Showing posts with label part 7. Show all posts
Showing posts with label part 7. Show all posts

Tuesday, October 6, 2026

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


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


Area 16





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

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

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

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

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

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

Thursday, September 24, 2026

PrinceWatercress plays Punky Skunk - Part 7 of 8


In this video, we take on the remaining levels before the final boss battle against Badler.


BB Industries


Grab the skates at the start, then be ready to fight your way past a bunch of machines, make a big jump with the skates, then jump on the button and leap from one platform to another as they appear. You'll be fighting off a lot of mice and machines, so be ready to attack with the Square button.

The second section is more straightforward, but the third one has more of the button platform jumping that you were doing in the first one. You'll also have to deal with flying enemies on the way up, so be ready to jump up and attack at approximately the same time just to take out a few of them, especially when the platforms only stay solid for a short amount of time.

The fourth section has more platforming above a bottomless pit, but at least it goes from left to right. The fifth section has a moving ceiling, but thankfully, it does not crush you. It does make it harder to avoid the baseball pitchers and their attacks, however. Give them some room so you don't get hit a lot.

In the sixth section, grab the skates and keep them equipped so you can jump on the enemies' heads and get across. For the seventh section, you'll be avoiding rolling wheels as you skate and jump to the right. This section gets a little easier once you're halfway through.

In the eight section, the right wall keeps moving back and forth, and once again, you'll have to watch out for those dreaded baseball pitchers. Once you reach the top, you'll reach the goal.

Oh Nash!


You'll finally find Nash...only to find out he's been brainwashed by the BB Brigade and wearing a jetpack. He'll fly around and try to hit you, but if you can get him in front of you and mash the Square button, you can keep attacking him with the skunk spray attack and he'll just stay there and keep taking damage. He does have attacks, such as a fireball shot, but if you keep him stunlocked, you'll never see them. Once you beat Nash, Nash will come to his senses and you'll get the jetpack. You can press and hold X to rocket into the air, but if you hear a knocking sound of sorts, the jetpack it about to stop working. If you land anywhere, the timer on the jetpack will reset, and you'll be able to use it again.

Wolf Base

Aeroskunk


The level will immediately scroll upwards when you start. Keep pressing and holding X to fly, and make sure you land on platforms when you can to reset your jetpack timer, because the scrolling is pretty fast. Press Square to fire fireballs at enemies to get rid of them. This is not a long stage, but it can be a bit difficult due to the speed of the automatic scrolling.

Galaxy Glider


This level is a series of sections that go in one direction. You'll want to tap the X button in short bursts instead of holding it in order to get through the sections quickly.

In the second section, you're going upwards. Rest on the yellow cloud platforms to reset the jetpack, and get off them when they turn red. In the third section, you have a huge group of air currents that create one big maze, but you can tell where the air currents are going to push you. Once again, remember to tap X to fly upwards in short bursts, and land on platforms often while going against the current when necessary.

In the third section, you'll want to stay away from the air currents, as they will push you away from the level.

In the fourth section, you'll have the mice on ostriches throwing spears. Avoid the spears, even when they're on the ground, so you don't take damage. Thankfully, this section is the last one in the stage.

Skywolf Alpha


Skywolf Alpha is one big maze that relies extensively on the jetpack. The stars that you see littered around the level will tell you where to go, so keep them in mind if you're unsure where to go. You'll need them in the first section, as you'll be going around in a complete circle without them. If you find any safe spots to land, use them; you'll want to be able to fly to where you need to, when you need to.

In the second section, you'll be zig-zagging your way to the top while landing in the safe spots and shooting down the enemies on the off chance that they drop health pick-ups.

For the third section, follow the stars closely. You'll want to follow them so you can go through an air current; otherwise, you're doing the whole stage over, as the first and third sections are part of the same room in the stage. Go up and to the right once you're past the air current that the stars lead you to, then take out the green machine and land where it was. From there, follow the stars up and to the right and follow the path to the goal.

Tuesday, September 8, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 7 of 16


After doing what we could and only what we could in the last two levels, it's nice to be able to do everything and move on here. What really makes this interesting is that you can speedrun through this level if you really know what you're doing.


Launcher, then stay away from the boss and keep firing while still standing near the boss, and you should be able to get the Pizza Planet token for this. Also, watch out for the slime while you're in here.

Level 8: Al's Space Land


Compared to Al's Toy Barn, you can complete this level in about fifteen minutes if you know what you're doing.

The Zerg Knights with the shields can be destroyed with the spin attack. I avoid them at this point because I don't know it yet. Also, this is the main gripe I have with the spin attack: It works, and it does its job, but at the same time, it has so few uses compared to your blaster that you forget that you have it, and this leads to positions where you could be stuck when you're really not.

The UFO near the start is looking for five missing aliens. Find them, come back, and you'll get a Pizza Planet token. You'll find your first one on the mobiles hanging above where you start. You'll need to push a box to some other boxes on the floor so you can jump to them. While climbing on the mobiles, don't hold Down; instead, gently tap it to go down carefully so you don't fall off.

Another path at the start leads to a purple UFO character that will challenge you to yet another race. This time, you'll need to go down a bunch of ziplines without falling all the way down. As you go down each zipline, you'll see a small red line. These red lines are where you need to hold Up on the D-Pad and jump (or double jump) to the next zipline. If you can pull this off and get to the checkerboard platform before the purple UFO does, you'll get a Pizza Planet token. From the token, you'll want to double jump forward to get your second alien. As for the rest of this area, there's not much else aside from a few enemies.

Yet another path has you shooting down enemies while also avoiding raining tennis balls. At oine point, there will be a bunch of bars that you'll need to swing across. If you can do that and then double jump from one platform to another, you'll eventually get the Cosmic Shield. You'll need this to protect yourself from the barrage of lasers that will pelt you and slowly ebb away at your health, as you'll eventually get hit by a laser in the second half of this path no matter what. The third alien is below a zipline; you'll need to jump off early and land on some boxes to retrieve the little guy. You'll find Hamm a little further down the path, and I get his Pizza Planet token. Above Hamm is the fourth alien.

There is also the arcade. Jump on the cup to get on the stool so you can get on the other stools as well as the arcade machines for coins and health. You'll eventually push another cup to the floor. You can double jump to the ball pit and go inside for some more coins as well as the fifth and final alien.

Near the ball pit is the claw machine. Stomp the button once to get the claw moving horizontally, then stomp it again to get it moving vertically. Stomp the button a third time to drop the claw. You'll want to align the claw's shadow with the Pizza Planet token's, and if you can pull that off, the claw will pull the token out of the machine. The token will then drop to the floor where you can get it.

Rex is also in the arcade on the floor near the claw machine, but we've done everything and we're not going to need his services at this point.

There are some boxes blocking one more path, and you'll need to climb up and jump across the strings of the mobiles to get to the top of the boxes and leap over them. Behind the boxes is the boss battle for this level. To beat the evil Buzz, keep away from him and avoid both his homing missiles and his lasers by running away from the former and jumping over the lasers, and use lock-on to him him when he is lined up with you. Coming here with high health is advised, and you'll find one battery in the room where you face him which can help with that matter.

I finish the level by returning the aliens to the UFO. With that, we have this level completed in about fifteen minutes!

Monday, August 17, 2026

PrinceWatercress plays Alisia Dragoon - Part 7 of 8


This is where the game really starts getting tough. Not only do you have three tough guards and a boss battle, but you also have to get into the final chamber, all without losing a ton of health.


Stage 7


Tread carefully at the start of the stage and be ready to avoid projectiles as you shoot at the green blobs. Some of them will generate other slimes as they take damage, and when that happens, you'll want to attack them from far away with a fully-powered attack.

The three guards with the spears that teleport in and out will also shoot out a blue homing shot. You'll need to go back down to either outrun it for long enough of go so far back down that the projectile is forced off-screen and forced out of existence.

Hitting the dark gray titles on the ceiling when your magic is fully charged will turn them into a staircase. If you're wondering why you can't go further up after defeating the three spear guards, that's why. You'll then face another boss. Stay to the side when he teleports in and do whatever damage you can before he raises his hands to throw down explosive projectiles, then get to the center and damage the four smaller guys that show up with a fully-powered screen-affecting attack from your thunder magic. The will-o'-the-wisp is the best companion for this battle, as it will take bullets for you like a sponge. 

Once you beat the boss, use a fully-powered attack to turn the ceiling into stairs, then quickly jump up the stairs and heal yourself with the power-up globes that you come across. Avoid the guys who teleport in on the way up entirely, as it makes it so that you don't have to fight them when you get into the final chamber for this stage. Have the raven by your side as you go left and jump from one spinning triangle platform to another while avoiding the flying machine guns that zoom at you. There will also be small orbs flying around, but you can easily destroy those. Once you reach the final platform, you'll enter Stage 8.

Saturday, July 4, 2026

PrinceWatercress plays Space Station Silicon Valley - Part 7 of 32


You'd better be careful here. There's a bottomless pit surrounding all the platforms, and if you fall in, you're starting everything over.


Rocky Hard Place


This is the hardest stage yet. You'll need to raise some asteroid chunks up and get them to float in order to make a bridge, and you'll also want to get Dan a springy sheep. This stage has a bottomless pit, and if you fall in, you're starting the stage all over again.

You'll start as the fox. Be careful on the way from platform to platform, and rotate the camera extensively with Left-C and Right-C to ensure you're going somewhere other than down the bottomless pit. 

There are two Things on a Spring as well as a Ram on a Spring that will try to kill you, but an electric fence is the only thing between you and them...and you and the Ram's vicious streak. There is a switch nearby that you will have to move from platform to platform to get to in order to turn that electric fence off. Unfortunately, the fence turns back as soon as you get off the switch, so you'll need to keep something down on top of it. When you get to the switch, however, you'll have to go forward to go back, as there is a slight drop-off from the top of the ramp leading up to it to the floor.

You'll come across three sheep. Trap them on the edge of the platform and attack them with your tail. You'll need to get one of them on the switch so you can get a Thing on a Spring. From here, you'll need to jump. From where the energy is, there are two platforms with Power Cells. Jump and float to each one to get to a switch. Run into that switch to raise up the asteroid chunks. You'll need them later, and they'll complete one of the mission objectives.

There will be falling asteroids nearby. You'll want to avoid these as you get to the other side, as they hurt. There is a bridge, but if you cross it, you'll be brought straight down...unless you're the sheep. You'll want to be on the grass before the bridge and float to the bridge itself, then repeatedly jump and float forwards. If any of the bridge panels fall under your feet, keep floating and stay above the panel, and you can continue to the other end, where you can get back to the start.

There is a water area below the start. Carefully float downwards as the sheep, and get in the water for a Power Cell. A metal platform nearby will take you back up. There is also a camera that gives you a free tour and flies around to show you all of the platforms that you can get to.

Back at the start, a metal block will be moving up and down. That didn't happen before. Float onto it as the sheep for a Power Cell. At the Power Cell, you'll notice a tower with another switch at the top. If you float towards it with the sheep, you'll get blown back. When that happens, go a bit to the left so you don't get blown back as you float, then maneuver your way to the switch from there. You'll see a platform with a racing fox on the way to that switch, but you won't need it. Hit the switch to reduce the gravity.

With the reduced gravity, you'll make things a little more interesting for a little bit later. For now, go back to where the three sheep originally where and get the racing fox back. This time, the asteroid chunks are moving around. The first moves horizontally; the second vertically. You'll need to use your shadow (or what little you can see of it) to help yourself gauge where you are so you can land on both asteroid chunks to get to the falling asteroid section with the fox. With the fox, you can cross the bridge with ease just by moving forward; you won't need to press the A button at all. From here, you can get back to the start and take on the Things (and Ram) on a spring.

The Ram on a Spring will try to kill you on sight with an aerial corkscrew attack, so go after one of the springy sheep instead and use it to attack the Ram on a Spring instead. Remember that you can press A while in mid-air as the Thing on a Spring to perform a corkscrew attack of your own and destroy the Ram on a Spring.

Interestingly, this ram fights just like the regular one, but you're forced to hold A and bounce the whole time. Use a springy ram or a springy sheep to get to the exit. As for the trophy, which is a golden asteroid chunk, it's near the exit. Land near, but not on the exit teleporter as a springy sheep or ram, then jump to the trophy.

Spring Ram

Type: Spring Ram
Environment: Europe
Skill A: Jump
Skill B: Headbutt
Water Resistance: OK
Mass: Medium
Armour: Light
Strength: Medium
Traction: Good
Fall Distance: Medium
Production: Medium
Engine: Spring
Intelligence: Low

Power Cells


Sunday, June 14, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 7 of 11


In this video, we finally get off the plane only to end up someplace pretty cold. This is where the game starts to get even tougher.


Stage 6-5



The turrets make their first appearance here, and they will switch between shooting forward, upwards at a 45-degree angle and straight up. This can make getting around the stage a little dicey. Just remember that you can take damage and not die if you have the key in your hand.

Stage 6-6



You're in the clouds this time around.

On the moving platforms, keep moving left so you don't get blown off the edge. As for the diagonal swinging line, you'll want to be at maximum speed to make it right to the key.

Getting to the key is easy, it's the way back that's slightly more difficult. Just be sure to leap off the very edge so you don't land in the spikes.

Stage 6-7



Go all the way to the top and get the key. Throw it on the conveyor belt, then toggle the switch and go down one level. Grab the key before it returns to where you found it. Toggle the switch again, then keep repeating this step until you make it to the next-to-the-bottom-most level. Hit the magical ladder icon and place it so that you can climb down to the beginning, then do the conveyor belt stuff one more time. Grab the key, then toss it up the platforms until you reach the upper-left-most locked door. You're done.

I make this sound easy. It's not. This will require some trial and error to get the muscle memory down. Also, if you're going for the hat, parasol and purse, you're going to have to get the key twice: once to use the key as a boost to get to the power-ups in the first place, and twice to open the exit door.

Stage 6-8



This isn't any different from the other levels where you toss barrels at Donkey Kong, but you're doing it outside of the plane and the wind is involved. Be careful.

Don't hold Left at the start. You will die instantly. Hold Right at the start instead.

The cutscene here shows that the walking flames will cause ice bridges to melt.

World 7: Iceberg

Stage 7-1



Let the walking flame at the beginning clear out the ice blocks that are in your path. From there, take the moving platforms up and hit the switch. This not only removes the bridge to the left and lets the two walking flames near it move around and clear more ice blocks, it also reverse the direction of the moving platforms.

You'll want to toggle the bridge when they leave the upper-left corner, so they can clear the ice blocks and give you access to the key. You'll then need to get to the switch near the key, toggle the bridges off, throw the key down to the floor above the exit, toggle the bridges back on, then climb down to the key and grab it before it disappears.

Being that this is an ice level, the ice platforms will have you slipping and sliding around. Use your jump to fine-tune your positioning.

Stage 7-2



The octopus will try to latch onto you. Move left and right rapidly to shake it off.

The walrus will lunge at you with his teeth when he sees you.

The icebergs will sink the longer you stand on them. Keep jumping on them to keep them on the surface.

To beat this one, flip the switch in the lower-right corner to turn on the moving platforms, underneath the water. Mind the octopus. From there, you'll be able to get the key. Just watch out for the walrus.

While on the iceberg, be sure not to fall into the water with the key. Otherwise, you'll have to get the key all over again as you won't be able to swim with the key.

Stage 7-3



The door is near the hat, but there's a rather interesting conundrum involving the door: it's invisible. Expect to see them a few more times in the Iceberg world and remember where they are in each level.

This one's pretty simple. Just jump onto one of the penguins and grab and throw it into the other when you reach the switch. Toggle the switch, grab the key and you're good. You can use the magical springboard, but the walruses can be used as a means of getting to the exit more easily, too.

Stage 7-4



The main thing to watch out for here are the crushers. Not only will you be dealing with that, but you'll also have to deal with Donkey Kong reversing the direction of the moving platforms every so often.

The intermission shows off a new hazard: falling icicles that will get in your way. Thankfully, you can use them as platforms when they come down.

Monday, June 1, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 7 of 13


In this entry, we get to work on the fourth world of the game.


Great Ape Lakes

Jungle Jeopardy



The ropes here double as conveyor belts. Be careful not to bump into the Buzzes when hanging off them.

The first bonus area is below the second Buzz on the first pair of conveyor belts. Get under that Buzz, then drop down where the bananas are to drop into the bonus area. Watch out for the Buzzes as you collect the stars.

The second bonus area is off the edge after the checkpoint. There's also a barrel cannon underneath the Knick-Knack after the G. There's a ton of barrel cannons to go through here, and they all take you to the bonus area. Watch out for the barrels shot by the Bazukas as you get to the Bonus Coin. Also, the stone platforms will break when you land on them, so be careful.

Koin is just before the end. Throw the steel keg to the right and follow it, then jump over Koin before the steel keg reaches him to get the DK Coin.

Footloose Falls



This is where you'll be introduced to the stone platforms that crumble when you land on them if you haven't been bonus hunting.

Ellie the Elephant is playable in this level! You can run and jump as usual, but pressing B lets you spit water. Holding Up lets you spit upwards. Unlike the game's Super Nintendo counterpart, you have infinite ammo with the water spit.

The first bonus area is left before the checkpoint. Before the checkpoint, there will be a bunch of bananas making an arrow pointing right. Go left instead; this leads to some stone platforms that you'll have to jump across in order to get to the bonus area. Be careful on the way up as you collect all the stars.

Kopter makes his debut here. Wait for him to hit the floor and die so you can avoid him.

Koin and the second bonus area will be at the top of the stage, all the way to the right. Throw the steel keg to the right over Koin to get the DK Coin, then jump into the last gap before Koin to enter the bonus area. This is a simple bonus area involving the stone platforms and the rocket barrels leading up to the Bonus Coin.

Deep Reef Grief



This area is one big narrow passageways, so watch out for enemies.

The first bonus area is right past the O. Watch out for the Barbos as you approach it. As for the bonus area, you'll need to swim around to find all the stars. THe Bonus Coin will materialize near the lower-right corner.

The DK Coin is shortly after the first bonus area. Don't go down like the bananas tell you to; instead, go to the right to find the DK Coin.

The second bonus area is down past the N. Don't go left even though the bananas tell you to do so; go down instead and avoid the Bazzas to find the second bus area. For this one, you'll need to avoid all the enemies in the narrow corridor to get to the Bonus Coin.

After this, you can save the game at Wrinkly Refuge, then head to the Sheepy Shop and beat the card matching game there.

Friday, May 8, 2026

PrinceWatercress plays Die Hard (PC Engine) - Stage 7 of 10


This is where the game starts to get difficult. There's a trick to beating the boss here...if you can figure it out.


Stage 7: 35F


This time, you're in the air ducts. Keep a look out for enemies and be ready to shoot them down when you see them, but watch your surroundings too, as pieces of the ducts will fall down as you move. If the floor changes as you move, jump forward.

If enemies fire at you when you approach them, they are about to come down from the top of the screen. Let them come down before firing.

There are some machine guns and a first-aid kit near the end of the level; be sure to get them.

You'll then face your second boss. Avoid his projectiles as the boss moves up and down, and when the boss moves back to fire a rocket, be ready to move to the bottom and jump away when the rocket comes down. As this battle rages on, you'll have less and less floor to work with, which can be rather nasty. The boss will alternate between a three-way shot and homing rockets, and while the former will be able to avoid at first, it will get hectic when you have less space to move around in. As for the homing rockets, you can always shoot those down.

If you and the boss die at the same time, you win. Thankfully, your health will be refilled on the next stage.

Interestingly, if you jump straight up at the very top, you can grab one of two machine guns in case you're low on ammo.

After beating this boss, you'll see a cutscene of John McClane going down an elevator shaft with a rope and a lighter.

Thursday, January 22, 2026

PrinceWatercress plays Super Mario Odyssey - Part 7 of 92


In this video, we get the Cap Kingdom wrapped up, then head back to the Cascade Kingdom.


There was someone near the Odyssey in the Cap Kingdom who tells you about a stranger at the top of Top Hat Tower. This is supposed to be how you learn about Captain Toad; I just never bothered to talk to him.

Uncle amiibo well help you get some Power Moons, Regional Coins and even costumes if you have any amiibo. Thankfully, you can unlock everything in the game without the use of one.

By opening the door of the Odyssey with your hat, you can go inside and look at all your souvenirs as well as change costumes. Any decals you have will be stuck to the outside of the Odyssey.

Despite what I was thinking here, we have all the Power Moons we can get in the Cap Kingdom...for now. We won't be able to fill up the rest of the Power Moon list for the kingdom until we beat Bowser.

In the last area before you get Power Moon #16, staying as high as possible on the three sets of platforms will lead you to four Regional Coins.

Power Moons


Cap Kingdom


1. Frog-Jumping Above the Fog - Near where the Odyssey is, capture a frog, then jump onto the hat platforms in the bottomless pit area to the south. You'll need to hit some invisible blocks to get to it, but you'll find a Power Moon.

2. Frog-Jumping from the Top Deck - By jumping to the top of the double decker house in the village as a frog, you can then shake the controller to perform a high jump and get this Power Moon.

11. Secrets of the Frog Pond - Remember that really narrow platform you saw while getting the Moon Fragments in that one Hat Door room? If you high jump upwards as a frog, you'll find a hidden area with a Power Moon.

Cascade Kingdom


5. On Top of the Rubble - This one is within view of the Odyssey when you return to the Cascade Kingdom after completing all story objectives and coming back to the kingdom itself.

7. Above a High Cliff - Breaking this rock past the rock bridge with a Chomp will reveal a pipe. Entering it will take you to this Power Moon.

8. Across the Floating Isles - By going back to where you faced Madame Broode, you can find a series of floating platforms with three Regional Coins and a Power Moon.

9. Cascade Kingdom Timer Challenge 1 - The scarecrow next to the rock bridge will reveal a hidden challenge if you throw your hat at it. You'll need to hurry across the moving platforms before time runs out and the Power Moon disappears to get the Power Moon. If you take too much time, you'll get your hat back, and you'll have to try again. Keep in mind that you cannot use your hat while doing a scarecrow challenge.

14. Nice Shot with the Chain Chomp! - For this challenge, you'll need to knock Chomps into other Chomps and send those Chomps into the targets to open up each subsequent room. After doing this three times, you'll get a Power Moon.

16. Past the Chasm Lifts - This Hat Door takes you to a simple obstacle course with an 8-bit area. Watch the platforms so you're not on them when they disappear and send you into the abyss below. At the end, you'll get a Power Moon.

17. Hidden Chasm Passage - While looking for Power Moon #16, there is a shortcut you can take to another 8-bit area. To the right behind the wall is a passage to a hidden Power Moon.

24. Shopping in Fossil Falls - Buy a Power Moon from the Cascade Kingdom Crazy Cap shop near the rock bridge.

Regional Coins

Cascade Kingdom


Wednesday, January 14, 2026

PrinceWatercress plays Metal Force - Part 7 of 7


In this video, we finally beat the game, then get hinted at a sequel that was never to be.


Mission 7: Planet X


The flying enemy at the beginning will drop projectiles where you are at and will keep following you until you destroy it.

Some of the enemies from Mission 4, such as the rock dropper and the walking mechs, return here. The walking mech near the end of the first section has a 1-Up if you destroy it on a platform.

The second section has a lot of the enemies with the blasters. You'll need to avoid getting shot while climbing up a ladder, then hug the left wall on the subsequent pit to take out all the enemies carefully and get yourself a continue. Be ready to jump to the left off the platform near the end when you see the edge of the floor near the top so you don't get hit by spikes. 

The UFO enemy has a five-way shot that we can finally see now that we have to get away from it in order to shoot down.

The pipes that shoot out the gas are back; avoid the gas/smoke/whatever it is that comes out of them.

You'll need to jump on the white parts of the wall at the end of the section with all the humanoid enemies to get to the ladder.

The boss is a flying purple ship that will shoot a five-way shot at you. Avoid the projectiles, jump and shoot, duck when it comes your way, then run to the side opposite the boss and repeat the process. If you know what you're doing, you can beat this boss easily.

When you beat the boss, you'll see the ending sequence. The hero escapes before the base self-destructs, and you'll have to return to base back on Earth in order to take care of things there. Unfortunately, the sequel never happened, as the publisher and developer of this game both stopped developing console games. Regardless, you just beat Metal Force!

Tuesday, January 6, 2026

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


This game isn't getting any easier.


Stage 7


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

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

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

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

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

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

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

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

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

Friday, November 28, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 7 of 33


In this video, we explore some more to see what we can do and get to Chapter 1's level limit so we don't have to get any more experience until Chapter 2.


If you leap into a deep brown colored-wall, you can climb up it by alternating between the Square and Triangle buttons. Don't forget that when you latch onto a wall, you have to press Triangle first. You'll need to do this in order to use the Legendary Brace and reach the Administrator's Office, which we won't be doing...not yet, anyway.

There's a wall near the gondola, and if you climb up it at night, you can find another Minku and get another Longevity berry.

At Twinpeak Mountain, you can now take shortcuts with the Legendary Brace. Also, one of the pipes at the bottom on the way to the summit will now have steam blasting out of it now that there's trouble in Steamwood. The steam won't be there anymore once you fix the problems in Steamwood.

If you go past where you met Jon and built the raft, you'll see a rock followed by a few poles you can hang on and jump off of. You won't be able to knock the rock down...yet.

If you want, you can play the raft mini-game again and get more money while taking the shortcut all the way back down.

While the village is in crisis, you won't be able to enter the toy store or the restaurant, as they will stay close until the problems at Steamwood are resolved.

There are some walls you can climb on the forest path to Steamwood. The pipes will also be shooting out more steam than ever, so you'll want to be careful as you move around. One of them will be blocked by a cliff halfway up, and you won't be able to deal with that until later. Another one leads to more pipes, a path off to the side leading to a chest containing an AgedCoin, and the entrance to Steamwood itself. You'll need to talk to Administrator Fores just to open the door.

If you're at 75% Tired, Musashi will move more slowly and will walk instead of run. If you're at 90% Tired, Musashi will look like he is about to drop, and he will barely be able to swing Fusion. (His Lumina swing is strangely unaffected.)

We're at the level limit at the end of this video, so next time, we're heading to Steamwood.

Monday, October 27, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 7 of 28


Now that we're inside the citadel, it's time for some problem solving...and it takes a little longer than I would like.


0:28 - By switching back to the spectral realm, you can change all these pipes so that they curve differently, allowing you to explore more of the citadel. Be ready to do this to open the way when it seems like you're stuck...a lot.

2:31 - There's a switch here, but you can't get to it.

3:41 - Pulling this switch lowers a wooden platform. Stand on it to lock it in place. 

Nearby is another door where you'll need to phase through the gate and fight off some monsters before pushing some blocks. Your ability to push and flip blocks so that they fit into the wall to fit in with the rest of the drawings will be put to the test. When a block is in the right position, it will audibly click into place.

Also, enemies will drop in as you're moving blocks around, so be ready to fight.

When all the blocks are in place, you'll be able to raise up a block and get to the switch from earlier. That brings up another wooden platform of sorts, which you'll need to stand on. Doing so will cause some steam to rise nearby. If you go into the chasm where the steam is rising from and hold R1 to slow your descent, you'll be able to float higher.

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!

First | Previous

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!

Friday, September 26, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 7 of 9


The stages are starting to get a little shorter, but they're also starting to get harder. Be ready to jump over attacks.


Rabbit Gulch Fort


The soldiers have been taken hostage by the Native Americans while the Dalton Brothers were raiding the place, and you'll need to restore order.

The enemies here will be Native Americans, and they will attack pretty quickly. You'll want to jump over their attacks as you head all the way to the left and grab the dynamite. You'll then need to go up, then swing over the pegs by holding Right and pressing B...assuming you can grab onto them, which can be a tad tough to do at times.

You'll need to head to the left when you get to the top. Blast open the door with the dynamite, then go into the hole at the bottom, then go to the left and grab the lockbox. You'll then need to stay on the top left as you head right, and you'll get a hand icon next to the dynamite telling you where to put the lockbox. Now you'll need another one. At least all the pick-ups will re-spawn, along with the enemies.

The second lockbox is on the other side of the level, and you'll need to head all the way to the right and do what you did earlier to get to the other lockbox. You'll then have to head back to where you placed the first lockbox and place the second box on top of the first. This will allow you to jump to the right and head to the boss battle.

To beat the boss, you'll need to jump over the tomahawks while shooting at the guy. You'll also want to jump over the guy when he charges at you towards the other side of the screen. Ducking the tomahawks does not work, as you will get hit. After enough hits, he will tell you that William and Joe Dalton - or at least one of them, anyway - was captured by the Apache. The other brother has escaped. You'll then free the soldiers who were taken captive.

There are no bonus cards in this level.

Thursday, September 4, 2025

PrinceWatercress plays Woody Woodpecker in Crazy Castle 5 - Part 7 of 18


In this entry, we blow through three stages in Wood World. At this point, things definitely start getting more difficult.


Wood Stage 2


The bees, which first showed up in the last stages, will stab at you if you get close enough to them.

The teddy bears are out in full force, so be ready to move wherever you are so you aren't hounded by them.

If you press Down on the top of the broken tree tops, you can go down them.

Wood Stage 3


The pink birds that fly around will chase you and try to hit you if you get close enough to them.

Also, these vine paths are becoming more and more confusing. Pay attention to where they go, and you'll be able to figure where you can go.

Wood Stage 4


The brown doors lead to the indoor routes that lead to other parts of the level. You're going to have to make some odd leaps off certain platforms in order to reach certain brown doors as well as reach the item that lets you move through the metal blocks. There's also going to be teddy bear enemies at just about every turn, so save any weapons that you find for when they are absolutely in your way.

Wednesday, July 23, 2025

PrinceWatercress plays Air-Sea Battle - Part 7 of 7


I did not know how to swap controller ports on Stella until later, so because of this, all of the one-player modes end up getting covered in this video. Enjoy!


Tuesday, July 15, 2025

PrinceWatercress plays Superman (NES) - Part 7 of 8


In this entry, we finally beat Lex Luthor, but now ghosts are running amok in Metropolis. It's not going to be long before we reach the end of the game!


From the Metro Police Station, you'll need to the CBD area. Thankfully, we can fly there from Teaboro. From there, head to the left of the building you land near and use Super Spin to go down the funny look tiles. 

Once you're underground, head all the way to the right and go down the ladder. From here, head right and go down another ladder. At this point, you'll have no choice but to head left and go down the ladder. Then, you'll need to head right and go up until you reach the end, where you'll find Lex Luthor. Hit him with the Heat Vision and stay away from him and his club while also taking out the gangster. When you beat Lex Luthor, he will be arrested, but a gang of monsters will soon be on the loose.

Interestingly, enemies do not move until you're completely off the ladder onto the ground. Weird.

When you beat Lex Luthor, monster gangs will be on the loose. Welcome to the last chapter, where your attack, defense and health will be as high as they can go.

Level 5


Back at the Daily Planet, Lois Lane will you that The B.G. Bros are waiting for you at Battery Park in Senneville. The B.G. Bros (B.G. being short for bubble gum) are actually the F.B.I. agents that you've been seeing throughout the second half of the game. 

When you leave the Daily Planet, turn to Superman and use your X-Ray screen on every screen you enter so you don't get your butt handed to you by ghosts. The ghosts will be every single place you go from this point on.

Take the subway near the Daily Planet, then head east towards Senneville. Move to the left past the Metropolis Bank area, and you'll find the park and The B.G. Bros. They will tell you that the monsters' boss may be hiding beneath Metropolis Park. You'll also find out that this is the last time you will see them, as their work here is done.

Once you reach the park, keep heading right until you find the blocks you can go through with Super Spin.

When you go down the dig point at Metropolis Park with Super Spin, use your X-Ray Vision to see the enemies before going down the first ladder you see. Keep using X-Ray Vision at every screen. Go left and go down the ladder, then head right and head down the first ladder you see. Go left, then go down the next ladder. Head right, then go up the next ladder you see. From here, head left (right is a dead end), jump over the water, then go up the ladder. Head right from the ladder and go up the next ladder you see, then head right again and go up the next ladder. When you beat up the purple ghost in this room, it will tell you that their boss is waiting for them at Freedom Island.

Go back down the ladder, then head left and go down the next ladder. Head all the way to the left and go up the ladder, then go right and go up the ladder. Finally, head left and jump up the opening to end up back in the park.

Of course, that's if you want to do things that way. I take the quick and dirty route, and that's taking damage on the ladder from an invisible ghost and continuing to end up back at the Daily Planet.

If you die while climbing a ladder and return to the Daily Planet, you'll be in the ladder climbing animation when you come back. If you punch, you'll be standing in mid-air. You can also press and hold Down to get back on the ground.

Friday, June 27, 2025

PrinceWatercress plays Young Merlin - Part 7 of 8


In this entry, we enter the third and last mine cart section...and it's anything but fun.





Time to head back to the dragon just so we can defeat it. The lightning bolt attacks and defeats all on-screen minor enemies, so you won't need the torch or the snowflake anymore. When you get back to the dragon, use the hourglass to stop time, use the lightning bolt to attack, then get on the other side of the dragon. Keep doing this until the dragon is defeated.


Defeating the dragon reveals an entrance to another chamber. Guess what? It's the third and final mine cart section. There are four doors, but only three are blocked by balls that bounce you back if you run into them. The only one that is not blocked at the start is in the lower-left corner, so here's what you need to do.

Get on the mine cart. Go all the way down and be ready to avoid broken pieces of track, because you'll be doing that again here. Take the turns across the south end of the area, then keep going north until you can't go north anymore. This will allow you to turn right. Go as far to the right as you can, and avoid the broken track as you make your way north. Go into the wall. You'll take a hidden passage, and in the middle of it, you'll get the final health extension.

From the hidden passage, turn right on the sixth intersection on the way north. Turn down, then follow the path and hit the spring. You'll need to loop back around, but you'll need to turn left just before you re-enter the hidden passage, which is the fifth intersection you see on the way down. This takes you straight to the first door. You'll need to place the lightning bolt in the door before you can open the door to go in.

Use the magic mirror in front of the mirror on the wall to go through the mirror. Make sure you equip the snowflake, as you're going to have to fight the big spider from Rainbow World again before you can rescue Sterm. Thankfully, the same strategies apply, with the only difference being that you're in a much bigger room. You may have to use the snowflake twice to re-freeze the cocoon, but at least you'll hit the big spider every time.

Eventually, the cocoon will be destroyed, and the big spider will spit webs to the side that spawn a bunch of spiders. Place the clone to the side with the mirror so he aims at that, and keep freezing him. You'll eventually save Sherm and shake hands with him before getting your health refilled.

Wednesday, June 4, 2025

PrinceWatercress plays Math Rescue - Part 7 of 19


In this entry, we start Episode Two, and the maze-like paths of the first level bring this off to a slow start.


On an outer arm of the Milky Way Galaxy, the planet Glixer II glints purpley in its orbit like a tiny galactic eggplant...

In the Grand Hall of Glixer, the Glixerian Commander sits in eggplanty gloom, attended by one of is captains.

"Captain Escargoto, the pet Gruzzles have become a tentacle-witling bore. How goes the plan to import new pets from Earth?"

"I will send Zorja and Grizz to report, Your Slimyness!"

"Have the Human creasures we chose to honor as our pets yet submitted to their good fortune?"

"No, revered Scum Master, they do not seem overjoyed at their good fortune."

"Have you succeeded in stealing the Humans' numbers and rendering their technology inaccessible to them?"

"We had some problems, Your Scumliness. But we will get right back and try again!"

Back on Planet Earth, you settle down to watch TV when you realize that you can't change the channels.

The number stealers are at it again!

Level 1: Follow the Gruzzles Into Space


From Episode 2 onwards, multiplication and division problems will start showing up. The division word problems will usually mention a large number of something, then list how many of that item are in a container (Glixerians in a UFO, marshmallows in a bag, etc.), which makes them easier to identify. As for the multiplication word problems, they'll usually list how many of an object exist, then list how many people or things interact with that items (i.e., there are 4 theaters, and 6 Gruzzles go to each one). Some of them also mention something being done a certain number of things being done a certain amount of times a day for a certain amount of weeks.

This level is very maze-like, and the Gruzzles are positioned in areas that make it a little harder to get around. Thankfully, all you have to do to find all the secret ares is to touch all the warps.