Monday, December 14, 2015

TheZootySuit plays Tiny Toon Adventures - Part 1 of 6


Another Tiny Toons game? About time.

Anyway, the story has you playing as Buster Bunny, trying to rescue Babs Bunny from Montana Max. I can understand it if it was Elmyra, but Montana Max? That's like asking who Barky Marky is.

At the beginning of every level, you can choose between Plucky Duck, Dizzy Devil and Furball for your partner. Plucky Duck can jump super long by flapping his wings, Dizzy Devil can spin through stuff, and Furball can climb walls (and slowly slide down them).

Stage 1-1

The blue balloons contain power-ups. Jump on them to open them up and reveal the contents inside.

The heart gives you an extra hit. Without it, you're dead at the slightest touch of an enemy, and to make it worse, there are no checkpoints throughout the stages...so you've got to get good. You bounce when you get hit with it, which can be lame at times.

The ball with the star on it lets you change between Buster Bunny and the partner you've chosen.

The carrots act like coins. Collect 100 to get an extra life. (Speaking of coins, the text on the HUD reminds me somewhat of Super Mario Bros. 3.)

The POW meter is for your friends' special abilities.

You can defeat enemies by either jumping on them or by sliding into them from a steep slope. You'll be doing the first method far more often, but the second one is slightly interesting.

When you beat a stage, you'll get a bonus based on how much time you have left, and you'll hear a rather nice digitized rendition of Concord Condor (the purple bird guy below) say "Nope, nope."

Stage 1-2

There's really not much different to the second part. Except. Except you have to deal with Elmyra. I'll show how to deal with her when you meet her.

Anyway, if you find a door, enter it. You'll meet Hamton, and for 30 carrots he'll give you an extra life.

Unlike Buster Bunny, you can't run with Dizzy Devil as the run button makes him spin. Whenever you spin, you'll have to let the POW meter recharge before you can use it again. His jump is pretty average.

To get past Elmyra, keep avoiding her until the exit door shows up, then make your way in there. If Elmyra touches you, you'll be taken back to the first stage of the level, which can really suck.

Stage 1-3

The clock freezes enemies for a few seconds.

The two sets of four ghosts can be easily maneuvered around with Dizzy Devil's spin attack. Stand still for a while before tackling the second set, so you can use your tornado spin again.

The boss here is Dr. Gene Splicer. You may remember him from the episode "Hare Raising Night" or from Buster Busts Loose, which I also did a guide of a long time ago. He skateboards from one side of the room to the other, throwing anvils as he goes. Jump on his head three times, and you'll take him down and get a key. (Now we know what those keys are for.)

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