1. Announcing Mekorama on the Web!

    Now anyone can play levels from the forum online, with one click!

    Dismiss Notice
  2. Psst! If you're new here, welcome! Please visit these pages first for information about the forum and Mekorama:

    Welcome! ¡Bienvenido! Selamat datang! Добро пожаловать! Willkommen!
    and
    Everything you want to know about Mekorama

    Dismiss Notice
sawdust

Like A Boss

[Updated card for newer versions of Mekorama in caption tab below] NOT your typical sawdust level. Please try my other levels if you don't like exploit based play. Autopilot. Like a BOSS! Trip on air. Like a BOSS! Claustrophobia. Like a BOSS! Hercules. Like a BOSS! Springboard stairs. Like a BOSS!

Like A Boss
sawdust, Feb 13, 2017
    • Rating:
      5/5,
      Chuckthulhu
      Scan the level! (Like a boss)
      Pull some tricks! (Like a boss)
      Avoid the zapper! (Like a boss)
      Now I won! (Like a boss)

      [​IMG]
    • Rating:
      5/5,
      cpw
      Write a review......Like a boss. :rolleyes:
      The jump was a bit difficult to pull off, but I appreciate that one could always retry after falling (even falling outside the level). The ball mechanism triggered itself once without the ball but other than that it's stable ;)
    • Rating:
      5/5,
      Block builder
      Wonderful tricky level! I really like it.

      @cpw
      I think you missed the autopilot. You can jump toeards the springboard stairs, but that's difficult. There is another way.
    • Rating:
      5/5,
      Khudrat
      I've won it fair and square!
    • Block builder
    • cpw
      @Block builder Tried again, still only worked occasionally. But at least I finished everything else as intended......:rolleyes:

      Edit: Ah, got it now. I just pushed that thing to the wrong direction.....:rolleyes:
    • Rating:
      5/5,
      chemi
      Wow! Incredible level, a must. SIX starts, I really enjoyed. Thanks!
    • Rating:
      5/5,
      Pds
      As @chemi said 6 stars deserving level (like a boss)
      sawdust likes this.
    • sawdust
      Thanks all for the wonderful reviews! And thank you @Chuckthulhu for playtesting. :D
    • Rating:
      5/5,
      Ricko
      Awesome level!
      I'm solved it like a Staff. :rolleyes:
    • Rating:
      5/5,
      Gepeto
      Argh... The first part was more like 4 stars as I really felt like a looser :mad: Then the last part was really, really incredible! (like 6 stars) So that's an average of 5 stars :D. Thanks for this great level!
      sawdust likes this.
    • Rating:
      5/5,
      Skitmo
      Asier I am a Boss lol. GREAT level! I really enjoyed it!
    • Rating:
      5/5,
      delator77
      Jajaja me too @Skitmo :p...A level to know essential tricks of Mekorama ... essential ...
      Skitmo and sawdust like this.
    • Metacom3
      I'm playing this level to try to figure out the exploits. I would love to have the solution as I cannot even get B out of the water.
    • sawdust
      Every trick explained. I left out a few of steps, so you still get to figure some of it out, but every tricky step is in this walk-through. Unless of course, you consider avoiding a zapper tricky, in which case, you should probably find another hobby.
      The first 2 steps take advantage of a trick called autopilot. Basically, once B has been set on a path, he tries his best to stay on it, even if something moves.
      Tap on the first slider, but move it out of the way before B gets there. B will "autopilot" to the spot you tapped and fall to the floor. Second step is similar. Walk around the level to the opposite side and raise the elevator. Tap the white space under the elevator and then lower it before B gets there. B will try to reach the place you've tapped and climb on to the elevator.
      The next trick is a dirty little trick that no self-respecting author would ever put in their level, so of course I used it. It's called Tripping on Air, or TOA for short, and is an inertia trick that you will likely have to try over and over until you get it down.
      Navigate to the middle of the level where you see a metal half-pillar sunken in the earth in front of a hole. If you ever see this setup, you know there is going to be TOA here. It's not necessary, but the half pillar makes it a little easier and is a neon sign for the initiated, so not as hidden. Stand back from the half-pillar about 3 spaces, wait until B stops swinging his arms, then tap the half-pillar. Just before B reaches it, tap the half-pillar again. The second tap make B "stumble" as he is reevaluating the new destination, but his inertia carries him on and he trips on nothing and falls into the hole.
      Now why did we want down here again? :Thinkhead:
      This next trick you've probably noticed the beginnings of even in the original 50 levels. When a block is directly over B's head, as is the case in this underground tunnel, he tries to navigate out from under it all on his own. It's very annoying at the top of "Ant Farm" from the original levels, but it serves us nicely here.
      There is a place down here we need B to be ("B to be", that's so stupid) but we can't tap there. First move the slider on the opposite side of the level all the way to the right, then set B on a course, any course, and claustrophobia will initiate and move B until he's where he needs to be. Move the slider to the left and B will fall onto the white space again.
      Halfway there!
      Chuckthulhu taught me this one.
      I was like, "hey Chuck"
      and he was like "Yeah"
      and I was like "I need another trick for this level, brah."
      and he was like "How 'bout Hercules"
      and was like "woah"
      This is a special case of autopilot in which B pushes an object out of his way because that's what happens when an unstoppable force meets a movable object. Stand B on the corner of the funky shaped elevator at the top edge of the level. Now tap the stairs just on the other side of the wall, sending B on a long "C" shaped course. Before he steps off the elevator, lower it to the other level and B will continue on his course, just on the 2nd story, instead of the third. There is a free-moving object in the hidden passageway that B pushes into a gap, this forms a bridge for the next step.
      If you want to know why this one works, ask someone smarter, like cpw or chemi. If you want to just know what it is and don't care how it works, read on. You may have to try this one a couple of times before it works (Man, Martin, why couldn't you make these exploits easier to pull off).
      Stand on top of the bridge you just made in front of that stair that is awkwardly placed with nothing on the either side, Winchester Mystery House style. This is another instance of a huge neon sign for expert players. Here we can use springboard stairs. Stand on the stairs, then tap behind them and in front of them, in that order in fairly quick (but not too quick) succession. B will use the stairs as "springboard" and jump the gap - right onto the zapper if you're unlucky.
      Just one more! And it's not even that bad.
      This last one is easy. Just climb on to Pillar R (also called P for some reason) and hold the draggable under his feet to hold him in place until the timing is good to miss that nasty Zapper R (called Z, idk blockbuilder came up with them) then let go. For some reason, B climbs on top of the block the R goes under. I thought he would have fallen off, but he doesn't.
      If you don't know what to do now, then you probably haven't made it this far anyway.
      If you want to learn more about mekorama and enjoy some more dumb mekorama humor. Join us on our discord server. I don't know what it's called and don't have an invite link so :shrug: (There is a link somewhere in the forum.)
    There are no comments to display.
  • Album:
    Sawdust's Levels
    Uploaded By:
    sawdust
    Date:
    Feb 13, 2017
    View Count:
    4,670
    Comment Count:
    25
  • Updated card for newer versions of Mekorama (slightly different gameplay; ToA trick not used):
    [​IMG]