Friday, March 4, 2022

PrinceWatercress plays Kero Kero Keroppi's Great Big Adventure 2: Trouble In Donut Pond, Part 2 of 4


The second world takes place in the town and gets a little bit tougher. Once you make it to this point, though, you'll get a feeling of how the rest of the game is like.


Town

The enemies may have changed appearance since the first world, but if you pay attention to them, you'll recognized the patterns.

Keroppi is always just left of center at all times during gameplay, and if you know this, it can make platforming in this game easier, especially in the later levels.

The first section is the town. There are a few pit areas where you can fall into the abyss if you're not careful, but they're not that numerous compared to the second section.

The second section is a bridge full of pits. The orange girders will fall under your weight. Watch out with the single-block length projectiles. The blue frog will be here and out in the open later in the stage.

The third section is a bunch of bridges above the water. The warp is behind a vertical beam that you can walk through later in the stage (as opposed to the rest). The pits here have water, but I still wouldn't want to fall into them.

The boss here is a bird you have to play a game of Lucky Sevens against. Draw two cards with the D-Pad and A. If your two cards equal seven, you automatically go up two steps. If the boss does, they do. If neither you or the boss score a seven, the higher number wins, and you only go up one step. The only exception is if either of you get a seven, in which case whoever gets it automatically advances up the steps towards the goal.

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