Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
In this entry, we take on the final boss battle. It's a bit underwhelming, but they couldn't make something up and they had to something. All's well that ends well, I guess.
Strangely, the loading screen says "Prospector Showdown." Interesting.
With all 50 tokens collected and all of the levels completed, it's time for the final battle. For the final boss, you'll be taking on three bosses - the prospector, the gunslinger and the blacksmith - all at the same time.
The gunslinger is the easiest to take care of. Run away from him and lock on to him from a distance, and shoot at him as you jump over the bullets he shoots. Make sure you charge your laser to do more damage, too.
Next, you'll want to take on the prospector while keeping the blacksmith away from you. Thankfully, the blacksmith moves around rather slowly. Run around him and keep pressing the spin button to damage him with the spin attack. As you do this, The Prospector will keep striking with his pickaxe, but he will keep missing.
Finally, there's the blacksmith. Run far away from the blacksmith when he strikes the ground, then round around in a big enough circle so that the energy wave doesn't hit you and you can run back to the blacksmith boss and hit him with a spin attack, then repeat the process until he goes down.
As the battle progresses, the plane - and the camera - will lean back and forth. Thankfully, it's not enough of a dealbreaker for this level to the point that it becomes harder to focus on what you need to do during the level.
Once you defeat all three bosses, you'll save Woody and Jessie, you'll get an ending cutscene, and you'll roll credits on this game. You just beat Toy Story 2 for the PS1!
This entire level takes place on the airport runway, and you'll need to explore every bit of it to find as many coins for Hamm as possible as well as to find all of the tokens.
The first thing that you want to do is scour all of the ground level. You want to shoot down all the enemies that you can find and take their coins, because you're going to need them for Hamm's token.
The level is divided by eight zones, which are all numbered. Rex will be between Zones 1 and 2 on the back of the luggage truck, ready to tell you where everything is. Zone 3 is where you'll find out about the five pieces of luggage from the Little Tyke figurine who is there, which I'll mention the locations of shortly. Hamm will be in Zone 5, and we head there for his token once we have enough coins. You'll find the green laser in Zone 8.
There are five pieces of luggage jumping around that serve as the collectible for this level. They are located in the following areas:
near the wall in Zone 4
at the top of Zone 8
the top of the moving plane
the front of the luggage truck between Zones 1 and 2
at the top of the plane entrance ramp in Zone 6
Once you get them all, take them to the Little Tyke in Zone 3 for a Pizza Planet token.
There is green ooze that you want to avoid stepping in at ground level, and there are also Rocket Boots scattered about ground level, as well. If you need to, grab a pair and zoom towards where you need to go; you'll save yourself some time doing that.
At the center of the airport is the central pole. You can find Slinky there, and if you talk to him, you'll start an interesting challenge: stay on the path without jumping or walking into the green slime and get to the end all before time runs out for a Pizza Planet token. The game has decided to pull a King's Quest II for one of the tokens, and I actually like it. And yes, the challenge will suddenly end if you accidentally press the X button and jump. You want to watch where you're going, but at the same time, you don't want to take too long regaining your bearings and repositioning yourself so you don't walk into the green slime that the timer runs out before you can get to the token. It can be a little tough, but it can be done.
There is a lights puzzle at the top of Zone 1, and you can easily reach it by taking the zipline at the top of the luggage truck where Rex is. To complete the puzzle, you'll need to match the lights at the bottom with the lights at the top within three moves or less. You have a moves counter at the far right, and you have four buttons to stomp on. Each button will turn on one light but turn off another. The first turns on the red light but turns off the blue light, the second turns on yellow but turnbs off red, the third turns on green but turns off yellow, and the fourth turns on blue turns off green. If you take more than three tries, the puzzle resets with different lights turned on, but that is the only penalty. Thankfully, if the situation calls for it, you can hit the switch to turn on a light that's already on while simultaneously turning off another color, which can make things easier. Once you complete the puzzle here, the nearby helicopter will drop down, and you can get the Pizza Planet token below the rope.
There is a plane that slowly flying around the level. By climbing up the rope at the center pole near where Slinky is, you can jump onto the plane and carefully run and jump your way to the other side. Keep in mind that the plane will always be turning left as you're jumping around on it, so you'll have to plan your jumps accordingly. From here, you can wait for the planet to get to the zone where you want to go. You'll need the plane to get to the luggage at the top of the plane entrance ramp in Zone 6, the blacksmith boss at the top of Zone 7, and the luggage at the top of Zone 8.
The blacksmith boss is at the top of Zone 7. To beat the blacksmith boss, you'll need to run far away from the blacksmith when he strikes the ground, then round around in a big enough circle so that the energy wave doesn't hit you and you can run back to the blacksmith boss and hit him with a spin attack, then repeat the process until he goes down. You can do that, or you can just keep taking the hits and spin into the blacksmith boss repeatedly while grabbing the nearby battery in case you're low on health. That also works. Regardless of how you do it, beating the blacksmith boss will net you a Pizza Planet token.
And that's Tarmac Trouble finished. All we have left is the final boss battle.
Now that we have the Hover Boots, it's time to head back to the storeroom with all the cardboard boxes in Al's Toy Barn. We need to head back and get the five chicks. They are in the following locations:
at the top of the box across from the storeroom entrance
the first skateboard challenge (the one that involves getting on the skateboard, bouncing off a trampoline, jumping to a platform off of a toy kiosk, swinging off a horizontal pole and sliding down a zipline to the egg)
on the gumball machines in the corner that require bouncing off a running hay stack ride machine to bounce to
near the skateboard past the two sets of spinning bicycle wheels
near the vent leading back to the starting area, past the hen
The first one requires the Hover Boots, as you will need them to get over a box that you can't even grab with a double jump. Once you get on top of that box, you'll soon have to jump across three boxes that are moving up and down, and you can tell which ones are the moving ones due to the yellow and black caution stripes on the wall near them. From the third box, there will be a token that you can see below; jump to that token, then make your way up the boxes ahead to get the chick.
Once you get all five chicks, talk to the hen near the blue cones blocking the slime pit for a Pizza Planet token.
I also show off the honest method of getting the race token for Andy's Neighborhood. This method involves the Rocket Boots, and it's a lot faster. As long as you stay on the track while going at super speed, especially at the last corner by refraining from jumping over the grass just before the corner, you'll be credited for a lap. As long as you stay on the move, you should be able to get this Pizza Planet token easily with the Rocket Boots.
I then cap the video off by beating the Bombs Away boss, because why not?
In this entry, we get done with the Airport Infiltration level. We're close to the end of the game now, but we have some loose ends to take care of after this...
At the start of this video, I head up the conveyor belt area. There are a lot of poles to climb and rods to swing off of, and you'll need to make use of them to get to the top. There are also platforms that act as lights that you can stand on for extra coins if you need them. Along the way, you'll find your second Little Tykes passenger.
I then head back to the plane and move up the plane wings that act like see-saws. I then have to land on a red platform (which is part of the back wing of a nearby plane), then jump towards a nearby platform to get Mr. Potato Head's mouth. From there, I head back to the suitcase stack and give the mouth to Mr. Potato Head for the Hover Boots.
With the Hover Boots, you can hold X to float higher and let go of the button to float lower. You cannot exactly fly with them, but you can float with them temporarily. The boots will allow you to get to the top of the suitcase stack, where you can face The Prospector. To beat him, you cannot shoot him; instead, you have to run around him and keep pressing the spin button to damage him with the spin attack. As you do this, The Prospector will keep striking with his pickaxe, but he will keep missing. You'll be able to get a Pizza Planet token from him in mere moments. Stomp on the nearby green suitcase afterward and take the zipline to get your third Little Tykes plane passenger.
The last two plane passengers will be in the room with the rocket you have to climb up. Finding out where you need to go is as simple as looking around, whether it be with the active camera or with the first-person view. You'll need to land on small platforms to get higher, and you'll also have to swing off the occasional rod and climb the occasional pole, too.
The turbines will blow you back if you're caught in front of any of them. You'll need to float over to the lowest one to get your fourth Little Tykes passenger, and you'll need the Hover Boots to do it.
To get up to the top of the rocket ship on the platform past the turbines, you'll need to grab the Hover Boots, float up to the nearby platform, float up towards the nearby slope at the top of the rocket, then all the way to the top, where you can get a Pizza Planet token.
At the same platform where you need to get to the top, you'll need to drop down to the platform underneath, then drop down to the platform underneath that. You'll find your fifth and final Little Tykes passenger here. You can now go to the Little Tykes pilot and pick up the fifth and final token for this place.
You're done here. Next time, before we play the final level before the final boss battle, we head back to Al's Toy Barn! Then we get the race token in Andy's Neighborhood the proper way.
Buckeye will be near the living room. Talk to him and you'll get the racing token minigame started. Here, you have to collect five horseshoes, and they will all be in the living room area. One is in front of the fireplace, one is between the wall and the coffee table with the cannon on it, one is on the couch, one is on the table next to the couch, and one is near Rex. This one is a lot easier to get after you destroy the cannon. You'll have only twenty-six seconds to do this in, and that's barely enough time. Your best path is Rex, fireplace, wall, couch, table (even though I save Rex for last here). Get to Buckeye with all five horseshoes before you run out of time to get the last Pizza Planet token. You're done here. Head to the next level.
Level 12: The Evil Emperor Zurg
It's now time to face yet another boss, and this time, it's the Zerg action figure from the toy store from earlier in the movie. This time, he's caught up with Buzz, and the battle that Rex had with Zerg in the video game now happens for real.
You need to spin into Zerg while avoiding the balls that he blasts out. The balls are yellow and go straight at first, but the green ones that he starts shooting when you do a little bit of damage to Zerg will home in on you. You won't be able to avoid those; instead, you'll need to spin at the right time to deflect them all without taking damage.
If Zerg flies into a corner, step back to get him out of the corner. Unlike Zerg, you can fall down the pit at the edges of the elevator you're fighting on and lose a life.
When Zerg is down to half health, he will shoot a combination of the yellow and green balls, and you'll need to keep spinning to avoid the green balls as you keep spinning into Zerg to destroy him. Once you defeat Zerg, he'll fall down the elevator shaft, and you'll never see him again.
Level 13: Airport Infiltration
The hunt for Woody continues to the airport, and if Al flies away with Woody, Woody will be gone forever. On the plus side, this level has some of the best music in the game.
You'll start out below the X-ray machines. Shoot down the enemies you see around here; you're going to need the coins for Hamm. You'll eventually come across a green suitcase; the stomp icon will tell you that you need to stomp on this and all other green suitcases to get to higher areas. You'll also need to jump off the brown suitcases to get to the poles that you need to swing off of to get to other conveyor belts and get out of this area. When you reach the tops of the X-ray machines, explore them; one of them will have the first of five Little Tykes airplane passengers that you need to collect, and the big white shelf at the end of the conveyor belt section will have Hamm at the top of it.
You'll eventually come to an area with some doors in the wall. You can head to ground area for a few of the tokens, but you can also head further upwards for more conveyor belts, more enemies to destroy for tokens, and the boss battle with The Prospector.
At ground level, you'll find Mr. Potato Head. You'll need to find his mouth in order to get the Hover Boots, which is the last gadget that you'll need to complete the game. Rex will be at the stack of suitcases where Mr. Potato Head is, and he will tell you where all the tokens are.
Rocky Gibraltar will be in the area with the slippery oil on the ground near the X-ray machines. You'll need to collect five weights before the whole minute that the game gives you runs out. One is on a nearby conveyor belt, the second is directly below it. The third will be near the stack of suitcases that you can't climb (yet), the fourth will be near the door near Rocky and the fifth will be below the giant model plane. You should be able to find them all, get back to Rocky and get a Pizza Planet token with plenty to spare.
Past Rocky and the oily area is a giant model rocket ship. While we can climb up the rocket ship, we won't be doing it yet. In the corner, there is a Little Tykes pilot who is looking for his five passengers; you'll need to return to him when you find them all. There is also what looks like a weight that is really a set of airplane landing wheels. Push it forward to get on the plane wings, which you'll need to use like combination ramps and see-saws in order to get higher up in the room. This is a little easier said than done, as the plane wings are huge. You'll be forced to double jump your way to get the wing to I'll have the way up to the top figured out next time, but for now, I do a little bit of climbing to get enough coins for Hamm for his Pizza Planet token to cap things off before next time.
Hamm is in the bathroom, which you can reach through a hidden vent. He will also tell you to look out for locks to shoot.
Jess has lost her critters, and is waiting on the kitchen table.
Bullseye will have a challenge for you in the entrance hall.
You can get to the token on top of the train bed if you can solve the train puzzle and get the train to stop on the dead end track by stomping on the yellow switches.
The gunslinger boss will be in the Woody's Roundup set in the trophy room.
The kitchen is next to Rex. You'll meet two new enemies that you'll be encountering for the rest of the game: the evil sheriffs that will shoot you if they see you, and the snakes that will bounce around if you get too close. The lock-on ability will be useful against both of them. Just remember that you can jump while locked-on to avoid the sheriffs' bullets.
There will be a padlock on the refrigerator. Shoot it down, and you'll be able to go inside and climb your way to the countertop. Stomp on the scale, and you can get to the cabinets. There will be a cannon shooting from the corner, but you won't be able to destroy it until you can double jump off some lights hanging off some chains and get to the switch on the other side, stomp it and make the cannon explode. The chains the lights hang off of are slippery, and you will slide down off of them and fall to the floor below until you quickly double jump from one chain to the next.
You'll also see a buzzard, another enemy you'll keep running into until the end of the game. The buzzards will fly at you if you get close enough to them, but once again, locking on and blasting away will be a big help in taking them down. By continuing to run around the room from that switch, you'll be able to double jump off one more chain and pick up the first of five critters. Jessie will be standing on the kitchen island
The stovetop on the kitchen countertops will burn you if you stand on them, so don't do that.
Across from the start is the living room. There is another padlock you can shoot down on the cabinets; doing so will open up a path to the bathroom. We'll leave that alone...for now. In the living room, you can jump from the coffee table to the couch to the side table to the wooden railings. Jump the gap to the second railing, then get on the fireplace, get on top of the cabinets, then double jump to the first light fixture and swing off each one to the switch on the other side. Stomp the switch as soon as you get to it, because there's a cannon on the coffee table and it will fire at you just regularly enough to make things miserable. From the switch, double jump forward to get the second critter. You can only get the second critter with a double jump from the switch, and if you fall down at any point, you're starting all of this over.
The train room has a box that you can push into it. Push the box to the big train and get the third critter. The hint cube here will more or less tell you what Rex has told you already. Keep an eye on the flashing tracks and watch how they move as you stomp the switches while you also follow the train, and watch out from the fire from the cannon in the center of the room. For best results, start from the dead end and work your way backwards, stomping the switches as you go to ensure that you have a path straight to the dead end. Once you've got the train out of the movement loop, you can push the box near the tracks to the huge train in the room, jump up, stomp the switch to destroy the cannon, then grab the Pizza Planet token.
The trophy room is next to the train room. Take out the sheriffs from the table in the center of the room, then push the box along the path. Push the lunch box at the end of the box path all the way forward, then travel along the perimeter of the room. You'll end up in the Woody's Roundup set, and while the switch for the cannon is there, so is the gunslinger boss! Run away from him and lock on to him from a distance, and shoot at him as you jump over the bullets he shoots. The gunslinger boss is a really easy boss, and you'll get a Pizza Planet token for beating him.
Stomp the switch in this area to take out the corner cannon. While getting out of the Woody's Roundup set, you'll be able to find a second switch. Stomp it to destroy the table cannon, then get the fourth critter, which is nearby.
The bathroom is through a hidden path in the living room cabinet. You'll need to stomp the blue switches to raise the water level. The switches will be on each level that the water can rise to, and the bottom-most switch will be in the bathtub, where you can also find Hamm and get a Pizza Planet token if you have enough coins.
The next switch is on the top of the tub, and after that, you'll need to jump from one sponge to another to the countertop, as the water will flood the room at this point. You'll then need to stomp the switch on the counter and jump back on the sponges to get to the switch on the shelf above the door. Stomp on the red switch there to destroy the cannon, then jump to the top of the shower door to stomp the next water switch. You can then jump on the sponges to the top of the cabinet near the cannon and jump to the fifth and final critter. The water is timed, but you can stomp a blue switch on a lower level to bring the water back, so you aren't forced to start all the way over if you make a mistake. Also, if you leave the bathroom, all the water will automatically drain back out before you can get back to the living room.
With all five critters collected, we can finally head back to the top of the kitchen island and talk to Jessie for another Pizza Planet token.
For this video, we're heading back to Alleys and Gullies. Since we have the Grappling Hook now, we can use it at the ground level to look for the five ducklings and fight the boss.
The five ducklings are located in the following areas:
The awning at the top of the marketplace area
On the water behind the barricades in the marketplace area
In a nook on the other side of the gully
In a window to the side of one of the balconies that has three bars
In a gutter near the boss battle area
The last two ducklings are in areas that require the grappling hook. This part is pretty gun, as you have ziplines with electricity to avoid and a lot of ladders to climb and balconies to explore. You'll be using the first-person aiming view extensively to look and see where you need to go next. It's an arduous climb
To beat the spinning top boss at the top of the alley, stay out of the water and move away from the boss when it moves towards you. When the boss is away from you, use your lock-on to ensure you hit the boss. Also, stay away from the water; you don't want to slip and slide while you're doing this. Taking the boss down nets you a Pizza Planet token.
The mother duck will be in the center of the ground level area. Talk to her with the five ducklings to get a Pizza Planet token. With these two things out of the way, you're finally done with this level.