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Memory Hole (v3) Sun 20 Feb 2005 22:27
<Max> (SPOILER) This is a great level! I realize that I totally cooked the first one, now that I've seen this version -- I didn't use the "hole" at all in the other version. Neat.
 
You take the high road Sun 20 Feb 2005 20:06
<Tom 7> (SPOILER) Nope, that's the solution. There's a reason it's in the Sophomoric pile. ;)
 
Treehouse Sun 20 Feb 2005 20:05
<Tom 7> (SPOILER) I didn't need them either for my solution.
 
Letter Series: m Sun 20 Feb 2005 20:03
<Tom 7> Well, Dial M for Murder, you know.

You should be able to play essentially as fast as without animation, because the next animation will cancel as soon as you press another key. It does still make it feel somewhat slower at first, though.

(Also, there is an issue with levels like this one and The Chamber where you step from one panel to another that targets the same space that makes it feel extra sluggish. It's on the list...)
 
You take the high road Sun 20 Feb 2005 18:32
<Fish Killer> (SPOILER) Cook: I think the "real" solution would have involved the teleporters somehow, but I just kind of went all the way around the perimeter. (Unless that was the way it was supposed to be, I don't know)
 
Treehouse Sun 20 Feb 2005 16:07
<jcreed> (SPOILER) Cook: I didn't use any of those three gray blocks on the left inside the treehouse. Are they just a red herring?
 
Letter Series: m Sun 20 Feb 2005 14:43
<bpotetz> It's chilling, though, how my player starts this level off as a screaming pile of bones and ashes. From dust to dust, I suppose.

This was my first level using the new animation. Cute! There's some neat stuff in there. I never realized how many escape parts were made out of jelly. It's still a little slow for my machine (or maybe I am just impatient), but pretty to watch.
<Tom 7> I finally fixed the bug where the server wouldn't accept solutions when the player started in the path of a laser. Remember, Death and Winning are checked *after* each move, so you get one chance to get out of the way!
 
Memoryless Hole (v2) Sat 19 Feb 2005 15:56
<mjn> Ye gods! I didn't think such a thing was possible.

I was about to upload a final, panel-required version of the original--guess I should figure thsi out and make sure it's broken first.
<Brian> Weeee! Still drunk and will regret this tomorrow! Here is a new version with new stuff!
 
Jungle Fever Fri 18 Feb 2005 19:55
<Tom 7> Still remains nightmarishly difficult for me.
 
Memory Hole (v3) Fri 18 Feb 2005 19:54
<Tom 7> It's no problem, mjn, triage is supposed to be a free-for-all like this. Memory Hole is a great level to play with...
<mjn> (SPOILER) Whoa, there's even more than that: your solution works with only two gold blocks (the leftmost, and one other). Or you can use one block to pull the green down, another to get the green back up, and the third to trap the second red in the memory hole in order to let the last blue get by.
 
Memoryless Hole Fri 18 Feb 2005 18:22
<bpotetz> Solving the Memory Hole without memory is fun!
Here is a harder version to try.
 
Memory Hole (v3) Fri 18 Feb 2005 18:05
<mjn> (SPOILER) Yeah, that's different from mine--mine involved sending two yellow blocks down below to pull the second red sphere out of line, then using the third for both that red and the last blue.
 
107% Fat Free Fri 18 Feb 2005 17:40
<bpotetz> This one looks good to me. Seems less cookable.
 
Memory Hole (v3) Fri 18 Feb 2005 17:27
<bpotetz> (SPOILER) Cook: Hmmm. I wonder what non-panel solution you came up with, mjn. This did not prevent mine. My non-panel solution works by pusing a gold block down to the bottom, then pushing the first green sphere on top of it. I use the other two gold blocks to push spheres up to the memory hole from below (first the blue, then the green).
<mjn> (SPOILER) Sheesh, I can't believe I didn't notice that. Sorry about the level clutter; I promise to sleep on any late-night level changes from now on...
 
106% Fat Free Fri 18 Feb 2005 15:20
<mjn> (SPOILER) Oh, man, I remember noticing the trap/slider thing, but then deciding that it didn't screw anything up, but that was before I moved the second teleport destination. Although, come to think of it, it would've needed to be fixed then, too.

Well, I guess this goes to show that I shouldn't try to edit levels late at night.
<bpotetz> (SPOILER) Cook: You sure changed a lot of things. Now I don't have to use that upper panel (the one above the gold block). That doesn't seem right.
 
Memory Hole (v2) Fri 18 Feb 2005 11:16
<Tom 7> (SPOILER) Cook: Yeah, these roughs make it easier to manipulate the spheres! With the original one I wasn't thinking about anything but shootin' 'em into the memory hole, which was much more distracting.
 
106% Fat Free Fri 18 Feb 2005 11:11
<Tom 7> (SPOILER) Cook: Hmm, I'm not sure if I'm solving it the way you did, but part of the point of having a slider in the middle rather than a trap was so that you'd block the teleporter and have to move the slider above it to the left before enterning the teleport. This then forces you to use the top center panel to get rid of that thing (which ties up the grey block). I solved this version ignoring all of that stuff. So, maybe this is less cookable than the last one, but it has cooks of its own, at least relative to the intended solution for 105%. ;)
 
Memory Hole (v2) Fri 18 Feb 2005 10:55
<bpotetz> (SPOILER) Cook: I haven't gone looking for the non-panel solution for the first version, but for me, these changes introduce a new non-panel version, where I can push the first green sphere up, and then push it back down when I need it.
 
106% Fat Free Fri 18 Feb 2005 04:39
<mjn> (SPOILER) This removes the no-teleport cook, and toughens up a couple of other things.
 
Memory Hole (v2) Fri 18 Feb 2005 01:54
<mjn> (SPOILER) This removes the panel-free solution (the one I found, at least).
 
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