Here’s the second demo of R-bot tricks Refer to the first demo for more — I decided to start a new card since the following new tricks take up a bit more space than the previous ones. In this demo you will learn about: the Limbo Climb the Ball-on-stairs descend trick the Bender Bot the Teleportation button the Submerged Rail Zapper Walk (R-bot) Zapper Fall descend trick the Teleport-push trick In order of occurrence: 1. Limbo Climb: An extension to the Limbo Walk introduced in the last demo, it is shown by @retrograde that R can in fact continue to walk uphill on wedges. Spoiler: Notes for Creators Note that due to stability considerations, the trick is best used as the opening stunt of a level, and is not as stable if preceded by other tricks / paths. 2. Ball-on-stairs descent: With two opposite inset staircases and a ball above, the ball would roll onto the midpoint of the stairs. As R approaches, he would be tricked into shifting his steps forward by half a grid, causing him to fall off the cliff. First shown by @cpw in this demo. Spoiler: Notes for Creators Note that the setup can be frail at times — the preceding flat block/half pillar arrangement seems to generate a relatively more consistent effect. 3. Bender Bot: First showcased by @vince in his level Creep, R can in fact bend his body to walk under a sideway wedge. The trick only requires a single motor. 4. Teleportation button: Hold the buried draggable as R is approaching. First shown by @cpw in this demo, R can in fact pass through an eye-level obstacle (which would normally freeze him, as in the R-stopper trick). The setup requires an inset upward staircase, and a draggable beneath it. It is believed that the inset staircase causes R to falsely detect a decrease in altitude, such that he is seemingly stepping on the buried draggable. As he moves up with the staircase, however, the draggable repels him immediately such that he is forced to move forward into the hole. This enables him to pass through the eye-level obstacle as if he is teleported. Spoiler: Notes for Creators Note that the effect is the most consistent with wedges, but it can also work with opposite-facing half pillars. Adding more obstacles in his way would cause R to vibrate violently inside the obstacle (since two blocks are now occupying the same space), and (in certain carefully crafted setups) suddenly appear on the other side, or even on top of the obstacle. More studies are required regarding the exact setups and the potential differences (if any) between grass/stone/metal obstacles. 5. Submerged Rail: First posted by @Mike_CN in his level Stair Block, it is shown that when an inset downward staircase leads to a normally non-walkable block underneath (Eye / Fence / Rail / Wedge / L-staircase), R would refuse to continue his path above. The movable switch is first created by @retrograde. Removing the obstacle underneath would allow him to walk through again. Spoiler: Notes for Creators Note that the switch has to be outside the path by default, otherwise it would not work as R would be (strangely) able to walk through the switch no matter how you slide it. Mekorama seems to be quite picky when it comes to the default position of the switch. 6. Zapper Walk (R-bot): First showcased by @retrograde in his level Deadly Serious, R can in fact traverse a path of sunken zappers. He can then climb back up from the zapper to an adjacent flat block. 7. Zapper Fall: First showcased by @retrograde in his level Haunted Hill, R can step onto a perpendicular zapper and fall onto a lower level. Rotate the zapper onto the stone floor, and R would step onto it. Notice that his legs are in fact touching the floor. R is now in a state where he is simultaneously up and down — He can either climb back up, or continue his path on the stone floor. Slowly raise the draggable arm such that he lands on the ground. 8. Teleport-push: Hold the buried draggable as R arrives at the inset staircase. With the eye-level obstacle being a free block, R can in fact lift the obstacle instantly as he is teleported underneath (or instantly push it forward, depending on the setup). First showcased by @cpw in this demo. Once again, do remember to leave a comment if you've found earlier examples of these tricks, or if you have other new tricks to add.
Excellent set of tricks for showcase. Now I understand your comment to a level of me relating to trick #5. For me this was a lucky shot and I assumed R would not walk on the block above it.
Another brilliant educational - thanks! And (for me) a few new effects too, especially the finale. Exciting stuff! And thanks for making it a separate demo from the first one - it keeps them both clean and uncluttered. Edit: added a link here from the Tutorials and helpful levels thread.
Wow! Great tutorial. IMHO, impossible to solve it without detailed reading of Teleportation Button and Submerged Rail exploits. Thanks!
Another excellent and very complete tutorial. The way the level was designed to showcase each trick was excellent and made for an educational and entertaining experience. I feel like I'm playing the level versions of "Everything you always wanted to know about Mekorama (but were afraid to ask)". Just great work.
As brilliant as the first one, with even madder tricks, but as pointed by @chemi , a couple places where you can be stuck if you don't do what needs to be done on time, and then have to restart the entire level. It's not a big deal, but maybe you should just mention it in the initial description so that people are prepared when needed. EDIT: also, I noticed that when you say to "hold a dragable", you should be more specific and say "hold and try to slide", because just tap-and-holding the dragable without doing any sliding movement with your finger doesn't seem to trigger the different tricks.
Simply brilliant !!! Honestly I have no words !! You're a genius ... thank you for making me enjoy ... you do not stop surprising me ... keep it up