Babs Bunny is dreaming of cracking her way into the theater business. Buster Bunny, Plucky Duck and Hamton, concerned about what trouble she'll get into if she travels on her own, decide to follow her.
Level 1
To open the treasure chests, jump on top of them to get the contents.
The various fruits are throwing weapons for the three characters. Buster gets carrots (which have an upward trajectory before they come back down), Plucky gets pineapples (which bounce) and Hamton gets watermelons (which roll like a bowling ball). You can switch characters whenever you pause the game.
The rat (who looks like Ricky Rat from Perfecto Prep) throws an anvil towards you when he's a certain distance away, but he can throw other items as well, such as footballs. Thankfully, the anvil can be easily avoided and you can throw a carrot at him when necessary. The armadillos will just roll towards you and keep on rolling in one direction, and you won't be able to damage them as they do this. Just avoid them.
Collect as many gems as possible. You'll need them to play the mini-games.
The tree trunks act like the pipes in the Mario games. They'll have an arrow going up or down that leads to another area.
If you find a small heart, you'll refill your health. If you pick up a large heart, you'll be able to increase your maximum health by one unit.
The Montana Mash mini-game is a whack-a-mole game. Use the Control Pad to move and turn around, and bop enemies with the A button. The rats give you 10 points each, while Montana Max gives you 50. I would not be surprised if the drumstick and sunglasses Buster wears are a reference to the Energizer Bunny.
After going to the right for a while, you'll come across a dead end. There is a pipe just before the end. Go down and go to the right to meet Dizzy Devil. Dizzy knows where Babs is, and joins your party temporarily. Leave this area, then head back to the dead end. Dizzy will automatically dig a path through the dirt and you'll end up on the other side of the wall.
You'll then be inside a building. The bats move in sine wave patterns, and can be easily taken out with a carrot.
The underground area at the start of the building flashes and alternates between light and dark every so often. There are a few bottomless pits, but there aren't a lot of hazards. Be sure to stand still if the screen goes dark.
There is a pipe on the ceiling that leads to an above-ground area with a crushing ceiling. Crouch down to avoid being crushed. There will be a pipe in this ceiling that leads to a racing mini-game. Press A and B continuously to run, otherwise you will walk. You can choose to race against Book Worm, Sweetie Bird or Little Beeper, with the difficulty increasing from left to right with each opponent. If you beat Sweetie, you'll get an extra life. If you win against Little Beeper, you'll get your health restored.
The cake at the end is another reference to that one episode involving Hamton and the talking cake. It just spits easily avoidable projectiles at you.
The boss at the end is Dizzy Devil. He's still hungry, and wants you to put food in his mouth. Jump onto the foods in the bowls when they're near Dizzy. He'll still eat them if they bounce off the floor once, so use that to your advantage. Avoid the spiked balls in the bowls, as they will hurt you.
When you feed Dizzy Devil enough food, you'll move onto the next stage. You'll get bonus points for health remaining as well as how many throwing weapons you have at the end of the stage.
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