Oops; forgot to check in the copy-to-clipboard option for Windows.
[sgt/puzzles] / puzzles.but
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e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
e91825f8 23This is a collection of small one-player puzzle games.
24
25\copyright This manual is copyright 2004 Simon Tatham. All rights
26reserved. You may distribute this documentation under the MIT licence.
27See \k{licence} for the licence text in full.
28
8709d5d9 29\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 30
8709d5d9 31\versionid $Id$
e91825f8 32
33\C{intro} Introduction
34
35I wrote this collection because I thought there should be more small
36desktop toys available: little games you can pop up in a window and
37play for two or three minutes while you take a break from whatever
8a771ea7 38else you were doing. And I was also annoyed that every time I found
39a good game on (say) \i{Unix}, it wasn't available the next time I
40was sitting at a \i{Windows} machine, or vice versa; so I arranged
41that everything in my personal puzzle collection will happily run on
42both, and have more recently done a port to Mac OS X as well. When I
43find (or perhaps invent) further puzzle games that I like, they'll
44be added to this collection and will immediately be available on
45both platforms. And if anyone feels like writing any other front
46ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47the games in this framework will immediately become available on
48another platform as well.
e91825f8 49
50The actual games in this collection were mostly not my invention; I
51saw them elsewhere, and rewrote them in a form that was more
52convenient for me. I do not claim credit, in general, for inventing
53the rules of any of these puzzles; all I claim is authorship of the
54code (or at least those parts of the code that weren't contributed
55by other people!).
56
57This collection is distributed under the \i{MIT licence} (see
58\k{licence}). This means that you can do pretty much anything you like
59with the game binaries or the code, except pretending you wrote them
60yourself, or suing me if anything goes wrong.
61
62The most recent versions, and \i{source code}, can be found at
63\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65Please report \I{feedback}\i{bugs} to
66\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67You might find it helpful to read this article before reporting a bug:
68
69\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71\ii{Patches} are welcome. Especially if they provide a new front end
72(to make all these games run on another platform), or a new game.
73
74
75\C{common} \ii{Common features}
76
77This chapter describes features that are common to all the games.
78
79\H{common-actions} \I{controls}Common actions
80
81These actions are all available from the \I{Game menu}\q{Game} menu
82and via \I{keys}keyboard shortcuts, in addition to any game-specific
83actions.
84
bacaa96e 85(On Mac OS X, to conform with local user interface standards, these
86actions are situated on the \I{File menu}\q{File} and \q{Edit
87menu}\q{Edit} menus instead.)
88
e91825f8 89\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91\dd Starts a new game, with a random initial state.
92
93\dt \ii\e{Restart game} (\q{R})
94
95\dd Resets the current game to its initial state. Undo is lost.
96
97\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
98
99\dd Undoes a single move. (You can undo moves back to the start of the
100game.)
101
102\dt \ii\e{Redo} (Ctrl+\q{R})
103
104\dd Redoes a previous undone move.
105
bacaa96e 106\dt \ii\e{Copy}
107
108\dd Copies the current state of your game to the clipboard in text
109format, so that you can paste it into (say) an e-mail client or a
110web message board if you're discussing the game with someone else.
111(Not all games support this feature.)
112
e91825f8 113\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
114
115\dd Closes the application entirely.
116
117\H{common-id} Recreating games with the \ii{game ID}
118
119The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
bacaa96e 120(or the \q{File} menu, on Mac OS X) lets you see a short string (the
121\q{game ID}) that captures the initial state of the current game.
e91825f8 122
123The precise \I{ID format}format of the ID is specific to each game.
124It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
125the first part encodes \i\e{parameters} (such as grid size), while the
126second part encodes a \i\e{seed}, which determines the \i{initial
127state} of the game within those parameters.
128
129You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
130a new game with the specified ID (whether you changed it or not).
131Pressing \q{Cancel} returns to the current game.
132
133You can also use the game ID (or just the encoded parameters) as a
134\i{command line} argument; see \k{common-cmdline} for more detail.
135
136Game IDs are portable across platforms; you can use a game ID
137generated by the Windows version of a game on the Unix version, etc.
138
139\H{common-type} The \q{Type} menu
140
141The \I{Type menu}\q{Type} menu, if present, may contain a list of
142\i{preset} game settings. Selecting one of these will start a new
143random game with the parameters specified.
144
145The \q{Type} menu may also contain a \q{\i{Custom...}} option which
146allows you to fine-tune game \i{parameters}. The parameters available
147are specific to each game and are described in the following sections.
148
149\H{common-cmdline} Specifying game parameters on the \i{command line}
150
8a771ea7 151(This section does not apply to the Mac OS X version.)
152
e91825f8 153The games in this collection deliberately do not ever save
154information on to the computer they run on: they have no high score
155tables and no saved preferences. (This is because I expect at least
156some people to play them at work, and those people will probably
157appreciate leaving as little evidence as possible!)
158
159However, if you do want to arrange for one of these games to default
160to a particular set of parameters, you can specify them on the
161command line.
162
163The easiest way to do this is to set up the parameters you want
164using the \q{Type} menu (see \k{common-type}), and then to select
bacaa96e 165\q{Specific} from the \q{Game} or \q{File} menu (see \k{common-id}).
166The text in the \q{Game ID} box will be composed of two parts,
167separated by a colon. The first of these parts represents the game
168parameters (the size of the playing area, for example, and anything
169else you set using the \q{Type} menu).
e91825f8 170
171If you run the game with just that parameter text on the command
172line, it will start up with the settings you specified.
173
174For example: if you run Cube (see \k{cube}), select \q{Octahedron}
175from the \q{Type} menu, and then go to the game ID selection, you
176will see a string of the form \cq{o2x2:911A81,10}. Take only the
177part before the colon (\cq{o2x2}), and start Cube with that text on
178the command line: \cq{cube o2x2}.
179
180If you copy the \e{entire} game ID on to the command line, the game
181will start up in the specific game that was described. This is
182occasionally a more convenient way to start a particular game ID
183than by pasting it into the game ID selection box.
184
185\C{net} \i{Net}
186
187\cfg{winhelp-topic}{games.net}
188
189(\e{Note:} the \i{Windows} version of this game is called
190\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
191
192I originally saw this in the form of a Flash game called \i{FreeNet}
193\k{FreeNet}, written by Pavils Jurjans. The computer prepares a
194network by connecting up the centres of squares in a grid, and then
195shuffles the network by rotating every tile randomly. Your job is to
196rotate it all back into place. The successful solution will be an
197entirely connected network, with no closed loops. \#{Is it also true
198that a correct solution will not contain any cycles?} As a visual aid,
199all tiles which are connected to the one in the middle are
200highlighted.
201
202\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
203
204\H{net-controls} \i{Net controls}
205
206\IM{Net controls} controls, for Net
207\IM{Net controls} keys, for Net
208\IM{Net controls} shortcuts (keyboard), for Net
209
210This game can be played with either the keyboard or the mouse. The
211controls are:
212
213\dt \e{Select tile}: mouse pointer, arrow keys
214
215\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
216
217\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
218
219\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
220
221\dd You can lock a tile once you're sure of its orientation. You can
222also unlock it again, but while it's locked you can't accidentally
223turn it.
224
cbb5549e 225\dt \e{Jumble tiles}: \q{J} key
226
227\dd This key turns all tiles that are not locked to random
228orientations.
229
e91825f8 230(All the actions described in \k{common-actions} are also available.)
231
232\H{net-params} \I{parameters, for Net}Net parameters
233
234These parameters are available from the \q{Custom...} option on the
235\q{Type} menu.
236
237\dt \e{Width}, \e{Height}
238
239\dd Size of grid in tiles.
240
241\dt \e{Walls wrap around}
242
243\dd If checked, flow can pass from the left edge to the right edge,
244and from top to bottom, and vice versa.
245
246\dt \e{Barrier probability}
247
248\dd A number between 0.0 and 1.0 controlling whether an immovable
249barrier is placed between two tiles to prevent flow between them (a
250higher number gives more barriers). Since barriers are immovable, they
251act as constraints on the solution (i.e., hints).
252
253\lcont{
254
255The grid generation in Net has been carefully arranged so that the
256barriers are independent of the rest of the grid. This means that if
257you change the \e{Barrier probability} parameter, and then re-enter
258the same game ID you were playing before (see \k{common-id}), you
259should see exactly the same starting grid, with the only change
260being the number of barriers. So if you're stuck on a particular
261grid and need a hint, you could start up another instance of Net,
262set up the same parameters but a higher barrier probability, and
263enter the game seed from the original Net window.
264
265}
266
267\C{cube} \i{Cube}
268
269\cfg{winhelp-topic}{games.cube}
270
271This is another one I originally saw as a web game. This one was a
272Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
273squares, six of which are blue; on one square rests a cube. Your move
274is to use the arrow keys to roll the cube through 90 degrees so that
275it moves to an adjacent square. If you roll the cube on to a blue
276square, the blue square is picked up on one face of the cube; if you
277roll a blue face of the cube on to a non-blue square, the blueness is
278put down again. (In general, whenever you roll the cube, the two faces
279that come into contact swap colours.) Your job is to get all six blue
280squares on to the six faces of the cube at the same time. Count your
281moves and try to do it in as few as possible.
282
283Unlike the original Java game, my version has an additional feature:
284once you've mastered the game with a cube rolling on a square grid,
285you can change to a triangular grid and roll any of a tetrahedron, an
286octahedron or an icosahedron.
287
288\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
289
290\H{cube-controls} \i{Cube controls}
291
292\IM{Cube controls} controls, for Cube
293\IM{Cube controls} keys, for Cube
294\IM{Cube controls} shortcuts (keyboard), for Cube
295
296This game is played with the keyboard. The arrow keys are used to roll the
297cube (or other solid).
298
299On the triangular grids, the mapping of arrow keys to directions is
300more approximate. Vertical movement is disallowed where it doesn't
301make sense. The four keys surrounding the arrow keys on the numeric
302keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
303
304(All the actions described in \k{common-actions} are also available.)
305
306\H{cube-params} \I{parameters, for Cube}Cube parameters
307
308These parameters are available from the \q{Custom...} option on the
309\q{Type} menu.
310
311\dt \e{Type of solid}
312
313\dd Selects the solid to roll (and hence the shape of the grid):
314tetrahedron, cube, octahedron, or icosahedron.
315
316\dt \e{Width / top}, \e{Height / bottom}
317
318\dd On a square grid, horizontal and vertical dimensions. On a
319triangular grid, the number of triangles on the top and bottom rows
320respectively.
321
322
323\C{fifteen} \i{Fifteen}
324
325\cfg{winhelp-topic}{games.fifteen}
326
1d8e8ad8 327The old ones are the best: this is the good old \q{\i{15-puzzle}}
328with sliding tiles. You have a 4\by\.4 square grid; 15 squares
329contain numbered tiles, and the sixteenth is empty. Your move is to
330choose a tile next to the empty space, and slide it into the space.
331The aim is to end up with the tiles in numerical order, with the
332space in the bottom right (so that the top row reads 1,2,3,4 and the
333bottom row reads 13,14,15,\e{space}).
e91825f8 334
335\H{fifteen-controls} \i{Fifteen controls}
336
337\IM{Fifteen controls} controls, for Fifteen
338\IM{Fifteen controls} keys, for Fifteen
339\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
340
341This game can be controlled with the mouse or the keyboard.
342
343A left-click with the mouse in the row or column containing the empty
344space will move as many tiles as necessary to move the space to the
345mouse pointer.
346
347The arrow keys will move a tile adjacent to the space in the direction
348indicated (moving the space in the \e{opposite} direction).
349
350(All the actions described in \k{common-actions} are also available.)
351
352\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
353
354The only options available from the \q{Custom...} option on the \q{Type}
355menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
356you've changed these, it's not a \q{15-puzzle} any more, of course!)
357
358
359\C{sixteen} \i{Sixteen}
360
361\cfg{winhelp-topic}{games.sixteen}
362
363Another sliding tile puzzle, visually similar to Fifteen (see
364\k{fifteen}) but with a different type of move. This time, there is no
365hole: all 16 squares on the grid contain numbered squares. Your move
366is to shift an entire row left or right, or shift an entire column up
367or down; every time you do that, the tile you shift off the grid
368re-appears at the other end of the same row, in the space you just
369vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
370the top row, 13,14,15,16 on the bottom). When you've done that, try
371playing on different sizes of grid.
372
373I \e{might} have invented this game myself, though only by accident if
374so (and I'm sure other people have independently invented it). I
375thought I was imitating a screensaver I'd seen, but I have a feeling
376that the screensaver might actually have been a Fifteen-type puzzle
377rather than this slightly different kind. So this might be the one
378thing in my puzzle collection which represents creativity on my part
379rather than just engineering.
380
381\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
382
383This game is played with the mouse. Left-clicking on an arrow will
384move the appropriate row or column in the direction indicated.
385Right-clicking will move it in the opposite direction.
386
387(All the actions described in \k{common-actions} are also available.)
388
389\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
390
391The only parameters available from the \q{Custom...} option on the
392\q{Type} menu are \e{Width} and \e{Height}, which are
393self-explanatory.
394
395
9038fd11 396\C{twiddle} \i{Twiddle}
397
398\cfg{winhelp-topic}{games.twiddle}
399
400Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
401(see \k{sixteen}): you are given a grid of square tiles, each
402containing a number, and your aim is to arrange the numbers into
403ascending order.
404
405In basic Twiddle, your move is to rotate a square group of four
a3631c72 406tiles about their common centre. (Orientation is not significant in
407the basic puzzle, although you can select it.) On more advanced
408settings, you can rotate a larger square group of tiles.
9038fd11 409
410I first saw this type of puzzle in the GameCube game \q{Metroid
411Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
412you solve to unlock a door, which is a special case of Twiddle. I
413developed this game as a generalisation of that puzzle.
414
415\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
416
417To play Twiddle, click the mouse in the centre of the square group
418you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
419which means you have to click at a corner point where four tiles
420meet.
421
422In more advanced modes you might be rotating 3\by\.3 or even more at
423a time; if the size of the square is odd then you simply click in
424the centre tile of the square you want to rotate.
425
426Clicking with the left mouse button rotates the group anticlockwise.
427Clicking with the right button rotates it clockwise.
428
429(All the actions described in \k{common-actions} are also available.)
430
431\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
432
433Twiddle provides several configuration options via the \q{Custom}
434option on the \q{Type} menu:
435
436\b You can configure the width and height of the puzzle grid.
437
438\b You can configure the size of square block that rotates at a time.
439
440\b You can ask for every square in the grid to be distinguishable
441(the default), or you can ask for a simplified puzzle in which there
442are groups of identical numbers. In the simplified puzzle your aim
443is just to arrange all the 1s into the first row, all the 2s into
444the second row, and so on.
445
a3631c72 446\b You can configure whether the orientation of tiles matters. If
d50832a3 447you ask for an orientable puzzle, each tile will have a triangle
448drawn in it. All the triangles must be pointing upwards to complete
449the puzzle.
a3631c72 450
9038fd11 451
e91825f8 452\C{rectangles} \i{Rectangles}
453
454\cfg{winhelp-topic}{games.rectangles}
455
456You have a grid of squares, with numbers written in some (but not all)
457of the squares. Your task is to subdivide the grid into rectangles of
458various sizes, such that (a) every rectangle contains exactly one
459numbered square, and (b) the area of each rectangle is equal to the
460number written in its numbered square.
461
462Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
6ae37301 463\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle Palace}
464\k{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version
e91825f8 465automatically generates random grids of any size you like. The quality
466of puzzle design is therefore not quite as good as hand-crafted
467puzzles would be (in particular, a unique solution cannot be
468guaranteed), but on the plus side you get an inexhaustible supply of
469puzzles tailored to your own specification.
470
6ae37301 471\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 472
6ae37301 473\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 474
475\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
476
477This game is played with the mouse.
478
479Left-click any edge to toggle it on or off, or click and drag to draw
480an entire rectangle (or line) on the grid in one go (removing any
481existing edges within that rectangle).
482
483When a rectangle of the correct size is completed, it will be shaded.
484
485(All the actions described in \k{common-actions} are also available.)
486
487\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
488
aea3ed9a 489The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
490and \e{Height} parameters, which are self-explanatory.
491
492\q{Expansion factor} is a mechanism for changing the type of grids
493generated by the program. Some people prefer a grid containing a few
494large rectangles to one containing many small ones. So you can ask
495Rectangles to essentially generate a \e{smaller} grid than the size
496you specified, and then to expand it by adding rows and columns.
497
498The default expansion factor of zero means that Rectangles will
499simply generate a grid of the size you ask for, and do nothing
500further. If you set an expansion factor of (say) 0.5, it means that
501each dimension of the grid will be expanded to half again as big
502after generation. In other words, the initial grid will be 2/3 the
503size in each dimension, and will be expanded to its full size
504without adding any more rectangles.
505
4a03dbb4 506Setting an expansion factor of around 0.5 tends to make the game
507more difficult, and also (in my experience) rewards a less deductive
508and more intuitive playing style. If you set it \e{too} high,
509though, the game simply cannot generate more than a few rectangles
510to cover the entire grid, and the game becomes trivial.
aea3ed9a 511
512\H{rectangles-cmdline} \I{command line, for Rectangles}Additional
513command-line configuration
514
515The expansion factor parameter, described in \k{rectangles-params},
516is not mentioned by default in the game ID (see \k{common-id}). So
517if you set your expansion factor to (say) 0.75, and then you
1d8e8ad8 518generate an 11\by\.11 grid, then the game ID will simply say
aea3ed9a 519\c{11x11:}\e{numbers}. This means that if you send the game ID to
520another player and they paste it into their copy of Rectangles,
521their game will not be automatically configured to use the same
522expansion factor in any subsequent grids it generates. (I don't
523think the average person examining a single grid sent to them by
524another player would want their configuration modified to that
525extent.)
526
527If you are specifying a game ID or game parameters on the command
528line (see \k{common-cmdline}) and you do want to configure the
529expansion factor, you can do it by suffixing the letter \cq{e} to
530the parameters, followed by the expansion factor as a decimal
531number. For example:
532
533\b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
53411\u00d7{x}11 and an expansion factor of 0.75.
535
536\b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
537starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
538factor of 0.75, \e{and} a specific game selected.
e91825f8 539
6ae37301 540
e91825f8 541\C{netslide} \i{Netslide}
542
543\cfg{winhelp-topic}{games.netslide}
544
545This game was submitted by Richard Boulton. It combines the grid
546generation of Net (see \k{net}) with the movement of Sixteen (see
547\k{sixteen}): you have a Net grid, but instead of rotating tiles back
548into place you have to slide them into place by moving a whole row at
549a time.
550
e91825f8 551As in Sixteen, \I{controls, for Netslide}control is with the mouse.
552See \k{sixteen-controls}.
553
554\I{parameters, for Netslide}Game parameters are the same as for Net
555(see \k{net-params}).
556
6ae37301 557
b6b0369e 558\C{pattern} \i{Pattern}
559
560\cfg{winhelp-topic}{games.pattern}
561
562You have a grid of squares, which must all be filled in either black
563or white. Beside each row of the grid are listed the lengths of the
564runs of black squares on that row; above each column are listed the
565lengths of the runs of black squares in that column. Your aim is to
566fill in the entire grid black or white.
567
568I first saw this puzzle form around 1995, under the name
2e1e03ff 569\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 570different names.
571
572Normally, puzzles of this type turn out to be a meaningful picture
573of something once you've solved them. However, since this version
574generates the puzzles automatically, they will just look like random
575groupings of squares. (One user has suggested that this is actually
576a \e{good} thing, since it prevents you from guessing the colour of
577squares based on the picture, and forces you to use logic instead.)
578The advantage, though, is that you never run out of them.
579
2e1e03ff 580\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 581
582This game is played with the mouse.
583
584Left-click in a square to colour it black. Right-click to colour it
585white. If you make a mistake, you can middle-click, or hold down
586Shift while clicking with any button, to colour the square in the
587default grey (meaning \q{undecided}) again.
588
589You can click and drag with the left or right mouse button to colour
590a vertical or horizontal line of squares black or white at a time
591(respectively). If you click and drag with the middle button, or
592with Shift held down, you can colour a whole rectangle of squares
593grey.
594
2e1e03ff 595(All the actions described in \k{common-actions} are also available.)
596
b6b0369e 597\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
598
599The only options available from the \q{Custom...} option on the \q{Type}
600menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 601
6ae37301 602
1d8e8ad8 603\C{solo} \i{Solo}
604
605\cfg{winhelp-topic}{games.solo}
606
607You have a square grid, which is divided into square or rectangular
608blocks. Each square must be filled in with a digit from 1 to the
609size of the grid, in such a way that
610
611\b every row contains only one occurrence of each digit
612
613\b every column contains only one occurrence of each digit
614
615\b every block contains only one occurrence of each digit.
616
617You are given some of the numbers as clues; your aim is to place the
618rest of the numbers correctly.
619
620The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
621into nine 3\by\.3 blocks). You can also select sizes with
622rectangular blocks instead of square ones, such as 2\by\.3 (a
6236\by\.6 grid divided into six 3\by\.2 blocks).
624
625If you select a puzzle size which requires more than 9 digits, the
626additional digits will be letters of the alphabet. For example, if
627you select 3\by\.4 then the digits which go in your grid will be 1
628to 9, plus \cq{a}, \cq{b} and \cq{c}.
629
6ae37301 630I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 631been popularised by various newspapers under the name \q{Sudoku} or
632\q{Su Doku}.
633
6ae37301 634\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}
635
1d8e8ad8 636\H{solo-controls} \I{controls, for Solo}Solo controls
637
638To play Solo, simply click the mouse in any empty square and then
639type a digit or letter on the keyboard to fill that square. If you
640make a mistake, click the mouse in the incorrect square and press
641Space to clear it again (or use the Undo feature).
642
643(All the actions described in \k{common-actions} are also available.)
644
645\H{solo-parameters} \I{parameters, for Solo}Solo parameters
646
647Solo allows you to configure two separate dimensions of the puzzle
6ae37301 648grid on the \q{Type} menu: the number of columns, and the number of
649rows, into which the main grid is divided. (The size of a block is
650the inverse of this: for example, if you select 2 columns and 3 rows,
651each actual block will have 3 columns and 2 rows.)
1d8e8ad8 652
ef57b17d 653You can also configure the type of symmetry shown in the generated
654puzzles. More symmetry makes the puzzles look prettier but may also
655make them easier, since the symmetry constraints can force more
656clues than necessary to be present. Completely asymmetric puzzles
657have the freedom to contain as few clues as possible.
658
7c568a48 659Finally, you can configure the difficulty of the generated puzzles.
660Difficulty levels are judged by the complexity of the techniques of
661deduction required to solve the puzzle: each level requires a mode
662of reasoning which was not necessary in the previous one. In
663particular, on difficulty levels \q{Trivial} and \q{Basic} there
664will be a square you can fill in with a single number at all times,
665whereas at \q{Intermediate} level and beyond you will have to make
666partial deductions about the \e{set} of squares a number could be in
667(or the set of numbers that could be in a square). None of the
668difficulty levels generated by this program ever requires making a
669guess and backtracking if it turns out to be wrong.
670
671Generating difficult puzzles is itself difficult: if you select
672\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
673many attempts at generating a puzzle before it finds one hard enough
674for you. Be prepared to wait, especially if you have also configured
675a large puzzle size.
676
ef57b17d 677\H{solo-cmdline} \I{command line, for Solo}Additional command-line
678configuration
679
7c568a48 680The symmetry and difficulty parameters (described in
681\k{solo-parameters}) are not mentioned by default in the game ID
682(see \k{common-id}). So if (for example) you set your symmetry to
6834-way rotational and your difficulty to \q{Advanced}, and then you
684generate a 3\by\.4 grid, then the game ID will simply say
685\c{3x4:}\e{numbers}. This means that if you send the game ID to
686another player and they paste it into their copy of Solo, their game
687will not be automatically configured to use the same symmetry and
688difficulty settings in any subsequent grids it generates. (I don't
689think the average person examining a single grid sent to them by
690another player would want their configuration modified to that
691extent.)
ef57b17d 692
693If you are specifying a game ID or game parameters on the command
694line (see \k{common-cmdline}) and you do want to configure the
695symmetry, you can do it by suffixing additional text to the
696parameters:
697
698\b \cq{m4} for 4-way mirror symmetry
699
700\b \cq{r4} for 4-way rotational symmetry
701
702\b \cq{r2} for 2-way rotational symmetry
703
704\b \cq{a} for no symmetry at all (stands for \q{asymmetric})
705
7c568a48 706\b \cq{dt} for Trivial difficulty level
707
708\b \cq{db} for Basic difficulty level
709
710\b \cq{di} for Intermediate difficulty level
711
712\b \cq{da} for Advanced difficulty level
713
ef57b17d 714So, for example, you can make Solo generate asymmetric 3x4 grids by
715running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by
7c568a48 716running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running
717\cq{solo 2x3da}.
ef57b17d 718
719
e91825f8 720\A{licence} \I{MIT licence}\ii{Licence}
721
8a771ea7 722This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 723
724Portions copyright Richard Boulton.
725
726Permission is hereby granted, free of charge, to any person
727obtaining a copy of this software and associated documentation files
728(the "Software"), to deal in the Software without restriction,
729including without limitation the rights to use, copy, modify, merge,
730publish, distribute, sublicense, and/or sell copies of the Software,
731and to permit persons to whom the Software is furnished to do so,
732subject to the following conditions:
733
734The above copyright notice and this permission notice shall be
735included in all copies or substantial portions of the Software.
736
737THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
738EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
739MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
740NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
741BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
742ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
743CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
744SOFTWARE.
745
746\IM{specific...} Specific..., menu option
747\IM{custom...} Custom..., menu option
748
749\IM{game ID} game ID
750\IM{game ID} ID, game
751\IM{ID format} ID format
752\IM{ID format} format, ID
753\IM{ID format} game ID, format
754
755\IM{keys} keys
756\IM{keys} shortcuts (keyboard)
757
758\IM{initial state} initial state
759\IM{initial state} state, initial
760
761\IM{MIT licence} MIT licence
762\IM{MIT licence} licence, MIT