If you play Electric Man 2 on Stickpage, you can enter Kwing.|BGOF
and it will say you have completed all the levels in easy mode. If you
enter Kwing.|BGHV it will day you completed all the levels in pro mode!
Bloxorz codes from Planet Ozh: Level 01 - code : 780464 Level 02 - code : 290299 Level 03 - code : 918660 Level 04 - code : 520967 Level 05 - code : 028431 Level 06 - code : 524383 Level 07 - code : 189493 Level 08 - code : 499707 Level 09 - code : 074355 Level 10 - code : 300590 Level 11 - code : 291709 Level 12 - code : 958640 Level 13 - code : 448106 Level 14 - code : 210362 Level 15 - code : 098598 Level 16 - code : 000241 Level 17 - code : 683596 Level 18 - code : 284933 Level 19 - code : 119785 Level 20 - code : 543019 Level 21 - code : 728724 Level 22 - code : 987319 Level 23 - code : 293486 Level 24 - code : 088198 Level 25 - code : 250453 Level 26 - code : 426329 Level 27 - code : 660141 Level 28 - code : 769721 Level 29 - code : 691859 Level 30 - code : 280351 Level 31 - code : 138620 Level 32 - code : 879021 Level 33 - code : 614955 Impossible Quiz Answers Here's a strategy I found for Tower Defense. Built up the Ice Towers first, one at a time until they're fully buffed, and then the green ones. An alternative is wait until you have 3000 currency and blast it on an Ultimate Armed Tower. Keep the Ice Towers spread out, as they are best for their range, so let them use their talents. The Earth Towers do more damage, though, except, of course for the Ultimate Armed Tower that supplies a surplus in everything.
Invisibility Game: ultrapixelferret Stick RPG: Make your name HEYZEUS!!!! Motherload: Go to options and type ntouchable, blingbling, and fillerup. Then get a full repair at the shop. WARNING: You can't save after cheating. Codes only work at XgenStudios.com. Here's a Daxter Walkthrough. This is a good position to place your towers in Bloons Tower Defense 2 by Ninja Kiwi on Easy Mode. All towers should be upgraded. The super monkey is optional. Anyway, here's the picture.
Murloc RPG: Stranglethorn Fever
Use these abilities in this order, then repeat them:
Frost Nova
Attack
Frost Nova
Magic Dust
Repeat it over and over and you keep your enemy stunned for the entire battle, provided 1. The enemy can be stunned (All enemies can be stunned except the final boss PvP in the arena to the East of the forest, through the teleporter), 2. You have enough Magic Dust, and 3. You have enough Energy to cast Frost Nova twice without heals. Also, if your enemy can't kill you in about 3 hits: Cold Blood+Pyroblast=2000 Easy Damage.
Making PR2 Levels
How to make good levels on Platform Racing:
Blocks:
Basic
Blocks - Use either all one kind of BB, or an equal abundance of each,
unless there's a theme that would fit well if done otherwise.
Brick
Blocks - Use as you want, but the primary use for pro players is to
prevent players from reaching a safe spot, which can be an advantage OR
disadvantage depending on how it is used.
Finish Blocks: Either
spread them out or clump them together touching, because if they are
close but not touching it can just have a ridiculous look to it.
Ice
Blocks: Best used on a steep climb that involves jumping upon a single
floating IB, or near a death trap when the player would have high
momentum.
Single Item Blocks: Can be used for normal purposes,
or for areas where a player must take only one, return to an area and
use it, and go back for one more, repeating the previously stated
process... Can contribute a simple or complex element to the level.
Infinite
Item Blocks: Best used where you would be completely dependant on a
powerup, like a Teleport or a glitch involving a specific powerup. If
you include these, it is almost always best to make sure that Lightning
is not the only powerup involved in the level. ALMOST.
Left/Right
Blocks: Usually these are best when clumped together, or used as a
trap. These can be used for MANY purposes, which can often include
one-way entrances/exits.
Up Blocks: Use as you wish. Can add a very good element if you have it set so that your head is stuck to it.
Down
Blocks: Aside from a speedy descent, these are very good if you want a
player to Super Jump. If that is how you use them, take care to make
sure that your trick can not be beaten by a clever mind and series of
jumps.
Mine Blocks: These can be used just to prevent a player
from moving through an area quickly (as they will eventually be able to
detonate all of the mines) or for glitches.
Crumble Blocks: A
good use for a door, or for a mining/digging-themed level. Experiment
making them an essential element towards completing the level.
Vanish
Blocks: It can be hard making a Vanish Block be more of a danger than
an annoyance... Best used at a critical area, where a player can't
afford a margin of error (if you want to make it hard).
Move
Blocks: Unless you want the completion of the level to be entirely
luck, try to contain them in a box of water, unless you have a very,
very valid reason why not to.
Water Blocks: These are primarily
used as ladders or "slow-downers" for the players. A very convenient
and clever use is a way to contain Push Blocks within these.
Rotate
Blocks: It's hard to get a good number of RBs in a level, having
neither too many nor not enough. Be very careful when making sure that
the blocks are used intelligently, and with a need to use them, rather
than a convenience. The best advice for these is to use them wisely, or
your level will be, without a doubt, crummy.
Push Blocks: These
can mean the difference between winning and losing a level, so make
sure you use them as a weapon and/or salvation in your level, unless
you intend to make them a very small element to your level.
Happy
Block: Use sparingly, because anymore than about six of these in your
level can easily result in having an Uber/Superman/Ultra/Powerhouse
level, so unless that is what you want it to be, be VERY sparing with
these, unless you have Sad Blocks that run through a tunnel where you
must hit them to advance to the exit.
Sad Blocks: Like the
Vanish Blocks, you will have to be careful that you use these more as a
danger than an annoyance. One way to do this is to make a crawl space,
as when you have very low stats, it is literally impossible to move
through a crawl space.
Safety Net: Use these to make sure a
player can't get past a space. Be shrewd that it penetrates one block
INTO the ground, or the players will easily be able to bypass right
through it. These can also be a good thing if they block a player from
tumbling into a 5-mile fall, which would just waste lots of time. These
also work well for Teamwork levels, where someone needs to shoot a
laser through an area of SN, so that a player can't pass through but a
laser can.
Layers (1-3):
Use the automatic elements (like trees) in an artistic or logical way, unless the lack of logic is a theme for your level.
When
drawing, make sure that if you're writing, it contributes a
fun/interesting/necessary element to the game, for instance, arrows,
instructions, hints, or directions. If you're drawing, make sure that
you spend at least 45 seconds on it, no matter what you're drawing.
Layer 1 works well for walls, and Layer 2/3 work great for anything behind the windows (spaces uncolored in Layer 1).
Background:
It
is advisable that you will want to choose a logical background, or just
an interesting or fitting one if your level doesn't have a theme.
If
you want a custom background, just draw something really big on Layer 3
and try to prevent the players from seeing too much of the background
at one time for the effect to work well.
If your background is
going to be a solid color, try to make it fitting and complementary to
the rest of the level, giving it a warm/cool/creepy/cute mood to it.
Settings:
Music: Either don't set it and leave it at random, or choose a fitting song for the level, even if it's one you don't like.
Minimum
Level: Never make it higher than about 20, because it will pass out of
the Newest section before many players can get a chance to play it, and
even at that, very few players play levels aside from Campaign.
Gravity:
I usually keep it at 1, although other good factors are 0, 0.5, and
99999. Anything other than that and people probably won't notice a
difference between the previously stated ones anyway.
Time:
Unless your level is a real whopper, just play it with 999 seconds,
record how long it took you to complete it, and make the time given the
amount of time you took, plus about another 30-45 seconds.
Items:
Unless you want a war, remove any unnecessary combat items, unless you
need them to glitch or blast through an area of Brick Blocks. The Jet
Pack will probably be a good thing to remove, unless of course you need
it to complete the level, or that is part of the theme. Speed Burst and
Super Jump are rarely necessary for a level, so if you're making a hard
level, remove them. Teleports can usually be removed, and if that's the
theme of your level, make that the only one available. Otherwise, the
Teleport is just a shortcut.
Misc:
You
should probably involve glitches, but not too many, as they change
frequently. Make it an amount that you won't mind changing every once
in a while in case Jiggmin changes the scripting.
If you want to make a Fake level, search "Fake Tutorial" by Kwing95. It provides exact color codes on the fakes that will be necessary if you want them to look good.
If you're
going to have a level with questions or a quiz, make the questions
GOOD. Make them not-too hard, and make the wrong answers (if they're a
pit) End with TWO blocks of Safety Nets, as with only one, you may
glitch and hit the bottom, making the level utterly impossible. This is
a common mistake.
Be creative!
When you try hard on a level, ANYTHING is possible!