Toy Story Walkthrought
Let’s start in Andy’s room. In Toy Story on the Sega Genesis, your first outing is all about helping the green army men and lowering the walkie-talkie. Head right, climb the crates, hop from the nightstand to the shelf. Now it’s all rhythm: your whip-lasso snaps onto the rings overhead, and the star ball gives just enough extra lift if your jump comes up short. Don’t knock the blocks down early—they’re perfect for building quick “stairs.” Grab the radio only at the end; don’t haul it across the map. First, clear the route: shift the boxes, flick the marbles, then pick up the precious cargo and gently drop it into Sarge’s bucket.
Red Alert — keep it cool
Run two is the classic “red alert.” The room gets swept by searchlight cones. The plan’s simple: move cover to cover. Under the bed is safe, behind table legs too. Timing is king—wait for the beam to pass before stepping out. Use the springy ball to reach the bed, and boxes to hit the wardrobe. The top mistake is rushing at the door: that beam pivots faster than it looks. Let it cycle twice, then dash through. This section in Toy Story on Genesis rewards patience and clean execution.
Showdown with Buzz
Buzz’s duel in the Sega Toy Story is a patience check. Don’t trade face-to-face. Wait for his clear windup, then whip, take a step back, and wait again. The longer the telegraph, the safer the punish. Don’t get stuck at the wall—his bounces smother space and kill your outs. If the room has swinging grabs, use them to vault his charge and avoid chip damage.
Day-Toy-Na — RC race
When you get the RC controller, remember: batteries equal time. Scoop them on long straights, not in tight corridors where cubes and toy cars bleed your speed. Take corners wide, feather the throttle on bumps—airtime robs control. Balls and bricks litter the floor, so set your line early instead of juking last second. Finish with juice to spare—banked batteries convert to seconds, and you’ll want them for the final sector’s snaky chicanes.
Pizza Planet — the claw crane
Inside Pizza Planet, the camera goes top-down—you’re playing the Claw. Aim by shadow, not the model: line it so the claw’s shadow just overlaps the target’s head for a surer grab. Conveyor belts under the glass drift toys sideways; lead the target and drop early. Time’s ticking, so skip long shots—pick nearby, consistent grabs. When it’s Buzz’s turn, same logic: shadow, lead, short travel. Rush it and he’ll tumble by the wall, and you’ll be restarting.
Nightmare
Toy Story loves to flip the script—inside the dream, Buzz turns giant. The floor is springy like a trampoline: bounce in waves and keep range. His laser tells are obvious—there’s always a beat before the shot; count “one-two” and roll. Tag the giant between steps: hit, back out, hit, back out. Don’t get cornered—escaping double swipes from the edge is nasty.
Sid’s house — workbench, pipes, and vents
In Sid’s lair, Toy Story on Sega becomes a game of awareness. On the workbench, watch the hot spots: the soldering iron “breathes” heat, and sparks come in bursts. Sprint through right after the tool stutters. Vent shafts are tight with grates—gusts can blow you into pits; wait for the lull, then hop to the next platform. The mutant toys look scary but don’t aggro—use them as platforms and elevators. Spot a thread spool? Roll it forward for a safe ride across a field of prickly button-switches.
On Sid’s desk, the magnifying glass beam is trouble too—a razor-thin strip of heat sweeps across. Cross at full tilt; never pause in the middle. Sometimes you’ll knock cans to build a crossing—first check you’re not blocking your way back; it’s easy to softlock the room with a bad stack and end up restarting from the level password.
Rescue and escape
Fixing your buddy is its own puzzle. Toy Story demands order: free the anchor point, disable the meddling toy manipulator, then slide the box to the table. Mix the steps and the room “binds,” costing laps. In the pipe corridor, play by ear: steam bursts in pulses, and right after the hiss you get a safe window of about a second and a half—enough to roll to the next valve. Little roller wheels patrol the floor—handle them with a precise hop onto the cap and bounce away; linger on top and they’ll buck you off.
The van and the finale
The moving truck chase is a pure precision exam. With RC in Toy Story on Genesis, hold the center lane—edges hide debris and nasty cube stoppers. Collect batteries on straights; don’t boost off ramps—landings yaw the car. Don’t tap toy cars—they zero your speed. If you see twin rows of batteries, take the first, skip the second, or you’ll enter the turn with a heavy nose. Go in with momentum banked—the last stretch is rapid-fire short turns, and one scrape drains your pace.
The flight is the final flourish. Controls are smooth—no wrenching, use small inputs. Hard pitch climbs fast but kills horizontal; catch the truck at mid angles, using your shadow on the asphalt as a guide. Don’t try to “hop” an obstacle at the last second—the rocket’s got inertia, so set the arc early. Once you spot the target, keep it slightly off-center—about a quarter left or right—to leave room for corrections.
One handy note for 100% Toy Story runs: stars often hang just off the obvious path. The clean approach is a serpentine: secure a safe route first, then loop back for pickups. Passwords are generous—jot them after key stages so you don’t have to rerun the claw or the bench. And remember the golden rule: clear first, then carry—whether it’s the walkie-talkie, a crate, or our pal Buzz Lightyear.