Tuesday, July 30, 2019

PrinceWatercress plays Miracle Girls - Part 2 of 6


Well, we might as well rescue another one of our teachers.


Stage 2: Clouds Island


New enemies here: ducks that fly around in circles and small octopi that pop up and walk on the ground.

For the telepathy ball section, you'll have to use the wind blowing upwards from the bottom of the stage to make your way onto platforms. Wait for the wind to carry you all the way up, then make your move. Jump on the red platform first, then the white one. For the two cloud platforms, wait until you're all the way up before approaching them, or else you won't make it to those platforms.

After this segment, you'll be dealing with dragonflies, Feed them candy as they come down. You'll need them to get a 1-Up, which is a pink ball with the world "1-Up" on it.

Midway through the level, you'll see an umbrella below you. If you drop to it, you'll be able to take the wind to the right and enter another slot machine room.

When you reach the other Miracle Girl, you'll teleport to a castle and meet a duck with goggles and an inner tube.

There are two games here, and the one you get is random. In one of the games, you'll have to collect clouds while keeping the duck from doing the same. Press A to jump and B to blow the clouds upwards. If you blow the clouds up too much, they'll turn into storm clouds and shoot a bolt of lightning downwards, stunning whomever it touches for a few seconds. Different clouds show different emotions, and as a result these clouds will move differently. The angry clouds will drop down faster, while the uninterested-looking clouds (and happy clouds) will move from side to side.

In the other game, you'll be matching cards. There will be a card in the center, and you will have to match it with the A button and the Control Pad. There is also a Devil card, and when you get to match that one, you'll be able to turn two of your opponent's cards around, making them unusable. It is possible to keep the duck from doing anything this way. There is an angel card which, if played, restores the turned-over cards.

When you beat the duck, you'll rescue Daijoji.

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