var fs = require('fs'),
    length = fs.fstatSync(process.stdin.fd).size,
    buffer = new Buffer(length),
    bytesRead = fs.readSync(process.stdin.fd, buffer, 0, length, 0),
    input = buffer.toString('utf8', 0, bytesRead).split('\n');
main();
function main(){
  var i = 0;
  while(true){
    var fieldInfo = input[i].split(' ');
    var width = fieldInfo[0] - 0;//toInt
    var height = fieldInfo[1] - 0;//toInt
             
    // 0 0が入力された
    if(!width && !height){
      break;
    }
             
    var start;
    var goal;
    var elem = [[],[],[],[],[]];
     
    var c;
    for(var y = height; y--;){
      i++;//1行進める
      var ni = input[i];
      for(var x = width; x--;){// なぜか順列アクセスの方が早い
        c = ni[x];
     
        if(c === '.'){
          // ドットが一番多いはずなので、先にひっかけてしまう
        }else if(c === '1' || c === '2' || c === '3' || c === '4' || c === '5'){
          // 次に多いはずの属性を潰す
          // FIXME:判定条件は最適化できそう
          var e = elem[c - 1];
          e[e.length] = pos(x, y);
        }else if(c === 'S'){
          start = pos(x, y);
        }else{
          goal = pos(x, y);
        }
             
      }
    }
             
    var INF = 1 << 30;
    var bestElement = -1;
    var distance = INF;
                 
    // 属性ごとにループ
    for (var startElem = 0; startElem < 5; startElem++) {
      // DPの初期化 DP[属性][同じ属性内の連番]
      var dp = [[],[],[],[],[]];
      for(var h = 5; h--;){
        var hLength = elem[h].length;
        dp[h].length = hLength;
        var initdph = dp[h];
        for(; hLength--;){
          initdph[hLength] = INF;
        }
      }
                   
      // 最初に選んだパチモンから次に捕まえられる属性番号
      var first = (startElem + 1) % 5;
             
      var firstLength = elem[first].length;
      var dpf = dp[first];
      var elemf = elem[first];
      for (var j = 0; j < firstLength; j++) {
        // s→e1を計算
        dpf[j] = dist(start, elemf[j]);
      }
                   
      // s->1->2->3->4->g
      // なので、ループは間の-> * 3分まわす
      var now = first;
      var dpnw = dpf;
      var elnw = elemf;
      var nowLength = elnw.length;
      var next;
      var dpnx;
      var elnx;
      var nextLength;
      for (var e = 0; e < 3; e++) {
        // ex->e(x+1)
        next = (now + 1) % 5;
        dpnx = dp[next];
        elnx = elem[next];
        nextLength = elnx.length;
        for (var j = 0; j < nowLength; j++) {
          var dpnwj = dpnw[j];
          var elnwj = elnw[j];
          for (var k = 0; k < nextLength; k++) {
            dpnx[k] = min(
              dpnx[k],
              dpnwj + 
                  dist(elnwj, elnx[k]));
          }
        }
        now = next;
        dpnw = dpnx;
        elnw = elnx;
        nowLength = elnw.length;
      }
 
      for (var j = 0; j < nextLength; j++) {
        // e4->g
        var d = dpnx[j] + dist(elnx[j], goal);
                     
        if (d < distance) {
          distance = d;
          bestElement = startElem + 1;
        }
                     
      }
                   
    }
                 
    if (distance === INF) {
      console.log("NA");
    } else {
      console.log(bestElement + " " + distance);
    }
             
    i++;
  }
               
             
}
             
function dist(from, to){
  // x座標とy座標の切り出し(11ビット右シフトでxを、2047(下位10ビット1)とのAND演算でyを取り出す)
  return abs((from >> 11) - (to >> 11)) + abs((from & 2047) - (to & 2047));
}
             
function min(a, b){
  // ビット演算で高速化
  var t = a - b;
 return b + (t & (t >> 31));
}
             
function pos(a, b){
  // 2^10 = 1024なので、下位10ビットでy座標を、上位ビットでx座標を表す
  return (a << 11) + b;
}
            
function abs(a){
 // ビット演算で高速化
 var mask = a >> 31;
 return (a ^ mask) - mask;
}