Wednesday, October 21, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Part 3 of 4


Well, at least this level isn't as bad as the last one.

First | Previous | Next | End

The Faces of Sylvester

Sylvester's Scaffolding


For this level, you'll be dealing with the spiders on the ground level, a thunder cloud that chases after you and fires lighting bolts from the top of the screen, and a bunch of scaffolds in between. Keep moving to avoid being shocked, and stay at ground level at all times to get the key here, and once you free the mouse, immediately head to the right and don't stop. That way, the thunder cloud never returns.

The River of Paint

In this stage, you'll be able to move around in eight directions with the D-Pad on a tiny raft with a tiny paddle. Aside from the spiked balls that will fly toward you, you'll also need to avoid the laser shots from the guns above and contend with fans that push you back and make moving forward a little more difficult. Thankfully, as long as you're paying attention, getting to the exit won't be too difficult.

Mount Sylvester

At the start of the stage, head all the way to the right and avoid the falling rocks as you go. You'll find a rope, grab it, then hold Up and press Button 1 to throw the rope upwards so you can climb up the mountain. Watch for falling rocks and enemies as you make your way up, as you won't be able to avoid anything as you climb. The key will be at the top, although you may and will have to do some jumping to get to it. The exit will be all the way to the right at the top of the mountain.

Boss

Sylvester will be inflating and sending tiny red balloons at you. You'll need to jump off the moving platform, then jump off the balloons and hit Sylvester in the face with hats. If you run out of hats, the game will give you one to throw at Sylvester. In case you throw it to the left on accident, you can always count on the hats' boomerang-like properties to turn the other direction and hit Sylvester if the hat is at face level. If your timing is good enough, you may be able to hit Sylvester with two hats per pass. Once Sylvester glows funny colors, it's on to the final level of the game.

Tuesday, October 20, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Part 2 of 4


Now for the second level. Depending on what system you're playing on - Master System or Game Gear - this will be easy or hard.

First | Next | End

Sylvester's Island of Danger

A Weekend in Hawaii (Part 1)


In this area, you'll be just inches away from lava at the bottom of the screen. If you touch that lava, it's instant death. You'll also have to contend with platforming, big red hermit crabs that will snap at you, moving platforms in the lava that may switch directions a little earlier than you expect...and the lava droplets. These things are the worst...sort of. If you're playing this on Master System, you can see them just fine. They won't be much of a problem on the console version of the game. On Game Gear, where the game is a little more zoomed in and the camera forces Speedy into the center of the screen, it's a different story. Sometimes the lava droplets will show up outside of your field of vision, and you can leap into them and take damage. As a result, the level is harder on Game Gear, and it got harder to the point that I had to switch from Game Gear to Master System and start the whole Let's Play over from scratch. It also doesn't help that the lava droplets don't make a sound until after they land.

At least you'll be able to find the key to rescue the mouse early in the level. So there's that to look forward to after the way-too-long paragraph that I just typed.

A Weekend in Hawaii (Part 2)


In Part 2 of A Weekend of Hawaii, you have more narrow platforms and a lot more opportunities to land in lava. Again, this part is much easier on Master System than on Game Gear, as the Game Gear's screen real estate and how it handles the level makes it look like you're taking leaps of faith every time. Other than that, Part 2 is more of the same from Part 1 except with harder platforming.

The key is near the end of the stage.

The Lake of Piranhas


You'll be in the water here. You can swim in eight directions with the D-Pad, but you're better off sticking to the surface and waiting for the trees in the background to show up a second time as you swim at the top of the water to the right. You'll find the key below where the trees begin again. Once you get the key, keep going all the way to the right. When you reach the end, go down and avoid all the fish, urchins and octopi to get to the exit.

Boss

To beat Sylvester, you'll need to catch the anchors that Sylvester throws with the clam that Speedy is holding. Get the clam below the falling anchors, press Button 1 so that you bounce the anchor back, and hit Sylvester with the anchor. Also, tap Left and Right so you don't slip around everywhere. You can bounce anchors more than once if you're waiting for Sylvester to come to you, so hitting him is a snap as long as your timing is right. Once you hit Sylvester enough times, it's on to the third level.

Monday, October 19, 2026

PrinceWatercress plays Cheese Cat-Astrophe Starring Speedy Gonzales (SMS) - Part 1 of 4


I've been sitting on this one for a good, long while, but now that I've gotten the extra video for it done that I wanted to get done, it's finally here!

Next | End

Looks like Sylvester has kidnapped Speedy's girlfriend (I guess). It's time to take down Sylvester and get her back.

The Desert

The Sand Dunes


In the upper-left corner, you'll see your health as well as the number of hats you have. Hats are used as weapons, and the hearts act as health. You'll lose half a heart when you get hit, and collecting hearts will refill your health. Cakes and cheese will refill half a heart, while a heart will refill one whole heart.

Left and Right let you move left and right, Down ducks, Button 1 throws hats (assuming you have any) and Button 2 jumps.

The spiders will run at you, and the scorpions will strikes at you with their tails. Throw your hats or jump on them from above to take them out.

Along the way, there are holes. Go down them by pressing Down while on top of one. This lets you enter underground chambers where you can beat enemies up as well as get some pick-ups, including hearts for health. The trampolines can get you to higher places, but some of them can get you back above ground.

By going into the underground tunnels, you'll eventually find a key. This will take you to a mouse that has been taken hostage. Hold Right immediately to get to the other end of the room, avoid the bats and free the mouse. By freeing the mouse, you'll reveal the exit, and you'll be able to head to the next stage.

Once you've freed the mouse, get back above ground and head all the way to the right to find the exit.

The Rocky Mountains

You'll have plenty of hazards to deal with here: falling rocks, giant flowers that turn into monsters that you can't destroy when you get too close, and tentacles that come out of the holes to grab at you. Be careful where you're going as you're jumping over gaps in bridges and making your way to the right so you don't take damage. The key will be in front of a bigger hole in the cliffs; grab it and rescue the mouse so you can get to the exit at the end.

The Dry Lands

Be ready to move as soon as you enter this stage, as there will be a buzzard flying around at the top of the stage swooping down at you every chance that it gets. There are holes in the ground, and you'll need to look through every single one of them for the key so you can rescue the mouse and unlock the exit at the far right side of the stage. Make sure you jump on the snakes guarding the holes to defeat them so you can go underground and look for the key. As you're underground, watch out for the enemies that will both figuratively and literally drop in on you.

The first two holes have healing items if you need them, while the fourth hole has the key. The third hole has the exit, which only pops up if you rescue the mouth.

Boss

The boss is Sylvester being carried around by a vulture. (In the Game Gear version, he's wearing a jetpack, and the top of his head looks weird as a result.) Wait for him to drop a stick of dynamite, then pick it up with Down on the D-Pad and throw it upwards with button 2. The sticks of dynamite blow up after a couple of seconds, but it will take a lot of trial and error to throw it upwards at the right time so it blows up directly on Sylvester.

If you take too long to grab a stick of dynamite, wait for Sylvester to drop another one before going back on the attack.

Once you manage to hit Sylvester enough times, Sylvester flies away, and it's on to the second level.

Sunday, October 18, 2026

PrinceWatercress plays Catacastles - The Longplay


...and now, about ten or so minutes of gameplay, minus commentary! Enjoy!


Catacastles is a type-in game for the BBC Micro written by Thomas Evans with the code made freely available in Volume 3, Issue 1 of The Micro User from March 1985. The game is two-player only, and can be played with just one button.

Believe it or not, there is a story to this game, but unless you actually read the issue of The Micro User from which this came from, you'd have no idea.

Many years ago there lived a sorcerer in the land of Wong. On his many voyages and adventures he captured one item which he valued more than all else - a ruby with strong magical powers.

Also in the land of Wong lived a mighty baron. One day at a feast, long after the sorcerer had finished his last adventure, the baron saw the ring and wanted it at once.

At midnight, he sent one of his minions into the sorcerer's chamber to steal the ring. The minion, the baron and his followers then sped back to the baron's castle.

The next day the sorcerer realized what had happened and was furious. He called on the eagle king to act as judge and a vicious battle of magic ensured between the sorcerer and the baron who now had the ring.

Both were quickly drained of their magic until they died, devoid of all power, and the ring disintegrated.

But the battle went on using catapults - you and another player succeeded the baron and the sorcerer.

Both players play as barons who are shooting at each others' castles with catapults. CAPS LOCK is used for the left player, while COPY is used for the right player. (On my keyboard with BeebEm, it was CAPS LOCK for the left player and End acting as the COPY key for the right player. Your emulator's default key settings may vary.) Both players press and hold their respective buttons to launch shots from their respective catapults. The longer a player holds the button, the higher the angle that the shot is fired. If a player hits a bird, the bird will carry their shot until they press their respective button again to drop the shot straight down.

Both players will go at it destroying each others' castles with their catapults, and whoever completely destroys their opponent's castle first wins. You can hit the other person's catapult to temporarily disable it for a few seconds, and if the person behind the catapult gets hit, they will turning away from their catapult and be stunned, leaving them unable to do anything for a few seconds.

Despite being a pretty simple game, there is some trial and error in seeing how the shots work and how high and how far the shots go, which makes for some hilarious hijinks as both players attempt to tear at each other. I do like the idea of the bird flying back and forth with the potential to be used like a bomber plane against the opponent, but it takes some time to set up, which can be a bit of a risk. It's still fun, though.

With that, there's not much else to say about the game. The graphics are simple, but easily identifiable. The sound is basic, but serviceable and works like it is supposed to. The gameplay is boiled down to one button and how long you hold it (or for weak shots, how quickly you press it), and when typed in properly, there were not any errors to speak of in the code. Your mileage may vary with this game, but it's still a nice game that's easy to pick up and play. Thankfully, the game in its complete state is easy to find, so you might as well check this one out; it's definitely worth giving a try even if for just a few minutes.

Saturday, October 17, 2026

PrinceWatercress plays Catacastles


This may be the simplest game I've played since...well, it's hard to tell. I've played a few games on the Beeb that are easy to play. But at least with this type-in game, you and a friend can tear into each other with reckless abandon.


Catacastles is a type-in game for the BBC Micro written by Thomas Evans with the code made freely available in Volume 3, Issue 1 of The Micro User from March 1985. The game is two-player only, and can be played with just one button.

Believe it or not, there is a story to this game, but unless you actually read the issue of The Micro User from which this came from, you'd have no idea.

Many years ago there lived a sorcerer in the land of Wong. On his many voyages and adventures he captured one item which he valued more than all else - a ruby with strong magical powers.

Also in the land of Wong lived a mighty baron. One day at a feast, long after the sorcerer had finished his last adventure, the baron saw the ring and wanted it at once.

At midnight, he sent one of his minions into the sorcerer's chamber to steal the ring. The minion, the baron and his followers then sped back to the baron's castle.

The next day the sorcerer realized what had happened and was furious. He called on the eagle king to act as judge and a vicious battle of magic ensured between the sorcerer and the baron who now had the ring.

Both were quickly drained of their magic until they died, devoid of all power, and the ring disintegrated.

But the battle went on using catapults - you and another player succeeded the baron and the sorcerer.

Both players play as barons who are shooting at each others' castles with catapults. CAPS LOCK is used for the left player, while COPY is used for the right player. (On my keyboard with BeebEm, it was CAPS LOCK for the left player and End acting as the COPY key for the right player. Your emulator's default key settings may vary.) Both players press and hold their respective buttons to launch shots from their respective catapults. The longer a player holds the button, the higher the angle that the shot is fired. If a player hits a bird, the bird will carry their shot until they press their respective button again to drop the shot straight down.

Both players will go at it destroying each others' castles with their catapults, and whoever completely destroys their opponent's castle first wins. You can hit the other person's catapult to temporarily disable it for a few seconds, and if the person behind the catapult gets hit, they will turning away from their catapult and be stunned, leaving them unable to do anything for a few seconds.

Despite being a pretty simple game, there is some trial and error in seeing how the shots work and how high and how far the shots go, which makes for some hilarious hijinks as both players attempt to tear at each other. I do like the idea of the bird flying back and forth with the potential to be used like a bomber plane against the opponent, but it takes some time to set up, which can be a bit of a risk. It's still fun, though.

With that, there's not much else to say about the game. The graphics are simple, but easily identifiable. The sound is basic, but serviceable and works like it is supposed to. The gameplay is boiled down to one button and how long you hold it (or for weak shots, how quickly you press it), and when typed in properly, there were not any errors to speak of in the code. Your mileage may vary with this game, but it's still a nice game that's easy to pick up and play. Thankfully, the game in its complete state is easy to find, so you might as well check this one out; it's definitely worth giving a try even if for just a few minutes.

Friday, October 16, 2026

PrinceWatercress plays Alien (Atari 2600) - The Longplay


...and now, a regular game of Alien minus the commentary! Enjoy!


Alien for Atari 2600 is a Pac-Man clone based on the 1979 sci-fi movie of the same name. Playing the game is pretty simple: reset the game to start, then move the joystick to move your character while avoiding the three aliens (which barely look like Xenomorphs) that move around the maze and collect all the dots by walking over them to complete the level. Of course, given that this game is based on one of the most influential American sci-fi films of all time, what you're really doing when collecting the dots is - get ready for it - destroying alien eggs. Gotta figure those facehuggers into the story when they don't show up in the game at all. There's also the occasional pick-up just north of center of the maze that is worth a couple thousand points. You'll obviously want to grab these things without risking losing a life if you want to go for a high score.

Aside from being able to move around much like you do in Pac-Man, you can also fire a flamethrower at the aliens with the fire buttons. If you're about to run head-on into an alien coming at you, a well-time fire button press will deter that alien and get it away from you for a second. It only really works when you and the alien are facing each other, which never really happened for me that often, as I've come to find out after playing this. You can only fire the flamethrower to the left and to the right. The flamethrower also has limited ammo, and once you run out, you won't be able to use it again until you clear the screen and head on to the next one.

You also have a few other tools along the way. There are three pulsars, which look like red asterisks and only show up one at a time at the very top center, which work just like the Power Pills from the game that [i]Alien[/i] is based on: you grab one, the aliens turn blue, and if you touch any of them before they flash and change back to their normal colors, you get bonus points, and if you touch all three before that can happen, your score will get seemingly exponentially bigger. They only really work on the first two levels at best, as invincibility time goes down sharply the longer you go. By the time you reach the fourth screen on the first game variation, the Power Pills will stop working completely, and you won't even be able to use them to get those last few alien eggs that are being fiercely guarded.

You also have the tunnels on the sides of the maze. You can use them to wrap around the screen, but so can the aliens! Also, in another example of what the enemies can do here that they can't do in Pac-Man, the enemies here can also double back without warning! You could be right behind an alien only for the alien to suddenly turn around and get you. It's best to give them a wide berth if you can help it. 

When you complete a level, you'll enter a bonus area. Up and Down on the joystick will allow you to move up and down, which are the only two directions you can move in on these bonus stages. If you run into an alien, or if you take too long, the bonus level ends. If you can get to the object at the top of the screen, you'll get a couple thousand bonus points.

The left difficulty switch changes the direction in which the aliens travel. B/Novice has the aliens move in fixed patterns, which you can probably figure out if you sit there and watch them, while A/Expert has them move in random patterns.

The right difficulty switch changes the effects of the pulsars. On B/Novice, they work much like the Power Pills in Pac-Man. On A/Expert, they don't work at all, effectively making the right difficulty switch the on/off switch for the pulsars.

There are also four levels of play that can be selected with the Game Select Switch. Level 1 is the normal game, where you start with three lives and get a bonus life after clearing the second screen. Unfortunately, it will be the only bonus live you'll get, and this and Level 4 will give you only one bonus life to grab and no more, no matter what. You'll also get the prizes in the normal chart order from the manual: the rocket, the Saturn, the starship, and then the surprises. The fact that bonus lives are tied to progress and not score is interesting to me, since that's not something that I usually expect an Atari 2600 game to do.

Level 2 is the advanced game. It is the same as Level 1, but you start with two lives and you don't get any bonus lives at all. Level 3 is the expert game, which has the three lives from Level 1 and the lack of bonus lives from Level 2. Also, all the prizes are Saturns and are worth 1000 each.

Level 4 is the practice game. You'll start with six lives, and you'll earn a bonus life after clearing the first screen. Just like in Level 3, all of the prizes are Saturns.

Despite being loosely based on the movie of the same name, this is a pretty interesting clone of Pac-Man. The flamethrower adds a little bit of variety to the game if you can use it correctly, and the bonus stage between levels briefly breaks up the monotony. The graphics are pretty easy to see against the dark background, and I like that the eggs you're collecting/destroying cycle through the spectrum of colors that the Atari 2600 can display. There are plenty of Pac-Man clones on the Atari 2600, and this is one of the good ones.

Thursday, October 15, 2026

PrinceWatercress plays Alien (Atari 2600)


Man, they made a pretty good Pac-Man clone out of the first movie in the Alien franchise, huh?

Longplay

Alien for Atari 2600 is a Pac-Man clone based on the 1979 sci-fi movie of the same name. Playing the game is pretty simple: reset the game to start, then move the joystick to move your character while avoiding the three aliens (which barely look like Xenomorphs) that move around the maze and collect all the dots by walking over them to complete the level. Of course, given that this game is based on one of the most influential American sci-fi films of all time, what you're really doing when collecting the dots is - get ready for it - destroying alien eggs. Gotta figure those facehuggers into the story when they don't show up in the game at all. There's also the occasional pick-up just north of center of the maze that is worth a couple thousand points. You'll obviously want to grab these things without risking losing a life if you want to go for a high score.

Aside from being able to move around much like you do in Pac-Man, you can also fire a flamethrower at the aliens with the fire buttons. If you're about to run head-on into an alien coming at you, a well-time fire button press will deter that alien and get it away from you for a second. It only really works when you and the alien are facing each other, which never really happened for me that often, as I've come to find out after playing this. You can only fire the flamethrower to the left and to the right. The flamethrower also has limited ammo, and once you run out, you won't be able to use it again until you clear the screen and head on to the next one.

You also have a few other tools along the way. There are three pulsars, which look like red asterisks and only show up one at a time at the very top center, which work just like the Power Pills from the game that [i]Alien[/i] is based on: you grab one, the aliens turn blue, and if you touch any of them before they flash and change back to their normal colors, you get bonus points, and if you touch all three before that can happen, your score will get seemingly exponentially bigger. They only really work on the first two levels at best, as invincibility time goes down sharply the longer you go. By the time you reach the fourth screen on the first game variation, the Power Pills will stop working completely, and you won't even be able to use them to get those last few alien eggs that are being fiercely guarded.

You also have the tunnels on the sides of the maze. You can use them to wrap around the screen, but so can the aliens! Also, in another example of what the enemies can do here that they can't do in Pac-Man, the enemies here can also double back without warning! You could be right behind an alien only for the alien to suddenly turn around and get you. It's best to give them a wide berth if you can help it. 

When you complete a level, you'll enter a bonus area. Up and Down on the joystick will allow you to move up and down, which are the only two directions you can move in on these bonus stages. If you run into an alien, or if you take too long, the bonus level ends. If you can get to the object at the top of the screen, you'll get a couple thousand bonus points.

The left difficulty switch changes the direction in which the aliens travel. B/Novice has the aliens move in fixed patterns, which you can probably figure out if you sit there and watch them, while A/Expert has them move in random patterns.

The right difficulty switch changes the effects of the pulsars. On B/Novice, they work much like the Power Pills in Pac-Man. On A/Expert, they don't work at all, effectively making the right difficulty switch the on/off switch for the pulsars.

There are also four levels of play that can be selected with the Game Select Switch. Level 1 is the normal game, where you start with three lives and get a bonus life after clearing the second screen. Unfortunately, it will be the only bonus live you'll get, and this and Level 4 will give you only one bonus life to grab and no more, no matter what. You'll also get the prizes in the normal chart order from the manual: the rocket, the Saturn, the starship, and then the surprises. The fact that bonus lives are tied to progress and not score is interesting to me, since that's not something that I usually expect an Atari 2600 game to do.

Level 2 is the advanced game. It is the same as Level 1, but you start with two lives and you don't get any bonus lives at all. Level 3 is the expert game, which has the three lives from Level 1 and the lack of bonus lives from Level 2. Also, all the prizes are Saturns and are worth 1000 each.

Level 4 is the practice game. You'll start with six lives, and you'll earn a bonus life after clearing the first screen. Just like in Level 3, all of the prizes are Saturns.

Despite being loosely based on the movie of the same name, this is a pretty interesting clone of Pac-Man. The flamethrower adds a little bit of variety to the game if you can use it correctly, and the bonus stage between levels briefly breaks up the monotony. The graphics are pretty easy to see against the dark background, and I like that the eggs you're collecting/destroying cycle through the spectrum of colors that the Atari 2600 can display. There are plenty of Pac-Man clones on the Atari 2600, and this is one of the good ones.

Wednesday, October 14, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - The Longplay


...and now, the game in its entirety, minus commentary! Enjoy!


Yep, Sailor Moon got a Game Gear game. It's obviously Japan-only, as is a lot of the Sailor Moon game, and there's not much to it due to being geared towards younger and/or casual female gamers, but it's something.

You can play as Sailor Moon or as Sailor Mini Moon. For this Let's Play, I'll be playing as Sailor Moon.

Stage 1-1


Left and Right let you move left and right, Button 1 attacks and Button 2 jumps. Holding Button 1 and releasing it after a few seconds lets you throw your tiara as a short-range projectile.

In the upper-left corner, you'll have your current amount of health (up to four hearts), your charge meter for the tiara attack, and the amount of scepters that you have. If you have at least one and you hold Button 1 long enough, you'll perform a full-screen attack at the cost of a scepter. You can find them out in the open or from enemies (good luck with either one), but you'll receive the majority of the ones you get from the mini-games.

The stages are pretty short, and it does not take long to get through them. There are enemies, and the attacks you'll use will depend on how close you are and whether you're standing or crouching. If you're holding forward on the D-Pad, you can do a punch. Crouching kicks will temporarily knock enemies down. You can throw enemies, but you need to be extremely close to the enemy, and I only did it once on accident. Enemies will go down in three hits, and they will only attack if you let them, and it's pretty easy to keep them from doing it.

You'll see your first platforms moving up and down. Pay attention to where platforms change direction before you jump and land on them.

You can shimmy on wires by jumping into them and then moving across with Left or Right. Moving off the wire will allow you to get back to the ground.

If you hear what sounds like a brief earthquake, something is falling down from above. You'll want to avoid the falling object to keep from losing one of your hearts. Hearts can be dropped by enemies every once in a while, although you can also find these in the open, too. A big heart will give you full health.

Bottomless pits are instant death and loss of a life, so don't fall into them.

The bouncing sphere enemies go down in one hit, but they can take you surprise and hit you if you're not paying attention.

When you complete the first level of a stage, you'll get a sword. This is the Space Sword that was Sailor Uranus' Pure Heart talisman. You'll need it to transform at the end of the stage.

Stage 1-2


The rose grants you temporary invincibility. You'll hear a chime when it runs out. 

You'll have a choice between the upper path and the lower path halfway through; I take the upper one because it's easier and you can see the falling objects before they fall.

Beating the second level of a stage will grant you a mirror. This is the Deep Aqua Mirror, Sailor Neptune's Pure Heart talisman and another transformation.

Stage 1-3


The third level of every stage is extremely short and has a bunch of block platforms that are out of place compared to the rest of the stage. Jumping across them will lead to the heart, which is the last transformation item. Grabbing it and heading to the end will transform you further.

You'll then enter the boss battle screen. The three enemies that pop in one after the other will now go down in one hit. As for the boss battle with Eudial, also known as Eugeal in the original English language dub by Cloverway. You'll want to hit her, then let her teleport to the other side of the screen and jump up to hit the projectile. Avoid the projectile as it comes down, and hit the boss again. You can easily hit this boss with your regular attacks, but the moon tiara can work, too. After enough hits, the boss goes down.

Password: 3633

Sailor Team Roulette


At the end of every stage is a mini-game. For this mini-game, you'll want to match the character at the roulette wheel on the bottom with the one in the center. You'll want to press Button 2 just when the character you need to match is just about to speed by. If you press it any earlier, you'll land on the character before the one you need. The more matches you make before the timer at the top turns completely gray, the more scepters (or Rods, as the game calls them) you'll be able to get, up to a maximum of nine. 

Stage 2-1


Pay attention for the rumbling sound again so you don't get hit by falling glass spheres. Also, you'll have to jump up the steps near the end.

Stage 2-2


Shimmy across the stage at the middle for an extra scepter. Also, watch out for the falling glass sphere at the stairs; one will fall near the end.

Stage 2-3


Jump up the blocks and shimmy to the left to get the heart near the start.

To beat Mimete, you'll need to hold down the B button briefly to throw the tiara at the boss, then avoid the notes that the boss shoots at you when she goes into the air. After four hits, it's over.

Password: 4141

Find Tuxedo Mask!


Use Left and Right to go between the doors and the elevator. Use Up and down on the elevator to switch floors. Press Button 1 or 2 to open a door and either get a hint as to where Tuxedo Mask is as well as to find Tuxedo Mask himself. Finding Tuxedo Mask will refill your health to four hearts. You have four chances to find Tuxedo Mask, and each extra chance you have after finding Tuxedo Mask gives you bonus points.

Stage 3-1


In this world, you'll have to jump over open manhole covers. What is going on with the road safety here? You'll also have to jump over stacks of boxes, but that's the easiest obstacle to deal with around here. Also, watch out for falling objects. Again.

This level is pretty short, honestly.

Stage 3-2


Now you'll have to jump over gaping pits in the road itself. While you're doing this, you'll need to be alert for falling objects, which will make performing this rather mundane task harder. It won't be long until you reach the end again.

Stage 3-3


You'll find the path to the heart above the crates at the start. Just watch where you're landing, as there is an open manhole cover nearby.

To beat Viluy (Byruit in the original English dub), just use your tiara attack and keep a fair distance away. The boss shoots projectiles upon taking damage, but they only have a limited range.

Password: 5151

Quiz World


Here, you'll need to answer five questions. They're going to be random every time you play. You have five seconds to answer each one, and each correct answer awards you a scepter for the super attack that I end up never using. Ironically, while I couldn't find a list of the quiz questions, I was able to find the names of the transformation items as well as the bosses.

Stage 4-1


Unlike the other stages we've been in, you'll be going upwards in addition to back and forth. You'll be able to see what's going to fall down in front of you a little more easily, and if you jump around, you can trigger a couple of falling objects early.

Be careful with the platforms and watch where they stop before you jump, or else you'll be taking a tumble.

Stage 4-2


You'll definitely want to be careful with the platforms here, especially when there is a bottomless pit at the bottom of this level.

Stage 4-3


You'll find the last transformative items just by jumping up the blocks. Jump to the left when you grab the last item so you don't risk falling into the bottomless pit.

To beat Tellu (Telulu in the dub), hit her with the tiara, then avoid the red balls that fall from the sky. After four hits, she goes down.

Password: 6060

Luna-P Ball's Picnic


Press Button 1 to move Luna-P left and Button 2 to move Luna-P right. You'll have to get to the end without bumping into Luna or Artemis, and if you can do that, you'll refill all of your health. You only get one shot, however, and it's all too easy to mess it up.

Stage 5-1


There are some pits in the game that will appear as the level terrain moves downward. Watch out for platforms as well as falling items, as you'll need to deal with both to get to the end.

Stage 5-2


While the terrain does not raise or lower, you'll still want to watch the platforms carefully to ensure you don't fall into a pit.

Stage 5-3

When you get on the moving platform above all the blocks you need to jump on, jump straight to the Garnet Orb.

The boss here is Cyprine and Ptilol (Petirol in the dob). You'll attack Cyrpine first, then she will jump away and Ptilol will jump in. You'll need to move back and forth in the center of the room to avoid colliding with them and eventually hit them. They'll both eventually go down.

You'll then face Kaolinite (Kaorinite in the dub). You'll need to move around and keep moving to ensure she doesn't show up on top of you, and then hit her before she can attack. Every time you hit her, she teleports; move around to ensure she doesn't show up right where you are, and attack her before she can attack you. After enough hits she finally goes down.

Password: 8888 (which gives you the credits)

After this, you'll be taunted by Professor Tomoe (Dr. Tomoe in the English dub), then you get the credits.

As for the Fortune Telling Mode, you just put in your date of birth, today's date and your blood type, and you'll get to see your fortune for the day regarding love and money as well as the lucky number and color of the day. It has no bearing on anything in the game and is just there for fun.

Nevertheless, you've just beaten Bishoujo Senshi Sailor Moon for the Game Gear!

Tuesday, October 13, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - Stage 5 of 5


In this entry, we finally beat the game. Sadly, Game Gear would never get another Sailor Moon game.


Stage 5-1


There are some pits in the game that will appear as the level terrain moves downward. Watch out for platforms as well as falling items, as you'll need to deal with both to get to the end.

Stage 5-2


While the terrain does not raise or lower, you'll still want to watch the platforms carefully to ensure you don't fall into a pit.

Stage 5-3

When you get on the moving platform above all the blocks you need to jump on, jump straight to the Garnet Orb.

The boss here is Cyprine and Ptilol (Petirol in the dob). You'll attack Cyrpine first, then she will jump away and Ptilol will jump in. You'll need to move back and forth in the center of the room to avoid colliding with them and eventually hit them. They'll both eventually go down.

You'll then face Kaolinite (Kaorinite in the dub). You'll need to move around and keep moving to ensure she doesn't show up on top of you, and then hit her before she can attack. Every time you hit her, she teleports; move around to ensure she doesn't show up right where you are, and attack her before she can attack you. After enough hits she finally goes down.

Password: 8888 (which gives you the credits)

After this, you'll be taunted by Professor Tomoe (Dr. Tomoe in the English dub), then you get the credits.

As for the Fortune Telling Mode, you just put in your date of birth, today's date and your blood type, and you'll get to see your fortune for the day regarding love and money as well as the lucky number and color of the day. It has no bearing on anything in the game and is just there for fun.

Nevertheless, you've just beaten Bishoujo Senshi Sailor Moon for the Game Gear!

Monday, October 12, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - Stage 4 of 5


This level takes place at a construction site. Not surprisingly, it's the most interesting level in the game.

First | Previous | Next | End

Stage 4-1


Unlike the other stages we've been in, you'll be going upwards in addition to back and forth. You'll be able to see what's going to fall down in front of you a little more easily, and if you jump around, you can trigger a couple of falling objects early.

Be careful with the platforms and watch where they stop before you jump, or else you'll be taking a tumble.

Stage 4-2


You'll definitely want to be careful with the platforms here, especially when there is a bottomless pit at the bottom of this level.

Stage 4-3


You'll find the last transformative items just by jumping up the blocks. Jump to the left when you grab the last item so you don't risk falling into the bottomless pit.

To beat Tellu (Telulu in the dub), hit her with the tiara, then avoid the red balls that fall from the sky. After four hits, she goes down.

Password: 6060

Luna-P Ball's Picnic


Press Button 1 to move Luna-P left and Button 2 to move Luna-P right. You'll have to get to the end without bumping into Luna or Artemis, and if you can do that, you'll refill all of your health. You only get one shot, however, and it's all too easy to mess it up.

Sunday, October 11, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - Stage 3 of 5


These roads are more dangerous than the enemies themselves.


Stage 3-1


In this world, you'll have to jump over open manhole covers. What is going on with the road safety here? You'll also have to jump over stacks of boxes, but that's the easiest obstacle to deal with around here. Also, watch out for falling objects. Again.

This level is pretty short, honestly.

Stage 3-2


Now you'll have to jump over gaping pits in the road itself. While you're doing this, you'll need to be alert for falling objects, which will make performing this rather mundane task harder. It won't be long until you reach the end again.

Stage 3-3


You'll find the path to the heart above the crates at the start. Just watch where you're landing, as there is an open manhole cover nearby.

To beat Viluy (Byruit in the original English dub), just use your tiara attack and keep a fair distance away. The boss shoots projectiles upon taking damage, but they only have a limited range.

Password: 5151

Quiz World


Here, you'll need to answer five questions. They're going to be random every time you play. You have five seconds to answer each one, and each correct answer awards you a scepter for the super attack that I end up never using. Ironically, while I couldn't find a list of the quiz questions, I was able to find the names of the transformation items as well as the bosses.

Saturday, October 10, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - Stage 2 of 5


This stage is shorter than the first one, and you'll get through it just as easily.


Stage 2-1


Pay attention for the rumbling sound again so you don't get hit by falling glass spheres. Also, you'll have to jump up the steps near the end.

Stage 2-2


Shimmy across the stage at the middle for an extra scepter. Also, watch out for the falling glass sphere at the stairs; one will fall near the end.

Stage 2-3


Jump up the blocks and shimmy to the left to get the heart near the start.

To beat Mimete, you'll need to hold down the B button briefly to throw the tiara at the boss, then avoid the notes that the boss shoots at you when she goes into the air. After four hits, it's over.

Password: 4141

Find Tuxedo Mask!


Use Left and Right to go between the doors and the elevator. Use Up and down on the elevator to switch floors. Press Button 1 or 2 to open a door and either get a hint as to where Tuxedo Mask is as well as to find Tuxedo Mask himself. Finding Tuxedo Mask will refill your health to four hearts. You have four chances to find Tuxedo Mask, and each extra chance you have after finding Tuxedo Mask gives you bonus points.

Friday, October 9, 2026

PrinceWatercress plays Bishoujo Senshi Sailor Moon S (Game Gear) - Stage 1 of 5


After so many years, I'm finally playing one of the Sailor Moon games. How about that?


Yep, Sailor Moon got a Game Gear game. It's obviously Japan-only, as is a lot of the Sailor Moon game, and there's not much to it due to being geared towards younger and/or casual female gamers, but it's something.

You can play as Sailor Moon or as Sailor Mini Moon. For this Let's Play, I'll be playing as Sailor Moon.

Stage 1-1


Left and Right let you move left and right, Button 1 attacks and Button 2 jumps. Holding Button 1 and releasing it after a few seconds lets you throw your tiara as a short-range projectile.

In the upper-left corner, you'll have your current amount of health (up to four hearts), your charge meter for the tiara attack, and the amount of scepters that you have. If you have at least one and you hold Button 1 long enough, you'll perform a full-screen attack at the cost of a scepter. You can find them out in the open or from enemies (good luck with either one), but you'll receive the majority of the ones you get from the mini-games.

The stages are pretty short, and it does not take long to get through them. There are enemies, and the attacks you'll use will depend on how close you are and whether you're standing or crouching. If you're holding forward on the D-Pad, you can do a punch. Crouching kicks will temporarily knock enemies down. You can throw enemies, but you need to be extremely close to the enemy, and I only did it once on accident. Enemies will go down in three hits, and they will only attack if you let them, and it's pretty easy to keep them from doing it.

You'll see your first platforms moving up and down. Pay attention to where platforms change direction before you jump and land on them.

You can shimmy on wires by jumping into them and then moving across with Left or Right. Moving off the wire will allow you to get back to the ground.

If you hear what sounds like a brief earthquake, something is falling down from above. You'll want to avoid the falling object to keep from losing one of your hearts. Hearts can be dropped by enemies every once in a while, although you can also find these in the open, too. A big heart will give you full health.

Bottomless pits are instant death and loss of a life, so don't fall into them.

The bouncing sphere enemies go down in one hit, but they can take you surprise and hit you if you're not paying attention.

When you complete the first level of a stage, you'll get a sword. This is the Space Sword that was Sailor Uranus' Pure Heart talisman. You'll need it to transform at the end of the stage.

Stage 1-2


The rose grants you temporary invincibility. You'll hear a chime when it runs out. 

You'll have a choice between the upper path and the lower path halfway through; I take the upper one because it's easier and you can see the falling objects before they fall.

Beating the second level of a stage will grant you a mirror. This is the Deep Aqua Mirror, Sailor Neptune's Pure Heart talisman and another transformation.

Stage 1-3


The third level of every stage is extremely short and has a bunch of block platforms that are out of place compared to the rest of the stage. Jumping across them will lead to the heart, which is the last transformation item. Grabbing it and heading to the end will transform you further.

You'll then enter the boss battle screen. The three enemies that pop in one after the other will now go down in one hit. As for the boss battle with Eudial, also known as Eugeal in the original English language dub by Cloverway. You'll want to hit her, then let her teleport to the other side of the screen and jump up to hit the projectile. Avoid the projectile as it comes down, and hit the boss again. You can easily hit this boss with your regular attacks, but the moon tiara can work, too. After enough hits, the boss goes down.

Password: 3633

Sailor Team Roulette


At the end of every stage is a mini-game. For this mini-game, you'll want to match the character at the roulette wheel on the bottom with the one in the center. You'll want to press Button 2 just when the character you need to match is just about to speed by. If you press it any earlier, you'll land on the character before the one you need. The more matches you make before the timer at the top turns completely gray, the more scepters (or Rods, as the game calls them) you'll be able to get, up to a maximum of nine. 

Thursday, October 8, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 9 of 9


In this video, we defeat Wiseman and his plans once and for all.



After defeating General Rile, you'll have to grapple and swing your way across the underside of the Albatross. There are four afterburners that you'll have to swing past, and you'll want to wait for the flames to stop coming out of them before you swing past them. After the four afterburners, you'll have to deal with a few fins coming out of the ceiling. Choosing wisely between Right and Down on the D-Pad is going to be absolutely crucial when it comes to swinging past them, because you do not want to come up short and fail to catch the ceiling with the grappling hook. You'll have to do this entire section in one shot. Thankfully, there is a health replenishment on the other side, and if you die after beating General Rile, you'll start at this section as long as you don't turn the power off.

You'll then meet Wiseman, who will sic his giant robot on you. Run to the right after the dialogue is done, then shoot at the head with the Vulcan as it rises to get some early damage in. Keep the hands close to the head. If you're under the hands, they will try to crush you; move out of the way, then grapple up to them to climb upwards before grappling onto the ceiling. If you have the Vulcan (which you should), this battle will become easier, as you can get in a bunch of shots on the head before you get knocked off by the robot's three way shot, which you'll need to avoid as it fires at you at regular intervals.

If you're having trouble with this battle, come into this area with the Bio Protein. This will make the battle a little easier and you can get yourself more energy - and more time - to shoot down the giant robot.


Eventually, Wiseman's robot will go down. Here, keep going to the right and keep on shooting. You'll then run into Super Joe, who will hand you an S-APDS gun to shot down Wiseman's escape pod with. This gun is basically a powerful rocket launcher, and you'll be using it for the last few parts of the game, and thankfully, the worst of this area is over, which will be a bit of a relief. When you reach the edge, swing across. If you just drop down, you'll hit spikes. Swing off to the right, and press A to fire the gun when you're lined up with the front windshield. It's just like the NES game! If you time it right, you'll shoot down the escape pod and you'll destroy Wiseman. If you don't, you'll get gunned down, and you'll have to try again. Thankfully, once you make it to the escape pod room, you'll continue from that point if you run out of lives and still have continues.


You'll then enter one last section where you have to escape. There will be 60 seconds before the Albatross self-destructs. Use short swings, and when in doubt, stay on the left side of the room as you're pulling yourself upwards, so you can cover more ground in less time. Near the end, you'll have to face a cyborg, but he goes down easily to the S-APDS gun. After that, you'll just need to swing around on and pull yourself up the last few platforms to get to the door, go inside, and end up on top of the Albatross. Put the controller down. You're done here.

Rad and Super Joe will be at the top of the Albatross. A helicopter shows up and rescues the both of them, and the Albatross goes down in one big explosion. The battle ends, and the Doraize Dukedom crumbles. You've just beaten Bionic Commando for the Game Boy!

Wednesday, October 7, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 8 of 9


In this entry, we get on the Albatross for our toughest test yet.


Area 17 (Albatross)



When you land on the Albatross, you'll land on the outside. Just rush to the right to get past all the gunners.

For the next part, you'll need to swing around and figure out where you need to swing quickly. At the beginning, you'll need to avoid getting shot down by the turrets. Once you get out of the starting area, you'll need to swing all the way to the side to avoid the electrical sparks, then climb up when you reach a wall.

You'll then have a bunch of columns in the ceiling that you'll need to swing across. At the end, you'll need to stick to the left and swing from one nook and cranny to the next. There is a health replenishment and an extra life before this section. Save them for when you need them.

After you avoid falling into the bottomless pit, you'll have to swing from column to unevenly spaced column to get to the door on the other side of a vast spike pit. If you fall in, you're done, and you're starting this entire section over. I had to swing from the ceiling before the first column just to ensure than I could get through this area.

Once you get to the door, you'll enter a power reactor room. This time, there is no power reactor, and you'll have to face General Rile again. Shoot him around as he moves around, and shoot down the rockets he sends at you.  Make sure that he does not run into you. When he turns into a plane, duck down and shoot at him from nearby to avoid getting shot at it, and when he stops shooting, use your grappling hook to pull yourself up to avoid him when he flies out at you. General Rile will go down for good after you find out that he is a former FF Corps member and that he has been looking for someone to stop the Doraize Army once and for all.

Tuesday, October 6, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 7 of 9


In this entry, we take down the last power reactor before hopping aboard the Albatross.


Area 16





If you don't have the Delta Receiver equipped yet, do it now. You'll need it here.

You'll be making your way upward while fending off both the parachuting enemies as well as a drone launcher. The Vulcan will make it easier to take care of the drone launcher if you can get close enough to him. As for the connecting hallway, just run straight through it without stopping so the turrets don't hit you.

In the second section, you'll need to climb your way upwards with the grappling hook, and you'll need to get the big guys in view so you can more easily take care of them from the ceiling with the Vulcan. If they manage to be far enough away from you when you're on the right side of the room, keep shooting and backing up a bit until you need to swing around with the grappling hook to get away from them. You'll then have to deal with the soldiers strapped to the ceiling again; grapple upwards, then drop down and shoot before you hit the ground to take them out.

In the next part, you'll need to take out the soldiers with the rocket launchers so that dropping and swinging to the communications room is a little safer. At the communications room, you'll find out that the Albatross is about to be airborne and that you'll need to take it down. From here, you'll need to leave, then grapple your way up to the door in the middle. If you swing across the bottomless pit, there is a health replenishment, but I don't go for it.

It's now time for the final section. Shoot down the turrets you see in the next hallway, then you'll need to swing across the spike pit while soldiers fly around to shoot a laser downwards in an attempt to knock you down. Thankfully, there are platforms below the hooks and the ceiling that will allow you recover if you fall at any point, but you'll have to start over if that happens. Also, you'll have to deal with what seems like an infinite amount of enemies on the way to the final door.

You'll then enter the power reactor room. Once again, you'll have to deal with another giant cyborg. Stay near the edge of the platform opposite the cyborg, then duck down, face the cyborg and keep shooting with the Vulcan until it goes down. This will keep you from being nabbed with the claw. From there, you can take out the upper cannon and then the reactor itself. Beating this stage will not only net you the Protect Suit (which is the last piece of armor as well as the best), but you'll also be able to get on the Albatross.

Monday, October 5, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 6 of 9


In this entry, we finally save Super Joe, then find out what the Albatross project is really about.


Area 14


There's an extra life at the end of Area 14, in case you need one.

Area 13



Equip the Vulcan M274. You're going to need it to blow up the barrier at the beginning. Get ready to hook onto the ceiling and shoot down the turrets. To destroy the tanks, you'll need to hit them from below or from the rear.

The second part has you dealing with those tanks with the crane-like hooks from earlier in the game. The communications room is off the side on the far right, and both forms of communication will tell you that Super Joe is here and that you may be falling into a trap. You'll then need to make your way to the top from the right side of the area, as it's the only way to get to the power reactor. Thankfully, the Vulcan M274 makes it easier to take care of the crane tanks.

You'll meet General Rile again at the power reactor. The Vulcan M274 will make quick work of him if you can shoot at him from below. Interestingly, you can stand on a downed General Rile if you have to. For some reason, he dropped right in front of the power reactor for me, and that allowed me to hit the power reactor's core from below, which you shouldn't be able to do.

Once you destroy the power reactor, you'll save Super Joe, who will tell you that the Albatross project is a giant airship that the Doraize will use to control the world, and that the project will be in Area 16. You'll also find out that a man named Destroyer is keeping weapons in Area 14. 

Area 14


This is the earliest time you'll need to equip the Delta Receiver, so do it now.

The last door in the area will now have a soldier standing next to it. He will tell you that an M83A3 machine gun will be in the room next to him. He will also tell you that the Delta Receiver is in Area 15, which you'll definitely want to equip at this point. The M83A3 is just a short range shotgun, so just use the Vulcan.

Sunday, October 4, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 5 of 9


In this video, we not only get through Area 12 to keep the Doraize Army away from some missiles, but we also open up some shortcuts to some of the neutral zones.


Area 11


When you head over here, enter the first door. You'll meet Mac, the leader of the resistance. He will tell you that there is a nuclear launchpad with missiles in Area 12 and that you'll need to stop the Doraize Army from using the missiles. He will also ask you to come back after you complete Area 12.

The second door contains a capture Doraize soldier. He will tell you to come back later. Swing over to him, and you'll get two secret tunnels: one between Areas 9 and 11, and another between Areas 14 and 15. This will make it easier to get around on the overworld map, especially since you'll need to head back to Area 15 eventually.

Area 12




At the start, you'll want to make your way down the gap, then swing your way to the right and enter the door at the end, which is easier said than done given all the swinging around that you're going to have to do to avoid falling into a bottomless pit. The big men take three hits to defeat with the Rocket Launcher or Hyper Barrel, and if they get close enough, they will hit you. Halfway along the path to the door you need to enter, there will be a health refill in case you need it.

To take out the turrets with the two cannons that are stuck to both the ceiling and the floor, you'll need to shoot them in the middle. That way, you can get to the communications room. Contacting the Federal Army will reveal that the Albatross is about to fire a missile, and tapping into enemy communications will reveal that the Doraize Army are on the Albatross and are about to fire a missile. Once you're done here, you can go back and enter the door from just earlier that was closed off to you.

You'll then be able to head back to the start. Get on top of the platform above the spike pit to get an extra life before swinging back to the start. From the underground area, you'll need to swing to the left and enter the door that is there to get to the launchpad.

At the launchpad, swing on the undersides of the missiles to get to the upper-right corner. Take out the soldiers at the consoles to get rid of both them and the drones that fly towards you. If you swing into the drone summoners, that will also destroy them. You'll soon reach the power reactor. Beating Area 12 gives you the Vulcan M274, which is a rocket launcher with the three-way shot of the Wide Range Rifle. The shot may not go as far, but you have a three way shot that travels both up, down and forward, and you can do things with it that you can't do with the Rocket Launcher. I consider it the best weapon in the game.

Area 11


Back in Area 11, talk to Mac again. He will give you a helmet that you can equip for more protection against bullets, and he will tell you to use the Vulcan M274 to destroy things that the Grenade Launcher cannot. 


If you run into enemy helicopters in the secret tunnels, you'll be in an underground tunnel. The man manning the cannons will have the continue icons; just get onto the turrets from above to grab them.

Area 5


Shoot down the barrier with the Vulcan M274, then leave the area and come back, as enemies will still parachute in if you fire in this area like with all of the other neutral zones. There will be another barrier that you will have to destroy, but you'll need to do so to get the Delta Receiver nearby. Get it and equip it; you're going to need it for the rest of the game.

Saturday, October 3, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 4 of 9


In this entry, we finally get to meet the main antagonist, and we also get ourselves into a bit of a bind.


Area 9


Area 9 is another neutral zone. Unfortunately, you'll need the Permit to enter, and to get the Permit, you'll need to beat Area 8.

Area 8




The first part of Area 8 is an upwards climb to the top of a tower. You'll have new enemies to worry about in the form of ceiling turrets that fire lasers in two directions, soldiers with backpack copters that fire a short-range laser downwards while moving to the side when they see you, and Donkey Kong barrels that roll forward at you from out of nowhere.

You'll need to enter the communications room to continue. Communicating with your army will reveal that Super Joe has been taken elsewhere, while tapping into enemy communications will reveal audio of the Doraize army breaking a door open.

Above the communications room is a series of spring blocks you'll need to use to spring upwards and latch onto the next platform with to enter the second section. You'll also see another briefcase. Sadly, it only gave me another cartridge.

In the second section, you'll be defeating a ton of enemies as you make your way to the power reactor room at the top. There is a full health pick-up off to the side at the start, and there is an extra life you can get from leaping from a high place. Enter the communications room here to continue; you'll find out from your side that Director Wiseman (the leader of the Doraize army) is upstairs, and tapping enemy communications will reveal that General Rile knows you are here.

The power reactor is at the end. You'll see General Rile and Director Wiseman, and you'll fight the former. Line yourself up with Rile, duck down and keep shooting. That will be enough to take him down. Once Rile is out, destroy the power reactor. Beating Area 8 will net you the Permit, which will allow you to enter Area 9.

Area 9


Equip the Permit in the Tool menu so you can enter. The first door will contain the Gamma Receiver, which you'll need for Area 10. By talking to the people here, you'll find out that Area 10 is the capital of the Doraize Empire, and that other FF Corps members are there. The final door contains an extra life.


Later on in the game, you'll find yourself in this area when you run into the enemy on the overworld map. Destroying the cannons on the two submarines will net you continues for each one. As for the enemies you'll encounter, you'll see guys with guns and later, guys with parachutes. You'll need to swing to get across the submarines.

Area 10


Equip the Gamma Receiver. You'll need it here and for the next couple of areas.

You'll land in the city. Enemies will parachute into the area ad nauseum, and you can keep defeating them over and over to stock up on cartridges for the next hit point. You can run past the helicopter to get past it.


Once you're inside, you'll need to swing your way to the left across the ceiling below where you start, so you won't have to deal with even more parachuting soldiers. Once you make your way down, you'll need to get to the communications room. Thankfully, you don't have to swing across the ceiling to get there; you can hook up to the platform where the room is from underneath and pull yourself up from there. Once you're inside, your side of the war will tell you that the Gamma Receiver can be used in Areas 10, 12 and 13, and that you'll need to find the Delta Receiver. Tapping into enemy communications will reveal that the enemy is ready for you here.

To take out the enemies strapped to the ceiling, you'll need to hook onto the ceiling, drop back down and fire before you hit the ground. If you do it right, you'll hit the enemy as he is about to pull himself to the ceiling.

Once you enter the next door, you'll move right into an ambush and be thrown into a cell. Another FF Corps member will bust you out, and you'll need to use her wire (which she gives you) to get to your weapons and get to Area 11.


You'll need to grapple to the second doorway from the top, and you'll also need to ride up the laser cannons that slowly move up and down the walls to get there. The cannons will fire if they are lined up with you, but if you are pulling yourself up a platform, the laser will miss you on your way up. Keep that in mind as you go up the next room and get to the second door from the top, which will be the only door on the right.


From here, get up to the ceiling and swing your way to the right, and watch out for the laser cannon. Run past the ceiling guns so you don't get hit, then enter the door on the other side.


Get on the platforms when you are able to walk off the edges and land on them. Use your hook to get to the door at the bottom so you don't fall into the spike pit. Thankfully, you can latch onto the moving platform at the bottom to save yourself if you fall in.


Use your grappling hook to get past the rovers. You may be able to destroy one by kicking as you swing. You'll then have to swing across the ceiling to get to the armory, and if you mess up, you're doing this whole section over just to get back to the final part. Once you enter the armory, you'll get all your equipment back. Just move right when you're in the room and you'll have all your stuff again.

After that, head back to the beginning, then go all the way to the top. The door that was there will now be open, and you can now go in. You'll have the guy with the drill head again, but this time, there will be a gun that shoots at you at the top of the power reactor. Focus on shooting the center down as much as you can, and you won't have a lot of problems. Beating Area 10 unlocks the Hyper-Barrel, which gives the normal gun a rapid fire ability that allows you to shoot three bullets with the normal gun at once. Unfortunately, we're going to be finding better guns rather soon.

Friday, October 2, 2026

PrinceWatercress plays Bionic Commando (GB) - Part 3 of 9


This video took more time to make than it should have.


Area 5


Be sure to equip the Shield Goggles to protect yourself from damage.

Area 5 is another neutral zone, and in one of the doors, you'll find the Beta Receiver. Equip it before you enter Area 6.

You can only talk to certain people. If you don't get a dialogue box when you approach people, they don't have anything to say.

If you latch onto a ceiling from the ground, you can simply move forward with the D-Pad to start swinging.

Area 6




Equip the Beta Receiver! You're going to need it for the communications room, which is right after the start. If you don't have it, you won't be able to get anywhere. Get on the mine cart to get through the second section faster, and make sure it doesn't hit you from the side, as it can damage you.

The animated platforms you see throughout the stage are actually Game Boys turned 90 degrees to the left. Your side will reveal that the Doraize are making mutants out of human beings, and that tapping into enemy communications will confirm it.

There is a chance that when you tap into enemy communications, an alarm will sound and enemies will flood the room. Fight your way out and get out of the room immediately, as there will be no end to the number of enemies parachuting in. 

In the second section, some of the platforms will fall down. You'll have to use the platforms that the game throws at you to get further into the section and make it to the end here.

Near the end, you'll need to watch out for the slimes, especially near the gap you'll need to swing across to get to the power reactor. If you fall down, you're doing quite a bit of the area over just to get back to where you were.

To take out the mutant cyborg with the grappling hook, duck down near the edge and keep firing the Wide Range Rifle. You'll eventually shoot it in the head enough times to destroy it. The power reaction will be fair game from here.

Beating this area will net you the Grenade Launcher, which is one big projectile instead of three smaller ones. It also takes out enemies in fewer hits. You'll want to equip this, as it is going to be helpful. (Sadly, it will not destroy the barrier in Area 15.)

Area 7




The rocket launcher will, however, take out the barrier at the beginning of Area 7, so getting it in Area 6 and equipping it before entering Area 7 is an absolute must. Even the soldier at the start will tell you this. From here, you'll have to swing on hooks to get to the other side. Remember that pressing forward when you've swung all the way forward throws you further than pressing Down, so make sure you press the right direction as you're swinging your way through to ensure you don't miss a hook and fall down the pit. Thankfully, the first section is mercifully short.

The big guys who throw projectiles take two shots with the grenade launcher (and a lot more with the other weapons), so it's a good thing you have the weapon now. When you enter the second section, enter the communications room before you do anything else; you'll need to do this to unlock the exit. Contacting headquarters will reveal that General Rile, who is believed to be Super Joe's kidnapper, is waiting for you in Area 8. Tapping enemy communications will reveal that the Beta Receiver will be useful in Areas 6, 7 and 8, and that you'll need a Gamma Receiver when you enter Area 10. 

The orbs on the background can be hooked onto, but if you stand on them, you will slide off.

You'll need to use the hooks at the top in the second section to get to the power reactor room. Be mindful of the enemy that's waiting for you near the door; you can leap into him and get knocked back down to the beginning on the final stretch.

There is a life replenishment and an extra life below the power reactor entrance, but be prepared to go around the second section again if you grab them.

The power reactor room is easy; you just have an enemy commander and parachuting enemies being the only obstacles to the reactor. Beating this area will net you Leg Armor, which acts as even more protective armor.