Showing posts with label The Blues Brothers. Show all posts
Showing posts with label The Blues Brothers. Show all posts

Wednesday, October 8, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 7 of 7


The game has saved the best for last! Thanks for watching!

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Stage 31


Watch where the swinging platforms go as you lower yourself down. Grab the cake, jump on the platform and let it fall with you on it so you can land on the solid ground below, then run right and get the checkpoint. Wait for the swinging platforms to get close to you so you can jump on them one by one, and it should not be long before you get to the goal.

Stage 32


You'll need to shoot the breakable blocks to the left of where you start. Run to the right and avoid the electricity along the way, grab the records, go back to the start, and shoot left to break the walls below the goal to drop it down. From here, you'll need to get through the walls with as few shots as possible while continuing to collect records, all while jumping on trampolines, which is not the easiest task in the world. When you get to the trampolines, destroy the breakable walls under the goal to get the goal to drop.

Shoot your way to the next level down, then head left to the crates. Shoot down the breakable walls at the bottom of the crates section, then jump your way up and shoot down the breakable walls at the top. Head to the right and shoot down the walls so you can give yourself enough room while also avoiding the crushing ceilings. If these ceilings get to the end, you won't be able to continue, so you'll need to be fast and precise with your shots. 

From here, you'll want to make paths you can crawl through on the next sets of walls so that you also don't fall into or stand up and hit yourself on the electricity. Jump over the last bits of electricity, which are really short, and shoot down the lone bear trap. The goal will be just behind the last breakable wall.

If you missed a wall, you're going to have to start all over, as there are no checkpoints in this stage. If you die, you're starting all over, which makes this stage rather rough.

Stage 33


Hey, guess what! It's more of what you did in Stage 32! You're just going up instead of down!

Grab the records at the start and use the trampoline to break the walls to the left. You'll want to make it so that the trampolines stay in place and the goal is able to make its way up. You'll have to do this throughout the stage.

You'll then have to head right, break the walls, avoid the crushing ceilings and shoot the switches so that the electricity doesn't get in your way. You'll have to shoot switches while behind electricity more often than not in order to move forward, but you'll eventually find some small platforms that you'll have to jump from one to the next to make your way up and deal with more crushing ceilings and electricity. Keep the electricity horizontal on the way to the left, and when you get to the ladder, climb down to break the next goal wall to the left. Make your way up, shoot some more wall to the left to raise the goal up, then make the electricity vertical on the next level and shoot the next goal wall.

At the top, duck to destroy the next well, and use the nearby trampoline to destroy the wall above that. You'll need to avoid more crushing ceilings and shoot carefully at the walls to ensure that you don't set the electricity to the wrong direction as you go through the walls. In the area with all of the switches and bear traps, just jump your way through and climb upwards. Shoot your way through the left and mind the crushing ceilings, and grab the stacks of records for more ammo. Just destroy the two top layers of wall so you don't get shocked. At the next ladder, shoot down the wall to the left, then climb up the ladder and shoot the wall to the left there. You've made it to the goal!

Stage 34


Avoid the dodo birds as you jump upwards. You have only ten seconds at the start of the level, so you'll need to hurry. Bounce off the mushroom and land on the platform to the right, and grab the hourglass. You'll have more time to work with, which is good. Jump from swinging platform to swinging platform, grab the checkpoint, and keep jumping your way to the right. You'll deal with a few more spiked balls as well as an egg that shoots debris out in six directions, but if you can jump to that set of records, you'll be able to reach the goal and beat the game! Congratulations! You just beat [i]The Blues Brothers[/i] for Super Nintendo! A sequel is teased at the end, but it didn't happen! Who cares? You're done with this game!

Tuesday, October 7, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 6 of 7


You can tell that the game is saving the best for last because I'm typing a lot more for the last several levels in the game.


Stage 26


Be careful as you jump from platform to platform at the start. At the first swinging platform, duck to avoid the spike ball. Make sure you get the checkpoint afterwards! Duck down on the swinging platform afterwards, then get ready to jump from platform to platform and from trampoline to trampoline to get to the goal.

Stage 27


This level is a lot more run 'n gun compared to the last several stages, and has those car enemies from Stage 2 making a return. Watch the skies, as bear traps will be falling down, especially near the time and large health pick-ups. 

Stage 28


Another run 'n gun level, this time with bottomless pits! Be sure to get the extra life near the end by jumping over the goal and then getting right back; you're gonna need it.

Stage 29


The black orbs with the lightning bolts on them change the direction in which the electricity flows - between horizontally and vertically - whenever you throw records into them, and you'll need to be very careful near them so as not to make things harder...or impossible!

After the wall at the beginning (which you can jump over, amazingly), hit the switch so you can continue with the level. Be careful with the crushing ceilings as you destroy the walls in your way, and when you see the stack of records at the bottom of the crushing ceilings section, shoot the wall down, then throw a third record to turn the electricity of. Get past where the electricity was, make some room on the next wall, then shoot the bottom of that well to crawl and shoot your way across. You'll then want the electricity out of the way when you get to the ladders, so you can climb down and get the checkpoint. You'll need to grab it, as it is essential to clearing this stage.

From here, shoot the switches once to get on the trampolines, then shoot the switches again and land on the areas where the electricity flows vertically and jump your way to the goal. Do not shoot any switches on the way there. You may think you'll have to rely on the trampolines to get to the goal, but you won't just as long as you just get everything right and then just run and jump to the left.

Stage 30


Watch out for the electricity and the bear traps at the beginning...as well as the switches! You'll need to make paths at the lowest parts of the wall, but you'll also want to keep the electricity horizontal as you go through the crushing ceilings section. Keep the electricity horizontal before you reach the checkpoint, and carefully jump up the stairs.

Get the checkpoint when you get to the ladders, and keep the electricity horizontal for the rest of the level. (It will return to vertical if you die at this point, so remember where switches are). This will make the trampoline section easier so you can get to the goal with less effort.

Monday, October 6, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 5 of 7


The electricity has now changed from green to orange...and it's a lot more prevalent at this point in the game, too! Better be ready to avoid it!


Stage 21


Be ready to avoid the ceilings that move up and down as you jump the gaps and avoid the electricity, which you'll be doing constantly as you go lower and lower into the level. Be ready to run when the masses of electricity walls turn off. When you make it to the trampolines, get to the platforms above immediately and jump your way to the goal.

Stage 22


It's time to avoid more moving ceilings and electricity, and this time, you'll also be shooting bugs every now and then. You'll want to quickly run and jump to the right and get to the checkpoint. Thankfully, the ceilings are a tad slower once you travel left through the top of the level and shoot down the walls, and you won't have to wait too long if the ceilings get in the way of your shots. Thankfully, the level gets easier near the end.

Stage 23


You're riding the dragon again here. There's not much up or down, so just hold Right and get to the goal.

Stage 24


It's time for more chain grabbing as you run and climb through the level. If you see a checkpoint, grab it! There is invincibility left of the second checkpoint, but thankfully the rest of the stage is slow going as you only have the bear traps to deal with.

Stage 25


Grab the life as you start running to the right, and run to the right straight past the fallaway platforms. Stay on the outward edge of the swinging platforms and jump on the one in mid-air repeatedly. The narrow spike pathways are pretty easy to avoid the spikes in for the most part, but to get past the part with the swinging platforms where the spiky floors and ceilings are, you'll need to crawl from left to right on the platforms and move off the platforms (do not jump!). 

Sunday, October 5, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 4 of 7


There's lots of obstacle course platforming here! Amazingly, I was able to get everything to come together.


Stage 16


Take the low road at the start to get that extra life. Just watch out for the spiked balls. Be sure to stand in the center of that wooden platform to drop down, then get ready to jump from platform to platform. Once you see the small heart, the worst is over. The goal is just ahead.

Stage 17


Get the cake for the extra hit at the start. From here, you'll eventually have to jump from swinging platform to swinging platform, but at least the platforms are slow. Pay attention on the way down with the platforms that are swinging in a circle so you don't fall into the spike pit. As for the lowest area, watch out for the enemies and the spiked ball, and watch your jumps after the big heart so you can make it to the goal.

Stage 18


It's back to running, jumping and throwing records at dogs on the way to the goal here. This is less of an obstacle course than the last two stages and is more of a "straight up" action kind of stage.

Stage 19


Get all the records as you can and break through all the walls that get int your way. The stacks of records seem tempting, but you'll find enough records out in the open. Be ready to make openings in the breakable walls in order to get away from all of the electricity and moving ceilings. You'll want to be careful with the last wall, because breaking the wrong row will send you falling into the electricity. Also, don't hold Y while bouncing around; you don't want to jump into the electrified ceilings.

Stage 20


Another vertical stage! This one doesn't have much in the way of enemies, but you'll still want to avoid the one bear trap that is there as well as the electricity. Hope you've mastered grabbing those climbable chains.

Saturday, October 4, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 3 of 7


It's time for some more obstacle courses. Don't worry, the difficulty's going to ramp up pretty soon.


Stage 11


Here's another stage that you have to run through. Watch out for the bear traps and the crushing ceilings, and make sure you jump from crate to crate carefully. The walls with the yellow spots can be broken with the records that you can find throughout the stage, so blast through them and make a path.

Stage 12


Once again, you'll need to make your way to the top of the stage, then bounce off the mushrooms to the left to get to the goal. At least there aren't any enemies here.

Stage 13


A dragon (snake?) will be flying around you when you start the stage. Jump on its head, and you'll be able to fly around. The trick is to tap the direction you need to go instead of holding. Also, there are plenty of lives that you can pick up around here, and the best part about this is that if you lose a life for any reason, all the lives re-spawn, so you can pick up even more! Get as many lives as you need before getting out of here.

Also, if it lands on you, you can throw it with X. 

Stage 14


This is where the game starts getting harder. You'll want to get one of the cakes below where you start, so you can make the jumps over the electricity easier. Believe it or not, you jump higher when you're buff and you have the extra hit. As for the crate jumps, don't run. It'll make the jumps easier to pull off. At least the trampoline jumps near the end are easier to pull off than the ones at the start if you're holding the run button.

Stage 15


Take your time with your jumps at the beginning. You've got plenty of time to get through the stage, so watch where you're going as you're bouncing up and down off what look like bicycle pumps. As for the bear traps that are bouncing around, you'll need to time your record throws so that you can hit the traps and get them out of the way. Once you get to the top and reach the checkpoint, things get better. Don't forget that you can crawl on the way to the exit!

Friday, October 3, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 2 of 7


These next five stages are all action, but if you know how to play, you can blast through these stages in a matter of minutes.


Stage 6


For this level, your ability to do things is put to the test, and you won't have any records to use as weapons to back you up. You'll need to avoid the bear traps as they jump back and forth and avoid falling into the electricity in order to get through this level. Thankfully, it's not a long stage at all.

Stage 7


This level is completely vertical. Once again, you have no weapon. Be sure that you don't slide off while grabbing the chains, because there are still plenty of hazards in this stage that will hurt or kill you. Also, get to the gold jukebox as soon as you see it, because the crate near it falls if you stand on it for too long.

Stage 8


This one is just as action-oriented as the first two stages. You'll be avoiding swinging spiked balls, wall spikes and even snails as you run from point A to point B. At least you have weapons to pick up this time, and there's a 1-Up that you can get early in the stage.

At the top you'll need to run off the edge to get onto the first two swinging platforms as they move. For the next two singing platforms, you'll need to get to the right end and then crawl to the left with Down-Left on the D-Pad as the swinging platform heads that way. Do not hold Y while doing this, or you will hurt yourself on the spikes.

Stage 9


This stage is completely horizontal. Shoot down the bugs as you go and avoid those swinging spiked balls! Be sure to get the 1-Up near the end, just in case.

Stage 10


The dogs will chase after you, and you can shoot them down with your records. If a dog falls on you, you can carry it over your head and throw it away with the X button. Other than this, this is more running and jumping with the chain grab here and there.

Thursday, October 2, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 1 of 7


Hey, a Blues Brothers game! This game was as every bit as interesting as I expected it to be.


This is a game that I've seen time and again on YouTube for years, and I've decided to take this game on myself. Interestingly, I didn't have as bad of a time as I thought I would, and I ended up completing it.

Stage 1


When you start the game, you can select between Elwood (the taller, thinner brother) or Jake (the shorter, rounder brother). Elwood runs faster, but Jake jumps higher. If you select both characters, Player 1 will be Elwood and Player 2 will be Jake. 

At the top of the screen is your HUD. The amount of records you have will be up there, and it will be different at the start of every level. By throwing records, you can defeat enemies. You'll also have your current amount of lives and health in the HUD. There is also a time limit, and you'll lose a life if you run out of time before completing a stage. You have three continues in case you lose all your lives, so be careful.

Left and Right move left and Right, Down ducks. Down-Left and Down-Right let you crawl. Y runs, B jumps, and A and X throw records. If you hold the throw button down, the picture of the record in the HUD will spin, and at the cost of five records, you can throw a super-charged record that can go through enemies and give you a more powerful attack. Collect more records to get more ammo. You'll need them to get past the bug enemies in this stage.

While running, you'll be a little more slippery than usual.

The red note is a checkpoint; grabbing one keeps you from starting the stage from the beginning when you die. The small red jukebox gives you temporary invincibility.

Spikes do not kill you upon contact, but they do take a lot of health away, so stay off of them.

For this stage, you'll need to avoid the spikes and the spinning spiked balls while jumping from platform to platform. Some of the platforms swing back and forth, but others spin in a complete circle. There are some stationary ones, and you don't want to dilly-dally on those as some of them will fall if you're on them for too long. You'll also need to take out the bugs, which fly in a circle at first and then track you when you get close enough. They only take one hit to kill.

The big gold jukebox is the goal. Touch it to clear the stage.

Stage 2


The mushrooms act as trampolines when you jump on them.

The cars take a few hits with the records to defeat, but a charged-up attack takes them down in one shot.

The cakes make your character super-buff and give them an extra hit. This extra hit keeps you from losing health, and can be quite useful. You can only have one extra hit at a time.

The small hearts refill one heart on your health, and the Blues Brothers dolls will give you extra lives. You'll need to be big to get the extra life here.

Stage 3


The snails take two records to defeat. 

The bear traps require you to duck to hit them, and they take multiple hits to defeat. They will repeatedly clap down, and while some of them will jump in place, others jump back and forth. They are among the enemies that you will see the most in this game, and you'll need to watch them to see where they go, as they are bad news.

There are mushrooms in the trees, and you'll need to hold B to jump from one mushroom to the next. Remember that you need to bounce twice for more height. When you reach the checkpoint, be ready to repeatedly run and jump to the left to get to the goal.

Stage 4


If you go to the left and follow the path at the start, you can get an hourglass. This will give you 50 more seconds.

The smaller, darker crates can fall if you spend too much time on some of them.

The electricity is instant death even if you have an extra hit! Don't touch it!

The bicycle pumps act as trampolines, much like the mushrooms from the earlier stages.

If you see a big chain, press Up while immediately in front of it to grab it. 

Be careful near the end. You do have knockback in case you get damaged, and while it's not Castlevania levels, it can make things a little dicey.

Stage 5


Once again, you need to get to the top and use the mushrooms in the trees to get to the goal. If you fall down near the end, head left to grab an hourglass for 50 more seconds.