On the Subject of Blank Plate

Probably AI-Generated Casualslop for ADHDpilled audiences...

On this Plate is a list of numbers as well as three buttons linked to the game Platform Pablo 3: Blank Slate DX.

Your goal is to safely reach the end of the Path.
The Path is a linear series of “tiles” that can contain obstacles. Pablo only moves forward when you press buttons, no timing required.

  • The topmost button makes Pablo jump in the air for 3 tiles and makes him land on the ground on the 4th.
    On the 4th tile, he lands on the ground and is vulnerable to all Obstacles.
    His next movement will only take effect on the 5th tile.
  • The middle button makes Pablo move forward on the ground for 1 tile.
  • The bottommost button makes Pablo slide on the ground for 2 tiles and makes him get up on the 3rd.
    On the 4th tile, he gets back up and is vulnerable to all Obstacles.
    His next movement will only take effect on the 4th tile.

Pablo always starts on an Obstacle-less Tile, before the Path starts. The first button press represent the action he does on the first tile.

Generate the Path using instructions on page 2.
Then, the numbers on the Plate indicate which tile numbers to Void.

The first tile is numbered 0, not 1.

Voided Tiles are considered to not exist, entirely skip over them when Pablo moves forward.

Being in a Jump Obstacle Tile while not jumping or in a Slide Obstacle Tile while not sliding will result in a Strike, and make you move forward automatically until the next Obstacle-less Voidless Tile.
This can place Pablo into a state where resetting is the only way to avoid further Strikes.

In case it is needed, press the word “BLANK” on the module’s casing to reset Pablo to the start of the module.

Generating the Path

The Path is made of three elements:

  • Obstacle-less Tiles (_), that are always free to move on.
  • Jump Obstacle Tiles (x) which must be Jumped over.
  • Slide Obstacle Tiles (*) which must be Slid under.

For ease of Level Design, they are packed into Modules that can be assembled to form one coherent Path.

Follow those steps in order to construct your Path:
Every time you should “Append” a character, add to your Path the Module associated with that character in the table below.

  1. Take all first letters of the Indicators and sum their numerical positions (A1-Z26). Convert the result to a letter (subtracting 26 until it is within the range 1-26).
    Repeat for the second and then third letters of the Indicators.
    Append all three in order.
    If there are no Indicators, do not Append anything.
  2. Append the six characters of the Serial Number, in order.

Modules for each character:

A__x_x_*__
B___
C__*_*__
D__*__
E_*__*_*__
F_*__
G__x_
H_*___xx_
I_xxx__*_
Jxx___*_
K*___x__
L_*_
M_xxx_*__
N_xx_*__
Ox_x_**_
P*__*__
Q_*__xx__
Rxx___x__
S_**__*_
T_*_xx__
Uxxx_
V_xx__*_
W**_x_x_
X__x__*_
Y___x__x__
Z__*__xx_
0__
1**__*_
2_x_x_x___
3_**_xx__
4_xx__x_x_
5_**__
6**_x____*_
7_xx_
8x_x_x_x_
9x___**__