Laurent Thioudellet reports that gcc4's ultra-cautious data flow
[sgt/puzzles] / puzzles.but
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e91825f8 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
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
f1010613 23\define{dash} \u2013{-}
24
e91825f8 25This is a collection of small one-player puzzle games.
26
14a7c1c6 27\copyright This manual is copyright 2004-5 Simon Tatham. All rights
e91825f8 28reserved. You may distribute this documentation under the MIT licence.
29See \k{licence} for the licence text in full.
30
8709d5d9 31\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 32
8709d5d9 33\versionid $Id$
e91825f8 34
35\C{intro} Introduction
36
37I wrote this collection because I thought there should be more small
38desktop toys available: little games you can pop up in a window and
39play for two or three minutes while you take a break from whatever
8a771ea7 40else you were doing. And I was also annoyed that every time I found
41a good game on (say) \i{Unix}, it wasn't available the next time I
42was sitting at a \i{Windows} machine, or vice versa; so I arranged
43that everything in my personal puzzle collection will happily run on
44both, and have more recently done a port to Mac OS X as well. When I
45find (or perhaps invent) further puzzle games that I like, they'll
46be added to this collection and will immediately be available on
47both platforms. And if anyone feels like writing any other front
f1010613 48ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
49then all the games in this framework will immediately become
50available on another platform as well.
e91825f8 51
aafaa7fb 52The actual games in this collection were mostly not my invention; they
53are re-implementations of existing game concepts within my portable
54puzzle framework. I do not claim credit, in general, for inventing the
55rules of any of these puzzles. (I don't even claim authorship of all
56the code; some of the puzzles have been submitted by other authors.)
e91825f8 57
58This collection is distributed under the \i{MIT licence} (see
59\k{licence}). This means that you can do pretty much anything you like
60with the game binaries or the code, except pretending you wrote them
61yourself, or suing me if anything goes wrong.
62
63The most recent versions, and \i{source code}, can be found at
64\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
65
66Please report \I{feedback}\i{bugs} to
67\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
68You might find it helpful to read this article before reporting a bug:
69
70\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
71
72\ii{Patches} are welcome. Especially if they provide a new front end
73(to make all these games run on another platform), or a new game.
74
75
76\C{common} \ii{Common features}
77
78This chapter describes features that are common to all the games.
79
80\H{common-actions} \I{controls}Common actions
81
82These actions are all available from the \I{Game menu}\q{Game} menu
83and via \I{keys}keyboard shortcuts, in addition to any game-specific
84actions.
85
bacaa96e 86(On Mac OS X, to conform with local user interface standards, these
3101ae26 87actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 88menu}\q{Edit} menus instead.)
89
e91825f8 90\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
91
92\dd Starts a new game, with a random initial state.
93
2b06373b 94\dt \ii\e{Restart game}
e91825f8 95
2b06373b 96\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 97
668be019 98\dt \ii\e{Load}
99
100\dd Loads a saved game from a file on disk.
101
102\dt \ii\e{Save}
103
104\dd Saves the current state of your game to a file on disk.
105
106\lcont{
107
108The Load and Save operations should preserve your entire game
109history (so you can save, reload, and still Undo and Redo things you
110had done before saving).
111
112}
113
3c9388ef 114\dt \I{printing, on Windows}\e{Print}
e28d0584 115
116\dd Where supported (currently only on Windows), brings up a dialog
117allowing you to print an arbitrary number of puzzles randomly
118generated from the current parameters, optionally including the
3c9388ef 119current puzzle. (Only for puzzles which make sense to print, of
120course - it's hard to think of a sensible printable representation
121of Fifteen!)
e28d0584 122
e91825f8 123\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
124
125\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 126session.)
e91825f8 127
2b06373b 128\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 129
2b06373b 130\dd Redoes a previously undone move.
e91825f8 131
bacaa96e 132\dt \ii\e{Copy}
133
134\dd Copies the current state of your game to the clipboard in text
135format, so that you can paste it into (say) an e-mail client or a
136web message board if you're discussing the game with someone else.
137(Not all games support this feature.)
138
2ac6d24e 139\dt \ii\e{Solve}
140
141\dd Transforms the puzzle instantly into its solved state. For some
142games (Cube) this feature is not supported at all because it is of
143no particular use. For other games (such as Pattern), the solved
144state can be used to give you information, if you can't see how a
145solution can exist at all or you want to know where you made a
146mistake. For still other games (such as Sixteen), automatic solution
147tells you nothing about how to \e{get} to the solution, but it does
148provide a useful way to get there quickly so that you can experiment
149with set-piece moves and transformations.
150
151\lcont{
152
153Some games (such as Solo) are capable of solving a game ID you have
154typed in from elsewhere. Other games (such as Rectangles) cannot
155solve a game ID they didn't invent themself, but when they did
156invent the game ID they know what the solution is already. Still
157other games (Pattern) can solve \e{some} external game IDs, but only
158if they aren't too difficult.
159
e8124727 160The \q{Solve} command adds the solved state to the end of the undo
161chain for the puzzle. In other words, if you want to go back to
162solving it yourself after seeing the answer, you can just press Undo.
163
2ac6d24e 164}
165
e91825f8 166\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
167
168\dd Closes the application entirely.
169
1185e3c5 170\H{common-id} Specifying games with the \ii{game ID}
171
172There are two ways to save a game specification out of a puzzle and
173recreate it later, or recreate it in somebody else's copy of the
174same puzzle.
175
176The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
177\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
178show a piece of text (a \q{game ID}) which is sufficient to
179reconstruct precisely the same game at a later date.
180
181You can enter either of these pieces of text back into the program
182(via the same \q{Specific} or \q{Random Seed} menu options) at a
183later point, and it will recreate the same game. You can also use
184either one as a \i{command line} argument (on Windows or Unix); see
185\k{common-cmdline} for more detail.
186
187The difference between the two forms is that a descriptive game ID
188is a literal \e{description} of the \i{initial state} of the game,
189whereas a random seed is just a piece of arbitrary text which was
190provided as input to the random number generator used to create the
191puzzle. This means that:
192
193\b Descriptive game IDs tend to be longer in many puzzles (although
194some, such as Cube (\k{cube}), only need very short descriptions).
195So a random seed is often a \e{quicker} way to note down the puzzle
196you're currently playing, or to tell it to somebody else so they can
197play the same one as you.
198
199\b Any text at all is a valid random seed. The automatically
200generated ones are fifteen-digit numbers, but anything will do; you
201can type in your full name, or a word you just made up, and a valid
202puzzle will be generated from it. This provides a way for two or
203more people to race to complete the same puzzle: you think of a
204random seed, then everybody types it in at the same time, and nobody
205has an advantage due to having seen the generated puzzle before
206anybody else.
207
208\b It is often possible to convert puzzles from other sources (such
209as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
210game IDs suitable for use with these programs.
211
212\b Random seeds are not guaranteed to produce the same result if you
213use them with a different \i\e{version} of the puzzle program. This
214is because the generation algorithm might have been improved or
215modified in later versions of the code, and will therefore produce a
216different result when given the same sequence of random numbers. Use
217a descriptive game ID if you aren't sure that it will be used on the
218same version of the program as yours.
219
220\lcont{(Use the \q{About} menu option to find out the version number
221of the program. Programs with the same version number running on
222different platforms should still be random-seed compatible.)}
223
224\I{ID format}A descriptive game ID starts with a piece of text which
225encodes the \i\e{parameters} of the current game (such as grid
226size). Then there is a colon, and after that is the description of
227the game's initial state. A random seed starts with a similar string
228of parameters, but then it contains a hash sign followed by
229arbitrary data.
230
231If you enter a descriptive game ID, the program will not be able to
232show you the random seed which generated it, since it wasn't
233generated \e{from} a random seed. If you \e{enter} a random seed,
234however, the program will be able to show you the descriptive game
235ID derived from that random seed.
236
237Note that the game parameter strings are not always identical
238between the two forms. For some games, there will be parameter data
239provided with the random seed which is not included in the
240descriptive game ID. This is because that parameter information is
241only relevant when \e{generating} puzzle grids, and is not important
242when playing them. Thus, for example, the difficulty level in Solo
243(\k{solo}) is not mentioned in the descriptive game ID.
244
245These additional parameters are also not set permanently if you type
246in a game ID. For example, suppose you have Solo set to \q{Advanced}
247difficulty level, and then a friend wants your help with a
248\q{Trivial} puzzle; so the friend reads out a random seed specifying
249\q{Trivial} difficulty, and you type it in. The program will
250generate you the same \q{Trivial} grid which your friend was having
251trouble with, but once you have finished playing it, when you ask
252for a new game it will automatically go back to the \q{Advanced}
253difficulty which it was previously set on.
e91825f8 254
255\H{common-type} The \q{Type} menu
256
257The \I{Type menu}\q{Type} menu, if present, may contain a list of
258\i{preset} game settings. Selecting one of these will start a new
259random game with the parameters specified.
260
1185e3c5 261The \q{Type} menu may also contain a \q{\i{Custom}} option which
262allows you to fine-tune game \i{parameters}. The parameters
263available are specific to each game and are described in the
264following sections.
e91825f8 265
266\H{common-cmdline} Specifying game parameters on the \i{command line}
267
8a771ea7 268(This section does not apply to the Mac OS X version.)
269
e91825f8 270The games in this collection deliberately do not ever save
271information on to the computer they run on: they have no high score
272tables and no saved preferences. (This is because I expect at least
273some people to play them at work, and those people will probably
274appreciate leaving as little evidence as possible!)
275
276However, if you do want to arrange for one of these games to default
277to a particular set of parameters, you can specify them on the
278command line.
279
280The easiest way to do this is to set up the parameters you want
281using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 282\q{Random Seed} from the \q{Game} or \q{File} menu (see
283\k{common-id}). The text in the \q{Game ID} box will be composed of
284two parts, separated by a hash. The first of these parts represents
285the game parameters (the size of the playing area, for example, and
286anything else you set using the \q{Type} menu).
e91825f8 287
288If you run the game with just that parameter text on the command
289line, it will start up with the settings you specified.
290
291For example: if you run Cube (see \k{cube}), select \q{Octahedron}
292from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 293will see a string of the form \cq{o2x2#338686542711620}. Take only
294the part before the hash (\cq{o2x2}), and start Cube with that text
295on the command line: \cq{cube o2x2}.
e91825f8 296
297If you copy the \e{entire} game ID on to the command line, the game
298will start up in the specific game that was described. This is
299occasionally a more convenient way to start a particular game ID
300than by pasting it into the game ID selection box.
301
1185e3c5 302(You could also retrieve the encoded game parameters using the
303\q{Specific} menu option instead of \q{Random Seed}, but if you do
304then some options, such as the difficulty level in Solo, will be
305missing. See \k{common-id} for more details on this.)
306
3c9388ef 307\H{common-unix-cmdline} Unix \i{command-line} options
308
309(This section only applies to the Unix port.)
310
311In addition to specifying game parameters on the command line (see
312\k{common-cmdline}), you can also specify various options:
313
314\dt \cw{--generate }\e{n}
315
316\dd If this option is specified, instead of a puzzle being displayed,
317a number of descriptive game IDs will be invented and printed on
318standard output. This is useful for gaining access to the game
319generation algorithms without necessarily using the frontend.
320
321\lcont{
322
323If game parameters are specified on the command-line, they will be
324used to generate the game IDs; otherwise a default set of parameters
325will be used.
326
327The most common use of this option is in conjunction with \c{--print},
328in which case its behaviour is slightly different; see below.
329
330}
331
332\dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
333
334\dd If this option is specified, instead of a puzzle being displayed,
335a printed representation of one or more unsolved puzzles is sent to
336standard output, in \i{PostScript} format.
337
338\lcont{
339
340On each page of puzzles, there will be \e{w} across and \e{h} down. If
341there are more puzzles than \e{w}\by\e{h}, more than one page will be
342printed.
343
344If \c{--generate} has also been specified, the invented game IDs will
345be used to generate the printed output. Otherwise, a list of game IDs
346is expected on standard input (which can be descriptive or random
347seeds; see \k{common-id}), in the same format produced by
348\c{--generate}.
349
350For example:
351
352\c net --generate 12 --print 2x3 7x7w | lpr
353
354will generate two pages of printed Net puzzles (each of which will
355have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr}
356command, which on many systems will send them to an actual printer.
357
358There are various other options which affect printing; see below.
359
360}
361
362\dt \cw{--version}
363
364\dd Prints version information about the game, and then quits.
365
366The following options are only meaningful if \c{--print} is also
367specified:
368
369\dt \cw{--with-solutions}
370
371\dd The set of pages filled with unsolved puzzles will be followed by
372the solutions to those puzzles.
373
374\dt \cw{--scale }\e{n}
375
376\dd Adjusts how big each puzzle is when printed. Larger numbers make
377puzzles bigger; the default is 1.0.
378
379\dt \cw{--colour}
380
381\dd Puzzles will be printed in colour, rather than in black and white
382(if supported by the puzzle).
383
e28d0584 384
e91825f8 385\C{net} \i{Net}
386
387\cfg{winhelp-topic}{games.net}
388
389(\e{Note:} the \i{Windows} version of this game is called
390\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
391
392I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 393\k{FreeNet}, written by Pavils Jurjans; there are several other
394implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 395network by connecting up the centres of squares in a grid, and then
396shuffles the network by rotating every tile randomly. Your job is to
397rotate it all back into place. The successful solution will be an
6e8e5c51 398entirely connected network, with no closed loops. \#{The latter
399clause means that there are no closed paths within the network.
400Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 401all tiles which are connected to the one in the middle are
402highlighted.
403
404\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
405
406\H{net-controls} \i{Net controls}
407
408\IM{Net controls} controls, for Net
409\IM{Net controls} keys, for Net
410\IM{Net controls} shortcuts (keyboard), for Net
411
412This game can be played with either the keyboard or the mouse. The
413controls are:
414
415\dt \e{Select tile}: mouse pointer, arrow keys
416
417\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
418
419\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
420
118473f5 421\dt \e{Rotate tile by 180 degrees}: \q{F} key
422
e91825f8 423\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
424
425\dd You can lock a tile once you're sure of its orientation. You can
426also unlock it again, but while it's locked you can't accidentally
427turn it.
428
f0ee053c 429The following controls are not necessary to complete the game, but may
430be useful:
431
432\dt \e{Shift grid}: Shift + arrow keys
433
434\dd On grids that wrap, you can move the origin of the grid, so that
435tiles that were on opposite sides of the grid can be seen together.
436
437\dt \e{Move centre}: Ctrl + arrow keys
438
439\dd You can change which tile is used as the source of highlighting.
440(It doesn't ultimately matter which tile this is, as every tile will
441be connected to every other tile in a correct solution, but it may be
442helpful in the intermediate stages of solving the puzzle.)
443
cbb5549e 444\dt \e{Jumble tiles}: \q{J} key
445
446\dd This key turns all tiles that are not locked to random
447orientations.
448
e91825f8 449(All the actions described in \k{common-actions} are also available.)
450
451\H{net-params} \I{parameters, for Net}Net parameters
452
453These parameters are available from the \q{Custom...} option on the
454\q{Type} menu.
455
456\dt \e{Width}, \e{Height}
457
458\dd Size of grid in tiles.
459
460\dt \e{Walls wrap around}
461
462\dd If checked, flow can pass from the left edge to the right edge,
463and from top to bottom, and vice versa.
464
465\dt \e{Barrier probability}
466
467\dd A number between 0.0 and 1.0 controlling whether an immovable
468barrier is placed between two tiles to prevent flow between them (a
469higher number gives more barriers). Since barriers are immovable, they
470act as constraints on the solution (i.e., hints).
471
472\lcont{
473
474The grid generation in Net has been carefully arranged so that the
475barriers are independent of the rest of the grid. This means that if
1185e3c5 476you note down the random seed used to generate the current puzzle
477(see \k{common-id}), change the \e{Barrier probability} parameter,
478and then re-enter the same random seed, you should see exactly the
479same starting grid, with the only change being the number of
480barriers. So if you're stuck on a particular grid and need a hint,
481you could start up another instance of Net, set up the same
482parameters but a higher barrier probability, and enter the game seed
483from the original Net window.
e91825f8 484
485}
486
40fde884 487\dt \e{Ensure unique solution}
488
489\dd Normally, Net will make sure that the puzzles it presents have
490only one solution. Puzzles with ambiguous sections can be more
491difficult and more subtle, so if you like you can turn off this
492feature and risk having ambiguous puzzles. (Also, finding \e{all}
493the possible solutions can be an additional challenge for an
494advanced player.)
495
e28d0584 496
e91825f8 497\C{cube} \i{Cube}
498
499\cfg{winhelp-topic}{games.cube}
500
501This is another one I originally saw as a web game. This one was a
502Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
503squares, six of which are blue; on one square rests a cube. Your move
504is to use the arrow keys to roll the cube through 90 degrees so that
505it moves to an adjacent square. If you roll the cube on to a blue
506square, the blue square is picked up on one face of the cube; if you
507roll a blue face of the cube on to a non-blue square, the blueness is
508put down again. (In general, whenever you roll the cube, the two faces
509that come into contact swap colours.) Your job is to get all six blue
510squares on to the six faces of the cube at the same time. Count your
511moves and try to do it in as few as possible.
512
513Unlike the original Java game, my version has an additional feature:
514once you've mastered the game with a cube rolling on a square grid,
515you can change to a triangular grid and roll any of a tetrahedron, an
516octahedron or an icosahedron.
517
518\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
519
520\H{cube-controls} \i{Cube controls}
521
522\IM{Cube controls} controls, for Cube
523\IM{Cube controls} keys, for Cube
524\IM{Cube controls} shortcuts (keyboard), for Cube
525
a1d5acff 526This game can be played with either the keyboard or the mouse.
e91825f8 527
a1d5acff 528Left-clicking anywhere on the window will move the cube (or other
529solid) towards the mouse pointer.
530
531The arrow keys can also used to roll the cube on its square grid in
532the four cardinal directions.
e91825f8 533On the triangular grids, the mapping of arrow keys to directions is
534more approximate. Vertical movement is disallowed where it doesn't
535make sense. The four keys surrounding the arrow keys on the numeric
536keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
537
538(All the actions described in \k{common-actions} are also available.)
539
540\H{cube-params} \I{parameters, for Cube}Cube parameters
541
542These parameters are available from the \q{Custom...} option on the
543\q{Type} menu.
544
545\dt \e{Type of solid}
546
547\dd Selects the solid to roll (and hence the shape of the grid):
548tetrahedron, cube, octahedron, or icosahedron.
549
550\dt \e{Width / top}, \e{Height / bottom}
551
552\dd On a square grid, horizontal and vertical dimensions. On a
553triangular grid, the number of triangles on the top and bottom rows
554respectively.
555
556
557\C{fifteen} \i{Fifteen}
558
559\cfg{winhelp-topic}{games.fifteen}
560
1d8e8ad8 561The old ones are the best: this is the good old \q{\i{15-puzzle}}
562with sliding tiles. You have a 4\by\.4 square grid; 15 squares
563contain numbered tiles, and the sixteenth is empty. Your move is to
564choose a tile next to the empty space, and slide it into the space.
565The aim is to end up with the tiles in numerical order, with the
566space in the bottom right (so that the top row reads 1,2,3,4 and the
567bottom row reads 13,14,15,\e{space}).
e91825f8 568
569\H{fifteen-controls} \i{Fifteen controls}
570
571\IM{Fifteen controls} controls, for Fifteen
572\IM{Fifteen controls} keys, for Fifteen
573\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
574
575This game can be controlled with the mouse or the keyboard.
576
577A left-click with the mouse in the row or column containing the empty
578space will move as many tiles as necessary to move the space to the
579mouse pointer.
580
581The arrow keys will move a tile adjacent to the space in the direction
582indicated (moving the space in the \e{opposite} direction).
583
584(All the actions described in \k{common-actions} are also available.)
585
586\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
587
588The only options available from the \q{Custom...} option on the \q{Type}
589menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
590you've changed these, it's not a \q{15-puzzle} any more, of course!)
591
592
593\C{sixteen} \i{Sixteen}
594
595\cfg{winhelp-topic}{games.sixteen}
596
597Another sliding tile puzzle, visually similar to Fifteen (see
598\k{fifteen}) but with a different type of move. This time, there is no
599hole: all 16 squares on the grid contain numbered squares. Your move
600is to shift an entire row left or right, or shift an entire column up
601or down; every time you do that, the tile you shift off the grid
602re-appears at the other end of the same row, in the space you just
603vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
604the top row, 13,14,15,16 on the bottom). When you've done that, try
605playing on different sizes of grid.
606
607I \e{might} have invented this game myself, though only by accident if
608so (and I'm sure other people have independently invented it). I
609thought I was imitating a screensaver I'd seen, but I have a feeling
610that the screensaver might actually have been a Fifteen-type puzzle
611rather than this slightly different kind. So this might be the one
612thing in my puzzle collection which represents creativity on my part
613rather than just engineering.
614
615\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
616
617This game is played with the mouse. Left-clicking on an arrow will
618move the appropriate row or column in the direction indicated.
619Right-clicking will move it in the opposite direction.
620
621(All the actions described in \k{common-actions} are also available.)
622
623\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
624
81875211 625The parameters available from the \q{Custom...} option on the
626\q{Type} menu are:
627
628\b \e{Width} and \e{Height}, which are self-explanatory.
629
630\b You can ask for a limited shuffling operation to be performed on
631the grid. By default, Sixteen will shuffle the grid in such a way
632that any arrangement is about as probable as any other. You can
633override this by requesting a precise number of shuffling moves to
634be performed. Typically your aim is then to determine the precise
635set of shuffling moves and invert them exactly, so that you answer
636(say) a four-move shuffle with a four-move solution. Note that the
637more moves you ask for, the more likely it is that solutions shorter
638than the target length will turn out to be possible.
639
e91825f8 640
9038fd11 641\C{twiddle} \i{Twiddle}
642
643\cfg{winhelp-topic}{games.twiddle}
644
645Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
646(see \k{sixteen}): you are given a grid of square tiles, each
647containing a number, and your aim is to arrange the numbers into
648ascending order.
649
650In basic Twiddle, your move is to rotate a square group of four
a3631c72 651tiles about their common centre. (Orientation is not significant in
652the basic puzzle, although you can select it.) On more advanced
653settings, you can rotate a larger square group of tiles.
9038fd11 654
655I first saw this type of puzzle in the GameCube game \q{Metroid
656Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
657you solve to unlock a door, which is a special case of Twiddle. I
658developed this game as a generalisation of that puzzle.
659
660\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
661
662To play Twiddle, click the mouse in the centre of the square group
663you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
664which means you have to click at a corner point where four tiles
665meet.
666
667In more advanced modes you might be rotating 3\by\.3 or even more at
668a time; if the size of the square is odd then you simply click in
669the centre tile of the square you want to rotate.
670
671Clicking with the left mouse button rotates the group anticlockwise.
672Clicking with the right button rotates it clockwise.
673
674(All the actions described in \k{common-actions} are also available.)
675
676\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
677
678Twiddle provides several configuration options via the \q{Custom}
679option on the \q{Type} menu:
680
681\b You can configure the width and height of the puzzle grid.
682
683\b You can configure the size of square block that rotates at a time.
684
685\b You can ask for every square in the grid to be distinguishable
686(the default), or you can ask for a simplified puzzle in which there
687are groups of identical numbers. In the simplified puzzle your aim
688is just to arrange all the 1s into the first row, all the 2s into
689the second row, and so on.
690
a3631c72 691\b You can configure whether the orientation of tiles matters. If
d50832a3 692you ask for an orientable puzzle, each tile will have a triangle
693drawn in it. All the triangles must be pointing upwards to complete
694the puzzle.
a3631c72 695
81875211 696\b You can ask for a limited shuffling operation to be performed on
697the grid. By default, Twiddle will shuffle the grid so much that any
698arrangement is about as probable as any other. You can override this
699by requesting a precise number of shuffling moves to be performed.
700Typically your aim is then to determine the precise set of shuffling
701moves and invert them exactly, so that you answer (say) a four-move
702shuffle with a four-move solution. Note that the more moves you ask
703for, the more likely it is that solutions shorter than the target
704length will turn out to be possible.
705
9038fd11 706
e91825f8 707\C{rectangles} \i{Rectangles}
708
709\cfg{winhelp-topic}{games.rectangles}
710
711You have a grid of squares, with numbers written in some (but not all)
712of the squares. Your task is to subdivide the grid into rectangles of
713various sizes, such that (a) every rectangle contains exactly one
714numbered square, and (b) the area of each rectangle is equal to the
715number written in its numbered square.
716
717Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 718\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
719Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
720implementation, my version automatically generates random grids of
721any size you like. The quality of puzzle design is therefore not
722quite as good as hand-crafted puzzles would be, but on the plus side
723you get an inexhaustible supply of puzzles tailored to your own
724specification.
e91825f8 725
6ae37301 726\B{nikoli-rect} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}
e91825f8 727
6ae37301 728\B{puzzle-palace-rect} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}
e91825f8 729
730\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
731
732This game is played with the mouse.
733
734Left-click any edge to toggle it on or off, or click and drag to draw
735an entire rectangle (or line) on the grid in one go (removing any
736existing edges within that rectangle).
737
738When a rectangle of the correct size is completed, it will be shaded.
739
740(All the actions described in \k{common-actions} are also available.)
741
742\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
743
40fde884 744These parameters are available from the \q{Custom...} option on the
745\q{Type} menu.
746
747\dt \e{Width}, \e{Height}
748
749\dd Size of grid, in squares.
750
751\dt \e{Expansion factor}
aea3ed9a 752
40fde884 753\dd This is a mechanism for changing the type of grids generated by
754the program. Some people prefer a grid containing a few large
755rectangles to one containing many small ones. So you can ask
aea3ed9a 756Rectangles to essentially generate a \e{smaller} grid than the size
757you specified, and then to expand it by adding rows and columns.
758
40fde884 759\lcont{
760
aea3ed9a 761The default expansion factor of zero means that Rectangles will
762simply generate a grid of the size you ask for, and do nothing
763further. If you set an expansion factor of (say) 0.5, it means that
764each dimension of the grid will be expanded to half again as big
765after generation. In other words, the initial grid will be 2/3 the
766size in each dimension, and will be expanded to its full size
767without adding any more rectangles.
768
4a03dbb4 769Setting an expansion factor of around 0.5 tends to make the game
770more difficult, and also (in my experience) rewards a less deductive
771and more intuitive playing style. If you set it \e{too} high,
772though, the game simply cannot generate more than a few rectangles
773to cover the entire grid, and the game becomes trivial.
aea3ed9a 774
40fde884 775}
776
777\dt \e{Ensure unique solution}
778
779\dd Normally, Rectangles will make sure that the puzzles it presents
780have only one solution. Puzzles with ambiguous sections can be more
781difficult and more subtle, so if you like you can turn off this
782feature and risk having ambiguous puzzles. Also, finding \e{all} the
783possible solutions can be an additional challenge for an advanced
784player. Turning off this option can also speed up puzzle generation.
785
6ae37301 786
e91825f8 787\C{netslide} \i{Netslide}
788
789\cfg{winhelp-topic}{games.netslide}
790
6bbab0fe 791This game combines the grid generation of Net (see \k{net}) with the
792movement of Sixteen (see \k{sixteen}): you have a Net grid, but
793instead of rotating tiles back into place you have to slide them
794into place by moving a whole row at a time.
e91825f8 795
e91825f8 796As in Sixteen, \I{controls, for Netslide}control is with the mouse.
797See \k{sixteen-controls}.
798
aa27d493 799\I{parameters, for Netslide}The available game parameters have similar
800meanings to those in Net (see \k{net-params}) and Sixteen (see
801\k{sixteen-params}).
e91825f8 802
6bbab0fe 803Netslide was contributed to this collection by Richard Boulton.
6ae37301 804
e28d0584 805
b6b0369e 806\C{pattern} \i{Pattern}
807
808\cfg{winhelp-topic}{games.pattern}
809
810You have a grid of squares, which must all be filled in either black
811or white. Beside each row of the grid are listed the lengths of the
812runs of black squares on that row; above each column are listed the
813lengths of the runs of black squares in that column. Your aim is to
814fill in the entire grid black or white.
815
816I first saw this puzzle form around 1995, under the name
2e1e03ff 817\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 818different names.
819
820Normally, puzzles of this type turn out to be a meaningful picture
821of something once you've solved them. However, since this version
822generates the puzzles automatically, they will just look like random
823groupings of squares. (One user has suggested that this is actually
824a \e{good} thing, since it prevents you from guessing the colour of
825squares based on the picture, and forces you to use logic instead.)
826The advantage, though, is that you never run out of them.
827
2e1e03ff 828\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 829
830This game is played with the mouse.
831
832Left-click in a square to colour it black. Right-click to colour it
833white. If you make a mistake, you can middle-click, or hold down
834Shift while clicking with any button, to colour the square in the
835default grey (meaning \q{undecided}) again.
836
837You can click and drag with the left or right mouse button to colour
838a vertical or horizontal line of squares black or white at a time
839(respectively). If you click and drag with the middle button, or
840with Shift held down, you can colour a whole rectangle of squares
841grey.
842
2e1e03ff 843(All the actions described in \k{common-actions} are also available.)
844
b6b0369e 845\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
846
847The only options available from the \q{Custom...} option on the \q{Type}
848menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 849
6ae37301 850
1d8e8ad8 851\C{solo} \i{Solo}
852
853\cfg{winhelp-topic}{games.solo}
854
855You have a square grid, which is divided into square or rectangular
856blocks. Each square must be filled in with a digit from 1 to the
857size of the grid, in such a way that
858
859\b every row contains only one occurrence of each digit
860
861\b every column contains only one occurrence of each digit
862
863\b every block contains only one occurrence of each digit.
864
865You are given some of the numbers as clues; your aim is to place the
866rest of the numbers correctly.
867
868The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
869into nine 3\by\.3 blocks). You can also select sizes with
870rectangular blocks instead of square ones, such as 2\by\.3 (a
8716\by\.6 grid divided into six 3\by\.2 blocks).
872
873If you select a puzzle size which requires more than 9 digits, the
874additional digits will be letters of the alphabet. For example, if
875you select 3\by\.4 then the digits which go in your grid will be 1
876to 9, plus \cq{a}, \cq{b} and \cq{c}.
877
6ae37301 878I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 879been popularised by various newspapers under the name \q{Sudoku} or
880\q{Su Doku}.
881
6ae37301 882\B{nikoli-solo} \W{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}
883
1d8e8ad8 884\H{solo-controls} \I{controls, for Solo}Solo controls
885
886To play Solo, simply click the mouse in any empty square and then
887type a digit or letter on the keyboard to fill that square. If you
888make a mistake, click the mouse in the incorrect square and press
889Space to clear it again (or use the Undo feature).
890
c8266e03 891If you \e{right}-click in a square and then type a number, that
892number will be entered in the square as a \q{pencil mark}. You can
893have pencil marks for multiple numbers in the same square.
894
895The game pays no attention to pencil marks, so exactly what you use
896them for is up to you: you can use them as reminders that a
897particular square needs to be re-examined once you know more about a
898particular number, or you can use them as lists of the possible
899numbers in a given square, or anything else you feel like.
900
901To erase a single pencil mark, right-click in the square and type
902the same number again.
903
904All pencil marks in a square are erased when you left-click and type
905a number, or when you left-click and press space. Right-clicking and
906pressing space will also erase pencil marks.
907
1d8e8ad8 908(All the actions described in \k{common-actions} are also available.)
909
910\H{solo-parameters} \I{parameters, for Solo}Solo parameters
911
912Solo allows you to configure two separate dimensions of the puzzle
6ae37301 913grid on the \q{Type} menu: the number of columns, and the number of
914rows, into which the main grid is divided. (The size of a block is
915the inverse of this: for example, if you select 2 columns and 3 rows,
916each actual block will have 3 columns and 2 rows.)
1d8e8ad8 917
ef57b17d 918You can also configure the type of symmetry shown in the generated
919puzzles. More symmetry makes the puzzles look prettier but may also
920make them easier, since the symmetry constraints can force more
921clues than necessary to be present. Completely asymmetric puzzles
922have the freedom to contain as few clues as possible.
923
7c568a48 924Finally, you can configure the difficulty of the generated puzzles.
925Difficulty levels are judged by the complexity of the techniques of
926deduction required to solve the puzzle: each level requires a mode
927of reasoning which was not necessary in the previous one. In
928particular, on difficulty levels \q{Trivial} and \q{Basic} there
929will be a square you can fill in with a single number at all times,
930whereas at \q{Intermediate} level and beyond you will have to make
931partial deductions about the \e{set} of squares a number could be in
e28d0584 932(or the set of numbers that could be in a square).
933\#{Advanced, Extreme?}
934At \q{Unreasonable} level, even this is not enough, and you will
de60d8bd 935eventually have to make a guess, and then backtrack if it turns out
936to be wrong.
7c568a48 937
c65d92ac 938Generating difficult puzzles is itself difficult: if you select one
939of the higher difficulty levels, Solo may have to make many attempts
940at generating a puzzle before it finds one hard enough for you. Be
941prepared to wait, especially if you have also configured a large
942puzzle size.
7c568a48 943
ef57b17d 944
7959b517 945\C{mines} \i{Mines}
946
947\cfg{winhelp-topic}{games.mines}
948
949You have a grid of covered squares, some of which contain mines, but
950you don't know which. Your job is to uncover every square which does
951\e{not} contain a mine. If you uncover a square containing a mine,
952you lose. If you uncover a square which does not contain a mine, you
953are told how many mines are contained within the eight surrounding
954squares.
955
956This game needs no introduction; popularised by Windows, it is
957perhaps the single best known desktop puzzle game in existence.
958
959This version of it has an unusual property. By default, it will
960generate its mine positions in such a way as to ensure that you
961never need to \e{guess} where a mine is: you will always be able to
962deduce it somehow. So you will never, as can happen in other
963versions, get to the last four squares and discover that there are
964two mines left but you have no way of knowing for sure where they
965are.
966
967\H{mines-controls} \I{controls, for Mines}Mines controls
968
969This game is played with the mouse.
970
971If you left-click in a covered square, it will be uncovered.
972
973If you right-click in a covered square, it will place a flag which
974indicates that the square is believed to be a mine. Left-clicking in
975a marked square will not uncover it, for safety. You can right-click
976again to remove a mark placed in error.
977
978If you left-click in an \e{uncovered} square, it will \q{clear
979around} the square. This means: if the square has exactly as many
980flags surrounding it as it should have mines, then all the covered
981squares next to it which are \e{not} flagged will be uncovered. So
982once you think you know the location of all the mines around a
983square, you can use this function as a shortcut to avoid having to
984click on each of the remaining squares one by one.
985
986If you uncover a square which has \e{no} mines in the surrounding
987eight squares, then it is obviously safe to uncover those squares in
988turn, and so on if any of them also has no surrounding mines. This
989will be done for you automatically; so sometimes when you uncover a
990square, a whole new area will open up to be explored.
991
11d31eb9 992All the actions described in \k{common-actions} are also available.
993
7959b517 994Even Undo is available, although you might consider it cheating to
11d31eb9 995use it. If you step on a mine, the program will only reveal the mine
996in question (unlike most other implementations, which reveal all of
997them). You can then Undo your fatal move and continue playing if you
998like. The program will track the number of times you died (and Undo
999will not reduce that counter), so when you get to the end of the
1000game you know whether or not you did it without making any errors.
1001
1002(If you really want to know the full layout of the grid, which other
1003implementations will show you after you die, you can always use the
1004Solve menu option.)
7959b517 1005
1006\H{mines-parameters} \I{parameters, for Mines}Mines parameters
1007
1008The options available from the \q{Custom...} option on the \q{Type}
1009menu are:
1010
1011\dt \e{Width}, \e{Height}
1012
1013\dd Size of grid in squares.
1014
1015\dt \e{Mines}
1016
08781119 1017\dd Number of mines in the grid. You can enter this as an absolute
1018mine count, or alternatively you can put a \cw{%} sign on the end in
1019which case the game will arrange for that proportion of the squares
1020in the grid to be mines.
1021
1022\lcont{
1023
1024Beware of setting the mine count too high. At very high densities,
1025the program may spend forever searching for a solvable grid.
1026
1027}
7959b517 1028
1029\dt \e{Ensure solubility}
1030
1031\dd When this option is enabled (as it is by default), Mines will
1032ensure that the entire grid can be fully deduced starting from the
1033initial open space. If you prefer the riskier grids generated by
1034other implementations, you can switch off this option.
1035
1036
6bbab0fe 1037\C{samegame} \i{Same Game}
1038
1039\cfg{winhelp-topic}{games.samegame}
1040
1041You have a grid of coloured squares, which you have to clear by
209ab5a7 1042highlighting contiguous regions of more than one coloured square;
6bbab0fe 1043the larger the region you highlight, the more points you get (and
1044the faster you clear the arena).
1045
1046If you clear the grid you win. If you end up with nothing but
209ab5a7 1047single squares (i.e., there are no more clickable regions left) you
6bbab0fe 1048lose.
1049
1050Removing a region causes the rest of the grid to shuffle up:
1051blocks that are suspended will fall down (first), and then empty
1052columns are filled from the right.
1053
6bbab0fe 1054Same Game was contributed to this collection by James Harvey.
1055
209ab5a7 1056\H{samegame-controls} \i{Same Game controls}
1057
1058\IM{Same Game controls} controls, for Same Game
1059\IM{Same Game controls} keys, for Same Game
1060\IM{Same Game controls} shortcuts (keyboard), for Same Game
1061
1062This game can be played with either the keyboard or the mouse.
6bbab0fe 1063
1064If you left-click an unselected region, it becomes selected (possibly
1065clearing the current selection).
1066
1067If you left-click the selected region, it will be removed (and the
1068rest of the grid shuffled immediately).
1069
1070If you right-click the selected region, it will be unselected.
1071
209ab5a7 1072The cursor keys move a cursor around the grid. Pressing the Space or
1073Enter keys while the cursor is in an unselected region selects it;
1074pressing Space or Enter again removes it as above.
1075
e28d0584 1076(All the actions described in \k{common-actions} are also available.)
1077
6bbab0fe 1078\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1079
209ab5a7 1080These parameters are available from the \q{Custom...} option on the
1081\q{Type} menu.
1082
6bbab0fe 1083\dt \e{Width}, \e{Height}
1084
1085\dd Size of grid in squares.
1086
1087\dt \e{No. of colours}
1088
1089\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 1090the fewer large regions of colour and thus the more difficult it is to
1091successfully clear the grid.
1092
1093\dt \e{Scoring system}
1094
1095\dd Controls the precise mechanism used for scoring. With the default
1096system, \q{(n-2)^2}, only regions of three squares or more will score
1097any points at all. With the alternative \q{(n-1)^2} system, regions of
1098two squares score a point each, and larger regions score relatively
1099more points.
6bbab0fe 1100
e4a7ab56 1101\dt \e{Ensure solubility}
1102
1103\dd If this option is ticked (the default state), generated grids
1104will be guaranteed to have at least one solution.
1105
1106\lcont{
1107
1108If you turn it off, the game generator will not try to guarantee
1109soluble grids; it will, however, still ensure that there are at
1110least 2 squares of each colour on the grid at the start (since a
1111grid with exactly one square of a given colour is \e{definitely}
1112insoluble). Grids generated with this option disabled may contain
1113more large areas of contiguous colour, leading to opportunities for
1114higher scores; they can also take less time to generate.
1115
1116}
1117
f4afe206 1118
1119\C{flip} \i{Flip}
1120
1121\cfg{winhelp-topic}{games.flip}
1122
1123You have a grid of squares, some light and some dark. Your aim is to
1124light all the squares up at the same time. You can choose any square
1125and flip its state from light to dark or dark to light, but when you
1126do so, other squares around it change state as well.
1127
1128Each square contains a small diagram showing which other squares
1129change when you flip it.
1130
d6acbe63 1131\H{flip-controls} \i{Flip controls}
f4afe206 1132
1133\IM{Flip controls} controls, for Flip
1134\IM{Flip controls} keys, for Flip
1135\IM{Flip controls} shortcuts (keyboard), for Flip
1136
33317d37 1137This game can be played with either the keyboard or the mouse.
1138
1139Left-click in a square to flip it and its associated squares, or
1140use the cursor keys to choose a square and the space bar or Enter
1141key to flip.
79cb09e9 1142
5f6050b4 1143If you use the \q{Solve} function on this game, it will mark some of
1144the squares in red. If you click once in every square with a red
1145mark, the game should be solved. (If you click in a square
1146\e{without} a red mark, a red mark will appear in it to indicate
1147that you will need to reverse that operation to reach the solution.)
f4afe206 1148
e28d0584 1149(All the actions described in \k{common-actions} are also available.)
1150
f4afe206 1151\H{flip-parameters} \I{parameters, for flip}Flip parameters
1152
1153These parameters are available from the \q{Custom...} option on the
1154\q{Type} menu.
1155
1156\dt \e{Width}, \e{Height}
1157
1158\dd Size of grid in squares.
1159
1160\dt \e{Shape type}
1161
1162\dd This control determines the shape of the region which is flipped
1163by clicking in any given square. The default setting, \q{Crosses},
1164causes every square to flip itself and its four immediate neighbours
1165(or three or two if it's at an edge or corner). The other setting,
1166\q{Random}, causes a random shape to be chosen for every square, so
1167the game is different every time.
1168
1169
c6203e43 1170\C{guess} \i{Guess}
1171
1172\cfg{winhelp-topic}{games.guess}
1173
1174You have a set of coloured pegs, and have to reproduce a
1175predetermined sequence of them (chosen by the computer) within a
1176certain number of guesses.
1177
1178Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1179in the correct places (in black), and also the number of
1180correctly-coloured pegs in the wrong places (in white).
c6203e43 1181
1182This game is also known (and marketed, by Hasbro, mainly) as
9ffde3e8 1183a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
c6203e43 1184However, this version allows custom settings of number of colours
1185(up to 10), number of pegs per row, and number of guesses.
1186
64455a5a 1187Guess was contributed to this collection by James Harvey.
1188
c6203e43 1189\H{guess-controls} \i{Guess controls}
1190
1191\IM{Guess controls} controls, for Guess
1192\IM{Guess controls} keys, for Guess
1193\IM{Guess controls} shortcuts (keyboard), for Guess
1194
9ffde3e8 1195This game can be played with either the keyboard or the mouse.
1196
9c63a011 1197With the mouse, drag a coloured peg from the tray on the left-hand
1198side to its required position in the current guess; pegs may also be
1199dragged from current and past guesses to copy them elsewhere. To
1200remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1201
9ffde3e8 1202Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1203that have hold markers will be automatically added to the next guess
1204after marking.
1205
9ffde3e8 1206Alternatively, with the keyboard, the up and down cursor keys can be
1207used to select a peg colour, the left and right keys to select a
9c63a011 1208peg position, and the space bar or Enter key to place a peg of the
59dae0db 1209selected colour in the chosen position. \q{D} or Backspace removes a
1210peg, and \q{H} adds a hold marker.
9ffde3e8 1211
9c63a011 1212When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1213clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1214and pressing the space bar or Enter key) will mark the current guess,
1215copy any held pegs to the next guess, and move the \q{current guess}
1216marker.
c6203e43 1217
1218If you correctly position all the pegs the solution will be displayed
9ffde3e8 1219below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1220will also be revealed.
c6203e43 1221
e28d0584 1222(All the actions described in \k{common-actions} are also available.)
1223
13b443e3 1224\H{guess-parameters} \I{parameters, for Guess}Guess parameters
c6203e43 1225
1226These parameters are available from the \q{Custom...} option on the
1227\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1228board game \q{Mastermind}.
c6203e43 1229
1230\dt \e{Colours}
1231
1232\dd Number of colours the solution is chosen from; from 2 to 10
1233(more is harder).
1234
1235\dt \e{Pegs per guess}
1236
1237\dd Number of pegs per guess (more is harder).
1238
1239\dt \e{Guesses}
1240
1241\dd Number of guesses you have to find the solution in (fewer is harder).
1242
1243\dt \e{Allow blanks}
1244
1245\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1246you know that those will never be counted as part of the solution). This
1247is turned off by default.
1248
1249Note that this doesn't allow blank pegs in the solution; if you really wanted
1250that, use one extra colour.
1251
1252\dt \e{Allow duplicates}
1253
1254\dd Allows the solution (and the guesses) to contain colours more than once;
1255this increases the search space (making things harder), and is turned on by
1256default.
1257
1258
13b443e3 1259\C{pegs} \i{Pegs}
1260
1261\cfg{winhelp-topic}{games.pegs}
1262
1263A number of pegs are placed in holes on a board. You can remove a
33a3deb2 1264peg by jumping an adjacent peg over it (horizontally or vertically)
1265to a vacant hole on the other side. Your aim is to remove all but one
1266of the pegs initially present.
13b443e3 1267
e28d0584 1268This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1269possibly one of the oldest puzzle games still commonly known.
13b443e3 1270
1271\H{pegs-controls} \i{Pegs controls}
1272
1273\IM{Pegs controls} controls, for Pegs
1274
1275To move a peg, drag it with the mouse from its current position to
1276its final position. If the final position is exactly two holes away
1277from the initial position, is currently unoccupied by a peg, and
1278there is a peg in the intervening square, the move will be permitted
1279and the intervening peg will be removed.
1280
1281Vacant spaces which you can move a peg into are marked with holes. A
1282space with no peg and no hole is not available for moving at all: it
1283is an obstacle which you must work around.
1284
e28d0584 1285(All the actions described in \k{common-actions} are also available.)
13b443e3 1286
1287\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1288
1289These parameters are available from the \q{Custom...} option on the
1290\q{Type} menu.
1291
1292\dt \e{Width}, \e{Height}
1293
1294\dd Size of grid in holes.
1295
1296\dt \e{Board type}
1297
1298\dd Controls whether you are given a board of a standard shape or a
1299randomly generated shape. The two standard shapes currently
1300supported are \q{Cross} and \q{Octagon} (also commonly known as the
1301English and European traditional board layouts respectively).
1302Selecting \q{Random} will give you a different board shape every
1303time (but always one that is known to have a solution).
1304
1305
6c04c334 1306\C{dominosa} \i{Dominosa}
1307
1308\cfg{winhelp-topic}{games.dominosa}
1309
f1010613 1310A normal set of dominoes \dash that is, one instance of every
1311(unordered) pair of numbers from 0 to 6 \dash has been arranged
1312irregularly into a rectangle; then the number in each square has
1313been written down and the dominoes themselves removed. Your task is
1314to reconstruct the pattern by arranging the set of dominoes to match
1315the provided array of numbers.
6c04c334 1316
1317This puzzle is widely credited to O. S. Adler, and takes part of its
1318name from those initials.
1319
1320\H{dominosa-controls} \i{Dominosa controls}
1321
1322\IM{Dominosa controls} controls, for Dominosa
1323
1324Left-clicking between any two adjacent numbers places a domino
1325covering them, or removes one if it is already present. Trying to
1326place a domino which overlaps existing dominoes will remove the ones
1327it overlaps.
1328
1329Right-clicking between two adjacent numbers draws a line between
1330them, which you can use to remind yourself that you know those two
1331numbers are \e{not} covered by a single domino. Right-clicking again
1332removes the line.
1333
e28d0584 1334(All the actions described in \k{common-actions} are also available.)
6c04c334 1335
1336\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1337
1338These parameters are available from the \q{Custom...} option on the
1339\q{Type} menu.
1340
1341\dt \e{Maximum number on dominoes}
1342
1343\dd Controls the size of the puzzle, by controlling the size of the
1344set of dominoes used to make it. Dominoes with numbers going up to N
1345will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1346the default value of 6 gives an 8\by\.7 grid.
1347
1348\dt \e{Ensure unique solution}
1349
1350\dd Normally, Dominosa will make sure that the puzzles it presents
1351have only one solution. Puzzles with ambiguous sections can be more
1352difficult and sometimes more subtle, so if you like you can turn off
1353this feature. Also, finding \e{all} the possible solutions can be an
1354additional challenge for an advanced player. Turning off this option
1355can also speed up puzzle generation.
1356
1357
9d6c3859 1358\C{untangle} \i{Untangle}
1359
1360\cfg{winhelp-topic}{games.untangle}
1361
1362You are given a number of points, some of which have lines drawn
1363between them. You can move the points about arbitrarily; your aim is
1364to position the points so that no line crosses another.
1365
1366I originally saw this in the form of a Flash game called \i{Planarity}
1367\k{Planarity}, written by John Tantalo.
1368
1369\B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1370
1371\H{untangle-controls} \i{Untangle controls}
1372
1373\IM{Untangle controls} controls, for Untangle
1374
1375To move a point, click on it with the left mouse button and drag it
1376into a new position.
1377
e28d0584 1378(All the actions described in \k{common-actions} are also available.)
1379
9d6c3859 1380\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1381
1382There is only one parameter available from the \q{Custom...} option
1383on the \q{Type} menu:
1384
1385\dt \e{Number of points}
1386
1387\dd Controls the size of the puzzle, by specifying the number of
1388points in the generated graph.
1389
1390
bf7ebf5a 1391\C{blackbox} \i{Black Box}
1392
1393\cfg{winhelp-topic}{games.blackbox}
1394
1395A number of balls are hidden in a rectangular arena. You have to
1396deduce the positions of the balls by firing lasers from positions
1397on the edge of the arena and observing how they are deflected.
1398
1399Lasers will fire straight until they hit the opposite side of the
1400arena (at which point they emerge), unless affected by balls in one of
1401the following ways:
1402
1403\b A laser that hits a ball head-on is absorbed and will never re-emerge.
1404 This includes lasers that meet a ball on the first rank of the arena.
1405
1406\b A laser with a ball to its front-left square gets deflected 90 degrees
1407 to the right.
1408
1409\b A laser with a ball to its front-right square gets similarly deflected
1410 to the left.
1411
1412\b A laser that would re-emerge from the entry location is considered to be
ebf54ec9 1413 \q{reflected}.
bf7ebf5a 1414
a4c9750f 1415\b A laser which would get deflected before entering the arena (down the
1416 \q{firing range}) by a ball to the front-left or front-right of its
1417 entry point is also considered to be \q{reflected}.
bf7ebf5a 1418
ebf54ec9 1419Lasers that are reflected appear as a \q{R}; lasers that hit balls
1420dead-on appear as \q{H}. Otherwise, a number appears at the firing point
bf7ebf5a 1421and the location where the laser emerges (this number is unique to
1422that shot).
1423
1424You can place guesses as to the location of the balls, based on the
1425entry and exit patterns of the lasers; once you have placed enough
1426balls a button appears enabling you to have your guesses checked.
1427
1428Here is a diagram showing how the positions of balls can create each
1429of the laser behaviours shown above:
1430
1431\c 1RHR----
1432\c |..O.O...|
1433\c 2........3
1434\c |........|
1435\c |........|
1436\c 3........|
1437\c |......O.|
1438\c H........|
1439\c |.....O..|
1440\c 12-RH---
1441
1442As shown, it is possible for a ball to receive multiple reflections
1443before re-emerging (see turn 3). Similarly, a ball may be reflected
ebf54ec9 1444(possibly more than once) before receiving a hit (the \q{H} on the
bf7ebf5a 1445left side of the example).
1446
1447Note that any layout with more that 4 balls may have a non-unique
1448solution. The following diagram illustrates this; if you know the
1449board contains 5 balls, it is impossible to determine where the fifth
1450ball is (possible positions marked with an x):
1451
1452\c --------
1453\c |........|
1454\c |........|
1455\c |..O..O..|
1456\c |...xx...|
1457\c |...xx...|
1458\c |..O..O..|
1459\c |........|
1460\c |........|
1461\c --------
1462
1463For this reason when you have your guesses checked the game will
1464check that your solution \e{produces the same results} as the
1465computer's, rather than that your solution is identical to the
1466computer's. So in the above example, you could put the fifth ball at
1467\e{any} of the locations marked with an x, and you would still win.
1468
1469Black Box was contributed to this collection by James Harvey.
1470
1471\H{blackbox-controls} \i{Black Box controls}
1472
1473\IM{Black Box controls}controls, for Black Box
1474
1475To fire a laser, left-click in a square around the side of the arena.
1476The results will be displayed immediately. Lasers may not be fired
1477twice (because the results will never change). Holding down the left
1478button will highlight the current go (or a previous go) to confirm the
1479exit point for that laser, if applicable.
1480
1481To guess the location of a ball, left-click within the arena and a
1482black circle will appear marking the guess; to remove the guessed ball
1483click again.
1484
1485Locations in the arena may be locked against modification by
1486right-clicking; whole rows and columns may be similarly locked by
1487right-clicking in the laser firing range above/below that column, or
1488to the left/right of that row.
1489
1490When an appropriate number of balls have been guessed a button will
a4c9750f 1491appear at the top-left corner of the grid; clicking that will mark
bf7ebf5a 1492your guesses.
1493
27388471 1494If you click the \q{mark} button and your guesses are not correct,
1495the game will show you as little information as possible to
1496demonstrate this to you, so you can try again. If your ball
1497positions are not consistent with the laser paths you already know
1498about, one laser path will be circled to indicate that it proves you
1499wrong. If your positions match all the existing laser paths but are
1500still wrong, one new laser path will be revealed (written in red)
1501which is not consistent with your current guesses.
1502
1503If you decide to give up completely, you can select Solve to reveal
1504the actual ball positions. At this point, correctly-placed balls
1505will be displayed as filled black circles; incorrectly-placed balls
1506are displayed as filled black circles with red crosses, and missing
1507balls are filled red circles. In addition, a red circle marks any
1508laser you had already fired which is not consistent with your ball
1509layout (just as when you press the mark button), and red text marks
bf7ebf5a 1510any laser you \e{could} have fired in order to distinguish your ball
1511layout from the right one.
1512
1513(All the actions described in \k{common-actions} are also available.)
1514
1515\H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1516
1517These parameters are available from the \q{Custom...} option on the
1518\q{Type} menu.
1519
1520\dt \e{Width}, \e{Height}
1521
ebf54ec9 1522\dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
bf7ebf5a 1523per grid, two per row and two per column.
1524
1525\dt \e{No. of balls}
1526
1527\dd Number of balls to place in the grid. This can be a single number,
ebf54ec9 1528or a range (separated with a hyphen, like \q{2-6}), and determines the
1529number of balls to place on the grid. The \q{reveal} button is only
bf7ebf5a 1530enabled if you have guessed an appropriate number of balls; a guess
1531using a different number to the original solution is still acceptable,
1532if all the laser inputs and outputs match.
1533
1534
f1010613 1535\C{slant} \i{Slant}
1536
1537\cfg{winhelp-topic}{games.slant}
1538
1539You have a grid of squares. Your aim is to draw a diagonal line
1540through each square, and choose which way each line slants so that
1541the following conditions are met:
1542
1543\b The diagonal lines never form a loop.
1544
1545\b Any point with a circled number has precisely that many lines
1546meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1547zero is the centre of a diamond shape \dash or rather, a partial
1548diamond shape, because a zero can never appear in the middle of the
1549grid because that would immediately cause a loop.)
1550
1551Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1552
1553\B{nikoli-slant}
1554\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1555(in Japanese)
1556
f1010613 1557\H{slant-controls} \i{Slant controls}
1558
1559\IM{Slant controls} controls, for Slant
f1010613 1560
1561Left-clicking in a blank square will place a \cw{\\} in it (a line
1562leaning to the left, i.e. running from the top left of the square to
1563the bottom right). Right-clicking in a blank square will place a
1564\cw{/} in it (leaning to the right, running from top right to bottom
1565left).
1566
1567Continuing to click either button will cycle between the three
1568possible square contents. Thus, if you left-click repeatedly in a
1569blank square it will change from blank to \cw{\\} to \cw{/} back to
1570blank, and if you right-click repeatedly the square will change from
1571blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1572the game entirely with one button if you need to.)
1573
1574(All the actions described in \k{common-actions} are also available.)
1575
e3478a4b 1576\H{slant-parameters} \I{parameters, for Slant}Slant parameters
f1010613 1577
1578These parameters are available from the \q{Custom...} option on the
1579\q{Type} menu.
1580
1581\dt \e{Width}, \e{Height}
1582
1583\dd Size of grid in squares.
1584
15164c74 1585\dt \e{Difficulty}
1586
1587\dd Controls the difficulty of the generated puzzle. At Hard level,
1588you are required to do deductions based on knowledge of
1589\e{relationships} between squares rather than always being able to
1590deduce the exact contents of one square at a time. (For example, you
1591might know that two squares slant in the same direction, even if you
1592don't yet know what that direction is, and this might enable you to
1593deduce something about still other squares.) Even at Hard level,
1594guesswork and backtracking should never be necessary.
1595
f1010613 1596
e3478a4b 1597\C{lightup} \i{Light Up}
1598
1599\cfg{winhelp-topic}{games.lightup}
1600
1601You have a grid of squares. Some are filled in black; some of the
1602black squares are numbered. Your aim is to \q{light up} all the
1603empty squares by placing light bulbs in some of them.
1604
1605Each light bulb illuminates the square it is on, plus all squares in
1606line with it horizontally or vertically unless a black square is
1607blocking the way.
1608
1609To win the game, you must satisfy the following conditions:
1610
1611\b All non-black squares are lit.
1612
1613\b No light is lit by another light.
1614
1615\b All numbered black squares have exactly that number of lights adjacent to
1616 them (in the four squares above, below, and to the side).
1617
1618Non-numbered black squares may have any number of lights adjacent to them.
1619
1620Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1621
1622Light Up was contributed to this collection by James Harvey.
1623
1624\B{nikoli-lightup}
1625\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1626(beware of Flash)
1627
1628\H{lightup-controls} \i{Light Up controls}
1629
1630\IM{Light Up controls} controls, for Light Up
e3478a4b 1631
1632Left-clicking in a non-black square will toggle the presence of a light
1633in that square. Right-clicking in a non-black square toggles a mark there to aid
1634solving; it can be used to highlight squares that cannot be lit, for example.
1635
1636You may not place a light in a marked square, nor place a mark in a lit square.
1637
1638The game will highlight obvious errors in red. Lights lit by other
1639lights are highlighted in this way, as are numbered squares which
1640do not (or cannot) have the right number of lights next to them.
1641
1642Thus, the grid is solved when all non-black squares have yellow
1643highlights and there are no red lights.
1644
e28d0584 1645(All the actions described in \k{common-actions} are also available.)
e3478a4b 1646
1647\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1648
1649These parameters are available from the \q{Custom...} option on the
1650\q{Type} menu.
1651
1652\dt \e{Width}, \e{Height}
1653
1654\dd Size of grid in squares.
1655
1656\dt \e{%age of black squares}
1657
1658\dd Rough percentage of black squares in the grid.
1659
1660\lcont{
1661
1662This is a hint rather than an instruction. If the grid generator is
1663unable to generate a puzzle to this precise specification, it will
1664increase the proportion of black squares until it can.
1665
1666}
1667
1668\dt \e{Symmetry}
1669
1670\dd Allows you to specify the required symmetry of the black squares
1671in the grid. (This does not affect the difficulty of the puzzles
1672noticeably.)
1673
1674\dt \e{Difficulty}
1675
1676\dd \q{Easy} means that the puzzles should be soluble without
1677backtracking or guessing, \q{Hard} means that some guesses will
1678probably be necessary.
1679
1680
c51c7de6 1681\C{map} \i{Map}
1682
1683\cfg{winhelp-topic}{games.map}
1684
1685You are given a map consisting of a number of regions. Your task is
1686to colour each region with one of four colours, in such a way that
1687no two regions sharing a boundary have the same colour. You are
1688provided with some regions already coloured, sufficient to make the
1689remainder of the solution unique.
1690
1691Only regions which share a length of border are required to be
1692different colours. Two regions which meet at only one \e{point}
1693(i.e. are diagonally separated) may be the same colour.
1694
1695I believe this puzzle is original; I've never seen an implementation
1696of it anywhere else. The concept of a four-colouring puzzle was
1697suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1698Allan for inspiring the train of thought that led to me realising
1699Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1700for many detailed suggestions.
1701
c51c7de6 1702\H{map-controls} \i{Map controls}
1703
1704\IM{Map controls} controls, for Map
c51c7de6 1705
1cdd1306 1706To colour a region, click the left mouse button on an existing
1707region of the desired colour and drag that colour into the new
1708region.
c51c7de6 1709
1710(The program will always ensure the starting puzzle has at least one
1711region of each colour, so that this is always possible!)
1712
1713If you need to clear a region, you can drag from an empty region, or
1714from the puzzle boundary if there are no empty regions left.
1715
1cdd1306 1716Dragging a colour using the \e{right} mouse button will stipple the
1717region in that colour, which you can use as a note to yourself that
1718you think the region \e{might} be that colour. A region can contain
1719stipples in multiple colours at once. (This is often useful at the
1720harder difficulty levels.)
1721
e857e161 1722If you press L during play, the game will toggle display of a number
1723in each region of the map. This is useful if you want to discuss a
1724particular puzzle instance with a friend \dash having an unambiguous
1725name for each region is much easier than trying to refer to them all
1726by names such as \q{the one down and right of the brown one on the
1727top border}.
1728
e28d0584 1729(All the actions described in \k{common-actions} are also available.)
c51c7de6 1730
1731\H{map-parameters} \I{parameters, for Map}Map parameters
1732
1733These parameters are available from the \q{Custom...} option on the
1734\q{Type} menu.
1735
1736\dt \e{Width}, \e{Height}
1737
1738\dd Size of grid in squares.
1739
1740\dt \e{Regions}
1741
1742\dd Number of regions in the generated map.
1743
1744\dt \e{Difficulty}
1745
1746\dd In \q{Easy} mode, there should always be at least one region
1cdd1306 1747whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1748modes, you will have to use increasingly complex logic to deduce the
1749colour of some regions. However, it will always be possible without
1750having to guess or backtrack.
c51c7de6 1751
b3728d72 1752\lcont{
1753
1754In \q{Unreasonable} mode, the program will feel free to generate
1755puzzles which are as hard as it can possibly make them: the only
1756constraint is that they should still have a unique solution. Solving
1757Unreasonable puzzles may require guessing and backtracking.
1758
1759}
1760
c51c7de6 1761
6193da8d 1762\C{loopy} \i{Loopy}
1763
1764\cfg{winhelp-topic}{games.loopy}
1765
1766You are given a grid of dots. Your aim is to draw a single unbroken
1767loop from dot to dot within the grid.
1768
1769Some of the square spaces between the dots contain numbers. These
1770numbers indicate how many of the four edges of that square are part
1771of the loop. The loop you draw must correctly satisfy all of these
1772clues to be considered a correct solution.
1773
1774Credit for this puzzle goes to \i{Nikoli} \k{nikoli-loopy}.
1775
1776Loopy was contributed to this collection by Mike Pinna.
1777
1778\B{nikoli-loopy}
1779\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1780(beware of Flash)
1781
6193da8d 1782\H{loopy-controls} \i{Loopy controls}
1783
1784\IM{Loopy controls} controls, for Loopy
6193da8d 1785
1786Click the left mouse button between two dots to add a line segment
1787connecting them. Click again to remove that line segment.
1788
1789If you are sure that a particular line segment is \e{not} part of
1790the loop, you can click the right mouse button to add a small cross
1791indicating this. Click again to remove the cross.
1792
e28d0584 1793(All the actions described in \k{common-actions} are also available.)
6193da8d 1794
1795\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1796
1797These parameters are available from the \q{Custom...} option on the
1798\q{Type} menu.
1799
1800\dt \e{Width}, \e{Height}
1801
1802\dd Size of grid in squares.
1803
1804\dt \e{Recursion depth}
1805
1806\dd Determines how much guesswork and backtracking you will need to
1807do to solve the puzzle. When this is set to zero (as it is for all
1808of the \q{Easy} options in the menu), you should always be able to
1809deduce the state of an edge without having to guess. If you increase
1810it, you will have to guess more and more.
1811
1812\lcont{
1813
1814Setting a high value for this option is liable to consume a lot of
1815CPU time and memory. Be warned!
1816
1817}
1818
1819
81eef9aa 1820\C{inertia} \i{Inertia}
1821
1822\cfg{winhelp-topic}{games.inertia}
1823
1824You are a small green ball sitting in a grid full of obstacles. Your
1825aim is to collect all the gems without running into any mines.
1826
1827You can move the ball in any orthogonal \e{or diagonal} direction.
1828Once the ball starts moving, it will continue until something stops
1829it. A wall directly in its path will stop it (but if it is moving
1830diagonally, it will move through a diagonal gap between two other
1831walls without stopping). Also, some of the squares are \q{stops};
1832when the ball moves on to a stop, it will stop moving no matter what
1833direction it was going in. Gems do \e{not} stop the ball; it picks
1834them up and keeps on going.
1835
1836Running into a mine is fatal. Even if you picked up the last gem in
1837the same move which then hit a mine, the game will count you as dead
1838rather than victorious.
1839
1840This game was originally implemented for Windows by Ben Olmstead
1841\k{bem}, who was kind enough to release his source code on request
1842so that it could be re-implemented for this collection.
1843
1844\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1845
1846\H{inertia-controls} \i{Inertia controls}
1847
1848\IM{Inertia controls} controls, for Inertia
1849\IM{Inertia controls} keys, for Inertia
1850\IM{Inertia controls} shortcuts (keyboard), for Inertia
1851
1852You can move the ball in any of the eight directions using the
1853numeric keypad. Alternatively, if you click the left mouse button on
1854the grid, the ball will begin a move in the general direction of
1855where you clicked.
1856
8b5b08f7 1857If you use the \q{Solve} function on this game, the program will
1858compute a path through the grid which collects all the remaining
1859gems and returns to the current position. A hint arrow will appear
1860on the ball indicating the direction in which you should move to
1861begin on this path. If you then move in that direction, the arrow
1862will update to indicate the next direction on the path. You can also
1863press Space to automatically move in the direction of the hint
1864arrow. If you move in a different direction from the one shown by
1865the arrow, the hint arrows will stop appearing because you have
1866strayed from the provided path; you can then use \q{Solve} again to
1867generate a new path if you want to.
1868
81eef9aa 1869All the actions described in \k{common-actions} are also available.
1870In particular, if you do run into a mine and die, you can use the
1871Undo function and resume playing from before the fatal move. The
1872game will keep track of the number of times you have done this.
1873
1874\H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
1875
1876These parameters are available from the \q{Custom...} option on the
1877\q{Type} menu.
1878
1879\dt \e{Width}, \e{Height}
1880
1881\dd Size of grid in squares.
1882
1883
86e60e3d 1884\C{tents} \i{Tents}
1885
1886\cfg{winhelp-topic}{games.tents}
1887
1888You have a grid of squares, some of which contain trees. Your aim is
1889to place tents in some of the remaining squares, in such a way that
1890the following conditions are met:
1891
1892\b There are exactly as many tents as trees.
1893
1894\b The tents and trees can be matched up in such a way that each
1895tent is directly adjacent (horizontally or vertically, but not
1896diagonally) to its own tree. However, a tent may be adjacent to
1897other trees as well as its own.
1898
1899\b No two tents are adjacent horizontally, vertically \e{or
1900diagonally}.
1901
1902\b The number of tents in each row, and in each column, matches the
1903numbers given round the sides of the grid.
1904
1905This puzzle can be found in several places on the Internet, and was
1906brought to my attention by e-mail. I don't know who I should credit
1907for inventing it.
1908
1909\H{tents-controls} \i{Tents controls}
1910
1911\IM{Tents controls} controls, for Tents
1912
1913Left-clicking in a blank square will place a tent in it.
1914Right-clicking in a blank square will colour it green, indicating
1915that you are sure it \e{isn't} a tent. Clicking either button in an
1916occupied square will clear it.
1917
565394e7 1918If you \e{drag} with the right button along a row or column, every
1919blank square in the region you cover will be turned green, and no
1920other squares will be affected. (This is useful for clearing the
1921remainder of a row once you have placed all its tents.)
1922
86e60e3d 1923(All the actions described in \k{common-actions} are also available.)
1924
1925\H{tents-parameters} \I{parameters, for Tents}Tents parameters
1926
1927These parameters are available from the \q{Custom...} option on the
1928\q{Type} menu.
1929
1930\dt \e{Width}, \e{Height}
1931
1932\dd Size of grid in squares.
1933
1934\dt \e{Difficulty}
1935
1936\dd Controls the difficulty of the generated puzzle. More difficult
1937puzzles require more complex deductions, but at present none of the
1938available difficulty levels requires guesswork or backtracking.
1939
1940
e7c63b02 1941\C{bridges} \i{Bridges}
1942
1943\cfg{winhelp-topic}{games.bridges}
1944
1945You have a set of islands distributed across the playing area. Each
1946island contains a number. Your aim is to connect the islands
1947together with bridges, in such a way that:
1948
1949\b Bridges run horizontally or vertically.
1950
1951\b The number of bridges terminating at any island is equal to the
1952number written in that island.
1953
1954\b Two bridges may run in parallel between the same two islands, but
1955no more than two may do so.
1956
1957\b No bridge crosses another bridge.
1958
1959\b All the islands are connected together.
1960
1961There are some configurable alternative modes, which involve
1962changing the parallel-bridge limit to something other than 2, and
1963introducing the additional constraint that no sequence of bridges
1964may form a loop from one island back to the same island. The rules
1965stated above are the default ones.
1966
1967Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
1968
1969Bridges was contributed to this collection by James Harvey.
1970
1971\B{nikoli-bridges}
1972\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
1973
1974\H{bridges-controls} \i{Bridges controls}
1975
1976\IM{Bridges controls} controls, for Bridges
1977
1978To place a bridge between two islands, click the mouse down on one
1979island and drag it towards the other. You do not need to drag all
1980the way to the other island; you only need to move the mouse far
1981enough for the intended bridge direction to be unambiguous. (So you
1982can keep the mouse near the starting island and conveniently throw
1983bridges out from it in many directions.)
1984
1985Doing this again when a bridge is already present will add another
1986parallel bridge. If there are already as many bridges between the
1987two islands as permitted by the current game rules (i.e. two by
1988default), the same dragging action will remove all of them.
1989
1990If you want to remind yourself that two islands definitely \e{do
1991not} have a bridge between them, you can right-drag between them in
1992the same way to draw a \q{non-bridge} marker.
1993
1994If you think you have finished with an island (i.e. you have placed
1995all its bridges and are confident that they are in the right
1996places), you can mark the island as finished by left-clicking on it.
1997This will highlight it and all the bridges connected to it, and you
1998will be prevented from accidentally modifying any of those bridges
1999in future. Left-clicking again on a highlighted island will unmark
2000it and restore your ability to modify it.
2001
2002Violations of the puzzle rules will be marked in red:
2003
2004\b An island with too many bridges will be highlighted in red.
2005
2006\b An island with too few bridges will be highlighted in red if it
2007is definitely an error (as opposed to merely not being finished
2008yet): if adding enough bridges would involve having to cross another
2009bridge or remove a non-bridge marker, or if the island has been
2010highlighted as complete.
2011
2012\b A group of islands and bridges may be highlighted in red if it is
2013a closed subset of the puzzle with no way to connect it to the rest
2014of the islands. For example, if you directly connect two 1s together
2015with a bridge and they are not the only two islands on the grid,
2016they will light up red to indicate that such a group cannot be
2017contained in any valid solution.
2018
2019\b If you have selected the (non-default) option to disallow loops
2020in the solution, a group of bridges which forms a loop will be
2021highlighted.
2022
2023(All the actions described in \k{common-actions} are also available.)
2024
2025\H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2026
2027These parameters are available from the \q{Custom...} option on the
2028\q{Type} menu.
2029
2030\dt \e{Width}, \e{Height}
2031
2032\dd Size of grid in squares.
2033
2034\dt \e{Difficulty}
2035
2036\dd Difficulty level of puzzle.
2037
2038\dt \e{Allow loops}
2039
2040\dd This is set by default. If cleared, puzzles will be generated in
2041such a way that they are always soluble without creating a loop, and
2042solutions which do involve a loop will be disallowed.
2043
2044\dt \e{Max. bridges per direction}
2045
2046\dd Maximum number of bridges in any particular direction. The
2047default is 2, but you can change it to 1, 3 or 4. In general, fewer
2048is easier.
2049
2050\dt \e{%age of island squares}
2051
2052\dd Gives a rough percentage of islands the generator will try and
2053lay before finishing the puzzle. Certain layouts will not manage to
2054lay enough islands; this is an upper bound.
2055
2056\dt \e{Expansion factor (%age)}
2057
2058\dd The grid generator works by picking an existing island at random
2059(after first creating an initial island somewhere). It then decides
2060on a direction (at random), and then works out how far it could
2061extend before creating another island. This parameter determines how
2062likely it is to extend as far as it can, rather than choosing
2063somewhere closer.
2064
2065High expansion factors usually mean easier puzzles with fewer
2066possible islands; low expansion factors can create lots of
2067tightly-packed islands.
2068
2069
e91825f8 2070\A{licence} \I{MIT licence}\ii{Licence}
2071
8a771ea7 2072This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 2073
6193da8d 2074Portions copyright Richard Boulton, James Harvey and Mike Pinna.
e91825f8 2075
2076Permission is hereby granted, free of charge, to any person
2077obtaining a copy of this software and associated documentation files
2078(the "Software"), to deal in the Software without restriction,
2079including without limitation the rights to use, copy, modify, merge,
2080publish, distribute, sublicense, and/or sell copies of the Software,
2081and to permit persons to whom the Software is furnished to do so,
2082subject to the following conditions:
2083
2084The above copyright notice and this permission notice shall be
2085included in all copies or substantial portions of the Software.
2086
2087THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
2088EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2089MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2090NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2091BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2092ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2093CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2094SOFTWARE.
2095
3c9388ef 2096\IM{command-line}{command line} command line
2097
1185e3c5 2098\IM{specific} \q{Specific}, menu option
2099\IM{custom} \q{Custom}, menu option
e91825f8 2100
2101\IM{game ID} game ID
2102\IM{game ID} ID, game
2103\IM{ID format} ID format
2104\IM{ID format} format, ID
2105\IM{ID format} game ID, format
2106
2107\IM{keys} keys
2108\IM{keys} shortcuts (keyboard)
2109
2110\IM{initial state} initial state
2111\IM{initial state} state, initial
2112
2113\IM{MIT licence} MIT licence
2114\IM{MIT licence} licence, MIT