This level is a 2.0 remake of Adding bug A huge "thank you" to its author, @Meak who had the original and unique idea! +++ To win, you must first observe, understand the logic, then see what is wrong and finally try to correct the situation. A few spoilers to help you out, if needed: Spoiler: GENERAL PRINCIPLE OF THE GAME Like the original level, it is a binary counter. The 32 R-bots of the main course follow each other in single file and represent the natural integers from 1 to 32. At the end of the course, each bot enters the final counting area. This is divided into "bits" which can be : - or empty (bit=0; an entering bot takes its place there; the bit takes the value 1) - or already occupied (bit=1; the incoming bot chases the occupying bot to the next bit then is ejected from the system; the bit returns to 0) Spoiler: HOW TO WIN We can observe that all the bots can be seen as pairs, separated (within each) by an interval of 3 cells. Each pair is made up of an R then a Z. The red brick marking is helpful to realize this. However, some pairs are incomplete. "Missing data!" ... it's up to you to replenish them with the help of the bots that turn in circles, ready to replace their comrades... Spoiler: DIFFERENCES WITH THE ORIGINAL LEVEL The big difference is in the way of bug fixing. Where it was necessary to correct defective intervals between the bots, it is now necessary to replace absent bots. The number of bots is doubled: we go from a 5-bit game to a 6-bit game (powers of 2 principle) So that the game is not too long, the physical bits are reduced to their minimum dimension: an area of 1 x 3) Each bit is identified by the power of 2 to which it corresponds, in Roman numerals. I hope you will have fun !
That's just brilliant, !! Probably a lot more difficult to build than to play, . So much fun to watch it all come together, and I love watching the little chaps wandering away when they have done their part, .
This is a very interesting science about R bots. I enjoyed reading your explanation - it's very interesting! Thanks for the detailed instruction. But I still can't. I've tried several times - my bots always introduce dissonance into the overall structure.
@Denis Nazin Oh ! I designed the level so that it would be not too hard ( and not too easy) Spoiler: Some more help for Denis The pairs that need to be fixed are the 5th (a Z-bot), the 7th (a R-bot), the 10th and the 11th (R)-bots)... I hope you succeed !!!
@Denis Nazin I found that the timing has been set up sufficiently accurately that you can just release the next bot when you need one. Don't try to influence the timing and they will be right. Such perfection from @Valentin !
Ha ha ha! Everything is much easier than I thought. In the first few attempts, I played much harder than necessary. @Valentin @Jom Thank you very much for your advice! Helped me understand. Spoiler My main mistake - I thought that there should be no gaps between pairs of bots. It turned out you just need to add the missing pairs. When you understand what you need to do it really becomes much - much easier! There should be gaps between pairs of bots. I made a mistake and thought that between all the bots there should be a distance of two red bricks long. I tried very hard to fill those gaps. I've been freezing bots on the slider and trying really hard to get the timing right. There should be large gaps between pairs of bots (I did not understand this before, so I did not succeed)!!! It turns out that everything is much simpler - bots do not need to be kept on the slider. You just need to let in the missing pairs. The main thing is to understand the principle.
@Denis Nazin Like you said : it is quite easy, in the end ! The calculation of the intervals between bots (when designing the level) was a bit tricky. I can't imagine the nightmare you experienced in freezing the bots The calculation was even more complicated because of a fact that @Meak had warned about : the time of a 1/4 of turn for a bot is sliiiiightly shorter than moving from one block to another . So the bots that are alone for too long on a bit slowly get out of synchronization. Well ... I did the maths. You do the fun !
Awesome idea! I just thought, binary is made up with 1s and 0s. So, Code: if, eye=1, zapper=0, Red bricks= placement location then, just add the missing 1s and 0s from the square and, it should be done. And it did work so.
@Soohaeib Afeef Hosen You went further in your calculation than I did ! I didn' think R and RZ as 0s and 1s ... but it is a very good way to see them : like binary bits Well done ! Have you played Adding Bug by @Meak from whom I got inspired ? Link in 1st comment. THANKS !
@Valentin, Finally, I'm finished with the level and leaving a BIG FAT Comment there . I hope I didn't leave any wrong comments .
Wow I did not think you could shorten the bits to so short of a cycle! Well done and nice spiral design!
@Meak The main problem was the error correction due to the slightly different time between a walk and a turn, that you too already had discovered and explained I’m happy you played this remake of yours !