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| 84 (v2) |
Mon 12 Sep 2005 18:24 |
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<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...) |
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| Hugbots always have to do things the hard way. |
Mon 12 Sep 2005 13:00 |
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<Feanor> Yes, my comment was intended as a playfull way of saying "pretty cool level, but a bit to much repetition, KWM" |
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| 84 |
Mon 12 Sep 2005 00:36 |
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<Doom> (SPOILER) Added speedrun: 74 moves (old: 84).
Pointless speedrunning |
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| Four Corners (v2) |
Mon 12 Sep 2005 00:28 |
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<Doom> 'Four Corners (v2)' uploaded by Doom:
This should be more difficult. |
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| Four Corners |
Mon 12 Sep 2005 00:27 |
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<Doom> Moved to graveyard:
Uploading another version |
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| 84 |
Mon 12 Sep 2005 00:20 |
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<Tom 7> (SPOILER) Man, that would be a delicious trick if that were the only solution. |
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| 84 (v2) |
Mon 12 Sep 2005 00:02 |
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<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.) |
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| 84 |
Sun 11 Sep 2005 23:47 |
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<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). |
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| Tick Tock! Bonus Style Points |
Sun 11 Sep 2005 21:07 |
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<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 :) |
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| Tick Tock! Bonus Style Points |
Sun 11 Sep 2005 19:01 |
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<Alois> (SPOILER) Added speedrun: 79 moves (old: 89). |
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| Tick Tock! Bonus Style Points |
Sun 11 Sep 2005 18:59 |
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<KWM> 'Tick Tock! Bonus Style Points' uploaded by KWM:
That's better, I think. |
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| Tick Tock! Bonus Style Points |
Sun 11 Sep 2005 18:54 |
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<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. |
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| The Blue Room |
Sun 11 Sep 2005 05:25 |
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<Alois> (SPOILER) Added speedrun: 112 moves (old: 117). |
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| Four Corners |
Sun 11 Sep 2005 02:45 |
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<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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