Showing posts with label Interviews. Show all posts
Showing posts with label Interviews. Show all posts

12 December 2012

My favorite authors - Marcus Palstra

Marcus Palstra - Level 101 The long way home

A few months ago, last March, I wrote to Marcus Palstra and he answered me with an extensive and very interesting email, of which some paragraphs I have copied below for the interest of all Sokoban fans:


Date: 08/03/2012
Hello Jordi,

(...)

I came across Sokoban in the early '90s when somebody at work uploaded some of the early levels on an old Macintosh system. Then I forgot about it until around 2000 when, as you said, a whole lot of Sokoban game clones and unique levels started exploding onto the Internet. I came across an early version of the game (PocoMan!) that had some interesting levels with a sort of adventurous feel to them. Then I came across Gerald Holler's Sokomind, which I loved for its ease of use and wonderful graphics, and also its very easy-to-use editor! I believe the original Sokomind website no longer exists, unfortunately...

I started experimenting with the editor, and eventually developed a total of 30 levels over a period of around 4 months. The levels were numbered 1-28 and 101, 102 (the last two were made on a larger format board, hence the different numbering system). I had great fun creating them, but have got out of practice now: you really need to be "in the groove" to be able to create interesting and challenging levels! I haven't been able to dedicate much time to Sokoban recently, and I even find some of my own levels difficult to solve now!!

(...)

I tried, in my levels, to create a sort of adventure for the player: a series of logical challenges, often one depending on the other, so that each challenge had to be overcome in a particular order, or else some challenges had to be overcome in parallel with other challenges, otherwise one would reach an impasse... In particular, many of my levels had a tricky first move, which if one got wrong, one would regret many steps down the line! Also, I sometimes tried to create some visual effects that would fool the player, or lead him down the wrong path... In a way, my designing was somewhat influenced by the marvelous game Prince of Persia by Brøderbund Software company, released in 1989. It set a series of challenging levels that required a good deal of lateral thinking to solve.

I would be happy to answer any other questions you may have about my levels and their creation!

Best regards,
Marcus Palstra

Concerning himself, Marcus said to me:

I was born in 1961 in Australia. I grew up in Europe and worked around the world as an engineer in the oil & gas industry. I was living in Bolivia when I made my Sokoban levels. I have recently returned to Australia where I am living on the Sunshine Coast, Queensland.

If the Jean-Pierre Kent levels (see My favorite authors - Jean-Pierre Kent) are a collection of sophisticated storage problems, the Marcus Palstra levels - with few exceptions - have a "rotary" structure, which makes it necessary to carefully study the routes of circulation of the boxes, and calculate which boxes should be transferred to each area before closing off the passage ways. This "rotary" structure - sometimes with long runs (levels 19, 101...) - provides the puzzles with a character of "adventure", and the player feels as if he is undertaking a journey of discovery through the intricate puzzle's map. Moreover, in some levels there are small "traps" (sometimes obvious, as in level 1, and other times not so obvious, you might need to restart the level!, as in levels 21 and 25).

Like the Jean-Pierre Kent levels, the Marcus Palstra levels are not easy, but they are accessible to players with some experience.

My favorite levels are: 8 ("No way!!!"), 20 ("The Three Arches"), 22 ("The Fat Pussy Cat"), 27 ("Blood Stone") and 101 ("The long way home").

You can download the Marcus Palstra collection here:

• Marcus Palstra (30 puzzles, 2001-2002)

In the file "Marcus Palstra_arrangements" I've collected 76 remodels, all the ones that I know of. I have checked the solution to all of them.

Years ago, GRIGoRusha gave an evaluation of the levels of Marcus Palstra. I have copied it below, and have added my own evaluation:


   GRIGoRusha evaluation         Jordi Doménech evaluation

Level  Difficulty  Comment    Difficulty  Funny   Comment
         (1-5)                   (1-5)             


1         3                       3        +     Nice
2         3                       2.5
3         4       Beautiful       4              Logic
4         3.5                     4        +
5         3                       4              Tight storage!
6         3.5                     3
7         2                       3
8         4.5     Artful          5       
+     Very good!
9         4.5     Good            4        ++    Nice!
10        4.5     Artful          3.5      +     Nice!
11        3.5                     3
12        3                       2.5
13        4       Artful          3        +
+    Nice
14        4.5     Artful          4              Clever storage
15        4       Beautiful       3.5      ++    Very nice!
16        4       Artful          3
17        4.5     Good            4.5            Difficult
18        4.5     Artful          3.5
19        4.5     Artful          4        +     Nice! Long way
20        4       Artful          4        ++
+   Very nice!
21        3.5                     3.5
22        4       Artful          4        ++
+   Tight! Very good!
23        4.5     Good            4.5            Difficult storage
24        4.5     Good            4        +
+    Tangled
25        4.5     Good            4
26        4       Artful          3.5      +
27        4.5     Artful          4.5      ++
+   Exciting!
28        5       Very good       4.5
101       4.5     Artful          4.5      ++
+   Very good!
102       5       Very hard!!!    5              Hard :P
  




Interview with Marcus Palstra

JORDI DOMÉNECH: I'm amazed that in only four months you made 30 such good puzzles, of considerable difficulty… I suppose this was a moment of "inspiration"… and then nothing! Not a single puzzle more… Maybe this interview will incite you to make another series…

MARCUS PALSTRA: I guess it was a period of inspiration. Actually I had become very interested in solving Sokoban puzzles but it never occurred to me to actually design one until a friend of mine, also a fan of Sokoban, urged me to try my hand. And since I had recently downloaded Sokomind, with a very user-friendly editor, I thought I'd give it a go. I surprised myself to find that I could actually make a reasonable level (level 1, "Look Before You Leap")! I really got into making levels after that, and in fact at my peak I made three levels in under 24 hours (levels 6, 7, 8) including one of my favourites: level 8, "No Way!!" I ran out of steam after 30 levels, though. I reckoned I needed a break, and then I got busy with other things and never got around to remaking levels. Maybe I will get another inspiration soon!

JORDI DOMÉNECH: When you made your puzzles, what was your objective? What did you want to achieve? Did you have in mind puzzles from other authors as reference or model?

MARCUS PALSTRA: My primary objective in making my puzzles was to entertain and challenge the player. I wanted to make the puzzle a sort of adventure, beset with traps and false leads, which would make the player really think in order to solve the level, and be entertained at the same time. I did not model them after any particular existing Sokoban author, but certainly got several ideas from many authors, and incorporated certain "techniques" and "tricks" into my style. So I am indebted to a great range of authors for their uniquely-styled puzzles!

JORDI DOMÉNECH: Finally, of the 30 puzzles from your collection, which one is your favourite?

MARCUS PALSTRA: There are several that I particularly like, but I think my favourite has to be number 8 ("No way!!!"). It is a neat puzzle with a tricky solution that takes some lateral thinking to resolve. But there are some others I like as well: 23 ("The Venus Fly Trap") has a tricky first move and a complicated stacking order; 28 ("a-MAZE-ing...") has a convoluted solution, and I like 102 ("The Storage Factor") for its sheer complexity. I also like 17 ("The Intricate Plot"), 20 ("The Three Arches"), 22 ("The Fat Pussy Cat") and 27 ("Blood Stone").

04 March 2012

Interview - Ghislain Martin

The "Monde" collection (in English, "World") of Ghislain Martin is one of the most original and personal collections of Sokoban. All the puzzles in this collection (continued in GHISMART2009, 60 puzzles) are extremely imaginative, and at the same time very intelligent and funny. Creativity and "logic", in a very personal mixture, is the most salient feature of this collection. But, above all, stresses a strong sense of humor and playful: the puzzles of "Monde" are fun even in their titles (in French...).

Ghislain Martin support a website (http://sokoban.pagesperso-orange.fr/) and a blog dedicated to Sokoban (http://sokoban.over-blog.com/).



­JORDI DOMÉNECH:
I'd like to know some personal information about you: age, where do you live, profession... I think you're an engineer?...

GHISLAIN MARTIN: I'm 38 years old. I live in France. I work on computers where I manage data warehouses.

JORDI DOMÉNECH: When did you start your hobby for Sokoban and to build puzzles? How did the fantastic collection "Monde"?

GHISLAIN MARTIN: I first discovered Sokoban at the end of the 80's on a 5"1/4 floppy disk of my parent's Amstrad PC 1512. A very old machine. It was the Spectrum Holobyte version, with the 50 classic Thinking Rabbit levels. It was running in this beautiful CGA mode... 4 colors at the same time in a huge 320*200 pixels display ! But I started my hobby only when I discovered (yes, again) a Sokoban game on Sega GameGear in 2000. It was a version with 300 levels. After this game, my entire life was dedicated to Sokoban :-) I started doing things from scratch, without knowing that there was already a world community. That's why I developed my own programs with my own levels.

JORDI DOMÉNECH: Your first puzzles are from beginning of 2001. It was then a gold age of Sokoban, with Howard Abed, David W. Skinner, François Marques, Aymeric du Peloux, David Holland... soon Evgeny Grigoriev would come... Sokoban reached the extreme difficulty (I threw the towel, desperate, with the "Picokosmos" collection...). And in this orgy of difficulty you build these small toys of "Monde", very "logical", but playful and fun, which contrast with the diabolical puzzles that were built then... Don't you have a little of feeling to go against the current?

GHISLAIN MARTIN: There are several possible explanations for this. You know, I make levels because I like to play this game. And I only have fun with levels that can be solved with less than 1000 steps in less than 1 hour. That's why 99% of my levels follow these 2 rules. After that, I also must admit that I have not the ability of doing more complexe puzzles. And other people seems to have this ability to make very hard levels.

JORDI DOMÉNECH: One aspect that catches my attention of your puzzles is to have a pronounced "architecture" constructive, which gives a very personal visual aesthetic... Seem to puzzles designed by an architect, or an artist... Where do you get so much imagination to build your puzzles? And what system you use to build a puzzle: do you have a predetermined idea, or you work at random...?

GHISLAIN MARTIN: When I was younger, I composed some musics. So yes, perhaps I'm an artist. Sometimes, I have a visual idea of the empty warehouse, and then I put the boxes and give a name. Sometimes, I have the idea of the challenge I want to implement before designing all. Sometimes, it is the name of the level that gives me the inspiration for the warehouse and the placement of boxes. Sometimes, I try to create optical illusions or things that are here just to temporarily disturb the mind of the player. As you see, there is not only one way for me to create levels.

JORDI DOMÉNECH: With some exceptions, puzzles in "Monde" are not especially difficult, but all have a strong "logical" component. I'd like defining your puzzles as a small logical toys... To solve them, it isn't useful the intuitive method of "trial and error" (push boxes and rectify...), but you should always think before... In this sense, I think that the "Monde" collection is very "didactic" and recommended for those who begin to play Sokoban... What is your opinion?

GHISLAIN MARTIN: I know that in some countries, this game is shown to young students to teach them the basics of logistics and logical thinking. In France, alas, it's not the case. But I like to think that Sokoban can be played by everybody. You know, I consider that Sokoban can be classified in casual gaming. I prefere to see it as a little game that you play after work, to relax. And I think that too hard levels can frustrate casual gamers. But there are some hardcore sokobaners, and for them, difficult levels have a real interest, I don't deny it. Anyway, even with fun and easy levels, gamers needs a challenge. Without challenge, there is no fun. That's where the didactic aspects of levels takes place. Levels should be varied in difficulty, in size, in duration, in number of boxes and in the procedure to solve them if you want not to annoy gamers. Sounds and musics can also play an important role in this way.

JORDI DOMÉNECH: In addition to creator of puzzles, you are a tireless creator of Sokoban (freeware) programs, with a nice skin. Seven programs in total, almost a new program every year, from SokoStation 1 (2001) to SoKoBaNiZeD (2009). One neccessary question: do you prepare another program?

GHISLAIN MARTIN: Sokoban was for me a fantastic way to implement technical mecanisms such as SDI applications, MDI applications, 3D OpenGL, Fullscreen, BASS/FMOD sound and music, joystick implementation, all this with my favourite language (Delphi). I just regret not to have found enough time to implement mouse algorithms such as shortest paths. To the question of doing another programs, my answer is : perhaps yes, perhaps no. I would like to make online Java Applets or even Androïd games, but you know, since I helped Erim SEVER to complete his amazing sokoban library, I'm well placed to know that there are already so much versions !! So I can only say that for the moment, I have no new program and no new level on my personal computer.

JORDI DOMÉNECH: What are your own three favorite puzzles, and why?

GHISLAIN MARTIN: As you can expect, my choice is based on the visual aspect. There is a big level I like to see, with a christmas tree and a snowman. But I don't remember the title and the author name. There is another level I like to see, with the letters "LOVE". But here again, I've lost the technical informations. And perhaps one of my own puzzles, called "Atmosphere", that looks as an horizontal drop of water.

JORDI DOMÉNECH: Finally, what are your favorite authors of Sokoban, and why?

GHISLAIN MARTIN: Very difficult question as for me, every author adds his personal feeling in the infinity of possibilities offered by this game. Some rulez with their levels, some rulez with their skins, some rulez with their programs, some rulez with their knowledge, some rulez with their implication. All have importance. Even a good level is boring to play if the program is too much slow or if the graphics are ugly. But for this last point, all becomes subjective.

JORDI DOMÉNECH: Any other comments you wish to make, about Sokoban?

GHISLAIN MARTIN: I still have so many ideas about Sokoban. Making a Sokoban Webring ? Making a Sokoban Preview Handler for Windows Explorer ? Making a Sokoban Screenmate ? Not enough time for me. And perhaps I'm tired. So now, I can just welcome everybody who wants to take place in this incredible story of the Sokoban Game.


These are the three puzzles mentioned by Ghislain on your previous answer (to download it, click on the title of the puzzle):



Author: François Marques
Title: Chrismas
Date: 2001.10.15
Le concurs du mois de décembre 2001
(see also the previous post: SokoChristmas lessons - Christmas Tree) 



Author: Takaken (Ken'ichiro Takahashi)
Title: Love
Date: 1998
Website: www.ic-net.or.jp/home/takaken/e/soko/index.html



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Author: Ghislain Martin
Title: ASTMOSPHERE
Collection: MONDE 15 (level #145)
Date: 2003.11.27
Website: sokoban.pagesperso-orange.fr/



I took the liberty of doing a remodel of this puzzle :)


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Author: Ghislain Martin + Jordi Domenech

Title: ASTMOSPHERE
Collection: MONDE 15 (level #145)

Comment: moved 5 goals
Date: 2012.2.3