Not one, but two worlds get completed in this video. This Let's Play has got quite a lot in terms of content.
All maps by Captain Drake.
World 2: Forest
Stage 2-1
This stage is very easy. The bugs around here will walk on walls and ceilings, much like the mice. The spiders have spikes on them, and unlike most enemies, even jumping on them to hitch a ride will immediately kill you.
Hit the switch to trigger the bridges.
Stage 2-2
The switch here will trigger more of the platforms. Yet another easy stage.
Stage 2-3
The switch is used to open the door blocking the exit, but you easily avoid this, the conveyor belts and the plants that spit seeds at you with this simple step.
Hit the magical ladder icon, and place the ladder where the door that will block the exit will be. As long as the ladder is there, the door is forced open. There you go.
Stage 2-4
Interesting homage to Donkey Kong Jr. here. Avoid the chomping lizards and use the springboard to get to the upper half of the level quickly. Not much to this mini-boss.
The intermission shows off the handstand, and how it can stop thrown barrels.
Stage 2-5
You can swim underwater by tapping the A button.
Stage 2-6
Hit the switch, then go up and head right past the first springboard. Flip the switch here, then ride on one of the ladybugs to get to the top. The bugs are tough to avoid, so you're better off just doing this.
Stage 2-7
Hit the switch to let the bugs out, then hit it again to bring the bridge across the spikes back.
To get the key to the door, throw the key onto the conveyor belts, then climb down the ladder and get it before it falls off. The key flashes after its leaves your hands, and if you don't get it in time while it's flashing, the key will return to where it was in the level.
Stage 2-8
You could play this one the old-fashioned way, but why do that when you can handstand jump off of the rock platform that goes up and down as soon as it gets close to Donkey Kong? At least it's possible to do and miss the springboard that he's tossing.
The intermission shows off the backflip.
Stage 2-9
New enemy here: the bird flies across the stage and tries to drop eggs on you.
Use the magical bridge platform above the spikes.
Stage 2-10
The big-eared enemies will sprout out of the ground and rush in one direction when you jump over them.
Stage 2-11
You can either backflip your way to the key, or use the magical ladder. It's up to you.
Stage 2-12
Once again, you're throwing barrels at Donkey Kong. This time, you have mini-springboards to assist you with that. Again, use your handstand to deflect the barrels so you can throw them right back at DK.
The intermission shows off the angled wires. These work just like the power lines in the first world, except you can now launch yourself at a 45-degree angle.
World 3: Ship
Stage 3-1
The angry blocks will help you over the spikes if you jump on them.
Use the magical platform on the gap on the way to the key. Handstand jump your way onto the lone block guy, get the key, then get back on the block guy and take the key to the door.
Stage 3-2
The knights will push you back, while the crab will follow you around and make life miserable.
Stage 3-3
To get past the narrow gaps, duck down and let the knight push you all the way past it. If you let go of Down on the Control Pad at any time while you're in the narrow gap, you will be crushed and you will lose a life.
Remember which door Pauline screams for help from at the start of the level. The other door(s) will be fake, and you don't want to unlock those.
Stage 3-4
The switch above the crushers will turn the crushers off, but it also reverse the direction of the platforms. You can skip it entirely and just go for the one to the right of the two crushers below it if you're skilled enough.
Once you've triggered it, all that's left is going for Donkey Kong...and avoiding the last crusher at the end.
The intermission shows off the handstand jump.
Stage 3-5
You could use Proton Jon's shortcut of doing a handstand jump followed by an immediate backflip, but the wires are more likely to work as long as you avoid the spark.
Stage 3-6
You could place one of the magical bridges near the two robots so that they'll get away from the ladder, but there's a shortcut.
Put one magical bridge directly below the spikes near the two robots, then place the other above the longer set of spikes below that. If you can time it right, you can backflip your way to where the purse is and get the key very easily.
Stage 3-7
Hit the switch at the top, wait for the lower of the two knights to get on the bridge, then hit it again to drop the lower knight. Use the lower knight to get under the narrow passage, then jump to the other switch. Trigger it, and use the magical ladder to get to the key. You're done here.
Stage 3-8
More barrel throwing. Once again, use your handstand.
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