Object: Get the little sailing boat into the harbour. The sailor Piet Hein is on heavy seas and you have to help him to get back home. The game starts at the lower left square and ends at the top right square. The squares are colour-coded. The colours tell you where you go next (pushed by strong currents and heavy winds):
- A dark red square tells you to move straight ahead.
- A purple square tells you to turn left (relative to where you came from).
- A light green square tells you to turn right (relative to where you came from).
- A blue square tells you to turn straight back to where you came from.
- A light red square is similar to a T-intersection: it tells you to turn left or right (relative to where you came from).
Hence you always have to watch where you came from. For the start, we assume that the sailing boat arrived at the scene from the left. E.g. if it sits at the start on a 'Forward' square, then we have to move it from square a1 to b1. In contrast to the Zillions game SAILING, the game SAILING II is a memory game plus a maze. The difference comes from the introduction of 'T-intersections'. The tricky part with these special T-intersections is - as with the other types of squares in SAILING (Left, Right, Forward, Backwards) - that they work in different ways depending from which direction you came from. In contrast to the game SAILING, in the game SAILING II you can click on the boat to see where you are allowed to go. More freeware as well as real puzzles and games under http://karl.kiwi.gen.nz. |