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Jungle Jam

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How to play

Clear a road for the jeep

Each puzzle is a jammed clearing six squares across. Get the yellow jeep out through the gap in the fence at the right end of its row. Drag any vehicle along its lane: jeeps and trucks roll only forwards or backwards, never sideways, and tree stumps never move. With a keyboard, Tab picks a vehicle and the arrow keys slide it one square at a time.

Count your moves

Sliding one vehicle any distance is one move, and sliding the same vehicle again straight away still counts as that one move. Par is the fewest moves the puzzle can be solved in. Match par for three stars and the next puzzle rolls in by itself; finish within about half as many again for two. Undo takes back a move and Restart puts everything back. A hint shows one good move, but a clear that used one earns a single star.

Strategy

Work backwards from the exit

Look along the jeep’s row first and ask what each blocker needs before it can get out of the way. A three-square truck often needs a whole column emptied, so it is usually the real puzzle. Follow that chain of “who is in whose way” back until you reach a vehicle you can move right now.

Make room, then come back

The right move often heads the wrong way: a jeep backs away from the exit so a truck can pass, then returns. When you are stuck, park the vehicle with the most open space at the far end of its lane and see what that opens up. Undo is free while you explore, so try a line and step back if it closes.

About the game

A classic traffic jam

Rush Hour, the sliding-block puzzle with cars and trucks on a six-by-six grid, was invented by Nob Yoshigahara in the 1970s and first sold in the United States in 1996 by Binary Arts, now ThinkFun. Jungle Jam keeps the same lane rules and adds tree stumps as fixed obstacles in a few puzzles.

Forty jams, easiest first

Every puzzle starts from the most tangled position its vehicles can reach, a method Michael Fogleman described for his Rush Hour database. Each par is a proven shortest solution. The set runs from a two-move warm-up through Easy, Medium and Hard to an Expert finale that needs forty-five moves.