Before we even press Start, here’s a fun fact — Taito published this game in some regions while Hi Tech Expressions handled the U.S. release. Both companies were still learning the ropes of licensed cartoon games back when arcades and NES carts defined credibility. The development leaned on familiar platforming tropes and the licensed charm rather than bold mechanics. That’s why it feels so natural on a late-night CRT like the one we’re using.
I’m hitting Start now. The opening pixel art of Bedrock pops nicely on screen. Fred’s walk animation has a pleasing bob. The premise is delightfully absurd — Dr. Butler kidnaps Dino and Hoppy for an intergalactic zoo. That setup creates quirky environments as you hunt for Gazoo’s time machine parts.
We just barreled through the first Bedrock stage. Gameplay highlight: Fred’s club attacks are straightforward, but holding B to charge a stronger swing adds some satisfying timing. Enemies drop coins which are our little economy; they feel meaningful because you actually spend them on tangible upgrades like the slingshot and tomahawk, and on special moves such as flying and diving that unlock new paths.
I like the overworld map after that first level. Choosing your next destination — Reef Rock, the Jungle, or other locales — gives the game a modest strategic layer. The basketball courts on the map are a neat diversion. We just played a game and earned the flying ability; that minigame is simple but it is surprisingly well integrated into the progression, since some later areas demand those abilities.
Visually, the sprite work is competent if not spectacular. Sound does the job: punchy effects and a jaunty tune that would make any Saturday morning proud. Controls are tight enough most of the time, but there are occasions where collision feels unfair, especially in levels with narrow platforms and fast enemies. That is one of the rough edges.
Hot tips from the couch as we play:
- Collect coins aggressively — the secondary weapons can make certain stages trivial.
- Use the charged club when groups of enemies swarm; timing it at the right moment clears the screen quicker than spamming regular hits.
- Beat the basketball challenge early to get flight — it is required for exploring some optional areas that hide time machine parts.
- Watch underwater sections closely; swimming controls are less forgiving and you will want the diving ability to proceed without frustration.
We just hit Reef Rock and the sea-level hazards are a memorable shift. The balance between action and puzzle elements — like finding switches that alter platforms — keeps the stages varied. The tomahawk is great for ranged clearance, and using it to pick off flying enemies is a small but delightful strategy layer.
One anecdote: remember the little basket on that Jungle level where you drop the ball? I keep mistiming the bounce and losing the extra life. It feels like a tiny arcade cabinet living inside a platformer; when it goes your way, it is a small triumph. Also, the comedic moments — like Fred’s “Yabba-dabba-do!” when finding a hidden item — are perfectly in tune with the license without becoming grating.
The difficulty curve is uneven. Early levels are forgiving, but the later stages demand not just reflexes but the right equipment and abilities. That overworld choice is a blessing because you can grind coins or revisit easier stages to buy what you need, yet the game punishes mistakes with sudden deaths in tight platforming segments. It keeps you engaged but sometimes in a way that feels dated.
We are approaching the final boss now — Dr. Butler in his time-rig. The sequence is theatrical: the machine spawns projectiles and shifts phases, and you must use everything you’ve collected. Flying and diving become essential, and the charged club is the difference between a drawn-out slog and a clean win. Our first attempt ended with Fred airborne and fried by a pattern we did not read; the second attempt, we danced around his projectiles and landed a final charged hit. That moment felt earned.
Memorable moment: when the Gazoo pieces click into place and the music swells — simple, but it hits that ‘we finally did it’ nostalgia. The final exchange with Dr. Butler is a bit anticlimactic in story terms, but mechanically it is satisfying. You feel like you’ve used the entire toolkit the game taught you.
Overall, this is a solid licensed platformer. Strengths: charming presentation, integrated minigames, and purchaseable abilities that matter. Rough edges: uneven difficulty spikes, occasional slippery collision detection, and some repetitive layouts. Given how many cartoon licenses of the era were rushed, this one earns a respectable standing for its ambition and for letting players make tactical choices on the overworld.
That sums it up. It is not revolutionary, but it is personable and frequently clever. If you enjoy platformers with a bit of economy management, optional challenges, and a cartoonish sense of humor, it is worth a rental or a cartridge on your shelf.
I am turning down the TV but not ejecting the cart. There is still one hidden area we did not find. I am already thinking about a second run with a stricter coin budget. Shall we?
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