Bugs Bunny Crazy Castle Walkthrought

Bugs Bunny Crazy Castle

Beating The Bugs Bunny Crazy Castle on NES isn’t a sprint; it’s about cool, methodical screen-by-screen clears where every carrot matters. Move room to room at a steady pace and keep the prime Crazy Castle rule in mind: secure your exits first, then dive into pockets and cul-de-sacs. Carrots parked on platform edges by a staircase? Pick them up on the way back, not on your first pass — otherwise you risk trapping yourself between Sylvester and Yosemite Sam.

Early rooms: tidy up the board

On the opening screens of Bugs’ Castle, do this: start on the bottom tier, slide crates so there’s a “safety umbrella” under you in case you’re chased. Ladders are choke points — keep them clear. If two foes are stacked on a ladder, bait them upward, slip through the nearest door, and pop out across the room — they’ll “ride” their routes and give you an opening. Where two doors are placed symmetrically (left/right), test the link first: step into the left one and note where you land. That muscle memory saves runs when Daffy Duck is breathing down your neck.

Some screens hang “garlands” of carrots along the walls. Take them bottom to top, not top to bottom: if a chase kicks off, you can drop to a familiar tier instead of leaping into the Coyote’s arms. Only shove crates when there’s a vertical shaft nearby: dropping one from above is the quietest way to remove a pursuer. Don’t blow the boxing glove on the first baddie you see — early rooms have spots where you absolutely need it, like punching a corridor open to the last carrot in the right-hand “pocket” with a single staircase.

Warp doors: learn the pairs

In Crazy Castle, doors often come in pairs. In rooms where four doors form a square, try this: mark a “safe” pair (say, top-left ↔ bottom-right). Funnel enemies toward the “dangerous” pair, dive into your safe pair, pop out by the ladder you want, and sweep a cluster of carrots. It’s a classic on screens where the goodies are scattered in the corners. Enemies don’t use doors, so warps are your personal teleport and lifeline rolled into one.

When you hit long vertical shafts with cross ledges and a door on each level, go zigzag: top-left door drops you one level down to the right; loop back, snag the carrot, then center — mirrored warps again. Don’t chase symmetry, chase safety: clear the middle tier first, then the edges. That way you won’t box yourself in when Sylvester slides off the upper ledge.

Midgame: ration items, manage aggro

From the midpoint on, The Bugs Bunny Crazy Castle starts throwing screens with three foes at once. This is where items shine. Hold the glove for a narrow ladder corridor with no alternate route: be patient, kite Daffy away through doors, and glove the one blocking the only entrance to the last carrot cluster. Grab the invincibility potion only when you can chain 5–6 carrots in one go. Once you drink it, follow a preset arc: ladder → upper ledge → door → mop-up on the neighboring platform. The timer is short — enough for one planned lap, no more.

Special case: screens with a “well” in the center. There’s often a bait carrot at the bottom. Never drop straight in. First sweep the left and right flanks, park pursuers there, hop into the center via a door, scoop the bait, and immediately bail back through the same door while enemies wander the walls. It’s a one-screen solitaire, and this is the solve.

It pays to run the Coyote in circles: he’s faster on straights but loses track when you change tiers via doors twice in a row. Yosemite Sam is deadly in tight passages — never take him head-on on a ladder. Let him climb one step above, then slip under through a door, snagging the lone carrot by the support column on your way. Sylvester is reliably crushed by a crate: line it up so he’s directly under the platform edge; don’t rush — let him snuggle right up before you drop it.

The trickiest rooms: dead ends and one-way pockets

Later you’ll hit rooms with “pockets” at the edges — one staircase, no alternate exits. One rule: leave pocket carrots for last and always remember the door you’ll use to return. A solid template: first the upper diagonal, then the middle horizontal with the paired door, and only then the outer pockets. If there’s a glove by a pocket, don’t pick it up early: in the endgame Daffy may camp there, and the glove saves you from a forced turnaround in his face.

There’s a sneaky layout with staggered ladders — each next one starts half a tile off the previous. Use a “step-lure”: take the carrot by the bottom ladder, climb one up, show yourself, back off half a screen, let enemies hop after you, then dive into the side door and return to your original tier while they’re still climbing. One cycle like that clears the entire line of carrots along the left wall.

Where carrots sit in triples in a vertical stack over a single door, don’t treat that door as a guaranteed out. Check the other pair first — it might dump you straight into two hunters. The safe order is: top tier → outer door → “breather” on an empty platform → return via the opposite door → collect the middle stack → finish the bottom. Looks roundabout, but it’s safe.

Final screens: keep a cool head

Near the end you’ll see screens where the last carrot is practically at spawn, but the route to it runs a long arc across every ladder. Don’t bite: go clockwise, leaving “safety marks” — doors you’ve already verified. If you spot a crate, drop one screen down to “drag” a pursuer, then come back and dump it. You’ll decompress the finale, when one or two carrots remain and all three enemies are hugging the ladder you need.

On tough layouts, reading enemies is clutch. Daffy tends to flip at platform edges, Sylvester doggedly climbs any visible ladder, Yosemite holds a straight line. Knowing these patterns is your best insurance. When you must risk it, do it by a door: step in — and if it goes south, slip right through. When you need to wait, stand at the bottom lip of a ladder — easy to bail down if someone pops in above.

And yes, that infamous “figure-eight” ladder room. The solve is simple: first lap the outer ring to clear the carrots by the doors, then the inner ring, zigzagging, using the nearer paired door to shake your tail. Don’t touch the glove until the center — that’s where it single-handedly ties off the whole ending.

Step by step, Crazy Castle turns into a readable route: doors are your friends, ladders are your safety net, crates are your silent bodyguards. And the carrots… they’ll end up in your pocket if you don’t panic. Back on the NES we beat it the same way: unhurried, respecting each room, with that little rush every time the last corridor stays empty.

Bugs Bunny Crazy Castle Walkthrought Video


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