Darkwing Duck/Gameplay

Darkwing Duck, being a platform game, requires skill in dodging projectiles and handling a character with precision. You'll be put up against flying objects and lots of timing challenges (jumping over things, hanging onto moving objects, etc.).

Life
Darkwing has both health and lives. He has four bits of health that each give him a chance to sustain a hit (however if he gets hit on the fourth, he will die). When he dies, he loses a life. At the beginning of the game or after a continue (which you have unlimited of) Darkwing starts with three lives. You can find more during each level, and if you have enough points after defeating a boss, you may be rewarded with an additional life.

Points
Points do two things:
 * 1) Gives the player a challenge and a way to set a personal goal.
 * 2) Rewards the player with an extra life if a large amount is accumulated.

Weapons
Darkwing has three additional gas weapons that he can find and get ammo for within each level.

Arrow Gas
Arrow Gas is the most rare of the weapons, often only appearing once during a level. When fired, the gas takes on the form of an arrow with a suction cup. If the projectile hits a wall or other object, it will stick to it and allow Darkwing to climb and stand upon it. Because of its ability, and its rarity, this gas is usually held onto the longest because it gives access to areas not normally accessible.

Heavy Gas
Heavy gas is also a common power up. When fired, a large ball of gas arcs away from Darkwing and towards the ground. Upon impact with the ground or an enemy, the ball splits into two smaller projectiles that blast away horizontally, one in each direction.

Thunder Gas
Probably the first power up you'll find, when Thunder Gas is used, Darkwing fires two lightning bolts at 45° angles up and down (in regards to the normal horizontal line of fire). Each bolt will pass through enemies and objects until it flies off screen. There is a small glitch with this weapon; when you attack an enemy at very close range you might not see the bolts appear at all. The only explanation for this is a programming error where the shots are being counted as hitting even before they appear, thereby bypassing their normal behavior.