LMI October Puzzle Test 1 9/10 October Minutes N I K O LI SELECTION. by Tom detuned Collyer http//blogs.warwick.ac.

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LMI October Puzzle Test 1 9/10 October 2010 100 Minutes N I K O LI SELECTION by Tom detuned Collyer http//blogs.warwick.ac.uk/tcollyer/ Tested and coordinated by Deb Mohanty & Co. SUMISSION LINK: http//logicmastersindia.com/m201010p1 DISCUSSION LINK: http://logicmastersindia.com/forum/forums/thread-view.asp?tid=161&start=1

INTRODUCTION Sudoku solvers all over the world should be well aware of Nikoli it is the Japanese publisher that took a seemingly obscure puzzle called Number Place from an merican magazine in 1984, and added the aesthetic guidelines that would catch firstly the attention of Wayne Gould in 1997, then The Times of London in 2004, and finally the entire world today! However, sudoku is simply one of a vast array of the so-called pencil puzzles that Nikoli publishes. lthough the different types may differ greatly in terms of their rules and appearance, each published puzzle shares a common ethos: beautiful handmade puzzles with special attention paid to the delight and enjoyment of the solver. Their puzzles are regarded as the gold standard throughout the world. fter participating in my first world championship in 2007, I was prompted in the direction of their internet site, nikoli.com, and was hooked immediately. In the first half of 2009, I decided to have a go myself, and turned my attention to creating nikoli puzzles on my blog DETUNED RDIO I m still going today and publish an original puzzle every Friday. I have tried to emulate the high standards Nikoli sets both with the blog, and with this Puzzle Test. I hope you enjoy it as much as I did creating it! Tom detuned Collyer TEST STRUCTURE The test comes in two parts. The main part of the test consists of 18 puzzles, featuring 15 different Nikoli style puzzles. Solvers finishing the first 18 puzzles in time will score a bonus for each minute remaining. However, the fun does not stop there. The test also contains three extra marathon puzzles, in the finest tradition of fold-out Nikoli puzzles. These will push even the most battle-hardened solvers to their limits! s a guide, the marathon puzzles will not provide as efficient a points per solving time rate as the first 18 puzzles, and it is highly recommended to focus on these 18 puzzles before attempting the marathon puzzles. It is not expected that any solver will be able to solve all three puzzles within the time limit; rather the solver is expected to make a choice between the three puzzles if and when they get to that stage. The three marathon puzzles are: Heywake, Kakuro and Masyu. The details of the first 18 puzzles are detailed below: Puzzle Points Puzzle Points kari 35 Slitherlink 45 + 100 Fillomino 40 Sudoku 30 Hashi 30 Surarumo 30 Heyawake 90 Yajilin 55 + 80 Hitori 40 SUTOTL 1000 Kakuro 65 + onus 3 points LITS 95 per minute saved Masyu 35 1 Marathon Puzzle 100 Numberlink 20 2 Marathon Puzzles 250 Nurikabe 60 + 100 3 Marathon Puzzles 500 Shikaku 50 TOTL 1500 (+ onus)

PUZZLE EXMPLES KRI (LIGHT UP) Place light bulbs in any white square in the grid. Each given number is adjacent to that many light bulbs; each white square should be illuminated, but no two light bulbs should illuminate each other. Light bulbs emit light in horizontal and vertical directions until a black square or the edge of the grid is reached. nswer Key: Enter the number of lights in the 1 st, then 3 rd, then 5 th row. For the example, the answer is 1,1,1. FILLOMINO Place numbers in the grid. Each number is contained in a poly-omino of that size. Poly-ominos of the same size should not be horizontally or vertically adjacent to each other nswer Key: Enter the 3 rd row followed by the 3 rd column. For the example, the answer is 12155,44136. HSHIWOKKERO (RIDGES) Connect the islands with horizontal and vertical bridges. Each island has the corresponding number of bridges away from it. t most two bridges are allowed to connect any given pair of islands, and each island must be connected to any other. nswer Key: Enter the number of horizontal double bridges. For the example, the answer is 1.

HEYWKE Shade in some black squares in to the grid. The grid is divided up into rooms if a room has a number in then there should be the corresponding number of black squares within the room. lack squares must not be horizontally or vertically adjacent, and the remaining white squares should be connected to each other via horizontal or vertical paths. However, the white squares must not exceed 2 rooms in a straight line. [The letters inside some squares are used for answer keys only.] nswer Key: Enter the number of shaded cells in the marked rooms. For the example, the answer is 1,0. HITORI lack out some of the digits in the grid so that each row and each column contains distinct digits. lack cells must not touch each other horizontally or vertically. ll white cells are connected to each other orthogonally (by an edge). nswer Key: Enter the number of shaded cells in each row starting from top row. For the example, the answer key is 21022. KKURO Place a digit from 1 to 9 in each cell so that the sum of each horizontal/vertical group of cells equals the number given on its left/top. Digits must not repeat within any sum. nswer Key: Enter the highlighted row(s), from top to bottom; followed by the highlighted column(s), from left to right. For the example, the answer key is 3512,2415.

LITS Shade exactly four consecutive squares in each outlined region to form one of L, I, T, S tetromino. No two matching tetrominoes should share an edge (with rotations and reflections count as matching. ll shaded squares are connected to each other orthogonally (by an edge). Shaded squares cannot form 2X2 area. nswer Key: Enter the number of T tetrominoes, followed by the number of I tetrominoes. For the example, the answer key is 0,0. MSYU Draw a single closed loop visiting centers of squares in the grid. The loop must visit all squares with circles. The loop makes 90 o turn at every black circle, but does not make a turn immediately before or after. The loop goes straight at every white circle, but makes at least one 90 o turn immediately before or after. [The letters inside some circles are used for answer keys only.] C C nswer Key: Starting with, and travelling clockwise, enter the order that the letters are passed. For the example, the answer key is C. NUMERLINK Connect identical pair of numbers with continuous horizontal or vertical lines going through center of cells. Lines do not cross or overlap each other. nswer Key: Enter the corresponding number for the path in the 1 st column, followed by the 4 th column. For the example, the answer key is 11111,22221.

NURIKE Shade some empty squares in the grid so that all shaded squares are connected to each other orthogonally (by an edge). Shaded squares cannot form 2X2 area. Each white area must have exactly one number inside it and the number of squares inside the white area must equal the number. nswer Key: Enter the number of white squares in the 1 st column, followed by the 3 rd and the 5 th columns. For the example, the answer key is 2,1,2. SHIKKU Divide the grid into rectangles so that each rectangle contains exactly one number. Each number represents the number of cells of its corresponding rectangle. nswer Key: Enter the number of different rectangles in the 1 st column, followed by the 3 rd and the 5 th columns. For the example, the answer key is 2,2,2. SLITHERLINK (FENCES) Draw a single closed loop connecting the dots in the grid traveling horizontally or vertically. The loop must not cross or overlap itself. Numbers inside the cells indicate how many of the edges of that cell are used in the loop. nswer Key: Enter the number of cells outside the loop in the 1 st column, followed by the number of cells outside the loop in the 4 th column. For the example, the answer key is 5,4. SUDOKU Place the digits 1-9 into the grid. Each row, column and 3x3 box should contain each digit exactly once. (Example is a 6x6 puzzle) nswer Key: Enter the first row, followed by the fifth column. For the example, the answer key is 123456,531642.

SURROMU (SLLOM) Draw a single closed loop, starting and ending at the numbered circle. The loop travels horizontally or vertically passing through center of white squares. The dotted lines are known as gates. The loop must pass through exactly one square in each gate. The number inside the circle indicates the number of gates. The number inside the black square represents the order in which the loop passes through the gate which touches that black square. [The letters inside some black squares are used for answer keys only.] nswer Key: Enter the numbers of the marked gates. For the example, the answer key is 1,3. YJILIN (RROW RING) Shade some empty squares in the grid so that shaded squares do not touch each other horizontally or vertically. square containing a number and an arrow represent the number of shaded squares in the direction of the arrow. Draw a single closed loop that travels horizontally or vertically connecting centers of remaining squares. The loop must not cross or overlap itself. nswer Key: Enter the number of turns by the loop in the 1 st column, followed by the 3 rd and the 5 th columns. For the example, the answer key is 2,2,4.