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84 Mon 12 Sep 2005 00:20
<Tom 7> (SPOILER) Man, that would be a delicious trick if that were the only solution.
<KWM> (SPOILER) Nice. I like the way that your timer can cycle and start over. When mine is done it would only be possible to cycle the last digit.
 
Tick Tock! Bonus Style Points Sun 11 Sep 2005 21:07
<KWM> Right. I think it might even be possible to get 4 digit numbers with this method and that limit is based on the number of different metal sliders available. But that would require a massive board, plus a lot of "set-up time". I think a similar method could be used to make more digits scroll across, like: 0001, 0012, 0123, etc.
<mjn> (SPOILER) Hey, you beat me to it! Your method is better than mine, I think. I was gonna have separate robot tracks for each digit, and four robots per digit. But instead of larger spaces and more robots, this one only requires larger spaces, right?
<KWM> Darn it :) I'll just leave it as-is this time.
<Alois> (SPOILER) Added speedrun: 91 moves (old: 107).
Two steps saved :)
 
Tick Tock! Bonus Style Points Sun 11 Sep 2005 18:18
<Tom 7> Great! I wasn't sure that was possible, but this seems to be a pretty scalable solution...
 
Four Corners Sun 11 Sep 2005 02:45
<Doom> (SPOILER) ...Or another version. mjn's solution is just too easy.
<Doom> (SPOILER) oops, heh... Yeah, I just noticed that the few panels in the end are useless because I could just go to the exit in the original version too.

Good job with the break-less solution, Brian. I had no idea that would be possible.

One thing, that I had in mind at first was to block the exit with 2 holes instead. I couldn't do it while testing, but it's propably possible after all. This level has propably potential for a mod.
<mjn> (SPOILER) Added speedrun: 117 moves (old: 188).
...a little faster
<mjn> (SPOILER) Added speedrun: 188 moves (old: 248).
Cook: only used three hearts
<bpotetz> (SPOILER) Added solution "Unbreakable":
A solution without using any breakable blocks.
 
The Only Dalek Sat 10 Sep 2005 04:11
<bpotetz> (SPOILER) I thought maybe it was a little bit easier. On one hand, the solution is somewhat more involved. But on the other hand, removing the excess machinery reduces the problem state substantially, and it reduces the level of misdirection (intentional misdirection or otherwise). However, it might also be that when I first played TooManyLasers, I spent a lot of time persuing an approach like the one in this level, plus several others that I now think are impossible. So other people may say this level is harder.
 
Upsetting Marble Puzzle Sat 10 Sep 2005 04:05
<bpotetz> Thanks, mjn! I wish I could have seen your approach.
 
Nevermind Sat 10 Sep 2005 04:01
<bpotetz> (SPOILER) Added speedrun: 932 moves (old: 1176).
This "speedrun" should be easy to beat.
Yeah, the red spheres and grey square puzzles were awfully familiar. I did like the teleport-box puzzle, though, even though it was pretty easy.
 
Tick Tock! Fri 09 Sep 2005 01:59
<bje> (SPOILER) The level, of course, is only about showing off the timer.

I didn't try to optimize the number of bots used for the digits. There's a couple of ways one could try. A very big level and metal blocks sliding onto coloured buttons might do it. A smaller number of bots doing short teleporting walks with other bots flipping the buttons in their paths, perhaps. And of course noting which tiles are on more than they are off, and only turning them off when they're not needed.

All of which sounded way too much like hard work. :)
<mjn> Whoops, how do I keep doing that? The previous comment should be on this level, naturally.
 
Number Series: 0 Thu 08 Sep 2005 20:39
<mjn> (SPOILER) That timer is pretty cool.

Man, multiple digits would be tough. I can think of a way to do a single digit with 5 robots (probably), but I can't think of a good way to prevent the robots controlling the higher digits from moving when it's not their turn...
 
My Fair Weather Friend Thu 08 Sep 2005 14:49
<Tom 7> (SPOILER) I found this one really tough, by far the hardest thing being that damn trap right below where you start.
 
Tick Tock! Thu 08 Sep 2005 00:14
<Tom 7> (SPOILER) Really easy, but that timer countdown is worth style points! Bonus points for someone who figures out how to scale it to multi-digit counts ;)
 
Upsetting Marble Puzzle Wed 07 Sep 2005 23:13
<mjn> (SPOILER) Whoops, I'm over the maximum alternate solution length! Anyway, my method was pretty different--I moved the reds out to the corners and lined up everybody else in the inner ring, then moved the ring around, swapping in reds temporarily to displace the other guys relative to each other.
<mjn> (SPOILER) Hey, this isn't so hard once you get going--once you figure out how to move things around, it's all downhill.

And it really feels like a physical contraption, too. This level rocks.
 
Hugbots always have to do things the hard way. Wed 07 Sep 2005 22:38
<Tom 7> (SPOILER) I'm guessing that it's just teasing. I personally hope to see more levels from you, I just hope you take to heart the lesson that performing a repetetive task is not the same as being hard.

I do like the theme of being "just this close" to the solution the entire time, and this level realizes that theme well with the hugbot in the center.
<KWM> Is that a friendly joke, or do you dislike the level? It's hard to tell when you can't hear voice tone.
<Feanor> This level should be called "Kurt-was-murdered always has to do tings the hard way"
 
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