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Sparkle Sun 10 Apr 2005 14:37
<Zoogie> (SPOILER) Cook: Didn't need the second switches around the outside and didn't use the red sphere.
 
Construction (finishing touch) Sun 10 Apr 2005 07:28
<nushae> (SPOILER) Added speedrun: 429 moves (old: 557).
presumably this is the shortest walk... might be a few steps off
 
Hugbot Redraw Bug Sun 10 Apr 2005 01:30
<Stephan> (SPOILER) Tom: Feel free to delete or quarantine this level. (Or rename it to something like 'A little help from my Hugbots')
 
Think Different Sun 10 Apr 2005 00:36
<Tom 7> (SPOILER) OMG so easy!
I get the other drawings, but is that something at the left I'm not recognizing?
 
Hugbot Redraw Bug Sun 10 Apr 2005 00:34
<Tom 7> Yeah, I know about this one.. I guess I had better fix it now that there's a level named after it!
 
Hugbot Elevators & Stairs Sun 10 Apr 2005 00:34
<Tom 7> (SPOILER) It's nice, a purely artistic level. ;) The self-teleport is a good trick for wasting a move that I hadn't thought of before.
 
Hugbot Redraw Bug Sat 09 Apr 2005 18:30
<Stephan> This level demonstrates a redraw bug when bots have consecutive moves in close proximity.
 
Letter Series: d Sat 09 Apr 2005 16:53
<Zoogie> (SPOILER) Added speedrun: 49 moves (old: 52).
It feels like there should be a way to do it faster, but... *shrug*
 
Hugbot Elevators & Stairs Sat 09 Apr 2005 16:21
<Stephan> (SPOILER) Yes, this is a really easy level. Mostly, it was a proof-of-concept. Several of the features in this level depend heavily on how the Hugbots move, and in what order they make those moves.
 
108% Fat Free Sat 09 Apr 2005 12:06
<Joshua Bone> (SPOILER) Added speedrun: 254 moves (old: 265).
A very beautiful little puzzle
 
Letter Series: w Sat 09 Apr 2005 00:16
<Tom 7> (SPOILER) Well, this should make the level a little more "raw". It's sad to abandon the minimalist design, though. (Anyway, not really a very hard level, but that's nothing new for the letter series..)
 
Dodgeball Fri 08 Apr 2005 23:13
<Tom 7> (SPOILER) Peter: if you mean a laser hit, then laser death is only appicable at the *end* of your turn. (That's why some levels even have you whimsically starting in the path of a laser!)
<bpotetz> (SPOILER) Added speedrun: 36 moves (old: 38).
Cute!
<Peter> (SPOILER) Used Hugbot to block laser; technically a "hit" was registered, but didn't die.
 
Letter Series: w Fri 08 Apr 2005 17:25
<Tom 7> (SPOILER) Oops. Yeah, you're not supposed to be able to get into the bottom until you do more stuff. But the reason you can get in is sorta important to the solution, hmm..
<Joshua Bone> (SPOILER) Cook: This one just felt like a cook. I just walked around pressing buttons 'til one appeared that opened the exit, so I held it open with a block and exited. Didn't use the light switch at all.
<Alois> (SPOILER) Added solution "Alois."
<Tom 7> dubyah
 
Letter Series: v Fri 08 Apr 2005 14:42
<Tom 7> Quantity, max, not quality!
 
Wire Maze Remix Fri 08 Apr 2005 13:32
<Max> (SPOILER) Added speedrun: 233 moves (old: 267).
Sorry to rob you of your hard-earned satisfaction, Tom...
 
Bridge Out Fri 08 Apr 2005 12:38
<Max> (SPOILER) Added speedrun: 278 moves (old: 315).
Double gotcha.
 
Letter Series: v Fri 08 Apr 2005 12:31
<Max> Whoa, really easy! Still, I love the letter series...
 
Turing Machine Fri 08 Apr 2005 10:09
<mjn> (SPOILER) Yeah, it's a shame about some of those teleports; I did want to keep it (relatively) small, though.

Perhaps it's a little hard to see, with the gigantic size and all, but almost all of the teleports are predictable, and you can actually observe two-thirds of the program without knowing where any of the teleports go--the green and blue switch blocks in the state area are used to indicate 0/1 (for writing) and L/R, respectively.

(Not that that helps a player who doesn't know how TMs work, I guess...)

I'm glad I resisted the temptation to program this with a busy beaver function, though.
<Tom 7> (SPOILER) Given that my solution was 1877 moves and yours was 1875, I'd say this is pretty damn tight.

This is a cool encoding! Although the level is totally easy (turing machines aren't "games" so this isn't a surprise) and kind of repetetive, it does give you time to study what's happening. There are two things that are unfortunate: (1) the tape is finite, so this isn't really a turing machine (but it's clearly not possible to code up any infinite storage in Escape played on a finite map, and probably not possible even on an infinite grid, because of conservation of matter)--it's sort of a turing finite automata. But still, it's easy to see how to generalize to arbitrarily long tape. (2) Because the machine's program is encoded in the destinations of teleports, it makes the "interesting" part of the level essentially hidden from the player. I don't know how you could have gotten around this without making the level much bigger, though.

Anyway, cool!
<Joshua Bone> (SPOILER) As a technological demonstration this is an incredible feat of engineering. The mechanisms all appear to work perfectly. Aside from a triple choice of teleports at the beginning, there does not seem to be any other possible path to take except for the solution route. Extremely tight.
 
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