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Todd's Adventures In Slime World
by: Dr. Boogie

You might remember a while back, our dear webmaster RoG did a feature on the Atari Lynx and ten of its woefully overlooked games. There were quite a few good games on that list, to be sure. I was surprised to learn, however, that the number one spot on the list was reserved for a game that I, too, had played as a kid, albeit on a different platform altogether. Yes, I'm referring to the Sega Genesis incarnation of Todd's Adventures in Slime World.


For the uninitiated, you play the role of Todd, a space explorer decked out in a kind of minimalist, 50's era space suit complete with matching sunglasses and water gun. Luckily, most of the inhabitants of Slime World are water soluble, so Todd isn't completely out of his league, though I would have at least packed a mouth guard if I were going to a place called "Slime World". Anyway, the suit protects Todd from the dangerous slime to some extent, despite his completely exposed head and neck. Over time, though, you'll start to accumulate slime, and if you can't make your way to a pool of clean water (which apparently occur naturally underground in Slime World), you'll pop like a microwaved hamster.

Rated "M" for Mature.

Water gun and sunglasses aside, Todd also makes use of a number of other nifty space gadgets in order to stave off a slimy demise, most notably shields. These things look like the containers from the pneumatic tube system they have at the bank, and the game practically throws them at you fistfuls at a time to make up for the fact that you'll be backtracking through the area should you wind up getting popped. You'll also come across some useful items like bait for the slime monsters, cleansers for turning nasty pools of slime into life-saving pools of water, a cumbersome and awkward jetpack, and my personal favorite, the Mega Bomb.

Spring cleaning.

Nothing survived this thing. Enemies, items, even innocent pools would all be vaporized in a matter of seconds, as would you if you didn't move your ass to the next room over. Suffice to say, you do not want to see your partner throw one of these things down while you're mucking about in the center of a room. Then again, it is funny to watch your friends struggle to escape being blasted to kingdom come, so you've got to take the good with the bad. You could even make a cheap Mega Bomb of your own by flying your jetpack into a pool of water or slime. It's where the game's policy of infinite lives comes in handy.

The victims of such merciless bombing campaigns were pretty nifty-looking themselves.

And only one in blue.

Most are content to either move back and forth in a set pattern, or just flail about wildly. A few would seek you out whenever you came near, but the red ones were some of the most troublesome, as they would explode in a burst of deadly red slime when shot.

And look at this one:

He must brush everyday.

They call this mouthy fellow the "Snapper". You touch him, he snaps. Pretty straightforward, right? Now take a look at this:

Just an ordinary slime ditch?

That's the "Hidden Snapper". Why is it called the Hidden Snapper? Use your imagination. Or your eyeballs:

Ooh, that just popped right up there.

It was bad enough that these things were undetectable and killed you as soon as you stumbled onto one, but the noise they made when triggered was much louder than any other sound in the game. It sounded a little something like this. Have your speakers cranked when that happens and you're likely to experience heart failure.

Anyway, I can't say that there's any real plot to the game, apart from Todd venturing through the title planet. I can only assume that it has to do with greed, as there are quite a few gems lying around in the tunnels running below Slime World's wrinkly surface. Instead of a singular plot, the game has a series of smaller plots (not to be confused with subplots) for each of its different scenarios. That's right, rather than having a single, solitary Slime World campaign, the game is divided into six different scenarios with different variations on the common theme of trying to get from entrance to exit in Slime World.

- Easy: As a kid, I must admit I spent most of my time here. Though it wasn't nearly as large as some of the other scenarios, it was still a sizeable one. Also, despite its name, it was still suitably challenging, though you weren't near as likely to hurl your controller down in frustration because you've come to a seemingly impassable room.

- Logic: The puzzle-solving is further complicated by the fact that your water gun doesn't work. Then again, not having a working gun means you don't have to decide whether or not to spend time shooting at the monsters, so it could go either way.

- Exploration: In a word, BIG. A freakin' huge map with no other strings attached.

- Suspense: In a word, MUSHROOMS. In fifteen words, you collect mushrooms to stop Slime World from melting down and burying you alive... oohh!

- Action: This is one of the trickier ones. There are tons more of every type of monster you've seen up 'til now, but more importantly, that means loads more Hidden Snappers. Oh joy.

- Arcade: Arguably, this is the hardest scenario because you only have one life to live, just like in that soap opera. It really made you appreciate how fucking infuriating those damned Snappers were, especially those goddamned hidden ones!

- Combat: Now this one was the most fun for my money. Instead of cooperating with a friend to schlep through Slime World, the two of you face off in a battle to the death. I bombed the hell out of friends to the point where they would follow me closely lest they risk being left in the middle of the room when I tossed out a Mega Bomb.

It's a great game. One thing has bothered me about the whole game, though: The stories for a few of the scenarios state that your ship has been either damaged or destroyed, and that you need to wait for another to come pick you up. Why, then, does Todd decide that the best place to wait is the slimy caverns that are loaded with slimy monsters? Can't he just settle down in his escape pod and wait it out, without risking death by slime/chomping? It's just further proof that Todd is motivated solely by greed, and an unhealthy lust for slime gems. Well, at least that makes me feel better about him dying all the time.

Whoa, trippy!

Questions or Comments about this piece?
email Dr. Boogie

*** You too can play Todd's Adventures In Slime World! ***


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