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Pretty much what the title says. They kill off all my lives, or most of them.
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Narf_the_Mouse: Pretty much what the title says. They kill off all my lives, or most of them.
You want to get as close to the bottom of the screen as you can when those stones come out of the wall so that when you see them sliding out you'll have a split second to tap 'back' on your d-pad / keyboard so that when it hits you, instead of flying backwards, you fly forwards. This way you progress. Make you sure you don't walk off the edge!

You just need to be on point for that and have excellent finger speed cos those things were designed to take all your quarters.

The spears that the statues jab down at you are pretty much a crap shoot as far as I know. I try to jump past them but get hit as often as not. Again, it's supposed to take your quarters.

Basically, that's it; that whole section is unfair. There's a similar section in DDII that is a whole lot easier.

If you have anything more or more specific in DDI or DDII, ask away, I can try to check it out. Good luck!
That wall is the nemesis of me and my friend :P We played through the game on expert difficulty, had a lot of good runs, but it usually ended in most of the extra lives being wasted at that wall. We never found a pattern, we got through it in the end with luck :P
And unfortunately, no virtual quarters.

Well, thanks anyway.
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Narf_the_Mouse: And unfortunately, no virtual quarters.

Well, thanks anyway.
YW
I hear you. I wish it'd been a straight emulation, hit F1 to add a quarter - you know, something like mame.

I don't know why they had to change it. Some people are more willing to give the games a shot because of easy mode, so it's not all bad.
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Narf_the_Mouse: And unfortunately, no virtual quarters.

Well, thanks anyway.
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NowaAnglia: YW
I hear you. I wish it'd been a straight emulation, hit F1 to add a quarter - you know, something like mame.

I don't know why they had to change it. Some people are more willing to give the games a shot because of easy mode, so it's not all bad.
I can handle most of the enemies fine, but those traps get me a lot.

And with no strategy to avoid them? Kinda demotivating to play. Even pinball is subject to skill.
traps have always been infuriating. thats why theyre there. this port uses split second invulnerabilty from respawning. kinda cheap, which adds to the infuriation factor.

ive played alot of these games, on alot of different ports through the years. other then utilizing bunny hop jumping to move forward, it boils down to luck i think.

definitely use the spear demons to help take care of thoses williams & ropers in the middle however.
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green_abobo: traps have always been infuriating. thats why theyre there. this port uses split second invulnerabilty from respawning. kinda cheap, which adds to the infuriation factor.

ive played alot of these games, on alot of different ports through the years. other then utilizing bunny hop jumping to move forward, it boils down to luck i think.

definitely use the spear demons to help take care of thoses williams & ropers in the middle however.
Pretty sure they've hit me mid-jump. How does a floor trap trigger while you're in the air??

Anyway, I'll just call this game beat. :p

:)
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green_abobo: traps have always been infuriating. thats why theyre there. this port uses split second invulnerabilty from respawning. kinda cheap, which adds to the infuriation factor.

ive played alot of these games, on alot of different ports through the years. other then utilizing bunny hop jumping to move forward, it boils down to luck i think.

definitely use the spear demons to help take care of thoses williams & ropers in the middle however.
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Narf_the_Mouse: Pretty sure they've hit me mid-jump. How does a floor trap trigger while you're in the air??

Anyway, I'll just call this game beat. :p

:)
I'm pretty sure the game does not use your aerial coordinates because of the sloped field, and it just looks at your raw coordinates without checking some "air time = true/false" variable, If the game just makes sure you're crossing a specific zone trigger, air time does not count. You can see this in many old 2.5D games where it's just how far the screen has scrolled that governs what happens (you can see this in Final Fight too).
The first game is a 1987 release, and many modern tricks probably could not have been programmed properly at the time.
See how in the original arcade Kunio-kun (aka Renegade on the NES/Master System and western computers), when you straddle an enemy there is nothing that stops the others from ganging on you from behind and how most of your moves are pointless (jump kick and some running attacks are such a pain to connect it's best to ignore them).

Technos games always have a unique style, but the programming is not the most precise (except maybe the NES DD2), see how River City Ransom, while a great and fun games, contains a lot of weird quirks (even more blatant in the EX version on GBA, where almost half of the possible moves are a pain to use, if not downright pointless because of the AI).