My idea for this level was to make it a bit different from the previous Survival levels we have had. They've all been great ideas, but I wanted to make something simpler. What if, Chip just had to complete some easy task over and over and over again? I wanted to include some randomness in the mechanism to make it a bit less monotonous and partially also to discourage any automated solutions. I didn't want to make the mechanism too strict to not allow small mistakes, so I didn't feel the need to force every movement. For example, the timing mechanism that forces Chip to eventually free the walker does not adjust for how far the walker is from Chip, so if it's in the first trap there is more free time than if it is in the last one. (In other words, after freeing the walker, the opening of the toggle walls is adjusted to the distance, but not the other way around.) After working out a mechanism that seemed to work, I still needed to decide the method by which the level becomes unsolvable if Chip messes up the forced rhythm. This part was a bit more complicated than I had anticipated, because the cook needed to be delayed to allow Chip enough time to exit, as well as reset itself when it wasn't needed. I did not feel overly comfortable with it, but didn't see any reason it shouldn't work. (I was a bit disappointed with the inelegance of having two trap buttons release a single trap, but on the other hand it was more elegant than other methods of accomplishing the same thing.)
I let the level set for a fortnight before announcing the competition, but did not have time to reconsider some of the design decisions that went into making it. As I posted the level, I asked in the chat for other (smarter) people to take a look at it and nobody reported anything odd. In the announcement for the competition, I took the easy (and clearer) way and did not post specifics of all the rules I had in mind, including a possible update for the level. Considering the track record for broken Survival levels, this might not have seemed wise, but I was not afraid of a bust.
I struggled more with the time limit of the level. I didn't want to set it at 999 seconds, as I was sure several players could tie the competition this way. I felt we had a prize that was worth more than 15 minutes of work. Similarly, I didn't want to use 30min, or 60min, or even 120min. I seriously considered 9999 seconds (=2h 46min), but wasn't entirely sure I wanted to force anyone to play that long. I decided on leaving the level untimed and discouraging players to submit unreasonably long solutions. I added the rule of essentially having a tie be possible in the competition without the need to add a time limit. I chose about three hours as an appropriate time, as this was close to 9999 seconds and also the longest I personally had previously spent on a solution to a level without any waits. Anything longer than that could be argued to be a bit unreasonable. It was then also pointed out that Tile World's untimed solutions also have a limit that is under 5 days. I was really hoping nobody would get even close to that.
A month passed and I checked for submissions. I was happy to see all were played in Tile World. It saves the solutions in a file (tws) that records the key presses, allowing for small file sizes even for long solutions. Of course, the more you press keys, the larger the file will be, but still much smaller than an avi for example. Syzygy's tws was 1 KB. Dave's tws was 4 KB. Chipster1059's tws was 6 KB. IHNN's tws was 12 KB. pieguy's tws was 1KB. I knew something fishy was going on.
I opened the other files first. All was in order. I didn't open pieguy's. What should I do? Clearly, if his time was the longest, there was some sort of bust possible in the level. Was I forced to award the win and give the prize of the level to someone who clearly went against the spirit and intent of the competition? I came to my senses. I couldn't punish someone for being more clever than the rest, for being more clever than me. I opened the file, and indeed it displays a method to for Chip to overcome the mechanism and not keep travelling through the center and releasing walkers to their doom. If I understand it correctly, by cloning two fireballs, one of them can be jammed in place on a teleport. This allows for the possibility that the next fireball in that corridor may be trapped behind it, never endangering Chip. Discovering this requires a thorough understanding of the game mechanics, a keen eye, and a drive to continually be better. Well done.
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time of -353756 MS (about 4 days and 3 hours)