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BiggerJ
03-15-16 06:12 AM
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03-15-16 06:12 AM
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Quick Start Guide - How to Play

 

03-15-16 06:12 AM
BiggerJ is Offline
| ID: 1253757 | 428 Words

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. 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 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.

Other notes: Mickey can't get much horizontal momentum in midair if he jumps while standing  or falls after a completely vertical balloon-rocketing. And while he can swim in water and jump out it, both with B/A, he isn't great at it and he 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.
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. 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 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.

Other notes: Mickey can't get much horizontal momentum in midair if he jumps while standing  or falls after a completely vertical balloon-rocketing. And while he can swim in water and jump out it, both with B/A, he isn't great at it and he 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.
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(edited by BiggerJ on 03-15-16 06:14 AM)    

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