New level - Boxobon 1

Post, download, and discuss custom levels for Return To Wonderland.
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BIGZIPZ
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New level - Boxobon 1

Post by BIGZIPZ » Mon Mar 08, 2004 9:12 pm

One small puzzle on one small level, lots of time.... just you, the trees and the frustration building in your head as you realise BIGZIPZ boxobon puzzle 1 is hard to solve ;)
-no enemies
-no conveyor belts
-no suprises

just one hard logic puzzle ;)
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Re: New level - Boxobon 1

Post by Bearsland » Mon Mar 08, 2004 11:42 pm

BIGZIPZ wrote:just one hard logic puzzle ;)
51 seconds. Not that hard actually. :wink:
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Post by BIGZIPZ » Mon Mar 08, 2004 11:46 pm

lol I had LinkynStoof emailing me telling me it took an hour! ur da mannnnnn
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Post by Bearsland » Mon Mar 08, 2004 11:51 pm

BIGZIPZ wrote:ur da mannnnnn
No, not really. It's an old puzzle.
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Post by BIGZIPZ » Mon Mar 08, 2004 11:52 pm

all 7x7 sokobon puzzles are old now, all the combinations have been done!
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Post by eeyore31 » Tue Mar 09, 2004 12:59 am

BIGZIPZ wrote:all 7x7 sokobon puzzles are old now, all the combinations have been done!


Well, since I don't know what sokobon means.......it'll be new AND fun AND hard for me :lol:
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Post by LinkyNStoof » Tue Mar 09, 2004 4:49 am

Well, I knew what Sokobon is, but like Eeyore I'm glad I haven't yet gotten to the point where "all 7x7 sokobon puzzles are old now, all the combinations have been done!". :wink:
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Post by malcdelsol » Tue Mar 09, 2004 10:42 am

Hi Wonderlanders,

As many of you are probably aware, Sokobon (some gamers spell it Sokoban), is the Japanese word for 'Warehouseman'.

Therefore, on the assumption that a warehouseman spends the majority of his time moving crates of goods/materials around a warehouse to utilise space etc, a Sokobon puzzle is how do crates have to be pushed to get them into their required end positions as specified by the puzzle creater.
What seems like an easy task can sometimes prove to be a very complex series of moves.

So in the case of a Wonderland level, Stinky (or of course Loof) is the Sokobon and the wooden/metal boxes are the crates.

As said on earlier posts, on a small playing field (7x7), and possibly upto as large as (14x14), all possible combination of puzzles have already been done on Sokobon games, many of which are computer generated puzzles.

That is not to say however that these puzzles are entirely new challenges for Wonderland players.

Sokobon puzzles - you either Luv-Em or Hate-em :lol:


Malcdelsol 8)
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Post by malcdelsol » Tue Mar 09, 2004 10:44 am

Hi Wonderlanders,

As many of you are probably aware, Sokobon (some gamers spell it Sokoban), is the Japanese word for 'Warehouseman'.

Therefore, on the assumption that a warehouseman spends the majority of his time moving crates of goods/materials around a warehouse to utilise space etc, a Sokobon puzzle is how do crates have to be pushed to get them into their required end positions as specified by the puzzle creater.
What seems like an easy task can sometimes prove to be a very complex series of moves.

So in the case of a Wonderland level, Stinky (or of course Loof) is the Sokobon and the wooden/metal boxes are the crates.

As said on earlier posts, on a small playing field (7x7), and possibly upto as large as (14x14), all possible combination of puzzles have already been done on Sokobon games, many of which are computer generated puzzles.

That is not to say however that these puzzles are entirely new challenges for Wonderland players.

Sokobon puzzles - you either Luv-Em or Hate-em :lol:


Malcdelsol 8)
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Post by popo » Sat Mar 13, 2004 5:18 pm

I've been trying to do this since you posted it and I'm stumped. I've done the others but this one's got me. None of my family can do it either, so pleeeeeeeeze tell me the answer, then I can sleep at night. :(

Thanks
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Post by BIGZIPZ » Sat Mar 13, 2004 5:27 pm

OK, here is the solution to this puzzle:


Code:

BC
A

1) Move C 1 down, 1 right, and then 1 down, so it ends up 2 below the yellow button.
2) Move A 1 right and then 1 down. In the process B also gets moved 1 right., and A is now on the green button.
3) Move B 1 left, back to where it started.
4) Move C 2 up, so it ends up on yellow button.
5) Move A 1 down and 1 left, so it ends up 1 left of pink button.
6) Move C 2 down again.
7) Move B 1 right and 1 down.
8) Move C 2 up, back to the yellow button where it'll stay permanently.
9) Move B 1 left and 1 down to the green button.
10) Finally, move A 1 right to the pink button.
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Post by eeyore31 » Sat Mar 13, 2004 7:01 pm

ha ha ha ha....I was just going to ask for a hint, glad you asked, Popo !!!
NOW I can get it :o}
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Post by majic1 » Sun Mar 14, 2004 8:30 am

`.
Last edited by majic1 on Wed Mar 17, 2004 2:47 am, edited 2 times in total.
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Post by BIGZIPZ » Sun Mar 14, 2004 1:17 pm

(This level is NOT of the Wonderland quality I expect here

erm right...maybe you didnt want to play it but alot of people did, I have an inbox of private messages and emails asking for the solution.

P.S Could you be anymore insulting?
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Post by popo » Sun Mar 14, 2004 3:07 pm

God that was simple! Can't see why I couldn't do it on my own, but I am getting old so perhaps that's the reason. Little grey cells are disappearing at a fast rate of knots! :roll:

I can sleep soundly in my bed now, thanks again. :lol: :lol:
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Post by Dianna » Sun Mar 14, 2004 8:09 pm

I really like all of these Boxobon levels! Haven't figured this one out yet -- I see you've posted a walkthrough for it, but I'm not ready to give up so I'm not reading it. I was impressed with the simple and elegant design you used for these levels, too, BigZipz. By the way, did you get my private message? It's the only one I've ever sent, so maybe I didn't do it right.
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Post by BIGZIPZ » Sun Mar 14, 2004 8:23 pm

I just checked and yep I did, sadly I have lost the installer file though so I cannot send you the game. Also it is about 11mb :/
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Post by Dianna » Sun Mar 14, 2004 8:50 pm

I have purchased so many games and lost installer files and registration keys, etc. One of these days I'll learn to back these things up on disk. Maybe.
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Post by BIGZIPZ » Sun Mar 14, 2004 8:56 pm

the link to the game was valid for 90 days im sure it said, i dug the email out with the url on and it just said this password was no longer valid :/
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Post by BIGZIPZ » Sun Mar 14, 2004 9:16 pm

I am actually hooked on that Mummy Maze game that someone posted, so much so I had to buy it! - no editor though, when I get a round to it I might make a 3rd party editor, if the level files are made of pure text and are easy to read it will be a piece of cake (or so he says) some games use codes etc for files like:

--------------------------------------------
5 f 5 6
--------------------------------------------

something like that can easily be broken down. but complex ones like

KDODKDO)D(()&*SA*(^£(&*^$(^
A(SD*S)(&F(*^£_*&^+*SD(HFCU ND

Cannot really :/
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Post by LinkyNStoof » Mon Mar 15, 2004 2:19 am

BIGZIPZ wrote:I am actually hooked on that Mummy Maze game that someone posted, so much so I had to buy it! - no editor though, when I get a round to it I might make a 3rd party editor
...I assume you have the author's permission to do this right? It would be a nice courtesy at the very least, I'd think. The author might even save you the trouble of figuring out the file format yourself.

I should note that from an author's perspective, there are good reasons to not release a level editor, despite the fact that all puzzle game developers usually build themselves a level editor in the process of creating the official levels for the game:

1) A level editor for public consumption will need to be tested to be sure it's not too buggy, and have to be at least somewhat user-friendly. This adds to the development time, and might not pay off well, especially if the game proves unpopular and/or too few people care to create new levels.

2) Having a level editor allows the user to explore combinations of game elements that the level designer has never thought about and/or used for the official levels. As a result, there's great potential for the user to expose glitches in the game engine. This may or may not be desirable. (Though generally speaking, as long as it's not a catastrophic glitch, this should not be a problem.)

3) Having a level editor can potentially detract from doing further development work on the next game in the series. I'm not merely talking about Patrick addicted to our custom levels. :wink: By having custom levels, the game author effectively created himself competition, and the bar is raised for the levels in the next game in the series. Once you release a level editor, people will expect all future games in the series to have a level editor as well, so whenever you add a new game element to the game engine, you'd also now need to worry about making corresponding changes to the level editor as well. There're also issues with compatibility--while no one expects levels in the new game to be playable in the old game, they might want custom levels already developed for the old game to be playable in the new game. But such a requirement can be problematic for the new game, especially if the game author wants to introduce new features that necessitates changing the file format for custom levels.



In addition, it might be the case that the author's already planning to develop a level editor, either for the next update of the current game, or for the next game in the series. In which case having a third-party level editor will likely be a disservice to the game author.

So please consider at least checking with the game author before doing anything. I'm not trying to make you look bad or anything, from a game player's perspective a level editor is almost always a good thing, but it's important to realize the implications of doing a 3rd party level editor without the author's knowledge.

(And of course, if you're doing it for personal use only, then obviously it doesn't matter.)
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Post by Midnight Synergy » Mon Mar 15, 2004 2:26 am

LinkyNStoof is probably right on this one - you probably clicked "OK" on a licence agreement when you first installed it, which would forbid any reverse engineering of code or data (a pretty standard clause). Especially if you were to post this editor.

I'd just be safe and double-check with them about their rules - PopCap is a big company, you probably don't want to get entangled with their lawyers ;) (chances are they won't have a problem, but better safe than sorry).

But.... I got curious and played some of Mummy-Maze. I think you could possibly do something similar with Return To Wonderland and the chompers. The main difference is that you don't have the "step by step" approach, but you could substitute that with some nimble fingers and good timing to lure chompers into "safe" corners. The "follow what's lined up vertically or horizontally" seems at least close enough.
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Post by Midnight Synergy » Mon Mar 15, 2004 2:37 am

Oh, and I assume (hope 8) ) that the discussion earlier in this thread was about getting back a version you bought but lost? You might try contacting PopCap directly about this - we make sure that people can get back their lost games from us even if they didn't back them up, and I assume they would do something similar.
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Post by Dianna » Mon Mar 15, 2004 4:05 am

Really? I had not considered that I might be able to get back a lost game, of which I have several. I thought I remembered someone on this forum losing their Wonderland game, which they had purchased from Big Fish, and being told they could not get it back. (But now I just went back and searched the forum, and I see that was not the case. Davimad actually wanted a disk from Big Fish.) If it is possible I can get my lost games back, I will try. Thanks for the tip.
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Post by BIGZIPZ » Mon Mar 15, 2004 5:02 am

Hey guys dont get tangled up in worrying about things like 3rd party editors/mods etc. It can be done in such a way that no copyright laws are broken, and no softare reverse engineering/compiling etc is needed, take a game like quake series, its had more level editors, addons, mods, unnoficial patches etc released and no problems errupted, fear not me old seadogs. and to be frank i would not release any software I wrote anyways, since I dont make it user friendly, i make it so I understand it, I would simple post new levels on my site etc
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Post by BIGZIPZ » Mon Mar 15, 2004 5:04 am

But.... I got curious and played some of Mummy-Maze. I think you could possibly do something similar with Return To Wonderland and the chompers. The main difference is that you don't have the "step by step" approach, but you could substitute that with some nimble fingers and good timing to lure chompers into "safe" corners. The "follow what's lined up vertically or horizontally" seems at least close enough.

The chompers movement weakness could make an interesting idea, especially the whole, one doesnt go for Stinky, and one doesnt go for loof... hmmmmm
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