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Home » Super Nintendo » Tiny Toon Adventures: Buster Busts Loose » Tiny Toon Adventures: Buster Busts Loose walkthrough
Submitted by System on 02/05/2006, 01:45. Print file.
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This game works like one of those cheap slide-puzzle trinkets you get at
Christmas and at elementary school parties, or like the video game Pipe Dream,
if you've ever played that.

Hamton will walk slowly along the guided path (marked in blue) while you slide
pieces around to make a path for him. Use the time while he is walking slowly
to make a path, then speed him up when it's set up by holding B.

You can earn up to six lives in this one, and it's a pretty easy game, so if
the wheel stops on this one, consider yourself lucky.


Mystery Weight Challenge
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You can win anywhere from zero to four lives from this one. Your team consists
of Sweetie Pie, Gogo Dodo, Plucky, Babs, and Elmyra Duff. The other team is
comprised of Montana Max, Shirley the Loon, Calamity Coyote, Little Beeper, and
Li'l Sneezer. You start by choosing the order you want your teammates to be
weighed in (e.g. Babs first, Plucky second, or whatever).

After choosing your order, the first person will be weighed on a scale along
with the person the computer team chose first. Whoever weighs more is the
winner. If it's your teammate that wins, you get an extra life; if the other
team wins, you get nothing. Then, the second person you chose will be weighed
against the second person they chose, and so on and so forth, same deal. This
goes on until all five matchups have ended.

Below is a chart that reveals all possible weighing outcomes. An O indicates a
win for your team in the given scenario, an X indicates a loss for your team,
and a dash (-) indicates a draw.

BB = Babs Bunny
PD = Plucky Duck
ED = Elmyra Duff
GD = Gogo Dodo
SP = Sweetie Pie

MM = Montana Max
SL = Shirley the Loon
CC = Calamity Coyote
LB = Little Beeper
LS = Li'l Sneezer


The Other Team

MM | SL | CC | LB | LS
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BB X | O | - | O | O

PD X | - | X | O | O

Your Team ED - | O | O | O | O

GD X | X | X | - | O

SP X | X | X | X | -


Plucky Duck's Go-Go Bingo
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This one's a total crapshoot, relying more on chance than any of the others.
You get seven bingo balls. Press A, B, X, or Y to send a ball through the chute
to Plucky. Each ball has a Tiny Toons character on it. When the character is
revealed, any spaces on your bingo card that display the corresponding person
will be filled in. For every line of five in a row that you complete, you'll
get an extra life. Typically you'll get two to four lives from this one.

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= | ===========
6 | WALKTHROUGH
= | ===========


**This walkthrough is written assuming you are playing on the Normal difficulty
setting. There are minor differences between Children, Normal, and Challenge
modes.


--- | -----------------
6.1 | Acme Looniversity
--- | -----------------

Buster's late for class, and appropriately, the first part of the first stage
is in the school hallway. This is a good place to practice some of your
attacks. To kill enemies, jump toward them and press Y to drop-kick them. You
can also get multiple enemies that are close to each other with a dash attack.
When your dash meter is flashing pink, press L or R to break into a dash, then
press Down on the D-pad to slide into foes.

At the end of the hallway is a staircase. Before going up it, use your dash and
slide under it. You'll find a blue carrot, which increases the total number of
life hearts you have for one level (it resets to three at each new stage), and
there's also a regular carrot to help you fill that new heart.

In the next room, grab the Gogo statue to fill your dash meter to full in an
instant. You will see two signs, one of which says "Dash!!", the other of which
says "Jump!!". Follow the directions. As soon as you make the dash-jump, you'll
be hurtling at breakneck speed through most of this screen. Whenever you see
the word "Jump" appear on a yellow sign, do it immediately. If you follow the
sequence, you'll pass all the major obstacles with no problem.

At the next screen, the instructional signs are ditched, and it's up to you to
figure things out on your own. Dash up the bookcase, then jump over to the wall
across from it, and then jump again to reach the top of the bookcase. When you
fall off and walk to the left, you'll see a red button. Activating it brings
the two bookcases closer to each other so you can dash up the wall and jump to
them as needed. When you fall off, walk to the left before pushing the next red
button to give yourself a fifth life heart.

When you reach the top of the final wall, the button you find will open the
green trapdoor in front of you. Fall down into a very dark room being patrolled
with a flashlight by Arnold the pit bull. If he catches you in his flashlight
beam, he will charge at you. Face him and drop-kick him whenever he rushes at
you, and you can take him down in four easy hits. When you take him down, he'll
give up the key for the door to the left as well as several stars (collect 100
for an extra life). When you go in the door, there is an elevator you need to
take up. Before taking it, you can dash-jump to reach the wall nearby, which
leads to a carrot that refills one heart.

After taking care of some rats on pogo sticks and pinchy lobsters, you'll meet
Hamton. He tells you that Dizzy Devil is running amok in the kitchen. How to
get rid of him? Hamton hints that Dizzy is a big eater, and that's a clue as to
how to take him down.


****BOSS: DIZZY DEVIL****

Dizzy moves through a series of doors and conveyor belts. You'll also see
various food items moving along these. The idea is make Dizzy eat until he's
too full to cause mischief. To get him to eat the food, get on the level
beneath him and bump the food up by hitting the conveyor belt when he's in
front. If he's close enough, he'll eat it up while it's in the air.

The thing to watch out for is that once he eats the food, he'll start tearing
around the arena as a tornado. To avoid getting hit during this time, hide in
the nearest doorway and don't come out until he settles down. When you fill his
stomach with enough food, he'll say uncle and you'll move on to the next stage.


--- | -------------
6.2 | Western Movie
--- | -------------

By this time you'll be expected to have fully mastered the dash and all related
techniques. There are points in the next level when you'll have to use them in
full force. This level takes place on a Western film set monopolized by rich
whiny-baby extraordinaire Montana Max. He's up to something; time for you to
figure out what.

The first segment of the stage is nice and slowly paced, with a few fun parts
to keep you from getting bored. The first of these is a jump-roping area. When
you pass underneath the tall sign that says FARMS on it, you'll have to skip
some rope before you can continue. Perform ten consecutive successful jumps to
move on; if you trip up, you'll lose one vitality heart AND you'll have to
start over. Move in when you're ready and get it done.

Immediately after that schoolyard diversion, you'll have to navigate a horse
pen where buzzards are divebombing you. The brown horses stand still, but the
blue ones kick, and if you're standing on them when they kick, you'll be
launched into the air. Be careful that you don't get launched directly into a
diving buzzard, and use your drop-kick on the way down to clear out the flock.
After you're through that mess, walk into the saloon.

Drop-kick the dogs and move underneath the chandeliers and then back out
swiftly to get the carrot refills without taking damage. The main worry here is
the barrels that bounce down the stairs. They're the hardest thing to avoid,
but if you get to the top, you'll find Montana Max, who is making his escape
through the window with all the valuables from the safe. Buster follows him out
the window automatically.

In the next segment, you'll have to move ahead of the screen as the train chugs
along. You can barely see the coyotes in the first train car, but their blue
hats give them away. Drop-kick them, then jump up to the next set of open cars.
Jump over the nets as they fly by; if they catch you, you'll have to start over
(strangely, you don't lose any lives or hearts for this). After the nets, you
will have to dash-jump to the roof of the next car. If you wait long enough,
the game will tell you this, but it's best to do it ASAP.

Dash as soon as the game tells you to. It's a breakneck run from here to the
next part. You need to be quick on the draw, doing what the game tells you to
do the moment it tells you. The run is set up so that you'll grab the Gogo
statues near the point when your dash meter is about to peter out. Near the end
you'll grab a gold Gogo statue, which makes you invincible for a while.

After a short breather, you're required to use your dash-jump again. After a
pretty cheesy uphill effect, the bridge starts collapsing. The car will slowly
start to dip toward the abyss. When you see the next car, dash-jump to it. At
the third car, you'll be instructed to dash-jump. Don't do it right when it
says to or you'll get left behind by the screen. Do it a bit after. When you
run down the hill and reach the ramp, don't jump off too early or you'll jump
off to the left and have to do the whole dash-jumping business over again.

At this point, the train starts to head through a tunnel. The thugs in the dark
car take two drop-kicks as opposed to one, so adjust your battle techniques
accordingly. When the lights come back on, you'll face a pretty lame magician
mini-boss. Walk up to him, jump, and lay down your bunny feet on his head. His
wand can stretch to hit you, but just jump over it and keep kicking him until
he gives up a plethora of stars.

Outside that car, you'll see wood planks start to fly at you. Jump to each one
as it sails through the air. They're being thrown by your eternal nemesis
Arnold. You can ignore him if you like, but if you kick him twice, he'll give
up a bunch of stars. To pass the next part without getting owned by vultures,
wait next to the car until you can see most of the logs on it, then dash across
it. Jump up onto the logs and onto the top of the next car to find a restoring
carrot.

At the end of the car, Buster will dash-jump on his own and make an impressive
leap to the moon, then come back down onto a pile of bricks. Jump to the top of
the train's front car, since if you get caught inside you'll have to start
over. Ahead you'll find small puffs of steam and large fire-blowing stacks.
Kick the fire stacks four times to get rid of them, then kick the giant smoke-
stack six times to do it in. Wait at the ladder for the screen to start
scrolling down and left before proceeding.

The screen moves very slowly, but be patient. If you get ahead of it or behind
it at any point, you'll be counted as lost and you'll have to start from the
nearest checkpoint. Wait it out. There's a free extra life represented by a
Buster doll along the way. When you jump to the next platform from the moving
wheels, hold right and walk against the edge of the screen so you don't get hit
when the train explodes in a display of pyrotechnic wonder.

Max's train is out of control, so Buster suggests jumping ship onto a nearby
railroad cart. From here, the level's out of your hands. Watch as they speed up
to 88 miles per hour and achieve time travel á la Back to the Future.


--- | -------------
6.3 | Spook Mansion
--- | -------------

Although the ghosts aren't corporeal creatures, they can be kicked out of
existence the same as any other enemy. Halfway through the first room you'll
find a blue Gogo statue, which when collected turns all enemies currently on
the screen into stars. Walk ahead until you reach a device with a red ball
sitting on it. Jump on the plate on the right to launch the red ball in the
air. When it comes down, you'll be launched into the air. At the Welcome sign,
dash up the wall to find a blue carrot and a regular one, bringing your maximum
vitality to four hearts.

In the next room, you'll have to use the catapults to get to some very high
ledges. Jump on the empty part and wait for the ball to come down to launch
yourself. If enemies prevent you from getting to the ledges, kick them at the
height of your jump to move them out of your way. You'll reach a catapult with
four trays and no red balls in due time; to activate it, dash across it. At the
tray on the far right, you'll be launched into the sky. Dash up the wall to
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