Saturday, September 17, 2016

skorch82 plays The Bugs Bunny Birthday Blowout - Part 1 of 8


Bugs Bunny needs to make it to his 50th birthday party...and he needs your help! Are you a bad enough dude to get him there?

Meanwhile, other members of the Looney Tunes gang get butthurt that Bugs Bunny gets all the attention. I wish I was making this up, but this is part of the storyline and makes up the reason why other Looney Tunes characters go after him.

Stage 1
Round 1


Your main mode of defense is the mallet that Bugs Bunny caries around. Press B to swing it and whack enemies on the head. If you take a hit, you won't be able to use your mallet again until you get out of the post-hit invincibility.

The carrots are your everyday platforming collectible here, and they can be used in the bonus round at the end of every stage. When you collect them, they turn into WB logos, which you can stand on and use like platforms...which will be very useful later in the game.

You can use the bushes to hide from enemies and avoid damage.

The green icon with what looks like a Chicken McNugget moving at high speed (complete with rotoscoping) is a high jump power-up. The music changes, signifying that you can jump higher than before...much higher. This effect (and the music) lasts until you get hit or enter the next round.

Enemies here include walking mallets that dive forwards, red boxes of soap that occasionally spit soap bubbles upwards and some weird fireball-looking things that drop a heart you can pick up if you've taken damage. You'll sometimes see a green icon with a heart on it, which refills all of your hearts, as opposed to the regular hearts which just replenishes one.

The health bar is very generous. When you get hit, a heart will go from red, to white, to black, and to clear before disappearing entirely. One heart equals five hits. As you progress, though, you'll find out it's generous only to a point, as you'll encounter enemies that deal more than one hit point worth of damage. If you lose a life, you'll have to start all the way back at the beginning. There are no mid-level checkpoints in this game.

Some rock blocks will break under your weight. Some will break after a second or two, others will break right away, so be ready to move!

If you see a see-saw, stand on one end and whack the other with the mallet. You'll take to the air and hopefully to something else you wouldn't normally be able to access.

The short column with the grass covering at the top is a pipe, much like Super Mario Bros. Go down it by pressing Down on the Control Pad.

You'll meet Daffy Duck in the next room. Avoid him entirely, and just follow the carrots. When you pick up the big carrot (which you'll always find at the end), you'll complete the round.

Bonus Round
Bingo


Pick a random number just by pressing A or B. You'll pick five random numbers. If you get three in a row in any direction - horizontally, vertically or diagonally - you'll get a 1-Up. Of course, they'll have to follow the lines between the numbers if you want them to count. The star in the center obviously counts as a free space.

It costs 10 carrots per play, and you'll play until you no longer have enough carrots. For each game you play, the numbers will be in different locations. (Interestingly, the number 13 is never used.)

If luck is on your side, you'll be able to score a few 1-Ups here...and the payoffs are huge. Three in a line gives you a 1-Up, four in a line gives you a 5-Up, and the hard-to-pull-off-but-still-possible five in a line will give you a 50-Up.

Stage 1
Round 2


New enemies in the first section include a jumping bubble worm that damages you when it turns red (but is perfectly okay to move through when it's green) and a jumping turret. I can slightly understand the jumping bubble worm, but the jumping turret? That's pretty violent for a Looney Tunes game.

Jump on the platform at the end of the first section and you'll go down to the second section. Some of the pipes have rocks that gently float in and out of them, so keep that in mind before you go down them and pick up some more carrots.

You'll also see a new enemy in the second section: alarm clocks. They just move back and forth like the red soap boxes but they explode after a little while.

At the end of the round, you'll go down a pipe and take on Tweety. Yeah, Tweety is a boss. Apparently, he doesn't seem to have the heart to fight you, as he just tries to peck at you and throw tomatoes. Just stand halfway between the left wall and the bush on the ground and wait for him to come at you, then whack him with the mallet. He'll run back to the bush and throw a tomato at you, but it's got a limited range. Three hits and you'll win a ridiculously easy boss battle. Now grab the big carrot that comes down.

Stage 1
Round 3


You can break rock blocks that are in your way with the mallet. Be sure to avoid those falling rocks when they come your way.

Other than that, there really isn't much to this round. Once again, you'll be dealing with Daffy Duck, but the same strategy applies. Just go for the big carrot.

Stage 1
Round 4


The mallet icon allows you to swing your mallet faster. Like the high jump powerup, this lasts until you get hit or enter the next round.

The platforms made up of what look like six Tetris blocks will disappear shortly after you stand on them, so hurry up!

The pipe you see after you meet them will take you to the boss. Here, it's Wile E. Coyote, and he'll move and jump around in an attempt to stab you with his silverware. Thankfully, he's pretty easy to beat up with the mallet and will go down after three hits.

Bonus Round
Willy The Weasel(TM) Game


It should go without mentioning that every round has a bonus round after it...except. Except that sometimes you'll be able to play a whack-a-mole instead of the tic-tac-toe board.

For 20 carrots, you can grab a mallet and take down as many moles as you can before the nonexistent timer runs out. Your target is 10, but it goes slightly higher when you make the target and slightly higher every time you make the target after that. If you're fast and accurate, you can rake in the extra lives here. The moles move in pretty quickly, but with practice you can make this look like child's play and put off an impressive showing.

Stage 2
Round 1


As soon as you go to the right, you'll have to outrun the ground, which constantly creates a hole and move towards you. Yes, a ground-splitting phenomena minus an earthquake that you have to outrun occurs in a Looney Tunes video game. Have fun figuring this one out, Nintendo Logic graduates.

You'll see some spike traps in this level. Remember those logs from Act 3 of Green Hill Zone from the first Sonic the Hedgehog game? Well, they're basically like that, except much, much smaller.

The green worms are now blue, but the "red means dead" logic still applies.

If you land in the quicksand, start jumping quickly in order to get out of it and back onto dry land.

You'll meet the turrets again, but they do have a weakness, and it much more useful here. Turns out, you can stand on enemies like in Yume Kojo: Doki Doki Panic and use them as a ride. From there, you can whack the turrets in the head and send them flying into an enemy, destroying it and instantly defeating whatever enemy it runs into.

Love the pause animation, by the way.

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