Neoseeker : Dreamworld Pogie FAQs : Dreamworld Pogie FAQ/Walkthrough

Dreamworld Pogie FAQ/Walkthrough

by KeyBlade999   Updated to vFinal on
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  • Game: Dreamworld Pogie
  • Console: NES/Famicom
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: Final
  • Time of Update: 2:04 AM 9/30/2014
  • File Size: 39 KB



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Introduction

Welcome to another guide of mine. The subject of this particular one is Dreamworld Pogie. Dreamworld Pogie is an unreleased NES game that apparently has some tenuous connection to the Dizzy series by Codemasters. When Devin Morgan mentioned this to me, he probably had this factor in mind, given how I enjoyed doing the Excellent Dizzy Collection on the SMS. It goes to show his assumption was not wrong; even though I do not normally relish the experience of FAQing a platformer, this is one of the rare exceptions. Not to say it is a high-quality game, but it's a decent 2D platformer: it's better than some of the unlicensed crap on the NES at least, so it's a wonder why it wasn't released.

Since the cancellation of this game, not a single FAQ has been written for it. Well, there's always a first time for everything, no? Ever since the start of the NES FAQ Completion Project on GameFAQs some years ago - a project designed to get a guide out for every single NES game out there - many people have now been helped because older, rarer, less popular games have gotten guides. So many games, in fact, that all of the North American games have been covered, as have the European games, leaving only those that are homebrews and mostly those released in Japan and the Koreas.

And so, that is how I came upon this game. Thanks for listening to my ramblin'; hope you enjoy!





Basics of the Game

Game Controls

Button Effects
D-Pad Move left and right with Left/Right. Go through semisolid platforms with Down.
A Button Jump.
B Button N/A
Start Button Pause and unpause gameplay.
Select Button Suicide option: kills you outright.


Gameplay

^sr1|

Dreamworld Pogie is a pretty simple 2D platformer, played in the style of most "one-hit wonder" games you can think of. During gameplay, you will control the main character, Pogie, who is the purplish furball on the screen. Your goal is to find the exit to the level, which is one of those purplish doors pictured to the right. Most levels have a single such exit, found at its rightmost portion; a few have an extra door mid-level. There is no particular benefits or drawbacks to choosing to go early: you may collect fewer stars, but there's little advantage to that in the first place, so it's often better to just go ahead and be short and sweet about it, personally.

During the course of a level, there will be a number of stars distributed within. These stars serve one primary purpose: to give you 100 points. Or at least they should: "100" appears when you grab one, but the score at the top of the screen is not affected, or at least it just keeps going at the same rate without an extra hundred being added it should. I suppose there may have been a secondary purpose for these, given the whole thing with the star bar at the bottom of the screen after you finish a level. However, no matter how many stars you collect, the bar never increases, so that "EXTRA LIFE" is unnattainable. And since you don't get points for even grabbing the star, really, why bother? >_> <_< >_>

^sr2|

During a level, you may also find a number of other things, besides stars. There are these purple "V"-shaped power-ups that one can pick up, as pictured to the right. They turn Pogie into a "werefluffle", as I've heard it called. It provides powers much akin to the Star power-up in Super Mario Bros.: Pogie will flash temporarily, able to kill any enemy he touches during that time. This is very useful, obviously! Another thing you'll find are these weird egg-like things. You get 100 "fake points" for touching them; however, they also serve as checkpoints, so if you see one, touch it so you won't get thrown back to the start of the level if you die! There will be clown-like blocks throughout levels: touching those will end up making a bunch of random crap pop out - careful, some might move so fast as to glitch the game! - which you can grab for 100 fake points per item. In other words, no reason to bother. >_>

^sr3|

Our next subject will speak of the main methods of transport in this game aside from walking; that is, mushrooms and bubbles. Mushrooms are, as in many other games, bouncy; you can bounce on them to jump to greater heights than is normal, which can obviously have utilitarian uses. Other than that, there are also bubbles, which can be expelled from pipes like that one pictured nearby. Pogie can ride on top of the bubbles in the vein of a vertically-moving platform, which also has its own uses in reaching new heights.

Now, we'll talk about the myriad enemies that plague the levels of the game. Most of them are pretty simple and predictable: dodging is rarely a problem with them. You should be able to figure out which way to move, and that'll really do it for them. I'll note specific exceptions to this throughout the walkthrough. For now, just note that touching an enemy equates to death.

I think that's it. Did I mention how pointless the score is? Several times? Okay, then. ... Don't act surprised, this game wasn't even finished.





Walkthrough

HUGE NOTE!!!

As you probably already know - heck, you're the one with the game =P - Dreamworld Pogie was never officially released and therefore is considered to be a "prototype" game. This game never went through a thorough process of debugging, and is even incomplete (as far as can be told). What does this mean?

Most importantly, it means that, at times, levels may seem to be impassable. What do I mean? For example, consider the tenth stage. There are some huge gaps Pogie cannot jump over by himself. These levels are supposed to have moving platforms to help you across: and, sometimes, they do. However, one time I replayed this game I actually found no such platforms and was forced to cheat to get by. In many of these cases that are isolated to obstacles within the level, they can be solved with the walk-through-walls debug code: by holding A and B together, you can then also use the D-Pad to move Pogie around anywhere, though beware that this can still kill him (go too high, too low, touch a foe) and that going left of the start or right of the very end can cause weird glitches. I may not have identified every instance of the fixability of these impasses, either, so you may be able to find a way that I did not.

The other is more threatening, and more random, though certain levels are lucky to have multiple exits in this instance. As is probably obvious, the exit of a level is the one and only way to the next level. At times, the exit(s) in a level may not at all function, which obviously creates the problem of "What do I do now?" ... Nothing. As far as I know, there is literally NO level-skipping cheat, and I wouldn't know how to reactivate a sometimes-inactive exit. I found one such exit, for example, at the end of Stage 11, though I was able to get through it on another playthrough. It's just ... hard to say what will happen. As you go on, of course, the chance is increasingly less likely that you won't encounter one. If we were to assume the odds are about 50% - way higher than it really is, just making a point - then the odds of not encountering one by the end of Stage 2 is 25%; Stage 4, 12.5%; Stage 10, less than 1%. You see my point? Just making a point here, but you must know that this can happen.

The farthest I've ever seen is Stage 15, where the exit was neither visible (it had that weird glitchy background sprite you can see behind real exits in emulators by turning off sprites) nor remotely reachable. ... Well, that's not strictly true. In Stage 15, I have seen the exit before (rarely: about 1 out of 10 playthroughs). If you use the walk-through-walls cheat to reach the next stage by getting into the ground near the exit and running into it, you'll be able to reach Stage 16. Stage 16 is somewhat doable, as the exit is still defined properly in the PPU for that stage; however, much of the rest is not and it's glitchy, making everything hard to distinguish. Stage 17 is even worse: I can't even find the exit for it, everything's some undefined glitch graphic. So it's safe to say Stage 15 is the final one.



Game Start-Up

At the title screen, there will be two options to choose from: "1 PLAYER" and "2 PLAYER". You can press Select to switch between the two - even when the screen switches to the high-score table - and press Start to begin gameplay.



Candyland - Stage 1

When you start, begin by going to the right a bit. You can use the bubble pipe nearby to jump onto the nearby orange block and to the werefluffle power-up, if you want. Then hit ground level and go to the right past the upside-down "T" obstacle. (You can go through the green bricks since they're not completely solid, even though you can stand on them.) Past there, you'll find a small archway below which you can find a doorway, which will take you to the next level. You can get to it by standing on the green bricks above it and pressing Down several times. Since there's no real benefit to progressing any further than necessary in levels, feel free to do it.

Otherwise, continue just past the arch the checkpoint egg, touch it, and continue on. Go to the right to the bubble pipe and the nearby mushroom field. Use the mushrooms to bounce onto the bubble pipe and ride one of the bubbles to the werefluffle power-up. Grab it and head right along ground level for a bit. You'll not find much of any real import along the way - at least, going on the fact that stars and stuff don't truly account for points. It's mostly dodging enemies and jumping over small walls, which you can do easily enough, especially with werefluffle powers.

When you next find a checkpoint egg, it will be next to two bubble pipes, with an orange platform in-between and a door above. You can jump from the platform to a bubble pipe, and then to the mid-air door if you want to end the level early. Otherwise, continue further along to the right, preferably along ground level - no real point in expending energy in pointlessness. (Quite literally at that. >_>) You'll quickly find another checkpoint egg. Just to the right of it is a small archway. This time, there is a werefluffle power-up beneath it, which you can reach when one of the blocks stopping you from entering it disappears. (Such diagonally-striped blocks disappear and reappear with regularity.

Once you grab the power-up, get out of the archway and head to the right. You'll need to use the mushrooms here to jump over the wall: jump from the lower mushroom to the upper one to the walltop itself. (Be sure to look out for the moving flame on it!) Once on there, go right and back to ground level. From there, you can proceed quickly along the field of mushrooms and bubble pipes (since there's no needed to plunder the clown boxes above). Once you're past it, the final door out of the level is not much further to the right.



Candyland - Stage 2

When you start this level, go to the right for a bit and you'll quickly run into one of the numerous blade-spitting urns you'll find in this and several other similar levels. Dodging by them is simple enough, though: get next to one when the path is clear, then wait for a blade to fire, then jump over it. Just past this first one is a checkpoint egg, then another of those urns. Jump over the lava pit beyond to find another such urn, a lava pit, then quite a few blade-spitting urns. (It's easier to get by than you think, just slow.)

When you're done - you'll see some clown boxes - go to the right and touch the checkpoint egg, then jump over the wall nearby and get the werefluffle power-up and continue further to the right along the low-gradient arch. The path's pretty simple for a bit - mostly just avoiding enemies and jumping over walls. Eventually, you'll reach a wall you cannot jump over: it'll have two orange blocks together in mid-air nearby. Get on those two blocks and wait: a block should appear in the air just to the right, if it hasn't appeared already. Jump on it and quickly jump on top of the wall nearby. Stick along the top of it (nothing of import is below) and continue further along to the checkpoint egg.

Once you grab it, go right and grab the werefluffle power-up, then speed along to the right for a while: it's again jumping over obstacles, avoiding enemies, etc. You mostly want to speed along because you'll have to deal with a few blade-spitting urns further ahead before you get to the actual door.



Candyland - Stage 3

Once you land, go to the right for a bit and up the staircase-like set of green blocks. At the top, take notice of that pinkish bridge between this and the next set of blocks: if you walk across it, it will begin to crumble away, which can obviously make you fall and die and burn and all that jazz. It's a bit depressing to think about, so let's not fall into the burning lava, how about that? In any case, once across the bridge, jump onto the nearby gear bridge. These gear bridges will shove you to one side or the other pretty quickly: you won't actually fall, though it can make crossing one bridge - or even multiple bridges - pretty annoying. In this case, though, it lets you avoid a few of the muscial horn enemies beneath. If you prefer to go that route, they do fire some kind of projectile when you're a certain distance of more away from them (so you can sort of actually jump from one to the other and still live, to some degree.

Whatever the case, once you're past this minor obstacle, grab the checkpoint egg and go along the next crumbling bridge and across the gap. For a bit, it's nothing special: just a linear trip to the right with some jumping across lava pits, crumbling bridges, and a gear bridge along the way. You'll also find a werefluffle power-up a couple of times; the second time will be near the end of this linear sequence, and a checkpoint egg will not be much further ahead. Next will be a solid platform with several gear bridges above it; in this instance, there's no real need to use them - they all really just provide those pointless stars - so I'd simplify things by heading along ground level for a bit.

At the end of the solid ground, jump onto the next sequence of crumbling bridges. Past them, you'll jump over a lava pit onto solid ground, then you'll go right for a little bit more. You'll only find a musical horn-type enemy before you reach the end of the level.



Candyland - Stage 4

Once you land, begin by going to the right and dealing with the large orange blocks to the right, then the next sets beyond that, nothing too hard. Past them, you'll find a checkpoint egg and a werefluffle power-up; grab both and continue on to the right and over the gap. You'll find more large orange blocks beyond there, then, after the second set, you'll find a checkpoint egg. Grab it and jump across the gap. (Interestingly, the nearby clown box is unreachable: the blocks in the background were apparently not properly defined.)

Once past the first checkpoint, go to the right for a while. It's mostly bypassing enemies for a bit. You'll find a group of mid-air orange blocks soon enough: it would be best to progress along their tops to get the easiest route for avoiding enemies. Once past this archway of blocks, grab the checpoint egg and cross the gap. For some unusual reason, the werefluffle power-up near it is unreachable since the block just below the power-up is too low. =/ Anyhow, continue to the right and past a few more of those musical horn enemies and you'll find the exit to the level.



Candyland - Stage 5

When you arrive in this very candy-themed stage, go to the right for a bit. You'll soon find a large pink mountain with a few sets of ice cream cones above it. You can travel over the large gap using the cones if you want, or you can use the pink mountain itself since it is divided into several ledges. Once across, it's a linear trip to the right for a bit past more cones and a few enemies and a werefluffle power-up. A checkpoint egg will mark the end of this, and you'll have to use the pink mountain to cross the next gap.

Once you cross the gap, go to the right for a bit more. There will be a large enclosure in mid-air you cannot reach. (The bouncy thing to the left of the gap isn't bouncy enough to let you on.) In any case, despite this, there's no real benefit to dealing with it for now since it's all about those "pointless points". Further along will be a long platform with a ton of those clown blocks above it. You can make things a bit easier by simply progressing along ground level rather than dealing with the enemies above. Once past the platform, grab the werefluffle power-up above the first pink mountain and continue further to the right along ground level for a bit: you'll quickly run upon the door out of this level.



Candyland - Stage 6

When you land ... well, I'll put it like this. This level is exceedingly simply and linear. For the majority of the level, it's about just traveling to the right, jumping over small walls and dodging enemies. You shouldn't have much trouble dealing with it at all. The one and only door in the level will be at the very end of it.



Candyland - Stage 7

When you land in this ... un-candy-themed level ... go to the right for a bit. Ascend the staircase-like ledges and you'll find one of those blade-spitting urns at the apex that you initially saw in Stage 2. Bypass it as before - get near, wait for a blade to fire, then jump over - and descend the ledges on the other side. Further along, you'll get on a green platform. After jumping over a few simple lava gaps, you'll go up more stairs and you'll find the part I hate about this level. You'll have to jump across several mushroom platforms: you have to jump from mushroom to mushroom to get by. There will be a platform after the first three mushrooms, where you'll have to move quickly to get past a blade-spitting pot. You'll then land on a small platform with a checkpoint egg, go up some more stairs, and do some more platform jumping like before.

This time, after the blade-spitting urn, however, you'll have a lengthy set of mushroom platforms to deal with. In addition to the threat of the falling in the lava, some gaps will also have fish leaping up to snap at your feet and other parts. That hurts, too, so be sure to time your jumps properly since the fish will jump up at periodic intervals. Once across, touch that checkpoint egg and dodge by the nearby blade-spitting urn. Descend the stair-like ... well, fine, steppes, let's go with the terrible joke ... and jump from the middle one to the mushroom platform. From there, go ahead and jump across the orange blocks until you hit solid ground once again. Once on the other side, just head to the end of the level where the door will be embedded into the ground, for some strange reason, though it's reachable. >_>



Candyland - Stage 8

Upon arriving, jump up the ledges to the right and hop on top of the logs to reach the werefluffle power-up. Grab it and hit ground level and speed along to the right for the a bit. You'll soon have to jump up a few more platforms before you have to jump onto some logs you can cross the bridge across a large gap. On the other side, grab the checkpoint egg and head to the right a bit more. Jump across the gap nearby and get the checkpoint egg there, then ascend to the top of the orange blocks. Head to the right from there to the mushroom patch below, where you can grab a werefluffle power-up.

Once grabbed, jump on the nearby lonesome green block and head onto the ledge nearby. Speed along to the right from there, jumping across some gaps to another solid ledge. There, continue right and up a few more ledges to a crumbling bridge. From there, there are numerous gear bridges. Cross them or cross beneath them, whichever you prefer. After, cross onto the set of crumbling bridges and cross them and the relatively-few gaps between them to the checkpoint egg. From there, cross the gear bridges heading to the right. Remember, gear bridges will shove you towards one of their edges in a single direction, but won't make you fall, so just take your time here.

Once done, you'll be able to get on a solid bridge of orange bricks. Cross it to a lone green block and use it as a step up to the higher ledge and continue along to the door.



Candyland - Stage 9

When you begin this level, you'll largely have to work on jumping across gaps between some of the orange platforms, then to some bricks. You'll soon get to some platforms supported by poles with some fireballs on them. Stick on the ones with the fire despite this: the latter platform will let you jump to a larger orange platform: just be careful about the fireball on it as well. Cross the blocks nearby to the next platform. There, you can see two moving platforms that are like pieces of candy. Ride the lower one to the next ledge. You can jump onto the orange block just above that ledge and go left to one of the doors leaving this level.

Otherwise, jump from that mid-air block to the next one to the right to the werefluffle power-up. Get on the high ledge to the right and go along until you have to jump to another ledge. There, wait for some candy platforms and ride one to the other side of this large gap. It would be best to use the high one since it'll make it so that you can go onto a ledge and further along to another which has a werefluffle power-up on it. From there, you can jump to yet another ledge seemingly supported by poles from above and from there to another lengthy, thick orange platform. Dodge by the fireballs on it, then jump to the mid-air ledge just to its right.

Here, you'll see two platforms, separated by a small gap. Drop into this gap to land on the brick below and wait for another of those moving-candy platforms to come by. Ride it to the other side of the gap for some solid ground, then jump to the orange bricks just a bit ahead from there to some more ledges. Continue right along these, dodging enemies as needed. Stick to the highest platforms when you can and you'll be able to progress from the final high platform to a mid-level, long, orange platform with a clown box on it. Jump to it and go a bit further to the right to find another exit doorway, this one being the final one of the level and being embedded in the ground again for some arbitrary reason. >_>



Candyland - Stage 10

When you start, go to the right and jump across the gap to the platform, and to the next one, and so on. As you go along, you'll soon reach a platform like a backwards "L". Jump to the next ledge or ride the nearby piece of candy to the next ledge, which is shaped like a proper "L".

If you wait there for a while and a piece of candy does not come by, then you accidentally wandered into a glitched version of the level. That's not surprising, given the game's prototypical nature, although you still have to do something to go ahead. In that case, you'll have to cheat to some degree; see this section for the details on the walking-anywhere cheat. Otherwise, there should some moving platforms to carry you across to another "L" block. From there, you can get to the top of another enclosure. (Don't bother going in, no real ... point, to it, should I say?) Jump from there to the next block above and to the right, where another candy platform should be. Ride it to the next block and get on that.

Jump onto the platform below and wait a moment. A block should hopefully appear in the air to the right: jump on it and then the next solid block. From there, jump onto the "L" platform below and to the right, then to the lengthy one just ahead. Next will be another backwards-"L" block, followed by two single blocks. From the last of these, wait a bit: a candy platform should come near you; ride it to the next platform. Jump from it to another platform, ride a piece of candy to another, jump to another, and then begin riding another piece of candy. While riding this particular piece, it will approach a wall and go through, but will leave you behind if you stay on: jump on and over the wall, then back on the piece of candy so you can make it to the next platform. Then it's just jumping across platforms until you hit solid ground, on which should lie the door.



Candyland - Stage 11

This is another potentially-glitchy level, in this case mostly resulting from a lack of moving platforms along striped platforms. For the most part, you can ignore this as it mostly prevents the grabbing power-ups or the pointless stars. If you feel the need, there's always the use of the walking-anywhere code you can get in this section.

In any case, when you begin, I'd start by jumping up to the purple pots above your head and jumping along them: this is not for the stars, but for the enemies you'll soon avoid by doing this. At the end of the chain of pots, where one pot stands alone, there will finally be an enemy and there should also be a vertically-moving platform along the striped bar nearby that will be able to take you to the werefluffle power-up at its apex. Once done, go to the right and past the gap and speed along ground level for a good while. For a lengthy period of time, it's mostly just avoiding the blows of enemies and jumping over gaps, nothing too complex nor worth note.

Eventually, though, you'll have to jump along a bunch of pots to progress: you'll luckily not encounter any enemies. Once this bit is done with, it's mostly more going right and jumping over gaps, again without enemies for a while, though a few musical horn enemies will appear at one point. When you meet them, they'll mostly be around a pyramidal structure of haphazardly-arranged objects: at that point, it's safest to just go along ground level and avoid them altogether. Once you're past that point, you're pretty much free until you reach the end of the level: just traveling right some more.



Candyland - Stage 12

When you arrive, begin by jumping to the right across the ledges for a bit: there won't be much to say about what happens for a while. Eventually, and pretty soon, you'll get to a point where there are two ledges, one above a longer one. If you jump to the next platform (which is lower than the other two to the left and also has a clown box on it), and then try jumping back, you'll be able to reach the door on the lower ledge. Granted, this door is rarely function, maybe about half the time from my experience.

If it's not, back on the clown box ledge, let's just continue on to the right for a bit across more ledges and more ledges. You'll soon reach a point where there will be some low ledges with moving platforms above them. Ride the rightmost of the two platforms until it gets to the right side and jump from it to the next ledge, where you can also get a werefluffle power-up. Then it's just more ledges and more ledges for a bit: there's barely a point to grabbing the werefluffle power-up, even, since the only enemy seen on the way would be a fireball.

At the end of this path, you'll have to cross a large gap, and you'll need to do so using a horizontally-moving platform, or so I assume: I've never seen on appear on that horizontal striped bar you can see at the end of the ledge next to the gap. In any case, if you do see one, ride to the other side. There, you'll see more striped bars, which should more moving platforms on them. Of these, pick one - doesn't matter which - and ride to the other side. There, continue along to the next platform - which will be below the striped bar you can see, but within jumping distance. Once there, get on the next platform - the solid immobile one, not one of the many moving ones.

Once at the end of this platform, it's just a bunch of jumping along steadily-ascending platforms to the end. There, you'll be able to see the door, but it will be below the platform apparently. To reach it, get above it - RIGHT above it! - and press Down: you should make contact with the door soon after going through the platform. You should then be able to go to the next level.



Candyland - Stage 13

When you arrive in this level, begin by going to the right for a bit. This will take you into the internal structure of this part of the level, so be sure to be really careful about the enemies since you will have less room to dodge. As you go further right, you'll be at an "S" bend: at the bottom-right part of the "S", jump up and left to the next part where the musical horn is, then continue further along the linear path right and down to the checkpoint egg. Go up the pseudo-staircase near it and jump across the lava gaps for a good while.

You'll eventually get to a point where you briefly go along a tunnel-like structure, near which lies a doorway out of the level. At the top of the pseudo-staircase before the pseudo-tunnel (lotta "pseudo-" crap here) you can jump to the top of the structure to the right to reach the door. Otherwise, simply go along the tunnel and downstairs, then right and upstairs past the door for a bit. It's mostly a pretty linear path from here: jumping over enemies and gaps and using staircase-like structures for a while, nothing too hard. Eventually, you'll see another door on an aerial ledge: you'll be on a staircase when you see it, and you jump from the stairs to the door if you want to go through the door.

If you don't, continue along ground level for a bit. You'll soon ascend and descend some stairs, followed by jumping over a lot of gaps over lava. Once you see the clown box, get on the block above it and jump up and right to the ledge there. Go to the right from there and, after dodging by a few simple enemies, you'll be able to use the door to leave the level.



Candyland - Stage 14

Once you land in the level, begin by going to the right, preferably by going through the orange bricks to avoid the fireballs. From there, there will be a green square archway - kinda makes me think of the Arc de Triomphe - which you can also walk through. Or you can jump up the green blocks to the werefluffle power-up: I'd go that route myself. Once you hit ground level again ... to be honest, it's a pretty linear and featureless trip to the right, mostly more green-block enclosures and pyramids of orange blocks that you can walk through. You'll deal with a few more fireball enemies, but those are the start: otherwise, it's easy walkin'.



Candyland - Stage 15

Okay, final stage to some extent, w00t w00t. Nothing like a little half-done stage to make things awesome and epic for a finale, eh? ... Okay, bad humor aside.

Once you land, begin by going to the right and ascend the ledges you see to the top one. From there, jump to the right and onto the ice cream cone ledges. Go across them to a solid ledge where a musical horn enemy lies: you can deal with that easily enough. Jump from this ledge to the next ones, which are like saucers of ice cream, to yet more solid ground. There, avoid the fireball and jump right onto or below the moving candy platform. Ride it up to the 2x2 block and onto it, then use the nearby piece of candy to go to another such 2x2 block. Use the next piece of candy to get to another 2x2 group, then jump across a ton of ice cream cones to solid ground again.

Jump onto the smiley-face group of blocks to the right and cross them to more solid group. Jump next to the ice cream cones to the right, using the moving pieces of candy as necessary to bridge the gaps between the smaller cones. At the end, you'll be able to grab a werefluffle power-up, so grab it and head right for a while along ground level, which will soon take you to another one above another set of ice creams, at which point you should begin crossing ever more ice cream cones. (I swear, this level is going to give me and Pogie brain freeze. >_>) Then cross to the saucers of ... pink stuff, not sure what it is ... and avoid the musical horn enemies. Once you hit solid ground, you will be at the end of the level.

On the off-chance at the door at the end has the stairs around it as usual and is therefore functioning, you will not be able to reach it without using the "walk anywhere" cheat as described in the Codes section. If you do get through the door via that method, and the door actually works, Stage 16 will be chock-full of undefined graphics, so there's little point in bothering because it's almost impossible to spot the door among the graphics, and Stage 17 is just like that, but worse: I couldn't find the ending for it. So, I suppose if you even reach the end of Stage 15, you'll be good enough for considering the game "over".





Codes

There are several codes to this game you may want to be aware of, and may even need to use to get by.

Extra 40 Lives: At the title screen, you can hold A before pressing Start to begin gameplay. If you hold A and then press Start, you'll start with 43 lives, which will be glitched on the lives counter in the top-right until you hit 9 lives or less. Pretty helpful, given you can't get extra lives in this prototype right now.

Walk Anywhere: During gameplay, if you hold A and B together, and then use the D-Pad, you'll be able to go anywhere, even through walls. However, note that you can still be killed by running into enemies or going too far off the top or bottom of the screen. If you go too far to the left or right from start or end of the level, too, you'll also cause the game to scroll weirdly, basically forcing a reset. Still, pretty helpful as it lets you go basically anywhere, and you'll need it a few times to get places if the game screws up on you.

Suicide: By pressing Select during gameplay, you'll kill yourself and have to restart the level from the start or from the last checkpoint. Not sure if there's a particular purpose to it, but, eh.

Soft Reset: The game will return to the title screen if you press Select and Start simultaneously. ... Well, most of the time anyhow.





Credits

In no particular order...


  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • Final:
    • Completed.
    • Time: 1:31 AM 9/27/2014 ~ 2:04 AM 9/30/2014




Legalities

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ゥ 2014 Daniel Chaviers (a.k.a. KeyBlade999).

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This is the end of KeyBlade999's Dreamworld Pogie (NES/Famicom) FAQ/Walkthrough.

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