Post by WalkingBear on Sept 20, 2004 2:09:08 GMT -8
I am trying to finish all the levels I have been stuck on for the last two years or so....
In this one, I am stuck at the King's Fortress...in the secret area above the BOTS with the letter "P". When I get to the end, the arrow is facing the wrong way...so I can't get the letter...any ideas?
Post by swietymiki on Jun 21, 2019 15:57:35 GMT -8
Second map in 27:50, so not too far behind the original score.
I'll try to avoid repeating the points from my previous post in upcoming comments on other levels of GooRoo. Also something I didn't mention earlier - I edited many threads after beating their respective levels, mostly fixing the size/density categories and statz info counts. Some also don't have bold tags but I feel like fixing all of them manually is too much effort. Somebody could come up with an easier solution.
Pitch 'N' Putt was released less than a week after Full House Of Fun. I don't know whether many of these 2002 levels were designed in parallel or they just got laid out so quickly, the differences between their release dates are extremely small - down to 1 day in some cases. The two levels are very different though. For the most part you only have a single Grunt here. The challenge lies in choosing the correct order of picking up Toolz, as many are "thrown at you" before you actually need them and others given via megaphones. Many later levels follow this idea and I'm not sure if there was a level before that was based around it to this extent (haven't done all 2001 maps yet) or maybe that was the first. Here GooRoo's rule comes into play - never give up a Tool until you've done everything you can with it. It's not difficult to beat the level if you keep that in mind and carefully examine the map. The level is not large but it requires a lot of walking - even when you only make use of the Gauntletz you later need to come back to the area with a Shovel to dig up the coins (they are on all golf courses). These two Toolz are exchanged frequently along the way.
Some mismatched tiles are easily noticeable in this map. Maybe it adds some variety but when the dark green background meets with a hill border or a random quicksand tile it just doesn't look good. I know there are no tiles in the game which connect these together - that's why I'd choose a different design. This also applies to putting arrows on alternate ground tiles without including borders. Example level with this issue: "Zipper" (2018).
Last Edit: Jul 5, 2019 6:11:47 GMT -8 by swietymiki: Replaced "incorrect difficulty rating" with "size/density categories"