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DINO EGGS (Micro Fun – Apple II & Commodore 64)

 

 

 

 


Pictured here is the preferable kind of starting arrangement; notice the four pieces of wood. These will enable you – in the guise of Time-Master Tim, of course – to kindle two fires. These should be consecutive, so you’ll have time to capture the largest possible amount of baby dinosaurs before their mother arrives and tries to flatten you. Abducting kids is the only way to rack up a sizeable score (which isn’t to mention that you’re given an extra life at 200 points). On early levels, pieces of wood are seldom concealed by boulders; if four pieces aren’t initially visible, restart the game.









To choose a location for your successive fires, look for ledges over which you won’t require later passage. The uppermost are usually the best; a misstep won’t send you into the flames. The spot seen here looks perfect, as you’ll be able to reach all other top-row ledges without setting foot on this one. First, of course, you’ll need to move those three eggs, in order to prevent any babies that might hatch from getting roasted. “Move” is the operative word; actually steal as few eggs as possible on Levels 0 through 2 (i.e. before spiders start grabbing the hatchlings that you haven’t caged). When transferring eggs out of harm’s way, bring them to the row that currently holds the fewest; you want to maximize the hatchlings, and only one at a time can inhabit each row, whether wandering free or caged. Head for the warp portal immediately after caging every third hatchling.








In this case, either spot on the high ledge above the ladder will work. (You can’t start fires at the tops of ladders, so there’s no chance of being blocked.) As in the last example, you can reach the other top ledges without the blaze getting in the way. Granted, you can jump over any fire; but it’s tricky, as you have to line yourself up perfectly. There’s no sense in creating an extra hazard. Notice the Power Flower just below center-screen; pick this up whenever it’s within hasty reach. As long as you don’t collide with a bad guy, you’ll be able to carry six eggs to the portal at a time, rather than the usual three.








Made it! Now the mom will stay away. Another useful practice while moving eggs to lower ledges is to pick destinations to the extreme left or right side of the screen. This will allow you to quickly grab any remaining eggs when the second fire goes out and the giant parental leg will no longer be warded off. In that event, stay as far over as possible, so you’ll easily dodge the leg by wrapping to the other side of the screen.








Now that the first fire’s been started, it’s time to begin pushing boulders away (unless you’re beyond Level 2; see below). This exposes any hidden eggs, increasing the hatching odds and preventing a delayed level-exit once the mother’s at large; you won’t want to take up the extra time to search under boulders that might hide nothing at all. (All eggs should be cleared from each level before you exit, in order to avoid losing points – and to receive the 10-point bonus, which rises to 50 on Level 9.) Before sending a boulder tumbling down, look below to make sure that you’re not about to squash a baby or extinguish a fire.








Since you’re waiting for the other two babies to emerge, there’s time to bring the latter two pieces of wood as close to the top ledge as possible. This will allow you to quickly start another fire when the timer beneath the first has dropped below 3. Later, when the second fire has done likewise, promptly collect the remaining eggs and warp from the cliff.








Three kids have been caged, so it’s time to get back to the portal. This is a great place to leave the piece of wood you’ve brought from below; it’s close to the ledge above, the site chosen for fires. When four pieces aren’t available, a third can be added to the extant fire to prolong it; but you have to wait until it’s nearly dead – producing a mere curl of smoke – before leaping it while holding the wood. The necessary timing reduces your freedom to attend to more urgent matters; and if you don’t make it to the “merely smoking” version of the fire before its timer reaches 0, those two logs are gone for good, and the third is now useless.








While boulders should be removed as early as possible, it’s best to do this as you pass by each general area, on your way to getting something else done (moving the latter two pieces of wood closer to the fire ledge, in this case). It’s a good idea to relocate any eggs found on the uppermost ledges; you won’t have a chance to get out of the way if a spider leaps toward you, so you’ll want to spend as little time up there as possible. Speaking of time, some has been saved here; released boulders knock off those suspended directly below.








There wasn’t time to move that top-ledge egg before it hatched. However, due to the care taken earlier to select an out-of-the-way spot for the fires, the baby’s location can be safely accessed.








Considering that this has only been Level 0, that’s a great finishing score – thanks to having waited for as many eggs to hatch as the two consecutive fires have allowed.








In the game seen here, two fires can be kindled on Level 1 as well. But it’s time to move these high eggs, before a baby emerges and gets cooked. Preventing the loss of points should obviously take equal priority with gaining them.








From Level 3 onward, you don’t have the luxury of waiting for eggs to hatch; spiders will now land on ledges and lure babies into their clutches, ultimately carrying them off the bottom of the screen. 10-point losses are huge in Dino Eggs. Wait until you’re close to a piece of wood before starting to arrange for the first fire, or at least put it off as long as you can. As soon as the level begins, grab the nearest eggs and rush back to the portal. Bring about a screen devoid of eggs as quickly as possible; only boulders should remain. Drop these one by one, so all hidden eggs can be taken as soon as they’re exposed. (From now on, you’ll typically need only one fire per level, as you won’t be waiting for hatchlings.)








That’s more like it! Now the lowest boulders should be removed first; this will prevent those on higher rows from knocking others away and uncovering eggs that you won’t swiftly reach. Exposed eggs at the bottom should be taken before any others, as a spider who happens to ensnare a low hatchling has doomed him, regardless of your actions; even if you manage to free the baby by breaking the strand of web, he’ll have nowhere to land before he falls past the bottom of the screen.








This hatchling has been seized. Running through the web (or, for slightly faster horizontal movement, jumping) now takes precedence over everything else, as the newborn has to be freed…





 

 


…in time to land on a lower surface, as he will here – or he’ll fall beyond the screen, and you’ll lose the points anyway.








If fire remains after all eggs have been accounted for, postpone completing the level; linger on a middle row that can be easily traversed, and hunt spiders. Breaking the webs only grants you a single point apiece, but these add up throughout the game, making up for any points lost for poisoned eggs or killed hatchlings. You can jump through webs while you’re at the top or bottom as well, of course; but the risk of colliding with a spider is much greater (for obvious reasons at the top, and owing to the delicate timing required to slay a spider at the bottom before he leaves the screen).








Remember that on Level 9 – the last, which will repeat indefinitely – you’ll need two simultaneous fires if you want to keep the massive mother away. You’ll be given enough wood to achieve this at least once. On the screen seen here, the second ledge from the top, far right, is perfect for both. A fire directly above will block access to the ledge next to it, as the gap near the center is too wide to leap.



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©2009 Chris Federico