Talk:Strong Badia the Free Walkthrough

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[edit] Strong Badia the Free

um, I tried playing the free demo of strong badia the free, but you can't get out of sb's house, so you can't really do anything. somebody please post something either on the talk page or the main article for the walkthrough of sbcg4ap, episode 2. -Mas12806

Have you looked out the window in the computer room yet? See that horrible "effigy" that's supposed to be the King of Town? Try helping them out by giving them stuff that will make the effigy more Kingly and Of Townly. --Jay (Talk) 00:10, 17 September 2008 (UTC)
I'll start working on it now; when I made it, I was at school, and I didn't have any time to do anything. I just...noticed it hadn't been made yet. SuperfieldCreditUnion
There, Part 1 is done! Dinner's on now, so I'll get crackin' on it in a little bit. SuperfieldCreditUnion
Er... we really, really, REALLY need to standardize these things. Homestar Ruiner's walkthrough does cover 100% completion, so now we have two contradictory walkthroughs. I still propose my idea for the Homestar Ruiner walkthrough: Make it a list, rather than prose, with mandatory things separated from the optional things by bolding them or making them a different color or something. --Jay (Talk) 01:09, 17 September 2008 (UTC)
Well, I was going to put a small note that it won't put 100% completion YET, because I didn't want to have a walkthrough that claimed to get you everything when I don't have everything (I don't have every Strong Sad insult, and I stumbled upon the beret, and I can't remember exactly how I got it). I planned to make it a 100% eventually/very soon/when I actually get 100%. As for a lifeless list of commands instead of a chuckle-inspiring prose, why have a lifeless list of commands when you can have a chuckle-inspiring prose? SuperfieldCreditUnion
A list need not be lifeleless, and it's easier to read. --Jay (Talk) 04:08, 17 September 2008 (UTC)
Easier to read and more encyclopedic. And Superfield, to call your own work "chuckle-inspiring" is a bit ... what's the word I'm looking for? OptimisticFool 08:19, 17 September 2008 (UTC)
Well, I can obviously see that my current work is unliked and doomed. If you want, I'll make it just like the current Homestar Ruiner Walkthrough. While I still would prefer to continue the walkthrough as I have been, I will be satsfied to do it your way. I just want to contribute something bigger than normal. SuperfieldCreditUnion
It's plainer to see that my contribution on ANY level any more is totally unwanted. You all have it down-pat, so I'll leave you to finish up. And delete any and all work I've done. Ah, well. Maybe I can write the walkthrough for Baddest of the Bands... SuperfieldCreditUnion P.S. I still call dibs on writing the "Maps and Minions" walkthrough. I can beat it in 9 rounds.
Look, I didn't try to tick anyone off. I was just trying to avoid an argument by standardizing this. There's still some work to do... and there's still a place where you can add stuff and produce "chuckle-inspiring" commentary. I just figured that the faster this was done, the better off everyone would be. Sorry. TJDevil02
No need to apologize. You did nothing wrong. Superfield is taking this more personally than he probably should be (we didn't mean any offense, really!) and I like what you did with the walkthrough. --Jay (Talk) 00:34, 18 September 2008 (UTC)
I did take it too seriously. But I just like doing stuff my way, alone. It sounds egotistical and Strong Sad-istical, but when you work alone (as opposed to a team), no one will argue with you about how it's supposed to be done. That's why nothing good was ever made by a committee coming to a consensus about a product a la Apple III. SuperfieldCreditUnion
Okay, looks like we're all cool. There are still a bunch of things people can add, like the costumes, Strong Sad insults, and various Easter Eggs (here's one: rig the Draft Wheel to land on Li'l Brudder. Trust me). Also, I appreciate Jay and others for establishing a less formal method of doing walkthroughs -- as a TVTropes alum, I'm more used to breezier language and have been called on doing "informal" stuff elsewhere. Oh, and to anyone who likes portmanteaux: you can have "non-sequitastic" for free. :) TJDevil02
Actually, my favorite line you wrote is the one about the lopsided test of wills. --Jay (Talk) 18:48, 18 September 2008 (UTC)

We happen to be a team. That's all I want to say. Qermaq - (T/C) Image:Qermaqsigpic.png 14:25, 19 September 2008 (UTC)

[edit] Necessary points

Is it really necessary to add such things to the walkthrough like:

  • Offer the organ to Bubs. He'll tell you that it's not "legitimate business".


  • Place Tony Stony in Strong Badia's slot on the model UN.
  • Try running the draft. You'll notice the wheel jerks to a stop at Homestar Runner -- who, obviously, can't draft himself (and nearly starts a riot with himself trying). But when the wheel turns back around, Tony Stony's on the bottom. A-ha! The model UN and the wheel are connected! All you have to do is put Tony Stony in the right place!

when these aren't necessary to complete the game or get 100%? They do produce humorous results, but if SOME of those are in the walkthrough they all should be, IMO. I think they should all be in a "Did you try...?" section like the ones on Tell Tale's website. (I forgot to sign-a my post-a) —NFITC1talk 05:28, 19 September 2008 (UTC)

Let me defend my work here. I'm not a fan of walkthroughs that just tell you "Do this, do this, do this, preheat the oven, blah blah blah." In an exploration game, and especially one like this with so many tricks, it seems to make sense to show people why and not just what. For example: Why the crap would you drop the power strip, tuning fork, and 3-ring binder in the pylon? Because the cave painting depicts the places you dug them up. To butcher the saying, "Give a man a solution, and he'll be playing one episode; Teach him the solution and he'll succeed playing Episode 3." TJDevil02
I understand that reasoning, but I could also say, in rebuttal, that this form of writing could lead readers into thinking that those events are necessary for each step. This is just my opinion and you also have a good point. However, I'm not a fan of doing things listed in walkthroughs and looking back at a particular step and asking "what good did that do?" when the point of a walkthrough (again, in my opinion) is to help you get out of a place you're stuck in. Even so, you can still write the Tony Stony step in a way that still teaches the reader the mechanics of the draft. Something like:
  • Placing Tony Stony in a slot on the model UN wheel will weigh the draft lottery wheel down and make the tile opposite it be the winner. The goal is to draft Coach Z and the slot opposite his tile is Poopslovakia's.
or something LIKE that (I'm not too good at phrasing things, but you get the idea). —NFITC1talk 05:28, 19 September 2008 (UTC)
That's a good point. As this Walkthrough becomes more standardized -- i.e., once we get all the 100% completion items up -- I'll add the Legend from Homestar Ruiner, so that the items that explain the game will be italicized, and the bare minimum will be bolded as on that page. That's a fair compromise... but I'd rather wait until we have a complete unit to do that, and I lost my notes from last night's fried chicken pizza bender. TJDevil02
I'm not so sure about keeping the organ-at-Bubs' thing — it's pretty obvious you need to take it to the black market from the start. But I'd keep the part about putting Tony Stony in the Strong Badia display, for one simple reason: isn't that the most logical place for it to go if you don't have a better idea? It's conspicuously empty and Marzipan tells Strong Bad that he can put something in it. But, yeah, once everything's all set up, we should bold the mandatory stuff and italicize the "just for flavor" steps as in the Homestar Ruiner Walkthrough. --Jay (Talk) 06:16, 19 September 2008 (UTC)
That's a good idea too. Kinda one-o-dose "have your cake and eat it too" sort of things. Bold things that add points toward the "100%-ness" of the game while still leaving the mechanics reminding/informing steps as well. I haven't seen the Homestar Ruiner Walkthrough before now so I didn't know that's what the ultimate goal was (and I like it). —NFITC1talk 12:07, 19 September 2008 (UTC)

[edit] Superwikifying

I put a few spare Wikipedia links (hypochondria and R. Lee Ermey) in appropriate areas to avoid a giant "Explanations" section. I was thinking of expanding a little on this idea. For example, where it's noted that the concession stand is an economy-based neutral zone, a Wikipedia link to Switzerland would help explain the reference. Would this be overkill? TJDevil02

Yes. I also recommend removing the R. Lee Ermey link. It's not referenced in the game, and I think if we need to provide such links to explain our own wiki articles, we need to rewrite the articles. These wiki pages should be as self-explanatory as possible, don't you think? --Lukeonia1 05:36, 21 September 2008 (UTC)

[edit] Major Revision III

Since this walkthrough has been only mostly-complete since Thursday I'm going to see if I can add the remaining missing pieces, such as the Math Kickers pages, Strong Sad insults, and costume items. I'm also going to re-edit the walkthrough to match the formatting for the Homestar Ruiner walkthrough, since that format seems to work well, and there were no objections there. I'll get right on this, so the page will probably be a work in progress for most of the afternoon. I'll keep an eye on this discussion page if anyone objects/has other plans. Bear with me, people? --Lukeonia1 20:28, 20 September 2008 (UTC)

Okay, I'm pretty sure I have all the major article elements in place now. This article still contains a LOT more information than the Homestar Ruiner walkthrough, so I think either this one needs trimming down, or the Homestar Ruiner one needs more embellishment. Also: where the crap is that last Algebros Manual page?? --Lukeonia1 04:56, 21 September 2008 (UTC)
I'd say the other one could use more embellishment. I basically went through and included a detail on every action that advanced the story (via Telltale Games). If you look on the Ruiner page, a lot of things are sort of glossed over. The other factor is that there simply is more story in SBtF than in Ruiner. Where's Jay when you need him to adjudicate? TJDevil02 PS -- great jaerb making my ideas more coherent, and I loved the Thy Dungeonman reference!
He's certainly not on vacation, unable to really edit much, currently using his uncle's computer, and won't be back home until Saturday evening, no sir. --Not Jay

[edit] Not Necessary, but One-Time-Only

There are some Strong Sad insults that are available only at certain times in the game, and undoable later on. Should we point out steps that are not plot-necessary, but can't be done again later? SuperfieldCreditUnion

[edit] Walkthrough Wrong?

I see some of this walkthrough and other sbcg4ap episodes walkthroughs here are a bit wrong. Tip: People search in YouTube "(name of sbcg4ap episode) walkthrough", and bloggers and users have put up videos of them correctly playing the games. Others please help by watching some of these, and changing out the walkthroughs here. I would be a great help. Thanks! —Mas12806 (talk·contribs) 16:56, 22 November 2008 (UTC)

Care to point out any specific examples? Doing stuff in a slightly different order isn't wrong, incidentally. --Belthazar 21:39, 22 November 2008 (UTC)

[edit] I always lose at the "strategy" mini-game.

Within 8 rounds or so, Homestar always defeats the king of town. I know Homestar's and SM's moves, but it always happens, I'm sorry but, I've already lost 8 times. Also know that Homestar beats ALL characters (including homsar) thus there is no way to stall him, even with the poopsmith in his way, he still sees the KOT. I also didn't know I had to get the KOT up to the castle myself, sorry, but that's NEVER going to happen, I guess I should just quit playing SBCG4AP and let it be a paperweight, seeing as if I don't beat this, I'm not playing the rest. ColdReactive 04:16, 5 August 2010 (UTC)

1. Are you keeping the Of Town in the Poopsmith's cloud?
2. Are you sending Coach Z to Homestar? This is important. If Homestar can see the Of Town, he'll make a beeline for him. If not, he'll go after whichever rebel is closest, but if Coach Z and another rebel are the same distance (assuming he can't see the Of Town!), he'll always go for Z. Send Z to Homestar and let Homestar keep forcing him back! Seeing the Of Town or not, you do not want him pestering The Poopsmith or The Cheat, and even having him bother Homsar will quickly become a nuisance.
3. What is Homestar saying when he moves? If he sounds confident, it means the Of Town is not in The Poopsmith's cloud. If he's saying things like "Where'd he go? Where'd he go?", it means the Of Town is hidden from his view... just remember to keep him chasing Coach Z. --Jay (Talk) 08:01, 5 August 2010 (UTC)
Here is a good example of a nine-turn victory. --Jay (Talk) 08:14, 5 August 2010 (UTC)
That video helped a lot, thank you so much. ColdReactive 17:26, 5 August 2010 (UTC)
That said, can I transcribe the 9-turn dealie there into the walkthrough so people can "cheat"? After all, it is a walkthrough. ColdReactive 18:29, 7 August 2010 (UTC)
Wouldn't do much good. Strong Sad's movements are somewhat random, and even Homestar won't always take the same path in the same situation if there are two that are the same length. (And I've pulled off 8-turn wins, though the only way I know of to do so is a little unconventional.) --Jay (Talk) 01:32, 8 August 2010 (UTC)
Well, the video posted is what I did, and it played EXACTLY how the video played out, right down to what they all said on each turn. probably just coincidence though. ColdReactive 06:04, 8 August 2010 (UTC)
Luck on Homestar and Strong Sad, especially since I think that video shuts down Strong Sad's movements pretty early. As for what they said, I don't think that is random at all. --Jay (Talk) 12:41, 8 August 2010 (UTC)
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