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Island Hop Till You Drop Sun 26 Jun 2011 08:06
<noname> (SPOILER) Added speedrun: 206 moves (old: 208).
 
I don't have one Sun 26 Jun 2011 08:06
<noname> (SPOILER) Added speedrun: 133 moves (old: 138).
 
Giant Happy Sea Turtle Sun 26 Jun 2011 08:06
<noname> (SPOILER) Added speedrun: 163 moves (old: 167).
 
Exercise Regimen Sun 26 Jun 2011 08:05
<noname> (SPOILER) Added speedrun: 273 moves (old: 279).
 
Disarray Sun 26 Jun 2011 08:05
<noname> (SPOILER) Added speedrun: 190 moves (old: 192).
 
Crazy Sun 26 Jun 2011 08:04
<noname> (SPOILER) Added speedrun: 176 moves (old: 181).
 
DJ v2 Sun 26 Jun 2011 08:04
<noname> (SPOILER) Added speedrun: 85 moves (old: 87).
 
Stop right there! Sun 26 Jun 2011 08:03
<noname> (SPOILER) Added speedrun: 66 moves (old: 68).
 
.5 Battles Sun 26 Jun 2011 08:01
<noname> (SPOILER) Added speedrun: 97 moves (old: 103).
 
Sar 2 Sun 26 Jun 2011 08:01
<noname> (SPOILER) Added speedrun: 168 moves (old: 170).
 
Sar 1 Sun 26 Jun 2011 08:00
<noname> (SPOILER) Added speedrun: 75 moves (old: 97).
 
7 blocks Sun 26 Jun 2011 07:59
<noname> (SPOILER) Added speedrun: 374 moves (old: 378).
 
Boxes and Balls Sun 26 Jun 2011 07:59
<noname> (SPOILER) Added speedrun: 128 moves (old: 130).
 
severed luck (fixed) Sun 26 Jun 2011 07:58
<noname> (SPOILER) Added speedrun: 570 moves (old: 573).
 
hjkl Sun 26 Jun 2011 06:45
<Tom 7> (admin) Automatically moved to minor leagues.
(Difficulty: 0.8 Style: 0.8)
 
Rubik's Floppy Sat 25 Jun 2011 23:44
<N7DOT 3> still really good level, though
<N7DOT 3> darn, i just realized that should have been a spoiler! at least the level is easy enough without help... so WARNING! DO NOT READ COMMENT DIRECTLY BELOW IF YOU DON'T LIKE SPOILERS!

sorry, realised it immediately after posting
<N7DOT 3> very nice implementation. however, there are two non-equivalent positions that satisfy the starting position, meaning that from the position given, the sequence L U R D L U results in a solution, while on the actual puzzle, depending on which starting position is chosen, it may or may not result in a solution, and so although the machinism may be flawless, it isn't a full implementation.
 
Floppy Cube (1x3x3 Rubik's cube) Implementation (Faulty) Sat 25 Jun 2011 23:16
<N7DOT 3> Moved to graveyard:
poor level
<N7DOT 3> Sorry, I just had alot of trouble making this level, and I'm also sorry about forgetting to credit the inventor of the puzzle this is based on.
 
Rubik's Floppy Sat 25 Jun 2011 09:33
<radiant> 'Rubik's Floppy' uploaded by radiant:
Here you go, a smaller level with a mechanism that actually works and a goal point to strive for.

I have it set up so that to register a move, you press toward the edge you want to flip 21 times (so that you can just hold down the key) then twice in the opposite direction (so that holding will have a definite stopping point and you don't just keep flipping the same edge back and forth).
 
Floppy Cube (1x3x3 Rubik's cube) Implementation (Faulty) Fri 24 Jun 2011 23:45
<Dave> radiant: binary adder was an impressive demonstration of how much boolean algebra can be compressed into such a small area.

I agree that the 3x3x1 is implementable, but for this to be a worthwhile excercise we need to get into 3 dimensions and find a solution to the 2x2x2 problem. My question is: how do you implement six colours whilst maintaining any reference to the tactile feel or appearance of the cube?
<radiant> Observe that in a Rubik's Floppy using U, D, L, and R as generators, each move consists simply of swapping two pairs of blocks, and the central block on each side is invariant under all moves (except that on the actual device it has a parity signal, not that this has any effect on otherwise-valid solutions). I see a line of attack to implement this without allowing invalid moves (pushing a side off to the right or down and then not putting it back, or else manipulating the blocks so that they go back in non-reversed order), and if I can do it in reasonably compact space then I might just upload it.

It's well-established by now that Escape is Turing-complete and so even the full 3x3x3 cube would be possible to implement in theory, except that the limits on board dimensions probably cap at too low a value to allow all 6 generators to be expressed.

Demonstrations like this can still get points in style; they just need to be sufficiently recognizable (the 1x3x3 "puzzle" is far more obscure than the traditional 3x3x3, and even the 4x4x4 and 5x5x5 variants) and work properly. See something like #2894 (8-Bit Binary Adder), which has the additional point that there's at least an (admittedly trivial) goal which has to be accomplished before the exit opens, as opposed to just being able to head off to the exit at any time, even mid-move. In fact, if not for me telling you now, you wouldn't know that the level was originally supposed to have a "Clear" mechanism so you could reset everything and try multiple additions without having to go back to move 0; this was eventually scrapped after I had to settle for a carry mechanism that couldn't account for the garbage it would leave.
<Dave> A Rubik's Cube implementation relies upon simultaing a rotational movement with only linear motion available. This is where your level fails as soon as you put the side back in place and try to make a second turn.

If I had thought of a way of doing this I would have done it already, which is not to say it's impossible, I just can't see a suitable method. I will keep pondering it though.

PS. You already know my thoughts on the ratings situation, it is a problem.




<N7DOT 3> oops... i meant ALL my implementations, not NONE of my implementations...
 
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