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"Callback+bug" by Miner |
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Comments (turn spoilers off) | ||||
4825 | Callback+bug | Max (61) | Fri 09 Dec 2005 10:23 | SPOILER |
Oops, I take it back, you fooled me with those bots to the right. Tom, I think that little yellow arrow needs to become more prominent somehow! | ||||
4824 | Callback+bug | Tom 7 (1) | Fri 09 Dec 2005 10:23 | |
It's not a bug! =) | ||||
4822 | Callback+bug | Max (61) | Fri 09 Dec 2005 10:05 | |
Wow, now THAT'S a bug! | ||||
4729 | Callback+bug | Main (555) | Tue 22 Nov 2005 16:12 | SPOILER |
(note: speedrun of 39 moves didn't break record; not added) heh |
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4723 | Callback+bug | Doom (371) | Fri 18 Nov 2005 14:55 | SPOILER |
Added speedrun: 31 moves (old: 35). | ||||
4722 | Callback+bug | Tom 7 (1) | Fri 18 Nov 2005 14:46 | SPOILER |
Added solution "Speed Record": You did have me for a second with the reappearance of the electric floor, since I didn't even notice there were sleeping bots off the side. I thought that was a different bug! |
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4721 | Callback+bug | Tom 7 (1) | Fri 18 Nov 2005 14:45 | |
It's not a bug, although I agree that the behavior is confusing. Panels are triggered by "edge effects" (stepping onto the panel or off it) only, not by the presence or absence of something atop them. So, when the second bot steps onto the panel, that triggers the swap--but then there is just one broken robot there, so when it is pushed off, making three total triggers. This is actually used in some of the levels! (There's a document that explains some of these corner cases, which I should probably publicize better.) |
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4720 | Callback+bug | Alois (316) | Fri 18 Nov 2005 14:11 | SPOILER |
Added speedrun: 41 moves (old: 47). | ||||
4719 | Callback+bug | Miner (726) | Fri 18 Nov 2005 14:08 | |
There's a game bug. When two robots crash on a button [panel], button remains active even when there's nothing on it. | ||||
4718 | Callback+bug | Miner (726) | Fri 18 Nov 2005 14:05 | |
'Callback+bug' uploaded by Miner: It's a normal level but there's a bug. |
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