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| 84 (v2) |
Mon 12 Sep 2005 23:23 |
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<mjn> I wasn't gonna fix Doom's speedrun, but perhaps I will, to distinguish it from "74"... |
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| 74 Repeated |
Mon 12 Sep 2005 23:22 |
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<mjn> Heh heh, very evil.
<John Lewis> '74 Repeated' uploaded by John Lewis. |
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| 74 |
Mon 12 Sep 2005 22:05 |
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<John Lewis> '74' uploaded by John Lewis. |
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| Hugbots always have to do things the hard way. |
Mon 12 Sep 2005 13:00 |
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<Feanor> Yes, my comment was intended as a playfull way of saying "pretty cool level, but a bit to much repetition, KWM" |
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| Four Corners (v2) |
Mon 12 Sep 2005 00:28 |
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<Doom> 'Four Corners (v2)' uploaded by Doom:
This should be more difficult. |
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| Four Corners |
Mon 12 Sep 2005 00:27 |
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<Doom> Moved to graveyard:
Uploading another version |
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| 84 (v2) |
Sun 11 Sep 2005 23:48 |
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<mjn> '84 (v2)' uploaded by mjn:
Uncooked. (Sorry about that! Ctrl-0 should recover non-cook solutions, since nothing in the player area changed.) |
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| 84 |
Sun 11 Sep 2005 23:47 |
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<mjn> Moved to graveyard:
Whoops, discovered a cook--you can just do nothing until the clock goes around twice and makes the exit reachable again...
<mjn> '84' uploaded by mjn:
I went and finished my attempt anyway, since I was pretty close to done. Pros: no setup time, possibly requires a little less space (I think). Cons: more robots needed, 6 is ugly (I couldn't find a 4-robot scheme that didn't disfigure at least one digit). |
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| Tick Tock! Bonus Style Points |
Sun 11 Sep 2005 21:07 |
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<KWM> Right. I think it might even be possible to get 4 digit numbers with this method and that limit is based on the number of different metal sliders available. But that would require a massive board, plus a lot of "set-up time". I think a similar method could be used to make more digits scroll across, like: 0001, 0012, 0123, etc.
<KWM> Darn it :) I'll just leave it as-is this time.
<KWM> 'Tick Tock! Bonus Style Points' uploaded by KWM:
That's better, I think. |
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| Tick Tock! Bonus Style Points |
Sun 11 Sep 2005 18:54 |
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<KWM> Moved to graveyard:
This one allows a solution that is much looser than I wanted. D'oh!
<Tom 7> Great! I wasn't sure that was possible, but this seems to be a pretty scalable solution...
<KWM> 'Tick Tock! Bonus Style Points' uploaded by KWM:
I couldn't resist the multi-digit challenge. With a large enough board I think this method would allow a count down from 99. Of course credit goes to bje for the original. |
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| Four Corners |
Sat 10 Sep 2005 12:03 |
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<Doom> 'Four Corners' uploaded by Doom:
Quite tricky playing with a hugbot |
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| Upsetting Marble Puzzle |
Sat 10 Sep 2005 04:05 |
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<bpotetz> Thanks, mjn! I wish I could have seen your approach. |
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| Tick Tock! |
Thu 08 Sep 2005 20:40 |
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<mjn> Whoops, how do I keep doing that? The previous comment should be on this level, naturally. |
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| Nevermind |
Thu 08 Sep 2005 01:30 |
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<KWM> 'Nevermind' uploaded by KWM:
This level looks a little sloppy and I ripped off a few ideas, but I think it's fun. |
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| Tick Tock! |
Thu 08 Sep 2005 00:09 |
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<bje> 'Tick Tock!' uploaded by bje:
This level is just silly playing around with bots. |
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| Hugbots always have to do things the hard way. |
Wed 07 Sep 2005 19:47 |
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<KWM> Is that a friendly joke, or do you dislike the level? It's hard to tell when you can't hear voice tone.
<Feanor> This level should be called "Kurt-was-murdered always has to do tings the hard way" |
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| I Hate the 405 |
Tue 06 Sep 2005 21:34 |
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<Max> I found this one pretty easy, actually... |
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| Jam |
Tue 06 Sep 2005 20:19 |
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<John Lewis> Weird...when I solved this, my move count was exactly at 999. ;-) (The game automatically optimized it to 847.) I really need to improve my speedruns on these longer levels...
60 levels left (actually, 59 now)... |
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