Showing posts with label Toy Story 2: Buzz Lightyear to the Rescue. Show all posts
Showing posts with label Toy Story 2: Buzz Lightyear to the Rescue. Show all posts

Thursday, September 17, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 16 of 16


In this entry, we take on the final boss battle. It's a bit underwhelming, but they couldn't make something up and they had to something. All's well that ends well, I guess.


Level 15: Final Showdown


Strangely, the loading screen says "Prospector Showdown." Interesting.

With all 50 tokens collected and all of the levels completed, it's time for the final battle. For the final boss, you'll be taking on three bosses - the prospector, the gunslinger and the blacksmith - all at the same time.

The gunslinger is the easiest to take care of. Run away from him and lock on to him from a distance, and shoot at him as you jump over the bullets he shoots. Make sure you charge your laser to do more damage, too.

Next, you'll want to take on the prospector while keeping the blacksmith away from you. Thankfully, the blacksmith moves around rather slowly. Run around him and keep pressing the spin button to damage him with the spin attack. As you do this, The Prospector will keep striking with his pickaxe, but he will keep missing.

Finally, there's the blacksmith. Run far away from the blacksmith when he strikes the ground, then round around in a big enough circle so that the energy wave doesn't hit you and you can run back to the blacksmith boss and hit him with a spin attack, then repeat the process until he goes down.

As the battle progresses, the plane - and the camera - will lean back and forth. Thankfully, it's not enough of a dealbreaker for this level to the point that it becomes harder to focus on what you need to do during the level. 

Once you defeat all three bosses, you'll save Woody and Jessie, you'll get an ending cutscene, and you'll roll credits on this game. You just beat Toy Story 2 for the PS1!

Wednesday, September 16, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 15 of 16


In this entry, we tear through the last regular level of the game.


Level 14: Tarmac Trouble


This entire level takes place on the airport runway, and you'll need to explore every bit of it to find as many coins for Hamm as possible as well as to find all of the tokens.

The first thing that you want to do is scour all of the ground level. You want to shoot down all the enemies that you can find and take their coins, because you're going to need them for Hamm's token.

The level is divided by eight zones, which are all numbered. Rex will be between Zones 1 and 2 on the back of the luggage truck, ready to tell you where everything is. Zone 3 is where you'll find out about the five pieces of luggage from the Little Tyke figurine who is there, which I'll mention the locations of shortly. Hamm will be in Zone 5, and we head there for his token once we have enough coins. You'll find the green laser in Zone 8. 

There are five pieces of luggage jumping around that serve as the collectible for this level. They are located in the following areas:
  1. near the wall in Zone 4
  2. at the top of Zone 8
  3. the top of the moving plane
  4. the front of the luggage truck between Zones 1 and 2
  5. at the top of the plane entrance ramp in Zone 6
Once you get them all, take them to the Little Tyke in Zone 3 for a Pizza Planet token.

There is green ooze that you want to avoid stepping in at ground level, and there are also Rocket Boots scattered about ground level, as well. If you need to, grab a pair and zoom towards where you need to go; you'll save yourself some time doing that.

At the center of the airport is the central pole. You can find Slinky there, and if you talk to him, you'll start an interesting challenge: stay on the path without jumping or walking into the green slime and get to the end all before time runs out for a Pizza Planet token. The game has decided to pull a King's Quest II for one of the tokens, and I actually like it. And yes, the challenge will suddenly end if you accidentally press the X button and jump. You want to watch where you're going, but at the same time, you don't want to take too long regaining your bearings and repositioning yourself so you don't walk into the green slime that the timer runs out before you can get to the token. It can be a little tough, but it can be done.

There is a lights puzzle at the top of Zone 1, and you can easily reach it by taking the zipline at the top of the luggage truck where Rex is. To complete the puzzle, you'll need to match the lights at the bottom with the lights at the top within three moves or less. You have a moves counter at the far right, and you have four buttons to stomp on. Each button will turn on one light but turn off another. The first turns on the red light but turns off the blue light, the second turns on yellow but turnbs off red, the third turns on green but turns off yellow, and the fourth turns on blue turns off green. If you take more than three tries, the puzzle resets with different lights turned on, but that is the only penalty. Thankfully, if the situation calls for it, you can hit the switch to turn on a light that's already on while simultaneously turning off another color, which can make things easier. Once you complete the puzzle here, the nearby helicopter will drop down, and you can get the Pizza Planet token below the rope.

There is a plane that slowly flying around the level. By climbing up the rope at the center pole near where Slinky is, you can jump onto the plane and carefully run and jump your way to the other side. Keep in mind that the plane will always be turning left as you're jumping around on it, so you'll have to plan your jumps accordingly. From here, you can wait for the planet to get to the zone where you want to go. You'll need the plane to get to the luggage at the top of the plane entrance ramp in Zone 6, the blacksmith boss at the top of Zone 7, and the luggage at the top of Zone 8.

The blacksmith boss is at the top of Zone 7. To beat the blacksmith boss, you'll need to run far away from the blacksmith when he strikes the ground, then round around in a big enough circle so that the energy wave doesn't hit you and you can run back to the blacksmith boss and hit him with a spin attack, then repeat the process until he goes down. You can do that, or you can just keep taking the hits and spin into the blacksmith boss repeatedly while grabbing the nearby battery in case you're low on health. That also works. Regardless of how you do it, beating the blacksmith boss will net you a Pizza Planet token.

And that's Tarmac Trouble finished. All we have left is the final boss battle.

Tuesday, September 15, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 14 of 16


We do our last bit of backtracking before returning to our regularly scheduled Let's Play.


Now that we have the Hover Boots, it's time to head back to the storeroom with all the cardboard boxes in Al's Toy Barn. We need to head back and get the five chicks. They are in the following locations:
  1. at the top of the box across from the storeroom entrance
  2. the first skateboard challenge (the one that involves getting on the skateboard, bouncing off a trampoline, jumping to a platform off of a toy kiosk, swinging off a horizontal pole and sliding down a zipline to the egg)
  3. on the gumball machines in the corner that require bouncing off a running hay stack ride machine to bounce to
  4. near the skateboard past the two sets of spinning bicycle wheels
  5. near the vent leading back to the starting area, past the hen
The first one requires the Hover Boots, as you will need them to get over a box that you can't even grab with a double jump. Once you get on top of that box, you'll soon have to jump across three boxes that are moving up and down, and you can tell which ones are the moving ones due to the yellow and black caution stripes on the wall near them. From the third box, there will be a token that you can see below; jump to that token, then make your way up the boxes ahead to get the chick.

Once you get all five chicks, talk to the hen near the blue cones blocking the slime pit for a Pizza Planet token.

I also show off the honest method of getting the race token for Andy's Neighborhood. This method involves the Rocket Boots, and it's a lot faster. As long as you stay on the track while going at super speed, especially at the last corner by refraining from jumping over the grass just before the corner, you'll be credited for a lap. As long as you stay on the move, you should be able to get this Pizza Planet token easily with the Rocket Boots.

I then cap the video off by beating the Bombs Away boss, because why not?

Monday, September 14, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 13 of 16


In this entry, we get done with the Airport Infiltration level. We're close to the end of the game now, but we have some loose ends to take care of after this...


At the start of this video, I head up the conveyor belt area. There are a lot of poles to climb and rods to swing off of, and you'll need to make use of them to get to the top. There are also platforms that act as lights that you can stand on for extra coins if you need them. Along the way, you'll find your second Little Tykes passenger.

I then head back to the plane and move up the plane wings that act like see-saws. I then have to land on a red platform (which is part of the back wing of a nearby plane), then jump towards a nearby platform to get Mr. Potato Head's mouth. From there, I head back to the suitcase stack and give the mouth to Mr. Potato Head for the Hover Boots.

With the Hover Boots, you can hold X to float higher and let go of the button to float lower. You cannot exactly fly with them, but you can float with them temporarily. The boots will allow you to get to the top of the suitcase stack, where you can face The Prospector. To beat him, you cannot shoot him; instead, you have to run around him and keep pressing the spin button to damage him with the spin attack. As you do this, The Prospector will keep striking with his pickaxe, but he will keep missing. You'll be able to get a Pizza Planet token from him in mere moments. Stomp on the nearby green suitcase afterward and take the zipline to get your third Little Tykes plane passenger.

The last two plane passengers will be in the room with the rocket you have to climb up. Finding out where you need to go is as simple as looking around, whether it be with the active camera or with the first-person view. You'll need to land on small platforms to get higher, and you'll also have to swing off the occasional rod and climb the occasional pole, too.

The turbines will blow you back if you're caught in front of any of them. You'll need to float over to the lowest one to get your fourth Little Tykes passenger, and you'll need the Hover Boots to do it.

To get up to the top of the rocket ship on the platform past the turbines, you'll need to grab the Hover Boots, float up to the nearby platform, float up towards the nearby slope at the top of the rocket, then all the way to the top, where you can get a Pizza Planet token.

At the same platform where you need to get to the top, you'll need to drop down to the platform underneath, then drop down to the platform underneath that. You'll find your fifth and final Little Tykes passenger here. You can now go to the Little Tykes pilot and pick up the fifth and final token for this place.

You're done here. Next time, before we play the final level before the final boss battle, we head back to Al's Toy Barn! Then we get the race token in Andy's Neighborhood the proper way. 

Sunday, September 13, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 12 of 16


In this video, we finish up the penthouse, fight Zerg atop the elevator, then head to the airport. We're getting close to the end of the game now...


Buckeye will be near the living room. Talk to him and you'll get the racing token minigame started. Here, you have to collect five horseshoes, and they will all be in the living room area. One is in front of the fireplace, one is between the wall and the coffee table with the cannon on it, one is on the couch, one is on the table next to the couch, and one is near Rex. This one is a lot easier to get after you destroy the cannon. You'll have only twenty-six seconds to do this in, and that's barely enough time. Your best path is Rex, fireplace, wall, couch, table (even though I save Rex for last here). Get to Buckeye with all five horseshoes before you run out of time to get the last Pizza Planet token. You're done here. Head to the next level.

Level 12: The Evil Emperor Zurg


It's now time to face yet another boss, and this time, it's the Zerg action figure from the toy store from earlier in the movie. This time, he's caught up with Buzz, and the battle that Rex had with Zerg in the video game now happens for real.

You need to spin into Zerg while avoiding the balls that he blasts out. The balls are yellow and go straight at first, but the green ones that he starts shooting when you do a little bit of damage to Zerg will home in on you. You won't be able to avoid those; instead, you'll need to spin at the right time to deflect them all without taking damage.

If Zerg flies into a corner, step back to get him out of the corner. Unlike Zerg, you can fall down the pit at the edges of the elevator you're fighting on and lose a life.

When Zerg is down to half health, he will shoot a combination of the yellow and green balls, and you'll need to keep spinning to avoid the green balls as you keep spinning into Zerg to destroy him. Once you defeat Zerg, he'll fall down the elevator shaft, and you'll never see him again.

Level 13: Airport Infiltration


The hunt for Woody continues to the airport, and if Al flies away with Woody, Woody will be gone forever. On the plus side, this level has some of the best music in the game.

You'll start out below the X-ray machines. Shoot down the enemies you see around here; you're going to need the coins for Hamm. You'll eventually come across a green suitcase; the stomp icon will tell you that you need to stomp on this and all other green suitcases to get to higher areas. You'll also need to jump off the brown suitcases to get to the poles that you need to swing off of to get to other conveyor belts and get out of this area. When you reach the tops of the X-ray machines, explore them; one of them will have the first of five Little Tykes airplane passengers that you need to collect, and the big white shelf at the end of the conveyor belt section will have Hamm at the top of it.

You'll eventually come to an area with some doors in the wall. You can head to ground area for a few of the tokens, but you can also head further upwards for more conveyor belts, more enemies to destroy for tokens, and the boss battle with The Prospector.

At ground level, you'll find Mr. Potato Head. You'll need to find his mouth in order to get the Hover Boots, which is the last gadget that you'll need to complete the game. Rex will be at the stack of suitcases where Mr. Potato Head is, and he will tell you where all the tokens are.

Rocky Gibraltar will be in the area with the slippery oil on the ground near the X-ray machines. You'll need to collect five weights before the whole minute that the game gives you runs out. One is on a nearby conveyor belt, the second is directly below it. The third will be near the stack of suitcases that you can't climb (yet), the fourth will be near the door near Rocky and the fifth will be below the giant model plane. You should be able to find them all, get back to Rocky and get a Pizza Planet token with plenty to spare.

Past Rocky and the oily area is a giant model rocket ship. While we can climb up the rocket ship, we won't be doing it yet. In the corner, there is a Little Tykes pilot who is looking for his five passengers; you'll need to return to him when you find them all. There is also what looks like a weight that is really a set of airplane landing wheels. Push it forward to get on the plane wings, which you'll need to use like combination ramps and see-saws in order to get higher up in the room. This is a little easier said than done, as the plane wings are huge. You'll be forced to double jump your way to get the wing to I'll have the way up to the top figured out next time, but for now, I do a little bit of climbing to get enough coins for Hamm for his Pizza Planet token to cap things off before next time. 

Saturday, September 12, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 11 of 16


Now that we're done with backtracking for the moment, let's play more of the game!


Level 11: Al's Penthouse


Rex is near the entrance! He will tell you that:

  • Hamm is in the bathroom, which you can reach through a hidden vent. He will also tell you to look out for locks to shoot.
  • Jess has lost her critters, and is waiting on the kitchen table.
  • Bullseye will have a challenge for you in the entrance hall.
  • You can get to the token on top of the train bed if you can solve the train puzzle and get the train to stop on the dead end track by stomping on the yellow switches.
  • The gunslinger boss will be in the Woody's Roundup set in the trophy room.

The kitchen is next to Rex. You'll meet two new enemies that you'll be encountering for the rest of the game: the evil sheriffs that will shoot you if they see you, and the snakes that will bounce around if you get too close. The lock-on ability will be useful against both of them. Just remember that you can jump while locked-on to avoid the sheriffs' bullets.

There will be a padlock on the refrigerator. Shoot it down, and you'll be able to go inside and climb your way to the countertop. Stomp on the scale, and you can get to the cabinets. There will be a cannon shooting from the corner, but you won't be able to destroy it until you can double jump off some lights hanging off some chains and get to the switch on the other side, stomp it and make the cannon explode. The chains the lights hang off of are slippery, and you will slide down off of them and fall to the floor below until you quickly double jump from one chain to the next.

You'll also see a buzzard, another enemy you'll keep running into until the end of the game. The buzzards will fly at you if you get close enough to them, but once again, locking on and blasting away will be a big help in taking them down. By continuing to run around the room from that switch, you'll be able to double jump off one more chain and pick up the first of five critters. Jessie will be standing on the kitchen island

The stovetop on the kitchen countertops will burn you if you stand on them, so don't do that.

Across from the start is the living room. There is another padlock you can shoot down on the cabinets; doing so will open up a path to the bathroom. We'll leave that alone...for now. In the living room, you can jump from the coffee table to the couch to the side table to the wooden railings. Jump the gap to the second railing, then get on the fireplace, get on top of the cabinets, then double jump to the first light fixture and swing off each one to the switch on the other side. Stomp the switch as soon as you get to it, because there's a cannon on the coffee table and it will fire at you just regularly enough to make things miserable. From the switch, double jump forward to get the second critter. You can only get the second critter with a double jump from the switch, and if you fall down at any point, you're starting all of this over.

The train room has a box that you can push into it. Push the box to the big train and get the third critter. The hint cube here will more or less tell you what Rex has told you already. Keep an eye on the flashing tracks and watch how they move as you stomp the switches while you also follow the train, and watch out from the fire from the cannon in the center of the room. For best results, start from the dead end and work your way backwards, stomping the switches as you go to ensure that you have a path straight to the dead end. Once you've got the train out of the movement loop, you can push the box near the tracks to the huge train in the room, jump up, stomp the switch to destroy the cannon, then grab the Pizza Planet token.

The trophy room is next to the train room. Take out the sheriffs from the table in the center of the room, then push the box along the path. Push the lunch box at the end of the box path all the way forward, then travel along the perimeter of the room. You'll end up in the Woody's Roundup set, and while the switch for the cannon is there, so is the gunslinger boss! Run away from him and lock on to him from a distance, and shoot at him as you jump over the bullets he shoots. The gunslinger boss is a really easy boss, and you'll get a Pizza Planet token for beating him.

Stomp the switch in this area to take out the corner cannon. While getting out of the Woody's Roundup set, you'll be able to find a second switch. Stomp it to destroy the table cannon, then get the fourth critter, which is nearby.

The bathroom is through a hidden path in the living room cabinet. You'll need to stomp the blue switches to raise the water level. The switches will be on each level that the water can rise to, and the bottom-most switch will be in the bathtub, where you can also find Hamm and get a Pizza Planet token if you have enough coins.

The next switch is on the top of the tub, and after that, you'll need to jump from one sponge to another to the countertop, as the water will flood the room at this point. You'll then need to stomp the switch on the counter and jump back on the sponges to get to the switch on the shelf above the door. Stomp on the red switch there to destroy the cannon, then jump to the top of the shower door to stomp the next water switch. You can then jump on the sponges to the top of the cabinet near the cannon and jump to the fifth and final critter. The water is timed, but you can stomp a blue switch on a lower level to bring the water back, so you aren't forced to start all the way over if you make a mistake. Also, if you leave the bathroom, all the water will automatically drain back out before you can get back to the living room.

With all five critters collected, we can finally head back to the top of the kitchen island and talk to Jessie for another Pizza Planet token. 

Friday, September 11, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 10 of 16


In this entry, we take a detour back to Alleys and Gullies to collect the remaining Pizza Planet tokens.


For this video, we're heading back to Alleys and Gullies. Since we have the Grappling Hook now, we can use it at the ground level to look for the five ducklings and fight the boss.

The five ducklings are located in the following areas:

  1. The awning at the top of the marketplace area
  2. On the water behind the barricades in the marketplace area
  3. In a nook on the other side of the gully 
  4. In a window to the side of one of the balconies that has three bars
  5. In a gutter near the boss battle area

The last two ducklings are in areas that require the grappling hook. This part is pretty gun, as you have ziplines with electricity to avoid and a lot of ladders to climb and balconies to explore. You'll be using the first-person aiming view extensively to look and see where you need to go next. It's an arduous climb

To beat the spinning top boss at the top of the alley, stay out of the water and move away from the boss when it moves towards you. When the boss is away from you, use your lock-on to ensure you hit the boss. Also, stay away from the water; you don't want to slip and slide while you're doing this. Taking the boss down nets you a Pizza Planet token.

The mother duck will be in the center of the ground level area. Talk to her with the five ducklings to get a Pizza Planet token. With these two things out of the way, you're finally done with this level.

Thursday, September 10, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 9 of 16


In this level, we complete Elevator Hop before going back to make more use of the Grappling Hook.


Now that we've got the elevators up and running after playing around with the control panel in the last video, we can drop down and collect our prize: a Pizza Planet token. You can now use the elevator platforms to get up and down the elevator shaft. The edges of the platforms go the rainbow route from red to purple and follow the "ROYGBIV" sequence, with red being the bottom platform and purple being the very top. When you see the black and yellow cylinders on the elevator cables, you'll know you're at the very top where the purple platform is.

By jumping between the two sets of platforms and getting to certain levels, you'll be able to get to certain parts of the level. There will be a boss battle at the top, and the start of the level will be at the bottom, but there are several parts in-between that are worth checking out.

The fourth mouse will be near the other shortcut switch that you can hit with the stomp that takes you up to the top. Also at the top is the boss. To defeat the Spider Gunro boss, you'll want to run around the room and turn around to shoot the spider. You'll want to avoid the flamethrower and the jump attack, and stay away from the webs that get shot around willy-nilly that will slow you down. You'll want to be quick with turning around and blasting the spider, because the spider is as quick as it is relentless. Thankfully, like other bosses, you don't have to worry about its health meter getting refilled if you die, so it's easy to get the Pizza Planet token for fighting this boss.

Also at that location will be the race challenge at the top. For the race challenge, you'll need to follow the token to the bottom of the shaft without falling into the pits. Thankfully, the pits are easy to identify by the yellow and black diagonal caution lines that you'll see. Just jump over the areas that have these lines and you'll get to the token with a couple of seconds to spare. Don't forget to pick the token up!

The fifth and final baby mouse will be in the elevator shaft, directly below where the control room is. You will definitely have to double jump from the elevator platforms in order to reach it.

The mother mouse is back at the control panel for the elevator, so you'll want to go back to her and get her Pizza Planet token. Also, Hamm will be in the electrical room from the beginning of the level where you had to go to get Mr. Potato Head's missing foot for the grappling hook and the rest of the level. At this point, their Pizza Planet tokens are the only ones left, and I end up grabbing both of them to complete the level.

Wednesday, September 9, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 8 of 16


We take on our third big boss before heading up the elevator shaft as we chase down Al.


Level 9: Toy Barn Encounter


Get behind the UFO to avoid the laser it shoots out, and shoot it from behind with the lock-on ability. When you do this, a normal enemy will pop up, and you'll have to shoot it down. The first three cylinders will contain one enemy, while the last three will contain two. If you haven't figured out that you can destroy the Zerg soldier with the shield with the spin attack yet, you will now. Also, make sure you're not under the boss; the boss can lower its altitude in addition to shooting at you.

Level 10: Elevator Hop


In this level, you'll be in the elevators leading up to Al's penthouse suite, and you'll be going up and down...a lot. You'll start out in the vents. One of them leads to Mr. Potato Head, and you'll need to find his ear and hand it to him to get the Grappling Hook, which we'll also need for Alleys and Gullies. Two of the vents will have fans that act as shortcuts that will take you further into the level, but you'll need to find the switches first. The one remaining vent will be the path you need to start progressing into the elevators.

The room with the electrical controls leads to Hamm as well as Mr. Potato Head's missing foot and a baby wind-up mouse. There are five of these mice, and we'll need to collect all of them in order to get the collectibles token. Stay near the wall as you jump from platform to platform here so you don't get knocked down to the bottom, and watch for the electricity that is coursing everywhere, both on the rods you can swing across with as well as the water covering the floor.

Once you get the Grappling Hook, use the lock-on ability, then lock onto the red hooks and press Square to use your grappling hooks. You can have up to ten grappling hooks. This is the only way to use the hooks, so don't worry about accidentally using a hook, as you'll still be able to defend yourself with your laser. Also, if you see a vented part of a floor, wall or ceiling, fire will come out of it, so watch where you're standing as you use the grappling hook.

The snakes will jump towards you if you get close enough. Use your lock-on to take them out more easily.

Rex will be in the entrance to the elevator shaft, which is where we will be doing a lot of the exploration for this level. He'll tell you where everything is. He's also worth mentioned because he is where you will find your second baby mouse.

If you see any fans, wait for them to stop before using the grappling hooks. This will give you more time to aim.

If you keep following the vents, you'll see the control room. You'll find the switch to stomp to give yourself a shortcut back here from the start, and you'll find the mother mouse that I mentioned earlier. There is also the third baby mouse to collect moving around on the ceiling, and while collecting it is a pain, it can be done.

Believe it or not, you can jump and double jump in the lock-on view. Remember that for later.

As for the control panel with the three buttons you need to stomp, you need to stomp the buttons so that all three of the cables are in the middle. The first one raises the red cable, but lowers the green one, the second raises green but lowers blue, and the third raises blue, but lowers red. The quickest way to do this is stomping the second switch, the first, the third and then the second again, in that order.

Tuesday, September 8, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 7 of 16


After doing what we could and only what we could in the last two levels, it's nice to be able to do everything and move on here. What really makes this interesting is that you can speedrun through this level if you really know what you're doing.


Launcher, then stay away from the boss and keep firing while still standing near the boss, and you should be able to get the Pizza Planet token for this. Also, watch out for the slime while you're in here.

Level 8: Al's Space Land


Compared to Al's Toy Barn, you can complete this level in about fifteen minutes if you know what you're doing.

The Zerg Knights with the shields can be destroyed with the spin attack. I avoid them at this point because I don't know it yet. Also, this is the main gripe I have with the spin attack: It works, and it does its job, but at the same time, it has so few uses compared to your blaster that you forget that you have it, and this leads to positions where you could be stuck when you're really not.

The UFO near the start is looking for five missing aliens. Find them, come back, and you'll get a Pizza Planet token. You'll find your first one on the mobiles hanging above where you start. You'll need to push a box to some other boxes on the floor so you can jump to them. While climbing on the mobiles, don't hold Down; instead, gently tap it to go down carefully so you don't fall off.

Another path at the start leads to a purple UFO character that will challenge you to yet another race. This time, you'll need to go down a bunch of ziplines without falling all the way down. As you go down each zipline, you'll see a small red line. These red lines are where you need to hold Up on the D-Pad and jump (or double jump) to the next zipline. If you can pull this off and get to the checkerboard platform before the purple UFO does, you'll get a Pizza Planet token. From the token, you'll want to double jump forward to get your second alien. As for the rest of this area, there's not much else aside from a few enemies.

Yet another path has you shooting down enemies while also avoiding raining tennis balls. At oine point, there will be a bunch of bars that you'll need to swing across. If you can do that and then double jump from one platform to another, you'll eventually get the Cosmic Shield. You'll need this to protect yourself from the barrage of lasers that will pelt you and slowly ebb away at your health, as you'll eventually get hit by a laser in the second half of this path no matter what. The third alien is below a zipline; you'll need to jump off early and land on some boxes to retrieve the little guy. You'll find Hamm a little further down the path, and I get his Pizza Planet token. Above Hamm is the fourth alien.

There is also the arcade. Jump on the cup to get on the stool so you can get on the other stools as well as the arcade machines for coins and health. You'll eventually push another cup to the floor. You can double jump to the ball pit and go inside for some more coins as well as the fifth and final alien.

Near the ball pit is the claw machine. Stomp the button once to get the claw moving horizontally, then stomp it again to get it moving vertically. Stomp the button a third time to drop the claw. You'll want to align the claw's shadow with the Pizza Planet token's, and if you can pull that off, the claw will pull the token out of the machine. The token will then drop to the floor where you can get it.

Rex is also in the arcade on the floor near the claw machine, but we've done everything and we're not going to need his services at this point.

There are some boxes blocking one more path, and you'll need to climb up and jump across the strings of the mobiles to get to the top of the boxes and leap over them. Behind the boxes is the boss battle for this level. To beat the evil Buzz, keep away from him and avoid both his homing missiles and his lasers by running away from the former and jumping over the lasers, and use lock-on to him him when he is lined up with you. Coming here with high health is advised, and you'll find one battery in the room where you face him which can help with that matter.

I finish the level by returning the aliens to the UFO. With that, we have this level completed in about fifteen minutes!

Monday, September 7, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 6 of 16


Al's Toy Barn is another area where you won't be able to get everything on the first go-around. There's still plenty to do, however, and once you figure it all out, the game gets a little more interesting.


In the watery area known as the gulley, there are platforms moving across the water that spawn in and out every so often. The lily pads, on the other hand, are stationary, and can be used to wait for the moving platforms. If you fall down into the water, you won't be able to recover by double jumping if you land on the slope leading to the bottom. You'll need to get to the stairs and double jump up them to get back to dry land.

In the center of the gulley, you'll find Slinky. Talking to Slinky triggers the race token, where you'll need to double jump from the center platform and back to it while collecting the five bones nearby. If you fall into the water, it's a long way and a good amount of time back, so you'll want to be good on your double jumps at this point. Once you get all five bones, talk to Slinky for the token, then get out of here. You won't be able to do anything else here...yet.

Level 6: Slime Time


When you approach the garbage can, you'll face your second boss: a slime creature in a garbage can. The second boss will bounce around, and when you get close enough to him, he will throw a projectile at you. You will need to spin at the right time to bounce the projectile right back at him. When the projectile hits, keep shooting at him, then spin the next projectile back at him. You'll be alternating between spinning and shooting to get this guy to shrink and compress him into the can to do damage. Every phase will go the same way, with the only difference being that the boss gets bigger and bigger the more damage you do to him. After four phases, the boss will go down for good.

Level 7: Al's Toy Barn


Once again, you won't be able to do everything on the first shot...so do what you can.

You'll need the Rocket Boots to cross over to the shopping cart. In order to get the Rocket Boots, you'll need to find Mr. Potato Head's missing arm. You'll find Mr. Potato Head's missing arm, you'll have to get on one of the checkout counters at the start of the level. To get on the checkout counters without the Rocket Boots, you'll need to get to the trampoline, bounce onto the top of the shelf, jump onto a shopping cart, jump on top of a Buzz Lightyear box, swing on a bar to another platform, then go down the zipline and jump to the missing arm. Watch out for the slime surrounding two of the checkout counters; it will hurt you if you step in it in any way.

Once you have the Rocket Boots, you can not only get that one token in Andy's Neighborhood the honest way (which I'll show off near the end of the Let's Play), you can now make use of the switch you can stomp on to activate the hay bale ride at the beginning. You can also barrel down the ramps on the checkout counters, stomp on the spring in the shopping cart at the end, move past the egg to swing across from bars, bounce off the hay bale ride and find a chick.

In the hallway past the trampoline, you'll find a rooster wearing overalls and holding a pitchfork. Talk to him to trigger a race challenge. You'll need to stomp the skateboard, then get to the egg that I mentioned earlier to get another chick. If you talk to the rooster again, you'll be able to do this challenge again for a Pizza Planet token. This time around, however, you only have 23 seconds instead of the 45 you had for the chick. If you're smooth and you know what you're doing, however, you can get this token easily.

Rex will be in the storage room if you're looking for him for all the hints.

There is ooze on the floor in the office room. Stay away from it and jump up the chair to the table, where you can find Disk Launcher ammo. Use the Disk Launcher to destroy the red padlocks on the file cabinets, but be careful when you hit them. The file cabinets that you free will move in and out, and you'll need to use them as platforms to get to get to the exploration token at the other end.

Hamm will be on a table in the office. Talk to him with 50 coins for his Pizza Planet token.

Left of the trampoline is a bit of an obstacle course. Avoid the bouncing basketballs, jump through (or around) the bike tires and avoid the spokes, climb up the jump rope, jump around some more bicycle wheels, jump to the skateboard and grab your third chick, stomp the skateboard, push the box across the path and avoid the hula hoops. The hen will be here; talk to her when you have all five missing chicks, which you won't be able to do until you get the Hover Boots.

Sunday, September 6, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 5 of 16


We finally face two of the greatest enemies in the years that I've done these Let's Play videos: a table and a balloon.


As Rex will have mentioned if you've talked to him, you'll need the Disk Launcher to face this boss. Once you have it, however, the jackhammer boss isn't that hard: just stay near the boss as it follows, but do not be close enough for the boss to attack you. From there, keep firing off Disk Launcher shots at regular intervals. The boss will be following you the whole time, but you don't even need to turn around to fight back, due to how the Disk Launcher works. Beating the boss will net you a Pizza Planet token.

The only token that is left is the one that involves Slinky the Dog in the sand pit at the bottom of the building. Talk to him, and you'll have 50 seconds - more than enough time - to collect five wrenches. Thankfully, all of the wrenches will be in the sand pit area; all you have to do is hop around and scan the perimeter of this area to find all five wrenches. Once you find them all, talk to Slinky again for a Pizza Planet token.

If you choose to exit a level after collecting a Pizza Planet token, you'll see Buzz fly away.

Level 5: Alleys and Gullies


Unlike the previous levels (unless you count Andy's Neighborhood because you don't know how to get the race token without the boots), you won't be able to get everything here in one trip. This is because you won't be able to get the grappling hook, which is available in this level, until later in the game. 

The boxes with the planes can be shot down, but it will definitely take a bit of effort. The green laser will definitely help in that regard. Also, only the first two planes to come out of the box will drop coins when defeated. The planes will fly around and can be easier to destroy with the lock-on ability, but if you get close enough to them, they will notice you and start shooting.

The purple hovercraft shoots bombs out like a mortar, and it takes a bit of a beating before it gets destroyed. Use charged or green lasers to take it out.

The marketplace is in one direction at the start, while the gully is in the other. I head to the marketplace for his video. Wait for the electricity to move down the wire before going down the ziplines so you don't get shocked. You'll find Hamm here (and he gets his coins in this video), and you'll find one of the ducklings in the pool behind the road blocks. There is also a tunnel under the water that leads to an extra life.

You'll need to push a box to get some disk launcher ammo, then you'll need to jump to some watermelons, take out the Zerg robot with the shield with a disk launcher shot while using the two see-saw platforms as ramps, then stomp on the scale to get to a switch to turn on the fan. You'll then need to move another box to another table near where the balloons are, then grab onto the balloons and jump from the first one to the second one to get a Pizza Planet token. This one is really hard to do just because of how unintentionally hard it is to grab onto the table near where the balloons are, and because the game apparently doesn't want Buzz to grab the table, this becomes a task unto itself. Also, you just want to take a single jump towards the balloon once it pops out of the oxygen tank, then ride it to the nearby garbage can to get the exploration token. 

While you're at the fan switch, you can jump to the umbrellas and get a good number of tokens. This will also allow you to double jump to the awnings near the marketplace entrace, where you can find your second duckling.

The mama ducking is at the central drain. You won't be able to find all of her ducklings until you get the grappling hook.

Saturday, September 5, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 4 of 16


In this video, we start tackling a more interesting level and exploring it for Pizza Planet tokens: the Construction Yard.


Level 4: Construction Yard


You'll be able to get your hands on the green laser immediately at the start. Use this to take care of any enemies, including the new flying ones that will drop bombs if you get close enough to them.

Exploring the ground level is essential at the beginning of the level, as you'll find quite a few coins for Hamm here as well as most of the missions. The construction foreman near the start will ask you to find his fiving missing Little Tikes workers and return to him for a Pizza Planet token, Hamm will be at the top of the tractor near the wheelbarrow,

One of the Little Tike workers will be on a wheelbarrow that you can access by pushing a cinderblock towards it. You can reach Hamm from here. 

At the bottom of the building that is under construction. The bottom level is a sand pit, and you can sink through it and take damage. I jump across it just to make sure that I don't sink. There is also a metal platform in one corner, and as you go up the building, the platform will act as an elevator that takes you all the way up to the highest point that you've taken during your stay in the level. In case you fall all the way down, just come all the way back to this corner and wait for the platform to lower so you can double jump onto it and take a big shortcut back.

Rex will be in one corner at ground level, and he will tell you where all the token are, as always.

The wooden ramp at ground level leads to the trailer, and here, you'll have to mix paint in order to get a Pizza Planet token. Avoid the green ooze and jump on the dry areas, then jump onto the chair and then the table. Climb up the pole, then jump to the top of the filing cabinets. Some of the drawers open and close, and I end up using only one of those drawers to get to a second Little Tikes worker before getting to the paint mixing station.

Here, you can stomp on the buttons to pour the paint into the bucket that you need to move into the white circles on the counter. The circle indicate not only where you need to put them to pour specific colors, but also to put certain colors when you're done making them. You have red, blue and yellow paint to work with, and you can make all three colors the game asks of you - purple, orange and green - with just two colors each. Red and blue combine to make purple, red and yellow combine to make orange, and blue and yellow combine to make green. When you're done making purple paint, move it to the picture of the purple paint can; the same goes for orange and green. When you create all three colors of paint, you'll get a Pizza Planet token.

The bulldozer will be your means of getting up the girders of the unfinished building. Not only will you find the third Little Tike worker inside, but you'll also find a switch that lowers the shovel. You'll need to stand on the shovel to get on the lowest level of girders. Once you're on the girders, avoid crushing pistons as well as falling nails, and pay attention to any mesh in the corners to see where you can get past walls. You'll find the fourth Little Tikes worker on the lowest level of the girders.

If you see any wall switches while on the girders, stomp them when you see them. This will allow the elevator platform in the corner of the unfinished building to move to that level in case you take a big tumble. At least there's no fall damage in this game.

Your main mode of going from one level of girders to the next is the yellow and black "caution" girders that move up and down. They will tilt as you move from one end to the other.

Mr. Potato Head's ear will be on the third level of the girders. When you return it to Mr. Potato Head near the paint mixing trailer, you'll get the Disk Launcher. The Disc Launcher is a homing weapon, and you can carry up to thirty shots. You get ten whenever you pick it up, and it will replace the green laser if you have it. If you stay where you picked up the Disk Launcher ammo, you can get up to thirty if you wait around long enough. When you fire a disk, it will home in on any nearby enemy and hit them, including those nasty bomb-dropping robots that float around in the air. You don't have to go into first-person mode and use the lock-on ability unless you need to; if you're near the enemy, it's getting nailed.

I end up getting the Hamm token before getting the Disk Launcher, so there's that.

After three levels of girders, you'll find a wooden ramp that takes you to the top level. Not only will you find the fifth Little Tike worker off to the side from the red girder platforms, but you'll find the boss. I will mention how to fight the boss in the next video. As for this one, I close it out with the Little Tikes token. Next time, we'll get the boss token and the challenge token.

Friday, September 4, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 3 of 16


In this video, we take care of the last of the Pizza Planet tokens in Andy's neighborhood, then take on our first real boss.


As you've probably noticed, the Hamm coins will lead you to the gaps in the fences where you can access other areas to get more Pizza Planet tokens. One of these areas is a backyard pool, and if you stomp on the bellows at poolside, you'll inflate an inflatable duck raft. When you fully inflate the raft, it will land in the pool. Stomp on the raft, then jump straight up when the raft jumps upward to get the open air Pizza Planet token.

Moving around in water will definitely slow you down, and even your jumps will feel floaty. Keep this in mind, as this isn't the only level where you're going to be underwater for some reason.

The perimeter of the yard with the pool is a gambit of double jumps, with the occasional enemy to shoot down. You've probably noticed that enemies re-spawn after a while, but it definitely becomes annoying here. Halfway through the series of jumps that you'll have to make, you'll be able to push a wooden plank. Do it; you'll need to make it easier to get to the last potted palm tree at the end, where you'll find your fourth soldier.

There is another area with a pick-up truck with no wheels as well as a clothesline. By stomping the two switches near the truck, you can lower the truck so you can jump on it and stomp the hood to be launched into the washing machine. From here, you'll be able to jump to the clotheslines. At the clotheslines, you'll need to quickly - and carefully - jump from one clothesline to another to avoid running into drying clothes while getting to the basket at the end, where you will find the fifth and final soldier. Now that you have all five soldiers, you can head back to Sarge at the beginning of the level for a Pizza Planet token.

You'd think you'd be done with the level for the time being, since Rex will tell you that you need the Rocket Jet Boots to beat R.C. Usually, you would be right. However, there is a trick to beating R.C. without them, but it takes a bit of practice, a bit of knowledge about how things in the game work, and a bit of patience and getting some timing down.

To beat R.C. without the boots, you need to stay in the center of the track at all times as R.C. accelerates around the track. If R.C. runs into you, he will come to a dead stop. Use the time that R.C. is not moving to make some headway on the racetrack, and keep moving and watching for R.C. You obviously have to double jump over the sand pits and the water puddle, as the sand pits slow you down tremendously and the water puddle is slippery.  If you know that R.C. is going to catch up to you just before the sand pits, stop before the sand pit in the center of the road, have R.C. run into you, then double jump over the sand pit. You'll also want to do this near the water puddle if necessary. 

We have all the Pizza Planet tokens, so it's time to head out of here. If you want to see the race done with the boots instead of without, I'll show that off near the end of the Let's Play.

Level 3: Bombs Away


Bombs Away is your first boss, and it's a plane that flies around and shoots at you.

Walk forward to start the boss battle. Charge up your laser at all times; it will do more damage to the big bosses just like it does to the level bosses that give you tokens. Stay still and do not move around; this will keep you from getting bombed with water balloons. When the plane flies far away before diving forward and shooting the machine gun, this is when you want to lock on to the boss and fire a fully charged-up laser. Three charged shots (six regular) will take this super-easy boss down. Your reward for beating this boss battle is another clip from the movie in addition to the next level.

Thursday, September 3, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 2 of 16


In this entry, we finish up the first level of the game. On to Level 2.


The basement is off to the side from the living room. Avoid the poisonous green goo as you jump around on dry land and get to Mr. Potato Head, who will give you the Cosmic Shield in exchange for his ear. While you cannot jump very high on the toxic goo, you can get to the wooden platform safely and then get on the boxes to explore the rest of the basement.

Pushing the boxes in the basement will allow you to reach a Pizza Planet token. In every level, there will always be one Pizza Planet token out in the open; thankfully, Rex will tell you about it if you find him. As for the zipline in the basement, it will take you to the fourth sheep.

The kitchen is near the basement entrance, just off to the side from the living room. The trash can will get you on the countertop if you push it; watch out for the hot water coming out of the pot on the stovetop. The fifth and final sheep will be on top of the cabinets near the sink and countertop; you'll need to push a scale off the top of another set of cabinets, then stomp on it to get to the sheep. Bo Peep will be on the table; you can either jump up the chair or climb up the broom to get to the top of the table. Talk to her with all five sheep collected to get a Pizza Planet token.

We're done, and if you talk to Rex at this point, he will tell you that you have all the tokens. On to Level 2!

When you exit a level, you'll see what you've collected. At the top, you'll see what the five tokens are. There is a Hamm token, a collectibles token, a race token, an out in the open token and a boss token, and the levels never stray from this formula. In the middle is the amount of coins you've collected for Hamm. At the bottom, you'll see which power-ups you've collected throughout the game. We have the Cosmic Shield, but we'll need the others to fully complete the game. You'll then be able to save your game before being taken to the world map. Left and Right will let you switch levels, while X lets you confirm and Triangle takes you back to the main menu.

Level 2: Andy's Neighborhood


When you start the level, the rescue mission begins. Buzz finally leaves the house and explore the neighborhood.

At the start, avoid the lawnmower; it will hurt you. You'll also see a bunch of molehills on the lawn. The hint cube will tell you that you'll make the soldier surrender if you stomp the molehills that he is near. Look for the stomp symbol and the fireworks to see where to stomp. With each stomp, you'll smoke out the molehills, and on the last one, you'll get a soldier to pop out so you can collect him. You'll also find Sarge on the stoop. He will ask you to find his five soldiers, and if you can do that, you'll get a Pizza Planet token.

When you leave the starting area, you'll come across a racetrack. The RC car will be waiting for you to race him again for another Pizza Planet token, and you'll also see a bunch of car enemies that look like Emperor Zerg. The car enemies require a charge shot to quickly destroy, and if you have the green laser, one shot will tear them to ribbons. Rex is near the huge tree and the swingset. Watch out for the slime coming down from the tree.

You can climb that tree by jumping up the swingset (and collecting your second soldier on the way up), then climbing the rope holding up the tire. Once you're in the tree, you'll meet Hamm almost immediately, so head over here when you need to hand him the coins for the Pizza Planet token. While on the tree, you'll need to jump on the green leafy parts that act as platforms. You may have to go up other parts of the tree, but the completely green parts are the ones to concentrate on. There is also a see-saw platform, and you'll need to get it to lean to one side by getting it to lean all the way to the side in order to continue on.

There is a rope off to the side when you're halfway up the tree. You'll want to double jump to it and grab it, because this will pull the rope down and give you a shortcut back up the tree. This is good, since you'll need to swing off some bars in order to get to the top of the tree, where you'll have to fight a Zurg kite for a Pizza Planet token. Charge up your laser and use the lock-on ability to hit the kite, then stay away as the kite lowers and spins around to hit you in retaliation. Thankfully, this is the whole battle, and once you beat the kite, you'll be able to get a Pizza Planet token.

The video ends with me getting the Pizza Planet token from Hamm, since I'm able to get back up to him.

Wednesday, September 2, 2026

PrinceWatercress plays Toy Story 2: Buzz Lightyear to the Rescue (PS1) - Part 1 of 16


Compared to the games based on the first movie, this one is a little easier. It's just as enjoyable, however, and shouldn't be missed.


Yep, it's Toy Story 2. Which means it's based on the movie. Given that it's on the PS1, it's going to be a 3D platformer, although you could make other kinds of games out of it.

When the game begins, Woody is kidnapped by Al, the owner and founder of Al's Toy Barn. It's up to Buzz and all of his friends to rescue him. 

Level 1: Andy's House


You start the level - and the game - in Andy's room. You move around with the D-Pad, you shoot lasers with the Square button to attack enemies, and you jump - and double jump - with the X button. The Circle button will allow to perform a spin attack. Holding Circle down lets you charge it up, but you'll get dizzy for a few seconds after you let it loose.

Exploring Andy's room will teach you how to play the game. Jumping up to the desk will take you to the numerous help cubes that are in this level. Jumping into the help cubes will give you hints for the level you're in.

Some items in the environment will have a green hand that acts as a push icon. If you see that above an item, you can move into it to push it. Some items will have black trails with red smaller lines inside of them that show you specifically where you can push them, and these locations you can push items to will prove to be useful when getting through the game.

After double jumping from the bed to the dresser, you can climb a pole. Jump into a pole then crab on, then climb up and down with Up and Down on the D-Pad and spin around with Left and Right. Pressing X lets you jump off. Keep in mind that when you do that, you'll jump forward in the direction you're facing.

Jumping into zip lines allows you to slide down them. Jump to jump off before you reach the end.

Once you land in the crib, you'll learn how to enter first-person mode and aim your laser. Press L1 to enter first-person mode and look director through Buzz's visor. From here, you can look around with the D-Pad, press Square to shoot your laser and press the R1 button to lock onto nearby enemies. If there are multiple enemies nearby, you can keep pressing R1 until you lock on to the one you want. By using the lock-on ability, you can shoot down the catches holding up the side of the crib to get out. Just be near them, press R1, and the green reticles will lock on and show you where the catches are so you can shoot them down.

Enemies in this level include red robots that bounce around and flying robots that drop bomb. Using the lock-on ability and the charged laser works wonders in taking them out. Enemies also leave coins when defeated, so make sure you pick them up.

First-person mode has some interesting details, too. You can see Buzz closing his left eye to improve his aim, and you can also hear him breathing. That second part makes no sense, given that he's a toy, but it's still a nice detail.

Speaking of the laser, you can hold the Square button to charge up your laser for a more powerful shot, just like with the spinning attack. Keep this in mind, because you're going to use this pretty often.

The gold coins that you pick up will be necessary for getting one of the Pizza Planet tokens in each level. There are five Pizza Planet tokens in every normal level, and they serve as the main collectible for the game. There are 50 altogether, and we'll be getting every single one of them.

The green coin with Buzz on it is an extra life. Pick it up for a 1-Up.

When you're standing still, you'll see the amount of lives you have in the upper-left corner, your current amount of energy in the upper-right corner and the current amount of gold coins in the lower-left corner. If you're charging up your weapon, the charge gauge will be in the lower-right corner.

Rex is near the entrance to the attic. If you talk to him, he will tell you what you need to do in every level to get the five Pizza Planet tokens. If you pick up a token, he won't mention that mission. If you've picked up all five tokens, he will tell you that you've completed the level.

Above Rex is the attic. Here, you'll learn how pushing things like boxes works even further, but you'll also fight the tin robot. You'll need to beat this tin robot to get a token. To beat the robot, charge up your laser and run away when he charges at you. When he slows down and eventually stops, be ready to fire on him. The boss enemies will have a health meter in the top center to show how much health they have left, and when you empty it, you'll beat the boss. The tin robot takes six shots - three if you charge them up - to defeat, and when you beat it, you can get the Pizza Planet token that shows up. After collecting a Pizza Planet token, you can choose to keep playing or head back to the world map.

Horizontal rods can be jumped into, and if you do that, Buzz will swing around before jumping forward. Be ready to hold Up on the D-Pad and, if you need to, double jump. This will be important for later in the game.

The rest of the attic leads to the top near the roof, and the narrow platforms don't leave much room for mistakes, as you will fall down to the floor if you walk off the edge. Thankfully, there's nothing in the way of fall damage for this game. Thankfully, you can enter the pause menu with the Start button and select "Camera Mode," then select "Active Camera." Active Camera will always keep the camera behind Buzz. It also changes the controls a little bit. Normally, under the Passive Camera, L2 and R2 will rotate the camera left and right. In Active Camera mode, L2 and R2 rotate Buzz left and right. This lets you line Buzz up so you don't walk off edges, and you'll also be able to use the buttons to spin around on poles. It's a nice feature.

You'll find one of the sheep on the other side of the top of the attic. The sheep are the level collectible, and you'll see how many of them you have in the upper-right corner. When you collet all five, you'll be able to return them to Bo Peep, who is on the kitchen table.

Going downstairs leads to the garage as well as the rest of the house. To beat the RC car in the race, you'll need to take three laps around the car. Keep jumping while moving, as it allows you to move slightly faster than if you just run. Double jump over the oil slick, as it is slippery and will cause you to lose control. Also, don't run into enemies. Even though this race is easy, you can lose almost enough momentum to lose the race if you touch an enemy just once. Placing first against the RC car will net you a Pizza Planet token. If the RC wins, leave the garage, then go back in to do the race again.

The path to the top of the garage is full of poles you can grab as well as some obstacles of its own, such as the power drills that can drop down and hurt you as well as buzzsaws that can slice you. You'll eventually end up on top of the family car, and from here, you can jump onto the nearby light fixture to get to the higher shelves. The hint cube will tell you about the horizontal bars you can jump into and swing off of, which I mentioned earlier. At the end of the path at the top of the garage, you'll find another sheep.

Along the way, on top of the family car, you'll find the green laser. The green laser is as powerful as a charged red laser, and if you hold the button down, you'll get rapid fire. You only have a limited amount of ammo, which is indicated by the gauge in the lower-right corner, so use the green laser sparingly, as it is pretty powerful.

Hamm is on the living room couch. If you give him 50 coins, he will give you a Pizza Planet token. Remember that number, as it stays the same every level. 

The two downward-pointing green triangles are the stomp icon. To stomp, jump into the air, then press Circle to stomp. If you stomp on certain things, you can not only hit buttons, but you can also activate shortcuts to places you couldn't normally access. Stomping on the couch with the white X on the seat will launch you to a high corner shelf above the bookcase. You'll be able to jump your way to a battery (which refills health), a 1-Up, and the third sheep. Also, underneath where you land is Mr. Potato Head's ear. You'll need to hand that off to him elsewhere in the level.