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 Post subject: Daily Dare 2010
PostPosted: Thu Feb 11, 2010 6:51 pm 
Way Beyond Godly
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They're ba-ack! Yes, AAA, Abi, and Lulu are back in this year's Daily Dare, as well as TNT (in a staff tournament)!

Main Daily Dare Page
Staff Tournament Page

There are links to the Rules and FAQs, so I won't repaste them here.

Daily Games, Scores, and Prizes
Day 1 (2/11): Meerca Chase II
hint:
Play in gravity mode: type superextrahypergravitymode on the main page to unlock.

AAA: 650 (Pile of Plushie Neggs - wearable)
Abi: 90 (Negg Dispenser - candy)
Lulu: 140 (Sparkling Negg Wig - wearable)

Day 2 (2/12): Extreme Herder 2
hint:
Type freeze to freeze Balthazar (works once) -- it works in the old game; others claim it works in this one though it never has for me.

AAA: 350 (Scared Kacheek Mask - wearable) [This is less than the NGC score for AAA was]
Abi: 50 (Super Sticky Balthazar Trap - gift)
Lulu: 75 (Extreme Herder II Background - wearable)
[I got the name of Lulu's prize from Jellyneo -- not sure why it's II when the game is 2 -- or why this game is 2 when MC is II.]

Day 3 (2/13): Snowmuncher (DOUBLE DARE)
hints:
type buuuurrrrrrrrp to act as a Bloat-Be-Gone; you can let your time run out near the bottom of level 2 or 3 to replay it if you're having trouble with higher levels

Double Dare: 3400 (get AAA and Abi prizes -- or nothing)
AAA: 3400 (Snowmuncher Ice Block Slippers - wearable)
Abi: 450 (How to Eat Ice Blocks - book)
Lulu: 600 (Squeezable Polarchuck Plushie - wearable)

Day 4 (2/14): Ice Cream Machine
hints:
Type strawberryvanillachocolate to get an extra life.

AAA: 7000 (Ice Cream Cone Splat Hat - wearable)
Abi: 800 (Ice Cream Machine Sundae - food)
Lulu: 950 (Adee Wig - wearable) (*noted as glitched on JellyNeo)

Day 5 (2/15): Spinacles
hints:
At lower levels, build up combinations of two, then clear most of them to get bonuses (try not to use the bomb, which resets your bonus); once you're down to a few pairs left, you can rebuild a nice-sized sphere again.

AAA: 3400 (Spinacle Sphere Earrings - wearable) {once again lower than his NGC score}
Abi: 300 (Spinacle Spheres Lolly Bouquet - candy)
Lulu: 400 (Spinacle Spheres Shower - wearable)

Day 6 (2/16): Chariot Chase
hints: If your chariot keeps disappearing due to lag, try switching browsers.
AAA: 1900 (Alabriss Staffs - wearable) {once again lower than his NGC score}
Abi: 100 (Alabriss Food - food)
Lulu: 200 (Chariot Chase Chariot - wearable)

Day 7 (2/17): Crisis Courier
hints:
Type kingaltador at any time to gain an extra life.

AAA: 3000 (Minitheus Hat - wearable)
Abi: 300 (Altador Traffic Guide - candy)
Lulu: 400 (Yooyu Head Bonk - wearable)

Day 8 (2/18): Top Chop (DOUBLE DARE)
hints:
Start at the first level. For the Imperial Guard Dojo levels, it's easiest to hit the slider on its first time coming back up; otherwise, wait until after the moffit passes and wait for the speed to stabilize again.

Double Dare: 1100 (get AAA and Abi prizes -- or nothing)
AAA: 1100 (Moffit Plushie - wearable)
Abi: 300 (Broken Block - gift)
Lulu: 350 (Chopping Block - wearable)

Day 9 (2/19): Wheeler's Wild Ride
hints:
At the very start of the game, hit the space bar to turn around. Then press and release the left arrow to balance on your front wheel (you'll move towards the wall, which will stop you and make balancing even easier). You'll get 5 points per complete second you balance on the wheel, but you'll get nothing for any partial seconds, so try to stay balanced as long as possible (erring on the side of lowering the wheel instead of face-planting into the wall).

When there are three seconds left on the clock (leaving the sound on will alert you when there's 10 seconds left), go ahead and release the left arrow to collect whatever points you can, then mash down the left arrow key to crash into the wall. Why do you want to do this? Running out of time costs you 15 coconuts, but face-planting only costs you one -- and the clock resets when you crash. After each death, just lather, rinse, and repeat. You start the game with 20 coconuts, and the game ends once you die after having no coconuts (or die while losing all your remaining coconuts). This technique gives you twenty lives to attempt to get AAA's score. I can get over 100 points per life, so I actually easily reached AAA's score in my first 4 lives.

AAA: 375 (Wheelers Bike - furniture - Neohomes v2.0 compatible)
Abi: 40 (Wild Coconut - food)
Lulu: 60 (Wheelers Wild Shorts - wearable) {I'm so sad these weren't AAA's prize}

Day 10 (2/20): Snot Splatter
hints:
Follow PPT's guide and you should be fine.
shapu edit: Also, don't forget that using the 2-drop blob, that blob will apply two drops to every other blob involved in the combo - so you only need to get every blob at the almost-ready-to-pop stage when using a 2-drop, in levels 4 and after.

AAA: 40,000 (Snot Cobweb - wearable)
Abi: 10,000 (Snot Cure Nose Spray - grooming) {ewwwwwwww}
Lulu: 15,000 (Splattering Snot Garland - wearable)

Day 11 (2/21): Wingoball (DOUBLE DARE)
hints:
Follow the level-by-level guide here and you should be fine.

Double Dare: 1100 (get AAA and Abi prizes -- or nothing)
AAA: 800 (White Gnome Beard - wearable)
Abi: 200 (Plastic Gnome Figure - gardening - Neohomes v2.0 compatible)
Lulu: 275 (Marching Gnomes - wearable)

Day 12 (2/22): Freaky Factory
hints:

AAA: 750 (Paint Splatter - wearable)
Abi: 30 (Black Market Grundo Plushie - plushie)
Lulu: 55 (Paint Blob Shower - wearable)

Day 13 (2/23): Dueling Decks
hints:
Play in a lower quality to make the game move faster (I used medium quality). Try playing in medium rather than hard mode. You won't get quite as many points, but since you have more control, the game is less likely to end on you. A good guide is here. And a list of the stats of every card is here.

AAA: 25,000 (Dueling Decks Purple Head Bandana - wearable)
Abi: 1,000 (Nightsteed Plushie - plushie)
Lulu: 2,000 (Dueling Decks Hand of Cards - wearable)

Day 14 (2/24): Carnival of Terror
hints
Type piecrust to refill your ammo. Type custard to refill your health (if necessary). Get the clock and ammo power-ups, but avoid the health ones (they're usually not necessary). Try to kill the clowns; don't just wound them (you can kill in one shot if you aim for the skin showing on the neck, or in two shots if you double-click the head). While you do get points for flesh wounds, you get more for kills.

AAA: 500 (Carnival of Terror Clown Hand Puppet - toy, wearable)
Abi: 175 (Carnival Pie Baking Set - toy)
Lulu: 250 (Carnival of Terror Clown Pants with Suspenders - wearable)

Day 15 (2/25): Pterattack
hints
Most people find the red power-ups to be most useful. Try to stick to one power-up color because additional ones of the same are upgrades, but if you get a different color, it resets you to the weakest level (which equals nearly instant death in later rounds). You can hold down spacebar to fire a near-constant stream of shots while you move around with the arrows.

AAA: 1500 (Pteradactyl Plushie - toy, wearable) {yes, I know pterodactyl is misspelled -- that's TNT's fault, not mine}
Abi: 70 (Tyrannian Hut - toy)
Lulu: 150 (Tyrannian Bonfire - wearable)

Day 16 (2/26): Sutek's Tomb
hints
Typing "pyramibread" will cause the game to show you a usable combination. Typing "plzsutekcanihavemoretime" will add 30 seconds to the game timer

AAA: 3500 (Replica Lucky Coin - wearable)
Abi: 135 (Suteks Tomb Home Edition - toy)
Lulu: 200 (Hourglass with falling sand - wearable)

Day 17 (2/27): Super Hasee Bounce
There are no codes. However, it pays to get the doughnutfruit balloons before the letter balloons. Also, be mindful of multipliers - shapu would restart the game if there were no multipliers in level 1.

AAA: 825 (Doughnutfruit Explosion Background - wearable)
Abi: 90 (Snot Doughnutfruit - food)
Lulu: 125 (Shiny Doughnutfruit Necklace - wearable)

Day 18 (2/28): Spellseeker
There are no codes. shapu recommends only knocking out a few stones in each level, so that some gold stones will drop.

AAA: 100,000 (Spellseeker paving stones - Neohome)
Abi: 10,500 (Golden Plastic Wizards Wand - toy)
Lulu: 15,000 (Glowing Book of Spells - wearable)

Day 19 (3/1): Bumble Beams
AAA: 650 (Roburg 3T3 Rubbish Bin - toy, wearable)
Abi: 40 (Millipod Pinwheel - toy)
Lulu: 90 (Robot Petpet Mobile - wearable)

Day 20 (3/2): Sophie's Stew
There are three guides on Pink Poogle Toy here.
Code: Type hungrymeowclops to get one extra life. Once per game.

AAA: 300 (Chest of food - wearable)
Abi: 50 (Ill Meowclops Toy - toy)
Lulu: 100 (Sophies Wand - wearable)

Day 21 (3/3): Snow Roller
Try to grab every black hole slushie power-up, then hold down space until it disappears.

AAA: 3000 (Abominal Snowman Hat - wearable)
Abi: 180 (How to Build a Snowball - book)
Lulu: 200 (Downhill Snowball Background - wearable)

Day 22 (3/4): Itchy Invasion
Type pest to refill your gun. You get 9 shots before you must refill your gun. Aim for the higher point petpetpets if you can't get them all (blue, striped, orange, in descending order), but you also get a bonus for not missing, so do try to get them all if you can.

AAA: 300 (Itchi Antennae - wearable)
Abi: 50 (Plushie Mozito - plushie)
Lulu: 100 (Pest Be Gone Robotic Petpetpets - wearable)

Day 23 (3/5): Destruct-O-Match III (DOUBLE DARE)
Most people find playing in normal mode yields the highest score.

Double Dare: 1550 (get AAA and Abi prizes -- or nothing)
AAA: 1550 (Tyrannian Hair Bow - wearable)
Abi: 550 (Destruct-O-Match Chess Game - toy) {although the pieces look more like checkers...}
Lulu: 700 (Destruct-O-Match Cave Drawings Background - wearable) {really? this has to do with the game? *shrugs*}

Trophies and Grand Prizes
1. Grandultimate Scoretacular - Beat or match AAA's score on the launch day of all the games and complete all Double Dares.
2. Ultimate Scoretacular - Beat or match AAA's score and complete at least one Double Dare on the launch day of all the games.
3. Ultimate - Beat or match AAA's score on the launch day of all the games.
4. Super Uberiffic - Beat or match all of Abigail's scores or a combination of AAA's and Abigail's scores (including at least one Double Dare) on the launch day of every game.
5. Uberiffic - Beat or match all of Abigail's scores or a combination of AAA's and Abigail's on the launch day of every game.
6. Super Megasuperb - Beat or match all of AAA's scores by the end of the event and complete at least one Double Dare.
7. Megasuperb - Beat or match AAA's scores for all of the games by the end of Daily Dare.
8. Super Spifftastic - Beat or match all of AAA's or Abigail's scores and complete at least one Double Dare by the end of the event.
9. Spifftastic - Beat or match Abigail's scores and at least one AAA score by the end of the event.
10. Spiffcredible - Beat or match all of Abigail's scores by the end of the event.
11. Participant - Beat or match at least one Abigail score by the end of the event.

Staff Tournament Prizes
Image Daily Dare Staff Tournament Avatar: Submit your picks for the staff tourney.


shapu edit: added games for 2/26, 2/27, 2/28, 3/2


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Last edited by Siniri on Fri Mar 05, 2010 3:59 pm, edited 27 times in total.

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 Post subject: Re: Daily Dare 2010
PostPosted: Thu Feb 11, 2010 7:08 pm 
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A tip for Meerca Chase:
enter the code "superextrahypergravitymode" to enter a gravity-well version of the game where basic neggs are worth 18 points. It's the ONLY way to travel...


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 Post subject: Re: Daily Dare 2010
PostPosted: Thu Feb 11, 2010 7:19 pm 
Way Beyond Godly
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Yes, Shapu, gravity mode is definitely the easiest way to get AAA's score. If you're lucky enough to get a Fish Negg, it's 900 points right there. Of course, it took me an hour and a half to get even a Power Negg today, and the game was a little laggy/glitchy for me. It's the curse of AAA; every day that I've been practicing, I've gotten over 500 points in 5 minutes of play -- but today, when I needed the good neggs and for the red neggs to not appear right under the Meerca... *sigh* At least I finally made it. Hopefully tomorrow's game will be easier.


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 Post subject: Re: Daily Dare 2010
PostPosted: Thu Feb 11, 2010 10:01 pm 
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I'm probably not going to take part in it this time, I might do a few to get another trophy on my profile, but that will most likely be it.


I'm too old for this!


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 Post subject: Re: Daily Dare 2010
PostPosted: Fri Feb 12, 2010 2:56 pm 
Way Beyond Godly
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Today's game is relatively easy if you participated in the New Game Challenge for it -- AAA's score is actually lower. Except there's more lag. It only affected the Kacheek; Balthazar and the petpets continued at their normal speeds, but the Kacheek was going slower than Balthazar at times, and at one point he stopped completely for several seconds (despite my having a speed power-up). Still, even with the lag, I beat AAA in less than 10 minutes.

I've added any cheat codes that I know of in the first post for easy reference. Feel free to share additional tips here.


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 Post subject: Re: Daily Dare 2010
PostPosted: Sat Feb 13, 2010 7:17 pm 
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Do you think AAA's score is rather high or is it because I am horrible at games for Snowmuncher?


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 Post subject: Re: Daily Dare 2010
PostPosted: Sun Feb 14, 2010 8:40 pm 
Way Beyond Godly
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2/13: I don't think AAA's score is too high, but the game is lagging terribly today, which makes it more difficult. I put a couple of hints in the first post. There's a decent guide here. It's for getting the avvie, but hopefully just a few practice plays will at least get you AAA's score.

ETA 2/14: I was having trouble with lag in ICM using Firefox -- which unfortunately causes an automatic game over. I couldn't even get Abi's score. I'd practiced a few days ago and had no lag issues whatsoever (after a recent Flash upgrade). I decided to try it in Internet Explorer since lag issues varied by browser last year, and was able to beat AAA in my first try. So if you're having problems with this game, try switching browsers.


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 Post subject: Re: Daily Dare 2010
PostPosted: Mon Feb 15, 2010 6:31 am 
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Ah, that explains the sudden game overs I was getting. It was frustrating enough to settle for Abi's score. No biggie, really as I'm aiming low (for Uberiffic).


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 Post subject: Re: Daily Dare 2010
PostPosted: Wed Feb 17, 2010 11:15 pm 
Way Beyond Godly
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2/15: Today's game is relatively easy to get AAA's score (see the hint in the first post if you're having trouble), and for once, I did not experience any lag while playing. I hope this is the beginning of a trend. :)

2/16: Apparently it was not. And unfortunately, Chariot Chase also seems to have a built-in game-over from lag (your chariot will disappear and you'll have to manually end the game) -- at least in Firefox. When I played in IE, even though it seemed to lag, I didn't get the automatic game-over.

As far as I know, there are no codes or guides for this game. What I do is count laps, focus more on not losing lives than "winning" the never-ending race, and get all the power-ups I can (especially the sun and cloud ones). I'll purposely get rid of a dung power-up if there's no one around me, but they will eventually clear on their own.

I also count the laps I've completed. The score seems to be 100 times the number of laps, but after a certain lap, it increases -- I was on lap 13 when I beat AAA with a score over 2300. I know at 9 laps it's still 100/lap. I'm not sure if there are bonus points for power-ups, fast times, or coming in first in a lap (or multiple laps in a row), but in some of my games I'd come in first for several laps and still had the x100 score. [ETA: According to the Neoboards, "Depending on the time it takes you to do the laps, you can get a bonus multiplier, which is why your score differs so much. If your laps average to less than 10 seconds per, you get a multiplier."]

Other than that, it just takes a bit of practice and luck getting good bonuses (or skill in not crashing or getting run over).

2/17: I found this one relatively easy, since it was the featured game yesterday. It actually was less laggy for me today than it was yesterday!


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 Post subject: Re: Daily Dare 2010
PostPosted: Thu Feb 18, 2010 5:48 am 
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I actually went for AAA today (crisis courier). Last time during the NCG/DD? I had to practice that game for hours - mostly learning to not have my mouse go outside the box. Only need to make it through 3 levels to beat AAA.


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 Post subject: Re: Daily Dare 2010
PostPosted: Thu Feb 18, 2010 8:58 pm 
Way Beyond Godly
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AAA's score is not bad at all today. I was worried it was going to be 1500 or even 2000, but 1100 can be obtained by passing the first 5 levels (or possibly even passing the first 4 and failing on the 5th, if you get enough bonuses). I've put some hints for the Dojo levels in the first post for those who don't play this game often.


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 Post subject: Re: Daily Dare 2010
PostPosted: Fri Feb 19, 2010 4:46 am 
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I agree that AAA's score was pretty low - especially for a Double Dare. I haven't played this one in a while so it took me a while to get back into chopping at the right time. Hooray :D


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 Post subject: Re: Daily Dare 2010
PostPosted: Fri Feb 19, 2010 3:19 pm 
Way Beyond Godly
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Today's game (Wheeler's Wild Ride) is actually very easy to obtain AAA's score if you use the following strategy:

At the very start of the game, hit the space bar to turn around. Then press and release the left arrow to balance on your front wheel (you'll move towards the wall, which will stop you and make balancing even easier). You'll get 5 points per complete second you balance on the wheel, but you'll get nothing for any partial seconds, so try to stay balanced as long as possible (erring on the side of lowering the wheel instead of face-planting into the wall).

When there are three seconds left on the clock (leaving the sound on will alert you when there's 10 seconds left), go ahead and release the left arrow to collect whatever points you can, then mash down the left arrow key to crash into the wall. Why do you want to do this? Running out of time costs you 15 coconuts, but face-planting only costs you one -- and the clock resets when you crash. After each death, just lather, rinse, and repeat. You start the game with 20 coconuts, and the game ends once you die after having no coconuts (or die while losing all your remaining coconuts). This technique gives you twenty lives to attempt to get AAA's score. I can get over 100 points per life, so I actually easily reached AAA's score in my first 4 lives.

As an FYI, a score of 347 will get you 1000NP, which I can obtain in less than a minute and a half of mindless play, so this is one of my daily games.


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 Post subject: Re: Daily Dare 2010
PostPosted: Sat Feb 20, 2010 2:41 pm 
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The game for Saturday, February 20, is Snot Splatter.

Normally a fun game for me...but the score required is FORTY THOUSAND.

Anyone got a tip on this one?


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 Post subject: Re: Daily Dare 2010
PostPosted: Sat Feb 20, 2010 4:39 pm 
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I followed the guide PPT has and was able to get the score without -too- much trouble. I think I had some lucky level setups, though.


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