Blosics 2 Level Pack
Tell me, what's more satisfying than building an intricate structure of carefully-placed, precariously-balanced green blocks? Watching it crumble, that's what. Seeing each individual piece delightfully spin and bounce off each other with cold, hard physics goodness, heading towards sweet, off-screen oblivion. Then again, I guess some people just like building stuff. Well now you can do BOTH. Jacek Perzanowski's Igrek Productions has opened up his popular Blosics 2 to the masses and presents the Blosics 2 Level Pack, which lets you build new levels and challenge yourself to 30 new stages created by many different level designers.
For those unacquainted with the Blosics series, the object is to use projectile physics to knock down structures, earning enough points to move on to the next level. Your arsenal consists of various-sized balls, some with unlockable properties. Starting in a special shooting zone, you click and pull back your shots, rubber-band style, before letting them fly. Bigger and heavier balls cost more points to fire, so ball selection and careful aim is crucial. Green blocks earn you points, while red blocks take points away. Adding to the challenge are various surfaces (stone, rubber, and ice), exploding blocks, and floating balloon blocks. For added replayability, each level also has a special challenge, such as reaching the point goal with only one shot. Overcoming challenges give you credits towards new unlockable projectiles.
Play all the Blosics games:
The highlight of the Blosics 2 Level Pack is its 30 new levels, and they are an interesting mix of fun, challenge, and silliness. Some levels require perfect accuracy, while others (such as the "Ready... Aim..." level) are exercises in pure awesome. Since this is a level pack made by different designers, there isn't really the same type of ramp up in difficulty like in Blosics 2, and some levels (especially the challenges) seem extremely hard by the middle of the game. A few stages practically require the use of the unlockable projectiles, especially to complete some of the tricky challenges. In addition to the new levels, fans will be happy to notice the game's easy-to-use, robust level editor, which allows you to import and export levels as lines of text. The editor even saves images of your level design for easy posting.
While not a true sequel, Blosics 2 Level Pack provides fans with a new batch of challenges they've been sorely waiting for. Aside from the editor and levels, there's not much new here, but with its solid physics system and nice graphical quality (I still love those blur effects), the Blosics 2 engine doesn't really need many changes. So raise a toast to physics as you either enjoy this latest round of block smashing fun or create your own falling structures, feeling that sense of true satisfaction you so richly deserve.
Walkthrough Guide
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Blosics 2 Level Pack Walkthrough
This walkthrough should help you get enough points to advance to the next level. It's up to you to find a method to get a higher score.
All instructions call for firing your ball at full strength unless specified.
Many of the challenges are much easier if you use unlockable balls, such as the explosive ball, remote explosive ball, freeze button, and disintegrator ball.
Level 1 - "Blosics 2 Rulez !!!" (170 points)
To beat the level:
Fire one or two 20 balls at full strength at the upper-portion of the green letters.
To beat the challenge (Throw all green blocks):
It helps to have the remote explosive ball on this level. Fire the remote explosive ball with an upward angle through the letters, then explode it with E. Use a 5, 10, 20 or 30 ball for mopup work - just make sure you stay above 170 points.
Level 2 - "Big Tower" (250 points)
To beat the level:
Fire one or two 30 balls near the base of the structure to get everything crashing down.
To beat the challenge (Throw all green blocks):
If you have an explosive ball, a well timed shot near the middle of the structure should take care of most of the green blocks. A second explosive ball into the remaining blocks should mop up the rest. Use 20 balls as needed.
Level 3 - "Level 1 Hard" (100 points)
To beat the level:
Fire a single 30 ball near the base of the tower, aiming slightly upward. It should cause enough blocks to tip over and fall.
To beat the challenge (Throw all green blocks):
Beating this requires the freeze ability and an exploding ball. First, fire a single 20 ball near the base of the tower, aiming slightly upward. It should cause the majority of the blocks to tip over and fall. Next, Fire your exploding ball so it flies underneath the metal platform, near the bottom left corner. Freeze the ball, then fire a single 5 ball at it to explode it. If done right, it should cause all of the remaining blocks to fall off the platform.
Level 4 - "Off the Wall" (100 points)
To beat the level:
Fire a single 30 ball to the right so it bounces off the various walls. With a little experimentation and luck, it should reach the large green block to nudge it to fall.
To beat the challenge (Throw all green blocks):
Follow the steps above to beat the level and you should beat the challenge. Restart as needed.
Level 5 - "Towering" (210 points)
To beat the level:
Fire a 20 ball to take out the bottom of the tower. After things settle, fire another 20 ball into the pile to take out most or all of the rest. If there are still blocks left, use 5 balls to mop them up.
To beat the challenge (Use no more than 2 balls):
Fire a 20 ball to take out the bottom of the tower. After things settle, fire another 20 ball into the pile to take out most or all of the rest.
Level 6 - "Bowling" (200 points)
To beat the level:
Fire a 20 ball with half power to the bottom left so it sort of rolls down the slope and takes out the base of the tower. Fire a second 20 ball to mop up as needed. The surface is icy, so things should slide more easily.
To beat the challenge (Throw all green blocks):
If you have an explosive ball, a single well timed shot into the pile should send things sufficiently flying.
Level 7 - "City Destruction" (150 points)
To beat the level:
Fire two or three 30 balls into the base of the pile to get enough cleared off. To reach the 150 point goal, fire one or two 5 balls into the smaller piles.
To beat the challenge (Use no more than one ball):
If you have an explosive ball, a single well timed shot into the pile should send things sufficiently flying.
Level 8 - "Precariouscity" (100 points)
To beat the level:
Fire a single 5 ball straight up so it hits either the left or right white block that sticks out horizontally near the bottom of the tower.
To beat the challenge (Throw no red blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 9 - "One Too Many" (100 points)
To beat the level:
Fire a single 10 ball at 75-85% power towards the first row of blocks. If the red block falls, you've fired too hard. Repeat this power on the second row of blocks.
To beat the challenge (Throw no red blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 10 - "Catch the Reds" (100 points)
To beat the level:
Fire a 10 ball diagonally into the lower portion of the tower of blocks. If you hit it right, it will cause the tower to lean to the right, making the red bricks fall safely into the catch area. If you need to, fire a second 10 ball into the remaining green blocks to reach 100 points.
To beat the challenge (Throw no red blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 11 - "Domino 'N' Stuff" (100 points)
To beat the level:
Fire a single 5 ball into the white domino-like blocks to set off a chain reaction and hit the green blocks.
To beat the challenge (Throw all green blocks):
Follow the steps above to beat the level and you should have only a few stray green blocks left. Fire a few 5 balls down at the strays to clear the challenge.
Level 12 - "Think" (100 points)
To beat the level:
Fire a single 30 ball into the diagonal platform below you, so it misses the white horizontal block. It will make a ramp out of the white block. Quickly fire a second 30 ball straight down with around 90% power towards the diagonal platform. It should ride the ramp, nudge the first green star block, then spin towards the diagonal rubber platform and nudge the other green star blocks.
To beat the challenge (Use no more than 2 balls):
Follow the steps above to beat the level and you should beat the challenge.
Level 13 - "One Chance" (100 points)
To beat the level:
Fire a single 20 ball with less than half power (don't stretch beyond the starting circle) towards the green star block. If you overshoot or undershoot the opening, restart and try again.
To beat the challenge (Use no more than 1 ball):
Follow the steps above to beat the level and you should beat the challenge.
Level 14 - "Recycle Bin" (380 points)
To beat the level:
Fire a 10 ball with about 75% power toward the lower-left corner of the first green star block on the left. If you do it right, the red brick will spin toward the catch area to the left. Repeat the process for the remaining green star bricks.
To beat the challenge (Throw all green blocks and no red blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 15 - "Timing" (100 points)
To beat the level:
Fire a 5 ball up into the white domino-like blocks. This will trigger events that will cause the green star block to fall. Before it does, ready a 20 ball and let it fly toward the falling green star block, towards the hole on the left.
To beat the challenge (Use no more than 2 balls):
Follow the steps above to beat the level and you should beat the challenge.
Level 16 - "[Untitled]" (100 points)
To beat the level:
Carefully aim a few 5 balls towards the green blocks in the first column so they hit the green star blocks out of their perches. It may take up to 3 shots to reach over 100 points.
To beat the challenge (Don't explode any explosive blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 17 - "Penny Slots" (150 points)
To beat the level:
Fire a 30 ball into the base of the group of green star blocks. If you're lucky, the blocks will fall into the pits instead of the baskets, earning over 150 points.
To beat the challenge (Don't explode any explosive blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 18 - "Firing Line" (100 points)
To beat the level:
Carefully aim a single 5 ball at a 25 degree angle and fire with 30-40% power so it arcs above the white blocks and lands onto the four green star blocks. Restart as needed.
To beat the challenge (Throw no red blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 19 - "[Untitled]" (100 points)
To beat the level:
Fire a single 5 ball straight toward the green star blocks. You should be able to get at least 100 on one shot.
To beat the challenge (Throw all green blocks):
Be careful with your 5 ball shots not to nudge the white block, or it will block all future shots. Fire with less than 100% for more control.
Level 20 - "Save the Red Star" (100 points)
To beat the level:
Fire a single 30 ball towards the middle of the structure. You want the red star block to fall into the catch basket to the right. Restart as needed.
To beat the challenge (Throw all green blocks and no red blocks):
Once the red star block is in the catch basket, use 5 balls to mop up the rest of the green blocks as needed.
Level 21 - "2 Balls Factor" (230 points)
To beat the level:
Fire a single 5 ball with 20% power to the left so it slowly heads toward the ledge above the exploding blocks. Prepare another 5 ball to the bottom-right so it will bounce off the far right rubber barrier and strike the exploding blocks in the lower-right side of the screen. Fire the ball when the first ball is about to fall. It will hit the other exploding block, setting off a massive chain reaction.
To beat the challenge (Use no more than 2 balls):
Follow the steps above to beat the level and you should beat the challenge.
Level 22 - "Ready... Aim..." (170 points)
To beat the level:
Fire a single 5 ball with 20% power to the right so it enters the "gun" chamber. Fire a second 5 ball into the exploding blocks and say goodbye to the block man.
To beat the challenge (Use no more than 2 balls):
Follow the steps above to beat the level and you should beat the challenge.
Level 23 - "Exactly 100" (100 points)
To beat the level:
Fire a single 20 ball into the ship from the same angle as the "gun." Even if every block falls, you should still have at least 100 points.
To beat the challenge (Use no more than 1 ball):
Follow the steps above to beat the level and you should beat the challenge.
Level 24 - "One Chance II" (200 points)
To beat the level:
Fire a single 20 ball with 75% power near the top of the vertical white block. It should "kick" the large green star block into the hole. Restart as needed.
To beat the challenge (Use no more than 1 ball):
Follow the steps above to beat the level and you should beat the challenge.
Level 25 - "Ballance" (100 points)
To beat the level:
Hopefully you've earned the disintegrator ball by now. Fire a single disintegrator ball into the red blocks and press D to detonate it. After the resulting green blocks fall, you should have over 100 points.
To beat the challenge (Throw all green blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 26 - "Plinko" (400 points)
To beat the level:
Fire a 5 ball at 50% power towards the leftmost green blocks. They should fall without touching any red blocks. Fire another 5 ball at 50% power towards the rightmost green blocks for the same effect. You should earn over 400 points this way.
To beat the challenge (Throw no red blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 27 - "Trick Shot" (100 points)
To beat the level:
Fire a 5 ball the left portion of the pyramid of blocks. Make sure you have the "freeze" ability. Wait for the green blocks to fall so the points are over 100, then quickly freeze (F) before any red blocks fall.
To beat the challenge (Throw no red blocks):
Follow the steps above to beat the level and you should beat the challenge.
Level 28 - "Tetricity" (400 points)
To beat the level:
Fire a single exploding ball straight down.
To beat the challenge (Use no more than 1 ball):
Follow the steps above to beat the level and you should beat the challenge.
If you have the vortex ball, you can also fire a single vortex shot down to earn the challenge after the ensuing carnage.
Level 29 - "Tada" (100 points)
To beat the level:
Fire a single exploding ball straight up.
To beat the challenge (Use no more than 1 ball):
Follow the steps above to beat the level and you should beat the challenge.
Level 30 - "Crossbow" (100 points)
To beat the level:
Find a small gap near the upper edge of the ball summoning area and fire a 5 ball at the red star blocks to clear them out of the way. Before they go off screen, freeze the action (F), then use another 5 ball to fire at the green star block.
To beat the challenge (Throw no red blocks):
Follow the steps above to beat the level and you should beat the challenge.
Posted by: J-Witz | October 25, 2010 11:05 AM