And without futher ado, here you have:
SMIC'S BLOCK TRICKS
Table of Contents
C. 1 - Introduction to moving blocks
C. 2 - Properties of a moving block
C. 3 - Beginner tricks
I - Negative offset/Elevator trick
II - Decorative Blocks
C. 4 - Intermediate tricks
I - Bouncee! trick
II - Frozen trick
III - Going on Forever... trick
C. 5 - Advanced tricks
I - Podoboo trick
II - Squid Appendage trick
III - Krazy Claw trick
C. 6 - Expert Tricks
I - Block Bosses
C. 7 - FAQ
Alright, in your mind, you might be thinking, "So what? It's just a moving block. Rotates and is used for platforming." Well, I can tell you, that's wrong. Moving blocks are one of the most versatile, if not is, sprites in the Super Mario 63 Level Designer. From these blocks you can conjure amazing bosses, challenges, and other tricks that make your level interesting and above all, fun. From my reviews, they can score you all FUN, GRAPHICS, and OTHER points! Moving blocks are an amazing thing at your disposal, and it is quite silly not to use them.
When you click on the moving block in the Level Designer, it may look very complicated at first, but it only takes a while to master them. Near the topic of the moving block window, you'll see settings for x and y "speed," "length," and "offset." There are options set currently on "right" and "none" and there is obviously the delete button. There is also a setting for "acceleration." You'll also see a moving block with a green "play" button beneath it, but that is almost never used in block designing (for me, anyway).
On the bottom left, you are given "rotation speed" and "wait time" and the word "left." There should also be a "cancel" option underneath. On the bottom right, you'll see "block type" (currently set on1) and "block size." There's also an "apply" option.
This is the explanation of all of them.
Length, Offset, speed, and acceleration are ALL related. Firstly, "x" is the movement of left and right, whereas "y" is the movement of up and down. Never get them confused. Length is how far a block goes forward and back. For example, if I set the "x" length value to 10 and had the direction set to "right," the block goes 10 "pixels" to the right and then 10 pixels back.
Before I forget, a "pixel" is basically a unit of meaurement. Each grid square you see in the Level Designer is 32 pixels in total (31.57 for the ever scrutinizing Venexis

Secondly, we have speed. Speed affects how fast the block moves (obviously) and therefore, ALSO affects how fast the block travels. (If you're thinking now, "Oh boy," then keep reading. If you're not, keep reading anyway.) Well, there is a simple solution to figure out how much the block travels. A formula, obviously! To calculate how far a block goes WITH speed AND length, just multiply the two! So if I set the x length of a block to 10 and the speed of it to 3, and it travelled to the right, it would go 10x3=30 pixels to the right (faster than if the block was just set to 30 length and 1 speed, mind you) and then 30 pixels back to the left.
Now, here comes what really affect the block: Off-set. Off-set is a thing basic block users hardly ever use. I remember when I was just getting familiar with moving blocks off-set seemed like a complicated idea. But as my ideas got more extravagant, I would realize this little guy named off-set was the answer.
Off-set is "how far" something has gone already. I'll explain this through an example. If I set the x off-set of a block to 16, and then the length to 32, and the speed stays at 1, this means the block "has already" travelled 16 pixels. So, when the game starts, the block will only move 16 pixels to the right instead of the full 32, and then after the 16 pixels the block will go left 32 pixels, and then right 32 pixels, etc.
It might seem like complicated idea but as you get used to it, off-set becomes really easy to use.
Now, acceleration is something that even I still don't fully understand. I'll give you the general idea of acceleration.
Acceleration affects how smoothly the block switches from left to right, or up to down (And vice versa for both). So, I'm sorry, but this messes up your calculations above, however not by much. You can still get something to move a block up, left, right, or down in one block, just acceleration makes it a bit inaccurate. I'm pretty sure level4 made a formula for a perfect block wit acceleration added in, although I'm not sure what it was. I remember it involved square roots, which, if some of you don't know what they are, can make the equation really complicated. Either way, you shouldn't worry about perfect acceleration, just find an acceleration that suits your block.
The default acceleration is always 0.5. It makes the block go in the specified direction, then slows down smoothly and accelerated once more back to the other side. Lower accelerations will make the transition between directions smooth. This may make the block not go as far as it was supposed to, but only by, say, 3-5 pixels. However, higher accelerations do the exact opposite: they make the transitions quite rigid (just a quick change of direction without any slwoing of the speed) and may increase how far the block goes.
If you're a beginner to blocks, I'd recommend just not messing with acceleration. If your a bit ambitious and want some exact movements for your blocks, mess aorund with acceleration. But keep in mind: even changing acceleration from 0.5 to 1 can make some pretty noticeable differences.
Next comes "rotation speed," "wait time," "direction," "block type," and "size."
Rotation speed, wait time, and direction are fairly straightforward. Rotation speed is how fast the block spins in the specified direction. Wait time is how long the block waits before it turns again. (So if you want non-stop turning, set the wait time to "0") I'm not aware of a formula for actually how long wait time is in seconds, so just use trial and error in here.
Block type and size are also a package, somewhat. They don't affect each other, but they definitely affect the aesthetics (fancy word for "look") of your moving block. Block type is the look of the block. Whether you want ice, a thwomp, or maybe bricks, use those scrolling arrows to scroll down to the block type you want. Make sure it fits the level and the type of it. (So really, don't put an moving ice block in a volcano. Use common sense.) Size is, obviously, how big the block is. Remember that every grid square is about 32 pixels? Use that to your advantage. Unfortunately, moving blocks come in squares, not rectangles. If you want a rectangle, use multiple blocks (but we'll get into that later).
So if you wanted a 2x2 (read "2 by 2" which means two blocks across, two blocks up) block, calculate 32x2=64, so make 64 the block size. You don't HAVE to make it a perfect #x# block, this is just if you want that perfect block that just fits the required amount of grid squares.
The "cancel" and "apply" buttons have ther place here, but I'm mainly going to go in depth into apply. (Alright, maybe not THAT in depth, but you know what I mean.) Using cancel is just the same thing as using that red "x" in the upper-right corner of the moving block window. (Well, technically it's a black x, but you know wat I mean...) But apply is important. After setting the block's properties, ALWAYS ALWAYS ALWAYS press apply and not that big red x. If you do not press apply all the progress on your block is lost.
And combined, in all basicity, these properties from a moving block.
Practice Problems - C. 2. Topic: Setting a moving block
What? Did you think you would just sit there boringly reading text? HECK NO, if you want to solidify the information try these problems out! If you think you're going to be cheeky and look at the values of the blocks, I don't care. It's not like this is school and I'm grading you. You don't have to do the problems if you want. I'm just trying to help you. Looking at the answers won't make you better at these things.
NOTE: The acceleration will ALWAYS be at 0.5.
Get out a Level Designer window and pop these codes in. There'll be signs in there to tell you what you need to do. ^_^
Problem 1: Easy Difficulty
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28x17~0*15*2K2M0*15*2K2P0*15*2K2O0*15*2K2M0*15*2K2M0*15*2K2O0*15*2d2n0*15*2c2m0*14*2e2g2M0*13*2S2]2_2M0*13*2K2O2M*2*0*13*2K2r2^2`0*13*2K2o2L2N0*13*2K2s2]2_0*13*2K2O2M*2*0*13*2K2M*3*0*13*2K2M2O2M0*13*2K2M*3*0*13*2K2M*2*2P0*13*2K2M*3*0*13*2K2O2M*2*0*13*2K2M2P2M0*13*2K2M*3*0*13*2K2M*3*0*13*2K2M*2*2O0*13*2K2M*3*2Y*13*2[2M*5*2P2O2M*2*2O2P2M*3*2O2M*3*2P2M~1,96,408,0,0,Right|73,96,448,I%20tried%20my%20best%20to%20make%20it%20look%20nice%2E%20%3AP%20Anyway%2C%20continue%20on%20for%20the%20problem%21|105,193,453,1,10|102,16,424,1,0|101,28,425,1,0|106,258,419,1,0|110,136,400,1,0|112,153,439,1,0|2,200,384|2,224,352|2,256,352|2,280,368|117,56,408,0,0|116,72,339,1,0|119,109,390,1,0|119,159,398,1,0|130,-8,440,1,0|131,128,448,1,0|131,64,448,0,0|135,249,437,1,0|131,384,464,1,0|123,344,456,1,0|129,352,360,1,0|9,463,272,1,0,32,0,0,0,Left,none,0.5,32,1,Left,0,0,1|9,464,208,0,0,0,0,0,0,none,none,0.5,80,1,Left,0,0,1|73,448,384,Try%20and%20create%20a%20block%20similar%20to%20the%20one%20that%27s%20moving%21%20I%20took%20the%20liberty%20of%20giving%20you%20a%20block%2E%20Press%20pause%20and%20exit%20this%20level%20to%20start%20editing%2E%20BUT%20NOT%20YET%21%20Read%20the%20next%20sign%2E|73,480,384,If%20you%20need%20a%20hint%2C%20go%20right%20from%20here%20and%20click%2Fread%20the%20signs%2E%20There%27s%20a%20small%20hint%2C%20then%20a%20big%20hint%2E%20Click%20on%20the%20small%20moving%20block%20to%20get%20the%20answer%2E%20Remember%2C%20the%20acceleration%20is%20always%200%2E5%2E|72,448,344,1|72,424,312,1|72,432,360,1|140,496,304,1,315|140,432,304,1,45|140,464,304,1,0|140,496,272,1,270|140,432,272,1,90|105,464,376,1,0|103,408,392,1,0|111,408,424,1,0|108,544,320,1,0|110,576,344,1,0|109,648,336,0,0|112,592,368,1,0|135,632,384,1,0|73,680,384,SMALL%20HINT%3A%20Turn%20back%20now%20if%20you%20have%20clicked%20accidentally%2E%0D%0D%0D%0D%0D%0D%0DFor%20the%20size%20and%20movement%20values%2C%20think%20about%20the%20block%27s%20relationship%20to%20the%20Level%20Designer%20grid%2E|73,768,384,BIG%20HINT%3A%20Turn%20back%20now%20if%20you%20have%20clicked%20on%20this%20accidentally%2E%0D%0D%0D%0D%0D%0D%0D%0DOne%20grid%20square%20is%2032%2E%20There%20is%20no%20off%2Dset%20in%20the%20block%2C%20and%20the%20size%20and%20travel%20amount%20are%20the%20same%2E|102,720,360,1,0|105,736,376,1,0|108,792,320,1,0~1~2~Practice%20Problem%201%20%2D%20Easy
Problem 2: Medium Difficulty.
NOTE: Just because it's medium doesn't mean you should skip it. I encourage beginners to at least try. You have hints at your disposal, remember.
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28x17~0*15*2K2M0*15*2K2P0*15*2K2O0*15*2K2M0*15*2K2M0*15*2K2O0*15*2d2n0*15*2c2m0*14*2e2g2M0*13*2S2]2_2M0*13*2K2O2M*2*0*13*2K2r2^2`0*13*2K2o2L2N0*13*2K2s2]2_0*13*2K2O2M*2*0*13*2K2M*3*0*13*2K2M2O2M0*13*2K2M*3*0*13*2K2M*2*2P0*13*2K2M*3*0*13*2K2O2M*2*0*13*2K2M2P2M0*13*2K2M*3*0*13*2K2M*3*0*13*2K2M*2*2O0*13*2K2M*3*2Y*13*2[2M*5*2P2O2M*2*2O2P2M*3*2O2M*3*2P2M~1,96,408,0,0,Right|73,96,448,Noticed%20something%20about%20the%20setup%20of%20these%20problems%3F%20%3AD|105,193,453,1,10|102,16,424,1,0|101,28,425,1,0|106,258,419,1,0|110,136,400,1,0|112,153,439,1,0|2,200,384|2,224,352|2,256,352|2,280,368|117,56,408,0,0|116,72,339,1,0|119,109,390,1,0|119,159,398,1,0|130,-8,440,1,0|131,128,448,1,0|131,64,448,0,0|135,249,437,1,0|131,384,464,1,0|123,344,456,1,0|129,352,360,1,0|9,464,240,0,4,0,16,0,0,none,Up,0.5,96,8,Left,0,0,1|9,368,176,0,0,0,0,0,0,none,none,0.5,80,1,Left,0,0,1|73,432,384,Try%20and%20create%20a%20block%20similar%20to%20the%20one%20that%27s%20moving%21%20I%20took%20the%20liberty%20of%20giving%20you%20a%20block%2E%20Press%20pause%20and%20exit%20this%20level%20to%20start%20editing%2E%20BUT%20NOT%20YET%21%20Read%20the%20next%20sign%2E|73,464,384,You%20know%20where%20the%20hints%20are%2E%20The%20acceleration%20of%20this%20block%20%280%2E5%29%20may%20mess%20up%20how%20you%20see%20the%20block%2C%20but%20remember%2C%20stick%20to%20what%20I%20told%20you%20about%3A%20%0Dspeed%20x%20length%20%3D%20distance%2E%20|72,448,344,1|72,424,312,1|72,432,360,1|140,524,303,1,315|140,400,304,1,45|140,464,312,1,0|140,536,248,1,270|140,392,248,1,90|105,464,376,1,0|103,408,392,1,0|111,408,424,1,0|108,544,320,1,0|110,576,344,1,0|109,648,336,0,0|112,592,368,1,0|135,632,384,1,0|73,680,384,SMALL%20HINT%3A%20Turn%20back%20now%20if%20you%20have%20clicked%20accidentally%2E%0D%0D%0D%0D%0D%0D%0DThe%20block%20moves%20two%20grid%20spaces%20up%2E|73,768,384,BIG%20HINT%3A%20Turn%20back%20now%20if%20you%20have%20clicked%20on%20this%20accidentally%2E%0D%0D%0D%0D%0D%0D%0D%0DThe%20block%20travels%2064%20pixels%2E%20The%20speed%20of%20the%20block%20is%202%2E|102,720,360,1,0|105,736,376,1,0|108,792,320,1,0|73,496,384,You%27ll%20be%20doing%20quite%20a%20bit%20of%20math%2E%20I%20don%27t%20think%20a%20calculator%20is%20required%2C%20but%20if%20you%27re%20not%20okay%20at%20division%20or%20multiplication%20you%20should%20get%20one%20now%2E%20If%20you%20don%27t%20know%2C%20hints%20are%20to%20the%20right%2E~1~2~Practice%20Problem%201%20%2D%20Easy
Problem 3 - Challenge problem!
NOTE: Beginners, you might want to look at the challenge problem, but you do not have to try it. I mean, trying is always encouraged, but until you get a much better understanding at blocks you probably won't solve this problem, even with the hints.
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28x17~0*15*2K2M0*15*2K2P0*15*2K2O0*15*2K2M0*15*2K2M0*15*2K2O0*15*2d2n0*15*2c2m0*14*2e2g2M0*13*2S2]2_2M0*13*2K2O2M*2*0*13*2K2r2^2`0*13*2K2o2L2N0*13*2K2s2]2_0*13*2K2O2M*2*0*13*2K2M*3*0*13*2K2M2O2M0*13*2K2M*3*0*13*2K2M*2*2P0*13*2K2M*3*0*13*2K2O2M*2*0*13*2K2M2P2M0*13*2K2M*3*0*13*2K2M*3*0*13*2K2M*2*2O0*13*2K2M*3*2Y*13*2[2M*5*2P2O2M*2*2O2P2M*3*2O2M*3*2P2M~1,96,408,0,0,Right|73,496,384,You%27ll%20be%20doing%20quite%20a%20bit%20of%20math%2E%20I%20don%27t%20think%20a%20calculator%20is%20required%2C%20but%20if%20you%27re%20not%20okay%20at%20division%20or%20multiplication%20you%20should%20get%20one%20now%2E%20If%20you%20don%27t%20know%2C%20hints%20are%20to%20the%20right%2E|105,193,453,1,10|102,16,424,1,0|101,28,425,1,0|106,258,419,1,0|110,136,400,1,0|112,153,439,1,0|2,200,384|2,224,352|2,256,352|2,280,368|117,56,408,0,0|116,72,339,1,0|119,109,390,1,0|119,159,398,1,0|130,-8,440,1,0|131,128,448,1,0|131,64,448,0,0|135,249,437,1,0|131,384,464,1,0|123,344,456,1,0|129,352,360,1,0|9,464,176,2,4,32,32,16,0,Left,Down,0.5,64,17,Left,3,0,1|9,368,176,0,0,0,0,0,0,none,none,0.5,80,1,Left,0,0,1|73,432,384,Try%20and%20create%20a%20block%20similar%20to%20the%20one%20that%27s%20moving%21%20I%20took%20the%20liberty%20of%20giving%20you%20a%20block%2E%20Press%20pause%20and%20exit%20this%20level%20to%20start%20editing%2E%20BUT%20NOT%20YET%21%20Read%20the%20next%20sign%2E|73,464,384,This%20is%20quite%20a%20difficult%20one%2E%20For%20starters%2C%20I%27ll%20say%20there%20IS%20off%2Dset%20required%20in%20this%20challenge%2E%20To%20figure%20out%20the%20rotation%20speed%20is%20trial%20and%20error%2E%20Hint%3A%20the%20y%20speed%20is%20twice%20the%20x%20speed%2E|72,448,344,1|72,424,312,1|72,432,360,1|140,504,224,1,315|140,424,224,1,45|140,464,232,1,0|140,512,176,1,270|140,416,176,1,90|105,464,376,1,0|103,408,392,1,0|111,408,424,1,0|108,544,320,1,0|110,576,344,1,0|109,648,336,0,0|112,592,368,1,0|135,632,384,1,0|73,680,384,SMALL%20HINT%3A%20Turn%20back%20now%20if%20you%20have%20clicked%20accidentally%2E%0D%0D%0D%0D%0D%0D%0DThe%20block%20will%20fit%20in%20a%202x2%20grid%2C%20and%20the%20off%2Dset%20is%20half%20the%20length%2E%20The%20rotation%20speed%20is%203%2E|73,768,384,BIG%20HINT%3A%20Turn%20back%20now%20if%20you%20have%20clicked%20on%20this%20accidentally%2E%0D%0D%0D%0D%0D%0D%0D%0DThe%20x%20speed%20is%20two%2E%20The%20x%20length%20is%2032%2E%20The%20block%20travels%20128%20pixels%20down%2E|102,720,360,1,0|105,736,376,1,0|108,792,320,1,0~1~2~Practice%20Problem%201%20%2D%20Easy
Welcome to your first OFFICIAL block tricks lesson! These tricks are beginner-difficulty so they can be done by anyone! Of course, only if you've read Chapter 2...
The tricks that I have for you are quite small in number, sadly. However, they are great for levels either way. These are two fundamental tricks that you should be able to use like te back of your hand, whenever needed. Also, you need not use the blocks in the way I tell you to. In levels, almost all of us level critics are looking for originality and creativity. Don't just use the elevator trick as an elevator only. See what other uses this block trick has.
[u]i) Negative off-set/elevator trick.
Now this is one of the most interesting tricks I know of. You've probably seen before if you enter a negative speed in, let's say, a flipping platform that it spins the other way. Similarly, in moving blocks placing a negative speed makes the block go the opposite way than it's set to. This is pointless as you could just change the direction yourself, but it's just a tidbit of information.
So here's the question. What would happen if you put a negative off-set? In a moving block or a green platform, it doesn't matter. Well, you see the block will move for a certain bit, and then stop and vibrate in place, and won't budge. This is why it's called the elevator trick: You can make it go down, up, left, and right, but once it stops, it stops.
Now, here's the way to do it. It's hard to explain it in text, so guess what? YOU GET TO OPEN ANOTHER LEVEL!

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Next part coming out... I really can't say soon.
