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Scramble (v2) Tue 21 Jun 2005 22:01
<John Lewis> (SPOILER) Wow...Alois's solution wasn't quite what I had in mind!
 
Collapses Tue 21 Jun 2005 20:18
<John Lewis> (SPOILER) This is one of the few levels that gets a style rating of 10 from me...

I really love this level. The concept is interesting and the entire thing manages to be fairly challenging. I am wondering if I cooked it, though...I never used the far right green panel (with the "1" next to it). Or was this intended? :-)
 
Holey Transporter! (v4) Tue 21 Jun 2005 17:19
<Doom> (SPOILER) It seems that I found finally the correct solution :) It was a lot more unobvious in the earlier versions but the cooks had to be fixed somehow...
 
Somewhat Faire Tue 21 Jun 2005 16:04
<Tom 7> (SPOILER) ha ha, nice... doesn't help you too much with speedrunning, though.
 
Holey Transporter! (v3) Tue 21 Jun 2005 16:02
<Tom 7> It didn't show up? You should be able to upgrade and update on any platform now, so if not, then let me know because there must be a bug.
 
Holey Transporter! (v2) Tue 21 Jun 2005 14:26
<Milton> v3 hasn't shown up on my triage list yet, or I'd have left this comment there and then deleted it. I'll delete it as soon as the game allows me to download it there.

Max - thanks for uploading your solution.

Tom - sorry for once again needing so many versions, and thank you very very much for giving us admin access to our own levels - I would hate to have to pester you for every single mistake I make - especially when I make so many =).
 
Holey Transporter! (v4) Tue 21 Jun 2005 14:23
<Milton> This one should fix all the cooks I've seen so far . . .
 
Somewhat Faire Tue 21 Jun 2005 14:13
<Max> (SPOILER) Cook: You can totally cook this by pushing three of the gold blocks from the "e" in a row to the right, and then pushing the third one up to block the laser, thereby only having to move the left dalek!
 
Holey Transporter! (v3) Tue 21 Jun 2005 14:09
<Max> (SPOILER) Added solution "Max's Cook":
Not using the bottom left quarter of the level in a new way...
<Max> (SPOILER) Cook: Sorry, Milton -- forgot to upload it. Yes, it works on this one, too.
 
Holey Transporter! (v2) Tue 21 Jun 2005 12:41
<Milton> v3 should fix Dorothy's cook - was yours the same, Max? You didn't upload your solution, so I couldn't fix it specifically.
<Dorothy> (SPOILER) Added solution "Untitled":
Another solution.
 
revenge of the computers 2 Mon 20 Jun 2005 21:14
<Max> NNnnnnngghhhhh......
 
Scramble (v2) Mon 20 Jun 2005 21:09
<Max> Much better!
<Tom 7> That'll teach me to be an early adopter. ;)
 
Scramble Mon 20 Jun 2005 20:56
<Tom 7> (SPOILER) It's good that they follow a pattern, but I agree with Max that it would be better if that pattern were simpler.

On the other hand, I didn't find it necessary to look at the alternate layer to solve this one. (Though it took me 700 moves..)
<John Lewis> (SPOILER) *hits self on head*

Now why didn't I think of *that*? :-) Actually, the reason why I skipped columns of wires was because I originally planned for the level to be 18X10 and for only three columns of wires to be used. Then I decided to add the other three, so I built more panels on the other side of the wire matrix. I'll upload a new version...
<Max> (SPOILER) This is a cool concept but its execution is a little problematic. It's a bit of a pain to solve even when you know which tiles you want turned over (anybody solving this without knowing that "y" shows you bizarro world will certainly have an extremely hard time). Why not just have the panels on the left half of the level refer to the left half of the wire matrix and the right half refer to the right instead of confusingly skipping wires? Neat idea though.
 
Somewhat Faire Mon 20 Jun 2005 20:25
<John Lewis> And for those who don't know what "E" is...you'll probably learn in Calculus. :-)
 
Scramble Mon 20 Jun 2005 20:23
<John Lewis> This is one of those levels that's not really all that great...but I must admit - it was fun making it. :-)
 
Jumps (Tom 7's Variation) Mon 20 Jun 2005 17:53
<Tom 7> (SPOILER) That's because you don't have the new version of the game yet (wait about 2 minutes). The bug was a very rare combination of pushing, panels, and traps, as seen when you push the broken bot out of the cage at the right. Since you push him over a trap, the trap should fall, but it doesn't because it gets swapped into bizarro land before the game checks if there was a trap there. Since panel swaps are supposed to happen at the very end of the motion, this was wrong.

This (and noname's bug ask) were the only levels that used it--at least in the original solutions.
<Max> Hmm, this one isn't in the quarantine for me and is still solvable with the same solution. I upgraded and everything... Although I always suspected something fishy was going on. What, specifically was the bug?
<Tom 7> This level might still be possible, but not with the solution used. If anyone can solve it, please re-upload it (renamed) with the new solution. Otherwise, I will make a mod.
 
Chinese Remainder Theorem Mon 20 Jun 2005 17:15
<Tom 7> (SPOILER) That's why the number of moves is a spoiler!
 
Broken Trap (bug ask) Mon 20 Jun 2005 16:02
<Tom 7> Not actually impossible, as Doom showed, but the solution on the server doesn't match the game now.
 
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