Alexs (Almost) Foolproof Solution to Mazes – Article

Articles

by Alexander Tait

September
24,
2004

Alex’s
(Almost) Foolproof Solution to


I am often amazed at the vehemence with which people speak of mazes
in the adventure game. I have to admit that I felt baffled by the
maze at one time. These days, though, I apply a principle to mazes
that assists with all but one type of maze. It is only the odd maze
that presents a challenge.

My principle for mazes
is the “turn left rule”. I favor
turning left but it is up to the individual which direction to choose.
The only requirement of this principle is that you must turn the
same direction when given the opportunity. Be sure to reverse all
directions in this article if you elect to use the “turn right
rule”! I apply the “turn left rule” to every game
that I play. In effect, I treat every game as though it were a maze.

THEOREM: Here’s
the theorem in a nutshell. When walking down a corridor, the aim
is to walk straight until an exit or passage
presents itself on the left. At this time, turn left and follow the
passage until another room or passageway presents itself on the left.
So far, so good.

Following the above component
of the principle, it is evident that the “turn left rule” obviates
continuing straight unless there is a possible turn on the left.
In other words, if you cannot
turn left, go straight. This should still be fairly straightforward
(very punny!).

Should you reach the end of the passageway and there is no possible
left turn, turn right. In other words, if you cannot turn left or
go straight, turn right. Everyone who has good orienteering skills
should be right at home with all this.

Should you be at the end
of a corridor and unable to turn left (and no longer able to go
forward), and unable to turn right, the only
possibility is to turn around and follow the passageway back. When
traveling back, what was on the right is now on the left so continued
application of the “turn left rule” will ensure that
all passages are found.

In summary, following this hierarchy of steps will solve 90% of
mazes in games:

1. When it is possible to do so, turn left.

2. If there is no turn left option, continue straight.

3. If it is no longer possible to carry on straight, turn right.

4. If none of the options in steps 1-3 is available, turn around
and walk back the way you came using the turn left i.e. return to
step 1.

For all those people who love to explore when they see something
interesting on the right side, utilization of this theorem necessitates
using patience. Although you may not be able to examine it immediately,
have no fear, it will be on your left sooner or later!

Incidentally, should you find a door on your left that enters into
a room you have already been in, disregard the door and carry on.

COROLLARY: Some mazes
are a little sneakier. Should you end up back where you started
and you feel you didn’t find everything you
should have, there is something you can do to alleviate the effects
of these mazes.

When you arrive back where
you started, turn around and go back the way you came. Take the
first right turn you can take and then
apply the “turn left rule”. Continue until you return
to where you began.

Those of you who are more astute will realize that there are some
mazes for which none of this will work. This occurs when a maze is
not a fully enclosed maze and allows you to go around in circles.

There is no real solution to this type of maze except to map it
and work out that you are going around in circles. Should you ascertain
that you are going in circles, try applying the corollary.

Good luck!

 

Alexander Tait

Alexander Tait

Alexander Tait was born in Kobe, Japan, the son of Australian diplomats and has a degree in Speech Pathology. He works at an outpatient hospital in Newcastle, two hours north of Sydney, where he helps people with strokes and other neurological conditions recover their communication and swallowing. Alex lives with his wife, Juanita, sons Dakota Sioux and Kiowa, and dogs, Suleiman and India. He and his wife became involved with adventure gaming in 1998, with Juanita primarily playing the "quality" games. Alex enjoys seeking out and writing walkthroughs for the more obscure adventure games. He has, to date, infected his mother-in-law, mother, sister, and brother-in-law with the adventure game virus. AND HE'LL GET YOU TOO!