You probably could, if you could place them in the level in the correct order, as that is what determines the random sequence of colors that is generated (since math.random, the function called to generate the random number to pick which frame on the strip of mushroom block images is used, is apparently pseudo-random).
Or if there were a way to choose what color of mushroom to place at a certain spot, like Wohlstand was talking about in his post.
Speaking of which, that demo level was fun to mess around with. Thanks for making it, Wohlstand.
I added a door leading to a 2nd section containing some ? blocks that had the random mushroom blocks inside. It was interesting seeing the ? blocks always giving me the same order of mushroom blocks, in the same order I hit them...until I added another one in section 1, which generated a completely different order for section 2.
I also tried shooting the blocks out of a cannon by using a random mushroom block as a projectile generator. They slid all the way across the ground and looped around the level once before coming to a stop. The 2nd and 3rd rows that formed on top got insanely fast and I jumped to higher ground to keep from being crushed. Eventually the cannon started shooting the blocks into...somewhere
between one side of the level and the other, where they were getting lost but not destroyed somehow, and the framerate began to drop, as expected.
Entering the other section and waiting a few seconds doesn't clear the mushroom block NPCs for some reason...I'm curious. What is
the reason why that happens? Or doesn't
happen, in this case, I guess would be more correct.