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1 | \title Simon Tatham's Portable Puzzle Collection |
2 | |
3 | \cfg{winhelp-filename}{puzzles.hlp} |
4 | \cfg{winhelp-contents-titlepage}{Contents} |
5 | |
6 | \cfg{text-filename}{puzzles.txt} |
7 | |
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8 | \cfg{html-contents-filename}{index.html} |
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10 | \cfg{html-index-filename}{docindex.html} |
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16 | \cfg{info-filename}{puzzles.info} |
17 | |
18 | \cfg{ps-filename}{puzzles.ps} |
19 | \cfg{pdf-filename}{puzzles.pdf} |
20 | |
21 | This is a collection of small one-player puzzle games. |
22 | |
23 | \copyright This manual is copyright 2004 Simon Tatham. All rights |
24 | reserved. You may distribute this documentation under the MIT licence. |
25 | See \k{licence} for the licence text in full. |
26 | |
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27 | \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">} |
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28 | |
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29 | \versionid $Id$ |
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30 | |
31 | \C{intro} Introduction |
32 | |
33 | I wrote this collection because I thought there should be more small |
34 | desktop toys available: little games you can pop up in a window and |
35 | play for two or three minutes while you take a break from whatever |
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36 | else you were doing. And I was also annoyed that every time I found |
37 | a good game on (say) \i{Unix}, it wasn't available the next time I |
38 | was sitting at a \i{Windows} machine, or vice versa; so I arranged |
39 | that everything in my personal puzzle collection will happily run on |
40 | both, and have more recently done a port to Mac OS X as well. When I |
41 | find (or perhaps invent) further puzzle games that I like, they'll |
42 | be added to this collection and will immediately be available on |
43 | both platforms. And if anyone feels like writing any other front |
44 | ends - PocketPC, Mac OS pre-10, or whatever it might be - then all |
45 | the games in this framework will immediately become available on |
46 | another platform as well. |
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47 | |
48 | The actual games in this collection were mostly not my invention; I |
49 | saw them elsewhere, and rewrote them in a form that was more |
50 | convenient for me. I do not claim credit, in general, for inventing |
51 | the rules of any of these puzzles; all I claim is authorship of the |
52 | code (or at least those parts of the code that weren't contributed |
53 | by other people!). |
54 | |
55 | This collection is distributed under the \i{MIT licence} (see |
56 | \k{licence}). This means that you can do pretty much anything you like |
57 | with the game binaries or the code, except pretending you wrote them |
58 | yourself, or suing me if anything goes wrong. |
59 | |
60 | The most recent versions, and \i{source code}, can be found at |
61 | \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}. |
62 | |
63 | Please report \I{feedback}\i{bugs} to |
64 | \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}. |
65 | You might find it helpful to read this article before reporting a bug: |
66 | |
67 | \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html} |
68 | |
69 | \ii{Patches} are welcome. Especially if they provide a new front end |
70 | (to make all these games run on another platform), or a new game. |
71 | |
72 | |
73 | \C{common} \ii{Common features} |
74 | |
75 | This chapter describes features that are common to all the games. |
76 | |
77 | \H{common-actions} \I{controls}Common actions |
78 | |
79 | These actions are all available from the \I{Game menu}\q{Game} menu |
80 | and via \I{keys}keyboard shortcuts, in addition to any game-specific |
81 | actions. |
82 | |
83 | \dt \ii\e{New game} (\q{N}, Ctrl+\q{N}) |
84 | |
85 | \dd Starts a new game, with a random initial state. |
86 | |
87 | \dt \ii\e{Restart game} (\q{R}) |
88 | |
89 | \dd Resets the current game to its initial state. Undo is lost. |
90 | |
91 | \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_}) |
92 | |
93 | \dd Undoes a single move. (You can undo moves back to the start of the |
94 | game.) |
95 | |
96 | \dt \ii\e{Redo} (Ctrl+\q{R}) |
97 | |
98 | \dd Redoes a previous undone move. |
99 | |
100 | \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q}) |
101 | |
102 | \dd Closes the application entirely. |
103 | |
104 | \H{common-id} Recreating games with the \ii{game ID} |
105 | |
106 | The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu |
107 | lets you see a short string (the \q{game ID}) that captures the |
108 | initial state of the current game. |
109 | |
110 | The precise \I{ID format}format of the ID is specific to each game. |
111 | It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0}); |
112 | the first part encodes \i\e{parameters} (such as grid size), while the |
113 | second part encodes a \i\e{seed}, which determines the \i{initial |
114 | state} of the game within those parameters. |
115 | |
116 | You can specify a new ID (or just a seed) here. Pressing \q{OK} starts |
117 | a new game with the specified ID (whether you changed it or not). |
118 | Pressing \q{Cancel} returns to the current game. |
119 | |
120 | You can also use the game ID (or just the encoded parameters) as a |
121 | \i{command line} argument; see \k{common-cmdline} for more detail. |
122 | |
123 | Game IDs are portable across platforms; you can use a game ID |
124 | generated by the Windows version of a game on the Unix version, etc. |
125 | |
126 | \H{common-type} The \q{Type} menu |
127 | |
128 | The \I{Type menu}\q{Type} menu, if present, may contain a list of |
129 | \i{preset} game settings. Selecting one of these will start a new |
130 | random game with the parameters specified. |
131 | |
132 | The \q{Type} menu may also contain a \q{\i{Custom...}} option which |
133 | allows you to fine-tune game \i{parameters}. The parameters available |
134 | are specific to each game and are described in the following sections. |
135 | |
136 | \H{common-cmdline} Specifying game parameters on the \i{command line} |
137 | |
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138 | (This section does not apply to the Mac OS X version.) |
139 | |
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140 | The games in this collection deliberately do not ever save |
141 | information on to the computer they run on: they have no high score |
142 | tables and no saved preferences. (This is because I expect at least |
143 | some people to play them at work, and those people will probably |
144 | appreciate leaving as little evidence as possible!) |
145 | |
146 | However, if you do want to arrange for one of these games to default |
147 | to a particular set of parameters, you can specify them on the |
148 | command line. |
149 | |
150 | The easiest way to do this is to set up the parameters you want |
151 | using the \q{Type} menu (see \k{common-type}), and then to select |
152 | \q{Specific} from the \q{Game} menu (see \k{common-id}). The text in |
153 | the \q{Game ID} box will be composed of two parts, separated by a |
154 | colon. The first of these parts represents the game parameters (the |
155 | size of the playing area, for example, and anything else you set |
156 | using the \q{Type} menu). |
157 | |
158 | If you run the game with just that parameter text on the command |
159 | line, it will start up with the settings you specified. |
160 | |
161 | For example: if you run Cube (see \k{cube}), select \q{Octahedron} |
162 | from the \q{Type} menu, and then go to the game ID selection, you |
163 | will see a string of the form \cq{o2x2:911A81,10}. Take only the |
164 | part before the colon (\cq{o2x2}), and start Cube with that text on |
165 | the command line: \cq{cube o2x2}. |
166 | |
167 | If you copy the \e{entire} game ID on to the command line, the game |
168 | will start up in the specific game that was described. This is |
169 | occasionally a more convenient way to start a particular game ID |
170 | than by pasting it into the game ID selection box. |
171 | |
172 | \C{net} \i{Net} |
173 | |
174 | \cfg{winhelp-topic}{games.net} |
175 | |
176 | (\e{Note:} the \i{Windows} version of this game is called |
177 | \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.) |
178 | |
179 | I originally saw this in the form of a Flash game called \i{FreeNet} |
180 | \k{FreeNet}, written by Pavils Jurjans. The computer prepares a |
181 | network by connecting up the centres of squares in a grid, and then |
182 | shuffles the network by rotating every tile randomly. Your job is to |
183 | rotate it all back into place. The successful solution will be an |
184 | entirely connected network, with no closed loops. \#{Is it also true |
185 | that a correct solution will not contain any cycles?} As a visual aid, |
186 | all tiles which are connected to the one in the middle are |
187 | highlighted. |
188 | |
189 | \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm} |
190 | |
191 | \H{net-controls} \i{Net controls} |
192 | |
193 | \IM{Net controls} controls, for Net |
194 | \IM{Net controls} keys, for Net |
195 | \IM{Net controls} shortcuts (keyboard), for Net |
196 | |
197 | This game can be played with either the keyboard or the mouse. The |
198 | controls are: |
199 | |
200 | \dt \e{Select tile}: mouse pointer, arrow keys |
201 | |
202 | \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key |
203 | |
204 | \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key |
205 | |
206 | \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key |
207 | |
208 | \dd You can lock a tile once you're sure of its orientation. You can |
209 | also unlock it again, but while it's locked you can't accidentally |
210 | turn it. |
211 | |
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212 | \dt \e{Jumble tiles}: \q{J} key |
213 | |
214 | \dd This key turns all tiles that are not locked to random |
215 | orientations. |
216 | |
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217 | (All the actions described in \k{common-actions} are also available.) |
218 | |
219 | \H{net-params} \I{parameters, for Net}Net parameters |
220 | |
221 | These parameters are available from the \q{Custom...} option on the |
222 | \q{Type} menu. |
223 | |
224 | \dt \e{Width}, \e{Height} |
225 | |
226 | \dd Size of grid in tiles. |
227 | |
228 | \dt \e{Walls wrap around} |
229 | |
230 | \dd If checked, flow can pass from the left edge to the right edge, |
231 | and from top to bottom, and vice versa. |
232 | |
233 | \dt \e{Barrier probability} |
234 | |
235 | \dd A number between 0.0 and 1.0 controlling whether an immovable |
236 | barrier is placed between two tiles to prevent flow between them (a |
237 | higher number gives more barriers). Since barriers are immovable, they |
238 | act as constraints on the solution (i.e., hints). |
239 | |
240 | \lcont{ |
241 | |
242 | The grid generation in Net has been carefully arranged so that the |
243 | barriers are independent of the rest of the grid. This means that if |
244 | you change the \e{Barrier probability} parameter, and then re-enter |
245 | the same game ID you were playing before (see \k{common-id}), you |
246 | should see exactly the same starting grid, with the only change |
247 | being the number of barriers. So if you're stuck on a particular |
248 | grid and need a hint, you could start up another instance of Net, |
249 | set up the same parameters but a higher barrier probability, and |
250 | enter the game seed from the original Net window. |
251 | |
252 | } |
253 | |
254 | \C{cube} \i{Cube} |
255 | |
256 | \cfg{winhelp-topic}{games.cube} |
257 | |
258 | This is another one I originally saw as a web game. This one was a |
259 | Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16 |
260 | squares, six of which are blue; on one square rests a cube. Your move |
261 | is to use the arrow keys to roll the cube through 90 degrees so that |
262 | it moves to an adjacent square. If you roll the cube on to a blue |
263 | square, the blue square is picked up on one face of the cube; if you |
264 | roll a blue face of the cube on to a non-blue square, the blueness is |
265 | put down again. (In general, whenever you roll the cube, the two faces |
266 | that come into contact swap colours.) Your job is to get all six blue |
267 | squares on to the six faces of the cube at the same time. Count your |
268 | moves and try to do it in as few as possible. |
269 | |
270 | Unlike the original Java game, my version has an additional feature: |
271 | once you've mastered the game with a cube rolling on a square grid, |
272 | you can change to a triangular grid and roll any of a tetrahedron, an |
273 | octahedron or an icosahedron. |
274 | |
275 | \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm} |
276 | |
277 | \H{cube-controls} \i{Cube controls} |
278 | |
279 | \IM{Cube controls} controls, for Cube |
280 | \IM{Cube controls} keys, for Cube |
281 | \IM{Cube controls} shortcuts (keyboard), for Cube |
282 | |
283 | This game is played with the keyboard. The arrow keys are used to roll the |
284 | cube (or other solid). |
285 | |
286 | On the triangular grids, the mapping of arrow keys to directions is |
287 | more approximate. Vertical movement is disallowed where it doesn't |
288 | make sense. The four keys surrounding the arrow keys on the numeric |
289 | keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement. |
290 | |
291 | (All the actions described in \k{common-actions} are also available.) |
292 | |
293 | \H{cube-params} \I{parameters, for Cube}Cube parameters |
294 | |
295 | These parameters are available from the \q{Custom...} option on the |
296 | \q{Type} menu. |
297 | |
298 | \dt \e{Type of solid} |
299 | |
300 | \dd Selects the solid to roll (and hence the shape of the grid): |
301 | tetrahedron, cube, octahedron, or icosahedron. |
302 | |
303 | \dt \e{Width / top}, \e{Height / bottom} |
304 | |
305 | \dd On a square grid, horizontal and vertical dimensions. On a |
306 | triangular grid, the number of triangles on the top and bottom rows |
307 | respectively. |
308 | |
309 | |
310 | \C{fifteen} \i{Fifteen} |
311 | |
312 | \cfg{winhelp-topic}{games.fifteen} |
313 | |
314 | The old ones are the best: this is the good old \q{\i{15-puzzle}} with |
315 | sliding tiles. You have a 4x4 square grid; 15 squares contain numbered |
316 | tiles, and the sixteenth is empty. Your move is to choose a tile next |
317 | to the empty space, and slide it into the space. The aim is to end up |
318 | with the tiles in numerical order, with the space in the bottom right |
319 | (so that the top row reads 1,2,3,4 and the bottom row reads |
320 | 13,14,15,\e{space}). |
321 | |
322 | \H{fifteen-controls} \i{Fifteen controls} |
323 | |
324 | \IM{Fifteen controls} controls, for Fifteen |
325 | \IM{Fifteen controls} keys, for Fifteen |
326 | \IM{Fifteen controls} shortcuts (keyboard), for Fifteen |
327 | |
328 | This game can be controlled with the mouse or the keyboard. |
329 | |
330 | A left-click with the mouse in the row or column containing the empty |
331 | space will move as many tiles as necessary to move the space to the |
332 | mouse pointer. |
333 | |
334 | The arrow keys will move a tile adjacent to the space in the direction |
335 | indicated (moving the space in the \e{opposite} direction). |
336 | |
337 | (All the actions described in \k{common-actions} are also available.) |
338 | |
339 | \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters |
340 | |
341 | The only options available from the \q{Custom...} option on the \q{Type} |
342 | menu are \e{Width} and \e{Height}, which are self-explanatory. (Once |
343 | you've changed these, it's not a \q{15-puzzle} any more, of course!) |
344 | |
345 | |
346 | \C{sixteen} \i{Sixteen} |
347 | |
348 | \cfg{winhelp-topic}{games.sixteen} |
349 | |
350 | Another sliding tile puzzle, visually similar to Fifteen (see |
351 | \k{fifteen}) but with a different type of move. This time, there is no |
352 | hole: all 16 squares on the grid contain numbered squares. Your move |
353 | is to shift an entire row left or right, or shift an entire column up |
354 | or down; every time you do that, the tile you shift off the grid |
355 | re-appears at the other end of the same row, in the space you just |
356 | vacated. To win, arrange the tiles into numerical order (1,2,3,4 on |
357 | the top row, 13,14,15,16 on the bottom). When you've done that, try |
358 | playing on different sizes of grid. |
359 | |
360 | I \e{might} have invented this game myself, though only by accident if |
361 | so (and I'm sure other people have independently invented it). I |
362 | thought I was imitating a screensaver I'd seen, but I have a feeling |
363 | that the screensaver might actually have been a Fifteen-type puzzle |
364 | rather than this slightly different kind. So this might be the one |
365 | thing in my puzzle collection which represents creativity on my part |
366 | rather than just engineering. |
367 | |
368 | \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls |
369 | |
370 | This game is played with the mouse. Left-clicking on an arrow will |
371 | move the appropriate row or column in the direction indicated. |
372 | Right-clicking will move it in the opposite direction. |
373 | |
374 | (All the actions described in \k{common-actions} are also available.) |
375 | |
376 | \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters |
377 | |
378 | The only parameters available from the \q{Custom...} option on the |
379 | \q{Type} menu are \e{Width} and \e{Height}, which are |
380 | self-explanatory. |
381 | |
382 | |
383 | \C{rectangles} \i{Rectangles} |
384 | |
385 | \cfg{winhelp-topic}{games.rectangles} |
386 | |
387 | You have a grid of squares, with numbers written in some (but not all) |
388 | of the squares. Your task is to subdivide the grid into rectangles of |
389 | various sizes, such that (a) every rectangle contains exactly one |
390 | numbered square, and (b) the area of each rectangle is equal to the |
391 | number written in its numbered square. |
392 | |
393 | Credit for this game goes to the Japanese puzzle magazine \i{Nikoli} |
394 | \k{nikoli}; I've also seen a Palm implementation at \i{Puzzle Palace} |
395 | \k{puzzle-palace}. Unlike Puzzle Palace's implementation, my version |
396 | automatically generates random grids of any size you like. The quality |
397 | of puzzle design is therefore not quite as good as hand-crafted |
398 | puzzles would be (in particular, a unique solution cannot be |
399 | guaranteed), but on the plus side you get an inexhaustible supply of |
400 | puzzles tailored to your own specification. |
401 | |
402 | \B{nikoli} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm} |
403 | |
404 | \B{puzzle-palace} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en} |
405 | |
406 | \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls |
407 | |
408 | This game is played with the mouse. |
409 | |
410 | Left-click any edge to toggle it on or off, or click and drag to draw |
411 | an entire rectangle (or line) on the grid in one go (removing any |
412 | existing edges within that rectangle). |
413 | |
414 | When a rectangle of the correct size is completed, it will be shaded. |
415 | |
416 | (All the actions described in \k{common-actions} are also available.) |
417 | |
418 | \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters |
419 | |
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420 | The \q{Custom...} option on the \q{Type} menu offers you \e{Width} |
421 | and \e{Height} parameters, which are self-explanatory. |
422 | |
423 | \q{Expansion factor} is a mechanism for changing the type of grids |
424 | generated by the program. Some people prefer a grid containing a few |
425 | large rectangles to one containing many small ones. So you can ask |
426 | Rectangles to essentially generate a \e{smaller} grid than the size |
427 | you specified, and then to expand it by adding rows and columns. |
428 | |
429 | The default expansion factor of zero means that Rectangles will |
430 | simply generate a grid of the size you ask for, and do nothing |
431 | further. If you set an expansion factor of (say) 0.5, it means that |
432 | each dimension of the grid will be expanded to half again as big |
433 | after generation. In other words, the initial grid will be 2/3 the |
434 | size in each dimension, and will be expanded to its full size |
435 | without adding any more rectangles. |
436 | |
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437 | Setting an expansion factor of around 0.5 tends to make the game |
438 | more difficult, and also (in my experience) rewards a less deductive |
439 | and more intuitive playing style. If you set it \e{too} high, |
440 | though, the game simply cannot generate more than a few rectangles |
441 | to cover the entire grid, and the game becomes trivial. |
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442 | |
443 | \H{rectangles-cmdline} \I{command line, for Rectangles}Additional |
444 | command-line configuration |
445 | |
446 | The expansion factor parameter, described in \k{rectangles-params}, |
447 | is not mentioned by default in the game ID (see \k{common-id}). So |
448 | if you set your expansion factor to (say) 0.75, and then you |
449 | generate an 11x11 grid, then the game ID will simply say |
450 | \c{11x11:}\e{numbers}. This means that if you send the game ID to |
451 | another player and they paste it into their copy of Rectangles, |
452 | their game will not be automatically configured to use the same |
453 | expansion factor in any subsequent grids it generates. (I don't |
454 | think the average person examining a single grid sent to them by |
455 | another player would want their configuration modified to that |
456 | extent.) |
457 | |
458 | If you are specifying a game ID or game parameters on the command |
459 | line (see \k{common-cmdline}) and you do want to configure the |
460 | expansion factor, you can do it by suffixing the letter \cq{e} to |
461 | the parameters, followed by the expansion factor as a decimal |
462 | number. For example: |
463 | |
464 | \b \cq{rect 11x11e0.75} starts Rectangles with a grid size of |
465 | 11\u00d7{x}11 and an expansion factor of 0.75. |
466 | |
467 | \b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2} |
468 | starts Rectangles with a grid size of 11\u00d7{x}11, an expansion |
469 | factor of 0.75, \e{and} a specific game selected. |
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470 | |
471 | \C{netslide} \i{Netslide} |
472 | |
473 | \cfg{winhelp-topic}{games.netslide} |
474 | |
475 | This game was submitted by Richard Boulton. It combines the grid |
476 | generation of Net (see \k{net}) with the movement of Sixteen (see |
477 | \k{sixteen}): you have a Net grid, but instead of rotating tiles back |
478 | into place you have to slide them into place by moving a whole row at |
479 | a time. |
480 | |
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481 | As in Sixteen, \I{controls, for Netslide}control is with the mouse. |
482 | See \k{sixteen-controls}. |
483 | |
484 | \I{parameters, for Netslide}Game parameters are the same as for Net |
485 | (see \k{net-params}). |
486 | |
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487 | \C{pattern} \i{Pattern} |
488 | |
489 | \cfg{winhelp-topic}{games.pattern} |
490 | |
491 | You have a grid of squares, which must all be filled in either black |
492 | or white. Beside each row of the grid are listed the lengths of the |
493 | runs of black squares on that row; above each column are listed the |
494 | lengths of the runs of black squares in that column. Your aim is to |
495 | fill in the entire grid black or white. |
496 | |
497 | I first saw this puzzle form around 1995, under the name |
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498 | \q{\i{nonograms}}. I've seen it in various places since then, under |
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499 | different names. |
500 | |
501 | Normally, puzzles of this type turn out to be a meaningful picture |
502 | of something once you've solved them. However, since this version |
503 | generates the puzzles automatically, they will just look like random |
504 | groupings of squares. (One user has suggested that this is actually |
505 | a \e{good} thing, since it prevents you from guessing the colour of |
506 | squares based on the picture, and forces you to use logic instead.) |
507 | The advantage, though, is that you never run out of them. |
508 | |
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509 | \H{pattern-controls} \I{controls, for Pattern}Pattern controls |
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510 | |
511 | This game is played with the mouse. |
512 | |
513 | Left-click in a square to colour it black. Right-click to colour it |
514 | white. If you make a mistake, you can middle-click, or hold down |
515 | Shift while clicking with any button, to colour the square in the |
516 | default grey (meaning \q{undecided}) again. |
517 | |
518 | You can click and drag with the left or right mouse button to colour |
519 | a vertical or horizontal line of squares black or white at a time |
520 | (respectively). If you click and drag with the middle button, or |
521 | with Shift held down, you can colour a whole rectangle of squares |
522 | grey. |
523 | |
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524 | (All the actions described in \k{common-actions} are also available.) |
525 | |
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526 | \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters |
527 | |
528 | The only options available from the \q{Custom...} option on the \q{Type} |
529 | menu are \e{Width} and \e{Height}, which are self-explanatory. |
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530 | |
531 | \A{licence} \I{MIT licence}\ii{Licence} |
532 | |
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533 | This software is \i{copyright} 2004-2005 Simon Tatham. |
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534 | |
535 | Portions copyright Richard Boulton. |
536 | |
537 | Permission is hereby granted, free of charge, to any person |
538 | obtaining a copy of this software and associated documentation files |
539 | (the "Software"), to deal in the Software without restriction, |
540 | including without limitation the rights to use, copy, modify, merge, |
541 | publish, distribute, sublicense, and/or sell copies of the Software, |
542 | and to permit persons to whom the Software is furnished to do so, |
543 | subject to the following conditions: |
544 | |
545 | The above copyright notice and this permission notice shall be |
546 | included in all copies or substantial portions of the Software. |
547 | |
548 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
549 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
550 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
551 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS |
552 | BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN |
553 | ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
554 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
555 | SOFTWARE. |
556 | |
557 | \IM{specific...} Specific..., menu option |
558 | \IM{custom...} Custom..., menu option |
559 | |
560 | \IM{game ID} game ID |
561 | \IM{game ID} ID, game |
562 | \IM{ID format} ID format |
563 | \IM{ID format} format, ID |
564 | \IM{ID format} game ID, format |
565 | |
566 | \IM{keys} keys |
567 | \IM{keys} shortcuts (keyboard) |
568 | |
569 | \IM{initial state} initial state |
570 | \IM{initial state} state, initial |
571 | |
572 | \IM{MIT licence} MIT licence |
573 | \IM{MIT licence} licence, MIT |