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Lasersweeper Thu 21 Jul 2005 04:07
<Dom> (SPOILER) Added solution "Untitled."
 
Button Blocker: The Ultimate Challenge Thu 21 Jul 2005 00:09
<Max> P.S. I love how this level has gotten progressively harder through so many versions. This has got to be it, though!
<Max> Man, you guys are maniacs! I still have about 60 unsolved (including your "Knight" levels and your mod of "Waste of Time"). It's getting pretty hard to keep up lately!
 
Handmade 020 Thu 21 Jul 2005 00:03
<bje> (SPOILER) Added speedrun: 203 moves (old: 207).
 
Lasersweeper Wed 20 Jul 2005 23:48
<Max> 'Lasersweeper' uploaded by Max:
[This version two fixed one error in the coloring]. Here's the intro again:

An embedding of the classic game "Minesweeper", substituting lasers for mines. It uses the same color coding as in the original game: floor means the tile is adjacent to one laser, green means the tile is adjacent to two lasers, and red means the tile is adjacent to three lasers. Unfortunately, there's no way to "flag" lasers, but it's pretty easy to remember in this setting. This is easily solvable through logical reasoning so there's no need for any guessing. If you don't like minesweeper, or you like minesweeper and don't like this level, just press "y" ;). This is very loose and thus has many possible solutions (just like Minesweeper!). [note: this is probably most suitable for the "Very Funny" subdir.]
 
Button Blocker: The Ultimate Challenge Wed 20 Jul 2005 23:44
<bpotetz> (SPOILER) Yep, that was me.

noname - that was a really smart idea. Nice mod. Now that you've got all the levels beat, maybe you can impress us some more with some neat new ideas (shameless begging). I still have 3 or 4 left to solve, and most of them are sokoban, and I'm tired of those a little so I may not get to them soon.
 
Lasersweeper Wed 20 Jul 2005 23:42
<Max> Moved to graveyard:
Brian pointed out an (inevitable) error, even after what I thought was pretty thorough proofing! Hope it's the only one. Thanks!
<bpotetz> (SPOILER) That's really cool, Max! Wanted to let you know before folks start commenting that there's one mislabeled blue square (should be green) 6 from the right, 3 rows up.

I like that logic-ing your way to an exit is easy, but locating all lasers is harder.

> Added Speedrun
ha! Who wants 17? I rated this level as if y was unavailable. Sometimes hidden info can be fun.
<Dorothy> (SPOILER) Added speedrun: 18 moves (old: 184).
I like the colors, very cute level
 
Memory Game Wed 20 Jul 2005 22:34
<Max> I think the second part is kind of a pain, actually. But a nice idea.
 
Lasersweeper Wed 20 Jul 2005 22:31
<Max> P.S. Oh yeah, and white means the tile is adjacent to zero lasers.
<Max> 'Lasersweeper' uploaded by Max:
An embedding of the classic game "Minesweeper", substituting lasers for mines. It uses the same color coding as in the original game: blue means the tile is adjacent to one laser, green means the tile is adjacent to two lasers, and red means the tile is adjacent to three lasers. Unfortunately, there's no way to "flag" lasers, but it's pretty easy to remember in this setting. This is easily possible through logical reasoning so there's no need for any guessing. If you don't like minesweeper, or you like minesweeper and don't like this level, just press "y" ;). [note: this is probably most suitable for the "Very Funny" subdir.]
 
Jumps Wed 20 Jul 2005 19:28
<estatin> (SPOILER) Added speedrun: 110 moves (old: 121).
 
Jumps Wed 20 Jul 2005 19:26
<estatin> (SPOILER) Added speedrun: 110 moves (old: 176).
 
Playground1 Wed 20 Jul 2005 19:16
<Tom 7> (SPOILER) Well, it's not a bug--sleeping exits can only be woken up by picking up the last heart framer on the level (in "normal world"). The sleeping exit has to be around to notice that the last one is gone, so if you make it appear after taking the last heart framer, you're out of luck.
<mr. bojangle> (SPOILER) This is a type of bug. When you push the grey block to the end of the four switches, it turns the exit into a sleeping one, which can only be opened by a (fairly) secret heart block (found by hitting the switch inbetween the blue and yellow blocks at the top right of the level). However, if you get the secret heart block BEFORE opening say, accidentally pushing the block too far and covering the fourth switch, the the exit turns into a sleeping exit and you can't get it back to normal. I think it was intended to make it _look_ like it is hopeless, but it actually is.
<mr. bojangle> (SPOILER) Cook: I only used one of the four switches at the bottom/middle of the level.(Not sure if this is a cook, but there was plenty more I could have done on the level.)
 
Memory Game Wed 20 Jul 2005 15:48
<Milton> Cool concept.
 
Bug: Animation Hesitation Wed 20 Jul 2005 10:18
<Tom 7> OK, it was really easy to fix.
<Tom 7> Weird. Well, I haven't given much thought to the player turning (I had intended to animate him), so it doesn't surprise me that there are inconsistencies. I'll take a quick look at it, but if it's a complex problem it will have to wait until there are animations for pushing gold blocks and/or turning.
 
Patchwork (v2) Wed 20 Jul 2005 03:43
<estatin> (SPOILER) Added speedrun: 175 moves (old: 181).
 
Memory Game Tue 19 Jul 2005 22:25
<Feanor> 'Memory Game' uploaded by Feanor:
A PLSL, or Painles Little Stupid Level. Enjoy?
 
Letter Series: c Tue 19 Jul 2005 16:09
<mjn> (SPOILER) Added speedrun: 120 moves (old: 127).
 
So close, yet so far... Tue 19 Jul 2005 12:10
<Milton> (SPOILER) Added speedrun: 64 moves (old: 68).
 
Study in Blue Tue 19 Jul 2005 01:44
<shamu.b> (SPOILER) Cook: you can use the yellow blocks in the middle to position the blue balls, so you don't need to move the blue steel blocks in the upper left.
 
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