Mention NetWalk and update comment
[sgt/puzzles] / puzzles.but
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e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
e91825f8 23This is a collection of small one-player puzzle games.
24
25\copyright This manual is copyright 2004 Simon Tatham. All rights
26reserved. You may distribute this documentation under the MIT licence.
27See \k{licence} for the licence text in full.
28
8709d5d9 29\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 30
8709d5d9 31\versionid $Id$
e91825f8 32
33\C{intro} Introduction
34
35I wrote this collection because I thought there should be more small
36desktop toys available: little games you can pop up in a window and
37play for two or three minutes while you take a break from whatever
8a771ea7 38else you were doing. And I was also annoyed that every time I found
39a good game on (say) \i{Unix}, it wasn't available the next time I
40was sitting at a \i{Windows} machine, or vice versa; so I arranged
41that everything in my personal puzzle collection will happily run on
42both, and have more recently done a port to Mac OS X as well. When I
43find (or perhaps invent) further puzzle games that I like, they'll
44be added to this collection and will immediately be available on
45both platforms. And if anyone feels like writing any other front
46ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47the games in this framework will immediately become available on
48another platform as well.
e91825f8 49
50The actual games in this collection were mostly not my invention; I
51saw them elsewhere, and rewrote them in a form that was more
52convenient for me. I do not claim credit, in general, for inventing
53the rules of any of these puzzles; all I claim is authorship of the
54code (or at least those parts of the code that weren't contributed
55by other people!).
56
57This collection is distributed under the \i{MIT licence} (see
58\k{licence}). This means that you can do pretty much anything you like
59with the game binaries or the code, except pretending you wrote them
60yourself, or suing me if anything goes wrong.
61
62The most recent versions, and \i{source code}, can be found at
63\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65Please report \I{feedback}\i{bugs} to
66\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67You might find it helpful to read this article before reporting a bug:
68
69\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71\ii{Patches} are welcome. Especially if they provide a new front end
72(to make all these games run on another platform), or a new game.
73
74
75\C{common} \ii{Common features}
76
77This chapter describes features that are common to all the games.
78
79\H{common-actions} \I{controls}Common actions
80
81These actions are all available from the \I{Game menu}\q{Game} menu
82and via \I{keys}keyboard shortcuts, in addition to any game-specific
83actions.
84
bacaa96e 85(On Mac OS X, to conform with local user interface standards, these
3101ae26 86actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 87menu}\q{Edit} menus instead.)
88
e91825f8 89\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91\dd Starts a new game, with a random initial state.
92
2b06373b 93\dt \ii\e{Restart game}
e91825f8 94
2b06373b 95\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 96
97\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
98
99\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 100session.)
e91825f8 101
2b06373b 102\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 103
2b06373b 104\dd Redoes a previously undone move.
e91825f8 105
bacaa96e 106\dt \ii\e{Copy}
107
108\dd Copies the current state of your game to the clipboard in text
109format, so that you can paste it into (say) an e-mail client or a
110web message board if you're discussing the game with someone else.
111(Not all games support this feature.)
112
2ac6d24e 113\dt \ii\e{Solve}
114
115\dd Transforms the puzzle instantly into its solved state. For some
116games (Cube) this feature is not supported at all because it is of
117no particular use. For other games (such as Pattern), the solved
118state can be used to give you information, if you can't see how a
119solution can exist at all or you want to know where you made a
120mistake. For still other games (such as Sixteen), automatic solution
121tells you nothing about how to \e{get} to the solution, but it does
122provide a useful way to get there quickly so that you can experiment
123with set-piece moves and transformations.
124
125\lcont{
126
127Some games (such as Solo) are capable of solving a game ID you have
128typed in from elsewhere. Other games (such as Rectangles) cannot
129solve a game ID they didn't invent themself, but when they did
130invent the game ID they know what the solution is already. Still
131other games (Pattern) can solve \e{some} external game IDs, but only
132if they aren't too difficult.
133
e8124727 134The \q{Solve} command adds the solved state to the end of the undo
135chain for the puzzle. In other words, if you want to go back to
136solving it yourself after seeing the answer, you can just press Undo.
137
2ac6d24e 138}
139
e91825f8 140\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
141
142\dd Closes the application entirely.
143
1185e3c5 144\H{common-id} Specifying games with the \ii{game ID}
145
146There are two ways to save a game specification out of a puzzle and
147recreate it later, or recreate it in somebody else's copy of the
148same puzzle.
149
150The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
151\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
152show a piece of text (a \q{game ID}) which is sufficient to
153reconstruct precisely the same game at a later date.
154
155You can enter either of these pieces of text back into the program
156(via the same \q{Specific} or \q{Random Seed} menu options) at a
157later point, and it will recreate the same game. You can also use
158either one as a \i{command line} argument (on Windows or Unix); see
159\k{common-cmdline} for more detail.
160
161The difference between the two forms is that a descriptive game ID
162is a literal \e{description} of the \i{initial state} of the game,
163whereas a random seed is just a piece of arbitrary text which was
164provided as input to the random number generator used to create the
165puzzle. This means that:
166
167\b Descriptive game IDs tend to be longer in many puzzles (although
168some, such as Cube (\k{cube}), only need very short descriptions).
169So a random seed is often a \e{quicker} way to note down the puzzle
170you're currently playing, or to tell it to somebody else so they can
171play the same one as you.
172
173\b Any text at all is a valid random seed. The automatically
174generated ones are fifteen-digit numbers, but anything will do; you
175can type in your full name, or a word you just made up, and a valid
176puzzle will be generated from it. This provides a way for two or
177more people to race to complete the same puzzle: you think of a
178random seed, then everybody types it in at the same time, and nobody
179has an advantage due to having seen the generated puzzle before
180anybody else.
181
182\b It is often possible to convert puzzles from other sources (such
183as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
184game IDs suitable for use with these programs.
185
186\b Random seeds are not guaranteed to produce the same result if you
187use them with a different \i\e{version} of the puzzle program. This
188is because the generation algorithm might have been improved or
189modified in later versions of the code, and will therefore produce a
190different result when given the same sequence of random numbers. Use
191a descriptive game ID if you aren't sure that it will be used on the
192same version of the program as yours.
193
194\lcont{(Use the \q{About} menu option to find out the version number
195of the program. Programs with the same version number running on
196different platforms should still be random-seed compatible.)}
197
198\I{ID format}A descriptive game ID starts with a piece of text which
199encodes the \i\e{parameters} of the current game (such as grid
200size). Then there is a colon, and after that is the description of
201the game's initial state. A random seed starts with a similar string
202of parameters, but then it contains a hash sign followed by
203arbitrary data.
204
205If you enter a descriptive game ID, the program will not be able to
206show you the random seed which generated it, since it wasn't
207generated \e{from} a random seed. If you \e{enter} a random seed,
208however, the program will be able to show you the descriptive game
209ID derived from that random seed.
210
211Note that the game parameter strings are not always identical
212between the two forms. For some games, there will be parameter data
213provided with the random seed which is not included in the
214descriptive game ID. This is because that parameter information is
215only relevant when \e{generating} puzzle grids, and is not important
216when playing them. Thus, for example, the difficulty level in Solo
217(\k{solo}) is not mentioned in the descriptive game ID.
218
219These additional parameters are also not set permanently if you type
220in a game ID. For example, suppose you have Solo set to \q{Advanced}
221difficulty level, and then a friend wants your help with a
222\q{Trivial} puzzle; so the friend reads out a random seed specifying
223\q{Trivial} difficulty, and you type it in. The program will
224generate you the same \q{Trivial} grid which your friend was having
225trouble with, but once you have finished playing it, when you ask
226for a new game it will automatically go back to the \q{Advanced}
227difficulty which it was previously set on.
e91825f8 228
229\H{common-type} The \q{Type} menu
230
231The \I{Type menu}\q{Type} menu, if present, may contain a list of
232\i{preset} game settings. Selecting one of these will start a new
233random game with the parameters specified.
234
1185e3c5 235The \q{Type} menu may also contain a \q{\i{Custom}} option which
236allows you to fine-tune game \i{parameters}. The parameters
237available are specific to each game and are described in the
238following sections.
e91825f8 239
240\H{common-cmdline} Specifying game parameters on the \i{command line}
241
8a771ea7 242(This section does not apply to the Mac OS X version.)
243
e91825f8 244The games in this collection deliberately do not ever save
245information on to the computer they run on: they have no high score
246tables and no saved preferences. (This is because I expect at least
247some people to play them at work, and those people will probably
248appreciate leaving as little evidence as possible!)
249
250However, if you do want to arrange for one of these games to default
251to a particular set of parameters, you can specify them on the
252command line.
253
254The easiest way to do this is to set up the parameters you want
255using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 256\q{Random Seed} from the \q{Game} or \q{File} menu (see
257\k{common-id}). The text in the \q{Game ID} box will be composed of
258two parts, separated by a hash. The first of these parts represents
259the game parameters (the size of the playing area, for example, and
260anything else you set using the \q{Type} menu).
e91825f8 261
262If you run the game with just that parameter text on the command
263line, it will start up with the settings you specified.
264
265For example: if you run Cube (see \k{cube}), select \q{Octahedron}
266from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 267will see a string of the form \cq{o2x2#338686542711620}. Take only
268the part before the hash (\cq{o2x2}), and start Cube with that text
269on the command line: \cq{cube o2x2}.
e91825f8 270
271If you copy the \e{entire} game ID on to the command line, the game
272will start up in the specific game that was described. This is
273occasionally a more convenient way to start a particular game ID
274than by pasting it into the game ID selection box.
275
1185e3c5 276(You could also retrieve the encoded game parameters using the
277\q{Specific} menu option instead of \q{Random Seed}, but if you do
278then some options, such as the difficulty level in Solo, will be
279missing. See \k{common-id} for more details on this.)
280
e91825f8 281\C{net} \i{Net}
282
283\cfg{winhelp-topic}{games.net}
284
285(\e{Note:} the \i{Windows} version of this game is called
286\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
287
288I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 289\k{FreeNet}, written by Pavils Jurjans; there are several other
290implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 291network by connecting up the centres of squares in a grid, and then
292shuffles the network by rotating every tile randomly. Your job is to
293rotate it all back into place. The successful solution will be an
6e8e5c51 294entirely connected network, with no closed loops. \#{The latter
295clause means that there are no closed paths within the network.
296Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 297all tiles which are connected to the one in the middle are
298highlighted.
299
300\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
301
302\H{net-controls} \i{Net controls}
303
304\IM{Net controls} controls, for Net
305\IM{Net controls} keys, for Net
306\IM{Net controls} shortcuts (keyboard), for Net
307
308This game can be played with either the keyboard or the mouse. The
309controls are:
310
311\dt \e{Select tile}: mouse pointer, arrow keys
312
313\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
314
315\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
316
317\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
318
319\dd You can lock a tile once you're sure of its orientation. You can
320also unlock it again, but while it's locked you can't accidentally
321turn it.
322
cbb5549e 323\dt \e{Jumble tiles}: \q{J} key
324
325\dd This key turns all tiles that are not locked to random
326orientations.
327
e91825f8 328(All the actions described in \k{common-actions} are also available.)
329
330\H{net-params} \I{parameters, for Net}Net parameters
331
332These parameters are available from the \q{Custom...} option on the
333\q{Type} menu.
334
335\dt \e{Width}, \e{Height}
336
337\dd Size of grid in tiles.
338
339\dt \e{Walls wrap around}
340
341\dd If checked, flow can pass from the left edge to the right edge,
342and from top to bottom, and vice versa.
343
344\dt \e{Barrier probability}
345
346\dd A number between 0.0 and 1.0 controlling whether an immovable
347barrier is placed between two tiles to prevent flow between them (a
348higher number gives more barriers). Since barriers are immovable, they
349act as constraints on the solution (i.e., hints).
350
351\lcont{
352
353The grid generation in Net has been carefully arranged so that the
354barriers are independent of the rest of the grid. This means that if
1185e3c5 355you note down the random seed used to generate the current puzzle
356(see \k{common-id}), change the \e{Barrier probability} parameter,
357and then re-enter the same random seed, you should see exactly the
358same starting grid, with the only change being the number of
359barriers. So if you're stuck on a particular grid and need a hint,
360you could start up another instance of Net, set up the same
361parameters but a higher barrier probability, and enter the game seed
362from the original Net window.
e91825f8 363
364}
365
40fde884 366\dt \e{Ensure unique solution}
367
368\dd Normally, Net will make sure that the puzzles it presents have
369only one solution. Puzzles with ambiguous sections can be more
370difficult and more subtle, so if you like you can turn off this
371feature and risk having ambiguous puzzles. (Also, finding \e{all}
372the possible solutions can be an additional challenge for an
373advanced player.)
374
e91825f8 375\C{cube} \i{Cube}
376
377\cfg{winhelp-topic}{games.cube}
378
379This is another one I originally saw as a web game. This one was a
380Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
381squares, six of which are blue; on one square rests a cube. Your move
382is to use the arrow keys to roll the cube through 90 degrees so that
383it moves to an adjacent square. If you roll the cube on to a blue
384square, the blue square is picked up on one face of the cube; if you
385roll a blue face of the cube on to a non-blue square, the blueness is
386put down again. (In general, whenever you roll the cube, the two faces
387that come into contact swap colours.) Your job is to get all six blue
388squares on to the six faces of the cube at the same time. Count your
389moves and try to do it in as few as possible.
390
391Unlike the original Java game, my version has an additional feature:
392once you've mastered the game with a cube rolling on a square grid,
393you can change to a triangular grid and roll any of a tetrahedron, an
394octahedron or an icosahedron.
395
396\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
397
398\H{cube-controls} \i{Cube controls}
399
400\IM{Cube controls} controls, for Cube
401\IM{Cube controls} keys, for Cube
402\IM{Cube controls} shortcuts (keyboard), for Cube
403
404This game is played with the keyboard. The arrow keys are used to roll the
405cube (or other solid).
406
407On the triangular grids, the mapping of arrow keys to directions is
408more approximate. Vertical movement is disallowed where it doesn't
409make sense. The four keys surrounding the arrow keys on the numeric
410keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
411
412(All the actions described in \k{common-actions} are also available.)
413
414\H{cube-params} \I{parameters, for Cube}Cube parameters
415
416These parameters are available from the \q{Custom...} option on the
417\q{Type} menu.
418
419\dt \e{Type of solid}
420
421\dd Selects the solid to roll (and hence the shape of the grid):
422tetrahedron, cube, octahedron, or icosahedron.
423
424\dt \e{Width / top}, \e{Height / bottom}
425
426\dd On a square grid, horizontal and vertical dimensions. On a
427triangular grid, the number of triangles on the top and bottom rows
428respectively.
429
430
431\C{fifteen} \i{Fifteen}
432
433\cfg{winhelp-topic}{games.fifteen}
434
1d8e8ad8 435The old ones are the best: this is the good old \q{\i{15-puzzle}}
436with sliding tiles. You have a 4\by\.4 square grid; 15 squares
437contain numbered tiles, and the sixteenth is empty. Your move is to
438choose a tile next to the empty space, and slide it into the space.
439The aim is to end up with the tiles in numerical order, with the
440space in the bottom right (so that the top row reads 1,2,3,4 and the
441bottom row reads 13,14,15,\e{space}).
e91825f8 442
443\H{fifteen-controls} \i{Fifteen controls}
444
445\IM{Fifteen controls} controls, for Fifteen
446\IM{Fifteen controls} keys, for Fifteen
447\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
448
449This game can be controlled with the mouse or the keyboard.
450
451A left-click with the mouse in the row or column containing the empty
452space will move as many tiles as necessary to move the space to the
453mouse pointer.
454
455The arrow keys will move a tile adjacent to the space in the direction
456indicated (moving the space in the \e{opposite} direction).
457
458(All the actions described in \k{common-actions} are also available.)
459
460\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
461
462The only options available from the \q{Custom...} option on the \q{Type}
463menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
464you've changed these, it's not a \q{15-puzzle} any more, of course!)
465
466
467\C{sixteen} \i{Sixteen}
468
469\cfg{winhelp-topic}{games.sixteen}
470
471Another sliding tile puzzle, visually similar to Fifteen (see
472\k{fifteen}) but with a different type of move. This time, there is no
473hole: all 16 squares on the grid contain numbered squares. Your move
474is to shift an entire row left or right, or shift an entire column up
475or down; every time you do that, the tile you shift off the grid
476re-appears at the other end of the same row, in the space you just
477vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
478the top row, 13,14,15,16 on the bottom). When you've done that, try
479playing on different sizes of grid.
480
481I \e{might} have invented this game myself, though only by accident if
482so (and I'm sure other people have independently invented it). I
483thought I was imitating a screensaver I'd seen, but I have a feeling
484that the screensaver might actually have been a Fifteen-type puzzle
485rather than this slightly different kind. So this might be the one
486thing in my puzzle collection which represents creativity on my part
487rather than just engineering.
488
489\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
490
491This game is played with the mouse. Left-clicking on an arrow will
492move the appropriate row or column in the direction indicated.
493Right-clicking will move it in the opposite direction.
494
495(All the actions described in \k{common-actions} are also available.)
496
497\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
498
81875211 499The parameters available from the \q{Custom...} option on the
500\q{Type} menu are:
501
502\b \e{Width} and \e{Height}, which are self-explanatory.
503
504\b You can ask for a limited shuffling operation to be performed on
505the grid. By default, Sixteen will shuffle the grid in such a way
506that any arrangement is about as probable as any other. You can
507override this by requesting a precise number of shuffling moves to
508be performed. Typically your aim is then to determine the precise
509set of shuffling moves and invert them exactly, so that you answer
510(say) a four-move shuffle with a four-move solution. Note that the
511more moves you ask for, the more likely it is that solutions shorter
512than the target length will turn out to be possible.
513
e91825f8 514
9038fd11 515\C{twiddle} \i{Twiddle}
516
517\cfg{winhelp-topic}{games.twiddle}
518
519Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
520(see \k{sixteen}): you are given a grid of square tiles, each
521containing a number, and your aim is to arrange the numbers into
522ascending order.
523
524In basic Twiddle, your move is to rotate a square group of four
a3631c72 525tiles about their common centre. (Orientation is not significant in
526the basic puzzle, although you can select it.) On more advanced
527settings, you can rotate a larger square group of tiles.
9038fd11 528
529I first saw this type of puzzle in the GameCube game \q{Metroid
530Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
531you solve to unlock a door, which is a special case of Twiddle. I
532developed this game as a generalisation of that puzzle.
533
534\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
535
536To play Twiddle, click the mouse in the centre of the square group
537you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
538which means you have to click at a corner point where four tiles
539meet.
540
541In more advanced modes you might be rotating 3\by\.3 or even more at
542a time; if the size of the square is odd then you simply click in
543the centre tile of the square you want to rotate.
544
545Clicking with the left mouse button rotates the group anticlockwise.
546Clicking with the right button rotates it clockwise.
547
548(All the actions described in \k{common-actions} are also available.)
549
550\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
551
552Twiddle provides several configuration options via the \q{Custom}
553option on the \q{Type} menu:
554
555\b You can configure the width and height of the puzzle grid.
556
557\b You can configure the size of square block that rotates at a time.
558
559\b You can ask for every square in the grid to be distinguishable
560(the default), or you can ask for a simplified puzzle in which there
561are groups of identical numbers. In the simplified puzzle your aim
562is just to arrange all the 1s into the first row, all the 2s into
563the second row, and so on.
564
a3631c72 565\b You can configure whether the orientation of tiles matters. If
d50832a3 566you ask for an orientable puzzle, each tile will have a triangle
567drawn in it. All the triangles must be pointing upwards to complete
568the puzzle.
a3631c72 569
81875211 570\b You can ask for a limited shuffling operation to be performed on
571the grid. By default, Twiddle will shuffle the grid so much that any
572arrangement is about as probable as any other. You can override this
573by requesting a precise number of shuffling moves to be performed.
574Typically your aim is then to determine the precise set of shuffling
575moves and invert them exactly, so that you answer (say) a four-move
576shuffle with a four-move solution. Note that the more moves you ask
577for, the more likely it is that solutions shorter than the target
578length will turn out to be possible.
579
9038fd11 580
e91825f8 581\C{rectangles} \i{Rectangles}
582
583\cfg{winhelp-topic}{games.rectangles}
584
585You have a grid of squares, with numbers written in some (but not all)
586of the squares. Your task is to subdivide the grid into rectangles of
587various sizes, such that (a) every rectangle contains exactly one
588numbered square, and (b) the area of each rectangle is equal to the
589number written in its numbered square.
590
591Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 592\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
593Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
594implementation, my version automatically generates random grids of
595any size you like. The quality of puzzle design is therefore not
596quite as good as hand-crafted puzzles would be, but on the plus side
597you get an inexhaustible supply of puzzles tailored to your own
598specification.
e91825f8 599
6ae37301 600\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 601
6ae37301 602\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 603
604\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
605
606This game is played with the mouse.
607
608Left-click any edge to toggle it on or off, or click and drag to draw
609an entire rectangle (or line) on the grid in one go (removing any
610existing edges within that rectangle).
611
612When a rectangle of the correct size is completed, it will be shaded.
613
614(All the actions described in \k{common-actions} are also available.)
615
616\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
617
40fde884 618These parameters are available from the \q{Custom...} option on the
619\q{Type} menu.
620
621\dt \e{Width}, \e{Height}
622
623\dd Size of grid, in squares.
624
625\dt \e{Expansion factor}
aea3ed9a 626
40fde884 627\dd This is a mechanism for changing the type of grids generated by
628the program. Some people prefer a grid containing a few large
629rectangles to one containing many small ones. So you can ask
aea3ed9a 630Rectangles to essentially generate a \e{smaller} grid than the size
631you specified, and then to expand it by adding rows and columns.
632
40fde884 633\lcont{
634
aea3ed9a 635The default expansion factor of zero means that Rectangles will
636simply generate a grid of the size you ask for, and do nothing
637further. If you set an expansion factor of (say) 0.5, it means that
638each dimension of the grid will be expanded to half again as big
639after generation. In other words, the initial grid will be 2/3 the
640size in each dimension, and will be expanded to its full size
641without adding any more rectangles.
642
4a03dbb4 643Setting an expansion factor of around 0.5 tends to make the game
644more difficult, and also (in my experience) rewards a less deductive
645and more intuitive playing style. If you set it \e{too} high,
646though, the game simply cannot generate more than a few rectangles
647to cover the entire grid, and the game becomes trivial.
aea3ed9a 648
40fde884 649}
650
651\dt \e{Ensure unique solution}
652
653\dd Normally, Rectangles will make sure that the puzzles it presents
654have only one solution. Puzzles with ambiguous sections can be more
655difficult and more subtle, so if you like you can turn off this
656feature and risk having ambiguous puzzles. Also, finding \e{all} the
657possible solutions can be an additional challenge for an advanced
658player. Turning off this option can also speed up puzzle generation.
659
6ae37301 660
e91825f8 661\C{netslide} \i{Netslide}
662
663\cfg{winhelp-topic}{games.netslide}
664
665This game was submitted by Richard Boulton. It combines the grid
666generation of Net (see \k{net}) with the movement of Sixteen (see
667\k{sixteen}): you have a Net grid, but instead of rotating tiles back
668into place you have to slide them into place by moving a whole row at
669a time.
670
e91825f8 671As in Sixteen, \I{controls, for Netslide}control is with the mouse.
672See \k{sixteen-controls}.
673
674\I{parameters, for Netslide}Game parameters are the same as for Net
675(see \k{net-params}).
676
6ae37301 677
b6b0369e 678\C{pattern} \i{Pattern}
679
680\cfg{winhelp-topic}{games.pattern}
681
682You have a grid of squares, which must all be filled in either black
683or white. Beside each row of the grid are listed the lengths of the
684runs of black squares on that row; above each column are listed the
685lengths of the runs of black squares in that column. Your aim is to
686fill in the entire grid black or white.
687
688I first saw this puzzle form around 1995, under the name
2e1e03ff 689\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 690different names.
691
692Normally, puzzles of this type turn out to be a meaningful picture
693of something once you've solved them. However, since this version
694generates the puzzles automatically, they will just look like random
695groupings of squares. (One user has suggested that this is actually
696a \e{good} thing, since it prevents you from guessing the colour of
697squares based on the picture, and forces you to use logic instead.)
698The advantage, though, is that you never run out of them.
699
2e1e03ff 700\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 701
702This game is played with the mouse.
703
704Left-click in a square to colour it black. Right-click to colour it
705white. If you make a mistake, you can middle-click, or hold down
706Shift while clicking with any button, to colour the square in the
707default grey (meaning \q{undecided}) again.
708
709You can click and drag with the left or right mouse button to colour
710a vertical or horizontal line of squares black or white at a time
711(respectively). If you click and drag with the middle button, or
712with Shift held down, you can colour a whole rectangle of squares
713grey.
714
2e1e03ff 715(All the actions described in \k{common-actions} are also available.)
716
b6b0369e 717\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
718
719The only options available from the \q{Custom...} option on the \q{Type}
720menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 721
6ae37301 722
1d8e8ad8 723\C{solo} \i{Solo}
724
725\cfg{winhelp-topic}{games.solo}
726
727You have a square grid, which is divided into square or rectangular
728blocks. Each square must be filled in with a digit from 1 to the
729size of the grid, in such a way that
730
731\b every row contains only one occurrence of each digit
732
733\b every column contains only one occurrence of each digit
734
735\b every block contains only one occurrence of each digit.
736
737You are given some of the numbers as clues; your aim is to place the
738rest of the numbers correctly.
739
740The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
741into nine 3\by\.3 blocks). You can also select sizes with
742rectangular blocks instead of square ones, such as 2\by\.3 (a
7436\by\.6 grid divided into six 3\by\.2 blocks).
744
745If you select a puzzle size which requires more than 9 digits, the
746additional digits will be letters of the alphabet. For example, if
747you select 3\by\.4 then the digits which go in your grid will be 1
748to 9, plus \cq{a}, \cq{b} and \cq{c}.
749
6ae37301 750I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 751been popularised by various newspapers under the name \q{Sudoku} or
752\q{Su Doku}.
753
6ae37301 754\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}
755
1d8e8ad8 756\H{solo-controls} \I{controls, for Solo}Solo controls
757
758To play Solo, simply click the mouse in any empty square and then
759type a digit or letter on the keyboard to fill that square. If you
760make a mistake, click the mouse in the incorrect square and press
761Space to clear it again (or use the Undo feature).
762
763(All the actions described in \k{common-actions} are also available.)
764
765\H{solo-parameters} \I{parameters, for Solo}Solo parameters
766
767Solo allows you to configure two separate dimensions of the puzzle
6ae37301 768grid on the \q{Type} menu: the number of columns, and the number of
769rows, into which the main grid is divided. (The size of a block is
770the inverse of this: for example, if you select 2 columns and 3 rows,
771each actual block will have 3 columns and 2 rows.)
1d8e8ad8 772
ef57b17d 773You can also configure the type of symmetry shown in the generated
774puzzles. More symmetry makes the puzzles look prettier but may also
775make them easier, since the symmetry constraints can force more
776clues than necessary to be present. Completely asymmetric puzzles
777have the freedom to contain as few clues as possible.
778
7c568a48 779Finally, you can configure the difficulty of the generated puzzles.
780Difficulty levels are judged by the complexity of the techniques of
781deduction required to solve the puzzle: each level requires a mode
782of reasoning which was not necessary in the previous one. In
783particular, on difficulty levels \q{Trivial} and \q{Basic} there
784will be a square you can fill in with a single number at all times,
785whereas at \q{Intermediate} level and beyond you will have to make
786partial deductions about the \e{set} of squares a number could be in
de60d8bd 787(or the set of numbers that could be in a square). At
788\q{Unreasonable} level, even this is not enough, and you will
789eventually have to make a guess, and then backtrack if it turns out
790to be wrong.
7c568a48 791
792Generating difficult puzzles is itself difficult: if you select
793\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
794many attempts at generating a puzzle before it finds one hard enough
795for you. Be prepared to wait, especially if you have also configured
796a large puzzle size.
797
ef57b17d 798
e91825f8 799\A{licence} \I{MIT licence}\ii{Licence}
800
8a771ea7 801This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 802
803Portions copyright Richard Boulton.
804
805Permission is hereby granted, free of charge, to any person
806obtaining a copy of this software and associated documentation files
807(the "Software"), to deal in the Software without restriction,
808including without limitation the rights to use, copy, modify, merge,
809publish, distribute, sublicense, and/or sell copies of the Software,
810and to permit persons to whom the Software is furnished to do so,
811subject to the following conditions:
812
813The above copyright notice and this permission notice shall be
814included in all copies or substantial portions of the Software.
815
816THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
817EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
818MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
819NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
820BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
821ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
822CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
823SOFTWARE.
824
1185e3c5 825\IM{specific} \q{Specific}, menu option
826\IM{custom} \q{Custom}, menu option
e91825f8 827
828\IM{game ID} game ID
829\IM{game ID} ID, game
830\IM{ID format} ID format
831\IM{ID format} format, ID
832\IM{ID format} game ID, format
833
834\IM{keys} keys
835\IM{keys} shortcuts (keyboard)
836
837\IM{initial state} initial state
838\IM{initial state} state, initial
839
840\IM{MIT licence} MIT licence
841\IM{MIT licence} licence, MIT