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Rainbow Magic

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(Redirected from Floing)

Rainbow Magic is one of the main puzzle elements in Wonderland Adventures Trilogy. There are 7 types of Rainbow Magic, each corresponding to a colour in the rainbow: Floing (red), Pow (orange), Pop (yellow), Grow (green), Brr (blue), Flash (indigo), and Blink (purple).

Rainbow Magic is cast by using Magic Gloves, and the energy balls that emerge from them are called spellballs. Magic Gloves can only be charged by walking into a glove charger of the corresponding colour, with the exception of Black Glove Chargers, which must be blinked onto.

Official Magic Types

Floing

A red glove charger.

Floing is the red Rainbow Magic and has various applications. In Wonderland Adventures, Guggenheimer explains that it is the ability to travel across time and that it is a powerful magic that is only beginning to be understood. Guggenheimer uses it to "Floing" the player back in time, allowing them to revisit Adventures that they have completed before. When the player goes into an older adventure, newer items will not travel with the player, but if the player gets more gems or coins than the last time, the player is able to keep them.

In Mysteries of Fire Island, the player and Guggenheimer come across a floating orb made entirely up of Floing magic while ascending the Jungle Canyon. Guggenheimer speculates the Floing orb can be used to cast a powerful time spell. The player takes it along so that they can study it when they all get the chance. Later in the game, the two enter a time rift created by Floing Magic after using the Time Glyph on the Magic Mirror and use the Floing orb on a pillar to access a remake of First Steps. After completing it, Guggenheimer discovers that one of the chambers in the Jungle Temple houses the collected knowledge of Floing magic using various signs, and they both apply it to be able to charge the Magic Gloves with Floing magic. As a result, Floing as a castable magic by the player is one of two magic types that is not taught by a Rainbow Wizard, the other being Pow.

When Floing magic is cast with the Magic Gloves, it creates a Floing bubble on the space where it was cast. This Floing bubble will temporarily freeze anything that comes into it (including the player, Critters, Stinkers, and spellballs with the exception of Floing and Flash spellballs). After a few seconds, the Floing bubble will pop and the object/objects inside will unfreeze - the more Floing bubbles in an area, the quicker they pop.

Pow

Pow is the orange Rainbow Magic. It lets the player destroy various objects, such as barrels, enemies, and Stinkers. It is one of two magic types that is not taught to the player by a Rainbow Wizard, the other being Floing. Instead, Pow magic is first taught to the player by Shiver in Mysteries of Fire Island. The corresponding Rainbow Wizard for Pow, Doondilf, does not appear until the next game, Wonderland Adventures: Planet of the Z-Bots.

In earlier versions of the Wonderland Adventures Editor, the color ID of the GloveCharge object could be modified to 1 via hex-editing to get Pow though it wasn't officially named as such initially. The spell is functional due to orange spellballs being able to be cast as the Thwarts' and FireFlowers' fireballs but could not be aimed directly at objects likely because it was not intended to be used by the player. With the release of version 3.00, this is no longer necessary as the new version has official support for Pow magic.

Pow magic can also pop Rainbow Bubbles.

Pop

Pop is the yellow Rainbow Magic. Its power lets the player remotely control Buttons, Transporters, Bridges, and MooBots and trigger Lurkers. Buttons that are fired at will be pressed, Transporters will flip their direction and start moving, Bridges will flip their state (will go down if they are up and vice versa), and MooBots will start moving in the direction they are facing. Pop magic is first taught to the player by Zoopi Lala in Wonderland Adventures and reminded to the player by Morklin in Mysteries of Fire Island.

Pop magic can also pop Rainbow Bubbles.

Grow

Grow is the green Rainbow Magic. Casting Grow will create a Growflower, which acts like a Wall, and disappears in the same way as a Floing bubble (albeit lasting longer). Grow is first taught to the player by Grennfleagel in Mysteries of Fire Island.

Grow can be used to kill creatures such as Chompers and Z-Bots as they are moving onto a tile where a Growflower is being cast. Dragonturtles are not affected.

Brr

Brr is the blue Rainbow Magic. When a Brr spellball hits an animate object, that object will be frozen for a short time. Brr is first taught to the player by OobibanDeNoobi in Wonderland Adventures.

When Brr is fired from something other than the player, it will freeze things forever. This form of Brr is unofficially referred to by several names such as Permabrr, Freeze, and Nitrogen and is fired by Ice Flowers and Ice Trolls.

When Brr is fired at a water tile by the player, it will create a circular ice floe on top of the water. This floe is able to be used as ice but will quickly melt if slid upon.

Brr magic can also pop Rainbow Bubbles.

Flash

Flash is the indigo Rainbow Magic. A Flash spellball teleports objects it hits into the far future (i.e., "flashes" them). The magic is then linked to the object, and the next time it is cast, it "re-flashes" the object back into the present at a new position. This allows the player to move various objects around the level. Mechanically, Flash teleports the object to tile (1, 1) and sets the object's appearance to be ghosty. The (1, 1) tiles in adventures with Flash are typically covered with high walls in order to hide tall objects such as FireFlowers. Flash spellballs cannot be trapped in Floing bubbles.

Only smaller objects such as barrels, Chompers, Fireflowers, Dragonturtles, other Stinkers, and even the player (via the use of Custom Adventures) can be flashed and re-flashed. Larger objects such as scenery objects like houses and trees are immune to Flash magic. Power Cubes are also immune along with Motherships and Z-Bot Prime. In addition, Flash magic can only be cast on land; it has no effect when cast on water.

Flash magic is first taught to the player by Morklin in Wonderland Adventures: Planet of the Z-Bots.

Blink

A purple glove charger.

Blink is the purple Rainbow Magic. It lets the player teleport across anything except solid objects as long as the destination is on screen. It is first taught to the player by Cedric-in-the-Morning in Wonderland Adventures. Blink is also the only magic that immobilizes the player until it reaches its destination tile.

Wall-Blinking / Blink Through Walls

When Wonderland Adventures was first released, there was a glitch where if the player attempted to cast a spellball past a wall, the spellball would travel through the wall as long as the player's Stinker was standing next to it. Despite the name "Blink Through Walls", the glitch works with any spellball. It was named as such due to the fact it can be used to make shortcuts not intended by Midnight Synergy by casting Blink spells through adjacent walls. However, it can also lead to the player being softlocked if used irresponsibly. Midnight Synergy would later release an update that disables this glitch. However, it can be reenabled by pressing Ctrl and B at the same time. Doing so will display the message "Wall-Blinking Activated (use at your own risk)".

"Flying"

While flying via a spring, the player can cast blink onto any open space. the player will continue flying in the same direction after being teleported to that space. Thus, the player has greater, though still limited, control over the path the player takes. This trick was discovered by MyNameIsKooky.

Unused / Glitch Magic Types

There are a variety of Rainbow Magic types that go unused in the Wonderland Adventures series. These can be obtained by using glitches, through hex-editing, or holding Shift when selecting a magic type in the Wonderland Adventures Editor. None of the unused magic types appear to have official names, so fan names are used where applicable.

Crimson Magic / Bounce

A crimson spellball that is cast too far changes direction in the middle of its course.

Bounce Magic is a type of Rainbow Magic that was scrapped sometime during the development of the first Wonderland Adventures. It is similar to Pow Magic in that its spellballs can destroy barrels, enemies, Stinkers, and other objects. However, Bounce spellballs have a unique property where if one is cast to a point more than two tiles away, it will begin targeting the player and can kill them if they don't get out of the way before it hits an object or dissipates. Bounce Magic was intended to be fired by an unused variant of FireFlower known as a MissileFlower and was likely not intended to be used by the player similar to how Pow Magic worked in the first Wonderland Adventures.

Bounce Magic can be obtained in the original Wonderland Adventures through a glitch. To perform it, the player needs to create a saved game before they obtain the Magic Gloves. After obtaining the Magic Gloves, the player must charge their gloves with magic and then load the save without Magic Gloves. The player can only activate Bounce Magic by clicking on the Magic Gloves icon. The magic charge counter starts at zero and counts down in negative numbers every time a spellball is fired and can be used an unlimited number of times. Unlike other magic, Bounce Magic will not be lost when moving between areas.

In versions of the Wonderland Adventures Editor up to v0.96, this magic type can be used by setting the glove charger's colour to 0. Bounce Magic was removed from Mysteries of Fire Island onward as the red magic was reassigned to Floing Magic. In OpenWA, Bounce Magic was reimplemented as the rainbow-colored magic.

The name "Bounce" was suggested by Matt, and the colour Crimson was named by Isaac Montgomery (not). Due to its behavior, it is also called "Homing Missile."

Rainbow

Rainbow-colored magic can be used by setting the glove charger's colour to 8. The glove charger will cycle through various colors, and its spellballs emit smoke particles of different colors. This magic's spellballs do nothing in official versions of the Wonderland Adventures Editor. In OpenWA, Rainbow-colored Magic spellballs behave identically to Bounce Magic spellballs.

Black Glove Chargers

Black glove chargers can be accessed by setting the glove charger's colour value to anything either -1 and below or 9 and above. The icons for these kinds of magic use icons intended for other parts of the game.

Magic from chargers with negative color values can only be used if the player Blinks onto the charger. These spellballs have the same effect as Pow magic and emit different particles depending on the color value.

Magic from black chargers with positive color values can be used normally. These spellballs don't do anything and emit smoke particles of different colors.

Star Magic

Star Magic is an example of a type of magic that can be obtained from a black Magic Charger. It has a color value of -1, and its spellballs emit white star particles. If obtained from a charger, the icon will be entirely transparent.

Star Magic can be obtained in every game in the Wonderland Adventures Trilogy aside from Planet of the Z-Bots though it has different properties depending on the game. In Wonderland Adventures and earlier versions of the Wonderland Adventures Editor, the player must create a saved gave with the Magic Gloves in their inventory but with no charge. Then the player has to charge their gloves with magic and finally reload the save without magic charge. The player can only activate Star Magic by clicking on the Magic Gloves icon. The magic charge counter starts at zero and counts down into negative numbers every time a spellball is fired, so the player can use Star Magic as many times as they would like as long as they don't leave their current area. In Mysteries of Fire Island and hubs created in Wonderland Adventures Editor v3.00, the player must enter an adventure that contains Magic Gloves (Floinging back to this adventure will not work), collect the Magic Gloves and charge them with magic, and abort the adventure. The player will initially have 9 charges like other types of magic though once those are depleted, the magic charge counter will count down into negative numbers each time any further spellball is fired. Star Magic Spellballs do not appear to do anything in Mysteries of Fire Island onward.

White Magic / Null

Null Magic can be obtained in the Wonderland Adventures Editor by setting the glove charger's colour to 7. As the name implies, Null spellballs do nothing. Null Magic is frequently used in custom adventures to remove any helpful magic charges remaining on the player's gloves. It is a remnant of the "Telekinesis" magic from pre-release builds of Wonderland Adventures.

The name "Null" was suggested by MyNameIsKooky.

Fan-Made Magic Types

Some people who have made their own Wonderland fan games or custom Adventures have added in their own types of magic.

Splash

Splash is a fan-made type of Rainbow Magic seen in Wonderland Platformer by boywhoflies. It uses an indigo glove icon and lets the player change platforms into water. This can potentially cause glitchy behavior; for example, after a Chomper is frozen and the player use it on the ice cube, the Chomper will start chasing the player again but won't move its jaws.

Blast

Blast is a type of magic original to Wonderland Platformer. It uses a black glove icon and can only be used by Morklin. It summons a laser from the sky capable of destroying anything, even the player. It's also the only character ability that has something to do with the storyline.

Chartreuse Magic

Chartreuse Magic is a fan-made magic that is mentioned in Emerald141's custom WA levels, but never actually appears. It is a more powerful version of the beta White Magic (see below) and is used for construction purposes, such as assembling bridges, houses, fountains, and other civil structures, as an explanation for how all the city stuff got to be in Wonderland.

Past Magic Types

White Magic (Telekinesis)

The white "Telekinesis" power in an early build of Wonderland Adventures.

This magic type lets the player move objects remotely in a manner similar to telekinesis. Its glove icon is present in the files of every Wonderland Adventures game, but its original functionality was only implemented in pre-release builds of Wonderland Adventures[1]. Otherwise, its spellballs do nothing (see Null). This magic is simply referred to as "Power" below the glove icon and is given the name "Telekinesis" in an early design document. It is often referred to by unofficial names such as "Moove".[2]

Although the "Telekinesis" magic never appears in any of the final releases of the Wonderland Adventures Trilogy, Flash Magic has similar applications.

References