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Dora The Explorer: Fairytale Adventure

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Title Screen

Dora The Explorer: Fairytale Adventure

Developer: ImaginEngine
Publisher: Atari, SA
Platform: Windows
Released in US: November 20, 2004


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.


Dora explores several fairy tales.

Unused Graphics

I'm already playing the game.

splash00.smk, a screen probably leftover from a demo.

Sold!

splash01.smk, obviously a placeholder screen.

Dorafairytale Gi2 bg01.png

A crudely drawn crank box in a cave.

Dorafairytale gi2 crank00.gif

It also has a cranking animation called gi2_crank00.smk.

Yahoo! Avalanche

For some reason, the game has a lot of leftover resources from Avalanche, another game by ImaginEngine. All the graphics are there.

The .ini file is still there too, titled classic.ini.

[Avalanche]
FPS=22                      ; target frames per second
TouchingTolerance=6.0       ; the pixels balls are apart and considered 'touching'
Levels=20                   ; number of levels in this file (excluding 3 bonus lvls)
SnowArea=NONE               ; FULLSCREEN, PLAYFIELD, or NONE
BadClickPenalty=20          ; Lose this many meter points when you make a bad click.
FullGracePeriod=1.5         ; Seconds that the screen can be full before level ends.
EndBallMass=5.0             ; Mass of the end balls.  A regular ball has mass 1.0.
BigEndBallMass=10.0
SpeedupTime=180             ; Seconds into a level that the action accelerates
SpeedupRate=40              ; Seconds into the speedup that it takes to double ball drop rate
ClusterFreezeSize=4         ; Number of balls that freeze at once
EarthquakeBallPoints=500
DeluxeURL=http://www.yahoo.com
AvalancheExtraRemoval=20    ; Percent extra balls to remove in an avalanche.
PrintStats=NO               ; YES or NO. Also turns on the FPS counter.
MaxPlayingBalls=110         ; When the ball count hits this, you lose.
InstructionText=Zerstöre Gruppen von drei oder mehr derselben Farbe. Verbinde in jedem Level die schwarzen Kugeln.
HelpText=The goal of Avalanche Classic is to connect all of the BLACK SPHERES on the field.  Click on groups of three or more matching colors to remove them.
BreakingEffect=ALL          ; ALL, FROZEN, ENDBALL, or OFF.  affects the little rock bits that fly around.

[Physics]
Gravity=0.9                 ; the gravity in the world
SpeedCapFactor=2.5          ; maximum sphere speed relative to smallball radius
Magnetism=0.25              ; The magnetic attraction between large and small black balls

[Defaults]
BallDropRate=0             ; balls dropped per 10 seconds (approx)
NumRandomStartBalls=50      ; random balls dropped at the start of each level
MeterMax=2000               ; points required to fill the meter
NumBallColors=3             ; number of ball colors to choose from
NumEndBalls=2               ; number of mines
SnowstormTime=60            ; 'snowstorm' is when the snow maxes out
FreezingInterval=10         ; seconds between each ball freezing
ScoringScheme=3ColorScoring
EarthquakeBall=OFF           ; ON or OFF
EarthquakeBallStart=40      ; First moment the earthquake ball can fall (in seconds).
EarthquakeBallStop=50       ; Last moment the earthquake ball can fall (in seconds).
ColorRemoveBalls=OFF         ; ON or OFF
ColorRemoveTime=30          ; Time when a color removal ball will fall (periodic, in seconds)
Background=bg1.tga

[Level1]
NumBallColors=3             ; number of ball colors to choose from
BallDropRate=0
SnowstormTime=400
EarthquakeBall=OFF
ColorRemoveBalls=OFF
NumEndBalls=2
DialogText=Welcome to Avalanche! Connect the BLACK SPHERES to clear the level.
DialogThumb=thumb1.tga
MeterMax=3500 

[Level2]
NumBallColors=4             ; number of ball colors to choose from
BallDropRate=0
EarthquakeBall=OFF
ColorRemoveBalls=OFF
NumEndBalls=2
DialogText=Fill the AVALANCHE METER to clear all groups on the field.
DialogThumb=thumb2.tga
MeterMax=3500

[Level3]
NumBallColors=5             ; number of ball colors to choose from
BallDropRate=0
ColorRemoveBalls=OFF
NumEndBalls=2
DialogText=Use the QUAKE BALL to shake things up!
DialogThumb=thumb3.tga
MeterMax=3500

[Level4]
BallDropRate=0
ColorRemoveBalls=OFF
NumEndBalls=2
DialogText=Heavy snowfall will freeze the field!  Fill the AVALANCHE METER to stop the snow.
DialogThumb=thumb2.tga
MeterMax=3500

[Level5]
BallDropRate=0
ColorRemoveBalls=OFF
NumEndBalls=2
DialogText=Be Careful!  Mis-clicks will lower the AVALANCHE METER.
MeterMax=3500
DialogThumb=thumb2.tga

[Level6]
BallDropRate=0
NumEndBalls=2
NumBallColors=4
ScoringScheme=4ColorScoring
DialogText=COLOR BLAST BALLS will remove all balls of that color.
DialogThumb=thumb4.tga
Background=bg2.tga

[Level7]
BallDropRate=0
SnowstormTime=50
NumEndBalls=2
NumBallColors=4
ScoringScheme=4ColorScoring
DialogText=Note that unused QUAKE BALLS are worth 500 points!
DialogThumb=thumb3.tga
Background=bg2.tga

[Level8]
BallDropRate=0
SnowstormTime=50
NumEndBalls=2
NumBallColors=4
ScoringScheme=4ColorScoring
Background=bg2.tga

[Level9]
BallDropRate=0
SnowstormTime=50
NumEndBalls=2
NumBallColors=4
ScoringScheme=4ColorScoring
Background=bg2.tga

[Level10]
BallDropRate=0
SnowstormTime=50
NumEndBalls=2
NumBallColors=4
ScoringScheme=4ColorScoring
Background=bg2.tga

[Level11]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg3.tga

[Level12]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg3.tga

[Level13]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg3.tga

[Level14]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg3.tga

[Level15]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg3.tga

[Level16]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg4.tga

[Level17]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg4.tga

[Level18]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg4.tga

[Level19]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg4.tga

[Level20]
BallDropRate=0
NumBallColors=5
ScoringScheme=4ColorScoring
NumEndBalls=2
Background=bg4.tga


[3ColorScoring]
Length1=1           ; The score for all lengths of chains.
Length2=2           ; You can number these as high as you want
Length3=3          ; so long as they start at Length1, do not omit
Length4=4          ; any numbers, and are all consecutive.
Length5=5          ; Really long chains will assume the score
Length6=6          ; of the longest chain listed.
Length7=7
Length8=8
Length9=9
Length10=10
Length11=11
Length12=12
Length13=13
Length14=14
Length15=15
Length16=16

[4ColorScoring]
Length1=1
Length2=2
Length3=3
Length4=4
Length5=5
Length6=6
Length7=7
Length8=8
Length9=9
Length10=10
Length11=11
Length12=12
Length13=13
Length14=14
Length15=15
Length16=16

;UNUSED - from [Avalanche]
;BreakEndBalls=AUTO          ; AUTO or MANUAL.  auto means they self-destruct once all touch.
                             ;  manual means you need to click them after they all touch.
;DrainingSpeed=1.3           ; temporarily accelerates the physics at the level's end.
;EndAnimMovement=0.0         ; ball's speed during the level end anim. slo-mo.
;AvalancheThawsBalls=FALSE   ; TRUE or FALSE