Lee Dowling points out that duplicating the entire grid data
[sgt/puzzles] / puzzles.but
CommitLineData
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
07a54e52 27\copyright This manual is copyright 2004-2008 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
bb219ea1 44both, and have more recently done a port to \i{Mac OS X} as well. When I
8a771ea7 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
bb219ea1 86(On \i{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
ff359b8a 108The Load and Save operations preserve your entire game
668be019 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
bb219ea1 177\I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
1185e3c5 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
bb219ea1 268(This section does not apply to the \i{Mac OS X} version.)
8a771ea7 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
bb219ea1 276However, if you do want to arrange for one of these games to
277\I{default parameters, specifying}default to a particular set of
278parameters, you can specify them on the command line.
e91825f8 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
bb219ea1 307\H{common-unix-cmdline} \i{Unix} \i{command-line} options
3c9388ef 308
309(This section only applies to the Unix port.)
310
ff359b8a 311In addition to being able to specify game parameters on the command
312line (see \k{common-cmdline}), there are various other options:
313
314\dt \cw{--game}
315
316\dt \cw{--load}
317
318\dd These options respectively determine whether the command-line
319argument is treated as specifying game parameters or a \i{save} file
320to \i{load}. Only one should be specified. If neither of these options
321is specified, a guess is made based on the format of the argument.
3c9388ef 322
323\dt \cw{--generate }\e{n}
324
325\dd If this option is specified, instead of a puzzle being displayed,
bb219ea1 326a number of descriptive game IDs will be \I{generating game IDs}invented
327and printed on standard output. This is useful for gaining access to
328the game generation algorithms without necessarily using the frontend.
3c9388ef 329
330\lcont{
331
332If game parameters are specified on the command-line, they will be
333used to generate the game IDs; otherwise a default set of parameters
334will be used.
335
336The most common use of this option is in conjunction with \c{--print},
337in which case its behaviour is slightly different; see below.
338
339}
340
341\dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
342
343\dd If this option is specified, instead of a puzzle being displayed,
344a printed representation of one or more unsolved puzzles is sent to
345standard output, in \i{PostScript} format.
346
347\lcont{
348
349On each page of puzzles, there will be \e{w} across and \e{h} down. If
350there are more puzzles than \e{w}\by\e{h}, more than one page will be
351printed.
352
353If \c{--generate} has also been specified, the invented game IDs will
354be used to generate the printed output. Otherwise, a list of game IDs
355is expected on standard input (which can be descriptive or random
356seeds; see \k{common-id}), in the same format produced by
357\c{--generate}.
358
359For example:
360
361\c net --generate 12 --print 2x3 7x7w | lpr
362
363will generate two pages of printed Net puzzles (each of which will
364have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr}
365command, which on many systems will send them to an actual printer.
366
367There are various other options which affect printing; see below.
368
369}
370
8b5625f5 371\dt \cw{--save }\e{file-prefix} [ \cw{--save-suffix }\e{file-suffix} ]
372
373\dd If this option is specified, instead of a puzzle being
374displayed, saved-game files for one or more unsolved puzzles are
375written to files constructed from the supplied prefix and/or suffix.
376
377\lcont{
378
379If \c{--generate} has also been specified, the invented game IDs will
380be used to generate the printed output. Otherwise, a list of game IDs
381is expected on standard input (which can be descriptive or random
382seeds; see \k{common-id}), in the same format produced by
383\c{--generate}.
384
385For example:
386
387\c net --generate 12 --save game --save-suffix .sav
388
389will generate twelve Net saved-game files with the names
390\cw{game0.sav} to \cw{game11.sav}.
391
392}
393
3c9388ef 394\dt \cw{--version}
395
396\dd Prints version information about the game, and then quits.
397
398The following options are only meaningful if \c{--print} is also
399specified:
400
401\dt \cw{--with-solutions}
402
403\dd The set of pages filled with unsolved puzzles will be followed by
404the solutions to those puzzles.
405
406\dt \cw{--scale }\e{n}
407
408\dd Adjusts how big each puzzle is when printed. Larger numbers make
409puzzles bigger; the default is 1.0.
410
411\dt \cw{--colour}
412
413\dd Puzzles will be printed in colour, rather than in black and white
414(if supported by the puzzle).
415
e28d0584 416
e91825f8 417\C{net} \i{Net}
418
419\cfg{winhelp-topic}{games.net}
420
421(\e{Note:} the \i{Windows} version of this game is called
422\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
423
424I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 425\k{FreeNet}, written by Pavils Jurjans; there are several other
426implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 427network by connecting up the centres of squares in a grid, and then
428shuffles the network by rotating every tile randomly. Your job is to
429rotate it all back into place. The successful solution will be an
6e8e5c51 430entirely connected network, with no closed loops. \#{The latter
431clause means that there are no closed paths within the network.
432Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 433all tiles which are connected to the one in the middle are
434highlighted.
435
436\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
437
438\H{net-controls} \i{Net controls}
439
440\IM{Net controls} controls, for Net
441\IM{Net controls} keys, for Net
442\IM{Net controls} shortcuts (keyboard), for Net
443
444This game can be played with either the keyboard or the mouse. The
445controls are:
446
447\dt \e{Select tile}: mouse pointer, arrow keys
448
449\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
450
451\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
452
118473f5 453\dt \e{Rotate tile by 180 degrees}: \q{F} key
454
e91825f8 455\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
456
457\dd You can lock a tile once you're sure of its orientation. You can
458also unlock it again, but while it's locked you can't accidentally
459turn it.
460
f0ee053c 461The following controls are not necessary to complete the game, but may
462be useful:
463
464\dt \e{Shift grid}: Shift + arrow keys
465
466\dd On grids that wrap, you can move the origin of the grid, so that
467tiles that were on opposite sides of the grid can be seen together.
468
469\dt \e{Move centre}: Ctrl + arrow keys
470
471\dd You can change which tile is used as the source of highlighting.
472(It doesn't ultimately matter which tile this is, as every tile will
473be connected to every other tile in a correct solution, but it may be
474helpful in the intermediate stages of solving the puzzle.)
475
cbb5549e 476\dt \e{Jumble tiles}: \q{J} key
477
478\dd This key turns all tiles that are not locked to random
479orientations.
480
e91825f8 481(All the actions described in \k{common-actions} are also available.)
482
483\H{net-params} \I{parameters, for Net}Net parameters
484
485These parameters are available from the \q{Custom...} option on the
486\q{Type} menu.
487
488\dt \e{Width}, \e{Height}
489
490\dd Size of grid in tiles.
491
492\dt \e{Walls wrap around}
493
494\dd If checked, flow can pass from the left edge to the right edge,
495and from top to bottom, and vice versa.
496
497\dt \e{Barrier probability}
498
499\dd A number between 0.0 and 1.0 controlling whether an immovable
500barrier is placed between two tiles to prevent flow between them (a
501higher number gives more barriers). Since barriers are immovable, they
502act as constraints on the solution (i.e., hints).
503
504\lcont{
505
506The grid generation in Net has been carefully arranged so that the
507barriers are independent of the rest of the grid. This means that if
1185e3c5 508you note down the random seed used to generate the current puzzle
509(see \k{common-id}), change the \e{Barrier probability} parameter,
510and then re-enter the same random seed, you should see exactly the
511same starting grid, with the only change being the number of
512barriers. So if you're stuck on a particular grid and need a hint,
513you could start up another instance of Net, set up the same
514parameters but a higher barrier probability, and enter the game seed
515from the original Net window.
e91825f8 516
517}
518
40fde884 519\dt \e{Ensure unique solution}
520
521\dd Normally, Net will make sure that the puzzles it presents have
522only one solution. Puzzles with ambiguous sections can be more
523difficult and more subtle, so if you like you can turn off this
524feature and risk having ambiguous puzzles. (Also, finding \e{all}
525the possible solutions can be an additional challenge for an
526advanced player.)
527
e28d0584 528
e91825f8 529\C{cube} \i{Cube}
530
531\cfg{winhelp-topic}{games.cube}
532
533This is another one I originally saw as a web game. This one was a
534Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
535squares, six of which are blue; on one square rests a cube. Your move
536is to use the arrow keys to roll the cube through 90 degrees so that
537it moves to an adjacent square. If you roll the cube on to a blue
538square, the blue square is picked up on one face of the cube; if you
539roll a blue face of the cube on to a non-blue square, the blueness is
540put down again. (In general, whenever you roll the cube, the two faces
541that come into contact swap colours.) Your job is to get all six blue
542squares on to the six faces of the cube at the same time. Count your
543moves and try to do it in as few as possible.
544
545Unlike the original Java game, my version has an additional feature:
546once you've mastered the game with a cube rolling on a square grid,
547you can change to a triangular grid and roll any of a tetrahedron, an
548octahedron or an icosahedron.
549
550\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
551
552\H{cube-controls} \i{Cube controls}
553
554\IM{Cube controls} controls, for Cube
555\IM{Cube controls} keys, for Cube
556\IM{Cube controls} shortcuts (keyboard), for Cube
557
a1d5acff 558This game can be played with either the keyboard or the mouse.
e91825f8 559
a1d5acff 560Left-clicking anywhere on the window will move the cube (or other
561solid) towards the mouse pointer.
562
563The arrow keys can also used to roll the cube on its square grid in
564the four cardinal directions.
e91825f8 565On the triangular grids, the mapping of arrow keys to directions is
566more approximate. Vertical movement is disallowed where it doesn't
567make sense. The four keys surrounding the arrow keys on the numeric
568keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
569
570(All the actions described in \k{common-actions} are also available.)
571
572\H{cube-params} \I{parameters, for Cube}Cube parameters
573
574These parameters are available from the \q{Custom...} option on the
575\q{Type} menu.
576
577\dt \e{Type of solid}
578
579\dd Selects the solid to roll (and hence the shape of the grid):
580tetrahedron, cube, octahedron, or icosahedron.
581
582\dt \e{Width / top}, \e{Height / bottom}
583
584\dd On a square grid, horizontal and vertical dimensions. On a
585triangular grid, the number of triangles on the top and bottom rows
586respectively.
587
588
589\C{fifteen} \i{Fifteen}
590
591\cfg{winhelp-topic}{games.fifteen}
592
1d8e8ad8 593The old ones are the best: this is the good old \q{\i{15-puzzle}}
594with sliding tiles. You have a 4\by\.4 square grid; 15 squares
595contain numbered tiles, and the sixteenth is empty. Your move is to
596choose a tile next to the empty space, and slide it into the space.
597The aim is to end up with the tiles in numerical order, with the
598space in the bottom right (so that the top row reads 1,2,3,4 and the
599bottom row reads 13,14,15,\e{space}).
e91825f8 600
601\H{fifteen-controls} \i{Fifteen controls}
602
603\IM{Fifteen controls} controls, for Fifteen
604\IM{Fifteen controls} keys, for Fifteen
605\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
606
607This game can be controlled with the mouse or the keyboard.
608
609A left-click with the mouse in the row or column containing the empty
610space will move as many tiles as necessary to move the space to the
611mouse pointer.
612
613The arrow keys will move a tile adjacent to the space in the direction
614indicated (moving the space in the \e{opposite} direction).
615
616(All the actions described in \k{common-actions} are also available.)
617
618\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
619
620The only options available from the \q{Custom...} option on the \q{Type}
621menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
622you've changed these, it's not a \q{15-puzzle} any more, of course!)
623
624
625\C{sixteen} \i{Sixteen}
626
627\cfg{winhelp-topic}{games.sixteen}
628
629Another sliding tile puzzle, visually similar to Fifteen (see
630\k{fifteen}) but with a different type of move. This time, there is no
631hole: all 16 squares on the grid contain numbered squares. Your move
632is to shift an entire row left or right, or shift an entire column up
633or down; every time you do that, the tile you shift off the grid
634re-appears at the other end of the same row, in the space you just
635vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
636the top row, 13,14,15,16 on the bottom). When you've done that, try
637playing on different sizes of grid.
638
639I \e{might} have invented this game myself, though only by accident if
640so (and I'm sure other people have independently invented it). I
641thought I was imitating a screensaver I'd seen, but I have a feeling
642that the screensaver might actually have been a Fifteen-type puzzle
643rather than this slightly different kind. So this might be the one
644thing in my puzzle collection which represents creativity on my part
645rather than just engineering.
646
647\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
648
3e17893b 649Left-clicking on an arrow will move the appropriate row or column in
650the direction indicated. Right-clicking will move it in the opposite
651direction.
652
653Alternatively, use the cursor keys to move the position indicator
654around the edge of the grid, and use the return key to move the
655row/column in the direction indicated.
e91825f8 656
657(All the actions described in \k{common-actions} are also available.)
658
659\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
660
81875211 661The parameters available from the \q{Custom...} option on the
662\q{Type} menu are:
663
664\b \e{Width} and \e{Height}, which are self-explanatory.
665
666\b You can ask for a limited shuffling operation to be performed on
667the grid. By default, Sixteen will shuffle the grid in such a way
668that any arrangement is about as probable as any other. You can
669override this by requesting a precise number of shuffling moves to
670be performed. Typically your aim is then to determine the precise
671set of shuffling moves and invert them exactly, so that you answer
672(say) a four-move shuffle with a four-move solution. Note that the
673more moves you ask for, the more likely it is that solutions shorter
674than the target length will turn out to be possible.
675
e91825f8 676
9038fd11 677\C{twiddle} \i{Twiddle}
678
679\cfg{winhelp-topic}{games.twiddle}
680
681Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
682(see \k{sixteen}): you are given a grid of square tiles, each
683containing a number, and your aim is to arrange the numbers into
684ascending order.
685
686In basic Twiddle, your move is to rotate a square group of four
a3631c72 687tiles about their common centre. (Orientation is not significant in
688the basic puzzle, although you can select it.) On more advanced
689settings, you can rotate a larger square group of tiles.
9038fd11 690
691I first saw this type of puzzle in the GameCube game \q{Metroid
692Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
693you solve to unlock a door, which is a special case of Twiddle. I
694developed this game as a generalisation of that puzzle.
695
696\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
697
698To play Twiddle, click the mouse in the centre of the square group
699you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
700which means you have to click at a corner point where four tiles
701meet.
702
703In more advanced modes you might be rotating 3\by\.3 or even more at
704a time; if the size of the square is odd then you simply click in
705the centre tile of the square you want to rotate.
706
707Clicking with the left mouse button rotates the group anticlockwise.
708Clicking with the right button rotates it clockwise.
709
5c6659fd 710You can also move an outline square around the grid with the cursor
711keys; the square is the size above (2\by\.2 by default, or larger).
712Pressing the return key or space bar will rotate the current square
713anticlockwise or clockwise respectively.
714
9038fd11 715(All the actions described in \k{common-actions} are also available.)
716
717\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
718
719Twiddle provides several configuration options via the \q{Custom}
720option on the \q{Type} menu:
721
722\b You can configure the width and height of the puzzle grid.
723
724\b You can configure the size of square block that rotates at a time.
725
726\b You can ask for every square in the grid to be distinguishable
727(the default), or you can ask for a simplified puzzle in which there
728are groups of identical numbers. In the simplified puzzle your aim
729is just to arrange all the 1s into the first row, all the 2s into
730the second row, and so on.
731
a3631c72 732\b You can configure whether the orientation of tiles matters. If
d50832a3 733you ask for an orientable puzzle, each tile will have a triangle
734drawn in it. All the triangles must be pointing upwards to complete
735the puzzle.
a3631c72 736
81875211 737\b You can ask for a limited shuffling operation to be performed on
738the grid. By default, Twiddle will shuffle the grid so much that any
739arrangement is about as probable as any other. You can override this
740by requesting a precise number of shuffling moves to be performed.
741Typically your aim is then to determine the precise set of shuffling
742moves and invert them exactly, so that you answer (say) a four-move
743shuffle with a four-move solution. Note that the more moves you ask
744for, the more likely it is that solutions shorter than the target
745length will turn out to be possible.
746
9038fd11 747
e91825f8 748\C{rectangles} \i{Rectangles}
749
750\cfg{winhelp-topic}{games.rectangles}
751
752You have a grid of squares, with numbers written in some (but not all)
753of the squares. Your task is to subdivide the grid into rectangles of
754various sizes, such that (a) every rectangle contains exactly one
755numbered square, and (b) the area of each rectangle is equal to the
756number written in its numbered square.
757
758Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 759\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
760Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
761implementation, my version automatically generates random grids of
762any size you like. The quality of puzzle design is therefore not
763quite as good as hand-crafted puzzles would be, but on the plus side
764you get an inexhaustible supply of puzzles tailored to your own
765specification.
e91825f8 766
6ae37301 767\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 768
6ae37301 769\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 770
771\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
772
7b3481c8 773This game is played with the mouse or cursor keys.
774
775Left-click any edge to toggle it on or off, or left-click and drag to draw
776an entire rectangle (or line) on the grid in one go (removing any existing
777edges within that rectangle). Right-clicking and dragging will allow you
778to erase the contents of a rectangle without affecting its edges.
779
780Alternatively, use the cursor keys to move the position indicator
781around the board. Pressing the return key then allows you to use the
782cursor keys to drag a rectangle out from that position, and pressing
783the return key again completes the rectangle. Using the space bar
784instead of the return key allows you to erase the contents of a
785rectangle without affecting its edges, as above.
e91825f8 786
787When a rectangle of the correct size is completed, it will be shaded.
788
789(All the actions described in \k{common-actions} are also available.)
790
791\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
792
40fde884 793These parameters are available from the \q{Custom...} option on the
794\q{Type} menu.
795
796\dt \e{Width}, \e{Height}
797
798\dd Size of grid, in squares.
799
800\dt \e{Expansion factor}
aea3ed9a 801
40fde884 802\dd This is a mechanism for changing the type of grids generated by
803the program. Some people prefer a grid containing a few large
804rectangles to one containing many small ones. So you can ask
aea3ed9a 805Rectangles to essentially generate a \e{smaller} grid than the size
806you specified, and then to expand it by adding rows and columns.
807
40fde884 808\lcont{
809
aea3ed9a 810The default expansion factor of zero means that Rectangles will
811simply generate a grid of the size you ask for, and do nothing
812further. If you set an expansion factor of (say) 0.5, it means that
813each dimension of the grid will be expanded to half again as big
814after generation. In other words, the initial grid will be 2/3 the
815size in each dimension, and will be expanded to its full size
816without adding any more rectangles.
817
4a03dbb4 818Setting an expansion factor of around 0.5 tends to make the game
819more difficult, and also (in my experience) rewards a less deductive
820and more intuitive playing style. If you set it \e{too} high,
821though, the game simply cannot generate more than a few rectangles
822to cover the entire grid, and the game becomes trivial.
aea3ed9a 823
40fde884 824}
825
826\dt \e{Ensure unique solution}
827
828\dd Normally, Rectangles will make sure that the puzzles it presents
829have only one solution. Puzzles with ambiguous sections can be more
830difficult and more subtle, so if you like you can turn off this
831feature and risk having ambiguous puzzles. Also, finding \e{all} the
832possible solutions can be an additional challenge for an advanced
833player. Turning off this option can also speed up puzzle generation.
834
6ae37301 835
e91825f8 836\C{netslide} \i{Netslide}
837
838\cfg{winhelp-topic}{games.netslide}
839
6bbab0fe 840This game combines the grid generation of Net (see \k{net}) with the
841movement of Sixteen (see \k{sixteen}): you have a Net grid, but
842instead of rotating tiles back into place you have to slide them
843into place by moving a whole row at a time.
e91825f8 844
3e17893b 845As in Sixteen, \I{controls, for Netslide}control is with the mouse or
846cursor keys. See \k{sixteen-controls}.
e91825f8 847
aa27d493 848\I{parameters, for Netslide}The available game parameters have similar
849meanings to those in Net (see \k{net-params}) and Sixteen (see
850\k{sixteen-params}).
e91825f8 851
6bbab0fe 852Netslide was contributed to this collection by Richard Boulton.
6ae37301 853
e28d0584 854
b6b0369e 855\C{pattern} \i{Pattern}
856
857\cfg{winhelp-topic}{games.pattern}
858
859You have a grid of squares, which must all be filled in either black
860or white. Beside each row of the grid are listed the lengths of the
861runs of black squares on that row; above each column are listed the
862lengths of the runs of black squares in that column. Your aim is to
863fill in the entire grid black or white.
864
865I first saw this puzzle form around 1995, under the name
2e1e03ff 866\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 867different names.
868
869Normally, puzzles of this type turn out to be a meaningful picture
870of something once you've solved them. However, since this version
871generates the puzzles automatically, they will just look like random
872groupings of squares. (One user has suggested that this is actually
873a \e{good} thing, since it prevents you from guessing the colour of
874squares based on the picture, and forces you to use logic instead.)
875The advantage, though, is that you never run out of them.
876
2e1e03ff 877\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 878
879This game is played with the mouse.
880
881Left-click in a square to colour it black. Right-click to colour it
882white. If you make a mistake, you can middle-click, or hold down
883Shift while clicking with any button, to colour the square in the
884default grey (meaning \q{undecided}) again.
885
886You can click and drag with the left or right mouse button to colour
887a vertical or horizontal line of squares black or white at a time
888(respectively). If you click and drag with the middle button, or
889with Shift held down, you can colour a whole rectangle of squares
890grey.
891
b2ae5b05 892You can also move around the grid with the cursor keys. Pressing the
893return key will cycle the current cell through empty --> black -->
894white --> empty, and the space bar does the same cycle in reverse.
895
2e1e03ff 896(All the actions described in \k{common-actions} are also available.)
897
b6b0369e 898\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
899
900The only options available from the \q{Custom...} option on the \q{Type}
901menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 902
6ae37301 903
1d8e8ad8 904\C{solo} \i{Solo}
905
906\cfg{winhelp-topic}{games.solo}
907
81b09746 908You have a square grid, which is divided into as many equally sized
909sub-blocks as the grid has rows. Each square must be filled in with
910a digit from 1 to the size of the grid, in such a way that
1d8e8ad8 911
912\b every row contains only one occurrence of each digit
913
914\b every column contains only one occurrence of each digit
915
916\b every block contains only one occurrence of each digit.
917
81b09746 918\b (optionally, by default off) each of the square's two main
919diagonals contains only one occurrence of each digit.
920
1d8e8ad8 921You are given some of the numbers as clues; your aim is to place the
922rest of the numbers correctly.
923
81b09746 924Under the default settings, the sub-blocks are square or
925rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual
926grid, divided into nine 3\by\.3 blocks). You can also select sizes
927with rectangular blocks instead of square ones, such as 2\by\.3 (a
9286\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you
929can select \q{jigsaw} mode, in which the sub-blocks are arbitrary
930shapes which differ between individual puzzles.
1d8e8ad8 931
932If you select a puzzle size which requires more than 9 digits, the
933additional digits will be letters of the alphabet. For example, if
934you select 3\by\.4 then the digits which go in your grid will be 1
935to 9, plus \cq{a}, \cq{b} and \cq{c}.
936
3012ffca 937I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
938also been popularised by various newspapers under the name
939\q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
940of the modern form of the puzzle, and it was first published in
941\e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
942of the history of the puzzle can be found on Wikipedia
943\k{wikipedia-solo}.
1d8e8ad8 944
6ae37301 945\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}
946
3012ffca 947\B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
948
1d8e8ad8 949\H{solo-controls} \I{controls, for Solo}Solo controls
950
951To play Solo, simply click the mouse in any empty square and then
952type a digit or letter on the keyboard to fill that square. If you
953make a mistake, click the mouse in the incorrect square and press
954Space to clear it again (or use the Undo feature).
955
c8266e03 956If you \e{right}-click in a square and then type a number, that
957number will be entered in the square as a \q{pencil mark}. You can
b63898fe 958have pencil marks for multiple numbers in the same square. Squares
959containing filled-in numbers cannot also contain pencil marks.
c8266e03 960
961The game pays no attention to pencil marks, so exactly what you use
962them for is up to you: you can use them as reminders that a
963particular square needs to be re-examined once you know more about a
964particular number, or you can use them as lists of the possible
965numbers in a given square, or anything else you feel like.
966
967To erase a single pencil mark, right-click in the square and type
968the same number again.
969
970All pencil marks in a square are erased when you left-click and type
971a number, or when you left-click and press space. Right-clicking and
972pressing space will also erase pencil marks.
973
b63898fe 974Alternatively, use the cursor keys to move the mark around the grid.
975Pressing the return key toggles the mark (from a normal mark to a
976pencil mark), and typing a number in is entered in the square in the
977appropriate way; typing in a 0 or using the space bar will clear a
978filled square.
979
1d8e8ad8 980(All the actions described in \k{common-actions} are also available.)
981
982\H{solo-parameters} \I{parameters, for Solo}Solo parameters
983
984Solo allows you to configure two separate dimensions of the puzzle
6ae37301 985grid on the \q{Type} menu: the number of columns, and the number of
986rows, into which the main grid is divided. (The size of a block is
987the inverse of this: for example, if you select 2 columns and 3 rows,
988each actual block will have 3 columns and 2 rows.)
1d8e8ad8 989
81b09746 990If you tick the \q{X} checkbox, Solo will apply the optional extra
991constraint that the two main diagonals of the grid also contain one
fbd0fc79 992of every digit. (This is sometimes known as \q{Sudoku-X} in
993newspapers.) In this mode, the squares on the two main diagonals
994will be shaded slightly so that you know it's enabled.
995
81b09746 996If you tick the \q{Jigsaw} checkbox, Solo will generate randomly
997shaped sub-blocks. In this mode, the actual grid size will be taken
998to be the product of the numbers entered in the \q{Columns} and
999\q{Rows} boxes. There is no reason why you have to enter a number
1000greater than 1 in both boxes; Jigsaw mode has no constraint on the
1001grid size, and it can even be a prime number if you feel like it.
1002
ef57b17d 1003You can also configure the type of symmetry shown in the generated
1004puzzles. More symmetry makes the puzzles look prettier but may also
1005make them easier, since the symmetry constraints can force more
1006clues than necessary to be present. Completely asymmetric puzzles
1007have the freedom to contain as few clues as possible.
1008
7c568a48 1009Finally, you can configure the difficulty of the generated puzzles.
1010Difficulty levels are judged by the complexity of the techniques of
1011deduction required to solve the puzzle: each level requires a mode
1012of reasoning which was not necessary in the previous one. In
1013particular, on difficulty levels \q{Trivial} and \q{Basic} there
1014will be a square you can fill in with a single number at all times,
1015whereas at \q{Intermediate} level and beyond you will have to make
1016partial deductions about the \e{set} of squares a number could be in
e28d0584 1017(or the set of numbers that could be in a square).
1018\#{Advanced, Extreme?}
1019At \q{Unreasonable} level, even this is not enough, and you will
de60d8bd 1020eventually have to make a guess, and then backtrack if it turns out
1021to be wrong.
7c568a48 1022
c65d92ac 1023Generating difficult puzzles is itself difficult: if you select one
1024of the higher difficulty levels, Solo may have to make many attempts
1025at generating a puzzle before it finds one hard enough for you. Be
1026prepared to wait, especially if you have also configured a large
1027puzzle size.
7c568a48 1028
ef57b17d 1029
7959b517 1030\C{mines} \i{Mines}
1031
1032\cfg{winhelp-topic}{games.mines}
1033
1034You have a grid of covered squares, some of which contain mines, but
1035you don't know which. Your job is to uncover every square which does
1036\e{not} contain a mine. If you uncover a square containing a mine,
1037you lose. If you uncover a square which does not contain a mine, you
1038are told how many mines are contained within the eight surrounding
1039squares.
1040
1041This game needs no introduction; popularised by Windows, it is
1042perhaps the single best known desktop puzzle game in existence.
1043
1044This version of it has an unusual property. By default, it will
1045generate its mine positions in such a way as to ensure that you
1046never need to \e{guess} where a mine is: you will always be able to
1047deduce it somehow. So you will never, as can happen in other
1048versions, get to the last four squares and discover that there are
1049two mines left but you have no way of knowing for sure where they
1050are.
1051
1052\H{mines-controls} \I{controls, for Mines}Mines controls
1053
1054This game is played with the mouse.
1055
1056If you left-click in a covered square, it will be uncovered.
1057
1058If you right-click in a covered square, it will place a flag which
1059indicates that the square is believed to be a mine. Left-clicking in
1060a marked square will not uncover it, for safety. You can right-click
1061again to remove a mark placed in error.
1062
1063If you left-click in an \e{uncovered} square, it will \q{clear
1064around} the square. This means: if the square has exactly as many
1065flags surrounding it as it should have mines, then all the covered
1066squares next to it which are \e{not} flagged will be uncovered. So
1067once you think you know the location of all the mines around a
1068square, you can use this function as a shortcut to avoid having to
1069click on each of the remaining squares one by one.
1070
1071If you uncover a square which has \e{no} mines in the surrounding
1072eight squares, then it is obviously safe to uncover those squares in
1073turn, and so on if any of them also has no surrounding mines. This
1074will be done for you automatically; so sometimes when you uncover a
1075square, a whole new area will open up to be explored.
1076
9c90045a 1077You can also use the cursor keys to move around the minefield.
1078Pressing the return key in a covered square uncovers it, and in an
1079uncovered square will clear around it (so it acts as the left button),
1080pressing the space bar in a covered square will place a flag
1081(similarly, it acts as the right button).
1082
11d31eb9 1083All the actions described in \k{common-actions} are also available.
1084
7959b517 1085Even Undo is available, although you might consider it cheating to
11d31eb9 1086use it. If you step on a mine, the program will only reveal the mine
1087in question (unlike most other implementations, which reveal all of
1088them). You can then Undo your fatal move and continue playing if you
1089like. The program will track the number of times you died (and Undo
1090will not reduce that counter), so when you get to the end of the
1091game you know whether or not you did it without making any errors.
1092
1093(If you really want to know the full layout of the grid, which other
1094implementations will show you after you die, you can always use the
1095Solve menu option.)
7959b517 1096
1097\H{mines-parameters} \I{parameters, for Mines}Mines parameters
1098
1099The options available from the \q{Custom...} option on the \q{Type}
1100menu are:
1101
1102\dt \e{Width}, \e{Height}
1103
1104\dd Size of grid in squares.
1105
1106\dt \e{Mines}
1107
08781119 1108\dd Number of mines in the grid. You can enter this as an absolute
1109mine count, or alternatively you can put a \cw{%} sign on the end in
1110which case the game will arrange for that proportion of the squares
1111in the grid to be mines.
1112
1113\lcont{
1114
1115Beware of setting the mine count too high. At very high densities,
1116the program may spend forever searching for a solvable grid.
1117
1118}
7959b517 1119
1120\dt \e{Ensure solubility}
1121
1122\dd When this option is enabled (as it is by default), Mines will
1123ensure that the entire grid can be fully deduced starting from the
1124initial open space. If you prefer the riskier grids generated by
1125other implementations, you can switch off this option.
1126
1127
6bbab0fe 1128\C{samegame} \i{Same Game}
1129
1130\cfg{winhelp-topic}{games.samegame}
1131
1132You have a grid of coloured squares, which you have to clear by
209ab5a7 1133highlighting contiguous regions of more than one coloured square;
6bbab0fe 1134the larger the region you highlight, the more points you get (and
1135the faster you clear the arena).
1136
1137If you clear the grid you win. If you end up with nothing but
209ab5a7 1138single squares (i.e., there are no more clickable regions left) you
6bbab0fe 1139lose.
1140
1141Removing a region causes the rest of the grid to shuffle up:
1142blocks that are suspended will fall down (first), and then empty
1143columns are filled from the right.
1144
6bbab0fe 1145Same Game was contributed to this collection by James Harvey.
1146
209ab5a7 1147\H{samegame-controls} \i{Same Game controls}
1148
1149\IM{Same Game controls} controls, for Same Game
1150\IM{Same Game controls} keys, for Same Game
1151\IM{Same Game controls} shortcuts (keyboard), for Same Game
1152
1153This game can be played with either the keyboard or the mouse.
6bbab0fe 1154
1155If you left-click an unselected region, it becomes selected (possibly
1156clearing the current selection).
1157
1158If you left-click the selected region, it will be removed (and the
1159rest of the grid shuffled immediately).
1160
1161If you right-click the selected region, it will be unselected.
1162
209ab5a7 1163The cursor keys move a cursor around the grid. Pressing the Space or
1164Enter keys while the cursor is in an unselected region selects it;
1165pressing Space or Enter again removes it as above.
1166
e28d0584 1167(All the actions described in \k{common-actions} are also available.)
1168
6bbab0fe 1169\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1170
209ab5a7 1171These parameters are available from the \q{Custom...} option on the
1172\q{Type} menu.
1173
6bbab0fe 1174\dt \e{Width}, \e{Height}
1175
1176\dd Size of grid in squares.
1177
1178\dt \e{No. of colours}
1179
1180\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 1181the fewer large regions of colour and thus the more difficult it is to
1182successfully clear the grid.
1183
1184\dt \e{Scoring system}
1185
1186\dd Controls the precise mechanism used for scoring. With the default
1187system, \q{(n-2)^2}, only regions of three squares or more will score
1188any points at all. With the alternative \q{(n-1)^2} system, regions of
1189two squares score a point each, and larger regions score relatively
1190more points.
6bbab0fe 1191
e4a7ab56 1192\dt \e{Ensure solubility}
1193
1194\dd If this option is ticked (the default state), generated grids
1195will be guaranteed to have at least one solution.
1196
1197\lcont{
1198
1199If you turn it off, the game generator will not try to guarantee
1200soluble grids; it will, however, still ensure that there are at
1201least 2 squares of each colour on the grid at the start (since a
1202grid with exactly one square of a given colour is \e{definitely}
1203insoluble). Grids generated with this option disabled may contain
1204more large areas of contiguous colour, leading to opportunities for
1205higher scores; they can also take less time to generate.
1206
1207}
1208
f4afe206 1209
1210\C{flip} \i{Flip}
1211
1212\cfg{winhelp-topic}{games.flip}
1213
1214You have a grid of squares, some light and some dark. Your aim is to
1215light all the squares up at the same time. You can choose any square
1216and flip its state from light to dark or dark to light, but when you
1217do so, other squares around it change state as well.
1218
1219Each square contains a small diagram showing which other squares
1220change when you flip it.
1221
d6acbe63 1222\H{flip-controls} \i{Flip controls}
f4afe206 1223
1224\IM{Flip controls} controls, for Flip
1225\IM{Flip controls} keys, for Flip
1226\IM{Flip controls} shortcuts (keyboard), for Flip
1227
33317d37 1228This game can be played with either the keyboard or the mouse.
1229
1230Left-click in a square to flip it and its associated squares, or
1231use the cursor keys to choose a square and the space bar or Enter
1232key to flip.
79cb09e9 1233
5f6050b4 1234If you use the \q{Solve} function on this game, it will mark some of
1235the squares in red. If you click once in every square with a red
1236mark, the game should be solved. (If you click in a square
1237\e{without} a red mark, a red mark will appear in it to indicate
1238that you will need to reverse that operation to reach the solution.)
f4afe206 1239
e28d0584 1240(All the actions described in \k{common-actions} are also available.)
1241
f4afe206 1242\H{flip-parameters} \I{parameters, for flip}Flip parameters
1243
1244These parameters are available from the \q{Custom...} option on the
1245\q{Type} menu.
1246
1247\dt \e{Width}, \e{Height}
1248
1249\dd Size of grid in squares.
1250
1251\dt \e{Shape type}
1252
1253\dd This control determines the shape of the region which is flipped
1254by clicking in any given square. The default setting, \q{Crosses},
1255causes every square to flip itself and its four immediate neighbours
1256(or three or two if it's at an edge or corner). The other setting,
1257\q{Random}, causes a random shape to be chosen for every square, so
1258the game is different every time.
1259
1260
c6203e43 1261\C{guess} \i{Guess}
1262
1263\cfg{winhelp-topic}{games.guess}
1264
1265You have a set of coloured pegs, and have to reproduce a
1266predetermined sequence of them (chosen by the computer) within a
1267certain number of guesses.
1268
1269Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1270in the correct places (in black), and also the number of
1271correctly-coloured pegs in the wrong places (in white).
c6203e43 1272
1273This game is also known (and marketed, by Hasbro, mainly) as
bb219ea1 1274a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1275and 10 guesses. However, this version allows custom settings of number
1276of colours (up to 10), number of pegs per row, and number of guesses.
c6203e43 1277
64455a5a 1278Guess was contributed to this collection by James Harvey.
1279
c6203e43 1280\H{guess-controls} \i{Guess controls}
1281
1282\IM{Guess controls} controls, for Guess
1283\IM{Guess controls} keys, for Guess
1284\IM{Guess controls} shortcuts (keyboard), for Guess
1285
9ffde3e8 1286This game can be played with either the keyboard or the mouse.
1287
9c63a011 1288With the mouse, drag a coloured peg from the tray on the left-hand
1289side to its required position in the current guess; pegs may also be
1290dragged from current and past guesses to copy them elsewhere. To
1291remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1292
9ffde3e8 1293Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1294that have hold markers will be automatically added to the next guess
1295after marking.
1296
9ffde3e8 1297Alternatively, with the keyboard, the up and down cursor keys can be
1298used to select a peg colour, the left and right keys to select a
9c63a011 1299peg position, and the space bar or Enter key to place a peg of the
59dae0db 1300selected colour in the chosen position. \q{D} or Backspace removes a
1301peg, and \q{H} adds a hold marker.
9ffde3e8 1302
9c63a011 1303When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1304clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1305and pressing the space bar or Enter key) will mark the current guess,
1306copy any held pegs to the next guess, and move the \q{current guess}
1307marker.
c6203e43 1308
1309If you correctly position all the pegs the solution will be displayed
9ffde3e8 1310below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1311will also be revealed.
c6203e43 1312
e28d0584 1313(All the actions described in \k{common-actions} are also available.)
1314
13b443e3 1315\H{guess-parameters} \I{parameters, for Guess}Guess parameters
c6203e43 1316
1317These parameters are available from the \q{Custom...} option on the
1318\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1319board game \q{Mastermind}.
c6203e43 1320
1321\dt \e{Colours}
1322
1323\dd Number of colours the solution is chosen from; from 2 to 10
1324(more is harder).
1325
1326\dt \e{Pegs per guess}
1327
1328\dd Number of pegs per guess (more is harder).
1329
1330\dt \e{Guesses}
1331
1332\dd Number of guesses you have to find the solution in (fewer is harder).
1333
1334\dt \e{Allow blanks}
1335
1336\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1337you know that those will never be counted as part of the solution). This
1338is turned off by default.
1339
1340Note that this doesn't allow blank pegs in the solution; if you really wanted
1341that, use one extra colour.
1342
1343\dt \e{Allow duplicates}
1344
1345\dd Allows the solution (and the guesses) to contain colours more than once;
1346this increases the search space (making things harder), and is turned on by
1347default.
1348
1349
13b443e3 1350\C{pegs} \i{Pegs}
1351
1352\cfg{winhelp-topic}{games.pegs}
1353
1354A number of pegs are placed in holes on a board. You can remove a
33a3deb2 1355peg by jumping an adjacent peg over it (horizontally or vertically)
1356to a vacant hole on the other side. Your aim is to remove all but one
1357of the pegs initially present.
13b443e3 1358
e28d0584 1359This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1360possibly one of the oldest puzzle games still commonly known.
13b443e3 1361
1362\H{pegs-controls} \i{Pegs controls}
1363
1364\IM{Pegs controls} controls, for Pegs
1365
1366To move a peg, drag it with the mouse from its current position to
1367its final position. If the final position is exactly two holes away
1368from the initial position, is currently unoccupied by a peg, and
1369there is a peg in the intervening square, the move will be permitted
1370and the intervening peg will be removed.
1371
1372Vacant spaces which you can move a peg into are marked with holes. A
1373space with no peg and no hole is not available for moving at all: it
1374is an obstacle which you must work around.
1375
e88d61a4 1376You can also use the cursor keys to move a position indicator around
1377the board. Pressing the return key while over a peg, followed by a
1378cursor key, will jump the peg in that direction (if that is a legal
1379move).
1380
e28d0584 1381(All the actions described in \k{common-actions} are also available.)
13b443e3 1382
1383\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1384
1385These parameters are available from the \q{Custom...} option on the
1386\q{Type} menu.
1387
1388\dt \e{Width}, \e{Height}
1389
1390\dd Size of grid in holes.
1391
1392\dt \e{Board type}
1393
1394\dd Controls whether you are given a board of a standard shape or a
1395randomly generated shape. The two standard shapes currently
1396supported are \q{Cross} and \q{Octagon} (also commonly known as the
1397English and European traditional board layouts respectively).
1398Selecting \q{Random} will give you a different board shape every
1399time (but always one that is known to have a solution).
1400
1401
6c04c334 1402\C{dominosa} \i{Dominosa}
1403
1404\cfg{winhelp-topic}{games.dominosa}
1405
f1010613 1406A normal set of dominoes \dash that is, one instance of every
1407(unordered) pair of numbers from 0 to 6 \dash has been arranged
1408irregularly into a rectangle; then the number in each square has
1409been written down and the dominoes themselves removed. Your task is
1410to reconstruct the pattern by arranging the set of dominoes to match
1411the provided array of numbers.
6c04c334 1412
1413This puzzle is widely credited to O. S. Adler, and takes part of its
1414name from those initials.
1415
1416\H{dominosa-controls} \i{Dominosa controls}
1417
1418\IM{Dominosa controls} controls, for Dominosa
1419
1420Left-clicking between any two adjacent numbers places a domino
1421covering them, or removes one if it is already present. Trying to
1422place a domino which overlaps existing dominoes will remove the ones
1423it overlaps.
1424
1425Right-clicking between two adjacent numbers draws a line between
1426them, which you can use to remind yourself that you know those two
1427numbers are \e{not} covered by a single domino. Right-clicking again
1428removes the line.
1429
e28d0584 1430(All the actions described in \k{common-actions} are also available.)
6c04c334 1431
1432\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1433
1434These parameters are available from the \q{Custom...} option on the
1435\q{Type} menu.
1436
1437\dt \e{Maximum number on dominoes}
1438
1439\dd Controls the size of the puzzle, by controlling the size of the
1440set of dominoes used to make it. Dominoes with numbers going up to N
1441will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1442the default value of 6 gives an 8\by\.7 grid.
1443
1444\dt \e{Ensure unique solution}
1445
1446\dd Normally, Dominosa will make sure that the puzzles it presents
1447have only one solution. Puzzles with ambiguous sections can be more
1448difficult and sometimes more subtle, so if you like you can turn off
1449this feature. Also, finding \e{all} the possible solutions can be an
1450additional challenge for an advanced player. Turning off this option
1451can also speed up puzzle generation.
1452
1453
9d6c3859 1454\C{untangle} \i{Untangle}
1455
1456\cfg{winhelp-topic}{games.untangle}
1457
1458You are given a number of points, some of which have lines drawn
1459between them. You can move the points about arbitrarily; your aim is
1460to position the points so that no line crosses another.
1461
1462I originally saw this in the form of a Flash game called \i{Planarity}
1463\k{Planarity}, written by John Tantalo.
1464
1465\B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1466
1467\H{untangle-controls} \i{Untangle controls}
1468
1469\IM{Untangle controls} controls, for Untangle
1470
1471To move a point, click on it with the left mouse button and drag it
1472into a new position.
1473
e28d0584 1474(All the actions described in \k{common-actions} are also available.)
1475
9d6c3859 1476\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1477
1478There is only one parameter available from the \q{Custom...} option
1479on the \q{Type} menu:
1480
1481\dt \e{Number of points}
1482
1483\dd Controls the size of the puzzle, by specifying the number of
1484points in the generated graph.
1485
1486
bf7ebf5a 1487\C{blackbox} \i{Black Box}
1488
1489\cfg{winhelp-topic}{games.blackbox}
1490
1491A number of balls are hidden in a rectangular arena. You have to
1492deduce the positions of the balls by firing lasers from positions
1493on the edge of the arena and observing how they are deflected.
1494
1495Lasers will fire straight until they hit the opposite side of the
1496arena (at which point they emerge), unless affected by balls in one of
1497the following ways:
1498
1499\b A laser that hits a ball head-on is absorbed and will never re-emerge.
1500 This includes lasers that meet a ball on the first rank of the arena.
1501
1502\b A laser with a ball to its front-left square gets deflected 90 degrees
1503 to the right.
1504
1505\b A laser with a ball to its front-right square gets similarly deflected
1506 to the left.
1507
1508\b A laser that would re-emerge from the entry location is considered to be
ebf54ec9 1509 \q{reflected}.
bf7ebf5a 1510
a4c9750f 1511\b A laser which would get deflected before entering the arena (down the
1512 \q{firing range}) by a ball to the front-left or front-right of its
1513 entry point is also considered to be \q{reflected}.
bf7ebf5a 1514
ebf54ec9 1515Lasers that are reflected appear as a \q{R}; lasers that hit balls
1516dead-on appear as \q{H}. Otherwise, a number appears at the firing point
bf7ebf5a 1517and the location where the laser emerges (this number is unique to
1518that shot).
1519
1520You can place guesses as to the location of the balls, based on the
1521entry and exit patterns of the lasers; once you have placed enough
1522balls a button appears enabling you to have your guesses checked.
1523
1524Here is a diagram showing how the positions of balls can create each
1525of the laser behaviours shown above:
1526
1527\c 1RHR----
1528\c |..O.O...|
1529\c 2........3
1530\c |........|
1531\c |........|
1532\c 3........|
1533\c |......O.|
1534\c H........|
1535\c |.....O..|
1536\c 12-RH---
1537
1538As shown, it is possible for a ball to receive multiple reflections
1539before re-emerging (see turn 3). Similarly, a ball may be reflected
ebf54ec9 1540(possibly more than once) before receiving a hit (the \q{H} on the
bf7ebf5a 1541left side of the example).
1542
1543Note that any layout with more that 4 balls may have a non-unique
1544solution. The following diagram illustrates this; if you know the
1545board contains 5 balls, it is impossible to determine where the fifth
1546ball is (possible positions marked with an x):
1547
1548\c --------
1549\c |........|
1550\c |........|
1551\c |..O..O..|
1552\c |...xx...|
1553\c |...xx...|
1554\c |..O..O..|
1555\c |........|
1556\c |........|
1557\c --------
1558
1559For this reason when you have your guesses checked the game will
1560check that your solution \e{produces the same results} as the
1561computer's, rather than that your solution is identical to the
1562computer's. So in the above example, you could put the fifth ball at
1563\e{any} of the locations marked with an x, and you would still win.
1564
1565Black Box was contributed to this collection by James Harvey.
1566
1567\H{blackbox-controls} \i{Black Box controls}
1568
1569\IM{Black Box controls}controls, for Black Box
1570
1571To fire a laser, left-click in a square around the side of the arena.
1572The results will be displayed immediately. Lasers may not be fired
1573twice (because the results will never change). Holding down the left
1574button will highlight the current go (or a previous go) to confirm the
1575exit point for that laser, if applicable.
1576
1577To guess the location of a ball, left-click within the arena and a
1578black circle will appear marking the guess; to remove the guessed ball
1579click again.
1580
1581Locations in the arena may be locked against modification by
1582right-clicking; whole rows and columns may be similarly locked by
1583right-clicking in the laser firing range above/below that column, or
1584to the left/right of that row.
1585
316908ca 1586The cursor keys may also be used to move around the grid. Pressing the
1587Enter key will add a new ball-location guess, and pressing Space will
1588lock a cell or a row/column.
1589
bf7ebf5a 1590When an appropriate number of balls have been guessed a button will
316908ca 1591appear at the top-left corner of the grid; clicking that (with mouse or
1592cursor) will mark your guesses.
bf7ebf5a 1593
27388471 1594If you click the \q{mark} button and your guesses are not correct,
1595the game will show you as little information as possible to
1596demonstrate this to you, so you can try again. If your ball
1597positions are not consistent with the laser paths you already know
1598about, one laser path will be circled to indicate that it proves you
1599wrong. If your positions match all the existing laser paths but are
1600still wrong, one new laser path will be revealed (written in red)
1601which is not consistent with your current guesses.
1602
1603If you decide to give up completely, you can select Solve to reveal
1604the actual ball positions. At this point, correctly-placed balls
1605will be displayed as filled black circles; incorrectly-placed balls
1606are displayed as filled black circles with red crosses, and missing
1607balls are filled red circles. In addition, a red circle marks any
1608laser you had already fired which is not consistent with your ball
1609layout (just as when you press the mark button), and red text marks
bf7ebf5a 1610any laser you \e{could} have fired in order to distinguish your ball
1611layout from the right one.
1612
1613(All the actions described in \k{common-actions} are also available.)
1614
1615\H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1616
1617These parameters are available from the \q{Custom...} option on the
1618\q{Type} menu.
1619
1620\dt \e{Width}, \e{Height}
1621
ebf54ec9 1622\dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
bf7ebf5a 1623per grid, two per row and two per column.
1624
1625\dt \e{No. of balls}
1626
1627\dd Number of balls to place in the grid. This can be a single number,
ebf54ec9 1628or a range (separated with a hyphen, like \q{2-6}), and determines the
1629number of balls to place on the grid. The \q{reveal} button is only
bf7ebf5a 1630enabled if you have guessed an appropriate number of balls; a guess
1631using a different number to the original solution is still acceptable,
1632if all the laser inputs and outputs match.
1633
1634
f1010613 1635\C{slant} \i{Slant}
1636
1637\cfg{winhelp-topic}{games.slant}
1638
1639You have a grid of squares. Your aim is to draw a diagonal line
1640through each square, and choose which way each line slants so that
1641the following conditions are met:
1642
1643\b The diagonal lines never form a loop.
1644
1645\b Any point with a circled number has precisely that many lines
1646meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1647zero is the centre of a diamond shape \dash or rather, a partial
1648diamond shape, because a zero can never appear in the middle of the
1649grid because that would immediately cause a loop.)
1650
1651Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1652
1653\B{nikoli-slant}
1654\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1655(in Japanese)
1656
f1010613 1657\H{slant-controls} \i{Slant controls}
1658
1659\IM{Slant controls} controls, for Slant
f1010613 1660
1661Left-clicking in a blank square will place a \cw{\\} in it (a line
1662leaning to the left, i.e. running from the top left of the square to
1663the bottom right). Right-clicking in a blank square will place a
1664\cw{/} in it (leaning to the right, running from top right to bottom
1665left).
1666
1667Continuing to click either button will cycle between the three
1668possible square contents. Thus, if you left-click repeatedly in a
1669blank square it will change from blank to \cw{\\} to \cw{/} back to
1670blank, and if you right-click repeatedly the square will change from
1671blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1672the game entirely with one button if you need to.)
1673
6b8513c7 1674You can also use the cursor keys to move around the grid. Pressing the
1675return or space keys will place a \cw{\\} or a \cw{/}, respectively,
1676and will then cycle them as above.
1677
f1010613 1678(All the actions described in \k{common-actions} are also available.)
1679
e3478a4b 1680\H{slant-parameters} \I{parameters, for Slant}Slant parameters
f1010613 1681
1682These parameters are available from the \q{Custom...} option on the
1683\q{Type} menu.
1684
1685\dt \e{Width}, \e{Height}
1686
1687\dd Size of grid in squares.
1688
15164c74 1689\dt \e{Difficulty}
1690
1691\dd Controls the difficulty of the generated puzzle. At Hard level,
1692you are required to do deductions based on knowledge of
1693\e{relationships} between squares rather than always being able to
1694deduce the exact contents of one square at a time. (For example, you
1695might know that two squares slant in the same direction, even if you
1696don't yet know what that direction is, and this might enable you to
1697deduce something about still other squares.) Even at Hard level,
1698guesswork and backtracking should never be necessary.
1699
f1010613 1700
e3478a4b 1701\C{lightup} \i{Light Up}
1702
1703\cfg{winhelp-topic}{games.lightup}
1704
1705You have a grid of squares. Some are filled in black; some of the
1706black squares are numbered. Your aim is to \q{light up} all the
1707empty squares by placing light bulbs in some of them.
1708
1709Each light bulb illuminates the square it is on, plus all squares in
1710line with it horizontally or vertically unless a black square is
1711blocking the way.
1712
1713To win the game, you must satisfy the following conditions:
1714
1715\b All non-black squares are lit.
1716
1717\b No light is lit by another light.
1718
1719\b All numbered black squares have exactly that number of lights adjacent to
1720 them (in the four squares above, below, and to the side).
1721
1722Non-numbered black squares may have any number of lights adjacent to them.
1723
1724Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1725
1726Light Up was contributed to this collection by James Harvey.
1727
1728\B{nikoli-lightup}
1729\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1730(beware of Flash)
1731
1732\H{lightup-controls} \i{Light Up controls}
1733
1734\IM{Light Up controls} controls, for Light Up
e3478a4b 1735
1736Left-clicking in a non-black square will toggle the presence of a light
1737in that square. Right-clicking in a non-black square toggles a mark there to aid
1738solving; it can be used to highlight squares that cannot be lit, for example.
1739
1740You may not place a light in a marked square, nor place a mark in a lit square.
1741
1742The game will highlight obvious errors in red. Lights lit by other
1743lights are highlighted in this way, as are numbered squares which
1744do not (or cannot) have the right number of lights next to them.
1745
1746Thus, the grid is solved when all non-black squares have yellow
1747highlights and there are no red lights.
1748
e28d0584 1749(All the actions described in \k{common-actions} are also available.)
e3478a4b 1750
1751\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1752
1753These parameters are available from the \q{Custom...} option on the
1754\q{Type} menu.
1755
1756\dt \e{Width}, \e{Height}
1757
1758\dd Size of grid in squares.
1759
1760\dt \e{%age of black squares}
1761
1762\dd Rough percentage of black squares in the grid.
1763
1764\lcont{
1765
1766This is a hint rather than an instruction. If the grid generator is
1767unable to generate a puzzle to this precise specification, it will
1768increase the proportion of black squares until it can.
1769
1770}
1771
1772\dt \e{Symmetry}
1773
1774\dd Allows you to specify the required symmetry of the black squares
1775in the grid. (This does not affect the difficulty of the puzzles
1776noticeably.)
1777
1778\dt \e{Difficulty}
1779
1780\dd \q{Easy} means that the puzzles should be soluble without
1781backtracking or guessing, \q{Hard} means that some guesses will
1782probably be necessary.
1783
1784
c51c7de6 1785\C{map} \i{Map}
1786
1787\cfg{winhelp-topic}{games.map}
1788
1789You are given a map consisting of a number of regions. Your task is
1790to colour each region with one of four colours, in such a way that
1791no two regions sharing a boundary have the same colour. You are
1792provided with some regions already coloured, sufficient to make the
1793remainder of the solution unique.
1794
1795Only regions which share a length of border are required to be
1796different colours. Two regions which meet at only one \e{point}
1797(i.e. are diagonally separated) may be the same colour.
1798
1799I believe this puzzle is original; I've never seen an implementation
bb219ea1 1800of it anywhere else. The concept of a \i{four-colouring} puzzle was
c51c7de6 1801suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1802Allan for inspiring the train of thought that led to me realising
1803Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1804for many detailed suggestions.
1805
c51c7de6 1806\H{map-controls} \i{Map controls}
1807
1808\IM{Map controls} controls, for Map
c51c7de6 1809
1cdd1306 1810To colour a region, click the left mouse button on an existing
1811region of the desired colour and drag that colour into the new
1812region.
c51c7de6 1813
1814(The program will always ensure the starting puzzle has at least one
1815region of each colour, so that this is always possible!)
1816
1817If you need to clear a region, you can drag from an empty region, or
1818from the puzzle boundary if there are no empty regions left.
1819
1cdd1306 1820Dragging a colour using the \e{right} mouse button will stipple the
1821region in that colour, which you can use as a note to yourself that
1822you think the region \e{might} be that colour. A region can contain
1823stipples in multiple colours at once. (This is often useful at the
1824harder difficulty levels.)
1825
90ee6a20 1826You can also use the cursor keys to move around the map: the colour of
1827the cursor indicates the position of the colour you would drag (which
1828is not obvious if you're on a region's boundary, since it depends on the
1829direction from which you approached the boundary). Pressing the return
1830key starts a drag of that colour, as above, which you control with the
1831cursor keys; pressing the return key again finishes the drag. The
1832space bar can be used similarly to create a stippled region.
1833Double-pressing the return key (without moving the cursor) will clear
1834the region, as a drag from an empty region does: this is useful with
1835the cursor mode if you have filled the entire map in but need to
1836correct the layout.
1837
e857e161 1838If you press L during play, the game will toggle display of a number
1839in each region of the map. This is useful if you want to discuss a
1840particular puzzle instance with a friend \dash having an unambiguous
1841name for each region is much easier than trying to refer to them all
1842by names such as \q{the one down and right of the brown one on the
1843top border}.
1844
e28d0584 1845(All the actions described in \k{common-actions} are also available.)
c51c7de6 1846
1847\H{map-parameters} \I{parameters, for Map}Map parameters
1848
1849These parameters are available from the \q{Custom...} option on the
1850\q{Type} menu.
1851
1852\dt \e{Width}, \e{Height}
1853
1854\dd Size of grid in squares.
1855
1856\dt \e{Regions}
1857
1858\dd Number of regions in the generated map.
1859
1860\dt \e{Difficulty}
1861
1862\dd In \q{Easy} mode, there should always be at least one region
1cdd1306 1863whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1864modes, you will have to use increasingly complex logic to deduce the
1865colour of some regions. However, it will always be possible without
1866having to guess or backtrack.
c51c7de6 1867
b3728d72 1868\lcont{
1869
1870In \q{Unreasonable} mode, the program will feel free to generate
1871puzzles which are as hard as it can possibly make them: the only
1872constraint is that they should still have a unique solution. Solving
1873Unreasonable puzzles may require guessing and backtracking.
1874
1875}
1876
c51c7de6 1877
6193da8d 1878\C{loopy} \i{Loopy}
1879
1880\cfg{winhelp-topic}{games.loopy}
1881
7c95608a 1882You are given a grid of dots, marked with yellow lines to indicate
1883which dots you are allowed to connect directly together. Your aim is
1884to use some subset of those yellow lines to draw a single unbroken
6193da8d 1885loop from dot to dot within the grid.
1886
7c95608a 1887Some of the spaces between the lines contain numbers. These numbers
1888indicate how many of the lines around that space form part of the
1889loop. The loop you draw must correctly satisfy all of these clues to
1890be considered a correct solution.
6193da8d 1891
7c95608a 1892In the default mode, the dots are arranged in a grid of squares;
1893however, you can also play on triangular or hexagonal grids, or even
1894more exotic ones.
6193da8d 1895
7c95608a 1896Credit for the basic puzzle idea goes to \i{Nikoli}
1897\k{nikoli-loopy}.
1898
1899Loopy was originally contributed to this collection by Mike Pinna,
1900and subsequently enhanced to handle various types of non-square grid
1901by Lambros Lambrou.
6193da8d 1902
1903\B{nikoli-loopy}
1904\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1905(beware of Flash)
1906
6193da8d 1907\H{loopy-controls} \i{Loopy controls}
1908
1909\IM{Loopy controls} controls, for Loopy
6193da8d 1910
7c95608a 1911Click the left mouse button on a yellow line to turn it black,
1912indicating that you think it is part of the loop. Click again to
1913turn the line yellow again (meaning you aren't sure yet).
6193da8d 1914
1915If you are sure that a particular line segment is \e{not} part of
7c95608a 1916the loop, you can click the right mouse button to remove it
1917completely. Again, clicking a second time will turn the line back to
1918yellow.
6193da8d 1919
e28d0584 1920(All the actions described in \k{common-actions} are also available.)
6193da8d 1921
1922\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1923
1924These parameters are available from the \q{Custom...} option on the
1925\q{Type} menu.
1926
1927\dt \e{Width}, \e{Height}
1928
7c95608a 1929\dd Size of grid, measured in number of regions across and down. For
1930square grids, it's clear how this is counted; for other types of
1931grid you may have to think a bit to see how the dimensions are
1932measured.
1933
1934\dt \e{Grid type}
1935
1936\dd Allows you to choose between a selection of types of tiling.
1937Some have all the faces the same but may have multiple different
1938types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have
1939all the vertices the same but may have differnt types of face (e.g.
1940the \e{Great Hexagonal}). The square, triangular and honeycomb grids
1941are fully regular, and have all their vertices \e{and} faces the
1942same; this makes them the least confusing to play.
6193da8d 1943
550742c1 1944\dt \e{Difficulty}
6193da8d 1945
550742c1 1946\dd Controls the difficulty of the generated puzzle.
1947\#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
1948when are backtracking/guesswork required, if ever?}
6193da8d 1949
1950
81eef9aa 1951\C{inertia} \i{Inertia}
1952
1953\cfg{winhelp-topic}{games.inertia}
1954
1955You are a small green ball sitting in a grid full of obstacles. Your
1956aim is to collect all the gems without running into any mines.
1957
1958You can move the ball in any orthogonal \e{or diagonal} direction.
1959Once the ball starts moving, it will continue until something stops
1960it. A wall directly in its path will stop it (but if it is moving
1961diagonally, it will move through a diagonal gap between two other
1962walls without stopping). Also, some of the squares are \q{stops};
1963when the ball moves on to a stop, it will stop moving no matter what
1964direction it was going in. Gems do \e{not} stop the ball; it picks
1965them up and keeps on going.
1966
1967Running into a mine is fatal. Even if you picked up the last gem in
1968the same move which then hit a mine, the game will count you as dead
1969rather than victorious.
1970
1971This game was originally implemented for Windows by Ben Olmstead
1972\k{bem}, who was kind enough to release his source code on request
1973so that it could be re-implemented for this collection.
1974
1975\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1976
1977\H{inertia-controls} \i{Inertia controls}
1978
1979\IM{Inertia controls} controls, for Inertia
1980\IM{Inertia controls} keys, for Inertia
1981\IM{Inertia controls} shortcuts (keyboard), for Inertia
1982
1983You can move the ball in any of the eight directions using the
1984numeric keypad. Alternatively, if you click the left mouse button on
1985the grid, the ball will begin a move in the general direction of
1986where you clicked.
1987
8b5b08f7 1988If you use the \q{Solve} function on this game, the program will
1989compute a path through the grid which collects all the remaining
1990gems and returns to the current position. A hint arrow will appear
1991on the ball indicating the direction in which you should move to
1992begin on this path. If you then move in that direction, the arrow
1993will update to indicate the next direction on the path. You can also
1994press Space to automatically move in the direction of the hint
1995arrow. If you move in a different direction from the one shown by
1996the arrow, the hint arrows will stop appearing because you have
1997strayed from the provided path; you can then use \q{Solve} again to
1998generate a new path if you want to.
1999
81eef9aa 2000All the actions described in \k{common-actions} are also available.
2001In particular, if you do run into a mine and die, you can use the
2002Undo function and resume playing from before the fatal move. The
2003game will keep track of the number of times you have done this.
2004
2005\H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
2006
2007These parameters are available from the \q{Custom...} option on the
2008\q{Type} menu.
2009
2010\dt \e{Width}, \e{Height}
2011
2012\dd Size of grid in squares.
2013
2014
86e60e3d 2015\C{tents} \i{Tents}
2016
2017\cfg{winhelp-topic}{games.tents}
2018
2019You have a grid of squares, some of which contain trees. Your aim is
2020to place tents in some of the remaining squares, in such a way that
2021the following conditions are met:
2022
2023\b There are exactly as many tents as trees.
2024
2025\b The tents and trees can be matched up in such a way that each
2026tent is directly adjacent (horizontally or vertically, but not
2027diagonally) to its own tree. However, a tent may be adjacent to
2028other trees as well as its own.
2029
2030\b No two tents are adjacent horizontally, vertically \e{or
2031diagonally}.
2032
2033\b The number of tents in each row, and in each column, matches the
2034numbers given round the sides of the grid.
2035
2036This puzzle can be found in several places on the Internet, and was
2037brought to my attention by e-mail. I don't know who I should credit
2038for inventing it.
2039
2040\H{tents-controls} \i{Tents controls}
2041
2042\IM{Tents controls} controls, for Tents
2043
2044Left-clicking in a blank square will place a tent in it.
2045Right-clicking in a blank square will colour it green, indicating
2046that you are sure it \e{isn't} a tent. Clicking either button in an
2047occupied square will clear it.
2048
565394e7 2049If you \e{drag} with the right button along a row or column, every
2050blank square in the region you cover will be turned green, and no
2051other squares will be affected. (This is useful for clearing the
2052remainder of a row once you have placed all its tents.)
2053
505ea4e5 2054You can also use the cursor keys to move around the grid. Pressing the
2055return key over an empty square will place a tent, and pressing the
2056space bar over an empty square will colour it green; either key will
2057clear an occupied square.
2058
86e60e3d 2059(All the actions described in \k{common-actions} are also available.)
2060
2061\H{tents-parameters} \I{parameters, for Tents}Tents parameters
2062
2063These parameters are available from the \q{Custom...} option on the
2064\q{Type} menu.
2065
2066\dt \e{Width}, \e{Height}
2067
2068\dd Size of grid in squares.
2069
2070\dt \e{Difficulty}
2071
2072\dd Controls the difficulty of the generated puzzle. More difficult
2073puzzles require more complex deductions, but at present none of the
2074available difficulty levels requires guesswork or backtracking.
2075
2076
e7c63b02 2077\C{bridges} \i{Bridges}
2078
2079\cfg{winhelp-topic}{games.bridges}
2080
2081You have a set of islands distributed across the playing area. Each
2082island contains a number. Your aim is to connect the islands
2083together with bridges, in such a way that:
2084
2085\b Bridges run horizontally or vertically.
2086
2087\b The number of bridges terminating at any island is equal to the
2088number written in that island.
2089
2090\b Two bridges may run in parallel between the same two islands, but
2091no more than two may do so.
2092
2093\b No bridge crosses another bridge.
2094
2095\b All the islands are connected together.
2096
2097There are some configurable alternative modes, which involve
2098changing the parallel-bridge limit to something other than 2, and
2099introducing the additional constraint that no sequence of bridges
2100may form a loop from one island back to the same island. The rules
2101stated above are the default ones.
2102
2103Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
2104
2105Bridges was contributed to this collection by James Harvey.
2106
2107\B{nikoli-bridges}
2108\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
2109
2110\H{bridges-controls} \i{Bridges controls}
2111
2112\IM{Bridges controls} controls, for Bridges
2113
2114To place a bridge between two islands, click the mouse down on one
2115island and drag it towards the other. You do not need to drag all
2116the way to the other island; you only need to move the mouse far
2117enough for the intended bridge direction to be unambiguous. (So you
2118can keep the mouse near the starting island and conveniently throw
2119bridges out from it in many directions.)
2120
2121Doing this again when a bridge is already present will add another
2122parallel bridge. If there are already as many bridges between the
2123two islands as permitted by the current game rules (i.e. two by
2124default), the same dragging action will remove all of them.
2125
2126If you want to remind yourself that two islands definitely \e{do
2127not} have a bridge between them, you can right-drag between them in
2128the same way to draw a \q{non-bridge} marker.
2129
2130If you think you have finished with an island (i.e. you have placed
2131all its bridges and are confident that they are in the right
2132places), you can mark the island as finished by left-clicking on it.
2133This will highlight it and all the bridges connected to it, and you
2134will be prevented from accidentally modifying any of those bridges
2135in future. Left-clicking again on a highlighted island will unmark
2136it and restore your ability to modify it.
2137
2138Violations of the puzzle rules will be marked in red:
2139
2140\b An island with too many bridges will be highlighted in red.
2141
2142\b An island with too few bridges will be highlighted in red if it
2143is definitely an error (as opposed to merely not being finished
2144yet): if adding enough bridges would involve having to cross another
2145bridge or remove a non-bridge marker, or if the island has been
2146highlighted as complete.
2147
2148\b A group of islands and bridges may be highlighted in red if it is
2149a closed subset of the puzzle with no way to connect it to the rest
2150of the islands. For example, if you directly connect two 1s together
2151with a bridge and they are not the only two islands on the grid,
2152they will light up red to indicate that such a group cannot be
2153contained in any valid solution.
2154
2155\b If you have selected the (non-default) option to disallow loops
2156in the solution, a group of bridges which forms a loop will be
2157highlighted.
2158
2159(All the actions described in \k{common-actions} are also available.)
2160
2161\H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2162
2163These parameters are available from the \q{Custom...} option on the
2164\q{Type} menu.
2165
2166\dt \e{Width}, \e{Height}
2167
2168\dd Size of grid in squares.
2169
2170\dt \e{Difficulty}
2171
2172\dd Difficulty level of puzzle.
2173
2174\dt \e{Allow loops}
2175
2176\dd This is set by default. If cleared, puzzles will be generated in
2177such a way that they are always soluble without creating a loop, and
2178solutions which do involve a loop will be disallowed.
2179
2180\dt \e{Max. bridges per direction}
2181
2182\dd Maximum number of bridges in any particular direction. The
2183default is 2, but you can change it to 1, 3 or 4. In general, fewer
2184is easier.
2185
2186\dt \e{%age of island squares}
2187
2188\dd Gives a rough percentage of islands the generator will try and
2189lay before finishing the puzzle. Certain layouts will not manage to
2190lay enough islands; this is an upper bound.
2191
2192\dt \e{Expansion factor (%age)}
2193
2194\dd The grid generator works by picking an existing island at random
2195(after first creating an initial island somewhere). It then decides
2196on a direction (at random), and then works out how far it could
2197extend before creating another island. This parameter determines how
2198likely it is to extend as far as it can, rather than choosing
2199somewhere closer.
2200
2201High expansion factors usually mean easier puzzles with fewer
2202possible islands; low expansion factors can create lots of
2203tightly-packed islands.
2204
2205
149255d7 2206\C{unequal} \i{Unequal}
2207
2208\cfg{winhelp-topic}{games.unequal}
2209
2210You have a square grid; each square may contain a digit from 1 to
055b9cd2 2211the size of the grid, and some squares have greater-than signs between
149255d7 2212them. Your aim is to fully populate the grid with numbers such that:
2213
2214\b Each row contains only one occurrence of each digit
2215
2216\b Each column contains only one occurrence of each digit
2217
2218\b All the greater-than signs are satisfied.
2219
feb306dc 2220In \q{Trivial} mode (available via the \q{Custom} game type
2221selector), there are no greater-than signs; the puzzle is to solve
2222the \i{Latin square} only.
149255d7 2223
2224At the time of writing, this puzzle is appearing in the Guardian
055b9cd2 2225weekly under the name \q{\i{Futoshiki}}.
149255d7 2226
2227Unequal was contributed to this collection by James Harvey.
2228
2229\H{unequal-controls} \i{Unequal controls}
2230
2231\IM{Unequal controls} controls, for Unequal
2232
2233Unequal shares much of its control system with Solo.
2234
2235To play Unequal, simply click the mouse in any empty square and then
2236type a digit or letter on the keyboard to fill that square. If you
2237make a mistake, click the mouse in the incorrect square and press
2238Space to clear it again (or use the Undo feature).
2239
2240If you \e{right}-click in a square and then type a number, that
2241number will be entered in the square as a \q{pencil mark}. You can
3e17893b 2242have pencil marks for multiple numbers in the same square. Squares
2243containing filled-in numbers cannot also contain pencil marks.
149255d7 2244
2245The game pays no attention to pencil marks, so exactly what you use
2246them for is up to you: you can use them as reminders that a
2247particular square needs to be re-examined once you know more about a
2248particular number, or you can use them as lists of the possible
2249numbers in a given square, or anything else you feel like.
2250
2251To erase a single pencil mark, right-click in the square and type
2252the same number again.
2253
2254All pencil marks in a square are erased when you left-click and type
2255a number, or when you left-click and press space. Right-clicking and
2256pressing space will also erase pencil marks.
2257
9c90045a 2258As for Solo, the cursor keys can be used in conjunction with the digit
2259keys to set numbers or pencil marks. You can also use the 'M' key to
3e17893b 2260auto-fill every numeric hint, ready for removal as required, or the 'H'
2261key to do the same but also to remove all obvious hints.
2262
2263Alternatively, use the cursor keys to move the mark around the grid.
2264Pressing the return key toggles the mark (from a normal mark to a
2265pencil mark), and typing a number in is entered in the square in the
2266appropriate way; typing in a 0 or using the space bar will clear a
2267filled square.
9c90045a 2268
149255d7 2269(All the actions described in \k{common-actions} are also available.)
2270
2271\H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters
2272
2273These parameters are available from the \q{Custom...} option on the
2274\q{Type} menu.
2275
2276\dt \e{Size (s*s)}
2277
2278\dd Size of grid.
2279
2280\dt \e{Difficulty}
2281
845a3be0 2282\dd Controls the difficulty of the generated puzzle. At Trivial
feb306dc 2283level, there are no greater-than signs; the puzzle is to solve the
2284Latin square only. At Recursive level (only available via the
2285\q{Custom} game type selector) backtracking will be required, but
2286the solution should still be unique. The levels in between require
2287increasingly complex reasoning to avoid having to backtrack.
149255d7 2288
2289
ab3a1e43 2290
2291\C{galaxies} \i{Galaxies}
2292
2293\cfg{winhelp-topic}{games.galaxies}
2294
2295You have a rectangular grid containing a number of dots. Your aim is
2296to draw edges along the grid lines which divide the rectangle into
2297regions in such a way that every region is 180\u00b0{-degree}
2298rotationally symmetric, and contains exactly one dot which is
2299located at its centre of symmetry.
2300
2301This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under
a799e87f 2302the name \q{Tentai Show}; its name is commonly translated into
2303English as \q{Spiral Galaxies}.
ab3a1e43 2304
f3ed4ec3 2305Galaxies was contributed to this collection by James Harvey.
2306
ab3a1e43 2307\B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}
2308
2309\H{galaxies-controls} \i{Galaxies controls}
2310
2311\IM{Galaxies controls} controls, for Galaxies
2312
2313Left-click on any grid line to draw an edge if there isn't one
2314already, or to remove one if there is. When you create a valid
2315region (one which is closed, contains exactly one dot, is
2316180\u00b0{-degree} symmetric about that dot, and contains no
2317extraneous edges inside it) it will be highlighted automatically; so
2318your aim is to have the whole grid highlighted in that way.
2319
2320During solving, you might know that a particular grid square belongs
2321to a specific dot, but not be sure of where the edges go and which
2322other squares are connected to the dot. In order to mark this so you
2323don't forget, you can right-click on the dot and drag, which will
2324create an arrow marker pointing at the dot. Drop that in a square of
2325your choice and it will remind you which dot it's associated with.
2326You can also right-click on existing arrows to pick them up and move
2327them, or destroy them by dropping them off the edge of the grid.
2328(Also, if you're not sure which dot an arrow is pointing at, you can
2329pick it up and move it around to make it clearer. It will swivel
2330constantly as you drag it, to stay pointed at its parent dot.)
2331
2c580e64 2332You can also use the cursor keys to move around the grid squares and
2333lines. Pressing the return key when over a grid line will draw or
2334clear its edge, as above. Pressing the return key when over a dot will
2335pick up an arrow, to be dropped the nest time the return key is
2336pressed; this can also be used to move existing arrows around, removing
2337them by dropping them on a dot or another arrow.
2338
ab3a1e43 2339(All the actions described in \k{common-actions} are also available.)
2340
2341\H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters
2342
2343These parameters are available from the \q{Custom...} option on the
2344\q{Type} menu.
2345
2346\dt \e{Width}, \e{Height}
2347
2348\dd Size of grid in squares.
2349
2350\dt \e{Difficulty}
2351
2352\dd Controls the difficulty of the generated puzzle. More difficult
59206b9c 2353puzzles require more complex deductions, and the \q{Unreasonable}
a799e87f 2354difficulty level may require backtracking.
ab3a1e43 2355
2356
2357
8b3b3223 2358\C{filling} \i{Filling}
2359
2360\cfg{winhelp-topic}{games.filling}
2361
2362You have a grid of squares, some of which contain digits, and the
2363rest of which are empty. Your job is to fill in digits in the empty
2364squares, in such a way that each connected region of squares all
2365containing the same digit has an area equal to that digit.
2366
2367(\q{Connected region}, for the purposes of this game, does not count
2368diagonally separated squares as adjacent.)
2369
2370For example, it follows that no square can contain a zero, and that
2371two adjacent squares can not both contain a one. No region has an
2372area greater than 9 (because then its area would not be a single
2373digit).
2374
2375Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
2376
2377Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
2378
2379\B{nikoli-fillomino}
2380\W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/}
2381
2382\H{filling-controls} \I{controls, for Filling}Filling controls
2383
2384To play Filling, simply click the mouse in any empty square and then
b182e5d5 2385type a digit on the keyboard to fill that square. By dragging the
2386mouse, you can select multiple squares to fill with a single keypress.
2387If you make a mistake, click the mouse in the incorrect square and
2388press 0, Space, Backspace or Enter to clear it again (or use the Undo
2389feature).
8b3b3223 2390
eb05ad3b 2391You can also move around the grid with the cursor keys; typing a digit will
2392fill the square containing the cursor with that number, or typing 0, Space,
2393or Enter will clear it. You can also select multiple squares for numbering
2394or clearing by using the return key, before typing a digit to fill in the
2395highlighted squares (as above).
2396
8b3b3223 2397(All the actions described in \k{common-actions} are also available.)
2398
2399\H{filling-parameters} \I{parameters, for Filling}Filling parameters
2400
2401Filling allows you to configure the number of rows and columns of the
2402grid, through the \q{Type} menu.
2403
2404
ab3a1e43 2405
e91825f8 2406\A{licence} \I{MIT licence}\ii{Licence}
2407
07a54e52 2408This software is \i{copyright} 2004-2008 Simon Tatham.
e91825f8 2409
2c930807 2410Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
0477157e 2411K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl and Lambros
2412Lambrou.
e91825f8 2413
2414Permission is hereby granted, free of charge, to any person
2415obtaining a copy of this software and associated documentation files
a799e87f 2416(the \q{Software}), to deal in the Software without restriction,
e91825f8 2417including without limitation the rights to use, copy, modify, merge,
2418publish, distribute, sublicense, and/or sell copies of the Software,
2419and to permit persons to whom the Software is furnished to do so,
2420subject to the following conditions:
2421
2422The above copyright notice and this permission notice shall be
2423included in all copies or substantial portions of the Software.
2424
a799e87f 2425THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND,
e91825f8 2426EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2427MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2428NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2429BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2430ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2431CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2432SOFTWARE.
2433
3c9388ef 2434\IM{command-line}{command line} command line
2435
bb219ea1 2436\IM{default parameters, specifying} default parameters, specifying
2437\IM{default parameters, specifying} preferences, specifying default
2438
2439\IM{Unix} Unix
2440\IM{Unix} Linux
2441
2442\IM{generating game IDs} generating game IDs
2443\IM{generating game IDs} game ID, generating
2444
1185e3c5 2445\IM{specific} \q{Specific}, menu option
2446\IM{custom} \q{Custom}, menu option
e91825f8 2447
2448\IM{game ID} game ID
2449\IM{game ID} ID, game
2450\IM{ID format} ID format
2451\IM{ID format} format, ID
2452\IM{ID format} game ID, format
2453
2454\IM{keys} keys
2455\IM{keys} shortcuts (keyboard)
2456
2457\IM{initial state} initial state
2458\IM{initial state} state, initial
2459
2460\IM{MIT licence} MIT licence
2461\IM{MIT licence} licence, MIT