Sunday, August 31, 2025

PrinceWatercress plays Woody Woodpecker in Crazy Castle 5 - Part 3 of 18


After just three videos, that's the first world finished! Onto the next one!


Sand Stage 5


Pay attention to the floor, as some parts of the floors are colored differently. If you walk on those specific parts of the floors, you'll fall down a trap door. Also, some of the sarcophagi in the background will open and release a yellow mummy that will chase after you .

This is where you'll find your first mimic chest. From here on out, watch the chests before opening them.

The football helmet gives you temporary invincibility. If you run into anybody while you are flashing red, they will go down as if you hit them with a weapon.

Be ready to use the magic carpets to get where you need to go; they are more dependable than getting around on the ground and using the ladders, as that will only get you so far in this stage.

There are doors you can enter that take you to bonus rooms with a light that spins around and lets you win whatever it lands on. Press A to spin, and press A again to stop the light. If the light stops directly on a line, you win nothing; otherwise, you'll win whatever the light lands on. You can get weapons as well as invincibility, health and even super speed. 

The red "1UP" is an extra life.

Sand Stage 6


Unlike the other games, the last stage in every world has its own boss. The boss will only hurt you when it is flashing red, so keep that in mind if the bosses catch up with you. You can take out the boss briefly with a plunger gun or dynamite, but they will eventually come back. You'll need to stay away from the boss while getting all eight keys to unlock the exit, just like in all the other stages. Thankfully, the boss cannot follow you into item rooms, just like all the other enemies, but they will still be waiting when you come out of them.

You'll need to avoid the boss here, which is a mummy that can fly around and swipe at you with his bandages. If you're close enough to him, he will charge at you instead. The bandage attack is worse, as the hitbox for it goes higher than you would think and has some intense knockback this side of the Castlevania series. Take him out temporarily if you can't avoid him, and double-tap left or right when you have the room to do so, as you want to get through these stages quickly.

When you get all eight stages, get to the locked door and open it. You'll get the Sand Elemental Key for opening the chest behind the locked door in this stage, and for finishing the Sand World, you'll be able to enter the Wind World.

Saturday, August 30, 2025

PrinceWatercress plays Woody Woodpecker in Crazy Castle 5 - Part 2 of 18


Now that we've covered the basics, let's blast our way through more of the first world of the game.


Sand Stage 2


The mummy is our first real enemy. They cover a pretty narrow area, and they will chase you if they see you. It won't be able to climb ladders, however.

The cactus will act like a missile that leaps up and drop down, but you can avoid it as it is in the air.

The fairy power in the turns Woody into an explorer/miner. If you press B, you'll shake the ground with your pickaxe, and if any enemies are on-screen, they will be briefly stunned and you can move past them as they are briefly frozen. While you're using your fairy power-up, however, you will not be able to dash or use items. Thankfully, you can switch between normal and fairy form with the Select button as long as you want for as long as you have the fairy power-up.

Sand Stage 3


The roller skates will allow you to move faster for a short amount of time.

Be ready to run in case the enemies see you; it will help you out in the long run.

Being able to stun enemies with the pickaxe in fairy form will help you get around, especially to the exit.

Sand Stage 4


The magic carpets are the moving platforms of the Sand World. You'll need to get on them in order to take them wherever it is that they go.

The dynamite is a timebomb that you can lay down and have an enemy run into to get rid of them. Be careful with the use of weapons, as enemies will re-spawn after some amount of time.

The yellow mummies can go up and down ladders. Keep that in min, and try to use this ability to your advantage and see if you can lose them somehow. Just like the white mummies, they will cover a specific area of the level.

The yellow circle with the shield in it allows you to move past metal blocks when you use it as an item.

The brick floors can only be walked across three times. After the third walk across them, they will break. 

The corn enemy will spit corn seeds at you if he sees you.

Friday, August 29, 2025

PrinceWatercress plays Woody Woodpecker in Crazy Castle 5 - Part 1 of 18


It was only a matter of time before I closed the series out with the fifth and final handheld game.


Two years after the release of the fourth handheld Crazy Castle game, the fifth game in the series came to Game Boy Advance. Instead of using Garfield, the Ghostbusters, Kid Klown, Go! Go! Kid, or even Bugs Bunny - the last of whom they did not have the rights to, they used Woody Woodpecker, as they had gotten the rights to the Universal Studios license for Universal Studios Theme Parks Adventure on the GameCube, which is considered one of the worst games ever made.

The controls are the same as ever, and you can get used to them in the tutorial. Left and Right let you move left and right, and Up and Down allows you to climb up and down ladders. However, you have some new moves. Double-tapping left or right lets you run in that direction, and double-tapping Down on the D-Pad allows you to slide down ladders. Up-Left and Up-Right lets you walk up slopes. Pressing A allows you to peck at blocks to break them (unless they are made of metal) and get them out of your way.

If you bounce off a cloud while falling onto it, you can change your direction in mid-air and get to other places, which is pretty nice.

The mission in each level is the same as ever, too: open all the doors you can find and get the eight keys needed to unlock the exit door with the padlock on it and move on to the next level. Press Up to enter a door, then walk into the treasure chest to open it. If a treasure chest is moving on its own accord, don't open it. It's a Mimic, and it will damage you. If there are two chests, you can only open one of them.

When you get all eight keys, the music will change, and Woody will remind you what the exit looks like. Get to the exit and open it to get to the next level.

The cane openings, which sometimes have stairs, will let you go higher and lower in the area.

You have an inventory now. Cycle through items such as dart guns with R, and press B to use it.

To look around, hold A while crouching, then use the D-Pad to look around. If you want to look at the whole level, you'll have to pause the game and select Map to scan the whole level with the D-Pad. You'll need to un-pause to get out of the map. You can also get in and out of map mode with the L button.

You have three hearts in the upper-left corner and you have six hit points altogether. A small heart replenishes one heart, while a big heart replenishes all of them.

Unlike the other games, enemies re-spawn! Enemies come back, and this can be a hassle, especially when there are limited attack items in each stage. Also, watch out for hazards such as steam. If you get caught by enemies like spiders, wiggle free by rocking the D-Pad left and right.

The jar with the fairy in it gives you a special power when used. The special power is different depending on which world you are in.

When you start the game, Woody will be asleep at his house when Mother Nature wakes him up. She tells Woody that monsters have appeared in her world and have captured the legendary Crazy Castle. She asks Woody to help take care of the monsters, and in exchange, he will get the legendary treasure of Crazy Castle. Woody agrees upon hearing about the treasure. Mother Nature teleports Woody to her world, then Woody's niece and nephew appear, wonder where Woody went, and never factor in the story in any way.

There are five elemental worlds representing the five elements of nature: wind, wood, water, fire and sand. You'll start out in Sand World and go through all of the elemental worlds to get to Crazy Castle.

Sand Stage 1


Here, you'll get used to moving around. The white jars with the red lines can be broken with the peck attack, and the white awnings with the red and yellow stripes can be used as trampolines. Remember that you can hold Left or Right on the D-Pad to change direction in mid-air to get more control as to where you can go.

Enemies will not be showing up...yet. Use this stage to get used to moving around and learning how to do what you need to do.

Thursday, August 28, 2025

PrinceWatercress plays Winter Olympics - The Longplay


...and now, the whole game, minus commentary! Enjoy!


Winter Olympics is a multi-event sports game much like Winter Games by Epyx for the BBC Micro. You play through six events in order to get the highest score that you can.

There are six events, and you can practice them all before playing them for real to get points. I'll explain how to play them, as well as my experiences with them.

Event 1: Speed Skating


In this game, you'll need to quickly alternate between the Z and X keys in order to get to the finish line as quickly as possible. This is the easiest event of the six to play through, and I had no problem beating the Olympic record more than once to get 1,000 points for each time I did it.

Event 2: Ski Jump


In this game, you'll need to quickly alternate between the Z and X keys to build up speed, then press the Space Bar near the end of the slope for a successful jump. You'll need to time the jump just right, or else the jump will either be too short or end with the worst landing ever. Since I can't get the timing of this down, I usually end up doing the latter.

Event 3: Ski Slalom


Z moves left, while X moves right. Space Bar is supposed to start the run, but the run starts automatically. If you fail to get between gates, you'll get a ten second penalty, and if you hit a tree, the run ends. You'd think this would be easy, but unfortunately, the responsiveness of the controls is even worse than Robo Swamp, and that's saying a lot. You have to hold the buttons down to actually move, and you never start or stop at the exact moment that you hold down or let go of Z or X. Because of this, I constantly miss gates and run into trees. It gets to the point that I sometimes don't hit a tree when I know I will, and always hit the tree when I don't want to. I rarely, if ever, make it to the finish, and if I do, I incur a bunch of penalties on the way there. This could have been better.

Event 4: Ski Downhill


Z moves left, while X moves right. Space Bar is supposed to start the run, but the run starts automatically. Same controls, except you have nothing but trees to avoid. Since this is the exact same game as Event 3 except without the gates, I'm just going to cut to the chase and tell you that I'd rather play Mogul Maniac for Atari 2600. That game did it right. 

Event 5: Cresta Run


Anybody else find it interesting that when the skiing games are done, the game starts being playable again?

Anyway, this is basically the bobsled event. The Space Bar will start your run, and you'll need to use Z and X to turn left and right respectively. This is true when you're taking turns and your bobsled goes off center. While being at the edges will give you a faster speed, being on the edges for too long will cause you to fall off the course and end your run. You'll need to mix both speed and safety in order to get the most points and even beat the Olympic Record for an extra 1,000 points. Playable, but there's a bit of a strategy and a secret to playing this event that I find alluring, which makes it my second-favorite event below Speed Skating.

Event 6: Curling


Z and X moves your player left and right respectively, while Return throws the curling stone. Your goal is to throw your five curling stones as close as you can to the center pin, which is indicated by the black circle. If you can get it directly there, you'll get six points, and you'll get fewer points the further and further away your stones get to the center pin when they stop. You have three ends - or periods - in which to outscore your opponent, and whoever has more points after three ends is the winner. You can also gain or lose points from your opponent's stones - or your own - knocking your stones away, and the same can happen to your opponent. Holding down the Return button dictates how powerful your throw will be when you let go, and it's a bit tricky to get the throwing strength that you want. Because of that, I usually end up losing to the computer opponent by one point, and it always ends up being pretty close. Still a fun game, though.

All in all, Winter Olympics is still a fun game for the BBC Micro. It's not Winter Games, but it doesn't need to be. The graphics are bright, colorful and identifiable, and the sound is there exactly when it needs to be. My only real gripe is that I wish the skiing games were easier to play, and that Ski Slalom and Ski Downhill didn't have the wretched unresponsiveness that they do. Nevertheless, the other three games are a blast to play. There are better games, but you can do worse than this one.

Wednesday, August 27, 2025

PrinceWatercress plays Winter Olympics


It may not be from Epyx, but it still has its bright spots. Too bad the skiing games are a big downer.


Winter Olympics is a multi-event sports game much like Winter Games by Epyx for the BBC Micro. You play through six events in order to get the highest score that you can.

There are six events, and you can practice them all before playing them for real to get points. I'll explain how to play them, as well as my experiences with them.

Event 1: Speed Skating


In this game, you'll need to quickly alternate between the Z and X keys in order to get to the finish line as quickly as possible. This is the easiest event of the six to play through, and I had no problem beating the Olympic record more than once to get 1,000 points for each time I did it.

Event 2: Ski Jump


In this game, you'll need to quickly alternate between the Z and X keys to build up speed, then press the Space Bar near the end of the slope for a successful jump. You'll need to time the jump just right, or else the jump will either be too short or end with the worst landing ever. Since I can't get the timing of this down, I usually end up doing the latter.

Event 3: Ski Slalom


Z moves left, while X moves right. Space Bar is supposed to start the run, but the run starts automatically. If you fail to get between gates, you'll get a ten second penalty, and if you hit a tree, the run ends. You'd think this would be easy, but unfortunately, the responsiveness of the controls is even worse than Robo Swamp, and that's saying a lot. You have to hold the buttons down to actually move, and you never start or stop at the exact moment that you hold down or let go of Z or X. Because of this, I constantly miss gates and run into trees. It gets to the point that I sometimes don't hit a tree when I know I will, and always hit the tree when I don't want to. I rarely, if ever, make it to the finish, and if I do, I incur a bunch of penalties on the way there. This could have been better.

Event 4: Ski Downhill


Z moves left, while X moves right. Space Bar is supposed to start the run, but the run starts automatically. Same controls, except you have nothing but trees to avoid. Since this is the exact same game as Event 3 except without the gates, I'm just going to cut to the chase and tell you that I'd rather play Mogul Maniac for Atari 2600. That game did it right. 

Event 5: Cresta Run


Anybody else find it interesting that when the skiing games are done, the game starts being playable again?

Anyway, this is basically the bobsled event. The Space Bar will start your run, and you'll need to use Z and X to turn left and right respectively. This is true when you're taking turns and your bobsled goes off center. While being at the edges will give you a faster speed, being on the edges for too long will cause you to fall off the course and end your run. You'll need to mix both speed and safety in order to get the most points and even beat the Olympic Record for an extra 1,000 points. Playable, but there's a bit of a strategy and a secret to playing this event that I find alluring, which makes it my second-favorite event below Speed Skating.

Event 6: Curling


Z and X moves your player left and right respectively, while Return throws the curling stone. Your goal is to throw your five curling stones as close as you can to the center pin, which is indicated by the black circle. If you can get it directly there, you'll get six points, and you'll get fewer points the further and further away your stones get to the center pin when they stop. You have three ends - or periods - in which to outscore your opponent, and whoever has more points after three ends is the winner. You can also gain or lose points from your opponent's stones - or your own - knocking your stones away, and the same can happen to your opponent. Holding down the Return button dictates how powerful your throw will be when you let go, and it's a bit tricky to get the throwing strength that you want. Because of that, I usually end up losing to the computer opponent by one point, and it always ends up being pretty close. Still a fun game, though.

All in all, Winter Olympics is still a fun game for the BBC Micro. It's not Winter Games, but it doesn't need to be. The graphics are bright, colorful and identifiable, and the sound is there exactly when it needs to be. My only real gripe is that I wish the skiing games were easier to play, and that Ski Slalom and Ski Downhill didn't have the wretched unresponsiveness that they do. Nevertheless, the other three games are a blast to play. There are better games, but you can do worse than this one.

Tuesday, August 26, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - The Longplay


...and now, the entire game in one shot, minus commentary! Enjoy!


Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.



Monday, August 25, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - Part 3 of 3


Yeah, that's a pretty lackluster ending.

Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.

Sunday, August 24, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - Part 2 of 3


...and again...


There's not much else to say regarding the game, so I might as well repost the rules and controls for each game.

Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.

Saturday, August 23, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - Part 1 of 3


Here's yet another game that I didn't think I'd ever play for the channel. I didn't know about the games based on this show until years after they came out.


Oh, look, it's American Gladiators! I caught this show during the tail end of its run, and it wasn't until years later that I learned there were video games based on the show. This one...could be better, due to the one music track that the game has and...Assault. I wish Assault was better, too.

Anyway, there are six games that you'll have to play three times each in order to get through all three rounds of the tournament to get a terrible one-screen ending. Here they are.

Player One is the blue player in the one-player mode, while Player Two will be red. 

Also, while you don't really see the Gladiators' actual likenesses in this game, their names are still there. For the men, it's Gemini, Nitro, Turbo, Thunder and Laser. For the women, it's Ice, Blaze, Lace, Gold and Zap.

Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.

Friday, August 22, 2025

PrinceWatercress plays Air-Sea Battle - Polaris vs. Bomber Games Longplay


...and now: the last longplay for Air-Sea Battle.


Polaris vs. Bomber Games


In the Polaris vs. Bomber Games - game modes 22-27 - Controller 1 controls the bomber, while Controller 2 controls the ship. Both players fire at each other in the hopes of scoring a direct hit as well as one (1) point. 

Both players will be constantly travelling from one side of the screen to the other, and wrapping around to the other side of the screen when they do. Holding Up on the Joystick will allow you to speed up, while holding Down on the joystick will allow you to slow down. Keeping the joystick neutral lets you travel at normal speed. Pressing the fire button will fire a bomb or missile that travels at an angle, and both players will need to time their shots in order to effectively hit the target. Not only that, but the shot will travel at the same speed as their instrument of war was travelling when the fire button was pressed. While a bomb or missile is airborne, players will not be able to change speeds until their bomb or missile either hits a target or hits the ground/flies off, whichever happens first. Hint: if you can get directly lined up above or below a target and stay there, travel at the same speed as the target, then fire, you'll be able to hit that target.

Game Mode 22


This is the standard Polaris vs. Bomber game mode, as described above.

Game Mode 23


Both the ship and the plane can guide their missiles or bombs by changing their speed after firing. This allows missiles and bombs to be "guided."

Game Mode 24


The computer plays as the bomber and continuously fires while travelling across the screen at a constant speed while the player controls the Polaris ship with a controller plugged into Controller Port 2. 

In Game Modes 25-27, mines will fly around the playfield between the ship and the plane from one side of the screen to the other and wrap around as they do, acting as obstructions to both players' lines of fire. The mines award no points when hit and serve merely as obstacles.

Game Mode 25


Same as Game Mode 22, except with the mines.

Game Mode 26


Same as Game Mode 23, except with mines. Being able to guide one's ammunition around the mines may prove both interesting and entertaining.

Game Mode 27


Same as Game Mode 24, with the computer playing the plane and the human controlling the ship with a joystick in Controller Port 2, except you have the mines getting in the way.

Thursday, August 21, 2025

PrinceWatercress plays Silent Assault - The Longplay


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


It's been a while since I played an unlicensed NES game...and hoo boy, is this game a quaint one. It's a clone of [i]Contra[/i], albeit not a very good one. A jumps, B shoots, D-Pad moves left and right and ducks and aims and whatnot.

You start with six hits, but the game only lets you have to five of them while refilling health after you get hit. You also have three lives, and there's no way of knowing how to get extra lives. I just know that you can if you can destroy enough enemies.

Stage 1


Aside from the soldiers and their bullets, you'll also have to shoot things that fly around in triangular patterns. You'll need to shoot them down for the weapons that they drop, and they'll constantly bother you throughout the game. You start with a rocket launcher (which looks like a knife, which is why I call it the knife at first), but you can also get a three-way shot as well as a shotgun that does more damage with its single shot. Sadly, it's hard to tell the last two apart, so I just grab a gun and hope I get the three-way shot. If you get shot enough times, however, you'll go back to the rocket.

The circle with the smaller circles around it gives you temporarily invincibility. This is good in case you don't want to jump over the lumps of pizza dough that are actually landmines, which instantly kill you if you run into one. Hearts will refill one hit point if you pick one up. Power-ups disappear almost as quickly as they show up, so you'd better be ready to nab them!

Also, enemies turn into demons shortly before they're wiped off the screen from being shot. I'm not sure why.

There is a boss at the end of every stage. To beat the first boss, avoid the firepower from both the cannon above and the turret below as you shoot at the turret in the wall. The turret fires slow-moving arrows regularly, while the cannon shoots down an orb that travels across the floor when it lands, so you'll need to be ready to jump over both at the same time. Once the turret is down, you can take out the cannon.

Stage 2


For this stage, you'll need to the upper path for most of the stage, but you'll eventually need to make your way back down. The worst thing you'll have to deal with on the upper path is the soldiers that throw wrenches flashing funky colors at you (which reminds me of Final Fantasy 6), but once you're forced down there, you'll have to deal with all of the spiked crushers that you avoided previously, and sometimes moving past those can be hit or miss.

If you get stuck on the upper path from not going down, you'll die if you jump over the wall. The game takes it as you looping from the top of the screen to the bottom and instantly offs you, as if the game is saying "Next time, drop down, dumbass!"

As you make your way towards the end, gently tap the A button to jump low and get up the stairs without getting hit by any obstacles. You'll also have to be super close to the flames in order to jump over them without taking damage once, and that can also be touch and go.

The boss is a set of gears that fires smaller gears at you that travel across the floor when they land. Jump over the gears and shoot at the brown cores of the two gears in front of you. When you take one down, that's fewer gears you'll have to jump over. Once the other one goes down, it's on to Level 3.

Stage 3


This is where the game starts getting a little harder.

You'll have to deal with a lot of tanks and turrets. You'll need to duck to shoot down the tanks and avoid their bullets, but you'll need to alternate between jumping and dodging when you barely have enough room between the bullets to begin with. 

The flames have really suspect hitboxes that extend further to the sides than you would think, just like in Stage 2. Be careful when jumping over them.

You'll want the three-way shot throughout this stage. The spires with the diamonds at the top shoot downwards in random directions, but if you have the three-way shot, you can take them down from a distance.

The boss is a missile launcher. Avoid the missiles by standing under the high ones and ducking under the low ones, and hit the turret at the top. This is dead easy if you still have the three-way shot at this point. Hold Right on the D-Pad after the boss is defeated to move on to Stage 4.

Stage 4


There will be a lot of rolling balls, scorpions, humanoid enemies and pterodactyls coming at you from the right. The balls and the pterodactyls will dive in from the right, while the humanoids and scorpions just move towards you. Keep heading right and keep shooting. There will be plenty of opportunities to get invincibility and health here compared to the last stage.

To beat the skull boss, jump over the blue skulls that it spits out and shoot it in the eye.

For some reason, if you move to the left while jumping in this boss battle, you will suddenly drop straight down.

Stage 5


Watch out for the jetpack guys, as they will fly up and down as they approach you. As for the red enemies that crawl on the ground, you'll need to duck down to get rid of them.

Get the machine gun for this stage; you'll have a much longer range to work with.

As for power-ups, you'll be getting plenty of invincibility and health pick-ups. Pick up as many of both as you can, because you're going to need them to get through this stage.

To defeat the computer boss, shoot at the mouth that is blasting out the sound waves. The sound waves alternate between traveling straight to the left and traveling downwards to the left. You'll get just the latter after you do enough damage.

Stage 6


Hey, an amusement park!

Jump over the rocks as well as the guys in the background wearing pink and black. The latter enemies cannot be destroyed, and they will throw projectiles everywhere, and the rocks are easily dispatched only if you have the three-way shot.

To defeat the boss, you'll need to avoid the sound waves that move up and down as you shoot the face in the mouth. I made this battle a lot easier than it actually was.

Stage 7


The plants on the ground that stay one in place can be destroyed, but the bubbles coming out of the ground cannot. Also, the flying enemies are little pink circles with smiley faces, which is rather odd compared to what we've fought throughout the rest of the game.

You can ride the platforms across the water, but if you hold Up to aim up, you will not move with the platform and you will die. Refrain from fighting flying enemies until you reach the other side.

Keep jumping and shooting forward on the bridge so that enemies do not catch you off guard.

Human enemies show up near the end, but they're easy to deal with.

The boss here is a tree that shoots fireballs. Once again, you'll need to keep jumping and shooting it in the mouth to get through yet another boss battle.

Stage 8


You just have a boss battle here, and that's it.

Head right and get close to the left side of the column immediately, and keep jumping and shooting at the Sphinx's mouth while avoiding the blue balls that are going all over the place. You want to make it so that the Sphinx on the right also does not spit projectiles at you. The more distance you have, the less you'll have to jump over to avoid.

Once that left Sphinx is defeated, head to the right so the mouth on the other Sphinx starts moving, then head all the way to the left. Again, the more distance, the better. If you have any gun power-ups, you'll have more distance to work with. The three-way gun is the best, since you don't have to worry about aiming as much.

After you beat both Sphinxes, you'll get the ending: a picture of a weird looking medal with three portraits above it while a butchered version of March Militaire No. 1 by Franz Schubert plays briefly. You'll then go back to the title screen. You just beat Silent Assault, but whether you're proud of it or not is another matter.

Wednesday, August 20, 2025

PrinceWatercress plays Silent Assault - Part 4 of 4


...and now for the final levels!


Stage 7


The plants on the ground that stay one in place can be destroyed, but the bubbles coming out of the ground cannot. Also, the flying enemies are little pink circles with smiley faces, which is rather odd compared to what we've fought throughout the rest of the game.

You can ride the platforms across the water, but if you hold Up to aim up, you will not move with the platform and you will die. Refrain from fighting flying enemies until you reach the other side.

Keep jumping and shooting forward on the bridge so that enemies do not catch you off guard.

Human enemies show up near the end, but they're easy to deal with.

The boss here is a tree that shoots fireballs. Once again, you'll need to keep jumping and shooting it in the mouth to get through yet another boss battle.

Stage 8


You just have a boss battle here, and that's it.

Head right and get close to the left side of the column immediately, and keep jumping and shooting at the Sphinx's mouth while avoiding the blue balls that are going all over the place. You want to make it so that the Sphinx on the right also does not spit projectiles at you. The more distance you have, the less you'll have to jump over to avoid.

Once that left Sphinx is defeated, head to the right so the mouth on the other Sphinx starts moving, then head all the way to the left. Again, the more distance, the better. If you have any gun power-ups, you'll have more distance to work with. The three-way gun is the best, since you don't have to worry about aiming as much.

After you beat both Sphinxes, you'll get the ending: a picture of a weird looking medal with three portraits above it while a butchered version of March Militaire No. 1 by Franz Schubert plays briefly. You'll then go back to the title screen. You just beat Silent Assault, but whether you're proud of it or not is another matter.

Tuesday, August 19, 2025

PrinceWatercress plays Silent Assault - Part 3 of 4


Stage 5 is easily powered through if you get a gun that goes the length of the screen and then power your way through the rest of the stage while avoiding the flying enemies and their downward shots. Once you do that, you won't be stuck in one place for more than a few seconds.


Stage 5


Watch out for the jetpack guys, as they will fly up and down as they approach you. As for the red enemies that crawl on the ground, you'll need to duck down to get rid of them.

Get the machine gun for this stage; you'll have a much longer range to work with.

As for power-ups, you'll be getting plenty of invincibility and health pick-ups. Pick up as many of both as you can, because you're going to need them to get through this stage.

To defeat the computer boss, shoot at the mouth that is blasting out the sound waves. The sound waves alternate between traveling straight to the left and traveling downwards to the left. You'll get just the latter after you do enough damage.

Stage 6


Hey, an amusement park!

Jump over the rocks as well as the guys in the background wearing pink and black. The latter enemies cannot be destroyed, and they will throw projectiles everywhere, and the rocks are easily dispatched only if you have the three-way shot.

To defeat the boss, you'll need to avoid the sound waves that move up and down as you shoot the face in the mouth. I made this battle a lot easier than it actually was.

Monday, August 18, 2025

PrinceWatercress plays Silent Assault - Part 2 of 4


Things get a little more difficult in Stage 3, but it can be overcome.


Stage 3


This is where the game starts getting a little harder.

You'll have to deal with a lot of tanks and turrets. You'll need to duck to shoot down the tanks and avoid their bullets, but you'll need to alternate between jumping and dodging when you barely have enough room between the bullets to begin with. 

The flames have really suspect hitboxes that extend further to the sides than you would think, just like in Stage 2. Be careful when jumping over them.

You'll want the three-way shot throughout this stage. The spires with the diamonds at the top shoot downwards in random directions, but if you have the three-way shot, you can take them down from a distance.

The boss is a missile launcher. Avoid the missiles by standing under the high ones and ducking under the low ones, and hit the turret at the top. This is dead easy if you still have the three-way shot at this point. Hold Right on the D-Pad after the boss is defeated to move on to Stage 4.

Stage 4


There will be a lot of rolling balls, scorpions, humanoid enemies and pterodactyls coming at you from the right. The balls and the pterodactyls will dive in from the right, while the humanoids and scorpions just move towards you. Keep heading right and keep shooting. There will be plenty of opportunities to get invincibility and health here compared to the last stage.

To beat the skull boss, jump over the blue skulls that it spits out and shoot it in the eye.

For some reason, if you move to the left while jumping in this boss battle, you will suddenly drop straight down.

Sunday, August 17, 2025

PrinceWatercress plays Silent Assault - Part 1 of 4


I'm surprised I never played this one earlier, to tell you the truth.


It's been a while since I played an unlicensed NES game...and hoo boy, is this game a quaint one. It's a clone of Contra, albeit not a very good one. A jumps, B shoots, D-Pad moves left and right and ducks and aims and whatnot.

You start with six hits, but the game only lets you have to five of them while refilling health after you get hit. You also have three lives, and there's no way of knowing how to get extra lives. I just know that you can if you can destroy enough enemies.

Stage 1


Aside from the soldiers and their bullets, you'll also have to shoot things that fly around in triangular patterns. You'll need to shoot them down for the weapons that they drop, and they'll constantly bother you throughout the game. You start with a rocket launcher (which looks like a knife, which is why I call it the knife at first), but you can also get a three-way shot as well as a shotgun that does more damage with its single shot. Sadly, it's hard to tell the last two apart, so I just grab a gun and hope I get the three-way shot. If you get shot enough times, however, you'll go back to the rocket.

The circle with the smaller circles around it gives you temporarily invincibility. This is good in case you don't want to jump over the lumps of pizza dough that are actually landmines, which instantly kill you if you run into one. Hearts will refill one hit point if you pick one up. Power-ups disappear almost as quickly as they show up, so you'd better be ready to nab them!

Also, enemies turn into demons shortly before they're wiped off the screen from being shot. I'm not sure why.

There is a boss at the end of every stage. To beat the first boss, avoid the firepower from both the cannon above and the turret below as you shoot at the turret in the wall. The turret fires slow-moving arrows regularly, while the cannon shoots down an orb that travels across the floor when it lands, so you'll need to be ready to jump over both at the same time. Once the turret is down, you can take out the cannon.

Stage 2


For this stage, you'll need to the upper path for most of the stage, but you'll eventually need to make your way back down. The worst thing you'll have to deal with on the upper path is the soldiers that throw wrenches flashing funky colors at you (which reminds me of Final Fantasy 6), but once you're forced down there, you'll have to deal with all of the spiked crushers that you avoided previously, and sometimes moving past those can be hit or miss.

If you get stuck on the upper path from not going down, you'll die if you jump over the wall. The game takes it as you looping from the top of the screen to the bottom and instantly offs you, as if the game is saying "Next time, drop down, dumbass!"

As you make your way towards the end, gently tap the A button to jump low and get up the stairs without getting hit by any obstacles. You'll also have to be super close to the flames in order to jump over them without taking damage once, and that can also be touch and go.

The boss is a set of gears that fires smaller gears at you that travel across the floor when they land. Jump over the gears and shoot at the brown cores of the two gears in front of you. When you take one down, that's fewer gears you'll have to jump over. Once the other one goes down, it's on to Level 3.

Saturday, August 16, 2025

PrinceWatercress plays Air-Sea Battle - Bomber Longplay


It's longplay time with this game again, and this time, we play the Bomber Games again!

First | Previous | End

Bomber Games


In the Bomber Games - game modes 19-21 - you will be piloting a plane with the capability to bomb ground-based targets. Different targets will be worth different point values. The PT boat is worth four (4) points, the aircraft carrier is worth three (3) points, the pirate ship is worth two (2) points, and the freighter is worth one (1) point.

You will be constantly travelling from one side of the screen to the other, and wrapping around to the other side of the screen when you do. The same is true of the targets. Holding Up on the Joystick will allow you to speed up, while holding Down on the joystick will allow you to slow down. Keeping the joystick neutral lets you travel at normal speed. Pressing the fire button will fire a bomb that travels at an angle, and you'll need to time your shots in order to effectively hit ground-based targets. Not only that, but the bomb will travel at the same speed as your plane was travelling when you pressed the fire button. While a bomb is airborne, you will not be able to change speeds until the bomb hits either the water or a target, whichever happens first. Hint: if you can get directly above a target and stay above it, travel at the same speed as your target, then drop a bomb, you'll be able to hit that target.

Game Mode 19


This is the standard mode. Your bomb travels at the same speed as your plane was going when it was fired, and your plane speed cannot change until the missile hits either the water or a target, whichever happens first.

Game Mode 20


In this game, you can change your speed while your bomb is coming down, and when you change your plane's speed, you will also change your bomb's speed. This will allow you to "guide" your bomb so you can hit a target in a way you could not in Game Mode 19.

Game Mode 21


This is the standard human vs. computer mode. The bombs have the same behavior as they did in Game Mode 19. The computer will move at a steady speed and continuously fire, while the human player plays with a joystick connected to Controller Port 2 to compete against the computer-controlled plane for points.

Thursday, August 14, 2025

PrinceWatercress plays Hydlide - Part 4 of 5


The end is near. Tune in next time for the ending.




At the start of the video, I'm almost at maximum level. I have 90 HP, and my strength is at 100. My magic is also at 90.

I forgot to mention the other spells in the game that I can use in the game, so I might as well mention them now.

Ice throws ice balls, much like how Fire throws fireballs. Unlike the fireballs, the ice balls can go through walls. You need 40 Magic points in order to use Ice.

Wave sends shock waves to the sides, and will do a lot of damage to any monsters that it hits. You must have 50 MP to use Wave.

Flash is the most powerful magic, and it damages all on-screen enemies. You must have 70 MP to use Flash.

Believe it or not, the ring does more than just heal you. It also serves as one of the three jewels you need to summon Boralis, with the other two being the Jewel and something else that we have yet to find.

The light blue Ropers are known as Hypers. Once you get powerful enough and attack a Slime, the Hypers will replace them. They can pack a punch if you're not careful, but they will give you experience when the zombies in the graveyard eventually won't.

Head back through the Shield/Ring maze and go south. Enter the hole near the castle to end up in the water. Watch out for all of the Eels that are waiting to attack you. You'll want to avoid them as you head northwest and into an opening in the wall. You'll face some dark blue enemies that look like magicians in cloaks. You'll need to use Wave to defeat them both at the same time, which means you need to line them up horizontally and then let loose with Wave. Doing this will net you Fairy 3.

The Goblins show up and replace the Kobolds when you get powerful enough.

When you get all three Fairies, you'll be carried off to where the dragon guarding the castle is. You've seen him just earlier; now you'll actually have to fight him. Save and password, then heal up. Go up to the tree in front of the castle and set it on fire with Fire to open up a hole, then go in the hole. Make your way through the maze and avoid the Blackams and the Skeletons, and attack the lone gravestone from the south side. By breaking the gravestone, you'll drain the water surrounding the island. From here, get back to the dragon. If you're hopefully trapped by the Blackams, use Flash to get rid of them.

Now it's time to fight the dragon. However, there's a way to defeat it. You have to run into it...in defense mode. If you hold A, you will get destroyed. Get your shots in, and watch your health. If it gets low, pull back and heal up. When you defeat the dragon, you'll get the Medicine, which is a one-time auto revive in case you lose all your health. You'll want to save this for Boralis, and not a moment sooner.

Leave the island and head east. You'll find a chest containing the Ruby. You'll need it along with the Jewel and the Ring to summon Boralis. Heal up in the formerly flooded area, then get in the castle. Use Flash to get past the Darkams if you need to, then enter the area where the gravestone originally was to find Boralis (named Varalys in-game). Don't fight him yet; instead, go back to where you entered from and stay there. Not only will you will be able to heal up, but you'll also make it so that all the Darkams come out from only one side and are unable to get to you. Be ready to save and password where you're standing once you're healed up, and get Flash ready.

Use Flash to take out the other enemies, then move into Boralis from a corner while in Defense mode. You'll both trade blows, and it's going to hurt. The trick is to get away from him when your health gets low enough and get back to the maze and heal up in the northeast exit. You can heal up, but Boralis cannot. You'll have to keep going back and forth between the maze and the battlefield to destroy everyone else with Flash and beat down Boralis bit by bit. When he's close to death, that is when you want to use the medicine for one last all-out assault. Once you're there, you'll be able to beat Boralis.

Unfortunately, I can't do it...so we'll have to wait until the next video!

THQPHKRNJ8QNH3D3 - powered up
MNHTDLBJM9RD8GB0 - dragon
LMQMLMPMX74JGB93 - water drained
PHTPPBNGPQR1P8K4 - Boralis

Wednesday, August 13, 2025

PrinceWatercress plays Hydlide - Part 3 of 5


As you can see, getting prepared for Boralis is not easy.




At the start of this video, I'm at Level 5. I'm as strong as I can get from the Ropers in the maze.

Once in the maze, head north, then east. This lets you get to the chest that contains the Pot, which lets you see holes in the floor that you could not see before. This reveals a hole in the southeast corner of the maze, which you'll now need to head to.

Once you go down the hole, you'll need to open every chest until you find the Key. The Key is in a random chest every time you play. Along the way, you'll need to watch out for the gold soldiers known as the Goldams as you do this. Once you do that, you'll want to leave the maze where you came in from in order to heal up. You can heal anywhere if you stand still long enough, but it is best to do it in the light green grass, as healing speeds up on those titles as opposed to in forests or in castle-like areas.

The little brown guys running around in the forests are the Kobolds. They're weak for this point in the game.

From the maze, I head to the graveyard to the south and open the chest there now that we have the key. This lets us get the Jewel, which we will need later.

From there, go back into the maze and go through the hole on the other side. When you're back above ground, go north of where you came out from, and save and password. When you go north again, you'll see four trees moving around. One tree does not attack you when you run into it in attack mode, and if you run into that tree long enough, you'll get Fairy 2. Once again, save and password near the trees, and be prepared to load a lot.

From the trees, run west through the desert and avoid the sandworms. There will be a hole that you need to enter. Get in the hole, then save and password. While the Goldams are still powerful, the Ladyams - the pink soldiers - are a little easier to defeat. You'll need to fight them until you get the Shield, which increases your defense. From here, you'll need to heal up while still in the maze, then beat up some Goldrms until a chest appears in the southeast corner of the maze. You may have to load several times just to get enough of them to show up away from the hole on the east end of the maze. When the chest appears, open it up to get the Ring. The Ring allows you to heal twice as fast, which will work wonders with making progress in this game. Too bad the faster healing time only applies to the light green grass tiles.

Go through the hole at the east end of the maze to get back to close to where you started the game. From here, I head to the graveyard and farm experience from the zombies running around in the dirt. For best results, stay on the green grass, and attack from any direction other than in front of the zombies when they get close enough.

PBT8GJHDB3V9B2L3 - beginning of maze
Y21LLK1N78RKKMK7 - near the trees
M1XMQB2QHBL6B5DJ - Fairy 2 collected
M9NB9PNJH4Q89PL1 - Shield collected
RHMKDTRTV8WKH774 - Ring collected

Tuesday, August 12, 2025

PrinceWatercress plays Hydlide - Part 2 of 5


Now that we're leveled up a bit from the slimes, it's time to complete some tasks in order to get further along in our quest and get ready to level up again!




Head west of where you start and open the chest you see to find the Cross. The Cross is needed for what we're about to do. From here, head east of where you start, then get a password and save your game. Go to the hole near the castle and press A to go into it. Avoid the bats as you go through the maze. To the south of where you came in is a vampire. You'll need to attack him from behind or the side, or else he will annihilate you as soon as you run into the front of him. This takes some doing, but it's not impossible. When you defeat him, you'll get the lamp, which lights up the rest of the underground areas in the game. Now save and get another password, then get out of there and make the save and password again.

Once you get out of the castle, recharge your health, then enter the hole to the north of the castle. Save and password (I'll call it this from now on) before you go in. Watch out for the fireballs as you travel through the maze to get the sword, which increases your strength by one level. You'll need to get even stronger and fight tougher enemies earlier. Save and password, then get out, save and password again, and recharge your health again.

Head south of where you started. There are ten big trees on the screen. Save and password, then run into them from the south end while holding A. All of them contain wasps that hurt you and fly away when they go off-screen, but only one of them contains a Fairy. The tree that contains the fairy is random each time you play. Keep your health high, and remember which trees you ran into. It makes getting this fairy a lot easier. Eventually, you'll get Fairy 1. Once you get Fairy 1, get out of there, save, password and heal up.

Head to the maze north of where you found the cross. You'll need to go around the perimeter to find the entrance. From there, stay in the open field, and attack the Ropers - the blue octopus enemies - that move around from the side of behind. You'll need to do this until you level up two more times. Stay in the open field to heal up in case your health is low, then get back in there to farm for experience again when your health is good. Remember save and password as soon as you level up.

HH9PP5MBL3ZJVTJ7 - before the vampire
76XBBBKLLGJ90887 - vampire dead
57WH95MGHGD9GH54 - at north hole
G6HKK6LJG9TN7640 - sword get
BKK9G6N5JB7DDG42 - fairy trees
N6KPG5J9N5K7GH66 - octopus maze

Monday, August 11, 2025

PrinceWatercress plays Hydlide - Part 1 of 5


I can't believe I played through and beat this game.


Believe it or not, this game has a bit of a story to it as well as names for the characters. You are a knight named Jim. Someone has stolen a jewel and unsealed Boralis (named Varalys in-game), and Boralis has turned the princess into three fairies with a magic spell before unleashing monsters all over the land. It's up to you to find the three fairies and defeat Boralis to break the spell.

Compared to other games, this one is pretty simple and basic. Believe it or not, this game came out before all of the big RPG's of the 1980s in Japan on the MSX as far back as 1984, and was ported later on to other systems with even the Famicom version - known in Japan as Hydlide Special - coming out in 1986, a month after Zelda and not before like I stated in the video. Interesting. By the time the game came to the States, it was the summer of 1989, all the big RPG's for the system except for Final Fantasy had landed on the NES, and the game ended up feeling basic in comparison to everything else up to that point.


At the start of the game, the D-Pad lets you move around. Holding A lets you attack as you move around, as opposed to staying in defense mode when you don't have A held down. You can tell which mode you're in by looking at the lower-right corner of the screen. B lets you cast spells, although that will be explained in time as we don't have any magic yet, since none of the spell names at the bottom are lit up at the start of the game. Select brings up an in-game menu, while Start pauses the game.

The in-game menu lets you look at your inventory, switch between normal and fast for the game speed, save and load your game, and use passwords. The save and load commands save a game into memory and load it up, respectively, but that in-game save will disappear the moment you power off or reset. This is where the password comes in. At any time, you can pull up a password. Be sure to write it down carefully and keep it where you can find so you do not lose progress.

To the right of the gameplay screen is your health, your strength, your experience and your magic points. You'll also be able to see what monster you're fighting and how much health that monster has left. Each white notch on the gauges indicates a unit of 10, so you have 100 points for each of these four stats. In the case of life, strength and magic, the long white line indicate your maximum values for those stats, which will increase over time.

You'll want to start the game by going to the east of where you start and holding A while rushing at the slime enemies. You'll need to do this to gain experience and strength. As you do this, watch your health. If you start running low, stop fighting enemies and stay in the light green grass to slowly recover your health. If you flash red, you've taken damage; if the monster flashes red, the monster has taken damage. If any enemies approach you, get away from them until your health is back up. It is possible for your health to dip slightly if you run around a lot so be careful. You can heal in other areas, although healing will be slower. Once you're healed up, go back to grinding for experience. You don't want to game over, as losing the game and re-loading or using a recent password cleans the slate for the experience gauge, meaning that you'll start at zero experience for the current level again.

When you fill up the experience gauge, save your game and get yourself a password. You don't want to do all that progress again. At Level 2 comes more life, more strength and more magic points. You'll be able to take out those slimes more easily, but you should still be careful. You'll also get the Turn magic. To use Magic, select it with B so the name of the spell is white, hold A, then face the direction you want to cast it in and press B. Turn just turns an enemy around and away from you. You'll need to get even stronger to get the good magic, such as Fire at Level 3. Fire lets you shoot a fireball in the direction you are facing.

When you reach Level 3, you won't be able to get experience from the slimes any more...so you'll need to fight more powerful monsters to get stronger at this point. We'll be doing that next time.