Difference between revisions of "Common Puzzle"

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[[File:CommonPuzzles.png|thumb|Common Puzzles used together in a room]]
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'''Puzzles''' in [[Everybody Edits]] are <span class="plainlinks">[http://wiki.everybodyedits.com/Category:Player-originated_concepts player-originated]</span> challenges of varying difficulties. Together they form '''minigames''' ('''Minis''') and  entire [[Worlds|rooms]] can be made out of them, called [[Minigame Levels|Minigame levels]], but normally they are used for fun to keep players in room or as a challenge to award more skilled players. Because of that they are often used in [[Boss Levels|boss levels]].
  
[[File:CommonPuzzles.png|thumb|right|Common puzzles used together in a room]]
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These are common puzzles featured in Everybody Edits:
These are common puzzles featured in EE. Entire rooms can be made out of them, but normally they are used in a single section of a room as a minigame.
+
 
 +
''Wiki tip: Click on images to see them in full size.''
  
 
== Hook Jump ==
 
== Hook Jump ==
[[File:HookJumps.png|thumb|right|Some types of hook jumps]]
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[[File:HookJumps.png|thumb|Some types of Hook Jumps]]
The '''Hook Jump''' (E-Block, F-Block, Ninja Jump...), consists of any solid block type with another solid block placed either two or three blocks above. They are sometimes accompanied by a wall to one side, as pictured. There is also sometimes another wall placed two bricks to an open side of the Hook Jump, jumps which have these walls are generally considered easier as it's harder to overshoot. Some times the level creator will place a gravity dot or arrow on the block where the player stands to attempt to make it more challenging. But if they place an arrow that is pointed to push the player off, the player can simply hold space and the direction directly opposing the arrow, and they will quickly hop up the wall. Single space hook jumps are considered to be extremely difficult but can be completed.
+
The '''Hook Jump''' also known as '''C-Jump''' or '''Ninja Jump''' appears in many variations and directions (With help of gravity arrows). It consists of any [[Blocks|solid block]] with another solid block placed two or more blocks above.  
Hook Jumps are usually found chained together, and levels have been created that consist of nothing but Hook Jumps repeated over and over again.
+
  
== Dot trail ==
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They are usually accompanied by a wall to one side (as pictured), Jumps with this wall are considered easier as players can fall from standing area only from one side, but they can also jump only from one side. Sometimes there is also another wall placed two bricks to an open side of the Hook Jump, Jumps which have these walls are considered easier because players can't jump too far from Hook Jump.
[[File:DotTrail.png|thumb|none|Dot trail]]
+
 
Dot trails, also known as anti-gravity rails, consist of gravity dots chained together. The length of the trail varies depending on the level's designer, as well as the complexity. At times, it is possible to bypass lengths of the dot trail if the design permits. Sometimes, level designers will add blocks at different spots in dot trails to make them simpler to navigate. By adding a solid block beyond the edge of an intended direction of travel, it prevents the player from flying off carelessly, as the player is squared with the next line of dots.
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Hook jumps are usually found chained together ('''Hookloops''', '''E-Block''', '''F-Block'''...).<ref>Levels have been created that consist of nothing but Hookloops repeated over and over again, they are good for practicing Hook Jumps.</ref>
 +
 
 +
Sometimes level creators place an [[Action|action block]] such as gravity dot, arrow or hazard<ref>See also: [[Death|Death in Everybody Edits]].</ref> on the block where the player stands to attempt to make it more challenging, but if they place
 +
*an arrow pointed to push the player off: the player can simply hold space and the direction  opposing the arrow, and they will quickly hop up to the top;<ref>Because of this they are often used in [[Hold Space Levels]].</ref>
 +
*a dot: player should hold space then direction facing outside of hook jump and a bit after again towards hook jump;
 +
*an arrow pointed to push the player onto sidewall/an arrow pointed upwards/a hazard: player must not go too much inside hook jump and they must be standing half of a block distance before they start. These are considered to be one of hardest.
 +
 
 +
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%"
 +
! Hook Jumps depending on their height
 +
|-
 +
|
 +
=====Normal=====
 +
Also called '''2x1 Hook Jumps''' are the most common Hook Jumps hence the name. They consist of a solid block and another solid block ''3'' blocks above.
 +
 
 +
=====Single Space Hook Jumps=====
 +
Also called '''1x1 Hook Jumps''' consist of a solid block and another solid block ''2'' blocks above. Many think they are impossible but they <u>can</u> be completed with good timing. Good technique to beat them is to hold space along with repeating left and right directions rhythmically, but this is barely useful when there are 1x1 hookloops.
 +
 
 +
=====High Hook Jumps=====
 +
[[File:High Hook Jump.png|thumb|Some types of High Hook Jumps]]
 +
They consist of a solid block and another solid block ''4'' or ''more'' blocks above and helping action block(s) such as gravity arrows or effects. Their difficulty can vary a lot depending on variation.
 +
 
 +
|}
 +
 
 +
== Dot Trail ==
 +
[[File:DotTrail.png|thumb|Dot Trail with helping blocks (right) and without (left)]]
 +
'''Dot Trails''', also known as '''anti-gravity rails''', consist of gravity dots chained together. The length and difficulty of the trail varies depending on the level's designer, as well as the complexity.  
 +
 
 +
At times, it is possible to bypass lengths of the Dot Trail if the design permits.
 +
 
 +
Sometimes level designers add a solid block beyond the edge of an intended direction of travel to make it easier because it prevents the player from flying off carelessly, as the player is squared with the next line of dots.
 +
 
 +
The best way to pass them is to quickly press direction pointing end of current dot line, and if you accidentally go too fast press opposing arrow to go back. Repeat this until you are squared with another dot line and repeat same technique until you finish.
  
 
== Tight-fit ==
 
== Tight-fit ==
[[File:TightFit.png|thumb|none|Tight-fit]]
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[[File:TightFit.png|thumb|Tight-fit]]
Before, Tight-Fit puzzles were much more tedious to complete since smileys had to be in the exact position before being able to successfully jump through a tight-fit hole. However, as of the latest update, a feature called grid-locking automatically aligns a smiley to the grid if close enough to a grid square. This makes passing these puzzles much easier. Once you can fit, you have to time your jump and movement correctly so you don't end up moving after the jump; losing your place and forcing you to start over.
+
Before, '''Tight-fit''' puzzles were much more tedious to complete since smileys had to be in the exact position before being able to successfully jump through a Tight-fit hole. However, one of the updates added a feature called grid-locking, it automatically aligns a smiley to the grid if close enough to a grid square. This made passing these puzzles much easier. Once you can fit, you have to time your jump and movement correctly so you don't end up moving after the jump; losing your place and forcing you to start over.
  
== Anti-gravity drop ==
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Easier variations of this include:
[[File:AntiGravityFall.png|thumb|none|Anti-gravity drop]]
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*Adding solid block next to jump area so players can fit easily and can't go across jumping area;
Similar to Tight-Fit, this puzzle needs you to drop from a height to a hole in the floor, and if you miss there are arrows to carry you to the top again. There are multiple variations to this and they can go in all directions except for upwards. Many use an arrow instead of an anti-gravity dot.
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*Adding anti-gravity dot above hole so players don't have to time their jump and movement.
  
== Loop ==
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Harder variations of this include:
[[File:Ee_afk.PNG|thumb|none|A loop]]
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[[File:2TypesOfInvisibleTight-fit.png|thumb|Two types of invisible Tight-fit]]
If you find yourself in one of these pictured to the right, (no exit) then you are stuck moving forever. This is rarely found in puzzles, but it may be accompanied with dot trails and reverse gravity gimmicks so you can escape. They are not always in a square and can come in different shapes that can span large areas. Since the addition of gems and the shop, they have become increasingly popular for energy generators. These are used as AFKs (Away From Keyboard) sometimes.
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*Ice Tight-fit: when floor is made out of ice blocks, they make fitting a lot harder;
 +
*Invisible Tight-fit: made out of invisible blocks, players don't know where opening is until they find it themselves. Good technique for this is to hold space and slowly move from one side to another and eventually opening will be shown.
 +
{{clear}}
  
== Hop-Skip ==
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== Tight Jump ==
This is simply a block evenly (or unevenly) spaced usually with a drop or arrows below. These blocks are sometimes locks with a key on the end to send the others back to the beginning. They can range in difficulty and can have different gravity bricks placed on top of them, making it more difficult to land or jump from.
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[[file:Tight Jumps.png|thumb|Example of Tight Jumps; To beat last Tight Jump player must get acceleration from white block]]
 +
'''Tight Jump''' consists of 2 solid blocks that have 1-3 empty blocks between them and row of solid blocks only 3 blocks above. The more empty blocks they have in between the harder it is, but when they have more than 3 blocks space in between extra speed is needed.
 +
{{clear}}
 +
 
 +
== Anti-gravity Drop ==
 +
[[File:AntiGravityFall.png|thumb|Anti-gravity drop]]
 +
There are multiple variations of this (Also in all directions) and they are similar to Tight-fit, this puzzle needs you to drop from a height into a hole, and if you miss there are usually arrows to carry you back. Even though anti-gravity dot will make this puzzle harder, many people use arrows instead.
 +
{{clear}}
 +
 
 +
== Maze ==
 +
''Main page: [[Maze Levels]]''
 +
 
 +
'''Mazes''' are puzzles where player has to find the way out by themselves and they appear in a few different types.
 +
{{clear}}
  
 
== Stairs ==
 
== Stairs ==
Stairs are locks stacked like stairs that ascend a tower, ultimately reaching the top of the stage. At the top the only way to pass to another part of the world is to go through a key in an opening, which will dump any unsuspecting players down to the bottom. Stair worlds usually consist of 3 - 4 stairs but can span across an entire world, taking up the entire minimap. Solid bricks are normally added near the walls to be used as safe spots or to catch falling players. Many players quit the level the moment they see stairs on the level. This is because they either believe it is un-original, easy, a waste of time, or simply there to take up space. It is relatively easy to be annoying in levels with stairs, as players who get to the top can just sit there on a block that is usually solid. They simply wait at the top, then they will drop down, hit the keys and drop other players when they see them getting close. These people will most likely use the Ninja Smiley if they have it, making themselves harder to see on the mini-map.
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''Main page: [[Stairs Levels]]''
  
== High jump ==
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'''Stairs''' are made out of any key locks stacked like stairs that ascend a tower, ultimately reaching the top of the stage. At the top the only way to pass to another part of the world is to go through a key in an opening, which will dump any unsuspecting players down to the bottom or safe spot. Solid bricks are normally added near the walls to be used as safe spots or to catch falling players.
[[File:EE2.PNG|thumb|none|A high jump]]
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High jump is a common puzzle that consists of a wall that is 4 or more blocks high. At the bottom it has an arrow, or a dot, for a high jumping. These can be affected by lag and can be learned over time. Some bugs, such as the multi-key bug on laptops can prevent players from completing these. Multiple arrows can be used with more than 4 blocks that requires the same method but gives a different look. A single block ceiling is often used for when multiple High Jumps are placed next to each other to prevent a player from jumping from the top of one to the top of another.
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== High Jump ==
 +
[[File:EE2.PNG|thumb|High Jump]]
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'''High Jump''' is a puzzle that consists of a wall that is ''4'' or ''more'' blocks high. At the bottom it has an arrow or a dot, for high-jumping. They are considered hard and boring because they require precise timing and are really affected by lag but can be learned over time. Walls that are ''6'' or ''more'' blocks tall require multiple arrows facing upwards  and they require the same method. A single block ceiling is often used for when multiple High Jumps are placed next to each other to prevent players from jumping from the top of one to the top of another.
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{{clear}}
  
 
== Elevators ==
 
== Elevators ==
[[File:Elevators.png|thumb|none|An elevator]]
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[[File:Elevators.png|thumb|Elevator]]
Elevators are usually designed to be quite tricky. The player can travel up them and usually has to move left or right to make sure they don't fall all the way back to the bottom. These are created by having alternating lines of spaces and arrows and can be recreated horizontally or vertically. The fewer arrows there are on a line, the less chance there is of continuing up the elevator, so you are more likely to fall back down it. The line of arrows will usually branch out into many different paths, which people must pick at random. There is usually only one path that actually takes the player up. The others either lead to a coin or a whole lot of nothing, causing the player to be sent back down.
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'''Elevators''' are made out of alternating lines of spaces and arrows facing upwards. Players have to move left or right while traveling because if they get out of elevator for just a moment they will start falling all the way to the bottom. They often branch out into many different paths.
 +
[[File:Reverse elevator.png|thumb|left|Reverse elevator with up arrows on top<ref>Note: to make it an ordinary reverse elevator row of solid blocks must be deleted or moved by 3 blocks upwards, otherwise players are unable to start falling.</ref>]]
 +
There are also '''reverse elevators''', they are same as normal elevators but with opposite direction (from top to bottom), they usually contain action block such as hazards, water or lava, boosts or arrows which you must avoid. Another type of reverse elevator is when it has up arrows on top attached to solid blocks, making pushing away against arrows roughly the only way to get to the bottom. This way it is similar to Anti-gravity drop except you have to move while falling as well.
 +
{{clear}}
  
== Arrow tower ==
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== Arrow Tower ==
[[File:Arrowtower.png|thumb|none|An arrow tower]]
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[[File:Arrowtower.png|thumb|Arrow Tower]]
An Arrow Tower consists of stairs with one arrow facing against you on each step. The easiest way to beat this challenge is by holding space and the arrow of the direction you want to go in.
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An '''Arrow Tower''' consists of stairs with one arrow facing against you on each step. The easiest way to beat this challenge is by holding space and the arrow of the direction you want to go in.
 +
{{clear}}
  
 
== Side-fit ==
 
== Side-fit ==
[[File:Side-Fit.png|thumb|none|Side-fit]]
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[[File:Side-Fit.png|thumb|Side-fit]]
Side-fits are usually used in boss levels. The goal is to step off the top block and fit between both before the boss pushes you off with arrows. The simplest way to complete these is to lightly go off the top block and to directly press the opposite arrow when you start falling.
+
'''Side-fits''' are usually used in boss levels. The goal is to step off the top block and fit between both before the boss pushes you off with arrows. The simplest way to complete these is to lightly go off the top block and to directly press the opposite arrow when you start falling.
 +
{{clear}}
 +
 
 +
== Coin Puzzle ==
 +
[[File:Coinpuzzle.png|thumb|Coin Puzzle where you have to go first to two, then three, then four and then five to solve it.]]
 +
Similar to [[Maze#Coin Maze|Coin Maze]], a '''Coin Puzzle''' is solved by collecting coins in the right order except it's more of parkour type than maze. Owners usually add reset block in case you mess up.<ref>[[Portals#World|World portals]] can also work as reset block.</ref>
 +
{{clear}}
 +
 
 +
== Diagonal Dot Line ==
 +
[[File:DiagDotLine.png|thumb|Diagonal Dot Line]]
 +
'''Diagonal Dot Line''', as name says, is line of anti-gravity dots placed in diagonal order. It's not common in most minigames because it's hard and it takes too long for beginners to pass it. In order to beat it players must start holding up and press right/left directions repeatedly but with good timing. Another but harder way is to hold up and press right/left direction when you start moving upwards.
 +
{{clear}}
 +
 
 +
== Hover ==
 +
[[file:Hovermini.png|thumb|Hover]]
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'''Hover''' ('''Gap Slide''', '''Single Space Jumps'''...) is very difficult mini and can be completed by moving slowly across the gap. It can be used to trick rushing players into falling into the gap.
 +
{{clear}}
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 +
== Bouncing Gravity Climb ==
 +
[[file:Bouncing Gravity Climb.png|thumb|Bouncing Gravity Climb]]
 +
'''Bouncing Gravity Climb''', as name says, is a challenge where you have to climb by bouncing against gravity arrows. There are many different variations of this depending on creator and their difficulty can vary a lot, your reaction of movement also depends on how you start climbing. Most of them are very hard to beginners but can be quickly practiced.
 +
{{clear}}
 +
 
 +
== Duck Jump ==
 +
[[file:2TypesOfDuckJump.png|thumb|2 Types over Duck Jumps]]
 +
'''Duck Jumps''' consist of 1 or 2 solid blocks on bottom, empty space above it and arrows above empty space. They are common challenge found in easy minigame levels.
 +
{{clear}}
 +
 
 +
== Wall Jumps ==
 +
[[file:Wall Jumps.png|thumb|Wall Jumps]]
 +
'''Wall Jumps''' require players to jump from one wall to the another by pushing off the gravity arrows. To do it you must jump with enough speed and hold direction opposing arrows you are standing on<ref>Many players hate them because some keyboards can't press enough keys at once (although some can do it alternatively via [https://en.wikipedia.org/wiki/QWERTY WASD] or [https://en.wikipedia.org/wiki/AZERTY ZQSD]).</ref>. Their difficulty varies depending on number of arrows and distance between opposing arrows horizontally and vertically.
 +
{{clear}}
 +
 
 +
== Stalactites ==
 +
[[file:Stalactites.png|thumb|Stalactites; Note the different variations of their tip (arrows)]]
 +
'''Stalactites'''<ref>Their name is derived from real-life formation [https://en.wikipedia.org/wiki/Stalactite stalactites].</ref> are common puzzles found in many minigames. They are lines of solid blocks hanging from top with gravity arrows sticking players onto it. When players get on other side they need to jump to another Stalactite (Similarly to Wall Jump) and so on until they get to the end. Their difficulty depends on variation.
 +
{{clear}}
 +
 
 +
==References==
 +
<references/>
  
== Coin puzzle ==
 
A coin puzzle is a kind of logic think puzzle. When you want to solve the puzzle you have to get the coins in the right order. When you fail you have to start again. If the level owner didn't add [[Portals#World|World Portals]], click 'Go to lobby', and then go back. Or as an alternative method, click 'Share' and copy the URL and paste it in your adressbar of your webbrowser and refresh the page as much as you need.
 
[[File:Coinpuzzle.png|thumb|none|A coin puzzle where you have to go first to two, then three, then four and then five to solve it.]]
 
 
[[Category:Player-originated concepts]]
 
[[Category:Player-originated concepts]]
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<!--
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WARNING!!!: IF YOU ARE ABOUT TO ADD A SECTION ABOUT ANOTHER PUZZLE MAKE SURE YOU UPLOAD AN IMAGE TO IT, OR ELSE IT WILL BE DELETED.
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If you can't put image for a reason add "''Image Needed''" on start of your section and try to explain puzzle better.
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-->

Latest revision as of 22:57, 27 June 2018

Common Puzzles used together in a room

Puzzles in Everybody Edits are player-originated challenges of varying difficulties. Together they form minigames (Minis) and entire rooms can be made out of them, called Minigame levels, but normally they are used for fun to keep players in room or as a challenge to award more skilled players. Because of that they are often used in boss levels.

These are common puzzles featured in Everybody Edits:

Wiki tip: Click on images to see them in full size.

Hook Jump

Some types of Hook Jumps

The Hook Jump also known as C-Jump or Ninja Jump appears in many variations and directions (With help of gravity arrows). It consists of any solid block with another solid block placed two or more blocks above.

They are usually accompanied by a wall to one side (as pictured), Jumps with this wall are considered easier as players can fall from standing area only from one side, but they can also jump only from one side. Sometimes there is also another wall placed two bricks to an open side of the Hook Jump, Jumps which have these walls are considered easier because players can't jump too far from Hook Jump.

Hook jumps are usually found chained together (Hookloops, E-Block, F-Block...).[1]

Sometimes level creators place an action block such as gravity dot, arrow or hazard[2] on the block where the player stands to attempt to make it more challenging, but if they place

  • an arrow pointed to push the player off: the player can simply hold space and the direction opposing the arrow, and they will quickly hop up to the top;[3]
  • a dot: player should hold space then direction facing outside of hook jump and a bit after again towards hook jump;
  • an arrow pointed to push the player onto sidewall/an arrow pointed upwards/a hazard: player must not go too much inside hook jump and they must be standing half of a block distance before they start. These are considered to be one of hardest.
Hook Jumps depending on their height
Normal

Also called 2x1 Hook Jumps are the most common Hook Jumps hence the name. They consist of a solid block and another solid block 3 blocks above.

Single Space Hook Jumps

Also called 1x1 Hook Jumps consist of a solid block and another solid block 2 blocks above. Many think they are impossible but they can be completed with good timing. Good technique to beat them is to hold space along with repeating left and right directions rhythmically, but this is barely useful when there are 1x1 hookloops.

High Hook Jumps
Some types of High Hook Jumps

They consist of a solid block and another solid block 4 or more blocks above and helping action block(s) such as gravity arrows or effects. Their difficulty can vary a lot depending on variation.

Dot Trail

Dot Trail with helping blocks (right) and without (left)

Dot Trails, also known as anti-gravity rails, consist of gravity dots chained together. The length and difficulty of the trail varies depending on the level's designer, as well as the complexity.

At times, it is possible to bypass lengths of the Dot Trail if the design permits.

Sometimes level designers add a solid block beyond the edge of an intended direction of travel to make it easier because it prevents the player from flying off carelessly, as the player is squared with the next line of dots.

The best way to pass them is to quickly press direction pointing end of current dot line, and if you accidentally go too fast press opposing arrow to go back. Repeat this until you are squared with another dot line and repeat same technique until you finish.

Tight-fit

Tight-fit

Before, Tight-fit puzzles were much more tedious to complete since smileys had to be in the exact position before being able to successfully jump through a Tight-fit hole. However, one of the updates added a feature called grid-locking, it automatically aligns a smiley to the grid if close enough to a grid square. This made passing these puzzles much easier. Once you can fit, you have to time your jump and movement correctly so you don't end up moving after the jump; losing your place and forcing you to start over.

Easier variations of this include:

  • Adding solid block next to jump area so players can fit easily and can't go across jumping area;
  • Adding anti-gravity dot above hole so players don't have to time their jump and movement.

Harder variations of this include:

Two types of invisible Tight-fit
  • Ice Tight-fit: when floor is made out of ice blocks, they make fitting a lot harder;
  • Invisible Tight-fit: made out of invisible blocks, players don't know where opening is until they find it themselves. Good technique for this is to hold space and slowly move from one side to another and eventually opening will be shown.

Template:Clear

Tight Jump

Example of Tight Jumps; To beat last Tight Jump player must get acceleration from white block

Tight Jump consists of 2 solid blocks that have 1-3 empty blocks between them and row of solid blocks only 3 blocks above. The more empty blocks they have in between the harder it is, but when they have more than 3 blocks space in between extra speed is needed. Template:Clear

Anti-gravity Drop

Anti-gravity drop

There are multiple variations of this (Also in all directions) and they are similar to Tight-fit, this puzzle needs you to drop from a height into a hole, and if you miss there are usually arrows to carry you back. Even though anti-gravity dot will make this puzzle harder, many people use arrows instead. Template:Clear

Maze

Main page: Maze Levels

Mazes are puzzles where player has to find the way out by themselves and they appear in a few different types. Template:Clear

Stairs

Main page: Stairs Levels

Stairs are made out of any key locks stacked like stairs that ascend a tower, ultimately reaching the top of the stage. At the top the only way to pass to another part of the world is to go through a key in an opening, which will dump any unsuspecting players down to the bottom or safe spot. Solid bricks are normally added near the walls to be used as safe spots or to catch falling players.

High Jump

High Jump

High Jump is a puzzle that consists of a wall that is 4 or more blocks high. At the bottom it has an arrow or a dot, for high-jumping. They are considered hard and boring because they require precise timing and are really affected by lag but can be learned over time. Walls that are 6 or more blocks tall require multiple arrows facing upwards and they require the same method. A single block ceiling is often used for when multiple High Jumps are placed next to each other to prevent players from jumping from the top of one to the top of another. Template:Clear

Elevators

Elevator

Elevators are made out of alternating lines of spaces and arrows facing upwards. Players have to move left or right while traveling because if they get out of elevator for just a moment they will start falling all the way to the bottom. They often branch out into many different paths.

Reverse elevator with up arrows on top[4]

There are also reverse elevators, they are same as normal elevators but with opposite direction (from top to bottom), they usually contain action block such as hazards, water or lava, boosts or arrows which you must avoid. Another type of reverse elevator is when it has up arrows on top attached to solid blocks, making pushing away against arrows roughly the only way to get to the bottom. This way it is similar to Anti-gravity drop except you have to move while falling as well. Template:Clear

Arrow Tower

Arrow Tower

An Arrow Tower consists of stairs with one arrow facing against you on each step. The easiest way to beat this challenge is by holding space and the arrow of the direction you want to go in. Template:Clear

Side-fit

Side-fit

Side-fits are usually used in boss levels. The goal is to step off the top block and fit between both before the boss pushes you off with arrows. The simplest way to complete these is to lightly go off the top block and to directly press the opposite arrow when you start falling. Template:Clear

Coin Puzzle

Coin Puzzle where you have to go first to two, then three, then four and then five to solve it.

Similar to Coin Maze, a Coin Puzzle is solved by collecting coins in the right order except it's more of parkour type than maze. Owners usually add reset block in case you mess up.[5] Template:Clear

Diagonal Dot Line

Diagonal Dot Line

Diagonal Dot Line, as name says, is line of anti-gravity dots placed in diagonal order. It's not common in most minigames because it's hard and it takes too long for beginners to pass it. In order to beat it players must start holding up and press right/left directions repeatedly but with good timing. Another but harder way is to hold up and press right/left direction when you start moving upwards. Template:Clear

Hover

Hover

Hover (Gap Slide, Single Space Jumps...) is very difficult mini and can be completed by moving slowly across the gap. It can be used to trick rushing players into falling into the gap. Template:Clear

Bouncing Gravity Climb

Bouncing Gravity Climb

Bouncing Gravity Climb, as name says, is a challenge where you have to climb by bouncing against gravity arrows. There are many different variations of this depending on creator and their difficulty can vary a lot, your reaction of movement also depends on how you start climbing. Most of them are very hard to beginners but can be quickly practiced. Template:Clear

Duck Jump

2 Types over Duck Jumps

Duck Jumps consist of 1 or 2 solid blocks on bottom, empty space above it and arrows above empty space. They are common challenge found in easy minigame levels. Template:Clear

Wall Jumps

Wall Jumps

Wall Jumps require players to jump from one wall to the another by pushing off the gravity arrows. To do it you must jump with enough speed and hold direction opposing arrows you are standing on[6]. Their difficulty varies depending on number of arrows and distance between opposing arrows horizontally and vertically. Template:Clear

Stalactites

Stalactites; Note the different variations of their tip (arrows)

Stalactites[7] are common puzzles found in many minigames. They are lines of solid blocks hanging from top with gravity arrows sticking players onto it. When players get on other side they need to jump to another Stalactite (Similarly to Wall Jump) and so on until they get to the end. Their difficulty depends on variation. Template:Clear

References

  1. Levels have been created that consist of nothing but Hookloops repeated over and over again, they are good for practicing Hook Jumps.
  2. See also: Death in Everybody Edits.
  3. Because of this they are often used in Hold Space Levels.
  4. Note: to make it an ordinary reverse elevator row of solid blocks must be deleted or moved by 3 blocks upwards, otherwise players are unable to start falling.
  5. World portals can also work as reset block.
  6. Many players hate them because some keyboards can't press enough keys at once (although some can do it alternatively via WASD or ZQSD).
  7. Their name is derived from real-life formation stalactites.