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None
Deleted line(s) 25 (click to see context) :
* ControlRoomPuzzle: A combination between this and a [[DialogueTree Dialogue Tree]] in the beginning of [=MoFI=]. An NPC finds a machine and asks the player what code they should input to keep moving forward (Thankfully, [[spoiler:the code happens to be hidden in the same room, so the player doesn't have to do a lot of backtracking to find it)]].
Added DiffLines:
* EnterSolutionHere: A combination between this and a DialogueTree in the beginning of [=MoFI=]. An NPC finds a machine and asks the player what code they should input to keep moving forward (Thankfully, [[spoiler:the code happens to be hidden in the same room, so the player doesn't have to do a lot of backtracking to find it)]].
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Is there an issue? Send a MessageReason:
None
Changed line(s) 33 (click to see context) from:
* DownerEnding: Played straight in [=MoFI=], with the Ice Trolls you have been fighting the entire game turn out to be trying to, and failing to prevent the invasion of Wonderland by the Z-Bots, and the Z-Bot army arriving in Wonderland.
to:
* DownerEnding: Played straight in [=MoFI=], with the Ice Trolls you have been fighting the entire game turn out to be trying to, trying, and failing failing, to prevent the invasion of Wonderland by the Z-Bots, and the Z-Bot army arriving in Wonderland.
Is there an issue? Send a MessageReason:
This is YMMV
Deleted line(s) 64,70 (click to see context) :
* NightmareFuel: For a series as colorful as this one, its filled to the brim with scary moments.
** WA1: The moment after beating "The Pyramid" [[spoiler: where it is revealed the Thrwarts were able to complete their spell]] can be incredibly startling for a first-time player
** WA1: The "Wonderland Adventures" levels in Wondertown Arcade are somewhat eerie due to their size and silence.
** MOFI: The first few encounters with the [[spolier: Ice Trolls]] in the jungle instill a sense of dread in the player. That dread turns to horror when [[spoiler: Ice Trolls attack the camp, freezing a good portion of its residents]].
** MOFI: The silence of "Boom or Bust" is creepy. It quickly becomes clear the player is not alone.
** MOFI:
** WA1: The moment after beating "The Pyramid" [[spoiler: where it is revealed the Thrwarts were able to complete their spell]] can be incredibly startling for a first-time player
** WA1: The "Wonderland Adventures" levels in Wondertown Arcade are somewhat eerie due to their size and silence.
** MOFI: The first few encounters with the [[spolier: Ice Trolls]] in the jungle instill a sense of dread in the player. That dread turns to horror when [[spoiler: Ice Trolls attack the camp, freezing a good portion of its residents]].
** MOFI: The silence of "Boom or Bust" is creepy. It quickly becomes clear the player is not alone.
** MOFI:
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None
Changed line(s) 64 (click to see context) from:
* NightmareFuel:
to:
* NightmareFuel: For a series as colorful as this one, its filled to the brim with scary moments.
Added DiffLines:
** MOFI: The first few encounters with the [[spolier: Ice Trolls]] in the jungle instill a sense of dread in the player. That dread turns to horror when [[spoiler: Ice Trolls attack the camp, freezing a good portion of its residents]].
** MOFI: The silence of "Boom or Bust" is creepy. It quickly becomes clear the player is not alone.
** MOFI:
** MOFI: The silence of "Boom or Bust" is creepy. It quickly becomes clear the player is not alone.
** MOFI:
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None
Added DiffLines:
* NightmareFuel:
** WA1: The moment after beating "The Pyramid" [[spoiler: where it is revealed the Thrwarts were able to complete their spell]] can be incredibly startling for a first-time player
** WA1: The "Wonderland Adventures" levels in Wondertown Arcade are somewhat eerie due to their size and silence.
** WA1: The moment after beating "The Pyramid" [[spoiler: where it is revealed the Thrwarts were able to complete their spell]] can be incredibly startling for a first-time player
** WA1: The "Wonderland Adventures" levels in Wondertown Arcade are somewhat eerie due to their size and silence.
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None
Changed line(s) 39 (click to see context) from:
%%* GameplayGuidedAmnesia: Done in [=PoTZ=], so that new players (and players who [[DifficultySpike haven't completed MoFI]]) won't feel completely lost. (What is done? Detail the character's amnesia.)
to:
%%* GameplayGuidedAmnesia: Done in [=PoTZ=], so that new players (and players who [[DifficultySpike haven't completed MoFI]]) MoFI) won't feel completely lost. (What is done? Detail the character's amnesia.)
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Up To Eleven is a defunct trope
Changed line(s) 45 (click to see context) from:
* HundredPercentCompletion: Each game has an extra, hidden surprise for any player who scopes out every single level in the game. [[spoiler:In [=PoTZ=], this is taken [[UpToEleven Up To Eleven]] – the player needs to find ''every single gold coin''.]]
to:
* HundredPercentCompletion: Each game has an extra, hidden surprise for any player who scopes out every single level in the game. [[spoiler:In [=PoTZ=], this is taken [[UpToEleven Up To Eleven]] exaggerated – the player needs to find ''every single gold coin''.]]
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Nice Hat is now a disambiguation page.
Changed line(s) 12,13 (click to see context) from:
* ''Wonderland Adventures: Planet of the Z-Bots'' ([[DevelopmentHell 2013]])
to:
* ''Wonderland Adventures: Planet of the Z-Bots'' ([[DevelopmentHell 2013]])
(2013)
Deleted line(s) 63 (click to see context) :
* NiceHat: Considering that hats are the main fashion accessory in Wonderland... (How is the hat nice? Is it nice in-universe?)
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Deleted line(s) 21,23 (click to see context) :
%%* ChainReactionDestruction:
%%** Sort of - this is how explosive barrels behave. (How do they behave?)
%%** [[spoiler:Also what seems to happen to the Planet of the Z-Bots at the end of [=PoTZ=].]] (Need more detail on what happens
%%** Sort of - this is how explosive barrels behave. (How do they behave?)
%%** [[spoiler:Also what seems to happen to the Planet of the Z-Bots at the end of [=PoTZ=].]] (Need more detail on what happens
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Merged per TRS
Changed line(s) 73 (click to see context) from:
** Cruel twice: once in [=WA1=] after [[spoiler:the Thwarts unexpectedly complete their spell]], and once in [=MoFI=] after [[spoiler:you get stranded in the Volcano]]. Both of these are temporary, since you can go back to the main hub once you complete the chapter... but only so long as your backpack isn't full and you can't pick up anything more, rendering the game UnwinnableByMistake.
to:
** Cruel twice: once in [=WA1=] after [[spoiler:the Thwarts unexpectedly complete their spell]], and once in [=MoFI=] after [[spoiler:you get stranded in the Volcano]]. Both of these are temporary, since you can go back to the main hub once you complete the chapter... but only so long as your backpack isn't full and you can't pick up anything more, rendering the game UnwinnableByMistake.UnintentionallyUnwinnable.
Changed line(s) 94 (click to see context) from:
* UnwinnableByMistake: There are a few NPC-related bugs in some of the games that can block access to optional adventures, so if you're trying to get 100%...
to:
* UnwinnableByMistake: UnintentionallyUnwinnable: There are a few NPC-related bugs in some of the games that can block access to optional adventures, so if you're trying to get 100%...
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Aversions are not notable. Lockpicks are not skeleton keys. Moved trivia and ymmv to the proper pages.
%%
%% As per Administrivia/ZeroContextExample, all examples without context have been hidden. Do not unhide them unless they have been given context. Names by themselves do not count as context.
%% When tagging spoilers, please DO NOT also spoiler-tag the games that they spoil. Never spoiler-tag anything in the character descriptions.
%% As per Administrivia/ExampleIndentationInTropeLists, never list a trope as a subbullet to another trope. One trope per example, never slash two together. Ignore articles (the, a, an) when alphabetising.
%% Keep YMMV stuff out of this page.
%%
%% As per Administrivia/ZeroContextExample, all examples without context have been hidden. Do not unhide them unless they have been given context. Names by themselves do not count as context.
%% When tagging spoilers, please DO NOT also spoiler-tag the games that they spoil. Never spoiler-tag anything in the character descriptions.
%% As per Administrivia/ExampleIndentationInTropeLists, never list a trope as a subbullet to another trope. One trope per example, never slash two together. Ignore articles (the, a, an) when alphabetising.
%% Keep YMMV stuff out of this page.
%%
Changed line(s) 11,17 (click to see context) from:
* AbilityRequiredToProceed: Happens quite frequently, though in general none of the gameplay elements introduced are truly “abandoned”.
* AbsurdlySpaciousSewer: The [[DownTheDrain Wondertown Sewers]].
* AlienInvasion: The [[spoiler:end of [=MoFI=]]] and the premise of [=PoTZ=].
* AmbiguousGender: The only apparent difference between male and female Stinkers is their voices.
* ArtificialStupidity: The [[NonPlayerCharacter [=NPC=]s]] (Baby Boomers and Wee Stinkers included) don't actually have any way to detect and avoid enemies or other harmful obstacles. While they're generally pretty smart at getting from point A to point B, they can and will charge recklessly into a fire if it's in their way (Thankfully this is only really a problem in Wee Stinker/Baby Boomer levels).
* ChainReactionDestruction: Sort of - This is how explosive barrels behave. [[spoiler:Also what seems to happen to the Planet of the Z-Bots at the end of [=PoTZ=].]]
* ChaosArchitecture: The world of Wonderland seems to have changed very much from the Classic Trilogy to the Adventures trilogy (Fire Island looks very different, for example).
* AbsurdlySpaciousSewer: The [[DownTheDrain Wondertown Sewers]].
* AlienInvasion: The [[spoiler:end of [=MoFI=]]] and the premise of [=PoTZ=].
* AmbiguousGender: The only apparent difference between male and female Stinkers is their voices.
* ArtificialStupidity: The [[NonPlayerCharacter [=NPC=]s]] (Baby Boomers and Wee Stinkers included) don't actually have any way to detect and avoid enemies or other harmful obstacles. While they're generally pretty smart at getting from point A to point B, they can and will charge recklessly into a fire if it's in their way (Thankfully this is only really a problem in Wee Stinker/Baby Boomer levels).
* ChainReactionDestruction: Sort of - This is how explosive barrels behave. [[spoiler:Also what seems to happen to the Planet of the Z-Bots at the end of [=PoTZ=].]]
* ChaosArchitecture: The world of Wonderland seems to have changed very much from the Classic Trilogy to the Adventures trilogy (Fire Island looks very different, for example).
to:
*
%%* AbsurdlySpaciousSewer: The [[DownTheDrain Wondertown Sewers]].
* AmbiguousGender: The only apparent difference between male and female Stinkers is their voices.
* ArtificialStupidity: The [[NonPlayerCharacter [=NPC=]s]] (Baby Boomers and Wee Stinkers included) don't actually have any way to detect and avoid enemies or other harmful obstacles. While they're generally pretty smart at getting from point A to point B, they can and will charge recklessly into a fire if it's in their way
%%** Sort of -
%%** [[spoiler:Also what seems to happen to the Planet of the Z-Bots at the end of [=PoTZ=].
* ChaosArchitecture: The world of Wonderland seems to have changed very much from the Classic Trilogy to the Adventures trilogy (Fire Island looks very different, for example). %%Would like more detail.
%%* TheChase: The theme for several levels. (Theme how?)
Deleted line(s) 20 (click to see context) :
* ConcealmentEqualsCover: Averted, sort of. Wooden barrels can be used as cover but will be destroyed when shot (albeit one at a time, unless they're explosive).
Changed line(s) 24,26 (click to see context) from:
* CloudCuckooLander: Loopy in [=MoFI=]. [[spoiler:Also, the ''other'' Loopy in [=PoTZ=].]]
* DarkerAndEdgier: Mysteries of Fire Island to the first game. While the first game was just about finding the [[MacGuffin Rainbow Shards]] to stop some NonMaliciousMonster bad guys, MOFI has the protagonist shipwrecked on a [[DesertIsland Desert Island]] trying to prevent a meteor shower, and most of his or her companions get [[HumanPopsicle frozen into ice cubes]] early on.
* DevelopmentHell: Planet of the Z-Bots. Regular progress updates started in 2010 (development presumably started in 2008-2009, shortly after [=MoFI=]), and the game was released in October. Of ''2013''.
* DarkerAndEdgier: Mysteries of Fire Island to the first game. While the first game was just about finding the [[MacGuffin Rainbow Shards]] to stop some NonMaliciousMonster bad guys, MOFI has the protagonist shipwrecked on a [[DesertIsland Desert Island]] trying to prevent a meteor shower, and most of his or her companions get [[HumanPopsicle frozen into ice cubes]] early on.
* DevelopmentHell: Planet of the Z-Bots. Regular progress updates started in 2010 (development presumably started in 2008-2009, shortly after [=MoFI=]), and the game was released in October. Of ''2013''.
to:
* DarkerAndEdgier:
* DevelopmentHell: Planet of the Z-Bots. Regular progress updates started in 2010 (development presumably started in 2008-2009, shortly after [=MoFI=]), and the game was released in October. Of ''2013''.
Changed line(s) 28,35 (click to see context) from:
* DialogueTree: Some [=NPC=]s have this, though it's not too annoying to wade through them.
* DifficultySpike: [=MoFI=] is infamous for its ramped-up difficulty from the first game.
* DudeWheresMyRespect: More so in the first game than in the second, but [=NPC=]s in both games will ask you to take a break from saving the world for a bit in order to help them do stuff. Somewhat averted overall in that very few [=NPC=]s actually demand the player's help, instead requesting it if they're not busy. [[ZigZaggingTrope ZigZagged]] in [=PoTZ=] – While everyone in-game is more or less aware of what the player's busy with, they'll sometimes recommend taking a moment to relax (in the form of either playing games in the arcade or solving puzzles that have been put together for them). Only one NPC in the game actually asks the player for help that's unrelated to the main quest.
* DownerEnding: Played straight in MoFI, with the Ice Trolls you have been fighting the entire game turn out to be trying to, and failing to prevent the invasion of Wonderland by the Z-Bots, and the Z-Bot army arriving in Wonderland.
* EscapeSequence: Happens at the end of both [=MoFI=] and [=PoTZ=].
* ExpositionBreak: Done via cutscenes in [=WA1=] and [=MoFI=].
* FrictionlessIce
* FriendlyFireproof: Averted entirely. Pow/Brr spells fired at friendly [=NPC=]s by the player ''can and will'' harm them.
* DifficultySpike: [=MoFI=] is infamous for its ramped-up difficulty from the first game.
* DudeWheresMyRespect: More so in the first game than in the second, but [=NPC=]s in both games will ask you to take a break from saving the world for a bit in order to help them do stuff. Somewhat averted overall in that very few [=NPC=]s actually demand the player's help, instead requesting it if they're not busy. [[ZigZaggingTrope ZigZagged]] in [=PoTZ=] – While everyone in-game is more or less aware of what the player's busy with, they'll sometimes recommend taking a moment to relax (in the form of either playing games in the arcade or solving puzzles that have been put together for them). Only one NPC in the game actually asks the player for help that's unrelated to the main quest.
* DownerEnding: Played straight in MoFI, with the Ice Trolls you have been fighting the entire game turn out to be trying to, and failing to prevent the invasion of Wonderland by the Z-Bots, and the Z-Bot army arriving in Wonderland.
* EscapeSequence: Happens at the end of both [=MoFI=] and [=PoTZ=].
* ExpositionBreak: Done via cutscenes in [=WA1=] and [=MoFI=].
* FrictionlessIce
* FriendlyFireproof: Averted entirely. Pow/Brr spells fired at friendly [=NPC=]s by the player ''can and will'' harm them.
to:
* DownerEnding: Played straight in
%%* EscapeSequence: Happens at the end of both [=MoFI=] and
*
%%* ExpositionBreak: Done via cutscenes in [=WA1=] and
* FrictionlessIce
* FriendlyFireproof: Averted entirely. Pow/Brr spells fired at friendly [=NPC=]s by the player ''can and will'' harm them.
%%* FrictionlessIce
Changed line(s) 37,38 (click to see context) from:
** UnwinnableByMistake: There are a few NPC-related bugs in some of the games that can block access to optional adventures, so if you're trying to get 100%...
* GameplayGuidedAmnesia: Done in [=PoTZ=], so that new players (and players who [[DifficultySpike haven't completed MoFI]]) won't feel completely lost.
* GameplayGuidedAmnesia: Done in [=PoTZ=], so that new players (and players who [[DifficultySpike haven't completed MoFI]]) won't feel completely lost.
to:
*
Changed line(s) 41,44 (click to see context) from:
* HeliumSpeech: Oh yes.
* HeroicSacrifice: [[spoiler:Wysp]] at the end of [=WA1=]. [[spoiler:Subverted in that he survives.]]
* HundredPercentCompletion: Each game has an extra, hidden surprise for any player who scopes out every single level in the game. [[spoiler:In [=PoTZ=], this is taken [[UpToEleven Up To Eleven]] – The player needs to find ''every single gold coin''.]]
* HyperspaceArsenal: Averted. The player has a limited number of inventory spaces that can be increased through purchasing (or otherwise acquiring) a larger inventory bag. [[WalletofHolding That doesn't explain where they're keeping all the coins and gems, though...]]
* HeroicSacrifice: [[spoiler:Wysp]] at the end of [=WA1=]. [[spoiler:Subverted in that he survives.]]
* HundredPercentCompletion: Each game has an extra, hidden surprise for any player who scopes out every single level in the game. [[spoiler:In [=PoTZ=], this is taken [[UpToEleven Up To Eleven]] – The player needs to find ''every single gold coin''.]]
* HyperspaceArsenal: Averted. The player has a limited number of inventory spaces that can be increased through purchasing (or otherwise acquiring) a larger inventory bag. [[WalletofHolding That doesn't explain where they're keeping all the coins and gems, though...]]
to:
* HaveANiceDeath: There aren't ''that'' many unique ways to die, but the "Adventure Failed" screen has a different line at the bottom depending on how you died.
%%* HeliumSpeech: Oh yes.
* %%* HeroicSacrifice: [[spoiler:Wysp]] at the end of [=WA1=]. [[spoiler:Subverted in that he survives.]]
]] (Why is the sacrifice done? How is it heroic?)
* HundredPercentCompletion: Each game has an extra, hidden surprise for any player who scopes out every single level in the game. [[spoiler:In [=PoTZ=], this is taken [[UpToEleven Up To Eleven]] –The the player needs to find ''every single gold coin''.]]
* HyperspaceArsenal: Averted. The player has a limited number of inventory spaces that can be increased through purchasing (or otherwise acquiring) a larger inventory bag. [[WalletofHolding That doesn't explain where they're keeping all the coins and gems, though...]]
%%* HeliumSpeech: Oh yes.
* HundredPercentCompletion: Each game has an extra, hidden surprise for any player who scopes out every single level in the game. [[spoiler:In [=PoTZ=], this is taken [[UpToEleven Up To Eleven]] –
* HyperspaceArsenal: Averted. The player has a limited number of inventory spaces that can be increased through purchasing (or otherwise acquiring) a larger inventory bag. [[WalletofHolding That doesn't explain where they're keeping all the coins and gems, though...
Changed line(s) 46 (click to see context) from:
* IndieGame
to:
Changed line(s) 50,51 (click to see context) from:
* FreelookButton: The Spy-eye is an in-universe example – Functionally, it allows the player to pan the camera around the level outside of their regular view (though it doesn't have infinite range).
* LetsGetOutOfHere: The final level in [=MoFI=], [[spoiler:as well as the last two levels in [=PoTZ=].]]
* LetsGetOutOfHere: The final level in [=MoFI=], [[spoiler:as well as the last two levels in [=PoTZ=].]]
to:
* FreelookButton: The Spy-eye is an in-universe example – Functionally, functionally, it allows the player to pan the camera around the level outside of their regular view (though it doesn't have infinite range).
* %%* LetsGetOutOfHere: The final level in [=MoFI=], [[spoiler:as well as the last two levels in [=PoTZ=].]]
Changed line(s) 54,57 (click to see context) from:
* [[LockedDoor Locked Door]]/[[LockAndKeyPuzzle Lock-And-Key Puzzle]]: All the time.
* MacGuffin: The Rainbow Shards in the first game, the Home Glyph and Star Key in the second game, and in a way...
** [[spoiler:LivingMacGuffin: The Rainbow Wizards themselves in the third game, in that the only way to stop the Z-Bots and destroy the Void Crystal is through gathering all 7 of them.]]
* MagicalMysteryDoors: Happens once in each game.
* MacGuffin: The Rainbow Shards in the first game, the Home Glyph and Star Key in the second game, and in a way...
** [[spoiler:LivingMacGuffin: The Rainbow Wizards themselves in the third game, in that the only way to stop the Z-Bots and destroy the Void Crystal is through gathering all 7 of them.]]
* MagicalMysteryDoors: Happens once in each game.
to:
* [[LockedDoor Locked Door]]/[[LockAndKeyPuzzle Lock-And-Key Puzzle]]: All the time.
* MacGuffin: The Rainbow Shards in the first game, the Home Glyph and Star Key in the second game, and in a way...
** [[spoiler:LivingMacGuffin: TheLivingMacGuffin: [[spoiler:The Rainbow Wizards themselves in the third game, in that the only way to stop the Z-Bots and destroy the Void Crystal is through gathering all 7 of them.]]
* %%* [[LockedDoor Locked Door]]/[[LockAndKeyPuzzle Lock-And-Key Puzzle]]: All the time. (Separate examples for separate tropes.)
%%* MacGuffin: The Rainbow Shards in the first game, the Home Glyph and Star Key in the second game, and in a way... (Detail the plot significance.)
%%* MagicalMysteryDoors: Happens once in eachgame.game. (What happens?)
* MacGuffin: The Rainbow Shards in the first game, the Home Glyph and Star Key in the second game, and in a way...
** [[spoiler:LivingMacGuffin: The
%%* MacGuffin: The Rainbow Shards in the first game, the Home Glyph and Star Key in the second game, and in a way... (Detail the plot significance.)
%%* MagicalMysteryDoors: Happens once in each
Changed line(s) 61,69 (click to see context) from:
* NeverSayDie: Played straight.
* NiceHat: Considering that hats are the main fashion accessory in Wonderland...
* NiceJobBreakingItHero: [[spoiler:The player inadvertently causes the alien invasion]] at the end of the second game.
** [[spoiler:UnwittingPawn: In the third game, Wysp ends up doing this as well.]]
* NominalImportance: Mostly averted. While not every single NPC gets named, some of them who have no use for the main plot – but instead have sidequests or adventures for the player to do – will be named. A few random [=NPC=]s get named as well.
* NoNameGiven: The player character.
** Unless you play as Stinky, Loof, Qookie, or Peegue. Either way, none of the [=NPC=]s actually refer to the character by any name.
* NotTheIntendedUse: Levels with 'Brr' magic are prone to this, as a glitch allows you to change direction upon hitting a wall.
** EasyLevelTrick: While multiple solutions to a level aren't uncommon, a few levels suffer from design oversights or bugs allowing them to be completed trivially.
* NiceHat: Considering that hats are the main fashion accessory in Wonderland...
* NiceJobBreakingItHero: [[spoiler:The player inadvertently causes the alien invasion]] at the end of the second game.
** [[spoiler:UnwittingPawn: In the third game, Wysp ends up doing this as well.]]
* NominalImportance: Mostly averted. While not every single NPC gets named, some of them who have no use for the main plot – but instead have sidequests or adventures for the player to do – will be named. A few random [=NPC=]s get named as well.
* NoNameGiven: The player character.
** Unless you play as Stinky, Loof, Qookie, or Peegue. Either way, none of the [=NPC=]s actually refer to the character by any name.
* NotTheIntendedUse: Levels with 'Brr' magic are prone to this, as a glitch allows you to change direction upon hitting a wall.
** EasyLevelTrick: While multiple solutions to a level aren't uncommon, a few levels suffer from design oversights or bugs allowing them to be completed trivially.
to:
* NiceHat: Considering that hats are the main fashion accessory in
*
%%* NiceJobBreakingItHero: [[spoiler:The player inadvertently causes the alien invasion]] at the end of the second
** [[spoiler:UnwittingPawn: In the third game, Wysp ends up doing this as well.]]
* NominalImportance: Mostly averted. While not every single NPC gets named, some of them who have no use for the main plot – but instead have sidequests or adventures for the player to do – will be named. A few random [=NPC=]s get named as well.
* NoNameGiven: The player
** Unless
** EasyLevelTrick: While multiple solutions to a level aren't uncommon, a few levels suffer from design oversights or bugs allowing them
Changed line(s) 77,78 (click to see context) from:
* [[spoiler:PreviousPlayerCharacterCameo]]: [[spoiler:In [=WA1=]'s ending, Stinky (as well as [=NPC=]s who are presumably supposed to be Loof, Qookie, and Peegue, despite having the wrong eye colours) is seen dancing among the crowd.]]
* RidiculouslyCuteCritter: Scritters.
* RidiculouslyCuteCritter: Scritters.
to:
* [[spoiler:PreviousPlayerCharacterCameo]]: PreviousPlayerCharacterCameo: [[spoiler:In [=WA1=]'s ending, Stinky (as well as [=NPC=]s who are presumably supposed to be Loof, Qookie, and Peegue, despite having the wrong eye colours) is seen dancing among the crowd.]]
* %%* RidiculouslyCuteCritter: Scritters.
Changed line(s) 80 (click to see context) from:
* RunDontWalk: Inverted/Zig-Zagged. There's no “run” key in the game itself, but some level completion conditions will make the character use a running animation instead. You don't actually move any faster, though.
to:
* RunDontWalk: Inverted/Zig-Zagged. There's no “run” "run" key in the game itself, but some level completion conditions will make the character use a running animation instead. You don't actually move any faster, though.
Changed line(s) 84 (click to see context) from:
* SetAMookToKillAMook: Sort of. The player can trick Fire Flowers into shooting other monsters, which will destroy them.
to:
* SetAMookToKillAMook: Sort of. The player can trick Fire Flowers into shooting other monsters, which will destroy them.
Changed line(s) 86,89 (click to see context) from:
* SkeletonKey: There's a door [[spoiler:inside the Jungle Temple in [=MoFI=] that needs a lockpick to be opened.]]
* SlippySlideyIceWorld: The Foggy Mountains, Sundog Island, and – quite literally, in that it's an entire ''planet'' – Qwertyx.
* SoleSurvivor: [[spoiler: Subverted. In [=MoFI=], when you first wake up after the storm you're alone, but it turns out you just got separated from everyone else. Happens again in [=PoTZ=], in the same way.]]
* SpikeBallsOfDoom: One of the enemies is the aptly named [=SpikeyBall=].
* SlippySlideyIceWorld: The Foggy Mountains, Sundog Island, and – quite literally, in that it's an entire ''planet'' – Qwertyx.
* SoleSurvivor: [[spoiler: Subverted. In [=MoFI=], when you first wake up after the storm you're alone, but it turns out you just got separated from everyone else. Happens again in [=PoTZ=], in the same way.]]
* SpikeBallsOfDoom: One of the enemies is the aptly named [=SpikeyBall=].
to:
*
*
%%* SoleSurvivor: [[spoiler: Subverted. In [=MoFI=], when you first wake up after the storm you're alone, but it turns out you just got separated from everyone else. Happens again in [=PoTZ=], in the same way.
*
%%* SpikeBallsOfDoom: One of the enemies is the aptly named
Changed line(s) 92,97 (click to see context) from:
** [[FridgeBrilliance The water you can walk in is probably not deep enough for you to drown in]].
* TheChase: The theme for several levels.
* TheManyDeathsOfYou: There aren't ''that'' many unique ways to die, but the “Adventure Failed” screen has a different line at the bottom depending on how you died.
* TimeyWimeyBall: The Floing Bubbles in [=MoFI=] and [=PoTZ=] are ''literally'' this (although they don't function in the same way).
* TookAShortcut: [=NPC=]s tend to do this at times in [=PoTZ=] and [=MoFI=], though it's not that bad.
* TrollBridge: In the pyramid.
* TheChase: The theme for several levels.
* TheManyDeathsOfYou: There aren't ''that'' many unique ways to die, but the “Adventure Failed” screen has a different line at the bottom depending on how you died.
* TimeyWimeyBall: The Floing Bubbles in [=MoFI=] and [=PoTZ=] are ''literally'' this (although they don't function in the same way).
* TookAShortcut: [=NPC=]s tend to do this at times in [=PoTZ=] and [=MoFI=], though it's not that bad.
* TrollBridge: In the pyramid.
to:
* TheChase: The theme for several levels.
* TheManyDeathsOfYou: There aren't ''that'' many unique ways to die, but the “Adventure Failed” screen has a different line at the bottom depending on how you died.
*
*
%%* TookAShortcut: [=NPC=]s tend to do this at times in [=PoTZ=] and [=MoFI=], though it's not that
*
%%* TrollBridge: In the
* UnwinnableByMistake: There are a few NPC-related bugs in some of the games that can block access to optional adventures, so if you're trying to get 100%...
%%* UnwittingPawn: [[spoiler:In the third game, Wysp ends up doing this.]] (Doing what?)
Changed line(s) 99,100 (click to see context) from:
* VolcanoLair: A non-villainous example for [[spoiler:Shiver, leader of the Ice Trolls]] in [=MoFI=].
* YouAllLookFamiliar: Mostly averted, though there are a few look-alike [=NPC=]s scattered around.
* YouAllLookFamiliar: Mostly averted, though there are a few look-alike [=NPC=]s scattered around.
to:
* YouAllLookFamiliar: Mostly averted, though there are a few look-alike [=NPC=]s scattered around.
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Dummied Out is trivia now
Changed line(s) 31,35 (click to see context) from:
* Downer Ending: Played straight in MoFI, with the Ice Trolls you have been fighting the entire game turn out to be trying to, and failing to prevent the invasion of Wonderland by the Z-Bots, and the Z-Bot army arriving in Wonderland.
* DummiedOut: A few things, throughout the games and the Editor.
** In the original game, there are several hub/overworld levels that aren't seen in gameplay. Some of them are used for in-game cutscenes, but notably, there are also early versions of a few levels as well as some completely unused maps (such as an unused “intro” cutscene level, and a level that was originally going to be some sort of park in Wondertown). While the “cutscene” levels hold true in [=MoFI=] (and presumably [=PoTZ=] as well), there don't seem to be any levels that are entirely unused.
** Poking around in the executable reveals two unused model strings – one for a fence (that's less detailed than the one in the games proper, presumably an older model), and one that's just... A sphere, going by the name of [=!FloingOrb=]. It's distinct from the [[TimeyWimeyBall Floing Bubbles]] that the player can create via magic – Presumably, this was originally going to be a unique model for the Floing Orb items in [=MoFI=].
** Additionally, there's an unused object variable in the editor called “[=WaterReact=]”. Early development videos of [=WA1=] showed various placeholder objects sinking to different depths in a pool of water and floating around differently. Presumably, the variable is a remnant of that mechanic.
* DummiedOut: A few things, throughout the games and the Editor.
** In the original game, there are several hub/overworld levels that aren't seen in gameplay. Some of them are used for in-game cutscenes, but notably, there are also early versions of a few levels as well as some completely unused maps (such as an unused “intro” cutscene level, and a level that was originally going to be some sort of park in Wondertown). While the “cutscene” levels hold true in [=MoFI=] (and presumably [=PoTZ=] as well), there don't seem to be any levels that are entirely unused.
** Poking around in the executable reveals two unused model strings – one for a fence (that's less detailed than the one in the games proper, presumably an older model), and one that's just... A sphere, going by the name of [=!FloingOrb=]. It's distinct from the [[TimeyWimeyBall Floing Bubbles]] that the player can create via magic – Presumably, this was originally going to be a unique model for the Floing Orb items in [=MoFI=].
** Additionally, there's an unused object variable in the editor called “[=WaterReact=]”. Early development videos of [=WA1=] showed various placeholder objects sinking to different depths in a pool of water and floating around differently. Presumably, the variable is a remnant of that mechanic.
to:
* Downer Ending: DownerEnding: Played straight in MoFI, with the Ice Trolls you have been fighting the entire game turn out to be trying to, and failing to prevent the invasion of Wonderland by the Z-Bots, and the Z-Bot army arriving in Wonderland.
* DummiedOut: A few things, throughout the games and the Editor.
** In the original game, there are several hub/overworld levels that aren't seen in gameplay. Some of them are used for in-game cutscenes, but notably, there are also early versions of a few levels as well as some completely unused maps (such as an unused “intro” cutscene level, and a level that was originally going to be some sort of park in Wondertown). While the “cutscene” levels hold true in [=MoFI=] (and presumably [=PoTZ=] as well), there don't seem to be any levels that are entirely unused.
** Poking around in the executable reveals two unused model strings – one for a fence (that's less detailed than the one in the games proper, presumably an older model), and one that's just... A sphere, going by the name of [=!FloingOrb=]. It's distinct from the [[TimeyWimeyBall Floing Bubbles]] that the player can create via magic – Presumably, this was originally going to be a unique model for the Floing Orb items in [=MoFI=].
** Additionally, there's an unused object variable in the editor called “[=WaterReact=]”. Early development videos of [=WA1=] showed various placeholder objects sinking to different depths in a pool of water and floating around differently. Presumably, the variable is a remnant of that mechanic.Wonderland.
* DummiedOut: A few things, throughout the games and the Editor.
** In the original game, there are several hub/overworld levels that aren't seen in gameplay. Some of them are used for in-game cutscenes, but notably, there are also early versions of a few levels as well as some completely unused maps (such as an unused “intro” cutscene level, and a level that was originally going to be some sort of park in Wondertown). While the “cutscene” levels hold true in [=MoFI=] (and presumably [=PoTZ=] as well), there don't seem to be any levels that are entirely unused.
** Poking around in the executable reveals two unused model strings – one for a fence (that's less detailed than the one in the games proper, presumably an older model), and one that's just... A sphere, going by the name of [=!FloingOrb=]. It's distinct from the [[TimeyWimeyBall Floing Bubbles]] that the player can create via magic – Presumably, this was originally going to be a unique model for the Floing Orb items in [=MoFI=].
** Additionally, there's an unused object variable in the editor called “[=WaterReact=]”. Early development videos of [=WA1=] showed various placeholder objects sinking to different depths in a pool of water and floating around differently. Presumably, the variable is a remnant of that mechanic.
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None
* DeathOfAChild: There are many occasions where Wee Stinkers or Baby Boomers can die if you're careless (as well as some instances where they're in danger and you need to hurry to save them).
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* InfantImmortality: Averted. There are many occasions where Wee Stinkers or Baby Boomers can die if you're careless (as well as some instances where they're in danger and you need to hurry to save them).
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zero context example
Deleted line(s) 86 (click to see context) :
* SequelDifficultyDrop: From [=MoFI=] to [=PoTZ=]. That's not to say that it's easy, though...