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26 August 2011 @ 07:07 pm
Friday Puzzle #116b - Hopper  
While I've already done some pentomino puzzles this go-around, I figure the Hopper is likely a pentomino puzzle so I made one of that style for practice. I'll admit that the real puzzle can possibly go above 7 or even below 0 but I decided for 0-7 number space as this seems most likely to me.

There are some logical bits here and some more intuitive bits here. Hopefully it offers some practice and shows you a "big" rule that you should be aware of for this style. I'm pretty sure I'll be playing with this puzzle on graph paper, but this is certainly where the scissors may be very handy.

Rules: Place the pieces into the grid to create a numbered path that starts with 0 and ends with 7, and moves between squares only when they contain consecutive numbers (either one higher or lower). Move horizontally or vertically between adjacent squares, and use each numbered square exactly once. Pieces cannot be rotated or reflected and do not overlap one another.

ETA: My intended solution.
(Anonymous) on August 27th, 2011 02:27 am (UTC)
Awwww Thats cute!
Assuming i'm right, The shape it is in is so sweet!
(Anonymous) on September 6th, 2011 08:05 pm (UTC)
I generally dislike line puzzles, but this one in particular seems to involve a lot of laborious testing. How does one crack into this puzzle (once pieces #1 and #6 are placed adjacent to each other)?

motrismotris on September 6th, 2011 10:35 pm (UTC)
This puzzle was constructed in a way that it is somewhat underconstrained until you get particularly greedy. The key things to do are to deal with the 1's and the 6's globally as they almost always have to contact the 2's and 5's. While I was obeying USPC design parameters here, how I would prefer to present this puzzle is with a piece given to you in the grid. If you are willing to indulge this "fix" that makes the puzzle simpler but also more fun I think, then please do the following:

Place the 5th piece with (654/63) in the exact upper-right corner of the starting grid. Solve from there.