Showing posts with label SMS. Show all posts
Showing posts with label SMS. Show all posts

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.

Saturday, June 27, 2026

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


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


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

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

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

The Jungle

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


Scene 1: Savanna

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

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

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

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

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

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

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

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

Scene 2: Jungle

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

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

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

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

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

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

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

The Volcano

The jewel made of fire will light the way.


Scene 1: Volcano 1

The bats will simply fly forward.

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

The crickets will jump back and forth.

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

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

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

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

Scene 2: Volcano 2

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

Doors in the wall will lead you to new areas.

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

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

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

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

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

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

The Inlet

Seek out the Golden Fang.


Scene 1: Under Water

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

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

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

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

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

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

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

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

Scene 2: Sunken Ship


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

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

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

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

The broken portholes will fall down when approached.

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

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

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

The Valley

The quill of the falcon will show you the way.


Scene 1: Valley

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

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

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

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

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

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

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

Scene 2: Ice Cavern

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

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

The diamonds just gives you points.

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

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

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

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

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

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

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

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

The Shrine

The correct path shall be one of one hundred.


Scene 1: Shrine 1

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

The purple crabs come down from the waterfall endlessly.

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

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

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

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

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

Scene 2: Shrine 2

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

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

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

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

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

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

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

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

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

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

The Statue

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


Scene 1: Statue

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

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

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

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

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

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

Friday, June 26, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 6 of 6


I honestly forgot that the final boss was female. Whoops. Anyway, that's the game finished!


The Statue

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


Scene 1: Statue

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

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

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

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

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

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

Thursday, June 25, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 5 of 6


Hope you can stay on a raft while jumping on bats and following directions from ancient murals.


The Shrine

The correct path shall be one of one hundred.


Scene 1: Shrine 1

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

The purple crabs come down from the waterfall endlessly.

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

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

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

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

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

Scene 2: Shrine 2

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

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

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

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

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

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

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

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

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

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

Wednesday, June 24, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 4 of 6


With the four selectable levels cleared, we can enter the final stretch of the game!


The Valley

The quill of the falcon will show you the way.


Scene 1: Valley

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

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

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

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

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

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

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

Scene 2: Ice Cavern

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

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

The diamonds just gives you points.

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

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

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

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

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

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

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

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

Tuesday, June 23, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 3 of 6


In this entry, we head to the inlet, which feels like the shortest out of the first four levels.


The Inlet

Seek out the Golden Fang.


Scene 1: Under Water

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

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

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

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

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

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

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

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

Scene 2: Sunken Ship


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

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

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

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

The broken portholes will fall down when approached.

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

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

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

Monday, June 22, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 2 of 6


It's time to play another level of this pleasant little game, and this time, we're going through a volcano.


The Volcano

The jewel made of fire will light the way.


Scene 1: Volcano 1

The bats will simply fly forward.

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

The crickets will jump back and forth.

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

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

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

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

Scene 2: Volcano 2

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

Doors in the wall will lead you to new areas.

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

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

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

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

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

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

Sunday, June 21, 2026

PrinceWatercress plays Donald Duck in Deep Duck Trouble (SMS) - Part 1 of 6


Oh, hey, I'm finally playing this one. About time I did, because this is a fun game.


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

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

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

The Jungle

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


Scene 1: Savanna

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

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

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

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

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

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

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

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

Scene 2: Jungle

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

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

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

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

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

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

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

Wednesday, January 7, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 8 of 8


...and now, the final battle.


Stage 8


When you start the stage, you'll get one more chance to power up your weapons, then you'll face the final boss.

The first phase has the boss travelling from left to right, then diving towards the bottom center of the screen as it loops back in the other direction. You'll want to avoid the red shots and take out the blue shots, but you also want to stay in the corner when it's in the corner so you don't get divebombed. There's still the red shots to figure into the equation, and you'll need to place yourself just right to avoid them and the boss.

You'll then have to take out a bunch of debris before taking on the second phase. Stay to the side and shoot out all the explosive cylinders that get shot out while avoiding the red shots, and when the boss stars spitting out flames, you'll want to avoid the flames while getting as many shots on the boss as you can. For best results, stick to the very bottom while avoiding the flames.

Once you destroy the second phase, you'll beat the game and you'll get a hero's welcome back at the base. You'll also get a different picture of the main protagonist if you go back to the options menu after the credits. You just beat Power Strike II for Sega Master System!

Tuesday, January 6, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 7 of 8


This game isn't getting any easier.


Stage 7


You'll have a lot of things to avoid at the beginning of the stage. The more turrets you can destroy, the better. Also, there will be plenty of enemies showing up from the bottom of the screen, especially those blue spiked balls.

The gray dolphin-shaped ships are really easy to take out if your weapons are powerful enough.

When you reach the castle, you'll see the drawbridge raise up and close.

When you start seeing bushes and trees after flying past the castle, turrets will start popping out of the bushes. If you have the Absorption weapon (Weapon 4), your shots will home in on them before they actually pop out.

You'll soon see a gray wall with twelve turrets. The turrets will not be vulnerable until they start firing; once they start shooting, let the super shot loose so you can take out a few and give yourself some breathing room.

After this, you'll start seeing turrets and ship spawners pop out of the ground in groups. Thankfully, Weapon 4 helped out with that.

When you start seeing even more of the castle, you'll also start seeing turrets in the walls. They shoot out the blue projectiles, but thankfully, those blue projectiles can be shot down. 

The boss is a big blue plane. The plane rains missiles down in addition to firing red projectiles out of the turrets. You can shoot the missiles down, and you'll do some damage by shooting down the wings. 

Once the wings are down, the boss will start shooting homing missiles at you. They can be shot down, but they are small and can be a bit hard to see. Once you do enough damage to the ship, it will start repeatedly diving at you from the top of the screen. Watch the top of the screen so you can move in and out and get shots in while you can. It will still shoot red projectiles, so you'll want to stay on the bottom of the screen to watch out for those.

Monday, January 5, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 6 of 8


This is where the game will really start ripping you a new one, thanks to its boss with three phases.


Stage 6

Be ready to shoot down a lot of turrets in this stage, as the turrets love popping up in groups. 

The balloon mines and the "lobster" enemies that open up their arms can be easily rid of by lining yourself up with them to concentrate your firepower. Same goes for the gold "crab" enemies that are vulnerable when they open up.

You'll have another mid-boss here. The ship will fly around in a circle and shoot red projectiles around the screen, then shoot missiles towards the bottom of the screen when it returns to the top. It then repeats the process.

The small red enemies will come out fast from the top of the screen and they will come out in numbers. Some of them will show up from the bottom of the screen near the end of the stage. As for the volcanic "cones," they will shoot out those little grey ships with the VTOL blades that will come at you.

The boss is a big orange ship. You'll need to shoot down the circle-shaped parts on the sides first. That's easier said then done, as they will keep shooting a red six-way shot as well as the blue homing shots with alarming regularity. You'll then need to take out the guns while also shooting down the bubbles. In case you don't shoot any down, the bubbles will split into red projectiles that come out in a spiral pattern, but you can easily stand between some of the shots if you stay close to the bottom. Let out the super shot whenever you can, as it's going to help. 

Then there's a third phase. This time, the boss will be surrounded by nine satellites that act as shields and also shoot the red and blue projectiles at you. Once again, if you have even a little bit of the super shot recharged, it will still do some good. You may lose a life or two, but at last your special weapon gets powered down only by half if you get hit once, so you'll still have a pretty good chance near the end of the battle, especially when this stage's boss is one of the hardest that the game has to offer.

Sunday, January 4, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 5 of 8


The stage is harder than the boss, even if you have the weapon for the job.


Stage 5


There are a lot of things to shoot in this stage. While there are plenty of turrets, the mine carts are the worst, due to the shots being a little harder to see due to how the colors are and also due to some of them being faster than others.

If you need to switch weapons for any reason, you'll have more than enough opportunities to do so, as there are a lot of weapon pick-ups here.

There is a screen-clearing bomb just before the mini-boss; be sure to use it. As for the mini-boss, you'll want to set off the super shot and focus the firepower on as many of the seven turrets as you can while also clearing out the center of the turrets.

The long, slim ships will always show up in groups of three, and if you line yourself up with them and center your firepower on them, they're easy to take out. You do not want those ships to linger around at the bottom and fire at you The cylinder shaped enemies will only be vulnerable when they open up, but if you're lined up with one and you've got plenty of weapon power, these enemies will go down virtually instantly. At least their projectiles are easy to destroy.

Watch out for the blue spiked balls near the end.

The boss here is easy to take out if you have Weapon 4. With that weapon, you can avoid the boss and its homing shots while continuously firing to take out all of the missiles and the homing shots that get sent at you, and if you use the super shot on the boss, it will go down even faster.

Saturday, January 3, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 4 of 8


I found this entry a little easier to write for than I thought I would.


Stage 4


The big gold ship at the start has satellites that will fly around it, but at least it's quick to take down if you concentrate your firepower on it.

Be ready to use the super shot in case you have a ton of enemies firing at yo at one time.

The two floating columns with the satellites to the side can be destroyed really easily if you line yourself up with them. 

The volcanoes can be stopped if you focus enough firepower on them.

When you get to the hanger, you're at the boss. Shoot down the circle-shaped parts at the sides first, and destroy the blue projectiles that come at you if you can, as they can home in on you after they come out.

When those things are gone, you'll want to avoid or shoot down the blue shots that move down to the bottom, as they turn into three-way shots that travel to the top. You'll also want to keep shooting at the boss throughout the battle as well. If you can keep avoiding all of the red projectiles (having Spin Shields helps) and keep the bottom of the screen clear, you can beat this boss.

Friday, January 2, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 3 of 8


This game isn't getting any easier.


Stage 3


The tower-like mortar shooters at the beginning are prime targets for being lined up with and shot at. As for the gold ships with the white dome-like openings at the front, they are only vulnerable then they open up.

Watch out for cracks forming in the ground! Turrets will pop out of them, and you'll want to take those turrets out as quickly as possible. Launchers that shoot out spiked blue balls will also come out of the cracks, but you can only shoot down the blue balls and not the launchers.

The stone robots with the spinning heads will shoot out an eight-way shots, and the yellow turrets that you'll see near them will be in groups of five or six. You'll definitely want to take out those turrets as you take out the robots, as clearing the area out while make defeating the robots easier.

The blue helicopters near the end can take a beating, but if you can line yourself up with them, they will go down easily.

The boss here has two phases. For the first phase, the boss will move around in a semi-circle. Unless you have Weapon 4, you're going to be doing a lot of moving around to avoid both the boss and its projectiles; otherwise, you can just fire on it from the top of the screen. For the second phase, the boss will be surrounded by satellites and will bounce around the screen. You'll need to anticipate where the boss will go while continuously firing so you can take out the satellites - which will eventually re-spawn - and get an opening to shoot at the boss with. If you have the super shot, this phase is the time to let it loose. Eventually, the boss will go down it's on to Stage 4.

Thursday, January 1, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 2 of 8


This stage starts out pretty fast, and you'll need to destroy as much as you can if you want to stand a chance of surviving.


Stage 2


Take out as many turrets at the start of the stage as you can, as they will make things tougher while you're shooting down all of the aerial enemies just by being numerous enough to overwhelm you. Thankfully, things get a little better when the scrolling slows down.

Make sure you have two Spin Shields at all times, as they will protect you from enemy shots a good amount of the time.

If you have Weapon 4, sometimes your shots will hover in certain spots. Turrets will eventually spawn in those spots, and Weapon 4 will give you a slight advantage against them when they do. All you have to do is make sure that you can shoot down other enemies and keep the screen as clear as possible during that time.

Submarines will pop up a bit later in the stage, but some of the weapons will make quick work of them if they are fully powered up.

When the color of the sea gets brighter, stay away from the bottom of the screen. Enemies will spawn from the bottom of the screen at that point in the stage.

Lining yourself up with the battleships will allow you to destroy all the turrets on one as quickly as possible.

Stay away from the spots where the geysers form, as these geysers will immediately destroy your ship regardless of how well-armed you are. Thankfully, if you die, you only get powered down slightly. You will have to work to get your Spin Shields back, though. Thankfully, the whirlpools near the end don't hurt you.

The gold enemies with the single claw that extends outwards can easily be destroyed if you're lined up with it.

When facing the boss, keep on firing. Stay on the top half of the screen when the boss is at the bottom, and watch where the boss is going while avoiding the numerous projectiles. Thankfully, you can always shoot down the blue projectiles. Don't forget to let go of Button 1 when lined up with the boss to let loose with the Super Shot!