Sunday, March 21, 2021

PrinceWatercress plays Gex 3: Deep Cover Gecko - Part 15 of 32


Here's all the collectibles for Slappy Valley, nicely timestamped.


0:40 - The rabbits have two flycoins each.

1:00 - The first bonus coin.

2:27 - The first pawprint coin.

4:11 - The second pawprint coin.

4:21 - The third pawprint coin.

4:33 - The fourth pawprint coin.

5:47 - How to get to the anime stage. This is how you get the fifth pawprint coin and the second and third bonus coins. Don't forget to hit the robots for fly coins.

7:47 - The sixth pawprint coin.

8:05 - The seventh pawprint coin.

8:59 - The eighth pawprint coin.

9:18 - The ninth pawprint coin.

9:52 - The tenth pawprint coin. You'll need to look around in first-person move to see it.

PrinceWatercress plays Gex 3: Deep Cover Gecko - Part 14 of 32


In this entry, we forget how to Gex, face our first boss and head to the third overworld in the game.


0:30 - The cutscene for "Zip On Down To The TV."

8:43 - HOW DO I GEX

This is where the last bonus coin is. There are a series of platforms to the right of the third remote you're supposed to take, but I luck out and drop down to the last platform in the set in grand fashion.

11:06 - What A Crock! This is the last of the bonus levels, and here, you'll be riding a crocodile and chomping on ten rubber ducks within two minutes while avoiding mines and cannonballs. If you run into either of these things, you'll be stunned for two or three seconds, but those stun periods will quickly add up. Diamond, Star, Square, X, Triangle, Circle will let you watch the "Secret Cowpoke Tape" in The Vault.

15:40 - WWGex Wrestilng/Invasion of the Body Slammers is the first boss, and is probably the most timely of TV references, given how popular professional wrestling was in America at the time. Here, you'll face Rock Hard, a reference to both "Stone Cold" Steve Austin and The Rock. When he tries to leap on you, get out of the way and tail whip him, then get away. You'll also want to stay away from his Zangief-style spinning lariat (Spinning piledriver? What?) He's very easy, and you'll soon open up the third level hub.

17:55 - An Agent Xtra cutscene from beating the first boss.

18:50 - Slappy Valley opens up. We're going there next time...

PrinceWatercress plays Treasure Hunt (Fast Access)


It's time for yet another BBC Micro...and this time, we're having fun with co-ordinates...really!

Longplay

This game will teach you about co-ordinates. One object is hidden at a time on a 10x10 grid, and you have to enter an X co-ordinate followed by a Y co-ordinate to investigate a certain square. If nothing is there, an arrow will point you in the right direction. If a square contains an object, you'll be told what you found and what it is worth. You'll get anything from one point for a piece of paper to ten points for a ruby. After finding five objects, the game is over.

The X co-ordinates are indicated by the letters A through J going from left to right at the bottom of the grid. The Y co-ordinates are indicated by the letters A through J going from the bottom to the top on the left side of the grid. In other words, go right to where you want to stop for your X co-ordinate, then go up to where you want to stop for the Y co-ordinate.

The fewer turns you do this in and the better treasures you get, the more points you'll get. The lowest rating is "abysmal," while the highest rating is "incredible." The "incredible" rating is a pretty lofty task, and if you can get used to how the game ticks when it comes to how finding things works and more or less luck out and get this rating, you're really good at this game.

This is fun for about five to ten minutes, but it is rather pleasant for what it is. There is minimal sound, and the simple graphics make it easy to figure out what you are doing. I had no problems with the controls, either, which is essential for a game like this. The rating system definitely gives this game a bit of challenge and gives players something to shoot for, assuming they have the patience to play for a good while to figure out how finding things works and how to find things as quickly as possible. It doesn't set the world on fire, but it's not insanely terrible, either. All in all, this is an alright educational game to try out for the Beeb.

Saturday, March 20, 2021

PrinceWatercress plays Gex 3: Deep Cover Gecko - Part 13 of 32


Can you believe that we almost have all of this level done already?


0:47 - The cutscene for "Sink The Four Pirate Ships."

4:55 - That cannon is finally put into action.

8:50 - The rest of the level. Here, you'll be outdoors, and there's quite a bit to check out as you explore the outside of the ship.

9:20 - Here in the lower level at the start of the outdoor area, you'll need to enter the four doors and shoot down the four ships with the cannons. Simple enough.

10:16 - The seventh coin.

13:00 - The location of the third remote.

13:10 - The eighth pawprint coin.

13:46 - The ninth pawprint coin.

14:40 - A hidden climbable wall. Climb up, then use the TNT barrel to make your way further up the ship.

16:25 - This is how you get to the third remote, but we're not doing that yet.

17:43 - These things are easy to miss. Here's the last pawprint coin.

18:55 - You'll need to take this rope for the second remote, and in our case, the flycoin remote.

PrinceWatercress plays Gex 3: Deep Cover Gecko - Part 12 of 32


In this entry, we finish up the Western Station, then we go through a bonus area before taking on the Buccaneer Program.


10:29 - True Grits, Here, you have two minutes to break all ten chicken crates. The bottom section has four chicken crates and all the clocks you need to pick up. From here, get on a donkey to access the upper level, and watch out for those walls that move in and out to push you over the edge.

Square, Diamond, Square, Square, Triangle, Circle at the Vault lets you play as Gex's cousin Cuz from the vault. We haven't met Cuz yet, and won't until near the end of the game, but it's just an alternate skin with no voice clips as before.

13:29 - The skull designs on the wall are portions of the wall that you can climb on. Here, you can climb your way to the switch to open the nearby bonus area.

14:47 - The cutscene for "Survive The Wall of Death," the first remote for Buccaneer Program/Cutcheese Island.

15:09 - This switch spawns a cannon. Stand where the fly coin is to man it, then use the D-Pad and the Circle button to aim and fire at the two swirly eyes at the skull gate so you can open it. Watch out for the rats!

15:25 - Walk into the barrel to push it out of the way to find the first of the three bonus coins.

15:32 - Push the barrel over to this platform so you can jump to it and get the first pawprint coin.

16:22 - The second pawprint coin is to your right after you go through the skull gate. Use the long jump/karate kick to beat the skeleton pirates

17:09 - This will probably be the first time you see the skeleton wall patterns if it weren't for the bonus area.

17:58 - Climb up here to get to the upper level of this room. Tail whip the wooden switches to activate a bridge, but don't wait too long or else you'll have to tail whip the switch a couple more times to re-extend the bridge. The first one will take you to the third pawprint coin.

18:26 - After a little bit of progress, this rope ladder shows up. In case you mess up, you can quickly regain lost ground.

18:34 - Jump on the small wooden platforms and the barrels to get around. The barrels swing back and forth, so you'll have to time your jumps a little bit.

19:42 - Hitting this switch gives you another cannon to shoot with. Use it to get rid of the skeleton pirates ahead (something that takes me a little while to figure out).

20:00 - Another rope ladder.

20:33 - The fourth pawprint coin. Enter the door here for the wall of death.

20:57 - The wall of death. Advance using the pits in the floor. The first one contains the fifth pawprint coin.

22:06 - There is some climbing we can do on the wall here for more flycoins and other things.

22:59 - At the end of the path, drop down onto the top of the wall of death to get to the second bonus coin.

27:21 - As you can see, that takes some practice.

28:29 - Hit the TNT barrel, then get on the platform before it explodes. Once you do, jump for the first remote and the sixth pawprint coin. There is a door here leading to the rest of the level, but we'll save that for later.

29:05 - The first remote clear cutscene for Buccaneer Program/Cutcheese Island.

PrinceWatercress plays Bonk's Revenge - The Longplay


Here's the whole game in one video. Everything here is copied directly from the Let's Play, so in case you don't get a warp like I did, you'll know what to do. Also, I had to take two un-paused breaks to turn the heater off (I recorded this in mid-December) and to answer the door for somebody (leave me alone!) near the end, but other than that, I was able to beat this game in one sitting.

Round 1

Waterfall

Left and Right let you move, Button I lets you jump and Button II lets you attack in form of a tough caveman headbutt. If you headbutt in the air, Bonk will dive head-first into the ground to headbutt enemies from above.

Pressing Up and Jump while jumping in front of a waterfall to latch on, then keep jumping to climb up the waterfall. Stop climbing at anytime to slide and eventually drop off.

The butterflies and fruits will give you points, so collect as many as you can. You'll get your first extra life at 20,000 points.

By hitting certain power-up plants, you can sometimes change their color and turn them into yellow springboard flowers or turn them into blue flowers. While the pink flowers can turn into life-filling fruit or evil flower enemies (more on those later), the orange ones give you meat (more on those later, again) and the blue ones give you cool stuff like extra lives, health extensions and even a full health restore in the form of a big heart. Be careful, as flowers that change color when hit will disappear when they are no longer on-screen.

The flowers with the smiley faces take you to bonus areas. The "Jump on Floret Sprung" bonus area has you jumping from flower to flower while grabbing everything you can on the way to the end. The fruit you pick up both here and throughout the will recover your health (and do a better job of it compared to Bonk's Adventure), and the smileys are used for the bonus area at the end of every round. If you press the Jump button right when you're about to bounce off the top of a yellow flower, you'll get the maximum height for your jump.

There are guys with egg helmets sleeping around here, and while you can headbutt them in mid-air, you can only do it once; you can't juggle enemies for a ton of points anymore.

Speaking of headbutting in mid-air, hitting the ground in certain parts of certain floors that way will reveal hidden bonus point items.

The falling flowers are 500 points each.

Watch out for the boulders. They take multiple aerial headbutts to destroy.

Flower Field

Be ready to jump for butterflies, fruit and other things in this stage. You'll need all the points you can get.

Sometimes you can move certain flowers to the left or right while headbutting them on the ground.

The egg helmet enemies with the butterfly nets will stop next to you and swing their nets at you if you get close enough. 

The orange flowers give you meat, which makes you angry, give you a little bit of health and gives you an extra hit. Eating enough meat makes you briefly invincibility. When you're a little bit mad, your headbutt will produce a projectile that petrifies enemies and turns them into stone, and headbutting the ground from mid-air will petrify all on-screen enemies. If you're angry enough to become briefly invincible, your headbutt will be replaced with the ability to breathe fire. The anger dissipates when you go without meat long enough or if you take damage in an angered state (which keeps you from losing health as a nice side benefit, should that happen).

If you can get to the cloud platforms, you can reach another bonus area. The "Hop Thru The Glaciers" bonus area has you moving across ice platforms while grabbing as much as you can.

The small schools of fish in the water are worth bonus points.

To swim, just use the Control Pad. Use the jump button to jump out of the water.

If you jump into the fish on the fishing pole enemy's fishing pole, Bonk will eat it and work his way up the fishing pole. From there, you can jump up and headbutt the poor guy.

Some of the red flowers do not move at all, and if you hit them or jump on them, they turn into evil flowers that bounce around. A simple attack should do it, but you can also jump into it from underneath to attack and destroy it, as well. Keep in mind that doing a headbutt in mid-air does double damage compared to the other methods, though.

The orange seedling with the face gives you a flower that sticks to your head. Rapidly tapping the jump button lets you fly. See what you can get up in the air! The flower lasts until you take a hit from an enemy or you leave the current section of the round that you are on.

The mid-boss here is a egg helmet guy on a dinosaur. The dinosaur can breathe fire and will run at you, but three mid-air headbutts will do it in.

Caverns

There are two routes. The upper route has a bunch of boulders, some meat hidden behind the columns, and sets of five stars falling from the sky that are worth a few hundred points. If you're willing to go for it, you can break some floor blocks for an extra life.

The purple pterodactyl enemy will eat you if you get too close to it. Mid-air headbutts will do it in.

You can climb up some walls. If Bonk grabs a wall with his teeth after you jump into one, keep rapidly pressing the jump button to climb up the wall.

The lower path has lava that is deadly to the touch (but not instant death) and bone platforms that slowly sink into the lava when you stand on them. Both route do have acid droplets that drip down from above and damage Bonk it they touch him, so be careful.

The egg enemies with the pickaxes act much like the ones with the butterfly nets from earlier.

Unlike in Bonk's Adventure, if you hit a wall during a mid-air headbutt, you'll wall jump off the wall. This can be useful in certain situations.

Volcano Castle

The burgers, fries and shakes do not refill your health; they just give you points. 

The lava is not instant death, but it does hurt, so try not to fall into it.

The guy on the dinosaur is a regular enemy now.

Be careful as you use the volcano platforms as you explore this area, as there will be spikes as your rise up as well as volcanic rocks that will launch out of the volcanoes in the background that can be tough to avoid as they make their way down.

One of the bonus areas has you spinning repeatedly with the attack button as you drop down from the top of a tower to the ground below while grabbing as many smiley faces and fruits as possible. This is one of the easier bonus areas.

The small spinning heart will refill one whole heart's worth of health.

When you reach the metal dinosaur head with the horns, you'll reach the boss chamber. The first boss is a turtle with a volcano on its back that will shoot out six volcanic rocks before poking its head and tail out. Once that happens, attack the head with as many aerial headbutts as possible before it hides back into its volcanic body. Once you beat the boss, you'll get a bonus area depending on how many smiley faces you get. The more you get, the better the train you'll be on and the better the power-ups will be.

Round 2

Piranha River

Leave the fruit at the beginning alone until you really need it.

The piranhas will be in full force here. Get in the water and headbutt them in their own domain before they give you trouble later. If you need health, go back to the beginning and get it there before you get it elsewhere in the level.

The cherries also just give you points, despite being fruit.

Another bonus area you can enter is one is one where a volcano in the background erupts and small volcanic rocks, fruit and smiley faces drop from the sky. As long as you're patient, you can get at least almost everything. If anything lands on a platform, you will have a few seconds to get it before it disappears. Falling into the bottomless pit ends the bonus game.

The bamboo stalks stuck to the ceilings can be grabbed onto and climbed on. You can press Left and Right to switch sides on them. If any enemies are climbing up and down these stalks, you can jump into them from underneath to defeat them.

Another bonus are you can find is a narrow chasm that you will have to wall bounce upwards. If you know what you're doing, you can easily get everything here. You'll get a ton of points if you get everything in any of the bonus areas.

The fish with the snorkel masks will spit bubbles that will briefly home in on you before eventually flying away.

There are flowers that can drop down from the sky that are worth 500 points. Be sure to grab them.

The mid-boss here is a pair of pterodactyl skeletons on bones with spiky ends on the bottom. Wait for them to drop down before hitting them with mid-air headbutts so you can do more damage to them. Watch out for dragonflies that will fly at you.

Bamboo Jungle

Unlike other stages, this one is purely vertical. Use Up and Down to make your way up the bamboo stalks, but don't go too fast; you may miss something you might need, whether it be fruit, a bonus area, or even a flower that will allow to fly upwards if you manage to find it. The points are worth the extra time for the extra lives!

The spiky rocks that look like masks hurt to the touch.

There are flowers that will drop down from the sky near the end of the area for 500 points each.

Cloud Ruins

Remember the pterodactyl skeletons on the bone pillars from not that long ago? They're regular enemies now.

The cloud ground and cloud platforms are rather bouncy, so be careful as you move around on them, especially when you're picking up the falling turkeys that are worth 500 points each.

You'll get your first three points-based extra lives at 20,000 points, 40,000 points and 60,000 points. After that, you'll get an extra life every 50,000 points.

There is another bonus area where you play whack-a-mole with the enemies here. If you run into an enemy and get hit, it ends, but the more enemies you beat up, the more points you'll get at the end.

Don't jump when you're between the clouds and the spiked ceiling. You'll get through unscathed if you don't.

The boss here is a dinosaur with a witch doctor mask. Move to the side so you don't land on spikes. You'll need to headbutt the top of the dinosaur's head as it moves back and forth. If you see the target reticle on the horn lift up and the eyes on the top of the head open up and glow, be ready to avoid the orange beam that will petrify you if it touches you. That petrification laser will track you, so if you're in the air, you're more than likely going to have it aim in the air as you are about to land on the ground. This can be an easy boss to lose a lot of health and even a life or two on.

If you die, Bonk will fall asleep. Press Start to use one of your lives and get Bonk back up.

If you get 50 smiley faces or more, you'll get the best bonus stage, which gives you the monorail where you can get an extra life, a health extension, a couple of hearts and a small piece of meat. You'll also get 10,000 points for every smiley face you have after the 50th one, which can net you a couple of lives. You'll also skip a round!

Round 3

Snow Mountain

Enemies that will show up here include giant brown dinosaurs that spit fire and blue triceratops that can only be hit in the back. The hatchet enemies throw snowballs instead of snowballs, and they will also pop up

The Aurora Borealis ribbons act much like the bouncy clouds from Round 2. 

The snowflakes are worth 500 points each and well worth collecting. The shish kebabs also give you plenty of points at 100 points each.

The first igloo leads to a hot spring with another health extension, a big heart and a bonus area. For the piranha carrying bonus area, you'll need to collect all the piranhas and bring as many as you can to the goal.

Speaking of the blue triceratops enemies, they show up as regular enemies later on, but here, you'll face on as a mini-boss. If you headbutt the horns, you will take damage.

Hot Springs

At this point, you'll start seeing the blue triceratops enemies are regular enemies. If you know what you're doing and you're moving carefully, you'll be able to recover a lot of health and get a lot of power-ups, pick-ups and points.

Be ready to take the high road throughout this stage, as the blue triceratops enemies will show up on ground level. Also, feel free to bounce off the little white guys to get over the hot springs. The high road gives you a big heart as opposed to the food in the hot springs.

Mammoth Tomb

The icicles will fall, and they will hurt.

The bone pits are spikes. You can use the mammoth skeletons to get across them, by headbutting on them as they move back and forth.

There are also lantern ghosts that will spawn out of the lanterns in the background. You can attack them as thy form, but you can also attack them if they fly at you.

There are stone platforms on tracks that slowly move in one direction, then quickly go back to the other side. If you touch the sides, the spikes on these stone platforms will hurt you.

Speaking of which, the high road has all the cool stuff, for those wondering.

The fake exit will explode and turn into bubbles that will slowly home in on you.

The boss here is an ice skater. Stay all the way to one side and jump into the snowballs from underneath to attack them. When the ice skater stops, you'll want to be able to jump on the outstretched leg, then headbutt the skater in the head from there. After enough hits, you'll beat the ice skater and go on to the next round, unless you warped like I did.

Round 4

Parasol Beach

The women in the bikinis will rush at you and stop just short of where you are if you attack them, but if you're on the ground when that happens, they will grab you for a whole heart's worth of damage. Despite being able to fight on the ground, an aerial headbutt is the way to go.

Speaking of which, use the aerial headbutt against the egg enemies on the surfboards. If they hit you, you're getting knocked waaaaay up into the air.

The seagulls can be easily destroyed; just keep in mind they head to the edge of the screen instead of a certain point. If you see them and want to hit them, stop moving.

Pick up the beach balls that fall from the sky; they're worth 500 points each.

The radar dish bonus area is the easiest to complete; just watch what you're doing as you're bouncing off the dishes and you'll destroy all nine in no times.

The boss here are three of those purple flying dinosaurs. Two regular headbutts (or an aerial attack) will beat them. If you get too close, they will eat you for a whole heart's worth of damage. Like other 

Warship Hold

The mines split into six smaller pieces that briefly move out, briefly move back in, then move all the way out. This is a beginner's trap for sure, so if you approach a mine and make it flash, get far away from it immediately.

Once you're in the ship, you can break the crates to move around and find stuff. There may

The beds are bouncy, so keep that in mind if you jump onto them.

Whatever you do, don't attack the stone missiles. They will break and split into six smaller projectiles that will do a bit of damage if they touch you as they fan out.

Radar Tower

Once again, there's a lot of crate breaking.

The green crab claws will shoot slow-moving homing bubbles at you if you are close enough to them. Also, the radar dishes show up as regular enemies here, and they will stop spinning and shoot hatchets.

Watch out for the acid droplets; they will do damage if they drop onto you.

Don't touch the fire coming out of the pipe near the end.

Sailor Saloon

More fire pipes at the beginning! Jump and headbutt hover over the fire coming out of these pipes.

The large female enemies with the aprons take two aerial headbutts.

The water droplets still hurt you much like the acid droplets do, so don't let those touch you either. Also, the beds in the underwater area are not bouncy compared to their dry land cousins from two areas ago.

The boss here is a dinosaur wearing a pirate hat. Stand on the edges of the pipes in case he shows up next to you, and hit them in the head with as many aerial headbutts as you can.

After enough hits, he will show up on a ship. Try to use the time when he lowers down to shoot a fireball as a means of getting up there, then try to stay on top of him and deal multiple headbutts. That, or you can get under him and try to take the launch upwards from being hit to get some invincibility and hit hit from underneath. That works, too. Also, the water pits between the pipes help you avoid not only the extending hook hand from the first phase, but the fireballs and missiles from the second phase. Once you beat him, it's on to Round 5.

Round 5

Fireball Field

At the start, wait for the fireballs to shoot up, then walk under them. There is a bonus area up in the clouds shortly after that.

There are hidden volcanoes in the background, though it it easy to memorize where they will be.

Lava Flow

You'll be able to pick up more than a few gems around here for points. If you know where to headbutt the ground, you can find bonus areas and hidden points pick-ups.

As always, watch out for the rocks that pop out of the lava. It's always two short followed by a long when it comes to the rocks and their patterns.

Orange Waterfall

This stage is a harder version of the waterfall stage from the very beginning of the game. You'll be dealing with multiple fish that will rise up from the bottom of the screen, the green crab claws and the bone pterodactyls. As always, there are bonus areas here just like in the other two sections.

You don't have a boss after this; instead, you just head to King Drool's castle.

Round 6

Laundry Pools

The watermelons spell out the word "BONK" throughout this section of the round. Also, grab all the clothes you can for points.

Hatchet's Hometown

By headbutting two of the chimneys, you can go into the windowed areas underneath. If you can headbutt one of the flowers and turn it blue, you might be able to get the power of flight, and if you can fly all the way to the upper-left corner, you'll find bonus areas where you can health, health extensions and extra lives.

The mini-boss is a dinocopter that takes three aerial headbutts to take out, and just like all the mini-bosses before it, it becomes a regular enemy later on. It shoots a lot of homing bubbles, so the quicker you take it out, the better.

Haunted Tower

This is a vertical climb with a lot of those platforms that split into two when you land on them, spiky slow-moving platforms, ceiling spikes, pick-ups and other surprises.

Halfway up the tower, you can get some stuff at the sides of the towers. Besides an extra life, you can jump your way to a flower that will allow you to fly, which can make it a lot easier to get through here.

The dinosaur wizards will float back and forth and shoot fireballs lava rocks up into the air at regular intervals. If you jump into them from underneath, they will disappear briefly before re-appearing briefly where you hit them.

The boss here is a dinosaur in armor. He floats back and forth from one end of the screen to the other at the top of the screen twice, then he will stop and dive towards you. When he stops, step away, then jump and headbutt his head. After you damage him enough times, he will lose his helmet and shoot his arms - which will home in on you - at you. While they don't slow you down, they will sap away your health. You can use them to get to the boss before he dives downwards if you know what you're doing, however. After enough hits, it's into the mouth of a mechanical dinosaur and on to the final round.

Final Round

Moon Pyramid

There are four areas to enter here, and you can do them in any order. Here are the ones I did in the order I completed them in the Let's Play:

Conveyor Tunnel

This is at the far left of the Moon Pyramid.

The dinocopter now shows up as a regular enemy.

The edges of the conveyor belts can trap you and take away a whole heart, so jump between the ends of conveyor belts so you don't lose a lot of health.

The crushing ceilings and floors will turn you into a crab. You can't attack very well as a crab, but you can get into more narrow spots. This will allow you to get some extra lives. Also, be sure to keep moving on the ground on the belts as a crab; you will eventually pick up speed and move faster than the belts can move. If you take a hit as a crab, you'll return to human form, but you won't take damage.

The boss here is the Round 4 boss. Same strategies apply, although there is no way to hide from the missiles now.

Aquatic Tunnel

This is at the far right of the Moon Pyramid.

Use the crushing floors to turn yourself in a crab really helps here, as you can get through all the narrow passages very easily while also avoiding piranhas and grabbing schools of fish for points.

If you're a crab when you reach the end, hit the spikes to become human and face the boss.

The boss here is the same as in Round 3. Same strategies apply.

Spook Tunnel

This is at the center right of the Moon Pyramid.

The dinosaur carcasses that drop down from the chains produce dinosaur ghosts for you to headbutt.

You also have dinosaur wizards, mammoth skeletons, lava rocks, splitting platforms, ceiling spikes, lava, and moving spiked masks...but you should be used to them by now.

The boss here is the Round 1 boss. Same strategies apply (and you don't have lava floors anymore!).

Ambush Tunnel

This is at the center left of the Moon Pyramid.

You'll have floor and ceiling spikes, rolling rocks, piranha ponds, those small circle-shaped things covered in spikes, but you'll also have to wait for and walk under crushing metal dinosaur feet and sail over stegosaurus spine spikes. At the end, there is a big heart, which is why you want to save this area for last.

The boss here is the Round 2 boss. Same strategies apply (and you don't have floor spikes anymore!).

The Final Fight

You'll face the boss from the previous round first. Despite the blocks at the side, the same strategies still apply.

You'll then have to face King Drool. Sometimes he will shoot out stone missiles, while other times he can send out falling fireballs or icicles. Be ready to avoid projectiles.

King Drool will then fly to the side and fly at you. Use this opportunity to get in as many aerial headbutts on his noggin as you can. He will make a second pass, giving you more opportunities to hit him, then he will go back to the center to do the projectile attack again. Lather, rinse, repeat. This boss battle is definitely easier than in Bonk's Adventure, that's for sure. Once you've beaten King Drool, you've won!

Friday, March 19, 2021

PrinceWatercress plays Gex 3: Deep Cover Gecko - Part 11 of 32


The Organ Train is the absolute WORST place to get all 100 flycoins. Seriously.


0:28 - War and Pieces. Here, you'll commandeer a tank, and you'll need to shoot down ten tanks while opening up the path to the end of the level, which will ensure that you do just that. Some walls and statues can be destroyed with the bullets from the tank, and you can get some hidden clocks to extend your time with in this manner. By destroying targets, you can get platforms moving and you can get to other places. Just be careful.

Square, X, Triangle, Square, Star, Star gives you the ability to play as Alfred if you input it in The Vault. It's not that special, since it's just like playing as Rex: an alternate skin with no voice clips during gameplay.

5:43 - The next level is Western Station/The Organ Train. This is the cutscene for "Visit The World's Largest Mound of Poop."

5:58 - There are a ton of chickens here, and they all carry fly coins. Why the developers thought this was a good idea, I will never know, especially when there are ten at the very start and they are all hard to keep track of.

8:51 - By moving into the donkey, you can climb up the hills with the hoof prints on them. Circle lets you dismount, Square lets your headbutt and X lets you jump. The cacti hurt to the touch, and the vultures divebomb but leave no fly coins. Just leave the vultures alone.

10:40 - The green scorpions charge at you, but at least they give you fly coins if you defeat them. Oh, and they're guarding a pawprint coin.

10:54 - The first of five cards for "Collect Five of a Kind." The platform full of gold can be ridden on to take you to...

11:28 - ...a phantom cowboy that warps in and out that take three hits to kill and a bonus coin hidden behind a sign.

12:12 - Well, that didn't take long to get to the first remote.

13:21 - The cutscene for finding a remote in Western Station/The Organ Trail. Agent Xtra is just disgusted with us now. XD

14:14 - The cutscene for "Climb The Mountain."

20:51 - It's time to soldier on. If you move into the wall behind the waterfall at the watering hole, you'll find a hidden room. Inside is four extra lives, a pawprint coin and spittoons that contain fly coins.

21:51 - To defeat the undead cowboys, hit the skulls with a tail bounce when the skulls are tossed at you. Also, check the mine shafts around here for fly coins.

22:39 - Turn around when you enter this shaft to find a pawprint coin and a spittoon.

23:04 - Another pawprint coin. 

23:51 - The second card for "Collect Five of a Kind."

24:49 - Climb up the wall on the side to get across the gap. From there, hit the switch on the other side to get the platform moving. Before you take it, you'll need to land underneath where the platform is to get a pawprint coin and the third card for "Collect Five of a Kind."

26:15 - You'll also find where the "Collect Five of a Kind" remote will be while you're down here. You'll also find the second bonus coin, some enemies with fly coins, some spittoons and a hint as to where the hidden bathroom is.

29:45 - The cemetery.

30:47 - The mausoleum of Wyatt L. Upchuck has the fourth card for "Collect Five of a Kind" and a pawprint hidden behind the flamethrower column.

31:33 - The other mausoleum contains the fifth and final card for "Collect Five of a Kind."

32:28 - The last of the chickens...and there's a lot of them.

33:52 - Yet another pawprint coin.

34:26 - Donkey! Also, the top of the mountain.

35:24 - A hidden extra life.

38:42 - Behind the cemetery fence is a place to drop off for two pawprint coins and three fly coins that are easy to miss.

41:07 - The third and last bonus coin on top of the mausoleum. You'll have to be outside of the fence surrounding the summit of the mountain to get to it.

41:26 - This is also how you get the last pawprint coin. We found a lot of stuff in this video.