Stage 1: Daffy Duck
Left and Right let you move around, Down lets you duck, A lets you jump and B lets you throw a frisbee. You can also defeat enemies by jumping on them.
Besides your current score, you have your current health and amount of lives as well as the amount of time you have left in the stage at the bottom. You can have up to three hearts, and if you lose them all, you lose a life.
Gems give you 500 points each. You'll get an extra life at every 50,000 points. The flasks with the hearts on them give you one unit of health back.
TNT blocks will blow up when jumped into from underneath and struck with the frisbee, and the explosions do kill enemies.
Yosemite Sam tries to move up to you and shoot you, but he goes down in three hits.
Be careful on slopes, as you will slide down them when you are standing on them.
The big white birds can be stood on and ridden like platforms, but if you hit them with the frisbee, they will turn black and keep shooting bullets at you. Don't hit them!
Marvin the Martian is faster than Yosemite Sam and will go all over the place while shooting at you as you try to hit him five times.
The dragon is easily defeated with four hits from the frisbee.
The POW Star gives you temporarily invincibility. Use it to run past the bridges that fall down when you move across them.
While underwater, watch out for hermit crabs and fish. Thankfully, you can also move into them from above to defeat them, though that can send you into spikes. Thankfully, the spikes don't kill you. The sea monsters take three hits to kill. To defeat Sam in the water, duck the bullets and hit him with the frisbee three times. Stay in the middle of the spike patch to get the 1-Up afterwards.
Keep mashing the A button to keep from getting sucked downwards by the currents.
The boss is a giant tadpole. The giant tadpole will move around in a circle and spit fish at you that you'll need to hit with the frisbee along with the giant tadpole. The giant tadpole always goes low when it switches to the left side of the screen, and always goes high when it switches to the right side of the screen.
Once you beat the boss, move into the treasure chest to get the treasure and move on to Stage 2. You'll get bonus points for your remaining time on the timer and for clearing the stage.
Stage 2: Tweety Bird
Left and Right let you move around, Down lets you duck and A lets you jump and fly.
You'll definitely need to fly to get away from Sylvester, who is the only person in the stage who can damage you, as well as to get over some obstacles. Unfortunately, you cannot fly forever and you will eventually get tired. There are holes in the ground that you do not want to fall into, although you can trick Sylvester - who shows up every couple of seconds - into falling into them. It is also possible to get Sylvester to move off-screen and have him disappear for a little while, too.
As you progress through the stage, there will be people who will throw objects at you. These things do not damage you, but they can get in your way and also bounce you around in weird angles depending on how you hit the objects. If you're going at a high speed, you'll also be spent careening in another direction at a high speed, which can either help or hinder you, as you can possibly boost yourself forward off an object if you hit it just right.
Sylvester Jr. will also pop up now and then to throw things at you. Amazingly, Sylvester Jr. can't hurt you.
When you make it to the box of bird seed at the end, touch it to enter Stage 3.
Stage 3: Porky Pig
Unlike the first two stage, this stage is more of a horizontal shmup. The D-Pad lets you move in eight directions, while B shoots.
The saucers are very easy to take out, while the satellite take more abuse. Enemy projectiles will be in the form of black balls. Bombs will blow up, and they take a lot of abuse before being destroyed by your shots.
It won't be long until you face a with on a broomstick. The witch has a black star that orbits around it, and you don't want to touch either of them. Shoot at the witch while avoiding the pumpkin projectiles, and never line yourself up with the witch for very long or else the witch will careen right into you.
When the witch dies, you'll have to face the star. Get in close to the star and fire away at it, pumping it with star shots as much as possible while avoiding the star's three-way shots. The star will shoot a spoon and a fork at you. The spoon just moves towards you and can easily be shot down, but the fork takes a lot of abuse and homes in on you. Even moving around the boss in a circle isn't enough, you'll have to aggressively shoot it down like you have to with the star boss in order to get rid of it. The star will slowly move to the left as it moves up and down, and when it gets too far to the left, it will return to the right side of the screen. If you take too long, you'll have to wait on the star to back off before shooting again.
If you die at any point in the stage, you re-spawn immediately, as opposed to the other stages in the game, where you get sent back a bit.
Once you take out the witch and the star, it's on to Stage 4.
Stage 4: Taz
This is a bonus area. The Control Pad lets you move around (including through the rocks), and A jumps. You'll need to grab all he meat that you can as the 60-second timer at the top center of the screen counts down, and for each piece of meat you get, you'll get 1,000 points. If you're fast and you know what you're doing, you can easily get the majority of them. And yes, the walls of rocks eventually does have an ending; I just never reach it.
Once you run out of time, you'll get 1,000 points for each piece of meat you've collected, then it's on to Stage 5.
Stage 5: Speedy Gonzalez
Left and Right let you move around, Down ducks, A jumps and B performs a dance attack. The dance attack makes Speedy dance in place and shoot stars to the right, upper right, left and upper left before repeating the pattern until the dance is over. While you're dancing, Speedy cannot move. This along with the directions that the stars from the dance attack go makes fighting enemies with it more of a pain than it should be, and you're better off running away from enemies. Speaking of which, Speedy is...speedy. That speed can work for or against you.
Here, you're in some sort of ancient ruins. The ghosts will fly back and forth and will occasionally dive at you, and are perhaps the easiest enemies to beat up here. The frogs stay put unless you get close enough, in which case they will jump at you. The birdman skeletons with the swords can be hit in the back with the dance attack, but they will strike with their swords if they see you. The tiny mummies move back and forth, and if you either attack them or get close, they will run at you and attack. The bats will dive down at you if you are a certain distance away from them; watch them carefully and jump on them if you can. The tiny worms will move slowly and jump around if they are near, but thankfully, you can jump on then to defeat them.
The mummy can be easily defeated with the dance attack, and while you could jump on its head, there are spikes on the ceiling in the room where you fight it. Also, be quick but also careful when going up in the next room. Lava will rise up and kill you if it touches you. Don't even go for the extra life there; it may not end well.
You'll have to duck to avoid getting hit by the ceiling spikes that lower down on you.
The water spouts that move up and down are platforms. Watch where you are before jumping onto the next water spout.
The frog boss will walk and jump around randomly when you attack him. You can hit him with the dance attack or by jumping on him. I recommend jumping on him, since you can stay on top of him if you know what you're doing. You do not want to be on the ground when he jumps into the air and lands, as it causes an earthquake that briefly stuns you. Five hits will do him in.
For the moving blocks, move right first, then jump up on the fourth move. You'll want to go up from here, then to the right. From here, just let the blocks drop you down so you can head to the right; do not go to the center or else you'll be crushed by a block.
From here, take the left path and hold Left to get a 1-Up. Be careful with the worms and frogs. In the next room, stand to the left of the block platform on the floor and use the dance attack to take out the worms as they drop down.
After a few more rooms full of enemies (which I end up avoiding), you'll fight Dracula. (If Dracula's sprite looks familiar, it's because it was reused for the final boss in Donkey Kong 5: The Journey of Over Time and Space, a bootleg Donkey Kong game made by Sintex for the Game Boy Color.) Get up to him and keep jumping on his head, and keep doing that even as he teleports so you can more safely avoid the bats. When Dracula is down to two hearts, he will turn into a large vampire bat. If you cannot stay above him, be ready to jump on Dracula's head when he lunges down at you, then stay above him to defeat him.
Stage 6: Road Runner
For Stage 6, you'll play as the Road Runner in an auto-scrolling stage. Left and Right move, and A jumps. B lets you stick your tongue out just like in the cartoons.
At the start of the stage, avoid all the debris that falls from the sky. While you can stand on it, make sure you don't walk into it accidentally. You'll want to get through this part without taking damage, or else the upcoming part will be hard, as you'll immediately be facing Wile E. Coyote when the timer hits exactly 150.
For the first hit, you'll want to wait for Wile E. to throw the weight, then jump on his head and hit him twice.
For the second hit, wait for Wile E. to shoot the bullet, then immediately jump on Wile E.'s head and hit him twice before heading right to avoid the bullet.
For the third hit, wait for Wile E. to jump up and throw the boomerang, then do the two hits again. The fourth hit will be the same as the third.
For the fifth hit, Wile E. will throw a melon bomb that shoots out a three-way shrapnel shot towards you. Avoid the bullets as you keep jumping on Wile E. until he loses his fifth heart. The sixth hit is the same as the fifth. If there is any point where you can afford to take a hit, it's here.
For the seventh and final hit, Wile E. jumps up and throws a boomerang, then fires a bullet out of his back afterwards. As you jump on Wile E. until he is defeated, you may end up getting hit by the bullet. As long as you don't die here, you're good, and it's on to the final stage.
Stage 7: Bugs Bunny
Bugs Bunny controls much like Daffy Duck does. Left and Right let you move around, Down ducks, A jumps and B throws the discus. Unlike Daffy, however, Bugs moves faster, and if you throw the discus while running, the discus goes slightly further.
The enemies here are the same as the ones in Stage 5. This time, you're in some sort of castle (or something). The game doesn't make it particularly clear.
The platforms in the second and third room stop moving when you jump straight. That's good news in the third room, as there are spikes on the bottom that rise up and stab Bugs in the feet if you don't jump straight up in time. Thankfully, you'll be able to land safely back on the platform as the spikes lower back down.
The blocks that look like eagles are spear traps that cause spears to drop down when you land on them. They will usually be surrounded by cracked blocks that break under your weight, but they can be easy to avoid. It is possible to bounce off the top of a ghost and walk on a ceiling.
Afterwards, you'll face a few bosses. Yosemite Sam is the same as in Stage 1. The bird skeleton will constantly move and jump towards you, and you'll need a combination of jumps and discus attacks to take it out quickly. You'll fight the mummy from Stage 5 again (which is easier due to having the discus and no spiked ceiling), followed by the frog boss from Stage 5 (which is easier due to having the discus and no stairs in the room) and Marvin the Martian from Stage 1 (which is easier due to having no stairs). You'll then fight a small, circle-shaped guy with sunglasses who carries a rock and throws it around. When he stops in front of you, jump clear over him to avoid the rock, then hit him in the back with the discus. Jump over this boss again when he rushes at you, and use running discus throws to hit the guy in the back as he approaches his boulder. Eventually, he'll go down. The bosses will drop a health flask when you beat any of them.
After the boulder boss, be ready to drop down to the next area. When the boulder shows up to roll down the slopes, keep alternating between left and right as you fall and try not to touch the floor to make the swift descent as easy as possible. From here, take care of the enemies and get the two health flasks at the end. You'll then face Elmer Fudd, who is the final boss of the game.
Elmer will fire three-way shots at regular intervals. For best results, keep yourself on top of Elmer at all times, and throw the discus at Elmer if and when you touch the ground. At half health, Elmer will lose his hat, and he will jump around more than he usually does. Keep Bugs above him at all times and you should be able to beat him. When you grab the carrot to end the stage, you'll also end the game. You just beat Looney Tunes for Game Boy! Enjoy the ending montage and the fact that Foghorn Leghorn and Pepe le Pew are on the ending screen despite not appearing in the game.