Showing posts with label Sega Mega Drive. Show all posts
Showing posts with label Sega Mega Drive. Show all posts

Tuesday, August 26, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - The Longplay


...and now, the entire game in one shot, minus commentary! Enjoy!


Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.



Monday, August 25, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - Part 3 of 3


Yeah, that's a pretty lackluster ending.

Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.

Sunday, August 24, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - Part 2 of 3


...and again...


There's not much else to say regarding the game, so I might as well repost the rules and controls for each game.

Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.

Saturday, August 23, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - Part 1 of 3


Here's yet another game that I didn't think I'd ever play for the channel. I didn't know about the games based on this show until years after they came out.


Oh, look, it's American Gladiators! I caught this show during the tail end of its run, and it wasn't until years later that I learned there were video games based on the show. This one...could be better, due to the one music track that the game has and...Assault. I wish Assault was better, too.

Anyway, there are six games that you'll have to play three times each in order to get through all three rounds of the tournament to get a terrible one-screen ending. Here they are.

Player One is the blue player in the one-player mode, while Player Two will be red. 

Also, while you don't really see the Gladiators' actual likenesses in this game, their names are still there. For the men, it's Gemini, Nitro, Turbo, Thunder and Laser. For the women, it's Ice, Blaze, Lace, Gold and Zap.

Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.

Wednesday, December 6, 2023

PrinceWatercress plays Garfield: Caught In The Act (GEN/MD) - The Longplay


Here's the game in one whole video, minus commentary! Enjoy!


The game begins with Garfield watching television when Odie scares him so much that he lands on the TV. Garfield fixes the TV, but an evil being known as Glitch comes out of the TV and drags him in, trapping Garfield in TV land.

When you start the game, you'll find out what everything does. Pizza and hamburgers will refill health. There are ammunition that you can find and throw at enemies. The coffee cup makes Garfield temporarily invincible. The Garfield head is an extra life. Pooky the stuffed teddy bear is a checkpoint. The mallet key unlocks a second bonus stage after finishing the level. The TV remote will teleport you to another area.

A throws ammunition forward, B attacks and C jumps. You can look up and down with Up and Down (which also ducks), and Left and Right move left and right. At the start of the game, jump from platform to platform and jump into the coil in the ceiling to grab it. You can then move left and right on it. Move to the right to get to the portal leading to the first level.

Your hit points are in the upper-left corner. The maximum is ten, and when you go to zero, you lose a life and you get an animation of a TV with teeth clamping down in front of Garfield when Garfield tries to press himself against the screen, which is pretty creepy and nightmare-inducing. When you get hit, you don't have a lot of invincibility frames, so you'll need to get yourself out of danger or else you're going to quickly get hit again.

Count Slobula's Castle


The ammunition in this level is a skull.

At the left, you can enter your first underground enemies. Jump onto the coffins to open them up and find power-ups - or enemies - and grab the Odie tongues on the ceiling to find a way out.

Enemies here include hands that grab at you, skeleton cats that throw bones at you, ghosts that fly out at you and bats that fly around haphazardly. The hands can respawn, and the skeleton cats can nail you from off-screen. The skeleton cats also take two hits to defeat, as they crumble after the first one. The ghosts make a "whoo" sound whenever they are nearby.

The fences that are in your way will hurt you if you land on them.

You can easily avoid the underground sections, but you'll need to explore them once in a while, to 

There is a long tunnel that you can go to for invincibility and a ton of health pick-ups, but you'll have to backtrack in order to go through a wall, enter another underground burial chamber and get back aboveground.

At the end, there is an underground chamber you'll need to drop to that has a TV remote. Get the remote to face Count Slobula, who is basically Odie in a vampiric robe flying around. Slobula will send three bats at you as he flies around, and after a while, he will dive at you. You'll need to stay away from him as he dives in order to try your best to avoid the attack, and after the dive, he will stand there for half a second. This is when you need to hit Count Slobula. Slobula will briefly hide in a coffin, and you'll need to leap on that coffin, then leap up into the blinds to raise them up and let sunlight in, which will damage Count Slobula. This also damages the coffin Slobula was in, making it unusable. Sometimes there will be food in the coffins, but more often than not, they will be empty. You'll need to do this three times, and you may lose a life or two just to beat Count Slobula, but when you do, you'll get a TV remote that takes you out of this Halloween special.

If you find the mallet key, you'll play the mallet mini-game. You'll be told not to hit a certain character. The holes in the circuit board correspond to the buttons on the six-button controller, but you can also use Up in conjunction with A, B and C to hit things. The longer you last in the game, the faster it gets, and the more letters you can find that spell the word "Garfield." If you can spell "Garfield," the game gives you a continue.

You'll always get the tube mini-game no matter what. Here, you'll move Garfield around with the D-Pad while picking up Pookys. If you get enough, you can earn an extra life, and if you can get a lot, you can get a continue. You start with three continues, which is enough to get through the game with if you know what you're doing. If you run out of continues or choose not to continue, you can get a password so you can start back where you left off. Touching a coffee cup will make you go faster, while the blue orbs will slow you down. For some reason, I keep touching the coffee cup when I don't want to.

To get to the next portal, just jump on the yellow platforms on the circuit board in the background (use the spring if you need to), then use the next spring to get on the coil and head to the right. Jump over the electric charge, then wrap around down and to the left to enter the next level.

Revenge of Orangebeard


Here, the ammunition is bombs. Also, you wear different things and even carry a different melee weapon for your B button attack. I like that it's a wooden sword here.

When you enter this level, you'll land on a boat. Stay on it at all times to get through the first half of the level, and be ready to attack tentacles that strike at you, bats that fly around, leeches that dive at you, vines that grab at you and skeleton pirates that throw their heads at you. If you fall off the boat into the water, the water will damage you, and the boat will wait for you to get back on. 

Eventually, you'll have to get off the boat and jump on platforms before getting onto another boat.

After a while, there will be platforms that move in and out of the background wall, and you'll have to leap from one to the next as they move in and out of the wall in order to get back on the boat and continue on.

When you get on dry land, you can get on the tree branches to get the mallet key. You'll have to fight monkeys that throw stuff at you while yellow birds that look like flying chickens show up every so often 

The turtles move back and forth on the water and act as platforms, but they also dive into the water when you jump onto them.

The second part of the stage takes place on an island. Watch out for the flame vents in the ground that you can barely see, as they shoot fire out of the ground. Also, if you attack the man-eating plants, you can jump on them and use them like trampolines. You'll need to move from one side of the area to the other with the tree branches and vines as you make your way to the top of the level, where you'll have to drop down to enter another section. As you do this, you'll also have to deal with the flying yellow birds that show up every so often. Amazingly, you don't even have to face them to defeat them with the melee attack, as the hitbox on it is so generous that you can attack the birds with it even when they are behind you. If you fall into the water, you won't die; instead, you'll be carried out to an earlier point.

In the third section, you'll have to jump on platforms that move in and out of the water to avoid falling into the water. You can push the rock into the water to get past the last gap before the remote.

The boss here is a large pirate skeleton. Use the platforms that move in and out of the water to get to the skeleton boss and throw ammo at it, and avoid the skulls that he throws. After one hit, the pirate's parrot will fly to the left. Jump on the parrot, then throw ammo at the boss. Be ready to jump on a platform and wait for the parrot to show up again, then get on the parrot and throw ammo at the pirate again, all while attacking and/or avoiding the flying skulls. After enough hits, the pirate boss will go down.

After this, you'll need to climb on ceilings and jump on platforms and springs to get to the next portal.

Cave Cat 3,000,000 B.C.


The ammunition here is a fish skeleton.

In the first section, you'll have to deal with crabs that snap at you and pterodactyls that drop egg bombs and dive bomb you. There are also geysers shooting out of craters with rocks at the top, and the rocks act as platforms.

At one point, you'll have to drop down a crater and leap onto a fish. You'll need to control the fish with Left and Right on the D-Pad as the water rises so you can avoid the walls and ceilings and get out of the crater. At least you can't drown here.

The bone platforms fall when you step on them, so hurry over the gap to the other side.

If you go right past the crater you have to push the rock into without going up and go all the way to the right, the water will carry you to an extra life.

In the second section of the level, you'll have to jump on rocks travelling down waterfalls of sludge while also dealing with Odie clouds that constantly fly in and zap you with lightning bolts. Aside from the flame vents from the second stage (which are easier to see this time), you'll also have to deal with hills containing fire-breathing mice (huh?) and cavemen who will throw bones at you. This is where your ammunition will really come into play.

There is one place off the beaten path you can go to where there is a pit of yellow sludge that will damage you if you touch it as well as an upside-down extra life icon. The icon will still give you an extra life if you grab it, but if you off-screen the location and come back, it re-spawns. Use this area to get the maximum nine lives if you need to. To leave the area, go all the way to the right and press Up below the hand pointing down to enter a doorway.

The tree branches act as trampolines. If you don't know where to go, you may have to take a leap of faith. You're forced to do this at least once in the second section.

If you see what looks like a rectangular stone slumped forward, you can stand on top of it and use it as a platform. There's not much of a reason to do so, but it's there.

The rock bridge has fallaway segments much like the bone bridges from the first sections, so hurry across the gap.

The boss is an Odiesaurus Rex. Watch for shadows so you don't get hit by falling rocks after the screen shakes, and push the sphere-shaped boulder to the see-saw on the lower-right corner. Jump on the see-saw so that the rock hits Odiesaurus Rex and brings him down, then hit him with your melee attack or your ammunition. After a couple of hits, Odiesaurus Rex is done. The hardest part is making sure that you avoid the rocks as you get those hits in, as they make this boss battle much harder. Make sure you grab the remote as quickly as possible in case of falling rocks, because if you die even the remote is visible, you're doing this whole battle over.

To get to the next stage, you'll need to avoid the electrical barriers as you go right, up and then left.

Catsablanca


The ammo here is tin cans.

You'll need to go through a maze. Be careful when hitting garbage cans for pick-ups, and keep striking after you've hit one in case a cat jumps out and attacks Garfield.

Start by going down the manhole that the orange hand is pointing at. Make your way to the right. You'll see three doors. Enter the one on the right. Go left, then jump up to the door at the end and press Up to enter it. You'll be back underground. Go right and enter the doorway in the other room. You'll be back outside. Head to the right, then jump on the awning while avoiding the things thrown by the old man in the window and use Odie's tongue to launch yourself to the roof. You'll need to head left from roof to roof, jumping off the edges of the awnings on the left sides of the building while avoiding and/or attacking birds that fly at you from the left. You'll soon see a wrecking ball. Keep jumping on it as it swings between the foreground and the background to stay on it. There will be a mallet key and an extra life nearby; grab those if you can before getting the remote.

There was supposed to be a second section after this where you are on a subway train, but it was removed from the final version of the game. It was shown on the back of the box for the game, and it was also shown in a Sega Channel exclusive called Garfield: The Lost Levels, which also contains some levels that were also cut out, probably due to memory constraints. Sadly, the ROM for The Lost Levels has yet to be dumped, and it is considered lost media.

You'll soon face the boss, and your ammo will be bombs. The dog dressed as a spy will move from one side of the area to the other, and will throw bombs. He will also toss a bomb up and down as he moves, and you'll need to jump over it, as well. You'll want to avoid the ones that are lit and grab that ones that are not, then throw them into the pipes so you can hit the dog spy below. After enough hits, the dog boss will leave, and you'll be able to exit the level.

To get to the fifth level, drop down and to the left, then make your way up and jump over the red lights so they don't damage you. From there, get on the spring on the ceiling and head left to the portal.

The Curse of Cleofatra


The ammo here is gold ankhs.

Cracked walls will break if you stand on them.

Duck in front of the Arlene statues so the wings do not hit you, then jump on the wings and get to where you need to go.

Hitting torches will activate things. The human statues have blocks that you can jump on and bounce off of.

Buttons on the floor will trigger traps such as spears that come out of the ceilings and floor as well as crusher traps.

The sand that spouts out of the walls act as platforms, but you will slide off if you stand on them for too long.

The blocks with the cat head and the two hands can be pushed, but a few of them have to be moved another way. The stone platforms that swing around will open doors, and you'll have to jump off and land on them at certain points in order to make them get a full rotation. From here, you'll need to keep moving the platform to raise the door up further so you can continue on. 

There are some hidden walls, and you can find some areas where you will have to deal with things such as a platform that slowly rises up to make it easier to get to another area or a place where you have to avoid raining spears.

Enemies here include mouse mummies as well as scarab beetles that fly around. 

The boss here is a giant pharaoh statue with Jon's face. Light the torches at the side to produce some hands you can ride up, then hit the torch at the top to open up another hand platform. Ride it up and hit a torch to open up the Odie statue's mouth, then hit the torch inside to extend the tongue. From here, you'll need to hit the eye on the Odie statue to shoot a laser at the blue jewel in the center. You'll need to do this with both sides, and you'll have to keep beating up the scarab beetles that are flying around as you do this. If you need health, there will be some near both of the torches at the bottom, as well as near the Odie statues' eyes.

After destroying both Odie statues, the pharaoh statue will lower. Jump up and hit the eyes with your melee weapon while avoiding the scarab beetles. Once the eyes are broken, you'll had to deal with the cobra head on the top of the statue. The blasts sweep back and forth, and knowing that makes it a little easier to avoid the blasts as you keep jumping up and hitting the cobra head. After enough hits - and smart use of the health pick-ups in this room, should you need them - you'll beat this boss.

To get to the last portal, you'll need to make a trek downwards, to the right, up some platforms and over a laser lights and some electric currents. This will lead to the final battle with Glitch.

Season Finale


Here, you'll face Glitch...at last.

To beat Glitch, you'll need to avoid the lasers that he zaps around the room while pushing the reflective plates on the sides by moving into them. One of the projectiles will bounce off and hit Glitch, and Glitch will go higher up into the room. The blue shots simply go downwards, while the red shots bounce around everywhere and are the ones you have to send back at Glitch with the mirror-like reflective plates on the sides of the room. As you go further and further into the battle, the shots will be faster and coming out more often, and it makes this battle more difficult than it should, especially when you are in the air. If you get hit at any time while in the air, you get knocked back down immediately, which makes jumping onto and off of platforms a real pain. This becomes very apparent after the third hit. You'll have to hit Glitch seven times in order to beat him for good, but once you do, Glitch is defeated and you can grab the remote at the top to beat the game!

Tuesday, December 5, 2023

PrinceWatercress plays Garfield: Caught In The Act (GEN/MD) - Part 6 of 6


It's time to face Glitch and end this...and he is annoying.


Season Finale

Here, you'll face Glitch...at last.

To beat Glitch, you'll need to avoid the lasers that he zaps around the room while pushing the reflective plates on the sides by moving into them. One of the projectiles will bounce off and hit Glitch, and Glitch will go higher up into the room. The blue shots simply go downwards, while the red shots bounce around everywhere and are the ones you have to send back at Glitch with the mirror-like reflective plates on the sides of the room. As you go further and further into the battle, the shots will be faster and coming out more often, and it makes this battle more difficult than it should, especially when you are in the air. If you get hit at any time while in the air, you get knocked back down immediately, which makes jumping onto and off of platforms a real pain. This becomes very apparent after the third hit. You'll have to hit Glitch seven times in order to beat him for good, but once you do, Glitch is defeated and you can grab the remote at the top to beat the game!

Monday, December 4, 2023

PrinceWatercress plays Garfield: Caught In The Act (GEN/MD) - Part 5 of 6


In this entry, we take on the final regular level on the game.


The Curse of Cleofatra


The ammo here is gold ankhs.

Cracked floors will break if you stand on them.

Duck in front of the Arlene statues so the wings do not hit you, then jump on the wings and get to where you need to go.

Hitting torches will activate things. The human statues have blocks that you can jump on and bounce off of.

Buttons on the floor will trigger traps such as spears that come out of the ceilings and floor as well as crusher traps.

The sand that spouts out of the walls act as platforms, but you will slide off if you stand on them for too long.

The blocks with the cat head and the two hands can be pushed, but a few of them have to be moved another way. The stone platforms that swing around will open doors, and you'll have to jump off and land on them at certain points in order to make them get a full rotation. From here, you'll need to keep moving the platform to raise the door up further so you can continue on. 

There are some hidden walls, and you can find some areas where you will have to deal with things such as a platform that slowly rises up to make it easier to get to another area or a place where you have to avoid raining spears.

Enemies here include mouse mummies as well as scarab beetles that fly around. 

The boss here is a giant pharaoh statue with Jon's face. Light the torches at the side to produce some hands you can ride up, then hit the torch at the top to open up another hand platform. Ride it up and hit a torch to open up the Odie statue's mouth, then hit the torch inside to extend the tongue. From here, you'll need to hit the eye on the Odie statue to shoot a laser at the blue jewel in the center. You'll need to do this with both sides, and you'll have to keep beating up the scarab beetles that are flying around as you do this. If you need health, there will be some near both of the torches at the bottom, as well as near the Odie statues' eyes.

After destroying both Odie statues, the pharaoh statue will lower. Jump up and hit the eyes with your melee weapon while avoiding the scarab beetles. Once the eyes are broken, you'll had to deal with the cobra head on the top of the statue. The blasts sweep back and forth, and knowing that makes it a little easier to avoid the blasts as you keep jumping up and hitting the cobra head. After enough hits - and smart use of the health pick-ups in this room, should you need them - you'll beat this boss.

To get to the last portal, you'll need to make a trek downwards, to the right, up some platforms and over a laser lights and some electric currents. This will lead to the final battle with Glitch.

Sunday, December 3, 2023

PrinceWatercress plays Garfield: Caught In The Act (GEN/MD) - Part 4 of 6


At this point, the stages start getting shorter. It makes sense here, since you're in a maze and it takes a while to get through it if you don't know where to go, but the next one...not so much.


Catsablanca


The ammo here is tin cans.

You'll need to go through a maze. Be careful when hitting garbage cans for pick-ups, and keep striking after you've hit one in case a cat jumps out and attacks Garfield.

Start by going down the manhole that the orange hand is pointing at. Make your way to the right. You'll see three doors. Enter the one on the right. Go left, then jump up to the door at the end and press Up to enter it. You'll be back underground. Go right and enter the doorway in the other room. You'll be back outside. Head to the right, then jump on the awning while avoiding the things thrown by the old man in the window and use Odie's tongue to launch yourself to the roof. You'll need to head left from roof to roof, jumping off the edges of the awnings on the left sides of the building while avoiding and/or attacking birds that fly at you from the left. You'll soon see a wrecking ball. Keep jumping on it as it swings between the foreground and the background to stay on it. There will be a mallet key and an extra life nearby; grab those if you can before getting the remote.

There was supposed to be a second section after this where you are on a subway train, but it was removed from the final version of the game. It was shown on the back of the box for the game, and it was also shown in a Sega Channel exclusive called Garfield: The Lost Levels, which also contains some levels that were also cut out, probably due to memory constraints. Sadly, the ROM for The Lost Levels has yet to be dumped, and it is considered lost media.

You'll soon face the boss, and your ammo will be bombs. The dog dressed as a spy will move from one side of the area to the other, and will throw bombs. He will also toss a bomb up and down as he moves, and you'll need to jump over it, as well. You'll want to avoid the ones that are lit and grab that ones that are not, then throw them into the pipes so you can hit the dog spy below. After enough hits, the dog boss will leave, and you'll be able to exit the level.

To get to the fifth level, drop down and to the left, then make your way up and jump over the red lights so they don't damage you. From there, get on the spring on the ceiling and head left to the portal.

Saturday, December 2, 2023

PrinceWatercress plays Garfield: Caught In The Act (GEN/MD) - Part 3 of 6


In this video, we go back to prehistoric times. This part has some of the best music in the game.


Cave Cat 3,000,000 B.C.


The ammunition here is a fish skeleton.

In the first section, you'll have to deal with crabs that snap at you and pterodactyls that drop egg bombs and dive bomb you. There are also geysers shooting out of craters with rocks at the top, and the rocks act as platforms.

At one point, you'll have to drop down a crater and leap onto a fish. You'll need to control the fish with Left and Right on the D-Pad as the water rises so you can avoid the walls and ceilings and get out of the crater. At least you can't drown here.

The bone platforms fall when you step on them, so hurry over the gap to the other side.

If you go right past the crater you have to push the rock into without going up and go all the way to the right, the water will carry you to an extra life.

In the second section of the level, you'll have to jump on rocks travelling down waterfalls of sludge while also dealing with Odie clouds that constantly fly in and zap you with lightning bolts. Aside from the flame vents from the second stage (which are easier to see this time), you'll also have to deal with hills containing fire-breathing mice (huh?) and cavemen who will throw bones at you. This is where your ammunition will really come into play.

There is one place off the beaten path you can go to where there is a pit of yellow sludge that will damage you if you touch it as well as an upside-down extra life icon. The icon will still give you an extra life if you grab it, but if you off-screen the location and come back, it re-spawns. Use this area to get the maximum nine lives if you need to. To leave the area, go all the way to the right and press Up below the hand pointing down to enter a doorway.

The tree branches act as trampolines. If you don't know where to go, you may have to take a leap of faith. You're forced to do this at least once in the second section.

If you see what looks like a rectangular stone slumped forward, you can stand on top of it and use it as a platform. There's not much of a reason to do so, but it's there.

The rock bridge has fallaway segments much like the bone bridges from the first sections, so hurry across the gap.

The boss is an Odiesaurus Rex. Watch for shadows so you don't get hit by falling rocks after the screen shakes, and push the sphere-shaped boulder to the see-saw on the lower-right corner. Jump on the see-saw so that the rock hits Odiesaurus Rex and brings him down, then hit him with your melee attack or your ammunition. After a couple of hits, Odiesaurus Rex is done. The hardest part is making sure that you avoid the rocks as you get those hits in, as they make this boss battle much harder. Make sure you grab the remote as quickly as possible in case of falling rocks, because if you die even the remote is visible, you're doing this whole battle over.

To get to the next stage, you'll need to avoid the electrical barriers as you go right, up and then left.

Friday, December 1, 2023

PrinceWatercress plays Garfield: Caught In The Act (GEN/MD) - Part 2 of 6


In this entry, we take on the swashbuckling genre with Revenge of Orangebeard.


Revenge of Orangebeard


Here, the ammunition is bombs. Also, you wear different things and even carry a different melee weapon for your B button attack. I like that it's a wooden sword here.

When you enter this level, you'll land on a boat. Stay on it at all times to get through the first half of the level, and be ready to attack tentacles that strike at you, bats that fly around, leeches that dive at you, vines that grab at you and skeleton pirates that throw their heads at you. If you fall off the boat into the water, the water will damage you, and the boat will wait for you to get back on. 

Eventually, you'll have to get off the boat and jump on platforms before getting onto another boat.

After a while, there will be platforms that move in and out of the background wall, and you'll have to leap from one to the next as they move in and out of the wall in order to get back on the boat and continue on.

When you get on dry land, you can get on the tree branches to get the mallet key. You'll have to fight monkeys that throw stuff at you while yellow birds that look like flying chickens show up every so often 

The turtles move back and forth on the water and act as platforms, but they also dive into the water when you jump onto them.

The second part of the stage takes place on an island. Watch out for the flame vents in the ground that you can barely see, as they shoot fire out of the ground. Also, if you attack the man-eating plants, you can jump on them and use them like trampolines. You'll need to move from one side of the area to the other with the tree branches and vines as you make your way to the top of the level, where you'll have to drop down to enter another section. As you do this, you'll also have to deal with the flying yellow birds that show up every so often. Amazingly, you don't even have to face them to defeat them with the melee attack, as the hitbox on it is so generous that you can attack the birds with it even when they are behind you. If you fall into the water, you won't die; instead, you'll be carried out to an earlier point.

In the third section, you'll have to jump on platforms that move in and out of the water to avoid falling into the water. You can push the rock into the water to get past the last gap before the remote.

The boss here is a large pirate skeleton. Use the platforms that move in and out of the water to get to the skeleton boss and throw ammo at it, and avoid the skulls that he throws. After one hit, the pirate's parrot will fly to the left. Jump on the parrot, then throw ammo at the boss. Be ready to jump on a platform and wait for the parrot to show up again, then get on the parrot and throw ammo at the pirate again, all while attacking and/or avoiding the flying skulls. After enough hits, the pirate boss will go down.

After this, you'll need to climb on ceilings and jump on platforms and springs to get to the next portal.

Thursday, November 30, 2023

PrinceWatercress plays Garfield: Caught In The Act (GEN/MD) - Part 1 of 6


After not touching this game for 25 years, I finally played this one for the channel. Glad I did; it's a little better than I remembered.


The game begins with Garfield watching television when Odie scares him so much that he lands on the TV. Garfield fixes the TV, but an evil being known as Glitch comes out of the TV and drags him in, trapping Garfield in TV land.

When you start the game, you'll find out what everything does. Pizza and hamburgers will refill health. There are ammunition that you can find and throw at enemies. The coffee cup makes Garfield temporarily invincible. The Garfield head is an extra life. Pooky the stuffed teddy bear is a checkpoint. The mallet key unlocks a second bonus stage after finishing the level. The TV remote will teleport you to another area.

A throws ammunition forward, B attacks and C jumps. You can look up and down with Up and Down (which also ducks), and Left and Right move left and right. At the start of the game, jump from platform to platform and jump into the coil in the ceiling to grab it. You can then move left and right on it. Move to the right to get to the portal leading to the first level.

Your hit points are in the upper-left corner. The maximum is ten, and when you go to zero, you lose a life and you get an animation of a TV with teeth clamping down in front of Garfield when Garfield tries to press himself against the screen, which is pretty creepy and nightmare-inducing. When you get hit, you don't have a lot of invincibility frames, so you'll need to get yourself out of danger or else you're going to quickly get hit again.

Count Slobula's Castle


The ammunition in this level is a skull.

At the left, you can enter your first underground enemies. Jump onto the coffins to open them up and find power-ups - or enemies - and grab the Odie tongues on the ceiling to find a way out.

Enemies here include hands that grab at you, skeleton cats that throw bones at you, ghosts that fly out at you and bats that fly around haphazardly. The hands can respawn, and the skeleton cats can nail you from off-screen. The skeleton cats also take two hits to defeat, as they crumble after the first one. The ghosts make a "whoo" sound whenever they are nearby.

The fences that are in your way will hurt you if you land on them.

You can easily avoid the underground sections, but you'll need to explore them once in a while, to 

There is a long tunnel that you can go to for invincibility and a ton of health pick-ups, but you'll have to backtrack in order to go through a wall, enter another underground burial chamber and get back aboveground.

At the end, there is an underground chamber you'll need to drop to that has a TV remote. Get the remote to face Count Slobula, who is basically Odie in a vampiric robe flying around. Slobula will send three bats at you as he flies around, and after a while, he will dive at you. You'll need to stay away from him as he dives in order to try your best to avoid the attack, and after the dive, he will stand there for half a second. This is when you need to hit Count Slobula. Slobula will briefly hide in a coffin, and you'll need to leap on that coffin, then leap up into the blinds to raise them up and let sunlight in, which will damage Count Slobula. This also damages the coffin Slobula was in, making it unusable. Sometimes there will be food in the coffins, but more often than not, they will be empty. You'll need to do this three times, and you may lose a life or two just to beat Count Slobula, but when you do, you'll get a TV remote that takes you out of this Halloween special.

If you find the mallet key, you'll play the mallet mini-game. You'll be told not to hit a certain character. The holes in the circuit board correspond to the buttons on the six-button controller, but you can also use Up in conjunction with A, B and C to hit things. The longer you last in the game, the faster it gets, and the more letters you can find that spell the word "Garfield." If you can spell "Garfield," the game gives you a continue.

You'll always get the tube mini-game no matter what. Here, you'll move Garfield around with the D-Pad while picking up Pookys. If you get enough, you can earn an extra life, and if you can get a lot, you can get a continue. You start with three continues, which is enough to get through the game with if you know what you're doing. If you run out of continues or choose not to continue, you can get a password so you can start back where you left off. Touching a coffee cup will make you go faster, while the blue orbs will slow you down. For some reason, I keep touching the coffee cup when I don't want to.

To get to the next portal, just jump on the yellow platforms on the circuit board in the background (use the spring if you need to), then use the next spring to get on the coil and head to the right. Jump over the electric charge, then wrap around down and to the left to enter the next level.

Monday, October 9, 2023

PrinceWatercress plays World of Illusion (Donald's Path) - The Longplay


It's now time to play through this game in one shot as Donald. Enjoy!


One night, Mickey and Donald were practicing for their big magic act. One of the magic tricks surprised Donald, and he fell backwards, tripping over some scenery. Behind the scenery was a mysterious magic box with a drawn curtain.

"Oh, Boy! If it works, we can use this in our magic act!" said Donald.

"Uh, I don't know if that's such a good idea...." replied Mickey, noticing a strange glow behind the curtain.

But he was too late. Donald had already stepped inside. Poof! The curtain fluttered and Donald disappeared!

Mickey stepped inside to inspect the box and...Poof!, he disappeared too.

Booming laughter echoed as Mickey and Donald fell through the darkness, and an evil voice said, "You are good magicians in your world, but here in my world of magic, you'll have to learn many more tricks to find your way home. If you can find and defeat me, I will show you a way out of this magic box."

At the main menu, you can choose between Mickey and Donald, and you can also input a password, check out the sound test and even change the controls between four different configuration. I will be using Control Type 1. Left and Right let you move around, A lets you run when held down, B lets you attack and C lets you jump. Also, holding Down and pressing C lets you crawl. Honestly, I wish you could double tap Left or Right to run rather than hold a button down, as it is more awkward on one of Sega's controllers from that era as opposed to the NES or Super NES controllers to hold down a button to do that, and it forces you to use two fingers.

You'll start in the forest. Attack the guards when they charge at you, and make sure your magic cloth touches them completely. If the sparkles touch them, they will simply stun them, but it will help defeat them or other enemies if you can't get close enough. When the leaf enemies wake up, hit them, too.

If you crawl under the branch at the start by holding Down and pressing C (under default controls), you'll get the question mark bag that you can't normally get. These bags contain either a card you can grab to get closer to a 1-Up, a piece of candy that refills one hit or a cake that refills all your hits. In this case, it's the cake. You start with five hit points, but you can go all the way up to eight, and if you lose all your hits, you'll lose a life, or as the game calls it, a try.

The mosquitoes will dive at you when close enough. Hit them or avoid them as they dive.

The log seesaws will launch you into the air when you jump on the high end.

Enemies will spawn behind you sometimes. Watch your back.

At the start of the second section, Donald will be whisked into the air when he jumps into the flower. You'll have to jump from leaf to leaf on the beanstalks, and if you want to stay at the top path, you'll need to jump from leaf to leaf and watch out for moving platforms. You'll find all the good stuff on the top path, as that is where the power-ups will be. If you fall down, you'll still hit the ground. You can use the magic cloth to attack the plants stuck in the ground to get them to sprout up, and you can use them as platforms from there.

You'll soon enter a cave. Go up at the start for one unit of health, and avoid the holes in the web platforms, as you will fall straight down into a bottomless pit with no way to control your character.

The spiders near the web walls act much like the block snakes from [i]Super Mario World[/i], as its web trail is like a moving platform that you can take to get to the other side. Thankfully, the spider producing it does not hurt you.

The boss here is a giant spider. It just moves around. When its back is visible, hit it with the cloth. If you see its underside, wait for it to leave the screen before attacking again. Interestingly, this boss doesn't attack you; he just moves around. After six hits, you'll beat the boss and get the ability to produce and ride a flying carpet.

In the next level, when you approach the cliff, Mickey will try his new magic. When he extends his arms and says "Alakazam," press A, B or C. You'll produce a magic carpet.

When you approach the cliff, Mickey will try his new magic. When he says "Alakazam," press A, B or C. You'll produce a magic carpet.

From here, keep pressing C to stay afloat, and hold Left on the Control Pad to keep yourself from moving as fast, or advance further with Right. You cannot attack while flying, so avoid everything except the question mark bags. 

Donald then drops onto a leaf on a waterfall going down a mountain. You'll need to stay on the leaf and jump over obstacles while also crossing bridges that will fall down as you walk across them. Pressing C lets you jump straight up while still being above the leaves, though you will have to use the Control Pad sometimes. You will have to duck under things such as rock formations and flames that show up in the caves, however, as anything that can harm you will instantly cost you a life in this section.

You'll then be jumping from cloud platform to cloud platform. The cloud platforms with all the curves on them will break apart when you stand on them (the others don't), and the clouds with the faces will move forward. If you see birds, attack or avoid them before they attack you, and watch out for those tornadoes.

The cloud piano keys produce notes as you move around, and the notes will sometimes turn into top hats that give you 1-Ups, candy for health or even cards. Sometimes, they will turn into bombs. The bombs damage you. Don't run into bombs.

The boss here is a statue with six blocks. When you approach the exit, the wheel will start turning, and one by one, the block that is on top will turn into a gray dragon that looks like Puff the Magic Dragon. Avoid the fireballs by jumping over them, then attack when they leap forward.

You'll then learn how to make a magic bubble. Interestingly, you activate it much like you did the magic carpet, and from here, you can use Left and Right on the Control Pad to move and press the jump button continuously to stay afloat. You'll then be using your magic to create a magic bubble immediately.

In the third level, you'll be using the Control Pad in conjunction with the jump button, which you'll need to press repeatedly, to swim. You won't be able to attack while underwater, so your best bet is to avoid enemies at all costs, especially the small black sea urchins on the floors and ceilings.

If you see a wall of bubbles, there will be a clam nearby. Face away from the clam in order to get the clam to approach you. It will stop at the wall of bubbles and neutralize it.

You'll soon enter a cave. When you try to crawl inside, however, Donald won't fit. You'll be forced to go back, and when you do, you'll be rocket upwards out of the water. From here, you'll need to jump from island to island while also jumping on inner tubes and fighting fish. Some of the inner tube platforms will deflate and sink into the water when you land on them. Some of these platforms move, and others still will be shot into the air so you can land on top of the palm trees. The cans spin, but you can stand on them without worrying about being spun off into the water.

The blue card gives you temporary invincibility when you grab it, and it will be really useful here, since you'll need to jump off the very edge of the inner tube platforms to make some of the jumps. You'll eventually be able to cast a spell that takes you back underwater and to the sunken ship.

Aside from the starfish, you'll have to dodge some tridents. Some will drop down when you get under them; others will drop down a tad sooner. You'll also have sawfish coming out of the floor. They are like swordfish, but their bills are saws. Hit them when they pop up, and go slowly when you hear them pop up.

You'll have to run across the narrow area near the end to avoid drowning in the water that fills the corridor up.

The boss here is a shark. The shark is harmless when you only see its fin, but when it surfaces and comes after you, that is when you want to attack and avoid. After a second pass where you can only see its fin, the shark will dive down, leap at you and then chase after you for a second again. You can hit it while it is in the air.

You'll then learn how to teleport to another box. When you head left after this, you'll be sucked out of the water and you'll end up in an over-sized library.

We're back in the over-sized library! Castle of Illusion introduces this level theme, but this game revisits it a bit. The ink stamps will walk towards you, the fountain pens will fly at you, and the protractors will pounce on you.

The tubes of green paint squirts out green paint that slows you down if you walk into it, and the tiny green staples act as trampolines when you jump on them.

Be careful getting that 1-Up, you'll have to move quickly in mid-air to get that extra life. Also, when going up the cork board with the pins that act as platforms, watch out for that flying fountain pen.

You'll soon drop into a jar of sugar cubes. Go to the other end, and be ready to stun the cubes that leap back and forth. If you want, you can go back for the extra life to get another one.

After the jar of sugar cubes, you can enter two doors and enter a whole new area. If you can ride the measuring tapes that leads back and forth on the way, you can get some more health. Here, you'll face wolves that charge at you, eagles that dive at you and rocks that bounce around. Amazingly, the wolves, eagles and rocks are made up of letters that spell the word that they are supposed to represent, which pre-dates WordWorld by several years. If you see switches on the floor, hit them with the cape to get some pick-ups. One of them also lowers a drawbridge that leads into the castle at the end.

After this, you'll soon enter a cookie tin that leads to the candy world. Once again, this game revisits some things that were done in Castle of Illusion while adding some new ones.

The gummy planes will fly at you, and the gingerbread men will throw candy canes at you. The wafer enemies take two hits to defeat and just move back and forth.

The cloud platforms will move forward when you stay on them. Use them to get over the collapsible bridge and continue with the level.

The green plants will twist you around if you land on them, but they don't hurt you. They only stun you.

Donald's version of the level is mostly the same, but the part where you ride the bottle cork up into space doesn't show up for Donald like it does for Mickey, so you just go straight to the gelatin platforms that you're supposed to sink through.

Near the end, you can go left for an invincibility card. The gelatin blocks are soft and you will sink through them; you'll want to do that to reach the boss.

The boss is an evil witch who will fly around, dive at you and cast magic. Her patterns are really easy, and you can easily tank hits while absolutely decimating her. Beating her will give you the magic to command cards.

Before you enter the door, jump left over it for two cards and a piece of candy for health, then enter the door to enter an Alice In Wonderland-esque level for the final level of the game.

If a card guard is throwing hearts at you, it is an enemy you can defeat; otherwise, be ready to walk up to it and press the jump button when Mickey extends his arms towards it.

The Mad Hatter chess pieces jump around. The black ones hop in place, while the white ones jump towards.

The bells on the trees will slide you around when you get them moving by leaping on them, so be ready to get where you want to go.

For the moving card platforms that you'll need to make, be careful when you jump, as you can get carried a little further than you would like and you risk falling into the bottomless pit.

At the end of the first section, you'll have to jump one of six dies. The correct one is the two, but if you jump on the five, you'll go to a bell tree for some hidden power-ups.

The next section has you in a maze. You'll have to go through the maze in a specific way in order to find the exit. Go up to the third level, then attack the bird with a sawblade for a beak. You'll open up a hole to an alternate version of the maze. Drop in, then go up to the fourth level and defeat the jack-in-the-box enemy to get a springboard. Jump on the springboard to get back to the normal version of the maze and defeat the sawblade bird, then jump in the hole and go up to the fifth level. Go right, defeat the springboard enemy, then get on the springboard and defeat the sawblade bird. Jump in the hole, go right and you'll find the exit.

You'll then be in the final section. When the witch in front of you at the start creates holes in the floor, be ready to run and jump over where the circles they drop to form the holes with land. There will be some Mad-Hatter looking enemies, but they can be easily defeated.

Go right after the first set of stairs for a hidden passage in the wall that leads to a cake.

Hit the button near the curtains to illuminate the area where the curtains are. This allows you to see the enemies behind them and see where you are going when behind them.

After the second set of stairs, wait for the carriages to meet before jumping forward and attacking in mid-air to take out the witches. The third will come at you from behind on the stairs.

Jump in the box. Hold Right on the elevator so you can land on solid ground when the elevator breaks off and drops.

From here, you'll be fighting more card guards and other enemies. For best results, duck when fighting the card guards. Some of them will come from behind, so be on your guard. Crawl under the platform with the bag under it for a 1-Up. Be careful at the stained glass windows; enemies will show up near them.

You'll then face a giant Pete whose eyes will follow you around as the platforms in the center go up and down. Don't touch the white clouds below, and watch out for the Pete reapers as you attack the face. After enough hits, you'll beat Pete and you'll leave the World of Illusion to perform a magic show. You've won!



Sunday, October 8, 2023

PrinceWatercress plays World of Illusion (Donald's Path) - Part 5 of 5


Donald will have to go through a maze in order to get to the castle. After that, it's business as usual before we defeat Pete again.


If a card guard is throwing hearts at you, it is an enemy you can defeat; otherwise, be ready to walk up to it and press the jump button when Mickey extends his arms towards it.

The Mad Hatter chess pieces jump around. The black ones hop in place, while the white ones jump towards.

The bells on the trees will slide you around when you get them moving by leaping on them, so be ready to get where you want to go.

For the moving card platforms that you'll need to make, be careful when you jump, as you can get carried a little further than you would like and you risk falling into the bottomless pit.

At the end of the first section, you'll have to jump one of six dies. The correct one is the two, but if you jump on the five, you'll go to a bell tree for some hidden power-ups.

The next section has you in a maze. You'll have to go through the maze in a specific way in order to find the exit. Go up to the third level, then attack the bird with a sawblade for a beak. You'll open up a hole to an alternate version of the maze. Drop in, then go up to the fourth level and defeat the jack-in-the-box enemy to get a springboard. Jump on the springboard to get back to the normal version of the maze and defeat the sawblade bird, then jump in the hole and go up to the fifth level. Go right, defeat the springboard enemy, then get on the springboard and defeat the sawblade bird. Jump in the hole, go right and you'll find the exit.

You'll then be in the final section. When the witch in front of you at the start creates holes in the floor, be ready to run and jump over where the circles they drop to form the holes with land. There will be some Mad-Hatter looking enemies, but they can be easily defeated.

Go right after the first set of stairs for a hidden passage in the wall that leads to a cake.

Hit the button near the curtains to illuminate the area where the curtains are. This allows you to see the enemies behind them and see where you are going when behind them.

After the second set of stairs, wait for the carriages to meet before jumping forward and attacking in mid-air to take out the witches. The third will come at you from behind on the stairs.

Jump in the box. Hold Right on the elevator so you can land on solid ground when the elevator breaks off and drops.

From here, you'll be fighting more card guards and other enemies. For best results, duck when fighting the card guards. Some of them will come from behind, so be on your guard. Crawl under the platform with the bag under it for a 1-Up. Be careful at the stained glass windows; enemies will show up near them.

You'll then face a giant Pete whose eyes will follow you around as the platforms in the center go up and down. Don't touch the white clouds below, and watch out for the Pete reapers as you attack the face. After enough hits, you'll beat Pete and you'll leave the World of Illusion to perform a magic show. You've won!

Saturday, October 7, 2023

PrinceWatercress plays World of Illusion (Donald's Path) - Part 4 of 5


I always liked this level, to be honest. Donald's section just makes it that much more awesome.


We're back in the over-sized library! Castle of Illusion introduces this level theme, but this game revisits it a bit. The ink stamps will walk towards you, the fountain pens will fly at you, and the protractors will pounce on you.

The tubes of green paint squirts out green paint that slows you down if you walk into it, and the tiny green staples act as trampolines when you jump on them.

Be careful getting that 1-Up, you'll have to move quickly in mid-air to get that extra life. Also, when going up the cork board with the pins that act as platforms, watch out for that flying fountain pen.

You'll soon drop into a jar of sugar cubes. Go to the other end, and be ready to stun the cubes that leap back and forth. If you want, you can go back for the extra life to get another one.

After the jar of sugar cubes, you can enter two doors and enter a whole new area. If you can ride the measuring tapes that leads back and forth on the way, you can get some more health. Here, you'll face wolves that charge at you, eagles that dive at you and rocks that bounce around. Amazingly, the wolves, eagles and rocks are made up of letters that spell the word that they are supposed to represent, which pre-dates WordWorld by several years. If you see switches on the floor, hit them with the cape to get some pick-ups. One of them also lowers a drawbridge that leads into the castle at the end.

After this, you'll soon enter a cookie tin that leads to the candy world. Once again, this game revisits some things that were done in Castle of Illusion while adding some new ones.

The gummy planes will fly at you, and the gingerbread men will throw candy canes at you. The wafer enemies take two hits to defeat and just move back and forth.

The cloud platforms will move forward when you stay on them. Use them to get over the collapsible bridge and continue with the level.

The green plants will twist you around if you land on them, but they don't hurt you. They only stun you.

Donald's version of the level is mostly the same, but the part where you ride the bottle cork up into space doesn't show up for Donald like it does for Mickey, so you just go straight to the gelatin platforms that you're supposed to sink through.

Near the end, you can go left for an invincibility card. The gelatin blocks are soft and you will sink through them; you'll want to do that to reach the boss.

The boss is an evil witch who will fly around, dive at you and cast magic. Her patterns are really easy, and you can easily tank hits while absolutely decimating her. Beating her will give you the magic to command cards.

Before you enter the door, jump left over it for two cards and a piece of candy for health, then enter the door to enter an Alice In Wonderland-esque level for the final level of the game.

Friday, October 6, 2023

PrinceWatercress plays World of Illusion (Donald's Path) - Part 3 of 5


Not gonna lie, Donald's specific section is harder than Mickey's.


In the third level, you'll be using the Control Pad in conjunction with the jump button, which you'll need to press repeatedly, to swim. You won't be able to attack while underwater, so your best bet is to avoid enemies at all costs, especially the small black sea urchins on the floors and ceilings.

If you see a wall of bubbles, there will be a clam nearby. Face away from the clam in order to get the clam to approach you. It will stop at the wall of bubbles and neutralize it.

You'll soon enter a cave. When you try to crawl inside, however, Donald won't fit. You'll be forced to go back, and when you do, you'll be rocket upwards out of the water. From here, you'll need to jump from island to island while also jumping on inner tubes and fighting fish. Some of the inner tube platforms will deflate and sink into the water when you land on them. Some of these platforms move, and others still will be shot into the air so you can land on top of the palm trees. The cans spin, but you can stand on them without worrying about being spun off into the water.

The blue card gives you temporary invincibility when you grab it, and it will be really useful here, since you'll need to jump off the very edge of the inner tube platforms to make some of the jumps. You'll eventually be able to cast a spell that takes you back underwater and to the sunken ship.

Aside from the starfish, you'll have to dodge some tridents. Some will drop down when you get under them; others will drop down a tad sooner. You'll also have sawfish coming out of the floor. They are like swordfish, but their bills are saws. Hit them when they pop up, and go slowly when you hear them pop up.

You'll have to run across the narrow area near the end to avoid drowning in the water that fills the corridor up.

The boss here is a shark. The shark is harmless when you only see its fin, but when it surfaces and comes after you, that is when you want to attack and avoid. After a second pass where you can only see its fin, the shark will dive down, leap at you and then chase after you for a second again. You can hit it while it is in the air.

You'll then learn how to teleport to another box. When you head left after this, you'll be sucked out of the water and you'll end up in an over-sized library.