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Frustration, elation, inspiration...

December 29, 2003

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Or, how I spent my Summer Vacation

By Ron Fenton

I’m an average player but I love a good puzzle, especially an unorthodox one... however, I was never too excited by helpmates. I reasoned that if God really wanted the opponents in a chess game to help each other, Kings would wear blindfolds and Rooks would wear roller-skates.

That all changed last December when I discovered the Chessbase puzzle archives and the fascinating story of Dr. Nunn's famous little 1.e4 conundrum. Somehow, he had seen in that innocent-looking position, a way to stage a solution-resistant helpmate if he gave away the ending! This is the story of how I tried it, developed an appreciation for it, gave up on it, solved it, and then composed one of my own

John Nunn's puzzle (not actually composed by him) simply states: "A game begins with 1.e4 and ends in the fifth move with knight takes rook mate". Many of the top players in the world were unable to solve it.

Any puzzle that appeared so simple, yet gave GM’s a rough time was something I had to try. As most doubtless remember... it sounded easy; you and a helpful adversary had only to reach a specified checkmate in a specified number of moves... but it wasn’t easy! And the fact that the author hadn’t revealed which direction the puzzle worked, wasn’t exactly helpful. When I failed to reach the required ending in a few hours I joined a distinguished list.... but hours became days, and days turned into weeks. Just when I was about to declare it impossible, I solved it!

Inspired by my hard-won victory, I wondered: “could I reverse the goal [RxN instead of NxR] and create a very different, but still challenging puzzle? A closer look at 1.e4 revealed that there were multiple ways to reach RxN# in 5 moves and it could happen in either direction. Eventually, I was able to prevent the most obvious RxN mates while keeping a [hopefully] less-obvious one for the solver. I also couldn’t help trying to mimic the ambiguity of Dr. Nunn’s puzzle by constructing positions that worked both ways... a choice I would live to regret.

With great zeal, I sent a few compositions to Frederic Friedel and was gratified when he replied that, although busy in New York covering Kasparov – Deep Junior, he had passed them on to an expert. A few weeks later, panic would set in when I learned his ‘expert’ was none other than the John Nunn!

I set out to learn if the noted Grandmaster had authored anything specific to chess puzzles and needless to say, he had. In fact, one book: “Solving in Style” is a quintessential work on the subject (the bibliography alone is a treasure). This revelation brought with it a rude awakening. In the introduction to chapter six, he wrote: "There is no special reason why black should move first in helpmates and not in any other type of problem”. Mine all started ‘White to move’ – even when Black was the victim!

It was time for some professional advice. Despite reassuring words from Dr. Nunn that I shouldn’t worry who moved first, and Frederic, who continued to encourage my little project, I soon began to regard my early efforts as unworthy. Not only did they start with the wrong color half the time, they were all beginning to look contrived and ugly compared to the beautiful simplicity I was trying to emulate.

Back at square one, I set out to identify just which RxN# scenarios could co-exist in a duplex format where the losing side always moved first. By late June, I thought I had a good prospect and submitted it only to have GM Nunn cook it with embarrassing ease. The desire to have the puzzle work in both directions was compounding my headaches, and despite a better understanding of helpmate dynamics [blindfolds and roller-skates] at a depth of ten ply, I could never be absolutely certain that a given position was sound.

Feedback from the original article revealed that some solvers were able to use computers to confirm that 1.e4 had only one solution. I made contact with Frederic’s compatriot Heiner Marxen [who had successfully done so with his ‘Chest’ program] and asked if he would test my positions. With his generous help, a lot of trial and error – and a few months of computer time – I am finally able to present a computer-verified, duplex RxN conditional helpmate. I hope the many fans of John’s terrific puzzle will enjoy it.

Ron K. Fenton, Christmas 2003

Helpmate in five moves by RxN# (duplex)

In a helpmate both sides cooperate to achieve the goal. In the above position White will start and Black will help construct a mate on move five, the stipulation being that it ends by rook takes knight. A "duplex" problem is one that works both ways, i.e. in the above position Black can also start and, with White's assistance, lose in five moves by rook takes knight.

Click here to see the solutions to all puzzles.

The page contains all the unsolved problems. It includes a link to a Javascript board on which you can can replay the moves of each solution and download the positions. On the Javascript page you will find all the positions quoted in our 2003 Christmas Puzzle section, including the ones for which solutions are already given in the text.


Tommy's Christmas Repton

"Amazing game!! Its ingenuity lies in the visual simplicity of the goal and the maze," wrote Srinath from Pune, India. "I got the solution [to level three] in around five mins. Took a lot more time to take all the diamonds due to careless mistakes. One little suggestion, and it may be easy to implement for maybe the last two levels. There's some redundancy in the solution of the maze. It will be a lot more thrilling if there were only one solution (I mean the way in which boulders have to be moved) for at least one section of the maze. Anyway, thanks a zillion!! You are the funnest chess website – aw, what the heck – the funnest site around."

Srinath, what you are currently getting in our Chrismas edition of Repton 1 is just the beginnings of a highly sophisticated game. One can only compare it with a chess teacher showing you some elementary mates. Later levels bring more complexity, and many new elements, like wall-hugging spirits, cages, fungus, death heads. Later editions of the game (Repton 2, Repton 3, Repton Around the World, Life of Repton, Repton through Time) become so difficult that even experienced chess players will admit that it rivals their beloved game as a challenge to the human intellect. Naturally there are many levels where you have to work out a sequence of unique moves, which must then be executed with great precision, sometimes under very tight time constraints

The beauty of Repton (as well, to some extent, chess) is that you can teach it to a three-year-old. We actually mean a child that has just turned three, as we experience back in 1985. A year later my four-year-old was solving Repton 2, together with his 11-year-old brother and John Nunn, who had come for ten days specifically to solve the game. John brought copious notes with him, and the three discussed everything as peers. Except of course that one of the three could not express himself too well yet. Still, there were a number of situations where the solution came from Tommy, and not the others.

Tim Tyler

The original author of Repton was Tim Tyler. Edge Online wrote: "The summer of 1985 saw a game slip onto the market which was to become the start of a best-selling franchise and, after Elite, probably the best-known game ever to be released for the BBC family of home computers. Its 15-year-old creator earned telephone-number royalties from its publication, and that of its sequel. The game: Repton, the author: a now reflective Tim Tyler. Was it just a Boulderdash rip-off? It seems unfair given that Tyler (still) has never played Boulderdash. But he acknowledges that while having a similar idea in his head, he’d read a review of Boulderdash and declared it his inspiration."

Today Tim creates new games, including the amazing Rockz, which you can play in your browser window. He has also written some interesting utilities and simulations. One of his big hobbies is sprouting (growing young vegetables) and he has a domain dedicated to this. Tim's name appears in diamonds and earth in screen four of Repton 1.

Screen five

You can upgrade your Christmas Repton to screen five by downloading the following file, repton1.rep (8537 bytes long). Save it in the subdirectory Christmas Repton\data\maps\, overwriting the previous repton1.rep file there.

The new file contains the first five levels. The levels can be accessed either by solving the previous level or by entering the password you get when you solve it (click File – Enter password).

If you have not started to play the game yet you can download the whole thing (121 KB) and follow the instructions given at the bottom of our Chistmas Day page. Note that this contains all levels published so far, so you don't have to retrieve the above file to upgrade.

The latest Repton game is available from the Superior Interactive site. Click on the logo on the right to download a trial version. For $19.95 you can get a key that upgrades it to the full version. You may also want to try the PDA and cell-phone versions of Repton from Masabi. The Superior site also has the games Galaforce and Ravenskull.

We will be providing new levels for Tommy's Christmas Repton on a daily basis until the end of our Christmas Puzzle week. Please make a note of the passwords, especially the last one you get. You can send them in, together with your comments, to take part in our Puzzle contest in which you can win some interesting prizes.

Superior has donated three dual prizes of Galaforce Worlds and Ravenskull
for the best solutions and comments to Tommy's Christmas Repton.