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vince

Square one II

The chase for the red spot never ends... Thanks to M.P. and E.A. the debuggers :) [NOTE: Updated card in first comment below]

Square one II
vince, Sep 21, 2016
    • vince
      Updated card for newer versions of Mekorama:
      [​IMG]
      (Updated version does not use "falling trick" explained below)

      If you are stuck, here is one hint:
      When you are on the top of the platform and want to fall down to the center of the level:
      1- Step on the first stone block and wait a few seconds
      2- Click on the metal block
      3- Just before B walks on the metal block, click again on the metal block.
      This can be used to fall from anywhere.
    • Frenzies
      @vince It doesn't seem to work. Does it frequently happen or does it take a lot of tries.

      EDIT: Got it. Took some tries, though.
      But I suppose it's better than using the inertia trick, which is what I was trying to use before I read your spoiler.
      vince likes this.
    • vince
      @Frenzies Yes it takes a few tries because of the accurate timing of the trick. It is a lot easier if the final edge is rounded, but I wanted to show that it is possible anywhere. You don't even need three blocks, two are enough but harder.
    • Rating:
      5/5,
      meko
      Nice and different level.

      I think this "falling trick" (thanks for the discover) should never again be used,because it can ruin 80% of levels on this forum.
      An example? Your level "Square one"
      vince likes this.
    • vince
      @meko I agree this is a kind of game killer trick, but I'm sure that each trick discovery has ruined a lot of levels in the past :confused:
    • Rating:
      5/5,
      TR O
      Again, nice route planning. I particularly like the movable vertical metal pillar. There are also some new ways to get rid of obstacles make this level feel fresh.
      However, there're some parts that could lead to a restart which I found a little bit unnecessary.
      Like in the center, the ball walking trick I guess is already enough. I don't know other people but I didn't prepare for walking over the gap right the way after I just used the falling trick and pushed the ball. I think also there should be a back up plan for players where you push the final ball too.
      R could have a chance stuck with the Zapper bot at the two metal pillar part if you use R to push the ball. It requires a restart. Because considering it's nearly the end of the level, it could just give player a chance to get out of that and reach the win.
      It was a 4 with me but you know you really don't see these type of levels very often now, and I like this type of game so...
      nGord and vince like this.
    • vince
      @TR O Thanks for your comment!
      Sorry for the bad experience at the end, but I don't get how R and the zapper can get stuck. Do they hit on each other indefinitly on a corner ?
    • TR O
      it's where the 2 metal pillar next to the final ball. You're right. They hit on each other indefinitely=P. And I'm curious that are those metal pillars is made for some effects or just simply a platform.
    • vince
      @TR O
      @TR O Ok sorry for that, I put the metal pillars in the wrong direction. In fact they are made to avoid the problem you mentioned. This works well on the other end of the platform: if they hit on each other, one robot eventually stumble on the pillars and the other one can walk again.
      TR O likes this.
    • TR O
      @vince
      wait what0.0?I'm confused. which direction they suppose to be at?
    • vince
      @TR O
      I don't know why but it seems that it works better if R (and not the zapper) is stumbling between the pillars. So the first couple of pillars should be rotated of 90 degrees. Don't know if it's clear...
    • Rating:
      5/5,
      cpw
      Takes quite a lot of retries to get all the tricks done in one go :eek: Amazing that you have combined so many tricks together though :D
      vince likes this.
    • Rating:
      5/5,
      D.S.Masters
      Nope, nope, nope... it took me a little bit to figure how to get B up on the center structure, and then a few spoilers on knocking in ball #2. Haven't gotten across after that (though I know how it's supposed to be done), and I can even figure out ball #3. But nope, way too many tricks for my taste, so I'll leave it for someone else. However, I'll give it a 5 because it's an amazingly complex level, yet at the same time it's fairly compact.
      vince likes this.
    • vince
      @D.S.Masters Thanks for your comment! Sorry if the level is more frustrating than pleasing. It was kind of a design challenge for me, and I have not thought much about gaming experience, but mostly about challenging players.
      You need to use the second ball to pass the gap. When it is rolling down, tap on the other side.
      Then make R push the pillar.
      The cylinder headed R has to push the object near the third ball. When it is completely pushed, you can pass the stairs thanks to the roof trick.
      Get R from the central platform to push the last ball. Use him to push the zapper to the elevator, and then R himself, on the zapper. Finally, win the level :cool:
    • D.S.Masters
      @vince I figured out all of that, except maybe the zapper. I don't mind complex levels, and I probably play "Square one" (as well as about 60 others) once a day, just because they're so much fun. I'm not really fond of the 'tricks' in Mekorama, though I know how several of them work. Some of it though, like using a ball to get across... I'm just not that fast, and yeah, some of these tricks can be frustrating as well as fascinating. Damned if I know how you did the mechanics of it, but if it works, who cares? Can't wait to see "Square one III" - it's a new and interesting concept.
      vince likes this.
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  • Album:
    VB
    Uploaded By:
    vince
    Date:
    Sep 21, 2016
    View Count:
    3,996
    Comment Count:
    26