Showing posts with label onescreen. Show all posts
Showing posts with label onescreen. Show all posts

Thursday, February 18, 2016

Opposite Forces [v4]

I should really post here more often. Here goes a level presentation:



It's a tough one-screen puzzle. Currently rated super expert with 1% completion rate. The following explains how to solve this level. If you'd like to try it on your own you should avoid reading. You can also stop reading after each new step so you can try starting solving on your own at that point. There are other solutions that need extra dexterity, but this is the one I initially intended.

Going to that door 

There's 3 sets of doors. The door on top of the lava bridge connects to the door at the top. The two P-doors (seen as outlined rectangles) are, of course, connected to each other. There is also the door at the center that takes to the final area. The objective of the level is to be able to enter this door AND also have an active P-switch so that the P-doors can be used and you can reach the Axe. 

I recommend first simplifying the level. Forget about the P-doors. Our first objective is to learn how to reach the door at the center so that we can reach that area next to the Thwomp.

Pipe object cloning

If we plan to enter that door, it appears that we need a bunch of objects below it so that Mario can stand on them and enter the door. There seems to be a notorious lack of those objects. The distance from the ground to that door is 7 squares. And counting the P switch and Pow from the two pipes, we only have 3 objects available. Something is strange here.

The first mechanic we should learn is that we can "clone"  objects that come out of pipes by using doors. Hold an object, and enter the top door:


This causes you to leave holding a P-switch, but the interesting thing is the Pipe spawns another P-switch.


This trick can only clone the object you are holding while entering the door. So it works at most once. So we only have access to 4 objects.

The door and the conveyor belt

There are two main conveyor belts and they work in opposite directions. The main mechanic in this puzzle is to take advantage of this so that you can use them to build a 'bridge' between them. Like this:



So you have two objects held above above the conveyor belts and we just need one more object on top of them to enter the door. The problem is that the conveyor belts are of different lengths and speeds so it is non-trivial to put objects on them so that they meet at exactly the same time. This is where the P switch enters. Note that if you use a P switch, there's still three other objects available, enough to build our entrance. The P-switch can stop conveyor belts from moving AND also turn the two yellow blocks into coins so that we can drop objects there so that they meet.


All that we need is to move all three objects currently at the bottom to the top. This is not as hard as it sounds. P-switches can be thrown upwards and Mario can take the Pow block with him.

Now all that we need to do is put a Pow block on top of a yellow block. Then press the P switch. The Pow falls on top of the conveyor belt. Be ready to drop the other P switch on the other conveyor belt. 


If you time things correctly, the two objects will meet at the same time:


Now all is ready, you can get to the the center area, take that pow block and drop it below the door.






The real Puzzle


Now we just need to find a way to enter that door while a P switch is active. It's not that difficult really. If you return two steps back, just hold the Pow block and press the P switch next to the Pow block, since P-switch stops the Conveyor Belt, the other Pow will not fall, this allows you to drop the pow block on top:






Hope it was fun.

Saturday, November 14, 2015

The Beach Koopa Saga.

These are four one-screen puzzles that shouldn't exist. But do. I think they make interesting puzzles, but the mechanics they rely on might be too obscure.


  • Double Jump: 379C-0000-00A1-8BF7
  • Often Overlooked: 2B4B-0000-00E9-D056
  • Koopa Alchemy:  FA8A-0000-00EA-8A07
  • Cloning and Color: D3DA-0000-00E7-F31B
I recommend attempting to solve them in order. This is the place to come to in case you are really curious about how to solve them. If you want to read more about one-screen puzzles (actually puzzle levels in general) I have a whole post about them and I am kinda explaining the levels in this post using that framework I explained there. The following paragraphs contain spoilers. If you needed to read spoilers for one puzzle, try to still solve the later puzzle(s) on your own. It might be fun/frustrating, I hope.

Double Jump


This one is the easiest puzzle I could come up to that makes use of the mechanic I wanted to highlight here.

Contradiction: You need to stomp on the Koopa to climb to the top so you can then get to the right. But then you will find yourself unable to jump to the exit. So I guess you could instead take the Koopa's shell with you, but you can't take the shell with you because you need to jump.

It seems that experienced players fall into thinking that they need to use a shell jump glitch  to solve this level, but I intended something far simpler. 

Mechanic: The mechanic tying all these puzzles together is that in Super Mario World, stomping on a koopa makes the Koopa leave their shell. It looks like those shell-less koopas are called "Beach Koopa".

Implementation: In this situation you need to take advantage of the poor beach Koopa. Stomp on the Koopa to make them leave the shell. But to make it so it's hard to do this accidentally, I made it so it is kind of unlikely the beach koopa will drop in the right location unless you do it intentionally. Wait for the Koopa to stand up and then grab the shell and stomp on the Koopa again so you can reach the top holding the Shell. The last jump might be tricky to some people. The easiest way is to drop the shell and spin jump on it. I guess you can also kick the shell and stomp on it at the right moment, but that's a life-threatening stunt.


Often Overlooked




Hehe, I didn't notice that I took the screenshot with the comments on.

Contradiction: Like in the previous level, you can use the often overlooked Beach Koopa and the shell separately. First you use a similar trick to be able to grab the P switch (you need to kick the shell towards the yellow block below the P-switch). You will also need the trick to reach the top. Once you reach the right side you will find yourself on a strange situation. You need to press the P switches spawned by the pipe 3 times, but even if you are lucky and a Beach koopa is available to climb, you can only do it one time. What's up with that?

Hint / Diversion: The first p switch exists really as a distraction. Or maybe so that it's necessary to know that you can stomp on Beach Koopas before continuing. At the top there is a yellow block next to a coin. It's there to explain that to go through this you need to press the P switch and then wait until its music ends. Also this time it is easy and likely that a red Beach Koopa will fall towards the saws' area so that you hopefully can see that you can use this koopa to make the jump towards the yellow blocks.

Mechanic: This is where the saga turns obscure. The trick in this level is how SMW red koopas work when put inside pipes. Generally, the red koopa won't respawn unless they leave the screen or get killed. In SMW's case, what matters for the respawn condition is just the shell. As long as the shell leaves the screen, the red koopa respawns. Even if the Beach Koopa is still available. So by stomping on the red koopas and throwing the shell outside but leaving the beach koopa alive, you can make the tube create an indefinite number of beach koopas.

Implementation: Stomp on the red koopa in such a way that the Beach Koopa is thrown to the saws area. Clone the koopas and Do this 3 or 4 times. Having 3 koopas might be a bit risky because a mistake while using the P switches will force you to restart. Having 5 or more beach koopas is risky because it might be too crowded and they can still kill you.

Update: I fixed an unwanted alternate solution (cheese), it's possible to jump on a P switch in mid-air. So I had to change it so it is not possible (I hope) to move the pipe-create P-switches at all. Also added a reset door and some other minor changes.

Koopa Alchemy



If you thought the last one required too much an obscure knowledge to work, that's because you didn't see this one yet. This level is terrible!

Also this level really had so much cheese possibilities, there's a reason it's in version 3 four right now. I really hope it doesn't have more ways to cheese it without using the intended mechanic, but I can't make guarantees. Maybe you can find more ways.

Examples of cheese in previous versions:
  • There used to be a giant goomba in a more open space instead of that wiggler. It was possible to kill it with a shell without losing the shell.
  • Spin jumping on the Thomps. That's the reason the space is so tight now. Update: In fact, this was still possible, had to make a whole new version. I hope those munchers stop the cheese once and for all!
  • Walking on top of the thomps. In the past, to make the implementation easier, there was a semi-solid platform in the thomp area. Bad idea.
  • Grabbing the P switch. The wall between the start location and the P switch didn't exist, even though the P switch was lower, it was possible to grab it, somehow.
  • Killing the thomps with a pow when they 'touch' the ground. The wings in thomps are intended so that you need to throw the pows directly at them to kill them, but when there's not a lot of space for the pows and they touch the ground (even though they are still flying) they can be killed remotely with the pow.

Contradiction: You need the Pows and the only way to acquire them is (I hope) by pressing the P switch. In order to do it you forcefully (I hope) lose the two shells, one is needed to kill the wiggler and there should be no way to do it without losing a shell. The other is needed to make the Bill blaster drop on the P-switch. So in order to take the Pows to the Thomps , you will need to stomp on the beach koopas. But unfortunately, one of the beach koopas is red, so they won't drop to the ground. And you need (I hope) to stomp on two beach koopas to be able to take the two pows with you.

The Mechanic: So what we need is two green beach koopas, but we only have a green one and a red one. Just change the red one's color! Stomp on the two koopas and make it so the red beach koopa enters the green shell. This turns the koopa's shoes green! Really.

Implementation: You need to be careful in stomping the koopas to change their color, it's too easy to kill something you don't want to kill.

 Cloning and Color


This one is really the combination of the two last ones. You'll need to combine both techniques to cross that spike area.

Contradiction: The only way (I hope) to cross above those spikes and reach the axe is by leaving the area with green beach koopas. But there's only one of them and in a completely wrong location.

Mechanic: Just clone some six or so red beach koopas and use the green shell to turn them green.

Implementation: Easier said than done, a bad stomp might make you lose the green shell, or kill all the green beach koopa you've been creating. But I was nice this time and added a door that allows you to reset the whole deal without losing a life. I should really try to use these doors more often in one-screen puzzles. An issue is that they might have unintended consequences. For example, a previous version of "Koopa Alchemy" had a reset door, but it was possible to exploit it to change the position of a pow block and then you can use the green koopa to get the other pow block.

-------------
I hope these were fun.



Friday, October 09, 2015

One-screen puzzles

Shortly after Mario Maker's release date, Seth Bling of youtube fame published a level entitled "One-screen puzzle".


Levels featuring puzzles in a single screen were not a novelty, but what was and what made this level worthy of that name that implies it's THE One-screen level was that the solution was very interesting definitely not trivial and you could spend an hour trying to solve this level. It got quite a bunch of stars and a place in the elusive top 100. It made the genre rise in popularity and Seth made other 4 such puzzles since then.

As a fan of puzzle games I couldn't help but try my own take on these levels.

 Pow It - (course id: 30CB-0000-0098-7220)


Living Fire (course id: 9334-0000-0090-111E)

 Flight Day (course id: 82B6-0000-0093-FA1D)

So let's talk one-screen puzzles.

About Puzzles Levels

I may have spent a good amount of free time making levels for a puzzle game to be left unnamed for now. When I think of puzzles there are some things to find interesting. Light spoilers for Seth Bling's puzzle :
  • The mechanic(s): A puzzle level in a game like Mario that has plenty of kinds of objects and combinations between them should center around a game mechanic (you call them gimmicks when you don't like them). A player that finishes the level should leave with a new learned trick. The better and more interesting/unique the mechanic the cooler the level will be.  If you want to you can try and make a single level about multiple mechanics. It can really up the difficulty and make it more challenging but this is risky as it makes the level more confusing. I prefer centering around a single thing, specially in one-screen ones where space is tight. In Seth Bling's level above I'd say the key thing is the way the P switch is actually more solid than the caparace. That's something I didn't keep present until solving it. 
  •  The contradiction: The mechanic acts like a key, lacking the key should lead to game states in which things don't make much sense. In a Portal level, you need to push two buttons under a time limit so tight that you almost need to be two places at once. In Seth Bling's puzzle, you need to use the spring both to jump and also to send objects in another path, and it appears that one usage negates the other.
  • The diversion: The solution to the puzzle needs certain objects but just leaving them might make it too obvious that they are needed there and might make the solution seem trivial or worse, happen by total coincidence without the player realizing it. Giving some objects fake / initial roles and requiring the player to take them out of them can be a nice detail. In Seth Bling's puzzle, the red koopa's evident use is to help save Yoshi.
  • The Hints: On the other hand, you don't want the player to feel clueless about things. If the mechanic is way original the player might need help getting there. This help is really one of the hardest parts of puzzle design. You want the player to feel clever. So the clues shouldn't be super explicit, but the player should also not feel lost for too long. In Mario Maker that means they'll skip the level in a flash.
  • The Implementation: Just knowing what to do is one thing, doing it is another topic. Implementation and logic are often at odds. Too much logic and the puzzle is a pure brain teaser. While cool, it wouldn't fit too well in Mario. Too much implementation and the level is not that much of puzzle anymore. Difficulty is another thing. I dislike puzzles in which implementation is difficult because, to me, it adds frustration. You are the player and you KNOW how to solve this but the stupid puzzle just won't let you actually do it. This is the part I like least about Seth Bling's puzzle levels. After figuring it out I still needed 40 or so attempts before getting it right, at that point the level felt more like a Kaizo level than a puzzle.
If you want to try my puzzles on your own (pleeaaaase someone play my levels!) you should stop reading as I am about to spoil them big time.

Pow It


Pow It is in my opinion the easiest of the bunch. The mechanic it centers around is very simple: The Pow block makes coins fall down, this includes blocks that turned into coins because of the P switch. Big deal huh? Well you see, the contradiction is that if you don't know this there are many ways in which you'll get trapped.




The main diversion exists as the Muncher next to the P switch. Your first reflex will be to use the Pow to kill it so you can grab the P switch.


But doing means you failed the puzzle, remember the intended solution is to use the Pow while the P is active. It's not all that bad though, because using the Pow this way makes the Hint happen; The 3 coins will fall, reminding you that Pow makes coins drop.

How can this be solved? It's my least favorite part of the puzzle. I mentioned how I don't like tricky implementation, but it turns out it might be needed to be able to correctly disguise the solution. In Seth Bling's level, it's hard to make the caparace stop so you can use it again. This makes thinking of using the caparace that way less trivial. In Pow It, it appears you need to kill the Muncher to get the P switch, but it isn't exactly so...


If you somehow gently drop the Pow above the Muncher you can walk on it then with some luck you can jump and fall on the P switch. This makes the Muncher drop in height a bit allowing you to take back the pow (be careful).

I think this part of the level may have creeped a bit over what I originally intended. Are players even supposed to know how to drop the pow without activating it? That you can use it to walk on top of harmful areas?

I may do something like update the level so the pow starts on a Muncher and you can walk on it at first. Better hints or it makes it too obvious?


Living Fire

Living Fire is my favorite of the bunch because the solution is very unique. It begins with a hint: Fire balls can make bob-ombs explode. Right then it shows you a diversion, you need to rush to use a bob-omb to rescue the clown car. You certainly will need the clown car to reach the other side of the level.



That's when the troubles begin. You need to make the two other bob-ombs explode. But the fire can't be moved. There's a yoshi which can eat fire and then use it to throw 3 fireballs, but Yoshi is on a side of the level too far from the fire that falls from the pipe (contradiction).

The mechanic is actually funny: If you live the clown car right below the pipe, the fire ball will take control over the clown car. Did you notice they have eyes? Turns out these fireballs are alive!


Once possessed, the clown car will move towards Mario but is mostly harmless (unless you touch the fire "brain") you can jump to push the clown places. A good place is the bob-omb on the top. So that was the real use of the starman , you didn't only need it to go through the saws but also to kill the fireball and take back control of the clown car.

It's unfortunate that there are no hints that this is even possible. My big hope is that while trying to do things and jumping around it happens naturally that the fire ball possesses the clown by accident. Then they can turn that into a solution.

This doesn't solve how to explode the other bob-omb and what Yoshi's role is in all this, but I think that's enough spoilers.

Flight Day 

There's one key mechanic / puzzle to solve in this level and it is that conveyor belts allow Caped Mario / Tanoki Mario to gain momentum in a small space. To divert away from this, I put the giant spiny on top of the conveyor belt, making it seem like the belt is there just to keep the spiny in place. The koopa then needs to be used in two situations: One is free get the leaf from the question block. But we also need to kill the spiny. There are two ways to do this, both require you to really know how to throw shells.






That secures one pow. The rest of the level is about using the other traits of the cape and this extra pow to get the other pow. This one is really implementation-heavy, but I enjoyed the result so I'm sharing it.

Thanks for reading


Play my levels!