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Re: Toadette Strikes: 1949 was overrated, anyway

Posted: 21 Apr 2015, 04:06
by Tenlade
To paraphrase Penn & Teller, I would murder a thousand whackas if even one of thier bumps could save a Toad's life.

Re: Toadette Strikes: 1949 was overrated, anyway

Posted: 21 Apr 2015, 04:44
by Ozzy Ment
I actually did jump off the cliff after hitting Wacka...








Man, I really like the music in Glum Valley.

Re: Toadette Strikes: 1949 was overrated, anyway

Posted: 21 Apr 2015, 04:50
by tovarischkrasnyjeshi
Ever since Maiku complained about his name I've been wanting to read the segments of his name in weird ways. I've been toying with reading [w] like a Maori [w]... except the joke part would be reading it like a Maori [wh]. Anyways, Whacka mole

also another kind of whackamole, this time read Spanishy, is okay if there's a lot of lime in it. I don't really get avocados

Re: Toadette Strikes: 1949 was overrated, anyway

Posted: 21 Apr 2015, 20:07
by Nathan the Talkmaus
I think that a lives system, if used at all, should simply consist of getting booted from the level and having your checkpoint erased. And it should refill every time you beat the stage, possibly even at the checkpoint if there are multiples within a stage.

Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 21 Apr 2015, 23:05
by AlchemistHohenheim
For some reason I only realized with this latest video that the throwing sound effect is totally from Goof Troop for the SNES.

Re: Toadette Strikes: 1949 was overrated, anyway

Posted: 22 Apr 2015, 01:09
by Tenlade
Nathan the Talkmaus wrote:I think that a lives system, if used at all, should simply consist of getting booted from the level and having your checkpoint erased. And it should refill every time you beat the stage, possibly even at the checkpoint if there are multiples within a stage.
The only reason lives even exist in mario games is tradition and not making collectables an utter waste of time. and even then the newer games all have infinite life farms so its like ,the life system is there for the sake of being there.

There's gotta be a life farm of some sort in this game.

Re: Toadette Strikes: 1949 was overrated, anyway

Posted: 22 Apr 2015, 01:15
by Alice
Tenlade wrote:There's gotta be a life farm of some sort in this game.
Well that switch palace that got rao up to 20 lives would be a great one, especially since it looks like switch palaces aren't one-shot levels in this.

Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 22 Apr 2015, 01:29
by Imipolex G
You can also get a bunch of chances at the bonus game by going through the section at the very beginning of the game. Kind of tedious, though.

Personally, I liked the current world (Glum Valley or whatever) the least out of all of them. Just too gloomy, I guess.

Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 22 Apr 2015, 06:13
by Joseph Staleknight
Man, I hope raocow visits the Fungitorium again before finishing off Glum Valley. Those mushroom medals won't spend themselves, and if they do it'll be highly awkward.

Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 22 Apr 2015, 10:51
by Mata Hari
Thwomps are actually plants, they grow in standing water before emerging as juvenile Thwimps. So beautiful.

Re: Toadette Strikes: Three shorts

Posted: 22 Apr 2015, 15:28
by Xirix
Nimono wrote:
SL the Pyro wrote:
Xirix wrote:I'm really digging the boss theme in this game, I assume it's a remix of something that already exists like most of the other music in the game? Anyone know what it is?
It's a remix of the item minigame theme from Mario Party 2.
Actually, it's from Mario Party 3.

I should know- it's my favorite one!
Just listened to the original, that's.. pretty creative to turn that into a decent boss theme, I'm having trouble locating the actual remix from the game anywhere though. :/ (I found the midi used in the first game, it doesn't sound quite as nice as the one in Toadette Strikes)

Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 22 Apr 2015, 20:50
by ztarwuff
I'm trying to keep ahead of raocow, but have somehow managed to miss a medal. Now I can't even go back and get it, because I'm forced to do the next level. Presumably, I can return later on?

EDIT: Oh and yeah, I got really tired of having to redo the controls too, so I just set Joytokey to work with the game. The upshot? Now I can pause using the controller.

Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 22 Apr 2015, 20:55
by Jesuiscontent
I'm assuming you're talking about

Subcon

in which case yeah you will be able to get back to it later (every level really)

e : I used joytokey since the beginning because it gives stupid inputs to the xbox controller and you can't remap them

Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 22 Apr 2015, 21:13
by ztarwuff
Jesuiscontent wrote:I'm assuming you're talking about

Subcon

in which case yeah you will be able to get back to it later (every level really)
Uh, the level bfeore that. So that one also forces me forward? Good thing I now where the medal in that one is. Good to know that I can go back, though. Thanks for the info.
e : I used joytokey since the beginning because it gives stupid inputs to the xbox controller and you can't remap them
Yeah, it's not that stupid, but could be better.

I've just finished reading the Mario Fan Games Galaxy thread. Looks like nobody pointed out the stupid things in his game when he was looking for feedback for the demo. I would have definitely pointed out how silly the control system was, the nauseating way the camera moves and how the full screen looks.

Oh well, at least he's taken the criticism on board now.

Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 22 Apr 2015, 22:54
by Nimono
...I just looked at the TVTropes page for this game. I'm not sure I should've.

I'm now worried about the potential for horrifying visuals that awaits us at the end ;w;




Also, please tell me the next area isn't the last one. That area under Cogwheel Canyon seems like it should be more worlds, especially that random spot where Reckloo is, but...it feels like Kammy Manor is going to be the climax of the game! So much wasted space on the map! I hate seeing that! ARGH!

And yes, I know about Subcon thanks to you guys lol.


Re: Toadette Strikes: Glum Grinning Ghosts?

Posted: 22 Apr 2015, 23:15
by Joseph Staleknight
God damn that King Phanto fight was down to the wire for me. It really doesn't help that I had to search every box for the key to damage him and kept losing Yoshi in the last third. Ah well, at least Troopa Transformation was fun and awesome, even though the medal was quite hard to get.

Also, I read the comment that guessed that the Key Boss and King Phanto were lovers before Mario (supposedly) killed the former, and now the latter is desperately seeking death so that they can be together again. If that's not prime material for an A2XT subplot, I don't know what is.

Re: Toadette Strikes: Quake Medallion

Posted: 22 Apr 2015, 23:54
by Willhart
I had more trouble with the boss than raocow. Maybe I had worse luck and/or skill. I was mostly killed by the appearing white boos. It still did not take that long, and I was playing on medium with a keyboard.

Re: Toadette Strikes: Quake Medallion

Posted: 23 Apr 2015, 00:32
by Ozzy Ment
There really aren't many ideas more terrifying than a Phanto boss, and Phantolord really captures the sense of panic you get when being pursued by Phantos. Horrifying and stressful as it is, I still think that fight was very well made.
As far as I can tell, the location of the key is totally random, so yes, raocow was quite lucky to usually find by around his 3rd block.

Re: Toadette Strikes: Quake Medallion

Posted: 23 Apr 2015, 01:18
by Imipolex G
Personally I found the key boss to be one of the most annoying ones because of its randomness...maybe just not my cup of tea, I dunno.

Re: Toadette Strikes: Quake Medallion

Posted: 23 Apr 2015, 02:39
by Nathan the Talkmaus
I thought it was funny how rao had full life upon beating the boss when he finally understood what he was supposed to do.

Re: Toadette Strikes: Quake Medallion

Posted: 23 Apr 2015, 03:41
by strongbadman
Oh man, looks like raocow's going to be getting to my favorite fungitorium level last. Favorite in concept, I should say. The one played today was my favorite mechanically. It was just really fun and neat and the underwater stuff was pretty clever.

Re: Toadette Strikes: Quake Medallion

Posted: 23 Apr 2015, 05:07
by Leet
Imipolex G wrote:Personally I found the key boss to be one of the most annoying ones because of its randomness...maybe just not my cup of tea, I dunno.
uh oh

Re: Toadette Strikes: Quake Medallion

Posted: 23 Apr 2015, 14:28
by Mata Hari
Why do so many games feature large versions of invincible enemies as vincible bosses

Re: Toadette Strikes: Quake Medallion

Posted: 23 Apr 2015, 15:23
by strongbadman
dr_kraid wrote:Why do so many games feature large versions of invincible enemies as vincible bosses
My theory is two reasons. The first is for the "oh crap" factor you get when you see it, because you remember the invincible enemy.

The second is the satisfaction you get over killing something that's given you ire for a good while.

Re: Toadette Strikes: Quake Medallion

Posted: 23 Apr 2015, 15:28
by ano0maly
I typically don't like invincible enemies. Well, I consider phantos as a more "special" obstacle, but it annoys me that nothing can defeat that brown stone thing and its spike variant, both of which appear in the beginning of the game.