« homeBrowsing all comments (spoilers: on | off) (info: on | off) next 25
And then there were Three... Thu 14 Apr 2005 02:09
<mjn> This level is thoroughly awesome.
<OCTweak> Very good!! Congratulations Joshua! I recommend it!
 
Sparkle Wed 13 Apr 2005 17:03
<Max> (SPOILER) Cook: This level is very pretty and has a cool theme, but it's either loose to the point of being trivial, or just sloppy such that it is easily cookable. I suspect that it's the latter, and if this is the case, if you cleaned it up a bit this would probably be a pretty cool level...
 
Letter Series: w Wed 13 Apr 2005 16:17
<Max> This is a very good letter series level.
 
And then there were Three... Wed 13 Apr 2005 14:27
<Max> (SPOILER) Added speedrun: 1156 moves (old: 1359).
Might as well condense it a little if I'm gonna have the speed record!
<Max> (SPOILER) Added speedrun: 1359 moves (old: 1449).
Wow, this is a great level! I love the ending. It's true that the hidden information of the panels is a slight weakness, but this is a very strong level nonetheless. Nice work!
<Zoogie> (SPOILER) Three days and far too many hours wasted, I finally got it. You really do have a knack for turning a group of smaller problems into one big problem, bravo :)
 
Autogenerated 052 Wed 13 Apr 2005 10:30
<Tom 7> Ah, finished the series.

It seems that these levels were actually from a 1996 sokoban collection by Yoshi Murase, who published a paper (in Japanese) about how they were generated. I think I can imagine some algorithms for such small level sizes.

I think I've got to add a notice in the game that people should only be uploading their original work. Although these levels (and others taken off the web like IQ Carrier and that MacSokoban one) are from sources that don't seem to mind sharing their work, I can't safely distribute these levels with Escape under a license like the GPL. What I'll probably do is move them to a different collection that's only available from the website and not included with the game.

Anyway, if you upload work that's not your own, at least post a comment so I know.
 
Autogenerated 048 Wed 13 Apr 2005 10:00
<Tom 7> I also found this one particularly hard.
 
Autogenerated 024 Wed 13 Apr 2005 09:56
<Tom 7> (SPOILER) Added speedrun: 77 moves (old: 79).
easy
 
And then there were Three... Wed 13 Apr 2005 07:54
<Joshua Bone> (SPOILER) You're quite right about everything except for this level's impossibility.


<Max> (SPOILER) Whoa... The first two puzzles in this one are very easy and the last one seems provably impossible!

To access the two grey steel in the bottom right so as to push them into the electricity and get rid of them, you have to activate three panels, each corresponding to a space on one of the three main vertical columns of electricity. None of the green panels (except maybe for one in the lower square that seems only accessible by the red steel) activate one of these spaces (except for one adjacent to another electricity making the path impassible). I must be missing some crucial detail!
 
Autogenerated 002 Wed 13 Apr 2005 00:33
<Tom 7> This was a particularly hard one.
 
Autogenerated 052 Wed 13 Apr 2005 00:11
<mjn> Wow, this is some crazy shit. I'd love to see the program that did this.

Man, it was only a month ago that I thought I was getting close to beating all the levels, but as soon as I thought that, the new-level rate blazed past my solving rate...
 
Giant Happy Sea Turtle Tue 12 Apr 2005 23:55
<Max> (SPOILER) It had better be, cause it doesn't have much else going for it! (Aside from the fact that it's not too hard to imagine Michael Stipe setting this title to music...)
<Joshua Bone> (SPOILER) Added speedrun: 229 moves (old: 241).
Cute...
 
Autogenerated 044 Tue 12 Apr 2005 19:37
<Tom 7> (SPOILER) Added speedrun: 82 moves (old: 90).
Minimizing Sokoban solutions is mildly fun.
 
Autogenerated 022 Tue 12 Apr 2005 19:28
<Tom 7> I kept running in circles in this one.
 
Autogenerated 021 Tue 12 Apr 2005 15:23
<Max> (SPOILER) I'm sure it wouldn't be nearly as terrifying as your "Knight" levels of horrors, Brian!
 
Autogenerated 052 Tue 12 Apr 2005 14:51
<Max> Finally finished the series... These are all fun and easy vignettes, but it's kind of an overload to get so many slight variations of one simple theme. Though some of these accomplish an interesting sort of inhuman trickiness, I do miss the human touch. Maybe consolidate your favorites or use these as a jumping-off point for a single level that incorporates this idea?
 
Only an Idiot Would... Tue 12 Apr 2005 14:39
<Joshua Bone> Annoying/Laser Deaths
 
Autogenerated 037 Tue 12 Apr 2005 10:31
<Doom> (SPOILER) Added speedrun: 29 moves (old: 47).
I agree. This is indeed quite easy.
<Zoogie> (SPOILER) Added speedrun: 47 moves (old: 53).
Wow, pretty easy!
 
Autogenerated 052 Tue 12 Apr 2005 10:06
<Zoogie> (SPOILER) Added speedrun: 83 moves (old: 93).
Faster, must go faster...
<Tom 7> These autogenerated levels are pretty cool. Can you tell us a bit about how you made them?

I'm glad that they each contain what I'd consider a puzzle (if small). I expect that many autogenerated levels are very easy (despite being "tight"), and it wouldn't be particularly interesting to have those clogging up triage. Based on the number gaps I'd say you've already filtered these out. Thanks for doing your own triage. ;)

If there are lots of (classes of) autogenerated levels in Escape's future, I'd like to (a) create a different default collection for them and (b) limit it to somewhat fewer of each "type", with only the best levels being included. This is just because the web system and culture isn't set up to handle a large volume of levels. (It would be perfectly fine if these levels were chained into five monster-sized sequential sokoban levels. That's almost how I've been playing them.) Otherwise, I feel like the human-made contributions could get drowned out in the noise.
 
« homeBrowsing all comments (spoilers: on | off) (info: on | off) next 25