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| Internal Clock |
Tue 12 Jul 2005 21:36 |
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<John Lewis> (SPOILER) Sorry! This level is designed so that the solution would place the bot one space away from the panel as you're going into the exit. ;-)
If anyone manages to get something lower than 452...upload it! :-) |
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| My Fair Weather Friend |
Tue 12 Jul 2005 21:35 |
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<John Lewis> You've got to be kidding me. |
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| Internal Clock |
Tue 12 Jul 2005 21:02 |
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<Tom 7> Man, cut us some slack, will ya? ;) |
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| Splitsville |
Tue 12 Jul 2005 19:04 |
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<Doom> (SPOILER) Added speedrun: 69 moves (old: 999999).
Claiming another not yet claimed deleted level speedrun. |
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| You're So Pushy, Hugbot |
Tue 12 Jul 2005 18:50 |
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<Doom> (SPOILER) Added speedrun: 61 moves (old: 117).
Nice improvement, although it's the old version. |
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| Cat got your. . . |
Tue 12 Jul 2005 17:32 |
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<Doom> (SPOILER) Added speedrun: 75 moves (old: 83).
Propably not a new cook, because 7 people of 12 had reported their solution as a cook already... |
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| My Friend |
Tue 12 Jul 2005 17:16 |
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<Max> Fun and harder than it looks. |
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| Looking Out For Number 9 |
Tue 12 Jul 2005 16:49 |
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<Doom> (SPOILER) Yeah... I know how the movement order works. Maybe I was just being lazy. |
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| Switcheroo |
Tue 12 Jul 2005 16:37 |
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<Ajax> (SPOILER) Added speedrun: 96 moves (old: 98).
Just a little optimizing |
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| Jumps (mjn's variation v2) |
Tue 12 Jul 2005 16:26 |
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<Max> Nice mod, mjn! Very tricky, even though I am extremely familiar with the basics of this level by now ;). |
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| Looking Out For Number 9 |
Tue 12 Jul 2005 15:14 |
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<Max> (SPOILER) Actually, the number can be deduced logically by watching for patterns. I do wish there were a compact way to show that the bot on the bottom is #8, though. But if you think about it, once you realize that numbers are significant to the puzzle, it should at least become clear that you want to find a bot that has a higher number than the bot at the bottom, and it's at least reasonable to logically deduce which of the bots at the top has the highest number. |
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| Reversi |
Tue 12 Jul 2005 14:32 |
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<Milton> As far as I can tell, the original solution is going to be the final speedrun. |
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| Mass Disorder |
Tue 12 Jul 2005 13:06 |
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<Doom> (SPOILER) Mild cook: It's possible to re-use the teleport activator block in the final area. It seems to be useless for speedruns, though. |
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| Looking Out For Number 9 |
Tue 12 Jul 2005 12:49 |
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<Doom> (SPOILER) Added speedrun: 42 moves (old: 43).
I cheated the bot number in the editor. But that can't be so bad. It only saved me from some trial and error. |
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| Surrounded |
Tue 12 Jul 2005 12:24 |
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<Doom> (SPOILER) Cook: Didn't use most of the stuff on right side of the level. |
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| Feel the Love |
Tue 12 Jul 2005 12:13 |
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<Doom> (SPOILER) Added speedrun: 100 moves (old: 101).
There's really some luck involved in this level. Sometimes those bots give you nice push forward. It should be possible to improve this one by a few more moves. |
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| Moving Targets |
Tue 12 Jul 2005 10:52 |
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<Milton> (SPOILER) Darn you, John =). I couldn't get the timing down on that first ball like you did. Nice job.
<Milton> (SPOILER) (note: speedrun of 154 moves didn't break record; not added)
I imagine that this will be beat quickly. |
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| Primes under 60 |
Mon 11 Jul 2005 22:47 |
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<Max> (SPOILER) Cook: Blocked lasers with blocks instead of using the bottom row of panels. Also, not really a cook, but it is really easy to bypass block-counting by just walking over panels and seeing which ones activate arrows. |
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| bottrap mirror |
Mon 11 Jul 2005 20:56 |
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<nLogic> (SPOILER) Cook: Didn't interact with any of the blocks or panels on the right. |
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| Moving Targets |
Mon 11 Jul 2005 17:54 |
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<Tom 7> (SPOILER) Fun and easy. You definitely had me a few times with those heart framer tricks.. |
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| DJ v2 |
Mon 11 Jul 2005 17:41 |
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<Tom 7> Yeah, this level is totally cookable, but it was a long time ago..
<Tom 7> (SPOILER) Added solution "Original":
This is the original, for comparison.
<John Lewis> (SPOILER) Added speedrun: 87 moves (old: 100).
This doesn't seem like the intended solution, but maybe... |
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| revenge of the computers 2 |
Mon 11 Jul 2005 14:28 |
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<Tom 7> If you ever used ctrl-0, that will occasionally solve some indelicate levels by re-using a solution from another level. It seems pretty unlikely to me that Walk The Plank could be solved that way, but maybe.. |
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