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Text File | 1991-02-10 | 52.2 KB | 1,387 lines |
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- PUZZLERS Documentation.
-
- Copyright (c) 1991, by Dennis J. Yelton.
-
- All Rights Reserved.
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- CONTENTS:
- ---------
-
- 1. Title Page .................................. page 1
-
- 2. Contents .................................... page 2
-
- 3. Files You Should Have ....................... page 3
-
- 4. License ..................................... page 4
-
- 5. Registration ................................ page 4
-
- 6. Hardware Requirements ....................... page 5
-
- 7. Getting Started ............................. page 5
-
- 8. Printing the Documentation Files ............ page 7
-
- 9. Obtaining Help .............................. page 8
-
- 10. Selecting a Puzzle .......................... page 8
-
- 11. Alphabet Soup Puzzles ....................... page 8
-
- 12. Quilt Puzzles ............................... page 9
-
- 13. Demo Puzzles ................................ page 10
-
- 14. The Challenge Puzzle ........................ page 10
-
- 15. Designing Your Own Puzzle ................... page 11
-
- 16. Puzzle Manipulation ......................... page 11
-
- 17. File Management ............................. page 12
-
- 18. Scrambling a Puzzle ......................... page 12
-
- 19. The SOLVE Feature ........................... page 13
-
- 20. Sound Adjustment ............................ page 14
-
- 21. Speed Adjustment ............................ page 14
-
- 22. Color Adjustment ............................ page 15
-
- 23. Rating Your Performance ..................... page 15
-
- 24. Obtaining Maximum Enjoyment from PUZZLERS ... page 17
-
- 25. Hints, Tips, and Suggestions ................ page 18
-
- 26. Error Messages .............................. page 19
-
- 27. Warranty Disclaimer ......................... page 21
-
- -- 2 --
-
-
-
-
-
-
-
- FILES YOU SHOULD HAVE:
- ----------------------
-
- This unregistered version of PUZZLERS includes the following:
-
- 1. The program: PUZZLERS.EXE
-
- 2. The program documentation file: PUZZLERS.DOC
-
- 3. PUZZLERS order / registration information: ORDRINFO.TXT
-
- 4. PUZZLERS Challenge information: CHALLENG.TXT
-
- 5. PUZZLERS demo puzzle files:
-
- a. The PUZZLERS Challenge Puzzle: CHALLENG.PZL
-
- b. Alphabet Soup demo puzzles: A3_DEMO.PZL, A4_DEMO1.PZL,
- A4_DEMO2.PZL, A4_DEMO3.PZL,
- A5_DEMO1.PZL, A6_DEMO1.PZL,
- A6_DEMO2.PZL, A7_DEMO.PZL
-
- c. Quilt demo puzzles: Q3_DEMO.PZL, Q4_DEMO1.PZL,
- Q4_DEMO2.PZL, Q4_DEMO3.PZL,
- Q4_DEMO4.PZL, Q5_DEMO1.PZL,
- Q5_DEMO2.PZL, Q5_DEMO3.PZL,
- Q6_DEMO1.PZL, Q6_DEMO2.PZL,
- Q6_DEMO3.PZL, Q6_DEMO4.PZL,
- Q7_DEMO1.PZL, Q7_DEMO2.PZL,
- Q7_DEMO3.PZL, Q7_DEMO4.PZL.
-
- These files are provided "as is," without any warranties,
- expressed or implied. (See WARRANTY DISCLAIMER, page 21.) They allow
- you to completely enjoy all ten of the PUZZLERS' puzzle categories.
- None of the features provided by these files differ in any way from
- the corresponding features of the registered version of PUZZLERS.
- However, registered users do receive two program enhancements allowing
- them to design their own Quilt puzzle patterns, and examine computer
- generated solutions to any puzzle position. Additional registration
- benefits are listed on the next page, under REGISTRATION.
-
- If for some reason you did not receive all of these files, you
- may order either registered or unregistered copies of PUZZLERS.
- (Offer for Version 1.00 expires on Jan. 1, 1995.) For information
- on ordering the registered version, see the file ORDRINFO.TXT. For an
- UNregistered version of the program, send $2.50 shipping and handling
- charges (payable to Dennis J. Yelton) to
-
- Puzzlers Unregistered Order
- c/o Dennis J. Yelton
- 2901 Barton Skyway #1404
- Austin, Tx. 78746.
-
- (Texas residents add $0.18 sales tax. Austin MTA residents add an
- additional $0.02.) Payments must be in U.S. dollars, and any check
- or money order must be drawn on a U.S. bank. Specify the diskette
- size (5.25'' or 3.5'') and your complete mailing address.
-
- -- 3 --
-
-
-
-
-
-
-
-
- LICENSE:
- --------
-
- PUZZLERS is not free software, but Shareware. Please register if
- you enjoy the program and plan to keep it for more than 30 days.
- Consult the file ORDRINFO.TXT for registration details.
-
- This unregistered version of PUZZLERS may be freely distributed
- without profit, provided none of the files are altered in any way
- (except archiving), and all of the files listed on page 3 are kept
- together as a package. Other rights may be granted, but only by
- explicit written consent of the copyright owner, Dennis J. Yelton.
-
-
-
-
-
- REGISTRATION: (Offer for Version 1.00 expires on Jan. 1, 1995.)
- -------------
-
- Anyone who enjoys PUZZLERS is encouraged to become a registered
- user. Consult the file ORDRINFO.TXT for registration and ordering
- details. Registered users receive the following benefits:
-
- 1. A personalized copy of the most recent PUZZLERS update.
-
- 2. Two special program enhancements:
-
- a. The SOLVE feature (both "Expert" and "Genius"
- versions), which will efficiently solve any
- puzzle position in an instructive manner. (See
- page 13 for more details on the SOLVE feature.)
-
- b. The DESIGN feature, for designing your own Quilt
- puzzles. (See page 11 for more details.)
-
- 3. A PUZZLERS general information file (PZLHINTS.DOC) filled
- with helpful hints, tips, and suggestions. This
- fifty-four page file contains thorough, detailed
- information on:
-
- a. How to solve an Alphabet Soup puzzle -- a simple
- procedure which will make you an instant "Expert."
-
- b. How to solve a Quilt puzzle -- guidelines on how
- to deduce the position of any quilt tile, even if
- you've never seen the unscrambled solution!
-
- c. How SOLVE works -- see what's behind the "Genius"
- of SOLVE.
-
- d. A description of several of the PUZZLERS puzzles'
- basic mathematical properties -- clear and
- thorough explanations; no complicated mathematical
- mumbo-jumbo.
-
-
- -- 4 --
-
-
-
-
-
-
-
-
- e. Thirty hints for unraveling the mysteries of the
- Clue Poem! (Including a complete solution.)
-
- 5. A limited warranty. If your program diskette has any
- defects, it may be replaced free of charge for ninety
- days after the date of purchase.
-
- 6. Free support for six months (postal mail & CompuServe
- email). All problems or questions will receive a prompt
- and courteous response.
-
- 7. A 50% discount on all future version upgrades of PUZZLERS.
-
- 8. Registration provides positive feedback, and motivates
- further development of high quality / low cost products.
-
-
-
-
-
- HARDWARE REQUIREMENTS:
- ----------------------
-
- The hardware requirements for running PUZZLERS are: an IBM PC
- compatible computer with at least 512 KB of RAM, and an EGA or VGA
- color graphics system. Although not required, a processor speed of at
- least 8 MHz is strongly recommended. The graphics based menu system
- may be a bit sluggish for slower speeds.
-
- PUZZLERS does not require, nor does it support, a mouse.
-
-
-
-
-
- GETTING STARTED:
- ----------------
-
- Before doing anything else, please make a backup copy of your
- program diskette! Your copy of DOS came with a utility program,
- called DISKCOPY, explicitly for this purpose. If you are uncertain of
- how to use DISKCOPY, refer to your DOS manual and/or the instructions
- that came with your computer.
-
- The registered version of the PUZZLERS program can be executed
- directly from the diskette on which it was received. (This may also
- be true for unregistered users, depending on how the program was
- obtained.) Once the computer has been turned on (and DOS has been
- loaded), simply set the default drive of the computer to that
- containing the PUZZLERS diskette, and type:
-
- PUZZLERS
-
- (all commands must be followed by pressing the ENTER, or RETURN, key).
-
-
-
- -- 5 --
-
-
-
-
-
-
-
-
- For example, if the diskette is in drive A, type
-
- A:
-
- to set the default directory to drive A. (If the diskette is in
- another drive, substitute the appropriate letter for "A.") Then type
-
- PUZZLERS
-
- to start the program.
-
- You can also install PUZZLERS onto a hard disk, if available. If
- you do not know how to do this, then follow the example below. (Again,
- this procedure may vary for unregistered users, depending on the form
- in which the program was received.) The example assumes the program
- diskette is in drive A, and the hard drive is drive C. If these are
- different for your computer, then substitute the appropriate letters
- for "A" and "C." Once DOS is loaded, begin by typing
-
- C:
-
- to set the default drive to the hard disk. Then type
-
- CD\
-
- to "Change Directory" to the root directory of the hard drive. Next,
- type
-
- MD PUZZLERS
-
- to "Make Directory" called PUZZLERS. And follow this by typing
-
- CD\PUZZLERS
-
- to "Change Directory" to the new PUZZLERS directory. Then, with the
- program diskette in drive A, type
-
- COPY A:*.*
-
- to copy all the files from the program diskette to the PUZZLERS
- directory. This completes the installation. The program can now be
- run at any time by first typing
-
- C:
-
- to set the default drive to hard disk, and then
-
- CD\PUZZLERS
-
- to "Change Directory" to the PUZZLERS directory, and finally
-
- PUZZLERS
-
- to start the program.
-
-
-
- -- 6 --
-
-
-
-
-
-
-
-
- PUZZLERS was designed to be user friendly. You shouldn't even
- need to read this file to enjoy the program. Basically, all you have
- to remember is that if you ever get stuck, and don't know what to
- do, just take a look at the "Active Keys" bar at the bottom of the
- screen. The "Active Keys" bar always indicates the ONLY keyboard
- keys that the program will accept at any given time. These keys are
- "lit" on the bar. When more than one key is lit, each represents
- acceptable input. If you're not sure which of the lit keys to use,
- then EXPERIMENT -- you aren't going to break anything! Within a few
- minutes you'll probably never even need the "Active Keys" bar again.
-
- The only other thing you need to know about is the PUZZLERS HELP
- system. The main menu displays a HELP item, which contains detailed
- information on every aspect of the program. To learn more about
- a particular program feature, just examine the corresponding item
- under HELP.
-
- Right now you know everything you NEED to know to enjoy PUZZLERS.
- If you're in a hurry to check out the program, then quit this file and
- get to it! The rest of this stuff can wait for a rainy day.
-
-
-
-
-
- PRINTING THE DOCUMENTATION FILES:
- ---------------------------------
-
- The registered version of PUZZLERS is accompanied by four text
- files: PUZZLERS.DOC, PZLHINTS.DOC, CHALLENG.TXT, and ORDRINFO.TXT.
- (The unregistered version does not include PZLHINTS.DOC.) These can
- all be printed out using the DOS PRINT utility.
-
- Before printing a file, first check to see that your printer is
- turned on, loaded with an ample supply of paper, and set to begin
- printing at the start of a new page. To use the DOS PRINT utility,
- load DOS and type PRINT followed by the name of the file to be printed.
- Preface the filename by the letter designating the drive in which it
- is located. For example, if ORDRINFO.TXT is in drive A, you can
- print it by typing
-
- PRINT A:ORDRINFO.TXT
-
- (followed by ENTER, or RETURN).
-
- Each text file has been preset at 66 lines per page, which is the
- standard for dot matrix printers. Users with laser printers may wish
- to use the editor of their choice to edit COPIES of these files to 60
- lines per page. (You have permission to do this ONLY under the
- condition that all edited copies are erased IMMEDIATELY after
- printing.) For PUZZLERS.DOC (and PZLHINTS.DOC), this is easily done
- by simply deleting lines 1, 2, 3, 62, 65, and 66 from each page.
-
-
-
-
-
- -- 7 --
-
-
-
-
-
-
-
-
- OBTAINING HELP:
- ---------------
-
- Virtually all the help you need can be obtained while running the
- program. Just select HELP from the main menu. For more explicit
- details on a given feature, see the corresponding topic within this
- file.
-
-
-
-
-
- SELECTING A PUZZLE:
- -------------------
-
- Choose a puzzle by selecting the PUZZLES menu item. Two types
- of puzzles are available, "Alphabet Soup" and "Quilt." Each is
- available in several different sizes. Registered users also have the
- option of designing their own Quilt puzzles. (For more details, see
- ALPHABET SOUP PUZZLES, QUILT PUZZLES, and DESIGNING YOUR OWN PUZZLE,
- below.)
-
-
-
-
-
- ALPHABET SOUP PUZZLES:
- ----------------------
-
- The Alphabet Soup puzzles are composed of a square grid of tiles,
- each displaying an alphanumeric character. Each of the grid rows can
- be moved horizontally left and right, and each of the columns can be
- moved vertically up and down. The rows and columns all "wrap around"
- on themselves, so that a tile which would otherwise leave the grid
- actually reappears on the other side. If you think about it, you'll
- see that this makes the square grid sort of like a donut. Effectively,
- the top edge of the grid is connected to the bottom edge, and the left
- edge is connected to the right. Imagine taking a piece of ordinary
- writing paper, folding the bottom edge up to the top edge (this forms
- a tube), and then folding the left edge of the tube over to meet the
- right edge. Presto! A donut! (Mathematicians call this shape a
- "torus." When a torus is represented as a square, as in the puzzle,
- they say the square has "periodic boundary conditions." This is just
- a fancy way of saying it "wraps around.")
-
- In a puzzle's original state, all alphanumeric characters of the
- grid are "in order." Beginning with the capital letters of the
- alphabet, the letters appear in alphabetical order from left to right
- and from top to bottom (like the words in a book). In the larger
- puzzles the capital letters are followed by the numerals 0 - 9, and
- these numerals are then followed by the lower case letters of the
- alphabet. We will say that a puzzle in this well-defined order is
- "unscrambled," or "solved."
-
-
-
-
- -- 8 --
-
-
-
-
-
-
-
-
- This nice, pristine order can be destroyed by randomly moving the
- rows and columns to and fro ("scrambling"). The object of the puzzle
- is to restore such a scrambled grid to its original, unscrambled
- position. Once you've mastered this feat, an additional challenge is
- to minimize the number of moves you require to unscramble the puzzle.
- (See RATING YOUR PERFORMANCE, page 15.)
-
- If you're familiar with puzzles at all, the PUZZLERS grid
- probably reminds you a lot of the old "15 Puzzle" that used to be so
- popular. You know which one; it was the puzzle with the 15 numbered
- tiles and one "hole" in a frame. You could move the numbered tiles
- around in the frame by sliding them into the "hole." Yes, THAT "15
- Puzzle." (This puzzle was invented about a century ago by the King of
- Puzzledom, Sam Lloyd.) Well, the two puzzles may LOOK similar, but
- looks can be deceiving. In fact, the Alphabet Soup puzzles are
- considerably more subtle and difficult than the "15 Puzzle." The
- primary reason is that the PUZZLERS grid doesn't have a "hole."
- Without the "hole," several tiles must be moved together as a unit.
- You don't have the luxury of moving ONE tile over a space, and then
- TWO tiles up a space, etc. With PUZZLERS, you HAVE to move the same
- number of tiles every time. As an example of the terrible dilemma
- this can pose, try solving the demo puzzle A4_DEMO3.PZL. You can load
- this from the FILES menu when running PUZZLERS.
-
-
-
-
-
- QUILT PUZZLES:
- --------------
-
- The Quilt puzzles are really no different from the Alphabet Soup
- puzzles, except for the design on the tiles. But since the Quilt
- tiles aren't clearly "numbered," it is not obvious where they are
- supposed to go. There IS a pattern, however, since the unscrambled
- solution must look like a quilt. Moreover, for the predesigned quilts,
- this pattern is unique; there's only one way each one can be
- unscrambled into a pristine Quilt. By matching colors and stitches on
- adjacent tiles you should be able to reconstruct this unique solution.
-
- Sound simple enough? If it does, then you're probably in for
- quite a shock. The predesigned quilt patterns weren't just chosen
- at random, the larger ones were very carefully designed to provide
- maximum frustration. So don't be so surprised if you think you're well
- on your way to a solution when suddenly nothing else fits! (Take a
- look at some of the Quilt demo files, and you'll see a few of the
- ghastly problems that can arise.) If you're serious about solving the
- larger Quilts, you'd better look for more than the obvious "matching
- colors and stitches on adjacent tiles." There are other, more subtle
- clues available. If followed carefully, they will lead you directly
- to the solution. No "tricks" are required -- just sound, solid
- reasoning. (NOTE: Registered users, consult the file PZLHINTS.DOC
- for detailed descriptions of many of these additional clues.)
-
-
-
-
- -- 9 --
-
-
-
-
-
-
-
-
- DEMO PUZZLES:
- -------------
-
- PUZZLERS is accompanied by several demo puzzles for your general
- amusement. You may load these demos from the FILES menu. These
- puzzles are simply certain scrambled positions of the Alphabet Soup
- and Quilt puzzles, and were designed primarily for educational
- purposes. Most of them are "almost solved," with only a few tiles out
- of position. Since the PUZZLERS puzzles become more difficult as you
- near the solution, these demos provide you with the opportunity to
- develop your skills in those areas where they really count. If you
- can design a procedure that allows you to efficiently solve all the
- demos, you'll be well on your way to "Genius" status. (See RATING
- YOUR PERFORMANCE, page 15.)
-
- But be warned, just because a particular procedure works well for
- for a certain size puzzle doesn't mean it'll work well for another
- size puzzle. In fact, it may not work at all. As a case in point,
- develop your own technique for solving Q4_DEMO1.PZL and then try using
- a similar technique for solving its larger "twin," Q7_DEMO3.PZL. Go
- ahead, see what happens.
-
- Didn't work, did it? (Yes, it CAN be done.) Something very
- subtle is going on here. Do you see what it is? Be patient; see if
- you can discover the "secret" on your own. If you're really stumped,
- and are a registered user, the "secret" is revealed in the file
- PZLHINTS.DOC. Also, IF you're a registered user, you can use the
- SOLVE feature to learn a simple and efficient technique for solving
- any puzzle position (including all the demos.) If you're not a
- registered user, consult the file ORDRINFO.TXT to see how to become
- one.
-
-
-
-
-
- THE CHALLENGE PUZZLE:
- ---------------------
-
- So, you think you've got it all figured out, huh? Then you
- should be about ready for a REAL challenge. That's what the
- Challenge Puzzle is all about. To view this puzzle, load the file
- CHALLENG.PZL from the FILES menu. Go ahead, take a look.
-
- Still think you've got what it takes? Well, even if you don't
- think so, you probably do. The Challenge Puzzle is, in fact, MUCH
- easier than it appears. But chances are you'll still require a
- little help if you want to beat SOLVE's score for this puzzle (171
- moves). Fortunately, this help is provided in the form of a Clue Poem,
- located in the file CHALLENG.TXT. The poem contains all the clues
- needed to find a dazzlingly brief solution! (Registered users: 30
- additional hints to the Clue Poem, and a complete solution, are
- provided in PZLHINTS.DOC.)
-
-
-
-
- -- 10 --
-
-
-
-
-
-
-
-
- DESIGNING YOUR OWN PUZZLE: (Program enhancement for registered users.)
- --------------------------
-
- The DESIGN feature allows you to create your own imaginative
- Quilt puzzles. More than a trillion trillion trillion different
- designs are possible! Using this option, you can create puzzles
- with levels of difficulty ranging from the trivially simple to real
- brain-wrenching monstrosities.
-
- Here's how it works. From the PUZZLES menu, select the DESIGN
- option for the quilt size you desire, and a randomly generated Quilt
- puzzle of that size will appear. A white, circular cursor will also
- appear on one of the quilt "patches." This cursor can be moved to any
- of the quilt patches using the cursor (arrow) keys. The color of the
- patch containing the cursor can be changed using the SPACE bar.
- Repeatedly pressing the SPACE bar will cycle through all fourteen
- color choices. After changing the color of one patch, move the cursor
- to another and change its color, etc. Continue this procedure until
- the quilt pattern you desire is achieved. At that point, you can exit
- the DESIGN mode by pressing ESC. (If you like, you can use the
- original randomly generated design by immediately pressing ESC.)
-
- (NOTE: When solving a user-designed Quilt puzzle, the computer
- will recognize the puzzle as solved only when it is restored EXACTLY
- to its original position. You may wish to design patterns having many
- solutions, in which case the computer will recognize only one of these.
- This course was purposely chosen, because the ratings performance chart,
- displayed when a puzzle is solved, is valid only for puzzles having a
- single solution. Puzzles with many solutions are, of course, easier
- to solve, so displaying the same chart for each solution would simply
- be furnishing inaccurate information. Naturally, this shouldn't
- prevent you from choosing any design you please. If it's your design,
- you can consider it solved whenever you like. After all, you're not
- going to let a computer push you around, now are you?)
-
-
-
-
-
- PUZZLE MANIPULATION:
- --------------------
-
- Each move consists of sliding an entire row one space to the
- left or right, or an entire column one space up or down. The
- direction of movement is selected with the cursor keys (you know,
- the ones with the little arrows on them). Once a direction is
- selected, all subsequent movements will be in that same direction
- until another cursor key is pressed. The row or column to be moved is
- chosen by the corresponding numeral key. For an explicit example,
- run the program and see the HELP / DIRECTIONS menu.
-
-
-
-
-
-
-
- -- 11 --
-
-
-
-
-
-
-
-
- FILE MANAGEMENT:
- ----------------
-
- PUZZLERS has the ability to store, retrieve, and delete files
- containing any puzzle position. These puzzle files are saved to the
- default directory (usually the same drive and directory containing
- PUZZLERS.EXE). You may save up to 128 files in this directory. If
- you wish to work with more files, you may do so by running PUZZLERS
- from a diskette drive and inserting a blank, formatted diskette when
- you exceed the 128 file limit. When running PUZZLERS from a diskette
- drive, you can only save puzzle files if the diskette is NOT
- write-protected (see the instructions that came with your diskette).
-
- To save the current puzzle position, select SAVE from the FILES
- menu. You will be prompted to enter a name for that position. Enter
- the name by typing any sequence of up to eight alphanumeric characters
- (letters and numerals). (You may also use any other character which
- the keyboard will accept.) The name you choose should be distinct
- from that of all the other puzzle files; if it isn't, the old file
- with the same name will be lost. (Don't worry, you'll be warned
- before the old file is overwritten.) If you don't remember the names
- of your old puzzle files, you can display them using the LOAD option.
- Please note that SAVE automatically appends the extension ".PZL" to
- all puzzle filenames.
-
- To retrieve a puzzle position, select LOAD from the FILES menu.
- Another menu will appear, showing all available puzzle files. If
- there are too many files to fit on this menu, select the last item
- ("More...") to view the remaining filenames. Please note that when
- you load a puzzle position that the former position, shown on the the
- screen, is lost. If you want, you may prevent this by first storing
- the former position using the SAVE option.
-
- To delete a puzzle file, select ERASE from the FILES menu.
- You will be prompted to enter the filename of the file you wish to
- delete. (If you don't remember to name of this file, you can display
- all available filenames using the LOAD option.) You are NOT required
- to enter the ".PZL" extension, since ERASE automatically appends this
- to all filenames. When needed, you may use DOS wildcards to delete
- multiple files. (Refer to your DOS manual if you are unfamiliar with
- wildcards.)
-
-
-
-
-
- SCRAMBLING A PUZZLE:
- --------------------
-
- The easiest way to scramble a puzzle is to use the SCRAMBLE menu
- option. When SCRAMBLE is used, the computer randomly moves the rows
- and columns until the ESC key is pressed. To ensure a thorough
- scrambling, the number of moves made by SCRAMBLE should be at least
- three times the total number of tiles in the puzzle. The "Move"
-
-
-
- -- 12 --
-
-
-
-
-
-
-
-
- counter is always reset to zero after using SCRAMBLE, allowing you to
- better track your performance. (See RATING YOUR PERFORMANCE, p. 15.)
-
-
-
-
-
- THE SOLVE FEATURE: (Program enhancement for registered users.)
- ------------------
-
- The SOLVE feature was designed to serve both as an educational
- tool and as a strong opponent. (For ideas on how to compete against
- SOLVE, see OBTAINING MAXIMUM ENJOYMENT FROM PUZZLERS, page 17.) The
- whole idea is that SOLVE is smart, but not too smart. That is, it's
- smart enough to make a formidable opponent but simple enough that
- anyone can comprehend what it does. Further, when used in conjunction
- with the demo puzzles, SOLVE can actually teach you everything you
- need to come within an arm's reach of "Genius" status.
-
- SOLVE is very easy to use. You can call on SOLVE's help from any
- puzzle position by simply selecting SOLVE from the main menu. When
- you do, you'll have a choice between two versions of SOLVE, "Expert"
- and "Genius." These names refer to the rated performance of each
- version. (See RATING YOUR PERFORMANCE, page 15.) On selecting one of
- the two, a "Thinking" message will briefly appear, informing you that
- SOLVE is studying the current position. Below the message will be an
- indicator gauging the remaining "think time." Also, when the message
- appears, all of the incorrectly placed puzzle tiles will begin to
- blink (or flash). This gives you immediate feedback on whether any
- particular tile is in its correct position (very useful, if you're
- stumped on a Quilt).
-
- When the "Thinking" message is removed, it is replaced by a
- "Ready" message -- SOLVE is ready for action! This message indicates
- that SOLVE has decided on a move or, more likely, a sequence of moves
- that will advance the puzzle one stage closer to the final solution.
- This move sequence will usually place one or more of the incorrectly
- placed tiles into their correct positions without (permanently)
- altering the positions of the other correctly placed tiles. To reveal
- the move sequence, first press ENTER (or RETURN) to remove the "Ready"
- message. When the message is removed, the incorrectly placed tiles
- will cease to blink, and a new set of tiles will begin to flash
- (blink). These newly flashing tiles are the ones whose positions will
- be different AFTER the move sequence is performed. One or more of
- these may flash more brightly than the others, indicating that they
- will be moved to their correct positions.
-
- You can have SOLVE perform its move sequence, slowly, a few moves
- at a time, by repeatedly pressing the SPACE bar. The same tiles will
- continue to flash, so you can easily track them as they are moved to
- different positions. The non-flashing tiles will have the same
- positions before and after the move sequence. When the move sequence
- is completed another "Thinking" message will appear, and the entire
- procedure can be repeated until a complete solution is obtained.
-
-
-
- -- 13 --
-
-
-
-
-
-
-
-
- Alternatively, you can exit the SOLVE mode at any time by pressing ESC.
-
- (NOTE: Occasionally, you may find it useful to temporarily
- suspend the blinking of the tiles. You can do this at any time by
- pressing the PAUSE key. With a little judicious timing, you can
- freeze the screen in either the "blink on" or "blink off" state. This
- is particularly useful when only a few tiles are in their correct
- positions. In this case it is often easier to recognize these tiles
- by pausing in the "blink on" state. Blinking can be resumed by
- pressing any other key. Please note that if you pause while SOLVE is
- thinking that the thinking will cease until another key is pressed.)
-
- If you find you're having difficulty developing your own solution
- strategy, SOLVE can actually teach you how it solves a puzzle! This
- is best done by watching SOLVE tackle the demo puzzles. Most of the
- demos have only a few misplaced tiles, so you can easily follow
- SOLVE's approach. Careful observation of how SOLVE handles just a few
- of the demos will teach you all you need to know to solve any of the
- Alphabet Soup puzzles. For a more thorough discussion of how to solve
- both the Alphabet Soup and Quilt puzzles, see the file PZLHINTS.DOC
- (available only to registered users). This file also contains details
- on how SOLVE works, why some "nearly solved" positions seem so
- difficult, and other puzzle properties.
-
-
-
-
-
- SOUND ADJUSTMENT:
- -----------------
-
- The SOUND menu option is used to toggle the sound on and off.
-
-
-
-
-
- SPEED ADJUSTMENT:
- -----------------
-
- The speed of all puzzle movements can be adjusted using the SPEED
- menu item. This affects ONLY the speed of movement, and not that of
- any other program feature. For a given speed, the larger puzzles will
- move more slowly than the smaller puzzles. You can neutralize this
- effect by choosing a fast speed for the larger puzzles and a slow
- speed for the smaller puzzles.
-
-
-
-
-
-
-
-
-
-
-
- -- 14 --
-
-
-
-
-
-
-
-
- COLOR ADJUSTMENT:
- -----------------
-
- With the Quilt puzzles, it is particularly important that you are
- able to distinguish the colors of the different quilt "patches." The
- larger Quilts use 14 colors, other than black and white. If you have
- difficulty distinguishing these colors, select COLOR ADJUST from the
- HELP menu. A color pattern with all 14 colors will appear. You should
- adjust the brightness, contrast, and color controls of your video
- monitor until you can clearly discriminate all 14 colors.
-
-
-
-
-
- RATING YOUR PERFORMANCE:
- ------------------------
-
- Whenever you solve a puzzle a message of congratulations will
- appear, telling you how well you've performed based on the number
- of moves you required. The message will rank you into one of the
- categories "Novice," "Veteran," "Expert," "Genius," or "Super Genius."
- To obtain an accurate rating for a particular puzzle, you should
- thoroughly scramble and solve the same puzzle several times, keeping
- a record of your scores. Average the scores, and round this figure to
- the nearest whole number to calculate your rating. (This rating may
- not be valid for user-designed puzzles -- see DESIGNING YOUR OWN
- PUZZLE, page 11.)
-
- (NOTE: You can view the rating performance chart for any puzzle
- by loading the unscrambled position from the PUZZLES menu, making any
- single move to "scramble" the puzzle, and then reversing the move to
- "unscramble" the puzzle.)
-
- You should be aware that the category names are in no way
- intended as a reflection of your general intellegence. The categories
- could have easily been named "A," "B," "C," etc., but somehow terms
- like "Super Genius" seem more fun. Nevertheless, you may be curious
- as to how the scores separating the different categories were chosen.
- For the Alphabet Soup puzzles, the demarcations were determined by the
- average performances of four solution algorithms (computer programs)
- designed by the author. These algorithms represent solution
- strategies ranging from extremely simple and unsophisticated to
- comparatively complex. They were each used to solve several (see
- below) thoroughly scrambled positions for each puzzle size. The
- average scores were used as the boundaries between the categories.
-
- (NOTE: Actually, the simplest program was never written; the
- algorithm is so simple that the averages can be reliably calculated
- by hand. The other three were written and tested as stated. The
- "Expert" and "Genius" versions of SOLVE are two of these algorithms.)
-
- The first algorithm, used to determine the "Novice" / "Veteran"
- boundary, is incredibly naive. It completely ignores the "wrap around"
-
-
-
- -- 15 --
-
-
-
-
-
-
-
-
- nature of the puzzle grid, always choosing the VISIBLY shortest route
- when placing a tile. Further, it makes no attempt to coordinate the
- movements of the tiles. It always positions the tiles one at a time
- (and in alphabetical order) with total disregard to how this procedure
- affects the positions of the other displaced tiles. Anyone who
- develops a reliable solution technique will easily outperform this
- algorithm.
-
- The "Veteran" / "Expert" algorithm (which is the "Expert" version
- of SOLVE) uses a considerably more sophisticated approach. It is fully
- aware of the "wrap around" boundaries, always choosing the true
- shortest route for positioning any tiles it decides to move. Moreover,
- it will usually correctly place at least two tiles per move sequence,
- and makes a modest attempt to coordinate the movements of those tiles
- that are not moved to their correct positions. This program was used
- to solve each size puzzle 100 times.
-
- The "Expert" / "Genius" algorithm ("Genius" SOLVE) is very
- similar to the last. The only difference is that this version devotes
- much more "think time" to coordinating the movements of several tiles.
- If only a few tiles are mispositioned, it will usually choose the same
- move sequence as the previous algorithm. But when most of the tiles
- are out of place, it rarely chooses the same move sequence. In fact,
- it frequently makes moves that appear nonsensical, but which actually
- "set up" several tiles for future move sequences. This program was
- also used to solve each size puzzle 100 times.
-
- The final algorithm was used to determine the "Genius" / "Super
- Genius" demarcation. Again, it uses the same basic approach, but
- devotes a WHOLE, WHOLE lot of time to coordinating the tile movements.
- (This algorithm is painfully slow for the 6x6 and 7x7 puzzles.) Due
- to the long run times, fewer puzzles were solved to determine the
- demarcation averages. Of course, this also reduces the statistical
- reliability of these averages. The number of solutions obtained for
- for each puzzle is as follows: 3x3 - 100, 4x4 - 50, 5x5 - 30,
- 6x6 - 15, 7x7 - 10.
-
- Although this procedure for selecting the Alphabet Soup
- categories is reasonably objective, the same is not true of that used
- to determine the Quilt categories. The reason is that, in principal,
- the Quilt puzzles should take no longer to solve than the Alphabet
- Soup puzzles. Ideally, one could work out all of the Quilt tile
- positions before making the first move. However this is not the
- intent of these puzzles, and it's certainly not how most people will
- approach them. The idea is that you should be able to determine the
- tile positions AS you solve the puzzle, working out the positions
- entirely in your head. If approached in this spirit, the Quilts will
- clearly require more moves.
-
- One reliable method of scaling the Quilt category demarcations
- would be to accumulate a large statistical data base of performance
- results over a broad, heterogeneous population. Unfortunately, your
- author doesn't have the time, patience, or resources to undertake such
- an endeavor. So instead, I accumulated a small nonstatistical data
-
-
-
- -- 16 --
-
-
-
-
-
-
-
-
- base of performance results for a narrow, homogeneous population --
- namely, just me. Of course, this is a pitifully inadequate substitute
- for the "real thing," but this is my game and I'll do as I please.
-
- Basically, here's what was done. First I rated myself on each of
- the Alphabet Soup puzzles, then I obtained my performance average for
- each of the Quilt puzzles. For each puzzle size, I calculated the
- percentage increase in my average score when going from the Alphabet
- Soup to the Quilt puzzles. I then increased all the category
- demarcation scores (for the same size puzzle) by the same percentage,
- rounding all results to the nearest whole number. These scaled scores
- were used for the Quilt puzzle demarcations.
-
- Now, before you even think of picking up that pencil and writing
- a scathing letter to point out all the implicit assumptions suggested
- by this procedure, many of which are obviously incorrect, let me
- assure you that I am well aware of this. I simply chose to ignore
- the problem. If you still feel compelled to write, then please do.
- Criticism or not, I will be glad to hear from you.
-
-
-
-
-
- OBTAINING MAXIMUM ENJOYMENT FROM PUZZLERS:
- ------------------------------------------
-
- There are many ways to enjoy the challenge of PUZZLERS, alone or
- with a friend. Here are just a few ideas:
-
- 1. Compete with a friend. Save a scrambled position with
- the FILES / SAVE menu option; both you and your friend
- should try to solve the same puzzle position in the
- fewest number of moves. For an extra challenge, see
- who can design the most difficult Quilt puzzle. (You
- should agree in advance as to what does and does not
- constitute a valid solution to a user-designed puzzle
- -- see DESIGNING YOUR OWN PUZZLE, page 11.)
-
- 2. Compete against SOLVE. Save a scrambled position with
- the FILES / SAVE menu option, so both you and SOLVE can
- tackle the same position. Begin by competing with the
- "Expert" version of SOLVE. As your rating improves,
- see if you can take on the "Genius" version.
-
- 3. Compete against yourself. Keep a written record of your
- performance. Watch yourself go from "Novice" to
- "Genius," -- and if you're REALLY, REALLY smart, maybe
- even "Super Genius."
-
- 4. Accept the PUZZLERS challenge! Ordinarily you'd have to
- be a real pro to beat the "Genius" version of SOLVE on
- a 7x7 Quilt. Not so with the Challenge Puzzle,
- CHALLENG.PZL. If you can unlock the mysteries of the
-
-
-
- -- 17 --
-
-
-
-
-
-
-
-
- Clue Poem (see CHALLENG.TXT), you can achieve a score
- that would make even the best "Super Genius" turn
- multicolored with envy.
-
- 5. Develop solution techniques for all the demo puzzles.
- How efficiently can you solve the demos? Can you
- expand the techniques you discover to formulate an
- efficient general solution strategy?
-
- 6. If you're a computer fiend, write your own SOLVE
- algorithm. Can you write a program that's more
- efficient than SOLVE?
-
- 7. Why stop with PUZZLERS? Invent your own puzzle. Write
- and distribute your own puzzle program. Come on in,
- the water's fine.
-
-
-
-
-
- HINTS, TIPS, AND SUGGESTIONS:
- -----------------------------
-
- Would you like to know more about PUZZLERS? Perhaps you need a
- little help developing a reliable solution strategy. Or maybe you've
- noticed that some of the puzzles "behave" differently than others.
- It's not just that they're bigger and harder, but well .......... ,
- "different." Possibly you've had difficulty with a few of the demo
- puzzles, like Q7_DEMO3.PZL or Q7_DEMO4.PZL, which seem SO CLOSE to a
- solution, but are maddeningly difficult. (In fact, both Q7_DEMO3.PZL
- and Q7_DEMO4.PZL can be solved in less than 25 moves.) Or perhaps
- you're still struggling with the Challenge Puzzle, and can use a few
- more hints.
-
- Then you should read the file PZLHINTS.DOC (available only to
- registered users.) Here, you'll find more information about PUZZLERS
- than you probably care to know. You'll learn how to tackle even the
- most challenging PUZZLERS puzzle. You'll learn why Q7_DEMO3.PZL and
- Q7_DEMO4.PZL seem so difficult, but are in fact dirt simple. You can
- examine thirty additional hints to the Clue Poem / Challenge Puzzle --
- and if you can't resist, the complete solution is also available.
- You'll even learn how both the "Expert" and "Genius" versions of SOLVE
- work, and may be amazed at their pure simplicity. So, what are you
- waiting for? Dive into PZLHINTS.DOC!
-
-
-
-
-
-
-
-
-
-
-
-
- -- 18 --
-
-
-
-
-
-
-
-
- ERROR MESSAGES:
- ---------------
-
- Here are a few error messages you may encounter, and what they
- mean.
-
- 1. Device driver not found.
-
- The program tried to load a non-EGA or non-VGA
- graphics driver, and failed. This program will
- only run with EGA or VGA color graphics. If you
- have such capability, then check to be sure your
- video mode is set for 16 colors with a screen
- resolution of 640x350 before retrying the program.
-
-
- 2. Error: Corrupt data file. Program must terminate.
-
- You have tried to load a puzzle file containing
- bad data, or the program made an error when reading
- the file. Try loading the file again; if the same
- problem occurs the puzzle file is no good.
-
-
- 3. Error: Insufficient memory for menu allocation.
-
- The program ran out of memory when trying to create
- a menu. It is recommended that you run PUZZLERS on
- a machine with at least 512 KB of RAM. Also, it is
- NOT recommended that you run the program from within
- a shell, or while a Terminate and Stay Resident
- (TSR) program is executing.
-
-
- 4. Error: Menu exceeds screen boundaries.
-
- You should never see this message. If you do,
- there is a bug in the program.
-
-
- 5. File not found.
-
- The program tried to erase a puzzle file it could
- not find. If the file exists, make certain it is
- in the default directory (probably the same
- directory containing PUZZLERS.EXE).
-
-
- 6. Puzzle files not found.
-
- The program was unable to locate any puzzle files
- when the FILES / LOAD menu option was selected.
- Make certain the files are located in the default
- directory (probably the same directory containing
- PUZZLERS.EXE). Also, if you rename any puzzle
- files they should always have a ".PZL" extension.
-
- -- 19 --
-
-
-
-
-
-
-
-
- 7. Security error. Program terminated.
-
- The program has been altered, perhaps by a copying
- error. Use your backup copy of PUZZLERS to replace
- the file PUZZLERS.EXE.
-
-
- 8. Sorry, this program requires an EGA or VGA adaptor
- supporting 640x350x16colors.
-
- The program was unable to find the appropriate EGA
- or VGA adaptor setting. PUZZLERS will only run
- with EGA or VGA color graphics. If you have such
- capability, then check to be sure your video mode
- is set for 16 colors with a screen resolution of
- 640x350 before retrying the program.
-
-
- 9. Too many puzzle files.
-
- You have attempted to save more than 128 puzzle
- files, the maximum that PUZZLERS can accommodate.
- If you need to use more, see FILE MANAGEMENT on
- page 12.
-
-
- 10. Unable to create file.
-
- PUZZLERS was unable to create the puzzle file you
- tried to save. Try again; if the same problem
- occurs, your disk may be full or write-protected.
-
-
- 11. Unable to open the file PUZZLERS.EXE. File must be in
- the default directory. Do not rename this file.
-
- PUZZLERS.EXE will not run if renamed. Also, the
- program must be located in the default directory.
- (See GETTING STARTED, page 5.)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- -- 20 --
-
-
-
-
-
-
-
-
- WARRANTY DISCLAIMER:
- -------------------
-
- THE SOFTWARE, DOCUMENTATION, AND DATA FILES OF THIS UNREGISTERED
- VERSION OF "PUZZLERS" ARE PROVIDED "AS IS," WITHOUT ANY WARRANTIES,
- EXPRESSED OR IMPLIED.
-
- DENNIS J. YELTON DISCLAIMS ALL WARRANTIES RELATING TO THIS
- SOFTWARE, WHETHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
- ANY IMPLIED WARRANTIES OF MECHANTABILITY AND FITNESS FOR A PARTICULAR
- PURPOSE, AND ALL SUCH WARRANTIES ARE EXPRESSLY AND SPECIFICALLY
- DISCLAIMED. NEITHER DENNIS J. YELTON NOR ANYONE ELSE WHO HAS BEEN
- INVOLVED IN THE CREATION, PRODUCTION, OR DELIVERY OF THIS SOFTWARE
- SHALL BE LIABLE FOR ANY INDIRECT, CONSEQUENTIAL, OR INCIDENTAL DAMAGES
- ARISING OUT OF THE USE OR INABILITY TO USE SUCH SOFTWARE EVEN IF
- DENNIS J. YELTON HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES
- OR CLAIMS. IN NO EVENT SHALL DENNIS J. YELTON'S LIABILITY FOR ANY
- DAMAGES EVER EXCEED THE PRICE PAID FOR THE LICENSE TO USE THE SOFTWARE,
- REGARDLESS OF THE FORM OF CLAIM. THE PERSON USING THE SOFTWARE BEARS
- ALL RISK AS TO THE QUALITY AND PERFORMANCE OF THE SOFTWARE. Some
- states do not allow the exclusion of the limit of liability for
- consequential or incidental damages, so the above limitation may not
- apply to you.
-
- This agreement shall be governed by the laws of the State of
- Texas and shall inure to the benefit of Dennis J. Yelton, and any
- successors, administrators, heirs, and assigns. Any action or
- proceeding brought by either party against the other arising out of
- or relating to this agreement shall be brought only in a STATE or
- FEDERAL COURT of competent jurisdiction located in Travis County,
- Texas. The parties hereby consent to in personam jurisdiction of said
- courts.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- -- 21 --
-
-
-