(new binary with bug fixes and new puzzle #1)
Overall, I thought the comments from the 2006 1K compo were fair. The addition of new puzzles should significantly improve gameplay.
Note that all puzzles can be solved from any starting square. Also, the first puzzle is just a warm up; if you keep moving, you can't lose.
If you are new to Knight Jumper, the object of the puzzle is to guide your chess knight across the board touching each square exactly once. First move the knight to the starting square of your choice and then press the FIRE button to begin. From then on, just move the knight to the next square. You can FIRE to undo the most recent move, except at the end of the game. When the game is over you can reset with the FIRE button. Use SELECT and RESET for their obvious purposes.
It's nearly finished, with just a couple details to take care of. I still need to double and triple check that all the puzzles have solutions, and I want to make the scanlines stable during a FIRE reset.
Have Fun!
Attached Files
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kngtjump2K_21Jul06.bin (2K)
downloads: 180



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Really? In puzzle #3, I would think the two top squares in the center two columns must be the start/end. In #5, the start/end are the two topmost squares. In general, if a puzzle has zero squares that have an odd number of neighbors, it can be started/ended anywhere. If it has exactly two such squares, it must start at one and end at the other. Otherwise, it is not solvable at all.