Monday, March 7, 2022

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


...and now, here's the entire game in one whole video, minus commentary. Enjoy.


Down in Donut Pond, the frogs were happily playing when monsters appeared and took over the pond. Suddenly, Keroppi came to the rescue.

Mountains

Left and Right move you left and right, A jumps and B shoots a shout attack. At the bottom of the screen is your power meter, your current score and the amount of lives you have left. You'll lose a life if you fall into a pit, lose a boss battle or touch an enemy.

The enemies in this game are pretty simple and have easy-to-identify patterns, and you can either jump on them or hit them with the shout attack/musical note attack to defeat them.

Picking up strawberries increases your power meter and gives your shout/note attack more power and range. Picking up four Picking up other foods gives you points.

You can get extra height on the springboard by just holding the jump button.

The fall-away platforms leading to the heart don't re-spawn if you mess up, so be careful getting the heart for a 1-Up.

The sign with a question mark on it leads to a hidden area. Just shoot at the wall it is pointing at and you'll be able to tear through it. Just keep your distance as you tunnel through it, as enemies can be hidden in walls. The flashing W is a warp that takes you through a tunnel you'll have to run, jump and fight through in order to skip some of the stage. Also, you'll see who the boss for the stage is just by looking at the walls. 

Each world has three stages in all. The second stage introduces moving platforms in the air as well as the spiders. Be careful near the spiders; if they start jumping high, they'll make a really high bounce eventually.

You may have seen a blue frog in the secret area, but if you find one in the regular stage, you'll get a 1-Up for moving into them.

The flickering heart can be attacked with the shout/note attack several times to make it solid and collectable for a 1-Up. If this reminds you of Felix The Cat for NES, that's because this game and Felix the Cat were both developed by Shimada Kikaku, which also explains why the presentation between the two games is a bit similar.

The third stage has more platforming and bottomless pits than ever. Get used to seeing stages like this throughout the game

If you end a stage with invincibility, you'll take it with you to the next stage complete with a full timer.

At the end of every world is a boss stage. Each boss stage is a different game, and for the first boss, you'll have to play a search game. Out of twenty cards, five will have Hello Kitty's face on it, and you'll be able to see which ones have it as soon as you enter the boss battle. Remember where they are, and use the Control Pad and the A button to find them. As you do well in the boss battle, you'll go up the steps towards the flag in the center, but so will your opponent. Your goal is to make it to the goal with the white flag before your opponent does.

If you beat a boss battle without the boss making any headway, you'll get three extra lives. After every boss battle, you'll get a mini-game where you open one of three chests with the Control Pad and the B Button. Some chests will give you points, while others give you lives. Either way, you can't get a bad prize, as points can get you extra lives if you get enough of them.

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.

Desert

For the first section, there are quite a few walls to destroy in order to get stuff. Once again, keep your distance while destroying them to avoid being hit by the occasional hidden enemy. Also, to make that wrap-around jump near the end, you'll need to destroy the blocks at the left end of the platform above you.

For the second section, you've got more than a few narrow corridors to get through. Be ready to jump off the flying enemies to clear some pits, and hold A after that jump off an enemy to get a boost.

For the third section, you'll need to destroy the blocks near the blue frog to reach them. Watch out for the hidden enemy on the left side. The blocks after this lead to a warp if you destroy the blocks near where the enemy is. Also, watch out for the blue rocks that drop down from the ceiling if you're close enough. Thankfully, you can destroy them with your B button attack.

The worm boss is a game Ro-Sham-Bo aka jenken aka Rock Paper Scissors. As always, rock blunts scissors, scissors cut paper, and paper. You and the boss have three cards for each of these three things. The boss's cards get scrambled first, and you'll need to remember which one ends up in the middle. From there, your cards get scrambled, and you'll need to remember which card you want to use went in addition to which card is in the middle on the boss' set of cards. Because of all the remembering that you'll have to do, this is more than likely the toughest of the four boss battles and the toughest to get a 3-Up in.

Pond

If you couldn't tell already, you get an extra life every 50,000 points.

All three sections take place at the pond in the afternoon, evening and night respectively. 

The warp is in the second section. The entrance to the warp is in the floor, and all you have to do is walk on the entrance to open it up. From there, fire at the wall with B and you'll find the warp.

The frog is in the third section, and you'll have to blast through the wall underneath the frog, then make a jump off an enemy and onto the top of a tree to reach them. Speaking of the third section, the jumping here is the hardest in the game, especially when you've been dealing with the fall-away platforms and jumps off of enemies through this final world of the game. If you need to, hold A after jumping off an enemy for a boost.

The final boss battle is a card matching game. You have twenty cards, and you'll need to use the Control Pad and the A button to turn two cards and see if they match. You and the boss will take turns, and if either person gets a match, they get another turn. Use every turn to memorize where all the cards are, and you should be able to make enough matches to get to the goal.

Once you beat this final boss battle, you'll beat the game! Congratulations!

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