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| RGB Road |
Tue 02 Nov 2004 15:09 |
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<Tom 7> Much like everyone's favorite Mario Kart level! |
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| Self-destruct Panels |
Wed 27 Oct 2004 20:54 |
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<Max> Yeah, when in doubt, make a level! Though I disagree with Tom -- I think we should make levels based on bugs now while there's still time to share and enjoy them!
<Tom 7> Well, why not try it? Making clever levels is as fun as solving them.. at least I think so. ;)
On the other hand, these self-destruct panels might not work the same way in future versions of Escape. I guess I should make up my mind soon before there are too many levels that make use of them, but working within the "pure" subset of Escape features for now is probably a good idea. |
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| Courage, Determination, Excellence |
Wed 27 Oct 2004 15:25 |
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<Tom 7> This level is ... very energy. |
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| Self-destruct Panels |
Wed 27 Oct 2004 15:17 |
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<Rory OKane> I'm sorry that people don't like having to guess for the answer. I have an idea for a level like this but more puzzle that luck, but I wouldn't know how to do it. You could make it so you start near the exit, but it is blocked off by one stop block. Two spaces away from the stop block is a panel that makes the stop block disappear. At the bottom right would be a yellow block, and in between you and it would be lots of panels like the one in this level, plus some blue blocks, maybe lasers or mini-puzzles. You would have to figure out the correct path that didn't block off all the ways you needed but still have enough rough spots so the yellow block didn't end up against a wall or past a laser or in any other place where you couldn't get it on the panel. I think a level like that could be pretty good, and hope you understand what I mean and you can do it. Thanks for all your comments.
<Max> I like the unorthodoxy of this level, but its emphasis on arbitrary decisions is pretty annoying... |
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| Teleport Maze |
Tue 26 Oct 2004 21:08 |
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<Max> Well at least this one saves you the effort of having to press Enter every time you lose. Totally obnoxious! |
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| Safety Glass |
Tue 26 Oct 2004 20:56 |
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<Max> Ooh, tricky! |
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| Fifteen Four Square |
Tue 26 Oct 2004 17:12 |
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<Max> This is quite an enjoyably tough one! Very nice. |
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| Candelabra |
Mon 25 Oct 2004 22:38 |
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<Max> Cool! |
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| Jungle Fever |
Mon 25 Oct 2004 17:49 |
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<Max> Now you have the fever. |
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| Sore Loser |
Mon 25 Oct 2004 17:21 |
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<Max> Hey, how was this one "cooked"?! |
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| You take the high road |
Mon 25 Oct 2004 11:12 |
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<Tom 7> How did you cook *this* one?? |
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| Jungle Fever |
Fri 22 Oct 2004 19:36 |
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<Tom 7> I still can't beat this one. |
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| Fifteen Four Square |
Wed 20 Oct 2004 14:01 |
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<Tom 7> Another cute (quasi-)embedding of a classic game! |
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| MySokoban (Mac) Level 1 |
Thu 30 Sep 2004 07:48 |
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<rjmccall> Pretty much pure sokoban, and not a difficult level at that. |
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| Self-destruct Panels |
Thu 30 Sep 2004 07:45 |
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<rjmccall> An interesting idea that could have been done without mandating a brute-force search. |
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| MySokoban (Mac) Level 1 |
Wed 29 Sep 2004 09:14 |
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<Tom 7> OK, done. The old version lives on in the new "deleted" collection.
<Rory OKane> This is the real level. Okay, Tom 7, you can delete the other level now, although you may want to move the comments to this level first. |
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| MySokoban (Mac) Level 1 |
Mon 27 Sep 2004 15:15 |
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<Tom 7> If you submit a corrected version, I can remove the old one.
You shouldn't do this too much though, since players don't like to go back and re-solve levels that they've already finished! ;) |
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| Memory Hole |
Wed 15 Sep 2004 22:26 |
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<Tom 7> I finally solved it. Very very nice. |
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| Satisfiability |
Wed 15 Sep 2004 09:06 |
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<Tom 7> Cool! Yes, this would show that it's NP-hard. To show that it's NP-complete, you'd need to show that it's also in NP. That would mean that we could verify that a level has a solution in time polynomial to its size, once given a solution. It is certainly polynomial to verify a polynomial-size solution, but it is not obvious to me that every solvable level has a polynomial-size solution. (ie, some levels may be VERY HARD in the sense that they require an exponential number of moves.) Since Escape embeds several other games such as Sokoban and (sort of) the UFO puzzle, there may already exist some results that imply it is harder than NP (unfortunately the other direction would probably have to be a new theorem).
<mjn> I think the "determine if an Escape level has a solution" problem is NP-complete: here's one way to reduce an instance of SAT to an Escape level.
Each row of stop signs is a variable, and the gadgets on the left let you assign "true" or "false" by sending you through a chain of teleports. This level is (A or B) and (not A or B or C) and (not B or not C).
Been a while since theory class--is there something to be proved in the other direction, too? |
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| Memory Hole |
Mon 13 Sep 2004 23:10 |
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<Tom 7> Great title. =) Nice one! |
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| Jungle Fever |
Wed 08 Sep 2004 17:09 |
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<Tom 7> This level is really hard! I haven't gotten it yet... |
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