The Ren & Stimpy Show: Veediots!
Game Boy
Developer: THQ Publisher: THQ
By: GammaBetaAlpha
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Table of Contents
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How to Play [HOWT]
The Boy who Cried Rat [BWCR]
Stimpy's Invention [STIN]
In the Army [ITAR]
Donations/Amazon [DONT]
Contact Info [CONT]
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How to Play
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[HOWT]
The Ren & Stimpy Show: Veediots! is a platforming game based off The Ren
& Stimpy Show, with three levels based off of three episodes from the animated
feature (The Boy who Cried Rat, Stimpy's Invention, and In the Army). Most of
the game is a platforming feature, travelling from left to right to get to the
end of the level.
There is a particularly high emphasis in the game on the use of
background objects and picking up certain items and carrying them for use. In
the first level, for example, there are multiple objects that have a lot of
bounce to them, and can be used as a springpad to launch Ren over great
distances.
It should be noted the manual for this game lists the B button as an
'attack button' for Ren and Stimpy. However, the attacks they make do not seem
to actually do anything, and are instead just for picking up, using and dropping
items.
Throughout each level, you can pick up money in $0.25 increments. These
do not seem to have an actual function (unlike the SNES counterpart to this
game, where it apparently gives you a health bonus) other than a score bonus.
There are also heart items, which replenish any damage you may take from enemies
and environmental hazards.
Each level also has a timer counterdown, where if you take too long you
will have to restart the whole level from scratch (starting at the beginning
also occurs if you should lose all your hearts). This is not particularly a
problem in the second level, which is divided into several stages, but it can be
a hassle in the first and third levels.
Also, rather unfortunately, there is no password or save function to
Veediots! This is not particularly a problem, except that you cannot play the
three levels separately: to get to level two, you have to beat level one first,
and similarly for playing level three.
Controls
--------
A - Jump
B - Pick up items
- Use Items
- Throw Items
Left/Right - Move around
Items
-----
Heart - Restores one piece of health
Money - Money bills that increases your money increment in $0.25 parts. Unknown
function, if any.
Log - Use to throw at Stimpy (Level One)
Vase - Use to throw at Stimpy (Level One)
Spring - Use to hop from (Level Two)
Box - Use to hop from (Level Two)
Vials - Use to fill up a flask (Level Two)
Flask - Mix two chemicals to cause an explosion (Level Two)
Blowtorch - Use to burn down doors and rope hangars (Level Two)
Helmet - Use to capture Ren (Level Two)
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The Boy who Cried Rat
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[BWCR]
The Boy who Cried Rat
---------------------
Move right and hop on level with the TV set to grab $0.25. Jump on top
of the TV set, then leap to the right and snatch the painting on the wall in
mid-air to get $0.25 from underneath it.
Use the B button to toss the painting, then continue on and hop onto the
phone. When it rings, it will bounce Ren into the air. Use it to jump onto the
nearby clock hand, which will carry Ren around. Press the A button to be thrust
off the clock between 1 to 3'o'clock on the clock's hands and launched onto a
nearby table. Hop up onto the connected bookshelf, then go right and leap onto a
windowsill behind a curtain.
Drop down to the table to the right, and use the fan to be sent out on a
rightwards trajectory, and attempt to claim the heart in mid-air. Once you land,
grab $0.25 from the nearby TV set. Move to the far right side of the TV set and
then leap off to the right onto another clock. Using the 1, 2, or 3'o'clock
point to jump off, you will land in front of a fireplace.
Grab the log, then continue right to confront Stimpy. Move right in
front of him and then drop the log on him to knock him out, then head right. Use
the phone on the table to hop onto a high shelf, then drop down to the right
side.
Continue along the cabinet, where you will probably get hit by Stimpy
first before grabbing the vase (he only appears however if you 'jump' high
enough - if you walk straight along without making any upwards movement, he
won't). Use the vase to take him out, then hop off the shelf onto another clock.
Use the 1'o'clock or 2'o'clock positions to jump on top of a lamp.
Take $0.25 by hopping up and grabbing the painting, then drop down and
head right, using the case on Stimpy who appears again. Walk past a TV set and a
phone, ignoring the clock up above. Instead, continue on and hop into a fan to
launch yourself right. Hold the right d-pad button down to stay right even when
you fall into another fan to fall down to the floor to your right.
Move right and leap over the mousetrap and hit the three blocks, and
repeat this twice more to knock it over. Jump up and grab the painting for
$0.25, then head down and throw it at Stimpy who appears. Rush along, ignoring
the log in front of the fireplace, and take another $0.25 from a TV set,
ignoring Stimpy who you may see on a pole. Instead, hop onto the nearby table
onto a telephone.
From where you land, ignore the phone here, and instead hop onto the
table. Grab the vase, and move forward, hitting Stimpy with the vase. Fall down
from the bookshelf and move right to find a fan. Jump onto the fan to leap to
the right onto a clock. Launch off from either the 1'o'clock or 2'o'clock
position to land on another clock. Repeat from 1-2'o'clock and it will send you
to the end of the level.
Stage One
---------
This level is at least a lot easier time-wise because it splits the
level up into several sections, with the time being reset for each new section
that you go to.
As Stimpy, you will start off falling down. Go left to get some money
(you will be able to jump for two $0.25 bills), then head right to find a spring
on the floor. Hop onto the spring and use it to launch yourself rightwards over
a high platform. If you have trouble with hopping far enough from the spring,
you can also push it right by pressing B while right in front of it and walking
it over, then releasing it with the B button again (you can also use this to
grab the remaining $0.25 bills).
Avoid the travelling sparks of electricity up here as they will wound
Stimpy, and instead drop down. Travel over to one spring and use it to launch
yourself over some more platforms. Drop down to your right and use to the next
spring to grab three $0.25 bills. Before moving onwards, grab the spring with
the B button, then drag it to the far right wall.
Hop up top and then go right and down to the ground. Move left through a
passageway and the door at the end will open up as you approach, allowing you to
grab the spring. Use the B button to grab it, then return right and drop it off
at the right end of the area.
Use the spring to continue. Follow along until you see an upside glass
chute. Hop into the glass chute to head to the next level.
Stage Two
---------
Head right from the stage start and jump off the box to your left. Grab
the $0.25 hanging in the air, then leap onto the next shelf up to your right,
and then right forward again. Continue on hopping over a few more shelves to get
three $0.25 bills.
Fall down from here and continue right. You will enter into a sort of
obstacle course with large spheres going up and down from the ceiling,
electricity sparks moving left and right, and pistons moving up and down from
the floor. The pistons are not harmful on there own, but if they throw you up
into a spark or against a sphere it will knock a piece of health off of Stimpy's
life, so be forewarned if you take lots of damage.
Use the last piston to jump off onto the high platform to the right,
then go down to the right. Use the right of two pistons to leap onto the right
shelf, then go up to the left shelf to grab three $0.25 bills. From here, move
right and continue right until you hit a wall with a chemical flask on the
ground.
Up above the flask is a platform with two vials. Jump up and grab one
vial while at the peak of your jump (you will not be able to actually jump onto
the platform). Press B while in front of the flask to automatically dump it in.
Grab the other vial and put it into the flask, then move left to avoid taking
damage from the impending explosion.
Once the flask blows up, destroying the wall to the right, go through
and take the chute up, grabbing three more $0.25 along the ride.
Stage Three
-----------
Move forward and jump over the switch, hitting B while in front of it to
flip the switch, activating a conveyor belt just ahead of you. Hop onto the
moving platform once it goes to the right side, and take it up to get some
height leverage for a hop onto the next platform.
Flip another switch on the way down to get another belt going, and use
it to hop up right. Continue moving right through the level, flipping another
switch. This time, there are two belts hop onto the first one and use it to
clear the jump onto the second one once it starts travelling up. Near the peak
of the belt's travel, hop up onto the chemical shelves up above.
Grab two $0.25 bills from the high shelf, then leap down to the right
side, grabbing a few more $0.25 bills in the air. From the platform, leap over
to the right, hitting the next switch in mid-air (if you miss this leap, you
will have to go left through a wall and use the box on the ground to flip the
previous lever to return over to this side). Go to the far right end and hop
onto the third belt. Continue right and down until you get to the glass chute
and move on to Stage Four.
Stage Four
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Move forward, ignoring the blowtorch item for now, and instead pick up
the spring. Carry it over to a platform and then drop it down. Go back and grab
the blowtorch, then hop off the spring upwards. Move around left and right along
the platforms to slowly go up until you get to the top platform. Head right and
jump onto a small platform held up by ropes.
Hold the blowtorch against a rope and after a few seconds it will burn
up, allowing Stimpy to fall down. From where he lands, move right. Drop the
blowtorch to pick up the spring, and carry it right. Backtrack left to go and
retrieve the blowtorch, then jump off the spring over a lit candle to relight
the blowtorch, then land to the right side. Press against the door with the
blowtorch to destroy it.
Proceed onwards and leap off the spring over another candle to once more
relight the blowtorch. Continue right, jumping from the platform to grab a $0.25
bill and flipping a switch in mid-air, causing a conveyor belt to move. Use the
conveyor belt to burn steadily away at a wall in mid-air. You will need to make
a couple of rounds going slowly up the right side before it breaks and you can
move on.
Continue through the corridor and drop down, then head to the end and go
up the glass chute to end this stage.
Stage Five
----------
Head right and initially jump up from the spring to grab two $0.25
bills. Fall back down and push it right a little to hop up to a spot with two
vials. Grab one vial, then go up, then left, grabbing some more $0.25 bills on
the way. Dump the one vial in the flask. Next, grab the flask, and run right,
leaping off at the end. Drop the flask next to a black, bombable wall.
Backtrack left and onto the platform with the vials to grab a vial of
the opposite colour that you just earlier poured into the flask. Return right
and dump the new vial into the flask, then back away to escape taking damage
from the explosion of the flask.
Move forward in the next area. Hop onto the box and then the conveyor
belt and jump to the left to make the belt move. Use the belt to go up to the
top and hop onto the high shelves up here. Head left and drop down to grab 4 of
the $0.25 bills, then move right back to the conveyor belt and hop up to the
right side.
Leap right onto a paltform with a vial of black chemical, then continue
jumping and moving right until you get to another flask laying on the ground.
Dump the vial into the flask and then get rid of the vial itself. PIck up the
flask and move it right next to the door.
Backtrack until you find a box. Move it right, then use it as a
springboard to hop up to spot a vial with grey liquid in it. You cannot actually
hop onto the platform, but you can grab the vial while in your jump with use of
the B button. Once you drop down to earth, head right and dump the vial into the
flask. Back away to let it explode.
Move the box along past where the wall was to grab a couple of $0.25
bills from the air, then take the chute to go up to Stage 6.
Stage Six
---------
Run right for a long time until you get to a helmet laying on the
ground. Pick it up, then hop onto the moving platform.
You will see Ren pacing back and forth on the platform above. You cannot
get up there to attack him. Rather, what you must do is hold the Up button and
then press B to release the helmet, throwing it up, and attempting to get the
helmet to land on Ren's head.
Once you succeed in doing this, you can go right and take the glass
chute up, finally completing this whole level.
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In the Army
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[ITAR]
Start the game off by walking right, ignoring the branches of the trees.
Eventually, you will come to a soldier who will fire once out of his gun before
disappearing. Once you see him, start moving left and then jump so you do not
walk straight into the bullet. Press on, and you will find another soldier whose
bullet you must dodge.
When you come to the bridge, rush over it and jump over the gap. If you
stay too long, you will need to go through an underground portion with enclosed
spaces and lots of bats. On the higher ground, leap right into the bullet that
is going right, and it will carry Ren over a missile in the ground before
stopping right underneath a soldier standing on a high tree branch.
Ignore the soldier and instead press onwards, making sure to dodge a
falling watermelon. Hop into the cannon and shoot yourself out far and to the
right. From where you land, move right some more and into another cannon. When
coming down from the second landing, you may get a heart from next to a
loudspeaker tower.
After impact, head right through the cliff wall into an underground
area, and drop down. Going left, wait for the bat to move away before
continuing, grabbing a $0.25 bill on the way. Down below, once the bat has
started to move up, continue on, jumping over another bullet from a paratrooper
waiting for Ren.
Getting outside, skip over another soldier, then get into a cannon. Take
the cannon up and to the left into another cannon. Use this second cannon to go
up and to the right, but press left just as you reach impact to avoid falling
into a waterfall and having to restart the level from the beginning.
Once you have control over your on-the-ground movements again, hop onto
the log, then leap over to solid ground again. Move along, hopping over a small
enemy, then a pile of sandbags, and travelling up a sloped hill to come to still
another cannon. Get inside and take it up and right.
On landing, hop over another soldier and some sandbags. Dodge a falling
watermelon, then head over another waterfall via use of a log. Go down one last
hill section, avoiding a bee buzzing around.
With travelling right across the mud, you finally can wrap up this area
and the game altogether.
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Contact Info
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[CONT]
Although I believe I have found everything there is to find in this
game, there is occasionally the possibility of some super secret level in an
obscure game that was never found because it was too obscure, or the like. If
you have anything that you feel needs to be includes, feel free to email me at
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