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| 108% Fat Free |
Sat 09 Apr 2005 12:06 |
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<Joshua Bone> (SPOILER) Added speedrun: 254 moves (old: 265).
A very beautiful little puzzle |
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| Letter Series: w |
Sat 09 Apr 2005 00:16 |
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<Tom 7> (SPOILER) Well, this should make the level a little more "raw". It's sad to abandon the minimalist design, though. (Anyway, not really a very hard level, but that's nothing new for the letter series..)
<Tom 7> 'Letter Series: w' uploaded by Tom. |
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| Dodgeball |
Fri 08 Apr 2005 23:13 |
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<Tom 7> (SPOILER) Peter: if you mean a laser hit, then laser death is only appicable at the *end* of your turn. (That's why some levels even have you whimsically starting in the path of a laser!)
<bpotetz> (SPOILER) Added speedrun: 36 moves (old: 38).
Cute!
<Peter> (SPOILER) Used Hugbot to block laser; technically a "hit" was registered, but didn't die. |
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| Letter Series: w |
Fri 08 Apr 2005 17:25 |
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<Tom 7> (SPOILER) Oops. Yeah, you're not supposed to be able to get into the bottom until you do more stuff. But the reason you can get in is sorta important to the solution, hmm..
<Joshua Bone> (SPOILER) Added solution "Cook":
<Joshua Bone> (SPOILER) Cook: This one just felt like a cook. I just walked around pressing buttons 'til one appeared that opened the exit, so I held it open with a block and exited. Didn't use the light switch at all.
<Alois> (SPOILER) Added solution "Alois."
<Tom 7> dubyah
<Tom 7> 'Letter Series: w' uploaded by Tom. |
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| 101010101010101010101010 |
Fri 08 Apr 2005 15:37 |
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<Zoogie> (SPOILER) Added speedrun: 202 moves (old: 218). |
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| Watch out! |
Fri 08 Apr 2005 15:25 |
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<Zoogie> (SPOILER) Added speedrun: 79 moves (old: 94). |
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| Letter Series: v |
Fri 08 Apr 2005 14:42 |
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<Tom 7> Quantity, max, not quality! |
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| Super Simple #1 |
Fri 08 Apr 2005 14:16 |
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<estatin> (SPOILER) Added speedrun: 101 moves (old: 102). |
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| Training Circuit |
Fri 08 Apr 2005 13:57 |
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<littlekenny> (SPOILER) Added speedrun: 165 moves (old: 173). |
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| Wire Maze Remix |
Fri 08 Apr 2005 13:32 |
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<Max> (SPOILER) Added speedrun: 233 moves (old: 267).
Sorry to rob you of your hard-earned satisfaction, Tom... |
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| Bridge Out |
Fri 08 Apr 2005 12:38 |
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<Max> (SPOILER) Added speedrun: 278 moves (old: 315).
Double gotcha. |
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| Letter Series: v |
Fri 08 Apr 2005 12:31 |
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<Max> Whoa, really easy! Still, I love the letter series... |
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| 24 Karat |
Fri 08 Apr 2005 10:40 |
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<Zoogie> (SPOILER) Added speedrun: 244 moves (old: 258). |
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| 105% Fat Free |
Fri 08 Apr 2005 10:17 |
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<Zoogie> (SPOILER) Added speedrun: 130 moves (old: 154). |
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| Turing Machine |
Fri 08 Apr 2005 10:09 |
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<mjn> (SPOILER) Yeah, it's a shame about some of those teleports; I did want to keep it (relatively) small, though.
Perhaps it's a little hard to see, with the gigantic size and all, but almost all of the teleports are predictable, and you can actually observe two-thirds of the program without knowing where any of the teleports go--the green and blue switch blocks in the state area are used to indicate 0/1 (for writing) and L/R, respectively.
(Not that that helps a player who doesn't know how TMs work, I guess...)
I'm glad I resisted the temptation to program this with a busy beaver function, though. |
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| Bridge Out |
Fri 08 Apr 2005 09:48 |
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<estatin> (SPOILER) Added solution "Untitled":
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| Turing Machine |
Fri 08 Apr 2005 09:33 |
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<Tom 7> (SPOILER) Given that my solution was 1877 moves and yours was 1875, I'd say this is pretty damn tight.
This is a cool encoding! Although the level is totally easy (turing machines aren't "games" so this isn't a surprise) and kind of repetetive, it does give you time to study what's happening. There are two things that are unfortunate: (1) the tape is finite, so this isn't really a turing machine (but it's clearly not possible to code up any infinite storage in Escape played on a finite map, and probably not possible even on an infinite grid, because of conservation of matter)--it's sort of a turing finite automata. But still, it's easy to see how to generalize to arbitrarily long tape. (2) Because the machine's program is encoded in the destinations of teleports, it makes the "interesting" part of the level essentially hidden from the player. I don't know how you could have gotten around this without making the level much bigger, though.
Anyway, cool! |
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