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2014 at UTC+7 |
Tue 31 Dec 2013 19:26 |
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<mm> Happy New Year 2014 to all my friends here "on Escape"!
<Jim> (SPOILER) Added speedrun: 113 moves (old: 117).
Happy New Year everyone!!! |
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Strawberry Punch |
Mon 30 Dec 2013 02:06 |
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<Dave> (SPOILER) Added speedrun: 340 moves (old: 573).
You could leave the sliders out completely or replace them with electricity. Just an observation, :) |
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Not a HD Puzzle ! |
Sun 29 Dec 2013 23:02 |
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<Hasan> Thanks N77DOT !!
Currently I'm working for my last level in 2013.. |
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Blowing Bomb II |
Sun 29 Dec 2013 16:47 |
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<N7DOT> How is this *easier* than the original by such a degree? |
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Not a HD Puzzle ! |
Sun 29 Dec 2013 15:36 |
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<N7DOT> This is definitely a more enjoyable level then 'Google'! I wonder how much more the speedrun can be optimized via the knowledge from 'Sphere Pushing (200)'.
I'm currently working on a level contest with a certain minimalist theme. It should be rather fun.
<Gil Anthony> (SPOILER) Added speedrun: 494 moves (old: 533).
maybe my last speed run record of2013 |
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Blowing Bomb I |
Sat 28 Dec 2013 18:33 |
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<Jim> (SPOILER) Speedrun not uploaded. |
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Blowing Bomb II |
Sat 28 Dec 2013 18:32 |
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<Jim> (SPOILER) Added speedrun: 62 moves (old: 82).
I used the same solution for both of them. |
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Blowing Bomb I |
Sat 28 Dec 2013 00:59 |
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<devin> (SPOILER) It says that I've solved it with 88 moves.
I'm not sure if this is a credible solution because it wont show up in my bookmarks.
I will check again and reply back soon. |
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Google |
Thu 26 Dec 2013 00:03 |
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<Dave> Welcome, Hasan,
Because of the difficulty, this will probably end up in 'minor leagues' after a few days. This is an automated process so don't let it discourage you from building more ... just remember that new levels are always welcome. Increasing the difficulty takes practice and learning from your mistakes. And we all make mistakes.
<N7DOT> While not much of a puzzle, don't be discouraged by that. When I first started playing, my levels were not very difficult. Maybe try making a level that you find difficult, and upload that. (Just avoid a bot-fest, please. Thanks!) We like having new players. |
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Mods chat level |
Tue 24 Dec 2013 05:36 |
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<Dave> It's Christmas! Well, it is in Kiritimati anyway, 45 minutes to go here.
Everybody have a great Christmas, and Cheers, Dave.
<N7DOT> (SPOILER) I'll wait to see how quickly the difficulty on ScrambleMods rises; if it is too fast I might make a new series with a more sparse scattering of objects. |
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Get Movin' |
Sat 21 Dec 2013 23:02 |
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<N7DOT> (SPOILER) This does appear to be part of Soko_Very_Hard. At least we now know who the author of that bit was. |
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Gullet |
Sat 21 Dec 2013 22:58 |
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<N7DOT> (SPOILER) oh wait there is a teeny tiiinnnnyy cook, but it doesn't really matter anyway as it doesn't make the level easier or harder at all. |
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ScrambleMods 2 |
Sat 21 Dec 2013 22:52 |
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<N7DOT> (SPOILER) Added speedrun: 404 moves (old: 464).
First solve. That bottom laser was annoying. |
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Get Movin' |
Sat 21 Dec 2013 16:11 |
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<Jim> (SPOILER) Devin, isn't this the same thing as Soko_Very_Hard? |
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Squish |
Sat 21 Dec 2013 01:24 |
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<Dave> (SPOILER) Added speedrun: 466 moves (old: 470).
Messy first solve. I like it, it's deceptive: it looks hard but it actually isn't. :=) |
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tesseract |
Fri 20 Dec 2013 22:06 |
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<N7DOT> It would be nice if you added some way to see what the puzzle is implementin, and what each move did on the tesseract. (a comment describing in fuller detail would be nice too)
<Dave> (SPOILER) Interesting problem. My first reaction after reading you comment is to tackle it from a completely different angle. Whether my thinking is correct remains to be seen. Hopefully have time to do a bit of programming over the weekend. :) |
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inversion 2 |
Wed 18 Dec 2013 21:51 |
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<N7DOT> (SPOILER) I get the feeling this is cookable, yet it manages to evade my attempts. If this is possible it would have to be really hard. |
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Crunches IV |
Tue 17 Dec 2013 21:37 |
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<mark> (SPOILER) Added speedrun: 412 moves (old: 440).
I must have went through everything that was not possible before finding the possible.
Great mod Jim once again... |
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Sokobite |
Tue 17 Dec 2013 21:35 |
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<N7DOT> (SPOILER) ... I'm also 99% sure that 71 moves is optimal, but here the proof is non-rigorous and may have a flaw. |
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inversion |
Tue 17 Dec 2013 21:33 |
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<N7DOT> (SPOILER) I'm fairly sure my solution is provably optimal through a parity argument (the number of steps required to get to exit if the gate cell is initially left untouched must be even, and the distance from the goal the generation before it is on must be greater than 1. so for even parity this is the fastedt possible. for odd parity, you need to go up and around the bot, which takes 4 moves, which is at least 3 moves slower as the parity change saves one move (and yes, I have found the 53 move solution.) |
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