Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
It's time for Mini Mode, where you can play all the mini-games. See how many points YOU can get!
Now it's time for 1 Player Mini mode! There's also a 2 Player Mini mode as well.
Here, you'll play all the layouts of all the mini-games. After you pick between the West Wing and the East Wing. Do your best and play through them all to see how many points you can get.
In the two-player mode, you'll both take turns in each round to see who get the most points. Whoever gets the most points at the end of the mode wins!
I also show off the credits, which you can access in the options menu at any time.
...and that's it! That's the game finished...but we still have the mini-game mode! Tune in next entry for that!
Plan Swine From Outer Space
You'll have to head right to get this level started. (If you go left, you can open a treasure chest for bonus points.)
If you collect lives past 99, the game wil count them. You'll even get the true count of lives that you have left in the gift shop. You just can't buy any more in the gift shop at the end of every stage once you reach 99.
After the flying part, you'll have to go down to ground level and then left to find a switch that will turn off some barriers. Further to the right, you'll have to explore ground level to find a switch that will take you to even more cool stuff, including a continue.
I Sphynx Therefore I Ham
Believe it or not, this level has the exact same level design as A Tomb With A View, the Egyptian level from the East Wing of the third floor...so I'm going to copy everything down from that level!
o the right of the start is a long pit with a 1-Up in it. If you trigger the switch to the right of it, you'll turn it into a fire-pit. Further to the right is a one-way path and the only way to get out is to hit a switch that will close off a pit that leads to a bounce pad and a few marbles.
The rotating red arrow is a continue. You'll use one if you lose all of your lives. Given that this game is much easier than the first one, you won't even come close to using them as often.
You'll also start seeing square platforms in three colors. Light brown and sunset brown ones can be stood one; if they're mostly black, you can't stand on them at all, and if you even try, you'll fall right through them.
There is a hidden wall in the upper-right corner of the level that leads to a Smart Bomb, a crate of marbles and a 1-Up.
When you beat all five levels in the third floor, sell all your items for gift cards in the gift shop and exchange them for lives. You'll only be using your jump to fight Oinker P. Hamm.
Oinker P. Hamm
Oinker P. Hamm will shoot projectiles at you. Keep jumping on him as he moves, and be ready to move away when he stops to jump. If you can jump on the projectiles, you can easily get rid of them and get back to repeatedly jumping on Oinker P. Hamm. After enough hits, Oinker's robot's head will disappear and you'll expose Oinker himself. Keep at it, and you'll eventually beat Oinker P. Hamm and win the game.
Well, at least we don't have to play either of these level types ever again.
A Fly In The Oinkment
The arrows make a return here! Once again, you'll be able to better figure out where you should go, even as you take all the paths.
If you take the upper path at the start, you'll be able to enter a big room before making your way to the rest of the stage. Perhaps not surprisingly, both paths at the start eventually lead to the same area, and from there, you can make your way to the goal.
There is a continue on the ground below the blimp near the goal.
Suey Lewis And The Ewes
The middle (green) path above the start is the path you'll have to take if you want to get anywhere at the beginning. The bottom path does lead to a box of marbles, though.
After taking the middle path, the level opens up pretty widely.
It's now time to take on the third floor of the west wing!
Third Floor
West Wing
The Once And Future Bobcat
If you enter some doors early in the level, you can enter an underground area. Speaking of underground areas, there is another one you can enter through an invisible passage in the floor, and if you hit the switch on the left side at the bottom, you can give yourself free reign through the bottom of that area.
As we near the third floor, we get a ton of mini-games and pick-ups.
Cattlecar Piglatica
There is a switch to the left of the start that allows you to turn off some nearby barriers.
Unlike the other space levels, there are quite a few nooks and crannies where you can find power-ups.
Mummy Dearest
Go left and drop down at the start for Ballzooka ammo, then go back up and enter the door.
There are an awful lot of pot enemies jumping around in the first half of the level.
Also, there are a ton of mini-games in this area as well. Just like with any other stage in the game, all you have to do is explore. There's probably more here than in any other stage.
Pig Trouble In Little China
Yep, it's time to destroy more normal enemies who are too powerful for their own good. You know what to do here.
Our adventures through the second floor of the west wing continue...
Swine Flew
Holy cow, there are so many enemies to destroy in this level. Also, this one is fairly short.
Sax Drums And Rock And Roll
There are a lot of switches in this area that lead to a lot of power-ups in the early going of this level, and if you know where to go, you can hit them all and get a few lives.
I really don't have much to say in these entries, do I?
Second Floor
West Wing
Goat of Arms
There really isn't much to say here. Keep exploring to your heart's content and keep looking for those mini-games to get as many lives as you can. Thankfully, there is a switch at the right side of that huge pit that opens a bridge for it. The best part about it is that it works for the second player.
Well, so much for the first floor of the west wing. On to the second floor...
Star Wreck
When you see a platform with four arrows pointing towards it and a checkpoint in front of the door, enter it to continue with the rest of the level. For some reason, this level reminds me of Star Boars from the east wing, Both levels don't look exactly alike, but they do seem similar. The only difference is that after the shooting section, you can just make your way down to get to the exit.
King of De-Nile
There's an armadillo mini-game right after the start.
Exploring this level is very, very rewarding, and I'm not just saying that simply because I've plrobably played this Egyptian level more than any other. If you know where you're going, you can easily find and access all the mini-games.
Aproklyps Now
You know what to do here: carefully take out all the enemies and try to do so without running into them in any way whatsoever.
Like with all the flying levels, exploring the whole level is absolutely essential, as you can find quite a few power-ups. You can even find three Smart Bombs in a row!
Also, critics loved the Bubsy series; game players have and still do not. Why?
Bach in Time
If there is any first floor stage that teaches you to enter doors for mini-games you can play for extra lives, it's this one. I managed to find all the mini-games here (as far as I know) and got quite a few lives out of it. Check all those doors, kids! That way, you too can find everything!
Our coverage of the west wing starts with - you guessed it - another medieval level that still takes forever.
First Floor
West Wing
Hamalot
There is some Ballzooka ammo and two Smart Bombs above the start of the level...go get them!
There is a switch to the right shortly after the start that opens up the red bridge and affects the second player if you trigger it. Speaking of that bridge, you can go underneath it, enter the doorway there, enter an underground area with power-ups, then enter the doorway there to go to a hidden area to the left of the start where the Lincoln pennies were.
Oinker P. Hamm may be beaten, but we've only played half the game so far. Tune in next time for the west wing of the Amazatorium!
Mars Needs Bobcats
You'll have to head to the right at the start, then make your down to the rest of the level. You'll eventually have to head into a doorway leading to a flying section before making it to the end of the level. Other than that, there's not much else to be said about this level.
A Tomb With A View
To the right of the start is a long pit with a 1-Up in it. If you trigger the switch to the right of it, you'll turn it into a fire-pit. Further to the right is a one-way path and the only way to get out is to hit a switch that will close off a pit that leads to a bounce pad and a few marbles.
The rotating red arrow is a continue. You'll use one if you lose all of your lives. Given that this game is much easier than the first one, you won't even come close to using them as often.
You'll also start seeing square platforms in three colors. Light brown and sunset brown ones can be stood one; if they're mostly black, you can't stand on them at all, and if you even try, you'll fall right through them.
There is a hidden wall in the upper-right corner of the level that leads to a Smart Bomb, a crate of marbles and a 1-Up.
When you beat all five levels in the third floor, sell all your items for gift cards in the gift shop and exchange them for lives. You'll only be using your jump to fight Oinker P. Hamm.
Oinker P. Hamm
Oinker P Hamm will shoot projectiles at you. Keep jumping on him as he moves, and be ready to move away when he stops to jump. If you can jump on the projectiles, you can easily get rid of them and get back to repeatedly jumping on Oinker P. Hamm. After enough hits, Oinker's robot's head will disappear and you'll expose Oinker himself. Keep at it, and you'll eventually beat Oinker P. Hamm and win the game. If you want, go for the West Wing. I'll do that next time!
Not much to say here other than that I did a lot of exploration and that there are plenty of places to use Smart Bombs, shoud you have plenty of them in your inventory.
Why do I keep spending one whole video on the medieval levels? They can't be that big.
East Wing
Third Floor
Surely You Joust
At this point, buzzards and flying penguins have a new attack pattern: moving back and forth while ascending and descending towards you, just like the butterflies. Also, all those deaths at the beginning are proof of how big your hitbox is.
Also, love that switch that brings up spikes and affects the second player in two-player mode.
Can't believe I didn't make a running jump upwards into that hole with the Ballzooka ammo. Oh, well.
In this entry, we complete the second floor and go on to the third.
Mighty Morphin Bobcat Dangers
In this stage, you start out at the very bottom and work your way up. If you go to the left, you can flick a switch to deactivate a barrier that blocks some power-ups. From here, you'll then have to make your way left and start exploring the rest of the level.
When you see the doorway with the down arrow below it, go in and you'll head to the end of the level.
The Lion, The Switch and The Hoardroom
You'll have to hit a switch near the beginning of the level in order to make your way further down at the start and continue with the rest of the level.
Entering the doorway near the continue point allows you to get some power-ups, but you'll have to keep going left to continue on with the level.
When you near the end, a switch will reveal a big blue arrow pointing down. That's your clue to head down and finish the level.
Pig Trouble In Little China
Same boss level as last time, just with different music.
Get used to me not writing as much in subsequent entries. I tried.
The Great Goatsby
Be ready to shoot at butterflies as soon as you enter the stage.
Other than that, there's nothing much else to know except that you're going left to end this stage. The flying levels have that "you've played one, you've played them all" feel.
Forget Do and Re, What About Me?
At the beginning of the level, there is a switch you can pull that will make it harder for the second player to get around by closing a path to a doorway off. There is another switch later in the level that acts the same way. These should not be sued in a one-player game, lest you lose a life in a rather awful manner.
Also, if you scour this level for everything, you can easily get 1000+ marbles at the end.
...and now we're at the second floor, where we have to go through the level themes once again. For some reason, the medieval stages always take the most time.
East Wing
Second Floor
Richard The Swinehearted
There's an awful lot of spikes, bottomless pits ad de-spawning enemies here. Sometimes the game likes to put a lot of enemies in a specific spot. As you've probably figured out by now, it's easy to de-spawn and suddenly re-spawn enemies if your position on the screen in said specific spot is just right.
You've probably already seen them in the underwater bonus stages, but the peanut-butter-and-jellyfish comes at you when you get close, then latces on to you and slwos you down until it disappears.
To get to the nook with the three smart bombs, you have to jump towards a hole in the wall where you found it to get to them.
The sole hidden underground segment in this stage has a new enemy: the falling pennies.
When you see the goal, jump over it to the right. You'll be able to find Ballzooka ammo, a crate of marbles and a 2-Up!
We get introduced to the last two level themes before taking on the first boss.
Star Boars
Your jumps go higher here due to the lower gravity, and if you don't know exactly where you're going, you might jump head-first into death
The double-domed UFOs act as trampolines you can jump off of.
The glowing red and green balls act like torches.
If you walk into a treasure chest, you can take the gold and get extra points.
The gray cones with the growing green lights on them are instant-death spikes. There are some green spots on the floors where said spikes also pop in and out; be careful.
If you run into any electric barriers, you will immediately die. There are switches that turn them off, thankfully.
Some doorways - such as the one with four arrows pointing towards it and has a checkpoint in front of it - lead into areas where you can fly a spaceship and soot down enemies. Unlike the airplane stages, however, the shoulder buttons will not let you turn around; these areas are one-way only. When you come out of one section, use X to cycle all the way back to the last toy you had equipped if you want to use it again; the game suddenly decides that your icon in the bottom center is the Bubsy head.
The anchors on ropes that move up and down kill you instantly and should be treated like instant-death spikes.
Enemies you'll meet in the science fiction stages (and potentially others) include guys on jetpacks, anteaters on space pods, space pirates on wheels that fly around and shoot lasers, and sentient asteroids.
Dark Side of the Tomb
The Egyptian stages are some of the brightest in the game.
Pictures of lions act as switches, so press Up in front of them to activate stuff.
Enemies here include pterodactyls, lizards that turn from blue to green as they leap out of painting to walk around, pots that turn into blobs that in turn become bats as you continue to attack them, and even mummies.
Bottomless pits exist in these stages, too, and they happen to be pitch black just like in the Medieval stages. Be careful at the lowest points of these stages.
Water is prevalent in these stages.. The pools of water are instant death, but if you have a diving suit on, they're an entrance to the diving suit mini-games. Also, there are water slides similar to the ones in the Village stages in the first game. The controls for them are the same as before; Left and Right control the length of your jumps, and you cannot go against the flow of the water unless you somehow go against it fast enough, and even then that doesn't last long.
The huge fire pits show up in the Egyptian stages will immediately kill you if you fall into them.
The things that look like pads are trampolines that will let you go up super-high in a hurry.
If you know where to go, you can sometimes find fake walls that lead to other places.
Aporklyps Now
When you beat levels on the current floor you are on, you will light up certain parts of a portal that you cannot normally enter. When you light up all five, you can face the boss of the floor.
Here, panels of the wall show up to reveal enemies whose projectiles will home in on you. These are normal enemies, but they take multiple hits to kill. As you beat enemies, the wall panels open and close faster and faster. There are five enemies in the room, and once you beat them, you'll go on to the next floor. For best result, jump on top of them as quickly as possible and glide when you jump on them for multiple hits.
This entry introduces us to the flying and music stages.
Fleece Academy
The airplane stages have sightly different stages. You have infinite Ballzooka ammo with Y, and you can drop pie bombs with B. L and R allow you to turn around, and Left and Right allow you to slow down and speed up, respectively (when facing right; reverse when facing left). If you run into floors, walls, ceilings, enemies and other certain things, you will take damage. If you need to, you can still use Smart Bombs and Portable Holes with the A button and select them with A respectively.
Be careful fighting enemies in close combat; you'll have to keep turning around to keep a certain distance from enemies and manage to fight them off. Speaking of enemies, you'll meet other enemies, including ones in certain areas, such as pterodactyls, aviator pigs and even enemies from other stages such as the asteroids (they usually appear in the science fiction stages).
The giant wall holes take you to other parts of the level. The vulture that drops the shrew will hit you if you take the shortcut on the lower path at the start.
C Sharp or B Flat
The big horns act as trampolines. It's not just the ones that point upwards, either; the ones pointing to the side will knock you to the side as well.
If a point between a wall and the floor is rounded and you run into it, Bubsy will get launched into the air with his feet moving in a circular movement.
The sharps are spikes and will be instant death if you land in them.
The music stages will have their own enemies (which can show up in other types of stages): drum that pound on themselves, flying saxophones, guitars that shoot, trumpets that shoot sonic blasts at you, jumping accordions and even jumping bagpipes.
An evil pig-man is stealing history from the space-time continuum with the Wompum Ray, making it so that things such as music, science fiction, the Middle Ages and other things exist only in his Amazatorium...even though the Wompum was designed to merely simulate them. As a matter of fact, everything is so exclusive to the Amazatorium that any time a concept is stolen, people's memories of said concepts disappear with them. You, Bubsy, who has just decided to take a vacation after beating the Woolies in the first game, have to go through the Amazatorium, go through all the levels and beat Oinker P. Hamm, the one responsible for all this, at his own game!
The two-player modes are both two players alternating, and they allow the person not controlling Bubsy to control Terry/Terri, Bubsy's nephew/niece and drop bananas on enemies. (One player will have Terry with them; the other will have Terri. Friendly forces the both of you to cooperate, while Feisty allows the non-Bubsy player to sabotage the other person by dropping junk on them. Basically, one allows "friendly fire;" the other does not.
East Wing
First Floor
The floors of both wings loop endlessly. There will be five worlds in each one, and to enter a world, just stand on the black circle in front of one of the exhibits and press Up.
Left and Right let you move around, Down lets you look down, Up lets you look up, B lets you jump, and Y lets you glide. Just like in the Sonic games, if you hold Left or Right for long enough, you'll eventually start running at full blast. Be careful, or you might run into something. If you fall from too high a height without gliding, you will lose a life.
Using L and R will allow you to allow you to look further to the left or right, respectively.
My Penguin For a Horse
If you're playing for points, your score will be in the upper-left while the amount of time you've got left (15 minutes to start) will be in the lower left. If you're playing for time, the best time will be on the upper-left while your current time will be in the lower-left.
In the upper-right, you'll have Bubsy's face followed by the amount of lives you have left. Unlike the first game, you only start with three. You also take three hits before you die, and you go from Bubsy's default smirking face to a half-smiling face to a shocked face before Bubsy kicks the bucket on the next hit. Other things, such as falling from too high up without gliding or falling into certain things such as pools of water (without a diving suit), pits of fire, spikes or bottomless pits will instantly kill Bubsy. If you find any bandages, they will replenish all your hit points.
In the lower-right corner is the amount of marbles you've collected. The more marbles you get, the more bonus points you get at the end of a stage. Bags of marbles give you 50 marbles, while crates of marbles give you 100 marbles. Getting 500 marbles in a single stage will net you an extra life.
The Bubsy face in the bottom center is your toys menu. Press X to cycle through your toys, and press A to use them. There is the Nerf Ballzooka (yes, a licensed toy gun that I wanted as a kid but never got ended up getting is used as a weapon), the smart bomb, the diving suit and the portable hole. I'll mention each one when the time comes.
The enemies here are pretty numerous. There are kangaroos, jumping pigs, pigs in suits who move back and forth (sometimes on ceilings), pig women who dance back and forth and kick one of their legs up, butterflies that turn into fireballs every so often, flying penguins that sometimes drop ice cubes (that also hurt), flying squirrels, bees, pennies that slowly float downwards, goats, sheep that can kill you with their bleats, and others.
Unlike the first game, where you have the same song for every world in the game, you'll have different pieces of music depending on the current situation, and they all loop after a couple of seconds. If you have enemies on the screen, the music changes to something more repgunant and appropriate like some sort of audio aid. Basically, the music is a step down from what was in the first game.
The statue of the pig with the fist up in the air can be used as trampoline if you jump up and land on the fist.
The torches don't kill you; you just get knocked back upon leaping onto them. Huge amounts of fire, on the other hand, will kill Bubsy. As for the flags, you will slide off them if you land on them.
Pressing Up in front of doorways can take you to other places in the level...including mini-games. I will mention how the mini-games work when we get to them. When you enter a mini-game, you'll restore all of your health when you come back to the main stage.
Exclamation points act as checkpoints, and arrows are supplied through the level to show your where to go next.
The block made out of stones is a well that contains water, and if you leap into it, you will die. If you have a diving suit when you do this, however, you will enter a diving suit mini-game. Here, you have to jump one enemies andcollect everything before either the whirpool that only moves in diagonal directions gets you or you run out of time.
The Ballzooka allows you to shoot balls enemies at enemies, and if the balls hit an enemy, they turn into a trading card. The trading cards are traded for toys that you can use in future levels as well as extra lives. The smart bombs turn all on-screen enemies into marbles that you can collect. The portable hole lets you leave the level without having to get to the exit, assuming you have one in your possession. Thankfully, you can find toys out in the open to add more ammo for all of them.
T-shirts with "1" and "2" on them give you one and two extra lives, respectively.
The levels are pretty expansive, but if you have a good sense of direction, you'll be able to memorize where stuff is.
In the armadillo mini-game, you'll be playing as Arnold the Armadillo and you'll be going through a maze from the top of a truck to a bottom. Left and Right let you move around, and Up makes the fans move to blow you upwards. Use the switches to open doors to other paths. There are three ways down, but only one of them takes you to the center; the other two send you into the tires, and if you fall into the tires, you will lose your time bonus. Getting used to movement in the armadillo mini-games takes some time to get used to, but once you manage to get a handle on it, you'll be able to get through time like a pro.
Press Up at a switch to move it up and trigger something nearby. If you activate a switch and the number 2 pops up next to it, it will be activated for the second player in either of the two-player modes.
In the beige "building" areas, the dark walls are walls you can pass through.
Sometimes there are underground areas here, and some of them have parts in the ceiling that take you back to the ground when you jump up into them. You can also find
In the frog-launching mini-game, hold Up and Down to change how powerful the frog catapult is, then press A to launch a frog. Use the Control Pad while the frog is in the air to change its trajectory a bit. The more things the frog lands on, the more points you'll get when you either complete the mini-game or when time runs out, and every five things you land on will give you an extra life.
Sometimes Terri or Terry will pop up and look up at you from the top or bottom on the screen. That's just there for show.
The giant marble is the goal. The faster you move into it, the more marbles will pop out. Grab as many marbles as you can for more end-of-stage bonus points.
Before you go back to the Amazatorium, you'll enter the gift shop. You can use Left and Right to buy ammo for your toys and also sell ammunition for more trading cards, respectively. If you know what you're doing, you can trade your way to having a lot of lives to get through the game with.