Friday, October 18, 2019

PrinceWatercress plays Lucky Dime Caper Starring Donald Duck - Part 2 of 4


We've rescued our nephews, but their lucky dimes were also taken. We'll have to get those back, too.

Huey Stage


The vultures here will try to drop cacti on you, and the vases have turned sentient and have faces of what look like Mayan soldiers. Just look at that cold gaze.

The natives aren't any better, as they want to come after you with what a bat. C'mon, game. When I think of South America, I don't think of people of many skin colors in fedoras and ponchos coming after me in a complete rage with a bat. Some step back, then move forward again with the potential to jump; others throw sticks at you.

When you're going down the hill (which has the most awkward transition from regular gameplay that I've ever seen, Master System programming or not), avoid the rocks and jump on the vultures. You'll have to jump over the rocks as late as possible to clear them.

When you reach the end of the hill, you'll enter a building. Take out the moving wall so that enemies don't keep spawning out of it and you can continue your quest. If you don't have the mallet at this point, you can keep beating up enemies here until you get a weapon or you can jump on the blocks after the enemies have come out. You'll see another moving wall near the end of this section.

Enemies will spawn out of the two blocks with the weird monster face you saw on the moving wall. Take them out and move on, since you can't destroy the blocks.

The blue blocks will fly at you in different directions. Avoid them all. Jump onto each platform one at a time, and make sure only one blue block is airborne and on-screen at any given time, and avoid them accordingly.

The blow darts won't hurt you if they've already hit the ground. Proceed slowly here if you need to, and pay attention to the ceiling as you go.

After going down another hill, you'll face the boss. The boss here is that monster head you saw in the second section. It splits in two and possesses the statues here. The statues will throw boulders, which you can jump on and ride to get up to the statues' level and either jump on their heads or hit them with your weapon. Do not jump on the glowing boulders, as they [b]will[/b] damage you.

Having either weapon is perfect for this. You can also throw the disc straight up in addition to left and right. Just remember that the disc will not have much range and eventually fall if you throw it straight up. If you have the mallet, you can stay in the corners, jump up and hit each statue twice without having to rely on the boulders.

When you beat both statues, the monster head will come at you. Hit it once to get rid of it. You've finally rescued Huey.

When you rescue all three of your nephews, you'll find out that they know where their dimes are, but not Scrooge's dime. Your next mission is to go find all three of the nephews' dimes.

Hawaii


If Donald Duck loses a life here, he catches fire and becomes a human fireball as he drops down. That is just nuts for a Disney game. He also breaks a sweat and starts gasping for air if you stand perfectly still in this stage. Nice attention there, game developers.

You'll be dealing with more natives with bats here, as well as volcanic flame jets that rise from the ground as well as tiki statues that spit fireballs. If you have the frisbee, you're going to have an easier time here (especially with the statues, as taking them on without a weapon can be difficult). If not, you'll have to wait for the fireballs to disappear before getting close to the tikis. Their fireballs arc upwards a bit before they hit the ground and disappear, and you can easily stand below them.

When you see the volcano in the background, keep an eye on the sky for the rocks that erupt from it. They'll come down like meteors and also come down on your head if you're either not expecting it or not paying attention.

Press Up to enter the doors.

In the second section, you'll be dealing with stone heads in the walls as well as stone heads that pop out of the background. The ones in the background will spout out a stream of lava that doesn't go very far at all despite going straight down to the floor, and the ones in the wall spit out fireballs.

In the third section, you'll also have bats that fly around, but they're pretty easy to defeat. There will be a door in the middle of this section, but you'll need the key for it first.

When you move right past the door, the flaming rocks will be back with a vengeance, but this time they'll rise from the lava. When they hit the ceiling, they'll come straight down. You'll have to get past these rocks in order to get the key, then you'll have to come back to unlock the door, meaning that you'll have to deal with them twice.

The fourth section is more or less like the second section, except you're going up instead of down.

For the fifth section, you'll be jumping from one transparent block to another to reach the door on the other side. Watch the ceiling, as green droplets will come down and melt them out of existance for a second or two. They have an interesting pattern that changes as you go forward, as they can show up in pairs and alternate between two sets of blocks.

For the sixth section, you'll have to wait for the fireballs to melt the blocks before you can choose either the left door or the right. Be careful with the fireballs as they can damage you. Regardless of which door you choose, you'll take a path that takes you to the boss. It should be mentioned that you have to be on the blocks in order for the fireballs to drop down and melt the blocks; otherwise, you're gonna be stuck.

The boss is one of Magica DeSpell's crows is crow will fly from one side of the screen to the other and drop a bomb on the ground. Always stay on the opposite end of the screen as the crow, jump when the crow is about to hit you with the dive-bomb attack so you land on him, then run to the other side. Keep doing this until the crow is gone, After that, you'll see one of the dimes.

No comments:

Post a Comment