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
LooKing?

Final Match

Upmill Battle Final Round... This will decide who's stronger... See Round 1 - Upmill Battle (Main Level 24) and Round 2 - Round 2 by LooKing?

Final Match
LooKing?, Nov 6, 2016
chemi likes this.
    • meko
      Why did you repost the level?
    • LooKing?
      @meko Haha.... Spot the difference in the last upload... You'll know Why...
      The Roof was facing in the wrong Direction... hihi...
    • Rating:
      5/5,
      meko
      I'd like it more if you don't hide the draggable and I didn't understand the reason of zaps.
      Anyway good level,but the original will be always my favourite.
      cpw likes this.
    • LooKing?
      @meko Yah... I didn't change the design too much... Cuz the Original is the best...
      I always put hidden draggables in the most obvious places.. as You can see there's a exposed metal below it... it's kinda common sense...
    • LooKing?
      @meko I always do debugging (deleting the unintended ways)
      The Zappers is use to anti the BBots Jumping Skills by using The visible draggable
      I increase its length from 4 units to 6 units... Cuz the 4 units length is too short... that B can cross the river without stopping the Water Wheel... See n try Upmill Hassle by cpw...is one of the example... but Before it(Upmill Hassle) was uploaded, I see such shortcut in my Final Match that's why I increase its length...
      cpw likes this.
    • cpw
      @LooKing? I tried the "shortcut" you mentioned about crossing the river (I still have your previous version :D) but B only managed to cross it 2 out of 50 times(I tried different combinations of starting and ending positions), and even in those two successful attempts B overshot and fell outside the level. So no worries, I'm sure it's way easier to find out the hidden solution than to retry it over and over :rolleyes:
    • LooKing?
      @cpw Haha...
      Can you cross the river even the length was increased to 6 units?
      The 4 units length can be easily cross but the 6 units length gonna shut such way without stopping the Water Wheel... That's what i thought by retrying such solution many times...
      But the zappers is very helpful in shutting B's Jumping Ability, Right?
    • LooKing?
      @cpw Only the roof was change in this version...
    • cpw
      @LooKing? 6 would be impossible :rolleyes: I did cross the 4, though it only worked very occasionally. I wish there could be an option to speed up the rotation just to play safe :D
      LooKing? likes this.
    • cpw
      Ohh, while we're at it, you made me curious whether B could still cross the river......And I'm very surprised to confirm that he can, even in this version with an 8-unit mill! Though it seems to require a very specific path and tapping technique when instructing B when and how to move.

      1. Firstly move B to the opposite corner -- not the corner grid, but one grid closer to the midpoint. This forms an exactly Z-shaped pathway from his spot to the leftmost zapper (you would have to tell B to stop by the zapper).
      2. As soon as B arrives at the beginning of the Z-shaped pathway, immediately tap the grass next to the leftmost zapper. If you're lucky (yes -- it took me countless retries only to succeed once!) you'll see B performing a sideway somersault over the mill, and keep moving towards the Win. The somersault is the key here because if he fails to perform the stunt, he'll fall into the water. Note that the somersault doesn't guarantee B's success, but if you did see him doing it, you're very close to the Win.

      So I don't think this shortcut would be completely fixable by lengthening the mill's axis, since the technique I used above may potentially be reused with an even longer pathway starting from the house's side. The safest fix might be to embed a ghost block zapper inside the mill (note that a ghost block's motor would not rotate when its parent motor is rotating -- the spin cancels out :D).
    • cpw
      And......I took a picture of it :rolleyes::D
      As you can see, the mill hasn't been jammed yet B crossed the river :D It probably worked 10 times in 200 attempts, most of the time B misses the target (yes -- he can land exactly on the Win) and overshoots even when he managed to get through the mill. The key is to get B to perform two somersaults to survive two flaps of the mill, so that he lands directly on the other side.
      [​IMG]
      LooKing? likes this.
    • Rating:
      4/5,
      chemi
      I had to read some hints. Too difficult in my opinion... Thanks!
      I would agree with @meko, visible draggable is better.
    • cpw
      @chemi I know right :rolleyes: It was so hidden!
    • LooKing?
      @cpw Wew...
      The increase in length from 4 units make the single tap to more complicated tapping pattern... In which we cannot call it a shortcut anymore...
      cpw likes this.
    There are no comments to display.
  • Album:
    LooKing?
    Uploaded By:
    LooKing?
    Date:
    Nov 6, 2016
    View Count:
    1,490
    Comment Count:
    14