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Memory Hole Mon 13 Sep 2004 23:10
<Tom 7> Great title. =) Nice one!
 
Slippery Floor Sat 11 Sep 2004 12:43
<Tom 7> (SPOILER) I think I cooked it. I expected to need to teleport to the outskirts of the level to send the yellow block around, but instead I was able to just kick it left down left down right down...
 
Jungle Fever Wed 08 Sep 2004 17:09
<Tom 7> This level is really hard! I haven't gotten it yet...
 
Impossible Wed 08 Sep 2004 16:18
<Tom 7> (SPOILER) I'm curious to know what the reported 'cook' is on this level.
 
The Red, White, & Blue Fri 03 Sep 2004 23:47
<rjmccall> (SPOILER) Guessing this solution to this one could have been worse.
 
Impossible Fri 03 Sep 2004 23:42
<rjmccall> Argh, you.
 
Worried Tue 31 Aug 2004 21:05
<Tom 7> Testing again. I think this is the earliest example of a "draw a picture" Escape level.
 
It Fri 27 Aug 2004 13:50
<Tom 7> Just debugging comments... sorry.
 
Escape Vomit Thu 26 Aug 2004 00:03
<Max> Yeah, I actually spent a good deal of time trying to make this look as nauseating as possible...
<Tom 7> Nnnnnnghhhhhh....
 
There's got to be a way! Tue 24 Aug 2004 12:25
<rjmccall> There is one point in this level where logical inferences play an important role in saving players time. Everything else is brute-force search. Argh.
 
Impossible Mon 23 Aug 2004 22:05
<Max> (SPOILER) Well, I certainly wouldn't mind sacrificing the coolness of one level in exchange for some cooler new tiles!
<Tom 7> (SPOILER) This is a really good level! I'm not sure I can guarantee this behavior, though. (I have a TO-DO item to look again at what counts as a move in preparation for some new tiles, and this is one of the things I had in mind disabling.) In light of this cleverness I might just have to keep it...
<Tom 7> Right now I'm ready to believe it's impossible. ;)
 
Sore Loser Tue 17 Aug 2004 12:22
<Max> (SPOILER) *Oops, I mean game of checkers!
 
Start at the End Tue 17 Aug 2004 00:13
<Max> Yeah, this one's really easy. I just dashed it off to kill a few minutes. Finish yours cause it'll probably be a lot more interesting!
 
Claustrophobia II Tue 17 Aug 2004 00:11
<Max> Yeah, inspired by levels like "Bullseye" and "Specific Gravity" I wanted to see what the minimum amount of tiles necessary for a level to remain somewhat challenging. I think this one gets kind of close, at least!
 
Breaking In Tue 17 Aug 2004 00:08
<Max> It took me a while to get it, too ;)
 
Sore Loser Tue 17 Aug 2004 00:07
<Max> (SPOILER) Well there's a torrid storyline that accompanies this one. It's a game of chess and you (blue) are the loser. In fact you get so angry that you totally dismantle the board and throw the pieces all over the room and walk out the door!
<Tom 7> (SPOILER) This one is just mean!
 
Breaking In Mon 16 Aug 2004 23:22
<Tom 7> Whoopee! Got it.
<Tom 7> This one is beautiful. I love simple symmetric ones. I'm still stuck, though...
 
Claustrophobia II Mon 16 Aug 2004 23:09
<Tom 7> I think this is superior in its tininess to, say, Bullseye. But like that one, my solution came from random movement, not from careful planning. That's too bad...
 
Start at the End Mon 16 Aug 2004 23:06
<Tom 7> I was working on a level with a similar theme!
There's a lot of space to move around in this one, so the traps don't present much of a challenge...
 
Phospholipid Bilayer Sun 15 Aug 2004 00:47
<Max> Nice!
 
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