Wednesday, April 3, 2024

PrinceWatercress plays Super Bomberman 2 - Part 5 of 6


The game saves the best/worst for last! The game gets more difficult again, but if you can get past this round, you'll beat the game! Tune in next time for the Battle Mode!


Round 5-1

The things that look like buttons are the soft blocks that you can blow up, and they go down when hit. They act much like the flames in Round 2, and they can come back up at any given time. Plant your bombs carefully.

Even if you have maximum range on your bombs, you can still light up all the stages and exit the level, as the levels have been made with maximum range in mind. You'll just need to be a tad creative.

The square yellow panel acts as a light switch when blown up. Certain enemies will behave differently depending on whether the lights are on or off.

The blue dolphin-looking things with the yellow eyes take two hits. If the lights are on, their eyes will be white and they will move more slowly.

The gray square panels with the flashing red lights are mines. You'll need to blow them up to get out of your way. They will be visible at first, but later in the level, they will be invisible until you are standing right next to them.

Round 5-2

There will be a little bit of slowdown in this stage until you get rid of some enemies.

The red ball-shaped enemies that walk around take two hits to kill. If the lights are on, they will sprout spikes out of their head and they will move more quickly.

Round 5-3

The little gold guys with the headsets shock in four directions and take two hits to kill. The pink Pac-Man guy also comes back here.

Tread carefully. Not only are there areas where the floor cracks and turns into a pit that blocks your path if you walk on them twice, but there are invisible mines that will show up and flash if you are standing right next to them. Thankfully, blowing up the invisible mines will get rid of them, but it can still be easy to accidentally walk into one.

Round 5-4

The coin enemies from the first game make a one-time appearance. Like last time, they take one hit to defeat, but they are fast.

If you need the Remote Bombs, you can get them here.

Round 5-5

Be careful when getting the invisible mines out of your way at the start, as it can be easy to blow yourself up while doing it. At least there is a 1-Up hidden in the blocks at the start.

The blocks at the beginning can only move a certain distance away from where you found them. Also, watch out for mines as you approach these blocks and push them around to clear a path.

The ice cream icon just gives you bonus points.

Round 5-6

A little blue dolphin enemy from Round 5-1 and 5-2 will come at you at the start. Take it out quickly so you can focus on the invisible mines!

There is an extra life and a Heart hidden in the soft blocks near the start. There is also a Power Glove hidden here. Get it, because you're going to need it for the boss battle.

Round 5-7

The boss here is Plasma Bomber. His bombs can be pretty powerful. See if you can throw your bombs at him with the Power Glove or use the Power Glove to mess up whatever he's doing and hit him.

If you need them you can get the Remote Bombs, a Heart, and a Power Glove here. Again, you're going to need the Power Glove for the boss battle ahead.

Round 5-8

Plasma Bomber's machine takes quite a few hits. Whenever you are lined up with it, it will lunge at you. Use this as an opportunity to place a bomb between the blocks near the bottom and get a hit in. The machine can also shoot out skull projectiles that are see-through and can move around. You'll have to wait for them to disappear, as your bombs' explosions will not affect them.

After enough hits, you'll blow one arm up, and after some more, you'll blow up the other. Eventually, the machine will go down. Plasma Bomber will want to shake hands with Bomberman in a sign of respect, but the machine shoots an arrow into his back and kills him before a giant one-eyed alien - probably one of the lifeforms that created the Bad Bombers - pops out of it.

To defeat this alien, you'll need to stay away from it as it flies around and you'll need to use the Power Glove to throw bombs at it. To throw a bomb with the Power Glove, you'll need to double tap A while facing the alien in order to throw a bomb at the alien. If the bomb touches the alien, you'll damage it. After six bombs, this thing's history. You'll blow up the Bad Bomber's base and the credits will roll. You've just beaten Super Bomberman 2!



Tuesday, April 2, 2024

PrinceWatercress plays Super Bomberman 2 - Part 4 of 6


Enjoy the break in the difficulty while you can, because it ends after this.


Round 4-1

Unlike other areas, the enemies will be hidden in soft blocks, and you'll need to fight them all in order to open the exit. The gray blocks are the soft blocks, while the gold blocks are the hard blocks.

The red spinning machine moves back and forth and takes one hit to kill, and they can generate soft blocks if left alone. The pink Pac-Man enemy takes one hit to kill but can eat your bombs. The black enemy takes two hits to kill, but he tends to move away from your bombs and he moves faster after the first hit.

Round 4-2

The blue machines on the tracks are indestructible and cannot be rid of. You also cannot place bombs on the tracks, either. Get past them and move on.

This time, you will have to hit all the floor globes to open the exit.

The moving platforms get you to other areas. Thankfully, you can't fall into the pit below.

The black floor tile will activate a platform.

Round 4-3

The red bomb enemies are much like the real red bombs that you can lay, so take them out as soon as possible. Also, you can find two Hearts here!

Round 4-4

Whatever you do, do not lay a bomb and detonate it near the stairs. The stairs will crumble and you will not be able to get the extra life here.

Round 4-5

You can get the Remote Bomb if you need them. If you can get past the blue robot on the track, you can get three extra lives.

Round 4-6

You can find a Heart here if you need it. Thankfully, these stages have been pretty short.

Round 4-7

Here, you'll face Brain Bomber. If you have the Remote Bombs and you're quick on the draw, you can easily defeat him. Otherwise, you'll have to trick him into running into your bombs or getting him to hurt himself with his own, which can be a pain. You can get a Heart and the Remote Bombs if you need them, so if you need them after defeating Brain Bomber, get them here and now.

Round 4-8

The boss here is a giant Bomberman. He will always take the shortest path towards you, and he can drop a big bomb that can set of a series of smaller explosions. It is possible to get the giant Bomberman to self-damage itself with it. If you have Remote Bombs, this is easy. Just be careful here.

Monday, April 1, 2024

PrinceWatercress plays Super Bomberman 2 - Part 3 of 6


The difficulty goes down a little bit here, making this round one of the more fun ones in the game.


Round 3-1

From here on out, the buttons you have to hit to open up the exit door are replaced with globes. Unlike the buttons, you can accidentally turn the globes back off with your bombs' explosions. If you turn all of them on and the exit door opens, the globes will thankfully stay lit up no matter what.

The yellow Lego blocks are the soft blocks, while the green blocks with the screws in them are the hard blocks.

The gold group of circles is a trampoline. When you walk into one, you'll bounce into the air, and you can use the Control Pad to control where Bomberman goes. Be sure to watch your shadow so you land on flat ground. If you land on a slope, you will slide down the slope, and if you land in water, it's instant death.

The floating cannons are indestructible, and the only way to defeat them is to hit the green tile with the light in the center with a bomb explosion. Doing this will get rid of the cannons. There is only one in this round, but in future levels in Round 3, there will be multiples of these types of tiles, and you'll need to hit all of them to get rid of the cannons.

The yellow guys in the green floating machines can be defeated by your bombs. One hit will get the little guy out of his shell, and another hit will get rid of the yellow enemy for good. You'll also need to bomb the green floating machine, too.

The door has the blue and orange stripes.

The icon of a foot kicking a bomb allows you to kick bombs by moving into them. If you need to stop a moving bomb, press X.

Round 3-2

The cannon will launch you into the air when you walk into it, but you'd better be ready to jump off the trampolines and control a jumping Bomberman to get him over to the other side.

The glove allows you to throw bombs. Double tap A to drop a bomb and immediately throw it three spaces in the direction that you're facing.

Round 3-3

The yellow guys are in tanks now. The tanks can shoot bullets. Once again, one hit knocks them off the tank, and you'll need to hit the yellow guys to get rid of them for good. Feel free to blow up the tanks, too.

You can get a heart here, as well as a red bomb.

Round 3-4

The penguins just move around and go down in one hit.

Round 3-5

The yellow smiley faces go down in one hit, and they can also stop at random times to sleep and get in your way.

The submarines will take you to the island in the center if you move into them. 

The wall icon lets you move through soft blocks.

If you need the Remote Bombs, you can get them here.

The black domes with the red openings shoot out fireworks when you blow them up.

Round 3-6

The jellyfish enemies are see-through. They take only one hit to kill, but they can move through soft blocks.

Be careful with the trampolines. Once you start moving up or down towards each one, be ready to keep that direction held down on the D-Pad and watch your shadow so you don't fall into the water.

The tiny, flashing Bomberman is a 1-Up. Grab it to get an extra life.

Round 3-7

Here, you'll face Pretty Bomber. Her pink heart bombs will move around before exploding, and once again, it is possible to get them to explode on her and hit her if you know how to position yourself and your bombs. You can also get a Heart here if you need one.

Round 3-8

The boss is the sun. The sun will move around the room diagonally and send heart bombs that home in on you, and when he gets angry, he will follow you around briefly. Hit him from a distance, and whatever you do, don't let this guy run into your bombs or else the bombs will disappear. This is one of the easier bosses - and rounds - in the game.

Sunday, March 31, 2024

PrinceWatercress plays Super Bomberman 2 - Part 2 of 6


The action heats up - both figuratively and literally - in Round 2.


Round 2-1

The flames are the soft blocks, while the tires are the hard blocks. The door that looks like a safe is the exit. The flames can be a nightmare, as they will come back up after a random amount of time and block your path. If a power-up or a bomb is on top of where a soft block is, you won't have to worry about the flame coming back up as long as the obstruction is there. Nevertheless, place your bombs correctly.

The walking fireballs take one hit to kill.

The tiles with the arrows on them can be pushed with your bombs' explosions, and if you push them into a hole, you'll fill the hole and be able to walk there.

The orange tile, when bombed, raises a moveable tile out of the floor so you can move it.

If you place a bomb in front of the furnace door, it will turn the furnace on. If the room turns orange, you'll need to get off the black path on the floor or risk getting burnt to a crisp and losing a life.

The red bomb pick-up turns your bombs red and lets your explosions go through soft blocks. Use this power-up at your own risk.

Round 2-2

The little purple guys with the googly eyes will move whenever their eyes move. Trap them and bomb them to easily get rid of them.

The icon of the heart with the bomb is the remote bomb. Lay the bomb down with B, and detonate the bomb at will with A. Use this responsibly, because you will lose this and be forced to get it back if you die.

Round 2-3

The floating red enemies will spit fire in one of four directions when they stop. Hit them from a distance, and remember that they are invulnerable to your bombs while attacking.

Round 2-4

The orange, bomb-shaped enemies take two hits to kill, but after the first hit, they go berserk and move faster. Take them out from a distance.

Round 2-5

Not much to talk about here. I believe it is possible to get the remote bomb here, but I could be wrong.

Round 2-6

In order to continue, you'll have to place a bomb near a furnace in order to move the blocks that block your way towards the rest of the level. Get off the darkened path when the room turns orange so you don't get burned. For best results, take care of enemies, then start moving the blocks/

Round 2-7

Fire/Golem Bomber will throw bombs around, and he can move pretty slowly. It's pretty easy to trick him into blowing himself up with his own bombs. Also, I made this battle look a lot easier than it actually was.

When you beat this guy, get the heart before you leave.

Round 2-8

Golem Bomber's machine will shoot fireballs down. Watch for the shadows to see where they will land and stay away, as they will produce big, bomb-like explosions that can hit you from a good distance away. It is possible to get the explosions from the fireballs to do damage to the machine, so that can be a help. You'll also want to be on the bottom half of the screen, as the fireballs explode sooner at the top half. 

Saturday, March 30, 2024

PrinceWatercress plays Super Bomberman 2 - Part 1 of 6


Well, I've beaten the first game. Might as well try to beat the second one, I guess.


The story begins with the Five Bad Bombers - Magnet Bomber, Golem Bomber, Pretty Bomber, Brain Bomber and Plasma Bomber - appearing in their intergalactic base over Earth. Bomberman tries to fight the Five Bad Bombers, who claim to have been built by aliens, but he is overpowered, taken captive and thrown into an underground prison cell in the Five Bad Bombers' base. Now Bomberman must fight his way out and beat the Five Bad Bombers to save Earth once and for all.

In the first round, you must fight Magnet Bomber.

Round 1-1

At the top of the screen from left to right, you'll have your current score, the current amount of time you have left (which is now shown as a number as opposed to a bunch of squares around the border of the screen, the current amount of lives that you have, and the amount of extra bombs and range extensions that you have. For those last two, you can have up to nine.

The D-Pad will move Bomberman around. A places bombs, and you'll have to wait for bombs to explode in order to blast through the soft blocks and open up the level you are currently in. If you get hit by an enemy, run out of time or get hit by the explosion of one of your own bombs, you will lose a life. If you lose a life, you won't lose any extra bombs or range extensions, but you will lose one of your speed up power-ups.

The treasure boxes are the soft (destructible) blocks, while the white blocks are the hard (indestructible) blocks.

To open the exit door, you must hit all of the switches on the ground with explosions from your bombs. Once all of the switches are lit up, the exit door will open.

The magnets will attract your bombs if you place them close enough to the gray metal ends of the magnets. If an explosion hits the magnets, they will be rotated 90 degrees clockwise.

The bird enemies move around slowly and take one hit to kill.

Stairs will stop explosions; keep this in mind.

Hitting the exit door with explosions while it is closed will summon enemies, so don't do it.

The roller skate will increase your speed. You'll want to pick up at least one or two at the maximum; picking up any more has the potential to make you move way too fast.

The bomb icon gives you another bomb to drop. The more extra bombs you have, the more bombs you can place on the playfield.

The flame icon increases the range of your explosions one tile in all of the cardinal directions (north, east, west, south).

Round 1-2

The dynamite, when hit, will create a big explosion and possibly start a chain reaction.

The red circles will expand the range of your explosions quite a bit when you place a bomb on one.

The Moai head enemy takes two hits to kill.

Round 1-3

The blue floating head with the red horns will use its magnetic powers to attract you towards itself, and it will also tend to stay away from your bombs.

Round 1-4

The bomb enemies have returned from the first Super Bomberman game, and they will occasionally land on the floor to create their own bomb-like explosions. Stay away from them when that happens. Thankfully, you can still blow them up, just like in the first game.

Round 1-5

The apple icon gives you extra points. Other than that, there's nothing much new here.

Round 1-6

Nothing much new under the sun here, either. At this point, here's where you'll be putting everything you learned in the first round together. Do like the lion fountains in this round, by the way.

Round 1-7

Here, you'll be fighting Magnet Bomber. Magnet Bomber's bombs tend to move towards you with a will of their own if you get close enough. Magnet Bomber will also follow you around as he drops bombs, and amazingly, you can use this to your advantage and get Magnet Bomber to hit himself with his own bombs. Yes, that can happen, and I found myself doing this during the Bomber battles before the rounds' end bosses.

The heart icon provides an extra hit, and if you get hit while holding a heart icon, you won't die immediately, and you'll also get a brief period of invincibility before you can get hurt again.

Round 1-8

If you die during this battle, you'll have to fight Magnet Bomber and beat him again before you can retry this battle. This goes for all of the rounds.

Magnet Bomber's robot will move back and forth, and when it stops, one of the boxing gloves will extend to the bottom of the screen in an attempt to punch you, but this attack is really slow and it will only come out if you are lined up vertically with the robot. Laying bombs to the side really helps with this battle. This robot battle is really easy.

Friday, March 29, 2024

PrinceWatercress plays Daedalian Opus - The Longplay


And now, the whole game in one shot, minus commentary. Enjoy.


Daedalian Opus is a game that has you placing shapes in a playfield so that they all fit perfectly into it. The game is just you, the playfield, the pieces and trial and error, and while that is also a good thing, it can also be a bad thing, as there is no hint system to help you out and you're left entirely to your own devices, making the premise of the game and the whole appeal of it a double-edged sword. It is, however, a nice fit for the Game Boy, as it is a very good way of staying busy on the go, and while this game could have been on NES, it is on Game Boy entirely for that purpose-driven reason.

The game is named after Daedalus, who is (supposedly) the son of Icarus (and also the guy who told him not to fly too close to the sun with the wings made out of wax, and we all know how that turned out) and the man who made the Labyrinth of Crete, which imprisoned the Minotaur.

The D-Pad moves the cursor, B rotates the pieces, and A selects and places. Select flips pieces vertically, while Start flips pieces horizontally. Pressing A and B at the same time resets all pieces to their default positions.

When you start the game, an old man named Dr. P will tell you that you'll be solving a bunch of puzzles. Press A to go through dialogue. You'll start with three pieces, but you'll get more along the way until you end up with twelve altogether.

Since this game can be super-hard for people who cannot play a game along the lines of "put all the pieces in this thing and hope they fit perfectly" here, solutions for all the puzzles can be found on GameFAQs. Puzzles can have multiple solutions, but you can get through the game with the ones here.

You'll be on a map screen where you will go from one level to another. Left and Right move the little man around, and Up enters the doorway to the next level. On these screens, a U.F.O. will reveal the password for the level you've just reached, and you also have a chance to get a new piece from the fairy at the bridge that materializes between the levels as you move to the right. 

Level 1

You start out with three shapes: an L shape (which I call "Big L" or "L Train"), a T shape (which I call "Mr. T") and a line with a square sticking out (which I call "Nightstick" or "Boss Man's Nightstick"). You'll need to flip the L-shaped piece vertically (or the "Nightstick" piece) with Select to win, depending on where you place the T shape.

When you complete a level, you'll get a message saying "Good." Press A to toggle this message so you can see your completed puzzle (and also copy it down on graph paper if you want), and press Start to head to the next level.

Level 2

Password: KING

You'll get a small square with a small notch sticking out (which I call "Utah" after the state of Utah).

Level 3

Password: EASY

You'll get a straight-line shaped piece (which I call "Long Boi") here. You'll have to use 

Also, you won't be using all the pieces here, as "Mr. T." won't fit at all in the thin box.

Level 4

Password: NICE

You'll get an L-shaped piece (which I call "Protractor") here.

Level 5

Password: BORN

You'll get a U-shaped piece (which I call "Handle" here.

Level 6

Password: FREE

You'll get a long S-shaped piece (which I call "Lightning Bolt") here.

Level 7

Password: STEP

You'll get a cross-shaped piece (which I call "Cross") here. Ironically, you don't use it in this puzzle.

Level 8

Password: LIVE

You won't get a new piece here, but at this point, you should have an idea of how this game goes.

Level 9

Password: CITY

You'll get a zig-zag shape (which I call "Zig-Zag" and later "Dolph Ziggler") here. Ironically, you won't use this new shape in this level, which has a playfield shaped like something other than a simple rectangle or square here. You also won't be using all the pieces here, either.

Level 10

Password: MEGA

You'll get a piece shaped more like an "S" (which I call "Crankshaft" and later "Sunsoft S") here. You won't be using all of the pieces here.

Level 11

Password: SONG

Amazingly, you don't have to use all the pieces to get through this stage.

When you complete this puzzle, you'll get a message from Dr. P saying that there are 2,336 different configurations in the next stage.

Level 12

Password: LOVE

In this stage, you'll get a weirdly-shaped piece with parts that stick out in three directions. (I call it "Faucet" because it looks like a faucet at the side of a building that you connect a garden hose to if you rotate it to go a certain way.)

The buildings for this and future levels will have new designs, and you'll also get new music here. At least this game has different songs, unlike Ka-Blooey.

You'll then get told by Dr. P that you have 23 different shapes to work with. This is the amount of levels that you have left, not the amount of pieces that you have (which is twelve).

Level 13

Password: JUMP

At this rate, you won't get any more new pieces between levels, so get used to having twelve puzzle pieces to play around with.

Level 14

Password: CORE

Unlike other levels, you'll need to use all the puzzle pieces to fill up the playfields from this point on.

Level 15

Password: BEAT

At this point, there isn't much to say about the levels, so enjoy looking at passwords!

Level 16

Password: BURN

Level 17

Password: SING

Level 18

Password: TOUR

Level 19

Password: LOOK

Level 20

Password: SOUL

Level 21

Password: OPEN

Level 22

Password: BEST

Level 23

Password: WILD

Level 24

Password: TIME

Level 25

Password: SHOW

Level 26

Password: MOON

Level 27

Password: EAST

Despite the cross being in the center of the playfield, you still have to move it, foiling any belief that the game is throwing you a bone.

Level 28

Password: RAIN

Level 29

Password: LONG

Level 30

Password: CLUB

Level 31

Password: TOWN

Level 32

Password: WOOD

Level 33

Password: BASS

Level 34

Password: MIND

Level 35

Password: STAR

Level 36

Password: FINE

After you complete Level 35, you'll get one more level with a thirteenth shape: a square block that is a tetromino as opposed to a pentomino like all the other pieces. It is in the playfield, but you will still have to move it to complete the puzzle.

When you complete the game, you'll finally get the ending, and you'll get the password ZEAL, which lets you play any of the 36 levels that you want.

Also, if you press A on the title screen, you'll get the controls for the game. Which I had known that before playing the game.

Thursday, March 28, 2024

PrinceWatercress plays Daedalian Opus - Part 6 of 6


...and now, the ending for this game.


Since this game can be super-hard for people who cannot play a game along the lines of "put all the pieces in this thing and hope they fit perfectly" here, solutions for all the puzzles can be found on GameFAQs. Puzzles can have multiple solutions, but you can get through the game with the ones here.

Level 31

Password: TOWN

Level 32

Password: WOOD

Level 33

Password: BASS

Level 34

Password: MIND

Level 35

Password: STAR

Level 36

Password: FINE

After you complete Level 35, you'll get one more level with a thirteenth shape: a square block that is a tetromino as opposed to a pentomino like all the other pieces. It is in the playfield, but you will still have to move it to complete the puzzle.

When you complete the game, you'll finally get the ending, and you'll get the password ZEAL, which lets you play any of the 36 levels that you want.

Also, if you press A on the title screen, you'll get the controls for the game. Which I had known that before playing the game.