Friday, July 29, 2016

My Experience With… Qwirks

Recently, I wrote a blog post about my experience with Tetris on NES. I eventually remembered there was a special version of Tetris (made by Pajitnov, the Tetris creator himself), that was way cooler, way more colorful, and way more 90s.

You guessed it: Qwirks.



I’ll give you a minute to get
through all the nostalgic feels.

This was an über-cool game that I remember getting excited about pretty easily. My mother showed me the ropes of this clever little CD game, and I think I spent most of my time trying to figure out the brain-breaking puzzles. Seriously, Mr. Alexey Pajitnov, if you’re reading this (which may be unlikely), would YOU be able to figure these out?

Then again, I was just a kid,
and special relations was not
a very strong skills set of mine.

There are several modes to this game (from what I can remember).

The first one was the regular mode. This is where you can see all the Qwirks. They have names, and if I had been writing this about twenty years ago, I could probably give you their names along with fabricated social security numbers. But seeing as how I didn’t even have internet or e-mail at that time, let alone a blog, and that I have more important things to stuff into my overcrowded brain, there you go.


BAAHAHAHA!!! Forgot about the yellow’s complex.

Okay, okay, okay. The objective in this game is a little like Tetris. You have to keep the screen clear as long as possible. As with the NES Tetris game, the pieces start off dropping slowly, progressively getting faster as the game continues. You… I dunno, “blloolororolrop” these guys???! That’s the sound it makes when they pop and disappear! Anyway, you get rid of them by connecting four or more at a time. When you have at least two of the same color adjacent, they conjoin, giving hilarious results with the eyes. You can also use combinations (I’ll explain that later) to beef up your score.

If it gets to the top, you do have two helps before you’re on your own. The first one looks like a peace sign or some kind of Mario character named Cosmo (this is one of two names I remember), which you control until you hit a Qwirk. This changes a bunch of Quirks to that color, resulting in a giant pop. The second time, you get Bigelow (the other one) which is simply a large red-ish Quirk that clears out the middle of your screen. Mind you, this one comes out of nowhere, and it freaked me out when I first saw it.

When you have exhausted all of your helps and you make it to the top, the game ends, and all of your quirks fall through the floor. There is a leaderboard on there, but I don’t think it’s online, so basically, you challenge your family and friends instead of that one master wizard on the other side of the planet.



I was looking for some images related to Qwirks, and I came across this, which is basically all the characters (save Cosmo and Bigelow) and their connected states. Then again, I haven’t seen a couple of these things. Like that comet one. Where did that come from? The crown, star, and purple blob don’t look familiar. Not to mention the ice thingies? And what’s with the fireball and clear quirk in negative… I dunno, but it’s a good reference chart of the sprites, frame by frame.

Another way to play is the challenge mode, which was my favorite as I got older. You play against these mutants, which are honestly the coolest things I’ve seen, despite their basic, weird 3D renderings. It’s almost personal the way you play with these things. There are 16 levels, total, I believe, each one progressing further and further. The rules of the regular game do apply to these games, with some special power-ups and opponent blocks.








Yeah, yeah, so a 10-year-old could make better things on Blender. But
COME ON! This was something to be played on Windows 9X
(pronounced “ninety-ex”), so you HAVE to admit, they’re pretty cool.

There are ways to tell without looking at the mutant’s board if you’re winning, losing, or even. If you’re even or if you’ve just started, each mutant has a “neutral” pose. If you’re losing or if you’ve lost, the mutant starts getting excited, or “in your face.” If you’re winning, it looks as though it’s in pain. When you defeat the mutant it kind of… dies???? Some of these “deaths” are pretty dramatic, and it makes me feel a little sorry for them, but only for a second. There’s no big fanfare after you defeat the final mutant. For crying out loud, you just spent 16 rounds on CGI’d mutants, what do you want, a parade??!

The two-player challenge mode is pretty much the same format as the regular challenge mode. I’ve tried playing both sides by myself… it doesn’t work.

#SolitaireQwirks, anyone?

The final mode (from what I remember) is the Puzzle Mode. This is… well. Puzzles. Remember that “combinations” thing I was talking about? Go ahead, scroll back up. I’ll wait.

Got it? Cool.

This helps you try to delete all of the Qwirks on screen within a certain number of moves. This also gives you practice about combinations that will help you pop multiple sets of Qwirks. When you complete a level, you get some fireworks, then go to the next level. If you fail, they give you a chance to try again or just end the game. You can abort at any time. I’m not sure how many levels there are on here, but I think that my highest accomplishment was 4-1, which might be pitiful. Again, I’m not really sure.

I really miss this game, and sadly, I haven’t seen it on any of my thrift store runs. *sigh* Even the music on this game rocked! Those simple MIDI loops…

Well. I won’t give up my search for it, and if you can find it, do play it. It is an amazing brain-stretching game.

I wonder if it’s on Steam? Whatever.



What’s your favorite 80s, 90s, or 00s thing makes you wax nostalgic?

Friday, July 22, 2016

My Experience With... Charlotte’s Web (Book vs Movies)



I will always have a love for cartoons in my heart, especially the old ones. They seem to have such a charm about them that has yet to be recaptured, even by today’s technology. A part of me wrestles with whether or not I even want the old style to come back, lest it loses its charm.

Anyway, I was introduced to E.B. White’s Charlotte’s Web through cartoons. When I was very young, my mother bought me the movie (I’m surprised she didn’t give me the book to read first!), and we enjoyed watching it together. It’s hard to describe just how charming and nostalgic it was. I, a very urban-suburban girl, felt like I wanted to be on the farm. I’m guessing I imagined myself among the talking, singing farm animals.

Speaking of singing, oh the music! I love orchestral music, pretty much always have. Once again, this was cultivated by old cartoons.

Go figure.

My mother even took me to a live special called “Tunes and Toons” (or was it the other way around?), which taught kids about parts of the orchestra and how musical pieces worked with old cartoons.


Best. Mother. Ever.
But I digress.

The music in there is nothingshort of fabulous! You pretty much hear a medley of the songs in the overture as the opening scenes and credits roll, then you hear the narrator -- with the perfect voice for any farm / rural story, plus he’s the same guy who narrated The Incredible Journey -- as the story starts.



More than likely, you know this story already. Fern saves a piglet runt from being axed by her father, and raises him herself until he’s big enough to sell to her uncle, Mr. Zuckerman. The pig, named Wilbur (by Fern) ends up lonely in the new big world of the Zuckermans’ farm, and the neighboring animals don’t help out much. Eventually, he makes a friend in Charlotte, a spider, who ends up making efforts to save Wilbur’s life, when he finds out he’s in danger of becoming Christmas dinner. She writes words in her web (“Some Pig,” “Terrific,” “Radiant,” and “Humble”), making the humans believe that Wilbur truly is a remarkable pig, and that the words in the web were a form of miracle. This makes Wilbur famous, and his life saved. Charlotte dies at the fair, but not before laying 514 eggs in an egg sac. Wilbur returns home a safe pig, and watches over Charlotte’s eggs until they hatch. All but three fly away, and life continues on the farm. There is a secondary story about Fern and her personal growth.

Alright, kids, if you’re writing a report about this,
please just read the book. This is not a complete
synopsis. Besides, it truly is a remarkable story.

Anyway, that’s the story in a nutshell. The old cartoon was really nice, and the songs were completely loveable. Plus, it took the descriptive writings of E.B. White and painted a nearly perfect picture of it all. Overall, it was a great adaptation.

I know that at some point in school, I read the book. It seemed even more classic than the movie itself. Plus, I think that was the point that I realized movie adaptations stray from book canon.

It’s really hard to say whether I like the book or the movie more. Even having read it recently (for this blog’s purposes, of course), I still can’t say for sure which is better.

I did watch the live action version years later, and it was actually a lot better than I expected. Dakota Fanning played a decent Fern, and the farm animals were pretty funny. Templeton was interesting, he definitely had the same “scheming” voice, but it wasn’t quite as exaggerated as the original Templeton voice, which I can live with. Wilbur was ADORABLE. I had NO CLUE just how stinking cute piglets could be! Plus, that tiny, Babe-like voice they gave him... I didn’t see it coming. I guess it makes sense since Wilbur is supposed to be young, and it was way cuter than the sudden grown man voice that he starts off with in the old movie.



If I had to make a choice between the two movies, I would say the original, hands down. The newer movie was pretty good and truer to the book’s canon, but I’m a sucker for classic movies and musicals.

So, what’s your fav--

Oh, wait, I forgot.
(Grrr, do I have to...?)

*Sigh...* Between the two Charlotte’s Web movies, there was a bomb of a Nickolodeon special called Charlotte’s Web 2: Wilbur’s Great Adventure. I was a child when I saw the trailer, but I knew it would be bad. I recently watched it, and... It was bad. Really bad. But not the worst thing I’ve ever witnessed.... Top 10, maybe? (Bottom 10?)



Anyway, this story takes place after Charlotte’s Web, and we get to know Charlotte’s slightly creepy three daughters who stayed behind. They were pretty cool as far as character development, except, why did they have arms and “hands” if they already had eight legs???


Unsettling...

The Zuckerman farm gets a small lamb named Cardigan, who is quite literally the black sheep of the flock. All the other sheep pretty much diss him because he’s black-wooled and clumsy. (Like, seriously, what baby hoofed animal isn't?) Wilbur, knowing full well how it feels to be alone, befriends Cardigan. Their friendship seems to be at an end, however, when Zuckerman sells Cardigan to another farmer at the county fair. Wilbur, along with Templeton, Joy, Aranea, and Nellie, set out to find Cardigan and bring him back. They make new, insignificant-to-the-plot-at-large, friends at Cardigan’s farm, all while escaping a tricky fox whose appetite and demeanor are worse than Templeton’s. Wilbur, through a bunch of mishaps involving mud and foliage, gets mistaken for a wild boar that’s on the loose. Charlotte’s daughters are also terrible writers up to the crucial part of the climax, where they warn concerned farmers that a fox is in the area trying to eat... well, anything. Cardigan stays at the new farm, but Zuckerman promises to have Wilbur visit. Two of Charlotte’s daughters also stay at the farm, feeling they’ve had enough adventure for a lifetime. The remaining returns to Zuckerman’s farm with Wilbur, seeing as she’s the feisty, adventurous one.

Yeah. There are TONS of loose ends in this feature, and really, it isn’t all that good. If there is one thing I did enjoy about it, it would have to be the music! The duet with Wilbur and Cardigan was more than cute, and it’s big band sound made me want to find someone to dance with. The trio of Charlotte’s daughters was nice, too. Still, I didn’t like this movie, despite it being a cartoon musical. That’s saying something right there.

That was painful to go through. ANYway, what’s your favorite old movie, tv show, or short?

Friday, July 15, 2016

My Experience With... Tetris

I’ve done a couple of video game reviews, and both times, I’ve managed to review them on significant milestones. In this case, Dr. Mario and Tiny Toon Adventures hit their 25th Birthday. This one… not so much. Okay, this came out in ’83, and I didn’t have this blog when this rendition of Tetris turned 25, so…

Happy 29 ½th… Birthday….. ?????

?????

I know that there are a ton of versions of Tetris out there, but I will mainly talk about my favorite, which is this NES version right here.



I have also played this version, which is cute as well, but I’ve found it harder and visually less pleasing to play.



When you start it up and wait a few seconds at the title screen, as usual, you get a bit of an Easter egg. In this case, it’s just a demo.

After hitting “Start,” you go to the main menu. At the top, you will see “A-type” and “B-type.” You will also see four music options.

Music 1:


Music 2:


Music 3:



The last option is “none,” but you can clearly tell that they’ve ripped off 4’33” by John Cage.



Now on to the modes of gameplay:

A-Type:
This is the standard gameplay. You stack the Tetris pieces so that they fit, and you can break up to four lines at a time. When you overlap pieces at the top, you get a game over.

There are incentives to this game. After a certain number of points (30K, I believe), you get to see a Russian spaceship take off, and it gets bigger every time. The last incentive gives a nice surprise.

Another thing I’d like to consider an incentive in this game is the COLORS ON EVERY LEVEL. I wish I could make clothing patterns out of those, they’re so gorgeous! Well… except for level 6. Very depressing.

You can start at any level from 0 – 9, but the levels continue until your game ends. Level 0 has pieces moving mind-numbingly slow, and the speed progresses with each level. Also, you score the fewest number of points per move with level 0, and that increases over the gameplay. The level changes after every 10 lines broken.

To make the gameplay (in either type) trickier, hit the “select” button, and it toggles the visibility of the next piece. All the stats for each piece is on the left side of the board, regardless.

B-type:
In this one, you sorta play in reverse of “A-Type.” You still have your original 10 levels (you cannot go past level 9 at all), but this time, you also have six height choices labeled 0-5. A “0” height means there are no previously stacked blocks, and a “5” height means that you’re stacked all the way up to the ceiling.

The objective in this version is to break 25 lines. If you make it with “success,” you get a parade of creatures going past the Kremlin, according to the level you play. This is found in levels 0-0 through 8-5, and the number of creatures increases with each height. Level 9 has a really fun ending with each height you conquer. These levels can be played in any order.


For each type, there is a “leaderboard” of three slots. This is not saved when re-loaded. I have found that if I am tactful enough, I can make the leaderboard say things like “JESSIE WAS HERE.”

Lol, I need a life.

I would very much recommend playing this game, especially this version. I just find it very whimsical and nostalgic.

And now, I leave you with Smooth McGroove’s version of my favorite music on this game:



Ta-ta!


What’s your favorite version of Tetris? What’s your favorite song or musical piece sung a capella?


WAIT, lemme answer that last part and add it to your answers, it sounds fun: Flight of the Bumblebee.

Friday, July 8, 2016

My Experience With… the March Madness Bracket (VIDEO INCLUDED!)

Sports can be rather enjoyable. For some of us, the entire season to the exact detail has to be personally witnessed. For others, we enjoy the final rounds, kinda like the finalists in American Idol.

For the rest of us, we can be rather apathetic about it, even down to not even wanting to play sports.
I’ve played sports in high school, and I can get into pretty much any of the major sports (basketball, baseball, and football), and I still enjoy playing light sports with friends to this day. I have, once gone off the deep end though, and may have gotten too caught up in it. No worries, I made it out the other side. I’m talking about the March Madness Bracket of 2015.

The first time I’d even heard of March Madness would have to be in high school. My old small school (which is sadly no more), was HUGE when it came to basketball. By my last year there, we had a JV Boys, Varsity Boys and Girls, and JV and Varsity Cheerleaders. People would turn out to pack the house, and the parents of students in this conservative Baptist school would get ROWDY. Well, pretty rowdy, considering it was a conservative Baptist school, anyway. I think the Vault went to some of their heads…

Anyway, one of my teachers (who, incidentally, was also my team’s coach), was going over his bracket in homeroom. I looked at this confusing hierarchical graph and wondered why in the world the opportunity to guess an entire basketball competition that starts with a ton of teams would be presented in a regular newspaper.

I still don’t completely get sports to this day.
Kinda makes my dad laugh and cry
at the same time.

  

Well, years later, I decided to participate in this true madness when… well, I think you’d just better watch this old video I did a couple of months ago.



So, that’s the story, pretty much in a nutshell. This post may have been a bit of a cop-out, and quite a bit of shameless self-promotion, but hey, it’s a life experience, and I’m willing to write about it.

Take care!



What’s the nuttiest thing you’ve ever done?

Friday, July 1, 2016

My Experience With... Tiny Toon Adventures (NES)

Warning: Spoilers.


Last year, I did a blog post celebrating the 25th Anniversary of the NES game Dr. Mario. Well, there's another video game I enjoy playing that is having its own 25th birthday come this December.


You guessed it!!! It's TINY TOON ADVENTURES!!!!!


This is not my cartridge, although I do still have it.

I was a bit of a late bloomer on the Tiny Toon Adventures bandwagon, but I did always like the concept of it. Most of what I've seen of them (which is not very much), I've seen on YouTube, and boy, did I enjoy it. For those of you who don't know, Tiny Toon Adventures is a show about a bunch of animals that are essentially Looney Tunes doppelgangers. In fact, they're their protégés at Acme Looniversity, where they learn to be entertaining cartoons, while having their own personal life adventures.

(Click here to see the list of the characters.)

The show poses some nice moral lessons along with zany animations that many of us grew up loving. Oh, and the pop culture references are EVERYTHING in this show, even to the point of parodying the original Looney Tunes shorts!

Tiny Toon Adventures started in September of 1990, and it kicked off a wonderful time of WB cartoons (Animaniacs, Freakazoid!, Pinky and the Brain, Histeria!, Taz-Mania, etc.). AND FOR THE LOVE OF PETE, DON'T TRY TO BRING THEM BACK AS NEW, PROSPECTIVE SERIES-MAKERS. You've seen what's happened to the PowerPuff Girls.

Sad.

Anyway, I remember this game from the deepest reaches of my childhood. I used to watch in awe as my mother and two of my cousins would play that game with such ease, and the moment my mother finally conquered the last end boss was almost magical! Then I would try to play it and... well, I didn't get past level 2 for a while. I advanced a bit, but never quite made it to beat Montana Max.

Years passed, things got moved around, then finally, I came across it again, so naturally, I put it in and started playing it.

Boy was I HORRIBLE at that pain-in-the-neck.

However, I did learn (mostly via the internet) how to beat the game, so here goes the walkthrough.

If you wait at the "start" menu, it will show the original backstory, as many NES games did. Buster Bunny finds out through his TV that Montana Max has captured his girlfriend, Babs Bunny (obviously, no relation). Buster decides to rescue her, but he needs your help. This returns you to the start menu.

After you push start, it takes you to a map that shows Buster hopping from his starting point (I'm assuming a hole in the ground?) to level 1, Acme Acres. There are six levels total. You then see (as you do at the beginning of every level) Shirley the Loon and three characters at the bottom: Plucky, Dizzy, and Furrball. As Shirley explains, you can use your controller to decide which character you want to be your traveling partner for the level. You can choose whomever you wish, but for some levels, Shirley will make a recommendation based on her "fortune-telling" skills. I should let you know right now her fortune-telling skills in this game are as valid as those in the actual show.

She doesn't recommend anybody for this level, and honestly, you can use whomever you want. I've played as all four characters. Each one has specific abilities.

Buster Bunny: Fastest running, highest jumping. You always start with him on any level, and can change by jumping on a ball retrieved from certain balloons.

There are other balloons that hold hearts. If you get a heart, you have one hit point before you die, unless you fall down a hole, or hit a stationary spike (of course). If you get a heart after already having a heart, you get a 1Up (no extra hit points are added). You start the game with two extra players (you can still play with a P x 0), and can go all the way up to P x 9.

Yeah, I don't get it either.

You can also attain lives by collecting carrots. The carrot counter only goes to 99.

Again, what?

Some stages have small doors that lead to Hamton's house. You exchange 30 carrots for an extra life, and you get points for each carrot. If you have fewer than 30 carrots upon entry, he'll just send you out to "try to get more." He tells you to do that even if you have more than 30 carrots. Either way, you cannot go back into his house (the door disappears) unless you re-start the stage, usually by dying. Also, carrots do not regenerate upon exit.

If you die on a P x 0, the game is over, and you see a sequence of Calamaty chasing Little Beeper, until the former gets squashed by the actual phrase "game over." It does give you the option to continue where you left off, but you have to start at the beginning of the level that you've lost, and you start with a "P x 2," no carrots, and no heart. However, if you select "No" when they ask you, you go all the way back to the title screen and have to start the game all over again.

Anyway, back to the characters.

Plucky Duck: Ability to fly by jumping into the air (using "A," of course), and hitting the A button over and over again. Also the fastest and best swimmer.

Dizzy Devil: This guy is the slowest of the bunch. With the other characters, you hold "B" as you hold a left or right button to make them run, but if you hit "B" with him, he spins, which makes him move a little faster. This can help you out of tight jams and gives you temporary invulnerability. This also makes him the only character to defeat Arnold the Pit Bull in one blow. But other than that, he cannot run.

Furrball: He's the worst swimmer of the bunch, but can climb any flat, vertical surface, making him the most versatile of the group, in my opinion. And honestly, he's my favorite character to use most of the time.

Stage 1-1 is fairly simple. You go along, collect carrots, can collect a heart, and even change characters. The entire gameplay is very similar to Super Mario Brothers 3, with a back-and-forth 2-D scroller, and regenerating enemies. If you accidentally change your character and want to change back, just go forwards a bit, and then go back. The balloon will still be there, ball and all. If you immediately lose your heart after gaining it, however, you cannot get another heart. Kinda stinks, but that's the game. I usually play Buster Bunny through it, speeding through the stage in 12 seconds. You have 200 seconds per stage, and die when the time is up. Your enemies are Roddy Rat and Danforth Drake (honestly, I thought that was a bumblebee, at first). The fun part about playing Dizzy at this point is that immediately following the transformation, you can wait until Danforth is low, then jump into the air, immediately hit "B" for the spin jump on Danforth as you're spinning, causing him to kinda "blip" into the air, then try to get right under him to make him fly up! It's HILARIOUS!!! It's a tricky thing to do, but SO worth it when it's done.

After every stage, save the last, you see your remaining time converted to points. You can gain a life after every 20,000 points earned. After the time counter hits zero, Concord Condor delivers his catchphrase "Nope, nope," and you're sent to the next stage or level.

Stage 1-2 is again, simple. You're still in Acme Acres, and you face more enemies. This one has Hamton's house, where you can trade in your carrots. This is optional, however. The enemies are the same, except there is one Arnold Pit Bull (Gee, I wonder who his character is parodying). You can defeat him as any character. For Buster and Furrball, you can jump from a high platform (for Buster, by jumping on a Roddy and jumping high by holding the "A" button; for Furrball by climbing up a wall to the top of the platform),  then hitting him again after he throws a couple of weights at you. This is quite difficult and requires good timing. Another way is to defeat him by using Dizzy Devil. He can't jump very high at all, so you need to go the low route. After getting to Arnold's area, hit "B" and jump to him. He immediately disintegrates. I've never mastered this task with Plucky, so.... good luck with that.

There is no heart balloon on this stage.

After you complete this stage, you go to another stage, which has...

*gulp*

Elmyra.

Actually, her stages are not very hard to complete. You basically make sure you don't get caught by her while you wait for a door to appear. When it does, go there before she catches you. If you do get caught by her, you don't lose a heart or a life, but you do have to start the level over.

Buster: You can jump from one side to another, and buy time as she hits a wall and stands still before discovering she can chase you again. or you can jump back and forth and have a never-ending chase sequence until the door comes out. What I like to do is make it to the middle, then keep jumping as she runs back and forth under me. Sometimes she'll stop and I have to run to one side again to ensure safety. If it works well, she chases me until I jump into the materializing door right in the right spot. Sometimes, however, the game will glitch, and she'll disappear, then drop out of the sky and run. Definitely have had a few "heck-the what" moments with that, but it doesn't happen very often.

Furrball: This is the easiest stage to escape. Just climb a wall to the top and stay up there. There's an invisible "floor" at the top, and you can stand there until the door appears. Just make sure that you go quickly, otherwise she'll catch up to you.

Plucky: I would suggest the first version of Buster's keep-away. And definitely NO FLYING. Your flying is more of a floating with direction, and this gives Elmyra time to catch up.

Dizzy: Elmyra's speed is about Kid Speedy's pace (her speed varies with character), so you have some time to get away. Also, she'll run a distance and stop, again, giving you time to get away. You can also use your spinning power to run past her without getting caught.

Oh, one thing I forgot to mention, if you use your spin power, you lose power on the "Pow" dot line (found above your player counter) down to zero, and you have to wait to recharge. This can make gameplay with Dizzy pretty frustrating sometimes, but rest assured, you more than likely have ample time.

Stage 1-3: You're in a spooky, haunted castle. Enemies here are Roddy, some pumpkin ghosts that can be defeated by jumping on them once, then (optional) knocking their pumpkin heads out of the way without any harm, ghosts that can appear out of nowhere, and really can't be defeated, just run from (believe me, those little guys eventually separate, with one of them out to quickly hit its target, aka. YOU), and some dropping spikes, which can only do one HP's worth of damage.

This stage is kind of an oddball. It's the only one (to my knowledge) that has a balloon which contains a clock which will pause time for about 10 seconds. This helps in speeding along the level without enemies advancing towards you, or getting a heart balloon without getting interference.

I tend to use Dizzy Devil only for this stage due to the sole fact that I really can't find that much use for him anywhere else. I can understand his powers' usefulness, but I prefer using Buster. I used to use Furrball as a means to avoid spikes, but after finding out just how quickly Buster runs, I don't even use Dizzy that much anymore. I did use Plucky for the sake of doing so for a little bit, and he did give me a chuckle. If you have him run, then jump up just as he approaches a wall, he smacks up against it and slides down with about the funniest expression on his face. I used to love watching Mom do that to him again and again when I was little.

Quick side note before I move on: it seems that each character has at least some form of unique reaction to a wall. Plucky, as I've mentioned, smacks up against a wall, Furrball climbs walls, Buster leans against walls, and Dizzy.... I still haven't figured out what he does, if he does anything to a wall. Ah, well. If anybody knows, please tell me along with what buttons to push. I think I've even tried the "select" button, for crying out loud!

Anyway.

Level 1 Boss: The next stage is a Boss stage, and you have your remaining amount of time to defeat him. In this case, your Boss is Gene Splicer. He rides a skateboard back and forth, throwing anvils periodically. Getting hit by him or an anvil will cost you a hit point. Three hits on the head by any character will defeat Gene. He jumps off-screen, and a key flies up. You will need to collect five keys total to make it through the last level.


On to level 2! You go back to the map, then get sent to Shirley again. Now, she suggests Plucky. I would not recommend him. Now, he is undoubtedly the best swimmer, and it's easy to go through one of the stages on this level, with him, but I always choose Furrball for this one.

Stage 2-1: You're on a beach. There are two quicksand waterfalls which require you to jump several times to get out. You will also have your first encounter with water. Enemies are hermit crabs which shoot their shells, fish which speed up and bite upon close encounter, and crabs which cannot be defeated. Fish can be defeated underwater by pressing the "B" button which releases a small air tornado that hits your enemy... maybe. Sometimes you need to "aim." Either way, the "POW" bar goes to zero and regenerates in the same way as Dizzy's spin attack on land. Hermit crabs can be defeated with or without shells, but they can each fire one shell at you, which can take away a hit point. They also speed up after firing.

Stage 2-2: You're completely underwater. Thankfully, unlike Banjo-Kazooie, you don't have to worry about a health meter. You're a toon! You can breathe underwater just fine. Your enemies are fish, crabs, and jellyfish. Jellyfish can be defeated in the same way that fish can. Crabs are, once again, not defeatable. (Is that a word?) Hamton's door can also be found on this level.

Remember when I said that Shirley recommended Plucky Duck for this level? This level is all the reasons why. Plucky is a little hard to navigate at first, but he's definitely the best if you want to swim through the level quickly. I do use Furrball, though, even though he is the worst swimmer, mainly for the next official stage.

You come across another Elmyra room. This is one where the best thing to do is to stay right where you start until the door appears. Then you sneak down (not too slowly) and run for the door. She tends to take a few seconds to realize where you are. If you do happen to move from your spot, it's easier for her to catch you. In this case, return to where you started (or the similar spot on the opposite side of the screen), wait until she holds still, then try to sneak down. I think this might be the most difficult Elmyra stage in general.

Stage 2-3: Now we come to the part where I explain why I use Furrball. You start on the deck of a pirate ship, where you fight pirates that occasionally -- okay sparsely -- throw axes at you. These are defeated by one jump to the head. The traditional way to move through this part is to go in and out a couple of doors before you go to the door that takes you inside the ship. However, when you do go out of the door and remain on deck, more pirates appear, which makes it a little tough to get through. Furrball really comes in handy, here, because there's a tall mast above the doors where you can jump, climb up (Buster can't even reach up here), and jump over, and no pirates will be there waiting for you, and you can continue to the door to the inside of the ship.

Once you're inside, you will have anvil-throwing Roddys, spikes, and exploding barrels as your enemies. If you come close enough, Roddy will throw the anvil at you. Sometimes, the game gets a little glitchy and Roddy will appear sans anvil. I've found this to be the case when I get to the main door within 11-15 seconds; the Roddy at the bottom of the ship will have no anvil. This trick usually works in my favor. Either way, I've found that if you wait until they turn away from you, you can go behind them, and avoid getting hit by the anvil.

I should probably mention that if you slide as Buster, Plucky, or Furrball (Dizzy doesn't really "slide") under a walking Roddy, it will fly up into the air. If you slide into a stationary jumping Roddy, it will disappear as though it has been jumped upon. For walking and jumping Roddys (you will encounter those), you're better off just jumping on them.

There are some spikes in this level that will shake and drop. Those will take away one hit point. If you hit any stationary spike, however, it's instant death. Also, near the end of the stage, there is an exploding barrel that will activate if you land upon it. This will also take away one hit point.

Level 2 Boss: You are kinda back on the deck (I guess?) to fight what looks like Captain Hook. You have to jump on his head three times. There are platforms you need to jump upon, and Captain Hook does run and jump frequently. He will also use his sword to "stab" you, if he's close enough. If you jump on his head the first two times, he will send a rolling barrel after you. Furrball, once again, comes in handy for climbing up the wall and off-screen, which will ensure that the barrel will not hit you. On the third hit, he stops, then flies off-screen, and throws up the second key.


Stage 3-1: You now move to the forest. Shirley the Loon will recommend Dizzy Devil. Really, the only thing he's good for is using his spin power to break some tree branches. This only really works if you want to go Hamton's house in Stage 3-2. Nope. Stick with Furrball. Enemies are owls, squirrels, and hedgehogs. This is also an oddball stage, because this is the only stage (and actually the only level) that you do not see carrots to collect. Instead, you collect apples, which are counted as carrots.

Stage 3-2: You're in the deep forest now. I like using Furrball here, too, because you can basically travel across the tops of the trees to avoid the weirdest maze on the floor. Enemies here are squirrels, hedgehogs, bees, and bats.

The Elmyra stage in level 3 is what I consider the most challenging. You are in a long room with Elmyra on the floor, and your escapes are walls, your starting platform, and a ton of columns with spaces between them. I tend to wait until she runs to my platform, and then hop onto the first column. After about 5 or 6 seconds, I fall through the first space and run like the wind to the exit door (usually materializes by then).

Stage 3-3: You're now in the spooky cave. Furball, again, helps with some top-of-the screen travel. Enemies are: bats, Roddy, fish, and spike balls that kinda look like faceless, round, purple Thwomps.

Level 3 Boss: The Wolverine. You have two floor platforms with space on either side of each platform. Above are columns that spin like Russian Roulette. The Wolverine will jump down on one platform, run to the center, and fall down the middle space, and the whole cycle repeats. Your job is to jump on him three times for him to fly off screen and get your third key. The way to tell which platform he will land upon is to see which direction the platforms above are spinning. If they spin to the right, he'll land on the left, and vice versa.

After defeating the wolverine, you move on to Stage 4, which is more urban-themed. Shirley the Loon recommends Furrball for this level. She FINALLY gets one right, and sadly, it’s the only correct recommendation. Granted, she’s just making sure that each traveling companion gets a turn, according to how their powers are best used, but the fact is, Furrball is the best companion for half the adventure.

Stage 4-1: You’re now in the streets, where you face dogs that pop out of random windows, throwing vases at you and cats that pop out of random trash cans and throw open tin cans at you. Each object thrown cannot be stopped (I don’t think so, haven’t tried Dizzy on this level yet), but they can be pounced upon. There’s also one walking/jumping Roddy.

Stage 4-2: You’re behind a fence, where your enemies are the cats, explosive oil barrels (similar to the wooden ones in stage 2-3), and Rhubella Rat, who jumps out many places and runs after you. She doesn’t really pose a threat unless you slip and can’t get out of the way in time, and can be defeated in one pounce. Hamton’s house is nowhere to be seen in this stage or this level. This is also the last stage that you can collect carrots. This is one of my favorite stages to play due to how faced-paced it can get. I usually try to run straight through without stopping, which usually ends up with so many Rhubellas chasing me that the game lags. Hey, it is an NES.

The last Elmyra stage is the absolute hardest to get past… if you aren’t Furrball by this point. Remember how I’ve said that Furrball can climb walls? Well, you basically use that to get past Elmyra, and you really don’t need any of the flying platforms.

Stage 4-3: You start at the bottom of the inside of the skyscraper. Your enemies are Roddy and Sweetie Pie. This is the last time you’ll see any Roddys in the game. Furrball is amazing when it comes to this stage, as he can once again climb walls to avoid those pesky flying platforms. DO NOT GET THE FIRST BALLOON AT THE BOTTOM PLATFORM. It’s a ball, and it’s really annoying to change from Furrball to Buster. Thankfully, it’s not hard to dodge, but it is an annoying lesson you may learn the hard way once.

Boss Level 4: I used to hate this boss with a vengeance. It’s basically King Kong jumping on a platform. Each time he jumps, a small monkey comes down. Also, if you are on a platform when he lands, you cannot move for about a second or two. You start on the left, short, downward-sloping platform. Monkeys never go on that platform. At first it seems as though they’re trying to get you to run out of time, since there’s no way to physically touch King Kong, and you need to hit two monkeys to have one quarter of the platform drop. After the last platform is dropped, King Kong falls.

Now, the hard part is that you need to hit the monkeys that drop at random points at the longer, downward-sloping platform. Two are dropped every ten seconds, approximately. I used to try to hit one of each, but that would often result in my finishing the boss with less than 60 seconds to spare. Then, timing got to the point where I would hit two monkeys every so often, taking me down to under 90 seconds remaining. Then, it occurred to me: some monkeys that land closer to the edge of the platform after the first King Kong jump could be pounced upon when King Kong goes for his second jump. This way, I can use my first pounce to gain momentum on the second monkey. This method has caused me to finish as early as 130 seconds. A caveat: try to make sure the second monkey doesn't land on top of you.

I can also be a little bit stupid-sticious about this end boss. I usually stand after the second rivet on the left side, and jump while King Kong is mid-air. Often times, if I get the timing right, the monkey lands far up the other slope. I dunno, it usually works for me.

After defeating King Kong, you get the fourth key and advance to the next level.

I feel that now is a good time to tell you – especially since this is usually when I get there – about the Duck Vader stage. Boy, do I remember this bringing me and my mother grief, since we didn’t originally know how he came up, so it seemed perfectly random. I think I may either cried or almost cried every time he came on, mainly because he seemed so difficult to defeat.

You achieve this stage when the number of carrots you have is divisible by 11. The reason I get Duck Vader at this time is that I have (strategically) collected 99 carrots. I don’t really go into Hamton’s place anymore, because it’s fairly easy to get to P x 9 on your own. I don’t think you can get Duck Vader two levels in a row, if you do not collect any more carrots by the next level.

I could be wrong.

Duck Vader comes to you on the map, and then you’re in his scene. He’s his own boss level, and you have two robots on either side. You always play as Buster, which works because of his high jumping ability. You have to hit Duck Vader on the head three times to defeat him, and you can use his robot henchmen to try to jump on his head, if he’s high up. After the third jump, all three disappear, and a large heart with an “ACME” label on it appears. You should get it, as the game will not advance until you do, like you should get the keys. You gain no points in this round, but you do get a 3Up, regardless of how many extra players in the game. If you get to P x 9 in this game, the counter just stops counting. However, you can lose a life if you get shot or bumped into.

Next you go to level 5, and you choose your companion without Shirley’s help. She doesn’t recommend anybody after level 4. My mother figured out early on that Plucky is the best companion because you will need to fly in order to fully master this level.

Level 5: Welcome to Wackyland! It’s every bit as trippy as the show. You start off in a door (huh?) and go and jump across flying platforms, and a little Gogo Dodo. Should you jump on him? Why not? It merely disappears with a weird sound. No harm done…

You will find Hamton’s door in this scene, and it’s the last one of the game, which helps if you need to exchange some carrots for lives. There is no Elmyra (the last level had the last one), so you can’t exactly “re-do” this stage without going through the “game over” scene first.

You will also find… these… green… Goober-looking… I dunno WHAT they are, but just avoid the squares that go in a straight line, okay? They’re only found in this scene.

You go to another door, and go through to the next scene. There’s a balloon which changes you to your character (I hope you have chosen Plucky!). There are also, in this particular scene… bubble-tossing buckets and jumping footballs. And the bubbles that are tossed are harmful. WHAT IS WRONG WITH THESE PEOPLE!!! That Bugs Bunny’s 50th Birthday game also had harmful bubbles. Why are bubbles harmful? They’re BUBBLES!!!!!

Whatever.

There are two Gogo Dodos, and if you jump on them, they do the same as the first Gogo. You go to another door (good grief, where’s the exit???) and go to the third scene. Now you’re coming across running eyeballs wearing fedoras and jumping teapots. Why? I think the people who designed this level intentionally deprived themselves of sleep for two months straight, watching only the Tiny Toons and Looney Tunes episodes that contained Gogo or Yoyo. And possibly some Rod Serling programs. Anyway, there’s one Gogo at a high platform, and another Gogo in a kinda tight, vertical mini-maze. You basically have to Mission Impossible your way through that.

And yes, I did make Mission Impossible a verb.

Continuing on, you can collect a heart, then go through yet another door, and…. wait, you’re back at the first scene. This is Wackyland, folks, so there’s no “exit” door. So how do you get out of there?

You know those Gogos you see that make the weird noise when you jump on them? If you had been counting, there are five altogether. When you collect all five, the level ends, and you go to a separate scene. Is it an end boss? Not really. The five Gogos jump out of you, form a full-size Gogo, which then disappears, revealing…. YOUR LAST KEY!!! You go get it, because you’ve had enough of this weirdness (although, it is super fun after a while). So long, Gogo and Wackyland, it’s been surreal.

What happens if you don’t end up with Plucky and you really wanted to do so, but an accidental slip of the finger had you end up with Furrball or Dizzy instead? Well, I think Dizzy is impossible to win with, because he can’t quite Mission Impossible his way through low, tight spaces, and you can’t break through things here. You can win with Buster or Furrball, though, although I prefer using Buster over Furrball.

Finally, you reach stage six, and Shirley (once again) does not recommend anybody. Well, I recommend Buster. You can play as any character, though. My mother loves using Dizzy, but oh, my word, it takes so long to get past that level with him.

Level 6: Montana Max’s Mansion. Whoever designed this level clearly did not get enough hugs as a child. Granted, this level is pretty true to canon, but still very sadistic.

Your enemies start off with these security guys that throw… knives? If you don’t get them right away, without getting away, they will get you. You also have the butler, who turns off the lights to keep you from seeing. Thankfully, I have this scene down to a rhythm. Oh, and watch out for falling chandeliers. As you approach the end of the scene (and each one here), you see a white, bolted door. What to do? You just come up on it. It disappears, along with one of your keys. You should have all five keys at this point.

The second scene takes you to more security guards and a series of stationary spikes. As mentioned before, these mean instant death, with or without a heart. If you play as Dizzy, use your spin power, but you have to stay put (lest you run into another security guard by accident) and wait for your power to recharge before going past more spikes. This can also knock away the security guards and provide immunity to their weapons. As the others, though, you may find it best to Mission Impossible your way past the guards and spikes.

The third scene gives you an elevator platform that has you jumping and ducking money bags being shot left and right. Again, as Dizzy, the spin move helps at one point, whereas you have to work on serious rhythm as the others. After the maze, if you make it out alive (I tell you, it’s like the fall of shame if you die here), there is a heart balloon waiting for you.

The fourth scene gives the return of Arnold the Pit Bull. He will charge at you, top speed. You can jump over him as any character, but I think you still have to hit his head twice for him to disintegrate. I don’t know, he gets away too quickly for me to find out. However, as Dizzy, use the spin move, and as in Level 1, he will disappear.

The last scene contains no enemies. They’re platforms monogrammed with “M” that go out and in. Your timing and jumping are the only things that will be your literal downfall. You can use Furrball to climb walls with ease here.

Finally, you make it to the last door, use your last key… and…




FINAL BOSS: You’ve finally made it to the Montana Max stage. You start with a spring-loaded Boxing glove that shoots at you. Montana Max will appear in one of two “doors” on a high platform. Also, a coin will shoot out. You need to use the boxing gloves (after they’ve punched out) and the coins (after they’ve fully materialized) to get to Montana Max. Three hits will mean his end. But be careful, upon the first hit, you will get two coins to defend against, and upon the second hit, two boxing gloves will pop out at a time. If you lose, you need to start the level all… over… again.

Now, when you hit Montana the last time, he falls over and throws a fit, indicating his defeat. Then everything except you character disappears, and a curtain falls. After a moment, the curtain lifts revealing your character with Babs Bunny!!! Yeah, they don’t exactly show how it happens, but who cares? What’s hilarious is that none of your stats matter anymore when Montana’s beaten.

Back in the day, lots of games had “bad,” “good,” “better,” and “best” game endings (or some variation thereof). This one, sorta has it. You can end as any character, but if you end with Buster, she will bounce at the same speed as Buster when he’s stable (not moving via the player). With any other character, she bounces at half-speed.

Forgot to mention:
Buster, stable: bounces up and down on his toes.
Plucky, stable: Furrows his brow and taps his foot.
Dizzy, stable: Pants and bounces naturally with pant.
Furrball, stable: His tail twirls around.

Congratulations, you’ve beaten the game! There’s an epilogue and credits sequence that awaits you. This game was made by Konami (Warner Brothers had nothing to do with its actual development), and every name, I kid you not, on this game is Japanese. How cool is that?!

They also thank you for playing (D’aww, shucks. Weren’t nothin’.), and then the “The End” title. And that’s it. Nothing else. Lots of games would end that way. You can’t exactly “restart the game” without… restarting the game. I guess that’s their way of saying, “Good job. Now go play outside or something,” or something to that extent.



So that’s a pretty good part of my childhood. And you know what? I still play it to this day, as a stress reliever. I would recommend you play this game, too, at least once all the way through. There is also a code that you use (I’m not telling it to you here, I haven’t even gotten my mother to figure it out!) that can help you start at any stage in the game, and give you the appropriate number of keys, as well. For instance, if you start at stage 3-2, you will have two keys to start off with. If you start at the Duck Vader stage, you could potentially start the game with a P x 5.


You know? It’s taken me a good honking long time to fully write this out. I could use a stress reliever. I think I’ll play the game right now.

Toodles!

*hums Tiny Toon Adventures theme song*



What’s your favorite NES game? What’s your favorite cartoon show / theme song?

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