Friday, October 31, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 11 of 28


In this video, we beat Zephon, but now we have to find a way to get to the mountains.


Along the path that we opened the way to that had the teleporter room, there is a chamber. Inside the chamber is Zephon, the second of Raziel's brothers. Zephon is stuck to the wall, which almost reminds me of Queen Slug-For-A-Butt from Earthworm Jim, so as a result, he cannot move.

You'll want to destroy the tendrils with the Soul Reaver and do it from a distance. Once they're gone, you'll want to run up to Zephon and attack the cocoon below him. This will cause an egg to come out, and you'll want to take the egg to the flame on the other side of the room and throw it at Zephon. Thankfully, the tendrils don't come back, so you'll just have to worry about throwing three flaming eggs at Zephon before killing him.

Beating Zephon and absorbing his soul will allow you to climb certain walls, but only in the physical realm, as the walls will not be able to hold him in the spiritual realm. You'll know that you can climb a wall when you jump into it and Raziel automatically latches on. 

When you leave Zephon's chamber, The Elder God will tell you that in the mountains beyond the Pillars of Nosgoth, the cataclysms that Nosgoth is undergoing has revealed something, and now that you can climb certain walls, you can get to it. Thanks to all of the teleporters that we have activated, we can head back to the Pillars more easily.

Thursday, October 30, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 10 of 28


I'm making this look like it's something easy to figure out, even if my commentary states otherwise.


0:39 - I go back to close one of the lids to destroy the fourth and last globe. Now we can make some more progress.

2:31 - By operating all of these switches, steam comes out nearby. By gliding and holding R1, you'll fly into the air. You'll need to push some pipes forward in order to complete some pipe pathways and make getting around a little easier.

4:24 - Time to make our way upwards. I twist these switches while getting my head handed to me because fighting enemies without a second, throwable staff weapon is a pain. From here, we can make our way upwards and enter the next area. 

7:35 - Turn the middle crank in the next area to get some more steam going. From here, I have to go through another gate, walk up some piping, and make my way to a block that I need to move to the side to create a makeshift see-saw. Afterwards, we need to push it towards another wheel, which we need to turn for - you guessed it - more steam.

11:50 - The see-saw is more of a platform than anything, and by leaping our way up from it, we find some pipes to push and a wheel to turn. We need to carefully make our way up the pipes, push what's in the way and turn the wheel to get even more steam going.

18:05 - I make my way back to the "bell room" to get some health, then make our way back to where he moved the walls. All the pipes in this area now have steam, and if we glide while holding R1, we'll be at the top of this room. Look around for the teleporter room; you'll want to activate the teleporter, because getting through here is a pain.

Wednesday, October 29, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 9 of 28


Progress may be slow in this entry, but hey! We have more health now.


0:27 - We hit the nearby bell, then go across the chasm across from the bell and hit the other bell. This breaks a window and gives us a shortcut. We also find the wall from earlier, so we can turn the crank, go to the spiritual realm and go where the wall is to find a new area. 

3:54 - After fighting past some human enemies, we find another one of those yellow wedges. However, we'll have to go through a gate and push some blocks to get to it. At least we don't have to worry about fighting enemies in order to get to it. Also, you'll only get four blocks at first. When you get them all to click in the right place, however, the other four blocks will come down in the center of the room, ready to be pushed. Once everything is in place, we get a health extension when we head back to the material realm.

17:22 - We head down the other path. The crank we see will pull the wall from earlier back permanently. From here, we head up the pipe and fight the enemies along the way, then follow the path. Wait for the guy with the flamethrower to stop attacking before beating him up.

20:28 - Hey, it's those globe things! We phase through the nearby gate, then lift up the metal covers with the Square button at the ends. By lifting up five of the covers, we break one of the glass globes.

Tuesday, October 28, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 8 of 28


Well, time to push more blocks.


0:52 - There's plenty of things to do here, and the first door that you see will lead to a gate. The human enemy is pretty easy. Going through the gate will lead to...

2:36 - ...this room. Be ready to use your other glyph to take care of the enemies, then get ready to push the blocks. You'll need to look at the blocks carefully so that the holes in the blocks line up with all of the holes in the walls. Be sure to use first-person view to look at the insides of the blocks, so you can flip the boxes and push them as needed. And make sure you get them all on the floor first, for Pete's sake.

If you need to switch realms, you can mercifully do this while working on the puzzles. At this point, I realize that running around while swinging the weapon is the best way to take out enemies sometimes...if you can't impale them by throwing a spear-type weapon at them, that is.

Once again, the blocks will audibly click into place when you put them in the right places in the right positions.

When you get all the blocks in the proper places and positions, you'll be able to break a glass dome on one of the gray tiles in another are.

13:28 - Another door, another block pipe puzzle. At least everything is on the floor where you need it. For the empty with the two holes in the north end and nothing else, you'll need to make a U-curve with two of the blocks. Once again, you'll take out a glass dome with one of the gray tiles when you do this right.

22:08 - Now to look at other things. There's a bell, but what does it do? There's a crank, but where's the wall that it moves? 

Monday, October 27, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 7 of 28


Now that we're inside the citadel, it's time for some problem solving...and it takes a little longer than I would like.


0:28 - By switching back to the spectral realm, you can change all these pipes so that they curve differently, allowing you to explore more of the citadel. Be ready to do this to open the way when it seems like you're stuck...a lot.

2:31 - There's a switch here, but you can't get to it.

3:41 - Pulling this switch lowers a wooden platform. Stand on it to lock it in place. 

Nearby is another door where you'll need to phase through the gate and fight off some monsters before pushing some blocks. Your ability to push and flip blocks so that they fit into the wall to fit in with the rest of the drawings will be put to the test. When a block is in the right position, it will audibly click into place.

Also, enemies will drop in as you're moving blocks around, so be ready to fight.

When all the blocks are in place, you'll be able to raise up a block and get to the switch from earlier. That brings up another wooden platform of sorts, which you'll need to stand on. Doing so will cause some steam to rise nearby. If you go into the chasm where the steam is rising from and hold R1 to slow your descent, you'll be able to float higher.

Sunday, October 26, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 6 of 28


Now that we've gotten the Soul Reaver, it's time to head elsewhere.


2:40 - As soon as you put the Soul Reaver into the door - in the material realm - you'll be able to open it. You'll have to return to the spiritual realm to get back out of here.

4:08 - The Exalted One will tell you to head to the citadel far to the east to face Zephon and defeat him.

5:50 - The pool here leads to another health artifact.

7:01 - By phasing through this gate, you'll be able to head somewhere new.

8:44 - This path leads to another teleporter room.

9:50 - We teleport to earlier in the game to move a block around. Moving this block will allow us to get to another health artifact.

14:00 - Now it's time to head to the next area. It takes three swipes to take out the enemies here, and thankfully, the Soul Reaver makes it easier to kill enemies.

15:38 - We'll need to jump across the tops of the buildings in order to enter the cathedral. I take out the two enemies at ground level to make things a little easier. From here, you'll need to look around and see where you can jump and glide to as well as make the occasional high jumps, so explore carefully.

18:03 - This fiend is about to have a meal, but we impale the creature without being detected.

19:06 - We get our first look at the citadel.

Saturday, October 25, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 5 of 28


In this entry, we finally face off with Kain...but our adventure is just beginning.


From the gate, you'll be able to get out of this place. Be sure to switch back to the material realm, then take the path that was originally blocked off.

2:11 - The Elder God tells us where to go next. We need to head back to the Lake of the Dead. Thankfully, we have teleporters activated 

2:48 - Go to the spirit realm near this body of water. There are two gates you can phase through, and the nearby one will lead to a strange chamber. Push the columns so they land on the symbol below, and you'll get the Force Glyph. By using it in the spell menu, you can throw enemies around with telekinetic energy at the cost of two magic points. Thankfully, beating enemies will net you a random spell point drop.

6:07 - These yellow wedges increase your health bar if you collect five of them.

10:17 - By phasing through this gate, we'll be able to carry on with the plot. Don't forget to get the yellow energy wedge and get closer to more health.

When you reach the bridge, you'll be able to return to the material realm on the other side. Throw the two enemies here into the lake to open the door, then go back into the spiritual realm. You'll have to phase through a few more gates, anyway.

The doors you need to go through will lead to another portal where you can phase between the realms. Enter the door, and you'll meet Kain.

13:04 - You'll finally catch up with Kain, and you'll find out that Kain has massacred Raziel's entire clan. You'll also notice the Pillars of Nosgoth, where the events of the game began, then Kain draws the Soul Reaver.

15:25 - To beat Kain, you'll need to find him, run up to him and hit him before getting zapped, and you'll need to do this three times. If you get zapped, you'll lose all of your energy, and you'll need to fight a wraith and get your energy back in order to return to the material realm and fight Kain again. Thankfully, you're not forced to start the whole battle over if you lose, and three hits means three hits.

15:48 - When you beat Kain, Kain will smash Raziel with the Soul Reaver only for the blade to shatter and be freed from its corporeal prison. When it does, Raziel absorbs it, and Kain mentions that the two of them are one step closer to their destiny. Raziel is sent back to the spiritual realm, and when he grabs the visage of the Soul Reaver, it becomes an energy blade that becomes bound to him. Now that you have the Soul Reaver, it will show up and be usable whenever your energy is at maximum, and it will keep your energy up indefinitely. If you get hit, however, you'll need to get your energy back to maximum in order to get it back.

Raziel will then meet Ariel, who recounts the ending to Blood Omen and states that she is bound to the Pillars thanks to Kain. From here on out, you can come back to the pillars to refill your health and magic, and you can find out where you need to go next from Ariel. This spot will be much like where the Elder God is at the beginning of the game.

Friday, October 24, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 4 of 28


In this entry, we take on Melchiah, the first of our three brothers now turned enemy by Kain.


0:29 - There's a switch left of where we start here. Flip it, then go up to the crank and press Square. You'll get the machinery downstairs running and the elevator operational. I then head back to the previous area and press Square at the lever. This lowers the floor, so it's really not an elevator after all. There is a block in the wall, however, and you'll want to pull that out before you go...

3:24 - ...down here. This opening leads down to another area. Move the torches on the trails here to the four support beams so you can burn them down. This brings the floor down to where you are now. 

5:32 - Now you'll need to move the torches into the corners of the center platform. When you hear a click, the torch you're moving is in position. When you've got all four torches in the right spots, you'll bring the floor down yet again!

7:09 - One of the corridors lead to Melchiah, and now that the torches are in position, the gate leading to him opens. Before I do that, I head upstairs and heal up in the spiritual realm after using the block I pulled back to go upwards and absorb some souls. Good thing there's a portal back to the material realm!

10:02 - You'll finally meet Melchiah, who is not only more macabre looking than he used to be, but is more than willing to fight you. 

You'll need to high jump up the wall near one of the two gates, then hold Square at the lever. When Melchiah comes towards you, make sure he is below the gate and let go of Square. If you do it right, he gets stabbed, and you'll do damage. You'll then need to get out of there and get to the lever behind a different gate.

Once you stab him twice, the crank in the room will turn, and you can use it. Get to the crank, then wait for Melchaiah to phase through the cage wall in the center. When he's in the cage, turn the crank with Square. The spikes above will tear him to mincemeat, but not before Melchiah taunts you. You'll then absorb Melchaiah's soul and get a new power: the ability to phase through iron gates much like Melchaiah while in the spectral realm. Just keep holding the D-Pad Up towards an iron gate in the spectral realm, and Raziel will phase through it. This ability does not work in the material realm.

Thursday, October 23, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 3 of 28


Our adventures through Melchiah's domain continue...


0:49 - As soon as we turn around and enter the door we need to go through, we find the first of many opportunities to use the spell to return to the spectral realm. This will allow the blocks in the wall to extend out of the wall, but this also introduces us to a ghost-like creature known as a vampiric wraith, which will absorb your energy if allowed to linger around for too long. If you're carrying a weapon, it will float in mid-air, as you won't be able to use weapons from the material realm in the spectral one. Therefore, you'll need to fight the wraith with your fists, then absorb it when it turns transparent.

Once you climb upwards and teleport back into the material realm, you'll have to do some block pushing. By crouching with L1 and pressing Square in front of a block, you'll be able to flip it. You'll need this not only to get a block up a wall that is as big as the block itself, but you'll also need to flip blocks to get them in a certain position before pushing them someplace, which you'll find out later. By flipping the block, you'll be able to move it in place and open the nearby gate.

4:12 - You'll need to glide and land on the platform to the right. This lowers the platform you'll glide and land onto, while raising the other one. From here, drop down, fight the zombies (and grab the staff if you need a weapon), then go up the stairs and push the block out of its cubbyhole. Push the block off the edge down to wear the zombies are in order to get it to the other side where you can move it into place and open another gate.

7:32 - You'll need to go back through the area you just pushed blocks in again, this time in the spiritual realm. While you're in the spiritual realm, you can slowly regain your energy even if there is none nearby to absorb, so get set to heal up on the way. You'll then need to get to the left platform after the first gate, and you'll need to high jump to get onto the wooden beam above and then glide over to the platform from there. Since you're not in the material realm, the left platform will stay where it is when you land on it, and therefore, not move the one on the right up like in the material realm. From there, glide to the portal on the other side and teleport to the material realm.

9:37 - You'll need to push more blocks, and this time, you'll need to have the symbols facing you. The first block is easy to put in, but you'll need to push the second block off the first one, then flip it so that the sides with the symbol face both you and the wall before putting it in the other gap. This will open the gate.

11:34 - Beyond the gate lies another block you'll need to push off the edge. Drop off to where the block landed and enter the nearby door to activate another portal. From here, go back to where you dropped down to. There will be another block. You'll need to flip that second block onto the first block, then push the stacked box further to the right to get to another area.

13:28 - You'll have to fight your way through this area a little bit, but if you can avoid falling into the water or getting destroyed on the way here, it's worth it. At least there's usually a portal back to the material realm in case you get knocked back to the spiritual realm by the enemy. Once you go through the door, get the enemies nearby to touch the sunlight. Again, work smarter, not harder.

17:30 - You'll soon approach an elevator. Near the elevator is a wall switch, and it powers the platform that takes you further down. Take out the enemy as you make your way to the door that leads to the level above.

Wednesday, October 22, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 2 of 28


From here, the adventure really begins. When it comes to where you need to go, however, you'll be left to your own devices.


You can pause the game at any time by pausing the game and selecting "Save Game." Keep in mind that whenever you restore a game, you start back where the whole game began, which is the same room where the Elder God brought you back. While you can talk to the Elder God to figure out what to do next, you have to go all the way back to where you left off manually with only the portals to help you, which can sometimes be a pain.

If you see a staff-like weapon on a wall, you can grab it with the Square button. From there, you can attack with it with the Square button. Holding L1 to crouch and pressing Square will allow you to drop the weapon. Holding Triangle lets you aim the weapon like a javelin at the nearest enemy, and letting go of Triangle allows you to throw the weapon. If it hits an enemy while the enemy is unaware, it will kill them instantly; otherwise, it just does major damage. If an enemy is stunned, you can impale and kill them with the Triangle button when you're in front of them. From there, you can absorb their soul with Circle, as usual. Because of all this, I find it much more convenient to fight with a weapon than with Raziel's first far more often than not.

From here on out, I'm going to use timestamps, because finding your way through this game can be a bit of a pain and the game gives you no in-game map whatsoever. 

2:52 - It's time to go down this passageway. Don't forget to take the door off to the side and activate the portal; you're gonna need it.

4:58 - The Lake of the Dead. There are multiple paths here, but the one we need to take will be directly in front of after the cutscene.

6:03 - Press Square to open doors. You'll need to fight two enemies before continuing on only to find out that your entire clan is gone. Don't forget to activate the nearby portal!

From here, I explain Kurt Harland's work on most of the music for this game, and I impale some more enemies. Joy!

12:13 - These spiral stairs lead to another area. Go up to the switch with Square to pull and lower a bridge. 

13:48 - As you can see, Nosgoth is not a safe place if you're a human. Also, I nearly get destroyed here because the enemies decide to be cheap while I try to keep my energy up. From here, we end up inside a graveyard, which is the home base for Melchiah and his clan of undead vampire offspring.

16:47 - You'll need to push this block into the corner to continue on. Once you do, Raziel will mention his brother Melchiah, whose body is unable to sustain his own flesh and is now some sort of vampire zombie - just like his offspring - as a result. Speaking of which, watch out for enemies popping out of the ground.

18:55 - Work smarter, not harder. By luring enemies into the sunlight, they get destroyed and we make more headway towards not being close to death. The nearby door leads to a spiral staircase leading down to another portal; make sure you activate it.

22:48 - Be ready to glide to the other side. From here, you'll enter a mausoleum.

Tuesday, October 21, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 1 of 28


It's been a while since I played the first game. Might as well play the sequel!


The story begins after the bad ending in Blood Omen: Legacy of Kain takes place. Kain is now in control of Nosgoth, which is in a horrible state. We are introduced to Raziel, the first-born of Kain's vampire lieutenants, who we'll be playing as. One day, Raziel reveals newly-grown wings while in front of Kain, who immediately decides to tear them apart before throwing Raziel in the Lake of the Dead as punishing for surpassing him in vampiric ability. Raziel is destroyed by the whirlpool, but he is resurrected as a wraith by The Elder God and made his "Soul Reaver."

The Elder God tells Raziel that he must kill Kain and avenge his own death, and to do that, he must also destroy his brothers. The Elder God controls the Wheel of Fate, a cycle of reincarnation of souls that circle the Wheel in a loop of fate. Since vampires are immortal, however, their souls do not spin with the wheel, and as the Wheel stalls and is unable to spin, the land of Nosgoth falls further into decay. By killing his brothers as well as Kain himself, the Wheel of Fate will be able to spin again and fend off the decay of Nosgoth. Along with that, Raziel will be able to avenge his own death.

Unlike the first game, this game is entirely in 3D and works much like the usual 3D platformer of the day. The D-Pad moves around, X jumps and Square attacks. Circle lets you absorb souls (more on that later. R1 lets you sneak while moving. R1 and R2 together allow you to go into first-person mode and look around with the D-Pad while the buttons are held. Select lets you select spells, while Start pauses and also allows you to save the game.

By following the path in front of you, you'll run into the first of many gates in the game. You'll want to find and activate all of the gates in the game, as they will allow you to go from one place to another quickly and easily. Just stand on the plate in front of the arch, and you'll activate the gate. You can press Square to engage the gate, but this is the first one you've found so far, and you won't be able to teleport anywhere else...yet. You can see the other gates by pressing Left and Right, but you won't be able to enter them with Up because you haven't activated all the other gates yet. Pressing Square again lets you exit.

Beyond the gate, you'll learn the game's controls. You'll find out that instead of hungering for blood, you will now be requiring souls for sustenance. Whenever you see a green light flying around, you can hold the Circle button to attract the soul towards yourself and then absorb it, refilling the spiral gauge in the lower-right corner. 

When you fill up your health gauge (or what passes for one), the barrier beyond the soul fountain opens, and you'll be able to continue on. You'll then learn to jump with the X button. If you jump into a ledge, Raziel will grab on, and you can pull yourself up with Up on the D-Pad or drop down with Down.

Holding L1 lets you crouch, and if you jump while crouching, you'll be able to perform a high jump, which lets you perform a jump straight up into the air that is higher than your normal one. This will let you grab some ledges that your normal jump will not allow you to reach. If you move while holding L1, you can do a duck walk, but enemies can still notice you, so it's better to sneak with R1.

Pressing X a second time and holding it while in mid-air allows you to glide. From there, you can use the D-Pad to control yourself as you slowly descend, if you need to.

You'll then learn to fight. Holding R1 while facing an enemy will allow you to focus on them. From there, you can beat them up with the Square button. You can also dodge by pressing X while moving in any direction as you hold R1. The two enemies here are lost souls who cannot find rest, and you'll need to hit them until they turn transparent, which will cause them to run away from you. From there, you can hold the Circle button to absorb them and their souls, which in turn will refill your energy.

The blue lights on the ground are portals that take you from the spectral realm, where you are now, to the material realm, which is the land of the living. When your energy gauge is glowing, it is completely filled. When your energy gauge is completely filled, press Select while standing on one of these blue lights, then use the one spell that is available to you by moving it to the center with Left and Right on the D-Pad and pressing the Square button to cast it. This will bring you to the material realm.

When this happens, your gauge will go from straight and angular twists to a perfect, circular spiral. The gauge will then slowly trickly down as time passes, but that will change later in the game. Until then, keep beating down enemies and maintain your strength.

Your energy bar not only goes down from the passage of time, but also from taking too much damage from enemies or hazards. If you lose all your energy, you'll be kicked back to the spirit realm, and you'll need to refill your energy back to full in order to return to the material realm. Some hazards, such as water, will outright kill you and send you back to the spirit realm. You'll want to avoid going completely into deep water. Thankfully, you don't die in this game. Water will have no effect on you while in the spirit realm, and you'll be able to move around in like on dry land.

You'll soon run into vampire-like creatures that are the children of Dumah, one of your brethren and one of Kain's vampire lieutenants, feasting on a corpse. You'll need to defeat them like you did the undead enemies from earlier, but fighting enemies in the material realm is a bit different. The controls are the same, but this time, you'll need to beat them up until they are stunned, then you'll need to do something to kill them.

There are multiple ways to kill stunned enemies. The first is by impaling them with something such as a pole weapon. If you can grab a pole weapon, you can fight with it, and then press Triangle in front of a stunned enemy to impale them. When an enemy is dead, you must feed on their soul with the Circle button, or else they will be revived and you'll have to fight them again. You won't be seeing this until a little bit later, 

You can also throw them into things such as water, fire, sunlight or sharp objects protruding from the wall. To do this, beat up an enemy until they are stunned, then you must hold Triangle to pick them up. Keep holding Triangle to keep them above your head, then release the Triangle button after facing something that will kill the opponent. From there, you can absorb their soul with Circle to feed on their soul and regain strength. You must be unarmed in order to pick up and throw stunned enemies.

As you fight enemies, they do show wear and tear and start getting bloodied, which I find a nice touch for a game from the late 1990s. 

Sometimes, you will be able to move blocks. To move a block, walk up to one and hold Square. Raziel wlll dig his claws into them. While holding Square, use Up, Down, Left and Right on the D-Pad to drag the block around. There will be times when you will have to move blocks around to get to other places. You can only move blocks in the material realm; blocks will be frozen in place in the spiritual realm.

This is where learning to use first-person view mode will come in handy for the first time; as a matter of fact, you'll be using it everywhere you go just to see where you can go. It's up to you to figure out how to get there.

You'll soon reach the outside world, and you'll find out that Nosgoth is truly in ruins and that centuries have passed since Kain killed him. The Elder God then explains the events at the end of Blood Omen where Kain condemned Nosgoth to doom and destruction by destroying the Pillars of Nosgoth instead of sacrificing himself to restore them. It will be up to us to change things...

Monday, October 20, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 6 of 6


We've beaten Wile E. Coyote at his own game...for now...


Level 11: Speed Seed


Wile E. Coyote is driving a vehicle with reckless abandon again, and once again, you'll need to jump off the roof of it to get to higher areas. If you're used to the level layouts for Levels 3 and 4, you'll feel right at home here. Just watch out for the bird seed traps, and keep in mind that you'll have less room to work with on the blue ACME van.

Some of the tumbleweeds, if you're able to jump on them, may give you extra lives.

Level 12: Hop Skip and Jump


Once you've played through Level 12, you'll have a good idea of how to get through here. Once again, be ready to jump around and memorize which bird seed plates are actually traps, and be ready to eat those big bowls to ensure you're at top health. Once you beat this level, you'll beat Desert Speedtrap on Normal! Now to play it on Hard...

Sunday, October 19, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 5 of 6


The mine levels are among some of the most interesting in the game, due to all the things you'll be dodging. It only makes the return of "Flying Wile E." make much more sense.


Level 9: Down and Under


The level design here is pretty interesting. Unlike other levels, instead of just going from left to right, you'll be going from the top to the bottom and then back again while going from left to right. The mine levels are more of a maze than what you've seen so far.

The bats act just like the buzzards; they're just smaller.

You may have seen a spring in the last level, but that one launches you into the air. The ones on the wall will bounce you back if you run into them.

There will always be mine carts at the bottom of the mine levels. You can stand on top of them, but they will hit you if they move right into you. 

If you find the first teleporter, you'll find the second! The second teleporter is to the right of the first bonus room, and you'll have to deal with Wile E. Coyote on a jetpack to get there. Yes, he's airborne again, and you'll want to duck to avoid him if you're on solid ground before making a little bit more progress, just like last time.

Fire damages you. Don't touch it.

The ice is much like the oil, but you'll spin around if you stop moving.

Level 10: Up and Under


You'll find the bonus multiplier from one of the scorpions at the start.

You'll need to be pretty fast to get all of the stars in the bonus area.

Be careful when jumping around when dealing with Wile E. Coyote, as it is pretty easy to be sent back to the beginning of that section and deal with Wile E. and all the fire again.

Saturday, October 18, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 4 of 6


Things are about to get more difficult.


Level 7: Rock and Roll


The scorpions will shoot at you if you're anywhere near them. They'll also double back if necessary when they shoot, too.

The "spikes" are actually just floors covered in either oil or tar, and I didn't figure this out until after I uploaded this Let's Play. If you move around in them, you'll slide in the direction you're going, and you'll also get slowed down quite a bit.

The two teleporters in this level are right next to each other, and that will allow you to collect a lot of stars - and time - in a hurry. 

You'll have a bit of a maze when you encounter Wile E. Coyote, who will be rocketing towards you with rocket-powered roller skates. Be ready to jump over him. As for the bird seed, some of the plates will heal you, while others will do two units of health worth of damage. You'll have to memorize which ones hurt you so you can get through this area relatively unscathed, and you'll also have to watch out for the man-eating plants at the same time. At this point, the game is about to become a little more unforgiving.

Level 8: Coyote Canyon


You can get the bonus multiplier from the buzzard above where you start.

While there are robot enemies here, there are no teleporters. All of the stars will be out in the open and easy to collect.

You'll have another maze full of plant enemies and bird seed traps when you meet Wile E. Coyote again. I get through the maze as quickly as possible without eating any of the birdseed because I'm not even in the mood to memorize which bird seed plates are actually near-death traps.

Friday, October 17, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 3 of 6


The backgrounds are start to look a little nicer. Also, the difficulty starts picking up a bit here.


Level 5: Bird in the Bush


Down and to the right of the start is a teleporter. In case you haven't noticed yet, there will always be a robot enemy ready to shoot projectiles at you near all the teleporters. You'll want to go in there and nimbly jump over the carnivorous plants while grabbing all of the stars in the bonus areas.

To press buttons down, you'll need to stand in front of them and peck them. You can also jump on top of them to bring them down and activate whatever it powers nearby. This will allows you to use a platform that will take you further to the exit.

Wile E. Coyote will be on a gyrocopter for these next two levels. The best way to avoid him is to stay on land and duck down. Wait for the sound of him passing by, and he'll sail over you while coming close to hitting you, but not quite doing it. There's a bit of timing involved, but it can be done.

Level 6: Gone to Seed


There's a ton of stars to the right of where you start. Be sure to get them all before you continue. If you explore thoroughly, you'll be able to get over 100 starts easily. The teleporter area, should you get in there, will also net you a ton of stars.

Thursday, October 16, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 2 of 6


When you know how to handle the speeding van, these levels are pretty fun.


Level 3: Tired and Feathered


Get the stars below where you start, and make sure you get all those large groups of stars that you see afterwards. You're going to need the time boosts whenever you can get them.

Always jump off a ledge; never just move off of it. If you do the latter, Road Runner will run off the ledge, stop in midair, and then drop down. This can leave you vulnerable and can get annoying pretty quickly.

The pools of mud are much like the pool of water, and as long as you run through them at full blast without stopping, you won't sink and get slowed down.

The tumbleweeds damage you, so you'll want to avoid them.

You'll eventually see a vehicle barreling down the road from one side of the screen to the other at regular intervals. This is Wile E. Coyote trying to run you over. You obviously want to jump over the big red van, but what you can also do is time your jump so you land on the van, then immediately jump upwards off of the roof to get to a platform above. If you just stand on the moving vehicle, you'll slide right off, so you'll need to time your jumps carefully to do that.

When you reach the exit, Wile E. Coyote will crash and then comically walk onto the screen with the steering wheel in his hands.

Level 4: Highway Runnery


Once you've played through Level 3, you'll have a good idea how to get through Level 4.

There are dips in the road when you can duck under the bus, which can prove useful if you're trying not to get run over. Invincibility will help you from getting run over, too, so grab those haloes if any enemies leave them upon defeat! Also, running in the same direction as the bus for a second and then jumping forward is pretty cool.

Wednesday, October 15, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 1 of 6


I finally played a Road Runner game! And it's not crap!


Yep, it's a Road Runner game. Thankfully, I had plenty of fun with this one, and I found it somewhat playable, unlike Death Valley Rally.

Left and Right move left and right, Down lets you duck, Button 1 pecks and Button 2 jumps. If you move left or right for long enough, which isn't long, you'll pick up speed and go fast.

Level 1: Cliffs and Ledges


You'll need to collect stars for more points when you get to the exit.

You'll have four hit points, which are shown in the upper-left corner. Pecking at birdseed allows you to refill health, and the bigger the pile of birdseed, the more you'll need to pick and the more health you'll get back. Some of the birdseed plates act as checkpoints signified by checkered flag signs with the Road Runner head on them, while others act as traps that shake the screen and cost you two of your hit points. 

You'll also have a timer in the lower-left corner. Collecting stars will add to the timer for each one, but you'll need to collect a lot at one time to really add a good amount of time back to the timer.

By moving left or right for long enough, you'll be able to pick up speed. This will allows you to more easily avoid swaths of hazards, including man-eating plants, water that will slow you down, and other things.

The water dripping from the stalactites will damage you.

The buzzards will lower towards you when you get close enough to them.

Watch the arrow signs. They will tell you where to go next...and there's a lot of them.

Crabs can be jumped on, but watch out for their projectiles. The robots near the teleporters will try to shock you if you get close enough to them.

The teleporters take you to bonus areas where you can get a ton of stars. There are 250 stars in a level, and if you collect them all, you'll get a nice score bonus at the end. You'll only be in these areas for so long before you're forcefully teleported back out again, so make an effort to get everything in these areas. Also, while you're in them, time will stop until you teleport out.

Enemies will drop pick-ups that float upwards into the air when you defeat them. Pick-ups include rockets that will cause you to speed up a bit (which I end up avoiding because the extra speed can become a bit of a headache), score multipliers that multiply your end-of-level point bonus by ten, halos that give you temporary invincibility and clocks that add 30 seconds to the level timer.

At the end of every level, you'll have to dodge Wile E. Coyote as you get to the exit sign. For the first two levels, Wile E. Coyote will be flying around on a rocket, and you'll need to pay attention to where he comes in from on both sides of the screen and jump and duck and avoid accordingly.

When you beat a level, you'll get a level bonus (which increased with each level cleared), a superstar bonus (which you only get for collecting all 250 stars in a level) and a time bonus for each second left on the clock. If you picked up the 10x bonus multiplier, it will be applied after all the points are tallied up. Sadly, you cannot get extra lives off of points.

You do get your health refilled upon completing a level. Take advantage of that.

Level 2: Cliff Chase


Go down at the start of the level for a teleporter to a bonus area. Be sure to get the halo from the nearby robot. The top path is the way to go in this area, but don't forget to go down, especially when you don't have to, for stars. There's a ton that you can run through for a good amount of bonus time near the end.

Be careful jumping to the exit when you see Wile E. Coyote, as you do suffer knockback whenever you get hit.

Tuesday, October 14, 2025

PrinceWatercress plays Duck Shoot/Treasure Island/Kampf um die Schatzinsel - The Longplay


At least it makes for an easy longplay to make...


Here's a rather obscure game for the Atari 2600. You play as a pirate ship and you shoot things down as you make your way to an island with two mermaids near it that supposedly has treasure on it. There's not much to figure out about the game other than it's made by some company known as Suntek and that the game was made somewhere in Europe and converted from PAL format.

Left and Right on the joystick let you move left and right, but only when you're at the island. Up and Down let you move up or down. Holding Right and pressing the fire button lets you fire cannonballs from your cannons. Holding the fire button and pressing Up and Down on the joystick let you aim the cannon, and the higher your cannon is aimed when you fire a cannonball and hit something, the more points you'll get from it. The rival ships give you most points, while the sharks and whales will give you less. Also, your cannonball can't just touch the target; your target has to be where the cannonball lands in the water in order to take damage and disappear.

You'll start off heading towards the famed Treasure Island the game is somewhat named after and shooting down enemies as you go. You have six lives to work with, but as long as you're careful, being shot down isn't too much of a problem, especially since it takes a lot of damage to lose one life. When you see the two mermaids on the You'll get exactly 2,519 points for reaching the island, then you go through the motions with the game again.

Only the left difficulty switch is used with this game. With the switch on B/Novice, only the bombs from rival ships can kill you, and you'll be able to earn extra lives...which is really easy to do in this game. On A/Expert, everything will be able to kill you, including all the fish, and you won't be able to earn extra lives. It doesn't seem to affect the difficulty of the game, as far as I can tell.

This is a rather strange game. It's a bit too easy to play even for an Atari 2600 game, the music is some of the weirdest/worst I've ever heard (and I'm not quite sure which of those two words I want to use), and once you play through one loop of the game, you've pretty much played all of them. There is not much here that is going to bring you back, but at the same time...E for effort? Buy it if you want, but there's not much here.

Monday, October 13, 2025

PrinceWatercress plays Duck Shoot/Treasure Island/Kampf um die Schatzinsel


I played this for twenty minutes and I didn't know what to make of it. I still don't.


Here's a rather obscure game for the Atari 2600. You play as a pirate ship and you shoot things down as you make your way to an island with two mermaids near it that supposedly has treasure on it. There's not much to figure out about the game other than it's made by some company known as Suntek and that the game was made somewhere in Europe and converted from PAL format.

Left and Right on the joystick let you move left and right, but only when you're at the island. Up and Down let you move up or down. Holding Right and pressing the fire button lets you fire cannonballs from your cannons. Holding the fire button and pressing Up and Down on the joystick let you aim the cannon, and the higher your cannon is aimed when you fire a cannonball and hit something, the more points you'll get from it. The rival ships give you most points, while the sharks and whales will give you less. Also, your cannonball can't just touch the target; your target has to be where the cannonball lands in the water in order to take damage and disappear.

You'll start off heading towards the famed Treasure Island the game is somewhat named after and shooting down enemies as you go. You have six lives to work with, but as long as you're careful, being shot down isn't too much of a problem, especially since it takes a lot of damage to lose one life. When you see the two mermaids on the You'll get exactly 2,519 points for reaching the island, then you go through the motions with the game again.

Only the left difficulty switch is used with this game. With the switch on B/Novice, only the bombs from rival ships can kill you, and you'll be able to earn extra lives...which is really easy to do in this game. On A/Expert, everything will be able to kill you, including all the fish, and you won't be able to earn extra lives. It doesn't seem to affect the difficulty of the game, as far as I can tell.

This is a rather strange game. It's a bit too easy to play even for an Atari 2600 game, the music is some of the weirdest/worst I've ever heard (and I'm not quite sure which of those two words I want to use), and once you play through one loop of the game, you've pretty much played all of them. There is not much here that is going to bring you back, but at the same time...E for effort? Buy it if you want, but there's not much here.

Sunday, October 12, 2025

PrinceWatercress plays Tom and Jerry: Frantic Antics (GEN/MD) - Part 4 of 4


Here they are: the last two levels. We're finally done with this one.


Carnival


Have some fun while you're here, but watch out for Captain Kiddie!

You're back to playing as Jerry one more time here. You'll need to avoid a lot of things here, such as the underwater enemies from the alley as well as the balls that the clown heads spit, the falling teddy bears, the go-karts and even the monkeys and their stars! Yep, they're back from the attic, and they're just as annoying as ever.

Milk cartons are the weapon for this level. Be ready to throw them, as the enemies are still annoying.

There are balloons above the pools, and there are a few points where you will have to jump from one balloon to take the high road. At least you're not required to take the balloons over the pools if you know how to do your running jumps.

You actually have to run into Captain Kiddie in order to exit this stage and move on to the very last one. You'd think he would be a boss, but nope.

The Cabin


Stop Aunt Figg on the roof before the whole building goes up in smoke!

Welcome to the final level! You're playing as Tom one last time here. Stay away from the fire. If you walk into a water cooler, you can drink from it, and you can then press C to spit the water. If it hits anything that is on fire, it will be extinguished.

You may have to jump straight up on some platforms in order to avoid being burned by falling fireballs and debris as you jump from one platform to another. It also helps to land on the edge of a platform rather than on the center of it, as you'll avoid taking damage from falling fire more often than not.

Lanterns will also come down when you're close enough, and they will cause fires that you will have to avoid.

If you see two fish on top of each other, don't go for them. You'll get hit by fire.

The flaming logs are the throwable weapons here, and you'll need to preserve them for the boss battle at the roof. When you see the gray ladder, don't go up it yet. Instead, go left to refill all your health. Once you do that, you can go up the ladder and face Aunt Figg.

Aunt Figg will run back and fort hand try to hit you with elbow drops. Throw the logs you have at her first, then hit her with rolling attacks. This will help you preserve health. Once you hit her enough times, she will fall off the roof, and that will reunite Robyn with her father and end the game. You just beat Tom and Jerry: Frantic Antics for Sega Genesis!

Saturday, October 11, 2025

PrinceWatercress plays Tom and Jerry: Frantic Antics (Genesis) - Part 3 of 4


We're now halfway through the game, and the game is only going to get nastier from here.


Basement


Find the control panel to set the dogs free!

You're back to playing as Tom here. Now that you've been kidnapped by Dr. Applecheek, it's time to get out of here and free all the other animals on the way there.

Watch out for electrifying wall outlets and grates, as they will shock you. There will also be part of the floors that are broken, and you might just end up where you don't want to be if you fall through some of them.

The stairs are the worst, as you have to clumsily jump up them if you have to go up. 

The crowbars are the weapons, and you'll need them against the human enemies that will swipe at you. Just remember to hit them in the back.

The dogs in the cages will swipe at you, so you'll need to stay away from them at all costs. This is especially true when you have to go through the cage maze to get to the control panel, which you have to walk into before the game will let you exit. Once you touch it and get the message that tells you that the dogs are free, press Start, then drop your way down and head to the right. You'll then need to make your way upwards, and if you see spouts of water coming out of the wall, you're heading in the right direction. Go upwards without getting wet, then jump over the broken parts of the floor and jump into the open window to exit the level.

The Attic


Find Robyn's backpack and help her escape!

You're back to playing as Jerry here. You'll need to collect the gold balls to throw them at enemies, especially the windmill stars that the monkeys send at you. These stars are the worst, as they will track you and you will need to get rid of them if you don't want them chasing after you.

You'll need to repeatedly jump on the toy train cars in order to avoid touching the wet part of the tracks and stay on the train. 

Beds are used as trampolines here, and you'll need to make a tough jump off a few just to get to Robyn. You'll know you're at that point when you see two beds facing each other. When you get to the top, head left to reach Robyn and end the level.

There is a set of crates that are acting as a wall, but if you jump into them, you'll find out that you can move through them. You'll need to go through these crates to find Robyn's backpack.

The crane platforms move up and down when you get on them.

Friday, October 10, 2025

PrinceWatercress plays Tom and Jerry: Frantic Antics (Genesis) - Part 2 of 4


We finally meet Robyn...and the game gets tougher!


The Alley


It's a tough world out there! You've got to stick with your friends.

This time around, you'll be playing as Jerry if you're on the one-player mode. Thankfully, the game keeps it even, with four stages having you play as Tom while the other four have you play as Jerry. The HUD has things in slightly different positions depending on who you're playing as, but it won't take long to get used to how everything is placed. Jerry collects cheese instead of fish, but the same rules regarding the cheese pick-ups - including the big cheese you can get for a full health refill - apply.

Speaking of the HUD, you only have six minutes and thirty seconds to get through the stage, and you need to be fast in order to get through it. Not only are there no checkpoints in the game, but there are no items in the game that add time to the timer. Even the manual doesn't mention one! You're expected to beat the stages with the amount of time that the game gives you, and if you can't? It's all the way back to the start.

The throwable object for this level are trash can lids, and they have a rather big hitbox. 

You can climb up and down ladders by holding Up while jumping to grab on and then using Up and Down on the ladder to climb up and down. Since you have to be fast, however, it is really easy to slip and slide while getting from one ladder to another, and since Jerry is pretty slippery while running 

There are a lot of enemies and hazards on both land and in the water, as you'll be spending a lot of time down in the sewers, where sewer plant life, fish, spikes and other things all get in your way and want you dead, such as falling debris and octopi that leap up when you're directly over them.. There is even water on the floors that act as conveyor belts that will push you back, forcing you to run.  Being on land isn't any better, as there will be falling flower pots and bottles as well as and cats popping out of trash cans to throw the lid at you.

Near the ladders leading back to street level at the end is a fake wall that leads to an extra life. Somehow, this is the easiest place to get all four cookie pieces, and due to how the game wants to do things, I go from seven to eight to ten extra lives after grabbing the last cookie piece and then grabbing the heart. I couldn't make this up if I tried. From this particular area, once you get back to street level, you'll then have to jump up the window sills, head to the left and jump over the wall to run into Robyn and end the stage. Now we're at the part where we have to help Robyn find her father, and this is where I started getting really frustrated with the game.

The Library


Find the telegram from Robyn's father.

Easier said than done, because the telegram is split into two halves and you need to find out where those two halves are through trial error! And if you lose a life, you have to start all over again, and that includes getting both halves of the telegram!

Some of the mouse enemies will be carrying books, ready to smack you with them. Other enemies and hazards include coals jumping out of fireplaces, jumping books, balls rolling back and forth on pool tables, shards of broken glass on floors, and falling chandeliers that return from the living room level.

The organs are used as trampolines here. Couches and footstools also serve this same 

There is a fake cookie shortly after the start that leads to a cookie.

The ink jars are the throwable objects for this level.

If you see any diagonal passages in the walls, they are one-way dumbwaiters. You can't go back through them once you slide down.

You'll have to go left down a dumbwaiter following the jump up all those stained glass windows to get to the right half of the telegram. As for the left half, you'll have to go to the right instead of the left, work your way down, and run left through a fake wall to find it. It's a short level, but it's easy to get lost in. Once you get both parts of the telegram, you'll find out that Robyn's father is still alive, and you're outta here.

Thursday, October 9, 2025

PrinceWatercress plays Tom and Jerry: Frantic Antics (Genesis) - Part 1 of 4


I've seen this game so often on TASVideos that I thought giving it a try and playing it for the Internet would be a swell idea.

Spoiler alert: NOPE!


This game is based on Tom and Jerry: The Movie from 1993. The 8-bit Sega versions on Master System and Game Gear were actually called "The Movie," but they were not based on the movie, and were named such just to get more people to buy the game. After that, the movie tanked. The Game Boy and Sega Genesis versions were released after this happened. The movie was so bad that they had to change the subtitle from "The Movie" to "Frantic Antics" to - whaddya know - get more people to buy the game, this time without being reminded of the movie. 

One-player mode alternates between characters when necessary, while two-player mode allows Player 1 to be Tom and Player 2 to be Jerry on the same screen. Two-player mode is a lot more chaotic, but I sadly won't be able to play that, so one-player mode it is.

The Street


Get back home! But watch out for Spike!

Left and Right let you move left and right, while Down ducks. A lets you run when held, B lets you jump and C lets you throw certain objects that can be used as weapons. If you don't have any weapons, you have to press Down while moving to perform a rolling attack, as jumping on enemies does not work and also damages you. You're going to perform the rolling attack a lot, and I'm just going to get it out of the way now: the attack absolutely sucks, and I'm going to explain why later.

At the bottom is the HUD. You have your current amount of lives, followed by the current amount of time and energy, followed by the heart that indicates the current amount of lives you have. Tom picks up fish, while Jerry picks up cheese. The amount you have will be noted at the bottom of the screen. If you pick up 100, you'll get an extra life. Also, picking up the fish or the cheese will net you a slight amount of energy, but if you're getting hit a lot, it doesn't always help. If you pick up a big fish or big cheese, you'll get a lot more health, and you'll add to that collectibles total by ten. Don't expect to find those often, though.

You'll be seeing a lot of the rat enemies carrying shotguns, commandeering mopeds or riding tricycles. Other enemies include grandmothers who shoot their false teeth at you and fire hydrants that spray water at you.

Footballs can be thrown as weapon at enemies. Just remember that you only have a limited amount of them if you grab one.

If you lose a life, either by falling into a pit, running out of time or losing all your health, you'll get a nifty animation of Tom or Jerry becoming an angel and flying upwards. You also get sent back to the beginning of the level, since the game doesn't believe in checkpoints. This makes the later levels even tougher than they should be.

You'll see the dog near the end, and you can tell it is there just from the white picket fence. Make a running jump over Spike the Dog - who doesn't even look like Spike from the cartoons - to get to the end of the level.

Press Start to get past the end of level message.

Living Room


Find Jerry before the house falls down!

The owners of the house have moved and left Tom and Jerry behind, and now the house is strangely set for demolition for whatever reason. The wrecking balls will instantly kill you if they hit you, so you'll need to jump over them.

Interestingly, the falling debris does not damage you, and is just there for show.

Enemies include bowling balls, birds flying around, falling chandeliers, falling pots, TV sets that explode, angry vacuum cleaners. The falling debris actually does not hurt you.

The cookie pieces will give you an extra life if you collect four pieces in a level. The hearts will also give you extra lives. 

You can slide down the bannisters by jumping on them, but watch out for enemies. Couches can launch you into the air if you jump on them.

There are some walls that you can jump through to find hidden power-ups. 

Some of the shelves break when you land on them.

The light bulbs are the throwable objects for this level, although they can be hard to notice

Sometimes, when you pick things up, you might get two of that thing instead of one every so often. This happens completely at random, and there is no explanation as to why except for a lack of quality control. As a matter of fact, I end up getting two lives from collecting the heart in the same place part of the time, which is interesting, because I should not have been getting such a net gain while dying so many times in this stage.

Speaking of a lack of quality control, sometimes when you roll into an enemy or a hazard that can be destroyed, you can sometimes lose more energy from attacking an enemy with a rolling attack than just by running into them, and if you don't have enough energy, you die. The game has weird collision detection that is so bad that it causes you to get two of an item and also causes cheap deaths from out of nowhere. Because of that, the rolling attack is complete garbage and the game makes it so that doing it is a gamble for basically no reason, which makes it all the more surprising that I beat this game for the Internet. Jesus Christ.

Finally, you'll reach Jerry, and you'll head to The Alley.

Wednesday, October 8, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 7 of 7


The game has saved the best for last! Thanks for watching!

First | Previous

Stage 31


Watch where the swinging platforms go as you lower yourself down. Grab the cake, jump on the platform and let it fall with you on it so you can land on the solid ground below, then run right and get the checkpoint. Wait for the swinging platforms to get close to you so you can jump on them one by one, and it should not be long before you get to the goal.

Stage 32


You'll need to shoot the breakable blocks to the left of where you start. Run to the right and avoid the electricity along the way, grab the records, go back to the start, and shoot left to break the walls below the goal to drop it down. From here, you'll need to get through the walls with as few shots as possible while continuing to collect records, all while jumping on trampolines, which is not the easiest task in the world. When you get to the trampolines, destroy the breakable walls under the goal to get the goal to drop.

Shoot your way to the next level down, then head left to the crates. Shoot down the breakable walls at the bottom of the crates section, then jump your way up and shoot down the breakable walls at the top. Head to the right and shoot down the walls so you can give yourself enough room while also avoiding the crushing ceilings. If these ceilings get to the end, you won't be able to continue, so you'll need to be fast and precise with your shots. 

From here, you'll want to make paths you can crawl through on the next sets of walls so that you also don't fall into or stand up and hit yourself on the electricity. Jump over the last bits of electricity, which are really short, and shoot down the lone bear trap. The goal will be just behind the last breakable wall.

If you missed a wall, you're going to have to start all over, as there are no checkpoints in this stage. If you die, you're starting all over, which makes this stage rather rough.

Stage 33


Hey, guess what! It's more of what you did in Stage 32! You're just going up instead of down!

Grab the records at the start and use the trampoline to break the walls to the left. You'll want to make it so that the trampolines stay in place and the goal is able to make its way up. You'll have to do this throughout the stage.

You'll then have to head right, break the walls, avoid the crushing ceilings and shoot the switches so that the electricity doesn't get in your way. You'll have to shoot switches while behind electricity more often than not in order to move forward, but you'll eventually find some small platforms that you'll have to jump from one to the next to make your way up and deal with more crushing ceilings and electricity. Keep the electricity horizontal on the way to the left, and when you get to the ladder, climb down to break the next goal wall to the left. Make your way up, shoot some more wall to the left to raise the goal up, then make the electricity vertical on the next level and shoot the next goal wall.

At the top, duck to destroy the next well, and use the nearby trampoline to destroy the wall above that. You'll need to avoid more crushing ceilings and shoot carefully at the walls to ensure that you don't set the electricity to the wrong direction as you go through the walls. In the area with all of the switches and bear traps, just jump your way through and climb upwards. Shoot your way through the left and mind the crushing ceilings, and grab the stacks of records for more ammo. Just destroy the two top layers of wall so you don't get shocked. At the next ladder, shoot down the wall to the left, then climb up the ladder and shoot the wall to the left there. You've made it to the goal!

Stage 34


Avoid the dodo birds as you jump upwards. You have only ten seconds at the start of the level, so you'll need to hurry. Bounce off the mushroom and land on the platform to the right, and grab the hourglass. You'll have more time to work with, which is good. Jump from swinging platform to swinging platform, grab the checkpoint, and keep jumping your way to the right. You'll deal with a few more spiked balls as well as an egg that shoots debris out in six directions, but if you can jump to that set of records, you'll be able to reach the goal and beat the game! Congratulations! You just beat [i]The Blues Brothers[/i] for Super Nintendo! A sequel is teased at the end, but it didn't happen! Who cares? You're done with this game!

Tuesday, October 7, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 6 of 7


You can tell that the game is saving the best for last because I'm typing a lot more for the last several levels in the game.


Stage 26


Be careful as you jump from platform to platform at the start. At the first swinging platform, duck to avoid the spike ball. Make sure you get the checkpoint afterwards! Duck down on the swinging platform afterwards, then get ready to jump from platform to platform and from trampoline to trampoline to get to the goal.

Stage 27


This level is a lot more run 'n gun compared to the last several stages, and has those car enemies from Stage 2 making a return. Watch the skies, as bear traps will be falling down, especially near the time and large health pick-ups. 

Stage 28


Another run 'n gun level, this time with bottomless pits! Be sure to get the extra life near the end by jumping over the goal and then getting right back; you're gonna need it.

Stage 29


The black orbs with the lightning bolts on them change the direction in which the electricity flows - between horizontally and vertically - whenever you throw records into them, and you'll need to be very careful near them so as not to make things harder...or impossible!

After the wall at the beginning (which you can jump over, amazingly), hit the switch so you can continue with the level. Be careful with the crushing ceilings as you destroy the walls in your way, and when you see the stack of records at the bottom of the crushing ceilings section, shoot the wall down, then throw a third record to turn the electricity of. Get past where the electricity was, make some room on the next wall, then shoot the bottom of that well to crawl and shoot your way across. You'll then want the electricity out of the way when you get to the ladders, so you can climb down and get the checkpoint. You'll need to grab it, as it is essential to clearing this stage.

From here, shoot the switches once to get on the trampolines, then shoot the switches again and land on the areas where the electricity flows vertically and jump your way to the goal. Do not shoot any switches on the way there. You may think you'll have to rely on the trampolines to get to the goal, but you won't just as long as you just get everything right and then just run and jump to the left.

Stage 30


Watch out for the electricity and the bear traps at the beginning...as well as the switches! You'll need to make paths at the lowest parts of the wall, but you'll also want to keep the electricity horizontal as you go through the crushing ceilings section. Keep the electricity horizontal before you reach the checkpoint, and carefully jump up the stairs.

Get the checkpoint when you get to the ladders, and keep the electricity horizontal for the rest of the level. (It will return to vertical if you die at this point, so remember where switches are). This will make the trampoline section easier so you can get to the goal with less effort.