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I don't mind timing being a component in any game, but from level 10 on it's ridiculous. Gave up on 11... easy badge it is for me.
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glitch on level 5 if you go through the first gap and press the right arrow a little you die on a differant side of the screen
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Level 13(Ctd): Place a runner on A. It doesn't matter when you place the first one, as the runner that will hit the giant button will not be in sync with the runners above. Do the same thing with B, but do NOT place the runner yet. Ideally you want the B runner to hit the first block to the right, and then immediately the A runner hits the following block. Once you have these set, jump down and wait for your moment of truth. The perfect run is you run through the first two blocks, the big block opens, you go through, and the last two blocks open, all without you needing to stop. Don't get frustrated it took me between 10-15 tries to get it with this exact strategy. Good luck :D
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Level 13: Let's do this! Start by releasing one running/jumping Boxman to the left. When that Boxman reaches the wall to the right, release another running/jumping Boxman to the right. It doesn't have to be exactly perfect and eventually, they'll be on the 2-split button together, but I'd restart if it'll take them awhile to get it. Next, The above platform consists of two pieces, A is to the left, B is to the right. Start with A. Notice there are tick marks on the platform and a slab with a face on the top. You want to place Standers (one on each side) on the first tick mark that is outside the slab.
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Level 12: There isn't too much for me to say. This is a basic partner level, and it's somewhat mild compared to level 11. You need to go left, and your clone Boxman needs to go right. Your button will work on the spike and for getting power to move the moving platform. On the hippo-spike obstacle, try to jump early so that when you hit the spike your partner will have made it disappear. This is purely timing, and much like a SMB level, you'll eventually get it.
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Level 11: Let's talk about crouched Boxmen. You want one of them at every jump EXCEPT the gap where it goes from a high pillar to a smaller pillar. Skip the pillar(that is, the highest pillar will be skipped). The Boxmen on the following pillar must be near the edge of the pillar for this to work right. Then, you will have two Boxmen left. Great! Use one of the Boxmen as a running Boxmen to power the generator (as it runs to its death). Pray like hell, and use the last boxmen to run across the gaps as you jump down (remember the double jump level). Power the generator by running back and forth. Do NOT jiggle the left and right keys. That will not work.
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Level 10: Place crouched Boxmen at the far left, far right, and one on the left edge of the small gap. Release running Boxmen at far right heading left. If done right, Boxmen should jump the gap, jump on the invisible wall to the left, jump back, and keep running until it misses the first switch. From there on out, it's about being fast and precise.
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I like the concept and the dialogue is amusing but when you need to use a walkthrough to get the timings right it gets pretty annoying very fast. Great game but the level design is frustrating and I normally play a game until the end. I don't feel there's any skill, it's all in the timing. Gave up on the last level.
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Could these edges be anymore less defined? Please at least make death edges crisp lines instead of these rounded things that make it hard to tell when I'm gonna fall off.
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lvl 5 tip when you spawn your friend make sure the other goes faster and the 1st will die and you have the ex friend and hurry to the other side
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I actually found it easier on level 13 to send my robot to do the running, While i moved the levers on top.
Cheat method to win level 13:
1. Once the Boxmen have opened the doors. Immediately place a stationary blocker.
2.Go to the right runner, place a blocker just before the middle monster button to make the boxman continually press the button.
3. Walk up, and place a jumper boxman on the left of the right lever box.
4. Stay on the right side of the right lever box, drop a running boxman.
5. Move to the left past the lever, throw a running man, he should be jumping to the other side to activate the left hand lever.
6. Run back and activate the right lever.
TADA!
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Having to rely on walkthrough and still got stuck at 10... found an alternative... sticking a crouching boxman a the far right to leap to another crouching boxman on top platform, and another crouching to jump the gap... then start the runner at the top > so you already start on the fourth row.