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Download from IF Archive
For all systems. To play, you'll need a Z-Machine Interpreter with Blorb support - visit Brass Lantern for download links.
Download from author's site.
For all systems. To play, you'll need a Z-Machine Interpreter with Blorb support - visit Brass Lantern for download links.
Same story file without the cover art, also from the author's site.
For all systems. To play, you'll need a Z-Machine Interpreter - visit Brass Lantern for download links.
Inform 6 source code, download from IF Archive
Inform 6 source code, download from author's site

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69,105 Keys

by David Welbourn profile


(based on 63 ratings)
12 member reviews

About the Story

There's just one room. How hard can it be? Just unlock the door. Oh. There's 69,105 keys.

Game Details

Language: English (en)
First Publication Date: March 2, 2009
Current Version: 1
License: Freeware
Development System: Inform 6
Forgiveness Rating: Merciful
Baf's Guide ID: 3186
IFID: ZCODE-1-090302-6ED8
TUID: j3rwlhuy6j6v79qj

Referenced in 69105 More Keys, by Andrew Schultz


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Member Reviews

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Number of Reviews: 12
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Most Helpful Member Reviews

12 of 12 people found the following review helpful:
Parsing excercise, September 14, 2009
by Victor Gijsbers (The Netherlands)
David Welbourn's 69,105 keys is not so much a game as it is a parsing excercise presented as a short and well-polished puzzle. You have to find the one unique key in the room, using commands such as "count green round bronze unscratched Acme keys". Tedious rather than fun, but technically impressive. The source code is also provided, so that you can learn from it.

4 of 4 people found the following review helpful:
Fun, little diversion!, July 30, 2011
by John Daily (New York)
I have to admit: I'd rather work on a logic problem than just about any other type of puzzle. Because of this, I quite enjoyed 69,105. There's no real plot, no sense of tension, but that's not the point. All there is, is you in a locked room with 69,105 keys, all with seven characteristics. Only one is unique, and you must find it.

What starts off as an exercise in tediousness actually becomes quite fun, due largely in part to the game's quirky sense of humor. Another nice touch is that the unique key is chosen at random upon startup. Unfortunately, once you realize what the secret is to achieving the solution, the replay value pretty much drops to zero.

Nevertheless, 69,105 Keys is an amusing little diversion, just perfect for when you don't have 40-50 hours to spend!

2 of 2 people found the following review helpful:
Fun exercise for the player and writer. Warning: math nitpicking follows!, January 20, 2015
by Andrew Schultz (Chicago)
I found myself coming back to this game more often than I thought. The author intended it as somewhat of an exercise, so I don't feel right rating it, so I'll list what it's done for me:

1. been a go-to resource for I6 stuff, complex and basic
2. presented a meta-puzzle of how to group the number of keys more mathematically. Once I (thought I) found it, though, I think that solution loses some of the whimsy that makes the game enjoyable.
3. encouraged me to poke at the parser to try and do weird stuff (including figuring how to do this in I7--where, roughly in-line with the author's comments, I think it's a bit of a bear)

It's certainly an odd one, with relatively welcoming "meta" jokes. You may be able to provoke some of them with standard verbs, but if you don't, the AMUSING section at the end reveals them, and it's fun to go back and look.

I agree with the reviews that mention the solution isn't quite a logic puzzle, and once you "get" it, it's only so replayable. But it is more replayable than I thought it would be when I first cast it aside, and I like it.

At any rate, I have nowhere else to put this, so here is my plan for the "superlogical" version. While it's potentially a technical improvement, I don't see it as actually making the game any more fun, and I don't want this to feel like banging on the door for an update. I enjoyed the logical exercise that sprang from "maybe we should count the numbers this way instead" & hope some other people will, too, once they've played the game. The game encouraged/allowed me to look at puzzles beyond the main joke/mechanic, and that's always a Good Thing.

(Spoiler - click to show)2 types of scratches: dull and sharp. In a ratio of 1:2.
3 types of roundedness, in a ratio of 1:2:2.
9 colors, in a ratio of 15:32:32 etc. (Note: this'll give roundoff errors when you count keys for the properties below, and I can't think of a way for the game to account for this without giving spoilers. But 271 is prime & that messes things up.)
7 key brands, in a ratio of 1:2:2 etc.
1 other property, in a ratio of 1:2.

So the game can count key types by division.

Another way to do this would be to call the game 69120 keys, since 69120 = 2^9 * 3^3 * 5 (allowing for several 1:2 divisions,) or you could just have one division of 16 colors at the top as follows:

1:2:...:3 and pick, from the 3, 15 specific types to eliminate, and factor this in when picking that specific color. However, the game could also warn the player off, saying "Wow! That's probably not it, there're way too many."

68992 is maybe even a better number, being 2^7 * 7^2 * 11, allowing for 2 1:2:2:2 and 1 1:2:2:2:2:2 pairing, and you can maybe have an easter egg of a specific combination with 113 extra keys. 69000 is 2^3 (1:2:2:3) * 3 * 5 * 5 * 23 (1:2:2:2:2:2:2:2:2:2:2:2), so that has possibilities, too, and 69069 = 3*7*11*13*23 and "only" 36 extra keys.

See All 12 Member Reviews

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This is version 5 of this page, edited by MathBrush on 8 February 2017 at 3:40pm. - View Update History - Edit This Page - Add a News Item