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"OneLeft" by OCTweak
|Comments (turn spoilers off)|
|20163||OneLeft||noname (559)||Tue 18 Jul 2017 07:16||SPOILER|
|For those who want to solve this by hand, and need some help: It is probably best to first work out what the valid moves are. Indeed, the valid moves seemed to be chosen in a way to make solving difficult. For example, there is no jump out of the third row! So the last peg of the third row must be removed by a vertical jump. But each of the available vertical jump has its problems... And there are many pegs which can never leave its place without being jumped over. Also, there is not much choice for the outer corners... So these are quite severe constraints for a solution, and one probably needs to be aware of them when working out a solution.|
|20161||OneLeft||noname (559)||Tue 18 Jul 2017 06:54||SPOILER|
|Added speedrun: 929 moves (old: 960).
This speedrun is optimal over all valid solutions with 31 jumps. Found by computer, with codes specifically written for this level. I don't think there is any shorter solution with more jumps, but this situation is not covered by my code.
|17619||OneLeft||Dave (2400)||Wed 29 May 2013 22:12||SPOILER|
|Added speedrun: 960 moves (old: 1020).
|5409||OneLeft||bpotetz (144)||Sun 05 Mar 2006 18:12||SPOILER|
|That's true. In the real game, you could just rip out all the pegs at once if you like. Finished! Anyway, I'm glad you were able to encode some of the rules, because if it was 100% honor system, it would just be a grid of toggles and a note that says "please press these toggles according to the rules of the game 'One Left'". :)|
|5404||OneLeft||OCTweak (404)||Sun 05 Mar 2006 10:35||SPOILER|
|->bpotetz.: The same happen in the real game! If you do not respect the rules of the real OneLeft, is very easy to solve the problem. The problem with this implementation is that I could not implement all the possible moves because of the max matriz Escape permits!|
|5399||OneLeft||bpotetz (144)||Sat 04 Mar 2006 20:19||SPOILER|
|Solved! By blatently disregarding the rules of One Left.
This level is not so rigid if you consider that any implemented move is valid so long as the destination is empty: you can jump a peg over a hole, or a hole over a peg.
|5331||OneLeft||mjn (118)||Sat 25 Feb 2006 04:44|
|Solved! with the power of C++|
|5330||OneLeft||mjn (118)||Sat 25 Feb 2006 03:51||SPOILER|
|Aww, man, why can't I jump from the left into the space directly above the center?
I was assuming that all jumps onto red panels were legal; guess I'll have to readjust...
|5329||OneLeft||OCTweak (404)||Fri 24 Feb 2006 17:49||SPOILER|
|With a board of 51x68 I can easily implement all the moves. Maybe next version of Escape will permit bigger boards.|
|5328||OneLeft||OCTweak (404)||Fri 24 Feb 2006 17:31||SPOILER|
Off course is possible to implement all the moves. The only reason I did not, is because Escape limits the size off the board.
|5327||OneLeft||OCTweak (404)||Fri 24 Feb 2006 16:40|
|I tried bots to make the moves and keep the player and "board" always in vision, but this robots are too stubborn and sometimes they don't go where we want! 8)|
|5326||OneLeft||Doom (371)||Fri 24 Feb 2006 15:49||SPOILER|
|I think that the level idea is very cool, but the lack of many moves makes things extremely hard to plan well.
I tried this once and after I came to a dead end because I couldn't make my next (normally available) moves, I just had to give up. The solution is too rigid to be fun.
I suppose it might be possible to write down every possible move and work it out from there. But that requires plenty of extra work, which I don't feel like doing right now.
|5325||OneLeft||Tom 7 (1)||Fri 24 Feb 2006 15:22|
|Excellent!! I still don't understand how this mechanism works exactly, but it's a really neat embedding and even neater that you don't use bots at all.|
|5324||OneLeft||OCTweak (404)||Fri 24 Feb 2006 14:56|
|Without zoom I believe this level is impossible|
|5323||OneLeft||OCTweak (404)||Fri 24 Feb 2006 14:53|
|'OneLeft' uploaded by OCTweak:
Remove all, except for "laser" in the middle. Place the red block to indicate "laser" destination. The position between the origin and destination will change. Not all moves were implemented. Although cheating is possible, I do not know if you will end the level. The solution I uploaded, is a valid solution for the real OneLeft game.