Doc tweaks for Solo.
[sgt/puzzles] / puzzles.but
CommitLineData
e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
e91825f8 23This is a collection of small one-player puzzle games.
24
25\copyright This manual is copyright 2004 Simon Tatham. All rights
26reserved. You may distribute this documentation under the MIT licence.
27See \k{licence} for the licence text in full.
28
8709d5d9 29\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 30
8709d5d9 31\versionid $Id$
e91825f8 32
33\C{intro} Introduction
34
35I wrote this collection because I thought there should be more small
36desktop toys available: little games you can pop up in a window and
37play for two or three minutes while you take a break from whatever
8a771ea7 38else you were doing. And I was also annoyed that every time I found
39a good game on (say) \i{Unix}, it wasn't available the next time I
40was sitting at a \i{Windows} machine, or vice versa; so I arranged
41that everything in my personal puzzle collection will happily run on
42both, and have more recently done a port to Mac OS X as well. When I
43find (or perhaps invent) further puzzle games that I like, they'll
44be added to this collection and will immediately be available on
45both platforms. And if anyone feels like writing any other front
46ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47the games in this framework will immediately become available on
48another platform as well.
e91825f8 49
50The actual games in this collection were mostly not my invention; I
51saw them elsewhere, and rewrote them in a form that was more
52convenient for me. I do not claim credit, in general, for inventing
53the rules of any of these puzzles; all I claim is authorship of the
54code (or at least those parts of the code that weren't contributed
55by other people!).
56
57This collection is distributed under the \i{MIT licence} (see
58\k{licence}). This means that you can do pretty much anything you like
59with the game binaries or the code, except pretending you wrote them
60yourself, or suing me if anything goes wrong.
61
62The most recent versions, and \i{source code}, can be found at
63\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65Please report \I{feedback}\i{bugs} to
66\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67You might find it helpful to read this article before reporting a bug:
68
69\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71\ii{Patches} are welcome. Especially if they provide a new front end
72(to make all these games run on another platform), or a new game.
73
74
75\C{common} \ii{Common features}
76
77This chapter describes features that are common to all the games.
78
79\H{common-actions} \I{controls}Common actions
80
81These actions are all available from the \I{Game menu}\q{Game} menu
82and via \I{keys}keyboard shortcuts, in addition to any game-specific
83actions.
84
85\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
86
87\dd Starts a new game, with a random initial state.
88
89\dt \ii\e{Restart game} (\q{R})
90
91\dd Resets the current game to its initial state. Undo is lost.
92
93\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
94
95\dd Undoes a single move. (You can undo moves back to the start of the
96game.)
97
98\dt \ii\e{Redo} (Ctrl+\q{R})
99
100\dd Redoes a previous undone move.
101
102\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
103
104\dd Closes the application entirely.
105
106\H{common-id} Recreating games with the \ii{game ID}
107
108The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
109lets you see a short string (the \q{game ID}) that captures the
110initial state of the current game.
111
112The precise \I{ID format}format of the ID is specific to each game.
113It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
114the first part encodes \i\e{parameters} (such as grid size), while the
115second part encodes a \i\e{seed}, which determines the \i{initial
116state} of the game within those parameters.
117
118You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
119a new game with the specified ID (whether you changed it or not).
120Pressing \q{Cancel} returns to the current game.
121
122You can also use the game ID (or just the encoded parameters) as a
123\i{command line} argument; see \k{common-cmdline} for more detail.
124
125Game IDs are portable across platforms; you can use a game ID
126generated by the Windows version of a game on the Unix version, etc.
127
128\H{common-type} The \q{Type} menu
129
130The \I{Type menu}\q{Type} menu, if present, may contain a list of
131\i{preset} game settings. Selecting one of these will start a new
132random game with the parameters specified.
133
134The \q{Type} menu may also contain a \q{\i{Custom...}} option which
135allows you to fine-tune game \i{parameters}. The parameters available
136are specific to each game and are described in the following sections.
137
138\H{common-cmdline} Specifying game parameters on the \i{command line}
139
8a771ea7 140(This section does not apply to the Mac OS X version.)
141
e91825f8 142The games in this collection deliberately do not ever save
143information on to the computer they run on: they have no high score
144tables and no saved preferences. (This is because I expect at least
145some people to play them at work, and those people will probably
146appreciate leaving as little evidence as possible!)
147
148However, if you do want to arrange for one of these games to default
149to a particular set of parameters, you can specify them on the
150command line.
151
152The easiest way to do this is to set up the parameters you want
153using the \q{Type} menu (see \k{common-type}), and then to select
154\q{Specific} from the \q{Game} menu (see \k{common-id}). The text in
155the \q{Game ID} box will be composed of two parts, separated by a
156colon. The first of these parts represents the game parameters (the
157size of the playing area, for example, and anything else you set
158using the \q{Type} menu).
159
160If you run the game with just that parameter text on the command
161line, it will start up with the settings you specified.
162
163For example: if you run Cube (see \k{cube}), select \q{Octahedron}
164from the \q{Type} menu, and then go to the game ID selection, you
165will see a string of the form \cq{o2x2:911A81,10}. Take only the
166part before the colon (\cq{o2x2}), and start Cube with that text on
167the command line: \cq{cube o2x2}.
168
169If you copy the \e{entire} game ID on to the command line, the game
170will start up in the specific game that was described. This is
171occasionally a more convenient way to start a particular game ID
172than by pasting it into the game ID selection box.
173
174\C{net} \i{Net}
175
176\cfg{winhelp-topic}{games.net}
177
178(\e{Note:} the \i{Windows} version of this game is called
179\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
180
181I originally saw this in the form of a Flash game called \i{FreeNet}
182\k{FreeNet}, written by Pavils Jurjans. The computer prepares a
183network by connecting up the centres of squares in a grid, and then
184shuffles the network by rotating every tile randomly. Your job is to
185rotate it all back into place. The successful solution will be an
186entirely connected network, with no closed loops. \#{Is it also true
187that a correct solution will not contain any cycles?} As a visual aid,
188all tiles which are connected to the one in the middle are
189highlighted.
190
191\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
192
193\H{net-controls} \i{Net controls}
194
195\IM{Net controls} controls, for Net
196\IM{Net controls} keys, for Net
197\IM{Net controls} shortcuts (keyboard), for Net
198
199This game can be played with either the keyboard or the mouse. The
200controls are:
201
202\dt \e{Select tile}: mouse pointer, arrow keys
203
204\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
205
206\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
207
208\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
209
210\dd You can lock a tile once you're sure of its orientation. You can
211also unlock it again, but while it's locked you can't accidentally
212turn it.
213
cbb5549e 214\dt \e{Jumble tiles}: \q{J} key
215
216\dd This key turns all tiles that are not locked to random
217orientations.
218
e91825f8 219(All the actions described in \k{common-actions} are also available.)
220
221\H{net-params} \I{parameters, for Net}Net parameters
222
223These parameters are available from the \q{Custom...} option on the
224\q{Type} menu.
225
226\dt \e{Width}, \e{Height}
227
228\dd Size of grid in tiles.
229
230\dt \e{Walls wrap around}
231
232\dd If checked, flow can pass from the left edge to the right edge,
233and from top to bottom, and vice versa.
234
235\dt \e{Barrier probability}
236
237\dd A number between 0.0 and 1.0 controlling whether an immovable
238barrier is placed between two tiles to prevent flow between them (a
239higher number gives more barriers). Since barriers are immovable, they
240act as constraints on the solution (i.e., hints).
241
242\lcont{
243
244The grid generation in Net has been carefully arranged so that the
245barriers are independent of the rest of the grid. This means that if
246you change the \e{Barrier probability} parameter, and then re-enter
247the same game ID you were playing before (see \k{common-id}), you
248should see exactly the same starting grid, with the only change
249being the number of barriers. So if you're stuck on a particular
250grid and need a hint, you could start up another instance of Net,
251set up the same parameters but a higher barrier probability, and
252enter the game seed from the original Net window.
253
254}
255
256\C{cube} \i{Cube}
257
258\cfg{winhelp-topic}{games.cube}
259
260This is another one I originally saw as a web game. This one was a
261Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
262squares, six of which are blue; on one square rests a cube. Your move
263is to use the arrow keys to roll the cube through 90 degrees so that
264it moves to an adjacent square. If you roll the cube on to a blue
265square, the blue square is picked up on one face of the cube; if you
266roll a blue face of the cube on to a non-blue square, the blueness is
267put down again. (In general, whenever you roll the cube, the two faces
268that come into contact swap colours.) Your job is to get all six blue
269squares on to the six faces of the cube at the same time. Count your
270moves and try to do it in as few as possible.
271
272Unlike the original Java game, my version has an additional feature:
273once you've mastered the game with a cube rolling on a square grid,
274you can change to a triangular grid and roll any of a tetrahedron, an
275octahedron or an icosahedron.
276
277\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
278
279\H{cube-controls} \i{Cube controls}
280
281\IM{Cube controls} controls, for Cube
282\IM{Cube controls} keys, for Cube
283\IM{Cube controls} shortcuts (keyboard), for Cube
284
285This game is played with the keyboard. The arrow keys are used to roll the
286cube (or other solid).
287
288On the triangular grids, the mapping of arrow keys to directions is
289more approximate. Vertical movement is disallowed where it doesn't
290make sense. The four keys surrounding the arrow keys on the numeric
291keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
292
293(All the actions described in \k{common-actions} are also available.)
294
295\H{cube-params} \I{parameters, for Cube}Cube parameters
296
297These parameters are available from the \q{Custom...} option on the
298\q{Type} menu.
299
300\dt \e{Type of solid}
301
302\dd Selects the solid to roll (and hence the shape of the grid):
303tetrahedron, cube, octahedron, or icosahedron.
304
305\dt \e{Width / top}, \e{Height / bottom}
306
307\dd On a square grid, horizontal and vertical dimensions. On a
308triangular grid, the number of triangles on the top and bottom rows
309respectively.
310
311
312\C{fifteen} \i{Fifteen}
313
314\cfg{winhelp-topic}{games.fifteen}
315
1d8e8ad8 316The old ones are the best: this is the good old \q{\i{15-puzzle}}
317with sliding tiles. You have a 4\by\.4 square grid; 15 squares
318contain numbered tiles, and the sixteenth is empty. Your move is to
319choose a tile next to the empty space, and slide it into the space.
320The aim is to end up with the tiles in numerical order, with the
321space in the bottom right (so that the top row reads 1,2,3,4 and the
322bottom row reads 13,14,15,\e{space}).
e91825f8 323
324\H{fifteen-controls} \i{Fifteen controls}
325
326\IM{Fifteen controls} controls, for Fifteen
327\IM{Fifteen controls} keys, for Fifteen
328\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
329
330This game can be controlled with the mouse or the keyboard.
331
332A left-click with the mouse in the row or column containing the empty
333space will move as many tiles as necessary to move the space to the
334mouse pointer.
335
336The arrow keys will move a tile adjacent to the space in the direction
337indicated (moving the space in the \e{opposite} direction).
338
339(All the actions described in \k{common-actions} are also available.)
340
341\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
342
343The only options available from the \q{Custom...} option on the \q{Type}
344menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
345you've changed these, it's not a \q{15-puzzle} any more, of course!)
346
347
348\C{sixteen} \i{Sixteen}
349
350\cfg{winhelp-topic}{games.sixteen}
351
352Another sliding tile puzzle, visually similar to Fifteen (see
353\k{fifteen}) but with a different type of move. This time, there is no
354hole: all 16 squares on the grid contain numbered squares. Your move
355is to shift an entire row left or right, or shift an entire column up
356or down; every time you do that, the tile you shift off the grid
357re-appears at the other end of the same row, in the space you just
358vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
359the top row, 13,14,15,16 on the bottom). When you've done that, try
360playing on different sizes of grid.
361
362I \e{might} have invented this game myself, though only by accident if
363so (and I'm sure other people have independently invented it). I
364thought I was imitating a screensaver I'd seen, but I have a feeling
365that the screensaver might actually have been a Fifteen-type puzzle
366rather than this slightly different kind. So this might be the one
367thing in my puzzle collection which represents creativity on my part
368rather than just engineering.
369
370\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
371
372This game is played with the mouse. Left-clicking on an arrow will
373move the appropriate row or column in the direction indicated.
374Right-clicking will move it in the opposite direction.
375
376(All the actions described in \k{common-actions} are also available.)
377
378\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
379
380The only parameters available from the \q{Custom...} option on the
381\q{Type} menu are \e{Width} and \e{Height}, which are
382self-explanatory.
383
384
385\C{rectangles} \i{Rectangles}
386
387\cfg{winhelp-topic}{games.rectangles}
388
389You have a grid of squares, with numbers written in some (but not all)
390of the squares. Your task is to subdivide the grid into rectangles of
391various sizes, such that (a) every rectangle contains exactly one
392numbered square, and (b) the area of each rectangle is equal to the
393number written in its numbered square.
394
395Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
6ae37301 396\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle Palace}
397\k{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version
e91825f8 398automatically generates random grids of any size you like. The quality
399of puzzle design is therefore not quite as good as hand-crafted
400puzzles would be (in particular, a unique solution cannot be
401guaranteed), but on the plus side you get an inexhaustible supply of
402puzzles tailored to your own specification.
403
6ae37301 404\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 405
6ae37301 406\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 407
408\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
409
410This game is played with the mouse.
411
412Left-click any edge to toggle it on or off, or click and drag to draw
413an entire rectangle (or line) on the grid in one go (removing any
414existing edges within that rectangle).
415
416When a rectangle of the correct size is completed, it will be shaded.
417
418(All the actions described in \k{common-actions} are also available.)
419
420\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
421
aea3ed9a 422The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
423and \e{Height} parameters, which are self-explanatory.
424
425\q{Expansion factor} is a mechanism for changing the type of grids
426generated by the program. Some people prefer a grid containing a few
427large rectangles to one containing many small ones. So you can ask
428Rectangles to essentially generate a \e{smaller} grid than the size
429you specified, and then to expand it by adding rows and columns.
430
431The default expansion factor of zero means that Rectangles will
432simply generate a grid of the size you ask for, and do nothing
433further. If you set an expansion factor of (say) 0.5, it means that
434each dimension of the grid will be expanded to half again as big
435after generation. In other words, the initial grid will be 2/3 the
436size in each dimension, and will be expanded to its full size
437without adding any more rectangles.
438
4a03dbb4 439Setting an expansion factor of around 0.5 tends to make the game
440more difficult, and also (in my experience) rewards a less deductive
441and more intuitive playing style. If you set it \e{too} high,
442though, the game simply cannot generate more than a few rectangles
443to cover the entire grid, and the game becomes trivial.
aea3ed9a 444
445\H{rectangles-cmdline} \I{command line, for Rectangles}Additional
446command-line configuration
447
448The expansion factor parameter, described in \k{rectangles-params},
449is not mentioned by default in the game ID (see \k{common-id}). So
450if you set your expansion factor to (say) 0.75, and then you
1d8e8ad8 451generate an 11\by\.11 grid, then the game ID will simply say
aea3ed9a 452\c{11x11:}\e{numbers}. This means that if you send the game ID to
453another player and they paste it into their copy of Rectangles,
454their game will not be automatically configured to use the same
455expansion factor in any subsequent grids it generates. (I don't
456think the average person examining a single grid sent to them by
457another player would want their configuration modified to that
458extent.)
459
460If you are specifying a game ID or game parameters on the command
461line (see \k{common-cmdline}) and you do want to configure the
462expansion factor, you can do it by suffixing the letter \cq{e} to
463the parameters, followed by the expansion factor as a decimal
464number. For example:
465
466\b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
46711\u00d7{x}11 and an expansion factor of 0.75.
468
469\b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
470starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
471factor of 0.75, \e{and} a specific game selected.
e91825f8 472
6ae37301 473
e91825f8 474\C{netslide} \i{Netslide}
475
476\cfg{winhelp-topic}{games.netslide}
477
478This game was submitted by Richard Boulton. It combines the grid
479generation of Net (see \k{net}) with the movement of Sixteen (see
480\k{sixteen}): you have a Net grid, but instead of rotating tiles back
481into place you have to slide them into place by moving a whole row at
482a time.
483
e91825f8 484As in Sixteen, \I{controls, for Netslide}control is with the mouse.
485See \k{sixteen-controls}.
486
487\I{parameters, for Netslide}Game parameters are the same as for Net
488(see \k{net-params}).
489
6ae37301 490
b6b0369e 491\C{pattern} \i{Pattern}
492
493\cfg{winhelp-topic}{games.pattern}
494
495You have a grid of squares, which must all be filled in either black
496or white. Beside each row of the grid are listed the lengths of the
497runs of black squares on that row; above each column are listed the
498lengths of the runs of black squares in that column. Your aim is to
499fill in the entire grid black or white.
500
501I first saw this puzzle form around 1995, under the name
2e1e03ff 502\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 503different names.
504
505Normally, puzzles of this type turn out to be a meaningful picture
506of something once you've solved them. However, since this version
507generates the puzzles automatically, they will just look like random
508groupings of squares. (One user has suggested that this is actually
509a \e{good} thing, since it prevents you from guessing the colour of
510squares based on the picture, and forces you to use logic instead.)
511The advantage, though, is that you never run out of them.
512
2e1e03ff 513\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 514
515This game is played with the mouse.
516
517Left-click in a square to colour it black. Right-click to colour it
518white. If you make a mistake, you can middle-click, or hold down
519Shift while clicking with any button, to colour the square in the
520default grey (meaning \q{undecided}) again.
521
522You can click and drag with the left or right mouse button to colour
523a vertical or horizontal line of squares black or white at a time
524(respectively). If you click and drag with the middle button, or
525with Shift held down, you can colour a whole rectangle of squares
526grey.
527
2e1e03ff 528(All the actions described in \k{common-actions} are also available.)
529
b6b0369e 530\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
531
532The only options available from the \q{Custom...} option on the \q{Type}
533menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 534
6ae37301 535
1d8e8ad8 536\C{solo} \i{Solo}
537
538\cfg{winhelp-topic}{games.solo}
539
540You have a square grid, which is divided into square or rectangular
541blocks. Each square must be filled in with a digit from 1 to the
542size of the grid, in such a way that
543
544\b every row contains only one occurrence of each digit
545
546\b every column contains only one occurrence of each digit
547
548\b every block contains only one occurrence of each digit.
549
550You are given some of the numbers as clues; your aim is to place the
551rest of the numbers correctly.
552
553The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
554into nine 3\by\.3 blocks). You can also select sizes with
555rectangular blocks instead of square ones, such as 2\by\.3 (a
5566\by\.6 grid divided into six 3\by\.2 blocks).
557
558If you select a puzzle size which requires more than 9 digits, the
559additional digits will be letters of the alphabet. For example, if
560you select 3\by\.4 then the digits which go in your grid will be 1
561to 9, plus \cq{a}, \cq{b} and \cq{c}.
562
6ae37301 563I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 564been popularised by various newspapers under the name \q{Sudoku} or
565\q{Su Doku}.
566
6ae37301 567\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}
568
1d8e8ad8 569\H{solo-controls} \I{controls, for Solo}Solo controls
570
571To play Solo, simply click the mouse in any empty square and then
572type a digit or letter on the keyboard to fill that square. If you
573make a mistake, click the mouse in the incorrect square and press
574Space to clear it again (or use the Undo feature).
575
576(All the actions described in \k{common-actions} are also available.)
577
578\H{solo-parameters} \I{parameters, for Solo}Solo parameters
579
580Solo allows you to configure two separate dimensions of the puzzle
6ae37301 581grid on the \q{Type} menu: the number of columns, and the number of
582rows, into which the main grid is divided. (The size of a block is
583the inverse of this: for example, if you select 2 columns and 3 rows,
584each actual block will have 3 columns and 2 rows.)
1d8e8ad8 585
e91825f8 586\A{licence} \I{MIT licence}\ii{Licence}
587
8a771ea7 588This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 589
590Portions copyright Richard Boulton.
591
592Permission is hereby granted, free of charge, to any person
593obtaining a copy of this software and associated documentation files
594(the "Software"), to deal in the Software without restriction,
595including without limitation the rights to use, copy, modify, merge,
596publish, distribute, sublicense, and/or sell copies of the Software,
597and to permit persons to whom the Software is furnished to do so,
598subject to the following conditions:
599
600The above copyright notice and this permission notice shall be
601included in all copies or substantial portions of the Software.
602
603THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
604EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
605MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
606NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
607BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
608ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
609CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
610SOFTWARE.
611
612\IM{specific...} Specific..., menu option
613\IM{custom...} Custom..., menu option
614
615\IM{game ID} game ID
616\IM{game ID} ID, game
617\IM{ID format} ID format
618\IM{ID format} format, ID
619\IM{ID format} game ID, format
620
621\IM{keys} keys
622\IM{keys} shortcuts (keyboard)
623
624\IM{initial state} initial state
625\IM{initial state} state, initial
626
627\IM{MIT licence} MIT licence
628\IM{MIT licence} licence, MIT