Also known as "Toys: Let the Toy Wars Begin!". There was both a Genesis and SNES release, the SNES version being significantly easier. To contrast, the Genesis version is a beautiful QA mess of levels just begging to be TASed due to their high level of difficulty. The Genesis version also has better-sounding music. For hilarity, see
this review by members of Something Awful.
A strategy overview, using terminology from
the manual:
The peanut gun (default) and bowling ball are the only items necessary to complete the game. The bowling ball 1-shots everything it hits. For efficiency, the bowling ball can ricochet after hitting the first target and hit additional target. Airborne targets require special consideration. There are 3:
• From the frame when they spawn off-screen, helicopters count down from 20 (1 tick every 4 frames) and then lift off. They can be hit when their elevation is less or equal to 9 but are only vulnerable on-screen, unlike other enemies.
• Pogo bears are vulnerable for a few frames when they hit the ground. Due to their erratic behavior, RAM watching is necessary for consistent results.
• Time bomb balloons have 1 HP and can be popped using the peanut gun.
Bowling balls can be fired once every 16 frames, or once every 17 frames if you change directions.
Because walking diagonally doesn't slow down X velocity at all, diagonal walking is always preferable unless you need to walk vertically.
In the camera-shooting minigame, you can press B at any time to set your crosshair's coordinates to the middle of the camera target. This is useful for slower cameras especially.
I've made
a BizHawk RAM Watch List that covers all addresses needed to TAS the game efficiently.
00AA w u 0 68K RAM Leslie X
00AC w u 0 68K RAM Leslie Y
00BC b u 0 68K RAM Action
00EA b u 0 68K RAM Lives
00EC b u 0 68K RAM Power
025C b u 0 68K RAM Bowling Balls Left
036A b u 0 68K RAM Camera 1 Defenders
036C b u 0 68K RAM Camera 2 Defenders
036E b u 0 68K RAM Camera 3 Defenders
0370 b u 0 68K RAM Camera 4 Defenders
0372 b u 0 68K RAM Camera 5 Defenders
0374 b u 0 68K RAM Camera 6 Defenders
0348 b u 0 68K RAM # Cameras Destroyed
0392 b u 0 68K RAM 18 - NumObjects
AC12 w u 0 68K RAM Object 1 Type
AC14 w u 0 68K RAM Object 1 X
AC16 w u 0 68K RAM Object 1 Y
AC76 w u 0 68K RAM Object 1 Countdown
ACAA w s 0 68K RAM Object 1 Height
ACBE w u 0 68K RAM Object 2 Type
ACC0 w u 0 68K RAM Object 2 X
ACC2 w u 0 68K RAM Object 2 Y
AD22 w u 0 68K RAM Object 2 Countdown
AD56 w s 0 68K RAM Object 2 Height
AD6A w u 0 68K RAM Object 3 Type
AD6C w u 0 68K RAM Object 3 X
AD6E w u 0 68K RAM Object 3 Y
ADCE w u 0 68K RAM Object 3 Countdown
AE02 w s 0 68K RAM Object 3 Height
AE16 w u 0 68K RAM Object 4 Type
AE18 w u 0 68K RAM Object 4 X
AE1A w u 0 68K RAM Object 4 Y
AE7A w u 0 68K RAM Object 4 Countdown
AEAE w s 0 68K RAM Object 4 Height
AEC2 w u 0 68K RAM Object 5 Type
AEC4 w u 0 68K RAM Object 5 X
AEC6 w u 0 68K RAM Object 5 Y
AF26 w u 0 68K RAM Object 5 Countdown
AF5A w s 0 68K RAM Object 5 Height
AF6E w u 0 68K RAM Object 6 Type
AF70 w u 0 68K RAM Object 6 X
AF72 w u 0 68K RAM Object 6 Y
AFD2 w u 0 68K RAM Object 6 Countdown
B006 w s 0 68K RAM Object 6 Height
B01A w u 0 68K RAM Object 7 Type
B01C w u 0 68K RAM Object 7 X
B01E w u 0 68K RAM Object 7 Y
B07E w u 0 68K RAM Object 7 Countdown
B0B2 w s 0 68K RAM Object 7 Height
B0C6 w u 0 68K RAM Object 8 Type
B0C8 w u 0 68K RAM Object 8 X
B0CA w u 0 68K RAM Object 8 Y
B12A w u 0 68K RAM Object 8 Countdown
B15E w s 0 68K RAM Object 8 Height
B172 w u 0 68K RAM Object 9 Type
B174 w u 0 68K RAM Object 9 X
B176 w u 0 68K RAM Object 9 Y
B1D6 w u 0 68K RAM Object 9 Countdown
B20A w s 0 68K RAM Object 9 Height
B21E w u 0 68K RAM Object 10 Type
B220 w u 0 68K RAM Object 10 X
B222 w u 0 68K RAM Object 10 Y
B282 w u 0 68K RAM Object 10 Countdown
B2B6 w s 0 68K RAM Object 10 Height
B2CA w u 0 68K RAM Object 11 Type
B2CC w u 0 68K RAM Object 11 X
B2CE w u 0 68K RAM Object 11 Y
B32E w u 0 68K RAM Object 11 Countdown
ACAA w s 0 68K RAM Object 11 Height
B376 w u 0 68K RAM Object 12 Type
B378 w u 0 68K RAM Object 12 X
B37A w u 0 68K RAM Object 12 Y
B3DA w u 0 68K RAM Object 12 Countdown
B40E w s 0 68K RAM Object 12 Height
B422 w u 0 68K RAM Object 13 Type
B424 w u 0 68K RAM Object 13 X
B426 w u 0 68K RAM Object 13 Y
B486 w u 0 68K RAM Object 13 Countdown
B4BA w s 0 68K RAM Object 13 Height
B4CE w u 0 68K RAM Object 14 Type
B4D0 w u 0 68K RAM Object 14 X
B4D2 w u 0 68K RAM Object 14 Y
B532 w u 0 68K RAM Object 14 Countdown
B566 w s 0 68K RAM Object 14 Height
B57A w u 0 68K RAM Object 15 Type
B57C w u 0 68K RAM Object 15 X
B57E w u 0 68K RAM Object 15 Y
B5DE w u 0 68K RAM Object 15 Countdown
B612 w s 0 68K RAM Object 15 Height
B626 w u 0 68K RAM Object 16 Type
B628 w u 0 68K RAM Object 16 X
B62A w u 0 68K RAM Object 16 Y
B68A w u 0 68K RAM Object 16 Countdown
B6BE w s 0 68K RAM Object 16 Height
B6D2 w u 0 68K RAM Object 17 Type
B6D4 w u 0 68K RAM Object 17 X
B6D6 w u 0 68K RAM Object 17 Y
B736 w u 0 68K RAM Object 17 Countdown
B76A w s 0 68K RAM Object 17 Height
0076 w u 0 68K RAM Elephant X
007A w u 0 68K RAM Elephant Y
AD6C w u 0 68K RAM Crosshair X
AD6E w u 0 68K RAM Crosshair Y
BC7E w u 0 68K RAM Water Left
BC86 b u 0 68K RAM Elephant HP
0270 b u 0 68K RAM Airplane Health
AABC w u 0 68K RAM Airplane X
AACB b s 0 68K RAM Airplane X Velocity
0782 w u 0 68K RAM Camera X
BA70 w u 0 68K RAM Collision X
Here's a breakdown of the addresses listed in the watch file.
• Leslie X, Leslie Y: The character is Leslie. When moving left/right, X changes by 2. When moving up/down, Y changes by 2. When moving diagonally, X changes by 2 and Y by 1.
• Action: Holds a unique number for everything Leslie does. When moving, it is 2. When using an item, it is 8. When taking damage, it is 12. When dying, it is 14. When stationary, it is 0. Items cannot be used unless Action = 0.
• Lives: Max lives is 5.
• Power: Max power is 5, decrements each time Leslie is damaged.
• Bowling Balls Left: Starts out at 16 when you get the bowling ball item. If you pick up a special gift box, Bowling Balls Left increases by 24. Max value is 40.
• Camera X Defenders: The same numbers as in the "Active Defenders" list on the pause screen.
• # Cameras Destroyed: Must be equal to total cameras on the level for the exit door to open. There are 6 on the first level, 4 on the second, and 6 on the third.
Most of the game involves interactions with dynamic objects. There are 17, 172-byte regions allocated for these objects. Objects include carousel gift boxes, special gift boxes (the ones on the floor), enemies, enemy shadows (for flying enemies), deployed weapons (e.g., bowling balls currently rolling), and weapon shadows, in the case of airborne weapons.
NumObjects: The number of objects currently active. Note that rather than counting up from 0, it counts down from 18. For example, if 4 objects are active, NumObjects will be 14.
Each object has 5 values that interest us.
• Type: The current sprite displayed for the object. A particular enemy will have a certain numeric range of sprites, so we can discern the type of enemy from this.
• X, Y: Self-explanatory.
• Countdown: Applicable to helicopters only. Once it spawns, Countdown will decrement from 20, once every 4 frames, and the helicopter will lift off when Countdown = 1.
• Height: Applicable to airborne objects only. Even if the object is flying, if Height <= 9, the object can still be hit by a bowling ball.
Once all active defenders for a particular (elephant-shaped) camera have been destroyed, you can collide with the camera to start a minigame.
• Elephant X, Y: The camera's coordinates.
• Crosshair X/Y: Your crosshair's coordinates. X changes by 2, Y changes by 2.
• Water Left: The elephant goes crazy when it reaches 0. But this never happens unless you're really bad.
• Elephant HP: Has a different initial value for each camera. You beat the camera when when it is 0.
The fourth level (Manhattan Model) is a pacifist Gradius knockoff. Objects are all helicopters in this level.
• Airplane Health: Max value is 20.
• Airplane X: Initial value is 406. When it reaches 28632, the level ends.
• Airplane X Velocity: Max velocity is 3. It gets set to a negative value (usually -4) if you collide with anything.
• Camera X: Initial value is 210. The screen stops scrolling when Camera X = 28415.
• Collision X: Without modification, this number is always equal to Camera X. It scrolls the collision detection map.
Anyway, no RTA records exist of this game. I will probably TAS it once I dump the tilemaps to image format. Help or partnership with anything at all would be appreciated.