Normalise Unequal (and latin.c) so that solver diagnostics start
[sgt/puzzles] / puzzles.but
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e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
f1010613 23\define{dash} \u2013{-}
24
e91825f8 25This is a collection of small one-player puzzle games.
26
dbdfc6ea 27\copyright This manual is copyright 2004-2009 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
c87c7d3b 120course \dash it's hard to think of a sensible printable representation
3c9388ef 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
c87c7d3b 893return key will cycle the current cell through empty, then black, then
894white, then empty, and the space bar does the same cycle in reverse.
b2ae5b05 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
ad599e2b 932Another available mode is \q{killer}. In this mode, clues are not
933given in the form of filled-in squares; instead, the grid is divided
934into \q{cages} by coloured lines, and for each cage the game tells
935you what the sum of all the digits in that cage should be. Also, no
936digit may appear more than once within a cage, even if the cage
937crosses the boundaries of existing regions.
938
1d8e8ad8 939If you select a puzzle size which requires more than 9 digits, the
940additional digits will be letters of the alphabet. For example, if
941you select 3\by\.4 then the digits which go in your grid will be 1
ad599e2b 942to 9, plus \cq{a}, \cq{b} and \cq{c}. This cannot be selected for
943killer puzzles.
1d8e8ad8 944
3012ffca 945I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
946also been popularised by various newspapers under the name
947\q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
948of the modern form of the puzzle, and it was first published in
949\e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
950of the history of the puzzle can be found on Wikipedia
951\k{wikipedia-solo}.
1d8e8ad8 952
6ae37301 953\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}
954
3012ffca 955\B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
956
1d8e8ad8 957\H{solo-controls} \I{controls, for Solo}Solo controls
958
959To play Solo, simply click the mouse in any empty square and then
960type a digit or letter on the keyboard to fill that square. If you
961make a mistake, click the mouse in the incorrect square and press
962Space to clear it again (or use the Undo feature).
963
c8266e03 964If you \e{right}-click in a square and then type a number, that
965number will be entered in the square as a \q{pencil mark}. You can
b63898fe 966have pencil marks for multiple numbers in the same square. Squares
967containing filled-in numbers cannot also contain pencil marks.
c8266e03 968
969The game pays no attention to pencil marks, so exactly what you use
970them for is up to you: you can use them as reminders that a
971particular square needs to be re-examined once you know more about a
972particular number, or you can use them as lists of the possible
973numbers in a given square, or anything else you feel like.
974
975To erase a single pencil mark, right-click in the square and type
976the same number again.
977
978All pencil marks in a square are erased when you left-click and type
979a number, or when you left-click and press space. Right-clicking and
980pressing space will also erase pencil marks.
981
b63898fe 982Alternatively, use the cursor keys to move the mark around the grid.
983Pressing the return key toggles the mark (from a normal mark to a
984pencil mark), and typing a number in is entered in the square in the
985appropriate way; typing in a 0 or using the space bar will clear a
986filled square.
987
1d8e8ad8 988(All the actions described in \k{common-actions} are also available.)
989
990\H{solo-parameters} \I{parameters, for Solo}Solo parameters
991
992Solo allows you to configure two separate dimensions of the puzzle
6ae37301 993grid on the \q{Type} menu: the number of columns, and the number of
994rows, into which the main grid is divided. (The size of a block is
995the inverse of this: for example, if you select 2 columns and 3 rows,
996each actual block will have 3 columns and 2 rows.)
1d8e8ad8 997
81b09746 998If you tick the \q{X} checkbox, Solo will apply the optional extra
999constraint that the two main diagonals of the grid also contain one
fbd0fc79 1000of every digit. (This is sometimes known as \q{Sudoku-X} in
1001newspapers.) In this mode, the squares on the two main diagonals
1002will be shaded slightly so that you know it's enabled.
1003
81b09746 1004If you tick the \q{Jigsaw} checkbox, Solo will generate randomly
1005shaped sub-blocks. In this mode, the actual grid size will be taken
1006to be the product of the numbers entered in the \q{Columns} and
1007\q{Rows} boxes. There is no reason why you have to enter a number
1008greater than 1 in both boxes; Jigsaw mode has no constraint on the
1009grid size, and it can even be a prime number if you feel like it.
1010
ad599e2b 1011If you tick the \q{Killer} checkbox, Solo will generate a set of
1012of cages, which are randomly shaped and drawn in an outline of a
1013different colour. Each of these regions contains a smaller clue
1014which shows the digit sum of all the squares in this region.
1015
ef57b17d 1016You can also configure the type of symmetry shown in the generated
1017puzzles. More symmetry makes the puzzles look prettier but may also
1018make them easier, since the symmetry constraints can force more
1019clues than necessary to be present. Completely asymmetric puzzles
1020have the freedom to contain as few clues as possible.
1021
7c568a48 1022Finally, you can configure the difficulty of the generated puzzles.
1023Difficulty levels are judged by the complexity of the techniques of
1024deduction required to solve the puzzle: each level requires a mode
1025of reasoning which was not necessary in the previous one. In
1026particular, on difficulty levels \q{Trivial} and \q{Basic} there
1027will be a square you can fill in with a single number at all times,
1028whereas at \q{Intermediate} level and beyond you will have to make
1029partial deductions about the \e{set} of squares a number could be in
e28d0584 1030(or the set of numbers that could be in a square).
1031\#{Advanced, Extreme?}
1032At \q{Unreasonable} level, even this is not enough, and you will
de60d8bd 1033eventually have to make a guess, and then backtrack if it turns out
1034to be wrong.
7c568a48 1035
c65d92ac 1036Generating difficult puzzles is itself difficult: if you select one
1037of the higher difficulty levels, Solo may have to make many attempts
1038at generating a puzzle before it finds one hard enough for you. Be
1039prepared to wait, especially if you have also configured a large
1040puzzle size.
7c568a48 1041
ef57b17d 1042
7959b517 1043\C{mines} \i{Mines}
1044
1045\cfg{winhelp-topic}{games.mines}
1046
1047You have a grid of covered squares, some of which contain mines, but
1048you don't know which. Your job is to uncover every square which does
1049\e{not} contain a mine. If you uncover a square containing a mine,
1050you lose. If you uncover a square which does not contain a mine, you
1051are told how many mines are contained within the eight surrounding
1052squares.
1053
1054This game needs no introduction; popularised by Windows, it is
1055perhaps the single best known desktop puzzle game in existence.
1056
1057This version of it has an unusual property. By default, it will
1058generate its mine positions in such a way as to ensure that you
1059never need to \e{guess} where a mine is: you will always be able to
1060deduce it somehow. So you will never, as can happen in other
1061versions, get to the last four squares and discover that there are
1062two mines left but you have no way of knowing for sure where they
1063are.
1064
1065\H{mines-controls} \I{controls, for Mines}Mines controls
1066
1067This game is played with the mouse.
1068
1069If you left-click in a covered square, it will be uncovered.
1070
1071If you right-click in a covered square, it will place a flag which
1072indicates that the square is believed to be a mine. Left-clicking in
1073a marked square will not uncover it, for safety. You can right-click
1074again to remove a mark placed in error.
1075
1076If you left-click in an \e{uncovered} square, it will \q{clear
1077around} the square. This means: if the square has exactly as many
1078flags surrounding it as it should have mines, then all the covered
1079squares next to it which are \e{not} flagged will be uncovered. So
1080once you think you know the location of all the mines around a
1081square, you can use this function as a shortcut to avoid having to
1082click on each of the remaining squares one by one.
1083
1084If you uncover a square which has \e{no} mines in the surrounding
1085eight squares, then it is obviously safe to uncover those squares in
1086turn, and so on if any of them also has no surrounding mines. This
1087will be done for you automatically; so sometimes when you uncover a
1088square, a whole new area will open up to be explored.
1089
9c90045a 1090You can also use the cursor keys to move around the minefield.
1091Pressing the return key in a covered square uncovers it, and in an
1092uncovered square will clear around it (so it acts as the left button),
1093pressing the space bar in a covered square will place a flag
1094(similarly, it acts as the right button).
1095
11d31eb9 1096All the actions described in \k{common-actions} are also available.
1097
7959b517 1098Even Undo is available, although you might consider it cheating to
11d31eb9 1099use it. If you step on a mine, the program will only reveal the mine
1100in question (unlike most other implementations, which reveal all of
1101them). You can then Undo your fatal move and continue playing if you
1102like. The program will track the number of times you died (and Undo
1103will not reduce that counter), so when you get to the end of the
1104game you know whether or not you did it without making any errors.
1105
1106(If you really want to know the full layout of the grid, which other
1107implementations will show you after you die, you can always use the
1108Solve menu option.)
7959b517 1109
1110\H{mines-parameters} \I{parameters, for Mines}Mines parameters
1111
1112The options available from the \q{Custom...} option on the \q{Type}
1113menu are:
1114
1115\dt \e{Width}, \e{Height}
1116
1117\dd Size of grid in squares.
1118
1119\dt \e{Mines}
1120
08781119 1121\dd Number of mines in the grid. You can enter this as an absolute
1122mine count, or alternatively you can put a \cw{%} sign on the end in
1123which case the game will arrange for that proportion of the squares
1124in the grid to be mines.
1125
1126\lcont{
1127
1128Beware of setting the mine count too high. At very high densities,
1129the program may spend forever searching for a solvable grid.
1130
1131}
7959b517 1132
1133\dt \e{Ensure solubility}
1134
1135\dd When this option is enabled (as it is by default), Mines will
1136ensure that the entire grid can be fully deduced starting from the
1137initial open space. If you prefer the riskier grids generated by
1138other implementations, you can switch off this option.
1139
1140
6bbab0fe 1141\C{samegame} \i{Same Game}
1142
1143\cfg{winhelp-topic}{games.samegame}
1144
1145You have a grid of coloured squares, which you have to clear by
209ab5a7 1146highlighting contiguous regions of more than one coloured square;
6bbab0fe 1147the larger the region you highlight, the more points you get (and
1148the faster you clear the arena).
1149
1150If you clear the grid you win. If you end up with nothing but
209ab5a7 1151single squares (i.e., there are no more clickable regions left) you
6bbab0fe 1152lose.
1153
1154Removing a region causes the rest of the grid to shuffle up:
1155blocks that are suspended will fall down (first), and then empty
1156columns are filled from the right.
1157
6bbab0fe 1158Same Game was contributed to this collection by James Harvey.
1159
209ab5a7 1160\H{samegame-controls} \i{Same Game controls}
1161
1162\IM{Same Game controls} controls, for Same Game
1163\IM{Same Game controls} keys, for Same Game
1164\IM{Same Game controls} shortcuts (keyboard), for Same Game
1165
1166This game can be played with either the keyboard or the mouse.
6bbab0fe 1167
1168If you left-click an unselected region, it becomes selected (possibly
1169clearing the current selection).
1170
1171If you left-click the selected region, it will be removed (and the
1172rest of the grid shuffled immediately).
1173
1174If you right-click the selected region, it will be unselected.
1175
209ab5a7 1176The cursor keys move a cursor around the grid. Pressing the Space or
1177Enter keys while the cursor is in an unselected region selects it;
1178pressing Space or Enter again removes it as above.
1179
e28d0584 1180(All the actions described in \k{common-actions} are also available.)
1181
6bbab0fe 1182\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1183
209ab5a7 1184These parameters are available from the \q{Custom...} option on the
1185\q{Type} menu.
1186
6bbab0fe 1187\dt \e{Width}, \e{Height}
1188
1189\dd Size of grid in squares.
1190
1191\dt \e{No. of colours}
1192
1193\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 1194the fewer large regions of colour and thus the more difficult it is to
1195successfully clear the grid.
1196
1197\dt \e{Scoring system}
1198
1199\dd Controls the precise mechanism used for scoring. With the default
1200system, \q{(n-2)^2}, only regions of three squares or more will score
1201any points at all. With the alternative \q{(n-1)^2} system, regions of
1202two squares score a point each, and larger regions score relatively
1203more points.
6bbab0fe 1204
e4a7ab56 1205\dt \e{Ensure solubility}
1206
1207\dd If this option is ticked (the default state), generated grids
1208will be guaranteed to have at least one solution.
1209
1210\lcont{
1211
1212If you turn it off, the game generator will not try to guarantee
1213soluble grids; it will, however, still ensure that there are at
1214least 2 squares of each colour on the grid at the start (since a
1215grid with exactly one square of a given colour is \e{definitely}
1216insoluble). Grids generated with this option disabled may contain
1217more large areas of contiguous colour, leading to opportunities for
1218higher scores; they can also take less time to generate.
1219
1220}
1221
f4afe206 1222
1223\C{flip} \i{Flip}
1224
1225\cfg{winhelp-topic}{games.flip}
1226
1227You have a grid of squares, some light and some dark. Your aim is to
1228light all the squares up at the same time. You can choose any square
1229and flip its state from light to dark or dark to light, but when you
1230do so, other squares around it change state as well.
1231
1232Each square contains a small diagram showing which other squares
1233change when you flip it.
1234
d6acbe63 1235\H{flip-controls} \i{Flip controls}
f4afe206 1236
1237\IM{Flip controls} controls, for Flip
1238\IM{Flip controls} keys, for Flip
1239\IM{Flip controls} shortcuts (keyboard), for Flip
1240
33317d37 1241This game can be played with either the keyboard or the mouse.
1242
1243Left-click in a square to flip it and its associated squares, or
1244use the cursor keys to choose a square and the space bar or Enter
1245key to flip.
79cb09e9 1246
5f6050b4 1247If you use the \q{Solve} function on this game, it will mark some of
1248the squares in red. If you click once in every square with a red
1249mark, the game should be solved. (If you click in a square
1250\e{without} a red mark, a red mark will appear in it to indicate
1251that you will need to reverse that operation to reach the solution.)
f4afe206 1252
e28d0584 1253(All the actions described in \k{common-actions} are also available.)
1254
f4afe206 1255\H{flip-parameters} \I{parameters, for flip}Flip parameters
1256
1257These parameters are available from the \q{Custom...} option on the
1258\q{Type} menu.
1259
1260\dt \e{Width}, \e{Height}
1261
1262\dd Size of grid in squares.
1263
1264\dt \e{Shape type}
1265
1266\dd This control determines the shape of the region which is flipped
1267by clicking in any given square. The default setting, \q{Crosses},
1268causes every square to flip itself and its four immediate neighbours
1269(or three or two if it's at an edge or corner). The other setting,
1270\q{Random}, causes a random shape to be chosen for every square, so
1271the game is different every time.
1272
1273
c6203e43 1274\C{guess} \i{Guess}
1275
1276\cfg{winhelp-topic}{games.guess}
1277
1278You have a set of coloured pegs, and have to reproduce a
1279predetermined sequence of them (chosen by the computer) within a
1280certain number of guesses.
1281
1282Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1283in the correct places (in black), and also the number of
1284correctly-coloured pegs in the wrong places (in white).
c6203e43 1285
1286This game is also known (and marketed, by Hasbro, mainly) as
bb219ea1 1287a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1288and 10 guesses. However, this version allows custom settings of number
1289of colours (up to 10), number of pegs per row, and number of guesses.
c6203e43 1290
64455a5a 1291Guess was contributed to this collection by James Harvey.
1292
c6203e43 1293\H{guess-controls} \i{Guess controls}
1294
1295\IM{Guess controls} controls, for Guess
1296\IM{Guess controls} keys, for Guess
1297\IM{Guess controls} shortcuts (keyboard), for Guess
1298
9ffde3e8 1299This game can be played with either the keyboard or the mouse.
1300
9c63a011 1301With the mouse, drag a coloured peg from the tray on the left-hand
1302side to its required position in the current guess; pegs may also be
1303dragged from current and past guesses to copy them elsewhere. To
1304remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1305
9ffde3e8 1306Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1307that have hold markers will be automatically added to the next guess
1308after marking.
1309
9ffde3e8 1310Alternatively, with the keyboard, the up and down cursor keys can be
1311used to select a peg colour, the left and right keys to select a
9c63a011 1312peg position, and the space bar or Enter key to place a peg of the
59dae0db 1313selected colour in the chosen position. \q{D} or Backspace removes a
1314peg, and \q{H} adds a hold marker.
9ffde3e8 1315
9c63a011 1316When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1317clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1318and pressing the space bar or Enter key) will mark the current guess,
1319copy any held pegs to the next guess, and move the \q{current guess}
1320marker.
c6203e43 1321
1322If you correctly position all the pegs the solution will be displayed
9ffde3e8 1323below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1324will also be revealed.
c6203e43 1325
e28d0584 1326(All the actions described in \k{common-actions} are also available.)
1327
13b443e3 1328\H{guess-parameters} \I{parameters, for Guess}Guess parameters
c6203e43 1329
1330These parameters are available from the \q{Custom...} option on the
1331\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1332board game \q{Mastermind}.
c6203e43 1333
1334\dt \e{Colours}
1335
1336\dd Number of colours the solution is chosen from; from 2 to 10
1337(more is harder).
1338
1339\dt \e{Pegs per guess}
1340
1341\dd Number of pegs per guess (more is harder).
1342
1343\dt \e{Guesses}
1344
1345\dd Number of guesses you have to find the solution in (fewer is harder).
1346
1347\dt \e{Allow blanks}
1348
1349\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1350you know that those will never be counted as part of the solution). This
1351is turned off by default.
1352
1353Note that this doesn't allow blank pegs in the solution; if you really wanted
1354that, use one extra colour.
1355
1356\dt \e{Allow duplicates}
1357
1358\dd Allows the solution (and the guesses) to contain colours more than once;
1359this increases the search space (making things harder), and is turned on by
1360default.
1361
1362
13b443e3 1363\C{pegs} \i{Pegs}
1364
1365\cfg{winhelp-topic}{games.pegs}
1366
1367A number of pegs are placed in holes on a board. You can remove a
33a3deb2 1368peg by jumping an adjacent peg over it (horizontally or vertically)
1369to a vacant hole on the other side. Your aim is to remove all but one
1370of the pegs initially present.
13b443e3 1371
e28d0584 1372This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1373possibly one of the oldest puzzle games still commonly known.
13b443e3 1374
1375\H{pegs-controls} \i{Pegs controls}
1376
1377\IM{Pegs controls} controls, for Pegs
1378
1379To move a peg, drag it with the mouse from its current position to
1380its final position. If the final position is exactly two holes away
1381from the initial position, is currently unoccupied by a peg, and
1382there is a peg in the intervening square, the move will be permitted
1383and the intervening peg will be removed.
1384
1385Vacant spaces which you can move a peg into are marked with holes. A
1386space with no peg and no hole is not available for moving at all: it
1387is an obstacle which you must work around.
1388
e88d61a4 1389You can also use the cursor keys to move a position indicator around
1390the board. Pressing the return key while over a peg, followed by a
1391cursor key, will jump the peg in that direction (if that is a legal
1392move).
1393
e28d0584 1394(All the actions described in \k{common-actions} are also available.)
13b443e3 1395
1396\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1397
1398These parameters are available from the \q{Custom...} option on the
1399\q{Type} menu.
1400
1401\dt \e{Width}, \e{Height}
1402
1403\dd Size of grid in holes.
1404
1405\dt \e{Board type}
1406
1407\dd Controls whether you are given a board of a standard shape or a
1408randomly generated shape. The two standard shapes currently
1409supported are \q{Cross} and \q{Octagon} (also commonly known as the
1410English and European traditional board layouts respectively).
1411Selecting \q{Random} will give you a different board shape every
1412time (but always one that is known to have a solution).
1413
1414
6c04c334 1415\C{dominosa} \i{Dominosa}
1416
1417\cfg{winhelp-topic}{games.dominosa}
1418
f1010613 1419A normal set of dominoes \dash that is, one instance of every
1420(unordered) pair of numbers from 0 to 6 \dash has been arranged
1421irregularly into a rectangle; then the number in each square has
1422been written down and the dominoes themselves removed. Your task is
1423to reconstruct the pattern by arranging the set of dominoes to match
1424the provided array of numbers.
6c04c334 1425
1426This puzzle is widely credited to O. S. Adler, and takes part of its
1427name from those initials.
1428
1429\H{dominosa-controls} \i{Dominosa controls}
1430
1431\IM{Dominosa controls} controls, for Dominosa
1432
1433Left-clicking between any two adjacent numbers places a domino
1434covering them, or removes one if it is already present. Trying to
1435place a domino which overlaps existing dominoes will remove the ones
1436it overlaps.
1437
1438Right-clicking between two adjacent numbers draws a line between
1439them, which you can use to remind yourself that you know those two
1440numbers are \e{not} covered by a single domino. Right-clicking again
1441removes the line.
1442
f4e23980 1443You can also use the cursor keys to move a cursor around the grid.
1444When the cursor is half way between two adjacent numbers, pressing
1445the return key will place a domino covering those numbers, or
1446pressing the space bar will lay a line between the two squares.
1447Repeating either action removes the domino or line.
1448
e28d0584 1449(All the actions described in \k{common-actions} are also available.)
6c04c334 1450
1451\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1452
1453These parameters are available from the \q{Custom...} option on the
1454\q{Type} menu.
1455
1456\dt \e{Maximum number on dominoes}
1457
1458\dd Controls the size of the puzzle, by controlling the size of the
1459set of dominoes used to make it. Dominoes with numbers going up to N
1460will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1461the default value of 6 gives an 8\by\.7 grid.
1462
1463\dt \e{Ensure unique solution}
1464
1465\dd Normally, Dominosa will make sure that the puzzles it presents
1466have only one solution. Puzzles with ambiguous sections can be more
1467difficult and sometimes more subtle, so if you like you can turn off
1468this feature. Also, finding \e{all} the possible solutions can be an
1469additional challenge for an advanced player. Turning off this option
1470can also speed up puzzle generation.
1471
1472
9d6c3859 1473\C{untangle} \i{Untangle}
1474
1475\cfg{winhelp-topic}{games.untangle}
1476
1477You are given a number of points, some of which have lines drawn
1478between them. You can move the points about arbitrarily; your aim is
1479to position the points so that no line crosses another.
1480
1481I originally saw this in the form of a Flash game called \i{Planarity}
1482\k{Planarity}, written by John Tantalo.
1483
1484\B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1485
1486\H{untangle-controls} \i{Untangle controls}
1487
1488\IM{Untangle controls} controls, for Untangle
1489
1490To move a point, click on it with the left mouse button and drag it
1491into a new position.
1492
e28d0584 1493(All the actions described in \k{common-actions} are also available.)
1494
9d6c3859 1495\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1496
1497There is only one parameter available from the \q{Custom...} option
1498on the \q{Type} menu:
1499
1500\dt \e{Number of points}
1501
1502\dd Controls the size of the puzzle, by specifying the number of
1503points in the generated graph.
1504
1505
bf7ebf5a 1506\C{blackbox} \i{Black Box}
1507
1508\cfg{winhelp-topic}{games.blackbox}
1509
e8b7bbe1 1510A number of balls are hidden in a rectangular arena. You have to
68b183b5 1511deduce the positions of the balls by firing lasers positioned at
e8b7bbe1 1512the edges of the arena and observing how their beams are deflected.
bf7ebf5a 1513
e8b7bbe1 1514Beams will travel straight from their origin until they hit the
1515opposite side of the arena (at which point they emerge), unless
1516affected by balls in one of the following ways:
bf7ebf5a 1517
e8b7bbe1 1518\b A beam that hits a ball head-on is absorbed and will never
1519 re-emerge. This includes beams that meet a ball on the first rank
1520 of the arena.
bf7ebf5a 1521
e8b7bbe1 1522\b A beam with a ball to its front-left square gets deflected 90 degrees
bf7ebf5a 1523 to the right.
1524
e8b7bbe1 1525\b A beam with a ball to its front-right square gets similarly deflected
bf7ebf5a 1526 to the left.
1527
e8b7bbe1 1528\b A beam that would re-emerge from its entry location is considered to be
ebf54ec9 1529 \q{reflected}.
bf7ebf5a 1530
e8b7bbe1 1531\b A beam which would get deflected before entering the arena by a
1532 ball to the front-left or front-right of its entry point is also
1533 considered to be \q{reflected}.
bf7ebf5a 1534
e8b7bbe1 1535Beams that are reflected appear as a \q{R}; beams that hit balls
1536head-on appear as \q{H}. Otherwise, a number appears at the firing
1537point and the location where the beam emerges (this number is unique
1538to that shot).
bf7ebf5a 1539
1540You can place guesses as to the location of the balls, based on the
e8b7bbe1 1541entry and exit patterns of the beams; once you have placed enough
bf7ebf5a 1542balls a button appears enabling you to have your guesses checked.
1543
1544Here is a diagram showing how the positions of balls can create each
e8b7bbe1 1545of the beam behaviours shown above:
bf7ebf5a 1546
1547\c 1RHR----
1548\c |..O.O...|
1549\c 2........3
1550\c |........|
1551\c |........|
1552\c 3........|
1553\c |......O.|
1554\c H........|
1555\c |.....O..|
1556\c 12-RH---
1557
e8b7bbe1 1558As shown, it is possible for a beam to receive multiple reflections
1559before re-emerging (see turn 3). Similarly, a beam may be reflected
ebf54ec9 1560(possibly more than once) before receiving a hit (the \q{H} on the
bf7ebf5a 1561left side of the example).
1562
e8b7bbe1 1563Note that any layout with more than 4 balls may have a non-unique
bf7ebf5a 1564solution. The following diagram illustrates this; if you know the
1565board contains 5 balls, it is impossible to determine where the fifth
e8b7bbe1 1566ball is (possible positions marked with an \cw{x}):
bf7ebf5a 1567
1568\c --------
1569\c |........|
1570\c |........|
1571\c |..O..O..|
1572\c |...xx...|
1573\c |...xx...|
1574\c |..O..O..|
1575\c |........|
1576\c |........|
1577\c --------
1578
e8b7bbe1 1579For this reason, when you have your guesses checked, the game will
bf7ebf5a 1580check that your solution \e{produces the same results} as the
1581computer's, rather than that your solution is identical to the
1582computer's. So in the above example, you could put the fifth ball at
e8b7bbe1 1583\e{any} of the locations marked with an \cw{x}, and you would still
1584win.
bf7ebf5a 1585
1586Black Box was contributed to this collection by James Harvey.
1587
1588\H{blackbox-controls} \i{Black Box controls}
1589
e8b7bbe1 1590\IM{Black Box controls} controls, for Black Box
1591\IM{Black Box controls} keys, for Black Box
1592\IM{Black Box controls} shortcuts (keyboard), for Black Box
bf7ebf5a 1593
e8b7bbe1 1594To fire a laser beam, left-click in a square around the edge of the
1595arena. The results will be displayed immediately. Clicking or holding
1596the left button on one of these squares will highlight the current go
1597(or a previous go) to confirm the exit point for that laser, if
1598applicable.
bf7ebf5a 1599
1600To guess the location of a ball, left-click within the arena and a
e8b7bbe1 1601black circle will appear marking the guess; click again to remove the
1602guessed ball.
bf7ebf5a 1603
1604Locations in the arena may be locked against modification by
1605right-clicking; whole rows and columns may be similarly locked by
e8b7bbe1 1606right-clicking in the laser square above/below that column, or to the
1607left/right of that row.
bf7ebf5a 1608
316908ca 1609The cursor keys may also be used to move around the grid. Pressing the
e8b7bbe1 1610Enter key will fire a laser or add a new ball-location guess, and
1611pressing Space will lock a cell, row, or column.
316908ca 1612
e8b7bbe1 1613When an appropriate number of balls have been guessed, a button will
1614appear at the top-left corner of the grid; clicking that (with mouse
1615or cursor) will check your guesses.
bf7ebf5a 1616
e8b7bbe1 1617If you click the \q{check} button and your guesses are not correct,
1618the game will show you the minimum information necessary to
27388471 1619demonstrate this to you, so you can try again. If your ball
e8b7bbe1 1620positions are not consistent with the beam paths you already know
1621about, one beam path will be circled to indicate that it proves you
1622wrong. If your positions match all the existing beam paths but are
1623still wrong, one new beam path will be revealed (written in red)
27388471 1624which is not consistent with your current guesses.
1625
1626If you decide to give up completely, you can select Solve to reveal
1627the actual ball positions. At this point, correctly-placed balls
e8b7bbe1 1628will be displayed as filled black circles, incorrectly-placed balls
1629as filled black circles with red crosses, and missing balls as filled
1630red circles. In addition, a red circle marks any laser you had already
1631fired which is not consistent with your ball layout (just as when you
1632press the \q{check} button), and red text marks any laser you
1633\e{could} have fired in order to distinguish your ball layout from the
1634correct one.
bf7ebf5a 1635
1636(All the actions described in \k{common-actions} are also available.)
1637
1638\H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1639
1640These parameters are available from the \q{Custom...} option on the
1641\q{Type} menu.
1642
1643\dt \e{Width}, \e{Height}
1644
ebf54ec9 1645\dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
bf7ebf5a 1646per grid, two per row and two per column.
1647
1648\dt \e{No. of balls}
1649
1650\dd Number of balls to place in the grid. This can be a single number,
ebf54ec9 1651or a range (separated with a hyphen, like \q{2-6}), and determines the
1652number of balls to place on the grid. The \q{reveal} button is only
bf7ebf5a 1653enabled if you have guessed an appropriate number of balls; a guess
1654using a different number to the original solution is still acceptable,
e8b7bbe1 1655if all the beam inputs and outputs match.
bf7ebf5a 1656
1657
f1010613 1658\C{slant} \i{Slant}
1659
1660\cfg{winhelp-topic}{games.slant}
1661
1662You have a grid of squares. Your aim is to draw a diagonal line
1663through each square, and choose which way each line slants so that
1664the following conditions are met:
1665
1666\b The diagonal lines never form a loop.
1667
1668\b Any point with a circled number has precisely that many lines
1669meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1670zero is the centre of a diamond shape \dash or rather, a partial
1671diamond shape, because a zero can never appear in the middle of the
1672grid because that would immediately cause a loop.)
1673
1674Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1675
1676\B{nikoli-slant}
1677\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1678(in Japanese)
1679
f1010613 1680\H{slant-controls} \i{Slant controls}
1681
1682\IM{Slant controls} controls, for Slant
f1010613 1683
1684Left-clicking in a blank square will place a \cw{\\} in it (a line
1685leaning to the left, i.e. running from the top left of the square to
1686the bottom right). Right-clicking in a blank square will place a
1687\cw{/} in it (leaning to the right, running from top right to bottom
1688left).
1689
1690Continuing to click either button will cycle between the three
1691possible square contents. Thus, if you left-click repeatedly in a
1692blank square it will change from blank to \cw{\\} to \cw{/} back to
1693blank, and if you right-click repeatedly the square will change from
1694blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1695the game entirely with one button if you need to.)
1696
6b8513c7 1697You can also use the cursor keys to move around the grid. Pressing the
1698return or space keys will place a \cw{\\} or a \cw{/}, respectively,
1699and will then cycle them as above.
1700
f1010613 1701(All the actions described in \k{common-actions} are also available.)
1702
e3478a4b 1703\H{slant-parameters} \I{parameters, for Slant}Slant parameters
f1010613 1704
1705These parameters are available from the \q{Custom...} option on the
1706\q{Type} menu.
1707
1708\dt \e{Width}, \e{Height}
1709
1710\dd Size of grid in squares.
1711
15164c74 1712\dt \e{Difficulty}
1713
1714\dd Controls the difficulty of the generated puzzle. At Hard level,
1715you are required to do deductions based on knowledge of
1716\e{relationships} between squares rather than always being able to
1717deduce the exact contents of one square at a time. (For example, you
1718might know that two squares slant in the same direction, even if you
1719don't yet know what that direction is, and this might enable you to
1720deduce something about still other squares.) Even at Hard level,
1721guesswork and backtracking should never be necessary.
1722
f1010613 1723
e3478a4b 1724\C{lightup} \i{Light Up}
1725
1726\cfg{winhelp-topic}{games.lightup}
1727
1728You have a grid of squares. Some are filled in black; some of the
1729black squares are numbered. Your aim is to \q{light up} all the
1730empty squares by placing light bulbs in some of them.
1731
1732Each light bulb illuminates the square it is on, plus all squares in
1733line with it horizontally or vertically unless a black square is
1734blocking the way.
1735
1736To win the game, you must satisfy the following conditions:
1737
1738\b All non-black squares are lit.
1739
1740\b No light is lit by another light.
1741
1742\b All numbered black squares have exactly that number of lights adjacent to
1743 them (in the four squares above, below, and to the side).
1744
1745Non-numbered black squares may have any number of lights adjacent to them.
1746
1747Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1748
1749Light Up was contributed to this collection by James Harvey.
1750
1751\B{nikoli-lightup}
1752\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1753(beware of Flash)
1754
1755\H{lightup-controls} \i{Light Up controls}
1756
1757\IM{Light Up controls} controls, for Light Up
e3478a4b 1758
1759Left-clicking in a non-black square will toggle the presence of a light
1760in that square. Right-clicking in a non-black square toggles a mark there to aid
1761solving; it can be used to highlight squares that cannot be lit, for example.
1762
1763You may not place a light in a marked square, nor place a mark in a lit square.
1764
1765The game will highlight obvious errors in red. Lights lit by other
1766lights are highlighted in this way, as are numbered squares which
1767do not (or cannot) have the right number of lights next to them.
1768
1769Thus, the grid is solved when all non-black squares have yellow
1770highlights and there are no red lights.
1771
e28d0584 1772(All the actions described in \k{common-actions} are also available.)
e3478a4b 1773
1774\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1775
1776These parameters are available from the \q{Custom...} option on the
1777\q{Type} menu.
1778
1779\dt \e{Width}, \e{Height}
1780
1781\dd Size of grid in squares.
1782
1783\dt \e{%age of black squares}
1784
1785\dd Rough percentage of black squares in the grid.
1786
1787\lcont{
1788
1789This is a hint rather than an instruction. If the grid generator is
1790unable to generate a puzzle to this precise specification, it will
1791increase the proportion of black squares until it can.
1792
1793}
1794
1795\dt \e{Symmetry}
1796
1797\dd Allows you to specify the required symmetry of the black squares
1798in the grid. (This does not affect the difficulty of the puzzles
1799noticeably.)
1800
1801\dt \e{Difficulty}
1802
1803\dd \q{Easy} means that the puzzles should be soluble without
1804backtracking or guessing, \q{Hard} means that some guesses will
1805probably be necessary.
1806
1807
c51c7de6 1808\C{map} \i{Map}
1809
1810\cfg{winhelp-topic}{games.map}
1811
1812You are given a map consisting of a number of regions. Your task is
1813to colour each region with one of four colours, in such a way that
1814no two regions sharing a boundary have the same colour. You are
1815provided with some regions already coloured, sufficient to make the
1816remainder of the solution unique.
1817
1818Only regions which share a length of border are required to be
1819different colours. Two regions which meet at only one \e{point}
1820(i.e. are diagonally separated) may be the same colour.
1821
1822I believe this puzzle is original; I've never seen an implementation
bb219ea1 1823of it anywhere else. The concept of a \i{four-colouring} puzzle was
c51c7de6 1824suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1825Allan for inspiring the train of thought that led to me realising
1826Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1827for many detailed suggestions.
1828
c51c7de6 1829\H{map-controls} \i{Map controls}
1830
1831\IM{Map controls} controls, for Map
c51c7de6 1832
1cdd1306 1833To colour a region, click the left mouse button on an existing
1834region of the desired colour and drag that colour into the new
1835region.
c51c7de6 1836
1837(The program will always ensure the starting puzzle has at least one
1838region of each colour, so that this is always possible!)
1839
1840If you need to clear a region, you can drag from an empty region, or
1841from the puzzle boundary if there are no empty regions left.
1842
1cdd1306 1843Dragging a colour using the \e{right} mouse button will stipple the
1844region in that colour, which you can use as a note to yourself that
1845you think the region \e{might} be that colour. A region can contain
1846stipples in multiple colours at once. (This is often useful at the
1847harder difficulty levels.)
1848
90ee6a20 1849You can also use the cursor keys to move around the map: the colour of
1850the cursor indicates the position of the colour you would drag (which
1851is not obvious if you're on a region's boundary, since it depends on the
1852direction from which you approached the boundary). Pressing the return
1853key starts a drag of that colour, as above, which you control with the
1854cursor keys; pressing the return key again finishes the drag. The
1855space bar can be used similarly to create a stippled region.
1856Double-pressing the return key (without moving the cursor) will clear
1857the region, as a drag from an empty region does: this is useful with
1858the cursor mode if you have filled the entire map in but need to
1859correct the layout.
1860
e857e161 1861If you press L during play, the game will toggle display of a number
1862in each region of the map. This is useful if you want to discuss a
1863particular puzzle instance with a friend \dash having an unambiguous
1864name for each region is much easier than trying to refer to them all
1865by names such as \q{the one down and right of the brown one on the
1866top border}.
1867
e28d0584 1868(All the actions described in \k{common-actions} are also available.)
c51c7de6 1869
1870\H{map-parameters} \I{parameters, for Map}Map parameters
1871
1872These parameters are available from the \q{Custom...} option on the
1873\q{Type} menu.
1874
1875\dt \e{Width}, \e{Height}
1876
1877\dd Size of grid in squares.
1878
1879\dt \e{Regions}
1880
1881\dd Number of regions in the generated map.
1882
1883\dt \e{Difficulty}
1884
1885\dd In \q{Easy} mode, there should always be at least one region
1cdd1306 1886whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1887modes, you will have to use increasingly complex logic to deduce the
1888colour of some regions. However, it will always be possible without
1889having to guess or backtrack.
c51c7de6 1890
b3728d72 1891\lcont{
1892
1893In \q{Unreasonable} mode, the program will feel free to generate
1894puzzles which are as hard as it can possibly make them: the only
1895constraint is that they should still have a unique solution. Solving
1896Unreasonable puzzles may require guessing and backtracking.
1897
1898}
1899
c51c7de6 1900
6193da8d 1901\C{loopy} \i{Loopy}
1902
1903\cfg{winhelp-topic}{games.loopy}
1904
7c95608a 1905You are given a grid of dots, marked with yellow lines to indicate
1906which dots you are allowed to connect directly together. Your aim is
1907to use some subset of those yellow lines to draw a single unbroken
6193da8d 1908loop from dot to dot within the grid.
1909
7c95608a 1910Some of the spaces between the lines contain numbers. These numbers
1911indicate how many of the lines around that space form part of the
1912loop. The loop you draw must correctly satisfy all of these clues to
1913be considered a correct solution.
6193da8d 1914
7c95608a 1915In the default mode, the dots are arranged in a grid of squares;
1916however, you can also play on triangular or hexagonal grids, or even
1917more exotic ones.
6193da8d 1918
7c95608a 1919Credit for the basic puzzle idea goes to \i{Nikoli}
1920\k{nikoli-loopy}.
1921
1922Loopy was originally contributed to this collection by Mike Pinna,
1923and subsequently enhanced to handle various types of non-square grid
1924by Lambros Lambrou.
6193da8d 1925
1926\B{nikoli-loopy}
1927\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1928(beware of Flash)
1929
6193da8d 1930\H{loopy-controls} \i{Loopy controls}
1931
1932\IM{Loopy controls} controls, for Loopy
6193da8d 1933
7c95608a 1934Click the left mouse button on a yellow line to turn it black,
1935indicating that you think it is part of the loop. Click again to
1936turn the line yellow again (meaning you aren't sure yet).
6193da8d 1937
1938If you are sure that a particular line segment is \e{not} part of
7c95608a 1939the loop, you can click the right mouse button to remove it
1940completely. Again, clicking a second time will turn the line back to
1941yellow.
6193da8d 1942
e28d0584 1943(All the actions described in \k{common-actions} are also available.)
6193da8d 1944
1945\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1946
1947These parameters are available from the \q{Custom...} option on the
1948\q{Type} menu.
1949
1950\dt \e{Width}, \e{Height}
1951
7c95608a 1952\dd Size of grid, measured in number of regions across and down. For
1953square grids, it's clear how this is counted; for other types of
1954grid you may have to think a bit to see how the dimensions are
1955measured.
1956
1957\dt \e{Grid type}
1958
1959\dd Allows you to choose between a selection of types of tiling.
1960Some have all the faces the same but may have multiple different
1961types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have
1962all the vertices the same but may have differnt types of face (e.g.
1963the \e{Great Hexagonal}). The square, triangular and honeycomb grids
1964are fully regular, and have all their vertices \e{and} faces the
1965same; this makes them the least confusing to play.
6193da8d 1966
550742c1 1967\dt \e{Difficulty}
6193da8d 1968
550742c1 1969\dd Controls the difficulty of the generated puzzle.
1970\#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
1971when are backtracking/guesswork required, if ever?}
6193da8d 1972
1973
81eef9aa 1974\C{inertia} \i{Inertia}
1975
1976\cfg{winhelp-topic}{games.inertia}
1977
1978You are a small green ball sitting in a grid full of obstacles. Your
1979aim is to collect all the gems without running into any mines.
1980
1981You can move the ball in any orthogonal \e{or diagonal} direction.
1982Once the ball starts moving, it will continue until something stops
1983it. A wall directly in its path will stop it (but if it is moving
1984diagonally, it will move through a diagonal gap between two other
1985walls without stopping). Also, some of the squares are \q{stops};
1986when the ball moves on to a stop, it will stop moving no matter what
1987direction it was going in. Gems do \e{not} stop the ball; it picks
1988them up and keeps on going.
1989
1990Running into a mine is fatal. Even if you picked up the last gem in
1991the same move which then hit a mine, the game will count you as dead
1992rather than victorious.
1993
1994This game was originally implemented for Windows by Ben Olmstead
1995\k{bem}, who was kind enough to release his source code on request
1996so that it could be re-implemented for this collection.
1997
1998\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1999
2000\H{inertia-controls} \i{Inertia controls}
2001
2002\IM{Inertia controls} controls, for Inertia
2003\IM{Inertia controls} keys, for Inertia
2004\IM{Inertia controls} shortcuts (keyboard), for Inertia
2005
2006You can move the ball in any of the eight directions using the
2007numeric keypad. Alternatively, if you click the left mouse button on
2008the grid, the ball will begin a move in the general direction of
2009where you clicked.
2010
8b5b08f7 2011If you use the \q{Solve} function on this game, the program will
2012compute a path through the grid which collects all the remaining
2013gems and returns to the current position. A hint arrow will appear
2014on the ball indicating the direction in which you should move to
2015begin on this path. If you then move in that direction, the arrow
2016will update to indicate the next direction on the path. You can also
2017press Space to automatically move in the direction of the hint
2018arrow. If you move in a different direction from the one shown by
2019the arrow, the hint arrows will stop appearing because you have
2020strayed from the provided path; you can then use \q{Solve} again to
2021generate a new path if you want to.
2022
81eef9aa 2023All the actions described in \k{common-actions} are also available.
2024In particular, if you do run into a mine and die, you can use the
2025Undo function and resume playing from before the fatal move. The
2026game will keep track of the number of times you have done this.
2027
2028\H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
2029
2030These parameters are available from the \q{Custom...} option on the
2031\q{Type} menu.
2032
2033\dt \e{Width}, \e{Height}
2034
2035\dd Size of grid in squares.
2036
2037
86e60e3d 2038\C{tents} \i{Tents}
2039
2040\cfg{winhelp-topic}{games.tents}
2041
2042You have a grid of squares, some of which contain trees. Your aim is
2043to place tents in some of the remaining squares, in such a way that
2044the following conditions are met:
2045
2046\b There are exactly as many tents as trees.
2047
2048\b The tents and trees can be matched up in such a way that each
2049tent is directly adjacent (horizontally or vertically, but not
2050diagonally) to its own tree. However, a tent may be adjacent to
2051other trees as well as its own.
2052
2053\b No two tents are adjacent horizontally, vertically \e{or
2054diagonally}.
2055
2056\b The number of tents in each row, and in each column, matches the
2057numbers given round the sides of the grid.
2058
2059This puzzle can be found in several places on the Internet, and was
2060brought to my attention by e-mail. I don't know who I should credit
2061for inventing it.
2062
2063\H{tents-controls} \i{Tents controls}
2064
2065\IM{Tents controls} controls, for Tents
2066
2067Left-clicking in a blank square will place a tent in it.
2068Right-clicking in a blank square will colour it green, indicating
2069that you are sure it \e{isn't} a tent. Clicking either button in an
2070occupied square will clear it.
2071
565394e7 2072If you \e{drag} with the right button along a row or column, every
2073blank square in the region you cover will be turned green, and no
2074other squares will be affected. (This is useful for clearing the
2075remainder of a row once you have placed all its tents.)
2076
505ea4e5 2077You can also use the cursor keys to move around the grid. Pressing the
2078return key over an empty square will place a tent, and pressing the
2079space bar over an empty square will colour it green; either key will
2080clear an occupied square.
2081
86e60e3d 2082(All the actions described in \k{common-actions} are also available.)
2083
2084\H{tents-parameters} \I{parameters, for Tents}Tents parameters
2085
2086These parameters are available from the \q{Custom...} option on the
2087\q{Type} menu.
2088
2089\dt \e{Width}, \e{Height}
2090
2091\dd Size of grid in squares.
2092
2093\dt \e{Difficulty}
2094
2095\dd Controls the difficulty of the generated puzzle. More difficult
2096puzzles require more complex deductions, but at present none of the
2097available difficulty levels requires guesswork or backtracking.
2098
2099
e7c63b02 2100\C{bridges} \i{Bridges}
2101
2102\cfg{winhelp-topic}{games.bridges}
2103
2104You have a set of islands distributed across the playing area. Each
2105island contains a number. Your aim is to connect the islands
2106together with bridges, in such a way that:
2107
2108\b Bridges run horizontally or vertically.
2109
2110\b The number of bridges terminating at any island is equal to the
2111number written in that island.
2112
2113\b Two bridges may run in parallel between the same two islands, but
2114no more than two may do so.
2115
2116\b No bridge crosses another bridge.
2117
2118\b All the islands are connected together.
2119
2120There are some configurable alternative modes, which involve
2121changing the parallel-bridge limit to something other than 2, and
2122introducing the additional constraint that no sequence of bridges
2123may form a loop from one island back to the same island. The rules
2124stated above are the default ones.
2125
2126Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
2127
2128Bridges was contributed to this collection by James Harvey.
2129
2130\B{nikoli-bridges}
2131\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
2132
2133\H{bridges-controls} \i{Bridges controls}
2134
2135\IM{Bridges controls} controls, for Bridges
2136
2137To place a bridge between two islands, click the mouse down on one
2138island and drag it towards the other. You do not need to drag all
2139the way to the other island; you only need to move the mouse far
2140enough for the intended bridge direction to be unambiguous. (So you
2141can keep the mouse near the starting island and conveniently throw
2142bridges out from it in many directions.)
2143
2144Doing this again when a bridge is already present will add another
2145parallel bridge. If there are already as many bridges between the
2146two islands as permitted by the current game rules (i.e. two by
2147default), the same dragging action will remove all of them.
2148
2149If you want to remind yourself that two islands definitely \e{do
2150not} have a bridge between them, you can right-drag between them in
2151the same way to draw a \q{non-bridge} marker.
2152
2153If you think you have finished with an island (i.e. you have placed
2154all its bridges and are confident that they are in the right
2155places), you can mark the island as finished by left-clicking on it.
2156This will highlight it and all the bridges connected to it, and you
2157will be prevented from accidentally modifying any of those bridges
2158in future. Left-clicking again on a highlighted island will unmark
2159it and restore your ability to modify it.
2160
e1a44904 2161You can also use the cursor keys to move around the grid: if possible
2162the cursor will always move orthogonally, otherwise it will move
2163towards the nearest island to the indicated direction. Pressing the
7fb7e7c1 2164return key followed by a cursor key will lay a bridge in that direction
e1a44904 2165(if available); pressing the space bar followed by a cursor key will
2166lay a \q{non-bridge} marker.
2167
2168You can mark an island as finished by pressing the return key twice.
2169
e7c63b02 2170Violations of the puzzle rules will be marked in red:
2171
2172\b An island with too many bridges will be highlighted in red.
2173
2174\b An island with too few bridges will be highlighted in red if it
2175is definitely an error (as opposed to merely not being finished
2176yet): if adding enough bridges would involve having to cross another
2177bridge or remove a non-bridge marker, or if the island has been
2178highlighted as complete.
2179
2180\b A group of islands and bridges may be highlighted in red if it is
2181a closed subset of the puzzle with no way to connect it to the rest
2182of the islands. For example, if you directly connect two 1s together
2183with a bridge and they are not the only two islands on the grid,
2184they will light up red to indicate that such a group cannot be
2185contained in any valid solution.
2186
2187\b If you have selected the (non-default) option to disallow loops
2188in the solution, a group of bridges which forms a loop will be
2189highlighted.
2190
2191(All the actions described in \k{common-actions} are also available.)
2192
2193\H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2194
2195These parameters are available from the \q{Custom...} option on the
2196\q{Type} menu.
2197
2198\dt \e{Width}, \e{Height}
2199
2200\dd Size of grid in squares.
2201
2202\dt \e{Difficulty}
2203
2204\dd Difficulty level of puzzle.
2205
2206\dt \e{Allow loops}
2207
2208\dd This is set by default. If cleared, puzzles will be generated in
2209such a way that they are always soluble without creating a loop, and
2210solutions which do involve a loop will be disallowed.
2211
2212\dt \e{Max. bridges per direction}
2213
2214\dd Maximum number of bridges in any particular direction. The
2215default is 2, but you can change it to 1, 3 or 4. In general, fewer
2216is easier.
2217
2218\dt \e{%age of island squares}
2219
2220\dd Gives a rough percentage of islands the generator will try and
2221lay before finishing the puzzle. Certain layouts will not manage to
2222lay enough islands; this is an upper bound.
2223
2224\dt \e{Expansion factor (%age)}
2225
2226\dd The grid generator works by picking an existing island at random
2227(after first creating an initial island somewhere). It then decides
2228on a direction (at random), and then works out how far it could
2229extend before creating another island. This parameter determines how
2230likely it is to extend as far as it can, rather than choosing
2231somewhere closer.
2232
2233High expansion factors usually mean easier puzzles with fewer
2234possible islands; low expansion factors can create lots of
2235tightly-packed islands.
2236
2237
149255d7 2238\C{unequal} \i{Unequal}
2239
2240\cfg{winhelp-topic}{games.unequal}
2241
2242You have a square grid; each square may contain a digit from 1 to
34950d9f 2243the size of the grid, and some squares have clue signs between
149255d7 2244them. Your aim is to fully populate the grid with numbers such that:
2245
2246\b Each row contains only one occurrence of each digit
2247
2248\b Each column contains only one occurrence of each digit
2249
34950d9f 2250\b All the clue signs are satisfied.
149255d7 2251
34950d9f 2252There are two modes for this game, \q{Unequal} and \q{Adjacent}.
149255d7 2253
34950d9f 2254In \q{Unequal} mode, the clue signs are greater-than symbols indicating one
2255square's value is greater than its neighbour's. In this mode not all clues
2256may be visible, particularly at higher difficulty levels.
2257
2258In \q{Adjacent} mode, the clue signs are bars indicating
2259one square's value is numerically adjacent (i.e. one higher or one lower)
2260than its neighbour. In this mode all clues are always visible: absence of
2261a bar thus means that a square's value is definitely not numerically adjacent
2262to that neighbour's.
2263
2264In \q{Trivial} difficulty level (available via the \q{Custom} game type
2265selector), there are no greater-than signs in \q{Unequal} mode; the puzzle is
2266to solve the \i{Latin square} only.
2267
2268At the time of writing, the \q{Unequal} mode of this puzzle is appearing in the
2269Guardian weekly under the name \q{\i{Futoshiki}}.
149255d7 2270
2271Unequal was contributed to this collection by James Harvey.
2272
2273\H{unequal-controls} \i{Unequal controls}
2274
2275\IM{Unequal controls} controls, for Unequal
2276
2277Unequal shares much of its control system with Solo.
2278
2279To play Unequal, simply click the mouse in any empty square and then
2280type a digit or letter on the keyboard to fill that square. If you
2281make a mistake, click the mouse in the incorrect square and press
2282Space to clear it again (or use the Undo feature).
2283
2284If you \e{right}-click in a square and then type a number, that
2285number will be entered in the square as a \q{pencil mark}. You can
3e17893b 2286have pencil marks for multiple numbers in the same square. Squares
2287containing filled-in numbers cannot also contain pencil marks.
149255d7 2288
2289The game pays no attention to pencil marks, so exactly what you use
2290them for is up to you: you can use them as reminders that a
2291particular square needs to be re-examined once you know more about a
2292particular number, or you can use them as lists of the possible
2293numbers in a given square, or anything else you feel like.
2294
2295To erase a single pencil mark, right-click in the square and type
2296the same number again.
2297
2298All pencil marks in a square are erased when you left-click and type
2299a number, or when you left-click and press space. Right-clicking and
2300pressing space will also erase pencil marks.
2301
9c90045a 2302As for Solo, the cursor keys can be used in conjunction with the digit
2303keys to set numbers or pencil marks. You can also use the 'M' key to
3e17893b 2304auto-fill every numeric hint, ready for removal as required, or the 'H'
2305key to do the same but also to remove all obvious hints.
2306
2307Alternatively, use the cursor keys to move the mark around the grid.
2308Pressing the return key toggles the mark (from a normal mark to a
2309pencil mark), and typing a number in is entered in the square in the
2310appropriate way; typing in a 0 or using the space bar will clear a
2311filled square.
9c90045a 2312
149255d7 2313(All the actions described in \k{common-actions} are also available.)
2314
2315\H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters
2316
2317These parameters are available from the \q{Custom...} option on the
2318\q{Type} menu.
2319
34950d9f 2320\dt \e{Mode}
2321
2322\dd Mode of the puzzle (\q{Unequal} or \q{Adjacent})
2323
149255d7 2324\dt \e{Size (s*s)}
2325
2326\dd Size of grid.
2327
2328\dt \e{Difficulty}
2329
845a3be0 2330\dd Controls the difficulty of the generated puzzle. At Trivial
feb306dc 2331level, there are no greater-than signs; the puzzle is to solve the
2332Latin square only. At Recursive level (only available via the
2333\q{Custom} game type selector) backtracking will be required, but
2334the solution should still be unique. The levels in between require
2335increasingly complex reasoning to avoid having to backtrack.
149255d7 2336
2337
ab3a1e43 2338
2339\C{galaxies} \i{Galaxies}
2340
2341\cfg{winhelp-topic}{games.galaxies}
2342
2343You have a rectangular grid containing a number of dots. Your aim is
2344to draw edges along the grid lines which divide the rectangle into
2345regions in such a way that every region is 180\u00b0{-degree}
2346rotationally symmetric, and contains exactly one dot which is
2347located at its centre of symmetry.
2348
2349This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under
a799e87f 2350the name \q{Tentai Show}; its name is commonly translated into
2351English as \q{Spiral Galaxies}.
ab3a1e43 2352
f3ed4ec3 2353Galaxies was contributed to this collection by James Harvey.
2354
ab3a1e43 2355\B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}
2356
2357\H{galaxies-controls} \i{Galaxies controls}
2358
2359\IM{Galaxies controls} controls, for Galaxies
2360
2361Left-click on any grid line to draw an edge if there isn't one
2362already, or to remove one if there is. When you create a valid
2363region (one which is closed, contains exactly one dot, is
2364180\u00b0{-degree} symmetric about that dot, and contains no
2365extraneous edges inside it) it will be highlighted automatically; so
2366your aim is to have the whole grid highlighted in that way.
2367
2368During solving, you might know that a particular grid square belongs
2369to a specific dot, but not be sure of where the edges go and which
2370other squares are connected to the dot. In order to mark this so you
2371don't forget, you can right-click on the dot and drag, which will
2372create an arrow marker pointing at the dot. Drop that in a square of
2373your choice and it will remind you which dot it's associated with.
2374You can also right-click on existing arrows to pick them up and move
2375them, or destroy them by dropping them off the edge of the grid.
2376(Also, if you're not sure which dot an arrow is pointing at, you can
2377pick it up and move it around to make it clearer. It will swivel
2378constantly as you drag it, to stay pointed at its parent dot.)
2379
2c580e64 2380You can also use the cursor keys to move around the grid squares and
2381lines. Pressing the return key when over a grid line will draw or
2382clear its edge, as above. Pressing the return key when over a dot will
7fb7e7c1 2383pick up an arrow, to be dropped the next time the return key is
2c580e64 2384pressed; this can also be used to move existing arrows around, removing
2385them by dropping them on a dot or another arrow.
2386
ab3a1e43 2387(All the actions described in \k{common-actions} are also available.)
2388
2389\H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters
2390
2391These parameters are available from the \q{Custom...} option on the
2392\q{Type} menu.
2393
2394\dt \e{Width}, \e{Height}
2395
2396\dd Size of grid in squares.
2397
2398\dt \e{Difficulty}
2399
2400\dd Controls the difficulty of the generated puzzle. More difficult
59206b9c 2401puzzles require more complex deductions, and the \q{Unreasonable}
a799e87f 2402difficulty level may require backtracking.
ab3a1e43 2403
2404
2405
8b3b3223 2406\C{filling} \i{Filling}
2407
2408\cfg{winhelp-topic}{games.filling}
2409
2410You have a grid of squares, some of which contain digits, and the
2411rest of which are empty. Your job is to fill in digits in the empty
2412squares, in such a way that each connected region of squares all
2413containing the same digit has an area equal to that digit.
2414
2415(\q{Connected region}, for the purposes of this game, does not count
2416diagonally separated squares as adjacent.)
2417
2418For example, it follows that no square can contain a zero, and that
2419two adjacent squares can not both contain a one. No region has an
2420area greater than 9 (because then its area would not be a single
2421digit).
2422
2423Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
2424
2425Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
2426
2427\B{nikoli-fillomino}
2428\W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/}
2429
2430\H{filling-controls} \I{controls, for Filling}Filling controls
2431
2432To play Filling, simply click the mouse in any empty square and then
b182e5d5 2433type a digit on the keyboard to fill that square. By dragging the
2434mouse, you can select multiple squares to fill with a single keypress.
2435If you make a mistake, click the mouse in the incorrect square and
2436press 0, Space, Backspace or Enter to clear it again (or use the Undo
2437feature).
8b3b3223 2438
eb05ad3b 2439You can also move around the grid with the cursor keys; typing a digit will
2440fill the square containing the cursor with that number, or typing 0, Space,
2441or Enter will clear it. You can also select multiple squares for numbering
2442or clearing by using the return key, before typing a digit to fill in the
2443highlighted squares (as above).
2444
8b3b3223 2445(All the actions described in \k{common-actions} are also available.)
2446
2447\H{filling-parameters} \I{parameters, for Filling}Filling parameters
2448
2449Filling allows you to configure the number of rows and columns of the
2450grid, through the \q{Type} menu.
2451
2452
ab3a1e43 2453
e91825f8 2454\A{licence} \I{MIT licence}\ii{Licence}
2455
dbdfc6ea 2456This software is \i{copyright} 2004-2009 Simon Tatham.
e91825f8 2457
2c930807 2458Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
ad599e2b 2459K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros
2460Lambrou and Bernd Schmidt.
e91825f8 2461
2462Permission is hereby granted, free of charge, to any person
2463obtaining a copy of this software and associated documentation files
a799e87f 2464(the \q{Software}), to deal in the Software without restriction,
e91825f8 2465including without limitation the rights to use, copy, modify, merge,
2466publish, distribute, sublicense, and/or sell copies of the Software,
2467and to permit persons to whom the Software is furnished to do so,
2468subject to the following conditions:
2469
2470The above copyright notice and this permission notice shall be
2471included in all copies or substantial portions of the Software.
2472
a799e87f 2473THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND,
e91825f8 2474EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2475MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2476NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2477BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2478ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2479CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2480SOFTWARE.
2481
3c9388ef 2482\IM{command-line}{command line} command line
2483
bb219ea1 2484\IM{default parameters, specifying} default parameters, specifying
2485\IM{default parameters, specifying} preferences, specifying default
2486
2487\IM{Unix} Unix
2488\IM{Unix} Linux
2489
2490\IM{generating game IDs} generating game IDs
2491\IM{generating game IDs} game ID, generating
2492
1185e3c5 2493\IM{specific} \q{Specific}, menu option
2494\IM{custom} \q{Custom}, menu option
e91825f8 2495
2496\IM{game ID} game ID
2497\IM{game ID} ID, game
2498\IM{ID format} ID format
2499\IM{ID format} format, ID
2500\IM{ID format} game ID, format
2501
2502\IM{keys} keys
2503\IM{keys} shortcuts (keyboard)
2504
2505\IM{initial state} initial state
2506\IM{initial state} state, initial
2507
2508\IM{MIT licence} MIT licence
2509\IM{MIT licence} licence, MIT