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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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9 | \cfg{html-template-filename}{%k.html} |
10 | \cfg{html-index-filename}{docindex.html} |
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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 | |
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16 | \cfg{info-filename}{puzzles.info} |
17 | |
18 | \cfg{ps-filename}{puzzles.ps} |
19 | \cfg{pdf-filename}{puzzles.pdf} |
20 | |
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21 | \define{by} \u00D7{x} |
22 | |
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23 | This is a collection of small one-player puzzle games. |
24 | |
25 | \copyright This manual is copyright 2004 Simon Tatham. All rights |
26 | reserved. You may distribute this documentation under the MIT licence. |
27 | See \k{licence} for the licence text in full. |
28 | |
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29 | \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">} |
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30 | |
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31 | \versionid $Id$ |
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32 | |
33 | \C{intro} Introduction |
34 | |
35 | I wrote this collection because I thought there should be more small |
36 | desktop toys available: little games you can pop up in a window and |
37 | play for two or three minutes while you take a break from whatever |
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38 | else you were doing. And I was also annoyed that every time I found |
39 | a good game on (say) \i{Unix}, it wasn't available the next time I |
40 | was sitting at a \i{Windows} machine, or vice versa; so I arranged |
41 | that everything in my personal puzzle collection will happily run on |
42 | both, and have more recently done a port to Mac OS X as well. When I |
43 | find (or perhaps invent) further puzzle games that I like, they'll |
44 | be added to this collection and will immediately be available on |
45 | both platforms. And if anyone feels like writing any other front |
46 | ends - PocketPC, Mac OS pre-10, or whatever it might be - then all |
47 | the games in this framework will immediately become available on |
48 | another platform as well. |
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49 | |
50 | The actual games in this collection were mostly not my invention; I |
51 | saw them elsewhere, and rewrote them in a form that was more |
52 | convenient for me. I do not claim credit, in general, for inventing |
53 | the rules of any of these puzzles; all I claim is authorship of the |
54 | code (or at least those parts of the code that weren't contributed |
55 | by other people!). |
56 | |
57 | This collection is distributed under the \i{MIT licence} (see |
58 | \k{licence}). This means that you can do pretty much anything you like |
59 | with the game binaries or the code, except pretending you wrote them |
60 | yourself, or suing me if anything goes wrong. |
61 | |
62 | The most recent versions, and \i{source code}, can be found at |
63 | \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}. |
64 | |
65 | Please report \I{feedback}\i{bugs} to |
66 | \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}. |
67 | You might find it helpful to read this article before reporting a bug: |
68 | |
69 | \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html} |
70 | |
71 | \ii{Patches} are welcome. Especially if they provide a new front end |
72 | (to make all these games run on another platform), or a new game. |
73 | |
74 | |
75 | \C{common} \ii{Common features} |
76 | |
77 | This chapter describes features that are common to all the games. |
78 | |
79 | \H{common-actions} \I{controls}Common actions |
80 | |
81 | These actions are all available from the \I{Game menu}\q{Game} menu |
82 | and via \I{keys}keyboard shortcuts, in addition to any game-specific |
83 | actions. |
84 | |
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85 | (On Mac OS X, to conform with local user interface standards, these |
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86 | actions are situated on the \I{File menu}\q{File} and \I{Edit |
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87 | menu}\q{Edit} menus instead.) |
88 | |
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89 | \dt \ii\e{New game} (\q{N}, Ctrl+\q{N}) |
90 | |
91 | \dd Starts a new game, with a random initial state. |
92 | |
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93 | \dt \ii\e{Restart game} |
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94 | |
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95 | \dd Resets the current game to its initial state. (This can be undone.) |
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96 | |
97 | \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_}) |
98 | |
99 | \dd Undoes a single move. (You can undo moves back to the start of the |
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100 | session.) |
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101 | |
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102 | \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R}) |
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103 | |
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104 | \dd Redoes a previously undone move. |
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105 | |
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106 | \dt \ii\e{Copy} |
107 | |
108 | \dd Copies the current state of your game to the clipboard in text |
109 | format, so that you can paste it into (say) an e-mail client or a |
110 | web message board if you're discussing the game with someone else. |
111 | (Not all games support this feature.) |
112 | |
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113 | \dt \ii\e{Solve} |
114 | |
115 | \dd Transforms the puzzle instantly into its solved state. For some |
116 | games (Cube) this feature is not supported at all because it is of |
117 | no particular use. For other games (such as Pattern), the solved |
118 | state can be used to give you information, if you can't see how a |
119 | solution can exist at all or you want to know where you made a |
120 | mistake. For still other games (such as Sixteen), automatic solution |
121 | tells you nothing about how to \e{get} to the solution, but it does |
122 | provide a useful way to get there quickly so that you can experiment |
123 | with set-piece moves and transformations. |
124 | |
125 | \lcont{ |
126 | |
127 | Some games (such as Solo) are capable of solving a game ID you have |
128 | typed in from elsewhere. Other games (such as Rectangles) cannot |
129 | solve a game ID they didn't invent themself, but when they did |
130 | invent the game ID they know what the solution is already. Still |
131 | other games (Pattern) can solve \e{some} external game IDs, but only |
132 | if they aren't too difficult. |
133 | |
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134 | The \q{Solve} command adds the solved state to the end of the undo |
135 | chain for the puzzle. In other words, if you want to go back to |
136 | solving it yourself after seeing the answer, you can just press Undo. |
137 | |
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138 | } |
139 | |
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140 | \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q}) |
141 | |
142 | \dd Closes the application entirely. |
143 | |
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144 | \H{common-id} Specifying games with the \ii{game ID} |
145 | |
146 | There are two ways to save a game specification out of a puzzle and |
147 | recreate it later, or recreate it in somebody else's copy of the |
148 | same puzzle. |
149 | |
150 | The \q{\i{Specific}} and \q{\i{Random Seed}} options from the |
151 | \I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each |
152 | show a piece of text (a \q{game ID}) which is sufficient to |
153 | reconstruct precisely the same game at a later date. |
154 | |
155 | You can enter either of these pieces of text back into the program |
156 | (via the same \q{Specific} or \q{Random Seed} menu options) at a |
157 | later point, and it will recreate the same game. You can also use |
158 | either one as a \i{command line} argument (on Windows or Unix); see |
159 | \k{common-cmdline} for more detail. |
160 | |
161 | The difference between the two forms is that a descriptive game ID |
162 | is a literal \e{description} of the \i{initial state} of the game, |
163 | whereas a random seed is just a piece of arbitrary text which was |
164 | provided as input to the random number generator used to create the |
165 | puzzle. This means that: |
166 | |
167 | \b Descriptive game IDs tend to be longer in many puzzles (although |
168 | some, such as Cube (\k{cube}), only need very short descriptions). |
169 | So a random seed is often a \e{quicker} way to note down the puzzle |
170 | you're currently playing, or to tell it to somebody else so they can |
171 | play the same one as you. |
172 | |
173 | \b Any text at all is a valid random seed. The automatically |
174 | generated ones are fifteen-digit numbers, but anything will do; you |
175 | can type in your full name, or a word you just made up, and a valid |
176 | puzzle will be generated from it. This provides a way for two or |
177 | more people to race to complete the same puzzle: you think of a |
178 | random seed, then everybody types it in at the same time, and nobody |
179 | has an advantage due to having seen the generated puzzle before |
180 | anybody else. |
181 | |
182 | \b It is often possible to convert puzzles from other sources (such |
183 | as \q{nonograms} or \q{sudoku} from newspapers) into descriptive |
184 | game IDs suitable for use with these programs. |
185 | |
186 | \b Random seeds are not guaranteed to produce the same result if you |
187 | use them with a different \i\e{version} of the puzzle program. This |
188 | is because the generation algorithm might have been improved or |
189 | modified in later versions of the code, and will therefore produce a |
190 | different result when given the same sequence of random numbers. Use |
191 | a descriptive game ID if you aren't sure that it will be used on the |
192 | same version of the program as yours. |
193 | |
194 | \lcont{(Use the \q{About} menu option to find out the version number |
195 | of the program. Programs with the same version number running on |
196 | different platforms should still be random-seed compatible.)} |
197 | |
198 | \I{ID format}A descriptive game ID starts with a piece of text which |
199 | encodes the \i\e{parameters} of the current game (such as grid |
200 | size). Then there is a colon, and after that is the description of |
201 | the game's initial state. A random seed starts with a similar string |
202 | of parameters, but then it contains a hash sign followed by |
203 | arbitrary data. |
204 | |
205 | If you enter a descriptive game ID, the program will not be able to |
206 | show you the random seed which generated it, since it wasn't |
207 | generated \e{from} a random seed. If you \e{enter} a random seed, |
208 | however, the program will be able to show you the descriptive game |
209 | ID derived from that random seed. |
210 | |
211 | Note that the game parameter strings are not always identical |
212 | between the two forms. For some games, there will be parameter data |
213 | provided with the random seed which is not included in the |
214 | descriptive game ID. This is because that parameter information is |
215 | only relevant when \e{generating} puzzle grids, and is not important |
216 | when playing them. Thus, for example, the difficulty level in Solo |
217 | (\k{solo}) is not mentioned in the descriptive game ID. |
218 | |
219 | These additional parameters are also not set permanently if you type |
220 | in a game ID. For example, suppose you have Solo set to \q{Advanced} |
221 | difficulty level, and then a friend wants your help with a |
222 | \q{Trivial} puzzle; so the friend reads out a random seed specifying |
223 | \q{Trivial} difficulty, and you type it in. The program will |
224 | generate you the same \q{Trivial} grid which your friend was having |
225 | trouble with, but once you have finished playing it, when you ask |
226 | for a new game it will automatically go back to the \q{Advanced} |
227 | difficulty which it was previously set on. |
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228 | |
229 | \H{common-type} The \q{Type} menu |
230 | |
231 | The \I{Type menu}\q{Type} menu, if present, may contain a list of |
232 | \i{preset} game settings. Selecting one of these will start a new |
233 | random game with the parameters specified. |
234 | |
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235 | The \q{Type} menu may also contain a \q{\i{Custom}} option which |
236 | allows you to fine-tune game \i{parameters}. The parameters |
237 | available are specific to each game and are described in the |
238 | following sections. |
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239 | |
240 | \H{common-cmdline} Specifying game parameters on the \i{command line} |
241 | |
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242 | (This section does not apply to the Mac OS X version.) |
243 | |
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244 | The games in this collection deliberately do not ever save |
245 | information on to the computer they run on: they have no high score |
246 | tables and no saved preferences. (This is because I expect at least |
247 | some people to play them at work, and those people will probably |
248 | appreciate leaving as little evidence as possible!) |
249 | |
250 | However, if you do want to arrange for one of these games to default |
251 | to a particular set of parameters, you can specify them on the |
252 | command line. |
253 | |
254 | The easiest way to do this is to set up the parameters you want |
255 | using the \q{Type} menu (see \k{common-type}), and then to select |
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256 | \q{Random Seed} from the \q{Game} or \q{File} menu (see |
257 | \k{common-id}). The text in the \q{Game ID} box will be composed of |
258 | two parts, separated by a hash. The first of these parts represents |
259 | the game parameters (the size of the playing area, for example, and |
260 | anything else you set using the \q{Type} menu). |
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261 | |
262 | If you run the game with just that parameter text on the command |
263 | line, it will start up with the settings you specified. |
264 | |
265 | For example: if you run Cube (see \k{cube}), select \q{Octahedron} |
266 | from the \q{Type} menu, and then go to the game ID selection, you |
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267 | will see a string of the form \cq{o2x2#338686542711620}. Take only |
268 | the part before the hash (\cq{o2x2}), and start Cube with that text |
269 | on the command line: \cq{cube o2x2}. |
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270 | |
271 | If you copy the \e{entire} game ID on to the command line, the game |
272 | will start up in the specific game that was described. This is |
273 | occasionally a more convenient way to start a particular game ID |
274 | than by pasting it into the game ID selection box. |
275 | |
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276 | (You could also retrieve the encoded game parameters using the |
277 | \q{Specific} menu option instead of \q{Random Seed}, but if you do |
278 | then some options, such as the difficulty level in Solo, will be |
279 | missing. See \k{common-id} for more details on this.) |
280 | |
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281 | \C{net} \i{Net} |
282 | |
283 | \cfg{winhelp-topic}{games.net} |
284 | |
285 | (\e{Note:} the \i{Windows} version of this game is called |
286 | \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.) |
287 | |
288 | I originally saw this in the form of a Flash game called \i{FreeNet} |
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289 | \k{FreeNet}, written by Pavils Jurjans; there are several other |
290 | implementations under the name \i{NetWalk}. The computer prepares a |
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291 | network by connecting up the centres of squares in a grid, and then |
292 | shuffles the network by rotating every tile randomly. Your job is to |
293 | rotate it all back into place. The successful solution will be an |
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294 | entirely connected network, with no closed loops. \#{The latter |
295 | clause means that there are no closed paths within the network. |
296 | Could this be clearer? "No closed paths"?} As a visual aid, |
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297 | all tiles which are connected to the one in the middle are |
298 | highlighted. |
299 | |
300 | \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm} |
301 | |
302 | \H{net-controls} \i{Net controls} |
303 | |
304 | \IM{Net controls} controls, for Net |
305 | \IM{Net controls} keys, for Net |
306 | \IM{Net controls} shortcuts (keyboard), for Net |
307 | |
308 | This game can be played with either the keyboard or the mouse. The |
309 | controls are: |
310 | |
311 | \dt \e{Select tile}: mouse pointer, arrow keys |
312 | |
313 | \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key |
314 | |
315 | \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key |
316 | |
317 | \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key |
318 | |
319 | \dd You can lock a tile once you're sure of its orientation. You can |
320 | also unlock it again, but while it's locked you can't accidentally |
321 | turn it. |
322 | |
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323 | The following controls are not necessary to complete the game, but may |
324 | be useful: |
325 | |
326 | \dt \e{Shift grid}: Shift + arrow keys |
327 | |
328 | \dd On grids that wrap, you can move the origin of the grid, so that |
329 | tiles that were on opposite sides of the grid can be seen together. |
330 | |
331 | \dt \e{Move centre}: Ctrl + arrow keys |
332 | |
333 | \dd You can change which tile is used as the source of highlighting. |
334 | (It doesn't ultimately matter which tile this is, as every tile will |
335 | be connected to every other tile in a correct solution, but it may be |
336 | helpful in the intermediate stages of solving the puzzle.) |
337 | |
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338 | \dt \e{Jumble tiles}: \q{J} key |
339 | |
340 | \dd This key turns all tiles that are not locked to random |
341 | orientations. |
342 | |
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343 | (All the actions described in \k{common-actions} are also available.) |
344 | |
345 | \H{net-params} \I{parameters, for Net}Net parameters |
346 | |
347 | These parameters are available from the \q{Custom...} option on the |
348 | \q{Type} menu. |
349 | |
350 | \dt \e{Width}, \e{Height} |
351 | |
352 | \dd Size of grid in tiles. |
353 | |
354 | \dt \e{Walls wrap around} |
355 | |
356 | \dd If checked, flow can pass from the left edge to the right edge, |
357 | and from top to bottom, and vice versa. |
358 | |
359 | \dt \e{Barrier probability} |
360 | |
361 | \dd A number between 0.0 and 1.0 controlling whether an immovable |
362 | barrier is placed between two tiles to prevent flow between them (a |
363 | higher number gives more barriers). Since barriers are immovable, they |
364 | act as constraints on the solution (i.e., hints). |
365 | |
366 | \lcont{ |
367 | |
368 | The grid generation in Net has been carefully arranged so that the |
369 | barriers are independent of the rest of the grid. This means that if |
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370 | you note down the random seed used to generate the current puzzle |
371 | (see \k{common-id}), change the \e{Barrier probability} parameter, |
372 | and then re-enter the same random seed, you should see exactly the |
373 | same starting grid, with the only change being the number of |
374 | barriers. So if you're stuck on a particular grid and need a hint, |
375 | you could start up another instance of Net, set up the same |
376 | parameters but a higher barrier probability, and enter the game seed |
377 | from the original Net window. |
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378 | |
379 | } |
380 | |
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381 | \dt \e{Ensure unique solution} |
382 | |
383 | \dd Normally, Net will make sure that the puzzles it presents have |
384 | only one solution. Puzzles with ambiguous sections can be more |
385 | difficult and more subtle, so if you like you can turn off this |
386 | feature and risk having ambiguous puzzles. (Also, finding \e{all} |
387 | the possible solutions can be an additional challenge for an |
388 | advanced player.) |
389 | |
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390 | \C{cube} \i{Cube} |
391 | |
392 | \cfg{winhelp-topic}{games.cube} |
393 | |
394 | This is another one I originally saw as a web game. This one was a |
395 | Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16 |
396 | squares, six of which are blue; on one square rests a cube. Your move |
397 | is to use the arrow keys to roll the cube through 90 degrees so that |
398 | it moves to an adjacent square. If you roll the cube on to a blue |
399 | square, the blue square is picked up on one face of the cube; if you |
400 | roll a blue face of the cube on to a non-blue square, the blueness is |
401 | put down again. (In general, whenever you roll the cube, the two faces |
402 | that come into contact swap colours.) Your job is to get all six blue |
403 | squares on to the six faces of the cube at the same time. Count your |
404 | moves and try to do it in as few as possible. |
405 | |
406 | Unlike the original Java game, my version has an additional feature: |
407 | once you've mastered the game with a cube rolling on a square grid, |
408 | you can change to a triangular grid and roll any of a tetrahedron, an |
409 | octahedron or an icosahedron. |
410 | |
411 | \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm} |
412 | |
413 | \H{cube-controls} \i{Cube controls} |
414 | |
415 | \IM{Cube controls} controls, for Cube |
416 | \IM{Cube controls} keys, for Cube |
417 | \IM{Cube controls} shortcuts (keyboard), for Cube |
418 | |
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419 | This game can be played with either the keyboard or the mouse. |
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420 | |
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421 | Left-clicking anywhere on the window will move the cube (or other |
422 | solid) towards the mouse pointer. |
423 | |
424 | The arrow keys can also used to roll the cube on its square grid in |
425 | the four cardinal directions. |
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426 | On the triangular grids, the mapping of arrow keys to directions is |
427 | more approximate. Vertical movement is disallowed where it doesn't |
428 | make sense. The four keys surrounding the arrow keys on the numeric |
429 | keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement. |
430 | |
431 | (All the actions described in \k{common-actions} are also available.) |
432 | |
433 | \H{cube-params} \I{parameters, for Cube}Cube parameters |
434 | |
435 | These parameters are available from the \q{Custom...} option on the |
436 | \q{Type} menu. |
437 | |
438 | \dt \e{Type of solid} |
439 | |
440 | \dd Selects the solid to roll (and hence the shape of the grid): |
441 | tetrahedron, cube, octahedron, or icosahedron. |
442 | |
443 | \dt \e{Width / top}, \e{Height / bottom} |
444 | |
445 | \dd On a square grid, horizontal and vertical dimensions. On a |
446 | triangular grid, the number of triangles on the top and bottom rows |
447 | respectively. |
448 | |
449 | |
450 | \C{fifteen} \i{Fifteen} |
451 | |
452 | \cfg{winhelp-topic}{games.fifteen} |
453 | |
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454 | The old ones are the best: this is the good old \q{\i{15-puzzle}} |
455 | with sliding tiles. You have a 4\by\.4 square grid; 15 squares |
456 | contain numbered tiles, and the sixteenth is empty. Your move is to |
457 | choose a tile next to the empty space, and slide it into the space. |
458 | The aim is to end up with the tiles in numerical order, with the |
459 | space in the bottom right (so that the top row reads 1,2,3,4 and the |
460 | bottom row reads 13,14,15,\e{space}). |
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461 | |
462 | \H{fifteen-controls} \i{Fifteen controls} |
463 | |
464 | \IM{Fifteen controls} controls, for Fifteen |
465 | \IM{Fifteen controls} keys, for Fifteen |
466 | \IM{Fifteen controls} shortcuts (keyboard), for Fifteen |
467 | |
468 | This game can be controlled with the mouse or the keyboard. |
469 | |
470 | A left-click with the mouse in the row or column containing the empty |
471 | space will move as many tiles as necessary to move the space to the |
472 | mouse pointer. |
473 | |
474 | The arrow keys will move a tile adjacent to the space in the direction |
475 | indicated (moving the space in the \e{opposite} direction). |
476 | |
477 | (All the actions described in \k{common-actions} are also available.) |
478 | |
479 | \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters |
480 | |
481 | The only options available from the \q{Custom...} option on the \q{Type} |
482 | menu are \e{Width} and \e{Height}, which are self-explanatory. (Once |
483 | you've changed these, it's not a \q{15-puzzle} any more, of course!) |
484 | |
485 | |
486 | \C{sixteen} \i{Sixteen} |
487 | |
488 | \cfg{winhelp-topic}{games.sixteen} |
489 | |
490 | Another sliding tile puzzle, visually similar to Fifteen (see |
491 | \k{fifteen}) but with a different type of move. This time, there is no |
492 | hole: all 16 squares on the grid contain numbered squares. Your move |
493 | is to shift an entire row left or right, or shift an entire column up |
494 | or down; every time you do that, the tile you shift off the grid |
495 | re-appears at the other end of the same row, in the space you just |
496 | vacated. To win, arrange the tiles into numerical order (1,2,3,4 on |
497 | the top row, 13,14,15,16 on the bottom). When you've done that, try |
498 | playing on different sizes of grid. |
499 | |
500 | I \e{might} have invented this game myself, though only by accident if |
501 | so (and I'm sure other people have independently invented it). I |
502 | thought I was imitating a screensaver I'd seen, but I have a feeling |
503 | that the screensaver might actually have been a Fifteen-type puzzle |
504 | rather than this slightly different kind. So this might be the one |
505 | thing in my puzzle collection which represents creativity on my part |
506 | rather than just engineering. |
507 | |
508 | \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls |
509 | |
510 | This game is played with the mouse. Left-clicking on an arrow will |
511 | move the appropriate row or column in the direction indicated. |
512 | Right-clicking will move it in the opposite direction. |
513 | |
514 | (All the actions described in \k{common-actions} are also available.) |
515 | |
516 | \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters |
517 | |
81875211 |
518 | The parameters available from the \q{Custom...} option on the |
519 | \q{Type} menu are: |
520 | |
521 | \b \e{Width} and \e{Height}, which are self-explanatory. |
522 | |
523 | \b You can ask for a limited shuffling operation to be performed on |
524 | the grid. By default, Sixteen will shuffle the grid in such a way |
525 | that any arrangement is about as probable as any other. You can |
526 | override this by requesting a precise number of shuffling moves to |
527 | be performed. Typically your aim is then to determine the precise |
528 | set of shuffling moves and invert them exactly, so that you answer |
529 | (say) a four-move shuffle with a four-move solution. Note that the |
530 | more moves you ask for, the more likely it is that solutions shorter |
531 | than the target length will turn out to be possible. |
532 | |
e91825f8 |
533 | |
9038fd11 |
534 | \C{twiddle} \i{Twiddle} |
535 | |
536 | \cfg{winhelp-topic}{games.twiddle} |
537 | |
538 | Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen |
539 | (see \k{sixteen}): you are given a grid of square tiles, each |
540 | containing a number, and your aim is to arrange the numbers into |
541 | ascending order. |
542 | |
543 | In basic Twiddle, your move is to rotate a square group of four |
a3631c72 |
544 | tiles about their common centre. (Orientation is not significant in |
545 | the basic puzzle, although you can select it.) On more advanced |
546 | settings, you can rotate a larger square group of tiles. |
9038fd11 |
547 | |
548 | I first saw this type of puzzle in the GameCube game \q{Metroid |
549 | Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle |
550 | you solve to unlock a door, which is a special case of Twiddle. I |
551 | developed this game as a generalisation of that puzzle. |
552 | |
553 | \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls |
554 | |
555 | To play Twiddle, click the mouse in the centre of the square group |
556 | you wish to rotate. In the basic mode, you rotate a 2\by\.2 square, |
557 | which means you have to click at a corner point where four tiles |
558 | meet. |
559 | |
560 | In more advanced modes you might be rotating 3\by\.3 or even more at |
561 | a time; if the size of the square is odd then you simply click in |
562 | the centre tile of the square you want to rotate. |
563 | |
564 | Clicking with the left mouse button rotates the group anticlockwise. |
565 | Clicking with the right button rotates it clockwise. |
566 | |
567 | (All the actions described in \k{common-actions} are also available.) |
568 | |
569 | \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters |
570 | |
571 | Twiddle provides several configuration options via the \q{Custom} |
572 | option on the \q{Type} menu: |
573 | |
574 | \b You can configure the width and height of the puzzle grid. |
575 | |
576 | \b You can configure the size of square block that rotates at a time. |
577 | |
578 | \b You can ask for every square in the grid to be distinguishable |
579 | (the default), or you can ask for a simplified puzzle in which there |
580 | are groups of identical numbers. In the simplified puzzle your aim |
581 | is just to arrange all the 1s into the first row, all the 2s into |
582 | the second row, and so on. |
583 | |
a3631c72 |
584 | \b You can configure whether the orientation of tiles matters. If |
d50832a3 |
585 | you ask for an orientable puzzle, each tile will have a triangle |
586 | drawn in it. All the triangles must be pointing upwards to complete |
587 | the puzzle. |
a3631c72 |
588 | |
81875211 |
589 | \b You can ask for a limited shuffling operation to be performed on |
590 | the grid. By default, Twiddle will shuffle the grid so much that any |
591 | arrangement is about as probable as any other. You can override this |
592 | by requesting a precise number of shuffling moves to be performed. |
593 | Typically your aim is then to determine the precise set of shuffling |
594 | moves and invert them exactly, so that you answer (say) a four-move |
595 | shuffle with a four-move solution. Note that the more moves you ask |
596 | for, the more likely it is that solutions shorter than the target |
597 | length will turn out to be possible. |
598 | |
9038fd11 |
599 | |
e91825f8 |
600 | \C{rectangles} \i{Rectangles} |
601 | |
602 | \cfg{winhelp-topic}{games.rectangles} |
603 | |
604 | You have a grid of squares, with numbers written in some (but not all) |
605 | of the squares. Your task is to subdivide the grid into rectangles of |
606 | various sizes, such that (a) every rectangle contains exactly one |
607 | numbered square, and (b) the area of each rectangle is equal to the |
608 | number written in its numbered square. |
609 | |
610 | Credit for this game goes to the Japanese puzzle magazine \i{Nikoli} |
26801d29 |
611 | \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle |
612 | Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's |
613 | implementation, my version automatically generates random grids of |
614 | any size you like. The quality of puzzle design is therefore not |
615 | quite as good as hand-crafted puzzles would be, but on the plus side |
616 | you get an inexhaustible supply of puzzles tailored to your own |
617 | specification. |
e91825f8 |
618 | |
6ae37301 |
619 | \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 |
620 | |
6ae37301 |
621 | \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 |
622 | |
623 | \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls |
624 | |
625 | This game is played with the mouse. |
626 | |
627 | Left-click any edge to toggle it on or off, or click and drag to draw |
628 | an entire rectangle (or line) on the grid in one go (removing any |
629 | existing edges within that rectangle). |
630 | |
631 | When a rectangle of the correct size is completed, it will be shaded. |
632 | |
633 | (All the actions described in \k{common-actions} are also available.) |
634 | |
635 | \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters |
636 | |
40fde884 |
637 | These parameters are available from the \q{Custom...} option on the |
638 | \q{Type} menu. |
639 | |
640 | \dt \e{Width}, \e{Height} |
641 | |
642 | \dd Size of grid, in squares. |
643 | |
644 | \dt \e{Expansion factor} |
aea3ed9a |
645 | |
40fde884 |
646 | \dd This is a mechanism for changing the type of grids generated by |
647 | the program. Some people prefer a grid containing a few large |
648 | rectangles to one containing many small ones. So you can ask |
aea3ed9a |
649 | Rectangles to essentially generate a \e{smaller} grid than the size |
650 | you specified, and then to expand it by adding rows and columns. |
651 | |
40fde884 |
652 | \lcont{ |
653 | |
aea3ed9a |
654 | The default expansion factor of zero means that Rectangles will |
655 | simply generate a grid of the size you ask for, and do nothing |
656 | further. If you set an expansion factor of (say) 0.5, it means that |
657 | each dimension of the grid will be expanded to half again as big |
658 | after generation. In other words, the initial grid will be 2/3 the |
659 | size in each dimension, and will be expanded to its full size |
660 | without adding any more rectangles. |
661 | |
4a03dbb4 |
662 | Setting an expansion factor of around 0.5 tends to make the game |
663 | more difficult, and also (in my experience) rewards a less deductive |
664 | and more intuitive playing style. If you set it \e{too} high, |
665 | though, the game simply cannot generate more than a few rectangles |
666 | to cover the entire grid, and the game becomes trivial. |
aea3ed9a |
667 | |
40fde884 |
668 | } |
669 | |
670 | \dt \e{Ensure unique solution} |
671 | |
672 | \dd Normally, Rectangles will make sure that the puzzles it presents |
673 | have only one solution. Puzzles with ambiguous sections can be more |
674 | difficult and more subtle, so if you like you can turn off this |
675 | feature and risk having ambiguous puzzles. Also, finding \e{all} the |
676 | possible solutions can be an additional challenge for an advanced |
677 | player. Turning off this option can also speed up puzzle generation. |
678 | |
6ae37301 |
679 | |
e91825f8 |
680 | \C{netslide} \i{Netslide} |
681 | |
682 | \cfg{winhelp-topic}{games.netslide} |
683 | |
6bbab0fe |
684 | This game combines the grid generation of Net (see \k{net}) with the |
685 | movement of Sixteen (see \k{sixteen}): you have a Net grid, but |
686 | instead of rotating tiles back into place you have to slide them |
687 | into place by moving a whole row at a time. |
e91825f8 |
688 | |
e91825f8 |
689 | As in Sixteen, \I{controls, for Netslide}control is with the mouse. |
690 | See \k{sixteen-controls}. |
691 | |
aa27d493 |
692 | \I{parameters, for Netslide}The available game parameters have similar |
693 | meanings to those in Net (see \k{net-params}) and Sixteen (see |
694 | \k{sixteen-params}). |
e91825f8 |
695 | |
6bbab0fe |
696 | Netslide was contributed to this collection by Richard Boulton. |
6ae37301 |
697 | |
b6b0369e |
698 | \C{pattern} \i{Pattern} |
699 | |
700 | \cfg{winhelp-topic}{games.pattern} |
701 | |
702 | You have a grid of squares, which must all be filled in either black |
703 | or white. Beside each row of the grid are listed the lengths of the |
704 | runs of black squares on that row; above each column are listed the |
705 | lengths of the runs of black squares in that column. Your aim is to |
706 | fill in the entire grid black or white. |
707 | |
708 | I first saw this puzzle form around 1995, under the name |
2e1e03ff |
709 | \q{\i{nonograms}}. I've seen it in various places since then, under |
b6b0369e |
710 | different names. |
711 | |
712 | Normally, puzzles of this type turn out to be a meaningful picture |
713 | of something once you've solved them. However, since this version |
714 | generates the puzzles automatically, they will just look like random |
715 | groupings of squares. (One user has suggested that this is actually |
716 | a \e{good} thing, since it prevents you from guessing the colour of |
717 | squares based on the picture, and forces you to use logic instead.) |
718 | The advantage, though, is that you never run out of them. |
719 | |
2e1e03ff |
720 | \H{pattern-controls} \I{controls, for Pattern}Pattern controls |
b6b0369e |
721 | |
722 | This game is played with the mouse. |
723 | |
724 | Left-click in a square to colour it black. Right-click to colour it |
725 | white. If you make a mistake, you can middle-click, or hold down |
726 | Shift while clicking with any button, to colour the square in the |
727 | default grey (meaning \q{undecided}) again. |
728 | |
729 | You can click and drag with the left or right mouse button to colour |
730 | a vertical or horizontal line of squares black or white at a time |
731 | (respectively). If you click and drag with the middle button, or |
732 | with Shift held down, you can colour a whole rectangle of squares |
733 | grey. |
734 | |
2e1e03ff |
735 | (All the actions described in \k{common-actions} are also available.) |
736 | |
b6b0369e |
737 | \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters |
738 | |
739 | The only options available from the \q{Custom...} option on the \q{Type} |
740 | menu are \e{Width} and \e{Height}, which are self-explanatory. |
e91825f8 |
741 | |
6ae37301 |
742 | |
1d8e8ad8 |
743 | \C{solo} \i{Solo} |
744 | |
745 | \cfg{winhelp-topic}{games.solo} |
746 | |
747 | You have a square grid, which is divided into square or rectangular |
748 | blocks. Each square must be filled in with a digit from 1 to the |
749 | size of the grid, in such a way that |
750 | |
751 | \b every row contains only one occurrence of each digit |
752 | |
753 | \b every column contains only one occurrence of each digit |
754 | |
755 | \b every block contains only one occurrence of each digit. |
756 | |
757 | You are given some of the numbers as clues; your aim is to place the |
758 | rest of the numbers correctly. |
759 | |
760 | The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided |
761 | into nine 3\by\.3 blocks). You can also select sizes with |
762 | rectangular blocks instead of square ones, such as 2\by\.3 (a |
763 | 6\by\.6 grid divided into six 3\by\.2 blocks). |
764 | |
765 | If you select a puzzle size which requires more than 9 digits, the |
766 | additional digits will be letters of the alphabet. For example, if |
767 | you select 3\by\.4 then the digits which go in your grid will be 1 |
768 | to 9, plus \cq{a}, \cq{b} and \cq{c}. |
769 | |
6ae37301 |
770 | I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also |
1d8e8ad8 |
771 | been popularised by various newspapers under the name \q{Sudoku} or |
772 | \q{Su Doku}. |
773 | |
6ae37301 |
774 | \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} |
775 | |
1d8e8ad8 |
776 | \H{solo-controls} \I{controls, for Solo}Solo controls |
777 | |
778 | To play Solo, simply click the mouse in any empty square and then |
779 | type a digit or letter on the keyboard to fill that square. If you |
780 | make a mistake, click the mouse in the incorrect square and press |
781 | Space to clear it again (or use the Undo feature). |
782 | |
c8266e03 |
783 | If you \e{right}-click in a square and then type a number, that |
784 | number will be entered in the square as a \q{pencil mark}. You can |
785 | have pencil marks for multiple numbers in the same square. |
786 | |
787 | The game pays no attention to pencil marks, so exactly what you use |
788 | them for is up to you: you can use them as reminders that a |
789 | particular square needs to be re-examined once you know more about a |
790 | particular number, or you can use them as lists of the possible |
791 | numbers in a given square, or anything else you feel like. |
792 | |
793 | To erase a single pencil mark, right-click in the square and type |
794 | the same number again. |
795 | |
796 | All pencil marks in a square are erased when you left-click and type |
797 | a number, or when you left-click and press space. Right-clicking and |
798 | pressing space will also erase pencil marks. |
799 | |
1d8e8ad8 |
800 | (All the actions described in \k{common-actions} are also available.) |
801 | |
802 | \H{solo-parameters} \I{parameters, for Solo}Solo parameters |
803 | |
804 | Solo allows you to configure two separate dimensions of the puzzle |
6ae37301 |
805 | grid on the \q{Type} menu: the number of columns, and the number of |
806 | rows, into which the main grid is divided. (The size of a block is |
807 | the inverse of this: for example, if you select 2 columns and 3 rows, |
808 | each actual block will have 3 columns and 2 rows.) |
1d8e8ad8 |
809 | |
ef57b17d |
810 | You can also configure the type of symmetry shown in the generated |
811 | puzzles. More symmetry makes the puzzles look prettier but may also |
812 | make them easier, since the symmetry constraints can force more |
813 | clues than necessary to be present. Completely asymmetric puzzles |
814 | have the freedom to contain as few clues as possible. |
815 | |
7c568a48 |
816 | Finally, you can configure the difficulty of the generated puzzles. |
817 | Difficulty levels are judged by the complexity of the techniques of |
818 | deduction required to solve the puzzle: each level requires a mode |
819 | of reasoning which was not necessary in the previous one. In |
820 | particular, on difficulty levels \q{Trivial} and \q{Basic} there |
821 | will be a square you can fill in with a single number at all times, |
822 | whereas at \q{Intermediate} level and beyond you will have to make |
823 | partial deductions about the \e{set} of squares a number could be in |
de60d8bd |
824 | (or the set of numbers that could be in a square). At |
825 | \q{Unreasonable} level, even this is not enough, and you will |
826 | eventually have to make a guess, and then backtrack if it turns out |
827 | to be wrong. |
7c568a48 |
828 | |
829 | Generating difficult puzzles is itself difficult: if you select |
830 | \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make |
831 | many attempts at generating a puzzle before it finds one hard enough |
832 | for you. Be prepared to wait, especially if you have also configured |
833 | a large puzzle size. |
834 | |
ef57b17d |
835 | |
7959b517 |
836 | \C{mines} \i{Mines} |
837 | |
838 | \cfg{winhelp-topic}{games.mines} |
839 | |
840 | You have a grid of covered squares, some of which contain mines, but |
841 | you don't know which. Your job is to uncover every square which does |
842 | \e{not} contain a mine. If you uncover a square containing a mine, |
843 | you lose. If you uncover a square which does not contain a mine, you |
844 | are told how many mines are contained within the eight surrounding |
845 | squares. |
846 | |
847 | This game needs no introduction; popularised by Windows, it is |
848 | perhaps the single best known desktop puzzle game in existence. |
849 | |
850 | This version of it has an unusual property. By default, it will |
851 | generate its mine positions in such a way as to ensure that you |
852 | never need to \e{guess} where a mine is: you will always be able to |
853 | deduce it somehow. So you will never, as can happen in other |
854 | versions, get to the last four squares and discover that there are |
855 | two mines left but you have no way of knowing for sure where they |
856 | are. |
857 | |
858 | \H{mines-controls} \I{controls, for Mines}Mines controls |
859 | |
860 | This game is played with the mouse. |
861 | |
862 | If you left-click in a covered square, it will be uncovered. |
863 | |
864 | If you right-click in a covered square, it will place a flag which |
865 | indicates that the square is believed to be a mine. Left-clicking in |
866 | a marked square will not uncover it, for safety. You can right-click |
867 | again to remove a mark placed in error. |
868 | |
869 | If you left-click in an \e{uncovered} square, it will \q{clear |
870 | around} the square. This means: if the square has exactly as many |
871 | flags surrounding it as it should have mines, then all the covered |
872 | squares next to it which are \e{not} flagged will be uncovered. So |
873 | once you think you know the location of all the mines around a |
874 | square, you can use this function as a shortcut to avoid having to |
875 | click on each of the remaining squares one by one. |
876 | |
877 | If you uncover a square which has \e{no} mines in the surrounding |
878 | eight squares, then it is obviously safe to uncover those squares in |
879 | turn, and so on if any of them also has no surrounding mines. This |
880 | will be done for you automatically; so sometimes when you uncover a |
881 | square, a whole new area will open up to be explored. |
882 | |
11d31eb9 |
883 | All the actions described in \k{common-actions} are also available. |
884 | |
7959b517 |
885 | Even Undo is available, although you might consider it cheating to |
11d31eb9 |
886 | use it. If you step on a mine, the program will only reveal the mine |
887 | in question (unlike most other implementations, which reveal all of |
888 | them). You can then Undo your fatal move and continue playing if you |
889 | like. The program will track the number of times you died (and Undo |
890 | will not reduce that counter), so when you get to the end of the |
891 | game you know whether or not you did it without making any errors. |
892 | |
893 | (If you really want to know the full layout of the grid, which other |
894 | implementations will show you after you die, you can always use the |
895 | Solve menu option.) |
7959b517 |
896 | |
897 | \H{mines-parameters} \I{parameters, for Mines}Mines parameters |
898 | |
899 | The options available from the \q{Custom...} option on the \q{Type} |
900 | menu are: |
901 | |
902 | \dt \e{Width}, \e{Height} |
903 | |
904 | \dd Size of grid in squares. |
905 | |
906 | \dt \e{Mines} |
907 | |
08781119 |
908 | \dd Number of mines in the grid. You can enter this as an absolute |
909 | mine count, or alternatively you can put a \cw{%} sign on the end in |
910 | which case the game will arrange for that proportion of the squares |
911 | in the grid to be mines. |
912 | |
913 | \lcont{ |
914 | |
915 | Beware of setting the mine count too high. At very high densities, |
916 | the program may spend forever searching for a solvable grid. |
917 | |
918 | } |
7959b517 |
919 | |
920 | \dt \e{Ensure solubility} |
921 | |
922 | \dd When this option is enabled (as it is by default), Mines will |
923 | ensure that the entire grid can be fully deduced starting from the |
924 | initial open space. If you prefer the riskier grids generated by |
925 | other implementations, you can switch off this option. |
926 | |
927 | |
6bbab0fe |
928 | \C{samegame} \i{Same Game} |
929 | |
930 | \cfg{winhelp-topic}{games.samegame} |
931 | |
932 | You have a grid of coloured squares, which you have to clear by |
209ab5a7 |
933 | highlighting contiguous regions of more than one coloured square; |
6bbab0fe |
934 | the larger the region you highlight, the more points you get (and |
935 | the faster you clear the arena). |
936 | |
937 | If you clear the grid you win. If you end up with nothing but |
209ab5a7 |
938 | single squares (i.e., there are no more clickable regions left) you |
6bbab0fe |
939 | lose. |
940 | |
941 | Removing a region causes the rest of the grid to shuffle up: |
942 | blocks that are suspended will fall down (first), and then empty |
943 | columns are filled from the right. |
944 | |
209ab5a7 |
945 | The game generator does not try to guarantee soluble grids; |
6bbab0fe |
946 | it will, however, ensure that there are at least 2 squares of each |
947 | colour on the grid at the start (and will forbid custom grids for which |
948 | that would be impossible). |
949 | |
950 | Same Game was contributed to this collection by James Harvey. |
951 | |
209ab5a7 |
952 | \H{samegame-controls} \i{Same Game controls} |
953 | |
954 | \IM{Same Game controls} controls, for Same Game |
955 | \IM{Same Game controls} keys, for Same Game |
956 | \IM{Same Game controls} shortcuts (keyboard), for Same Game |
957 | |
958 | This game can be played with either the keyboard or the mouse. |
6bbab0fe |
959 | |
960 | If you left-click an unselected region, it becomes selected (possibly |
961 | clearing the current selection). |
962 | |
963 | If you left-click the selected region, it will be removed (and the |
964 | rest of the grid shuffled immediately). |
965 | |
966 | If you right-click the selected region, it will be unselected. |
967 | |
209ab5a7 |
968 | The cursor keys move a cursor around the grid. Pressing the Space or |
969 | Enter keys while the cursor is in an unselected region selects it; |
970 | pressing Space or Enter again removes it as above. |
971 | |
6bbab0fe |
972 | \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters |
973 | |
209ab5a7 |
974 | These parameters are available from the \q{Custom...} option on the |
975 | \q{Type} menu. |
976 | |
6bbab0fe |
977 | \dt \e{Width}, \e{Height} |
978 | |
979 | \dd Size of grid in squares. |
980 | |
981 | \dt \e{No. of colours} |
982 | |
983 | \dd Number of different colours used to fill the grid; the more colours, |
209ab5a7 |
984 | the fewer large regions of colour and thus the more difficult it is to |
985 | successfully clear the grid. |
986 | |
987 | \dt \e{Scoring system} |
988 | |
989 | \dd Controls the precise mechanism used for scoring. With the default |
990 | system, \q{(n-2)^2}, only regions of three squares or more will score |
991 | any points at all. With the alternative \q{(n-1)^2} system, regions of |
992 | two squares score a point each, and larger regions score relatively |
993 | more points. |
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994 | |
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995 | \A{licence} \I{MIT licence}\ii{Licence} |
996 | |
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997 | This software is \i{copyright} 2004-2005 Simon Tatham. |
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998 | |
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999 | Portions copyright Richard Boulton and James Harvey. |
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1000 | |
1001 | Permission is hereby granted, free of charge, to any person |
1002 | obtaining a copy of this software and associated documentation files |
1003 | (the "Software"), to deal in the Software without restriction, |
1004 | including without limitation the rights to use, copy, modify, merge, |
1005 | publish, distribute, sublicense, and/or sell copies of the Software, |
1006 | and to permit persons to whom the Software is furnished to do so, |
1007 | subject to the following conditions: |
1008 | |
1009 | The above copyright notice and this permission notice shall be |
1010 | included in all copies or substantial portions of the Software. |
1011 | |
1012 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
1013 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
1014 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
1015 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS |
1016 | BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN |
1017 | ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
1018 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
1019 | SOFTWARE. |
1020 | |
1185e3c5 |
1021 | \IM{specific} \q{Specific}, menu option |
1022 | \IM{custom} \q{Custom}, menu option |
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1023 | |
1024 | \IM{game ID} game ID |
1025 | \IM{game ID} ID, game |
1026 | \IM{ID format} ID format |
1027 | \IM{ID format} format, ID |
1028 | \IM{ID format} game ID, format |
1029 | |
1030 | \IM{keys} keys |
1031 | \IM{keys} shortcuts (keyboard) |
1032 | |
1033 | \IM{initial state} initial state |
1034 | \IM{initial state} state, initial |
1035 | |
1036 | \IM{MIT licence} MIT licence |
1037 | \IM{MIT licence} licence, MIT |