Here's a trick-based version of the mechanism in my level The Twins IV. I actually stumbled upon this while trying to stabilize The Twins III, and noticed that I could make R-bots carry the object on their heads as they walk. The effect is in fact a combination of R-stopper and the teleport-lifting trick. Although this one actually works more consistently, I decided to create a trick-free version so that it could be solved without knowing the trick. Spoiler: Teleport Transporter
These are two incredible discoveries from @aliwardana and @cpw . Zaps and eyes have opposite effects.
Here's something strange that I found accidentally and is just for "fun" ( ), but it can't seem to be saved into the QR code and can only be reproduced in the Editor mode. Here's how to replicate the glitch: 1. Recreate the card's setup in the Editor and give it a test run. 2. Go back to delete the draggable under the zapper (but don't touch the zapper). 3. Run it again and voila! The zapper's effect is extended and B is remotely zapped. Spoiler My guess is that the editor didn't re-render the zapper (which is movable with the draggable), so when the draggable is deleted, the game cannot determine the effective range of the zap (now immovable), causing the effect to extend to the entire area. Anyway this is mostly for "fun", as it can't seem to be saved into the QR code, and even if you could save it, the only effect it gives is a surprisingly remote zap that kills B at the beginning of the level......
Thought I'd share this too as @Ricko posted his Sacred Gate just now. Spoiler The effect seems to be caused by the inverted staircase floor, as B's legs are apparently shortened slightly when he stays on them, making him more vulnerable. It is not fully stable as you can keep walking around to avoid it (and it works most consistently as the beginning of a level), but it's probably the closest thing we have when it comes to hiding the hazard in plain sight.
Think I should also post this one as @Nick Tesla just adopted the Teleportation button for R bots in his new level. Hopefully this would make the trick less counterintuitive as the timing is more lenient (you can now do it even after R is frozen, instead of holding it and wait for him to arrive). The only drawback is that if R gets frozen too long he'll lean backwards, and the teleport process would get stuck in between Spoiler
A good mechanism to move B when it is levitating in mid air 1)move the draggable to the left as fast as you can and hold it in that position 2)then B starts to move in the mid air and comes down very slowly 3)when B is at a height of 2 blocks move the slider to the right 4)due to the resistance wedge B cant move to the extreme right along with the slider and stays adjescent to the wedge on the left hand side of it 5)then immediately move the draggable to the extreme left.....B moves ahead of the draggable to reach the win block TIMING IS IMPORTANT!! Spoiler: here it is
Can someone make list of trick and mechanism and give explanation about that? So new member like me can learn about the trick used at that level. Thanks
@aliwardana Yes, @nGord and the moderators are actually working on a document for that purpose, but it's been taking ages for us to at least make the first version ready due to the ever increasing amount of discoveries . But we're getting closer......
I found an interesting two ideas, that I put in my level, Whack-a-Bot as a proof of concept. I don't know if they have been discovered already, but here they are: You can attach a draggable to a robot to drag them around You can put the win block onto a robot also.
Yes, they have been discovered before. You can pretty much attach any movable (metal) block to a bot's body (as its head).
Here is the opened version of High end: Spoiler The double slider is the same as a proximity sensors, but smaller. The initial positions are very important: - The double sliders, which are like a remote control of the double motors, have to be on the North side of the double motors (in this level they are on the same line) - The operating bot (here, the red bot below) has to be on the South side of the double motors. Then, the more you add bots, the more it gets complicated. Any additional motor or slider will change everything. Once I even noticed that two bots getting close to each other can command the double motors. Balls, bots or any moveable parts can "conduct" the double slider command. Last but not least: you have to reboot the game at each change of bots, motor or slider to have the real result of your level. All these constraints make it hard to use. Thanks to @ArGee for the proximity sensor discovery!