Mole Stomp

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Mole Stomp
Molestomp.png
Information
Cog facility: Cog golf courses
Damage: 20
Challenge: Stomp the number of moles prompted to advance to the next group of cogs or obstacle.
v • d • e

Mole stomp is a mini-game that must be completed on each level of the Cog golf courses. It closely resembles a real life game called "Whack a Mole".

The object is to "Stomp" the correct number of red moles that appear in the limited time given. A clock that counts down the time appears on the top right of your screen and the number of moles left to stomp is listed on the top center. If the group fails to stomp the right number of moles in the allotted time, all players lose 20 laff and additional time is given to complete the task.

Once the number of red moles required are destroyed, the moles will disappear and the game will end. Toons may earn up to 20 laff points for winning the game and the door to the next room will unlock.

Number of Moles in each course

The Front Three = 8 moles

The Middle Six = 12 moles

The Back Nine = 16 moles

Strategies

  • A good strategy with a 4 Toon team is for each toon to position themselves in one of the four corners of the playing field and manage the 9 mole holes in their own quadrant.
  • Walk into the red mole rather than jumping on it. This will give the Toon more control and will be less likely to hit a mole decoy.

Trivia

  • When a toon steps on a regular mole, the Pig "Owoooo!" sound is heard.
  • If the player(s) fail the Mole Stomp minigame four times or more, the door will open out of pity.[1]
  • In Toontown Test, if mole stomp was successful text would appear saying "Mole Stomp! Successfull"

Gallery

References

  1. toontown/src/coghq/DistributedMoleFieldAI.py
        def forceChallengeDefeated(self, pityWin = False):
            """Force the mole field to be defeated and open the door."""
            self.challengeDefeated = True
            self.removeTask(self.moleFieldEndTimeTaskName)
            # unlock the door blocking this room
            roomId = self.getLevelDoId()
            room = simbase.air.doId2do.get(roomId)
            if room:
                self.challengeDefeated = True
                room.challengeDefeated()
                # tell the lock that it should open
                eventName = self.getOutputEventName()
                messenger.send(eventName,[1])
                if pityWin:
                    self.sendUpdate('setPityWin')
                    
            
        def gameEndingTimeHit(self, task):
            """Handle the game hitting its ending time."""
            # tell the ai to damage the playing toons
            if (self.numMolesWhacked < self.moleTarget) and (self.roundsFailed < 4):
                roomId = self.getLevelDoId()
                room = simbase.air.doId2do.get(roomId)
                self.roundsFailed += 1
                #if room:
                #    playerIds = room.presentAvIds
                #    for avId in playerIds:
                #        av = simbase.air.doId2do.get(avId)
                        #if av:
                        #    av.takeDamage(self.DamageOnFailure, quietly=0)
                        #    room.sendUpdate('forceOuch',[self.DamageOnFailure])
                self.restartGame()
            elif self.roundsFailed >= 4:
                # take pity on the player and open the door, he's already lost 80 laff
                if not self.challengeDefeated:
                    self.forceChallengeDefeated(pityWin = True)
    
Obstacles
Mole stompCog golfSearchlightStomper liftLibrary roomBox stomperGiant stomperSpinning gear stackThe shoverStomper AlleyLava roomStomper