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PUZZLERS Documentation.
Copyright (c) 1991, by Dennis J. Yelton.
All Rights Reserved.
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 --