Saturday, August 1, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 3 of 6


We're almost halfway through the game now. Things start getting a little more interesting here.

First | Previous | Next | End

Robin Hood Daffy - Scene 1


The apple with the hole is the projectile shooter for his level, and the projectiles are worms this time around.

You'll need to jump onto the platforms at the right of the start, then make your way to the platform above the start so you can explore more of the level.

The bomb shows up as an icon in the upper-left corner when you collect it. When you press Button 1, it will then get rid of all enemies currently on-screen.

The enemies that slide down the slopes can be shot down. That's good, because they are a pain in the butt.

The buckets of water are for when you are on fire. There are red fire ghosts in the level; they cannot be defeated with your weapon and can only be avoided. If you run into them, you will be on fire. A timer will count down over Daffy's head, and if you don't get to a bucket of water in time, you will die. 

The small twigs connected to the trees will fall down if you get close enough to them.

There are branches that act as handholds, but if you grab onto them, they will shake before dropping down.

Robin Hood Daffy - Scene 2


The frog enemy on the vines will move from hook to hook, making it a little harder to hit him.

There is a 1-Up hidden in a wall just after the start of the level. You'll need to make a running jump to get out of there and grab a hook on the vines, because there's a bottomless pit below.

Take out the archers from a distance, as they will shoot arrows at you. 

The brambles are spikes.

To get the trophy, you'll need to leap into the wall from where the trophy is from right of where the trophy is.

Robin Hood Daffy - Scene 3


The handhold branch with the leaves on it moves up and down when you grab onto it.

Friday, July 31, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 2 of 6


Things get a little more difficult in the second world of the game.

First | Next | End

The Duxorcist - Scene 1


Be careful around trees; enemies can hide behind them.

What looks like a small green pile on the ground is a monster, and it will pop up ready to do some contact damage if you get close enough to them.

The eyeballs are the projectile shooters around here. At least they're easier to spot and you can more easily tell which direction they're going to shoot in. 

The potion pick-up, when grabbed, encapsulates all on-screen enemies in bubbles so you can easily get rid of them.

The bats will fly at you if you get enough to them; shoot them when you're in range.

The red stuff that looks like dirt is really lava; it will damage you if you fall in.

There are ghosts that pop up when you least expect them. The only way to prepare for them is to memorize where in the level they will pop up at. Thankfully, you can shoot them and get rid of them.

If you see hidden sections that you can't seem to access, jump into walls. You'll be able to find hidden passages that way.

The ghosts that move back and forth can easily be stopped with your bubble shot.

The green lava can also damage you. The rafts will take you from one side of an area to the other.

The cauldrons will hurt you if you touch them while they are bubbling.

The devil ducks will move towards you if you get close enough to them.

The ghosts that act as platforms will fall if you stand on them.

Ooze will move back and forth underneath grabbable platforms and along ceilings; thankfully, they can be shot down.

There is an extra live above the exit. Make a running jump to the area above the exit so you can grab it.

The Duxorcist - Scene 2


The jack-o' lanterns will hurt you if you touch them while they are glowing.

The white slops are slippery; the green ones are not.


The hands in the air act as the hooks you can grab for this world.

The skeletons can throw skulls at you from a distance, and especially from off-screen.

Once again, there is a wall near the exit you can jump into for an extra life. You can also find an extra continue in there, too!

The Duxorcist - Scene 3


Compared to the first two scenes, there's more skeletons and ghosts popping

The trophy is in the upper-right corner of the stage. There is a hidden wall nearby that you can jump into to get the trophy.

Thursday, July 30, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 1 of 6


Compared to the Genesis/Mega Drive version, this version plays differently and doesn't have a time limit. It also rewards exploration with a ton of power-ups, extra lives, and even the main collectible of the game at the same time.

Next | End

The mad Professor Duck Brain has ransacked Yosemite Sam's trailer and has stolen his Golden Cartoon Award trophies. Sam has hired Daffy Duck to find all twelve trophies...can he do it?

When you start the game, you'll only be able to play the first two worlds. When you complete them, you'll get the next two, followed by the final two. When you complete a level, you will not be able to play it again, so you'll want to explore the levels carefully.

Scalp Trouble: Scene 1


Since Scalp Trouble is the first world of the game, we're covering it first.

The D-Pad lets you move left and right with Left and Right, while Down allows you to duck down. You can also look up and down with Up and Down. Button 1 attacks, and Button 2 jumps. If you hold Button 1, you can run, although running is not a well-advised move.

If you see bubbles on the floor, stick around. You'll get power-ups, all of which can do wonderful things for your bubble attack such as allow for more powerful shots, allow for faster shots get rid of enemies without you having to touch them, and other things. You can also find money that gets you points, extra lives for in case you die, as well as letters spelling out "DAFFY DUCK," which can also give you an extra life if you collect all of them in a level, which you're going to have to look high and low to do. You can also find golden clappers, which act as continues, although those are rare. You can get lives off of points, but they are few and far between.

You can also find diamonds and other objects out in the open that can also give you points. The trophies themselves will also be out in the open, and I'll mention where they are when the time comes...so don't miss them!

When fighting enemies, keep your distance and watch what they do. If an enemy is encased in a bubble, run into the bubble to get rid of the enemy and send it flying away before it can break out.

You will automatically go down slopes if you stand on them, so be careful.

Don't jump into the cacti; it's instant death. The moving cactus is also indestructible and should not be tangled with, so don't even bother firing at it. You also can't destroy the tornadoes; you can only avoid them.

The other enemies on the other hand, can be defeated. The guy that looks like he is wearing a fedora and coat while walking back and forth can be defeated without much effort, and the guys in the cowboy hats that stand around are easy targets as long as you don't give them time to shoot projectiles at you.

The wand gives you a Fairy Duckmother, who acts as extra hit. You'll want an extra hit at all times, because getting around in this game is hard enough already. Sadly, you can't stack them, so you can only have one extra hit at a time.

If you see anything with two, small beady eyes poking out from underneath some blackness such as a rock, be careful near it. That is a projectile firing enemy, and you cannot destroy it. All you can do is avoid the projectiles that fire in the direction that these enemies are looking.

The levels are separated into three sections cordoned off by walls that open up when you get near them and close once you're past them. You won't be able to go from one section to the next until you defeat all the enemies in that section, so if the wall does not open up, you'll need to go back, as you're missing an enemy or two. You'll also get a hand in the upper-right corner pointing at where to go.

If you see a handhold, you can jump into it while holding Up on the D-Pad to grab on. Left and Right on the D-Pad will allow you to move across the handhold. You can then jump up off the handhold or jump straight down by holding Down and pressing Button 2. 

Scalp Trouble: Scene 2


Power-ups do not carry over from one scene to the next, so when you start a new scene, you'll be back to your basic shot. You'll also go back to your basic shot if you lose a life, so try not to die. This also includes extra hits, so you'll want to find a magic wand pronto.

The blocks that have what look like crescent moons on them are hooks; jump into them to grab them like handholds. You can then jump from one handhold to another with Left and Right on the D-Pad in conjunction with Button 2.

If a platform has a handhold underneath, you can hold Down and press Button 2 to drop down and grab the underside. Keep in mind that you can hold onto a handhold for so long before Daffy automatically drops back down.

Some of the enemies that move back and forth here look a little more menacing, but you can still easily defeat them.

Stalactite shake and drop when you get close enough to them. 

The projectile shooters that look upwards have even more limited range; when they shoot their projectiles, they will quickly come back down.

The statue is near the exit. Go left before you go past the last wall made out of leaves.

Scalp Trouble: Scene 3


Some of the spike pits have fireballs flying out of them, so watch out and take your time so they don't hit you.

There is another trophy at the bottom of the third section near the end of the stage; look around on the ground near the exit before you leave and avoid the cacti.

Wednesday, July 29, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 32 of 32


Now that the game's all over with, let's play a mini-game!


For getting all the trophies (with a patch), you can play a space shooter mini-game. You can also press Down, Up, Z, L, Down, Left, Z, Down on the file select screen to unlock it.

A shoots, B turns the ship around in one of two directions, and the Control stick lets you move around. You can go in reverse, complete with a comedic truck reverse beep noise, but it is slower than moving forwards. The red rings will spawn asteroids if you see them. If you see any Power Cells, pick them up, as they power up your shot. You start with a single shot, which can upgrade to a double shot and then a three-way shot. You'll go all the way down to a single shot if you get destroyed.

You also have hit points. You start out as gold, then go down to silver at one hit and bronze after two. Three hits and you're out. Your current score followed by your high score is at the bottom. You also have three lives, and if you lose them all, the game is over. Hits and lives cannot be replenished.

Don't go too fast, and watch your surroundings. The spiked balls will shoot at you, and the spaceships will rocket towards you and hit you if you are not careful. The asteroids that you shoot obviously split into three when you shoot them, so be ready to fire constantly.

With that, that's all there is to say about the mini-game and this game in general.



Tuesday, July 28, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 31 of 32


In this entry, we finally save the Earth and beat the game.


Big Celebration Parade


This is the final level of the game, and you can only access it if you've collected all four pieces of Evo's shell suit. If you have all of the Power Cells in the game collected, the shell suit will be gold instead of silver.

The level begins with the space station approaching Earth and pointing a laser at it. You'll be playing as EVO. Keep holding Up on the Control Stick to move forward. As you do this, the space station shoots the laser at Earth and shrinks it. Go further and you'll eventually see a brain controlling the space station. You'll be able to attack it with your laser with the B button and destroy it, but then you'll realize the brain was controlling the space station, which is now going to crash into Earth.

From here, you'll be outside. Press and hold A to use your jetpack to get to the city, then use your laser attack with B to destroy all the enemies that are moving around. This time around, even the most docile of animals such as the sheep and the racing mice will attack you. There will be bombers helping you by dropping bombs, but you'll want to watch out for them and not get hit by them, as they can damage you just like they can damage the enemies.

There is energy littered throughout the stage. You'll want to save it for when you are in dire need of health.

The hardest enemies to destroy are the dog planes and the flying foxes. The dog planes will constantly follow you and dog you around (pun somewhat intended), while the flying foxes are pretty fast. You'll need to trap them near the walls if you want to take them out.

Make sure you don't destroy any cars that are driving around, as this will cost you five seconds. You'll only have 22 minutes to defeat all 50 enemies, and the game will constantly tell you many enemies you have left to destroy and how much time you have constantly as you defeat enemies and as time passes, respectively.

Once you defeat all of the enemies, you've beaten the game. You'll get the credits, but we have one more thing to check out...

Monday, July 27, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 30 of 32


It's time for the fourth and final parts level of the game, and not only is this one much easier, but this one is a lot more fun due to beating things up as a kangaroo.


Punch Up Pyramid


For the fourth and final part of Evo's final shell suit part - the legs - you'll need to take control of a kangaroo and beat up a few animals in boxing matches, complete with a "legally distinct" Rocky theme clone.

The first animal to beat up is a camel. Get behind him and punch away, and move and jump away when he turns around so you don't get spit on. You'll need to knock the camel out three times, and if it takes more than one round, it won't count against the total. Energy will pop up in the far right every so often; pick it up when you need it.

The second animal is a super camel, which is a camel with a cannon. The same strategies apply as with the regular camel, but you want to make sure the cannon isn't facing you so you don't get shot. Also, the camel will teleport; if you see the sand clouds forming around the camel, get away and move towards the camel's new location while taking care not to get destroyed. Three knockouts will do the super camel in.

The third and final animal is a kangaroo. You'll want to move around in a circle while jumping, get some shots in, and try to get behind the kangaroo as you punch it. The other kangaroo will always move around for a bit before coming after you, and when that happens, move and jump away to avoid getting punched. It helps to get a bit of distance and move and jump around a lot so you can see the other kangaroo coming. Trapping the kangaroo near a wall or a corner definitely helps with getting some extra damage. When you knock the other kangaroo out three times, you'll beat the level and get the legs.

If you've collected all of the Power Cells in the game, your shell suit will be gold instead of silver. 

Sunday, July 26, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 29 of 32


The game saves one of its most creative levels for last here.


Shifting Sands


We need to get something big and bouncy and get a flappy thing to complete the level. In other words, we need to get a kangaroo and a vulture...again. Unlike the other levels, however, this level is a bit...peculiar. The level is very small, and is probably even smaller than Smashing Start, but it has a unique gimmick to it and I commend how it was programmed and handled.

You start off as the desert fox. Go back up the steps near the beginning to get a Power Cell that is easy to miss, then start jumping from platform to platform and from crate to crate at the river. Try to land in the water as little as possible as you do this. On the crate that moves, be ready to jump for another Power Cell at the beginning, as you only have one shot at it. You'll soon have to go down the waterfall, which is not far from here. This is where the fun begins.

Step on the platforms in the sand near the center to make some of the columns smaller, then go into the nearby tent. When you do, the screen rumbles, the camera zooms in extremely on your character, and you won't be able to leave until the quaking movement stops. When it does, the area will be a little different than when you entered. Sand will have been blown around, and you'll be able to get to other areas.

When you enter the tent the first time, there will be a pit with a cloud of sand popping out of it. Stand in the could and another one will appear. Keep standing in each cloud of sand, and after standing in all three, you'll get the trophy. You'll also be able to stand on one of the columns you shrunk down earlier, and standing on it causes it to sink into the ground while another column in the center rises.

Head back into the tent and let the level change again. This time, you'll be able to stand on the other column you shrunk, making it sink so another column in the center rises. You can now jump from one platform to another in the center of the area, and this time, there will be sand that allows you to get the Power Cell on the way. On the other side of these platforms are two kangaroos...on pogo sticks! Spin into them repeatedly as the desert fox, and stay close to them without getting jumped on. They have a boomerang attack that travels counter-clockwise in addition to a pogo jump, so be careful.

As the pogo kangaroo, you can bounce pretty high. If you stand still long enough, the next few jumps you make while holding the A button will be even higher, and you'll be able to reach stuff that you probably thought you couldn't. As a matter of fact, you have to hold the A button in order to get around as the pogo kangaroo, anyway. You'll have to jump into the tent with the kangaroo in tow in order to get one more sandstorm, then get back to the desert fox and take a path that only the desert fox can go through due to its size to reach the vulture. Jump up to hit the vulture when it is at its lowest point. If it falls into the sand below, it will stop moving and you can just go on and destroy it with ease.

Take control of the vulture and take the desert fox with you past where you faced the vulture. You'll find the goal. You'll need to take both the vulture and the desert fox to the exit teleporter, then enter the exit teleporter as the desert fox to complete the level.

Pogo Kangaroo


Type: Pogo Kangaroo
Environment: Desert
Skill A: Jump
Skill B: Boomerang
Water Resistance: OK
Mass: Heavy
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Medium
Production: Long
Engine: Spring
Intelligence: Medium

Power Cells


Saturday, July 25, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 28 of 32


Yeah, it's one of THOSE levels again.


Whirlwind Tour


You'll need to get a couple of animals in order to get to the exit teleporter. You'll have to be a desert fox, a kangaroo, and a "happy flappy chappy," whatever that is. Once again, you have to get a kangaroo and a flying animal to clear a stage.

You start off as a camel. Watch out for the whirlwinds that pop up, as they will damage you if you touch them. Head left from where you start and go up the ramp, then touch the camera. You'll find out that the exit teleporter is that the top of a metal column, and you'll have to fly up there to reach it.

From here, shoot down the scorpions in the nearby area below. You'll need to go up the ramp and travel in such a way that the wind won't blast you off the small hill you need to get across. The best way to do this is wait for the wind that pushes you to the left to disappear, then use the wind that pushes you upwards and hold Up and Right on the Control Stick to get across.

You'll then need to stand near the metal bridge and let the tornado pop up and carry you upwards at the cost of some of your health. Believe it or not, this is the only way to get up there. From there, travel right across the perimeter of the level and shoot down the scorpion that you see, then go up the nearby ramp and travel to the right and shoot down the last scorpion below. This will net you a trophy, which you will be able to get soon enough.

From here, there is another ramp near the last scorpion that you can travel upwards, and this will take you to two armed desert foxes. You'll need to shoot them down quickly when they approach and take control of one of them to complete your first mission objective.

There will be some crates in the water, and you'll be able to jump across them as the armed desert fox. Rotate the camera so that you can always jump forward and land on the boxes to get to dry land on the other side, as your water resistance will once again be atrocious. From here, you can get the trophy, if you wish.

As the armed desert fox, you'll be able to hop up a hill to find and shoot down a kangaroo. You'll want to move back and forth, and hopefully get some shots in on the kangaroo, who will eventually chase you down. I eventually got it to go low enough - back to where the wind blew me around, in fact - and shot it down as it kept moving into a wall.

Take control of the kangaroo. There is an even bigger cliff top to jump up near the crates in the water that leads you to two vultures. I somehow managed to luck out and jump on one, which caused massive damage and made this easier to do. Take them both out, then control one of the vultures. From here, the exit is now open. If you're missing Power Cells, go get them now.

There is a set of platforms you'll need to fly to and land on as the vulture. The fourth one can be a pain in the butt, because if you go to low when you're close to the platform, you won't be able to get to the height you need to get on the fourth platform. You'll have to fly from the third to the fourth diagonally to give yourself a chance at landing on it. From there, you can fly to a fifth platform, then get to the exit. There is a Power Cell across from the exit in mid-air; if you go for it, you'll have to use the platforms again to get back to the exit.

Power Cells


1 | 2 | 3 | 4 | 5-6 | 7 | 8-9 | 10 | 11-13 | 14 | 15

Friday, July 24, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 27 of 32


Completing the mission objectives is easy-ish. Getting everything is a tad more difficult.


Borassic Park


Aside from getting a kangaroo again, you have to locate four archaeological discoveries. So we're doing some sightseeing and fossil hunting this time around? Nice.

You start off as an armed desert fox. Touch the four camera near the lizard holes, the giant footprints, the mosquito covered in amber, and the skulls with the eyes and teeth. On the way to the last one, watch out for the enemies that come out of the holes. The red and purple ones can spit fire and hurt you. Congratulations, you just found four archaeological discoveries. I'm not sure what kind of joke the developers were going for here.

From here, you want to head to the nearby area with all the holes, the stairs and the narrow paths. Watch out for the fire breathers again. Use the health around you to minimize damage when necessary. At the end, you'll find a kangaroo. Keep your distance from all the dinosaurs and watch your health as you shoot the kangaroo down. From here, you'll be able to exit...and do everything else.


However, you're not done yet. You'll need to jump across the top of the rib cage bones where you first saw the dino enemies, and you'll need the wind to kick in and blow with you. You'll find two vultures, and you'll need to take out at least one of them in order to find everything in this level. Once you do, you'll be able to clear this place out and exit. The exit teleporter will be on the top of a huge hand fossil.

If you're looking for elevation to the higher areas with the vulture, use the wind at the rib cage bones. As for the Power Cells you can only see as the vulture, you'll need a super high elevator, and you'll need to travel the perimeter of the level in both directions.

Power Cells


Thursday, July 23, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 26 of 32


At this point, you start with Animal A, get Animal B, use Animal B to get Animal C, and so on until you get to the goal, more or less. At least the levels are creative and expansive, and you get to explore them a little bit for Power Cells, too.


Sting in the Tail

The other animals have been forced into the mountains by the scorpions, and you'll need to get yourself a kangaroo and a vulture in order to beat them at their own game.

You start off as a desert fox. You'll need to take one of the scorpions and take them out. If you jump at the right time, you won't get zapped by the scorpion's lightning attack. You'll want to get the timing on this down, as you'll be forced to fight one of them at close range. Once you can take control of a scorpion, destroy the other. There is energy at the start; take advantage of the two energy pick-ups to ensure you don't die as soon as you started.

In this level, energy pick-ups will have different colors. The light blue ones you've seen so far will give you the most energy, but there are more purple versions of the energy pick-ups that give out less energy, with a fully purple pick-up giving you the least.

You'll need to take control of the desert fox again, this time to walk left around the perimeter of the level to access new areas. You'll be able to get a few Power Cells and get a free tour from the camera. Just be ready to jump across the metal platforms.

Go back and take control of the scorpion. This time, you'll want to go to the right instead of going left like you did with the desert fox. To take out the scorpions effectively, you'll want to either keep zapping them from a higher elevation or zap them three times and hit them with the claw attack afterwards if they come at you. The scorpions go after you if you zap them enough time, so be ready for close combat. The zap attack only kicks in if you're close enough to an enemy; if you're too far away, you won't be able to do it.

As you continue to explore with the scorpion, you'll eventually find two kangaroos. Take out the scorpions in the area with the scorpion, then return to the air with the kangaroos with the desert fox. This is going to be a bit of a trek, but it can be done. The desert fox can jump from column to column to get to the kangaroos, and once you get to the kangaroos' level, you'll want to attack them without getting attacked yourself. The more energy you have available for this, the better, even if you have to leave the area and take a bit of a journey to get it and come back. Whatever you do, make sure the kangaroos aren't looking your way. Once you take down a kangaroo, take control of it immediately. Not only will you have a big jump, but you'll be able to get in the water and go just about anywhere (something you couldn't do with the desert fox or the scorpion due to their terrible water resistances). If you have any energy that needs to be picked up, go ahead and get it now. The worst is over; don't risk dying at this point of the level.

Destroying all the scorpions will net you the trophy for this level. You'll need to get the kangaroo or the vulture later to grab it.

From here, there's only one place left to go to: the metal mountain in the center. The only way to get there is with the kangaroo. You'll need to jump on a few platforms, then jump your way to the top on the flat parts. There are two vultures here, and you can easily take out both of them by punching them, running away until they land back on the ground, and hitting them again. Repeat this until both vultures are down, then take control of one of them. With the vulture, you can get everything else that you've missed - including the remaining two Power Cells under the small, narrow, metal bridge - then get to the exit.

There's a problem: you can't get into the teleporter! There's a "no kangaroos" sign nearby, and the vulture won't fit, either. You'll need to bring the desert fox all the way to the exit with the vulture, then switch to the desert fox to get into the tiny area with the exit teleporter and get out of here.

Boxing Kangaroo

Type: Boxing Kangaroo
Environment: Desert
Skill A: Jump
Skill B: Punch
Water Resistance: OK
Mass: Heavy
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Medium
Production: Long
Engine: Nuclear
Intelligence: Medium

Power Cells


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

Wednesday, July 22, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 25 of 32


This level is shorter than the previous one. Don't get zapped by the scorpions.


Hot Cross Buns


Dan's not happy right now. It's really hot, the music is annoying, and he's not in the mood to deal with everyone. Not only do you finally get to destroy the speakers pumping out the music, but you get to destroy a bunch of spinning foxes and turn all the noughts to crosses...whatever that last one means.

You start out as a camel with a cannon on its back. The cannon will always face forward...unless you change direction and don't stop, or if you rotate the camera and don't move. When that happens, the cannon will be facing the last direction you faced (for changing direction) or whatever the camera considers "forward" (for rotating the camera). This can be used to your advantage to take out the spinning foxes near the start. Of course, once you stop moving again, the camera re-centers itself to face forward like you are. I usually just carefully approach them, then mash the A button in range to fire the cannon shots and take them out in seconds. As for the B button, that is a short-range teleport dash similar to the racing fox's speed boost from the Euro levels. That takes care of that second mission immediately.

Aside from the speaker near the start, there is also a vulture you'll want to defeat. You'll definitely want to do that, as you will need the vulture right now. Take control of the vulture, grab the camel, and then continue to the next section of the level with the camel in your talons. This will help you (and the camel) get over the pit of spikes that is instant death if you touch it. You'll also want to take one of the non-armed desert foxes to the next area as well. 

At the columns, get the Power Cell, destroy the speaker and hit the switch. This raises up a panel with a circle on it, or a "nought." Take control of the camel again, then go down the stairs. Scorpions will crawl out of the bunkers in the sand, and you'll need to destroy them all as quickly as possible, as their lightning attacks pack a punch. Destroy all four of them, then take control of one of the scorpions and go through the bunkers to find some Power Cells as well as the switch for the second panel for the noughts/crosses mission.

By exploring this area, you'll find another speaker to destroy and another scorpion. You'll want to destroy it, then get the vulture. Grab a scorpion, then fly around and look for a floor switch. Hitting the floor switch activates the third noughts/crosses panel. Place the scorpion on the floor switch to keep the panel up.

There is one last speaker near the exit teleporter. Carry the camel over there with the vulture, then shoot the speaker down as the camel. Then, take the desert fox into the next section and jump from one noughts/crosses panel to the next. You'll need to do this quickly to turn the noughts into crosses and make sure that they stay crosses, and you'll want to make sure that you are near the edge of these platforms to ensure you jump into the next one without falling into the water below. Since the desert fox has very bad water resistance that causes the water to eat away at its health, you'll want to be careful.

As the vulture, you'll want to grab all the scorpions and drop them in to the nearby vortex, including the one you left on the floor switch. Doing this will cause each scorpion you dropped to turn silver. When you have seven silver scorpion, fly into all seven of them to get a gold scorpion to pop out of the vortex. That's the trophy. Pick it up.

With all this done, you're clear to get out of this place. Just fly to the exit teleporter across from the noughts/crosses platforms.

Cannon Camel


Type: Cannon Camel
Environment: Desert
Skill A: Hot Shots
Skill B: Mirage
Water Resistance: OK
Mass: Heavy
Armour: Light
Strength: Strong
Traction: Good
Fall Distance: Medium
Production: Long
Engine: Fusion
Intelligence: High

Desert Fox


Type: Desert Fox
Environment: Desert
Skill A: Jump
Skill B: Spin Attack
Water Resistance: Poor
Mass: Light
Armour: Light
Strength: Weak
Traction: Good
Fall Distance: Medium
Production: Short
Engine: Electric
Intelligence: High

Scorpion


Type: Scorpion
Environment: Desert
Skill A: Claw Attack
Skill B: Lightning Attack
Water Resistance: Very Bad
Mass: Tiny
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Medium
Production: Very Short
Engine: Nuclear
Intelligence: Very High

Power Cells


Tuesday, July 21, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 24 of 32


It's time to take on the desert levels, and if you were expecting something even harder, well...it actually doesn't happen. The sailing is a little smoother from here on in.


Fun in the Sun


Welcome to the desert levels! After completing three of the jungle levels, we're able to start playing these levels. After having to go through absolute madness with Evo's Escape, this part is going to be a breeze. For some reason, the desert levels are the easiest ones to get through, and it's not exactly established why. Maybe these were actually meant to be "cool down" levels after everything you've been through. Maybe the development team were running out of time and money to make the game. Maybe they were meant to be the first set of levels, although that's probably not the case due to how the beginning of the "Euro" levels got the game started on the right foot. Nevertheless, this is where the game eases up, and sometimes, gets a little creative.

For Fun in the Sun, you'll need to restart the oil pump and open the fuel line valves in order to restart the machine that produces the station's fuel supply.

You'll start out as an armed desert fox. With the B button, you'll have a three-way pistol shot, and use you can use that to lay waste to enemies from a distance. There will be a camel to the right of where you start, and you'll want to blow it away immediately. Just be ready to keep your distance when the camel approaches when you shoot at it enough times, as it will run at you and spit water at you.

Once you take out the camel, don't take control of it just yet. You're still going to need the armed desert fox and its ability to jump in addition to shooting. Make sure not to take out the speaker will progressing past the start, or else you won't be able to clear the gap and you'll be forced to restart.

There is an oasis just past the start. If you wade into it with the armed desert fox, the water will actually damage you and kill you due to poor water resistance. Instead, you'll want to get close to the corner of the oasis across from the two camels in the distance and shoot tt the camels instead. The bullets from the Armed Desert Fox's hot shots actually travel downwards after a short period of time, and if you're standing in the right spot, you can rain down mortor shots on the one near the pyramid. To take out the other one, however, you'll need to find a mound of sand near a wall, jump to the cliff side and then travel towards the pyramid before getting close to the camel. Doing this can let you chase the camel back to where you have to jump before you get to the pyramid, and you can more easily hit the camel there if you keep moving back and forth near the edge.

The camel will be used to push a block near the door leading to the next area. Once you've pushed the block, you'll still want to be the Armed Desert Fox for what's up ahead. You'll also want the camel to get the Power Cell that is blocked by the oasis.

In the next area, there are a few other armed desert foxes, and they will shoot you on sight. Keep your distance and pay attention to where they patrol so that they don't fire back at you. You may have to close to them and fire mercilessly on them and kill them before they kill you. Thankfully, there's plenty of energy in the earlier areas. You'll see a switch near the big brown pipe; jump on it to turn on the oil pump.

By looking around the perimeter of this section, you'll find another hill of dirt that you can go up to explore more of the level with. Once again, keep your distance and figure out where your hot shots will work best when blasting at enemies.

Shooting down all of the armed desert foxes will net you the trophy. You'll need to get to the vulture platform to get it.

At the oil switch, you'll see two squares moving up and down. You'll need to jump on one of them, then jump to a switch to activate it and turn on an elevator. This will allow you to make your way to the exit teleporter. Before you can activate it, you'll need to jump across the three nearby platforms. Make sure that you can jump from one to the next without being burned by fire.

On the other end is the aforementioned vulture platform where the trophy will be. There will be a vulture that you need to shoot down as well as a Power Cell. Shoot down the vulture, then take control of it. From here, you can get the final Power Cell, fly to the valves at the nearby fuel line, drain the oil, and get to the exit.

As the vulture, you can press the B button while on top of another animal to take it wherever you need to go. Press B again to let go of whatever you've grabbed with your talons to lob it. Remember that for later.

Armed Desert Fox


Type: Armed Desert Fox
Environment: Desert
Skill A: Jump
Skill B: Hot Shots
Water Resistance: Poor
Mass: Light
Armour: Light
Strength: Weak
Traction: Very Good
Fall Distance: Medium
Production: Short
Engine: Electric
Intelligence: High

Camel


Type: Camel
Environment: Desert
Skill A: Jump
Skill B: Spit Attack
Water Resistance: OK
Mass: Heavy
Armour: Light
Strength: Strong
Traction: Good
Fall Distance: Medium
Production: Long
Engine: Bio
Intelligence: High

Vulture


Type: Vulture
Environment: Desert
Skill A: Flight
Skill B: Grab 'n' Lob
Water Resistance: Excellent
Mass: Medium
Armour: Light
Strength: Little Lift
Traction: Average
Fall Distance: High
Production: Medium
Engine: Kerosene
Intelligence: Medium

Power Cells


Monday, July 20, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 23 of 32


This level was by far the hardest part of the entire Let's Play.


Evo's Escape


This level is the third of the EVO shellsuit levels, and not only is it the hardest of those levels, it's also one of the hardest levels in the entire game.

In this level, you're shooting down enemies after EVO takes control of a chameleon and runs off before Dan finds a flying security camera with a gun on it. The Control Stick moves the camera, A shoots and B button speeds the camera up. You have to shoot down as many animals as possible, as different animals have different point values, in order to face EVO and shoot him down to get the shellsuit piece.

Why is this level so hard? Because it's atrocious in execution. You can move the camera and aim, but the lack of a target reticle on the screen makes it a gamble to guess where you're aiming, so you're better off continuously firing at all times. Because of this, it's hard to hit just about every enemy that's here unless you have a rough idea of what you're doing, and even then, that doesn't feel like enough. It doesn't help that the camera moves at one speed and you can't hold another button to fine-tune aiming and rotate more slowly. There's a shooting gallery section midway through, but good luck hitting anything with a high point value.

There are power-ups such as double arrow shots missiles that do more damage, but once again, good luck hitting anything. All I could do was just hold A and move the camera around to shoot everything I could, and if you want to get the bare minimum of 12,100 points that you need to trigger the part where you shoot at EVO and get the arms, you have to shoot just about every animal down and destroy them. That also includes the two parrots at the end, which are worth 1000 points each, and all the chameleons before that, which are 500 points each. I also made sure to shoot every piranha, as they are 500 points a pop, as well as the two turtle tanks that are also worth 500 points each. Lions are worth 300, but even near the end, every little bit is going to help.

If you get anything less than 12,100 points, the level will end and you'll have to play it again. If you get 12,100 or above, EVO will show up in his chameleon form and you'll have to shoot him down. EVO leaves a footprint trail wherever he goes, and you can use that to aim the camera and keep shooting to take him out. The boss battle doesn't end until you beat EVO, so take your time and keep shooting and aiming to bring EVO down and get the arms.

Sunday, July 19, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 22 of 32


Somehow, getting the trophy here is harder than the level itself.


Jungle Jumps


You'll need to kill all the gorillas, kill all the hyenas and collect all the keys to get through this area.

You'll start off as the racing turtle. There will be a key on the path behind you, and there will also be Power Cells near it. There is also an area you can only enter with the turtle left of where you start, and it contains more Power Cells and a box with energy in it.

Go opposite of where the first key was and use the shell attack to take out the elephant, then use the turbo ramp to go up the ramps and go through the rings. Keep moving forward and turbo boost off the ramps to continue and go through another ring. You'll soon move past where you need to put the keys as you keep moving forward. Turbo boost off the ramp to get to the platform with the tree, then make your way further around the perimeter of the level to return to the start. Leave the gorillas on the way back alone for now.

Explore the ground area of the starting area. You'll find another elephant to take down, so do that. There is another area to enter as the turtle for energy if you need it. From here, control the elephant. There is a cave that you need to go to take out two motorcycle hyenas. Spit water at them and take them out, and make sure that neither of them falls into the lava. This is possible to have happen, and if it does, you won't be able to finish the level. You may take some damage, but as long as you're aggressively hitting them with water, you should be fine. Take control of the hyena from this point and use your missles to defeat the chameleon on your way out. As the chameleon, you have a tongue attack with A and the ability to be invisible with B, but you need to hold the button down to stay invisible and you won't be able to attack while you are. Unfortunately, with the way I've done things, I won't need the chameleon.

You'll want to control the hyena from here on in. Head back to the area just before you return to the start and take out the two gorillas here with your missiles. Take control of one of the gorillas and head back to the starting area. Go back to ground level and double jump across the metal boxes, then double jump over the branches that act as platforms on the tree to get to the bridge. Double jump from plank to plank to get your second key.

From here, you'll need to jump to the nearby vine and double jump up the branches to another vine. You'll need to swing and jump to a second vine, then jump off that to go through another ring. This is the fourth and last ring you need to go through, as well as the hardest, since you risk taking fall damage if you miss the vines on the way to the ring. If you go through all four rings, though, you'll get the trophy, which will appear on a log to the right of the first two ramps you saw near the first elephant. You'll need to swing on yet another vine to get to it, but at least the worst and the hardest of this is over. Just remember that you need to single jump off the vine or else you'll keep missing the trophy every time. There is also another ring near the keyholes, as well as a vine. This vine will take you to another vine, which in turn takes you to three power cells and a key. This key will be the third and last one you need.

When you have all three keys, go back to the keyholes. You'll unlock the panel in the ground and you'll be able to go through the exit teleporter.

Hyena Biker


Type: Hyena Biker
Environment: Jungle
Skill A: Speed Boost
Skill B: Missiles
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Medium
Traction: Poor
Fall Distance: Medium
Production: Medium
Engine: 2.0
Intelligence: High

Chameleon


Type: Chameleon
Environment: Jungle
Skill A: Tongue Attack
Skill B: Stealth Mode
Water Resitance: Poor
Mass: Light
Armour: Light
Strength: Weak
Traction: Very Good
Fall Distance: Medium
Production: Short
Engine: Fusion
Intelligence: Medium

Power Cells


Saturday, July 18, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 21 of 32


Unless you experiment with things, you're not going to know what the level name hints at.


Weight For It!


Not only do you have an elephant that you have to get out of a tree, but you also have to activate a switch to reveal some stepping stones and take control of a piranha. Time to get to work.

You start off as a lion. A jumps and B roars, and the roar also acts as an attack. There will be a hyena near where you start; chase after it and keep roaring at it to destroy it. There will also be a gorilla running around; you'll want to roar it to death too. Thankfully, you can do it from a distance atop a tree root. 

From here, take control of the gorilla, go up the ramps, and grab the box. Take the box to ground level near the red ring that is floating over the ground, then grab the boulder that is also laying around near this ring. Throw the boulder over the red ring to get rid of it, then take the boulder and throw it into the red ring above the water near the exit. Grab the box and take it to the ring near the speaker, then get the boulder near the speaker and throw it into the ring. Go up the ramps to the top of the mountain, swing to the top of the giant tree trunk, then throw the nearby boulder into the nearby red ring. There will be some vines to the side; swing to the other side and hits the switch to activate the stepping stones. Use the nearby waterfall to drop down.

From here, grab the box, bring it to the top of the mountain, then grab the boulder that is halfway up the mountain and throw it through the red ring that is suspended in mid-air nearby. By throwing boulders through all the red rings, you'll get a trophy. The trophy will be at the top of the mountain, ready to grab.

Go inside the tree trunk and place a hyena on the middle platform in the center, then go back to the top of the mountain and place the box on the metal platform. Now you see why the level has the title that it has. Swing to the top of the tree trunk, then switch to the hyena and jump across the stepping stones. Travel around the perimeter of the level. Near the big palm tree, there is a parrot. Laugh it to death with the hyena. From here, you can take control of the parrot.

Fly back to the pool that you saw after the stepping stones and hit the switch to reveal a metal platform, then get in the water to get the piranhas' attention. Get out of the water and divebomb them to defeat them, then take control of one of the piranhas. As a piranha, follow the path, and when you see a wooden wall a little further down the path, get to the surface and jump over it to hit another switch. This will reveal a metal bridge and lower the door.

Go back to the parrot and take control of it, then get back to the tree near the huge logs. There are two ways to get the elephant off the branch. The first is pushing it off with the parrot. The second - which is probably not intended - is taking control of the lion and repeatedly jumping and roaring to shove it off more slowly. I do the latter. You'll need the elephant to get the last two Power Cells and exit the level.

Lion


Type: Lion
Environment: Jungle
Skill A: Jump
Skill B: Roar Attack
Water Resistance: OK
Mass: Heavy
Armour: Light
Strength: Strong
Traction: Good
Fall Distance: Medium
Production: Long
Engine: Nuclear
Intelligence: High

Power Cells


1 | 2-3 | 4-5 | 6-7 | 8 | 9 | 10 | 11 | 12 | 13 | 14-15

Friday, July 17, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 20 of 32


This is where the jungle levels start getting more difficult.


Swamp of Eternal Stench


In order to complete this level, you'll need to take control of a hyena after getting out of the swamp, find a way to climb the vines, and free the Magic Rope.

You start out in the swamp as the racing tortoise. Unlike the other turtle, pressing and holding A lets you bust out a turbo boost instead of firing a cannon. Start by going forward until you run into a sign pointing left. Turn the camera in the direction the sign is pointing, then move forward again. You'll run into a sign with an exclamation point. There is a tree northwest of where you can read this sign; turbo boost to it. You'll take damage from going into the swampy goop, but it's worth it. Head to the tree near that one. There will be a platform nearby with an energy pick-up; go to that energy pick-up. You'll then see dry land that you can immediately get to.

Once you're on dry land, get away from the hyenas and heal yourself. You don't need to heal yourself to full; just grab one health pick-up. Once you're healed up, go up to one of the hyenas and chase it around while mashing the B button. Aside from hiding, this is actually your main attack, and by doing this near the hyenas, you can kill them. I recommend killing both of them; it makes things easier. Take control of a hyena, and that will be one of your mission objectives complete.

If you go between the bars by going up to them as the hyena and then leaving the hyena body to pick up the Power Cell on the other side, you'll get the Trophy.

You'll eventually have to jump around and explore as the hyena in order to travel around the perimeter of the level, and by doing that, you'll find two gorillas. You'll need to jump to avoid their earthquakes and laugh them to death, and once again, taking care of both of them will make things easier. If you need to, grab the energy pick-up near them to stay alive longer and take them down. You'll need a gorilla for what we're about to do.

The gorilla not only lets you climb the vines, but it will also allow you to continue with the level. So that's two mission objectives down. Use the B button to grab a steel drum, then carry it towards the area you haven't been yet. Press B again, and you'll put the drum down. While carrying an object, you can also jump with the A button. From there, you can double-tap A to do the ground pound attack, which also acts a double jump, and get up to the wall where a shadow will be moving back and forth. This is a vine. You'll be using it later.

By exploring this area, you'll find out that the lowest vine is directly above a tree root. Jump into the vine from the bottom, and if it's low enough, you'll automatically grab on. Once you leap into a vine and grab it, you'll want to move the camera so that you're seeing the gorilla from the side. From there, move back and forth with Left and Right on the Control Stick, then press A to jump and grab onto the next vine automatically when you fly into it. For best results, you want to be on the bottom of the vine as you swing and jump to get the most distance on both your swings and your jumps.

Some of the vines are on drones that fly up and down, and you'll need to time your jumps so you can reach some of the vines and avoid taking fall damage. If you need to, you may have to bring another steel keg to start at the middle rather than the beginning.

You'll need to swing across all of the vines here in order to reach the Magic Rope; you won't be able to get to it otherwise. Once you grab onto the Magic Rope with the gorilla, it will fly across the level, stopping at the brown mounds with the square platforms at the top. If you need to, wait at one of the mounds for the Magic Rope. Thankfully, the game tells you when it's about to show up if you stand on the mound. You'll also need the Magic Rope to find and get to the exit teleporter.

Racing Tortoise


Type: Racing Tortoise
Environment: Jungle
Skill A: Speed Boost
Skill B: Shell Attack
Water Resistance: OK
Mass: Light
Armour: Medium
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Short
Engine: 1.6
Intelligence: High

Gorilla


Type: Gorilla
Environment: Jungle
Skill A: Jump-Thump
Skill B: Grab 'n' Lob
Water Resistance: OK
Mass: Huge
Armour: Medium
Strength: Power Lift
Traction: Good
Fall Distance: Medium
Production: Very Long
Engine: Coal
Intelligence: Very Low

Power Cells


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

Thursday, July 16, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 19 of 32


You have no idea how much of a pain this level was to record. If it wasn't the fire cave, it was the turtle. If it wasn't the turtle, it was the invisible maze. The it was the worst, but if you use the camera well, it can save you a lot of hassle.


Jungle Doldrums


You'll need to turn on the log ride as well as destroy the parrot in this stage in order to complete it.

You start off as the hyena. Drop down and circle around the hippopotamus and laugh it to death with the laugh attack. It has a water spit (A button) as well as a mine drop (B button), and both can hurt, so you'll want to do this while taking as little damage as possible. Once again, you have to keep the laugh attack going long enough to do any significant damage, and you have to be dangerously close to the enemy you want to defeat.  Once you defeat the hippo, take control of it.

The camera near the log ride will show you the complete loop around the level, including the fire pit that Dan mentions.

As the hippo, go into the water to walk on the surface below and hit the switch turning on the log ride. You can then turn back into the hyena and jump from log to log. Be careful when jumping, as the logs can do a little bit of damage if they hit you from the side. Also, make sure you're in the center of the logs before jumping. And before you ask, yes, you have to use the logs to get to the other side; you won't be bale to do that by just jumping out of the water.

On the other side, take out the elephants with the laughter attack. It takes a bit of time, but it will help out in the long run with this level. After that, push the rocks so you can get the Power Cells here as well as jump to the green area that leads to the next part of the level, which is the fire cave.

At the fire cave, you'll need to watch out for the moving walls as well as the rocks that shoot out of the lava and hit the ground nearby. For the walls, you'll want to jump back towards the floor before you get pushed far enough towards the lava to ensure you get to the other side. As for the rocks, you'll want to be patient and wait for those.

On the other side, use the hyena's laugh attack to take care of the elephant. Take control of the elephant, then corner the turtle and hit it with the water attack. You'll then want to take control of the turtle for the hardest part of the level: the invisible maze about the fire pit.

As the turtle, you'll want to keep firing your weapon in order to find where the invisible floor is. The rain machine nearby is supposed to help you figure out where the pit is if you hit the switch, but it does not do the best job. There are rocks that pop out of the pit that hit the invisible floor, but those are spread out. The turtle's A button weapon is far more reliable. For best results, you'll want to carefully inch forward just a bit and fire constantly. If you see an explosion in front of you, that means invisible floor will be there. If you don't, you're about to run into a pit. Change direction and fire towards other locations to find out where you need to turn and go in order to get through this maze, and rotate the camera so you don't accidentally fall off while trying.

Once you reach the other side, destroy the parrot. The parrot will be close to where you come out of the maze from, and if you know what you're doing, you can destroy it with a flurry of shots before it can fly away and attack you. Not surprisingly, the parrot attacks - and controls - the same way that the seagull from the ice levels does.

You'll now want to take control of the parrot and fly through the level. After all, why would you want to go through the invisible maze again? Fly towards the exit, but don't take it yet. Instead, fly back to the starting. There is a platform you can only reach as the parrot, which has the last two Power Cells. Also, go back to where you started the level. There is a platform on the tree that only the parrot can reach. Fly up to it, then keep flying your way up the tree. You'll find the trophy sitting there on a branch that you wouldn't have seen as any other animal, so you might as well fly over and get it. After that, you're finally done. Head to the exit.

Hippo


Type: Hippo
Environment: Jungle
Skill A: Snort Attack
Skill B: Sticky Mines
Water Resistance: OK
Mass: Huge
Armour: Tough
Strength: Strong
Traction: Good
Fall Distance: Medium
Production: Very Long
Engine: Coal
Intelligence: Low

Parrot


Type: Parrot
Environment: Jingle
Skill A: Flight
Skill B: Dive Bomb
Water Resistance: Excellent
Mass: Tiny
Armour: Light
Strength: Weak
Traction: Very Good
Fall Distance: Very High
Production: Very Short
Engine: Bio
Intelligence: Medium

Power Cells



Wednesday, July 15, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 18 of 32


In this entry, we start playing the jungle levels. They start off easy enough, but if you're going for 100%, this world gets wicked difficult by the end.


Jungle Japes


Welcome to the jungle levels. Here, difficulty is king, and while this one starts off softly, you'll be amazed by how much more difficult it gets to complete all the levels 100% by time you reach the last level in the set.

The air intake for the engine room is blocked, and because of that, this area is overheated and the animals are not happy. You'll need to switch the air pump back on, then destroy the piranhas that are guarding the exit.

You start out as a turtle tank. Pressing A will allow you to shoot powerful cannon blasts, while pressing B allows you to hide and defend yourself. Thankfully, movement is easily doable with the Control Stick.

Once you cross the wooden bridge at the start, you'll need to fight two elephants. Get close so you don't get hit by the water they spray at you, then start blasting. You'll need to take control of at least one of these elephants, so as soon as you defeat one, switch out from the turtle tank.

As the elephant, pressing A executes the water spray, while pressing B allows you to pick up an object such as one of the rocks blocking your path. Pressing B again while holding an item lets you throw it. Interestingly, you can defeat the other elephant with the one you're playing as right now just by throwing a rock at it. Unlike the water spray, which will make the other elephant fight back, the other elephant won't even recognize having a rock thrown at it as a means of attacking, and as a result, it won't do anything. I wish I was kidding.

Speaking of the rocks, there are three small divots in the ground past where you fight the elephants where you can place the rocks that block your path. Doing so will allow you to unlock the trophy, which you won't be able to get until you activate the air pump.

From here, switch back to the turtle and shoot down the hyenas near the divots. I do it from the top of the slopes leading downward so they cannot notice me. It works. Once you take out both of the hyenas, head to the water and shoot down the three piranhas from the edge of the pond. You'll want to shoot down all three, as they can rip away at your health if you get in the water while they're alive.

As the hyena, you can jump with A and laugh with B. The laugh is actually an attack, and if you can be near an enemy long enough at laugh them down, the laughter will actually do damage. The enemy will also try to run away, however. Keep that in mind. As the hyena, you can jump on the switch that activates the air pump. With that, the level is now complete. By activating the air pump, however, you'll also activate an elevator. You can now use the hyena to look for the rest of the Power Cells and get the trophy.

Of course, if you're getting everything in the level, you'll have to go underwater for one of the Power Cells, which means you'll have to play as the piranha. A jumps, while B does the bite attack. You'll need to hit a switch underwater to open up the door to the teleporter. The last Power Cell will be near the teleporter, so make sure you grab it before you leave.

Tortoise Tank


Type: Tortoise Tank
Environment: Jungle
Skill A: Hot Shots
Skill B: Hide
Water Resistance: OK
Mass: Light
Armour: Tough
Strength: Strong
Traction: Average
Fall Distance: Medium
Production: Short
Engine: Diesel
Intelligence: High

Elephant


Type: Elephant
Environment: Jungle
Skill A: Water Spray
Skill B: Grab 'n' Lob
Water Resistance: OK
Mass: Huge
Armour: Tough
Strength: Strong
Traction: Good
Fall Distance: Medium
Production: Very Long
Engine: Diesel
Intelligence: High

Hyena


Type: Hyena
Environment: Jungle
Skill A: Jump
Skill B: Contagious Laughter
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Medium
Traction: Average
Fall Distance: Medium
Production: Medium
Engine: Electric
Intelligence: High

Piranha


Type: Piranha
Environment: Jungle
Skill A: Jump
Skill B: Bite Attack
Water Resistance: Excellent
Mass: Tiny
Armour: Light
Strength: Medium
Traction: Very Poor
Fall Distance: Medium
Production: Very Short
Engine: Fusion
Intelligence: Low

Power Cells


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

Tuesday, July 14, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 17 of 32


They definitely bring up the difficulty with these shell suit levels, huh?

First | Previous | Next | End

Walrace 64


Walrace 64 is the second level where you earn a piece of EVO's shell suit, and this time, you're going to earn EVO's torso. The penguins have turned it into a racing trophy, and you'll have to race two other walruses in order to get it.

Going forward from where you start takes you to a camera. This will show you the course. The red balls with the yellow arrows are the turbo boosts, and you'll need to hit as many of those as possible...except the one at the end. This one will cause you to lose control before you finish a lap.

There are also ramps. There is one in the water before one leading out of the water onto dry land. Feel free to skip that one to maintain control. If you can't get the turbo boost after that, hold A to use the walrus' own turbo to go up the next ramp.

The camera keeps slowly tilting back and forth, but it won't be that much of a hindrance. It is rather awkward watching the footage back, though.

You'll want to stay close to the orange walrus, as that one will constantly take the lead over the green one. Also, you want to stay away from the walls as much as possible. Hitting the walls costs you speed and time, and if you're not careful, the lead. You'll need to race well in order to place first.

When you complete three laps in first place, the penguins will give you the torso. It will be near the penguins near the start, so head there and grab the torso, then turn around and enter the igloo to exit. If you place less than first, you can either wait for the level to kick you out before trying again, or retrying the zone. Just remember that retrying also removes also your score like dying does.