Dora explores some fairy tales.
Unused Graphics#
splash00.smk#
A screen leftover from a demo.
splash01.smk#
A placeholder screen.
Gi_bg01.tga#
A crudely drawn crank box in a cave.
It also has a cranking animation called gi2_crank00.smk.
Yahoo! Avalanche#
For some reason, the game has the entirety of Avalanche', another game by ImaginEngine.
Graphics#



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
|
The Dora the Explorer series | |
|---|---|
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Adobe Shockwave |
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PlayStation |
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Game Boy Advance |
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Windows |
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Plug & Play |
Race to Play Park • Nursery Rhyme Adventure • Dora Saves the Mermaids |
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V.Smile |
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Adobe Flash |
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Wii |
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Go Diego Go! | |
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PlayStation 2 |
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Plug & Play |
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See Also | |