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Tass Times In Tonetown
Title:Tass Times In Tonetown
Category:Game/Adventure
Release Date:
Language:English
Size:64K
Device Req.:Disk only (2 sides)
Machine:PAL Only
Code Type:Machine code
Distribution:Freeware
Game ending type:Has an end, game ends
Converted by:S., András (Pigmy)
Additional Coded by:B., Michael (Ceekay)
Notes: 
  Download:
Download from Plus/4 World
Plus/4 World
Download from Rulez.org
Rulez.org
Download from Othersi.de
Othersi.de
Download from Zimmers
Zimmers
Download from Zimmers
Zimmers
Download from TheOldComp
TheOldComp
Download from ko2000
ko2000
Download from ko2000
ko2000
Download from Rollenspielhaus
Rollenspielhaus
  1551 version:
Download from Plus/4 World
Plus/4 World
Download from Rulez.org
Rulez.org
Download from Othersi.de
Othersi.de
  External links:
    C64 release
    Amiga release
    Atari ST release

User Rating: 8.5/10 (10 votes)
Tass Times In Tonetown Title Screenshot

Tass Times In Tonetown Screenshot


Easter Egg
Entering the word "burger" into the parser causes instant death for the character. This is a nod to the game's programmer, "Burger" Bill Heineman, who was known to keep old fast-food burgers stashed in various desk drawers.


The "Tass" Word's Meaning
"Muffy and I were employed there [at Harvard], teaching creative writing. And the motto of Harvard is 'Veritas,' which means 'truth.' We took to saying 'very tass' to mean, 'very true,' or 'too true.' Our students picked it up and started applying it to something that was cool. So very tass turned into very hip or cool."

Michael Berlyn, "TTiTT" game designer, 1999.


Ennio: The Legend Begins
"On the main supporting character: "The game's original title (working title) was 'Ennio: The Legend Begins,' which refers to the dog in the game. Ennio, the heroic dog in the game, was based on a dog in our neighborhood, MacGregor. We called the character Ennio after the film composer Ennio Morricone. We liked the name so we used it. Right after the game shipped, we went out and bought a little dog, a Lakeland Terrier, and named him 'Ennio the Legend.' Ennio was a great companion and a great dog with a tremendous sense of humor who passed away last year."

Michael Berlyn, "TTiTT" game designer, 1999.


Solutions - Complete
Complete solution by Travis Cornwell.

- Make sure you save about every 6 steps
- Explore the game. If you know your way around it saves a lot of time.

1.) You start of in gramps living room. Go south into the kitchen and get
the key out of the jar and read the note in the living room.

2.) Explore the house. Unlock the locked door and get the guitar picks out
of the fish bowl and the book.

3.) Turn on the generator and go in the hoop. Time to roll in Tonetown.

4.) Go east twice into the salon and buy whatever color dyeorama you prefer.

5.) Go east again into the 'Tique and buy a jumpsuit and hooplet.
Wear both of them.

6.) Head into the forest and get a mushroom. Go to the gate with the eye
and nose creature. Throw the mushroom at either one.

7.) Go to Flo's. Buy and wear the black mask. Head over to Fast Freddy's.
Get and wear the mitts. Order and take the burger.

8.) Head into the well. If you die. Try the gold mask Go west twice.
Then go north 3 times. Climb the ladder and guess what? You are
at Snarl's house. But there is still a lot to do

9.) Head east and north. Unlock the gate and then open it.

10.) Choose a spot in town to drop items you don't need. Right now drop
the mask, key, book, and picks.

11.) Head over to the Tonetown press. Talk to Nuyu and get the camera. Go
east and turn on printer. Turn on the computer and to type your name in say
"Type _______" where ______ is your name. You of course need a press pass
so say yes and get it.

12.) Go to the concert and show the pass to Stelgad. Take a picture of the
Daglets and get a zagtone. Give the picture to Nuyu. Drop the camera and
pass now.

13.) Buy a blobo from snarl and head east from the concert to the sandy area
and get the card.

14.) Go to the northern construction site and look at the trench. Get the
jar. There are 2 places with red devils. Go to the southern one and get a
red devil.

15.) From there go east until you hit a waterfall. Go east from there. Go
in the boat.

16.) In the boat go West, South, West, North. You should be at a tower.

17.) Go in the elevator. Put the card in the slot. You need to type "Push
button 5". Look it's Gramps! Hit the Zagtone on the cuffs to free him.

18.) Go in the boat and move South and then West. Head for the gate and
open it. Go West, West, North from there. Oh no the Snarl's got Gramp's!

19.) Type "Sic Snarl" Ennio will take care of Snarl. Gramps will ask for
his book so give it to him. After that, open the jar and push Snarl through
the hoop. Congratulations! You've beaten the game.



Copyright © Plus/4 World Team, 2001-2017