Monday, September 9, 2019

PrinceWatercress plays Tiny Toon Adventures - Part 2 of 6


It starts getting hard in Level 2. Why? I don't know. But it's harder than it should be.

Stage 2-1


Shirley recommends going with Plucky Duck if you wait long enough.

You always play as Buster whenever you start a new level.

Believe it or not, you can jump on the crabs with the shells on their heads to destroy them. If they chuck their shells at you, though, they'll get a lot faster.

You can sink very quickly in the quicksand, so if you're going to traverse it, jump the entire time.

The black sea urchins in the water with the spikes on their head will kill you if you jump on them, so don't even bother.

If you're playing as Plucky Duck, tap A repeatedly to hover. You'll be able to make your jumps longer this way. Also, you can press B underwater to do a spin attack with him. This spin attack sends a tornado in the direction you're facing. Of course, this drains your POW meter and you'll have to wait for it to recharge, just like with Dizzy's spin.

Stage 2-2


If you have a heart and you collect another one, you'll get a 1-Up. This is nice, as the game can become a bit of a jerk at times.

Believe it or not, Plucky is ideal for this underwater level, as his swimming ability is better than that of all the other playable characters. He's much faster and easier to control, and he can swim against currents. All you have to do is use the Control Pad, and Plucky will go anywhere you want him to. If you press A, Plucky will boost either forward or in the direction you're currently holding.

We've noticed the fish in the last stage, but if you're close enough, they will speed up and come at you. Thankfully, Plucky's underwater tornadoes will make short work of them.

If you see air bubbles traveling up or down a vertical corridor, there will be a current that will push you in the same direction as the bubbles. Once again, Plucky's adept swimming wins the day here.

The jellyfish move up and down, and they're a little quicker on their way up. Thankfully, they don't cover a very long range.

There is more than one way to get to the Hamton door for extra lives, but if you have to go back to do it, you'll need to be playing as Plucky before you can do it.

You'll have to be quick to get to the exit door without getting caught by Elmyra, as it's underneath the platforms along with her.

Stage 2-3


The pirates here are pretty bad. Not only are they rather fast, they can jump between platforms and will and throw swords at you if you're directly in front of them.

The blue mice toss anvils at you when you get close enough. Once they toss it (it's almost at a 45-degree angle), they're out of ammo and you can destroy them like a regular enemy.

The spikes can be pretty nasty, especially if your character has a high jump. You'll have to do your jumps a little differently with Plucky by standing somewhere to the left of the spike pits and hovering your way across. Some of them will also fall down when you're under them, so you'll have to run across once you hit the floor.

Be careful with the barrels near the end of the second section, as enemies pop out to throw stuff at you if you're too close.

The boss here is a pirate captain. He'll run around and jump, and he's fast and somewhat unpredictable, so keep your eye on him. You definitely don't want to be within knife range, as he won't miss with the knife in his hand. Jump on his head, then avoid the barrel that he sends at you when he jumps all the way to the top. When he comes back down, the pattern starts anew. Once again, it takes three jumps on the head, but judging by the difficulty of this guy, it's a well-earned three hits. You'll get the second key for your efforts.

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