Wednesday, January 21, 2026

PrinceWatercress plays Super Mario Odyssey - Part 6 of 92


Now that the story missions in Sand Kingdom are complete, we can now backtrack at our leisure.

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Now that we've completed the Sand Kingdom, we are finally free to backtrack to previous kingdoms. Before you can do that, however, you'll have to choose between the Lake Kingdom and the Wooded Kingdom for the next place to go to and look for Bowser, Princess Peach and Tiara. Believe it or not, while you'll explore both kingdoms eventually, the chooses you make in these forks in the road will dictate how you get a few select Power Moons throughout the game. I pick Wooden Kingdom, which means that Lake Kingdom will come after that.

By completing all the story mode Moons in a kingdom, you can open up the rest of the kingdom and unlock even more Power Moons to collect. There are some Moons you can pick up outside of the story missions, but you'll need to go where the game tells you and do what you need to do first to fully open up an entire Kingdom.

When you land back in the Cap Kingdom, you'll meet the Hint Toad. For 50 gold coins, you can get a hint for one of the Power Moons you have yet to collect. We'll be finding all of them in this Let's Play, which means you won't be needing any hints here. I also meet Talkatoo for the first time, and unlike the Hint Toad, Talkatoo will give you a hint for free.

The Regional Coins will finally show up when you return to Cap Kingdom, and they will have the shape of a top hat.

Para-Goombas show up, and by commandeering one, you can fly around, albeit with a limit as to how high you can go. Hit them once with the cap to knock the top hat off, then hit them with the cap again to take possession. You'll need a Para-Goomba to pick up some Power Moons and Regional Coins.

If you hold Y as your cap hits a ? Block, you can get a ton of coins out of it before it turns brown.

At the top of Top Hat Tower, you'll find Captain Toad. He will appear once in every kingdom, and if you talk to him, he will give you a Power Moon. 

If you hold any direction towards some coins and press A while travelling through a power wire, you can go off the wire briefly to get those coins. Pressing ZL or ZR while in the middle of a power wire will allow you to get out of the wire and drop down from where you got out. You'll need to do this for Power Moon #8 (see below).

After getting the aforementioned Power Moon, I spend all of the Regional Coins in the Kingdom and even get a Power Moon from the gold coin store.

If you stand in front of a boombox, Mario will dance near it.

Power Moons


3. Cap Kingdom Timer Challenge 1 - There is a scarecrow near the entrance to Top Hat Tower. If you toss your hat at it, you will trigger a Power Moon that will only be visible for a limited time. You'll want to long jump your way to the Power Moon and avoid the Para-Goomba near the end. Simple as that!

4. Good Evening, Captain Toad! - When you return to the Cap Kingdom, go up Top Hat Tower. The people there will tell you that someone peculiar is at the top where you fought Topper. When you go back there, you'll find Captain Toad. Talk to him for a Power Moon.

5. - Shopping in Bonneton - Purchase a Power Moon from the Crazy Cap gold coin shop in the middle of the village.

6. Skimming the Poison Tide - Behind Top Hat Tower is another Hat Door. Open it, then take control of a Para-Goomba and watch out for the waves of purple death goo as you fly through all the coin rings to get the five Moon Shards here.

7. - Slipping Through the Poison Tide - Below where you found Power Moon #6, there is an opening in the grate where the purple death good is coming from. With a Para-Goomba, fly through it, land on the platform with the Regional Coins, then fly in the other direction and land on each platform to make it easier to get to the top. You'll find another Power Moon at the end here.

8. Push-Block Peril - The Hat Door at the top of Top Hat Tower is now accessible. Carefully make your way to the top via the moving blue blocks and you'll find a Power Moon. 

9. - Hidden Among the Push-Blocks - Halfway up the tower full of platforms moving in and out of the wall where you found Power Moon #8, turn around at the reverse L-shaped block. You'll find a hidden Power Moon.

10. Searching the Frog Pond - There's a hat door that wasn't there before. Once you open it and go in, get ready to take control of a frog and pick up five Moon Shards for a Power Moon. Moon Shards are here: 1 | 2 | 3 and 4 | 5

Regional Coins


Tuesday, January 20, 2026

PrinceWatercress plays Super Mario Odyssey - Part 5 of 92


In this video, we take care of the goings on in the Sand Kingdom for good. 

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The Hole in the Desert


You'll need to head back to where the Inverted Pyramid was, which is the northeastern corner of the kingdom. There will be a hole there, and you'll need to go down it. This will take you to the Underground Temple. Be ready to create energy rings with those devices from earlier in the kingdom to break some blocks that are in your way. 

By taking control of a Goomba, you will not be able to slip on the ice, even when you are holding the Y button to move faster. Also, by jumping on top of a Goomba with another Goomba, you can create a Goomba stack. This can allow you to reach higher areas when you de-possess the stack, assuming the stack is high enough to reach them.

You'll eventually have to de-possess the Goomba stack in order to ride a Bullet Bill to the end. Just watch out for the moving columns as you might the flight across and you should be okay. This will take you to the Deepest Underground. Possess a Bullet Bill to head towards the sandy arena where you will face Knucklotec. Remember that glass pyramid looking deal that we saw in the desert with the Multi-Moon? That was his head. Knucklotec will think that you took the Binding Band from the podium across from where you entered, then fight you.

You'll need to avoid the fists as they smash the ground. If the hands hit one of the many diamonds on the ground, they will get smashed. Possess the hand, then hold Y and avoid the diamonds that the other hand tosses as you run right into Knucklotec's face. It can be a little difficult, as the free hand can sometimes change positions to block you with a projectile attack, but if you move wildly enough, you can make it to the face quickly enough.

Any diamonds with Hearts in them can be smashed by the hands to release the hearts if you need the health. Just stand there and move out of the way before the hand hits the ground.

After each hit, Knucklotec will create some diamonds that will land on the ground and become buried in the sand. Avoid those diamonds, and repeat the process. After the second hit, you'll need to avoid the fists when Knucklotec launches them at you from far away. When he has his hands up, open and to the sides, move up and down as you move around the arena so you don't get clapped. You'll soon be able to defeat Knucklotec on the third hit and get Power Moon #4 (see below).

After getting this Multi-Moon, the ice crystals will be gone and the weather will be back to normal. As a result, some things that were frozen before will be thawed out, and more of the kingdom will be opened up. From here, you can finally throw your hat into the globe on the Odyssey and cash in your Power Moons. However, we will spend some more time here in order to get some more Power Moons, which I will mention on the list below. 

Power Moons


4. The Hole in the Desert - Defeat Knucklotec after going into the hole underneath the Inverted Pyramid and following the path. 

16. Where the Birds Gather - There is a small mount of sand with some birds on it in the Desert Oasis in the southeast corner of the kingdom. Ground pounding it will get you this Power Moon.

32. Taking Notes: Jump on the Palm - At the Desert Oasis in the southeast corner of the map, there is a rainbow colored treble clef. Climb up the tree and grab it, then grab all six notes before they disappear to get this Power Moon.

34. Fishing in the Oasis - By possessing the Lakitu, you can go fishing. You'll want to press Y to raise and lower the line, and you'll want to press Y right when the big fish-shaped shadow starts getting super close to the hook. Getting the timing on this will take some trial and error, as you can see. If you time it right, you'll see Lakitu from a different angle, and you'll be told to reel the line in with the left stick or by shaking the controller. I recommend shaking your Pro Controller and/or Joycons to do this. The small fish give you Hearts, but the big one gives you a Power Moon.

47. Underground Treasure Chest - By possessing a Bullet Bill here and taking it to the right, you can find a path leading to a bunch of coins. There is another path on a narrow walkway with some invisible blocks to hit at the end. Hit those, then go upwards to find a chest containing a Power Moon.

48. Goomba Tower Assembly - In the Underground Temple, the first stack of Goombas you can possess with your cap will be able to reach this Power Moon. Just stand under it, then press ZL or ZR to get Mario to come out and grab the Power Moon in the process.

Regional Coins


Monday, January 19, 2026

PrinceWatercress plays Super Mario Odyssey - Part 4 of 92


Now that we've had our fun in the Sand Kingdom, let's get the plot chugging along.

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Atop the Highest Tower


If you press Y in the middle of a ground pound, you can perform a dive. This can let you get some extra distance on some jumps.

In this video, I head into the ruins proper. I make my way past where I picked up a few moons. The sand geysers will act as platforms whenever they spew out of the quicksand (which I thought was lava at first). Just remember that the geysers can disappear for a while, and if that happens, you'll need to wait for them to sprout up again.

While you're in that quicksand, you'll need to keep on jump to avoid sinking into the quicksand.

Even if you're in the 2D sections, you can still use ZL or ZR to crouch at a moment's notice as well as to enter pipes in the ground or any upside-down pipes on the ceiling. (If they're in the air, you'll still have to jump into them while holding Up on the left stick.)

To activate a switch, throw your hat at it.

The green viewport can be used to see things from a great distance. By throwing your hat at one, you can commander one and use the right stick to look around and the Y button to zoom in and out. Pressing R resets everything. Pressing ZR will allow you to go back to exploring.

You'll eventually reach the bottom of the tower, and you'll need to enter the pixelated pipe to enter another 2D section. There are some walls you can pass through to find some secrets, so take a good look around. Just watch out for those Bullet Bills. At the top, you'll find the exit out of this section, and you'll find Power Moon #1: Atop the Highest Tower (see below). As you get it, activate the checkpoint.

Moon Shards in the Sand


You'll then get your next story mission: "Moon Shards in the Sand." The path forward from the tower will be opened up, and you'll be able to use the platforms in front of you to get to the desert island separated from the rest of the kingdom. By throwing your hat at the blue mechanisms, you can extend your throw to get more coins. The black spiked cylinders with the yellow rings in them shoot out circular waves of energy that can be used to break blocks if your hat hits them. You'll need these to get some Regional Coins. Just watch out if you see some of these things close enough together, as they can keep hitting each other with their own energy waves and start a chain reaction that just keeps going.

You'll eventually land on that island and in front of a checkpoint. Hit the checkpoint so you can warp here whenever you need to. You are now in the Moe-Eye Habitat. Pick up the five spinning moon tokens that are scattered throughout the island. You'll be able to get another Power Moon.

You can take control of the Moe-Eyes with your hat, and you'll need to do so in order to see some hidden platforms and paths. While we've seen one in the last video and figured out how it worked when we went into the underground maze, this is where you'll probably first meet the Moe-Eyes. Press Y to put on and take off the shades to see hidden platforms. If your sunglasses are on, you won't be able to move as fast as you would with the sunglasses off, so keep that in mind. To get to the columns, you'll need to find a platform that is moving up and down and get on it with the Moe-Eye.

The Moe-Eye's sunglasses will also show off invisible coins, and not just invisible platforms. Interestingly, you'll also see birds resting on the invisible paths, which can help save a little bit of time.

The five Moon Shards will be here: 1 | 2 | 3 | 4 | 5

Once you get the Power Moon in this area to show up, you can grab it and move on.

Showdown on the Inverted Pyramid


After getting the Power Moon from Moe-Eye Isle, the door to the Inverted Pyramid will open, and the Broodals will show up on their airship.

By pressing Minus, you'll find the Brochure, which takes you to the Map. Pressing Y takes you to the Power Moon list, and you can scroll up and down to see what you've found as well as any Talkatooie hints you have. The checkmarks on the map indicate which Moons you've found, and you can see where and when you found it. Pressing L and R lets you switch between Kingdoms, so you can plan where you want to go next. Speaking of which, you can use the Map to warp to any checkpoint you've already hit, as well as the Odyssey itself.

If you look at the sun in the viewport, Cappy will tell you not to do that, as it hurts your eyes.

Throwing your cap at signs planted in the ground spins them around. It has no effect on the gameplay and has no use, but you can do it anyway.

The Inverted Pyramid will be in the northeast corner of the kingdom, and the door will be at ground level. One of the people will tell you that Bowser and Peach went inside, most likely so that Bowser can steal the Binding Band.

Once you're inside the inverted pyramid, you'll need to use Bullet Bills to rocket past the vast bottomless pits that you see. In the 2D sections, the blue areas will cause you to be right-side up if you jump into them, while the red areas will cause you to be upside-down and walk on the ceiling when you jump into them. 

After the 2D section, use the Bullet Bills that travel out of the 2D section and into the 3D world to break the wall in your way. You can then use another Bullet Bill to get to the exit. This will take you outside. While the Broodals and their airship will be nearby.

You'll face Hariet this time. She will lob blue spiked balls at you, and they wiill explode. She can also spin a larger purple spiked ball around. Throwing your hat at either of them and hitting Hariet will cause her to lose her hat. When that happens, run at her and jump on her head.

When you jump on her head, her hat will act like a UFO that flies around in straight lines and drops blue spiked balls like bombs when it does. Avoid the bombs and the resulting lava pools that show up from the explosions, then repeat the process of knocking her hat off and jumping on her head. If you hit a bomb before it blows up while Hariet is in UFO mode, it will be knocked upwards and hit her. After three hits, she goes down. Beating Hariet will net you "Showdown on the Inverted Pyramid." (See Power Moon #3)

It will then be night time in the desert, and "The Hole in the Desert" will start. This time, the Inverted Pyramid will be floating, and you'll need to head to where it was for your next mission. Mummies will pop up as you explore, and if you destroy them, you'll get coins.

Power Moons


1. Atop the Highest Tower - Reach the tower in the ruins. You'll find the Power Moon in the center.

2. Moon Shards in the Sand - Pick up the five Moon Shards in Moe-Eye Isle. The five Moon Shards will be here: 1 | 2 | 3 | 4 | 5

3. Showdown on the Inverted Pyramid - Defeat Hariet at the top of the Inverted Pyramid.

10. Secret of the Inverted Mural - In the 2D section where there are endless Goombas, there is a hole you can walk through inside the right wall. Going through it reveals some coins and a Power Moon.

12. From a Crate in the Ruins - After the 2D section in the ruins, there is a glowing crate. Breaking the crate reveals a power moon, and you'll need to possess a Bullet Bill to get it easily. 

26. Desert Gardening: Ruins Seed - Hey, remember this? Now that more than 30 minutes have passed, we can get this one at the flower pots in town.

Regional Coins


Sunday, January 18, 2026

PrinceWatercress plays Super Mario Odyssey - Part 3 of 92


This entry took almost two hours to type.

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Sand Kingdom


The village of Tostarena will be across from where you start. Make sure you trigger the checkpoint in the village when you get there. When you talk to the villagers, they will tell you that everything started freezing all of a sudden ever since Bowser and Peach showed up and headed towards the ruins in the distance. As you move about, you'll notice that some things and people are frozen solid. You won't be able to interact with any of them until you unfreeze the desert.

One of the villagers will tell you that you can open with map with the Minus button. This is good, because you'll be using the map to see where you are in the kingdom as well as see any Power Moons you've picked up in the current kingdom as well as other kingdoms. If you've activated any checkpoints, you can select it with the left analog stick and press A to warp to that checkpoint. This will make it easier to get a lot of Power Moons, so take advantage of it. You'll also see where you need to go for the current story mission, should you have one. It will be the red X with the finger pointing to it. Other landmarks, such as Talkatoo the Parrot, Koopa Trace-Walking and the Crazy Cap store will also be marked on the map. While you cannot warp to them, the markers still mark where you will find these things accurately.

The Crazy Cap shop is where you can buy items such as Power Moons, Life Up Hearts and even some hats and outfits to customize Mario's look with. Some of the outfits will cost a lot of coins, so be ready to save. Also, there will be items for the Odyssey such as stickers and souvenirs that you can only purchase with the current kingdom's Regional Coins, and you'll always have enough coins in the kingdom to buy everything that the current kingdom's store has to offer on that front. There is also a closet to change outfit parts with, so you won't have to throw your hat at the door to the Odyssey, go inside and then enter the closet there to change.

There is a Power Moon behind the counter, which only happens at this Crazy Cap store and none of the others. As it turns out, there is an area where you can crouch, hold ZL or ZR, and then crouch walk into to get behind the counter and get the Power Moon.


There are red flowers that are closed up throughout the game. Open them up by throwing your hat at them, then jump on them to get launched into the air. Use ZL to speed up your descent.

To enter a pipe in the ground, stand on it and press ZL or ZR.

If you find a padlocked door, you won't be able to enter it until you wear whatever the person nearby says you should wear. While they will not tell you outright what you should be wearing, you'll get a good hint as to what it is supposed to be.

Talaktoo is a parrot that you can talk to for a hint for a Power Moon. The hint will be the name for that moon, and that is all you will get. You'll be on your own from there.

Sometimes, you will find an odd, cube-shaped stone in certain points in each kingdom. You won't be able to do anything with them...yet.

If you see a bird flying around with light around it, it will be carrying a Power Moon. You'll see this phenomena in several kingdoms, and thankfully I'll be able to explain how to get them all.

The small cacti will give you coins if you throw your hat at them. Interestingly enough, it is possible to send a cactus flying into other cacti, and if you can get enough of a chain reaction going, you can get even more coins than you normally would.


Sometimes, you will find a lone Koopa minding his own business. Sometimes he will be standing near a floating monitor for the Koopa Races, while other times it will be just be him. This is one of the latter Koopas, and by talking to him, you can do some Trace-Walking. All you have to do is run in the direction that the arrows tell you and run in a circle. The closer you are to the path that the game gives you, the more points you will get, and if you can meet or beat a certain points threshold, you will be able to get a Power Moon. It's not that easy, as while you will be given the path, it will disappear after a few seconds. Memorize the path a little bit before trying it, so you can maintain accuracy. Thankfully, you have infinite tries at getting these kinds of Power Moons, so keep at it until you beat the challenge. 

The purple ooze will instantly kill you and cost you ten coins if you fall into it...so don't.

When performing the long jump (ZL or ZR + B while running), you want to press ZL/ZR just before you jump so you can ensure that you perform the move; otherwise, you'll accidentally do a regular jump.

If you want to do a roll, crouch while running, then press Y or shaking the Pro Controller. You'll be able to roll continuously - and more easily - that way if you keep shaking the Pro Controller. You can also continue to hold the Z button that you used for the long jump after the jump to roll.

There is another seed here in the area around the ruins. I take it to the flower pots in the village and throw it in one of them. Remember this for later. Keep in mind that while you can jump while carrying an object, you can't do a long jump.

Around the perimeter of the ruins, you will find a Sphynx, who will be a constant presence throughout the game. He will ask you what Bowser desires from this land (the answer: Ring), and if you answer correctly, he will move out of the way, and you will be able to go inside the opening he reveals. If you talk to him again, however, you'll get more riddles. Keep answering riddles correctly and keep talking to the Sphynx to get them all. Here are the answers:

The one who gallops across the sand...how many gold coins are required to get on its back? 30

The foreign visitor, traveling by car - what stopped his journey? Ice

Atop the Inverted Pyramid, how many statues of the sand gallopers are there? 5

What is my name? Sphynx


If you see any bulges in the ground, ground pound them. You may find coins...or something more...

After about 45 minutes or so, I finally enter the ruins and get some things started. This is where you'll be introduced to the Bullet Bills proper if you haven't been in the Bullet Bill Maze in the northwest corner. You'll move forward constantly, but you can easily steer to the side, and you can hold Y to accelerate. If you start flashing red and getting an audio cue, that is your cue to hit something or bail while above someplace safe by de-possessing the Bullet Bill.

Power Moons


5. Overlooking the Desert Town - Overlooking the Desert Town - For this Power Moon, you'll need to use the red flower near where the flower pots are, then make your way up the rooftops. You'll find this inside a more closed dome of a rooftop.

7. On the Leaning Pillar - In the same area where you can find "Inside a Block Is a Hard Place," (see #20 below) you can possess a Bullet Bill to get a Power Moon on a nearby pillar.

17. Top of a Dune - West of Tostarena is a sand dune. If you can pound a specific spot on the top of the dune, you can find a Power Moon. Use the controller's rumble feature to find it, and don't be afraid to pound the ground everywhere, either.

18. Lost in the Luggage - Near the Sphynx, you'll find the Taxi Driver. His Taxi will be stuck in an ice crystal. Nearby is a bunch of debris as well as a glowing light. If you ground pound the glowing light, you will get a Power Moon.

20. Inside a Block Is a Hard Place - Soon after entering the ruins, you'll find a box with a glowing light in it. Having a Bullet Bill hit that block, regardless of whether you possess a Bullet Bill to do it or not, will reveal a Power Moon.

21. Bird Traveling the Desert - There is a bird that flies around the entire map of the Kingdom, and if you can throw your hat at it, you can get a Power Moon from it.

25. Desert Gardening: Plaza Seed - There is a seed near the three flower pots in the village. If you throw the seed into one of the pots and wait long enough (it's 30 minutes, apparently), the plant will grow into a flower, and you can throw your hat at the bloom to open it and get a Power Moon.

33. Herding Sheep in the Dunes - Near the Sphynx and the luggage Power Moon, there is a white stone circle. The man inside of it will mention that he lost his three sheep if you talk to him. You'll need to guide the three sheep by staying behind them so that you can slowly guide them, running at them to chase them to where you want to go, and throwing your hat at them to launch them a good distance. There are three sheep, and you'll find them in the following areas:

1. Near the small white circular area

2. Near the debris on the ground where you got Power Moon #18 (see above)


Send them all back to this small, white circular area to get a Power Moon.

Interestingly, the game keeps track of all the sheep you've collected as long as you stay in the kingdom and you don't turn the game off in any way.

41. Sand Quiz: Wonderful! - Around the perimeter of the ruins, you will find a Sphynx, who will be a constant presence throughout the game. He will ask you what Bowser desires from this land (the answer: Ring), and if you answer correctly, he will move out of the way, and you will be able to go inside the opening he reveals. If you talk to him again, however, you'll get more riddles. Keep answering riddles correctly and keep talking to the Sphynx to get them all. Here are the answers:

The one who gallops across the sand...how many gold coins are required to get on its back? 30

The foreign visitor, traveling by car - what stopped his journey? Ice

Atop the Inverted Pyramid, how many statues of the sand gallopers are there? 5

What is my name? Sphynx

42. Shopping in Tostarena - Purchase a Power Moon in the Crazy Cap store for 100 gold coins.

43. Employees Only - There is an alcove where you can crouch down and then duck walk by moving while holding the ZL or ZR button where the Crazy Cap store is. If you can duck walk into there and go through the alcove, you can get behind the counter for a Power Moon.

44. Sand Kingdom Slots - There is a slot machine game in the village. Pay your ten gold coins, then throw your hat at each individual image when you see a Power Moon. Remember that the Power Moon shows up after the Heart on every individual reel.

45. Walking the Desert! - Talk to the Koopa in the east side of the desert to do the Koopa Trace-Walking challenge, and follow the path as best as you can to score 80 points or more. Beating the challenge nets you a Power Moon.

51. Sphynx's Treasure Vault - Go inside the opening that the Sphynx reveals after you correctly answer his first question. Throw your hat at the chest to open it to get a Power Moon. Don't forget to grab all those coins!

52. A Rumble from the Sandy Floor - Close to where you found "Overlooking the Desert Town," there is a pipe you can enter. Use the controller's rumble feature to find the Power Moon, which is in the upper-left corner, and stomp the ground with a ground pound where the rumble is strongest to find the Moon. Or you could just refer to this part of the video. That works, too.

54. The Invisible Maze - There is a Hat Door you can enter in this chasm at the edge, and it takes you to a small labyrinth. By throwing your hat at the Moe-Eye, you can see where the platforms are with the Y button. You won't be able to take the Moe-Eye with you, so you'll need to de-possess him in order to cross the invisible platforms, assuming you can remember where they are, as you go from room to room. In the third room, you'll find a Power Moon in the corner.

56. The Bullet Bill Maze: Break Through! - In the northwest corner of the kingdom, there is a lone building you can enter by throwing your hat at the Hat Door. Throw your hat at the Bullet Bill and control it in order to get through the holes in the wall and through the paths that you'll see afterwards. Take care not to hit a wall while in Bullet Bill form. If you start flashing red, find a safe spot to land so you don't fall into lava and become forced to start over. 

57. The Bullet Bill Maze: Side Path - While in the Bullet Bill maze, there is a side path near the rotating walls to the southwest that you can take. This leads to a dead end, but the dead end also has a Power Moon. Thankfully, you can get out by possessing another Bullet Bill.

Regional Coins


Saturday, January 17, 2026

PrinceWatercress plays Super Mario Odyssey - Part 2 of 92


...and the collecting begins!

First | Next | End

You'll start in front of a checkpoint. Trigger it, for Pete's sake.

To perform the Homing Cap Throw, throw your cap, then shake the controller so that the cap will fly toward the nearest target. Simple and useful move, yet I end up never using it.

The little spiky guys will be defeated when you throw your hat at them. They also give you coins.

The purple coins are regional coins. They are unique to the kingdom that you find them in, and can only be spent in the kingdom you find them in. When you collect any purple coins, you'll see how many you've gotten as well as how many there are in total in the current kingdom.

The white hats with the question marks on them turn into platforms when you throw your hat on them, but they'll change back before long.

By capturing the Chain Chomp, you can move backwards to wind up, then let go of the left stick to launch yourself forward. The pink chevrons will show where you will be going during the wind-up, so move left and right with the left stick as you continue to hold back to fix your aim if you need to. You'll need to do this to break the big rock formation near the stream so you can create a bridge and get your first Power Moon: "Our First Power Moon." As for the Chain Chomp itself, it will turn red when it is about to attack you. Get away from its strike path, then throw your hat at it to capture it.

This then leads to the next mission objective: "Multi Moon Atop the Falls." Cappy will tell you about the Power Moons, which you'll be collecting a lot of. 

In the water, you'll swim on the surface if you move as soon as you jump in. If you stay still for a second, however, you'll sink. From here, you can use the A or B button to swim. The ring near Mario is his oxygen; don't let it run out returning to the surface with the A or B button and Down on the left stick, or else you'll start losing health.

After you cross the bridge, you'll find the ship...but it looks like it's part of the wall and looks absolutely rusted. If you collect enough Power Moons, however, you'll be able to power it up. You'll be able to throw your cap at the globe, but until you get five Power Moons, you won't have enough energy for the ship.

Some rocks can be kicked around, and if you do that long enough, they will break. Sometimes they can contain coins, but other times they can contain something more...

By jumping into a pole, you can move up and down on it to climb it, and you can jump to jump backwards off the pole.

There is a sleeping T-Rex on a hill. If you throw your hat at it, you can take control it. Hold Y to dash while moving and press B to attack. You can destroy Chomps, but you can also break blocks and reveal some trampolines. Cappy won't be able to hold on to the form forever - unlike other enemies - and you'll soon turn back into Mario again after a short time if you keep the T-Rex form for long enough.

You can find 8-bit renditions of Mario characters on the wall. Throwing your hat at them can give you coins or hearts, depending on who it is.

To perform a spin throw, snap the controller (either both Joycons simulatenously, or the Pro Controller) to the side to throw Cappy around Mario.

You'll eventually find some 8-bit bricks behind a rock wall. Smash it with a Chomp, and you'll uncover an 8-bit pathway up to the top of the nearby wall. When you enter the nearby pixely pipe, you'll become an 8-bit version of Mario. From here, you can move left and right and jump around like you're in a 2D Mario game. You'll also get to jump on the occasional Goomba and even hit a brick over and over for up to ten coins. You'll still have your health, but you won't find any Super Mushrooms or Fire Flowers while you're in these sections. You'll have to find another pipe in the area and enter it in order to leave and get back to 3D as well as reality.

There is a path to the side in the 3D section. There is an invisible block you can hit from underneath, which you can reveal, jump onto and jump to the left from to find another Power Moon.

At the top, climb the nearby pole for a Life-Up Heart. Climb up to the top and go up to perform a handstand, then jump to grab it.

If you run into regional coins you've already collected, they will be transparent. Collecting them again will give you two regular coins each. Already collected Power Moons will also be transparent, and they will give you five regular coins if you re-collect them.

At the top, you'll run into someone in a dress with a gold Chain Chomp. This is Madame Broode, and she will not give you her Multi Moon. Stay away from her, and throw the hat at the gold Chain Chomp when it gets near you. The yellow chevrons will show where the Chain Chomp will go when it is about to attack, so make sure you are not in the path of those chevrons. Once you're in control of the Chain Chomp, keep away from Madame Broode. She will eventually get tired, and that is when you'll need to move back so that you'll eventually be able to be as far away as you can from here and launch yourself at her when you let go of Down on the left stick. Madame Broode will drop a couple of coins; be ready to avoid her and her Chain Chomp when she throws it. You'll then need to repeat the process of capturing the Chain Chomp and sending it at her. After three hits, Madame Broode goes down, and you'll get Power Moon #2. This is your first Multi Moon, which is worth three Power Moons instead of just one.

If you need health during the boss battle, break the rocks in the ground with your hat to reveal hearts and refill your health.

When you have five or more Power Moons, you'll be able to throw your hat at the globe again and activate the ship. This time, the ship will be as good as new, and you'll be able to go inside it and head to Sand Kingdom. You'll have no choice but to go there, anyway. For now, use the left stick or D-Pad and press A to select the Sand Kingdom once you have it highlighted. On the way there, Cappy will learn about Bowser, and the ship will now be known as "The Odyssey." You'll also get a random gameplay tip, then be shown the Action Guide and how to access it.

Not surprisingly, the Sand Kingdom is a desert full of sand. There is also an artifact called the Binding Band that links people forever like a wedding ring. Cappy will mention that Bowser would be definitely be in the mood to take it, which means that we may find him there. 

At the Sand Kingdom, you'll find something shining atop a tower in the distance. You'll also notice numerous ice crystals in the ground. Something has happened here...

Power Moons


1. Our First Power Moon - By taking control of the nearby Chain Chomp and moving it back so that you can launch it into this rock formation, you'll create a bridge across the stream and reveal your first Power Moon. You'll need to get this to complete the first story objective.

2. Multi Moon Atop the Hill - Beat Madame Broode. Capture her Chain Chomp while also avoiding its attacks, then run away from Madame Broode and launch yourself into her with Down on the left stick when she gets tired.

3. Chomp Through the Rocks - One of the rocks will have a Power Moon behind it. You can reveal with a Chomp, or you can do what I did and break it with the T-Rex.

4. Behind the Waterfall - There is a path to the side in the 3D section. There is an invisible block you can hit from underneath, which you can reveal, jump onto and jump to the left from to find another Power Moon.

Regional Coins


Friday, January 16, 2026

PrinceWatercress plays Super Mario Odyssey - Part 1 of 92


Hey, kids! Are you ready to spend hours upon hours collecting anything that isn't nailed down in an expansive game world while playing as Mario? Then this is the game for you!

Next | End

When you start a new game, you'll be allowed to start a normal game or a game with Assist Mode. If you play on Assist Mode, arrows will guide you to where you need to go, and you'll also start with six hit points instead of three (and get nine hit points with a Life Up Mushroom). You'll also get back into the game more quickly should you lose one of your infinite lives.

The game starts with Mario fighting Bowser, who looks like he is dressed for a wedding, aboard an airship above the Mushroom Kingdom. Mario gets his butt kicked and then launched into the stratosphere almost immediately, and Bowser stomps on Mario's hat before kidnapping Peach to forcefully marry her. Mario's hat flies off and gets ripped up by the rotors at the back of the airship, and a white, ghost-like character wearing a white top hat flies towards Mario's hat and grabs it.

Meanwhile, Mario ends up landing someplace completely different from where he was, with the ghost-like character near him. Use the right analog stick to move the camera around and center it on Mario, then press A or B to jump and wake Mario up. When Mario wakes up, the ghost-like character flees. Use the left analog stick to move around. You'll also be able to jump with A or B and move the camera with the right analog stick.

If you jump three consecutive times while running, you can perform a triple jump, just like in Super Mario 64. If you hold ZL or ZR and then jump while running, you can perform a long jump.

Follow the ghost-like character to the nearby hill, where he will then run away again, this time to the arch leading to the nearby village. Catch up with him at the arch, and he will stop running. The white, ghost-like character will admit that you startled him, then tell you what has happened: You've landed in the Cap Kingdom, which has also been under attack by Bowser. You'll also find out that Bowser has not only kidnapped Princess Peach, but also Tiara, the ghost-like character's little sister, who Peach was wearing like a crown in the beginning. He had hopes to go after Bowser, but Bowser has destroyed all of the Cap Kingdom's airships. He is certain that there is a fucntioning ship in the next kingdom over, but the top of Top-Hat Tower is being gaurded by Bowser's henchman, who are flying over the tower in their own airship. He ends up teaming with Mario, and we finally learn the little guy's name: Cappy.

Cappy not imitates Mario's hat, but also acts as a weapon, which you can throw at enemies with X or Y. Holding the button for longer allows Cappy to spin for longer before he returns back to you like a boomerang. You can also tilt the Right Joycon forward to throw, and you can also throw Cappy in a circle by shaking the Right Joycon around. If you shake it upwards twice, you can throw the cap upwards, although I never find much of a use for that. For this Let's Play, the Pro Controller is used, but the same motion controls apply.

Cap Kingdom


Some of the citizens of the Cap Kingdom will say things when you just walk up to them, but if anyone has anything really important to say, the game will have you press A near them to talk to them.

By throwing your cap at certain things, you can sometimes get hidden coins out of them. Be sure to experiment.

Throwing your cap at wooden posts in the ground will remove them, and you can sometimes find hidden things that way. You can also pound posts down by jumping while directly above them and pressing ZL or ZR to perform a ground pound.

If you run in one direction, then immediately snap the left analog stick in the other direction and then jump while Mario is putting on the brakes, you can perform a side somersault. Just like all the other special moves I've mentioned, this one makes a return again, and you'll be needing it.

Sometimes going particular places will cause coins to suddenly appear. Some coins are invisible, and if you move or throw your hat to where they are, you can uncover them. Touching them in any way again will allow you to collect them.

You'll see posters plastered about announcing Bowser's marriage to Princess Peach. You can remove them with your hat, and sometimes, you'll be able to uncover things behind them, too.

Sometimes you'll see a group of flower buds in the ground. If you throw your hat at them, they become flowers, and if you get them all to bloom at once quickly enough before they turn back into flower buds, you can get something out of it. It will usually be a heart that will recover one of your hits points (which gives you ten coins if your health is full).

At the upper-left hand corner is your current amount of coins and your current amount of regional coins. Both are used for stores, but the regional coins are only good for the kingdom in which you've collected them. If you die and lose one of your infinite lives, you'll lose ten coins. (If you die without any coins in your possession, nothing happens. You'll get brought back, regardless.) At the upper-right corner is your current health, the compass which shows where you're looking (the needle) and where the camera is looking (the red part of the ring inside the compass). That corner will also tell you that the Plus button will bring up the menu (which pauses the game), and the Minus button will bring up the map (which you'll be using a lot, as it is part of a sub-menu that allows you to keep track of everything you have done in the game). The lower-left corner is used for the auto-save prompt whenever you've done so much as collect a useful in-game item to cause auto-save to kick in.

If you hold the left analog stick towads a while after jumping into it, you can then jump to perform a wall jump. If the walls are close enough to each other, you can wall jump your way to some place higher.

Pressing ZL or ZR while in mid-air allows you to do a ground pound. If you press B or Y in the middle of a ground pound, you can do a dive move. If you throw your hat in mid-air, do the ground pound and then quickly hold and press Y to do the dive, you can keep your hat in front of you so that when Mario dives towards his hat, he will bounce off it. You can also use the left analog stick to guide Mario towards the hat before the dive. You'll be needing that move for later.

Leaping into ledges lets you grab onto them. Tapping the left stick towards the ledge to pull Mario up; tapping away from the platform allows Mario to drop down.

One of the citizens of the Cap Kingdom will ask you if you know about the Action Guide. The Action Guide can be accessed by pressing Plus to enter the Pause menu, then using the left stick or the D-Pad in conjunction with the A button to select the Action Guide. This is where you can learn all of the controls for the game and even get a few useful hints at a glance.

Holding ZL or ZR lets Mario crouch. You can move while crouching to crawl. If you jump while crouching, you can perform a backflip.

Press A near signs when prompted to read them. They will usually give you gameplay hints, but they may tell you other important things.

By throwing your cap at a switch, you can move the switch and cause things to happen. The switch in front of Top-Hat Tower will bring up the bridge, which will cause Cappy to bring up its strange absence.

To beat the golden mini-Goombas, who act as your first enemies in the game, you can either jump on them or hit them with your hat. Enemies in this game will do contact damage in addition to actual attacks, much like in other games Mario has starred in.

To open the red door with the gold top hat on it, throw Cappy at it. This will cause the door to open (and also cause the game to auto-save).

If you spin the left analog spin fast enough, Mario will spin around. If you throw your hat while spinning, Cappy will spin around in a circle. Do this to hit all the flower buds near the entrance to Top-Hat Tower to get another Life Up Heart.

? blocks can be jumped into from below or ground pounded from above, but you can press and hold Y if they are on the ground to hit them multiple times. You can get a lot of coins that way.

The platforms in the water will sink if you're on them long enough, but if you keep running and jumping, that should not be much of a problem.

By throwing your hat at one of the frogs, instead of defeating it, you'll take control of the frog itself. Since this is your first time doing this, you'll get a trippy cutscene where Mario's physical form warps right into the frog and takes control of it (and gives it both a small Mario hat and a tiny black mustache at the same time). If you see a small, white top hat icon above something, you can throw your hat at it.

As the frog, you can move around faster by holding Y while moving around with the left stick, and you can press B to jump. Shaking the Right Joycon or Pro Controller will allow you to perform a high jump. If you go back to the start, you can get even more coins that are easy to miss. You can jump while on the surface of the water, too.

The gold hoops give you more coins if you coins.

The gold mini-Goombas won't be able to hurt you as a frog; you can even run into them to defeat them. If they touch you while you are standing still, however, you will take damage.

When you reach the red top hat door, Cappy will tell you to press ZL to return to normal. You can also press ZR. When you leave an enemy, they will be stunned, and if you change your mind, you can still throw your hat at them to possess them again before they come to and disappear in a puff of smoke.

To open a chest, throw your cap at it. The heart with the crown on it is a Life Up Heart, which gives you three extra hit points. You can refill any of the hits from the second set of hit points that you now have at any time by finding hearts, contrary to what I say here, but once you get knocked down to three hit points (six hit points in Assist Mode), you'll need to find another Life Up Heart to get those extra hit points back.

The black flag with the Bowser icon on it is a checkpoint. Run into it or hit it with your hat to turn it to a red flag with a Mario icon, which will activate the checkpoint.

By running up the slope against the wall, you'll reach the top of Top-Hat Tower and meet the Broodals, mercenaries who have been hired by Bowser to keep you from getting to Princess Peach. As soon as you get on the platform, you'll face Topper.

Throw your hat at Topper to remove all of his hats, then avoids hit hates as you chase him down and jump on his head. After the first hit, Topper will disappear. Throw your hat at the three green hats spinning around. The last one that remains will be topped. Throw your hat at him to remove all his hats again, then jump on his head. After two hits, he will be gone.

You'll then see a power line in the center of the platform. Jump up and throw your hat at the power line, then press Up on the left analog stick to travel across the power line and get the title logo on the way to the Cascade Kingdom.

Cascade Kingdom


When you reach the Cascade Kingdom, Mario will shoot out of the powerline and land on the ground with a faceplant. Cappy will then introduces Mario to the Cascade Kingdom. From here, you'll need to find a working airship.

Thursday, January 15, 2026

PrinceWatercress plays Metal Force - The Longplay


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


Believe it or not, this game was made in South Korea, which I know more for PC games and the Pump It Up series by Andamiro than I do for console games (even though I've played the first three Super Boy games from Zemina, which was also from South Korea).

I later found out halfway through making this Let's Play that the game was not released for the South Korean version of the NES, also known as the Hyundai Comboy; the game was only ever released on the Famicom. Nevertheless, I do cover Samsung exporting all the Sega systems up to and including the Sega Saturn to South Korea and Hyundai doing the same for the Nintendo consoles up to and including the Nintendo 64.

Mission 1: Space Colony


Left and Right let you move left and right, Down ducks, B attacks and A jumps.

Some enemies will give you power-ups in the form of domes with spinning objects. The dome with the spinning chip will switch between the default wave attack and the boomerang attack. The wave travels to the end of the screen, but the boomerang has less range as the expense of being able to return to you after being thrown. The dome with the pill in refills 50% of your energy, which is at the top center of the screen. The dome with the lightning in it increases the amount of projectiles you can have on-screen at a time, up to four. The dome with "1UP" in it is an extra life. The dome with what looks like a bamboo rod in it is a continue that you can use in case you lose all of your lives. You can see how many weapon power-ups, lives and continues you have by pausing with the Start button. 

Landing in spikes will cause you to lose half of a full health bar, so don't do it.

The orb enemies will shoot at you if you get close enough to them, and they are only vulnerable when they open up to shoot a bullet, so you'll want to be fast and shoot them. The humanoid enemies will jump at you for a flying kick or slide if you get close enough to them, so you'll want to hit them from a distance. Enemies have a brief period of invincibility when you hit them, but once you get used to the timing on the invincibility, you can easily take them out. 

The boxes with the X on them contain power-ups, all of which we've mentioned earlier.

When you go down after the start, head to the right for an extra life.

To climb a ladder, jump into it, then press Up or Down to grab on. Up and Down will allow you to climb the ladder up and down, respectively. Unlike the [i]Mega Man[/i] games, you cannot attack while on a ladder.

The orb that keeps opening its mouth will slowly fly towards you, but it goes down in one hit. The robot enemy that stays still and blocks your shots with its shield will let down the shield and open up to shoot a bullet at you if you get close enough, and it is only vulnerable when it is open.

The white-and-orange discs are platforms that will whisk you away in a certain direction if you land on it. These platforms will be able to take you to places you normally wouldn't be able to go.

The small things that look like robot heads are fall-away platforms. You've seen one at the start, but you'll see more here. Be careful when on them, as you do not want to fall into spikes. They can come at you from seemingly out of nowhere, so be ready to hit them, especially when some of them can contain health or extra lives.

The tanks take two hits to defeat, and as they move back and forth, they will turn towards you and fire at you at regular intervals. 

The domes with the two laser cannons that move across the ceiling will fire lasers downward if it is next to you. Once the lasers are out of the way, immediately move past it so you don't get shot.

The spinning spiked cylinders move up and down and cannot be destroyed; like all enemies, they can do contact damage if you run into them.

Near the end of the level, take the platform on the right so you don't have to deal with the spike pit below.

Each level has an end boss, and your first boss is this robot that looks like a Mouser from Teenage Mutant Ninja Turtles. Keep away from it, and when it stops to open its mouth, shoot at it as you jump over the projectiles and use the platforms above the floor to your advantage. After attacking twice, the boss will briefly move faster before returning to its regular speed. Once you know how it moves around, it's a pretty easy boss.

Mission 2: Under Ground


The stage starts with a ton of platforms you can jump on. To take out the small, yellow flashing things on the ground that hurt you when you run into them, duck down and attack. You'll want to do this, as they will jump upwards and hit you if you try to leap over them.

Be ready to attack anything that flies at you, as they usually carry power-ups. The first flying enemy you'll see here will have health, so make sure you kill it. It will look like a flying gray dragon, and it will try to home in on you, even doubling back to do so.

The yellow things with the white "eyes" that shoot missiles at you are vulnerable when their eyes are open.

In the next section, you'll meet the robot heads on small legs. If they have their white "tops," they will simply  walk back and forth, and they will speed up if they hit you; if they don't, they will move around for a brief instance before self-destructing.

The subsequent long passage will have a few new enemies. The dragonfly enemies will track you if you try to run under it, while the white orb enemy with the porthole will shoot bullets around the room clockwise.

The helicopter enemies will try to descend into you to hit you from above. The gold flying enemies with the propellers will drop down when you are close enough, and they will always drop health if you destroy them.

To beat the boss, you'll want to jump up and hit it from the highest platform. The boss will occasionally drop down and cause debris to shoot down; you'll want to avoid the debris as you continue to shoot at the boss. If you know what you're doing, you can defeat this boss quickly.

Mission 3: Factory


All of the enemies from Mission 1 are back here.

You won't be able to walk through the bottom of the stairs at the start, so you'll need to go around them.

The big turret shoots out a three-way shot.

The lava will take off half of a full health bar, just like the spikes, so don't drop into it. Also, because lava exists, the falling platforms are back, and you'll need to get your jumps down pat and make progress without hesitation.

At one point, the circles in the wall spell out the word Open, a reference to the developers.

This level is the debut of the conveyor belts. Thankfully, you can easily tell which direction they are going by seeing which direction everything on them is rotating in.

The boss here is a cyborg enemy that can take multiple hits. He will walk back and forth for a bit before jumping up, shooting a projectile at your current location, and rocketing to the other side of the room like a fireball. He will also perform it if you attack him. You'll want to stay to one side, hit him, then get to the other side while avoiding both the boss' attacks, including the fireball. It is possible to hit him as he drops down, but getting that greedy for an extra hit is not exactly advised. After enough damage, it's on to Mission 4.


Mission 4: Planet Cave


The walker enemy at the start will turn and jump towards you and then attack whenever you attack. Sometimes, you can avoid a fight with them just by leaving them alone. You'll be avoiding a few enemies just to get through this mission more easily.

The orange humanoid enemies will shoot you when you are lined up with them. There is a delay between when they draw their guns and when they shoot, so you can get your attacks in before they do.

The rock droppers are much like the laser shooters from Mission 1. If you're on a higher platform, walk off the edge and keep walking to get onto the next platform.

To get to the window you can see in the lower-left corner at the start, you'll need to jump into the wall to the left of the rock droppers. You'll then find a ladder leading to a continue.

Avoid the smoke coming out of the pipes, as it will damage you.

The conveyor belts are back and in greater numbers. Pay attention to where they are going as you run across them to get where you need to go. If you need more time to figure out where they are going, pause the game and watch them, as the conveyor belts are still animated when the game is paused.

You'll need to fall into a wall while holding left to get a hidden 1-Up.

You'll be seeing lava near the end, and you'll want to avoid falling into it and losing half of a full health bar.

The boss here is a mech that just walks back and forth briefly before disappearing when the screen shakes. Keep shooting at it, and when the screen rumbles, pay attention to where the mech lands and stay on the opposite end of the room so that you don't get hit, as both conveyor belts in the boss room will push your towards the lava pit in the center. Also, watch for the smoke coming out of the pipes; you don't want to get hit by that and knocked into the lava below. From here, it's on to Mission 5.

Mission 5: Planet No. XIV


There's a plane enemy carrying a health pick-up that you can shoot down at the beginning of the stage. Be sure to do so.

The dragonfly enemy will fly towards you if you get close enough to it. 

The 1-Up in this stage is in plain view in the second section; just climb up and go left at the start of it.

You'll be dealing with an upper path and a lower path, and you'll need to chose between them at the end of the second section. Regardless of which path you choose, you'll have to deal with the waterfalls that will drag you off to the side and off the platform that they land on. They're much like the waterfalls from Toad Man's stage in Mega Man IV, and it's pretty awesome that the developers were able to replicate them.

The UFO enemy will give you a 1-Up if you shoot it down.

The boss here is a robot panther that runs back and forth. Shoot it, then jump back to the left where the door is and avoid the rocks that come down from the top of the screen when it headbutts the wall. 

Mission 6: Sky Maze


Shoot down the flying enemies that you see at the beginning when they come down for health, as you'll probably need it coming in. Be sure to duck while you're doing it so you don't get shot by the nearby turret.

For the first section, I take the high road the whole time, and keep shooting while riding the platforms to ensure that I don't get hit. I eventually have to get back down, though. Watch out for bottomless pits!

The second section has you climbing up a tower. Take care of all the enemies that you can on your way to the top, and watch out for the moving spike cylinders.

After that, you're in another maze. Not surprisingly, I take the high road most of the time and take out any enemies I can, including the turrets, and I'll have to get back to the bottom to reach the exit.

The boss is a combination of a rock dropper - which we've seen before in Mission 4 - and a mech that jumps up and rockets from one side of the room to the other. The mech boss is easy, as you can just shoot it and then jump over it, but the rock dropper complicates things a little bit. Remember that you have to be standing close to where the rock dropper is to get it to drop rocks. 

Mission 7: Planet X


The flying enemy at the beginning will drop projectiles where you are at and will keep following you until you destroy it.

Some of the enemies from Mission 4, such as the rock dropper and the walking mechs, return here. The walking mech near the end of the first section has a 1-Up if you destroy it on a platform.

The second section has a lot of the enemies with the blasters. You'll need to avoid getting shot while climbing up a ladder, then hug the left wall on the subsequent pit to take out all the enemies carefully and get yourself a continue. Be ready to jump to the left off the platform near the end when you see the edge of the floor near the top so you don't get hit by spikes. 

The UFO enemy has a five-way shot that we can finally see now that we have to get away from it in order to shoot down.

The pipes that shoot out the gas are back; avoid the gas/smoke/whatever it is that comes out of them.

You'll need to jump on the white parts of the wall at the end of the section with all the humanoid enemies to get to the ladder.

The boss is a flying purple ship that will shoot a five-way shot at you. Avoid the projectiles, jump and shoot, duck when it comes your way, then run to the side opposite the boss and repeat the process. If you know what you're doing, you can beat this boss easily.

When you beat the boss, you'll see the ending sequence. The hero escapes before the base self-destructs, and you'll have to return to base back on Earth in order to take care of things there. Unfortunately, the sequel never happened, as the publisher and developer of this game both stopped developing console games. Regardless, you just beat Metal Force!


Wednesday, January 14, 2026

PrinceWatercress plays Metal Force - Part 7 of 7


In this video, we finally beat the game, then get hinted at a sequel that was never to be.


Mission 7: Planet X


The flying enemy at the beginning will drop projectiles where you are at and will keep following you until you destroy it.

Some of the enemies from Mission 4, such as the rock dropper and the walking mechs, return here. The walking mech near the end of the first section has a 1-Up if you destroy it on a platform.

The second section has a lot of the enemies with the blasters. You'll need to avoid getting shot while climbing up a ladder, then hug the left wall on the subsequent pit to take out all the enemies carefully and get yourself a continue. Be ready to jump to the left off the platform near the end when you see the edge of the floor near the top so you don't get hit by spikes. 

The UFO enemy has a five-way shot that we can finally see now that we have to get away from it in order to shoot down.

The pipes that shoot out the gas are back; avoid the gas/smoke/whatever it is that comes out of them.

You'll need to jump on the white parts of the wall at the end of the section with all the humanoid enemies to get to the ladder.

The boss is a flying purple ship that will shoot a five-way shot at you. Avoid the projectiles, jump and shoot, duck when it comes your way, then run to the side opposite the boss and repeat the process. If you know what you're doing, you can beat this boss easily.

When you beat the boss, you'll see the ending sequence. The hero escapes before the base self-destructs, and you'll have to return to base back on Earth in order to take care of things there. Unfortunately, the sequel never happened, as the publisher and developer of this game both stopped developing console games. Regardless, you just beat Metal Force!

Tuesday, January 13, 2026

PrinceWatercress plays Metal Force - Part 6 of 7


Not much of a maze here...


Mission 6: Sky Maze


Shoot down the flying enemies that you see at the beginning when they come down for health, as you'll probably need it coming in. Be sure to duck while you're doing it so you don't get shot by the nearby turret.

For the first section, I take the high road the whole time, and keep shooting while riding the platforms to ensure that I don't get hit. I eventually have to get back down, though. Watch out for bottomless pits!

The second section has you climbing up a tower. Take care of all the enemies that you can on your way to the top, and watch out for the moving spike cylinders.

After that, you're in another maze. Not surprisingly, I take the high road most of the time and take out any enemies I can, including the turrets, and I'll have to get back to the bottom to reach the exit.

The boss is a combination of a rock dropper - which we've seen before in Mission 4 - and a mech that jumps up and rockets from one side of the room to the other. The mech boss is easy, as you can just shoot it and then jump over it, but the rock dropper complicates things a little bit. Remember that you have to be standing close to where the rock dropper is to get it to drop rocks. 


Monday, January 12, 2026

PrinceWatercress plays Metal Force - Part 5 of 7


The game goes back to being relatively easier to get through after Mission 4. It's still fun, though.


Mission 5: Planet No. XIV


There's a plane enemy carrying a health pick-up that you can shoot down at the beginning of the stage. Be sure to do so.

The dragonfly enemy will fly towards you if you get close enough to it. 

The 1-Up in this stage is in plain view in the second section; just climb up and go left at the start of it.

You'll be dealing with an upper path and a lower path, and you'll need to chose between them at the end of the second section. Regardless of which path you choose, you'll have to deal with the waterfalls that will drag you off to the side and off the platform that they land on. They're much like the waterfalls from Toad Man's stage in Mega Man IV, and it's pretty awesome that the developers were able to replicate them.

The UFO enemy will give you a 1-Up if you shoot it down.

The boss here is a robot panther that runs back and forth. Shoot it, then jump back to the left where the door is and avoid the rocks that come down from the top of the screen when it headbutts the wall. 

Sunday, January 11, 2026

PrinceWatercress plays Metal Force - Part 4 of 7


This is probably the most difficult of the stages in the game due to how the boss battle is.


Mission 4: Planet Cave


The walker enemy at the start will turn and jump towards you and then attack whenever you attack. Sometimes, you can avoid a fight with them just by leaving them alone. You'll be avoiding a few enemies just to get through this mission more easily.

The orange humanoid enemies will shoot you when you are lined up with them. There is a delay between when they draw their guns and when they shoot, so you can get your attacks in before they do.

The rock droppers are much like the laser shooters from Mission 1. If you're on a higher platform, walk off the edge and keep walking to get onto the next platform.

To get to the window you can see in the lower-left corner at the start, you'll need to jump into the wall to the left of the rock droppers. You'll then find a ladder leading to a continue.

Avoid the smoke coming out of the pipes, as it will damage you.

The conveyor belts are back and in greater numbers. Pay attention to where they are going as you run across them to get where you need to go. If you need more time to figure out where they are going, pause the game and watch them, as the conveyor belts are still animated when the game is paused.

You'll need to fall into a wall while holding left to get a hidden 1-Up.

You'll be seeing lava near the end, and you'll want to avoid falling into it and losing half of a full health bar.

The boss here is a mech that just walks back and forth briefly before disappearing when the screen shakes. Keep shooting at it, and when the screen rumbles, pay attention to where the mech lands and stay on the opposite end of the room so that you don't get hit, as both conveyor belts in the boss room will push your towards the lava pit in the center. Also, watch for the smoke coming out of the pipes; you don't want to get hit by that and knocked into the lava below. From here, it's on to Mission 5.

Saturday, January 10, 2026

PrinceWatercress plays Metal Force - Part 3 of 7


Lava, falling platforms and indestructible spike cylinders will make things a little difficult here.


Mission 3: Factory


All of the enemies from Mission 1 are back here.

You won't be able to walk through the bottom of the stairs at the start, so you'll need to go around them.

The big turret shoots out a three-way shot.

The lava will take off half of a full health bar, just like the spikes, so don't drop into it. Also, because lava exists, the falling platforms are back, and you'll need to get your jumps down pat and make progress without hesitation.

At one point, the circles in the wall spell out the word Open, a reference to the developers.

This level is the debut of the conveyor belts. Thankfully, you can easily tell which direction they are going by seeing which direction everything on them is rotating in.

The boss here is a cyborg enemy that can take multiple hits. He will walk back and forth for a bit before jumping up, shooting a projectile at your current location, and rocketing to the other side of the room like a fireball. He will also perform it if you attack him. You'll want to stay to one side, hit him, then get to the other side while avoiding both the boss' attacks, including the fireball. It is possible to hit him as he drops down, but getting that greedy for an extra hit is not exactly advised. After enough damage, it's on to Mission 4.

Friday, January 9, 2026

PrinceWatercress plays Metal Force - Part 2 of 7


In this entry, we'll encounter a whole new slew of enemies. We'll be seeing some of them again, though.


Mission 2: Under Ground


The stage starts with a ton of platforms you can jump on. To take out the small, yellow flashing things on the ground that hurt you when you run into them, duck down and attack. You'll want to do this, as they will jump upwards and hit you if you try to leap over them.

Be ready to attack anything that flies at you, as they usually carry power-ups. The first flying enemy you'll see here will have health, so make sure you kill it. It will look like a flying gray dragon, and it will try to home in on you, even doubling back to do so.

The yellow things with the white "eyes" that shoot missiles at you are vulnerable when their eyes are open.

In the next section, you'll meet the robot heads on small legs. If they have their white "tops," they will simply  walk back and forth, and they will speed up if they hit you; if they don't, they will move around for a brief instance before self-destructing.

The subsequent long passage will have a few new enemies. The dragonfly enemies will track you if you try to run under it, while the white orb enemy with the porthole will shoot bullets around the room clockwise.

The helicopter enemies will try to descend into you to hit you from above. The gold flying enemies with the propellers will drop down when you are close enough, and they will always drop health if you destroy them.

To beat the boss, you'll want to jump up and hit it from the highest platform. The boss will occasionally drop down and cause debris to shoot down; you'll want to avoid the debris as you continue to shoot at the boss. If you know what you're doing, you can defeat this boss quickly.