Adventure Land 2: Dynamite Joe

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Robbie
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Adventure Land 2: Dynamite Joe

Post by Robbie » Mon Jan 19, 2004 9:43 pm

SOLUTION POSTED BELOW!
Joe is not your average archaeologist...
While others in his field scour ruins with their delicate picks and brushes, Joe uses... well... how can we say.. a little more fire power... in fact a lot more. They shudder at the thought of Joe discovering anything.

He's shaken the archaeological establishment to its very foundations and, unfortunately, every site he's been to. Ever since that very first time... (well, he doesn't like to really talk about it)... he's been affectionately dubbed Dynamite Joe.

Now Joe's hot on the trail of King Solomon's mines. Rumors abound of fantastic treasure and hidden dangers. Only one question remains, will they still be standing after he's finished!

************************************************************

Adventure Land 2: Dynamite Joe follows luke warm on the heals of Adventure Land 1 - well it's hardly hot after 5-6 weeks in progress. And boy am I glad it's finished. Weighing in at a whopping 92x92 I've also broken it up into 5 smaller mini levels.

The levels are
Adventure Land 2: Dynamite Joe (the complete level)

and
AdvLand 2a: Duck Shoot/Meet Gilligan
AdvLand 2b: Bridge Repairs
AdvLand 2c: Solomon's Mines (?)
AdvLand 2d: Gilligan's Lead
AdvLand 2e: Payday (the complete level broken into 5)



There is one really big easter egg in the full level - Joe's decided to open his own diner & has started some advertising... don't spoil the game by looking before you've finished though.

The little levels have their own bonuses in the extended story line thanks to the 5 signs per level. As an added bonus there is a special ending that does not appear in the single large level.:D


The 5 mini levels are here.
The big level though is too big for the 64k upload limit.

I will send it to Admin for bundling with the 5 minis (so it will be a pack of 6 - maybe). Otherwise, please email me at salote@optusnet.com.au with the header "Please send me Adventure Land 2: Dynamite Joe"

As for the rest, enjoy!
Let me know what you think.

Robbie :D
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Last edited by Robbie on Wed Feb 04, 2004 9:40 pm, edited 4 times in total.
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Robbie
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Post by Robbie » Mon Jan 19, 2004 9:44 pm

Part 2 of 5
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Post by Robbie » Mon Jan 19, 2004 9:45 pm

Part 3 of 5
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Post by Robbie » Mon Jan 19, 2004 9:45 pm

Part 4 of 5
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Post by Robbie » Mon Jan 19, 2004 9:47 pm

and Part 5 of 5!

and remember to either email me or check the level packs for the large all-in-one level incorporating all these 5 levels into 1 with a bonus not found here...
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Post by Robbie » Mon Jan 19, 2004 10:06 pm

For those of you with older computers, please let me know how you go with the larger single level as far as slow down goes.

Also, I have playtested everything all the way through so everything should be OK but if you see any issues that need addressing, let me know or if you have any thoughts for improvements. There's not really room to add much more as it crashes.

Solution posted in 2 weeks~

Robbie :D
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Post by Midnight Synergy » Mon Jan 19, 2004 11:03 pm

My god, it's huge!!!!! I'm almost afraid to play it! :shock:

I've posted an Adventure Land 1 and 2 Level Pack. This also includes the original Adventure Land, for completeness' sake.

This large version really does push the boundaries of level size, so you might experience slowdowns on older computer - but you can always play the smaller individual levels.
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Post by DiscGolfer » Tue Jan 20, 2004 1:03 am

I am a happy man :D :roll: :lol:
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Post by SharonM » Tue Jan 20, 2004 1:08 am

Wow Robbie! :shock:
This is huge! I am looking forward to playing it. :D I briefly looked at it and I did notice that the movement was rather jerky on the single level, but preformed fine in the smaller levels. I am running Win98SE so that might account for it. Anyway I am going to have hours of fun with this one! :lol:
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Post by DiscGolfer » Tue Jan 20, 2004 1:18 am

Robbie, I've just glanced around a bit. Awesome!
Expect some comment (uhh ...here comes one right now) about not having guarded exits. It's toughter with the small ones, but you have so much land (Outback?:wink: ) on yours that it wouldn't be too difficult. It does detract from the beauty of the design, but it keeps people like me, LinkyNStoof and SharonM, from just walking on out with grabbing a thing. :lol:
I'm extremely impressed with all aspects of your designs, and look forward to playing these new levels.
You must have a lot of patience...
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Post by DiscGolfer » Tue Jan 20, 2004 1:59 am

I just figured out that the "unguarded exits" are gateways to the next sections. Is that the idea?
I was just sitting around, watching TV, thinking of Wonderland, and realized that must be the case.
Nevermind... :oops:

:lol: :lol: :lol:
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Robbie
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Post by Robbie » Tue Jan 20, 2004 2:20 am

Hi DG!

Glad you liked it. And yes, the unguarded exits are basically gateways to the next area.

The idea is that everything you need to do to get through to the next 'level' is just the same as you'd have to do in the full single level.

It probably helps to play both mini's & large single at the same time to get the full story effect of the mini's & continuity of the large...

Anyway... keep at it!

Robbie :D
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Post by LinkyNStoof » Tue Jan 20, 2004 3:20 am

DiscGolfer wrote:Expect some comment about not having guarded exits. It's toughter with the small ones, but
Actually, there's a trick that, although perhaps somewhat ugly to some people, works perfectly well to guard an exit without taking up valuable space: just put the exit gate right on the exit itself!
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Post by LinkyNStoof » Tue Jan 20, 2004 10:06 pm

Wow Robbie, that sure's one huge level!

I'm wondering though, since the editor currently doesn't have cut-and-paste, does this mean you manually copy over stuff to break down the huge level into the 5 smaller ones (or put the 5 smaller ones into the big one)???? If so, then wow, you sure have lots of patience!
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Post by Robbie » Tue Jan 20, 2004 10:07 pm

1 note regarding the first of the mini levels

I forgot to remove the exit just below the starting position. This is the ending place for the large single level & cannot be used as Loof is 'waiting' for Stinky.

The correct exit for this first level is at the top left hand side.



Hi LinkyNStoof,
Lots of patience... a copy/paste feature would be great, maybe they're working on it as we speak.

What I did was finish the large version, went to the custom directory & copied it to another directory, changed the file name & copied it back (5 times). Then, simply reduced the board size to incorporate the boundaries of the area I wanted to keep & simply deleted anything I didn't want to reduce file size & confusion...

Big Hello to SharonM as well !


Robbie :D
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Post by Davimad » Fri Jan 23, 2004 8:31 pm

:D Hi Robbie,

Well done, this is superb.
What a patient man you are, could you give a few tips to my husband?

I have tried some of the levels but will have to start over again, I'll set aside a few hours of playtime first though.

Keep up the good work and lots of luck in the competition.

Cheers

Maureen. :)
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Post by Robbie » Sat Jan 24, 2004 10:39 am

What a patient man you are, could you give a few tips to my husband?
I better not show my wife this.... I might just have to live up to it!

Glad you liked it Maureen, it's really best to start from the first & work through, they're not really intended to be separate levels. Only broke the original level down for all the older computers & sanity sake. Even though I created the whole thing & knew it back to front, it still took quite a few tries to complete it. Just a little slip up like pushing a block 1 square too far and it's like ... !#$%@(*&... you know?

The comp should be great. I know it's going to stretch our level making abilities to the limit. For me it was so hard after my first 2 being 49x40 & then 92x92 to then try & squeeze something into just 14x14! Made it though & shipped it off last week. I'm just really keen to see what everyone's done.

Cheers
Robbie :D
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Post by majic1 » Sun Jan 25, 2004 1:50 am

Oh yes - I found this VERY difficult - fitting my ideas into a 14x14! So far, each level I've created has started off small & keeps GROWING! Seems all my ideas take lots of room. I'm almost done with my competition entry, but it's been rough. I need SPAAACCCCE!!!!!!
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Post by Robbie » Wed Feb 04, 2004 9:46 pm

AD2: Dynamite Joe Walk Through

Just copy & paste it to any text editor.

Here’s a bit of a walk through for anyone still playing this level – it should get you through the smaller levels as well.

When the screen first comes on, take 1 step down, to the right & up to the duck shoot. Before the cannon blasts the second box, push it into the water.

Move the mirror onto the box and let the cannon fire 3 times before pushing the mirror out of the way. Shot 1 destroys the box to the right; Shot 2 wipes out the ducks & Shot 3 takes care of another box just beyond the duck shoot.

Enter the ‘duck’ area via either of the 2 false wall panels, grab the tic-tocs & money to the left, then exit the duck area via the false wall panel at the top right of the duck area.

Assuming you followed the steps in the paragraph before last you’ll find an area with a mirror, 1 box & 1 bolder. Push the box to the left. Push the bolder down & then to the left. Don’t be tempted to push the bolder into the water. Doing so will release ‘Gilligan’ resulting in his blowing up courtesy of the cannon to the right. Gilligan (the KaBoom trapped on the island) plays an important role later on in the adventure & you won’ finish without him. Push the steel box as far left as you can go (don’t get it stuck whatever you do!), up & across the bridge & place it against the wall directly below the ice path – some bolders will pop out here later & the box will stop them so you can fill the little square of water. Go back & bring the wooden box up here as well. Notice the single square of water near the bridge to the island. The water 4 squares to the left of that water needs a wooden box putting in it. You’ll need it to bring up the other wooden box later to help repair the bridge.

Now that you’ve laid that ground work, go to the left where you’ll see two passages. The 1st one above with the oasis is blocked off to the north by 3 boulders. You can’t access this area yet. Grab the tic-toc & go to the left. Don’t worry about the floor giving way, there’s a secret tunnel just below this area which exits just at the entrance to this area. Don’t worry about it before you go in as it’s only accessible on the way out.

Near the red teleporter to the NE you’ll see a bolder & some ice. Give it a push & it will travel down a secret passage & take care of the 3 boulders by knocking the middle one out of the way. Neat huh?

Head into the red teleporter tp find yourself in the first of the ruins. There’s only one way to go & there’s no returning. Stepping off the first block & the floor gives way to lava. Pushing the boulder sets off a chain reaction Indiana Jones would be proud. Move down the passage to the left then south. The first boulder crosses your path between the pink gates so don’t dilly-dally there. If you miss the gate, another boulder will cross the pink timer.

The last boulder to be hit will be sent FedEx to the steel box you set up just below the ice path – the first of 2.

The next puzzle is maybe a little tricky. There are 2 rooms. The one you are now standing in and another partially hidden with false walls. The clue is in the patterns. The arrowed squares coincide with all the squares in the right hand room you can move freely about in. The 2-way arrows represent the path you need to push the box in to get it to the water. The 2 yellow gate pads represent the 2 boulders you will need to push into the first square of water & the green ones a tic-toc, $ & coin. Briefly, push the box 3 squares to the right, grab the bonuses & push the boulders into the water before getting the box through & into the 2nd square of water. Stick to the left of the water & go through the secret passage to the left between the mushrooms & straight down to the teleporter. Exit into the secret passage heading south then east & up.

Head back to the first passage & you’ll now see that you can push the 2 remaining boulders into the water & cross safely. Grab the tic-toc & make a quick note of your surroundings. Head into the yellow teleporter and… what the? That was the idea of it anyway. Everything’s the same except for the boulder to the left which replaced the tree in the previous area. Give it a push (it will meet up with the other boulder near the bridge), grab some time & head back to the bridge.

Push the 1st boulder into the water, wait for the 2nd one to come though (don’t stand in it’s way!) & push it in as well. Push the box just above there now down & across the bridge to the first gap. Head back left & down & grab the second box to complete the bridge.

The second temple ruins are waiting on the other side of the green teleporter. Planning is important here. Grab the 1 money bottom left leaving the 2 above there. Get the 2 on the right. Push the box up into the water, grab the coin, step back on the box, L,L,D,R,D (grab the 2 $ & avoid getting stuck). By this time you’ll notice the red chompers waiting for you. Depending on what squares you’ve cleared this will be easier or harder. Grab the last 2 $ & bolt for the exit.

Finally, head back down & see Gilligan. Roll the bolder into the water to let him off the island. This section of the level requires you to follow Gilligan very carefully (but obviously not too closely). Activating the conveyor belt at the temple has opened up the secret passage to Solomon’s mines by sending a bolder into the water just above where the levels lone cannon is. Gilligan is a left turning Kaboom & turns left at any intersection unless it’s a right hand bend. Just after you enter you’ll notice a sign & a boulder. When Gilligan is around about just to the left of the boulder, give it a push & rush back to follow him. Do not follow the boulder as there are Red Chompers that’ll invite you over for dinner. Do not stop to check out the treasure – by the way you can actually come back here after completing the level – something I missed sealing off. Now if you’ve timed it right, just before Gilligan gets to the 3 wooden crates, the boulder will pass through clearing them (there is a bit of time frame allowed regarding pushing the boulder & it clearing the path in time – it doesn’t require pin point timing). Give Gilligan plenty of space here as he doubles around a bit. When he’s back on his way continue to stick with him following his path & not letting him get too far ahead. When you come to the exit, don’t just stand there or in front of where the ice is as the bolder will exit here blocking the path to & from the passage you’ve just come through. Stand next to the tree would be best.

Loof’s turn. Click on enter to take control of Loof. When Gilligan heads down below Loof push a box across to trap him. Gilligan now sacrifices himself to help Stinky & Loof head south. Hope you didn’t get too attached to him. If you did, break out the tissues.

Continue south, Stinky taking one side, Loof the other. Through the ice, across to the secret entrance (avoiding the UFO just below).

Not much of a secret passage, down the bottom nets you a tic-toc, above get’s you to the ante-chamber of Solomons mines. Don’t worry about the treasure, you can’t access it.

Cross the bridge, one along the top, the other the bottom. Finally payload! Look at all that treasure. Only one of the characters can go though as it’s mostly 1 step & goodbye floor. Here’s how to do it.
Standing on the free square (with the lava below & fragile squares above & left go L,D,L,L,D,L,D,R,D,L,L,U,L,D,L,U,L,D,D,L,U,U,L,D,L,D,L,U,U,L,U,L,L,U,L,U,R,U,U,L,U,R,R,R,R,D,D,L (Tic-toc),D(Tic-toc),R,D,D,R,R,R,R,R,R,U,R,R,L,L,L,L,L,U,R,R,R,U,U,R,L,D,D,R,R,D,R,R,U,R,R,R DONE!

Grab the 3 tick tocs and make for the blue teleporter, head to the secret passage right & above but don’t go to the edge of the room. You’ll notice the 2 of the gaps between the Kabooms are identical, the 3rd is marginally longer. Pick this gap & go out & around the room getting the 2 clocks & exit to the top secret passage. The final little room is simple. The bottom path is single use only. The path through the spikes & the secret passage is good for 2 uses & has some $ in there.

When you are both through head for the exit (which was just below the starting position).

Done? Give yourself a pat on the back. Grab a nice cool drink, turn off your computer & go for a long walk!

Hope you enjoyed it!
Robbie :D

Adventure Land 2.5: I once met a mouse as big as a house - coming up in the comp.
Adventure Land 3: Marge's Haunt - mostly still in my head - 1 mini level 85% done

:D

Oh & for the easter egg in case any of you missed it - do the Alt-X thing and move out & down to the bottom left corner...

For those of you who haven't played the individual levels, the last at least is a must as it introduces Gilligan's son, aptly named Gilligan Jnr who joins Stinky & Loof in their next Adventure.

Pretty neat if I do say so.
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Post by Dianna » Sat Feb 28, 2004 1:33 am

Robbie,
I've meant to tell you before now that I really like this level! I was waiting until I could say I had solved it, but that may take some time -- like into 2005, maybe. I know you've posted a complete solution here, but I'm not reading it, 'cause I don't want to spoil the fun. I'm just going to keep trying. A few minutes ago I found a coin, and I was really thrilled. I'm sure eventually I will figure this level out, but for now I'm just wandering around, usually lost but enjoying the sites. :lol:
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