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Four Corners Sun 11 Sep 2005 01:30
<mjn> (SPOILER) Added speedrun: 117 moves (old: 188).
...a little faster
<mjn> (SPOILER) Added speedrun: 188 moves (old: 248).
Cook: only used three hearts
<bpotetz> (SPOILER) Added solution "Unbreakable":
A solution without using any breakable blocks.
<Doom> 'Four Corners' uploaded by Doom:
Quite tricky playing with a hugbot
 
Nevermind Sat 10 Sep 2005 09:33
<Alois> (SPOILER) Added speedrun: 727 moves (old: 747).
<estatin> (SPOILER) Added speedrun: 747 moves (old: 784).
<Alois> (SPOILER) Added speedrun: 784 moves (old: 826).
<estatin> (SPOILER) Added speedrun: 826 moves (old: 892).
<estatin> (SPOILER) Added speedrun: 892 moves (old: 932).
 
The Only Dalek Sat 10 Sep 2005 04:11
<bpotetz> (SPOILER) I thought maybe it was a little bit easier. On one hand, the solution is somewhat more involved. But on the other hand, removing the excess machinery reduces the problem state substantially, and it reduces the level of misdirection (intentional misdirection or otherwise). However, it might also be that when I first played TooManyLasers, I spent a lot of time persuing an approach like the one in this level, plus several others that I now think are impossible. So other people may say this level is harder.
 
Upsetting Marble Puzzle Sat 10 Sep 2005 04:05
<bpotetz> Thanks, mjn! I wish I could have seen your approach.
 
Nevermind Sat 10 Sep 2005 04:01
<bpotetz> (SPOILER) Added speedrun: 932 moves (old: 1176).
This "speedrun" should be easy to beat.
Yeah, the red spheres and grey square puzzles were awfully familiar. I did like the teleport-box puzzle, though, even though it was pretty easy.
 
Tick Tock! Fri 09 Sep 2005 11:00
<Doom> (SPOILER) Added speedrun: 71 moves (old: 73).
<bje> (SPOILER) The level, of course, is only about showing off the timer.

I didn't try to optimize the number of bots used for the digits. There's a couple of ways one could try. A very big level and metal blocks sliding onto coloured buttons might do it. A smaller number of bots doing short teleporting walks with other bots flipping the buttons in their paths, perhaps. And of course noting which tiles are on more than they are off, and only turning them off when they're not needed.

All of which sounded way too much like hard work. :)
 
Nevermind Thu 08 Sep 2005 21:28
<bje> (SPOILER) Added speedrun: 1176 moves (old: 1179).
 
Tick Tock! Thu 08 Sep 2005 20:40
<mjn> Whoops, how do I keep doing that? The previous comment should be on this level, naturally.
 
Number Series: 0 Thu 08 Sep 2005 20:39
<mjn> (SPOILER) That timer is pretty cool.

Man, multiple digits would be tough. I can think of a way to do a single digit with 5 robots (probably), but I can't think of a good way to prevent the robots controlling the higher digits from moving when it's not their turn...
 
My Fair Weather Friend Thu 08 Sep 2005 14:49
<Tom 7> (SPOILER) I found this one really tough, by far the hardest thing being that damn trap right below where you start.
 
Nevermind Thu 08 Sep 2005 01:30
<KWM> 'Nevermind' uploaded by KWM:
This level looks a little sloppy and I ripped off a few ideas, but I think it's fun.
 
Tick Tock! Thu 08 Sep 2005 00:43
<John Lewis> (SPOILER) Added speedrun: 73 moves (old: 77).
<Doom> (SPOILER) Added speedrun: 77 moves (old: 85).
<Tom 7> (SPOILER) Really easy, but that timer countdown is worth style points! Bonus points for someone who figures out how to scale it to multi-digit counts ;)
<bje> 'Tick Tock!' uploaded by bje:
This level is just silly playing around with bots.
 
Upsetting Marble Puzzle Wed 07 Sep 2005 23:13
<mjn> (SPOILER) Whoops, I'm over the maximum alternate solution length! Anyway, my method was pretty different--I moved the reds out to the corners and lined up everybody else in the inner ring, then moved the ring around, swapping in reds temporarily to displace the other guys relative to each other.
<mjn> (SPOILER) Hey, this isn't so hard once you get going--once you figure out how to move things around, it's all downhill.

And it really feels like a physical contraption, too. This level rocks.
 
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