Saturday, August 22, 2026

PrinceWatercress plays Coconuts for Atari 2600 - The Longplay


...and now for a longplay of this game, minus commentary! Enjoy!


Coconuts is a really simple one-screen game for the Atari 2600 from 1982. You play as jungle explorer Stanley I. Presume, and you have to move around to avoid coconuts thrown by a monkey at the top of the trees. That's it. That's the game. You move left and right with Left and Right on the joystick, and those are your only controls. By holding the stick in a direction, you move faster. The fire button is used to start the game and is used to start playing again when the monkey takes a break from throwing coconuts, which also allows you to take a breather for as long as you need. Stanley moves more quickly on B/Novice than he does on A/Expert. You have three points of protection: the umbrella on top of your hat, the hat on your head and your head itself. If you get hit on the head without any head protection, the game is over. If you reach 500 points, you'll recover the last piece of head protection that you lost, and you'll be able to do it again if you reach 1500 points, which can be pretty difficult to do. Points are awarded by dodging coconuts. You'll get five points at first, and that will slowly increase in five-point increments all the way up to twenty points.

It's a simple and fun game and there's not much to it, and what you see is what you get. This could have been considered a classic if it were released a couple of years earlier, but by 1982, there were much more complex games around, and by this point, you had a lot of the Atari classics such as Centipede and Missile Command, and even Nintendo's own Donkey Kong kicking around in the arcades. Still, if you're looking for a simple game for the Atari 2600, this one is a good place to start.

Friday, August 21, 2026

PrinceWatercress plays Coconuts for Atari 2600


Time to play another simple arcade-style game on the Atari 2600, and Coconuts is about as simple as it gets.


Coconuts is a really simple one-screen game for the Atari 2600 from 1982. You play as jungle explorer Stanley I. Presume, and you have to move around to avoid coconuts thrown by a monkey at the top of the trees. That's it. That's the game. You move left and right with Left and Right on the joystick, and those are your only controls. By holding the stick in a direction, you move faster. The fire button is used to start the game and is used to start playing again when the monkey takes a break from throwing coconuts, which also allows you to take a breather for as long as you need. Stanley moves more quickly on B/Novice than he does on A/Expert. You have three points of protection: the umbrella on top of your hat, the hat on your head and your head itself. If you get hit on the head without any head protection, the game is over. If you reach 500 points, you'll recover the last piece of head protection that you lost, and you'll be able to do it again if you reach 1500 points, which can be pretty difficult to do. Points are awarded by dodging coconuts. You'll get five points at first, and that will slowly increase in five-point increments all the way up to twenty points.

It's a simple and fun game and there's not much to it, and what you see is what you get. This could have been considered a classic if it were released a couple of years earlier, but by 1982, there were much more complex games around, and by this point, you had a lot of the Atari classics such as Centipede and Missile Command, and even Nintendo's own Donkey Kong kicking around in the arcades. Still, if you're looking for a simple game for the Atari 2600, this one is a good place to start.

Thursday, August 20, 2026

PrinceWatercress plays Whoopsy - The Longplay


Now for the game, minus commentary! Enjoy!


Whoopsy is a game for the BBC Micro from 1985 where you're playing as a baby who was to avoid his mum and collect his toys, all the while taking a dump on the floor in order to keep as much distance between yourself and your mum as possible. Collecting all the toys takes you to the next level. As you're doing all this, you'll only have a limited amount of "whoopsies" that you can make (read: taking a dump on the floor), and you'll also have to avoid the moving toilets, as touching the toilets causes you to lose one of your whoopsies. If you get caught by your mum, you lose a life and you also receive some slightly annoying red and blue flashing. Lose all your lives, and the game is over.

: moves up, / moves down, Z moves left and X moves right. Space lets you take dump on a floor aka "make a whoopsy." Escape lets you back out to the main menu. Joysticks can also be plugged in and used; just switch to joystick control on the main menu. You can change those keys at any time in the main menu, which I gratefully welcome. 

When you leave a whoopsy on the floor, your mum will not be able to harm you; instead, she will go right for the whoopsy and clean it up. As soon as she gets to the whoopsy, however, the whoopsy disappears and she will immediately get back to chasing you. No cleaning animation or anything of the sort occurs; the crap is gone and she gets right back on you immediately. The placement of your whoopsies is absolutely crucial because of this.

Bonus lives are awarded at 50,000 and 100,000 points, assuming you can make it that far.

On the main menu, you'll see the top nine scores, you can start the game, change the difficulty level from 1 to 9 with the number keys, switch the music on and off, and switch between keyboard and joystick controls. Space Bar starts the game.

As soon as the game starts, you have to make a whoopsy in order to move. I'm not making the rules here; you actually have to use one of your whoopsies to get everything moving. At least you can plot your course before you take a dump on the floor, so that's a plus. Also, I'm beginning to wonder if what I'm typing is what it will sound like if Aqualung from Aqualung's Game Reviews ever sat down and reviewed this game for YouTube.

At the top of the screen, you'll see your high score, your current level, your current score and the amount of bonus points you'll earn - which slowly ticks down as you play the level - when you clear the level. To the right of that is your amount of whoopsies, and to the right of your whoopsies is your current amount of lives. You'll start in the lower right, while mum starts in the upper left. The toys will be randomly strewn about, and when you collect them, they will re-appear in the crib on the lower left. The whoopsies you have will help with that, but there's a catch: you cannot collect any toys while you have a whoopsy on the floor and your mum is rushing to clean it up. If you try, you'll just move straight through them. You'll have to take a dump, get to a toy, get moving once you collect the toy that you've grabbed, grab a few more toys and make a whoopsy at the right time, and you'll need to do this in such a way that you'll always have a few whoopsies on hand in order to keep distance between yourself and your mum. Not only that, you'll also have to move around in such a way that your mum cannot catch up with you, as she moves faster than you do.

When you complete a level, you and your mum will be back to their original starting positions, and you'll gain three more whoopsies for the next level. You'll also have to collect more toys to get to the next level. In case you lose a life from colliding with your mum in any way, you'll go back to the lower right, but at least you'll get three more whoopsies to make up for it. 

I like this game, although a few things could have made it more fair. You could have had a little animation of mum cleaning the whoopsy up that could have bought you just a little more time. Also, not being able to collect toys while a whoopsy is in play can be a bit irritating. While it gives the game a stop-start motion that you at first get used to before eventually mastering and manipulating in order to get through each level with as few headaches as possible, it can also be a bit of a burden even when you get a grip on how the game wants you to play it. It really feels like the game wants you to play it in a certain way if you want to get a high score and succeed.

As for the rest of the game itself, the game controls wonderfully, and I didn't run into any errors of any kind. The graphics, being the basic things that they are for any BBC Micro game, as identifiable, so they work in that regard. The fact that there is always music playing is a nice touch, but you may still find yourself turning it off, as it can get annoying fast. This is a fun and mischievous game for the venerable Beeb, but while it is easy to play, it is challenging to master, and it is definitely a game to get a grip on if you want a challenge for an arcade-style game.

Wednesday, August 19, 2026

PrinceWatercress plays Whoopsy


Well, this is an interesting game. I don't know what else to put here, to be frank.


Whoopsy is a game for the BBC Micro from 1985 where you're playing as a baby who was to avoid his mum and collect his toys, all the while taking a dump on the floor in order to keep as much distance between yourself and your mum as possible. Collecting all the toys takes you to the next level. As you're doing all this, you'll only have a limited amount of "whoopsies" that you can make (read: taking a dump on the floor), and you'll also have to avoid the moving toilets, as touching the toilets causes you to lose one of your whoopsies. If you get caught by your mum, you lose a life and you also receive some slightly annoying red and blue flashing. Lose all your lives, and the game is over.

: moves up, / moves down, Z moves left and X moves right. Space lets you take dump on a floor aka "make a whoopsy." Escape lets you back out to the main menu. Joysticks can also be plugged in and used; just switch to joystick control on the main menu. You can change those keys at any time in the main menu, which I gratefully welcome. 

When you leave a whoopsy on the floor, your mum will not be able to harm you; instead, she will go right for the whoopsy and clean it up. As soon as she gets to the whoopsy, however, the whoopsy disappears and she will immediately get back to chasing you. No cleaning animation or anything of the sort occurs; the crap is gone and she gets right back on you immediately. The placement of your whoopsies is absolutely crucial because of this.

Bonus lives are awarded at 50,000 and 100,000 points, assuming you can make it that far.

On the main menu, you'll see the top nine scores, you can start the game, change the difficulty level from 1 to 9 with the number keys, switch the music on and off, and switch between keyboard and joystick controls. Space Bar starts the game.

As soon as the game starts, you have to make a whoopsy in order to move. I'm not making the rules here; you actually have to use one of your whoopsies to get everything moving. At least you can plot your course before you take a dump on the floor, so that's a plus. Also, I'm beginning to wonder if what I'm typing is what it will sound like if Aqualung from Aqualung's Game Reviews ever sat down and reviewed this game for YouTube.

At the top of the screen, you'll see your high score, your current level, your current score and the amount of bonus points you'll earn - which slowly ticks down as you play the level - when you clear the level. To the right of that is your amount of whoopsies, and to the right of your whoopsies is your current amount of lives. You'll start in the lower right, while mum starts in the upper left. The toys will be randomly strewn about, and when you collect them, they will re-appear in the crib on the lower left. The whoopsies you have will help with that, but there's a catch: you cannot collect any toys while you have a whoopsy on the floor and your mum is rushing to clean it up. If you try, you'll just move straight through them. You'll have to take a dump, get to a toy, get moving once you collect the toy that you've grabbed, grab a few more toys and make a whoopsy at the right time, and you'll need to do this in such a way that you'll always have a few whoopsies on hand in order to keep distance between yourself and your mum. Not only that, you'll also have to move around in such a way that your mum cannot catch up with you, as she moves faster than you do.

When you complete a level, you and your mum will be back to their original starting positions, and you'll gain three more whoopsies for the next level. You'll also have to collect more toys to get to the next level. In case you lose a life from colliding with your mum in any way, you'll go back to the lower right, but at least you'll get three more whoopsies to make up for it. 

I like this game, although a few things could have made it more fair. You could have had a little animation of mum cleaning the whoopsy up that could have bought you just a little more time. Also, not being able to collect toys while a whoopsy is in play can be a bit irritating. While it gives the game a stop-start motion that you at first get used to before eventually mastering and manipulating in order to get through each level with as few headaches as possible, it can also be a bit of a burden even when you get a grip on how the game wants you to play it. It really feels like the game wants you to play it in a certain way if you want to get a high score and succeed.

As for the rest of the game itself, the game controls wonderfully, and I didn't run into any errors of any kind. The graphics, being the basic things that they are for any BBC Micro game, as identifiable, so they work in that regard. The fact that there is always music playing is a nice touch, but you may still find yourself turning it off, as it can get annoying fast. This is a fun and mischievous game for the venerable Beeb, but while it is easy to play, it is challenging to master, and it is definitely a game to get a grip on if you want a challenge for an arcade-style game.

Tuesday, August 18, 2026

PrinceWatercress plays Alisia Dragoon - Part 8 of 8


It's time for the final battle with Baldour!


Stage 8


You'll soon enter Baldour's chamber, where you'll also meet Ornah. To defeat Ornah, duck down and shoot at him at first. When he lands on the ground, jump over the energy waves he produces while letting your magic recharge. For best results, lightly tap the jump button. Sometimes he shoots two waves; other times, he shoots three. When he floats upwards and raises a hand, get to the other side, and get the dragon to fly around in a circle as he follows you. You'll have to jump over the dragon twice. When the magical dragon explodes, duck down and attack to hit Ornah while avoiding the fireballs that spew out. You may have to jump in case a projectile is low to the ground. The pattern will then repeat. If you know what you're doing, you'll be able to beat this phase while losing as little health as possible.

When Ornah starts exploding, get under him when he teleports to the center of the room to avoid his projectiles, then start fighting him again like you have been. Second verse, same as the first. Oran will explode again, and this time, he'll be done for good.

You'll then face Baldour. Stay near the center when he flies all the way to the left, and keep tapping the attack button so that your attack power is near the red. Be ready to duck all the time. Jump over the worms and attack while in mid-air, then jump over the dark maroon projectiles that Baldour fires towards the ground. If you're far enough away from him, the fireballs that drop down won't even hit you, especially if you just keep on ducking.

You'll eventually do enough damage that Baldour flies towards the center. When that happens, head to the left side of the room and keep tapping the attack button like you did with Ornah. This will allow you to destroy the rest of him. This is the time to bust out the raven companion. Have the raven take out everything on-screen every so often, and when you see four dark red projectiles fly out from Baldour, you'll want to run to the side to avoid them when they come down. Baldour will fire other projectiles forward, some of which will be hard to see, such as the feathers from his wings. Staying crouched down on the far left will help after a while, but you'll still have the problem of Baldour lunging at you. You'll want to get to the right once Baldour is right next to you so you can give yourself some room, then head back to the left while avoiding attacks so you can destroy what's left of him. As you keep attacking, parts of Baldour will explode, and he'll eventually stop shooting out those smaller fireballs that flew towards the ground at the beginning of the battle. Once enough of Baldour is destroyed, Baldour finally falls. You just beat Alisia Dragoon!

Monday, August 17, 2026

PrinceWatercress plays Alisia Dragoon - Part 7 of 8


This is where the game really starts getting tough. Not only do you have three tough guards and a boss battle, but you also have to get into the final chamber, all without losing a ton of health.


Stage 7


Tread carefully at the start of the stage and be ready to avoid projectiles as you shoot at the green blobs. Some of them will generate other slimes as they take damage, and when that happens, you'll want to attack them from far away with a fully-powered attack.

The three guards with the spears that teleport in and out will also shoot out a blue homing shot. You'll need to go back down to either outrun it for long enough of go so far back down that the projectile is forced off-screen and forced out of existence.

Hitting the dark gray titles on the ceiling when your magic is fully charged will turn them into a staircase. If you're wondering why you can't go further up after defeating the three spear guards, that's why. You'll then face another boss. Stay to the side when he teleports in and do whatever damage you can before he raises his hands to throw down explosive projectiles, then get to the center and damage the four smaller guys that show up with a fully-powered screen-affecting attack from your thunder magic. The will-o'-the-wisp is the best companion for this battle, as it will take bullets for you like a sponge. 

Once you beat the boss, use a fully-powered attack to turn the ceiling into stairs, then quickly jump up the stairs and heal yourself with the power-up globes that you come across. Avoid the guys who teleport in on the way up entirely, as it makes it so that you don't have to fight them when you get into the final chamber for this stage. Have the raven by your side as you go left and jump from one spinning triangle platform to another while avoiding the flying machine guns that zoom at you. There will also be small orbs flying around, but you can easily destroy those. Once you reach the final platform, you'll enter Stage 8.

Sunday, August 16, 2026

PrinceWatercress plays Alisia Dragoon - Part 6 of 8


Be ready to take damage...a lot.


Stage 6


Progress slowly as you go through this stage. Some of the robots in the background will come to life and attack, and you'll need to be ready. You'll also see ordinance that will explode if you touch it or attack it from nearby. Keep in mind that you'll be travelling diagonally through all of this stage.

Picking up health extensions while having maximum health will still refill one unit of health, so continue picking them up.

In the second section, you will see blue clouds that turn into monsters that pop up in certain places as well as blue zombie-like humans with guns that spawn endlessly when you are in certain hallways. Tread slowly and always be ready to attack at full power.

You'll soon face the boss. The boss will summon two machine guns than teleport and fire at you while he flies around and shoots projectiles at you. You want to be able to see him and fire at him as much as possible. The raven's full-screen attack will help, as will full-power thunder magic attack. Even though the machine guns will keep coming back, you'll still want to shoot them down along with the boss.

When you beat the boss, continue to tread carefully to preserve your health and more easily defeat the zombie soldiers. When you find a platform, jump on it to entire Baldour's fortress for Stage 7. 

Saturday, August 15, 2026

PrinceWatercress plays Alisia Dragoon - Part 5 of 8


We enter a cave for Stage 5...and it soon becomes apparent that we're getting close to Ornah and Baldour.


Stage 5


As soon as you start the stage, you'll be seeing stalactites falling from the ceiling and bats swooping towards you. Be ready to attack at full power.

If you jump past the first gap and shoot the wall, you'll be able to give your max HP a boost and get two level-ups for your companions, should you need them. Make sure that you thoroughly explore every path, as an attack power-up will reward the curious.

The floating boulders will create slightly smaller rocks to spin around them. You'll need to destroy them to get to the boulder in the center, and that will take a lot of attack magic. The more powerful your attack is, the better. Get away when the center boulder explodes so you don't get hit by the revenge shots. Some of them just jump up and down instead of creating a barrier; they still send a projectile at you after they die.

You'll need to run and blast through the green eye enemies to get through them before they come back while taking as little damage as possible, as they cannot be destroyed.

The little guys in brown and green will run and jump around in addition to throwing projectiles that fly around in "S" patterns. Nothing less than a full-power strike will do. You'll have to get past them to reveal a platform that will get you past the narrow cave-like paths.

You'll soon enter a volcano. Avoid falling into the yellow lava as well as the flames that come out of the lava pools. There will be quite a few green eye enemies at the start, and you'll want to speed past them.

The human enemies that teleport in and out will shoot projectiles between teleports. Wipe them out as soon as possible so that you don't take a lot of damage.

The lava section leaves a lot of blue potions, in case you couldn't tell. There's also an attack power-up that you'll want to collect here, too.

Near the end, there will be a group of seven boulder monsters near each other. Move past them so they don't fall down on you. Take out the group that's dead ahead.

You'll then face the boss: an attack tank. Have the raven ready for battle at full attack power before jumping in. Attack the top of the front of the machine, and use the platforms to jump over the tank as it moves around. You'll want to attack the top of the machine on each side while avoiding the numerous projectiles that come from the tank's cannons. The tank can move forward as well as in reverse, which can throw you off as you're fighting it.

You'll then find what looks like a wrecked spaceship. You'll be going in there for Stage 6.

Friday, August 14, 2026

PrinceWatercress plays Alisia Dragoon - Part 4 of 8


This stage is even faster than the last one if you know what to do.


Stage 4


Go to the left at the start for some power-ups, including a blue fairy. Get ready to attack a worm that jumps in and out of the ground when you do, though. The head is the weak point. There's more if you stay at the bottom and go all the way to the right. When you go as far right as you can, go up and to the left. You'll find another health extension.

Other enemies include rocks rolling down the slopes, birds dropping said rocks, insects that fly at you, brown flea-like enemies that hop around after rising out of the ground. Take your time, and unleash a full-power attack when enemies start showing up in droves.

When you reach the top, you'll fight what looks like a slightly muscular but also slightly skeletal pterodactyl. You can only attack the head when the mouth is open. When the pterodactyl backs up and then darts right at you, stay on the lower level and duck. Stay on the lower level and be ready to duck and/or jump as the boss spits the big fireballs. When it starts spitting the smaller fireballs, you'll want to unless a full-power attack if you can and attack as many as possible; otherwise, stay in the center and duck.

After this, the boss will back up and then dive at you multiple times. Stay close and keep moving back and forth with it, and fire your thunder magic as you're moving back. After one big dive that you can avoid by staying on the move, the pattern repeats. As for companions to bring in, any of them will do, but the raven and the will-o'-the-wisp are best. Once you beat the boss, head further to the right and take out the rocks along the way to enter the next stage.

Thursday, August 13, 2026

PrinceWatercress plays Alisia Dragoon - Part 3 of 8


Things get a little hairier on the airship...


Stage 3


When you start the stage, you'll have three turrets firing at you. Shoot the two on the right first to make it easier to get around, and you can take out the one at the left. If you go to the left after going far enough to the right while taking out more turrets, insects will start flying out at you.

The blue fairy will give you maximum power for all your attacks for a limited time.

The purple soldiers will self-destruct if they get to the ground where you are, so shoot them down before they do.

On your way up to where the enemies on the platforms are, you'll want to get the item that brings your attack power to Level 3. As for the platform enemies, shoot them down so you can leap from platform to platform to continue on.

The boss is a bunch of purple bio-turrets or something. Bust out the raven companion and make sure they are at Level 3 to do maximum damage on all the turrets; the fewer that are active and shooting directly at you at once, the better. You'll also have to deal with orbs that slowly fly towards you as well as insects with multi-way shots that peek in and out of the walls. You'll need to destroy the turrets and the insects to beat the boss battle and jump off the airship and into the mountains for Stage 4.

Wednesday, August 12, 2026

PrinceWatercress plays Alisia Dragoon - Part 2 of 8


This stage gets a little bit easier when you take your time through most of it and look around for power-ups.


Stage 2


Never stand on the lily pads for more than a fraction of a second. They're really monsters, and if you don't jump to the other side immediately, you're going to get chomped on.

Human enemies will pop up from out of the water when you start the stage, so take your time and attack with a full-power attack to hit them all at once if you can in case there is more than one on the screen.

If you see any nooks and crannies below any cliffs, search them for hidden power-ups. 

You'll soon face your first mini-boss. To defeat the worm, keep your distance as you fire at its head and watch the water to see where it is. The worm likes to fly around and also jump into you from the water. Be sure to charge your attack when the worm is not on screen, as the more powerful your shots are, the better. The water doesn't hurt you, but enemies can pop out of it, making it an unsafe place to be.

You'll soon be able to produce a platform created by two fairies. Shoot down the power-up globe, and fairies will appear on the right-hand side of where you fought the worm. Stand on the sparkles to get elevated upwards and go further.

If enemies are near the lily pads, the lily pads will start attacking without you having to be on them. Take your time and take out the nearby enemies before moving on.

When the humanoid enemies on the flying platforms show up, hit them with a full-power attack to decimate them immediately before they can fire projectiles at you.

Be sure to drop down into what seems like a pit when you see the humanoids on the flying platforms. One of the power-ups is a silver curled-up lizard, which will revive any defeated companions with full health. The only downside is that if you revive a companion, they will start over at Level 1, and you will have to power them back up again. You'll also find a health extension next to it.

You'll then face the boss. You'll want to shoot at the mouth when it opens while avoiding any clouds that fire out from it as well as the boss itself. Watch the water to see where it will pop out, and shoot down the fleas that it shoots out of its head. From there, get away from it when it moves towards you so you don't get hit. The pattern will then repeat itself. Full-power shots that cover the screen will work well against the fleas, and will also work well at hitting the boss in its open mouth as it lunges towards you.

When you beat the boss, you'll get on an airship for Stage 3.

Tuesday, August 11, 2026

PrinceWatercress plays Alisia Dragoon - Part 1 of 8


After seeing a few people play this game, it was only a matter of time until I played this myself.


From the manual...

As Baldour, the prince of all things evil, near the end of his dormancy, the cocoon in which he rests is transported to Earth by his aide, Ornah. The world is still reocering from the devastating effects of Baldour's last visit.

Alisa Dragoon is the daughter of the magician who attempted to stop Baldour. When she was a child, Alisia's father was tortured to death before her very eyes. His final cries of agony ring in her ears even now. Inexplicably, Alisia's life was spared. She is now a woman with magical ability rivaling that of her father. "Baldour is going to wish he had killed me as well," she vows.

Alisia must find Oranh and the cocoon before Baldour awakens. Use her Thunder Magic to demolish enemies, and summon any one of the four friendly monsters to help you. If Baldour awakens before you can destroy the cocoon, there may be no more tomorrow...

Stage 1


Once again, the silver star fell from the sky, unleashing evil and destruction for the second time. The one person who can save the world must seek out this object. 

Whenever you see the word "Demo" in the lower-right corner, control of Alisia is out of your hands until it disappears.

At the top of the screen is your HUD. At the top-left is Alisia's health and attack power meter. As you hold down the attack button, you will strike the nearest enemies with bolts of thunder magic as the meter slowly drains. You'll need to stop attacking briefly in order for the meter to slowly refill. When the meter is full, it will flash, and if you attack then, you'll perform a thunder magic strike that circles across the screen. At the top right is the health and attack power of your monster companion, should you currently have one on-screen. When the companion's attack meter is full, the enemy will attack if there is an enemy on-screen.

Left and Right on the D-Pad let you move left and right. Down lets you duck, and you can turn around while ducking with Down-Left and Down-Right. The A button lets you switch between the four monsters with Up and Down on the D-Pad, and pressing A again confirms your monster selection. You can even choose to not have a monster companion on the screen at all, if you wish. B attacks with thunder magic, and C jumps. Start pauses the game.

You have four different animal companions. Dragon Frye is a dragon that can shoot fireballs in the direction you are facing. It is strong and has a high attack recharge rate, but it is the biggest target of the four companions. Ball O' Fire is a will-o'-the-wisp that has to run into enemies to attack and defeat them, and it is not very strong at first until you power it up. It can, however, take a lot of damage. Thunder Raven is a neon-colored raven that has an attack that affects the entire screen and hurts all on-screen enemies, but you will have to wait a while for the raven to attack again and it is another large target like the dragon. Boomerang Lizard is a flying lizard that fires boomerangs at enemies, and while it has a powerful attack that has some spread and some good recovery time, the boomerangs may not always hit their target.

When you start the stage, you will have insects flying at you. You'll want to duck down and shoot whenever you see them, and inch your way forward and take your time so the insects don't eat at your health.

Once you're down the slope, you'll see what look like yellow insects flying out from the left side of the screen as well as things that look like brains that shoout out spores that turn into mushrooms. The flying insects are bad enough, but the brain things need a bit of thunder magic to destroy. You'll want to avoid their spores as they fly out, and you'll also want to avoid the mushrooms that form when the spores hit the ground, as both things can damage you.

The flying winged globes with gold stars in them are power-ups. You'll need to shoot them to get the power-ups inside. Some of them will be in sight, while others have to be revealed by moving into specific spots, especially if you find a hidden passage. Shoot them with your thunder magic to open them. The blue potions will refill one rectangle of health for Alisia, while the meat will refill one rectangle of health for your current magical companion. If you need to heal a companion, switch to that companion before grabbing the meat. You'll want to keep your companions alive, as items that revive them are few and far between.

You'll need to duck down and attack to take out the black caterpillars as well as the bats that fly out from the top of the screen. The bats will swoop down if given the chance, and the black caterpillars can come at you from behind and even try to roll into you.

You'll soon enter a temple. Take your time, let your thunder magic recharge before forging ahead to take out any wizards that suddenly teleport into view, and explore carefully so you don't miss power-ups and hidden passages. You may have to leap into a wall or two to find some. You'll be able to find blue stars that will level up your current companion. Companions can be leveled up to Level 3, and by doing this, you can not only make their attacks stronger, but you can also change their appearance slightly.

The slimes will burst into flame when you hit them, so make sure you hit them from a distance.

The Alisia Dragoon doll acts as an extra life. In case Alisia loses all of your health, you'll have a continue to work with. Yes, the game does the "lives as continues" thing, but it takes a little while for Alisia to lose all her health if you take your time and don't rush through the game.

At the end of the temple, you'll run into Baldour, but you'll also run into Ornah, who will commend you for getting this far before fleeing with Baldour and daring Alisia to come to their palace. From here, you'll continue into what looks like a cave. Take your time and inch your way forward to hit the flying insects and the teleporting wizards. If you need to recharge your thunder magic, be sure to duck so you don't get hit by any flying enemies.

The square with the circle adds one rectangle to Alisia's maximum health. You can have up to six rectangles, and you're going to need all the health you can get. The orbs with the thunder bolts surrounding it will increase the level of your attack by one. You'll start out at Level 1, but by collecting these orbs, you can make your attack more powerful so it doesn't take forever to defeat enemies as you progress through the game.

The soldiers with the tridents will only be vulnerable after they stop flickering from teleporting on-screen. If given the chance, their tridents will extend forward slightly to hit you. Ditto with the wraiths who show up to drop bricks from above. Be ready to hit them or stay out of the way when they teleport in and stop flickering, as the bricks they drop can do quite a bit of damage.

The boss is a pair of assassins. Bust out the Dragon Frye and have the Dragon Frye attack the boss while you duck down and strike with full power thunder magic. You'll want to watch out for their daggers, as some of them will spin and fly around in an attempt to hit you, so you'll want to stay on the move when necessary. As for the ones that fly straight ahead, you can duck under them and they will just whizz past.

When you complete a stage, both Alisia's health and those of her companions will be fully replenished.

Monday, August 10, 2026

PrinceWatercress plays Power Blade II - Part 6 of 6


...and now, the epic conclusion of Power Blade II!


Stage 6


For Area 2 (Area 1 is just you dropping in), you'll be jumping around in the red goop in order to not sink into it. If you want, you can latch onto the ceiling by holding Up and jumping into the ceiling with the Newt Suit, then holding Left or Right to climb across the ceiling. Destroy the long bugs with your boomerang as they pop up.

To destroy the worms in Area 3, throw boomerangs into the red eye. They will attack if given the chance.

For Area 4, the snake blocks make a return. When you reach some more permanent platforms midway through, take the lower set of blocks at first. This will make it easier to switch to the other set. You'll soon have four sets of snake blocks near the end; make sure you take a set that is heading to the right to get to the exit. Be careful with the moving platform at the end; you don't want your head hitting the ceiling spikes.

Area 5 is the same as Area 3. Area 6 is another "watch out in the goop below" area. Be ready to jump to take out some of the jets, and avoid the pincers in case they show up while you're in the red goop. Keep in mind that you can slide over the one-block-long gaps with the spikes in them to get past the spikes safely.

For Areas 7 and 8, keep your distance and repeatedly throw boomerangs with a full power meter in order to take out the enemies safely. When you attack the slime man in Area 9, jump over what's left of him so you'll be past him when he pulls himself together. To get the battery in Area 9, equip the Wet Suit and swim towards the right side of the platform, then switch to the Newt Suit so you can climb over the edge of the ledge and get the battery. Ditto with the energy tank in Area 10.

After defeating some enemies in Areas 11 and 12, use the Rocket Suit at the platforms. Slide off the moving platform on the left, then hold A once you're in mid-air to fly to the door.

For Area 14, use the Newt Suit's ceiling climbing ability to stay out of the goop and keep the pincers from hitting you. When you land on the platform in the spike pit before the final door, jump to the right immediately so you don't get caught out near the end and sent into the spikes for a cheap instant death.

From here, you'll have to go through a boss rush with all five bosses' battles being redone in order. When you beat a boss, you'll get all of your health refilled and a fair bit of energy back, but don't be afraid to press Select to use of your energy tanks. The same strategies for each boss battle still apply.

You'll then see the head of the Delta Foundation turn into an alien. To beat him, stay in the center of the room and keep on jumping. The boss will keep teleporting in and out, and his projectiles will temporarily freeze the goop that makes up the floor of the room so you won't slowly sink into it for a little while. Avoid the projectiles, keep on hopping up and down and keep shooting projectiles at the boss and you'll eventually beat the boss, which is a lot easier than one would expect.

Having saved mankind again, Nova heads back to headquarters just in time for Christmas, his accomplishments never being made public due to the nature of his work. You just beat Power Blade II!

Sunday, August 9, 2026

PrinceWatercress plays Power Blade II - Part 5 of 6


After completing the first four stages of the game, we can finally play the fifth one...and this is where things get tough.


Stage 5


Area 1 is fairly straightforward. Area 2...not so much. You'll need to jump from moving platform to moving platform to get to the top. Use a Newt or Patriot Suit to take out the enemy at the top without receiving damage.

You'll eventually run into Jacqueline, who tells Nova that the president of the Nova Foundation is really an alien from outer space who is now spreading his troops around in order to invade Earth, and that he was really trying to sell the fighting cyborg in order to raise funds for the invasion. If the Nova Foundation is not stopped, Earth's days are numbered.

From here, the stage gets more difficult. Area 5 introduces green snake blocks much like in Super Mario World, that you'll need to ride while avoiding the spikes on both the floor and the ceiling. You'll need to pay attention to where they are going in addition to keeping up with them to get to the other side. Make sure you don't go too far to the left, or else you won't have another snake block to fall back on in case you run out of room in that direction.

Use the Rocket Suit to get the battery at the bottom of Area 6.

For Area 7, use the Wet Suit to get to the bottom more quickly and get the energy tank at the bottom. Ditto for Area 8 so you can destroy the block near the exit.

In Area 9, stick to your suitless form. and destroy the doors spawning the orbs while using the platform to get to the bottom. Remember that the platform stops moving when you jump upwards. For Area 10, switch back to the Wet Suit and avoid the sparks while destroying the enemies from the sides of the platforms.

For the boss, equip the Patriot Suit. Shoot at the boss as it flies around, and always slide when the boss is directly above you so you don't get hit when the boss drops down. This will make it easier to destroy the boss.  The first time the boss passes by you leads to nothing, but the second time leads to the drop down. If you don't attack the boss after he drops down, he will rush towards you; if you do, he just jumps back up and starts flying back-and-forth again.

Saturday, August 8, 2026

PrinceWatercress plays Power Blade II - Part 4 of 6


In this entry, we take on the fourth and last of the selectable stages.


Stage 4


After dealing with the big round robots and the jetpack cyborgs in Area 1, Area 2 has you going underwater. Make sure your power meter is as high as possible before you attack or else your attack range will be seriously reduced.

Use the Wet Suit in Area 3. This will keep you from jumping into the ceiling spikes. As for Area 4, you'll want to be in normal mode for the start, then you'll want to use the Wet Suit to grab all the good stuff in addition to getting around. As for the rest of Area 4, the water will push you back, but you can get around slightly more quickly by jumping your way forward.

There will be double doors in Area 5. The dragon mini-boss here bounces around just like the dragons in the last two stages, but this time, you'll have water rushing across the floor that acts like a conveyor belt that constantly pushes you to the right. Keep that in mind while fighting the dragon mini-boss. Beating this battle will net you the Patriot Suit, which is much like the Newt Suit but has two protective satellites that reduce the damage you take in addition to tracking enemies and destroying them.

The rest of Area 5 has water continuing to push you to the right as you deal with slimes that hop around and stick to ceilings that split into two much smaller slimes when you hit them.

Area 6 has the disc-throwing cyborgs and the jetpack cyborgs. Use the Rocket Suit to get to the door at the bottom.

Area 7 has a floor that slowly rises and falls. Wait for the floor to move down before sliding down narrow corridors or you will get stuck, crushed and killed.

To beat the twin cyborgs in this stage's boss battle, come in with the Newt or Patriot Suit, then slide to the right and stay close to the twin on the right. Keep attacking the twin on the right and keep on moving so that the twin on the right doesn't jump into you. You'll keep hitting the twin on the right, but you'll also hit the twin on the left every so often, too. The twin on the right will go down first, and from there, you can easily destroy the twin on the left. The twin cyborgs only attack when you do, and you'll want to strike when in range and be ready to move. For the left twin, stay on the right and attack from a good distance. The twin on the left can only jump so far to the right before jumping all the way back to the left. Once the twin cyborgs go down, you'll complete the last of the stages and you'll be ready for Stage 5.

Friday, August 7, 2026

PrinceWatercress plays Power Blade II - Part 3 of 6


Stage 3 has one of the toughest bosses in the game.


Stage 3


In Area 1, the purple cyborgs keep moving as long as you keep attacking. Keep that in mind if you're going to pelt them with boomerangs as you ride the platform up to the top.

Area 2 is a vertical section where you're dropping down, but at least you can take your time here since you don't have the ceiling coming down on you. 

In Area 3, be ready to slide down narrow passages with Down and A. The double doors appear again, and the dragon fight is the same as Stage 2; the only difference is that the room isn't full of water and you have two conveyor belts that move you towards the center of the screen making up the floor. Beating this dragon will net you the Rocket Suit, which allows you to fly around. You're going to need this very soon.

In Area 4, you'll need to use the Rocket Suit. When you equip it by moving the portrait to the "R" picture while the game is paused, you'll be able to fly around in eight directions. Press and hold A to start flying, then use the D-Pad to move around in mid-air. Releasing A lets you slowly float downwards. You can fly in eight directions. While in this area, keep away from the giant fans, as it is instant death if you run into them.

Area 5 has you using the Rocket suit again, but it is a lot more straightforward.

In Area 6, strike with powerful attacks to take out the jetpack robot and its homing missiles..

For the boss battle, equip the Newt Suit and fire powerful attacks at him. You'll want to give yourself some distance and you'll also want to keep him on one side of the room as much as possible by getting him to move around in such a way that he keep running at you after you jump over him so he wall jumps and runs back at you. At the same time, you'll want to get away if he gets too close. This guy can run and jump around, climb across the ceiling and drop down at you, and also throw shurikens. You may have to use an energy tank against this guy. There will also be two sparks running along the length of the room, and you'll want to jump over those when they come your way. 

Thursday, August 6, 2026

PrinceWatercress plays Power Blade II - Part 2 of 6


Our adventure continues in Stage 2, where things get a little more dicey.


Stage 2


In Area 1, you'll want to duck down under the few gaps in the floor so you don't get killed by the spikes that move up and down. Duck down at the conveyor belts if you need to, but make sure you use your slide to get some room to stay on the conveyor belts as the ceiling rises back up.

In Area 2, you're dealing with a ceiling that continuously moves down and has more spikes. Hold forward while sliding so you can get past the balls, and remember that you can throw diagonally downwards while crouching to get rid of the enemy near the end. Make sure not to go too far down, as it is possible to fall past the bottom and lose a life.

In Area 3, you'll encounter water for the first time. You'll move very slowly in it, but you'll also jump higher in it, too. Watch out for the sparks as you grab the spare battery.

In Area 4, you'll be completely in water. Behind the double doors, the brown dragon boss bounces when it rolls into a ball; slide under it as it bounces to avoid it. Beating this battle will net you the Wet Suit. Pause and use the D-Pad to switch to the "W" portrait, then unpause to use the Wet Suit. The Wet Suit lets you swim properly and in eight directions using just the Control Pad, and you can also attack left or right as you swim.

In Area 5, you can use the Wet Suit to get an energy tank.

In Area 6, leap off the platform on the track and get to safter ground as the fire rises, then ride the platform again when the fire descends.

Area 7 is much like Area 2. Hit the bouncing orb enemies when they stop bouncing to fire at you, and ready to break blocks on the ground to make your way further down. Again, make sure not to fall too far down so you don't lose a life.

In Area 8, the gunk at the bottom will act like quicksand. If you get caught in it, keep jumping forward to keep from sinking in. You'll eventually reach dry land and the boss. There will be tiny robots falling out of pipes in the ceiling; you'll have to deal with them if you call into the drink. 

You'll need the Wet Suit to beat this boss. Equip it immediately, and stay in the water and attack upwards to hit the boss. You'll want to be aggressive with the boss here when necessary. Shoot down any missiles that the boss sends your way, and take out the fish that show up as the water in the room rises. Take care not to move into the gap in the center of the floor. If you can stay on the surface of the water, keep the water clear of threats, and continue to pummel the boss, you'll clear this stage in no time.

Wednesday, August 5, 2026

PrinceWatercress plays Power Blade II - Part 1 of 6


It's been a good while since I played Power Blade, so let's play the second game...which isn't as well-remembered, unfortunately.


It is December 24, 2200. The Delta Foundation has just finished development of a cyborg unit that represents the next generation of fighting robots. They would like to sell it to the Department of Defense, and mention that the cyborg would be a threat to the security of the nation if sold to a foreign country before giving the government a week to respond.

The government considered this matter very seriously and assigned a top secret mission to SP Headquarters. Nova, who saved the New Earth colony by restoring the Master Computer in 2191, is secretly called upon by the Department of Defense to destroy the Delta Foundation. Should something happen to Nova, his superiors cannot get involved.

When you start the game, you'll be able to play the first four stages in any order. Beating all four of these stages will unlock the fifth one. Left and Right on the D-Pad allows you to pick between the stages, while Start makes your selection.

Stage 1


Unlike the stages in the first game, the stages here are a lot more linear, a lot more Mega Man-like and much less open. Go through one stage, and you'll figure out why this game isn't as well remembered as the game that precedes it: the level design is by-the-numbers compared to the first game. While it's not completely a bad thing, it does leave a bit to be desired.

At the bottom of the screen, you'll have your HUD. The power of your weapon is at the very top, and picking up stars will increase the power of your attacks. Below all that is the amount of time you have left to play through the level before you lose a life from running out time. Below that is your current amount of health ("Player"), the current amount of energy for your suits ("Energy," which will be explained in due time), the current stage you are in, and the current area of the stage you are in. The last area of a stage will always be the last one before a boss. To the right of all that is a portrait of Nova (which will be useful later), the amount of life canisters that you have, the amount of energy batteries that you have, and the amount of lives that you have.

Left and Right on the D-Pad allows you to move left and right. Down allows you to crouch, as well as attack downwards in mid-air. A jumps, while B throws boomerangs, just like in the first game. You can throw diagonally downwards while on the ground, but you can only throw straight downwards in mid-air, where you can attack in eight directions. You can use Up on the D-Pad in conjunction with B to throw your boomerangs upwards, and you can also attack diagonally upwards, regardless of whether you are in the air or on the ground. Down and A allows you to slide much like in the Mega Man games.

A good amount of the enemies that you'll fight through the game make return appearances from the first game, and if you've played the first game for a decent amount of time, you'll be able to recognize them as well as their attack patterns.

Stars will increase the power of your attacks. Once you get your power to full strength, it won't take as many strikes to defeat enemies. The double boomerang gives you another boomerang to throw, up to a maximum of three. The single red boomerang powers up the base power of your attack.

The hamburger will replenish a few units of your health. The white and pink battery will add energy to your energy meter. The light blue cylinder acts like a Mega Man-style energy can that refills all your health whenever you press Select, assuming you have one in your inventory.

The spinning drills, whether they are on the walls, ceilings or floor, will instantly kill you if you jump into them. Also, you'll be seeing conveyor belts on the floors along with these drills as early as Area 3. Thankfully, it is easy to tell where they will take you by looking at them. Just watch out for the ceiling turrets. When you get to what looks like a maroon-colored Lego, hold Left while on the platform to grab this. This battery replenishes your energy when it empties out, but again, this will be explained when the time comes.

Enemy generating doors can be destroyed by throwing boomerangs at them until they explode, believe it or not.

The grey doors that spit out the small bugs that jump around in Area 4 can be destroyed by your boomerangs. Also, there are blocks that you'll need to break to make progress.

In Area 5, the platforms on the tracks will only move when you're on them. They will stop when you leap off. If you need to, duck under stationary platforms to keep the platform going.

In the middle of Area 5 is a set of double doors. To enter them, stand in front of them and press Up on the D-Pad to open the door and enter the room. Here, you'll fight a mechanical dragon. You'll need to throw boomerangs at it and keep your power high as you do so, jump over the fireballs it spits out, and jump over the dragon itself when it rolls it into a ball to avoid getting rolled into. When you defeat this dragon, you'll get the Newt Suit. The Newt Suit is the power suit from the first game; it allows you to throw energy blasts that travel all the way to the end of the screen that are more powerful than your standard boomerang. 

To switch between your standard form and the Newt Suit, press Up and Down on the D-Pad while paused. This will change the portrait of Nova on the HUD. The Newt Suit is dictated by the portrait of Nova in armor with the "N" in the upper-right corner. While using this or any other suit, the energy on your Energy meter will go down. While you can pick up small batteries to replenish your energy on the spot, more often than not, the maroon-colored batteries will refill your energy automatically, assuming you have at least one in your inventory. If you run out of energy without a replacement battery, you'll go back to your standard suitless form.

In Area 6, watch out for the electric sparks that travel across the wires in the background. At the top where the spikes are; jump to the left so you're on the left wall, then slide to the right to get over the gap and avoid the ceiling spikes. Take care not to get crushed between the moving floor and the ceiling, as that is an automatic loss of a life. Watch out for blocks to break to find a way to the top.

If you lose a life, you will lose a little bit of your power as well as one of your boomerangs and your red boomerang power-up, but it is easy to get back to maximum.

To destroy the purple disc-throwing cyborg in Area 7, you'll need to duck down and throw some maximum strength shots at it. This will allow you to attack while avoiding the discs being thrown at you.

To beat the boss here, switch to the Newt Suit and stay close to the boss while attacking it repeatedly, but not too close. Duck when you are close to the boss while on the ground to avoid the projectiles and the jump over the center, and watch where the projectiles go when the boss is on the platforms in the corners, as that is when the projectiles will create flame pillars that stick around for a few seconds after they hit the floor. 

Tuesday, August 4, 2026

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


...and now, the final world of the game!


The Quacker Tracker - Part 1


The green plants with the blue berries are the projectile shooters for this level. The vertical ones shoot frogs, while the horizontal one shoot bugs. Some of the horizontal ones will look like Venus flytraps.

The worms not only walk across the tops of the platforms, but the bottoms of them as well!

The monkey has a limited movement range.

The witch doctor will teleport into the screen from out of nowhere. A good bomb can take care of them, if you can get one.

The rats with the spears will move towards you and strike when you are on their level. It's a good thing I went above the lone rat in this stage, ducked down and used the bomb to take out two enemies at once, huh?

Spikes can shoot in and out of the floors in some of the "indoor" paths of the levels.

The trophy is behind some hidden walls at the end of the first section. You'll also find a continue near the trophy, too!

Coconuts will drop down if you get close enough to them.

The Quacker Tracker - Part 2


Go down at the start for pick-ups and enemies.

There is a leaf platform shortly after the start that takes you over a small spike pit. On the other side is a nook inside a wall that contains an extra life.

In the maze section of the level, shoot at the tiki heads in the maze area. You may just take down some hidden enemies.

At the bottom of the maze, there is an extra life hidden behind a false wall.

The Quacker Tracker - Part 3



There is another extra life hidden behind a false wall in the lower-left corner of the third section.

To get the best ending, you'll need to beat the game on the hardest difficulty. But at least we've beaten this game on Normal!

Monday, August 3, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 5 of 6


It was only a matter of time before we got a Duck Dodgers reference.


Duck Dodgers in the 24 1/2th Century - Scene 1


Thankfully, you'll have your gun again, now that you're out of World 4.

The projectile shooters are craters with light blue eyes, and they can blend into the ground pretty well. Watch your step.

The green aliens move left and right when you move left and right, and also shoot when you shoot. They cannot be defeated. They also have limited range.

The red floors with the eyes is the death floor for this world; touching them will hurt you.

The green things with the blue eyes are platforms with handholds you can jump into to grab on and jump to higher areas. If you grab one, it will move to the right.

The spiky turtles make a return here, but this time they will keep moving when they see you.

The yellow platforms with the blue eyes will move up and down.

The green cube acts as a crushing enemy that cannot be defeated, and it will come down onto the floor if you get close enough to it. 

The green slime ghosts cannot be defeated. They also pop up out of nowhere.

There is an extra life above the level exit; just watch out for the projectile shooter.

Duck Dodgers in the 24 1/2th Century - Scene 2


Grab the black potion below the first enemy you see at the start to make him easier to eliminate. The helicopter enemy floats back and forth and shoots slime upwards that quickly drops down.

The red cloud enemy will fly away unless you shoot it down quickly. It also shows up out of nowhere, too. What is with this level and enemies popping up out of nowhere?

The gold shiny platform swings back and forth when you jump onto it.

The green bat enemy will dive at you if you get close enough.


There is an extra life directly above the exit.

Duck Dodgers in the 24 1/2th Century - Scene 3


There is an extra life in the upper-right corner of the level.

The trophy for this level is in the lower-left corner of the level, directly across from the level exit at the very bottom.

Sunday, August 2, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 4 of 6


Despite being named after the cartoon involving Daffy Duck and martial arts, there aren't really many references to that cartoon in this game...or any of the cartoons the worlds are named after, for that matter.


Assault and Peppered - Scene 1


Unlike the other worlds in the game, you don't attack with your gun in World 4. Instead, you attack with a kick while standing, a karate chop while crouching and a jump kick in mid-air. You also somersault when you jump. Amazingly, all of the power-ups still work the same way. However, you can get your range back. If you pick up a green six-pointed star like you would any of the other power-ups in the game, you'll be able to throw that and get some range back.

The spiky orange turtles cannot be damaged and do not count towards the enemy quota for each section. You're better off avoiding them, anyway. If they see you, they will stop, duck into their shells and quiver. This will make it easier to jump over them.

The red ninjas that climb on the handholds can throw shurikens at you if you get too close. It's best to attack him when he turns his back, especially with the star.

The robots that move back and forth will attack with karate chops that shake the screen. Those karate chops also block the stars, so hit him from a distance if you have them.

The armored guards with the spiky helmets are invincible and do not count towards the enemy quota.

The copper pots serve as the projectile spitters for World 4.

Assault and Peppered - Scene 2


The enemies with the buck teeth and the cone hats stand in place and karate chop. Time your star throws so that they don't bounce off their karate chops.

The wolf martial artists move quickly and turn into a tornado to block attacks, but they stop to look around every once in a while before they start moving again. Use that break as an opportunity to attack.


Assault and Peppered - Scene 3


Go up at the start to get the star; you're going to need it here.

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.


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.


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.


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.