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03-16-16 07:23 AM
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03-16-16 07:23 AM
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Quick Start Guide - How To Play

 

03-16-16 07:23 AM
BiggerJ is Offline
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BiggerJ
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This game prominently features a weapon that doubles as a form of transport: balloons. Mickey has an unlimited supply of both balloons and two things to fill them with - water (W) and helium gas (G).

Both can be used to turn balloons into weapons. Hold Y and let go to throw a water balloon. Likewise, hold X and let go to release a rising helium balloon. Both kinds damage enemies, and you can walk and jump while filling and throwing them. Be sure to experiment with the effects of different fullness levels. Helium balloons move further horizontally when less full, for example.

If you fill a water balloon completely (i.e. the W gauge is full) and release it while crouching, you will place it on the ground. Now you can jump on it to bounce. You'll bounce a little higher if you hold B. Putting water balloons on the ground is also useful for keeping switches depressed. Oh, and both thrown and dropped water balloons can put out fires. And in World 2, you'll need to use them to break rock barriers with your head and create a bridge through upward drafts. Yep, this game gets creative.

If you fill a helium balloon completely (i.e. the G gauge is full), Mickey will automatically begin to rise (unless he's crouching, in which can he'll start when he stops crouching) and keep rising as long as you hold X (if it bumps against a ceiling it won't pop). If you let go of the X button while hot holding a direction, Mickey will let go (and the balloon will behave like smaller ones). But if you ARE holding a direction - even a diagonal one - Mickey will release the helium from the balloon without letting go and go rocketing off in your chosen direction until he either hits something (e.g. a wall or an enemy - hitting an enemy will only hurt Mickey, not the enemy) or the gas runs out - you can also let go early by pressing X, just like letting go while floating. Keep an eye on the G gauge - when floating and rocketing, it'll show how much gas is left. Starting in World 2, you'll need to start doing downward-diagonal rockets - they can make Mickey slide through tight spaces.

Other notes: Mickey can't get much horizontal momentum in midair if he jumps while standing  or falls after a completely vertical balloon-rocketing. Double-tapping a direction will make him run - you can also let go of the current direction while walking and quickly press and hold it again. And while Mickey can swim in water and jump out it, both with B/A, he isn't great at it and only has limited air (running out of air causes one hit's worth of damage and resets the air gauge - taking damage by other means also resets it, and reaching the waters surface, of course, refills it). Luckily, helium balloons work underwater too - and they make him float up faster than in air.

One last tip - in World 2, while ridng the handcart, jump when you see warning signs (and avoid jumping otherwise except when stopping at the end of a track) and duck when passing birds and the dinosaur bones.
This game prominently features a weapon that doubles as a form of transport: balloons. Mickey has an unlimited supply of both balloons and two things to fill them with - water (W) and helium gas (G).

Both can be used to turn balloons into weapons. Hold Y and let go to throw a water balloon. Likewise, hold X and let go to release a rising helium balloon. Both kinds damage enemies, and you can walk and jump while filling and throwing them. Be sure to experiment with the effects of different fullness levels. Helium balloons move further horizontally when less full, for example.

If you fill a water balloon completely (i.e. the W gauge is full) and release it while crouching, you will place it on the ground. Now you can jump on it to bounce. You'll bounce a little higher if you hold B. Putting water balloons on the ground is also useful for keeping switches depressed. Oh, and both thrown and dropped water balloons can put out fires. And in World 2, you'll need to use them to break rock barriers with your head and create a bridge through upward drafts. Yep, this game gets creative.

If you fill a helium balloon completely (i.e. the G gauge is full), Mickey will automatically begin to rise (unless he's crouching, in which can he'll start when he stops crouching) and keep rising as long as you hold X (if it bumps against a ceiling it won't pop). If you let go of the X button while hot holding a direction, Mickey will let go (and the balloon will behave like smaller ones). But if you ARE holding a direction - even a diagonal one - Mickey will release the helium from the balloon without letting go and go rocketing off in your chosen direction until he either hits something (e.g. a wall or an enemy - hitting an enemy will only hurt Mickey, not the enemy) or the gas runs out - you can also let go early by pressing X, just like letting go while floating. Keep an eye on the G gauge - when floating and rocketing, it'll show how much gas is left. Starting in World 2, you'll need to start doing downward-diagonal rockets - they can make Mickey slide through tight spaces.

Other notes: Mickey can't get much horizontal momentum in midair if he jumps while standing  or falls after a completely vertical balloon-rocketing. Double-tapping a direction will make him run - you can also let go of the current direction while walking and quickly press and hold it again. And while Mickey can swim in water and jump out it, both with B/A, he isn't great at it and only has limited air (running out of air causes one hit's worth of damage and resets the air gauge - taking damage by other means also resets it, and reaching the waters surface, of course, refills it). Luckily, helium balloons work underwater too - and they make him float up faster than in air.

One last tip - in World 2, while ridng the handcart, jump when you see warning signs (and avoid jumping otherwise except when stopping at the end of a track) and duck when passing birds and the dinosaur bones.
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(edited by BiggerJ on 09-14-16 01:58 AM)    

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