Showing posts with label part 2. Show all posts
Showing posts with label part 2. Show all posts

Thursday, September 3, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 2 of 16


In this entry, we finish up the first level of the game. On to Level 2.

First | Next | End

The basement is off to the side from the living room. Avoid the poisonous green goo as you jump around on dry land and get to Mr. Potato Head, who will give you the Cosmic Shield in exchange for his ear. While you cannot jump very high on the toxic goo, you can get to the wooden platform safely and then get on the boxes to explore the rest of the basement.

Pushing the boxes in the basement will allow you to reach a Pizza Planet token. In every level, there will always be one Pizza Planet token out in the open; thankfully, Rex will tell you about it if you find him. As for the zipline in the basement, it will take you to the fourth sheep.

The kitchen is near the basement entrance, just off to the side from the living room. The trash can will get you on the countertop if you push it; watch out for the hot water coming out of the pot on the stovetop. The fifth and final sheep will be on top of the cabinets near the sink and countertop; you'll need to push a scale off the top of another set of cabinets, then stomp on it to get to the sheep. Bo Peep will be on the table; you can either jump up the chair or climb up the broom to get to the top of the table. Talk to her with all five sheep collected to get a Pizza Planet token.

We're done, and if you talk to Rex at this point, he will tell you that you have all the tokens. On to Level 2!

When you exit a level, you'll see what you've collected. At the top, you'll see what the five tokens are. There is a Hamm token, a collectibles token, a race token, an out in the open token and a boss token, and the levels never stray from this formula. In the middle is the amount of coins you've collected for Hamm. At the bottom, you'll see which power-ups you've collected throughout the game. We have the Cosmic Shield, but we'll need the others to fully complete the game. You'll then be able to save your game before being taken to the world map. Left and Right will let you switch levels, while X lets you confirm and Triangle takes you back to the main menu.

Level 2: Andy's Neighborhood


When you start the level, the rescue mission begins. Buzz finally leaves the house and explore the neighborhood.

At the start, avoid the lawnmower; it will hurt you. You'll also see a bunch of molehills on the lawn. The hint cube will tell you that you'll make the soldier surrender if you stomp the molehills that he is near. Look for the stomp symbol and the fireworks to see where to stomp. With each stomp, you'll smoke out the molehills, and on the last one, you'll get a soldier to pop out so you can collect him. You'll also find Sarge on the stoop. He will ask you to find his five soldiers, and if you can do that, you'll get a Pizza Planet token.

When you leave the starting area, you'll come across a racetrack. The RC car will be waiting for you to race him again for another Pizza Planet token, and you'll also see a bunch of car enemies that look like Emperor Zerg. The car enemies require a charge shot to quickly destroy, and if you have the green laser, one shot will tear them to ribbons. Rex is near the huge tree and the swingset. Watch out for the slime coming down from the tree.

You can climb that tree by jumping up the swingset (and collecting your second soldier on the way up), then climbing the rope holding up the tire. Once you're in the tree, you'll meet Hamm almost immediately, so head over here when you need to hand him the coins for the Pizza Planet token. While on the tree, you'll need to jump on the green leafy parts that act as platforms. You may have to go up other parts of the tree, but the completely green parts are the ones to concentrate on. There is also a see-saw platform, and you'll need to get it to lean to one side by getting it to lean all the way to the side in order to continue on.

There is a rope off to the side when you're halfway up the tree. You'll want to double jump to it and grab it, because this will pull the rope down and give you a shortcut back up the tree. This is good, since you'll need to swing off some bars in order to get to the top of the tree, where you'll have to fight a Zurg kite for a Pizza Planet token. Charge up your laser and use the lock-on ability to hit the kite, then stay away as the kite lowers and spins around to hit you in retaliation. Thankfully, this is the whole battle, and once you beat the kite, you'll be able to get a Pizza Planet token.

The video ends with me getting the Pizza Planet token from Hamm, since I'm able to get back up to him.

Wednesday, August 26, 2026

PrinceWatercress plays Astyanax - Part 2 of 6


In this entry, we face a few more bosses while also tackling our first strictly vertical level.


Round 2-1: Redroad


The pink skeletons not only shoot projectiles, but they will also strike low in case you're ducking.

Watch out with the small platforms. There's a plant shortly after the beginning, and another one at the end. Both spit fireballs. If you know what you're doing, you can land at the edge at the end, duck down and kill the plant in one shot if your swing is powerful enough. Otherwise, use magic.

When possible, let the flying blob enemies you've been seeing since Round 1-1 move past you. Whatever you do, don't stand where they spawn out from; otherwise they'll come back the instant you kill them or let them leave the screen.

The boss here is a green, one-eyed blob monster who travels across the floor. When you strike him, he rises and strikes back. Keep your distance and strike with your most powerful blows at all times. Thankfully, jumping over him does not put you in any peril, so feel free to do so as long as he's moving around.

Round 2-2: Inazumi


This is your first vertical level. Always jump straight up first before advancing, as this will show more of the level and also reveal some enemies ahead of time, such as the blobs that move back and forth and occasionally rise from the floor to throw spears at you. 

Keep holding the direction you're wanting to go in case you get caught on a platform while jumping from place to place; you'll get to where you need to go more often than not.

When you reach the top of the stage (you'll know it when you see it, as it's all floor with nowhere else to jump to), go all the way to the center, then jump. You'll trigger the mini-boss, which is a dragon-like creature that divebombs you. Avoid the projectiles that it shoots out in diagonal directions by keeping your distance, and strike it enough times with powerful blows from your weapon so that it backs up to the top of the screen. By doing this, you can stay on the ground and the mini-boss will have less of a chance to hit you. Be ready to back the mini-boss up to the top again after it attacks.

The boss is some sort of Medusa-like creature. You'll want to attack the purple jewel on his stomach by crouching down and striking it, and you'll want to be close enough so that you can duck under its hand when it claws at you  and still attack. It will also send two snakes at you, but you can turn around while ducking to strike them both down easily. After this boss sends out four snakes, it immediately disappears and come out from the other side of the screen, alternating between the left side and the right side each time. Thankfully, this boss is deceptively easy if you know what to do.

After the boss battle, Astyanax gets homesick, and Cutie apologizes for putting him through that, as Thelenea - where we need to go to face Blackhorn - is so far away.

Wednesday, August 12, 2026

PrinceWatercress plays Alisia Dragoon - Part 2 of 8


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


Stage 2


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

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

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

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

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

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

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

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

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

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

Thursday, August 6, 2026

PrinceWatercress plays Power Blade II - Part 2 of 6


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


Stage 2


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

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

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

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

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

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

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

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

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

Friday, July 31, 2026

PrinceWatercress plays Daffy Duck in Hollywood (SMS) - Part 2 of 6


Things get a little more difficult in the second world of the game.


The Duxorcist - Scene 1


Be careful around trees; enemies can hide behind them.

What looks like a small green pile on the ground is a monster, and it will pop up ready to do some contact damage if you get close enough to them.

The eyeballs are the projectile shooters around here. At least they're easier to spot and you can more easily tell which direction they're going to shoot in. 

The potion pick-up, when grabbed, encapsulates all on-screen enemies in bubbles so you can easily get rid of them.

The bats will fly at you if you get enough to them; shoot them when you're in range.

The red stuff that looks like dirt is really lava; it will damage you if you fall in.

There are ghosts that pop up when you least expect them. The only way to prepare for them is to memorize where in the level they will pop up at. Thankfully, you can shoot them and get rid of them.

If you see hidden sections that you can't seem to access, jump into walls. You'll be able to find hidden passages that way.

The ghosts that move back and forth can easily be stopped with your bubble shot.

The green lava can also damage you. The rafts will take you from one side of an area to the other.

The cauldrons will hurt you if you touch them while they are bubbling.

The devil ducks will move towards you if you get close enough to them.

The ghosts that act as platforms will fall if you stand on them.

Ooze will move back and forth underneath grabbable platforms and along ceilings; thankfully, they can be shot down.

There is an extra live above the exit. Make a running jump to the area above the exit so you can grab it.

The Duxorcist - Scene 2


The jack-o' lanterns will hurt you if you touch them while they are glowing.

The white slops are slippery; the green ones are not.


The hands in the air act as the hooks you can grab for this world.

The skeletons can throw skulls at you from a distance, and especially from off-screen.

Once again, there is a wall near the exit you can jump into for an extra life. You can also find an extra continue in there, too!

The Duxorcist - Scene 3


Compared to the first two scenes, there's more skeletons and ghosts popping

The trophy is in the upper-right corner of the stage. There is a hidden wall nearby that you can jump into to get the trophy.

Monday, June 29, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 2 of 32


From this point forward, I'll have the locations for all fifteen Power Cells in a level at the very bottom of the blog entry.

As for the level itself, this one isn't that much more difficult, but you'll be getting deeper into the groove of having to accomplish things in a level in order to activate the teleporter.


Have A Nice Day!


For this stage, you'll need to round up four sheep into the pen and use the switch for the electric fence to keep them there. You'll also need to find the racing mouse, which you will need to reach the exit.

The electric fence will be to the left of where you start. You can either kill four sheep and move them into the pen manually, or you can actually herd them in like a real dog. Since they always run away from you when you're controlling the dog, doing it the latter way is easier than you would think. Regardless of how you do it, getting four sheep into that fenced-in area in the corner near the starting point and then running into the switch to turn on the electric fence will let you clear that mission. Just make sure you don't run into the electric fence, because it will hurt you. 

You will, however, need a sheep in order to collect all fifteen Power Cells in the level. One of the sheep is near the bridges, and if you chase after it, you'll learn about the sheep's ability to float in mid-air. When you play as the sheep, you can press A to jump, but if you press and hold A, you can slowly float downwards, and you can even guide the sheep with the Control Stick so you can ensure that you stick a landing. Just keep in mind that the float ability drains the blue circle that acts as the energy gauge for Skill A when you perform a float, so you won't be able to float forever.

There is another dog at the other side of the stream. If you attack it as the dog, it will bite back. Stay behind it and keep attacking it to take it down. 

There is a set of platforms in a spiral that are each smaller than the last that you can jump to the top of. When you reach the platform at the top, the rest of the platforms will rise up, revealing a path to three more Power Cells. When it comes time to drop down, use the platforms to ease your way down instead of jumping or falling to the floor from the very top. Fall damage exists in this game, and it is damage that you do not want to take, especially when health pick-ups are scarce in some of the later levels. Of course, if you're using the sheep, you can just float downwards, making this moot.

There are two doghouses. One of them is open and contains the racing mouse, which you'll need to take control of to exit the level. Thankfully, it's just lying there with sparks flying out of it, so you can easily take control of it with the R button. The racing mouse, as you'll soon see by its specs when you control one for the first time, is made exclusively for speed. The A button is the turbo boost, and you'll be able to move faster while holding A for as long as the blue circle gauge has energy. The B button allows you to attack with the mouse's tail sticking out like a thumbtack, but you have to be right next to an enemy for it to work and you have to open yourself up entirely to attack in order to use it. The green circle gauge will empty the longer you hold the B button to perform the attack. You also don't want to move into the water with it, either, as it has poor water resistance. Dousing the racing mouse in water will quickly rinse your health meter, which is something you definitely do not want to do in any level with any animal with poor water resistance.

By taking control of the racing mouse, you'll complete the mission for finding it. But what about that other doghouse? As it turns out, it's for something that may be completely optional, but you'll want to do it for 100% completion.

The other doghouse is closed and contains a racing dog with wheels for feet and two missile launchers at its sides. If you approach the other doghouse as the racing mouse, the racing dog will leave the doghouse and race you. There is a starting line near the closed doghouse, and the racing dog will challenge you to a two-lap race around the pond blocking access to the teleporter. You'll race around the pond in a circle. To get the lead on the racing dog and keep it, you'll need to tap the A button to maintain a high speed, and you'll also want to press and hold A at the ramp - the raised portion of the ground in front of the pond - to jump over and clear the pond to get back to the starting line. You'll also want to stay close to the water - but not fall in it - in order to keep your turns narrow, much like in a real foot race. If you fall into the water, you're going to lose due to the mouse moving slowly in it while losing a ton of energy. If you use your speed boost too much, the racing dog will eventually catch up and overtake you. Thankfully there are black-and-white checkerboard arrows pointing to the right that constantly remind you of when to turn. By beating the racing dog, you'll get the trophy for this level: a golden racing mouse.

As for the teleporter, you'll need to use the racing mouse's turbo boost to go up a ramp over the pond to the island where the teleporter is. Once you're there, there's no turning back. Be sure to explore that island for the fifteenth and last Power Cell before you exit the level, or else you're going to have to play the entire level again just to get all fifteen Power Cells.

Racing Mouse


Type: Racing Mouse
Environment: Europe
Skill A: Speed Boost
Skill B: Tail Attack
Water Resistance: Poor
Mass: Tiny
Armour: Light
Strength: Weak
Traction: Average
Fall Distance: Medium
Production: Very Short
Engine: 2.0
Intelligence: High

Power Cells


1 | 2 | 3 | 4 | 5-8 | 9 | 10-12 | 13 | 14 | 15

Monday, June 22, 2026

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


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


The Volcano

The jewel made of fire will light the way.


Scene 1: Volcano 1

The bats will simply fly forward.

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

The crickets will jump back and forth.

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

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

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

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

Scene 2: Volcano 2

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

Doors in the wall will lead you to new areas.

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

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

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

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

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

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

Tuesday, June 9, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 2 of 11


We're doing swimmingly through this game so far, but it'll get tougher before we know it.


Stage 2-3



The switch is used to open the door blocking the exit, but you can easily avoid this, the conveyor belts and the plants that spit seeds at you with this simple step. At the start, immediately head left and hit the magical ladder icon, and place the ladder where the door that will block the exit will be. As long as the ladder is there, the door is forced open. There you go.

Of course, if you want to get the three bonus game, you're going to have to play through the level normally. As long as you don't get too fancy with your movements, you won't run into the plants' seeds.

Stage 2-4



Interesting homage to Donkey Kong Jr. here. Avoid the Klap-Traps and use the springboard to get to the upper half of the level quickly. Not much to this mini-boss. The Klap-Traps with the bows are the ones that DK throws at you. 

The intermission shows off the handstand, and how it can stop thrown barrels. Your feet can block anything that can come down on you and hurt you, but as you'll find out through your adventures, there are things that the handstand won't stop, especially if those things can crush and flatten you.

Stage 2-5



You can swim underwater by tapping the A button while holding Left and/or Right on the D-Pad. As for the rest of the level, this is another dead easy one that you can get through just by watching out for the fish and not getting too close to them.

Stage 2-6



Hit the switch, then go up and head right past the first springboard. Flip the switch here, then ride on one of the ladybugs to get to the top. The bugs are tough to avoid, so you're better off just doing this.

You could mess with the switches to get all of the bugs out of your way, but you'll be spending more time than you need trying to complete the level this way. You're better off just taking a ladybug ride.

Stage 2-7



Hit the switch to let the bugs out, then hit it again to bring the bridge across the spikes back. From there, you can use one of the ladybugs to make your way through the rest of the level.

To get the key to the door, throw the key onto the conveyor belts, then climb down the ladder and get it before it falls off. The key flashes after its leaves your hands, and if you don't get it in time while it's flashing, the key will return to where it was in the level.

Stage 2-8



You could play this one the old-fashioned way, but why do that when you can handstand jump off of the rock platform that goes up and down as soon as it gets close to Donkey Kong? At least it's possible to do and miss the springboard that he's tossing.

The intermission shows off the backflip.

Stage 2-9



New enemy here: the bird flies across the stage and tries to drop eggs on you.

Use the magical bridge platform above the spikes if you need to. Otherwise, switch directions with the switch will suffice.

Stage 2-10



The big-eared enemies will sprout out of the ground and rush in one direction - usually at you - when you jump over them. Be ready to jump over them.

Stage 2-11



You can either backflip your way to the key with the moving platforms, or use the magical ladder. It's up to you. If you use the magical ladder route, wait on the moving platforms on your way down; don't rely on the conveyor belts because it will get ugly.

Stage 2-12



Once again, you're throwing barrels at Donkey Kong. This time, you have mini-springboards to assist you with that. Again, use your handstand to deflect the barrels so you can throw them right back at DK if you need to.

The intermission shows off the angled wires. These work just like the power lines in the first world, except you can now launch yourself at a 45-degree angle.

World 3: Ship

Stage 3-1



The angry blocks will help you over the spikes if you jump on them.

Use the magical platform on the gap on the way to the key. Handstand jump your way onto the lone block guy, get the key, then get back on the block guy and take the key to the door.

Wednesday, May 27, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 2 of 13


In this entry, we complete the first world of the game.


Total Rekoil



The bouncy guys are Rekoils. A jump on the head is best, although you can also roll/spin into them as well in case they're on the ground. Be careful when tangling with them; you can get hit when you least expect it.

The first bonus area is to the left. Go left and jump up. You'll be able to jump into a barrel cannon that will take you to the first bonus area. Here, you're taking on a Buzz and a couple of Rekoils to get the Bonus Coin.

When you have a choice between going up and going left after the start of the level, go left first. You'll find Koin; throw the steel cage into the wall on the left from the right of Koin to get the DK Coin.

The second bonus area is in the corner near the ceiling, just before the G. Here, you'll be collecting stars again for a Bonus Coin. Watch out for the Rekoil.

If you roll/spin off an edge and then jump, you can perform a mid-air superjump.

Sheepy Shop


At the Sheepy Shop inhabited by an unnamed Brothers Bear located in every world, you can match cards with the D-Pad and the A button. The blocks at the bottom indicate how much time you have left. When you beat the game, you'll get a DK Coin, a Bear Coin, a 1-Up, a bunch of bananas and a clock. That last item will be important much later on, and you will need all of the clocks.

If you complete the matching game fast enough, you'll get a cheat code! You'll also get five Bear Coins.

The Sheepy Shop can also be used to teleport from one world to another, much like Funky Kong's services in the other games.

Koco Channel



At the start of the level, jump over the water and jump to the right off the two Knick-Knacks. You'll find Koin on the other side; throw the steel keg so it hits the wall behind Koin to get the DK Coin.

This is where the game's equivalent of the Klap-Traps debut. Don't roll into them, or you'll get bitten and lose a Kong.

Squitter the Spider is back and he controls just like he did in the second game. B will shoot web projectiles that defeat enemies, and if you press Select while a projectile is out, it will turn into a web platform. Use the web platforms to get to places you normally couldn't. Also, hold Up or Down while shooting web projectiles to aim upwards or downwards, respectively.

If Squitter lands in water, it will hurt him, so don't do that.

Speaking of which, the first bonus area is to the left after you get Squitter. Go back to the left and take to the sky with the web platforms in order to find it. In this bonus area, you'll need to brave the lake and it's fish - and two Rekoils if you go to dry land early - to find the Bonus Coin.

The second bonus area is in the last body of water in the stage before the goal. Go down and to the left to find the bonus area. Beyond the Bonus Barrel are two extra lives and a Bear Coin, which I didn't even bother to look for. You'll be collecting stars again; head to the left for stars that are easy to mess when you drop into the water here.

Liftshaft Lottery



The porcupine enemies known as Bristles can only be hit with a spin/roll attack from the front; hitting them from the back or jumping onto them will cause you to lose a Kong.

The first bonus area is to the right when you have a fork in the road. (Left leads to a barrel cannon and the O.) You'll be collecting stars for this one; watch out for the Buzzes as you climb up and down the ropes.

The DK coin is just before the N. Instead of heading left like the arrow of bananas tells you to do, keep going up. You'll find Koin. Throw the steel keg over Koin and into the wall for the DK Coin.

The second bonus area is near the end. The upper-left corner will look a bit suspect if you're riding on the moving platforms. Jump towards that area to jump into a barrel cannon that leads to the bonus area. You'll be bashing the baddies here. Don't worry about the Buzz; just take out the four Rekoils for the Bonus Coin.

Barbos Bastion


You'll turn into Enguarde as soon as you enter your first boss fight. Also, when you start a boss level, you'll always automatically start it with both Kongs.

Barbos will shoot a miniature version of himself at you; when it stops, wait for it to fully open up, then stab it so it flies right into Barbos and hits him. 

Stay all the way to the upper-left to avoid Barbos' attacks. The mini-mes will get faster with each phase of the battle, with the third mini-me almost cornering you. After the third hit, Barbos attacks one more time before you get the Bonus Coin and complete the first world of the game.

Sunday, May 17, 2026

PrinceWatercress plays Daffy Duck: Fowl Play - Part 2 of 6


For the second level, things get a little more interesting...


Stage 2: Lakeside


New hazards to watch out for include rocks that can make Daffy trip and campfires that shoot upwards and will singe Daffy should the fire touch him in any way.

If you hold Down while moving left or right, you can crawl.

Hedgehogs will stop moving and ball up when you get close to them. The spiders are even more deadly, as they can leap at you if you get way too close to them. You may run into a bull that charges at you; jump over it when it does. You might even see a bird drop stuff down from above in case you get under it.

For the second section, you'll need to drop down the chasm and stay in the center. Since going left or right makes you move continuously in that direction, you're going to have to rock the D-Pad back and forth in order to get through this area without hitting one of the other platforms on the way down. You'll really need to get a rhythm going, as the further down you go, the more quickly the platforms you can smash Daffy into head-first appear. If that happens, get the life you lost back before going downwards.

You'll eventually drop into the water. While fighting the enemies here may feel necessary for points and food, it's easier to avoid the enemies here, especially when you can take multiple hits at once. Enemies in the water include urchins, jellyfish that electrocute you, swordfish that move back and forth and even piranhas.

To beat Bugs this time, avoid the piranhas as you jump from platform to platform and duck under the sea urchin that Bugs has on a fishing pole.

Sunday, May 3, 2026

PrinceWatercress plays Die Hard (PC Engine) - Stage 2 of 10


Well, this stage was pretty quick. Didn't expect to find that body armor.


Stage 2: 01F


The second stage is a waterlogged maze leading to a lower entrance into Nakatomi Plaza. There are multiple routes through the maze, and as long as you don't run into every single dead end around here, you'll have plenty of time to get into the building.

The guys with the long blond hair will shoot at you with grenade launchers. Even though the explosions from their shots are not as big as when you shoot one. 

One of the dead ends has body armor, and you'll need to shoot down a gray-shirt guard to get it. Make sure you get it.

The exit is guarded by three enemies at once. Once you take them all out, you're done here.

Saturday, April 25, 2026

PrinceWatercress plays Alice in Wonderland (GBC) - Part 2 of 6


In this video, we start exploring Wonderland in an attempt to return home. After finding some lost items, we start making some headway.


When you finally wash ashore in Wonderland, a good amount of the game will be in a Zelda-like overhead perspective. You can move in eight directions with the D-Pad, and holding B will allow you to run. You can still jump with the A button, even though it admittedly feels a tad different compared to the side-scrolling sections, of which there will still be a few.

The pencil birds are enemies and can be defeated with a jump attack, although I leave them alone simply because I can.

The Brush Dog will whisk you away to a bonus area if you talk to him while you have 100 stars in your possession, which is replaced with the sprite of the White Rabbit running. I'll mention the bonus areas when the time comes, although the Brush Dog does mention that you will have to race the White Rabbit.

By walking up to signs, you can read them. The arrow signs will take you to the four stages of Wonderland that you will have to enter and clear before you can enter the final one, and each sign will tell you which one you are approaching. Just keep going in the direction of the sign, and you'll eventually enter that stage.

You'll also see some NPC's that you can talk to just by approaching them like you did with the signs. If you talk to them, they will ask you if you have seen a specific item. You'll need to play through the first four stages and find the items within in order to help these people recover their lost items. Thankfully, the NPC's do mention where they last had their missing item.

The rose will mention that she left her conducting wand with the Tweedles.

The man near the Tweedles' stage is missing his hammer, and you will find it in the Caterpillar Woods.

The Dodo near the Rabbit's house has lost his handkerchief, and you will find it at the tea party.

The Walrus has lost his cane, and you will find it at the Rabbit's house.

Since I have nothing better to do, I head to the Tea Party first.

Tea Party


At the start, go left, and watch out for enemies. You'll meet a new enemy in the spider, which will drop down when you get close enough. Watch the top of the screen for spiders, and jump on them after they drop all the way down. This area is a great place to stock up on stars for all of the bonus areas, and I take advantage of that for the later videos in this Let's Play.

When you go all the way to the left, you'll end up at the tea party. The Mad Hatter will be close to where you enter from, and he will tell you that you'll need biscuits in order for the dormouse to come to the party; without the biscuits, you won't be able to do anything here. Nevertheless, I do look around for more stars, and I run into other characters from the movie such as the Marsh Hare.

Since you don't have any biscuits, you won't be able to do much here besides collect all of the stars in the area and then leave. The gates here will automatically be open, and on your way out, you'll find the Dodo's handkerchief.

Back at the overworld, hand the handkerchief over to the Dodo to get the Tweedles' hats. With these hats in your inventory, you'll be able to complete the Tweedles' stage.

The Tweedles


The entrance to the Tweedles' stage is south of where you met the Dodo.

When you see a group of stars at the start, there will be an enemy shortly after it. Also, the last foreground tree before the exit into the overhead section will also hide an enemy.

The overhead section is a maze. You need to make it all the way to the north, but you also need to avoid the Tweedles and their many clones along the way. Watch where the Tweedles are going, and be sure to avoid them.

The big hopping pairs of glasses are also enemies, and much like the pencil birds, you can also jump on them to defeat them.

Along the way, you'll find a dead end near the end that leads to the conducting wand. By handing this to the rose, you'll get the Rabbit Key, which you'll need to unlock the Rabbit's house.

At the end of the maze, go right before going up for the last star in the maze so you can get all your health back.

You'll then face the Tweedles in a boss fight. Wait for the Tweedles to land on the ground before jumping on them. The power-ups that you got in the battle against the clock on the way to Wonderland will also show up here, and you can use them against the Tweedles. When you jump on the Tweedles' heads enough times, you'll get the Heart Medal. You'll need the four medals to enter the final stage and return home to beat the game.

Bonus Level 1


After completing this level with 100 stars, we end up doing the bonus area as soon as we leave.

For the Rabbit Maze, go through the middle first. Cut left, then go all the way to the right and follow the path. At the fork in the road, take the left path and keep going. Stay to the left as you keep going north, and the path will soon be easier to follow. Take the center or right paths at the end to reach the finish line. The White Rabbit is fast, but he will continually follow the wall at times, which gives you a chance to get ahead of him as long as you keep moving and always hold the B button.

When you reach the finish line first, talk to the Broom Dog back in the overworld. The Broom Dog will take you to a secret area. The duck-like creatures with the horn-like faces will act as trampolines when you jump on them while you are big. You'll need to touch the mushrooms to change your size and get some of the stars, as some of them can only be collected when you're small.

Near the end, there is another teapot that you need to collect. Thankfully, it is very easy to get to, and even if you're small when you're at the end, you're not kept from getting it before you leave.

If you pause with the Start button, you'll see how many stars you have, what medals you have and what items you have.

Sunday, April 19, 2026

PrinceWatercress plays Teenage Mutant Ninja Turtles - Part 2 of 6


This is where a lot of people have trouble with the game...a lot.


Stage 2



Well, there's nothing else here to do on the overworld map at this point except to enter the building in front of you...so why not?

As your make your way up to the roof of the building, you'll be fighting mini-bosses each time you reach a ladder. Thankfully, they're enemies you've beaten before. You'll need to be right at the edge to make the final jump to the door leading to the top of the dam itself.

When you're at the top, move to the right and move off the broken end of the building. This is the Hudson River bomb level, and it's pretty nasty.

First things first: if your current Turtle is in danger of dying, switch to another character immediately. If the timer (two minutes and 20 seconds) goes to zero, it's an instant game over. However, if you die, the timer resets but the bombs don't! Epic win!

You have 2 minutes and 20 seconds to defuse eight bombs. Thankfully, there's a map for this that really helps out. When you get near a bomb, press B repeatedly to defuse it. Special music will play if you have only 20 seconds left.

With the rotating spikes, stay near the center to make it easier to not get hit. 

Wait for the electric barriers to stop running before moving past them, as they can do a lot of damage.

The currents can really drag you down at times, and sometimes they won't work due to a glitch in the programming. Sometimes they'll drag you down into the coral below, which act as spikes or electric barriers and cause damage as a result. As for the very stringy looking things at the bottom of some areas, don't get near it; you'll be dragged in and you'll immediately lose a turtle if you get close enough.

When you defuse all eight bombs, don't even worry about getting back to the beginning. You'll automatically return to the Turtles' home only to find the place trashed. Shredder will show up on the screen wearing a red wifebeater instead of his usual purple gear and has the ability to point his hand through the TV screen. You'll find out that Splinter has been kidnapped, and that the Stage 3 map is freakin' huge compared to the first two.

Saturday, January 17, 2026

PrinceWatercress plays Super Mario Odyssey - Part 2 of 92


...and the collecting begins!


You'll start in front of a checkpoint. Trigger it, for Pete's sake.

To perform the Homing Cap Throw, throw your cap, then shake the controller so that the cap will fly toward the nearest target. Simple and useful move, yet I end up never using it.

The little spiky guys will be defeated when you throw your hat at them. They also give you coins.

The purple coins are regional coins. They are unique to the kingdom that you find them in, and can only be spent in the kingdom you find them in. When you collect any purple coins, you'll see how many you've gotten as well as how many there are in total in the current kingdom.

The white hats with the question marks on them turn into platforms when you throw your hat on them, but they'll change back before long.

By capturing the Chain Chomp, you can move backwards to wind up, then let go of the left stick to launch yourself forward. The pink chevrons will show where you will be going during the wind-up, so move left and right with the left stick as you continue to hold back to fix your aim if you need to. You'll need to do this to break the big rock formation near the stream so you can create a bridge and get your first Power Moon: "Our First Power Moon." As for the Chain Chomp itself, it will turn red when it is about to attack you. Get away from its strike path, then throw your hat at it to capture it.

This then leads to the next mission objective: "Multi Moon Atop the Falls." Cappy will tell you about the Power Moons, which you'll be collecting a lot of. 

In the water, you'll swim on the surface if you move as soon as you jump in. If you stay still for a second, however, you'll sink. From here, you can use the A or B button to swim. The ring near Mario is his oxygen; don't let it run out returning to the surface with the A or B button and Down on the left stick, or else you'll start losing health.

After you cross the bridge, you'll find the ship...but it looks like it's part of the wall and looks absolutely rusted. If you collect enough Power Moons, however, you'll be able to power it up. You'll be able to throw your cap at the globe, but until you get five Power Moons, you won't have enough energy for the ship.

Some rocks can be kicked around, and if you do that long enough, they will break. Sometimes they can contain coins, but other times they can contain something more...

By jumping into a pole, you can move up and down on it to climb it, and you can jump to jump backwards off the pole.

There is a sleeping T-Rex on a hill. If you throw your hat at it, you can take control it. Hold Y to dash while moving and press B to attack. You can destroy Chomps, but you can also break blocks and reveal some trampolines. Cappy won't be able to hold on to the form forever - unlike other enemies - and you'll soon turn back into Mario again after a short time if you keep the T-Rex form for long enough.

You can find 8-bit renditions of Mario characters on the wall. Throwing your hat at them can give you coins or hearts, depending on who it is.

To perform a spin throw, snap the controller (either both Joycons simulatenously, or the Pro Controller) to the side to throw Cappy around Mario.

You'll eventually find some 8-bit bricks behind a rock wall. Smash it with a Chomp, and you'll uncover an 8-bit pathway up to the top of the nearby wall. When you enter the nearby pixely pipe, you'll become an 8-bit version of Mario. From here, you can move left and right and jump around like you're in a 2D Mario game. You'll also get to jump on the occasional Goomba and even hit a brick over and over for up to ten coins. You'll still have your health, but you won't find any Super Mushrooms or Fire Flowers while you're in these sections. You'll have to find another pipe in the area and enter it in order to leave and get back to 3D as well as reality.

There is a path to the side in the 3D section. There is an invisible block you can hit from underneath, which you can reveal, jump onto and jump to the left from to find another Power Moon.

At the top, climb the nearby pole for a Life-Up Heart. Climb up to the top and go up to perform a handstand, then jump to grab it.

If you run into regional coins you've already collected, they will be transparent. Collecting them again will give you two regular coins each. Already collected Power Moons will also be transparent, and they will give you five regular coins if you re-collect them.

At the top, you'll run into someone in a dress with a gold Chain Chomp. This is Madame Broode, and she will not give you her Multi Moon. Stay away from her, and throw the hat at the gold Chain Chomp when it gets near you. The yellow chevrons will show where the Chain Chomp will go when it is about to attack, so make sure you are not in the path of those chevrons. Once you're in control of the Chain Chomp, keep away from Madame Broode. She will eventually get tired, and that is when you'll need to move back so that you'll eventually be able to be as far away as you can from here and launch yourself at her when you let go of Down on the left stick. Madame Broode will drop a couple of coins; be ready to avoid her and her Chain Chomp when she throws it. You'll then need to repeat the process of capturing the Chain Chomp and sending it at her. After three hits, Madame Broode goes down, and you'll get Power Moon #2. This is your first Multi Moon, which is worth three Power Moons instead of just one.

If you need health during the boss battle, break the rocks in the ground with your hat to reveal hearts and refill your health.

When you have five or more Power Moons, you'll be able to throw your hat at the globe again and activate the ship. This time, the ship will be as good as new, and you'll be able to go inside it and head to Sand Kingdom. You'll have no choice but to go there, anyway. For now, use the left stick or D-Pad and press A to select the Sand Kingdom once you have it highlighted. On the way there, Cappy will learn about Bowser, and the ship will now be known as "The Odyssey." You'll also get a random gameplay tip, then be shown the Action Guide and how to access it.

Not surprisingly, the Sand Kingdom is a desert full of sand. There is also an artifact called the Binding Band that links people forever like a wedding ring. Cappy will mention that Bowser would be definitely be in the mood to take it, which means that we may find him there. 

At the Sand Kingdom, you'll find something shining atop a tower in the distance. You'll also notice numerous ice crystals in the ground. Something has happened here...

Power Moons


1. Our First Power Moon - By taking control of the nearby Chain Chomp and moving it back so that you can launch it into this rock formation, you'll create a bridge across the stream and reveal your first Power Moon. You'll need to get this to complete the first story objective.

2. Multi Moon Atop the Hill - Beat Madame Broode. Capture her Chain Chomp while also avoiding its attacks, then run away from Madame Broode and launch yourself into her with Down on the left stick when she gets tired.

3. Chomp Through the Rocks - One of the rocks will have a Power Moon behind it. You can reveal with a Chomp, or you can do what I did and break it with the T-Rex.

4. Behind the Waterfall - There is a path to the side in the 3D section. There is an invisible block you can hit from underneath, which you can reveal, jump onto and jump to the left from to find another Power Moon.

Regional Coins


Friday, January 9, 2026

PrinceWatercress plays Metal Force - Part 2 of 7


In this entry, we'll encounter a whole new slew of enemies. We'll be seeing some of them again, though.


Mission 2: Under Ground


The stage starts with a ton of platforms you can jump on. To take out the small, yellow flashing things on the ground that hurt you when you run into them, duck down and attack. You'll want to do this, as they will jump upwards and hit you if you try to leap over them.

Be ready to attack anything that flies at you, as they usually carry power-ups. The first flying enemy you'll see here will have health, so make sure you kill it. It will look like a flying gray dragon, and it will try to home in on you, even doubling back to do so.

The yellow things with the white "eyes" that shoot missiles at you are vulnerable when their eyes are open.

In the next section, you'll meet the robot heads on small legs. If they have their white "tops," they will simply  walk back and forth, and they will speed up if they hit you; if they don't, they will move around for a brief instance before self-destructing.

The subsequent long passage will have a few new enemies. The dragonfly enemies will track you if you try to run under it, while the white orb enemy with the porthole will shoot bullets around the room clockwise.

The helicopter enemies will try to descend into you to hit you from above. The gold flying enemies with the propellers will drop down when you are close enough, and they will always drop health if you destroy them.

To beat the boss, you'll want to jump up and hit it from the highest platform. The boss will occasionally drop down and cause debris to shoot down; you'll want to avoid the debris as you continue to shoot at the boss. If you know what you're doing, you can defeat this boss quickly.

Thursday, January 1, 2026

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


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


Stage 2


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

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

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

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

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

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

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

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

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

Friday, December 26, 2025

PrinceWatercress plays Dragon Fighter - Part 2 of 6


The second stage introduces us to the three projectile power-ups as we take on a whole new set of enemies.


Stage 2


The green bugs will constantly spawn in from underground, but at least they will increase your Dragon Meter. You'll also have blue flying bugs that will fly in towards you. They can fly through the floor and they will definitely come at your current position when they show up.

The sky blue millipedes lower down when you strike at them, and you'll want to him them enough times so that you can jump over them and move on.

The spiders move up and down and fire off a three-way shot, but you can destroy it if you know where it's going to go.

The green enemies that crawl back and forth can shoot upwards, and you'll need to crouch in order to hit them.

There are blue pick-ups that will have either a G, and B, or an R on it. The G will give you the green attack with the basic projectile that you start the game with. The R, on the other hand, turns you red and will give you a couple of fireballs that bounce on the ground near you but can do intense damage to any enemies if it connects. B is the best, as it turns you blue but gives you a homing projectile. Not surprisingly, I get the B power-up and stick with it for the rest of the game. Also, these power-ups also effect your attacks as a dragon, and the homing projectiles from the blue power-up was useful for bosses.

The light blue ball enemies stop at walls, floors and ceilings and will always travel clockwise in the cardinal directions as they do. The blue spiked enemies leap up and shoot a three-way shot downwards. 

The boss here is a centipede. The centipede will fly around and occasionally go in and out of the ground, and you'll want to hit it in the head in dragon form as much as possible before you have to rely on your human form's charge attacks. Hitting the centipede with the blue attack as a dragon is a little difficult due to how the projectiles fly around, but if you can position yourself in such a way that the projectiles travel towards the head more easily, you'll be able to get more shots in.

Sunday, November 23, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 2 of 33


In this entry, we wake up in the castle. 


Square had a partnership with Electronic Arts in the late 1990s and early 2000s. Square Electronic Arts LLC published all of Square's titles in North America, while Electronic Arts Square K.K. published EA's titles in Japan. Both the LLC and the K.K. were dissolved when Squaresoft merged with Enix, with each partnes buying the other's shares and Square calling the joint venture a success. The LLC would be rebranded under the Square Enix name.

Chapter 2: A New Journey


Musashi then wakes up in a guest room in Allucaneet Castle. Steward Ribson and Butler Livers. You'll obviously have to find the Princess to go back home, but you'll also have to take down the Thirstquencher Empire as they want Lumina. Once it absorbs the Scrolls of Earth, Fire, Water, Wind and Sky, the bearer of the sword will have extraordinary powers.

You'll then find out Seer Bevealy, the only person who knows where the Five Scrolls are, was kidnapped along with everyone else in the castle and sealed in green Bincho Fields. These Fields can only be broken with Lumina.

You'll then receive the Rescue List, which shows all the people you have to rescue. You'll also receive the Sensor Watch. In case you're near a Bincho Field, the circle around Lumina will glow red.

You'll learn that Grillin' Village is at the foot of the castle. You'll also find out that the guest room can be used as a free inn, just in case. You'll also have to head to the library to meet Scribe Shanky, who can read any info you might be interested in having.

The info in Scribe Shanky's books will tell you about the Legend of Musashi, Binchotite, the Allucaneet Kingdom, the Thirstquencher Empire, and...Shogi? I guess that will come in handy later. Unfortunately, you'll only be able to read the first three books for now, as you won't be able to unlock the last two until later. D-Pad select, X confirms and Triangle backs out. 

Scribe Shanky will tell you the gondola is out, so you'll have to glide along the zip line with Fusion and Lumina.

The Visit command will allow you to visit people who have already been rescued. There is Steward Ribson as well as Butler Livers (Butler) and Scribe Shanky (Scribe, who is in the library), but there is also Clown Weinee. Clown Weinee (Clown) will tell you that his partner Acrobat Sausage is currently missing, and Musician Beef-Clef (MusicianA) is waiting for the other musicians to come back.

The Room command lets you go back to your room. You can sleep there for free, but you can also do more here. I'll go into more detail later on.

For your stats, you'll have Body (your strength, which increases with time and as you fight), Mind (your defense, which increases at time goes on), Fusion (Fusion's strength, which increases with time and as you use Fusion) and Lumina (Lumina's strength, which increases with time and as you use Lumina).

Wednesday, October 22, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 2 of 28


From here, the adventure really begins. When it comes to where you need to go, however, you'll be left to your own devices.


You can pause the game at any time by pausing the game and selecting "Save Game." Keep in mind that whenever you restore a game, you start back where the whole game began, which is the same room where the Elder God brought you back. While you can talk to the Elder God to figure out what to do next, you have to go all the way back to where you left off manually with only the portals to help you, which can sometimes be a pain.

If you see a staff-like weapon on a wall, you can grab it with the Square button. From there, you can attack with it with the Square button. Holding L1 to crouch and pressing Square will allow you to drop the weapon. Holding Triangle lets you aim the weapon like a javelin at the nearest enemy, and letting go of Triangle allows you to throw the weapon. If it hits an enemy while the enemy is unaware, it will kill them instantly; otherwise, it just does major damage. If an enemy is stunned, you can impale and kill them with the Triangle button when you're in front of them. From there, you can absorb their soul with Circle, as usual. Because of all this, I find it much more convenient to fight with a weapon than with Raziel's first far more often than not.

From here on out, I'm going to use timestamps, because finding your way through this game can be a bit of a pain and the game gives you no in-game map whatsoever. 

2:52 - It's time to go down this passageway. Don't forget to take the door off to the side and activate the portal; you're gonna need it.

4:58 - The Lake of the Dead. There are multiple paths here, but the one we need to take will be directly in front of after the cutscene.

6:03 - Press Square to open doors. You'll need to fight two enemies before continuing on only to find out that your entire clan is gone. Don't forget to activate the nearby portal!

From here, I explain Kurt Harland's work on most of the music for this game, and I impale some more enemies. Joy!

12:13 - These spiral stairs lead to another area. Go up to the switch with Square to pull and lower a bridge. 

13:48 - As you can see, Nosgoth is not a safe place if you're a human. Also, I nearly get destroyed here because the enemies decide to be cheap while I try to keep my energy up. From here, we end up inside a graveyard, which is the home base for Melchiah and his clan of undead vampire offspring.

16:47 - You'll need to push this block into the corner to continue on. Once you do, Raziel will mention his brother Melchiah, whose body is unable to sustain his own flesh and is now some sort of vampire zombie - just like his offspring - as a result. Speaking of which, watch out for enemies popping out of the ground.

18:55 - Work smarter, not harder. By luring enemies into the sunlight, they get destroyed and we make more headway towards not being close to death. The nearby door leads to a spiral staircase leading down to another portal; make sure you activate it.

22:48 - Be ready to glide to the other side. From here, you'll enter a mausoleum.

Thursday, October 16, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 2 of 6


When you know how to handle the speeding van, these levels are pretty fun.


Level 3: Tired and Feathered


Get the stars below where you start, and make sure you get all those large groups of stars that you see afterwards. You're going to need the time boosts whenever you can get them.

Always jump off a ledge; never just move off of it. If you do the latter, Road Runner will run off the ledge, stop in midair, and then drop down. This can leave you vulnerable and can get annoying pretty quickly.

The pools of mud are much like the pool of water, and as long as you run through them at full blast without stopping, you won't sink and get slowed down.

The tumbleweeds damage you, so you'll want to avoid them.

You'll eventually see a vehicle barreling down the road from one side of the screen to the other at regular intervals. This is Wile E. Coyote trying to run you over. You obviously want to jump over the big red van, but what you can also do is time your jump so you land on the van, then immediately jump upwards off of the roof to get to a platform above. If you just stand on the moving vehicle, you'll slide right off, so you'll need to time your jumps carefully to do that.

When you reach the exit, Wile E. Coyote will crash and then comically walk onto the screen with the steering wheel in his hands.

Level 4: Highway Runnery


Once you've played through Level 3, you'll have a good idea how to get through Level 4.

There are dips in the road when you can duck under the bus, which can prove useful if you're trying not to get run over. Invincibility will help you from getting run over, too, so grab those haloes if any enemies leave them upon defeat! Also, running in the same direction as the bus for a second and then jumping forward is pretty cool.