Wednesday, January 18, 2017

PrinceWatercress plays Tiny Toon Adventures: Buster Busts Loose! - Part 3 of 7


We finally enter a haunted house and take on a bunch of ghosts, among other things. This is one of the more interesting levels in the game, due to the attention to detail that Konami put into it. Don't blame me if you're looking at the background for minutes on end in the third section.


Level 3: Spook Mansion


The first section here has ghosts. Lots and lots of smiley ghosts. Some of them will be flying solo, others will fly in straight lines. The straight lines of ghosts that curve around are reminiscent of Gradius. I like that.

You'll see a Crystal Gogo Dodo Trophy shortly after the start. Touching one turns all the enemies on the screen into stars. Wait until a large amount of ghosts appear, then grab it. As you continue, the screen will be full of ghosts. Drop kick as much as possible so you can get through it unscathed (if you're still in the last frame of animation, you can still cause damage to them). Once you reach the end where the background is a blue brick wall, leap on the leftmost end of the seesaw and the balls will launch you up. Before you leave, dash up the walls. You'll find both a Crystal Carrot Trophy as well as a gold one. Get those and head out.

The second section takes place on what seems like a belfry. There are bells ringing everywhere, and there happen to be a lot of balconies in the background. Enemies here include the evil chocolate cakes (from the episode where Hamton goes on a diet) and two-headed Frankenstein monsters (another creature from the show).

Near the end of the second section is a ball on a pedestal. Get behind the pedestal, drop kick the ball, and you'll be able to get it onto an incoming seesaw. You're better off taking this ball to the left, as you'll be able to get another crystal carrot as well as another gold one by dashing left from the podium where the ball was and jumping when you reach the edge of the platform. It's possible to get the Buster Bunny doll near the end of this section without using the ball to get it.

The third section looks very much like a cathedral, complete with stained glass pictures of the main characters from the show. Most of the time you'll be taking rides on mallets, which move back and forth and usually hit other mallets, like some sort of chain reaction. The only enemy you'll meet around here are the vampire bats, which take three hits to kill off. However, you have to wait for them to turn into vampires before you can actually damage them. Make your way to the left and you'll meet Babs. She'll tell you that the Mad Scientist has kidnapped her friend. She'll tell you that destroying the machine will set him free.

If you're on Children, the level ends here. Otherwise...it's boss time!

Level 3 Boss: Marvin the Monster


Yet another reference to the show. This time around, you'll be dealing with Gene Splicer and his mind control machine, which is connected to Marvin the Monster (who Gene Splicer created).

Marvin will throw both light bulbs and rocks. Avoid Marvin and the light bulbs and drop kick the rocks so that they fly into the machine. The machine will show more signs of damage with the more rocks you send into it. Once you send enough rocks careening into the machine, Marvin will be freed.

Hungry Boy Hamton


Landing on Hamton on the wheel gives you the Hungry Boy Hamton game. This is like those little slide puzzles you probably got at parties and such when you were a kid where you had that empty space and you had to slide the panels around so that all the numbers were in order.

This is exactly the same thing, except you're constructing a path to the apples so Hamton can eat them, giving you extra lives. Move the tiles into the blank space with the Control Pad so that the path is unbroken. Every apple Hamton collects nets you an extra life. If Hamton falls in the blank hole or runs into an empty space with no path on it, the game is over. Hold down A, B, X or Y to make Hamton move faster.

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