
There are, however, some occasional side objectives available like scaring X amount of seagulls, opening every outhouse or saw every wooden barrel with the saw, as well as secrets that boost your mission points. Each mission has the same base objective: find and save a set amount of dizzies and get them back to the hospital for a brain reset. The various missions are hilariously written and pop up on the map as you rush across the place in your speedy ambulance, gaining points for running into fences, jumping across canyons using stunt ramps, and searching for collectables and secrets.

The game is rather simple and there's not much to keep track of when playing you run around and grab onto items such as your stretcher, doors or other interesting objects, interact via dialogue, crouch, and sing - all via the press of a button. You can, however, play the game alone if you wish to, but get ready for a more challenging experience as you then have to move the two medics around simultaneously using the two analogue sticks on your switch controller as well as work around various puzzles in different ways. The game is clearly meant to be played with a friend as you control two medics at once, using co-operative tactics to balance the victims on your stretcher, lift heavy objects, avoid dangers, and solve puzzles. There, a set of sexy doctors awaits with a special contraption that's used to cure the victims non-surgically, as they pose in front of it.

In The Stretchers, you play as a duo of medics, sent out on this urgent mission to find the dizzies hiding in their places of work (which vary significantly from mission to mission) and transport them by pulling out the stretcher that's located on either medic's back, dropping the workers onto it in a pile of floppy humans, manoeuvring your way through various hazards on the way to your ambulance, and then driving as fast as you can to the hospital. Townsfolk across the land are getting stuck in a mental haze and it's up to you, with the help of a friend or even by yourself, to cure those affected by the Dizzies and set the town back to its normal, productive self. He does this by aiming the hypnotic ray gun attached to his head in the direction of his victim. Something is clearly wrong.Īs it turns out, the evil and short-fused Captain Brains has gone amok, putting people in a forced hypnotic stasis known as the 'dizzies'. And as it was splendidly put by the town's medical dispatcher: "farmers don't take breaks".

Loggers are sleeping in-between sawblades at the mill and farmers are snoozing while driving their tractors. Workers across the land are sleeping on the job.

The inhabitants of Greenhorn Islands are faced with quite the wide-spread problem.
