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Re: Announcing: Fyleet, Crobe, Sangraal
In article <uocwvu235s1.fsf@evelake.pdl.cs.cmu.edu> Nat Lanza <magus@cs.cmu.edu> writes:
>
>So what stops a player from saving as close to the maze as possible
>and then brute-forcing it? Unless you disable saving entirely, you
>don't. And if you make a long game that doesn't have a save feature,
>you've just managed to make an unplayable game.
>
>Determined players will find a wrong way around and puzzle. You can't
>stop that. So why inconvenience everybody to protect your puzzle from
>a pathological few?
Again you are missing the point---my fault for not explaining well
enough. One last try:
It is hardly a big restriction on your saving rights if the following
happens (and only for the purposes of this particular puzzle):
An enchanted wobblefiend says "SUNBURN" to you in a meaningful
fashion, and warns you to act on the information at once. You are then
supposed to go to the Labyrinth of the Sacred Turnip and make the
following moves: SOUTH, UP, NORTH, BACK, UP, RIGHT, NORTH, before you
next save the game. If you haven't the stamina to play for 5 minutes
without saving, then perhaps you should take up something less
strenuous, like sitting in a deckchair.
Of course, SUNBURN won't work until you have been told the
route (and next time you play the game it might be WELDERS).
JRP
---
In "Countdown to the Nymphomaniac Ninja of Hamil," you escape the
quicksand by climbing down the rope but don't forget to break the egg.