Marble Blast Levels: Compilation 27
As you can see, I have reached the custom level packs with the Pokko's level collection in them. Notes: Agility Island: One needs a high degree of precision to get a low time in this level. Combo Trick: You can get the TM using the bounce-jump-bounce-jump-bounce-jump start pattern, but then it's slower to get to the finish and the time restarts longer. Construction Ascent: Obviously a sub-3 is possible. This level annoyed me the most due to three main parts of the level: 1. The OOB trigger that is placed so close to the TM that I'm convinced the level creator put it there specifically to screw up attempts to catch the TM. Many runs would have worked, in that I landed on the trim after catching the TM, if it weren't for this trigger. 2. The sideways Gravity Defier that messed up a lot of runs. 3. I would get the wrong amount of velocity or something at the end, so the Gravity Defier at the end flings me OOB instead of to the finish pad. The finish I did in this run is better than the one I normally do (just jump on the GD) but even this has room for error. First Level of 2011!!: The windowed videos are made that way using Keynote. I found out that the new version of Keynote does not let any slide be longer than 60 seconds, so I had to break up the video into two parts and join them in iMovie. (Too bad I didn't think to use my copy of Keynote '09.) The teleporter after diamond #4 requires some precision. One has to roll off the castle into the platform with the teleporter because if one jumps or bounces off, the marble will rebound on the platform just high enough to briefly put it out of the range of the teleporter, and one will waste time. Galaxy Invader's Quick Course: Late in my time of attempts, I realized that one does not need to bounce more than once on any platform in the finish area. Island Challenge: There are (at least) three ways to do the double Jump Boost part; this is the fastest way I know. The ending isn't quite optimal but I'm not too picky. Jump!: One can edge hit the platform with the Jump Boost, but it's harder to do and I don't think it's any faster. I actually failed a lot of times between the landing after gem #2 and collecting gem #3. Jumping Tutorial: I missed the finish pad a few times. This time I didn't since after landing on the finish platform, I rolled instead of jumped. Out and Back: None. Pokko's level 3: I like a level where you do a blind gem catch and then finish right afterwards. Pokko's level 5: Originally I just had the 9.00, but after watching a video on YouTube by Alexis (I think), I learned of this new path (which I previously thought might not be possible). Pokko's level 16: The ending is pretty fast, reminds me of the ending of Pitfalls. Pokko's level 20: Imperial (I think)'s path plus an edge hit. Half the reason why I added the edge hit was because I couldn't seem to beat his time otherwise. There are two ways of jumping to wall-hit and getting the second TM, the "fast" (TM catch average 2.8x) and the "slow" way (TM catch average 2.9x-3.0x). This video features the "slow" way but the TM catch is more like the "fast" way. Pokko's level 21: I didn't know if the edge hit was possible, but I tried a bit and saw that it was. Pokko's level 24: Probably one of the sneakiest edge hits I've ever done. Yes there are two but I think you'll know which one I'm talking about. Small loop: Surprisingly frustrating. Many runs went OOB with 1 or 0 diamonds remaining, and even this run nearly failed at the end. (I actually had a run that finished with an edge hit, wasting precious time. Tasty Level: Wall hits everywhere! I counted 11, which is one wall hit for each diamond and Time Modifier in the level. Treetop Platformer: The ending seems kinda luck-based, since I could easily fall into a gap instead of successfully jumping to the finish. Upper Swivel: None. Your First Roll: None. Songs: Don't know, they're from the same CD I got the songs used in MBL: C26.
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