Saturday, October 14, 2023

PrinceWatercress plays Beard Blade - Part 5 of 13


In this entry, we explore more of the Annatto Forest, where the levels become more varied than previous.


Annatto Forest 1 (Night)


If you climb up the vines at the start of the nighttime level, you'll find the first big coin. Once you get it, drop down and keep going to the left. There is a log you can crawl through that is partially hidden by bushes. If you crawl through, you'll find the blue treasure chest and the Hero's Dagger.

In the second section, you'll need to stand on the left edge of the first fallaway platform and jump your way to the left to get Enemy Card #13, Blipp.

In the third section, you'll approach a statue only for the eye to fly away. When you continue, you'll have to outrun this thing. The second big coin will be in plain sight and easy to grab on the vines. For the third big coin, get on the last wooden platform to ride it upwards so you can grab it.

Annatto Forest 2 (Day)


There is health all the way to the left at the start.

Here, you'll need to hold the jump button as you bounce off the red balloons that are travelling upwards in order to keep from falling into the bottomless pits. You'll need to time your jumping off the balloons to get the first big coin, which is in plain sight.

After the chest with the coins, glide your way to the right to get Enemy Card #14, Glarevoyant. (That's the eye enemy you outran earlier.)

At the second checkpoint, grab the barrel by holding the attack button. You'll need to take it further to the right where the second big coin is and throw the barrel at the coin. If you try to grab the coin itself, it will move away from you.

The third big coin is above the fallaway platform near the end. Ride it downwards, then jump right when you grab the coin.

You'll have to do the mid-air spin to the left to get the red treasure chest and Track 8. You may have to jump off a balloon on the way down.

Annatto Forest 2 (Night)


This time around, you'll have to jump on some creature that looks like a hippo and ride it Donkey Kong Country-style. On this creature, you can jump around and you can spit berries at enemies with X (on the XBox 360 controller). To disembark, press Y. If you get hit, you will lose this creature, and you'll have to restart the level to get it back.

The blocks with the explosions on them can only be destroyed by the berry spit attack.

The platform next to the first campfire leads to the first big coin. Ride it down, then keep hopping to bring the platform back up. On the big platform to the right of that, spit a berry at the explosion block to block the big stone blocking the enemy card. You can now get Enemy Card #15, Buvett.

To get the blue treasure chest, you'll need to berry spit at the blocks below the platform to the right, then get on that platform and berry spit at the blocks to the right. This will give you access to the blue treasure chest and the Royal Ring.

The second big coin will be trapped by some explosion blocks. The berry spit will allow you to get it. The same is true of the third big coin, which you'll find after the checkpoint. Keeping the little guy you ride on here to the end has its benefits!

The bottom route after the checkpoint allows you to avoid some enemies.

Annatto Forest 3 (Day)


Once you start going down the daytime route, you can either go left or right.

If you go left, you'll need to destroy a block from the left side to find the first big coin.

If you go right, you'll have to jump right across the surface of the water to get the second big coin. The rest of the area is an underwater maze full of brambles.

Both paths will take you to the checkpoint. From here, you'll need to crawl through the wall on the right to find the red treasure chest and Track 8. After a short section where you'll have to hop to get over the brambles, you'll need to crawl through the wall on the left to find Enemy Card #17, Dropfish.

The third big coin is near the end. You'll need to jump off the edge from the left in order to get it.

Friday, October 13, 2023

PrinceWatercress plays Beard Blade - Part 4 of 13


In this entry, we face our first boss before exploring the rest of the island.


Kencur Caverns 3 (Night)


If you didn't get it in the Day stage, you can get the Beard Clamp move in the Night stage. You'll need to head right after the metal rod.

In the first section, you'll need to get a key to open the door. 

The first big coin is behind two wooden crates you can easily break. If you break the crate below, you'll find the blue treasure chest and the Artisan Bow. The second big coin is up and to the left of that, and you'll need to launch yourself up on the moving platform below when it is on the lower part of the track.

Once you get the key, you can jump into the bubble and press Right to get back to the door.

In the second section, you'll be running away from Gimlet, the guy with the drill machine. If he touches you, it is instant death. If any blocks are in your way, break them. Thankfully, you can easily avoid most of the enemies. The third big coin will be seen on the way to the other side; you'll need to go through a crawlspace to get it. You'll also have to backtrack just a little bit just to get Enemy Card #11, Cawful. Once you get it, be ready to run to the right again, as you'll be seeing Gimlet as soon as you get the card. It won't be long until you reach the exit.

Caraway Lighthouse


Regardless of when you come here in the day or at night, you'll get the same level every time.

The level starts with a simple trek to the lighthouse. Past the lighthouse is a cliff you can jump off of and wrap around to the left for coins and not much else.

When you enter the lighthouse, you'll use to make your way up with the Beard Clamp ability. You'll also meet Barnacle "Hook" Barley, the guy with the two hook hands from earlier. You'll also see a girl in a bag hoisted up by a rope above. Looks like you'll have to rescue here.

Jump over or avoid the barrels that Barnacle kicks at you, and when he throws a bomb, attack it to catch it, then throw it back at him. After two bombs, Barnacle will pull out a shield with spikes, and you'll need to jump over him as he charges at you while avoiding the spiked cannonballs that shoot out of the cannons in the background. Every so often, one of the cannons will fire a bomb instead, and you'll need to catch it and throw it at Barnacle.

After two more bombs, head to the right-hand side of the arena to avoid the anchor chain. When you see the red line with the arrows, duck to avoid being hit by the anchor chain. Eventually, Barnacle will drop back in, and you need to hit him as soon as he shows up to defeat him. From there, you can go up to him and keep pressing the attack button to throw him out the window and into the horizon.

You'll then save the girl, whose name is Moira. Moira will mention that the Smuglins went after her due to an orb that her grandfather gave her as an heirloom, and it turns out to be just like the one that one of Branson's sheep ate. Forbeau will also show up and mention that there are five of these orbs and that the Smuglins are looking for them, and that you must find them before the Smuglins do. Moira hands the orb to Branson for safe keeping and to ensure the Smuglins do not go after her again, and you'll have one of the five orbs in the game. From here, Moira will wait back at the lighthouse at the start of the game to give you safe passage home when you rescue your sheep, and while you can meet her there, you can't do much.

Before you grab the orb, get the Max Life Up and Enemy Card #10, Barnacle Barley. You'll then have everything in the level. If you grab the orb first, you can still fight Barnacle Barley again to get things.

Annatto Forest 1 (Day)


You can crawl through log tunnels for extra coins.

The crows, known as Cawleys, will rise up and then dive bomb when you get close enough, but you can attack them before they can attack you.

The wooden platforms will either rise up or lower down, and you can get off them and even get above or below where they were to find some things, such as coins. They will return to their original positions slowly when you get off of them.

You'll need to jump through the brown goop to get out of it.

Going up on the large platform and to the left takes you to the first big coin. The spiders will spit projectiles that can bounce off walls, floors and ceilings when they drop down.

The brown goop becomes the way to get around in the third sections. The brambles damage you, but do not kill you outright, if you land on them.

You'll need to ground pound the block above the enemy card to get Enemy Card #12, Attachnid (which is the spider enemy we just met).

The mushrooms in the third section act as trampolines.

The second big coin is to the right of the exit. It will be partially hidden by the leaves, but you can still see part of it spinning.

Use the ground pound move to break all the crates in the fourth section surrounding the red treasure chest to get Track 6.

The third big coin is hidden behind the Attachnid at the end of the level. Make sure you don't destroy the crates nearby before you get it.

Thursday, October 12, 2023

PrinceWatercress plays Beard Blade - Part 3 of 13


At this point in the game, we'll be able to buy some extra abilities. We do just that today in order to get some stuff we couldn't collect earlier.


Kencur Caverns 2 (Day)


The bat enemies will wake up when you get close enough and will attack if left alone for a second.

There will be earthquakes happening at regular intervals in this cave, and if you're climbing on any of the metal grating in the level, you will be knocked back down to the ground. If you're in the air during a quake, you won't be affected. Also, holding Up and jumping lets you get up faster.

If you go opposite of where the game tells you to go around here, the game rewards with secrets and other things. Enemy Card #7, Lepa, is just to the left on the start of the way up in the second section.

If you go all the way up shortly after the start of the second section, you'll find the first big coin.

Keep running to get past the lava pool.

In the middle of the second section, there is a lower level full of the small slime enemies and an upper level with the bat enemies. At the end of the upper level is a space you can crawl through for the second big coin.

Near the end of the second section, you can climb up and go to the left past a lava pool for the red treasure chest with Track 4.

When you see the rope platform before the arrow pointing up and to the right to the exit, drop down and crawl right to get the third big coin.

Kencur Caverns 2 (Night)


Here, you'll be going through a cavern in the dark, and you'll have a limited field of vision.

The red slimes on the ceiling move! Of course, when they are split into two, the small slimes are almost the same as ever, but they have a high jump compared to the green slimes' long jump. The first big coin is above the first red slime you see.

You'll need to push a block to loop around after the start. Shortly after this, there will be a small nook with five crates. Break them to get the second big coin. Up and to the left of this is the blue chest which contains the Dark Gem.

The spiky shelled enemies in the second section are indestructible. You'll just have to move past and around them.

Shortly after the start, you'll find Enemy Card #8, Fango, as you loop around.

The third big coin is in plain sight before the exit.

[title][center]Forbeau's Barbershop

You'll find this place several times on the world map, but this is the first place where you will see it. Here, Forbeau - the hooded man who gave you your beard powers - doubles as a barber, and he has items that will you more abilities. You'll have to pay for them with the coins that you've been finding throughout the game, of course.

Life Up: Increases your maximum health by one.

Brawn Vitamin: Makes your attack stronger. If you buy a ton, you'll notice a difference not only against regular enemies, but against bosses. The more you buy, the more expensive the next Brawn Vitamin becomes.

Heavy Beard Cream: With this, you can hold Down and attack in mid-air to smash things below you. You'll need this for a couple of things that you couldn't get in past stages. This also allows you to do AOE (area of effect) damage of nearby enemies, damaging them from a short distance away.

Bop Bros. Beard Oil: With this, you can press the jump button on an enemy right when you land on it to do a somersault.

Waterproof Beard Wax: This allows you to attack underwater. This will help you break blocks and defend yourself underwater.

Magnetic Beard Balm: Attracts coins from slightly further away.

Beard Toss Shampoo: Allows you to throw projectiles at enemies with your beard with the Right Trigger (on the X-Box 360 controller).

Underwater Air Tank: Increases your air meter while swimming.

Rolling Beard Wash: Crouch and press X (on the XBox 360 controller) to send Branson rolling.

I end up buying the Heavy Beard Cream and Waterproof Beard Wax immediately.

Kencur Caverns 1 (Night)


Thanks to the Heavy Beard Cream, you can open the blue treasure chest and get the Rusty Gear.

Kencur Caverns 1 (Day)


We can also get to the treasure chest here, too, now that we have the Heavy Beard Cream. Inside the red treasure chest here is Track 3.

Caraway Bay 1 (Day)


Remember those blocks down and to the left from the checkpoint? With the Underwater Beard Oil, we can break those now, and get Enemy Card #3, Kani.

Kencur Caverns 3 (Day)


One of the higher-ups in the Smuglins will warn a Smuglin with a drilling machine that a dangerous enemy - Branson - has landed on Pimento Island, and to continue construction as planned before leaving.

Below the start is a doorway you'll need to enter. Go up to the giftbox and press Up to open it and get the Beard Clamp. With this, you can clamp onto metal poles by holding Up and pressing X (on the XBox 360 controller) in mid-air. Once you're clamped onto a metal pole, press Down to launch yourself upwards. You can hold Left or Right in conjunction with pressing Down to move to the side as you do this. This can also be used to attack enemies, although I wouldn't recommend it.

You'll be going left at the start of the day stage.

The mine-cart will take you from one side of the tracks to the other, and it will crash after hitting the walls.

Duck down to avoid spikes, and watch out for falling rocks. You'll find the first big coin hiding behind crates after the first boulder, and you'll find the second big coin soon after this as you jump from mine cart to mine cart.

Shortly after this, you'll have to jump over sea urchins on dry land. After the third sea urchin, be ready to clamp onto the metal rod above you to get Enemy Card #9, Gimlet.

Do not break the crates below the red treasure chest. Instead, leave them alone and go right to press the button past the nearby crawlspace. You'll get Track 5. You'll find the third big coin soon after this, and you'll have to spin to the left after dropping down the nearby pit to get it.

Wednesday, October 11, 2023

PrinceWatercress plays Beard Blade - Part 2 of 13


In this video, our adventures on this strange island continue with some more beach combing as well as some cave exploration.


If you need an easy way to switch from day to night (or vice versa), enter a level, pause the game with the Start button, then select "Exit Level." This works regardless of whether you've played through either version of the level once.

Caraway Bay 1 (Night)


If you keep holding the jump button on the surface on the water, you'll keep leaping in and out of the water's surface, which can prove useful.

You'll need to leap from palm tree to palm tree to get the first Smuglin coin.

You'll take an alternate path in the nighttime version of the stage. The water with the wavy lines travelling in a certain direction has a current travelling in that direction, and you'll need to jump out from the water's surface at the right time to get Card #2: Bastion. You'll also have to dive into the right-most side of the water to get the second big coin.

You can duck to get underneath low ceilings when on a moving platforms.

The flying shell enemies spit projectiles downward at an angle after they stop and before they turn around.

By dropping away from the currents later in the nighttime section, you can get to the blue chest. The blue chests contain ancient treasures, and the one here contains the Old Map.

To open the locked door, you'll need to find the key. You'll have to fight some crabs again in order to get to that key as well as the third big coin. Once you get the key at the end, you can open the door and fight for one of your sheep.

Caraway Bay 2 (Day)


For this area, you'll have to go into the water. The orange fish will just bump you around, and you cannot attack them.

You'll need to find air pockets in the underwater cavern in order to stay alive. Remember that you can swim in eight directions with the D-Pad or left stick.

You won't be able to attack underwater...yet.

The first big/Smuglin coin will be in the upper-right corner of the area, and you'll have to swim upwards to get to it.

The sea urchins are stationary, but they can still hurt.

Just like on dry land, be wary of currents in the water. If you know what you're doing and you can move to the side quickly enough, you can brave the currents that push you back up to get the second Smuglin coin just before hitting the checkpoint.

If you hold Left on the D-Pad after getting back in the water after the checkpoint, you'll find an enemy card, but you won't be able to break the blocks in your way. You'll have to come back later.

There is a rather large air pocket to the left on the way down to the exit. If you enter it, you'll find the third big coin. Just watch out for the slime-spitting enemies above. Further down past that, you'll find another big air pocket where you can find the red treasure chest that contains Track 2.

Caraway Bay 2 (Night)


This time, you'll be heading further to the right on dry land and climbing your way up.

To get the first big coin at the start, you'll need to break the crate that is all the way to the right at the start. From there, you can go right and drop down, then go to the left to get the coin.

Remember that you can stand in front of trees and hold Up to climb on them, even in mid-air.

The little guys that run around are easy to deal with.

To get the blue chest, just climb up to the red button to the left of it and strike the blue button with your attack. You can then go down and open the blue chest to get the Rare Whistle.

To get the second big/Smuglin coin, just get on the rope platform above it, then drop down. You can then grab the coin and break the nearby block to get out.

There are two platforms below the third big coin. Just quickly jump up them to get to the coin.

If you climb up at the exit, you'll get Card #4: Rotelle.

Kencur Caverns 1 (Day)


You'll take the upper entrance at the start.

Watch out for falling rocks at the triangular "!" signs. If you see a little bit of rubble above, a big boulder is about to drop. Wait for it to drop before moving on. This is especially true when you're jumping on one of the numerous fallaway platforms in this level situated near one of these signs.

You'll need to get on a moving platform and watch for a falling boulder on the way to getting to the first big coin. As for the nearby red treasure chest, you won't be able to break the crates to get it...yet.

The doorway soon after the checkpoint leads to a room where you can ride on platforms and get coins. Once again, watch for coins, then get the second big coin on the other side. To get back, jump into the nearby bubble, press Up, and you'll be whisked through the pipe in the ceiling back to the entrance.

Not long after that doorway, you'll find a crate on a low platform. Break the crate to get Card #5: Spatzle.

The third big coin is near the end, and you'll have to jump from fallaway platform to fallaway platform and get it while you do. If you do fall into the bottomless pit after getting this, you won't have to worry about collecting it again. Once a collectable is collected, it stays collected. You can also pause and exit a level after getting a collectible and not lose it, either.

Kencur Caverns 1 (Night)


You're taking the lower entrance this time.

Attack the moles before they attack you. They will throw rocks at you if given enough time. Thankfully, your attack can also break those rocks.

By double-tapping A in front of the columns with the beige gears on the top, you can turn the gears and open the doors. Once the door is open, get to the other side before the door closes on you. Make sure you're also holding A when you spin to fully open the doors.

There is a fake wall to the left underneath the first door. The chest on the other side contains coins.

You'll see the first big coin below you. There is a fake wall with some holes in it to the right. Pass through it, then drop down and take out the mole Smuglins. To the left, you'll be able to get the coin.

There is another fake wall above and to the left. It leads to Card #6: Squintstone.

You won't be able to reach the blue chest...yet. You won't be able to break the crates above it for the time being, and going down and to the left leads to a one-way path.

The second big coin is behind a mole Smuglin.

In the second section, the beige gears will raise up the platforms. When the platforms shake, they will drop down and become unusable unless you can get to a gear and keep it up for longer. The third big coin will be in a series of this type of platforms near the end.

Tuesday, October 10, 2023

PrinceWatercress plays Beard Blade - Part 1 of 13


It's been some time since I played a more modern game, but here I am with Beard Blade. After seeing this one in action, I just had to check it out for myself.


The story begins at night on Pamperry Isle, when a couple of guys who are up to no good are digging in the ground when they find an orb. The orb flies away, then a sheep swallows it and goes towards a house. When these no-goodniks chase after the sheep, they not only find several more sheep, but they also find a man with facial heart in sleepwear barging out of a door of a house, ready to chase after them...which he does.

He ends up chasing them onto their ship, where the game begins. Welcome to the tutorial level.

The controls I mention work if you are using an XBox 360 controller, but they work with the equivalent buttons on other controllers (except PS4, which does not work on this game). Left and Right let you move around, Down ducks, and Down-Left and Down-Right crawl. A and B jump. You won't be able to attack...yet. You can jump on enemies, but you'll just bounce off of them.

Along the way, you'll not only find coins that you'll be able to spend later, but you'll also learn how to move around. There are springboards that will launch you into the air if you move onto them, and you can drop down from platforms by holding Down and pressing A.

If you die at any point, you'll just go back to an earlier point. Thankfully, you have an endless amount of lives.

Crawling will allow you to crawl through narrow passageways to areas you may not be able to get to normally.

The cannonballs from the cannons hurt. Make sure they don't hit you.

You'll eventually fall into a jail cell where a hooded man is being held captive. You'll need to press Up on the D-Pad (or left analog stick) to talk to him when the game gives you the prompt above the hooded man's head. Use the A button to go through the lines of dialogue. You'll find out that the goons on this ship are holding him hostage, and to free him, you just need to jump into him.

The hooded man will tell you that the ones who took your sheep are called the Smuglins, then mentions that he has has magic that can manifest a person's "peculiar trait," then uses the magic to...give you a sentient beard. The hooded man then mentions that the jail cell door on the right could be broken with enough force, and if you go up to the door and keep pressing X or Y (or R), you can attack the door multiple times until it breaks. From there, you're free to continue on after the hooded man goes ahead.

The barber pole is a checkpoint. If you die after touching one, you'll go back to the last barber pole that you touched instead of the very beginning of the level.

With your newfound attack powers, you can not only attack enemies and beat them up (sometimes getting random coin and health drops from it), but you can also destroy crates to get them out of your way. The bandage on the wall is a hint that you have to break the crate through the wall.

To open a chest, walk up to it and press Up to get what is inside. Sometimes there will be coins, while other times there will be hearts that refill your health. You'll start out with three hearts, but you'll be able to increase your maximum health as you progress through the game.

Eventually, you'll have your first boss battle. To defeat this guy when he jumps into his machine above, you'll need to stand above a springboard, then move out of the way when the guy shoots so the shot bounces back at him. You'll know he's about to shoot when the red light on the machine flashes. After one hit, springboards will eventually move from right to left at the bottom of the screen. After a second hit, the guy is down, but not for long. You'll need to keep hitting him when he charges at you. Eventually, he'll go down, and you'll also be able to steal his clothes and wear them for the rest of the game. You'll also find out that our hero has a name: Branson.

From here, head to the right to follow the hooded man. You'll run into Orzo and find all the sheep, but the sheep that eats the orb starts flashing a brilliant white light. All the sheep are scattered across the land as the Smuglins lose control of the ship, which runs right into a rock. You'll then land on Pimento Island, where the game truly begins.

If you press the Y button on the overworld map, you can look at the current treasures and enemy cards that you have. We don't have any...yet. We'll need to collect those as we go through the game.

In the lower-left corner is the amount of big coins - or Smuglin coins - that we have. There are usually three per stage, and each stage is split into two types - daytime (AM) and nighttime (PM). You can see what time it is by looking in the lower-right corner on the overworld map. Both versions of the level will have different places to go as well as their own secrets to collect.

Mora's House


There is a chest inside the house that refills your health (and a dog that follows you around), but there's not much else here.

Caraway Bay 1 (Day)

You can pick up coins if you go to the left.

When in water, you can move around with the D-Pad or left stick, and you can hold A to jump out of the water. You'll also have an air meter, and if that runs out, Branson will suffocate from lack of oxygen and you'll be taken back to an earlier point.

The enemies in the shells will take a few hits to defeat.

To get the first big coin, just drop down to the springboard just after the start and go left to get it.

If you see a sign with a skull on it, you're near a bottomless pit that will kill you if you fall in.

Sometimes, there are dotted line boxes with suns or moons on them. You'll be able to go through them if you're near them at the proper time; otherwise, they will be solid blocks and you won't be able to pass through them.

The first card is easy to get during the day. You can just walk up to it and get it if you take the platform down in the first section. This will give you card #1, Scaracara.

The slime enemies on the ceilings will shoot slime downwards, and when you hit them enough times, the slimes will split into two, and you'll have to destroy the mini-slimes.

You won't be able to reach the chest above the entrance to the third section until you have a certain ability later on. It just has coins.

There is a doorway just after the beginning of the third section. Press Up in front of doorways to enter them. When you approach the hills of sand, blue crabs will come out of them. Mash the attack button to defeat them as soon as possible. For defeating both crabs, you'll get a big coin.

To get the third coin, you'll need to jump to it from the lower platform to the right of it. From there, press A again to do a spin glide to the coin. To break the block with the cracks next to it, you'll need to break it from the side where the cracks are at. If the cracks are to the right, hit it from the right. If the cracks are to the left, hit it from the left.

Before you exit the level, jump to the red chest with the note on it. The red note chests will contain tracks from the game for the sound test, and you'll find Track 1 here.

At the end of every level is a green Smuglin with a bag. You'll need to chase the Smuglin around the room and hit him until he drops the bag. Once the bag is on the ground, go up to it and press Up to rescue one of your sheep.

Monday, October 9, 2023

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


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


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

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

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

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

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

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

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

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

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

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

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

Enemies will spawn behind you sometimes. Watch your back.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



Sunday, October 8, 2023

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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