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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.
Showing posts with label The Bugs Bunny Birthday Blowout. Show all posts
Showing posts with label The Bugs Bunny Birthday Blowout. Show all posts
Friday, August 30, 2019
Thursday, August 29, 2019
PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 6 of 6
And we're entering a castle for Bugs' birthday party because...why?
Stage 6
Round 1
We're now inside a castle for the final stage. But wait...is this where the party is taking place? This game's logic is just becoming random to me now.
The pipes here are urns, and flames will move in and out of some of them.
This stage also brings out the conveyor belts. If you look at the tops of the conveyor belt, you'll be able to tell which direction they'll take you.
The blue shelves act as the platforms that may break under your feet in this final stretch.
You'll see a lot of things that will fall on Bugs' head. These include rock ceilings, some brown things with a spinning white gear that looks like a buzz saw but act like the Thwomps from Super Mario Bros. 3 and spikes that randomly come out of the ceiling and fall on you. The floors and ceilings are full of deathtraps with every step you take, so you'll have to look around as you go through this stage.
For the Daffy segment, grab the two carrots, then carefully take the upper route.
Stage 6
Round 2
The orange spikes work rather interestingly. Hit the switch at the end of the spike pit to change the direction of the spikes. The direction they face will switch, and the direction the spike tips face will dictate which way you can go without getting poked.
You'll also be fighting Elmer Fudd one more time at the end.
Stage 6
Round 3
The springboards (the red tiles on the floor) will send you into the spikes unless you jump over them.
In the even-numbered sections, there are false floors on the path to the pot at the end. They're usually laid out in increments of two (two are real, the next two are fake). It's basically a redux version of the Mega Man 2 fake floors. If you don't see a vertical line between tiles, that means there is a fall-through floor there.
It may look like you're gong in circles throughout this stage, but the fake floors you see will prove otherwise.
If you can manage to touch the lower-left corner of the big carrot in the Daffy section, you can finish it.
Stage 6
Round 4
At this point, this stage is a combination of all the traps you've seen in the last three rounds.
For once, you'll be using the trampolines in every other segment to get to the pot, drop in and continue on. It'd be easier if there weren't spikes dropping down ad infinitum.
The final boss...get ready for this...is Taz throwing footballs. The mallet won't hurt him; instead, you'll have to use the mallet to send the footballs he throws at you back at him. It takes six hits to take Taz down, and he throws them slow enough to test your patience. If a football hits you, you're taking a whole heart's worth of damage.
Ending
Bugs finally makes it to the party and meets his friends, who moments ago had been TRYING TO KILL HIM. Playing nasty tricks, my ass. Then they celebrate. The end.
PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 5 of 6
It's time to head to the jungle as we come close to beating the game with 99 lives!
Stage 5
Round 1
You can climb the trees like you would ladders. Also, some of the tree branches will act like the rock platforms that break apart when you stand on them, so be careful where you climb!
Prepare to see a lot of frogs in this stage. It's probably more than you've ever seen in the entire game so far.
The vines will move left and right, and Bugs can climb on them. If you grab them from a higher height, Bugs will slide down to just above the bottom of the vine. From there, you can jump to the next platform, even though the vines' "zig-zag" moving pattern makes it slightly difficult to grab onto them in the first place.
The trash cans will spit out the exploding clock enemies. There's no way you can stop them, unfortunately, so just jump over them and move on.
Another Daffy segment. *sigh*
Stage 5
Round 2
Be careful as you leap from one platform to another. The simple white platforms that you've been seeing throughout the game continually disappear and reappear every two seconds, reaching carrots and other parts of the stage more hare-raisingly difficult. (Finally, a hare joke.)
The spider just slowly moves up and down on the web strand it hangs off of. It's easy to avoid.
You'll face Elmer Fudd again. Wonderful.
Stage 5
Round 3
Some of the ropes here will move very fast. For once, all those lives you've probably picked up make for a nice safety net here.
You see Daffy if you move past the big carrot at the end. Now the game isn't even trying. But if you do go behind Daffy, you'll get a couple of carrots for the bonus round.
Stage 5
Round 4
Well, at least this level is more pleasant than the last two.
There is a platform at the top near the beginning of the level that takes you to a secret area. Take the platform to the right here to go back down.
The boss here is Foghorn Leghorn and Henry Hawk. Guess what? This is one of the stupidest battles in the entire game, and here is how it works.
Grab the carrot, then jump on top of Foghorn Leghorn's head. From there, jump onto the WB block where the carrot was and jump up to Henry Hawk. Hit Henry with your mallet three times. There. That's it.
Wednesday, August 28, 2019
PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 4 of 6
Well, the cave is a nice change of pace. Yet this still begs the question: why the hell is Bugs Bunny going through a desert and a cave to get to a birthday party? Even more importantly, why does Mother Nature, a bunch of Acme products and an assortment of Looney Tunes characters that is most likely to be described as random want him dead? Seriously, Sylvester Jr. and Tweety? We're sending the more benevolent WB cartoon characters after Bugs now? Talking about scraping the bottom of the barrel!
Stage 4
Round 1
The next stage takes place in a cave.
You can't swing your mallet when you're standing behind the stalagmites, but you can use them to hide from enemies and avoid taking damage.
The oil cans will make the screen go dark as smoke comes out of them. When the smoke stops, you'll be able to see again. Interestingly, enemies will still be visible in the dark.
The waterfalls will deal a whole heart's worth of damage if you run into them. Some holes in the background wall generate waterfalls; others will not. When a waterfall disappears off the bottom of the screen, a new one will show up.
Stalactites will fall from the ceiling and make jumping between spike-filled gaps more difficult.
The pipes this time are actually pipes. I think.
The red earthquake machines are more aggressive than their blue counterparts from the last stage. They'll leap toward you on sight and spawn enemies around you when you bean them with the mallet.
The stage ends with yet another Daffy Duck section.
Stage 4
Round 2
The ghosts move up and down as they advance, allowing them to cover a good amount of the screen as they pass by. You won't be able to kill them, so all you can do is just stay out of their way.
Stand on the geysers to get to something you can't reach, like a moving platform.
When you make it to the end, you'll face Tweety yet again. This time around, it's a little easier to see where he's hiding if he faces right. He has two places to hide behind, but I guess he just sticks to the one.
Stage 4
Round 3
It may look like you're going in circles through the first 70% of the stage, but you're not.
Also, it becomes more apparent here that all you can see when the lights go out are the enemies. You won't be able to see the waterfalls, so just wait it out.
You can use the stalagmites to hide from Daffy and use the Rabbit Season sign as a platform.
Stage 4
Round 4
The shaky bridges will break apart when you stand on them. Your best bet is to leap across.
Be sure to take the heart before you go into the pipe at the end; you're going to need the health.
The boss here is Pepe Le Pew. Use the stalagmites to avoid the stink clouds that Pepe makes with his tail, then run out of the stalagmite and tag him while you have the chance. Just like all the other bosses, he takes three hits to beat.
CGR Undertow reviews The Bugs Bunny Birthday Blowout
Because I've already shared the Nerd video two years ago, here's another CGR Undertow rewind!
Tuesday, August 27, 2019
PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 3 of 6
In this episode we go through even more of a desert which is even worse than the last one due to volcanic activity. It's like some sort of alternate Looney Tunes universe that the cartoons never showed.
Stage 3
Round 1
You'll meet a new enemy here: frogs. They just jump around every couple of seconds, they take two hits to kill unless you stand on them when you whack them, and they follow you relentlessly. Prepare to be annoyed by them for the entire game.
Watch out for the fire pits!
The pipes here are oil drums. Prepare to see rocks float in and out of them again.
There is a pit-creating earthquake at ground level near the end, but if you can take the high road and stay there, it won't be a problem.
Be careful when you jump to the big carrot. If you miss the jump off the platform and fall into the pit, you'll lose a life.
Stage 3
Round 2
The one-ton weights (the blue things with "1t" on them) will cause earthquakes when they hit the ground after you whack them.
You may have seen the grey soap box somewhere in Stage 1, but they make a more proper debut here. Unlike the red ones, they will leave a soap bubble where they die. These soap bubbles can be used as platforms that you can ride to a higher area.
The lava pits make more appearances here.
Volcanoes will spew out fireballs from their tops, so be careful as you're going downward to explore more of the round.
The boss here is Elmer Fudd. Instead of bullets, however, he shoots nets that will hold you in place for several seconds. Wait for him to shoot a net, then move in, whack him with the mallet and get away so you can give yourself time to avoid the net. He goes down in three hits.
Stage 3
Round 3
Aside from a lot of lava, breaking rock platforms, and numerous enemies, you'll also want to watch out for the big red rocks that shoot out of the bottomless pits. Thankfully, they peek out for a bit before they slowly rocket to the top of the screen.
The worms also return here, too.
When you reach the Daffy Duck screen at the end, just go left as soon as you drop down from the pipe. Sometimes I wonder why these sections even exist.
Stage 3
Round 4
The turret trick actually works on other enemies. Be sure to use it on the clocks or on the frogs if you can stand on them.
An earthquake occurs when you make it close to the end, so be careful.
There are two bosses at the end. The first is Sylvester Jr., who rides around on a skateboard. He just moves back and forth. Just keep your distance and continue to whack him with your mallet three times.
When you take out Sylvester Jr., you'll take on Sylvester himself. The same strategy applies, but since he's slightly bigger, he can run into you a little faster than his son can.
PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 2 of 6
We're already in the second stage, yet even the forces of nature want us dead. This can't be good.
Stage 2
Round 1
Love the pause animation, by the way.
As soon as you go to the right, you'll have to outrun the ground, which constantly creates a hole and move towards you. Yes, a ground-splitting phenomena minus an earthquake that you have to outrun occurs in a Looney Toons video game. Have fun figuring this one out, Nintendo Logic graduates.
You'll see some spike traps in this level. Remember those logs from Act 3 of Green Hill Zone from the first Sonic the Hedgehog game? Well, they're basically like that, except much, much smaller.
The green worms are now blue, but the "red means dead" logic still applies.
If you land in the quicksand, start jumping quickly in order to get out of it and back onto dry land.
You'll meet the turrets again, but they do have a weakness, and it much more useful here. Turns out, you can stand on enemies like in Yume Kojo: Doki Doki Panic and use them as a ride. From there, you can whack the turrets in the head and send them flying into an enemy, destroying it and instantly defeating whatever enemy it runs into.
You've probably already figured it out, but the alarm clocks explode after a short period of time.
The tumbleweeds are invulnerable to attack, so just jump over them.
The pipes here are brick chimneys.
The Daffy Duck segment at the end is easy. Just get to the see-saw and hit the right end with the mallet to get to the big carrot.
Stage 2
Round 2
Not only will you be dealing with earthquakes that shake you around, but you'll also be dealing with tornadoes! The tornadoes will come at you from the left.
If you attack a rolling rock, watch out for the debris that results from it. The debris can actually damage you.
You can break the Sphinx statues to get the carrots underneath.
You fight Tweety again here. The same strategies from last time apply.
Stage 2
Round 3
By standing on an enemy and striking them with the mallet from above, you can smack them in the other direction and send them careening into enemies before they finally croak.
The big carrot here is even easier. For this one, you'll just have to break through the rocks with your mallet to get to it.
Stage 2
Round 4
This one is a bit of a maze, but at least it's a simple maze.
Don't bother trying to go into that door midway through, you won't be able to do it. It's more of an enemy-spawning door.
The boss here is Yosemite Sam. He'll shoot at you, advance and then shoot again. Fortunately, he's easy to take out with three mallet hits if you are in the air as you attack, and he doesn't do a whole lot of damage.
Monday, August 26, 2019
PrinceWatercress plays Bugs Bunny's Birthday Blowout - Part 1 of 6
Bugs Bunny needs to make it to his 50th birthday party...and he needs your help! Are you a bad enough dude to get him there?
Meanwhile, other members of the Looney Tunes gang get butthurt that Bugs Bunny gets all the attention. I wish I was making this up, but this is part of the storyline and makes up the reason why other Looney Tunes characters go after him.
Stage 1
Round 1
Your main mode of defense is the mallet that Bugs Bunny caries around. Press B to swing it and whack enemies on the head. If you take a hit, you won't be able to use your mallet again until you get out of the post-hit invincibility.
The carrots are your everyday platforming collectible here, and they can be used in the bonus round at the end of every stage. When you collect them, they turn into WB logos, which you can stand on and use like platforms...which will be very useful later in the game. If you lose a life at any point in the game, you'll lose half of the number of carrots you currently have; thankfully, all the carrots you've picked up in the stage will re-spawn. Also, there are no checkpoints in the stages, so if you lose a life at any point, you're going all the way back to the start.
You can use the bushes to hide from enemies and avoid damage.
The green icon with what looks like a Chicken McNugget moving at high speed (complete with rotoscoping) is a high jump power-up. The music changes, signifying that you can jump higher than before...much higher. This effect (and the music) lasts until you get hit or enter the next round.
Enemies here include walking mallets that dive forwards, red boxes of soap that occasionally spit soap bubbles upwards and some weird fireball-looking things that drop a heart you can pick up if you've taken damage. You'll sometimes see a green icon with a heart on it, which refills all of your hearts, as opposed to the regular hearts which just replenishes one.
The health bar is very generous. When you get hit, a heart will go from red, to white, to black, and to clear before disappearing entirely. One heart equals five hits. If you get hit, you'll see stars around your character signifying you are invincible, but you won't be able to swing your mallet until they disappear. As you progress, though, you'll find out it's generous only to a point, as you'll encounter enemies that deal more than one hit point worth of damage. If you lose a life, you'll have to start all the way back at the beginning. There are no mid-level checkpoints in this game.
Some rock blocks will break under your weight. Some will break after a second or two, others will break right away, so be ready to move!
If you see a see-saw, stand on one end and whack the other with the mallet. You'll take to the air and hopefully to something else you wouldn't normally be able to access.
The short column with the grass covering at the top is a pipe, much like Super Mario Bros. Go down it by pressing Down on the Control Pad.
You'll meet Daffy Duck in the next room. Avoid him entirely, and just follow the carrots. When you pick up the big carrot (which you'll always find at the end), you'll complete the round.
Bonus Round
Bingo
Pick a random number just by pressing A or B. You'll pick five random numbers. If you get three in a row in any direction - horizontally, vertically or diagonally - you'll get a 1-Up. Of course, they'll have to follow the lines between the numbers if you want them to count. The star in the center obviously counts as a free space.
It costs 10 carrots per play, and you'll play until you no longer have enough carrots. For each game you play, the numbers will be in different locations. (Interestingly, the number 13 is never used.)
If luck is on your side, you'll be able to score a few 1-Ups here...and the payoffs are huge. Three in a line gives you a 1-Up, four in a line gives you a 5-Up, and the hard-to-pull-off-but-still-possible five in a line will give you a 50-Up.
Stage 1
Round 2
New enemies in the first section include a jumping bubble worm that damages you when it turns red (but is perfectly okay to move through when it's green) and a jumping turret. I can slightly understand the jumping bubble worm, but the jumping turret? That's pretty violent for a Looney Tunes game.
Jump on the platform at the end of the first section and you'll go down to the second section. Some of the pipes have rocks that gently float in and out of them, so keep that in mind before you go down them and pick up some more carrots.
You'll also see a new enemy in the second section: alarm clocks. They just move back and forth like the red soap boxes but they explode after a little while.
At the end of the round, you'll go down a pipe and take on Tweety. Yeah, Tweety is a boss. Apparently, he doesn't seem to have the heart to fight you, as he just tries to peck at you and throw tomatoes. Just stand halfway between the left wall and the bush on the ground and wait for him to come at you, then whack him with the mallet and run away. He'll run back to the bush and throw a tomato at you if he hits you, but it's got a limited range. If Tweety doesn't pop up and approach you, you'll have to inch closer while swinging your mallet until he does. Three hits and you'll win a ridiculously easy boss battle. Now grab the big carrot that comes down.
Stage 1
Round 3
You can break rock blocks that are in your way with the mallet. Be sure to avoid those falling rocks when they come your way.
Other than that, there really isn't much to this round. Once again, you'll be dealing with Daffy Duck, but the same strategy applies. Just go for the big carrot. If you have the high jump, you can use the WB platforms; otherwise, stand on the Rabbit Season sign and make a wrap-around jump into the big carrot.
Stage 1
Round 4
The mallet icon allows you to swing your mallet faster. Like the high jump power-up, this lasts until you get hit or enter the next round.
The platforms made up of what look like six Tetris blocks will disappear shortly after you stand on them, so hurry up!
The pipe you see after you meet them will take you to the boss. Here, it's Wile E. Coyote, and he'll move and jump around in an attempt to stab you with his silverware. Thankfully, he's pretty easy to beat up with the mallet and will go down after three hits.
Bonus Round
Willy The Weasel(TM) Game
It should go without mentioning that every round has a bonus round after it...except. Except that sometimes you'll be able to play a whack-a-mole instead of the tic-tac-toe board.
For 20 carrots, you can grab a mallet and take down as many moles as you can before the non-existent timer runs out. Your target is 10, but it goes slightly higher when you make the target and slightly higher every time you make the target after that. If you're fast and accurate, you can rake in the extra lives here. The moles move in pretty quickly, but with practice you can make this look like child's play and pull off an impressive showing.
Thursday, September 22, 2016
skorch82 plays The Bugs Bunny Birthday Blowout - The Epilogue
Here's that game reset that skorch82 was talking about.
Here's the soundtrack for The Bugs Bunny Birthday Blowout.
Here's the soundtrack outside of playlist form and with echo and reverb.
Wednesday, September 21, 2016
skorch82 plays The Bugs Bunny Birthday Blowout - Part 8 of 8
We finally finish this game, and...what is this.
Stage 6
Round 4
At this point, this stage is a combination of all the traps you've seen in the last three rounds.
For once, you'll be using the trampolines in every other segment to get to the pot, drop in and continue on. It'd be easier if there weren't spikes dropping down ad infinitum.
The final boss...get ready for this...is Tazz throwing footballs. The mallet won't hurt him; instead, you'll have to use the mallet to send the footballs he throws at you back at him. It takes six hits to take Tazz down, and he throws them slow enough to test your patience. If a football hits you, you're taking a whole heart's worth of damage.
Ending
Bugs finally makes it to the party and meets his friends, who moments ago had been TRYING TO KILL HIM. Playing nasty tricks, my ass. Then they celebrate. The end.
skorch82 plays The Bugs Bunny Birthday Blowout - Part 7 of 8
Is it me, or were Stages 1 and 5 the only pleasant parts of the game?
Stage 5
Round 4
(continued)
The boss here is Foghorn Leghorn and Henry Hawk. Guess what? This is one of the stupidest battles in the entire game, and here is how it works.
Grab the carrot, then jump on top of Foghorn Leghorn's head. From there, jump onto the WB block where the carrot was and jump up to Henry Hawk. Hit Henry with your mallet three times. There. That's it.
Stage 6
Round 1
We're now inside a castle for the final stage. But wait...is this where the party is taking place? This game's logic is just becoming random to me now.
The pipes here are urns, and flames will move in and out of some of them.
This stage also brings out the conveyor belts. If you look at the tops of the conveyor belt, you'll be able to tell which direction they'll take you.
The blue shelves act as the platforms that may break under your feet in this final stretch.
You'll see a lot of things that will fall on Bugs's head. These include rock ceilings, some brown things with a spinning white gear that I can't even attempt to identify but act like the Thwomps from Super Mario Bros. 3 and spikes that randomly come out of the ceiling and fall on you. The floors and ceilings are full of deathtraps with every step you take, so you'll have to look around as you go through this stage.
Stage 6
Round 2
I just now noticed that the Thwomp-like enemies are buzzsaws.
The orange spikes work rather interesting. Hit the switch at the end of the spike pit to change the direction of the spikes. The direction they face will switch, and the direction the spike tips face will dictate which way you can go without getting poked.
Stage 6
Round 3
The springboards (the red tiles on the floor) will send you into the spikes unless you jump over them.
In the even-numbered sections, there are false floors on the path to the pot at the end. They're usually laid out in increments of two (two are real, the next two are fake). It's basically a redux version of the Mega Man 2 fake floors.
Tuesday, September 20, 2016
skorch82 plays The Bugs Bunny Birthday Blowout - Part 6 of 8
In this entry, we start exploring Round 5. Love the wind blowing through the trees here.
Stage 5
Round 1
(continued)
You can climb the trees like you would ladders. Also, some of the tree branches will act like the rock platforms that break apart when you stand on them, so be careful where you climb!
Prepare to see a lot of frogs in this stage. It's probably more than you've ever seen in the entire game so far.
The vines will move left and right, and Bugs can climb on them. If you grab them from a higher height, Bugs will slide down to just above the bottom of the vine. From there, you can jump to the next platform, even though the vines' "zig-zag" moving pattern makes it slightly difficult to grab onto them in the first place.
The trash cans will spit out the exploding clock enemies. There's no way you can stop them, unfortunately, so just jump over them and move on.
Another Daffy segment. *sigh*
Stage 5
Round 2
Be careful as you leap from one platform to another. The simple white platforms that you've been seeing throughout the game continually disappear and reappear every two seconds, reaching carrots and other parts of the stage more hare-raisingly difficult. (Finally, a hare joke.)
The spider just slowly moves up and down on the web strand it hangs off of. It's easy to avoid.
You'll face Elmer Fudd again. Wonderful.
Stage 5
Round 3
Some of the ropes here will move very fast. For once, all those lives you've probably picked up make for a nice safety net here.
You see Daffy if you move past the big carrot at the end. Now the game isn't even trying. But if you do go behind Daffy, you'll get a couple of carrots for the bonus round.
Stage 5
Round 4
Well, at least this level is more pleasant than the last two.
skorch82 plays The Bugs Bunny Birthday Blowout - Part 5 of 8
Time to get out of this cave.
Stage 4
Round 2
(continued)
When you make it to the end, you'll face Tweety yet again. This time around, it's a little easier to see where he's hiding if he faces right. He has two places to hide behind, but I guess he just sticks to the one.
Stage 4
Round 3
It may look like you're going in circles through the first 70% of the stage, but you're not.
Also, it becomes more apparent here that all you can see when the lights go out are the enemies. You won't be able to see the waterfalls, so just wait it out.
You can use the Rabbit Season sign as a platform.
Stage 4
Round 4
The shaky bridges will break apart when you stand on them. Your best bet is to leap across.
The boss here is Pepe le Pew. Use the stalagmites to avoid the stink clouds that Pepe makes with his tail, then run out of the stalagmite and tag him while you have the chance. Just like all the other bosses, he takes three hits to beat.
Monday, September 19, 2016
Angry Video Game Nerd reviews The Bugs Bunny Birthday Blowout
The Angry Video Game Nerd reviews The Bugs Bunny Birthday Blowout...yep, he doesn't like it.
skorch82 plays The Bugs Bunny Birthday Blowout - Part 4 of 8
Well, the cave is a nice change of pace. Yet this still begs the question: why the hell is Bugs Bunny going through a desert and a cave to get to a birthday party? Even more importantly, why does Mother Nature, a bunch of Acme products and an assortment of Looney Tunes characters that is most likely to be described as random want him dead? Seriously, Sylvester Jr. and Tweety? We're sending the more benevolent WB cartoon characters after Bugs now? Talking about scraping the bottom of the barrel!
Stage 3
Round 4
(continued)
An earthquake occurs when you make it close to the end, so be careful.
There are two bosses at the end. The first is Sylvester Jr., who rides around on a skateboard. He just moves back and forth. Just slowly keep backing away continue to whack him with your mallet three times.
When you take out Sylvester Jr., you'll take on Sylvester himself. The same strategy applies, but since he's slightly bigger, he can run into you a little faster than his son can.
Stage 4
Round 1
The next stage takes place in a cave.
You can't swing your mallet when you're standing behind the stalagmites, but you can use them to hide from enemies and avoid taking damage.
The oil cans will make the screen go dark as smoke comes out of them. When the smoke stops, you'll be able to see again.
The waterfalls will deal a whole heart's worth of damage if you run into them.
Stalactites will fall from the ceiling and make jumping between spike-filled gaps more difficult.
The pipes this time are actually pipes. I think.
The red earthquake machines are more aggressive than their blue counterparts from the last stage. They'll leap toward you on sight and spawn enemies around you when you bean them with the mallet.
The stage ends with yet another Daffy Duck section.
Stage 4
Round 2
The ghosts move up and down as they advance, allowing them to cover a good amount of the screen as they pass by. You won't be able to kill them, so all you can do is just stay out of their way.
Stand on the geysers to get to something you can't reach, like a moving platform.
Sunday, September 18, 2016
skorch82 plays The Bugs Bunny Birthday Blowout - Part 3 of 8
In this episode we go through even more of a desert which is even worse than the last one due to volcanic activity. It's like some sort of alternate Looney Tunes universe that the cartoons never showed.
Stage 3
Round 1
You'll meet a new enemy here: frogs. They just jump around every couple of seconds, they take two hits to kill unless you stand on them when you whack them, and they follow you relentlessly. Prepare to be annoyed by them for the entire game.
Watch out for the fire pits!
The pipes here are oil drums. Prepare to see rocks float in and out of them again.
There is a pit-creating earthquake at ground level near the end, but if you can take the high road and stay there, it won't be a problem.
Be careful when you jump to the big carrot. If you miss the jump off the platform and fall into the pit, you'll lose a life.
Stage 3
Round 2
The one-ton weights (the blue things with "1t" on them) will cause earthquakes when they hit the ground after you whack them.
You may have seen the grey soap box somewhere in Stage 1, but they make a more proper debut here. Unlike the red ones, they will leave a soap bubble where they die. These soap bubbles can be used as platforms that you can ride to a higher area.
The lava pits make more appearances here.
Volcanoes will spew out fireballs from their tops, so be careful as you're going downward to explore more of the round.
The boss here is Elmer Fudd. Instead of bullets, however, he shoots nets that will hold you in place for several seconds. Wait for him to shoot a net, then move in, whack him with the mallet and get away so you can give yourself time to avoid the net. He goes down in three hits.
Stage 3
Round 3
Aside from a lot of lava, breaking rock platforms, and numerous enemies, you'll also want to watch out for the big red rocks that shoot out of the bottomless pits. Thankfully, they peek out for a bit before they slowly rocket to the top of the screen.
The worms also return here, too.
When you reach the Daffy Duck screen at the end, just go left as soon as you drop down from the pipe. Sometimes I wonder why these sections even exist.
Stage 3
Round 4
The turret trick actually works on other enemies. Be sure to use it on the clocks or on the frogs if you can stand on them.
skorch82 plays The Bugs Bunny Birthday Blowout - Part 2 of 8
We're already in the second stage, yet even the forces of nature want us dead. This can't be good.
Stage 2
Round 1
(continued)
You've probably already figured it out, but the alarm clocks explode after a short period of time.
The tumbleweeds are invulnerable to attack, so just jump over them.
The pipes here are brick chimneys.
The Daffy Duck segment at the end is easy.
Stage 2
Round 2
Not only will you be dealing with earthquakes that shake you around, but you'll also be dealing with tornadoes! The tornadoes will come at you from the left.
If you attack a rolling rock, watch out for the debris that results from it. The debris can actually damage you.
You can break the Sphinx statues to get the carrots underneath.
You fight Tweety again here. The same strategies from last time apply.
Stage 2
Round 3
The big carrot here is even easier. For this one, you'll just have to break through the rocks with your mallet to get to it.
Stage 2
Round 4
This one is a bit of a maze, but at least it's a simple maze.
Don't bother trying to go into that door midway through, you won't be able to do it. It's more of an enemy-spawning door.
The boss here is Yosemite Sam. He'll shoot at you, advance and then shoot again. Fortunately, he's easy to take out with three mallet hits and doesn't do a whole lot of damage.
Saturday, September 17, 2016
skorch82 plays The Bugs Bunny Birthday Blowout - Part 1 of 8
Bugs Bunny needs to make it to his 50th birthday party...and he needs your help! Are you a bad enough dude to get him there?
Meanwhile, other members of the Looney Tunes gang get butthurt that Bugs Bunny gets all the attention. I wish I was making this up, but this is part of the storyline and makes up the reason why other Looney Tunes characters go after him.
Stage 1
Round 1
Your main mode of defense is the mallet that Bugs Bunny caries around. Press B to swing it and whack enemies on the head. If you take a hit, you won't be able to use your mallet again until you get out of the post-hit invincibility.
The carrots are your everyday platforming collectible here, and they can be used in the bonus round at the end of every stage. When you collect them, they turn into WB logos, which you can stand on and use like platforms...which will be very useful later in the game.
You can use the bushes to hide from enemies and avoid damage.
The green icon with what looks like a Chicken McNugget moving at high speed (complete with rotoscoping) is a high jump power-up. The music changes, signifying that you can jump higher than before...much higher. This effect (and the music) lasts until you get hit or enter the next round.
Enemies here include walking mallets that dive forwards, red boxes of soap that occasionally spit soap bubbles upwards and some weird fireball-looking things that drop a heart you can pick up if you've taken damage. You'll sometimes see a green icon with a heart on it, which refills all of your hearts, as opposed to the regular hearts which just replenishes one.
The health bar is very generous. When you get hit, a heart will go from red, to white, to black, and to clear before disappearing entirely. One heart equals five hits. As you progress, though, you'll find out it's generous only to a point, as you'll encounter enemies that deal more than one hit point worth of damage. If you lose a life, you'll have to start all the way back at the beginning. There are no mid-level checkpoints in this game.
Some rock blocks will break under your weight. Some will break after a second or two, others will break right away, so be ready to move!
If you see a see-saw, stand on one end and whack the other with the mallet. You'll take to the air and hopefully to something else you wouldn't normally be able to access.
The short column with the grass covering at the top is a pipe, much like Super Mario Bros. Go down it by pressing Down on the Control Pad.
You'll meet Daffy Duck in the next room. Avoid him entirely, and just follow the carrots. When you pick up the big carrot (which you'll always find at the end), you'll complete the round.
Bonus Round
Bingo
Pick a random number just by pressing A or B. You'll pick five random numbers. If you get three in a row in any direction - horizontally, vertically or diagonally - you'll get a 1-Up. Of course, they'll have to follow the lines between the numbers if you want them to count. The star in the center obviously counts as a free space.
It costs 10 carrots per play, and you'll play until you no longer have enough carrots. For each game you play, the numbers will be in different locations. (Interestingly, the number 13 is never used.)
If luck is on your side, you'll be able to score a few 1-Ups here...and the payoffs are huge. Three in a line gives you a 1-Up, four in a line gives you a 5-Up, and the hard-to-pull-off-but-still-possible five in a line will give you a 50-Up.
Stage 1
Round 2
New enemies in the first section include a jumping bubble worm that damages you when it turns red (but is perfectly okay to move through when it's green) and a jumping turret. I can slightly understand the jumping bubble worm, but the jumping turret? That's pretty violent for a Looney Tunes game.
Jump on the platform at the end of the first section and you'll go down to the second section. Some of the pipes have rocks that gently float in and out of them, so keep that in mind before you go down them and pick up some more carrots.
You'll also see a new enemy in the second section: alarm clocks. They just move back and forth like the red soap boxes but they explode after a little while.
At the end of the round, you'll go down a pipe and take on Tweety. Yeah, Tweety is a boss. Apparently, he doesn't seem to have the heart to fight you, as he just tries to peck at you and throw tomatoes. Just stand halfway between the left wall and the bush on the ground and wait for him to come at you, then whack him with the mallet. He'll run back to the bush and throw a tomato at you, but it's got a limited range. Three hits and you'll win a ridiculously easy boss battle. Now grab the big carrot that comes down.
Stage 1
Round 3
You can break rock blocks that are in your way with the mallet. Be sure to avoid those falling rocks when they come your way.
Other than that, there really isn't much to this round. Once again, you'll be dealing with Daffy Duck, but the same strategy applies. Just go for the big carrot.
Stage 1
Round 4
The mallet icon allows you to swing your mallet faster. Like the high jump powerup, this lasts until you get hit or enter the next round.
The platforms made up of what look like six Tetris blocks will disappear shortly after you stand on them, so hurry up!
The pipe you see after you meet them will take you to the boss. Here, it's Wile E. Coyote, and he'll move and jump around in an attempt to stab you with his silverware. Thankfully, he's pretty easy to beat up with the mallet and will go down after three hits.
Bonus Round
Willy The Weasel(TM) Game
It should go without mentioning that every round has a bonus round after it...except. Except that sometimes you'll be able to play a whack-a-mole instead of the tic-tac-toe board.
For 20 carrots, you can grab a mallet and take down as many moles as you can before the nonexistent timer runs out. Your target is 10, but it goes slightly higher when you make the target and slightly higher every time you make the target after that. If you're fast and accurate, you can rake in the extra lives here. The moles move in pretty quickly, but with practice you can make this look like child's play and put off an impressive showing.
Stage 2
Round 1
As soon as you go to the right, you'll have to outrun the ground, which constantly creates a hole and move towards you. Yes, a ground-splitting phenomena minus an earthquake that you have to outrun occurs in a Looney Tunes video game. Have fun figuring this one out, Nintendo Logic graduates.
You'll see some spike traps in this level. Remember those logs from Act 3 of Green Hill Zone from the first Sonic the Hedgehog game? Well, they're basically like that, except much, much smaller.
The green worms are now blue, but the "red means dead" logic still applies.
If you land in the quicksand, start jumping quickly in order to get out of it and back onto dry land.
You'll meet the turrets again, but they do have a weakness, and it much more useful here. Turns out, you can stand on enemies like in Yume Kojo: Doki Doki Panic and use them as a ride. From there, you can whack the turrets in the head and send them flying into an enemy, destroying it and instantly defeating whatever enemy it runs into.
Love the pause animation, by the way.
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