Spectrofon #04: Exam: Puzzle Solutions and Reader Contributions

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So, it's time to summarize the tasks that we suggested you solve in the first three issues of our magazine.

The task related to the "DRILLER" program apparently turned out to be too easy for our readers. Probably only this can explain the low activity, as everyone probably thought that we were overwhelmed with answers. In fact, only two correct answers came: from MALKOV ZHENYA from Chelyabinsk and from CHUNAREV SERGEY MIKHAILOVICH from Sayanogorsk, Krasnoyarsk Krai.

Answer from ZHENYA MALKOV:
ALABASTER
X 5645 (error -233)
Y 2528 (error +22)
^ 0288 (error 0)
Absolute error:/255/

Answer from SERGEY CHUNAREV:
ALABASTER
X 5750 (error -128)
Y 2581 (error +75)
^ 0288 (error 0)
Absolute error:/203/

We conclude: Chunarev's answer turned out to be the most accurate. We are sending this issue of the magazine to the winners of the contest task.

Correct answer:
ALABASTER
X 5878
Y 2506
^ 0288

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The most difficult task was the one related to the "DEACTIVATORS" program, which we presented in the second issue of the magazine.

It was a pleasure to receive a large letter from Andrey Shkolnikov from Moscow with a very detailed answer to our task.

We are pleased to present our reader's answer:
B-bombs
D-droids-
sappers
O-guards
C-cards
T-teleport.
0-windows
=-doors

The second level of this game can be completed without using a spare droid.
How to do it: (see fig.)

In rooms B4, D2, and E2, gravity "plays tricks": droids are attracted by walls or even the ceiling. At the beginning of the game, there are no doors between rooms D4 and E4. It is dark in C3, and the transitions marked with the letter K are deadly.

The first to act should be droid 5, located in room D2. He takes card C1, goes to E2, and throws it into the hole in the ceiling (the ceiling is down there). To successfully throw the card, you need to stand under the hole and choose an angle close to a right angle for the throw.

The card lands in E1, where it is picked up by droid 6 and inserted into the console. The door D4-E4 opens. Droid 2 goes to E4, takes card C2, and throws it through the window in F4.

Droid 6 teleports there, takes the card, returns, and inserts the card into the console. After that, the vertical transitions F1-F2, F2-F3, F3-F4 become safe.

Droid 6 goes to F3, takes card C3, and inserts it into the console. The light turns on in room C3. Droid 3 goes into this room and takes card C4. Then he enters E3 and throws it into F3. There, droid 6 picks up this card. After he inserts it into the console, all remaining doors marked with the letter K on the diagram will become safe.

Now droid 4 gains freedom of movement. He escapes from guard O1 along the route: B1-C1-D1-teleportation-A2-B2-B1, until it collapses (by the way, this guard is very resilient: sometimes withstands up to 10 falls).

Then droid 4 throws card C5 from C2 to D2 to droid 5, and he throws it into E1. There, droid 6 picks up the card and inserts it into the console. This activates teleporters T3 and T4. Now droid 1 can get rid of guard O2 and throw card C6 and bomb B1 through the window from B3 to C3.

After eliminating the guards, the droids can proceed to the main task - the elimination of the bombs. This is easier, you just need to be more careful, otherwise the bomb will detonate.

All bombs are thrown out according to one scenario: first, the bomb is thrown to the vertical F. There, droid 6 takes it and throws it through the window F2-E2. In E2, droid 5 takes the bomb and throws it to D2-C2. And in C2, droid 4 picks up the baton and rushes with the bomb to A1. There is an outside door. We repeat this three times, and the level is clear!

Thus, Andrey Shkolnikov correctly solved this task, and we are sending him the fourth issue of our magazine. Congratulations! Keep it up!

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We did not expect that there would be so many responses to the question about the game "CASTLE MASTER" (see "SPECTROFON" N3). Many of our readers quickly and absolutely correctly solved this task. One can draw an unambiguous conclusion: puzzle games are extremely popular in our country.

Unfortunately, we find it difficult to decide how to reward the correct answers. We wouldn't want to offend those who were a day late in sending their letters.

We decided to send protected copies of the fourth issue to everyone who answered this question correctly. The most detailed responses were sent to us by Nikitin Lenya from Moscow and Malkov Zhenya.

By the way, Zhenya is already receiving our magazine's issue for the correct answer to the game "DRILLER". But, as Zhenya writes, his dad, who loves such games, is actively helping him, so especially for dad, we are sending another issue of "SPECTROFON" as a keepsake.

Here is what Lenya Nikitin wrote to us: The key to the ghost's dwelling is located in one of the basements of the underground labyrinth. You can access this basement from the room with the pool. To the left of the trampoline is the control column for draining water. Pull the lever down, and the water from the pool will drain. Go down the stairs to the bottom of the pool, and you will see a hole through which you can fall into the dungeon. As soon as you descend, shoot at the ghost. Look down, on the floor lies a piece of bread, you can have a snack. Now look up, and on the wall, closer to the ceiling, you will see a dark spot. There lies the key to the ghost's dwelling. Now you just need to take it.

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Contents of the publication: Spectrofon #04

  • Экспертиза - Дмитрий Усманов
    Detailed description of the game 'Hostages' for ZX Spectrum, its gameplay mechanics, and strategies for success. Emphasis on mission types, sniper and assault roles, and tips for players. Essential guide for completing operations and freeing hostages.
  • Дебют
    Introduction to adventure games, focusing on 'Espionage Island' by Artic and 'The Crypt' from Castle Master 2. Description of gameplay mechanics and storyline. Guidance on starting both games and tips for success.
  • Экзамен
    Summary of tasks from previous issues of Spectrofon, with solutions for 'DRILLER', 'DEACTIVATORS', and 'CASTLE MASTER', along with notable reader contributions.
  • Фантазия - Дмитрий Усманов
    A journey to the center of the Earth inspired by the game 'Viaje al Centro de la Tierra', following Professor Lidenbrock and his team. They explore a mythical underground world in search of the Immortal Sea, facing natural challenges and strange creatures. The expedition becomes a test of survival and discovery.
  • С миру по биту - Matthias
    Discussion on computer novellas in Spectrofon magazine. Includes mention of the game 'Viaje al Centro de Terra' and analysis of different 'ELITE' versions. Appeals for original game versions to restore faulty copies.
  • Система
    Introduction to two music software programs 'WHAM+' and 'WHAM+AY' for ZX Spectrum from the 'System' section, referencing detailed reviews in 'ZX-РЕВЮ'.
  • Реклама
    Advertisement for purchasing and collaborating with the Spectrofon magazine, distribution contacts, and hardware offers for ZX Spectrum enthusiasts.