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 Bloons Guide

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PostSubject: Bloons Guide   Sat Feb 21, 2009 12:41 pm

After a long wait, and many requests, I have made a Bloons Guide. Here I go. (please bear with all the misspellings and other stuff :S)

1) Basic Overview and other stuff
2) Rules and How to Play
3) Things used to build levels
4) Building levels
5) Ranks according to me
6) FAQ
7) Science behind Bloons
Extra) Vocab









1) Basic Overview
This guide is pretty much just to help the new people and if you are a decent Bloons player and builder you can just chill out and give advice here. Bloons is a game based on science and math. The original creators are Stephen and Chris Harris. With the help of Elliott and Rowan they now have one of the most successful and entertaining game out. (based on me) Ok Now for the guide.
All the pictures are copyrighted by Kaiprosoft and I am not in anyway working for Kaiprosoft




2) Rules and how to play





  • Use the mouse to aim and throw
  • Click and hold to choose the power of the throw
  • Try to pop all the bloons
  • Look out for all of the special bloons
  • Press 'R' or reset to reset the level
  • Try to pass all the levels in the pack
  • You can recommend any pack if you hit the recommend button










3) Things used to build levels

Normal Bloons- Not really special just pop them. They are used just to make levels. Comes in 4 different colors.

Bomb Bloons- These bombs are used to blow things up. They can destroy any type of bloons. They are used in levels and chains.

Boomerang Bloons- These give you another dart, but instead of a dart it is a boomerang. Very useful if you want to make big and hard levels.

Tack Bloons- These are very useful. These make tacks go out of these bloons if you pop them. They shoot tacks in all 8 directions around them.


Extra Dart Bloon- These can be used to regain one dart. If you have a place that you need another dart substitute one of these for any other bloon. These can be used in complex levels to confuse people.


Helium Bloons- These are really hard to master. These bloons float when they are hit. These take two hits to pop.
These are very useful in hard packs.


Ice Bloons- These bloons freeze everything that is within a few spaces when these are popped. The frozen bloons can only get popped when a bomb is popped by the frozen bloons, a laser, or a pac-man is popped.

Laser Bloons- These bloons are much admired. They make a laser come out and they pop ANY bloon that is any type, frozen or just normal. These are greatly used if you want to go through things. They can be used in chains triverns, and pretty much anything.

Pac Bloons- These bloons allow you to literally become pacman. This lets you be pacman for about 20 sec. (please post if wrong) These can be used for many things. Can pop frozen bloons.

Mine Bloons- These bloons drop a mine. These can be used in chains or just main levels. Be careful if you have too many of these in a level you won't be able to play with a fast computer.

Tri-dart- This gives you another dart. These are crucial for a tri-dart cavern *hint hint* These are for very creative people. When you shoot they go at 3 different angles, so shoot carefully.

Frozen Bloons-These bloons CAN NOT be popped without a bomb, pacman, or laser. You can bounce darts off of these bloons. If you combine this with helium bloons it is deadly!

Those are the Different Bloons.

Now for the bricks and angles.


Rubber Brick- These bricks allow you to throw the dart and them and the bounce off of it. This is one of the major blocks in chains.

Metal brick- These bricks stop everying. You can't break them and they can't be moved. You HAVE to shoot around them.

Wooden brick- These bricks stop everything for one hit. After it gets hit by a dart you are able to shoot where it used to be. These can be destroyed by either a dart or pacman or another bloon that does something (bomb, tack, mine, NOT ice)

Rubber angles - These little angles let the dart hit off of them and it bounces them into the angle it is facing. The angles let the dart gain more power if you hit it off of more into the center.


4) Building levels

COMMING SOON

5) Ranks

Newbie-just started bloons, have trouble completing level 1 of bloons (ninjakiwi)

Level 1 Bloon Master- Ok at making easy levels. Can't complete the later callenges. No Chains, Caverns or Triverns

Level 2 Bloon Master- Mastered easy levels. Started making hard levels. Have some chains

Level 3 Bloon Master- Mastered making all easy and hard levels. Can beat almost all the bloons challenges. Started making caverns.

Level 4 Bloon Master- Mastered all levels. Can make easy Triverns. Completed ALL bloons challenges.

Bloon God- Mastered all levels of difficulty, can beat and make any level. Could make a trivern if requested to. Can beat all Bloons challenges. Has at least 1 challenge pack or a level that is challenge hard.


6) FAQ

Q: I can't get points fast enough!
A: Bloons isn't the best game to get points fast. It is decent, but Hotcorn is a way faster to get points. If you need to, just play the easier packs.

Q: How do you tell if a pack is easy?
A: You just have that gut feeling if it is hard. If you play a couple levels than you can tell.

Q: How do you know if you are good at Bloons?
A: Well that is a common question. You could be considered good if you can make, beat and do almost all levels. That would include, Chains, Triverns, Caverns, and just normal packs.


Last edited by Stackman on Thu Jun 25, 2009 11:49 am; edited 1 time in total
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PostSubject: Re: Bloons Guide   Sat Feb 21, 2009 6:47 pm

7) Science of Bloons
It is all trajectory.

Physics of trajectories
A familiar example of a trajectory is the path of a projectile such as a thrown ball or rock. In a greatly simplified model the object moves only under the influence of a uniform homogenous gravitational. This can be a good approximation for a rock that is thrown for short distances for example, at the surface of the moon. In this simple approximation the trajectory takes the shape of a parabola. Generally, when determining trajectories it may be necessary to account for nonuniform gravitational forces, air resistance. This is the focus of the discipline of ballistics.
One of the remarkable achievements of Newtonian mechanics was the derivation of the laws of Kepler, in the case of the gravitational field of a single point mass (representing the Sun). The trajectory is a conic section, like an ellipse or a parabola This agrees with the observed orbits of planets and comets, to a reasonably good approximation. Although if a comet passes close to the Sun, then it is also influenced by other forces, such as the solar wind and radiation pressure, which modify the orbit, and cause the comet to eject material into space.
Newton's theory later developed into the branch of theoretical physics known as classical mechanics. It employs the mathematics of differential calculus (which was, in fact, also initiated by Newton, in his youth). Over the centuries, countless scientists contributed to the development of these two disciplines. Classical mechanics became a most prominent demonstration of the power of rational thought, i.e. reason, in science as well as technology. It helps to understand and predict an enormous range of phenomena. Trajectories are but one example.
Consider a particle of mass m, moving in a potential field V. Physically speaking, mass represents inertia, and the field V represents external forces, of a particular kind known as "conservative". That is, given V at every relevant position, there is a way to infer the associated force that would act at that position, say from gravity. Not all forces can be expressed in this way, however.
The motion of the particle is described by the second-order differential equation

with
On the right-hand side, the force is given in terms of , the gradient of the potential, taken at positions along the trajectory. This is the mathematical form of Newton's second law of motion: mass times acceleration equals force, for such situations.

Examples



Uniform gravity, no drag or wind


Trajectories of two objects thrown at the same angle. The blue object doesn't experience any


The case of uniform gravity, disregarding and wind, yields a trajectory which is a parabola. To model this, one chooses V = mgz, where g is the acceleration of gravity. This gives the equations of motion



The present example is one of those originally investigated by Galileo Galilei. To neglect the action of the atmosphere, in shaping a trajectory, would (at best) have been considered a futile hypothesis by practical minded investigators, all through the Middle Ages in Europe. Nevertheless, by anticipating the existence of the vacuum, later to be demonstrated on Earth by his collaborator Evangelista Torricelli Galileo was able to initiate the future science of mechanics. And in a near vacuum, as it turns out for instance on the Moon, his simplified parabolic trajectory proves essentially correct.
Relative to a flat terrain, let the initial horizontal speed be , and the initial vertical speed be . It will be shown that, the range is , and the maximum altitude is . The maximum range, for a given total initial speed v, is obtained when , i.e. the initial angle is 45 degrees. This range is , and the maximum altitude at the maximum range is a quarter of that.

Derivation


The equations of motion may be used to calculate the characteristics of the trajectory.
Let

be the position of the projectile, expressed as a vector
be the time into the flight of the projectile,
be the initial horizontal velocity (which is constant)
be the initial vertical velocity upwards.
The path of the projectile is known to be a parabola so


where are parameters to be found. The first and second derivatives of p are:


At t = 0


so

.
This yields the formula for a parabolic trajectory:

(Equation I: trajectory of parabola).

Range and height


The range R of the projectile is found when the z-component of p is zero, that is when


which has solutions at t = 0 and t = 2vv / g (the hang-time of the projectile). The range is then
From the symmetry of the parabola the maximum height occurs at the halfway point t = vv / g at position


This can also be derived by finding when the z-component of p' is zero.

Angle of elevation


In terms of angle of elevation θ and initial speed v:


giving the range as


This equation can be rearranged to find the angle for a required range

(Equation II: angle of projectile launch)
Note that the sine function is such that there are two solutions for θ for a given range dh. Physically, this corresponds to a direct shot versus a mortar shot up and over obstacles to the target. The angle θ giving the maximum range can be found by considering the derivative or R with respect to θ and setting it to zero.


which has a non trivial solutions at . The maximum range is then . At this angle sin(π / 2) = 1 so the maximum height obtained is .
To find the angle giving the maximum height for a given speed calculate the derivative of the maximum height H = v2sin(θ) / (2g) with respect to θ, that is which is zero when . So the maximum height is obtain when the projectile is fired straight up. The equation of the trajectory of a projectile fired in uniform gravity in a vacuum on Earth in Cartesian coordinates is
,
where v0 is the initial speed, h is the height the projectile is fired from, and g is the acceleration due to gravity).

Uphill/downhill in uniform gravity in a vacuum




Given a hill angle α and launch angle θ as before, it can be shown that the range along the hill Rs forms a ratio with the original range R along the imaginary horizontal, such that:

(Equation 11)
In this equation, downhill occurs when α is between 0 and -90 degrees. For this range of α we know: tan( − α) = − tanα and sec( − α) = secα. Thus for this range of α, Rs / R = (1 + tanθtanα)secα. Thus Rs / R is a positive value meaning the range downhill is always further than along level terrain. The lower level of terrain causes the projectile to remain in the air longer, allowing it to travel further horizontally before hitting the ground.
While the same equation applies to projectiles fired uphill, the interpretation is more complex as sometimes the uphill range may be shorter or longer than the equivalent range along level terrain. Equation 11 may be set to Rs / R = 1 (i.e. the slant range is equal to the level terrain range) and solving for the "critical angle" θcr:



Equation 11 may also be used to develop the "rifleman's rule" for small values of α and θ (i.e. close to horizontal firing, which is the case for many firearm situations). For small values, both tanα and tanθ have a small value and thus when multiplied together (as in equation 11), the result is almost zero. Thus equation 11 may be approximated as:


And solving for level terrain range, R

"Rifleman's rule"
Thus if the shooter attempts to hit the level distance R, s/he will actually hit the slant target. "In other words, pretend that the inclined target is at a horizontal distance equal to the slant range distance multiplied by the cosine of the inclination angle, and aim as if the target were really at that horizontal position

Derivation based on equations of a parabola


The intersect of the projectile trajectory with a hill may most easily be derived using the trajectory in parabolic form in Cartesian coordinates (Equation 10) intersecting the hill of slope m in standard linear form at coordinates (x,y):

(Equation 12) where in this case, y = dv, x = dh and b = 0
Substituting the value of dv = mdh into Equation 10:


(Solving above x)
This value of x may be substituted back into the linear equation 12 to get the corresponding y coordinate at the intercept:


Now the slant range Rs is the distance of the intercept from the origin, which is just the hypotenuse of x and y:





Now α is defined as the angle of the hill, so by definition of tangent, m = tanα. This can be substituted into the equation for Rs:


Now this can be refactored and the trigonometric identity for may be used:


Now the flat range R = v2sin2θ / g = 2v2sinθcosθ / g by the previously used trigonometric identity and sinθ / cosθ = tanθ so:





Bloons Guide V1.2

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PostSubject: Re: Bloons Guide   Sat Feb 21, 2009 8:19 pm

Wow, cool.
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PostSubject: Re: Bloons Guide   Sat Feb 21, 2009 8:22 pm

Ya and I didn't type the second post. It was a copy off of trajectory in wikipedia.

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PostSubject: Re: Bloons Guide   Sun Feb 22, 2009 1:25 am

Looks better.
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PostSubject: Re: Bloons Guide   Sun Feb 22, 2009 5:23 am

The first post is great but the second post wasn't really needed.
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PostSubject: Re: Bloons Guide   Sun Feb 22, 2009 6:19 am

I like the first post !
And same as Jack
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PostSubject: Re: Bloons Guide   Sun Feb 22, 2009 6:33 am

Yes, it's a flash game, not real life.
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PostSubject: Re: Bloons Guide   Mon Feb 23, 2009 4:24 pm

I would rate myself at level 4 Bloons Master, except I haven't beaten all the challenges. I disagree with having challenges as part of the thing because I know for a fact that people like me and Jyo are just to lazy to beat them all.
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PostSubject: Re: Bloons Guide   Mon Feb 23, 2009 4:31 pm

id probably be between two and three

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PostSubject: Re: Bloons Guide   Mon Feb 23, 2009 5:59 pm

Wow, I just got done learning about trajectory in my math class xD

This is good Stack. Keep it coming!
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PostSubject: Re: Bloons Guide   Mon Feb 23, 2009 7:17 pm

Thanks mel Razz I think that I will do a hotcorn guide soon too. Time to play hotcorn. Razz

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PostSubject: Re: Bloons Guide   Mon Feb 23, 2009 8:40 pm

Hotcorn sucks if you ask me.

However, I could help with a Zeba one if you want help.


Last edited by King of Things on Mon Feb 23, 2009 8:40 pm; edited 1 time in total (Reason for editing : None of your buisness.)
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PostSubject: Re: Bloons Guide   Tue Feb 24, 2009 5:34 pm

KoT could you PM me some tips? I really have no clue about Zeba. Also, I will get the hotcorn one done on maybe Saturday.

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PostSubject: Re: Bloons Guide   Tue Feb 24, 2009 8:33 pm

"Level 4 Bloon Master- Mastered all levels. Can make easy Triverns. Completed ALL bloons challenges.

Bloon
God- Mastered all levels of difficulty, can beat and make any level.
Could make a trivern if requested to. Can beat all Bloons challenges.
Has at least 1 challenge pack or a level that is challenge hard."

I hate this part : "Can beat all Bloons challenges"..
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PostSubject: Re: Bloons Guide   Tue Feb 24, 2009 9:07 pm

It isn't that you havn't beaten all levels it is if you have the potential to beat all the bloons challenges.

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PostSubject: Re: Bloons Guide   Tue Feb 24, 2009 9:54 pm

That's exactly what I have been trying to say.
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PostSubject: Re: Bloons Guide   Sat May 30, 2009 11:36 pm

I'm a three
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PostSubject: Re: Bloons Guide   Sun May 31, 2009 9:13 am

STOP BUMPING SHERLIP!
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PostSubject: Re: Bloons Guide   Sun May 31, 2009 10:19 am

You can't bump a sticky.
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PostSubject: Re: Bloons Guide   Sun May 31, 2009 6:29 pm

Briane240 wrote:
STOP BUMPING SHERLIP!

Dumbass, as Eat said.
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