearby ruins with Wario's treasure, it's time to get off the ship and go after them.

You'll start out from where the leak originated, then swim around and feel you way around the ship from there. The original starting point takes you nowhere, even though it still exists.

To control the pot at the surface of the water, just move into it. Moving into it from underneath can help move it away from the wall if you need to. Walking off the edge rotates it, and you can rotate the pot a full 360 degrees by moving into the corners of it.

The treasure room is in the same place as it was in the non-sunken version of the level, and you can get some sort of orb for winning it.

The anchor room is the exit. Watch out for the fish, as it will swim towards you and chomp at you if it sees you.

Tuesday, March 4, 2025

PrinceWatercress plays Wario Land II - Part 35 of 51


Our second side story ends with a simple boss battle in Wario's cellar.


Chapter 2: Go To The Cellar

Story 5: Defeat the cave master!!



At the start, you'll have a zombie. Get zombified so you can take out the enemies as well as to get to the area below the start. After that, you'll want to bring the zombie to the right so you can get to another door that leads to a room full of coins. Take the chef there to the top so you can get to the big coins. As for the rest of the starting room, be ready to clear it out so you can get the rest of the coins.

In the next area, you'll need to tackle the walls, jump through the ceilings and butt bounce the ground to find the paths to all of the big coins. You'll need to make your way down to the bottom to reach an optional area. Here, you'll need to throw a small rock at the enemy blocks, then get flattened by a big rock to become Flat Wario and get all the coins. The bats will be able to pull you back into shape.

The real door to go through is right of where you started the maze. Break the blocks, and watch out for the moving spikes. Go to the upper left corner, and save the blocks to high jump to an area with some big coins that are easy to miss as well as a Spear Goon. Inside the blocks in this area is another doorway. Use the chefs to get to the big coins, and make sure you leave the chef there so you can get all the big coins. You'll also need to get a chef to the upper-left area and throw him into the hole so you can break the blocks and enter the treasure room, where you can win a horn.

The upper-right corner of the moving spikes room is the boss room. High jump over the boss when the elbow pad flashes, and when he shakes while standing on one leg, tackling him from behind to knock him off the edge. If he jumps straight up at the edge, you won't be able to hit him. After knocking the boss off the edge three times, you'll win the battle and move on to Maze Woods.

Monday, March 3, 2025

PrinceWatercress plays Wario Land II - Part 34 of 51


We've entered yet another part of the cellar, and we need to get out of here if we want to catch up with Captain Syrup's goons.


Chapter 2: Go To The Cellar

Story 4: Find the exit!!



The exit is above you, and a chef is next to you. Eat the cake, then use the elevator at the start and find a hidden area. You'll need another chef and another cake to break a barrel from below so you can enter another room and find a switch that will light up the room. There will be plenty of chefs and platforms that you will have to utilize to get through this place.

Be ready to tackle any walls that you can reach, especially if you have to jump while tackling. You'll need to do this to find all the hidden coin areas.

If you're in the air while Flat Wario, the bat can't pull you back you back to normal.

The treasure room is in one of the final rooms before the exit, and you'll need to pass by a down elevator to get to it. You can win what looks like some sort of pendant if you win the treasure mini-game.

When you hit the final switch, enter the left door in the flying spiked skull room. You'll find the exit to the left.

Sunday, March 2, 2025

PrinceWatercress plays Wario Land II - Part 33 of 51


Why does Wario have a train, other than because he can?


Chapter 2: Go To The Cellar

Story 3: Stop that train!



Watch out for the retracting spikes on the first section.

If you duck at the top of the train on either train stage, you won't get pushed you back. Interesting. Also, be sure to give yourself some room to tackle the enemies throwing the spiked balls at you.

When it comes to the monsters that get aggressive when you go on the attack, tackle the middle one, then use the high jump to avoid the other two.

The treasure room in this dreadfull short is below the next to last drop on the top of the train. The door between the spikes will lead to another door that leads to the treasure game. The treasure is some sort of moon with a stone in it.

Tackling the switch at the head of the train from the left stops the train and ends the stage.