If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
- Toontown Online Timeline Generator
- Toontown Online Timelines
- Toontown Online Timeline Builder
- Toontown Online Timeline Maker
Toontown Online, commonly known as Toontown, was a 3D massively multiplayer online role-playing game based on a cartoon animal world, developed by Disney's Virtual Reality Studio and Schell Games, and published by The Walt Disney Company. The game made its official launch on June 2, 2003.
This page details prerelease information and/or media for Disney's Toontown Online.
This page covers the pre-beta/alpha version of Disney's Toontown Online, not the beta Version. You can find the Beta coverage in the prototype section. |
To do: So much stuff.
|
Disney's Toontown Online was the Walt Disney company's first take on a MMORPG, as well as one of the first to be targeted at a younger audience which became one of the core gameplay concepts. It also had a rather enigmatic development phase which would be revealed by former staff that worked on this game, going through many different ambitious concepts before they were settled on.
It had become one of the most famous MMORPGs of the 2000s in its breakout era, allowing for many updates to be released for the game's decade-long lifespan before it would abruptly close. Despite that, it still manages to have a following and some private servers to this very day.
- Toontown is a massively multiplayer online game built for kids, teens, and adults of all ages. Create your own Toon and join the never-ending battle against the 'Cogs', who want to turn Toontown into their latest business venture.
- Disney's Toontown Online is a free-to-play cartoon MMOG designed specifically for children. Players step into a wonderful Disney world where robots, called Cogs, are running rampant all over the. Nov 01, 2015 DREAMS, the WEIRDEST Video Games of 2020 ft. Baby Yoda, Trump, Handsome Squidward Spongebob (FGTeeV) - Duration: 13:10.
- Toontown Online was 2003-2013, Toontown 2.0 was just a proof of concept presented to Disney, Toontown Rewritten was the first major private server, and obviously, is still around - 2013-Present, Toontown House was the first to come out, but.
- Toontown online jugar. Toontown Rewritten is in the same Dimension as the Toontown Online timeline because Doctor Surlee had been remaking the Toontown Online timeline. However, it still exists in history. The timelines and Dimensions all have similarities and differences. The main timeline that has some questioning around is the Toontown Apex.
- 3Initial Concepts
- 3.3Concept Art
- 51998-1999
- 62000
- 6.1February-April
- 6.3Summer
- 6.4August
- 6.5September
- 6.6October
- 6.7November
- 6.8Winter
- 72001
- 7.1Spring?
- 7.2Summer
- 8Later Scrapped Concepts
Development Timeline
1997/1999
- Unknown Point - Toon Tag is playable at Epcot, Innoventions East.
1998
- Unknown - Development of Toontown Online begins.
2001
- Aug. - Testing begins on Beta 1. The game then was very unstable at the time and a lot of differences could be found.
2002
- Jan. 16 - Testing for Beta 1 ended.
- Sep. 10 - Beta 2 Testing begins on this date. Unlike Beta 1, the game was much more stable and only lasted for one month. Also, a lot more Gameplay elements were implemented during the time.
- Oct. 21 - Beta 3 begins.
2003 Dynamics meriam kraige solutions manual.
- Jun. 2 - The game is finally released to the public.
Internal Material
Design Documents Design Documents tailing loads of ideas that wounded up being scrapped, changed or altered for the final game. |
Spotify Toontown Textures at their highest resolution! Featuring some assets that was cut from development and at their source quality too. |
Anesidora Contains some of the source code of Toontown Online and has code that went unused in the game. |
Initial Concepts
Initial Concept
When designing the setting for their rendition of Toontown, they took inspiration from how it was depicted in the book Who Framed Roger Rabbit?, the Toontown attraction in Disneyland, California and Duckburg from the Ducktales series.
Toon Tag
Disney's Toontown Online was originally developed off a Tech Demo known called Toon Tag. It was also playable at the Internet Zone in Disney Innovations East, Epcot for nearly ten years before the attraction was shut down. It involved a game of tag where four different players could either play as Mickey, Minnie, Donald or Goofy looking for others around the map.Very few images of the Tech Demo survive on the internet, and a lot of the elements and graphical style seen in the pictures were repurposed for what would be Toontown Online.
Concept Art
Early Concepts
Toons
The earliest artwork of Flippy using a Throw Gag. Interestingly the blue color would
be brought back in his finalized design in the game's release.
The designs for Toon species were drawn from the 'rich history and traditions of Walt Disney animation', where each of them had to be unique so they can be easily identified. The goal in mind was to make the player feel at home with Mickey Mouse and other Disney characters.
A variety of different options were drawn out.
Toon Emotions
Concept art of Flippy acting out different Emotions. | Same art, except applied towards other Toon species. |
Several different ideas for Emotions were drawn out, with Flippy being used as a mascot. It was officially posted to the Toontown Online website in 2003, albelt in a lower resolution and was featured in a Newsletter. Many of the Emotions on the concept art didn't make it to the final or was added in later on;
- Laugh was originally called 'Laff'.
- The infamous Taunt Emotion matches up with the unused animations and sound from the files.
- The Wink and Idea Emotions were scrapped.
- The Surprize emotion was originally different; it would have been based off what was seen in the 2003 commercial rather than reusing the attacked animation.
- Shrug was called 'Don't Know', and Surprised was called 'The Giant Smile' or 'Big Smile'.
- Really Sad originally had tears coming out of the eyes.
Suits
During development, Cogs were originally called Suits and were businessmen rather than just robots. From the beginning, they were designed in four different types; Social, Money, Legal and Corporate. A rough sketch of the enemies and the types belonging to them were first drawn up in many different shapes and body sizes;
Many of the ideas made it to the final, though there are some changes:
- Suits had an unequal number of types rather than each of them having eight.
- There was originally a Corporate Suit called a Blowhard, which is someone that would go on to dominate politics.
- The Mover and Shaker was originally in the Corporate type, as opposed to a Social (Sellbot).
- A Head Honcho Suit was scrapped likely due to it being too similar to The Big Cheese in terms of theming.
- The Kissup Suit was scrapped for being too similar to The Mingler.
- The Two-Face was originally called '2-Faced'.
Rough sketches of Suit Heads, with a general idea of the designs. |
Later, the types of Suits were decided and all equalized into eight.
Some changes still remain in the height chart.
- The Social type was renamed to Sales at that point.
- There originally seemed to be a 'fourth' body type, used by the highest-ranking Suits before they were replaced.
- The Cold Caller and Downsizer were originally conceptualized to be feminine, while the Micromanager was masculine.
- The outfit colors of the Sales and Corporate Suits were switched.
A much later version of the suits used for 3D modelling reference, with the finalized Corporate outfit colors has some interesting changes:
- The Money Suit is likely an early version of the Number Cruncher, because it shares the same head shape. It had no numbers around the mouth and had a different and bigger body type.
- The Legal Suit matches up to that of the Bigwig, except without the wig. The face resembles that of the Sellbot Headquarters Factory entrance.
- The Cold Caller originally had no blue hair.
This is the finalized design of the Downsizer Suit before they were redesigned.
Suit Encounter Demonstration Storyboards
To do: Add the entirety of the storyboards
|
Infamous storyboards of Flippy fighting a Downsizer were created to demonstrate Suit battles in Toontown Online.Notably, a digital version of the seltzer bottle storyboard would wound up be added into the Toontorial in the final game. And, Flippy and the Downsizer from the anvil storyboard would be added onto the Toontown Beta website.
The very first conceptual art of Flippy fighting a Cog. The original design of Flippy and Dog Toons in general were slightly different, taking design notes from Mickey Mouse and Goofy at this point. A slightly later artwork shows Flippy, with a somewhat later design using an Anvil on a Cog.
Originally when Suits were defeated, they were supposed to turn into clowns that would run away in fear and shrink to a smaller size. According to the Spotify leaks and filenames in the final referring to them as 'suits', they were conceptualized halfway through development.
The idea was negatively received by The Walt Disney Company, considering that they were executives of a corporation, and came off as a mockery of it. It was so lambasted that Roy E. Disney sent an angry letter to Jesse Schnell ordering the project to not be released. The solution was resolved when Suits were changed to robotic businessmen, where Bruce Woodslide noticed that giving them bolts in their design would be enough to distinguish them from the original plan.
Fighting With Other Toons
This artwork shows a concept of other Toons participating in Cog Battles, which details a rough idea of the setting and other appearances of Toon species. The gags present in the artwork appear in the final, with the exception of the fire hydrant, which may have been reworked into the Fire Hose. Interestingly, Toons are seen wearing Accessories there, which would not be added until very late into the game's lifespan.
The Carltoon Ritz Hotel
Map
Initial Rough Draft
A VERY early rough map draft of Toontown was drawn, which seemed to be a very rough draft of the Work Vs. Play theme that was carried through development. The four corners would also be the basis for what would be the Cog Headquarters in the final.
Factory | School | City | Neighborhood |
---|---|---|---|
|
|
|
|
Interestingly, the Factory locale idea would be revisited as Sellbot Headquarters, and the City locale would be loosely used for Cashbot and Lawbot Headquarters.
Alpha MockupWhen other neighborhoods started to become implemented, this map came to be.
Near-Final Map
The map with eight different neighborhoods were drawn and became the basis for the map in the Shticker Book. Due to only six Neighborhoods coming out, only six of the neighborhoods were able to be released.
The blurred-out locations had remained to be a mystery in the fandom for years until YouTuber LoopyGoopyG managed to get a full and unblurred graphic in 2017, revealing the locations. The map shows an interesting number of changes and scrapped locations;
- Next to Daisy Gardens and Toontown Central was originally Goofy Coliseum. It was supposed to be a playground based off of the 1973 illustrated children's book 'Goofy the Sportsman'. The playground was supposed to include activities mentioned in the book, such as pole vaulting, chariot racing, and canoeing. It was ultimately canned because the development team hadn't finalized their ideas for sports, and they couldn't figure out how to turn it into a neighborhood.
- Near Donald's Dreamland and Minnie's Melodyland was a place called Funny Farm, where everything was in black-and-white reminiscent of old cartoons. According to the ToontownGlobals.py in the source code, Funny Farm has a zone ID of 7000, was planned to have assets in phase archive 8, and is listed as 'not done yet' in dnaMap, the array list that indexes street and playground data. This suggests it never got past the concept stage.
- In case players somehow end up here, the game clones Toontown Central (hence the famous glitch that teleported players into a broken Toontown Central). For the Field Offices update, some shopkeeper NPCs were added under the zone ID 7000, as a fallback. The game explicitly says so :
- Under Toontown Central, Donald's Dock and Daisy Gardens was an area called Construction Zone. It was based off of many early cartoon depictions of construction sites. The plan was that players could climb and jump around wacky construction sites with dangerous events. This possibly was cut due to technical limitations, but may have also been because the development team deemed it unnecessary. ToontownGlobals.py also lists it as having assets in phase 8, and as having no street or playground data. Its zone ID is 6000.
- Interestingly enough, the location name itself was originally spotted at ToonFest 2006 held in Burbank with the blurred out location in its place on a computer likely of a developer build of the game. When asked about the location to the staff there, they did not want to say anything about it.
- The Cog Headquarters were all mixed up, and was likely planned at this point of development instead of a singular location consisting of factories focusing on different Cog types.
- Cashbot Headquarters was located in Daisy Gardens instead of Donald's Dreamland.
- Sellbot Headquarters was located in The Brrrgh instead of Daisy Gardens.
- Lawbot Headquarters was originally located in the scrapped Construction Zone location instead of The Brrrgh.
- Bossbot Headquarters was located in Donald's Dreamland instead of Chip 'N' Dale's Acorn Acres.
Features
- Jellybeans were originally Simoleons, which were counted in 'zillions' after playing minigames. The name was decided on around the release of The Sims in February 2000, which uses the same currency and was likely changed to avoid comparisons.
- 'Hysterical Markers' were gold plaques on buildings that would present a humorous text message and backstory to the Toon when near them. The feature may have been an early form of the building names found on streets and the Knock-knock Joke Doors.
- Cog buildings works just like the final, except that silver plaques would be present on there and it would originally give an idea of how many Suits are present rather than just showing building floors.
- There was originally a feature where Toons could send messages via interactable mailboxes on Streets, which likely was cut in favor of the Whisper feature.
- Shticker Books originally contained a Friend List feature which would be moved to a separate button.
Playgrounds
Playgrounds were originally called Safe Zones, and worked much like they do in the final game. Though, each of them planned to have a specific gimmick in the form of an unstructured activity solving.
Neighborhoods
A total of 15 neighborhoods were originally planned, each of them having a street and an important gimmick specific to them.
Toontown Central
It was originally called Downtown Toontown in development, and was planned to be separated into different districts amidst the large size. A lot of features were planned for the Playground but were cut for time or technical limitations;
- Toon Hall was originally bigger and had multiple rooms. There was originally a Toon Services place where the player can take a photo of their avatar for use in their Shticker book, and an option to retire your toon and start over. The starting over option was put into the Pick a Toon menu.
- A long, corridor called the Hall of Fame containing experienced Toons in potraits was planned, where clicking on them would show the stats of the things they have accomplished. It was reworked into the Toon Platoon system found in the Toon Headquarters.
- A scrapped Mayor's Office location would have been for Toons that have accomplished an immense task, where the player could talk with Mickey Mouse ran by a server administrator rather than a pre-defined set of phrases.
- Another removed location and feature was the Zoning Office where it included a large map of Toontown with locations of each and every one of the Suits.
A second part called North Toon Square was considered as an additional location, with some more features;
- There was originally a Toontown News location which showed newsletters of three different themes. The feature would have been reworked as Toon News..for the Amused!
- The Carltoon Ritz hotel was considered as a location for toons since the beginning of development.
- A tutorial and combat practice area called 'Goofy's 'How-to' Cartoon Academy' was planned, showing gameplay basics of fighting against Suits.
- Toons could originally have their look changed at Ludwig Von Drake's Spastic Surgery Center, which was scrapped entirely and wasn't brought back in the game's life.
Trolley
In the game's early development stages, there was never a Trolley and an arcade-based minigame hub was originally considered. Four different styles were originally decided before being ultimately reworked;
- A video arcade which would either be called 'Goofy's Games', 'Hewey, Duey and Louie's Tooncade' and 'The Mickey Mouse Club' would have contained a diverse selection of arcade machines and separate rooms with activities like chess.
- A carnival tent called 'Clarabelle's Carnival', 'Mickey Midway' or 'Goofy's Games' was also planned which would have contained carnival-styled games like ring toss, shooting gallery or darts.
- A third option in the form of a Magic Portal would transport the Toon to an area drastically different from the place of Toontown they're in was also a plausible option. Pleasure Island from the animated Disney adaptation of Pinocchio was the first option where Toons would play minigames with a slightly edgier style and would potentially get donkey ears when entering the area. Another option was Sorcerer Mickey's where the entrance would be shaped like his trademark hat he wore in Fantasia, and the minigames would have a magic theme to them.
- A casino area, optionally called 'Scrooge McDuck's Lucky Duck Casino' was considered to be a satirical depiction of Las Vegas or with focus on the negative connotations on a casino. Games 'of chance and skill' like Poker, Blackjack and Go Fish were also considered, but was the least respected idea due to the games' respective gambling nature. It was a good idea to scrap it because gambling in video games would have made this illegal for children.
It's also worth noting that a bus was part of the idea, which may have been a loose inspiration for the Trolley.
Minigames
Minigames were originally planned to be based on old Disney cartoons, nearly all of them having a unique theme. All of the minigames concepts never made it into the final game;
Scrapped Ideas
Throughout the game's lifespan, Jesse Scnhell came up with a extensive list of ideas before he had left upon the game's launch in June 2003;
- Toons could play tag with Fish underwater. The idea was likely retooled in a rather loosely fashion as Starfish Treasures in the Donald's Dock Playground.
- An ice skating minigame was considered, but may have been remade as the Ice Slide Trolley Game.
- A shuffleboard battle game called 'scuffleboard' was planned.
- A Neighborhood by Goofy where the player could walk on walls and ceiling. This may be referred to as Funny Farm, or an even earlier draft of Goofy's Coliseum.
- Toons could originally drive cars around the neighborhood. They were remade into Karts for Goofy Speedway.
- A collectible card game was also planned, which may have been used to take advantage of them delivered via newsletters.
- A 'Toon Vs. Toon' arena was considered, likely for the Goofy Coliseum location as it would fit the theme.
1998-1999
Early Toontown Central Render
A VERY early render of Toontown Central was posted by Bruce Woodside as part of the Toontown Online Preservation Project. This image likely predates the Pre-Alpha image due to having a different style of Toontown Central.
- The Ritz Carltoon hotel was present.
- The Toontown Toon Central hall was taken from Toon Tag.
- There was no Trolley.
- The hi-rise buildings in the background originally had a blue color scheme in comparison to grey.
Toontown Online Timeline Generator
Pre-Alpha Image
The oldest known screenshot of Toontown Online was posted by Jesse Schnell in 2013.
- The Laff Meter was originally represented by health and was very placeholder-y.
- Trees were originally modelled in 3D as opposed to being 2D textures.
- There was no Shticker Book or SpeedChat.
- Comic Sans MS was the textual font being used.
- The green rabbit's shirt was a lot more shorter.
- Toontown Central was completely different, and was a simplistic testing environment. It had a cityscape of hi-rise buildings in the background that looked more realistic without the mechanical feeling.
- Toons originally had the ability to grow up to '30 feet tall', which was likely when the Just For Fun ToonTask effects were created.
Navigation GUI Concept and Features Pitch Ad
From a slightly later build, the Navigation GUI was different.
- The model of the tree has been simplified to a 2D texture at this stage.
- The screenshot uses the early textures of the Toontown Central streets.
- The 'Hey' above the health bar was removed.
- The GUI originally was divided into four features with the press of a button rather than being included on the corners of the game.
- The Shticker Book looked very different in the form a magazine-like book.
- The Gags were moved to the Shticker Book.
Around the same build as the previous screenshot
- The 15-neighborhood plan was still implemented at this point.
- The Race Game was very different; it was played like a hopscotch game rather than on a board.
2000
February-April
Design Document
May
Summer
Gag UI Concept
Toontown Online Timelines
August
Tutorial Details
A slightly later and redone Toontorial sequence was planned which is drastically different from what was seen in Beta 1, dating on August 25, 2000.
Quite a few differences can be found:
- SpeedChat was originally called 'Quicktalker'. A similar name, the 'ToonTalker' was used in Beta 1.
- You could originally modify your toon after Mickey shows you around Toontown, rather than the other way around.
- There was originally a battle tutorial with Goofy, where it was likely reworked into the final game's ToonTorial sequence.
- Healing is listed on the tutorial elements, yet in the final it is only done via use of another Toon.
September
Safe Zone Activities
October
Specification Document
November
Reaction from Disney
It was at the point when Suits were renamed to 'Robots'. In order to not waste their work, Bruce Woodside added bolts to the original Suit designs to make them look more robotic, which turned out to be a good decision.
Winter
Late Playground Renders
Between the Safe Zone Activities from September and the Designer's Atlas from February 2001, the renders of the Playgrounds are made, except in a very early state.
Toontown Central
Daisy Gardens
2001
Spring?
Beta 1 Installer Screenshots
From the installer of Toontown Online Beta 1 in September, they show drastically earlier images of the game.
Beta 1 Installer | sv1.0.5 | sv1.0.24.02 |
---|
Create-A-Toon was slowly starting to take its final form in this build, in comparison to the Alpha leaks.
- The background was different, which had a Piet Mondrian painting in the background.
- The Mickey Mouse model looked lower-poly, resembling that of the Toon Tag build.
- There was a suspender-type outfit from the earlier builds that was available on the Create-A-Toon.
Beta 1 Installer | sv1.0.5 (Recreation) |
---|
- Toon Name Tags were yellow instead of orange.
- The font for Toon name tags used Comic Sans MS instead of ImpressBT.
- The Laff Meter had a slightly different design, and used the cat instead of a dog likely for placeholder purposes.
- The starting Laff Meter was originally 50 instead of 15.
- The shirt textures were different and brighter, some of them would end up being scrapped.
- Toons originally had colored gloves, a design that would remain on Gus Gooseburger and Chicken Louie NPCs.
Beta 1 Installer | sv1.0.5 (Recreation) |
---|
- The Trolley seemed to be unfinished, where it had placeholder-y blue textures on some parts.
- The Trolley games sign was different.
- The running on the trolley glitch seemed to be present in this build.
Beta 1 Installer | sv1.0.5 (Recreation) | sv1.0.24.02 |
---|
Quite possibly the earliest screenshot out of the batch, resembling that of the earlier builds.
- Donald's Dock looks very incomplete, where the foundation is set but the textures are in a placeholder state while the sky is teal rather than cloudy. The door, window and lamp textures are also reused from Toontown Central.
- The BigWig's outfit was purple rather than blue; that matches with an early draft of the Legal Suits (Lawbots) that had textures that would be used for Sellbot outfits. The outfit also lacks any screws and bolts, which would become a staple for Cogs to distinct them from real businessmen.
- The unused squirt animation is present in this screenshot except with the Seltzer instead of Fire Hose.
- The Toon was colored white, which cannot be obtained in the final except with the No Color Just For Fun ToonTask reward.
Summer
Developer Images
A few developer images were released.
Toontown Online Timeline Builder
Beta 1 Installer | sv1.0.5 (Recreation) |
---|
- Most of the final shirt textures have been implemented.
- The infamous 'sign lamp' is seen in The Brrrgh.
- The ImpressBT font is being used for notices, while the text font still uses Comic Sans MS.
- The Laff Meter didn't show the health visually being decreased.
Later Scrapped Concepts
The Toontown FY10-11 Story
https://old.reddit.com/r/Toontown/comments/ivz2aa/the_toontown_fy1011_story_taken_from_the_toontown/From the Toontown Online Development Archives, there is a story diagram detailing the plans that would happen throughout 2010-2011.
Many of the plans had happened over the timespan, with the notable exception of the 'Supreme Cog Leader' which never appeared at the end of the fiscal year of 2011.
Additional Field Offices
https://old.reddit.com/r/Toontown/comments/geysmx/in_light_of_recent_events_take_this_neverbefore/Besides Sellbot Mover and Shaker Field Offices, there were planned to be ones for other Cog Types.
References
- Toontown Preservation Project
- Toontown Newsletters, Developer's Spotlight
- /u/TalesOfToontownPast - Reddit
Toontown Online Timeline Maker
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/ToontownOnline
Go To
- Breather Level: Any toontask which just requires you to fish for an item, which can take anywhere from a few seconds to a few minutes depending on the item's drop rate. You rarely even have to leave the fishing pond to get more jellybeans, since you can sell any fish you catch in the process, essentially giving you an near infinite amount of tries to catch the item. This is especially relieving with Lil' Oldman's final gag training; after you defeat twenty 4+ story cog buildings, the last thing he asks you to do is simply fish, and there's a pond right next to his building.
- Complacent Gaming Syndrome:
- Ask which gag track a toon didn't bother with, and chances are extremely high they'll either say Drop or Trap. The two tracks are extremely similar to each other (high-damage, but with either the major downside of requiring lure or having very low accuracy) and you don't lose any important functionality going without one or the other, unlike Lure or Sound.
- On the opposite side of the spectrum, the one gag track that is almost always used is Sound due to it being a significant Game-Breaker.
Advertisement: - Ending Fatigue: The third phase of the Donald's Dreamland toontasks. The first two phases are rather enjoyable, as you get a lot done in a short amount of time while watching your laff take a major spike, plus you get the excitement of putting together your cashbot suit. The third phase, however, is almost nothing but a bunch of 'defeat 200 cogs' type tasks. And all for some laff boosts. The worst part is that, until these are done, you can't move on to the lawbot or bossbot suit tasks. The amount of grinding you have to do here is so notorious that this is where most people outright stop playing the game.
- Game-Breaker: The most common way of beating high-level Cogs is by having two or three Toons use a Fog Horn Sound gag, and having the remaining Toons use an Elephant Trunk. This has the capacity to destroy full teams of level 11 or 12 Cogs (depending on how many Fog Horns). Toons can take turns using either gag, allowing them to destroy waves of Cogs with no effort and even less thought.
- Hilarious in Hindsight: When the game originally shut down, Disney made a comment that they were focusing their efforts elsewhere (such as mobile games), offhandedly mentioning Club Penguin as an example. This led some people to accuse Disney of feeling it was worth keeping up with CP more instead, which caused quite a bit of frustration for fans of Toontown. Now that Club Penguin has also shut down (granted, it happened three years and six months later, but in the grand scheme of things that's not a whole lot later), those accusations seem to have a lot less merit. On the other hand, Club Penguin received an official mobile game that eventually got ported to PC after that shutdown, while Toontown did not have that honor.
- Nightmare Fuel:
- Imagine living in a world where random robots started to come and destroy your way of life entirely.
- The various music for Bossbot HQ and the theme of it. Going to Bossbot HQ late at night when it's dark out is enough to give someone the chills - especially if you're the only person there).
- Skelecogs can fall under this trope too. Not only do they look quite eerie, but their distorted voices that sound much more robotic than the normal cog voice alone is probably enough to give the younger players of the game nightmares.
- The 4 Cog HQs. The Cashbot HQ in Donald's Dreamland resembles a humongous bank/train station with trains that can crush your toon. The Sellbot HQ in Daisy Gardens is presented as a huge factory in the middle of a polluted wasteland. The Lawbot HQ in the Brrrgh resembles a dark version of a law court, ominously quiet with a seemingly empty New York-esque city in the background. But the scariest is probably the Bossbot HQ just behind Acorn Acres, a dark, foreboding castle with chillingmusic.
- The ARG for Rewritten had an arc that culminated in the discovery of the very evil-looking Executive Office Tower. Going to Bossbot HQ and trying to enter the tower's gate reveals something even more unsettling - the game politely tells you that you can't be allowed in, as the grounds are lined with security drones that will catch any Toon immediately. So far, nobody, not even the Toon Resistance, has gotten inside, and the game notes that only time will tell what the Cogs are plotting inside.
- The Downsizer trading card, which depicts him painfully shrinking a captive Toon while the Toon's friend watches in horror.
- To some players, the complete silence and isolation of your Toon Estate (the only area of the game with no music) comes across as more chilling than serene.
- The first election in Toontown Rewritten ends in one of the most shocking events to grace Toontown history - the Playground being invaded by hundreds of cogs. Although it never happens again, the fact that the Cogs managed to infiltrate what is essentially a safe haven for countless Toons is genuinely terrifying, as much as Slappy being the first Toon to become sad.
Advertisement: - Periphery Demographic: The game is obviously meant to appeal to children, with its simplistic battle system and overall cartoony theme. In spite of this, it's garnered quite a teenage and adult following even in its earlier days due to the gameplay having a 'simple to learn, hard to master' level of depth. This rings even more true for Rewritten, where the large majority of players in that game are nostalgic fans who grew up playing it when it came out.
- Rescued from the Scrappy Heap: While being The Scrappy for being the NPC that starts That One Level, Lil Old Man can also show up as an SOS Card from the Sellbot VP. He performs extremely accurate Hypno-Goggles (or Presentation in Rewritten), which can come very handy if a Toon or a team of Toons really need a Lure, badly.
- The Scrappy:
- The NPCs who hand out Toon Tasks that require you to defeat innumerable amounts of high-level cogs and buildings are positively loathed by both newbies and experienced players alike. However, Lil Old Man stands out amongst them all of them as the biggest Scrappy, whose Toon Tasks are nothing butScrappy Levels by the time you see him again. Even his SOS card doesn't completely save him from the hatedom.
- Cleff in Minnie's Melodyland also gets his share of hatred. Why? He requests you to deliver a whole cream pie, a gag which you are very likely still extremely far off from getting by the time you reach him (as in, most aren't even halfway done training for it!). This essentially forces you to level grind for the pie and it wastes a space on your toontasks until you finally reach it, probably around the time you're ready to start your last toontask for the neighborhood. Worse still, his task is just one part of another NPC's toontask, so for players who are trying to avoid him, they may pick that NPC's task thinking they're in the clear, only to run into a nasty surprise.
- Scrappy Mechanic:
- You can't delete a mandatory toontask after you've chosen it, so if you pick a particularly grindy task, such as delivering a whole cream pie to Cleff, you're stuck with it and have one less free space to fill with faster tasks.
- Some level 7 gags, despite being Too Awesome to Use already, can miss against cogs under normal conditions; their accuracy is the same as less powerful gags. Since the only way to obtain a level 7 gag without gardening is to grind 500 more skill points, having it miss is essentially a waste of experience and can be frustrating if the associated gag track is difficult to train, such as Drop.
- In a similar case to the above, placing multiple Trap gags on a single cog will result in each of the gags being cancelled out and removed. This includes the railroad, a level 7 gag which goes across the entire field to target all cogs. If you pull out a railroad, you better hope that another player doesn't mistakenly (or purposely) use another Trap gag on the same turn.
- Scrappy Weapon: Level 7 gags not only are very powerful, but also target all cogs, even for gag tracks which only hit a single cog. But the level 7 lure gag, Presentation, is seen as redundant to Hypno Goggles, as the latter already targets all cogs, is fairly accurate, lasts for several rounds, and has a higher carrying capacity. Thus, Presentation is pretty much only used in cases where the party doesn't have Hypno Goggles and/or needs a guaranteed lure against all cogs.
- Self-Imposed Challenge:
- Maxing cog suits/gardening/racing/golf, which has no other benefit but a laff boost and being able to refight it’s respective bosses without having to grind for a promotion.
- Fighting any of the four bosses without at least 6 toons. Going with 5 toons means that the party will be randomly split 3-to-2, giving one side a disadvantage in the cog round(s). Going with 4 or less toons will result in the whole group battling cogs together, but this provides less backup for the boss rounds, which can be especially hairy against the C.F.O. or Chief Justice. Of course, there's also the option to fight a boss by yourself..
- Going any track that isn't Dropless, Trapless or Toon-Upless. Lureless drops one of the easiest get-out-of-jail-free cards since you no longer are able to stun any cogs in a pinch, and it makes training Trap on your own impossible. On the other hand, Soundless will outright get you booted from most groups, since Sound's ability to simultaneously damage all cogs speeds up battles quite significantly, to the point where even missing just one wrecks the flow.
- That One Attack: Pretty much any cog attack that deals damage to every toon in the battle, as opposed to targeting a single one. It's bad enough when a high-level cog uses it, as they deal roughly 15-20 damage to all toons, but if multiple cogs use it in the same round, it's likely that the whole party will be severely low on laff, if they haven't outright gone sad.
- That One Level:
- The Brrrgh is merciless compared to previous playgrounds, asking you to defeat numerous high-level cogs and buildings on a regular basis. The game itself acknowledges this, as a few NPCs tell you that The Brrrgh is a harsh playground built to prepare you for the even more difficult tasks in Donald's Dreamland.
- Among the NPCs you work for here, there is none other than Lil Old Man. The first time you meet him to start your gag training, he's not so bad — the worst he asks of you is defeating some high level cogs, which is a little difficult but still manageable. The second time, when you finish your gag training, he gets absolutely relentless. For the first half of his tasks, you basically have to do nothing but fight top tier cogs (such as Big Cheeses or Robber Barons), which are not only seen exclusively in tall cog buildings but you have to retrieve items from them as well — meaning even if you do find them, you still have a chance you won't recover the items. Wait for an invasion, you say? That'd be dandy..except he asks you to fight small chunks of these cogs, meaning you have to constantly be returning to him AND he'll change which top tier cog it is.
In total, you end up recovering eighteen of these items, split up across four different sections. To rub salt in the wound, he has an attitude of 'Oh, I asked you to do that?' whenever you do return to him, and unlike most other NPCs, he doesn't seem to have any rhyme or reason to want you to do any of this — he sort of just asks you to do it all. Oh, scratch that, THAT'S not rubbing salt in the wound — once you finish all of this, he gives you 20 4+ story cog buildings to take out; taking out just one of those generally takes about 20 minutes to do, essentially totaling to nearly 7 hours worth of time on this one task. You're not allowed to carry another task during this one either, so it's essentially the biggest example of a grindy task in the whole game. There's a reason his SOS card doesn't save him from being so widely revolted. - Among the playground's streets, Polar Place can have some of the scariest cog buildings in the entire game, with the 4+ story Lawbot buildings routinely being infested with level 9-12 cogs. The game doesn't let you avoid it, either; one NPC's toontask requires you to destroy 90 Lawbots, and Polar Place has the highest chance of Lawbots spawning since it's right next to Lawbot HQ. If you're ill-equipped to take on the buildings, you may end up going sad here more than anywhere else in The Brrrgh, let alone anywhere else in Toontown.
- Among the NPCs you work for here, there is none other than Lil Old Man. The first time you meet him to start your gag training, he's not so bad — the worst he asks of you is defeating some high level cogs, which is a little difficult but still manageable. The second time, when you finish your gag training, he gets absolutely relentless. For the first half of his tasks, you basically have to do nothing but fight top tier cogs (such as Big Cheeses or Robber Barons), which are not only seen exclusively in tall cog buildings but you have to retrieve items from them as well — meaning even if you do find them, you still have a chance you won't recover the items. Wait for an invasion, you say? That'd be dandy..except he asks you to fight small chunks of these cogs, meaning you have to constantly be returning to him AND he'll change which top tier cog it is.
- The 'teleport access to Daisy Gardens' task, which requires you to recover a key from either a Mingler or a Legal Eagle. These cogs are in the level range 7-11, which is quite dangerous at this point in the game (you'll likely have around level 4-5 gags and only 40+ laff). Outside of invasions, they are only found in cog buildings or HQ facilities, and even if you do find one, it isn't guaranteed to drop the key. And when you finally do recover the key? Turns out it was a fake key, and you have to fight more of these cogs to find the real one. Depending on luck, it can take days just to finish this single task, and like every other progression task, it can't be deleted and temporarily replaced with a different one.
- From the trolley:
- Jungle Vines, which has incredibly stiff and awkward controls, and judging where you will jump is a pain and a half. Good luck trying to avoid the spiders as well since if you get hit by them, they send you back to the previous vine. Also, if you're facing somebody who is better than you, you might as well just shut off the game — they'll take all the bananas away from you without a hitch. And don't forget about that lag: that can make it almost impossible to collect bananas.
- Photo Fun takes forever to play properly (for some, it even crashes the game instantly), and the reward is not worth it. It also takes forever waiting for toons to get in their proper pose. Most people outright skip this one by wasting their film as fast as possible.
- You'll be hard-pressed to find anyone who actually enjoys Toon Memory. It lasts far longer than any of the other games (aside from Photo Fun - if you don't click-spam, that is), and has no way to speed it up. In general, it's just really boring — in order to turn over cards, you have to physically walk to each of them, which quickly becomes tedious. Also, if you turn over an incorrect match, you can't just reuse one of the cards you flipped — you have to go back and flip another card, and then you can use that card again. Effectively, it's just a memory game, but much less fun. And if you have more than one player and one of them is uncooperative.. good luck.
- The Brrrgh is merciless compared to previous playgrounds, asking you to defeat numerous high-level cogs and buildings on a regular basis. The game itself acknowledges this, as a few NPCs tell you that The Brrrgh is a harsh playground built to prepare you for the even more difficult tasks in Donald's Dreamland.
- Viewer Gender Confusion:
- The only way to tell the difference between a male toon and a female toon is if they can wear a skirt and if they have eyelashes. Same with Doodles. It's possible to make your toon's gender completely hidden just by wearing shorts and a type of glasses that hides their eyes.
- Some Cogs can fall under this too, like the Mingler and Micromanager. Both are girls, as are the Number Cruncher and Name Dropper, while most other Cogs in the game are referred to as male.