The midi soundtrack is heavy in ragtime and lounge piano and organ. The whole game has a sort of 50s throwback style, with an old-school diner, black-and-white tiles and aliens with hair that looks heavily sprayed. It should also be noted that this is the only Putt-Putt game that is spent largely with humanoid characters, instead of autonomous vehicles and animals, as NPCs. To get the rocket fuel, Putt-Putt just has to follow directions left at a gas station to navigate an apartment building, then follow the navigation given by two subsequent apartment-dwellers to find the station’s proprietor, an alien named Robbie Radar. Some of these challenges are still pretty simple. Instead of collecting three macguffins as in the previous game, Putt-Putt must now acquire rocket fuel, a nose cone, a key, a steering wheel, and “moon rocks”, a currency he can use to buy the shuttle itself. It’s definitely more ambitious than the previous game. While Putt-Putt is never really under mortal danger, this situation feels more dangerous and tense than anything in its prequel, and perhaps the series. Rover and Putt-Putt make a pact to get off the moon together after Rover saves Putt-Putt from a collapsed bridge. Putt-Putt’s mission here is to rebuild a partially deconstructed American space shuttle, and in the progress he runs into many odd humanoid creatures and beasts.īefore that, however, the game introduces Putt-Putt to his new companion Rover, a moon vehicle abandoned by strangely human astronauts.
The moon is, in fact, what appears to be an alien hub world. Thankfully, Putt-Putt doesn’t seem to need to breathe or run in danger of freezing to death. In this game, Putt-Putt must return home from the moon, where he has drifted off. The little car runs adrift through the stars, passing a sign that points to the moon. While the resultant hijinks are light-hearted, with Putt-Putt getting picked up by a firework and being whisked away to goofy music, this brief moment of darkness shows that Putt-Putt’s second adventure has higher stakes than the prequel. Putt-Putt’s puppy Pep then leaps out of his owner’s passenger seat and knocks down a forbidden lever. The player can click on buttons in-game to see fireworks as long as they’d like, but the game won’t progress until clicking on a window, letting a butterfly into the factory. Putt-Putt’s story begins with an invitation to see the brilliant scientist Mr. While Putt-Putt and Fatty Bear’s adventure games were both largely domestic, Putt-Putt’s second adventure runs further into science fiction territory. The game reprises the same interface and engine as the previous game, and marks Humongous Entertainment’s third Junior Adventure game, after the first Putt-Putt title and one-off Fatty Bear’s Birthday Surprise. A year after his inaugural adventure game, Putt-Putt returned for the more ambitious “Putt-Putt Goes to The Moon”.