Daily Dare 2018 Day 5: Lost City Lanes - Beating AAA's score of 1200 points
111 views · Published 4 May 2018 · 28:54 · Indexed 4 October 2026
Channel: Diamond1234 · 2018 · Gaming
http://www.thedailyneopets.com/daily-dare/1-5-2018/ http://www.jellyneo.net/?go=lost_city_lanes http://thedailyneopets.com/neopets-games/lost-city-lanes Change lanes with the left and right arrow keys, tap the space bar to charge the meter below and press space again to launch the ball. Once the ball is in motion down the alley, you can steer the ball left and right with the arrow keys as well as slow it down by pressing the down key. You can hop over obstacles with the space bar. When you tap space the first time, you'll see a meter in the bottom fills and then empties. That is the charge meter and if you hit the space bar right as it fills, you'll launch it at full force which is what you want to do since you want to have enough speed to make it to the end of the alley. The goal is to steer your ball along the alley, into the pins, and knocking all 10 pins down for a strike or as many as you can. To do this, make sure to hit the pin formation dead center (remember that you can control the ball with the left and right arrow keys) and sweep over the pins to knock as many as you can over. If your ball stops before knocking down any pins, you get 0 points for the round. Also, be aware of the shallow indents on each side of the alley. These are the gutters and if a ball manages to roll into one of them, the frame ends with 0 points. Strike X - when a bowling ball manages to knock down all 10 pins at once. Since each pin is worth 1 point, bowling a strike will reward 10 points. Spare / - when a bowling ball manages to knock down 10 pins not at once, but within a frame or 3 rounds. So if you don't manage to knock down all 10 pins in the first or second round, but you do in the third round, it's a spare. Just like a strike, a spare is worth 10 points. Each level is split up into 5 frames. These frames are like "rounds", each one with a new set of pins. The player has two chances per frame, with the exception of the fifth one, to knock down all ten pins before continuing to the next one. The fifth frame is unique, because it allows three chances to be made. Once all five rounds have been completed, the game checks whether or not enough points have been earned to proceed to the next level. The number of points required to enter the next level can be seen next to the text that states "Level Target". To get to your goal, there are surface hazards along the alley you should be aware of: Green Arrow Pads - these will speed the ball up, will make knocking down pins easier Red Arrow Pads - this will not only slow you down, they will stop you completely if you stay on them, ending your bowling ball's advance, so avoid at all costs. Stone Obstacles - if you hit these, even at top speed, your bowling ball will be stopped, so avoid if possible. These can only be destroyed by a super ball. Power-ups can be found along the alley and you should get them as long as you aren't risking running into the Red Arrow pads or into a stone wall, though they remain if you get them before you stop: Green Diamonds - Worth 10 points Red Flag - will blow you into the pins for an instant strike or spare (knocks down all the pins) Red-Green-Recycle - switch the directions of all mats (Green to Red; Red to Green) Yellow Padlock - Locks the gutters on both sides of the alley so you can't fall in and awards 10 points Red Skull Spike Ball - This is the superball that can destroy the stone obstacles. The bowling ball becomes indestructible and awards you 10 points. Bomb - All nearby stone obstacles are instantly destroyed.