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Video Game / Wonderland Adventures

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Wonderland Adventures is a series of puzzle/action games by indie developer Patrick Maidorn (Midnight Synergy), created as a Sequel Series to the original Wonderland trilogy with (somewhat) different gameplay.

The three games in the series are:

  • Wonderland Adventures (2007)
  • Wonderland Adventures: Mysteries of Fire Island (2008)
  • Wonderland Adventures: Planet of the Z-Bots (2013)

Provides examples of:

  • Ability Required to Proceed: Happens quite frequently, though in general none of the gameplay elements introduced are truly “abandoned”.
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  • Absurdly Spacious Sewer: The Wondertown Sewers.
  • Alien Invasion: The end of MoFI and the premise of PoTZ.
  • Ambiguous Gender: The only apparent difference between male and female Stinkers is their voices.
  • Artificial Stupidity: The NPCs (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).
  • Chain Reaction Destruction: Sort of - This is how explosive barrels behave. Also what seems to happen to the Planet of the Z-Bots at the end of PoTZ.
  • Chaos Architecture: 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).
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  • Character Customization: The player can create their own custom Stinker in the Adventures series, though the differences are only cosmetic.
  • Clairvoyant Security Force: While they're not a security force, Chompers will take the most direct path possible to reach the player, even if the player can't physically see them. Ghosts in PoTZ do this as well, when they're active.
  • Concealment Equals Cover: 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).
  • Control Room Puzzle: A combination between this and a 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, 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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  • Crate Expectations: They're not actually that common, but barrels can be found scattered around in some places.
  • The Centerpiece Spectacular: Halfway through MoFI, the Ice Trolls come out of nowhere, steal the Star Key, freeze everyone present except you, and cause you to be trapped inside the Volcano.
  • Cloud Cuckoo Lander: Loopy in MoFI. Also, the other Loopy in PoTZ.
  • Darker and Edgier: Mysteries of Fire Island to the first game. While the first game was just about finding the Rainbow Shards to stop some Non-Malicious Monster bad guys, MOFI has the protagonist shipwrecked on a Desert Island trying to prevent a meteor shower, and most of his or her companions get frozen into ice cubes early on.
  • Development Hell: 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.
  • Dialogue Tree: Some NPCs have this, though it's not too annoying to wade through them.
  • Difficulty Spike: MoFI is infamous for its ramped-up difficulty from the first game.
  • Dude, Where's My Respect?: More so in the first game than in the second, but NPCs 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 NPCs actually demand the player's help, instead requesting it if they're not busy. 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.
  • Downer Ending: Played straight in Mo FI, 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.
  • Dummied Out: 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 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.
  • Escape Sequence: Happens at the end of both MoFI and PoTZ.
  • Exposition Break: Done via cutscenes in WA1 and MoFI.
  • Frictionless Ice
  • Friendly Fireproof: Averted entirely. Pow/Brr spells fired at friendly NPCs by the player can and will harm them.
  • Game-Breaking Bug: A bug that was patched in WA1 was the ability to shoot spells through walls. This was known as wall-blinking, because Blink – which allows the player to teleport – could cause some relatively bad side-effects (such as being unable to return to one area to finish any potential leftover adventures later on).
    • Unwinnable by Mistake: 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%...
  • Gameplay-Guided Amnesia: Done in PoTZ, so that new players (and players who haven't completed MoFI) won't feel completely lost.
  • Game Within a Game: Happens in both WA1 and PoTZ, wherein the player can collect tokens to play arcade games (all of which are references to classic Atari 2600 games).
  • Glass Cannon: The player character, in a way. They're perfectly capable of wielding potentially dangerous magic spells, but they're still a One Hit-Point Wonder.
  • Helium Speech: Oh yes.
  • Heroic Sacrifice: Wysp at the end of WA1. Subverted in that he survives.
  • 100% Completion: Each game has an extra, hidden surprise for any player who scopes out every single level in the game. In PoTZ, this is taken Up to Eleven – The player needs to find every single gold coin.
  • Hyperspace Arsenal: Averted. The player has a limited number of inventory spaces that can be increased through purchasing (or otherwise acquiring) a larger inventory bag. That doesn't explain where they're keeping all the coins and gems, though...
  • Impassable Desert: There's a large abyss between the edge of the Forever Forest and the Wasteland in WA1. The player can't cross the abyss until they've collected the Green Shard.
  • Indie Game
  • Ironic Fear: Jedlic is afraid of Scritters. He even admits that he knows how cute and harmless they are.
  • It's Up to You: Zig-Zagged. The player character is portrayed as rather adventurous and inquisitive, getting themselves involved in the events of the first game willingly. In the beginning of MoFI, the player gets dragged into things thanks to Morklin, but ends up willingly going along with the adventure later on.
  • Forgetful Jones: Gaboonga. He even has a habit of calling the player character Gaboonga. This changes in the second game however, when he has his Memory Gem.
  • Freelook Button: 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).
  • Infant Immortality: 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).
  • Let's Get Out of Here: The final level in MoFI, as well as the last two levels in PoTZ.
  • Level Editor: There is a free level editor that lets you make standalone levels or full “hub” projects, similar to the original games.
  • Level Goal: Quite a few. There's the default collection of the gold star, rescuing Wee Stinkers, capturing (or killing) scritters, collecting gems, destroying cuboids, and destroying fire flowers. The second game adds capturing all crabs, and rescuing all Baby Boomers, while the third game adds destroying all Z-Bots in a level.
  • Locked Door/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...
    • Living MacGuffin: 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.
  • Magical Mystery Doors: Happens once in each game.
  • Magic Mirror: A mirror that allows you to transport to different areas by using a glyph and stepping through it.
  • Magnetic Hero: Many NPCs from WA1 joined the crew in MoFI because of their prior experience with the player.
  • Mooks but No Bosses: Sort of. The game doesn't particularly focus on fighting enemies either way, but there aren't any traditional boss fights.
  • Never Say "Die": Played straight.
  • Nice Hat: Considering that hats are the main fashion accessory in Wonderland...
  • Nice Job Breaking It, Hero!: The player inadvertently causes the alien invasion at the end of the second game.
  • Nominal Importance: 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 NPCs get named as well.
  • No Name Given: The player character.
    • Unless you play as Stinky, Loof, Qookie, or Peegue. Either way, none of the NPCs actually refer to the character by any name.
  • Not the Intended Use: Levels with 'Brr' magic are prone to this, as a glitch allows you to change direction upon hitting a wall.
    • Easy Level Trick: While multiple solutions to a level aren't uncommon, a few levels suffer from design oversights or bugs allowing them to be completed trivially.
  • Plot Coupon That Does Something: The Rainbow Shards in WA1.
  • Point of No Return: Three kinds.
    • Polite with the Wonderfalls in MoFI, at the end of the first chapter; there would be nothing to go back for anyway.
    • Cruel twice: once in WA1 after the Thwarts unexpectedly complete their spell, and once in MoFI after 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 Unwinnable by Mistake.
    • Merciful at the end of MoFI. Just don't save after the cutscene, or you won't be able to go back.
    • Either Tough or Polite in PoTZ – once you leave the Planet of the Z-Bots for the first time, you can't backtrack to some of the very first areas. The only things you're really going to miss are gems for bonus points, which don't actually provide any in-game benefit. Subverted somewhat in that you return to the Planet of the Z-Bots at the climax of the game, but after leaving it again, there's no going back. Again, though, the only thing you run the risk of losing forever is bonus points, so...
  • Pop Quiz: The final challenge in level "The Pyramid" involves knowing 7 extremely obscure facts about Wonderland's landscape.
  • Previous Player-Character Cameo: In WA1's ending, Stinky (as well as NPCs who are presumably supposed to be Loof, Qookie, and Peegue, despite having the wrong eye colours) is seen dancing among the crowd.
  • Ridiculously Cute Critter: Scritters.
  • Rooftop Confrontation: Subverted at the end of MoFI; the Ice Trolls show up on the roof, but the player just runs away.
  • Run, Don't Walk: 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.
  • Save Scumming: There's no autosave function. Generally, though, the only place where this really becomes a hassle is during adventures that require pinpoint timing.
  • Sequel Difficulty Drop: From MoFI to PoTZ. That's not to say that it's easy, though...
  • Schrödinger's Player Character: Of the four pre-made player characters, none of them appear in-game, other than the one you picked.
  • Secret Path: In MoFI, Oondy discovers a secret way into the Ice Troll fortress.
  • Set a Mook to Kill a Mook: Sort of. The player can trick Fire Flowers into shooting other monsters, which will destroy them.
  • Sidetrack Bonus: Mostly in the first game, there are often NPCs off the beaten path who might have optional adventures the player can do.
  • Skeleton Key: There's a door inside the Jungle Temple in MoFI that needs a lockpick to be opened.
  • Slippy-Slidey Ice World: The Foggy Mountains, Sundog Island, and – quite literally, in that it's an entire planet – Qwertyx.
  • Sole Survivor: 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.
  • Spike Balls of Doom: One of the enemies is the aptly named SpikeyBall.
  • Springs, Springs Everywhere: One of the gameplay elements is a spring embedded in certain walls. Walk into it, and... Boing!
  • Super Drowning Skills: You generally can't walk into water, but if you fall in any water via one of the various methods of doing so, you're pretty much going to drown. Interestingly, there is an area in the first game where you walk through water without drowning.
  • The Chase: The theme for several levels.
  • The Many Deaths of You: 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.
  • Timey-Wimey Ball: The Floing Bubbles in MoFI and PoTZ are literally this (although they don't function in the same way).
  • Took a Shortcut: NPCs tend to do this at times in PoTZ and MoFI, though it's not that bad.
  • Troll Bridge: In the pyramid.
  • Voice Grunting: As of PoTZ, each NPC has a unique “Hello!” clip that plays when you start talking to them. All the dialogue is still rendered in text.
  • Volcano Lair: A non-villainous example for Shiver, leader of the Ice Trolls in MoFI.
  • You All Look Familiar: Mostly averted, though there are a few look-alike NPCs scattered around.

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