The room style of knight jumping puzzle uses a somewhat different means to control the different paths in the problem space. In the island style of knight jumping puzzle, the eight possible moves from any one starting position are trimmed by the presence or absence of island tiles on which to land. In the room and corridor style of knight jumping puzzle, the eight possible moves from any one starting position are trimmed by the walls around the rooms and corridors and holes in the floor. The holes serve the same purpose as the absence of tiles in the island style of puzzle. But the walls are a new twist; they eliminate some moves and restrict others because of the imposed "L" shape of the knight movement.
The puzzle published here was created sometime in 1995, and was revised once before publication. The original was slightly larger, and while the start square remained in the same position, the finish square moved from an extended (and unfinished) portion on the right of the puzzle to the left of the puzzle below the start (where it sits now). Much of the original solution was changed to better fit the modified corridors and rooms in the revision. A second puzzle in the room style was created soon after this one. It was the size of a full sheet of paper, and even though it has not been published (and probably never will be), I use it for ideas about movement and wall placement in other knight jumping puzzles. This is a somewhat common practice for me, as I've mined other large puzzles for ideas, such as with the Cell Wall Transport System and the Double Jumping puzzles.
I've also experimented with other forms of Knight Jumping puzzles, none of which have currently produced any working puzzles. I'm not going to reveal any ideas here, since I'm still working on them, but I am considering some alternatives to the island and room ideas.
Last updated: May 26, 2003
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