New level - Box puzzle

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mette
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New level - Box puzzle

Post by mette » Sun Dec 15, 2024 2:46 pm

I used to love playing Soko-Ban and have recently found the game I remember from my childhood (Soko-Ban for MS-DOS from 1984). I wanted to re-create some of the levels for Wonderland, and this is the first one I have chosen. Weirdly: it's a much easier level in Wonderland than it is in Soko-Ban :D

Unfortunately it's impossible to re-create all the levels, as there would be too many boxes and not enough gate colors. They could be re-created if anyone is willing to play them just for the challenge (for instance simply having only one color button and gate). Getting through the level "Wonderland style" would be super easy as only one box would need to go to one of the buttons. The challenge would be to solve the level "Soko-Ban style" with a box on every button. Anyone interested in this?
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mette
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Re: New level - Box puzzle

Post by mette » Sun Dec 15, 2024 2:48 pm

When posting this, I had an error (see screenshot), but the post was created anyway. Anyone else experiencing this?
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Amnon
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Re: New level - Box puzzle

Post by Amnon » Sun Dec 15, 2024 5:48 pm

This first one is very easy - thanks for the fun!
Muzozavr
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Re: New level - Box puzzle

Post by Muzozavr » Tue Dec 17, 2024 10:18 pm

Long time no see (I'll play the level tomorrow, need to zzzzz before work), but FYI you can force a near-infinite amount of boxes into a Sokoban level. (Well, maybe not thousands since it might overflow the game's internal object limits, but you get the idea.) You just need a slightly more complex setup.

You need a texture where floor A and any other floor are wildly visually different. Think floor A vs floor D in built-in Garden texture, or a custom texture with a similar feature. That's because boxes will be forced to go on floor A, and you will have no other visual indicators.

Next, all destination tiles are covered with OPEN GATES. :wink: (That's why there can't be other visuals, and you do want the player to SEE the destination tiles... "gates are floor A and everything else is floor <X> is the only way)

Then, outside of the level's boundaries, second character is standing on that button. When ALL the boxes are in gates, second character can step over a one-way conveyor belt, closing the gates once and for all. Gates snap shut, boxes are all gone, generator kicks in and presses the one actual button you need to exit. (Optionally, it can also re-press a second copy of the "main" button, so that there's no "stuck on the wrong side of closed gates" issue.)
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
Muzozavr
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Re: New level - Box puzzle

Post by Muzozavr » Thu Dec 19, 2024 7:40 am

"Inspired by"? More like "perfect recreation"... :P

Level is exactly how I remember it. It's not very hard, but one of the more memorable ones in Thinking Rabbit's original set.
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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mette
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Re: New level - Box puzzle

Post by mette » Sat Dec 21, 2024 2:00 pm

Muzozavr wrote:
Tue Dec 17, 2024 10:18 pm
You need a texture where floor A and any other floor are wildly visually different. Think floor A vs floor D in built-in Garden texture, or a custom texture with a similar feature. That's because boxes will be forced to go on floor A, and you will have no other visual indicators.

Next, all destination tiles are covered with OPEN GATES. :wink: (That's why there can't be other visuals, and you do want the player to SEE the destination tiles... "gates are floor A and everything else is floor <X> is the only way)

Then, outside of the level's boundaries, second character is standing on that button. When ALL the boxes are in gates, second character can step over a one-way conveyor belt, closing the gates once and for all. Gates snap shut, boxes are all gone, generator kicks in and presses the one actual button you need to exit. (Optionally, it can also re-press a second copy of the "main" button, so that there's no "stuck on the wrong side of closed gates" issue.)
Hmmm... I might play around with this. It's sounds like a possible way to do it :D
\Mette
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mette
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Re: New level - Box puzzle

Post by mette » Sat Dec 21, 2024 2:03 pm

Muzozavr wrote:
Thu Dec 19, 2024 7:40 am
"Inspired by"? More like "perfect recreation"... :P

Level is exactly how I remember it. It's not very hard, but one of the more memorable ones in Thinking Rabbit's original set.
Yeah...well... very close to the original anyway :oops: at least the puzzle bit :lol:

But is there any interest for this type of copy-cat levels?
\Mette
Muzozavr
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Re: New level - Box puzzle

Post by Muzozavr » Sat Dec 21, 2024 6:27 pm

I once recreated the entirety of Aymeric du Peloux's Minicosmos as one pack, but I released it with a different filename. Didn't feel right to put mine on it.

As for interest, the original Sokoban pack always finds a way of being cloned, cloned and cloned again. :) In pure Sokoban clones, inside other games, etc... It's kind of destiny at this point. I think it'd be neat to see it in Wonderland.

One more thing: if we're going for the most "fair" recreation possible... ice cubes let you see the tile underneath. So that might be a good object to use in the bigger ones.
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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