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Old 11-05-2006, 10:41 PM   #111
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Venerable Masters Team Brother Bear Won the Invitational. Awesomely.

I'm afraid the two other placing teams were unknowns to me, so I'll leave that for someone else or check mouseplanet.

Not that it will make a difference, but Superstar Losers, with a new lineup this time that increased their Lot Members to 3, was one of the few teams to even finish .... but they also got all the correct answers ... except put some in the wrong boxes, blowing themselves out of first place. UGH!!!

The Happy Haunts also finished ... which, for this game, I consider quite a feat. (Of 40 Invitational teams, only 11 finished the course.)


My team, the Denton Affair did beyond lame .... but that is NOT the reason why this had to have been, imo, the worst mouseadventure I can remember.


With apologies to all who devised this one, but it simply was - - again my opinion only - - - way too low on fun. I've had games where the enjoyment factor was low, but we did real well and that made it feel good (at the end) - - and I've had games where we did very poorly, but the game itself was a grand old time. This was doing poorly with a stupifyingly boring game that was too much puzzle-sitting, and not enough park adventuring.

Ah well, they can't all be gems. But bleh, I really did not enjoy this one at all.
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Old 11-05-2006, 11:03 PM   #112
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My team had a blast. And for the first time in my 10 or so MouseAdventures, we finished!

It wasn't nearly as evil as the last Invitational; we could all walk after.

More later. Bed now.
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Old 11-06-2006, 09:04 AM   #113
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I will not be playing the Invitational again. I don't like the concept at all. First of all, I despise the Mad Scramble format of all or nothing, either you have this one particular skill or you lose. I think, frankly, the whole thing is devised to make the scoring easier on the staff, and I call shenanigans on that for making it less fun for the participants (imo).

As for the Invitational in particular ... I think the object of making it more difficult is poorly executed. More difficult in terms of puzzlier puzzles, constant puzzles for every frelling little thing, even poorer instructions than usual or none at all .... It's all a reliance on puzzle excellence and not - as I would think more appropriate - - a reliance on DISNEYLAND excellence.


I simply prefer the stuff that tests and expands your knowledge of the parks and the resort, attention to beautiful detail - - and, most important, discovery of detail and use of the Parks for expanded levels of playfulness.

I applaud the Invitational scheme for requiring players to experience actual attractions ... but otherwise I felt it was too short on the elements that made me a mouseadventure fanatic.


Plus, I'll have to admit ... maybe I'm even a little burnt out. (although, the last game ... a Mad Scramble at that ... was intensely fun. So I think I'm perfectly capable of thoroughly enjoying a game that has my desired playfulness and discovery aspects.)


I'm going into semi retirement. I won't be playing any future Invitationals or Mad Scrambles, but I'll happily participate in good old MouseAdventure Classic when and if it happens to come around.
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Old 11-06-2006, 09:17 AM   #114
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Well, I can still walk!

Sadly, we were undone by one simple fact...we NEVER get lockers. And thus, presented with a drawing of a pile of suitcases to find, the Main Street lockers never ocurred to us. Even after taking a 20 minute penalty to get hints (which informed us that it was on Main Street, not an attraction, and inside), we walked into every single open door on Main Street EXCEPT the lockers. And when we were forced to then take a second, 40 minute, penalty to skip the quest, we had a gut-wrenching, head-slapping moment the second they said, "It's a locker combination." Once they said that, the image of those lockers jumped into my head, clear as day. AAARGH!

So yeah, 60 minutes of penalties plus the wasted time wandering around in vain. At that point, we felt utterly defeated. And, idiotically, we failed to remember our lesson from the last Invitational...even if we feel like we're doing terribly, odds are that means other people are as well. Had we kept our pace up, even after that, we learned that we may have still been in contention. As it was, we eventually switched our goal to "just FINISH", which we did, and in what turned out to be a respectible time.

I thought there was a lot of fun stuff. From having to spot the Zip-a-Dee poster on the Splash river boat while on the train, to spying 3 "blooms" (brightly colored umbrellas scattered about DCA by the staff) from atop the Sunwheel, to my crash course on how to use a compass, I thought there was a lot of clever stuff. Though, having beta tested the open game, I liked some of those quests better.

HUGE congrats to all the others that finished. Hell, to anyone who even attempted. Damn we're a bunch of masochists.
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Old 11-06-2006, 09:30 AM   #115
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Quote:
Originally Posted by innerSpaceman
although, the last game ... a Mad Scramble at that ... was intensely fun.
<snip>
I won't be playing any future Invitationals or Mad Scrambles...
Huh? I know you love saying "bah", but this seems a bit contradictory, at best.

I have to admit, this was not a fun game for us for one big portion of it. The first quest on Main Street we simply couldn't get right, and we're still not sure what we had wrong, as we just fudged an answer. This lead to the second quest's answers so we were stuck there too for a while till we could make some sense of the chart and make a guess. Then we hit the Buzz quest which was fun to begin with but ended up our downfall...

Since we never use the lockers on Main Street we were absolutely stuck, to the point of taking 1 hour in penalties, not to mention all the time we spent wandering around trying to find it. That was not fun - it was totally demoralizing to have to go first ask for advice and then simply give up and get a pass - both of which we never, ever do. And then, of course, it's obvious, right in front of our faces, but we never would have thought of it.

Thankfully, we were able to shake off the blues enough to enjoy the rest of the nifty quests, many of which were in DCA. I know the compass caused others some pain but for us it wasn't bad and allowed us to actually use good park knowledge, such as using the park map to find phones, and my immediate recall of the Nescafe billboard. The ears puzzle had us puzzled a while which was a bit of a downer until I finally went "Lend me your ears! YOUR EARS!!" as I grabbed GD's mouseeared head. On the Sun Wheel GD had that great A-ha while noticing the umbrella blooms. I love those golden MA moments and there were plenty of those to go around.

It seemed everyone was spread out so thin it was very hard to figure out where we stood. Of course when we did poorly we thought everyone was ahead of us, and something about the layout of the game made it hard to tell when we passed people. In any case, after our stumble on Main Street we barely saw anyone.

At the very end we handed in our clock times and decided to give it the ol' gas to get to the last station (after not really rushing due to feeling like we were totally out of contention) and in doing so we passed a team to the finish, as they had to stop and get a park map, having lost theirs. THAT felt good. Though I think they got 2nd place anyway....

We didn't stick around long enough to get scores so we'll have to wait until Wednesday. In the end I'm an MA addict and I just love too much about the game to get bummed by the tough parts. And we finished!!! We'll be back, always.

I'd love to hear what people thought of the Open, it was fun to test.
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Old 11-06-2006, 09:47 AM   #116
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Quote:
Originally Posted by Ghoulish Delight
Sadly, we were undone by one simple fact...we NEVER get lockers.
Heheh, and we were undone by my teammate's intense magnetic field which causes compasses to spin wildly out of control and never point north. Whatever. It's the fact that one shortfall in one area spells doom. I hate it.

Although, and just my personal preference here, I'd rather the reliance on Park knowledge (i.e. lockers) be a singular factor than the reliance on skills that don't have anything to do with Disneyland.




Just to be clear, I'm not grumbling because we lost. It's clear that my championship days are far behind me. I'm grumbling because it wasn't fun for me. Hahaha, the lockers / Buzz quest was the only thing I enjoyed. It's all a matter of taste, I suppose.


And CP, having liked only one Mad Scramble out of all of them leads me quite confidently to skip them in the future.
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Old 11-06-2006, 12:02 PM   #117
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Old 11-06-2006, 12:16 PM   #118
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I have 2 blisters on the bottom of my left foot, but otherwise I'm feeling pretty god in the muscle category. This cold, however, has turned me into a major snot producer. (Hey, I'm trying for payback for the vomit posts. )

As for the game, we tanked. We had a really fun time.....until we ran head-first into a very hard brick wall. GC knew our drawing was the lockers right away. I think we were one of the first to get that packet. Unfortunately, that packet contained a compass and there is where our troubles began. Prudence's fantastic puzzle-solving skills couldn't dig us out of the deep hole we had stepped into. We waited way too long to give in and take a penalty, and therefore we didn't finish.

I found the puzzles in this format to be really fun and challenging, but when you hit that wall, it hurts in a big way. There's not a whole lot of strategy that can be incorporated like there is in classic MA format. This particular event also relied too much on other skills (2 compass activities - one of which was long and hard!). That right there threw us out of the running (although Chris DID bring his own compass as a joke not knowing that it would actually come in handy - that is, IF he knew how to use it.). Next time we WILL bring that grappling hook.

I was also disappointed that the umbrellas came down before 4:00. Not that we could've finished the game in time, but we did spend our last 20 minutes walking around Paradise Pier looking for "Orlando Bloom, Bialystock & Bloom, Move yer Bloomin' arse" or any straw that might work.

We had a lot of fun playing with Pru and GC and would love to play again with these two, since it seems that A is definitely going to be out of the race and Steph is staff. Damnit, DL and MP - stop stealing our team!

Last edited by Not Afraid : 11-06-2006 at 08:55 PM.
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Old 11-06-2006, 12:42 PM   #119
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OH NO! Ryan (Pru's husband) called. Pru's flight's been cancelled and she won't know if they will be able to get her on another flight today until at least 12:30. Apparently, Seattle is in the middle of a deluge and the airport is closed. Poor Pru's phone has a low battery as well. I may have to go rescue her and give her another night at Hotel Swank. This time, I will slip the comass into HER luggage.
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Old 11-06-2006, 12:44 PM   #120
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Prudence can stay at our place!
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