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Awesome Map Thu 16 Mar 2006 02:21
<Valmar> 'Awesome Map' uploaded by Valmar.
 
opening doors Thu 16 Mar 2006 01:49
<Alois> (SPOILER) Added speedrun: 113 moves (old: 121).
 
enough already Wed 15 Mar 2006 23:57
<Doom> Sorry. Pointless just like all of the previous ones.
<mjn> indeed!
 
opening doors Wed 15 Mar 2006 22:41
<brini> (SPOILER) Added speedrun: 121 moves (old: 142).
 
enough already Wed 15 Mar 2006 21:44
<Kato> 'enough already' uploaded by Kato:

 
Treehouse (v3) Wed 15 Mar 2006 18:55
<mm> Superbe level (-:
 
Five Alive Wed 15 Mar 2006 18:39
<mm> I gave this level credit 9 for difficulty - it's really, really hard in my opinion - but just great! Chapeau!
 
Halved Arena Wed 15 Mar 2006 13:43
<wowei> (SPOILER) Added speedrun: 114 moves (old: 118).
 
Halved Arena (v2) Wed 15 Mar 2006 13:29
<wowei> a pity, that it's cooked. I already liked the original one a lot. Totally underrated in difficulty and in style.

I still have no idea, how to solve the "quartered arena" though.
 
Bomberman's Nightmare Wed 15 Mar 2006 13:26
<mm> (SPOILER) That's why I've called it "small cookie" (-; That one bomb did NOT help to get rid of a red block.
<Alois> (SPOILER) Added speedrun: 198 moves (old: 202).
I do not think is a cook, mm. Just a more efficient way of moving bombs around... :)
<mm> (SPOILER) Added speedrun: 202 moves (old: 206).
Cool. I'm surprised to get a speedrun, but watching the solutions I realized that I seem to have discovered a very small cookie, sorry Henri.
 
Double Lights Out Wed 15 Mar 2006 10:11
<Tom 7> (SPOILER) I'm impressed that you guys are daring enough to compose such long messages in the comment box, which has no cut/paste and can easily lose your comment for good!
<bpotetz> (SPOILER) Thanks for posting your perl script, bje. I'm happy that you were interested enough in the level to write a brute force solver. To encourage more analysis & thinking, I will post some basic deductions about the game that I used in selecting the start-state & other parameters.

ANOTHER EXTREME SPOILER:

First, John is right - pressing a button & its 4 nearest neighbors will toggle the central button. That is enough to completely solve the simpler level (1080). Similar theorems exist for all lights-out puzzles played on a regular closed surface (torus, klein bottle, of any size). On the other hand, if the game has hard boundaries, you can solve it easily using a technique that I recently discovered already has a name: "light chasing" (google for more info). Maybe if the game was played on a less regular graph, harder techniques would be needed.

Anyway, this means that you can determine the set of buttons that must be pressed by just summing up all the red panels & their 4 nearest neighbors in mod 2 arithmetic. For this level, that set should contain 9 buttons (I won't list them here - that is *too* spoiling). Unfortunately, because the transports also toggle on & off, there is no way to press those buttons & only those buttons, which we can prove.

Note that pressing a button toggles the same set of red/green lights as it does the transports. I considered using a different pattern for the transports, but I did not like how most other simple patterns lie on a checkerboard - that makes it too easy to construct parity arguments to solve the puzzle.

Anyway, using the same pattern for lights & transports means that at any given time, the state of the lights & the state of the transports only differs by a constant set. In this case, that is just 4 squares: the three that are already out (green) in the start state, plus the one that has a transport in the start state. Since the game is finished when all the lights are green, the end game must have all but those 4 transports "open". Note that in your final move, you must walk into an open transporter, which will turn that transporter off. So the final move must be made at one of those 4 squares that has no transporter in the final state. Only one of those 4 squares is in the set of buttons that MUST get pressed. And that is the one that MUST be pressed in your first move (it is like a joke at your expense). So at least one of those 4 differing squares must be pressed twice.

Knowing all this makes solving the puzzle by hand much easier.
 
Number Series: 1 Wed 15 Mar 2006 01:12
<mjn> Very cool one. (I was wondering when we were gonna see the rest of these...)
 
Double Lights Out Wed 15 Mar 2006 01:06
<bje> (SPOILER) EXTREME SPOILER!

For those interested, the perl script I used to do all the thinking for me can be downloaded from:

http://users.bigpond.net.au/dhask/lightsout.pl.txt
I numbered the teleporters from left to right, top to bottom, 1 to 16. The final output is the state (0 = all green), a bitmask for which teleporters are visible, and then a list of teleporters to walk through in order.

It's not a fastest solution finder, though the final output is in the set of "fewest teleports" solutions.
 
Unlucky Challange 2 Tue 14 Mar 2006 22:28
<mjn> Man, I am so grateful for the D key...
 
7 of Hearts Tue 14 Mar 2006 19:06
<wowei> '7 of Hearts' uploaded by wowei:
last one of the stupids, I promise (crossing fingers) ;)
 
Destroy the big wall (mod) Tue 14 Mar 2006 15:29
<RAINKING> (SPOILER) Added speedrun: 355 moves (old: 359).
 
opening doors Tue 14 Mar 2006 14:44
<wowei> 'opening doors' uploaded by wowei:

 
Unlucky Challange 2 Tue 14 Mar 2006 11:33
<Tom 7> I agree; guessing, wall breaking, and heart framer collection don't make a puzzle. The colored rooms and epic quest aspect could make for a good level, if only there was something interesting to do *in* the level...
<Doom> (SPOILER) Added speedrun: 285 moves (old: 311).
Come on. This was practically nothing but guessing puzzles. Which are trivial with the features of this game already.
<Morgan> 'Unlucky Challange 2' uploaded by Morgan.
 
Number Series: 1 Tue 14 Mar 2006 08:21
<Doom> (SPOILER) Added speedrun: 76 moves (old: 90).
 
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