BattlezM
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Is my hat too big?
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Post by BattlezM on Nov 12, 2007 10:27:47 GMT -8
Just a nicer way of marking spoilerz without a foot long post.
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twiggy
Full Gruntzer
Posts: 303
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Post by twiggy on Nov 12, 2007 19:18:28 GMT -8
Hurray, I got the PERFECT. SwordGrunt, this was an excellent level with some very interesting puzzlez. The partz with the purple switchez were real stumpers and made me think, even though I still needed HELP!! Such a feeling of accomplisment after finishing BTW BattlezM, I like the highlight idea, because some people may not want to see the spoiler until they really need it. Good thinking
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Post by SwordGrunt on Nov 13, 2007 13:41:56 GMT -8
Thanks twiggy, glad you enjoyed it. BTW, I use purple switch puzzlez in most of my levelz, these are great because require thinking.
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Sheroan
Full Gruntzer
!!! The one that Persevere Prevails !!!
Posts: 462
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Post by Sheroan on Sept 26, 2009 3:28:11 GMT -8
I have the enemy gruntz with go cart in the purple pyramidz, but the pyramid does not lower, why?
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Gaby
Retired Staff
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Post by Gaby on Sept 27, 2009 9:25:05 GMT -8
I have the enemy gruntz with go cart in the purple pyramidz, but the pyramid does not lower, why? maybe there is more then one purple switch to control those purple pyramidz?...
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Gaby
Retired Staff
Posts: 3,537
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Post by Gaby on Oct 19, 2009 18:37:59 GMT -8
This is another Gruntz Custom Level without a Statz Page image ...
Would someone please (re-)play this CL, and do a screen grab of the Statz Page showing a "PERFECT!" result? Send the JPEG attachment in e-mail with any other data to GooRoo@marinersmvp.com.
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Sheroan
Full Gruntzer
!!! The one that Persevere Prevails !!!
Posts: 462
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Post by Sheroan on Oct 31, 2009 21:28:59 GMT -8
I am begining this level I have the enemy gruntz with go cart in the purple pyramidz,and the other 2 greens gruntz in the otrhers 2 purples piramidz, but the purple piramid with the go cart not lower , why?
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GooRoo
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Post by GooRoo on Nov 1, 2009 8:23:28 GMT -8
I have changed the rating of this Custom Level from "Medium" to "Frustrating". I detest any puzzle that containz totally random action requirementz in order to proceed to the next mini-puzzle! Bad enough is using a Wingz grunt to 'entice' one or more enemy gruntz into taking a certain position (as on Purple Multi- Grunt Switchez , or Hold Switchez of any sort), but to have to give an enemy grunt a mobile toy and have him end up on such a Switch is nothing but frustrating!!! No wonder there have been so few reportz of any sort of success on this Custom Level! I only tried to play it because there is no Statz Page image available ... but refuse to even try any puzzle of this nature in the future. As soon as I detect such a mini-puzzle, it goez into my (personal) trashcan, and getz a "Frustrating" rating for this Forum. Be advised! Random mini-puzzle(z) = "Frustrating" rating!
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GooRoo
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Post by GooRoo on Nov 1, 2009 8:57:36 GMT -8
Give him the go-kart and then trap him by stepping past the red switch. The problem with that solution is that the solver must somehow manage to get him onto the Purple Multi- Grunt Switch in the first place! That mobile toy has a totally random action ... there is simply no way to force him to drive to that PMGS!!! I have neither the time nor the patience to try dozenz of timez to have something random, such as this, to happen before I can even begin to solve any true puzzle! Designerz: This illustratez an automatic "Frustrating" rating!
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Post by SwordGrunt on Nov 1, 2009 17:21:10 GMT -8
That's not how it works. I'm quite sure I remember how this thing is.
BF FS
B = blocking tile; F = free tile; S = switch.
Have the grunt with the toy attract the enemy to the left F, with your grunt standing in the switch. Let your grunt be hit, then walk upwardz and give the toy to the enemy. Your other grunt should be standing left of the lower F, and should quickly go right, just before the enemy receives the toy. The toy then breaks, and you have time to walk away, and the enemy will remain pressing the switch.
If this isn't the situation, I'm sorry, I may have confused it with a ToyLand (I) puzzle. But I'm sure I have never done any puzzle that relies on luck and randomness - there's always a trick.
Edit: looking at the map now, apparently the puzzle(z) are slightly different from what I described, but they follow the same concept - trap the enemy grunt immediately when giving him the toy. And what BattlezM said two years ago that you just quoted, was correct.
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Sheroan
Full Gruntzer
!!! The one that Persevere Prevails !!!
Posts: 462
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Post by Sheroan on Nov 2, 2009 18:31:54 GMT -8
!!!!!!!!!!!!!! PERFECT !!!!!!!!!!!! Thankz you
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GooRoo
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Post by GooRoo on Nov 2, 2009 23:49:30 GMT -8
That's not how it works. I'm quite sure I remember how this thing is. BF FS B = blocking tile; F = free tile; S = switch. Have the grunt with the toy attract the enemy to the left F, with your grunt standing in the switch. Let your grunt be hit, then walk upwardz and give the toy to the enemy. Your other grunt should be standing left of the lower F, and should quickly go right, just before the enemy receives the toy. The toy then breaks, and you have time to walk away, and the enemy will remain pressing the switch. If this isn't the situation, I'm sorry, I may have confused it with a ToyLand (I) puzzle. But I'm sure I have never done any puzzle that relies on luck and randomness - there's always a trick. Edit: looking at the map now, apparently the puzzle(z) are slightly different from what I described, but they follow the same concept - trap the enemy grunt immediately when giving him the toy. And what BattlezM said two years ago that you just quoted, was correct. There are three Red Pyramidz, two lowered and one raised at the beginning of the puzzle. Stepping on the Red Hold Switch will reverse the Pyramidz ... and the enemy grunt then drivez out over the (now) lowered Red Pyramid, and movez in a random manner, seldom returning to the Purple Multi-Grunt Switch. There can be no assured method of leaving the enemy grunt with the toy breaking while on the PMGS ... it can break one tile away, even with the solver's grunt on the Red Hold Switch. The solver's grunt would have to step off the Red Hold Switch to the ordinary tile, and (when the toy breakz) move out of the detection range of the enemy grunt. Bad design! Unless the desired action can be reliably repeated time after time, it is merely being cruel to the solver.
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Post by SwordGrunt on Nov 3, 2009 8:05:38 GMT -8
Oh, I see what you need to do. First attract him to the snow tile below the red switch, and stand on the switch. Give him the kart, and his only movement option is to ride down to the purple switch. Immediately walk down. Leaving the red switch will then raise the pyramid next to the purple switch, and since you'll be above him, he cannot move anywhere... and thus, his toy breaks. Those two mini-screenshots really helped me to see the solution
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Post by SwordGrunt on Jan 9, 2010 14:22:46 GMT -8
Wait why is this still classified as frustrating? I already provided the solution to the first puzzle. You just need to stand below the switch, get hit by the enemy, then walk up. He will go to where you were before (below the switch), and you then give him the toy. His only movement option is the purple switch. As he drives to it, move to where he was - the pyramid next to him will raise and you will be above him. Thus he has no more movement options and his toy breaks.
There is nothing frustrating here, you just need to go in the proper spotz.
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GooRoo
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Post by GooRoo on Jan 9, 2010 14:40:42 GMT -8
I am just now reaching the point where I may spend some time on previously released Custom Levelz that I never completed ... to see if "a fresh brain" (and the commentz made in some threadz) may result in a re-evaluation of the difficulty level. I just completed updating GooRoo's Gruntz - The Journey home to extend the copyright datez, etc. ... and to add in linkz for downloading the Custom Quest & Battle Levelz. BTW, the linkz for several of those CLz that were moved into "Masochistz" seem to point to the original graphicz set area, rather than to the "Masochistz" area ... so I have more minor work to be done, to correct that ... after I do the re-evaluating. Since those linkz were taken directly from the indicez, the indicez on this Forum will need to be corrected for any CL that changez their difficulty rating.
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Post by SpaceGoo on Jan 20, 2010 11:08:04 GMT -8
Level'z not frustrating at all. Should be in Medium, hard at the MOST. Perfect @ 30~ minutez. Only one part stumped me for a while, and that was getting an R, but that'z because I didn't think I could get it; I just had to shoot the Spongez from the right spot. Like SG said, there IS a trick to the first part with the Sword Grunt and Toy; you just take a hit, get him in position, give him the Toy and move down, and pick up the Zap Cola on the other side. As long as you know and use the CRTL + # trick throughout most of the level, you shouldn't really have a problem with it.
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GooRoo
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Post by GooRoo on Jan 20, 2010 18:02:50 GMT -8
All right ... I concede. After dinner, I will re-move this back where it came from, and update the Indicez so that they properly link to its (re-)new(ed) location
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Post by Lahyme on Dec 9, 2018 15:17:22 GMT -8
Pleaaase release a walkthrough for this one !!
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