Sunday, July 12, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 15 of 32


Be ready to fly around and move to avoid getting killed in this stage while you're destroying everything. There's just enough energy, but only just enough.

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Hoppa Choppa


Some snow bunnies are being attacked by huskies, and they have sent a distress signal. You'll need to not only defeat all the huskies and save the bunnies, but you'll also need to destroy all of the turrets that will be firing at you along the way.

You start out as a penguin. Make your way down the path behind the teleporter, then float to the Penguin King and take control of him. As the Penguin King, jetpack over the ice wall to meet the snow bunnies. From here, you'll need to avoid the snow huskies, as you won't be able to fight them as the Penguin King. Instead, continue down the path and avoid not just the huskies, but the turrets. There will be a room to the left that is easy to miss, and when you enter it, you'll find a switch that activates the turrets, making them finally fire upon you. The flying snow bunnies will take care of a few, but for the rest, you're on your own. There will be some steps you'll need to jetpack up with the Penguin King to continue, but you'll need to avoid both the huskies and the turrets as soon as you're out of that room.

You'll eventually find one of the flying snow bunnies in a defeated state. Take control of it and bomb the turrets, making sure that you stay on the move as you continuously drop bombs on them. You'll also need to bomb the snow huskies, too. There is a switch near the metal door; you'll need to move into the switch to activate it and open the door. This will let you access the exit.

With the exit opened up, you'll need to go through the level again and bomb any turrets and huskies you see until they are all destroyed. Stay on the move as you bomb everything, and remember where all the energy is, as fighting on less than half health is not exactly recommended.

To get the trophy in this stage, you'll need to destroy all five of the snow bunnies near the exit teleporter. That's it. It'll show up on the nearby hill at the wall. (If you destroy any other bunnies, Dan will not be happy with you.)

Two of the Power Cells are at the top of lights coming from the cave ceilings. You cannot reach them with the flying snow bunny; instead, you'll need to use the Penguin King to get them as he does not have a limit to how high he can go. The small circular shadows on the ground will tell you where you need to fly.

Power Cells


1 | 2 | 3 | 4-8 | 9 | 10 | 11 | 12 | 13 | 14 | 15

Saturday, July 11, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 14 of 32


Compared to other levels, it will take a bit of effort to get all the power cells as well as the trophy.

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Pinball Blizzard


Something is jamming the signal to the teleporter, and in order to counter this something, we need to counter it with...music. We need to collect the silver notes, then play the song on a giant keyboard.

You start off as the ski husky. Take out the penguin king and the lackeys first. You'll need them soon. Next, you'll need to take out the polar bears, who will wake up when you get close enough to them. They will hit you with an earthquake attack if they see you. You only need to defeat one of them, but it's better to defeat all of them. In order to get them to wake up, however, you need to be aware of where they are looking and then be in their field of vision in order to get them to wake up and shake the ground - and decimate your health - with a somersault. Thankfully, if you're not near them, not only will they not attack, but they also leave you alone.

The snowballs near the polar bears contain Power Cells; make sure you destroy them and collect them all.

Once you take care of the polar bear problem (which can take a while), you'll see a moving platform nearby. Jump on it with the A button as the polar bear by pressing it once to jump and again to do the jump-thump attack that gives you a little more height so you can get on the platform, then press B to hide and hold the button down so that you can smash into the ice cubes nearby.

There are penguins past this point. Do not kill them. Leave them alone. This will be important for later.

After getting the two Power Cells near the platform, take control of the Penguin king. The King Penguin is much like the King Rat, except you can jump instead of drop mines. Holding down A will allow you to use a jetpack that will take you upwards for a short distance, which will prove useful. Get up the nearby platforms for two Power Cells and a silver note. You'll need the silver notes, so pick them up. The ones you'll need are on the platforms near the penguin king, the platforms afterwards, and the chasm near the polar bear platform. You'll also see a penguin. If you run into the penguin, he will produce a musical note. Once again, do not hurt the penguins. You will need them later.

There are six penguins in all, and the more you run into and touch, the more notes they play when you touch one. They play a melody, and you'll need to play and remember that melody. They will be on the penguin king platforms, the platforms afterwards, the Power Cell platform near the polar bear platform, the chasm near the polar bear platform, near the piano, and at the column underneath the piano.

Exploring past the polar bear platform takes you to the piano. There are five black keys and eight white keys. The piano will play notes, which are different every time you play the stage, and the keys you need to hit will light up pink. If you mess up on the current pattern, you start over on the current pattern and keep doing it until you get it right. As you get the patterns correctly, you'll reveal more floating platforms. After playing six notes in sequence, you'll reveal all the platforms and open a path to the top where the teleporter is and you'll also activate the recorder. 

When you find all six penguins and reveal all six notes by touching each one, you'll get a pattern that you need to play on the keyboard. Unlike the platform puzzle, it's the same sequence every time. You'll also need to complete the platform puzzle from earlier and activate the recorder. The X button clears the recorded pattern, the red circle is the record button, and the green triangle is the play button. Move into a button to make it perform its respective action. Record, then hit the following white keys: 5, 6, 4, 8, 1, 4. (All numbers are from the left side of the keyboard to the right.) Hit the play button to play the sequence, and you'll cause the six penguins to summon a seventh one in a UFO to produce the trophy. If you killed any of the penguins before doing this, not only will you not get the full pattern, but you will not get the trophy. This is why the penguins should be spared. The trophy will be at the top of the huge platform after the ones near where you found the King Penguin. You'll need to boost jump onto a speaker in order to get to the top, then grab the trophy.

From here, head back to the piano and jump on the platforms you summoned to get to the teleporter. As you jump from platform to platform, each one will play the notes you played on the piano in order to get them to show up in the first place, in sequence. Nice touch.

Polar Bear


Type: Polar Bear
Environment: Ice
Skill A: Jump-Thump
Skill B: Hide
Water Resistance: Excellent
Mass: Huge
Armour: Medium
Strength: Strong
Traction: Poor
Fall Distance: Medium
Production: Very Long
Engine: Fusion
Intelligence: Very Low

King Penguin


Type: King Penguin
Environment: Ice
Skill A: Boost Jump
Skill B: Penguin Army Attack
Water Resistance: Excellent
Mass: Light
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Medium
Production: Short
Engine: Jet
Intelligence: High

Power Cells


Friday, July 10, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 13 of 32


Kid me never beat this level. Let's change that!

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Penguin Playpen


Not only has a stinky seagull laughed at the ship's crash landing and needs to be knocked down a peg or two, but the penguins have built a statue on top of the exit that needs to be destroyed if you want to get out of here.

You'll start as the penguin. The seagull will fly away, and if you're quick, you can get a shot on it with your snowballs. You'll meet the seagull again eventually.

From here, get in the water and defeat the three fish in the water nearby. If you destroy all three of them, you'll get the king penguin trophy.

To get the Power Cells in this watery area, you'll need to take control of one of the fish, use the Control Stick - which changes your altitude in the water with Up and Down - to get to the surface, then leap out with B. You can only leap out at the surface of the water, and in order to move and steer left and right with the Control Stick, you'll need to continuously hold the A button for a speed boost. Believe it or not, Skill A and Skill B are the opposite of what they're supposed to be.

Do not land on dry land as the cod. You will lose health at an alarming rate, and getting back in the water will not replenish it.

The land mass where the fish are has a Power Cell and a walrus. Take control of the walrus and push the ice block in the water into the gab near the fence at the beginning, then take control of the penguin again, jump the fence, jump on the ice block, and then jump to the other side. Remember that as the walrus, you can move on the surface of the water with just the Control Stick without having to use the speed boost.

Once you're on the other side as the penguin, you'll see two other penguins who say "I love you!" before walking off onto the slope. At the bottom is a polar bear tank that can drop bombs and shoot at you. Do not fight it as the penguin; you will get destroyed. Instead, get to the lift on the other side and take it upwards. Near the trees is a husky on skis that can shoot homing missiles at you. Go down the nearby slope and get back on the lift; this will lure the ski husky down to where the polar bear tank is and cause both of them to fight each other. Take the lift again to avoid them both, then watch the carnage from above.

The husky may get some shots on the two penguins below, but it will eventually tangle with the polar bear tank and get destroyed, as the polar bear tank can take a bit more damage than the ski husky. Take control of the ski husky once it goes down, then destroy the polar bear tank from a distance.

Before taking control of the polar bear tank, keep playing as the ski husky and go back to the top of the lift. As you explore, keep in mind that you can walk forward with the ski husky by holding forward on the Control Stick. There is an ice bridge that you'll need to cross, and if you cross it, you will have to tangle with the seagull. Shoot at it when it gets low enough to attack you when you get close enough, and try not to fall off the ice bridge if you're using that as a means of staying away from the seagull. That will do it for the seagull and one of your

Once you get the seagull, take control of it and fly around in the area where you found it. If you defeated all three fish earlier, you'll get the gold penguin king trophy at one of the edges. As the seagull, you can keep pressing A to fly around the level, collect the remaining Power Cells, and see where you need to go.

The gap near the ramp on the way to the seagull leads to the penguin statue. You'll need to go down here as the husky, take out the nearby penguin, place the penguin on one of the switches, place two more penguins on two more switches, then place the seagull on a fourth switch to melt the statue and open up the exit teleporter.

Cool Cod


Type: Cool Cod
Environment: Ice
Skill A: Jump
Skill B: Speed Boost
Water Resistance: Excellent
Mass: Tiny
Armour: Light
Strength: Weak
Traction: Very Poor
Fall Distance: Medium
Production: Very Short
Engine: Jet
Intelligence: Medium

Ski Husky


Type: Ski Husky
Environment: Ice
Skill A: Speed Boots
Skill B: Missiles
Water Resistance: Poor
Mass: Medium
Armour: Light
Strength: Medium
Traction: Very Poor
Fall Distance: Medium
Production: Medium
Engine: Electric
Intelligence: Medium

Polar Tank


Type: Polar Tank
Environment: Ice
Skill A: Hot Shots
Skill B: Mines
Water Resistance: Excellent
Mass: Huge
Armour: Medium
Strength: Strong
Traction: Very Good
Fall Distance: Medium
Production: Very Long
Engine: Fusion
Intelligence: Very Low

Seagull


Type: Seagull
Environment: Ice
Skill A: Flight
Skill B: Claw Attack
Water Resistance: Excellent
Mass: Medium
Armour: Light
Strength: Little Lift
Traction: Average
Fall Distance: High
Production: Medium
Engine: Kerosene
Intelligence: Low

Power Cells


Thursday, July 9, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 12 of 32


If you know what to do here, you can easily complete this level quickly.

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Ice 'n' Easy Does It


Dan needs more information about the space station, and from that, you'll need the high mental energy build-up from the preserved, decapitated heads of the professors lying around in this area. (Don't ask how this works.)

You start out as a husky, and there will be three rabbits ahead of you. You only need to take out one of them and take it over, and once one goes down, quickly take control of it so they stop attacking you. Amazingly, you can't attack them and they can't attack you when you're a rabbit, so leave them alone.

There are two professor heads behind where you start. You'll be getting them later.

For now, go up the ice platforms. After hopping a gap, you'll end up in a more vast area with an igloo. This is where things start getting interesting. Before you go over there, though, go further to the right for one of the professors' heads. You'll have to backtrack to get back to where you were to enter the bigger area, but that will get one of the heads out of the way.

Once you're in the igloo area, you'll have to deal with three walruses with skis for legs and hovercraft engines at the rear. They can also fire missiles. If you fight them now, you will get decimated. Instead, head over to the igloo. Nearby will be a rabbit encased in ice. Use your thump attack with the B button near the ice cube to break it. This bunny will have a helicopter rotor on its head. Take control of it. You'll be able to fly by holding A and drop bombs by pressing B. Stay directly on top of the walruses and drop bombs on them, and watch out for the missiles. You only need to destroy one to complete the level, but if you destroy all three, you'll get a trophy for it. It will appear near the igloo.

As the heli-rabbit, do not run into walls while flying. You will take damage. Fly back to the start and go to the area over on the other end of the bottomless pit for a second head.

Head back to the igloo area and take control of a walrus. There is an area with a slope, a small pool of water and a ramp. The walrus has a turbo boost that can be used by holding A, and can fire homing missiles by holding B. You'll need to hold A to get moving, but once you're moving, you can hold Up and then steer with the Control Stick. You can also move more freely in this same manner while on the surface of any sort of water. Just remember that the walrus can be a tad hard to steer and that it can slide around if you're not careful. For best results, tap the A button; you'll preserve your turbo boost this way.

Boost up the ramp to get to another Power Cell and the third head. You'll now be able to get to the exit teleporter in the igloo and complete the level.

Heli-Rabbit


Type: Heli-Rabbit
Environment: Ice
Skill A: Flight
Skill B: Bombs
Water Resistance: OK
Mass: Light
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Low
Production: Short
Engine: Kerosene
Intelligence: Medium

Walrus


Type: Walrus
Environment: Ice
Skill A: Speed Boost
Skill B: Homing Missiles
Water Resistance: Excellent
Mass: Huge
Armour: Medium
Strength: Strong
Traction: Very Poor
Fall Distance: Medium
Production: Very Long
Engine: Coal
Intelligence: High

Power Cells



Wednesday, July 8, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 11 of 32


In this entry, we get a change of pace from the Europe levels and head into the land of ice and snow. Things start off simpler now, but they'll get tougher later.

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Snow Joke


Welcome to the ice levels! For your first mission in the cold, you'll be switching on a snow blower to bring the snow back, switching on a big computer thing, and getting a husky for Dan.

You'll start out as EVO's chip and move automatically towards a downed penguin to take control of it. As the penguin, you can jump and throw snowballs with A and B respectively, and if you hold down A, the penguin can float much like the sheep with a tiny parasol over its head.

The other penguin that soon shows up will throw snowballs back at you if you attack it enough, but if you get close enough to the edge of the hill, the husky will come at you. It is possible to trap near the Power Cell at the beginning so that it can't climb up towards you. From there, you can let loose with the snowballs and beat it up until you can take control of the husky, completing one of the mission objectives right out of the gate. The husky can jump and bite with A and B respectively.

Take control of the husky and go down the icy slide. In case you miss the Power Cell here, you'll be able to go back. Chase after the nearby husky from behind and take it down with the bite attack, then explore the nearby area where the pipes are and take out the penguins. 

There is a switch in one of the dead ends that leads to a reflective wall showing off the vast expanse of space; toggling it will switch the time of day from day to night. This will summon up a red platform nearby that you'll need for later. You're done here, so go down the area with the metalllic floor and hit the switch to turn on the snow blower to bring the snow back and give yourself a way out of that area. That's two missions down.

There is a big wall that looks like a switchboard with lights that has a switch on it. Hit the switch to turn on the big computer thingy. It only activates the secondary engines, but you can now get to the exit teleporter in the center of the level. 

Keep exploring and you'll find a snow hare. The snow hare jumps with A, which must be held to ensure movement, and performs a damage-causing, earthquaking stomp with B that hurts anything in front of it. You'll need this snow hare to get the Power Cells as the trophy symbolized by a golden snow machine pipe, as this is the only animal that can do it. To get the trophy, you'll need to jump on the glowing platform that shows up only at night and ride it to the stop of the stage. Hold A to jump onto the slope, then guide yourself with the Control Stick to get on the platforms. If you start falling away from the platforms, hold A and hold the Control Stick towards the platforms to save yourself. You'll find the trophy here. From here, you can hope across some platforms to get to the exit teleporter.

Penguin


Type: Penguin
Environment: Ice
Skill A: Jump
Skill B: Snowball Attack
Water Resistance: Excellent
Mass: Tiny
Armour: Light
Strength: Weak
Traction: Good
Fall Distance: Medium
Production: Very Short
Engine: Electric
Intelligence: Medium

Husky


Type: Husky
Environment: Ice
Skill A: Jump
Skill B: Husky Frenzy
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: Electric
Intelligence: Medium

Rabbit


Type: Rabbit
Environment: Ice
Skill A: Jump
Skill B: Thump Attack
Water Resistance: OK
Mass: Light
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Medium
Production: Short
Engine: Spring
Intelligence: Medium


Power Cells


1-2 | 3 | 4 | 5 | 6-7 | 8 | 9-10 | 11-12 | 13 | 14 | 15 (and the trophy!)

Tuesday, July 7, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 10 of 32


...and now for something completely different.

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Give A Dog A Bonus


Compared to the other levels, this one is a bit different. Instead of completing puzzles to collect Power Cells and make it to the exit, all while trying to survive, you're doing something different entirely to get a piece of EVO's robot body back.

For the EuroEden level, you'll be playing as a dog plane. You'll need to fly through all of the blue hoops to start this mission off. The yellow hoops containing the red balls with the air give you a brief speed boost, which you're better off avoiding so you don't lose control of the plane. Watch out for bombs and missiles that fly at you as you get close to flying through all the rings. Use the Control Stick to ascend, descend and turn. A simultaneously fires lasers and drops bombs, while B performs a turn-around that quickly turns you around towards the other direction. 

You'll then have to face a slew of other dog planes. The trick to doing this while losing as little energy as possible is to keep holding A, staying higher than the other planes, and constantly moving in a circle, going straight only to line yourself up with another dog plane. After shooting down enough dog planes, you'll get the message "BATTERY CHARGER ON LINE" before a bunch of rocket foxes come after you.

You'll want to go to an area with a red wall with moving lines. Fly through it to get your health refilled. Keep in mind that you can only stay in the battery charger area for so long before you stop getting energy and the area no longer heals you, so try not to rely on it too much. From there, you'll want to fight the rocket foxes. Just like with the dog planes, keep on firing and moving in a circle, and stay higher than your target, while flying straight ahead only to shoot down a target. The rocket foxes also fire missiles, and you'll want to keep from flying into those, too.

After defeating enough enemies, you'll get the message "Hey! There's your torso! Go get it!" When that happens, the game will show you where the torso is. Go straight for the torso and fly into it to get EVO's torso back. Once you do that, the stage is over.

Monday, July 6, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 9 of 32


This is the last regular level of "EuroEden," and it can be a quick one if you know what to do.

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Rat-o-Matic


Rat-o-Matic is the last regular level in the Europe/grass set, which the mission brief calls "EuroEden." You'll need to destroy the titular Rat-o-Matic machine so that no more mice get turned into rats, and you'll also need to kill the fox family that is on the premises.

You'll start off as the King Rat. Go down the hall and move towards the four rats that are in the area to get them to follow you. You'll want to go outside with the four rats and take on the fox family. Keep sicking the smaller rats on the foxes and keep moving around in a circle while using your stink attack. The rats will do the work, but the stink attack will do damage if the foxes come your way.

To get the rat trophy, you'll need to move one of the red canisters near the flaming box with the trophy on it over to the box with the King Rat, then use a regular rat to blow the canister up with mines so that sparkles come out of it and put the flames out before the canister explodes. You'll then need to take control of a fox and go up to the ramp opposite where the trophy is, go up the ramp and press A before you fall to speed forward in mid-air and land on the box to get the trophy. You'll need to do this again back at the start to get to the top of the table where a switch is in order to unlock a nearby door. 

You'll then need to find a room with a racing mouse, a monitor and a camera. The racing mouse will try to attack you, so attack it first and take it out. You'll need the mouse now. Hit the switch on the nearby machine, then move onto the red circle in the empty cell before the timer reaches zero. You'll be sucked into the piping and taken into the Rat-o-Matic. You'll need a lot of health to get through this. Get under the electricity to move past it, watch out for the crusher, hit the switch on the other side, speed through the fire with the turbo boost so you don't get burned. At the other side is a rat; don't attack it. Instead, have it come after you and lay mines that will destroy the nearby computer terminals. This will destroy the Rat-o-Matic and free all of the mice in the cages.

It is possible to suck one of the other mice into the Rat-o-Matic, then use the camera to get a guided tour of the machine. Don't do this. If you do, you won't be able to get all of the Power Cells.

Follow the mice outside, and you'll be thanked for freeing them before being led to the exit, which is on top of a bunch of hills nearby. As they enter the exit, they will leave Power Cells behind. If you rescued all five mice, you'll get all of the last five Power Cells. Collect them, then go into the exit with them.

To get past the wall blocking the exit, hit the switch in the corridor to the right of where you enter to lower the wall, then speed your way to the left corridor. If you're fast enough, you'll get to the end before the wall rises back up. For best results, back into the switch backwards to hit it, then go forwards and use your turbo boost sparingly to speed your way to the exit. Once the wall rises up, you'll have no choice but to take the transporter and exit the level, so if you need to get the trophy and the other ten Power Cells, you'll want to get those first before even attempting this. Thankfully, I managed to do everything possible before leaving.

Power Cells


Sunday, July 5, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 8 of 32


This and the next level will be along the toughest in the Europe/grassland section. Get ready to fight your way through this level.

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Stinky Sewers


You'll be going through the sewers for this one. You'll be playing as a rat for the majority of this level. You'll need to find a keycard to access the main tunnels, reactivate the Big Taps (which are big water taps) and gain access to the King Rat's hole. From here, you're going to have to defeat the Rat King.

You'll start off not as the rat, but as the racing dog. You'll need to find your way through the sewers and find and defeat a rat while trying to find out how to complete the objectives for this level.

The steaming brown triangles are poop. Believe it or not, these things will come into play later.

Once you find a rat, you'll be able to go into some of the more narrow passageways. You'll have to fight some more rats to get them out of your way. Use your bite attack and move in as they move around in circle, and watch out for their mines. You'll eventually find a much more open area with a racing fox. You'll need to race around the room and drop mines as the fox chases after you in order to destroy it. If you need health, eat the steaming poop in the room. Just walk into it with the rat and use your bite attack to eat it. Believe it or not, if you find all the poop and eat it, you'll reveal the trophy, which will be in a dead end the near the start.

From here, you'll need to take control of the fox and make your way back to the watery maze at the beginning of the level. Believe ir or not, there are areas that you can reach as the fox or the rat that you could not reach with the racing dog. There is a crawlspace near two barrels of toxic waste that you need to go through. Take out the rats, then approach the door to open it and find a dead scientist. Move up to him to find the keycard. This will allow you to open the metal door near the beginning of the stage.

Once you're past that door, you'll have to fight some more rats. Fighting the rats is easier with the fox, since the sweep attack does not trigger the bombs and you can do a good bit of damage with it. On the other hand, it's much easier to get close to another rat and defeat it easily with a bite attack as the rat. Keep your options open and pick your poison. After getting past the rat, use the mines from the rat to blow up the line of barrels of toxic waste, and stay away from the explosions!

There is an area full of water after this, but you don't want to go in there yet. Instead, look for and find a water valve. Run into it to turn on one of the Big Taps and add more water to the nearby pool of water. Go in the water, and you'll find a normal dog. Switch to the dog, and push the barrel in the water to create a path to the other side of the pool, where you can find a racing dog.

Take control of the fox again and go back to the side of the pool that you were just in. There is a narrow corridor leading into another maze that you'll need to get through to reach the Rat King. The colors will change as you go through the maze, and if you see a lot of yellow and green, you'll know that you're nearly there.

To beat the Rat King, you'll want to play as the fox and you'll want to come in with as much energy as you can muster. The Rat King will send smaller rats at you when it blows its trumpet. You'll want to stay near the entrance to the Rat King's chamber, attack the rats when they get near, and move out in such a way that you lose as little energy as possible. There are two crates' worth of energy that you may have to rush into the room to get; if you have to rely on it, make sure that the energy does not fly towards the wall, as it can get stuck in the wall and become unobtainable.

Once you beat all of the rats, take control of one and chase after the Rat King. The Rat King will have no means of offense other than a stink cloud that only affects other animals, and he won't be able to send any other minions at you. Once you've beaten this level, you're pretty much done. All you have to do is find the door near the start that had the symbol of a crown near it and approach it as the Rat King to open it. You can then exit the level.

King Rat


Type: King Rat
Environment: Europe
Skill A: Ratty Smell
Skill B: Rat Army Attack
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: Diesel
Intelligence: Very High

Power Cells


1-2 | 3 | 4-5 | 6-7 (and the keycard!) | 8 | 9 | 10 | 11 | 12 | 13 | 14-15

Saturday, July 4, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 7 of 32


You'd better be careful here. There's a bottomless pit surrounding all the platforms, and if you fall in, you're starting everything over.

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Rocky Hard Place


This is the hardest stage yet. You'll need to raise some asteroid chunks up and get them to float in order to make a bridge, and you'll also want to get Dan a springy sheep. This stage has a bottomless pit, and if you fall in, you're starting the stage all over again.

You'll start as the fox. Be careful on the way from platform to platform, and rotate the camera extensively with Left-C and Right-C to ensure you're going somewhere other than down the bottomless pit. 

There are two Things on a Spring as well as a Ram on a Spring that will try to kill you, but an electric fence is the only thing between you and them...and you and the Ram's vicious streak. There is a switch nearby that you will have to move from platform to platform to get to in order to turn that electric fence off. Unfortunately, the fence turns back as soon as you get off the switch, so you'll need to keep something down on top of it. When you get to the switch, however, you'll have to go forward to go back, as there is a slight drop-off from the top of the ramp leading up to it to the floor.

You'll come across three sheep. Trap them on the edge of the platform and attack them with your tail. You'll need to get one of them on the switch so you can get a Thing on a Spring. From here, you'll need to jump. From where the energy is, there are two platforms with Power Cells. Jump and float to each one to get to a switch. Run into that switch to raise up the asteroid chunks. You'll need them later, and they'll complete one of the mission objectives.

There will be falling asteroids nearby. You'll want to avoid these as you get to the other side, as they hurt. There is a bridge, but if you cross it, you'll be brought straight down...unless you're the sheep. You'll want to be on the grass before the bridge and float to the bridge itself, then repeatedly jump and float forwards. If any of the bridge panels fall under your feet, keep floating and stay above the panel, and you can continue to the other end, where you can get back to the start.

There is a water area below the start. Carefully float downwards as the sheep, and get in the water for a Power Cell. A metal platform nearby will take you back up. There is also a camera that gives you a free tour and flies around to show you all of the platforms that you can get to.

Back at the start, a metal block will be moving up and down. That didn't happen before. Float onto it as the sheep for a Power Cell. At the Power Cell, you'll notice a tower with another switch at the top. If you float towards it with the sheep, you'll get blown back. When that happens, go a bit to the left so you don't get blown back as you float, then maneuver your way to the switch from there. You'll see a platform with a racing fox on the way to that switch, but you won't need it. Hit the switch to reduce the gravity.

With the reduced gravity, you'll make things a little more interesting for a little bit later. For now, go back to where the three sheep originally where and get the racing fox back. This time, the asteroid chunks are moving around. The first moves horizontally; the second vertically. You'll need to use your shadow (or what little you can see of it) to help yourself gauge where you are so you can land on both asteroid chunks to get to the falling asteroid section with the fox. With the fox, you can cross the bridge with ease just by moving forward; you won't need to press the A button at all. From here, you can get back to the start and take on the Things (and Ram) on a spring.

The Ram on a Spring will try to kill you on sight with an aerial corkscrew attack, so go after one of the springy sheep instead and use it to attack the Ram on a Spring instead. Remember that you can press A while in mid-air as the Thing on a Spring to perform a corkscrew attack of your own and destroy the Ram on a Spring.

Interestingly, this ram fights just like the regular one, but you're forced to hold A and bounce the whole time. Use a springy ram or a springy sheep to get to the exit. As for the trophy, which is a golden asteroid chunk, it's near the exit. Land near, but not on the exit teleporter as a springy sheep or ram, then jump to the trophy.

Spring Ram

Type: Spring Ram
Environment: Europe
Skill A: Jump
Skill B: Headbutt
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Medium
Production: Medium
Engine: Spring
Intelligence: Low

Power Cells


Friday, July 3, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 6 of 32


Kid me would have been simultaneously excited to see this level and frustrated at not knowing what to do.

First | Previous | Next | End

Fat Bear Mountain


In this level, you'll have to deal with bears...again. You'll have to destroy them along with all of the angry animals, then flood the sheep dip pool.

You start as the racing mouse. Destroy the crates, but don't grab the energy yet; save them for just in case you need them. As you make your way through the path, you'll find a Sheep. You'll want to destroy it, because you'll need to use it later.

Holding Z will put the camera behind yourself. With the button held, you can use the Control Stick to move the camera and look around. I don't use this very often.

Eventually, as you look around in the places where you can go as a racing mouse, you'll find a racing dog with the missiles equipped. Avoid it and go up the ramps with the left, and use your turbo boost to get past the ramps with the gaps. Hit the switch to open the door leading to a cave, which also has a bear inside. Go in, get the bear to chase you, then get out of there and zoom past the racing dog to get them both to fight each other. Let the bear kill the dog, then take control of the dog and destroy the bear. While you can stick and move with the missiles, stand near the tree close to where you first saw the dog and shoot missiles from there. The bear won't be able to see you, and you can blast it when it is nearby. Congratulations, you just got rid of the angry animals and cleared one of the missions. From there, take control of the bear and stand on the switch in the cave. This will turn on the tap and flood the sheep dip pool. Now you can exit.

From here, take control of the dog again. There is a snowy mountain top with two sheep and a ram. You'll need to destroy the sheep and the ram. From here, you'll be able to get to the mountain top uninhibited. To get the Power Cell on the cloud, you'll need to float to it with a sheep; this will allow you to float to other Power Cells in the level as well as the trophy.

In one part of the level, there are three switches. You'll need to have them all pulled down at once to get the trophy, which is a golden faucet. Unfortunately, the levers never stay pulled down for long. To beat the system, you'll need to bring two sheep and the racing dog to the switches. Place two sheep on top of two pressed switches, then hit a third with the racing dog. Amazingly, you can use just one sheep on one of the side switches, then quickly press the other two as the racing dog, which is what I did. Regardless of what you do, the trophy will show up.

If you try to pick it up, however, the game doesn't let you. This is because of a glitch in the game in a flag that tells the game to consider the trophy collected whenever you run into it is turned off. Thankfully, I'm playing the game with a patch that turns that flag back on, which you can find here. (When the game was ported to PS1 as Evo's Adventures, this glitch was fixed.)

To get to the exit, just jump on the faucet near the sheep dip pool as a sheep, then float to the transporter. The game expects you to do by just moving into the blocks while in the water as a sheep to turn them into makeshift platforms, but by jumping and floating from the faucet as a sheep, you can skip that entirely.

Power Cells


1 | 2 | 3 | 4 | 5 | 6 | 7-10 | 11-12 | 13 | 14 | 15

Thursday, July 2, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 5 of 32


Kid me never completed this level. Adult me, on the other hand...

First | Previous | Next | End

The Engine Room


This is where things start getting difficult.

You'll need a keycard to get to the exit. As you're looking for one, you'll need to activate a bridge and open the security door. There's also a dead humanoid in this area, too.

You'll start as the racing fox. Avoid the bear; you will not last against it and you will be destroyed. Instead, follow the bear around; you'll soon see the bear find and try to destroy a racing dog. You'll want to take control of this dog, then you'll want to destroy the bear as well as any computer terminals at the start. These terminals will contain power cells, and you'll need them out of the way at the start to grab a cube with the bear and place it in the red energy field nearby. As the bear, press A to grab a block when you're near it, then press A again with the block in your hand to drop it. Drop the block in the energy field and the platform with the dead professor above the lava pit will move to the edge of the pit. You'll be able to get the keycard.

You can attack with the B button with the bear, but the racing dog has much better range with the homing missiles, so you're better off using the dog if you need to attack anything...which you will still need to do.

The rats here are also enemies, and they are nasty. Fight them off as a dog, as they can not only bite you, but they also lay mines that do a lot of damage to anything that touches it. You'll also need to take control of a rat in order to go through some holes. 

One of the paths has a huge lava pit near it that you don't want to fall in. On the way up, there is a switch you'll need to hit. Touching it to activate it activates the bridge.

There is a platform covered by a terminal. Destroying it will reveal two more Power Cells and a crate of energy, which you can push off the ledge in case you need more energy. Thankfully, there is a sheep in the level, and the sheep is the only way to access everything there.

Destroying all of the terminals in the level will net you a trophy. You'll need to play as the rat and enter a small tunnel that only the rat can enter to get the trophy, which looks like a golden computer terminal.

There is a path with two Power Cells that also had a bunch of clear-colored balls rolling back and forth. These balls will hit you if they roll into you, so you'll have to avoid them as you get to the other side, which has two bears and a rat that you'll need to take out. The rat is easy, but the bears? Not so much. You'll need to get in homing missile strikes with the dog, and you'll need to manually turn around to get away from them, as you'll be hiding behind the last rolling ball to get them to go away. Do not go in reverse to avoid the bears, as you'll more than likely touch the ball and lose as much health as you would have lost from a bear mauling.

Once you take out the bears and the rat, you can open the security door, which is one of the objectives...but now what? You've got a bunch of giant mines in the way! This is the part where you take control of the rat, who can not only move around them with some tight maneuvering. If you have the bridge animated, you can carefully get on the moving platform to clear the level.

Bear


Type: Bear
Environment: Europe
Skill A: Grab 'n' Lob
Skill B: Bear Frenzy
Water Resistance: Poor
Mass: Huge
Armour: Medium
Strength: Power Lift
Traction: Good
Fall Distance: Medium
Production: Very Long
Engine: Coal
Intelligence: Low

Rat


Type: Rat
Environment: Europe
Skill A: Toxic Mines
Skill B: Bite Attack
Water Resistance: Excellent
Mass: Tiny
Armour: Light
Traction: Average
Fall Distance: Medium
Production: Very Short
Engine: Diesel
Intelligence: High

Power Cells


Wednesday, July 1, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 4 of 32


This was the last level I was able to beat as a kid before it became obvious that the game was a puzzle-platformer and part of a genre that I didn't have the patience for back then.

First | Previous | Next | End

The Battery Farm


In this level, you'll need to raise the bridge sections, grow some carrots for Dan. and turn off another electric fence.

You'll start off as the racing mouse. Focus on lining yourself up the ramps and going up them and over the gaps. Do not use your turbo boost, as you'll make things worse; just go at normal speed and you'll get out of the starting area with no problem. The purple weeds that pop in and out of the ground take off one unit of health if you run into them.

Past the ramps is a barn with four crates' worth of energy as well as a sheep pen. Inside the pen, there are a few sheep as well as a ram. You'll need to use the mouse's tail attack and destroy the ram without getting destroyed yourself. If you need to, use the ramp in the barn to get out and get some energy, then get back in there. Once you beat the ram, you'll be able to take control of it.

With the ram, you can jump with A and perform a headbutt that punches your head slightly forward with B. Unlike the sheep, however, the ram cannot float if you press and hold the A button. As the ram, you'll want to defeat one of the sheep, if one hasn't been beaten down already. You'll need the sheep to jump and float across the nearby bridge so you can get over the water and hit the switch. This will raise the bridge sections in the middle and allow you to cross with another animal.

Once the bridge is up, switch back to the ram and cross the bridge. There will be a racing dog wheeling around, and you'll need to headbutt it repeatedly to neutralize it and take control of it. If you're lucky like I was, you can corner him and you can stand in front of him while holding the B button to defeat it while its homing missiles sail clear over you because you're too close to it.

From there, hit the switch in the barn to activate the crusher, then head to the left to find a sheep. Destroy it, then go to the other side of the barn to find the carrots. Keep hitting the switch on the nearby irrigation machine to make the carrots grow and complete the carrots objective. You're going to need to do this anyway, as the tops of the carrots also double as platforms that you can jump across with the sheep.

Loop around to the left to raise the bridge on the other side. This will complete the bridge sections objective. Go back to being the racing dog and take the bridge to the other side. Destroy the sheep as well as the foxes in the housing area. From there, enter the house as either a dog or a fox and hit the switch to turn off the electric fence and complete all the objectives. (Beware: if you enter the house as a fox and go into the fireplace, you will be stuck, and you'll have no choice but to restart the level.)

From here, play as a sheep and jump onto the hedges. Move onto the roof of the doghouse, then jump to the roof of the farmhouse. This will allow you to get some Power Cells. You'll also need to jump onto the hedges near where the water is, then float to the island where the water valve is. There is an empty garden near the barn with the crushing hay bale, and if you spin the valve, you'll water that garden and grow some crops. Enter that garden and touch one of the plants to get four Power Cells.

The crushing hay bale doubles as a platform that takes you to the loft of the barn. Jump onto the top of it as the sheep to find two more Power Cells and a camera that will give you a quick tour of the level. From where the camera is, you can float to the side to the sides of the barn to get two more Power Cells.

To get to the trophy, you'll need to destroy all the sheep once you've completed all of the objectives for the level. The trophy - a golden carrot - will be in the farmhouse fireplace. Take control of a sheep and go into the fireplace to get the trophy. You can also fall into the fireplace from the chimney on the house's roof

That's everything done. Head into the doghouse to enter the exit teleporter and leave the level.

Ram


Type: Ram
Environment: Europe
Skill A: Jump
Skill B: Head-butt
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: Electric
Intelligence: Low

Racing Dog


Type: Racing Dog
Environment: Europe
Skill A: Speed Boost
Skill B: Missiles
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: 1.6
Intelligence: Low

Power Cells


1 | 2 | 3-4 | 5-6 | 7-10 | 11-12 | 13 | 14 | 15

Tuesday, June 30, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 3 of 32


In the third level of the game, things get slightly more complex.

First | Previous | Next | End

Honeymoon Lagoon


For this stage, you'll need to deactivate the electric fence as well as what Dan calls "The Big Machine." Dan also wants a sheep, but thankfully, you'll be able to bring him one.

You'll start as the racing mouse. Go up the ramp near the Big Machine with your turbo boost to get to it. Hit the switches first, and hit them to get four Power Cells and deactivate the Big Machine. As you pick up the Power Cells, you'll hit the floor switches.  You'll need to hit all four of them fast enough before one of them turns on to deactivate the electric fence. That's good, because the electric fence will absolutely destroy you if you try to go through it.

Past the electric fence is a path leading upwards as well as foxes on wheels guarding Power Cells. They will go after you and hit you with their tails for a lot of damage if they catch up to you, so you're better off not fighting them. There is also a ramp off to the side (and a Power Cell) with a blue ring in mid-air. If you launch off of it and go through the ring as the racing mouse, you'll make it disappear. That is just one ring of a few in this stage.

Past the foxes is a steep slope. Turbo boost up it and get to the platforms, and collect the Power Cells along the way. You'll soon find another slope leading upwards. Grab the Power Cell behind the tree before going off the cliff, going through the ring in the process before taking out one of the sheep so you can possess it and complete the last objective: bring Dan a sheep. (If you miss the ring before the sheep, you'll need to take control of the mouse and get it again, because you're not going to be able to run up that steep slope as a sheep.) Strangely, turbo boosting into the sheep as a racing mouse does damage to yourself.

There is a narrow ramp in the wall near the entrance to the level that leads up to a ramp. You'll want to go up that narrow ramp as the sheep, then jump and float off the edge to go through the nearby ring. 

Leave the area as the sheep and go back to the area before the foxes. From here, you'll be able to go into the neon-colored area below. As the sheep, you'll be fine in the water, and you'll also find a variation of the sheep known as the Springy Thingy. While you can move around freely with the Control Stick, you'll be forced to hold A in order to jump around. If you press A again in mid-air, you'll perform a diving corkscrew attack. If you use it on the foxes, you can take them out in one strike.

The foxes can teleport forward with the A button, while the B button performs the tail sweep attack that was a potential nightmare to avoid when you were the racing mouse.

Back in the neon-colored area with the water where you found the Springy Thingy, you can take control of a regular sheep again. A platform moving up and down on the wall will take you back to the top. From here, you can float across the platforms, collect the rest of the Power Cells, go through the rest of the rings and get to the exit. Before you exit, however, you'll get the trophy - a gold replica of the Big Machine- in the area with the final three Power Cells if you went through the rest of the rings before coming to this final area. Just use the float ability and watch your shadow, and you'll land the jumps.

Springy Thingy


Type: Springy Thingy
Environment: Europe
Skill A: Jump
Skill B: Baa!
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Weak
Traction: Good
Fall Distance: Medium
Production: Medium
Engine: Spring
Intelligence: Very Low

Fox


Type: Fox
Environment: Europe
Skill A: Teleport
Skill B: Tail Attack
Water Resistance: OK
Mass: Light
Armour: Light
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Short
Engine: Electric
Intelligence: Very High

Power Cells


1-4 | 5 | 6-7 | 8-9 | 10 | 11-15

Monday, June 29, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 2 of 32


From this point forward, I'll have the locations for all fifteen Power Cells in a level at the very bottom of the blog entry.

As for the level itself, this one isn't that much more difficult, but you'll be getting deeper into the groove of having to accomplish things in a level in order to activate the teleporter.

First | Next | End

Have A Nice Day!


For this stage, you'll need to round up four sheep into the pen and use the switch for the electric fence to keep them there. You'll also need to find the racing mouse, which you will need to reach the exit.

The electric fence will be to the left of where you start. You can either kill four sheep and move them into the pen manually, or you can actually herd them in like a real dog. Since they always run away from you when you're controlling the dog, doing it the latter way is easier than you would think. Regardless of how you do it, getting four sheep into that fenced-in area in the corner near the starting point and then running into the switch to turn on the electric fence will let you clear that mission. Just make sure you don't run into the electric fence, because it will hurt you. 

You will, however, need a sheep in order to collect all fifteen Power Cells in the level. One of the sheep is near the bridges, and if you chase after it, you'll learn about the sheep's ability to float in mid-air. When you play as the sheep, you can press A to jump, but if you press and hold A, you can slowly float downwards, and you can even guide the sheep with the Control Stick so you can ensure that you stick a landing. Just keep in mind that the float ability drains the blue circle that acts as the energy gauge for Skill A when you perform a float, so you won't be able to float forever.

There is another dog at the other side of the stream. If you attack it as the dog, it will bite back. Stay behind it and keep attacking it to take it down. 

There is a set of platforms in a spiral that are each smaller than the last that you can jump to the top of. When you reach the platform at the top, the rest of the platforms will rise up, revealing a path to three more Power Cells. When it comes time to drop down, use the platforms to ease your way down instead of jumping or falling to the floor from the very top. Fall damage exists in this game, and it is damage that you do not want to take, especially when health pick-ups are scarce in some of the later levels. Of course, if you're using the sheep, you can just float downwards, making this moot.

There are two doghouses. One of them is open and contains the racing mouse, which you'll need to take control of to exit the level. Thankfully, it's just lying there with sparks flying out of it, so you can easily take control of it with the R button. The racing mouse, as you'll soon see by its specs when you control one for the first time, is made exclusively for speed. The A button is the turbo boost, and you'll be able to move faster while holding A for as long as the blue circle gauge has energy. The B button allows you to attack with the mouse's tail sticking out like a thumbtack, but you have to be right next to an enemy for it to work and you have to open yourself up entirely to attack in order to use it. The green circle gauge will empty the longer you hold the B button to perform the attack. You also don't want to move into the water with it, either, as it has poor water resistance. Dousing the racing mouse in water will quickly rinse your health meter, which is something you definitely do not want to do in any level with any animal with poor water resistance.

By taking control of the racing mouse, you'll complete the mission for finding it. But what about that other doghouse? As it turns out, it's for something that may be completely optional, but you'll want to do it for 100% completion.

The other doghouse is closed and contains a racing dog with wheels for feet and two missile launchers at its sides. If you approach the other doghouse as the racing mouse, the racing dog will leave the doghouse and race you. There is a starting line near the closed doghouse, and the racing dog will challenge you to a two-lap race around the pond blocking access to the teleporter. You'll race around the pond in a circle. To get the lead on the racing dog and keep it, you'll need to tap the A button to maintain a high speed, and you'll also want to press and hold A at the ramp - the raised portion of the ground in front of the pond - to jump over and clear the pond to get back to the starting line. You'll also want to stay close to the water - but not fall in it - in order to keep your turns narrow, much like in a real foot race. If you fall into the water, you're going to lose due to the mouse moving slowly in it while losing a ton of energy. If you use your speed boost too much, the racing dog will eventually catch up and overtake you. Thankfully there are black-and-white checkerboard arrows pointing to the right that constantly remind you of when to turn. By beating the racing dog, you'll get the trophy for this level: a golden racing mouse.

As for the teleporter, you'll need to use the racing mouse's turbo boost to go up a ramp over the pond to the island where the teleporter is. Once you're there, there's no turning back. Be sure to explore that island for the fifteenth and last Power Cell before you exit the level, or else you're going to have to play the entire level again just to get all fifteen Power Cells.

Racing Mouse


Type: Racing Mouse
Environment: Europe
Skill A: Speed Boost
Skill B: Tail Attack
Water Resistance: Poor
Mass: Tiny
Armour: Light
Strength: Weak
Traction: Average
Fall Distance: Medium
Production: Very Short
Engine: 2.0
Intelligence: High

Power Cells


1 | 2 | 3 | 4 | 5-8 | 9 | 10-12 | 13 | 14 | 15

Sunday, June 28, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 1 of 32


Hello, Nintendo 64.

Next | End

Space Station Silicon Valley is back after being lost in space for 1,000 years. A professor and a platoon of space marines have went to the space station, but are missing and feared dead after their last transmission, as the robot animals have taken control of the space station. The World President Frank Bloke (I see what they did there), has sent in heroes for hire Dan Danger and Evo as a last measure.

Smashing Start

When the game starts, Dan and Evo find the space station, but as they fight over the music on the radio, Evo knocks Dan out, then they crash into a meteor and make a crash landing into the space station. Evo tries to activate the ejector seat, but to no avail. As a robot dog and a robot sheep declare their love for each other, Dan and Evo's ship kills the robot dog. As Dan and Evo wonder where they are, Evo's ejector seat finally kicks in, sending his robotic body through the top of the space station and separating it into four parts: head, torso, arms and legs. The chip inside of Evo that is essentially his consciousness survives all of this and comes back down. Upon landing, Evo's chip takes a life of its own and enters the now-deactivated robot dog. From here, the game begins, and you have control. Dan will be trapped in the ship and unable to do anything, while Evo will have to do all the work...and you're Evo.

You have two things to do here: get some energy, and get a sheep. Both are pretty easy.

The Control Stick allows you to move around in any direction. A and B have different abilities (known as Skill A and Skill B) depending on what animal you're controlling, and there's quite a few in the game. Left-C and Right-C let you rotate the camera, while Up-C zooms in and Down-C zooms out. 

For the dog, Skill A is the ability to jump, while Skill B is the ability to bark. If the dog is near another animal, you'll bite the animal instead, and you can keep holding the B button down to keep attacking. Biting will not only allow you to break wooden crates to find energy, but also attack the sheep until they are defeated so you can take them over. When a robot animal is deactivated, you can move up to it and press R to switch animals. The R button usually allows Evo to leave the animal and run around in chip form on his own, and from there, you can press it again near another deactivated animal to take control of it. Keep in mind that if you do this, Evo will slowly lose health as he is exposed to the elements, and he can eventually run out of health and die. If you do it near a deactivated animal while currently in one, however, Evo will automatically make the switch and you won't have to worry about Evo slowly dying or even losing an inkling of health in the process. 

The wooden crates with "SV" on them usually contain energy, which exists in the form of bright blue balls with a glowing core. One of these will refill up to 50% of the health meter, which is part of the HUD in the lower-left corner. Breaking one of these crates will allow you to access the energy.

Speaking of the HUD, the green gauge is your health, while the blue gauge is the health for the enemy you are attack. As for the green and blue balls, they are the recharge gauges for Skill A (blue) and Skill B (green). Some animals will use these gauges, while others will not. The green digital display numbers on the lower-right corner is your score. It is completely useless, and if you restart a level or die at any point, it resets to zero. Thankfully, you have infinite lives, so if you die, you'll have to start over, but at least you won't have to worry about a game over.

When you take control of a new animal, you can see information about them as well as what they can do. Pay attention to Skill A and Skill B, as these dictate what you'll be able to do in your new form. You'll also learn other things, such as how resistant to water the animal is, how far it can fall, how light or heavy its armor is, and how strong it is. If you need info on an animal again, take control of the animal you want to know more about, then approach a monitor on a wall - should you find one - and approach it as that animal.

The sheep is able to jump with the A button, and if you press and hold A, you'll be able to float. This will allow you to float slowly for a distance. B just lets you perform a sheep-like bleat and not much else.

When you complete all of the objectives for a stage, the teleporter - a blue hexagon around a purple metal border - will turn red and activate. Walk up to it and stand on it, and you'll complete the level.

Around the level, you'll see purple orbs. There are fifteen of them in each level. These are Power Cells, and you'll need to collect all of the Power Cells in the game. Thankfully, all of the fifteen Power Cells in this stage are easy to find as long as you move about the level. Just remember that there are three Power Cells behind the waterfall.

By pressing Start to pause, you can not only access the in-game options menu that lets you look back at the mission brief, replay or exit the current zone and change the volume levels for music and sound, but you can also see how many Power Cells you have in the current level. Thankfully, the sound you get when you collect a Power Cell plays at a higher key as you collect more of them, and when you collect all fifteen, you'll get a special sound.

If you walk onto the windshield of the ship, Dan will taunt you and you some lines of dialogue. If you deactivate all three sheep in the level, you'll also get some dialogue from Dan.

If you bark into the speakers pumping out the music as the dog, a low-pitched bark noise will come out of them.

Every stage also has a trophy. To get the trophy for this stage, you'll need to deactivate a sheep, move its body to the back of the ship where the exhaust port is, then get on the windshield as the dog and repeatedly bark. This will cause fire to come out of the exhaust port. One of the three will turn into the trophy when burned. (If you burn all three sheep, you'll get more dialogue from Dan.)

We're done here. Get on the teleporter to finish the level. 

Dog

Type: Dog
Environment: Europe
Skill A: Jump
Skill B: Bite Attack
Water Resistance: Excellent
Mass: Medium
Armour: Light
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: Electric
Intelligence: Low

Sheep

Type: Sheep
Environment: Europe
Skill A: Floaty Hop
Skill B: Baa!
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Weak
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: Bio
Intelligence: Very Low

Saturday, June 27, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - The Longplay


...and here's the game in one sitting, minus commentary! Enjoy!


The story begins with Donald Duck asking Huey, Dewey and Louie where Scrooge McDuck is. All of a sudden, Scrooge is floating around like a balloon due to a curse from a mysterious pendant he found in a shrine on an uninhabited island. The pendant must be returned to the neck of a goddess statue inside the shrine, or else Scrooge is cursed to be a balloon forever. He gives Donald Duck his adventurer's diary to retrace his steps and find the island so he can return the pendant.

Donald Duck arrives at the island...and the adventure begins.

At the beginning of the game, there are four places you can go: the jungle, the valley, the inlet or the volcano. I start with the jungle.

The Jungle

Only those who possess the jungle king's crown may pass.


Scene 1: Savanna

Left and Right on the D-Pad let you move left and right, Button 1 attacks, and Button 2 kicks.

The heads up display is pretty simple. In the upper-left corner is the amount of lives you have, and in the lower-left is the amount of health you have.

Instead of being able to swing hammers or throw flying discs, you kick at things like blocks...and that kick has some nice animation going for it. You will have to kick blocks into enemies in order to move on, but you can also jump on them if a box is not available. To kick blocks, you'll need to walk into a block, keep holding the D-Pad towards the block, and then press Button 1.

Enemies include wolves that poke their heads out of the ground, sugar gliders that fly off branches, jumping kangaroos, and rolling snakes, You can sometimes get ice cream for replenishing your health if you defeat them. You can use blocks and other things if you want, but you can also jump on them to defeat them.

Kicking blocks can also reveal power-ups, such as money bags for points and ice cream for health. While the light brown blocks just go up and crumble upon landing, the dark blue ones travel forwards and can bounce back and forth in pits. This allows you to travel across spike pits, which is good, because spikes hurt. 

Chests contain better power-ups. A chili pepper will make Donald Duck run very fast, allowing him to plow through enemies and large walls of blocks. The effect only lasts for a short time. You can also find a cooked chicken that restores all of your health.

The ostriches are like those horses in the first stage of Sunset Riders: you have to jump from one to the next and get to the tree branch at the right side, or else you're dead.

After you complete a section, you'll get bonus points for the round as well as for how much health you have left before going to the next one.

Scene 2: Jungle

Whenever you get hit, Donald will get angry and will be unable to move for a second. The animation is very much Donald and very well done, but it gets a little annoying after a while.

The snails slowly move back and forth and hide in their shells. The snakes pop their heads out of the trees to get in your way.

Look high and low for things. You never know what you'll find. You'll mostly want to stay on the top, however, if you want to get through the scene.

Some vines take you to other places, while there are also pairs of vines that raises one vine while you stand on - and lower - the other.

The red flower shoots out projectiles, but it only does it once.

The leaves in the trees have to be kicked loose with a block, and once you do that, you'll be able to ride it down to another area.

You'll eventually encounter a gorilla. Instead of fighting him, you'll be running away. Be ready to jump over spike pits and on top of walls, and watch out for the fruit that drops down from the top of the screen. For some reason, the blue flowers on the ground seem to hint as to when you need to jump. At the end, the gorilla will run into a huge tree, revealing the jungle king's crown and sending you back to the world map.

The Volcano

The jewel made of fire will light the way.


Scene 1: Volcano 1

The bats will simply fly forward.

The moles will pop out of the floor and throw rocks at you, but you can jump on the rocks.

The crickets will jump back and forth.

The craters will shoot out lava, which will push a rock upwards to use as a platform.

In the second section, the bats will keep reappearing from certain spots and fly towards you as you make your way down. If you defeat a bat, it doesn't come back.

When the screen shakes, watch out for rocks from above. Be ready to hide under the nearby platforms where rocks can't reach you. 

The boulders moving back and forth in the spike pits allow you to get over the pits. Thankfully, you can stand on them, and Donald will do the rest. It's up to you to hold Left or Right and then jump off when necessary.

Scene 2: Volcano 2

The boulders will now be in lava. At least the lava isn't instant death.

Doors in the wall will lead you to new areas.

The platforms above the volcanic cones will be knocked upwards by the lava coming out of the cones. 

The flames move in a sine wave pattern. Some flames will come out of the lava and slowly move straight up.

There are also narrow platforms that sink in and out of the lava. Time your movements so that you get on them when they are coming up, and get to the next one.

The spiders swing back and forth like a pendulum when you jump on them once. Another jump on the head will defeat them.

You'll eventually enter a vertical auto-scrolling section where the lava rises from the bottom...and you can't afford to slow down here. Some platforms will rise with the lava, but will eventually be gotten rid of when they hit a ceiling. The treasure chest here contains a chicken, but it's more of a speed trap than anything else. I don't even bother getting it because of that. 

When you reach the rock at the end, you'll be running across the volcano. Be ready to jump over boulders that come at you from both sides of the screen, and should you fall into the lava pit, it will not instantly kill you. When you reach the end, a rock will hit a wall, revealing the Ruby of Fire, giving you one more treasure and ending the level.

The Inlet

Seek out the Golden Fang.


Scene 1: Under Water

The stage starts with Donald Duck putting on a pink shirt and diving gear before jumping into the water. This happens automatically, and you have no control over it.

Gameplay underwater is mostly the same, except you can swim by jumping repeatedly. Unfortunately, you cannot defeat enemies by bopping them on the head.

Enemies include eels, fish, manta rays and even rocks from undersea volcanoes. If you plug a block into a small gap, you'll get rocks, but you can get power-ups...even an extra life.

In the second section, you will have to deal with schools of long fish. You'll have to go up, wait for one to pass by, then swim around while trying not to get hit by them. Watch out for the red fish and the sea urchin that moves back and forth on the ceiling at the beginning.

In the third section, you'll see urchins that stay in one spot. To the right of the start of the section is an extra life.

The thin blue-green fish that look like knives will drop down when you get close enough, and slowly move back up. You can walk across the gaps as they move back upwards.

The big snoring fish will try to suck you in. When they close their mouths, there won't be a current pulling you in any more; instead, you'll be pushed back (and hopefully, not into the spikes).

A bottomless pit with bubbles at the bottom will push you up.

Scene 2: Sunken Ship


The clam will chomp upwards in an attempt to attack if you get too close. Unfortunately for them, they can only jump so high.

Keep in mind that you need solid ground to kick a box, crate or chest...even if that means that the solid ground is another box, crate or chest.

The anemones will send any block sent into it up or down at an angle, depending on whether they are on a floor or ceiling. You'll need to do this to break some crates blocking your path.

The pink fish will puff up when hit with a block and slowly follow you.

The broken portholes will fall down when approached.

If you reach the surface of the water, get up on the platform from underneath to kick the box into the ceiling, breaking it to fill the area with more water and reach new areas.

The boss is a shark. This time, you'll be chased upwards. Pay attention to the shark to see where it will bite you from, and watch out for any ceilings, as they will immediately block your path and cause you to take an unwanted hit. Make sure you're not too far down so that the shark bites you.

You'll eventually reach the top and get back on the boat...and the shark will lose its golden jaws on the hook, allowing you to take the Golden Fang to end the level.

The Valley

The quill of the falcon will show you the way.


Scene 1: Valley

You'll be jumping up platforms and avoiding bees at the start. At least you can jump on their heads afterwards.

Updrafts will send you to higher areas, but be careful not to fall into bottomless pits after being carried upwards.

The mountain goats will leap from one platform to another, and can be used to get to other areas.

There are multiple paths to take, and in case you defeat bees en route to a higher one, try looking for a lower one.

The logs that fall down the waterfalls can be used to go upwards as you jump from one to another.

At the top-right corner of the first section, there is a block that unleashes a geyser when kicked. The geyser will take you to another area above the clouds.

Blocks can be kicked upwards to break frozen waterfalls down and use them as platforms to reach new areas. They can also be forced downwards by mountain goats, so be careful. Bringing snow down can reveal some platforms you can use to get to the end, so keep an eye out for bright spots in the walls.

Scene 2: Ice Cavern

At the start, you'll be forced down into an ice cavern. The tiny abominable snowmen can be simply jumped on, but they also like throwing ice, too.

The ground is slippery in this section, and you can slide down quickly on the slopes.

The diamonds just gives you points.

Ice cubes act just like the light brown blocks, and they can sometimes be instantly replaced when used. They can also knock icicles off the ceiling to use as platforms across water. If you fall into the water, it is instant death.

To get past the yellow narwhals, kick an ice cube so it lands on the nose.

Be careful on ice platforms above water, as some segments will be raised from below by narwhals.

In the second section, you'll be riding ice platforms across water. Be ready to duck at times, as there are low spiked ceilings and the ramps will send you and the platform into them.

The third section is vertical. Be careful where you kick an ice cube, as it can send a small snowball tumbling down. Sometimes, you'll want this, as this will allow you to make room for new areas as well as to get out of the cave.

You'll then meet the falcon, who carries you to another area before chasing after you. This time around, the screen scrolls down as well as to the right, and you'll have to jump over bottomless pits as well. Whatever you do, don't let the falcon five into you, as it can grab you and potentially drop you above a pit.

You'll eventually run into a block that causes a geyser to blow the falcon away, allowing you to get the Quill of the Falcon and clear the level.

With all four treasures, Donald will throw the treasures in a sacred lake in the middle of the island to reveal the shrine. Welcome to the final area!

The Shrine

The correct path shall be one of one hundred.


Scene 1: Shrine 1

The first section has you jumping over water pits as piranhas jump in and out. You'll also start seeing a thing that will recur every now and then: expansive spike pits where you have to kick an iron block into it and then jump on it when it returns to travel over the pit.

The purple crabs come down from the waterfall endlessly.

In the second section, you'll have to kick a block into a crack in a low ceiling to get some water to leak out, which in turn will slowly push you to the right when you stand on it. Be ready to duck to avoid spikes.

In the third section, hit the chest at the far right, then keep running up the slopes and hitting each chest, grabbing chili peppers as you go.

In the fourth section, you'll see jars that shoot out crabs endlessly as long as you keep defeating them. The crabs only leap out to the left, though.

In the fifth section, you'll be going down slopes while trying not to fall into spikes. The platforms are safe zones, but only before they fall down under your weight. If you reach solid, even ground, however, spikes will start coming out from the left. You'll want to avoid those, too.

Use the chili pepper in the chest at the end of the sixth section to get through the wall of blocks.

Scene 2: Shrine 2

The ghosts move and back and forth, and stop to take a humanoid form. You can jump on them while in humanoid form to get past them.

Be careful on the platforms that move on the track on the background wall. If you see any statue heads in the wall, be ready to jump over their fireballs when you're lined up with them.

If you see a circle with an arrow on a background track, you can kick a block into it to change its direction, keeping the platform from hurling you into impending doom.

The blocks that look like a bridge inside the background wall go in and out. When they are bright, that means they are currently jutting out of the wall and you can stand on them. Just be ready to move before they recess back into the wall.

The statues with the spear will jab at you if you get too close. Jump before you reach to avoid getting skewered.

The torches that move up and down are platforms, but you can only stand on them when the fire is out. When the fire is out, however, the room goes dark, so you'd better know where to land before the flame comes back up.

The weights that slowly move up and then quickly drop back down can be used as platforms.

The ghosts in the third section will fly towards you, but you can jump on their heads to get rid of them. Also in the third section, you'll have to time your movements so that you can travel across a pit while two platforms are moving on background tracks at the same time.

The bridge at the end of the third section takes you to the fourth section when it disappears as you stand on it, sending you down a pit. 

In the fourth section, you'll have to ride a log. The ancient tablets of the duck pointing will tell you whether to go down a pit or continue to take the high path in this auto-scrolling section. If you take the wrong path, you won't be reaching the end of this world.

The Statue

To reach the statue, you must pass the final trial.


Scene 1: Statue

The floating heads shoot fireballs at you and fly forward in a sine-wave pattern. Jump over the last two and avoid their fireballs.

You'll then face the final boss: the goddess of the temple. She will fly around, and when she fires a laser at the ground, the laser will produce a block. Avoid the debris that is produced from the laser, and kick the block into the goddess.

Every once in a while, the goddess will shoot four small fireballs downwards; avoid those. She has a shorter pause before the four-way shot compared to the laser shot.

After enough hits, the goddess will float upwards, then start teleporting all over the room. She has a five-way shot as well as a spiral shot that will fly towards her outstretched hands. There are three places where she can stand - the sides and the center - and she will do the spiral balls at the sides while shooting the five-way shot at the center.

At this rate, you won't get any more blocks, so wait for her to teleport to one of the sides and wait for the spiral balls to diminish. If you can time it right, you'll be right above her head as soon as the balls start to disappear, and you'll be able to hit her.

When you beat the goddess, Donald will put the necklace back on the goddess statue, then a crown will appear on its head. Donald takes the crown and heads home with it, then puts it on only to become a balloon himself. Scrooge, Huey, Dewey and Louie head back to the island to get Donald un-cursed while Donald is carried around on a string. The game then ends.