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Scuba Diving V: King of the Fish People Sun 07 Aug 2005 21:21
<mjn> (SPOILER) Actually, my intention for the fourth one was to get two blues and two reds. I spent so much time concentrating on the left half that I didn't even notice the reusing-thing...
<bpotetz> (SPOILER) Is calling this level brilliant just a clever way of getting me to fess up? I'm pretty sure this solution was mjn's intenion when he made Save the Whales, except that you could cook it by moving only 3 sphere across, and using one twice. This level was just a way to fix the cook while terrifying the unsuspecting into thinking that 5 spheres could be brought over. Fun!

Also amusing was that Jason thought it was Tom's, Tom thought it was Jason's, and Tom was so miffed that now no one can upload anonymous levels anymore. Surprise!
 
'Til Tuesday Sun 07 Aug 2005 05:06
<bpotetz> (SPOILER) Added speedrun: 217 moves (old: 229).
Huh. Somehow I mangled my esp file and it forgot how I originally solved this.
 
Sieve Repeated Sat 06 Aug 2005 20:48
<Doom> (SPOILER) Added speedrun: 568 moves (old: 580).
Small optimising
 
Hardest IQ Carrier (EXPERTS ONLY!!!!!!!!) Sat 06 Aug 2005 20:12
<John Lewis> (SPOILER) Added speedrun: 5775 moves (old: 5913).
I guess I'm an "expert" now. Yahoo.
 
Harder IQ Carrier Sat 06 Aug 2005 20:12
<John Lewis> (SPOILER) Added speedrun: 4897 moves (old: 5117).
Wow, this is faster than my solution to Hard IQ Carrier...I should revisit that one sometime!
 
Sieve reloaded Sat 06 Aug 2005 11:13
<Doom> (SPOILER) Oh, it was intentional. I was wondering why the power switch is there...
<Doom> (SPOILER) Cook: I think I got to the exit too early.
 
Sieve Sat 06 Aug 2005 10:58
<Tom 7> (SPOILER) Added speedrun: 159 moves (old: 162).
This is my fastest. It's all about pushing spheres in a row...
<Tom 7> (SPOILER) There seems to be no point to the teleporters.
<Tom 7> (SPOILER) Added speedrun: 199 moves (old: 266).
speedy
 
Sieve reloaded Sat 06 Aug 2005 10:47
<Tom 7> (SPOILER) Added speedrun: 92 moves (old: 127).
Hmm, walking up and down...
 
Sieve Sat 06 Aug 2005 01:51
<mjn> (SPOILER) Added speedrun: 134 moves (old: 287).
Cook: one exit can be used to block a laser.
 
Scuba Diving V: King of the Fish People Fri 05 Aug 2005 20:48
<John Lewis> Finally solved it! Wow, what a brilliant level!! I'm curious, though, who made the mod from SD 4? Was it Brian or someone who created the other levels...or someone else?
 
Too Many Lasers Fri 05 Aug 2005 13:53
<Tom 7> (SPOILER) Yeah, I think this level is pretty good and pretty hard (though I have not solved it yet). I think it would have been improved by just simplifying some of the useless machinery (like erasing the colored panels).. that's IMO the only way it fails.

The best levels are invitingly simple, yet deviously difficult.
<bpotetz> (SPOILER) Added speedrun: 729 moves (old: 750).
Holy smokes! I can't believe we had nearly the same solution for this crazy puzzle. There are so many plausable seeming tangents, I was certain I would end up with something completely different. I know you thought it was just messy, but I thought it was pretty good - nice big interesting state space.
 
RGB sort Thu 04 Aug 2005 16:52
<stratego> (SPOILER) Cook: You only need to collect the heart framers in the "non-bizarro-world" to awaken the sleeping doors.
 
bottrap mirror 2 Wed 03 Aug 2005 15:39
<Tom 7> (SPOILER) Added speedrun: 44 moves (old: 47).
yes
 
Transponders III Tue 02 Aug 2005 23:33
<Tom 7> (SPOILER) Added speedrun: 127 moves (old: 129).
This can't be the shortest, but..
 
blue cccccccccciiiiiiiiiiiiiiiikkkkkkkkkiiiiiiiiiins Tue 02 Aug 2005 23:01
<Max> Well, uh, I like the title...
 
Sea of Blue - fixed Tue 02 Aug 2005 22:58
<Max> A fun and easy challenge. Cool.
 
Tutorial 20: Transponders Tue 02 Aug 2005 15:39
<Max> Wow, transponders are awesome! This is even cooler than what I had imagined. I love the animation, too -- very satisfying. Nice job!
 
Transponders II Tue 02 Aug 2005 12:14
<Milton> (SPOILER) I actually did the same thing as Doom on the top portion - I assumed the rest of it was just a decoy.
 
Pipeworks 2 Tue 02 Aug 2005 10:57
<Tom 7> (SPOILER) Actually, I think this level is pretty tight. My solution was almost the same as yours, except that the red-blue mechanism was more packed over to the left, since I was able to push the crossover block. (The crossover goes immediately right of the blue light, then a transponder next to that.)

Also, an impressively efficient solution, noname.
 
Escape The Castle part 3 The Showdown Tue 02 Aug 2005 00:08
<mjn> Hell yeah--these guys (plus casey's levels) put me over 600. Only 13 really, really hard ones to go...
 
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