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Labyrenight

Friendly Zapper

Friendly Zapper
Labyrenight, Mar 2, 2024
    • Rating:
      5/5,
      Denis Nazin
      Firstly, this is a unique discovery - how did you make this Z???!o_Oo_Oo_O:eek::thumbsup:
      Secondly, amazing design. Ideal in terms of aesthetics, geometry, symmetry and beauty! Design - SUPER!!!
      Thirdly, very interesting gameplay, as always with you. But I would add one more important thing to your list of tricks
      (a very fast freeze with interception and tap and a long freeze. This may not be a trick, but it is a very important technique that a player at this level should have)
      And of course, players who don’t know
      (star pass)
      will not be able to complete this level. If I were you, I would give a link to a demo level or, better yet, a forum thread with discussion of this trick. So that more players can understand and learn this and be able to pass your level.
      I really like the gameplay, it's also very interesting and challenging to understand and fits perfectly with the amazingly clean design aesthetic. This is truly a great professionalism - the ability to maintain the purity of design with interesting and consistent gameplay. In my opinion, this is the greatest skill of a meko builder. Your level design level of construction is top notch!!

      The only thing that upset me was the very last trap for RZ. After a lot of restarts - I was sure that I would finally be able to finish - but in the end I fell into your trap:confused::rotf:

      Opening - 5!
      Design - 5!
      Gameplay - 5!
      Professionalism of design aesthetics combined with gameplay - 5!
    • Rating:
      5/5,
      ridgerunner
      Yes, very friendly . Fell for the trap near the end unfortunately but i liked all the herding.
    • Rating:
      5/5,
      delator77
      Wow! when I think that all have been seen in Mekorama & you appear with a Z that does not burn B, ASTONISHING :confused::eek: ... Well, the tricky gameplay was very interesting as always on your levels... but I must admit that the blocked area was a big headache for me... in fact, I was tempted to ask for help to @Denis Nazin cause he gave an explanation of a move that I did not understand... but just when I was going to ask him, an idea came to me & fortunately worked... so I was happy seeing your solution movie thinking that mine was intended too & suddenly... WHAT??
      I saw in your movie that Z can walk on a rail (why happens this?)...& I did not know that or at least I forgot it so I had to find another way to pass that blocked area... I recorded the beginning of my gameplay...& I thought that my move is called,uuhhmm,maybe dragnetism or something similar?look at my alternative move... what do you think, my friend? :rolleyes:
      thanks for sharing & for the fun @Labyrenight ;) great design too :cool:
    • Rating:
      5/5,
      Block builder
      Frustatingly I'll give 5 stars, but part of me wants to subtract a star for the pointless Z illusion. The logic in this level is great, but some of its fearures are totally unable to be deduced. I found @delator77 's way to pass to the next area.

      Near the end Z got trapped against the rail on the right tower. Is this the trap others speak of? I did guide Z inside the building knowing B was unable to reach one corner tile. Bit not sure if that was a trap too.

      Overall I enjoyed the level, but as @Denis Nazin already pointed out, I think information and signalling to players could be more friendly regarding the obscure features.
    • Labyrenight
      I've shown all about this in a deleted level. I just calculated it so that it can reduce the occurrence of application crashes.

      I forgot to link Star pass/stop. This is indeed a less common bug and has the potential to be fixed.

      About traps, it seems I'm not very good at making them.

      I also thought about dropping B off the stair, but I didn't think of doing that before moving the slider, a good alternative.

      @Denis Nazin @ridgerunner @delator77 @Block builder
    • Denis Nazin
      @Block builder @delator77
      Yes, friends, I’m very sorry that you wasted a lot of time, because (what I wrote about earlier in my first comment) without knowing the “star pass” effect and its various aspects, it is impossible to correctly complete this level. Since the author did not provide a link, I will give you a link so that you can get acquainted or remember this complex but very interesting effect:
      http://mekoramaforum.com/threads/star-pass.1402/
      This thread is very long. I’ll describe this briefly:
      1) If a dynamic block falls into the place of a star, then the block in this cell becomes invisible to B (provided that the starting position of the objects is correct, taking into account priorities. Priority is complex information - you can find it at the link, I made a description and a photo demo). Since B sees in this cell not a block but a phantom star (B bot sees a star as a priority), he cannot go to this block, he thinks that there is no block there, he thinks that there is a star there!
      But R(L) bots can go to this block!!
      2) On the contrary, for R(L) bots, impassable blocks (rail, fence....) become passable if they fall into the place of the star! But to build this you need to know the laws of priorities - It takes a long time to describe, you can find it at the link if you are interested
    • delator77
      @Denis Nazin thanks for your explanation,much appreciated my friend :rolleyes:... but for me those stuffs are very difficult to understand cause as you know I am only a Meko-player & those are stuffs for the Meko-creators... but I think that I understood the essence of your explanation... we'll check it out the next time something like this happens... we'll see if I can see it :sneaky:
    There are no comments to display.
  • Album:
    Lab's
    Uploaded By:
    Labyrenight
    Date:
    Mar 2, 2024
    View Count:
    639
    Comment Count:
    7
  • Trick
    Elevated zapper
    Star pass/stop