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Click to Login. Have a Happy Holiday, Toontown! Flippy - December 24, at PM. What's this game all about? This Flash file webpage was accessed through the toolbar at the top of the screen which was its own standalone Flash file on some webpages, but not for this one by clicking on the green and yellow book icon.
It was also connected to the Parent Support page. The Flash File also had a trolley that would move to the right of the screen along the tracks, but the trolley was not a separate Flash file.
This Flash file webpage was accessed through the toolbar at the top of the screen by clicking on the pink gift box. Cog Panic's page contains story1. The same clouds would fade away quickly after being spewed out. This Flash file connected to other Flash files titled "honbu. This website also had a lot of Flash content. It made up the entire webpage. It also connected to two Toontown videos, one of them being the Japanese version of the Toontown trailer, the other one being unknown.
They also had regular advertisements for Toontown that offered Neopoints to the users who clicked on the Toontown Online sponsor ads. This sponsor advertisement is contained in the link images. It starts off with a plain loading screen, then a blue sky appears along with Flippy's head, which is really close to the screen.
Flippy then goes down and out of sight, only to reappear again but farther away from the screen. After this, the Flash advertisement shows Flippy on the left side of the screen gently nodding his head up and down, a bunch of Toon buildings in the center, and three buttons.
The topmost button named "What is Toontown? This link would probably then redirect the user to Toontown's main homepage. The "View Trailer" button offered the user Neopoints 1x day. The "Play Toontown Online" button offered the user Neopoints 2x day. The Flash file was connected to seven other Flash files, those ones being newss1.
These seven Flash files were just Flash file versions of the screenshots seen on the "What is Toontown? It offered Neopoints for being clicked on. The Toontown logo was animated to have a shine effect, and this shine effect would play whenever the Flash file looped back to the first frame.
The text was animated to "come out" at the user by expanding and contracting in size quickly. The text then fades away while also expanding in size in order to transition to the next message.
Also, the "YOU" was animated to pulsate transparent white copies of itself. Then, the Cog on the left side of the screen and the Toontown logo on the right would flash white, then the Flash file would loop back to the start. This Flash file was a simple advertisement for Toontown. It had animated text transitions.
It didn't offer any Neopoints for being clicked on. It offered 50 Neopoints for being clicked on. It lacked text transitions, but it had some flashing text. Its theme was a simple "red alert" warning relating to the Cogs invading Toontown. It would then invite the user to play the game. Then, it would have the phrase "Find Out Here! After this, it would invite the user to play Gag Order, and then show off the Toontown Online logo.
It started off with a close-up of a Big Cheese, which should shift its eyes back and forth. After this, it would prompt the user to battle against the Cogs. It would also mention an offering of Neopoints three times a day for visiting Toontown's website, but it didn't mention earning Neopoints from simply clicking on it.
This game's main objective was to defeat Cogs in order to rescue caged Toons. The game seems to be based around the Senior V. Sellbot's battle, as the game takes place in Sellbot HQ and includes hanging, caged Toons just like the V. The title of the game is a play on the term "gag order", which is a legal order that prohibits certain information from being released to the public or another group.
There were two modes in the game, those being Story Mode and Survival Mode. Story Mode progressed like a typical story mode game, whereas when you completed levels, you would progress in the linear story path and get closer to the ending. Story Mode had five levels in total.
Survival Mode had you face off against all five of the Cogs from Story Mode, and in it the player's goal was to survive as long as possible and get a high score. Upon beating the last Cog in Survival Mode, which is The Big Cheese, Survival Mode will loop back to the first Cog, which is a Penny Pincher, but the levels will still continue to rise in number and difficulty endlessly as the player beats each level.
Each Cog had a corresponding Toon that the player had to rescue. In order of level, the five Toons in this game are:. These Toons were not NPCs in the actual game. It currently isn't known who exactly these Toons are, but judging by the way they are named, they are either Toons created by regular players or they are random Toons styled to look like player-made Toons.
Deep within the game's code, actual NPCs from the game are listed as Toons to rescue alongside the Toons that are used in the game. This is because the NPCs were replaced by the player-styled Toons at some point during the game's existence.
In order of assumed level based on the order they're listed in within the game's code, the list of replaced NPC Toons are:. In one screenshot of the game, Flippy can be seen as a caged Toon. Interestingly however, he is seen on level two, the Name Dropper's level, which contradicts where his name is listed in the coding of the game. The game was a puzzle game.
Its gameplay had the player match up the gag icons in order to attack one of the five Cogs that could be seen on the right side of the screen underneath the caged Toon. The player would match up the gag icons by moving their Toon left and right across the bottom of the screen, then pressing the down arrow key in order to make the gag icon s above them drop into their hands.
By pressing the up arrow key, the player could make their Toon throw the gag icons back up into the air. The player had to match a minimum of three gag icons in either a vertical or horizontal row in order to attack the Cog. The larger the amount of gag icons matched up at once, the stronger the player's attack would be on the Cog. Also, the larger gag icon match-ups earned the player more points.
They were allowed to have bends, but you couldn't match-up the gag icons diagonally. Each gag icon did different amounts of damage when matched up, with some gag icons having the same amount of damage as each other. The types of gag icons you could match up in the game were:.
When matching up gag icons, animations would play that corresponded to the type of gag that had been matched up. When matching up Fire Hoses, the player's Toon would squirt a Fire Hose gag at the Cog producing the Seltzer Bottle splash noise heard in the actual game. In this game, the Fire Hose gag is gray, while in the actual game, it's tan when used but green on the gag icon. The Drop gag animation for the Flower Pot, Anvil, Grand Piano, and Safe differs from the one in the actual game, as in the actual game, when using either a Flower Pot, Anvil, Grand Piano, or Safe, the Toon would pull out a button and push it, not pull a lever.
When matching up a Foghorn, the Toon would blast the Foghorn loudly however, the Foghorn would make the Aoogah sound instead of the Foghorn sound from the actual game. Grand Piano gag icons wouldn't start appearing until level four, and Foghorn icons wouldn't start appearing until level five.
In the game, some gag icons would have multipliers attached to them. When gag icons with multipliers were matched, they'd multiply the base damage by the amount shown on their multiplier icon. The largest multiplier was 4, while the smallest was 2. Whenever the player would clear a level, the Cog would explode, and their Toon along with the rescued Toon would dance together.
The dance animation is modeled after the dance animation from the actual game, however, unlike the actual game's dance animation, the Toons don't turn around in a circle while they dance. The dance animation has other slight differences from the dance animation in the actual game, such as how the Toons kick their legs out at certain points in the animation and how the Resistance Salute fist gesture isn't incorporated into the dance animation.
The player would lose the game if they allowed the gag icons to reach the bottom of the screen. Every couple of seconds or so, the game would create a new row of gag icons that would push the existing rows downward towards the bottom of the screen, so the player had to make sure they moved fast enough so that the oncoming rows wouldn't overtake them. The game over screen had different text depending on how high the player's score was.
Upon defeating the last Cog in Story Mode, the player was rewarded with the ending. The player's Toon and all of the freed Toons danced together, the game congratulated the player, and the Sellbot HQ background transformed into a Toontown Central street background.
The congratulatory text that was intended for the ending would read,"Congratulations! You Rescued All The Toons! The game completely lacked music. This Neopets Sponsor game's premise was that the player would play as Flippy Doggenbottom, an NPC from the actual game and the mascot of the game, and fight a Mr.
The game had three difficulty settings: Easy, Normal, and Hard. The Easy setting offered the player a potential prize of Neopoints, Normal setting offered , and Hard offered Upon selecting a setting, the player would get thrown to a screen that heavily resembled the Goofy's Gag Shop Gag purchase menu from the actual game.
Here, the player would purchase the gags that they would use to fight the Mr. The player would receive 99 jellybeans to spend, and each gag costed different amounts of jellybeans, unlike how it was in the actual game where every gag costed a singular jellybean. The gags listed with quotations around their names have names that differ slightly from their names in the actual game's gag menu, with the exception of "Tart", whose name differs dramatically from its name in the actual game, which is "Cupcake".
The Birthday Cake gag had to be unlocked through visiting the Toontown. Clicking on the link button would give the player Neopoints, and they could click on the link up to three times a day to earn Neopoints. The damages are listed with quotations due to the fact that the amount of damage a gag did during gameplay could vary from the amount of damage that the gag menu said. For example, it was possible for a Birthday Cake to do much less than 20 damage, even if player landed their attack accurately.
The damages of the gags depended on how accurately the player clicked their mouse to land a green sliding bar in a neon green sweet spot. If the player missed this green sweet spot, their gag would miss entirely. The damages of the Gags also depended on how close the player was to the Mr. Hollywood, as Flippy and the Mr.
Hollywood would randomly change positions throughout the battle. The closer the player was to the Mr. Hollywood, the more likely their Gags would do higher damage. The gags you purchased were the only gags you would get for the entirety of the battle, so the player had to think wisely about which gags they wanted. Strangely, it was possible to purchase zero gags and enter the fight completely unprepared.
Entering the fight unprepared would force the player to have to either end the game or lose to the Mr. Hollywood since the player needed gags in order to win. Hollywood in that scenario, so the player had to make sure they bought the necessary amount of the gags in order to defeat the Mr. Hollywood and land their attacks accurately so that few would miss. The player was not limited to only picking gags during the fight. There was also the option to say something to the Mr.
Hollywood, but this option was useless and basically served as a turn pass. The three things you could say were: "You Stink! Choosing to say nothing would make Flippy's speech bubble display an ellipsis. In the fight, both Flippy and the Mr. Hollywood had 10 health, an impossible amount of health for a Toon or a Mr. Hollywood to have in the actual game. The health amount did not change across difficulty settings.
What did change across difficulty settings was the gag-hit sweet spot bar, which became harder to land accurately in harder settings because the bar that the player needed to land would move much faster. At the end of the fight, other than using the difficulty setting selected, the game would also calculate your score and how many Neopoints out of the maximum potential amount you would get based on how much health you had left.
Who won the battle was determined by who had done the most damage. If Flippy did the most damage, then quitting the game would result in a victory message, but if the Mr. Hollywood did the most damage, then quitting the game would result in a losing message. Draws whereas both Flippy and the Mr. Hollywood had the same amount of health upon quitting the game would also result in a losing message.
On the title screen, there was an Instructions page, a link to the Toontown. The game lacked music, and many of its sound effects were taken from the actual game. There were also multiple versions of this game. These other versions were:. This version dates back to The differences lie in its text and how some of the menus are arranged, such as the title screen main menu.
Other than those differences, it is the exact same game. This Flash game resembled the Cannon Game Trolley minigame from the actual game.
The objective was to fire your Toon out of a cannon and try to accurately land your Toon into a tub of water. The more accurately you landed your Toon, the more points you would get, and the more points you got, the more Neopoints you would earn. There were two selectable Toons you could use to fire the cannon:. Flippy and the duck Toon had different stats from each other. Flippy could fire the cannon with more velocity, but ran at a slower speed, while the duck could run at a faster speed, but fired the cannon with less velocity.
In order to fire your Toon out of the cannon, you had to go through three phases. In the first phase, clicking your mouse would make your selected cannon-firer start running. In the second phase, clicking your mouse was for adjusting the angle of the cannon.
In the third phase, clicking your mouse was for firing the cannon. When aiming the cannon, the cannon would uncontrollably rotate upwards to a straight-up 90 degree angle. Clicking the mouse while the cannon was rotating would cause its angle to become set to whatever angle it was on when you clicked.
This meant that if you waited too long before clicking your mouse, your cannon's angle would be set to a 90 degree angle. For lower angles you had to click your mouse before the cannon finished its upwards rotation. As the game progressed, the tub of water would get smaller and smaller, meaning that the player's aim would have to progressively become more accurate.
As the tub became smaller, the maximum points that the player could earn would increase. If the player missed the tub entirely, they would get a strike. The player would also get a strike if they took too long to fire the cannon, as taking too long would cause them to run over the red line marked on the ground. Three strikes would end the game. Strikes did not reset upon progressing through the game, they were permanent and did not reset until the game restarted.
If the player landed directly in the center of the tub target, they would get a Bullseye and earn max points. The game's Title Screen had 5 buttons. One to start the game, which would take you to the Toon arrangement selection screen, one that would take you to the Toontown Website and give you NP Only for 3 clicks a day , an "About Toontown" button that gave info about Toontown, an "Instructions" button that gave the player directions on how to play the game, and a button to watch the USA Toontown Trailer.
The game had no music, only sound effects. None of the sound effects were taken from the actual game. The first difference is that instead of selecting a two-character cannon arrangement, you select a singular character from four different selectable characters. The four character you could play as were Spyro the Dragon, Sgt. Byrd, Blink, and Hunter.
The second difference is that you could choose what environment you wanted to play in from four different selectable environments. The third difference is that upon getting a Bullseye, you would not only earn extra points but you would also be able to get a power-up for your projectile. The three power-ups in the game were Big Shot, which increased the size of your projectile, Tri-Shot, which caused your projectile to split into three projectiles, and Magna Shot, which navigated the projectile towards the target.
Power-ups could only be used once, and would not become usable again until you got another Bullseye and got the power-up back. Multiple power-ups could be used at once, combining their effects. For example, if one looks around in the Sprite files for Cannon Shot, they can find a leftover sprite of Spyro's head that was used for when Spyro was shooting out a fireball.
There are several other leftovers scattered around in Cannon Shot's files. In this game, the player would fight a Cog. The battle system in this game was not like the actual game's battle system, however. When it was the player's turn to attack, the player had to aim their Gag in order to hit the Cog.
As the playing was aiming, the Cog would move around. If the player took too long to attack the Cog during their turn, the game would switch to the Cog's turn, and the player wouldn't be able to attack until the Cog's turn was finished. When it was the Cog's turn to attack, the player had to move their Toon around in order to dodge the Cog's attack. Before starting the game, the player could make their own Toon, however, the Make-A-Toon in this game was a more limited version of the actual game's Make-A-Toon.
There were three species to pick from: Mouse, Cat, and Duck. You could make your Toon a male or a female just like in the actual game. There was also a "Random Toon" button that would randomize your Toon's features. After making your Toon and clicking on the Ready to Fight button, the game would begin.
It would start by giving you the instructions. This Flash file featured a short animation of Flippy walking down a street. After a couple of seconds of walking, Flippy would state "Ride the trolley in Toontown Central".
In addition to a couple of flowers and sewer holes, Flippy would walk past two objects, one of them being a purple streetlamp and an arrow-shaped sign with the Toontown Online logo on it. The design for Flippy used in this Flash file was not his usual in-game design, but rather one that featured a bump on the head, a plain red shirt, and plain yellow shorts.
This design could also be seen in other pieces of UK Toontown material. This Flash file was a website element found on the German version of the Toontown Online website. It featured an animation showing Flippy in front of a circular background breathing in and out.
This Flash file did not use the usual in-game design for Flippy however, and instead used a design that featured a bump on the head, a plain red shirt, and yellow pants though the pants were not visible in this particular Flash file due to it only showing Flippy's upper half.
This design was also used in the UK Flash file "toonfilm. Toontown Wiki Explore. Fishing Gardening Golfing Racing Trolley. Doodle Gag trees Clarabelle's Cattlelog. Shirts Bottoms. Hats Glasses Backpacks Shoes. Hollywood Vice President Sellbot Headquarters. Flower Loving77 Request User Rights. Explore Wikis Community Central.
Register Don't have an account? Toontown Adobe Flash Content. History Talk 0. This article is currently being revised.
It is recommended that you do not edit this page while this template is up. Original Toontown Installer Movie movie. The second version's first screen More than likely it had a border that was a separate file that went around it. The second version's second screen More than likely it had a border that went around it that was a separate file.
The first screen of the Flash file. This screen doesn't go away until the cursor is rolled over the game window. The Cog appears at random positions that could be close up or far away. In this picture, the Cog is somewhat close up. First screen with vibrating text and slightly moving Cog.
Second screen with vibrating text and slightly moving Cog. Third screen with vibrating text and slightly moving Cog. The Cog is hit with the anvil, causing large dust clouds to appear. Last screen with flashing lights on the 3 and quickly stretching text. Piano appears and falls red box also falls with the piano , Cog looks up at the piano. Piano hits Cog causing a large dust cloud to appear. Last screen, only the 3 and the "YOU" expand in size, rotate, and contract.
All other text stays the same. The first screen which shows the Toon standing and blinking. After showing the Toon, the camera quickly pans over to the Cog on the left. The Toon pulls out a Drop Gag trigger Which is gray here, unlike the blue Drop Gag trigger that is present in the actual game and presses it. The Cog starts off normally but then quickly becomes covered by the Grand Piano Gag's shadow.
Piano falls on top of the Cog, knocking it over and crushing it. The "Play Toontown Online" button offered the user Neopoints 2x day.
The Flash file was connected to seven other Flash files, those ones being newss1. These seven Flash files were just Flash file versions of the screenshots seen on the "What is Toontown? It offered Neopoints for being clicked on. The Toontown logo was animated to have a shine effect, and this shine effect would play whenever the Flash file looped back to the first frame. The text was animated to "come out" at the user by expanding and contracting in size quickly.
The text then fades away while also expanding in size in order to transition to the next message. Also, the "YOU" was animated to pulsate transparent white copies of itself. Then, the Cog on the left side of the screen and the Toontown logo on the right would flash white, then the Flash file would loop back to the start.
This Flash file was a simple advertisement for Toontown. It had animated text transitions. It didn't offer any Neopoints for being clicked on. It offered 50 Neopoints for being clicked on. It lacked text transitions, but it had some flashing text. Its theme was a simple "red alert" warning relating to the Cogs invading Toontown. It would then invite the user to play the game.
Then, it would have the phrase "Find Out Here! After this, it would invite the user to play Gag Order, and then show off the Toontown Online logo. It started off with a close-up of a Big Cheese, which should shift its eyes back and forth.
After this, it would prompt the user to battle against the Cogs. It would also mention an offering of Neopoints three times a day for visiting Toontown's website, but it didn't mention earning Neopoints from simply clicking on it. This game's main objective was to defeat Cogs in order to rescue caged Toons. The game seems to be based around the Senior V. Sellbot's battle, as the game takes place in Sellbot HQ and includes hanging, caged Toons just like the V.
The title of the game is a play on the term "gag order", which is a legal order that prohibits certain information from being released to the public or another group. There were two modes in the game, those being Story Mode and Survival Mode. Story Mode progressed like a typical story mode game, whereas when you completed levels, you would progress in the linear story path and get closer to the ending.
Story Mode had five levels in total. Survival Mode had you face off against all five of the Cogs from Story Mode, and in it the player's goal was to survive as long as possible and get a high score. Upon beating the last Cog in Survival Mode, which is The Big Cheese, Survival Mode will loop back to the first Cog, which is a Penny Pincher, but the levels will still continue to rise in number and difficulty endlessly as the player beats each level.
Each Cog had a corresponding Toon that the player had to rescue. In order of level, the five Toons in this game are:.
These Toons were not NPCs in the actual game. It currently isn't known who exactly these Toons are, but judging by the way they are named, they are either Toons created by regular players or they are random Toons styled to look like player-made Toons. Deep within the game's code, actual NPCs from the game are listed as Toons to rescue alongside the Toons that are used in the game.
This is because the NPCs were replaced by the player-styled Toons at some point during the game's existence. In order of assumed level based on the order they're listed in within the game's code, the list of replaced NPC Toons are:. In one screenshot of the game, Flippy can be seen as a caged Toon. Interestingly however, he is seen on level two, the Name Dropper's level, which contradicts where his name is listed in the coding of the game. When starting the game, the player could select one of three Toons to play as.
The three Toons were a green cat, a maroon horse, and a citrine monkey. The three Toons had no difference between each other gameplay-wise. The green cat also appeared in a header image related to the game. The game was a puzzle game. Its gameplay had the player match up the gag icons in order to attack one of the five Cogs that could be seen on the right side of the screen underneath the caged Toon.
The player would match up the gag icons by moving their Toon left and right across the bottom of the screen, then pressing the down arrow key in order to make the gag icon s above them drop into their hands. By pressing the up arrow key, the player could make their Toon throw the gag icons back up into the air. The player had to match a minimum of three gag icons in either a vertical or horizontal row in order to attack the Cog.
The larger the amount of gag icons matched up at once, the stronger the player's attack would be on the Cog. Also, the larger gag icon match-ups earned the player more points. They were allowed to have bends, but you couldn't match-up the gag icons diagonally.
Each gag icon did different amounts of damage when matched up, with some gag icons having the same amount of damage as each other. The types of gag icons you could match up in the game were:. When matching up gag icons, animations would play that corresponded to the type of gag that had been matched up. When matching up Fire Hoses, the player's Toon would squirt a Fire Hose gag at the Cog producing the Seltzer Bottle splash noise heard in the actual game.
In this game, the Fire Hose gag is gray, while in the actual game, it's tan when used but green on the gag icon. The Drop gag animation for the Flower Pot, Anvil, Grand Piano, and Safe differs from the one in the actual game, as in the actual game, when using either a Flower Pot, Anvil, Grand Piano, or Safe, the Toon would pull out a button and push it, not pull a lever.
When matching up a Foghorn, the Toon would blast the Foghorn loudly however, the Foghorn would make the Aoogah sound instead of the Foghorn sound from the actual game. Grand Piano gag icons wouldn't start appearing until level four, and Foghorn icons wouldn't start appearing until level five. In the game, some gag icons would have multipliers attached to them.
When gag icons with multipliers were matched, they'd multiply the base damage by the amount shown on their multiplier icon. The largest multiplier was 4, while the smallest was 2. Whenever the player would clear a level, the Cog would explode, and their Toon along with the rescued Toon would dance together. The dance animation is modeled after the dance animation from the actual game, however, unlike the actual game's dance animation, the Toons don't turn around in a circle while they dance.
The dance animation has other slight differences from the dance animation in the actual game, such as how the Toons kick their legs out at certain points in the animation and how the Resistance Salute fist gesture isn't incorporated into the dance animation. The player would lose the game if they allowed the gag icons to reach the bottom of the screen. Every couple of seconds or so, the game would create a new row of gag icons that would push the existing rows downward towards the bottom of the screen, so the player had to make sure they moved fast enough so that the oncoming rows wouldn't overtake them.
The game over screen had different text depending on how high the player's score was. Upon defeating the last Cog in Story Mode, the player was rewarded with the ending.
The player's Toon and all of the freed Toons danced together, the game congratulated the player, and the Sellbot HQ background transformed into a Toontown Central street background. The congratulatory text that was intended for the ending would read,"Congratulations! You Rescued All The Toons! On the game's main menu, there was an instructions screen, a section that explained what Toontown Online was, and a section that showed the USA Toontown trailer. There was also a button that would take the player to Toontown.
The game completely lacked music. This Neopets Sponsor game's premise was that the player would play as Flippy Doggenbottom, an NPC from the actual game and the mascot of the game, and fight a Mr. The game had three difficulty settings: Easy, Normal, and Hard. The Easy setting offered the player a potential prize of Neopoints, Normal setting offered , and Hard offered Upon selecting a setting, the player would get thrown to a screen that heavily resembled the Goofy's Gag Shop Gag purchase menu from the actual game.
Here, the player would purchase the gags that they would use to fight the Mr. The player would receive 99 jellybeans to spend, and each gag costed different amounts of jellybeans, unlike how it was in the actual game where every gag costed a singular jellybean. The gags listed with quotations around their names have names that differ slightly from their names in the actual game's gag menu, with the exception of "Tart", whose name differs dramatically from its name in the actual game, which is "Cupcake".
The Birthday Cake gag had to be unlocked through visiting the Toontown. Clicking on the link button would give the player Neopoints, and they could click on the link up to three times a day to earn Neopoints.
The damages are listed with quotations due to the fact that the amount of damage a gag did during gameplay could vary from the amount of damage that the gag menu said. For example, it was possible for a Birthday Cake to do much less than 20 damage, even if player landed their attack accurately. The damages of the gags depended on how accurately the player clicked their mouse to land a green sliding bar in a neon green sweet spot.
If the player missed this green sweet spot, their gag would miss entirely. The damages of the Gags also depended on how close the player was to the Mr.
Hollywood, as Flippy and the Mr. Hollywood would randomly change positions throughout the battle. The closer the player was to the Mr. Hollywood, the more likely their Gags would do higher damage. The gags you purchased were the only gags you would get for the entirety of the battle, so the player had to think wisely about which gags they wanted.
Strangely, it was possible to purchase zero gags and enter the fight completely unprepared. Entering the fight unprepared would force the player to have to either end the game or lose to the Mr. Hollywood since the player needed gags in order to win.
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