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| Third Contact |
Tue 27 Jun 2006 15:52 |
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<Max> (SPOILER) Added speedrun: 168 moves (old: 170).
Yeahhhh |
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| Second Contact |
Tue 27 Jun 2006 15:49 |
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<Max> (SPOILER) Added speedrun: 174 moves (old: 251).
Whoa let me check to see if I cooked it...
<SPAM> (SPOILER) As I see, you solved it excactly as I did in the original. I felt so stupid when I watched Max' super-simple solution... Nice mod! |
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| Japanese Escape! |
Tue 27 Jun 2006 00:58 |
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<mjn> I've never felt limited by the board size; I think I'd vote to keep it as it is. |
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| Contact |
Tue 27 Jun 2006 00:30 |
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<mjn> (SPOILER) That's a pretty nifty device on the right! |
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| Japanese Escape! |
Mon 26 Jun 2006 19:40 |
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<mm> Even if this should or could work: I still think what I think. The idea of sudoku can't be transcribed to escape, it's way too far away. WHY should we search for things that are just not at all competitive to this game? |
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| Japanese Escape! |
Mon 26 Jun 2006 17:27 |
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<mm> (SPOILER) I did transscribe this to normal numbers and have tried to solve it on paper - but that seems impossible. I might be too silly, or is there a problem?
<bpotetz> (SPOILER) I looked for a solution to this but didn't find one (meaning: self-contradition). It's easy enough to solve the escape level by checking the pattern of panels in bizzaro-world, so I did, and it looks like row 4 contains 2 twos. What's up with that?
Anyway, it's hard to know how to rank difficulty in this sort of level, since you can read the solution off the panel colors. I chose to rank it as an escape level.
<Tom 7> heee, nice. Of course, this embedding hard-codes the solution rather than checking it by some mechanism. (I wish I had a name to describe such embeddings--maybe "extrinsic"?) The particular way it's encoded makes it easy to solve by looking at the alternate layer. Nonetheless, Kudos for your courage!
By the way, it's pretty clear that an "intrinsic" 9-digit su doku (with checking mechanism) would not fit in the regular board size, since even this one basically maxes it out. How do people feel about increasing the board size? Are editors running into size limitations frequently? I'm not sure what I think... |
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| Playground2 |
Mon 26 Jun 2006 05:16 |
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<bpotetz> (SPOILER) Added speedrun: 85 moves (old: 204).
Think I skipped some stuff. |
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| Two Sides |
Sat 24 Jun 2006 00:55 |
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<Eric119> (SPOILER) Added speedrun: 396 moves (old: 398).
Found a slight improvement at the very beginning.
<Eric119> (SPOILER) Added speedrun: 450 moves (old: 506).
This method is surprisingly fast compared to the others. |
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| The long road home |
Fri 23 Jun 2006 21:09 |
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<Max> Haha, good one! |
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| Pseudoku |
Fri 23 Jun 2006 21:01 |
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<Max> (SPOILER) Kirima: I kind of agree, but I did this more for the sake of seeing if it was possible to embed 4-digit Sudoku (in part in response to Tom's challenge), than for the purpose of creating a stand-alone Escape level. It's probably all for the best that there aren't enough colors for 9-digit Sudoku, because really who would want to solve an entire 9-digit Sudoku on Escape (as opposed to on paper) anyway? But I do value concepts in levels, even if they are sometimes irrelevant to actual gameplay (I mean I did make "Modern Art"!).
<mm> (SPOILER) We'd need more colours for "real" so dokuments, wouldn't we? I honestly didn't really like these levels, they're too complicated, or better: the concept seems to have been searched way to far away. Sudoku does not seem to be competitive with escape, and I guess we should eigher accept that fact - or claim for more colours. |
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| Two Sides |
Fri 23 Jun 2006 19:41 |
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<mm> (SPOILER) Tom, now that I've seen Doom's speedrun: mine was more or less like his - only slower.
<mm> (SPOILER) Hi Tom, I didn't use the two upper bombs, and I didn't blew up panels. I found the level so much easier to solve without using 4 bombs, I did use the lower two bombs and left the upper ones just there where they were. |
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| Pseudoku |
Fri 23 Jun 2006 18:48 |
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<Tom 7> Hehe. I like this one because I get to play 2x2 su doku, and then I get to play turing machine. |
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| Two Sides |
Fri 23 Jun 2006 18:41 |
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<Tom 7> (SPOILER) Cook: I too blew blew up panels. I wish I had seen mm's solution before it was overwritten--did can you really solve it if one of those bombs is just gone?
<Doom> (SPOILER) Added speedrun: 506 moves (old: 525).
Easier than the the original versions, I think. |
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| 4-Digit Sudoku (build your own) |
Fri 23 Jun 2006 18:28 |
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<Doom> This is a little like what I was thinking about doing, but more clean, and more simple than mine. And it works - I couldn't see how to enforce different colors in each corner in my implementation. (Something like what Max did *could've* worked... but that's just crazy) |
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| Pseudoku |
Fri 23 Jun 2006 18:24 |
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<Doom> (SPOILER) Added speedrun: 513 moves (old: 537).
Nice version. Definitely some creative thinking in the creation. |
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| unbeatable |
Fri 23 Jun 2006 18:23 |
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<Max> That's strange, looks like I beat it. |
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| Two Sides |
Fri 23 Jun 2006 18:19 |
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<Max> (SPOILER) Cook: Nice level--a bit reminiscent of the "Blocks and Bombs" series--but I cooked it by blowing up two bombs next to each other on panels instead of using them to get the last two gold blocks. Still was tricky, though.
<mm> (SPOILER) Added speedrun: 531 moves (old: 675).
Nice mod of "blocks and bombs" et al. Didn't need 4 bombs to solve it. |
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