Daily Dare 2017 Day 15: Cave Glider [Double Dare] - Beating Chadley's Score of 1,405 pts

31 views · Published 4 April 2017 · 2:47 · Indexed 4 October 2026

Channel: Diamond1234 · 2017 · Gaming

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Double Dare means that if you beat Chadley's Score, you will also get the prize for beating Abigail's Score.
http://www.thedailyneopets.com/daily-dare/11-15-2017/
http://www.jellyneo.net/?go=cave_glider

(That moment when you thought that this game was going to be hard because your high score was 1480 but it turns out this game has random item placement so you actually end up beating it your first try even though the controls to move left and right are unresponsive and slow and you have no invincibility frames so you bounce around the cave walls like a ping pong ball.)

In Cave Glider, you use the left and right arrow keys on your keyboard to guide a parachuting Roxton as he floats down through a rocky pit, avoiding flying Petpets and collecting treasure (gems). When the Lutari gets in contact with Petpets and jagged rock walls and the health bar empties completely the game will end. Your goal is to lead him safely to the bottom of the cave as quickly as possible, as you will receive a time bonus for doing so. While a meter showing your progress through the current level is available in the top-left corner of the screen, it doesn't reliably show your current position.

Each of the game's three levels is randomly generated, with the positions of rocks, enemies and items changing with each play. Due to this randomness, you will sometimes encounter tight corridors or enemy placements that are impossible to pass without taking damage. To help raise your spirits in these situations, there are a few useful items for you to collect:
Red + Ball (Health) - Collecting a Health power-up will refill a bit of Roxton's health bar
Dark Yellow Clock - Adding a few seconds to the clock
Green Star Ball (Bonus) - These green discs can be collected for 125 points.

Stay in the center of the screen whenever possible, as this maximizes your reaction time.

Don't try to collect a health power-up if it could cost you your life; while it's possible to collect the power-up as your health bar hits zero, it will still be counted as a game over.

Your final score for a level is your remaining time multiplied by ten, with the sum added to the points earned by collecting jewels and bonus power-ups. Due to this, it's always better to take a clock power-up rather than a jewel if you're forced to make the choice.

To maximize your score, collect as many score-increasing items as possible in the first and third levels. In the second level, you should focus on staying alive.

LEVEL 1
In the first level, you will encounter Spyders, Skree and Bartamus. The random level creator will mostly generate wide, open areas, very rarely creating tight gaps. Numerous power-ups and rubies make this an easy place to quickly raise your score. The gems are red here.

-Spyders move slowly, sometimes forcing you to wait for them if you wish to avoid taking any damage.
-Skree quickly fly across the cave, but their small size makes it fairly easy to avoid touching them.
-Bartamus move slowly and will frequently pause, making their movements difficult to predict.

LEVEL 2
At the start of the second level, you will always be forced to move to the right, possibly through a group of enemies; fortunately, there will usually be health power-ups nearby. This level tends to generate much narrower passages, which occasionally open into circular chambers filled with enemies. Move carefully to avoid bumping into the walls, as it's easy to take multiple hits by bouncing off of one rock and into another. In these magma-filled caves, you will find Yellow Spyders, Baby Fireballs, and Darigan Hippalops. The gems you have to collect are jade green here.

-Due to the smaller space, Yellow Spyders are more dangerous than their black counterparts.
-Baby Fireballs will slowly drift across the screen, with the occasional burst of speed.
-Darigan Hippalops move slowly, using their large size to impede your progress.

LEVEL 3
The third and final level is much easier than the second, but could start out with a nasty surprise: it's possible for the random generation to put several enemies on top of you at the beginning, which could be an instant Game Over if you're low on health. While the wide spaces here make the White Spyders, Blue Airax and Bloopies easy to avoid, there aren't many power-ups to be had, so glide carefully. The gems you have to collect here are icy blue (diamonds).

-White Spyders are unpredictable, sometimes shooting across the screen unexpectedly.
-While Blue Airax move quickly, their small size prevents them from becoming a real threat.
-Due to their size, slow-moving Bloopies are often found in places that makes collision unavoidable.

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