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84 (v2) Mon 12 Sep 2005 18:24
<Max> (SPOILER) Very cool timer! The level itself is kind of trivial though ;) (except for where you have to through the timer, but if you solve it like Doom you don't even have to...)
 
Hugbots always have to do things the hard way. Mon 12 Sep 2005 13:00
<Feanor> Yes, my comment was intended as a playfull way of saying "pretty cool level, but a bit to much repetition, KWM"
 
84 Mon 12 Sep 2005 00:36
<Doom> (SPOILER) Added speedrun: 74 moves (old: 84).
Pointless speedrunning
 
Four Corners (v2) Mon 12 Sep 2005 00:28
<Doom> 'Four Corners (v2)' uploaded by Doom:
This should be more difficult.
 
Four Corners Mon 12 Sep 2005 00:27
<Doom> Moved to graveyard:
Uploading another version
 
84 Mon 12 Sep 2005 00:20
<Tom 7> (SPOILER) Man, that would be a delicious trick if that were the only solution.
 
84 (v2) Mon 12 Sep 2005 00:02
<Doom> (SPOILER) Added speedrun: 74 moves (old: 84).
<mjn> '84 (v2)' uploaded by mjn:
Uncooked. (Sorry about that! Ctrl-0 should recover non-cook solutions, since nothing in the player area changed.)
 
84 Sun 11 Sep 2005 23:47
<mjn> Moved to graveyard:
Whoops, discovered a cook--you can just do nothing until the clock goes around twice and makes the exit reachable again...
<KWM> (SPOILER) Nice. I like the way that your timer can cycle and start over. When mine is done it would only be possible to cycle the last digit.
<mjn> '84' uploaded by mjn:
I went and finished my attempt anyway, since I was pretty close to done. Pros: no setup time, possibly requires a little less space (I think). Cons: more robots needed, 6 is ugly (I couldn't find a 4-robot scheme that didn't disfigure at least one digit).
 
Tick Tock! Bonus Style Points Sun 11 Sep 2005 21:07
<KWM> Right. I think it might even be possible to get 4 digit numbers with this method and that limit is based on the number of different metal sliders available. But that would require a massive board, plus a lot of "set-up time". I think a similar method could be used to make more digits scroll across, like: 0001, 0012, 0123, etc.
<mjn> (SPOILER) Hey, you beat me to it! Your method is better than mine, I think. I was gonna have separate robot tracks for each digit, and four robots per digit. But instead of larger spaces and more robots, this one only requires larger spaces, right?
<KWM> Darn it :) I'll just leave it as-is this time.
<Alois> (SPOILER) Added speedrun: 91 moves (old: 107).
Two steps saved :)
 
Tick Tock! Bonus Style Points Sun 11 Sep 2005 19:01
<Alois> (SPOILER) Added speedrun: 79 moves (old: 89).
 
Tick Tock! Bonus Style Points Sun 11 Sep 2005 18:59
<KWM> 'Tick Tock! Bonus Style Points' uploaded by KWM:
That's better, I think.
 
Tick Tock! Bonus Style Points Sun 11 Sep 2005 18:54
<KWM> Moved to graveyard:
This one allows a solution that is much looser than I wanted. D'oh!
<Tom 7> Great! I wasn't sure that was possible, but this seems to be a pretty scalable solution...
<Tom 7> (SPOILER) Added speedrun: 89 moves (old: 105).
<Tom 7> (SPOILER) Added speedrun: 105 moves (old: 111).
<KWM> 'Tick Tock! Bonus Style Points' uploaded by KWM:
I couldn't resist the multi-digit challenge. With a large enough board I think this method would allow a count down from 99. Of course credit goes to bje for the original.
 
The Blue Room Sun 11 Sep 2005 05:25
<Alois> (SPOILER) Added speedrun: 112 moves (old: 117).
 
Four Corners Sun 11 Sep 2005 02:45
<Doom> (SPOILER) ...Or another version. mjn's solution is just too easy.
<Doom> (SPOILER) oops, heh... Yeah, I just noticed that the few panels in the end are useless because I could just go to the exit in the original version too.

Good job with the break-less solution, Brian. I had no idea that would be possible.

One thing, that I had in mind at first was to block the exit with 2 holes instead. I couldn't do it while testing, but it's propably possible after all. This level has propably potential for a mod.
 
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