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is Aaron Davidson's Tutorial 100% solvable?

Posted: Tue Aug 16, 2005 5:31 pm
by Martijn
Hi

In level 16 of the new tutorial by Aaron Davidson you have to push a rock while another rock is falling down. This is possible in Supaplex, because zonks have the block field option but rocks don't have this. And the dynamite was already used to blow up landmines, so the killer rock can't be blown up. Does anybody know a solution?

Posted: Tue Aug 16, 2005 6:16 pm
by Flumminator
I've solved all levels earlier this day, but on another machine. I'll download it again and will edit this post (or if the discussion has proceeded: post another answer) with a solution ;)

[edit]
the answer is simple: you have to be fast enough, so that the protection-shield is still working.

Posted: Tue Aug 16, 2005 7:25 pm
by Holger
> is Aaron Davidson's Tutorial 100% solvable?

Code: Select all

aeglos@fangorn:~/projects/rocksndiamonds$ ./rocksndiamonds -e "autoplay rnd_tutorial_aaron_davidson"
[...]
===============================================================================
Automatically playing level tapes
-------------------------------------------------------------------------------
Level series identifier: 'rnd_tutorial_aaron_davidson'
Level series name:       'Aaron Davidson's Tutorial'
Level series author:     'Aaron Davidson'
Number of levels:        26
===============================================================================
Level 001: playing tape ... solved.
Level 002: playing tape ... solved.
Level 003: playing tape ... solved.
[...]
Level 026: playing tape ... solved.

===============================================================================
Number of levels played: 26
Number of levels solved: 26 (100%)
-------------------------------------------------------------------------------
Summary (for automatic parsing by scripts):
LEVELDIR 'rnd_tutorial_aaron_davidson', SOLVED 26/26 (100%)
===============================================================================
aeglos@fangorn:~/projects/rocksndiamonds$
So it's 100% solvable (using the new 3.1.1 release).

Posted: Tue Aug 16, 2005 9:50 pm
by Martijn
Ok,, yes it was the protection shield. Didn't think of that..
hmm I wonder if newbies who see Boulderdash for the first time will solve this... quite tricky for a tutorial, isn't it?
But I really like this tutorial.

[edit]
Holger, if you can easily check whether a levelset is solvable or not, why do we have to make tapes, then? That takes a lot of time wherein we can more new levels... :?

Posted: Wed Aug 17, 2005 12:00 am
by Holger
> hmm I wonder if newbies who see Boulderdash for the first time will
> solve this... quite tricky for a tutorial, isn't it?

Yes, I think it is at least a bit too hard here and there for a real tutorial.

I will change the sort priority so that Flumminator's tutorial will again be the "default" tutorial in the next version, as it's easier for real beginners.

> Holger, if you can easily check whether a levelset is solvable or not, why
> do we have to make tapes, then? That takes a lot of time wherein we can
> more new levels...

I'm pleased that you think I could be able to do THAT. ;-)

Believe me, it is (practically) absolutely impossible to write a program that could be able to decide if a given R'n'D level is solvable or not. What the above quoted code does is simply playing existing solution tapes and checking if it solves the given level successfully.

So you see that we still need all those tapes, and bojsters work is not for nothing. (In fact, many of the solution tapes of existing level sets were recorded by bojster! :-) )