Ngl, i owned the game before, and i enjoyed it when i was younger. But now, finally remembering it. I just see it as painfully mediocre. Mainly because of the extreme lack of content. I just wish that some experienced game developer either acknowledge or remember this game so that they can revamp it into an actual good racing game.
@BenderBendingRodriguezOFFICIAL26 күн бұрын
and the era of 2007 was windows vista btw, which released previews as early as 06.
@BenderBendingRodriguezOFFICIAL26 күн бұрын
Your parents hated your guts if all they ever bought you was Pokemon emerald for several years. Lmao.
@lucariobro1828 күн бұрын
I can't wait for the Switch U to come out
@Rattrexch28 күн бұрын
blair is so real for the topaz simping (i love topaz)
@Rattrexch28 күн бұрын
imagine choosing caelus over stelle smh
@Scout194228 күн бұрын
She's wearing shorts in the winter because she's from Wisconsin. (real)
@SplitzblueАй бұрын
Why do I suddenly find Guinaifen hot?
@TheHydrothunder414Ай бұрын
im noticing a distinct lack of snorlax within those random pokemon. banger video though, would watch 100 more
@AlmostNamedOneАй бұрын
Me and my brother used to play the demo, and I hacked my wii a few weeks ago, and we got the full game :D
@curtimongousАй бұрын
Bruh this game was AWESOME 😎
@cookiesparklemiiАй бұрын
I always loved Wii ski growing up about to play the sequel once it arrives.
@egilskauls2702Ай бұрын
YOooooooo i remember this!!!!
@sciencey2858Ай бұрын
Holy Shit Tsunul
@reaghanallison2115Ай бұрын
Show the monkeys at the top of the mountain by the hot springs
@zedburg2 ай бұрын
Yeah, they keep giving everything big breasts (Monsters and shit) or every female character heels..
@Dragonbone02 ай бұрын
damn that's tough, I got Burnice in 30 pulls only with in game grinding XP
@darksunrise9572 ай бұрын
Yeah, I wasn't even planning on pulling for her, but I figured "Eh, I'll do one 10-pull since I just need one more Nicole, anyway." And I got Burnice. Honestly, glad I did. She pairs well with Jane.
@justwatchin_vids2 ай бұрын
love just how genuine friends talk to eachother with such random topics
@MHKuma2 ай бұрын
That was painful 🥲
@tenkoshimura85482 ай бұрын
Well i found a underated youtuber🍎
@slashtag-lv9bb2 ай бұрын
Daily does of arson
@kytewild2 ай бұрын
Last night i did the EXACT same thing, ~90 pulls and i got lycoan instead of burnice🥲
@TehWhiteTiger2 ай бұрын
Damn this brings me back
@0kayArt2 ай бұрын
Burnice top 3 zzz best girls 🔥🔥🔥
@DylanThePannierEngine2 ай бұрын
Goo-Ladiators, The peak version of Bumper Balls from Mario Party 1.
@Rustedrax2 ай бұрын
Game doesn't look very fun but you make it seem very entertaining
@els2362 ай бұрын
It depends honestly. It's really damn cool in the first couple of hours, but after that, when you catch a couple of super high-levelled Mons and build a decent sized base, there's not a lot to do. the game is tiny and only worked on by a few people (the last update was in Jan and we're still waiting for more).
@kazeindelsawakno5202 ай бұрын
Skarmory was sent to where you last slept in your sleeping bag fyi.. good luck.
@MrBabylou622 ай бұрын
Shame the video wasn't longer. I had a blast watching this.
@shadow-c5m3o2 ай бұрын
keep up the good work with your funny ass shit
@fastenpokefurry2 ай бұрын
god what a nice cool game
@boothezombie73342 ай бұрын
Love the music
@cheecanpeecan18382 ай бұрын
Skarmory was here for a good time, not a long time
@TheDragonQueen-uh4lm2 ай бұрын
This was so funny to watch! 😂❤❤
@FelbyIkendy2 ай бұрын
i love the editor using a garganacl
@lucariobro182 ай бұрын
Oh boy! The enemy pokemon is using Leer! BZZZZZZZZZZZZZT
@Scout19422 ай бұрын
The zoomed out overworld camera make the world feel like a Fire Emblem map
@nadavlivneh75072 ай бұрын
leer.
@Spellslinger2 ай бұрын
leer
@Teddie-gb7fg2 ай бұрын
My fellow Tamagotchi anime fans! Will you help me get Bandai Namco to dub the rest of the Tamagotchi anime series so far from episode 27 to episode 271 aka episode 50 of Go-Go Tamagotchi in English? Help a fellow Tamagotchi fan out.
@BladesValor2 ай бұрын
I hope the day you loose a 50/50 you also get the limited unit in the same pull
@Scout19422 ай бұрын
The most recent upload of people playing the dropper map was one where they all smoked weed after every level to make it harder
@Spellslinger2 ай бұрын
ironic that they're playing the dropper when they're actually getting higher
@Scout19422 ай бұрын
@@Spellslinger Real and true. Highcraft series is peak cinema.
@Scout19422 ай бұрын
Spell "I can't stop winning" slinger.
@lucariobro182 ай бұрын
I've evolved from schizo-posting to fent-posting now, a truly distinguished gentleman.
@Tomstok2 ай бұрын
Another Spellslinger banger
@m.hunterstevie20812 ай бұрын
I was just going through my Switch library and found myself staring at the Go Vacation icon near the bottom of the game list… and that reminded me how I bought that game simply because I wanted a We Ski & Snowboard for my Switch that I played so much on the Wii. While it was fine, I never felt the same love I did for the originals… guess I’m gonna have to bust out my Wii again having gone on a nostalgia trip and stumbled across this video gem. Thanks~! 🥰
@ObsoIeteQuality2 ай бұрын
*Flippin' Out:* It's good enough to introduce players. It can get pretty chaotic with skilled players. *Order Up:* The cheating AI is my main complaint. The cook's controls aren't that bad once you get used to it. However, I did fix both issues in the Take 2 mod. Though, I don't remember the Normal CPU being THAT bad. Still, I don't want the CPU-only team to dominate regardless of their difficulty level. *The Bouncers:* THANK GOD I fixed the pacing issue in Take 2. I thought it would be impossible without creating even worse problems. (Although, I probably still left in a huge learning curve issue.) *Inflatable Pants:* The second speed should have been the introductory speed. Then the mini-game could go even faster than before. *Weight & Sea:* The worst part about this mini-game is that there are only seven of each colored weight. If both teams are doing the same loadout barring the last one, one of you is stuck waiting for the opposing lifter to finish. *Surf Resc-Goo:* With skilled players, most of this mini-game is just a waiting game. Regular objects would never hit the 30-point mark. On higher difficulties, some of the beach balls are unreachable. *Goo-ladiators:* I've never had a problem with the popularity point threshold in this mini-game. But it seems plenty of other sessions had no one score that high, especially ones with four human players. *Pedal of Honor:* Well... once you figure out the meta, it's just the same old tricks every 3-5 seconds. *Floor It:* The power slide is so counterproductive that I had to change it in Take 2 where it's just the normal turning without the deceleration. One thing to note is that it's impossible to get 5000 popularity points in Silver and Gold Story Mode. *Rock Bottom:* The problem with the input system in this mini-game is that it has an early press tolerance that isn't communicated well. The game accepts a button press as early as 0.35 seconds on Easy and 0.16 seconds on Hard. However, the game does not count the press until the cue is on the button graphic. It's poor communication to the player. You'd expect an early press to count immediately. Another big problem with the input system is that if you buffer a press and then press something else before the cue hits the button graphic, the buffered input is overwritten and the game will think you pressed that second button for the next cue. It makes going through Hard mode a pain with all the cues so close to each other. Also, the input system does not have a late press tolerance. If you're even a frame late, it counts as a miss. All of this makes Hard mode a huge hassle to go through. Thankfully, the Take 2 mod fixes the input system to how it works in traditional rhythm games. *Jig on the Brig:* Not much to say about this one except the input window appears to get bigger for the faster circles. I hated playing on Hard mode because the slower circles in Stage 4 are much harder to time. The game could count a correct button press as a miss even if a circle is 70% inside the marker. *Beats Me:* I never had a problem with the input registration in this one. I just listen to the beat of the music and I'm usually perfect for most of the game. The game's dynamic tempo tends to desync from the music a bit, but it isn't THAT bad. If anything, I thought this mini-game was too easy on Hard. One big problem with this mini-game is that even if you played a perfect game, it's impossible to earn 5000 popularity points for all Story modes. *Machine Meltdown:* Meltdown! Team 2, repair your generator immediately! But seriously, this whole mini-game is just going back and forth fixing machines in the same pattern. It's too easy and nothing really changes. The CPU's are really dumb. *Surface Tension:* This one is quite fun. We dodged a bullet by having Nickelodeon censor the third evil bubble, the mine, or this would've been just an A-tier mini-game. Seriously, the stun duration for mine explosions is really long. The worst part is that the mine would have been the 2nd most common evil bubble. *Charge:* This mini-game probably would be more fun if the CPU were more aggressive. When I played this with friends, it usually gets as competitive as Goo-ladiators. The CPU's running speed is bugged. All the CPU's run slower than human players, and Mr. Krabs is the slowest CPU in this mini-game. Also, I never got a freeze in this mini-game. This freeze usually happens if Dual Core is enabled in Dolphin. It isn't specific to a mini-game. *Jellyfish Jamboree:* To answer your question, you pretty much have to fill your net all the way for every single shot. No way should you deposit your jellyfish with a partially full net. The bonus points you get from 5-jelly combos is really high. It's not the best design, but the mini-game is fun nonetheless. *Jellyfish Swish:* Funny, because Take 2 increases the rate of jellyfish a bit. One thing you didn't mention is that on Hard, the net's collision detection is TERRIBLE. The net's collision model is so small on Hard that between frames, the collision model can skip right past a jellyfish without catching it even if the net appears to touch it. In other words, the collision detection is inconsistent. *The Tide Piper:* Well... at least in Take 2, getting hit isn't as annoying. The CPU netters are still pretty bad, but at least it doesn't take two hours for them to find your jellyfish. *Seahorse Stampede:* What's funny is that higher-leveled CPU's do WORSE. They love to try running away from opponents and towards their own goal. When they go for the shot, they change their mind and pass the ball to their teammates, and those combo shots are almost never useful. *Breakin' Out:* One of the few mini-games I wouldn't change much in Take 2 because of how good it already is. This is probably the best mini-game to piss off your friends. The lines for getting caught have haunted me ever since they were used for the police chases in the Simpsons Hit & Run mod called Annoy Squidward, which I also worked on, believe it or not. *Rubble Rabble:* I wouldn't use the difficulty setting as a reason to rank down this mini-game. If you ask me, one extra hit for both types of rocks isn't that much harder. In fact, it's pretty on par with other Med and Hard differences. I criticized Jellyfish Swish's Hard mode because the collision detection is inconsistent. At least in Rubble Rabble, it is still consistently responsive to your actions despite the extra hits required. Anyway, I felt this mini-game is too easy. Another thing, large blue diamond rocks never spawn for Team 2, so Team 1 would almost always win. *Blisterin' Barnacles:* I think there's too much waiting in this one. This is most apparent when both teams are finished clearing their swarms. *Rope Burn:* You should consider that the CPU winchers are really dumb. If you were an even-numbered player, you'll understand. Also, the color-changing moments are kind of a pace-breaker to me. *Flingin' & Swingin':* It's not hard to understand how the CPU partners work. I've gotten used to their behavior on my first playthrough of this. They are designed to repeat the directions you go to even if there is a reachable untouched peg somewhere else. You go top-right, they'll go top-right. I think it's better this way because then you don't have to keep guessing where your partner will go to. Plus, you can control your CPU partner in other ways as mentioned in the pre-game instructions. *Mother of Pearl:* A few problems with this otherwise great mini-game is that pearls can go out of bounds. This screws up the CPU's behavior where they'll get stuck for a long while, and Clamu won't spit out a new pearl to compensate those that should be gone. Another problem is that lower-leveled CPU's are better because their AI is not changed between difficulties, so their longer batons make them stronger. *Hook, Line & Cheddar:* Another exciting mini-game that gets quite competitive. One major problem is a bug that stops the cheese from spawning after a tube field. If the sonar sound stops playing before the tube field is over (usually when a bunch of sounds play at once like when multiple players get hit by the same tube), cheese will not continue spawning. *Tethered & Weathered:* I wouldn't say you completely cannot influence where you throw your clams since they can be aimed by holding left or right. Though, it's not clear how strong you throw them, but it seems to be influenced by how close you are to the ground and the center of the stage. The CPU of both roles have problems. The runner CPU's won't effectively grab clams thrown by their teammates if the opposing runner is too close. If both runners are together at the very edges, the opposing runner always has the faster reflexes and will steal the clams. It is also not clear when the flying CPU's will drop the clams. I've gotten used to the flyer's behavior as of late, but it's still annoying to deal with. *Loot Scootin':* This one is okay. I don't like how when you stack your gold too close to a wall, you'll lose everything when you start moving. The CPU is terrible in this mini-game. *Rock, Paper, Scissors:* What about the fact that this is a reference to Frankendoodle? "Patrick, how come you always do paper?" I probably would shorten this mini-game if I could, and I mean in ways that Take 2 can't do at the moment. *Two Up:* My problem with this tiebreaker is that there's no sense of choice. At least with Rock, Paper, Scissors, you could directly choose something to maybe influence the game. Choice is mostly an illusion in RPS, but in Two Up, there isn't any of that. You just press one single button and you don't get to choose your pattern. I don't get why the CPU takes forever to press at times. Ironically, real-life Two Up has a sense of choice.