We're doing swimmingly through this game so far, but it'll get tougher before we know it.
Stage 2-3
The switch is used to open the door blocking the exit, but you can easily avoid this, the conveyor belts and the plants that spit seeds at you with this simple step. At the start, immediately head left and 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.
Of course, if you want to get the three bonus game, you're going to have to play through the level normally. As long as you don't get too fancy with your movements, you won't run into the plants' seeds.
Stage 2-4
Interesting homage to Donkey Kong Jr. here. Avoid the Klap-Traps and use the springboard to get to the upper half of the level quickly. Not much to this mini-boss. The Klap-Traps with the bows are the ones that DK throws at you.
The intermission shows off the handstand, and how it can stop thrown barrels. Your feet can block anything that can come down on you and hurt you, but as you'll find out through your adventures, there are things that the handstand won't stop, especially if those things can crush and flatten you.
Stage 2-5
You can swim underwater by tapping the A button while holding Left and/or Right on the D-Pad. As for the rest of the level, this is another dead easy one that you can get through just by watching out for the fish and not getting too close to them.
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.
You could mess with the switches to get all of the bugs out of your way, but you'll be spending more time than you need trying to complete the level this way. You're better off just taking a ladybug ride.
Stage 2-7
Hit the switch to let the bugs out, then hit it again to bring the bridge across the spikes back. From there, you can use one of the ladybugs to make your way through the rest of the level.
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 if you need to. Otherwise, switch directions with the switch will suffice.
Stage 2-10
The big-eared enemies will sprout out of the ground and rush in one direction - usually at you - when you jump over them. Be ready to jump over them.
Stage 2-11
You can either backflip your way to the key with the moving platforms, or use the magical ladder. It's up to you. If you use the magical ladder route, wait on the moving platforms on your way down; don't rely on the conveyor belts because it will get ugly.
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 if you need to.
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.
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