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SeDi! Tue 05 Apr 2005 15:56
<Zoogie> (SPOILER) Added speedrun: 98 moves (old: 100).
 
Six little ducks Tue 05 Apr 2005 15:29
<Zoogie> (SPOILER) Added speedrun: 371 moves (old: 517).
 
Scots of Mary Tue 05 Apr 2005 15:12
<Zoogie> (SPOILER) Added speedrun: 136 moves (old: 137).
 
Where Are You Hiding, Hugbot? Tue 05 Apr 2005 15:10
<jcreed> 'Where Are You Hiding, Hugbot?' uploaded by jcreed.
 
Arrowal Blockade Tue 05 Apr 2005 14:27
<Zoogie> (SPOILER) Added speedrun: 196 moves (old: 244).
 
A bit of everything Tue 05 Apr 2005 14:18
<Zoogie> (SPOILER) Added speedrun: 186 moves (old: 225).
 
The Glove Tue 05 Apr 2005 14:18
<iain> (SPOILER) Added speedrun: 99 moves (old: 105).
 
A bit of everything Tue 05 Apr 2005 14:15
<Zoogie> (SPOILER) Added speedrun: 225 moves (old: 227).
 
Impossible II: Impossibler Tue 05 Apr 2005 13:47
<Tom 7> As usual, it's up to the puzzle composer to make good levels! (That might mean making use of what little hidden information is possible.)

I'm just lamenting the fact that sometimes making the game more like I "meant it to be" can damage some subversive levels that I do like.
<Max> (SPOILER) Well, Tom, the screenshot also gives away "What's Going on Over There?", as does the ability to zoom during gameplay with "[" and "]". So, in a sense, screenshots of levels themselves have the opportunity to be spoilers. I think there should be a decision as to the extent to which a level that relies on hidden information is undesirable. In the case of "WGoOT?", it is quite possible to reason about the setup of the hidden part of the level through trial and error. Similarly, on this level, after realizing that the blue sphere puzzle is impossible, the only option left is to try pushing the button until something happens. (Of course, this is probably cute at best and obnoxious at worst.) Anyway, I do agree that in general there should be as little hidden information in escape as possible...
 
Switcheroo Tue 05 Apr 2005 11:20
<Fish Fry> (SPOILER) Added speedrun: 110 moves (old: 114).
 
Don't Touch That, Hugbot Tue 05 Apr 2005 11:00
<Zoogie> (SPOILER) Added speedrun: 86 moves (old: 105).
 
Study in Blue Tue 05 Apr 2005 10:54
<Fish Fry> (SPOILER) Added speedrun: 213 moves (old: 214).
<Fish Fry> (SPOILER) Added speedrun: 214 moves (old: 224).
 
Hugbot Research Lab Tue 05 Apr 2005 09:15
<Joshua Bone> (SPOILER) Added solution "Original."
 
Upsetting Marble Puzzle Tue 05 Apr 2005 02:37
<bpotetz> (SPOILER) Added solution "Original."
<bpotetz> (SPOILER) Aw, nine kilomoves is not THAT much.

Well, at least I'll have a copy. I'll try anyway.
<Tom 7> (SPOILER) On second thought, that might not work because there's a limit on the size of a solution that's not the smallest (I don't want to fill up the database!). Oh well...
 
Cyclic Group Tue 05 Apr 2005 02:30
<bpotetz> (SPOILER) Added solution "Untitled":
 
Upsetting Marble Puzzle Tue 05 Apr 2005 02:29
<Tom 7> (SPOILER) Brian, you could save max's solution by doing this:

Download his to your computer
Rename it ("Max's Crazy Solution")
Upload your own solution ("Original")
Upload max's solution (not as speedrun)
 
Hugbot Research Lab Tue 05 Apr 2005 02:28
<Tom 7> (SPOILER) No insert key? Yikes! Well, you'll be able to use ctrl-i too in the next version, but by then solution playback should be done.

All new levels store the original solution, but I don't think that includes this one. They're uploaded as non-speedruns, so they don't get deleted.

Generally, I'd like to keep for each level
(1) the "intended solution"
(2) the fastest known solution (set as speedrun, so it is deleted when a faster one is uploaded)
(3+) any substantially different and interesting cooks

So, if you're uploading an "intended solution" (for an old level) or cook, don't mark it as a speedrun. (But then describe it in the comment field!)
 
Upsetting Marble Puzzle Tue 05 Apr 2005 02:04
<bpotetz> (SPOILER) Wow, Max - that is some solution. It's pretty different from mine. I'm curious how you went about solving it. My general approach was to choose a set of atomic "moves" that made predictable changes to the board, and then plot out a path to the goal state on paper. I had to use longer & longer atomic moves before I got it to work. I could probably do it a lot faster if I tried again, now that I see your approach. Definitely I suffered from the false mindset where I had to put the grey spheres over the inner panels.

I would like to upload my solution, but then yours would be gone.
 
Hugbot Research Lab Tue 05 Apr 2005 01:54
<bpotetz> (SPOILER) I wish I could have seen your original solution. Tom just told me about using insert to see everyone else's solutions. But then I discovered that most of the keyboards I have kicking around don't have insert keys anymore. Go figure. And on top of that, your original solution is gone now since it was only a speed run.
Tom - didn't you mention you had all the original solutions stored someplace? It would be neat if the originals were always available for download. I think that is the coolest use of solution managers, since it helps you decide about cooks and rigidity.
 
Robot maze Tue 05 Apr 2005 01:23
<bpotetz> (SPOILER) Added speedrun: 201 moves (old: 209).
 
Blue Problem v2 Tue 05 Apr 2005 01:18
<bpotetz> (SPOILER) Added speedrun: 512 moves (old: 597).
 
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