Bah, and of course there's a TODO comment I forgot to remove.
[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
85\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
86
87\dd Starts a new game, with a random initial state.
88
89\dt \ii\e{Restart game} (\q{R})
90
91\dd Resets the current game to its initial state. Undo is lost.
92
93\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
94
95\dd Undoes a single move. (You can undo moves back to the start of the
96game.)
97
98\dt \ii\e{Redo} (Ctrl+\q{R})
99
100\dd Redoes a previous undone move.
101
102\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
103
104\dd Closes the application entirely.
105
106\H{common-id} Recreating games with the \ii{game ID}
107
108The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
109lets you see a short string (the \q{game ID}) that captures the
110initial state of the current game.
111
112The precise \I{ID format}format of the ID is specific to each game.
113It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
114the first part encodes \i\e{parameters} (such as grid size), while the
115second part encodes a \i\e{seed}, which determines the \i{initial
116state} of the game within those parameters.
117
118You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
119a new game with the specified ID (whether you changed it or not).
120Pressing \q{Cancel} returns to the current game.
121
122You can also use the game ID (or just the encoded parameters) as a
123\i{command line} argument; see \k{common-cmdline} for more detail.
124
125Game IDs are portable across platforms; you can use a game ID
126generated by the Windows version of a game on the Unix version, etc.
127
128\H{common-type} The \q{Type} menu
129
130The \I{Type menu}\q{Type} menu, if present, may contain a list of
131\i{preset} game settings. Selecting one of these will start a new
132random game with the parameters specified.
133
134The \q{Type} menu may also contain a \q{\i{Custom...}} option which
135allows you to fine-tune game \i{parameters}. The parameters available
136are specific to each game and are described in the following sections.
137
138\H{common-cmdline} Specifying game parameters on the \i{command line}
139
8a771ea7 140(This section does not apply to the Mac OS X version.)
141
e91825f8 142The games in this collection deliberately do not ever save
143information on to the computer they run on: they have no high score
144tables and no saved preferences. (This is because I expect at least
145some people to play them at work, and those people will probably
146appreciate leaving as little evidence as possible!)
147
148However, if you do want to arrange for one of these games to default
149to a particular set of parameters, you can specify them on the
150command line.
151
152The easiest way to do this is to set up the parameters you want
153using the \q{Type} menu (see \k{common-type}), and then to select
154\q{Specific} from the \q{Game} menu (see \k{common-id}). The text in
155the \q{Game ID} box will be composed of two parts, separated by a
156colon. The first of these parts represents the game parameters (the
157size of the playing area, for example, and anything else you set
158using the \q{Type} menu).
159
160If you run the game with just that parameter text on the command
161line, it will start up with the settings you specified.
162
163For example: if you run Cube (see \k{cube}), select \q{Octahedron}
164from the \q{Type} menu, and then go to the game ID selection, you
165will see a string of the form \cq{o2x2:911A81,10}. Take only the
166part before the colon (\cq{o2x2}), and start Cube with that text on
167the command line: \cq{cube o2x2}.
168
169If you copy the \e{entire} game ID on to the command line, the game
170will start up in the specific game that was described. This is
171occasionally a more convenient way to start a particular game ID
172than by pasting it into the game ID selection box.
173
174\C{net} \i{Net}
175
176\cfg{winhelp-topic}{games.net}
177
178(\e{Note:} the \i{Windows} version of this game is called
179\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
180
181I originally saw this in the form of a Flash game called \i{FreeNet}
182\k{FreeNet}, written by Pavils Jurjans. The computer prepares a
183network by connecting up the centres of squares in a grid, and then
184shuffles the network by rotating every tile randomly. Your job is to
185rotate it all back into place. The successful solution will be an
186entirely connected network, with no closed loops. \#{Is it also true
187that a correct solution will not contain any cycles?} As a visual aid,
188all tiles which are connected to the one in the middle are
189highlighted.
190
191\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
192
193\H{net-controls} \i{Net controls}
194
195\IM{Net controls} controls, for Net
196\IM{Net controls} keys, for Net
197\IM{Net controls} shortcuts (keyboard), for Net
198
199This game can be played with either the keyboard or the mouse. The
200controls are:
201
202\dt \e{Select tile}: mouse pointer, arrow keys
203
204\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
205
206\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
207
208\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
209
210\dd You can lock a tile once you're sure of its orientation. You can
211also unlock it again, but while it's locked you can't accidentally
212turn it.
213
cbb5549e 214\dt \e{Jumble tiles}: \q{J} key
215
216\dd This key turns all tiles that are not locked to random
217orientations.
218
e91825f8 219(All the actions described in \k{common-actions} are also available.)
220
221\H{net-params} \I{parameters, for Net}Net parameters
222
223These parameters are available from the \q{Custom...} option on the
224\q{Type} menu.
225
226\dt \e{Width}, \e{Height}
227
228\dd Size of grid in tiles.
229
230\dt \e{Walls wrap around}
231
232\dd If checked, flow can pass from the left edge to the right edge,
233and from top to bottom, and vice versa.
234
235\dt \e{Barrier probability}
236
237\dd A number between 0.0 and 1.0 controlling whether an immovable
238barrier is placed between two tiles to prevent flow between them (a
239higher number gives more barriers). Since barriers are immovable, they
240act as constraints on the solution (i.e., hints).
241
242\lcont{
243
244The grid generation in Net has been carefully arranged so that the
245barriers are independent of the rest of the grid. This means that if
246you change the \e{Barrier probability} parameter, and then re-enter
247the same game ID you were playing before (see \k{common-id}), you
248should see exactly the same starting grid, with the only change
249being the number of barriers. So if you're stuck on a particular
250grid and need a hint, you could start up another instance of Net,
251set up the same parameters but a higher barrier probability, and
252enter the game seed from the original Net window.
253
254}
255
256\C{cube} \i{Cube}
257
258\cfg{winhelp-topic}{games.cube}
259
260This is another one I originally saw as a web game. This one was a
261Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
262squares, six of which are blue; on one square rests a cube. Your move
263is to use the arrow keys to roll the cube through 90 degrees so that
264it moves to an adjacent square. If you roll the cube on to a blue
265square, the blue square is picked up on one face of the cube; if you
266roll a blue face of the cube on to a non-blue square, the blueness is
267put down again. (In general, whenever you roll the cube, the two faces
268that come into contact swap colours.) Your job is to get all six blue
269squares on to the six faces of the cube at the same time. Count your
270moves and try to do it in as few as possible.
271
272Unlike the original Java game, my version has an additional feature:
273once you've mastered the game with a cube rolling on a square grid,
274you can change to a triangular grid and roll any of a tetrahedron, an
275octahedron or an icosahedron.
276
277\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
278
279\H{cube-controls} \i{Cube controls}
280
281\IM{Cube controls} controls, for Cube
282\IM{Cube controls} keys, for Cube
283\IM{Cube controls} shortcuts (keyboard), for Cube
284
285This game is played with the keyboard. The arrow keys are used to roll the
286cube (or other solid).
287
288On the triangular grids, the mapping of arrow keys to directions is
289more approximate. Vertical movement is disallowed where it doesn't
290make sense. The four keys surrounding the arrow keys on the numeric
291keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
292
293(All the actions described in \k{common-actions} are also available.)
294
295\H{cube-params} \I{parameters, for Cube}Cube parameters
296
297These parameters are available from the \q{Custom...} option on the
298\q{Type} menu.
299
300\dt \e{Type of solid}
301
302\dd Selects the solid to roll (and hence the shape of the grid):
303tetrahedron, cube, octahedron, or icosahedron.
304
305\dt \e{Width / top}, \e{Height / bottom}
306
307\dd On a square grid, horizontal and vertical dimensions. On a
308triangular grid, the number of triangles on the top and bottom rows
309respectively.
310
311
312\C{fifteen} \i{Fifteen}
313
314\cfg{winhelp-topic}{games.fifteen}
315
1d8e8ad8 316The old ones are the best: this is the good old \q{\i{15-puzzle}}
317with sliding tiles. You have a 4\by\.4 square grid; 15 squares
318contain numbered tiles, and the sixteenth is empty. Your move is to
319choose a tile next to the empty space, and slide it into the space.
320The aim is to end up with the tiles in numerical order, with the
321space in the bottom right (so that the top row reads 1,2,3,4 and the
322bottom row reads 13,14,15,\e{space}).
e91825f8 323
324\H{fifteen-controls} \i{Fifteen controls}
325
326\IM{Fifteen controls} controls, for Fifteen
327\IM{Fifteen controls} keys, for Fifteen
328\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
329
330This game can be controlled with the mouse or the keyboard.
331
332A left-click with the mouse in the row or column containing the empty
333space will move as many tiles as necessary to move the space to the
334mouse pointer.
335
336The arrow keys will move a tile adjacent to the space in the direction
337indicated (moving the space in the \e{opposite} direction).
338
339(All the actions described in \k{common-actions} are also available.)
340
341\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
342
343The only options available from the \q{Custom...} option on the \q{Type}
344menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
345you've changed these, it's not a \q{15-puzzle} any more, of course!)
346
347
348\C{sixteen} \i{Sixteen}
349
350\cfg{winhelp-topic}{games.sixteen}
351
352Another sliding tile puzzle, visually similar to Fifteen (see
353\k{fifteen}) but with a different type of move. This time, there is no
354hole: all 16 squares on the grid contain numbered squares. Your move
355is to shift an entire row left or right, or shift an entire column up
356or down; every time you do that, the tile you shift off the grid
357re-appears at the other end of the same row, in the space you just
358vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
359the top row, 13,14,15,16 on the bottom). When you've done that, try
360playing on different sizes of grid.
361
362I \e{might} have invented this game myself, though only by accident if
363so (and I'm sure other people have independently invented it). I
364thought I was imitating a screensaver I'd seen, but I have a feeling
365that the screensaver might actually have been a Fifteen-type puzzle
366rather than this slightly different kind. So this might be the one
367thing in my puzzle collection which represents creativity on my part
368rather than just engineering.
369
370\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
371
372This game is played with the mouse. Left-clicking on an arrow will
373move the appropriate row or column in the direction indicated.
374Right-clicking will move it in the opposite direction.
375
376(All the actions described in \k{common-actions} are also available.)
377
378\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
379
380The only parameters available from the \q{Custom...} option on the
381\q{Type} menu are \e{Width} and \e{Height}, which are
382self-explanatory.
383
384
9038fd11 385\C{twiddle} \i{Twiddle}
386
387\cfg{winhelp-topic}{games.twiddle}
388
389Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
390(see \k{sixteen}): you are given a grid of square tiles, each
391containing a number, and your aim is to arrange the numbers into
392ascending order.
393
394In basic Twiddle, your move is to rotate a square group of four
a3631c72 395tiles about their common centre. (Orientation is not significant in
396the basic puzzle, although you can select it.) On more advanced
397settings, you can rotate a larger square group of tiles.
9038fd11 398
399I first saw this type of puzzle in the GameCube game \q{Metroid
400Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
401you solve to unlock a door, which is a special case of Twiddle. I
402developed this game as a generalisation of that puzzle.
403
404\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
405
406To play Twiddle, click the mouse in the centre of the square group
407you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
408which means you have to click at a corner point where four tiles
409meet.
410
411In more advanced modes you might be rotating 3\by\.3 or even more at
412a time; if the size of the square is odd then you simply click in
413the centre tile of the square you want to rotate.
414
415Clicking with the left mouse button rotates the group anticlockwise.
416Clicking with the right button rotates it clockwise.
417
418(All the actions described in \k{common-actions} are also available.)
419
420\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
421
422Twiddle provides several configuration options via the \q{Custom}
423option on the \q{Type} menu:
424
425\b You can configure the width and height of the puzzle grid.
426
427\b You can configure the size of square block that rotates at a time.
428
429\b You can ask for every square in the grid to be distinguishable
430(the default), or you can ask for a simplified puzzle in which there
431are groups of identical numbers. In the simplified puzzle your aim
432is just to arrange all the 1s into the first row, all the 2s into
433the second row, and so on.
434
a3631c72 435\b You can configure whether the orientation of tiles matters. If
436you ask for an orientable puzzle, each tile will have a yellow bar
437along the side that should be at the top, and a green bar along the
438side that should be at the bottom. To remind you of which way round
439things go, there will be coloured bars by the sides of the grid.
440Line up matching colours horizontally to complete the puzzle.
441
9038fd11 442
e91825f8 443\C{rectangles} \i{Rectangles}
444
445\cfg{winhelp-topic}{games.rectangles}
446
447You have a grid of squares, with numbers written in some (but not all)
448of the squares. Your task is to subdivide the grid into rectangles of
449various sizes, such that (a) every rectangle contains exactly one
450numbered square, and (b) the area of each rectangle is equal to the
451number written in its numbered square.
452
453Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
6ae37301 454\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle Palace}
455\k{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version
e91825f8 456automatically generates random grids of any size you like. The quality
457of puzzle design is therefore not quite as good as hand-crafted
458puzzles would be (in particular, a unique solution cannot be
459guaranteed), but on the plus side you get an inexhaustible supply of
460puzzles tailored to your own specification.
461
6ae37301 462\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 463
6ae37301 464\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 465
466\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
467
468This game is played with the mouse.
469
470Left-click any edge to toggle it on or off, or click and drag to draw
471an entire rectangle (or line) on the grid in one go (removing any
472existing edges within that rectangle).
473
474When a rectangle of the correct size is completed, it will be shaded.
475
476(All the actions described in \k{common-actions} are also available.)
477
478\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
479
aea3ed9a 480The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
481and \e{Height} parameters, which are self-explanatory.
482
483\q{Expansion factor} is a mechanism for changing the type of grids
484generated by the program. Some people prefer a grid containing a few
485large rectangles to one containing many small ones. So you can ask
486Rectangles to essentially generate a \e{smaller} grid than the size
487you specified, and then to expand it by adding rows and columns.
488
489The default expansion factor of zero means that Rectangles will
490simply generate a grid of the size you ask for, and do nothing
491further. If you set an expansion factor of (say) 0.5, it means that
492each dimension of the grid will be expanded to half again as big
493after generation. In other words, the initial grid will be 2/3 the
494size in each dimension, and will be expanded to its full size
495without adding any more rectangles.
496
4a03dbb4 497Setting an expansion factor of around 0.5 tends to make the game
498more difficult, and also (in my experience) rewards a less deductive
499and more intuitive playing style. If you set it \e{too} high,
500though, the game simply cannot generate more than a few rectangles
501to cover the entire grid, and the game becomes trivial.
aea3ed9a 502
503\H{rectangles-cmdline} \I{command line, for Rectangles}Additional
504command-line configuration
505
506The expansion factor parameter, described in \k{rectangles-params},
507is not mentioned by default in the game ID (see \k{common-id}). So
508if you set your expansion factor to (say) 0.75, and then you
1d8e8ad8 509generate an 11\by\.11 grid, then the game ID will simply say
aea3ed9a 510\c{11x11:}\e{numbers}. This means that if you send the game ID to
511another player and they paste it into their copy of Rectangles,
512their game will not be automatically configured to use the same
513expansion factor in any subsequent grids it generates. (I don't
514think the average person examining a single grid sent to them by
515another player would want their configuration modified to that
516extent.)
517
518If you are specifying a game ID or game parameters on the command
519line (see \k{common-cmdline}) and you do want to configure the
520expansion factor, you can do it by suffixing the letter \cq{e} to
521the parameters, followed by the expansion factor as a decimal
522number. For example:
523
524\b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
52511\u00d7{x}11 and an expansion factor of 0.75.
526
527\b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
528starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
529factor of 0.75, \e{and} a specific game selected.
e91825f8 530
6ae37301 531
e91825f8 532\C{netslide} \i{Netslide}
533
534\cfg{winhelp-topic}{games.netslide}
535
536This game was submitted by Richard Boulton. It combines the grid
537generation of Net (see \k{net}) with the movement of Sixteen (see
538\k{sixteen}): you have a Net grid, but instead of rotating tiles back
539into place you have to slide them into place by moving a whole row at
540a time.
541
e91825f8 542As in Sixteen, \I{controls, for Netslide}control is with the mouse.
543See \k{sixteen-controls}.
544
545\I{parameters, for Netslide}Game parameters are the same as for Net
546(see \k{net-params}).
547
6ae37301 548
b6b0369e 549\C{pattern} \i{Pattern}
550
551\cfg{winhelp-topic}{games.pattern}
552
553You have a grid of squares, which must all be filled in either black
554or white. Beside each row of the grid are listed the lengths of the
555runs of black squares on that row; above each column are listed the
556lengths of the runs of black squares in that column. Your aim is to
557fill in the entire grid black or white.
558
559I first saw this puzzle form around 1995, under the name
2e1e03ff 560\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 561different names.
562
563Normally, puzzles of this type turn out to be a meaningful picture
564of something once you've solved them. However, since this version
565generates the puzzles automatically, they will just look like random
566groupings of squares. (One user has suggested that this is actually
567a \e{good} thing, since it prevents you from guessing the colour of
568squares based on the picture, and forces you to use logic instead.)
569The advantage, though, is that you never run out of them.
570
2e1e03ff 571\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 572
573This game is played with the mouse.
574
575Left-click in a square to colour it black. Right-click to colour it
576white. If you make a mistake, you can middle-click, or hold down
577Shift while clicking with any button, to colour the square in the
578default grey (meaning \q{undecided}) again.
579
580You can click and drag with the left or right mouse button to colour
581a vertical or horizontal line of squares black or white at a time
582(respectively). If you click and drag with the middle button, or
583with Shift held down, you can colour a whole rectangle of squares
584grey.
585
2e1e03ff 586(All the actions described in \k{common-actions} are also available.)
587
b6b0369e 588\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
589
590The only options available from the \q{Custom...} option on the \q{Type}
591menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 592
6ae37301 593
1d8e8ad8 594\C{solo} \i{Solo}
595
596\cfg{winhelp-topic}{games.solo}
597
598You have a square grid, which is divided into square or rectangular
599blocks. Each square must be filled in with a digit from 1 to the
600size of the grid, in such a way that
601
602\b every row contains only one occurrence of each digit
603
604\b every column contains only one occurrence of each digit
605
606\b every block contains only one occurrence of each digit.
607
608You are given some of the numbers as clues; your aim is to place the
609rest of the numbers correctly.
610
611The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
612into nine 3\by\.3 blocks). You can also select sizes with
613rectangular blocks instead of square ones, such as 2\by\.3 (a
6146\by\.6 grid divided into six 3\by\.2 blocks).
615
616If you select a puzzle size which requires more than 9 digits, the
617additional digits will be letters of the alphabet. For example, if
618you select 3\by\.4 then the digits which go in your grid will be 1
619to 9, plus \cq{a}, \cq{b} and \cq{c}.
620
6ae37301 621I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 622been popularised by various newspapers under the name \q{Sudoku} or
623\q{Su Doku}.
624
6ae37301 625\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}
626
1d8e8ad8 627\H{solo-controls} \I{controls, for Solo}Solo controls
628
629To play Solo, simply click the mouse in any empty square and then
630type a digit or letter on the keyboard to fill that square. If you
631make a mistake, click the mouse in the incorrect square and press
632Space to clear it again (or use the Undo feature).
633
634(All the actions described in \k{common-actions} are also available.)
635
636\H{solo-parameters} \I{parameters, for Solo}Solo parameters
637
638Solo allows you to configure two separate dimensions of the puzzle
6ae37301 639grid on the \q{Type} menu: the number of columns, and the number of
640rows, into which the main grid is divided. (The size of a block is
641the inverse of this: for example, if you select 2 columns and 3 rows,
642each actual block will have 3 columns and 2 rows.)
1d8e8ad8 643
ef57b17d 644You can also configure the type of symmetry shown in the generated
645puzzles. More symmetry makes the puzzles look prettier but may also
646make them easier, since the symmetry constraints can force more
647clues than necessary to be present. Completely asymmetric puzzles
648have the freedom to contain as few clues as possible.
649
7c568a48 650Finally, you can configure the difficulty of the generated puzzles.
651Difficulty levels are judged by the complexity of the techniques of
652deduction required to solve the puzzle: each level requires a mode
653of reasoning which was not necessary in the previous one. In
654particular, on difficulty levels \q{Trivial} and \q{Basic} there
655will be a square you can fill in with a single number at all times,
656whereas at \q{Intermediate} level and beyond you will have to make
657partial deductions about the \e{set} of squares a number could be in
658(or the set of numbers that could be in a square). None of the
659difficulty levels generated by this program ever requires making a
660guess and backtracking if it turns out to be wrong.
661
662Generating difficult puzzles is itself difficult: if you select
663\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
664many attempts at generating a puzzle before it finds one hard enough
665for you. Be prepared to wait, especially if you have also configured
666a large puzzle size.
667
ef57b17d 668\H{solo-cmdline} \I{command line, for Solo}Additional command-line
669configuration
670
7c568a48 671The symmetry and difficulty parameters (described in
672\k{solo-parameters}) are not mentioned by default in the game ID
673(see \k{common-id}). So if (for example) you set your symmetry to
6744-way rotational and your difficulty to \q{Advanced}, and then you
675generate a 3\by\.4 grid, then the game ID will simply say
676\c{3x4:}\e{numbers}. This means that if you send the game ID to
677another player and they paste it into their copy of Solo, their game
678will not be automatically configured to use the same symmetry and
679difficulty settings in any subsequent grids it generates. (I don't
680think the average person examining a single grid sent to them by
681another player would want their configuration modified to that
682extent.)
ef57b17d 683
684If you are specifying a game ID or game parameters on the command
685line (see \k{common-cmdline}) and you do want to configure the
686symmetry, you can do it by suffixing additional text to the
687parameters:
688
689\b \cq{m4} for 4-way mirror symmetry
690
691\b \cq{r4} for 4-way rotational symmetry
692
693\b \cq{r2} for 2-way rotational symmetry
694
695\b \cq{a} for no symmetry at all (stands for \q{asymmetric})
696
7c568a48 697\b \cq{dt} for Trivial difficulty level
698
699\b \cq{db} for Basic difficulty level
700
701\b \cq{di} for Intermediate difficulty level
702
703\b \cq{da} for Advanced difficulty level
704
ef57b17d 705So, for example, you can make Solo generate asymmetric 3x4 grids by
706running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by
7c568a48 707running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running
708\cq{solo 2x3da}.
ef57b17d 709
710
e91825f8 711\A{licence} \I{MIT licence}\ii{Licence}
712
8a771ea7 713This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 714
715Portions copyright Richard Boulton.
716
717Permission is hereby granted, free of charge, to any person
718obtaining a copy of this software and associated documentation files
719(the "Software"), to deal in the Software without restriction,
720including without limitation the rights to use, copy, modify, merge,
721publish, distribute, sublicense, and/or sell copies of the Software,
722and to permit persons to whom the Software is furnished to do so,
723subject to the following conditions:
724
725The above copyright notice and this permission notice shall be
726included in all copies or substantial portions of the Software.
727
728THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
729EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
730MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
731NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
732BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
733ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
734CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
735SOFTWARE.
736
737\IM{specific...} Specific..., menu option
738\IM{custom...} Custom..., menu option
739
740\IM{game ID} game ID
741\IM{game ID} ID, game
742\IM{ID format} ID format
743\IM{ID format} format, ID
744\IM{ID format} game ID, format
745
746\IM{keys} keys
747\IM{keys} shortcuts (keyboard)
748
749\IM{initial state} initial state
750\IM{initial state} state, initial
751
752\IM{MIT licence} MIT licence
753\IM{MIT licence} licence, MIT