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- Z O N E 1 3
-
- by Jon Mattson
-
-
- It is the middle of the Twenty-First Century and traffic problems as
- we know them no longer exist. This is due in large part to the complete
- overhaul of the transit system, replacing all inner-city transportation -
- including personal hover-cars and cabs - with a "robot cab" service,
- electronically monitored by a Master Computer in each "zone". The service
- has been in place for nearly a decade now, and most of the bugs have been
- worked out of it: people are generally happy with the result.
-
- This is a good thing, because, as a Trouble-Shooter for the service,
- it is up to you to deal with problems as they arise. Since you began the
- job, you have had it pretty easy: they train you on the Zone78 MC (single
- lane to Hicksville), and nothing ever happens there. Life was good.
-
- The time has come now, though, for your initiation - your rite of
- passage. The word came in yesterday of your transfer to Zone13, the one
- eyesore in the whole wonderful electronic scheme of things. Current theory
- is that it is an extradimensional nexus point that invites vacationing
- gremlins. Either that or the architects were on vacation when it was built
- and left it to monkeys. Whatever the case, Zone13 has by far the highest
- incidence of break-down - both in the system and the TS's operating it.
- They say that every TS has to survive a month on Zone13 before proving that
- he can cut it anywhere. Even the veterans speak grimly of the experience -
- when they speak of it at all - and the failures... Come to think of it,
- you don't know any. Every TS has either succeeded at Zone13 or never tried
- it. You don't know what they do with the others...
-
- Of course, everyone knows that TS veterans exaggerate everything. It
- can't be as bad as all that - can it?
-
-
- ZONE13 is alternately a game, a puzzle, an addiction or The Thing That
- Should Never Have Seen The Light Of CRT - depending on your point of view.
- It is a game, because you are working against the clock to complete transit
- circuits and earn points, in the form of dollars. It is a puzzle, because
- the mental challenge involved in trying to complete that task requires
- logic and a very Rubik-view of the universe. As for the other two
- labels... Well, I'll let you decide that for yourself.
-
- When you run the program, you will be greeted by a menu with five
- options, including "Quit" (read: "Surrender"). Two of these - the
- construction options - we will leave alone for the moment. The other two
- allow you to play the game, either from the beginning or from a level of
- your choice. The latter option allows you to dive right into a challenge
- without working your way through the levels you may have already perfected.
- For the moment, we will assume that you pick the "play from start" option.
-
- The first level ("00") will load and, after a moment, appear on the
- screen. At any given time, your current dollar total for completing the
- level will appear in the top left corner, and, after a brief pause so that
- you can study your challenge, it will count down to a minimum of $5.00.
- Obviously, it is in your best interests to finish each level quickly. The
- rest of the top line is taken up by a line showing which keys are active at
- the time, in addition to the CRSR/SPACE or JOYSTICK2 combination. Make
- note of this: the top line will ALWAYS have this convenience no matter what
- mode the program is in at the moment.
-
- Most of the screen is taken up by the current "puzzle". It will be
- made up of a Start Gate (which looks like a bit like a hangar deck), a Stop
- Gate (which looks similar but has a bulky, lined construction to the rear)
- and various other "circuits". Very simply, your goal is to make certain
- that the computer understands the path it must move the cab ("current
- element" to the computer) from the Start Gate to the Stop Gate, as defined
- by the other circuits. Obviously, the path at the start of the level will
- not be complete, or you wouldn't have a job to do.
-
- On the far right, you will see your Tool Box, made up of ten tools and
- a Go sign. A number beside each tool indicates how many your current box
- contains - sometimes none. A small flashing arrow will appear on the top
- tool. The joystick/CRSR keys control this arrow, moving it around and
- allowing you to manipulate pieces. To choose a specific type of tool,
- simply point to its icon in the box and press fire/space. A picture will
- appear of it in the empty area between the level and your tool box; note
- that, at the beginning, the picture will show the first tool, whether or
- not there are any of it in the box.
-
- To use a tool, move the arrow to where you wish to put it on the main
- screen and press fire/space again. Assuming that any of that tool remain
- in the box, it will be "stamped" down onto the circuit board. Similarly, a
- piece can be removed and replaced in the tool box by pointing at it and
- pressing DELete. Note that you do not have to keep going back and forth to
- the tool box as long as you are working with the same type of piece: it is
- assumed that you picked up all of them the first time. Also note that you
- can neither alter nor DELete a piece from the original level pattern -
- these are colored in darker shades for quick identification.
-
- You will quickly discover that not all pieces fit when first placed.
- This is where the RETURN key comes in: it allows you to rotate a piece,
- 90-degrees per press, to get it into the correct attitude. During the
- game, the F1 key is also active: it simply allows you to Quit, although
- ending a game prematurely in this manner does not allow you to get on the
- "high score" board.
-
- For the moment, let's examine the tools at your disposal. There are
- actually only four distinct types, but they come in four different colors,
- representing different voltage levels. Add this to the fact that each can
- be rotated, and you have an impressive collection, indeed. The four types
- are as follows:
-
- REDIRECTORS: These look like elbow pipes, and come in four colors: red,
- blue, green and violet. If a current element of the same color hits the
- open mouth of a redirector, it will change direction by 90-degrees,
- following the indicated path. If an element of the wrong color hits it or
- ANY element hits it from the wrong side, it will simply pass right through
- without being redirected in this manner.
-
- TRANSMUTERS: These look like straight pipes formed with two different
- colors. There are four different color combinations. If a current element
- hits an open mouth of the same color, it will be transmuted to the other
- indicated color. If it is the wrong color to begin with, it will be
- unaffected. Obviously, these circuits are two-way: a Red-Green Transmuter
- going left to right, would change red elements travelling right to green
- and green elements travelling left to red. (Think about it for a moment,
- and it will make sense.)
-
- REBOUNDERS: This icon looks like a cyan octagon with arrows pointing in
- every direction. A Rebounder acts like a rubber band: ANY element hitting
- it from ANY direction will reverse direction but will be otherwise
- unaffected.
-
- HARMONIZERS: This icon looks like a yellow rectangle or badge with
- truncated corners and a key emblem. Each Harmonizer "tunes" the element
- and breaks down the resistance between it and the final Stop Gate. In
- effect, it removes any Circuit Breakers (aocks) placed on the Stop Gate.
- Each Harmonizer will work whenever an element of ANY color hits it from ANY
- direction but is one-shot, vanishing after one use.
-
- As you can guess, from the last entry, a Stop Gate will sometimes have
- one or more Circuit Breakers or "locks" (up to four). These are indicated
- by a line across either the top and/or bottom of the Stop Gate icon. For
- example, a line going half-way across the top of the icon would indicate
- one lock; a line going straight across would indicate two; a second line
- extended across the bottom of the icon, would indicate three or four.
- There will ALWAYS be at least enough Harmonizers to remove all the Circuit
- Breakers, either on the screen at the beginning or in your Tool Box. The
- trick is to decide where to place the latter so that the element passes
- through them.
-
- Note that both the Start and Stop Gates are also shaded in one of the
- four "magic colors". The cab (current element) will always begin with the
- color of the Start Gate; thus, you must not only make sure that it reaches
- the Stop Gate but also that it is the right color when it does so. And, of
- course, it can only enter the Stop Gate through the open path, so direction
- is also a factor.
-
- When you think you have the puzzle figured out, point to the Go sign
- and press fire/space. The current element will then run through your maze,
- and you will see whether or not your confidence was justified. Assuming
- that you succeed, you will have the present dollar total added to your
- score and proceed to the next (generally more difficult) level. If you
- were wrong, the cab will probably crash and the game will be over.
- Occasionally, you may force the cab into an endless loop; in this case,
- simply press F1 to admit defeat.
-
- Even if you have been reading this article very closely, you are
- probably feeling a bit puzzled at the moment. Never fear - the first five
- levels on the disk have been designed to introduce you to each concept
- gradually and are especially easy. You will start by simply moving the cab
- from point A to point B with two Redirectors, then changing its color with
- Transmuters, then using Rebounders and finally adding in Circuit Breakers
- and Harmonizers. The second group of five levels expands on this
- introduction with trickier puzzles. After that, anything goes...
-
- But what happens if and when you have solved every puzzle on this
- disk? Well, the fun is only just beginning! Two options on the main menu
- allow you to enter the Construction Set, either with a blank screen to
- start from scratch or with an existing screen, which can then be altered
- and/or re-saved as the same level or in a new order entirely. The
- Construction Set allows you to create your own puzzles and then save them
- to disk.
-
- Note that it is a good idea to make a copy of the existing levels and
- work from them first. Aside from giving you ideas, they will "fill in the
- gaps" between the levels you have created and prevent the game from ending
- before all of your masterpieces have been attempted (the program assumes
- that it has finished when it increments to a level which doesn't exist on
- the disk). Although the game includes 40 levels, you can have up to 100 (0
- to 99), so you have lots of room to play around. Just don't work with your
- original disk - you may live to regret a misdirected "re-save" option.
-
- The Construction Set main screen works in a manner very similar to the
- normal game. The joystick allows you to pick pieces from the (unlimited)
- Tool Box to the right and place them on the screen. In the Construction
- Set, no piece is immune to alteration or deletion - not even the Start and
- Stop Gates. Note that the latter are set with the F3 and F5 keys, since
- they do not have icons in the Tool Box.
-
- When you have everything the way you want it, you can test out your
- creation by pressing Go. The Go sign will be replaced by a Stop sign, and
- the cab will run through your maze as usual. Unlike the game equivalent,
- you can also stop a test run at any time by "clicking" again on the Stop
- sign.
-
- Once everything is the way you want it, press F1 to go to the
- Construction Set menu. This will allow you to add/remove Circuit Breakers
- (locks), pick how many parts are in the Tool Box for the level and
- eventually save your creation to disk. Note that the program will not
- allow you to save if you have not included a Start Gate, Stop Gate or Tool
- Box. On the other hand, there is no way for it to check on your logic: it
- is up to you to make sure that your level is solvable. This menu also
- allows you to return to the main menu, but this will destroy any level in
- memory, so be sure to save first. The program will warn you about this, so
- don't worry about leaving the Construction Set accidentally.
-
- As a matter of interest, the easiest way to design levels seems to be
- as follows:
-
- 1) Design the COMPLETED level in the Construction Set proper and make sure
- that it runs okay by using the Go command.
-
- 2) Add any Circuit Breakers. Then make sure that it STILL works, by
- choosing the "Continue Work" menu choice and using Go again.
-
- 3) Choose the Tool Box option. Since it allows you to see your level, you
- can now decide which pieces to remove from the finsihed design and place in
- the Tool Box. Don't forget which ones you have picked.
-
- 4) Choose "Continue Work" again and DELete the pieces you have placed in
- the Tool Box.
-
- 5) Optionally, go back to the Tool Box option and add in a few extra
- pieces, just to confuse things. Adding a few extra pieces may make the
- level harder, since the player will not be able to use the Tool Box to give
- him clues to the solution. Adding too many can make it easier, however,
- since the player may find a simple way to "short circuit" your puzzle.
-
- 6) Save your work.
-
- 7) Optionally, to be on the safe side, go to the main menu and choose the
- "Play from Screen XX" option to specifically try out your new level and see
- it from the player's viewpoint.
-
- Again, this probably sounds much more complicated than it actually is.
- Try out the program, and it will quickly fall into place. Who knows?
- Maybe LOADSTAR could even put together a "Master's Collection" of tough
- puzzles one of these days, composed of entries from readers. What do you
- think, Fender? Any takers out there?
-
- JM
-
- FENDER HERE: I added eleven levels and found the construction kit very easy
- to use. I would definitely entertain publishing levels that readers send
- in -- they only take up one block apiece! I planned to add ten more but
- deadline time changed my mind. Let me see what clever puzzles you come up
- with and we'll share them with our puzzle-loving readers.
-
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