After much thought, I've decided that `Restart' on r is not a
[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
93\dt \ii\e{Restart game} (\q{R})
94
95\dd Resets the current game to its initial state. Undo is lost.
96
97\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
98
99\dd Undoes a single move. (You can undo moves back to the start of the
100game.)
101
102\dt \ii\e{Redo} (Ctrl+\q{R})
103
104\dd Redoes a previous undone move.
105
bacaa96e 106\dt \ii\e{Copy}
107
108\dd Copies the current state of your game to the clipboard in text
109format, so that you can paste it into (say) an e-mail client or a
110web message board if you're discussing the game with someone else.
111(Not all games support this feature.)
112
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}
289\k{FreeNet}, written by Pavils Jurjans. The computer prepares a
290network by connecting up the centres of squares in a grid, and then
291shuffles the network by rotating every tile randomly. Your job is to
292rotate it all back into place. The successful solution will be an
293entirely connected network, with no closed loops. \#{Is it also true
294that a correct solution will not contain any cycles?} As a visual aid,
295all tiles which are connected to the one in the middle are
296highlighted.
297
298\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
299
300\H{net-controls} \i{Net controls}
301
302\IM{Net controls} controls, for Net
303\IM{Net controls} keys, for Net
304\IM{Net controls} shortcuts (keyboard), for Net
305
306This game can be played with either the keyboard or the mouse. The
307controls are:
308
309\dt \e{Select tile}: mouse pointer, arrow keys
310
311\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
312
313\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
314
315\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
316
317\dd You can lock a tile once you're sure of its orientation. You can
318also unlock it again, but while it's locked you can't accidentally
319turn it.
320
cbb5549e 321\dt \e{Jumble tiles}: \q{J} key
322
323\dd This key turns all tiles that are not locked to random
324orientations.
325
e91825f8 326(All the actions described in \k{common-actions} are also available.)
327
328\H{net-params} \I{parameters, for Net}Net parameters
329
330These parameters are available from the \q{Custom...} option on the
331\q{Type} menu.
332
333\dt \e{Width}, \e{Height}
334
335\dd Size of grid in tiles.
336
337\dt \e{Walls wrap around}
338
339\dd If checked, flow can pass from the left edge to the right edge,
340and from top to bottom, and vice versa.
341
342\dt \e{Barrier probability}
343
344\dd A number between 0.0 and 1.0 controlling whether an immovable
345barrier is placed between two tiles to prevent flow between them (a
346higher number gives more barriers). Since barriers are immovable, they
347act as constraints on the solution (i.e., hints).
348
349\lcont{
350
351The grid generation in Net has been carefully arranged so that the
352barriers are independent of the rest of the grid. This means that if
1185e3c5 353you note down the random seed used to generate the current puzzle
354(see \k{common-id}), change the \e{Barrier probability} parameter,
355and then re-enter the same random seed, you should see exactly the
356same starting grid, with the only change being the number of
357barriers. So if you're stuck on a particular grid and need a hint,
358you could start up another instance of Net, set up the same
359parameters but a higher barrier probability, and enter the game seed
360from the original Net window.
e91825f8 361
362}
363
364\C{cube} \i{Cube}
365
366\cfg{winhelp-topic}{games.cube}
367
368This is another one I originally saw as a web game. This one was a
369Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
370squares, six of which are blue; on one square rests a cube. Your move
371is to use the arrow keys to roll the cube through 90 degrees so that
372it moves to an adjacent square. If you roll the cube on to a blue
373square, the blue square is picked up on one face of the cube; if you
374roll a blue face of the cube on to a non-blue square, the blueness is
375put down again. (In general, whenever you roll the cube, the two faces
376that come into contact swap colours.) Your job is to get all six blue
377squares on to the six faces of the cube at the same time. Count your
378moves and try to do it in as few as possible.
379
380Unlike the original Java game, my version has an additional feature:
381once you've mastered the game with a cube rolling on a square grid,
382you can change to a triangular grid and roll any of a tetrahedron, an
383octahedron or an icosahedron.
384
385\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
386
387\H{cube-controls} \i{Cube controls}
388
389\IM{Cube controls} controls, for Cube
390\IM{Cube controls} keys, for Cube
391\IM{Cube controls} shortcuts (keyboard), for Cube
392
393This game is played with the keyboard. The arrow keys are used to roll the
394cube (or other solid).
395
396On the triangular grids, the mapping of arrow keys to directions is
397more approximate. Vertical movement is disallowed where it doesn't
398make sense. The four keys surrounding the arrow keys on the numeric
399keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
400
401(All the actions described in \k{common-actions} are also available.)
402
403\H{cube-params} \I{parameters, for Cube}Cube parameters
404
405These parameters are available from the \q{Custom...} option on the
406\q{Type} menu.
407
408\dt \e{Type of solid}
409
410\dd Selects the solid to roll (and hence the shape of the grid):
411tetrahedron, cube, octahedron, or icosahedron.
412
413\dt \e{Width / top}, \e{Height / bottom}
414
415\dd On a square grid, horizontal and vertical dimensions. On a
416triangular grid, the number of triangles on the top and bottom rows
417respectively.
418
419
420\C{fifteen} \i{Fifteen}
421
422\cfg{winhelp-topic}{games.fifteen}
423
1d8e8ad8 424The old ones are the best: this is the good old \q{\i{15-puzzle}}
425with sliding tiles. You have a 4\by\.4 square grid; 15 squares
426contain numbered tiles, and the sixteenth is empty. Your move is to
427choose a tile next to the empty space, and slide it into the space.
428The aim is to end up with the tiles in numerical order, with the
429space in the bottom right (so that the top row reads 1,2,3,4 and the
430bottom row reads 13,14,15,\e{space}).
e91825f8 431
432\H{fifteen-controls} \i{Fifteen controls}
433
434\IM{Fifteen controls} controls, for Fifteen
435\IM{Fifteen controls} keys, for Fifteen
436\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
437
438This game can be controlled with the mouse or the keyboard.
439
440A left-click with the mouse in the row or column containing the empty
441space will move as many tiles as necessary to move the space to the
442mouse pointer.
443
444The arrow keys will move a tile adjacent to the space in the direction
445indicated (moving the space in the \e{opposite} direction).
446
447(All the actions described in \k{common-actions} are also available.)
448
449\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
450
451The only options available from the \q{Custom...} option on the \q{Type}
452menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
453you've changed these, it's not a \q{15-puzzle} any more, of course!)
454
455
456\C{sixteen} \i{Sixteen}
457
458\cfg{winhelp-topic}{games.sixteen}
459
460Another sliding tile puzzle, visually similar to Fifteen (see
461\k{fifteen}) but with a different type of move. This time, there is no
462hole: all 16 squares on the grid contain numbered squares. Your move
463is to shift an entire row left or right, or shift an entire column up
464or down; every time you do that, the tile you shift off the grid
465re-appears at the other end of the same row, in the space you just
466vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
467the top row, 13,14,15,16 on the bottom). When you've done that, try
468playing on different sizes of grid.
469
470I \e{might} have invented this game myself, though only by accident if
471so (and I'm sure other people have independently invented it). I
472thought I was imitating a screensaver I'd seen, but I have a feeling
473that the screensaver might actually have been a Fifteen-type puzzle
474rather than this slightly different kind. So this might be the one
475thing in my puzzle collection which represents creativity on my part
476rather than just engineering.
477
478\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
479
480This game is played with the mouse. Left-clicking on an arrow will
481move the appropriate row or column in the direction indicated.
482Right-clicking will move it in the opposite direction.
483
484(All the actions described in \k{common-actions} are also available.)
485
486\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
487
81875211 488The parameters available from the \q{Custom...} option on the
489\q{Type} menu are:
490
491\b \e{Width} and \e{Height}, which are self-explanatory.
492
493\b You can ask for a limited shuffling operation to be performed on
494the grid. By default, Sixteen will shuffle the grid in such a way
495that any arrangement is about as probable as any other. You can
496override this by requesting a precise number of shuffling moves to
497be performed. Typically your aim is then to determine the precise
498set of shuffling moves and invert them exactly, so that you answer
499(say) a four-move shuffle with a four-move solution. Note that the
500more moves you ask for, the more likely it is that solutions shorter
501than the target length will turn out to be possible.
502
e91825f8 503
9038fd11 504\C{twiddle} \i{Twiddle}
505
506\cfg{winhelp-topic}{games.twiddle}
507
508Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
509(see \k{sixteen}): you are given a grid of square tiles, each
510containing a number, and your aim is to arrange the numbers into
511ascending order.
512
513In basic Twiddle, your move is to rotate a square group of four
a3631c72 514tiles about their common centre. (Orientation is not significant in
515the basic puzzle, although you can select it.) On more advanced
516settings, you can rotate a larger square group of tiles.
9038fd11 517
518I first saw this type of puzzle in the GameCube game \q{Metroid
519Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
520you solve to unlock a door, which is a special case of Twiddle. I
521developed this game as a generalisation of that puzzle.
522
523\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
524
525To play Twiddle, click the mouse in the centre of the square group
526you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
527which means you have to click at a corner point where four tiles
528meet.
529
530In more advanced modes you might be rotating 3\by\.3 or even more at
531a time; if the size of the square is odd then you simply click in
532the centre tile of the square you want to rotate.
533
534Clicking with the left mouse button rotates the group anticlockwise.
535Clicking with the right button rotates it clockwise.
536
537(All the actions described in \k{common-actions} are also available.)
538
539\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
540
541Twiddle provides several configuration options via the \q{Custom}
542option on the \q{Type} menu:
543
544\b You can configure the width and height of the puzzle grid.
545
546\b You can configure the size of square block that rotates at a time.
547
548\b You can ask for every square in the grid to be distinguishable
549(the default), or you can ask for a simplified puzzle in which there
550are groups of identical numbers. In the simplified puzzle your aim
551is just to arrange all the 1s into the first row, all the 2s into
552the second row, and so on.
553
a3631c72 554\b You can configure whether the orientation of tiles matters. If
d50832a3 555you ask for an orientable puzzle, each tile will have a triangle
556drawn in it. All the triangles must be pointing upwards to complete
557the puzzle.
a3631c72 558
81875211 559\b You can ask for a limited shuffling operation to be performed on
560the grid. By default, Twiddle will shuffle the grid so much that any
561arrangement is about as probable as any other. You can override this
562by requesting a precise number of shuffling moves to be performed.
563Typically your aim is then to determine the precise set of shuffling
564moves and invert them exactly, so that you answer (say) a four-move
565shuffle with a four-move solution. Note that the more moves you ask
566for, the more likely it is that solutions shorter than the target
567length will turn out to be possible.
568
9038fd11 569
e91825f8 570\C{rectangles} \i{Rectangles}
571
572\cfg{winhelp-topic}{games.rectangles}
573
574You have a grid of squares, with numbers written in some (but not all)
575of the squares. Your task is to subdivide the grid into rectangles of
576various sizes, such that (a) every rectangle contains exactly one
577numbered square, and (b) the area of each rectangle is equal to the
578number written in its numbered square.
579
580Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
6ae37301 581\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle Palace}
582\k{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version
e91825f8 583automatically generates random grids of any size you like. The quality
584of puzzle design is therefore not quite as good as hand-crafted
585puzzles would be (in particular, a unique solution cannot be
586guaranteed), but on the plus side you get an inexhaustible supply of
587puzzles tailored to your own specification.
588
6ae37301 589\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 590
6ae37301 591\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 592
593\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
594
595This game is played with the mouse.
596
597Left-click any edge to toggle it on or off, or click and drag to draw
598an entire rectangle (or line) on the grid in one go (removing any
599existing edges within that rectangle).
600
601When a rectangle of the correct size is completed, it will be shaded.
602
603(All the actions described in \k{common-actions} are also available.)
604
605\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
606
aea3ed9a 607The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
608and \e{Height} parameters, which are self-explanatory.
609
610\q{Expansion factor} is a mechanism for changing the type of grids
611generated by the program. Some people prefer a grid containing a few
612large rectangles to one containing many small ones. So you can ask
613Rectangles to essentially generate a \e{smaller} grid than the size
614you specified, and then to expand it by adding rows and columns.
615
616The default expansion factor of zero means that Rectangles will
617simply generate a grid of the size you ask for, and do nothing
618further. If you set an expansion factor of (say) 0.5, it means that
619each dimension of the grid will be expanded to half again as big
620after generation. In other words, the initial grid will be 2/3 the
621size in each dimension, and will be expanded to its full size
622without adding any more rectangles.
623
4a03dbb4 624Setting an expansion factor of around 0.5 tends to make the game
625more difficult, and also (in my experience) rewards a less deductive
626and more intuitive playing style. If you set it \e{too} high,
627though, the game simply cannot generate more than a few rectangles
628to cover the entire grid, and the game becomes trivial.
aea3ed9a 629
6ae37301 630
e91825f8 631\C{netslide} \i{Netslide}
632
633\cfg{winhelp-topic}{games.netslide}
634
635This game was submitted by Richard Boulton. It combines the grid
636generation of Net (see \k{net}) with the movement of Sixteen (see
637\k{sixteen}): you have a Net grid, but instead of rotating tiles back
638into place you have to slide them into place by moving a whole row at
639a time.
640
e91825f8 641As in Sixteen, \I{controls, for Netslide}control is with the mouse.
642See \k{sixteen-controls}.
643
644\I{parameters, for Netslide}Game parameters are the same as for Net
645(see \k{net-params}).
646
6ae37301 647
b6b0369e 648\C{pattern} \i{Pattern}
649
650\cfg{winhelp-topic}{games.pattern}
651
652You have a grid of squares, which must all be filled in either black
653or white. Beside each row of the grid are listed the lengths of the
654runs of black squares on that row; above each column are listed the
655lengths of the runs of black squares in that column. Your aim is to
656fill in the entire grid black or white.
657
658I first saw this puzzle form around 1995, under the name
2e1e03ff 659\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 660different names.
661
662Normally, puzzles of this type turn out to be a meaningful picture
663of something once you've solved them. However, since this version
664generates the puzzles automatically, they will just look like random
665groupings of squares. (One user has suggested that this is actually
666a \e{good} thing, since it prevents you from guessing the colour of
667squares based on the picture, and forces you to use logic instead.)
668The advantage, though, is that you never run out of them.
669
2e1e03ff 670\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 671
672This game is played with the mouse.
673
674Left-click in a square to colour it black. Right-click to colour it
675white. If you make a mistake, you can middle-click, or hold down
676Shift while clicking with any button, to colour the square in the
677default grey (meaning \q{undecided}) again.
678
679You can click and drag with the left or right mouse button to colour
680a vertical or horizontal line of squares black or white at a time
681(respectively). If you click and drag with the middle button, or
682with Shift held down, you can colour a whole rectangle of squares
683grey.
684
2e1e03ff 685(All the actions described in \k{common-actions} are also available.)
686
b6b0369e 687\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
688
689The only options available from the \q{Custom...} option on the \q{Type}
690menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 691
6ae37301 692
1d8e8ad8 693\C{solo} \i{Solo}
694
695\cfg{winhelp-topic}{games.solo}
696
697You have a square grid, which is divided into square or rectangular
698blocks. Each square must be filled in with a digit from 1 to the
699size of the grid, in such a way that
700
701\b every row contains only one occurrence of each digit
702
703\b every column contains only one occurrence of each digit
704
705\b every block contains only one occurrence of each digit.
706
707You are given some of the numbers as clues; your aim is to place the
708rest of the numbers correctly.
709
710The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
711into nine 3\by\.3 blocks). You can also select sizes with
712rectangular blocks instead of square ones, such as 2\by\.3 (a
7136\by\.6 grid divided into six 3\by\.2 blocks).
714
715If you select a puzzle size which requires more than 9 digits, the
716additional digits will be letters of the alphabet. For example, if
717you select 3\by\.4 then the digits which go in your grid will be 1
718to 9, plus \cq{a}, \cq{b} and \cq{c}.
719
6ae37301 720I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 721been popularised by various newspapers under the name \q{Sudoku} or
722\q{Su Doku}.
723
6ae37301 724\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}
725
1d8e8ad8 726\H{solo-controls} \I{controls, for Solo}Solo controls
727
728To play Solo, simply click the mouse in any empty square and then
729type a digit or letter on the keyboard to fill that square. If you
730make a mistake, click the mouse in the incorrect square and press
731Space to clear it again (or use the Undo feature).
732
733(All the actions described in \k{common-actions} are also available.)
734
735\H{solo-parameters} \I{parameters, for Solo}Solo parameters
736
737Solo allows you to configure two separate dimensions of the puzzle
6ae37301 738grid on the \q{Type} menu: the number of columns, and the number of
739rows, into which the main grid is divided. (The size of a block is
740the inverse of this: for example, if you select 2 columns and 3 rows,
741each actual block will have 3 columns and 2 rows.)
1d8e8ad8 742
ef57b17d 743You can also configure the type of symmetry shown in the generated
744puzzles. More symmetry makes the puzzles look prettier but may also
745make them easier, since the symmetry constraints can force more
746clues than necessary to be present. Completely asymmetric puzzles
747have the freedom to contain as few clues as possible.
748
7c568a48 749Finally, you can configure the difficulty of the generated puzzles.
750Difficulty levels are judged by the complexity of the techniques of
751deduction required to solve the puzzle: each level requires a mode
752of reasoning which was not necessary in the previous one. In
753particular, on difficulty levels \q{Trivial} and \q{Basic} there
754will be a square you can fill in with a single number at all times,
755whereas at \q{Intermediate} level and beyond you will have to make
756partial deductions about the \e{set} of squares a number could be in
de60d8bd 757(or the set of numbers that could be in a square). At
758\q{Unreasonable} level, even this is not enough, and you will
759eventually have to make a guess, and then backtrack if it turns out
760to be wrong.
7c568a48 761
762Generating difficult puzzles is itself difficult: if you select
763\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
764many attempts at generating a puzzle before it finds one hard enough
765for you. Be prepared to wait, especially if you have also configured
766a large puzzle size.
767
ef57b17d 768
e91825f8 769\A{licence} \I{MIT licence}\ii{Licence}
770
8a771ea7 771This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 772
773Portions copyright Richard Boulton.
774
775Permission is hereby granted, free of charge, to any person
776obtaining a copy of this software and associated documentation files
777(the "Software"), to deal in the Software without restriction,
778including without limitation the rights to use, copy, modify, merge,
779publish, distribute, sublicense, and/or sell copies of the Software,
780and to permit persons to whom the Software is furnished to do so,
781subject to the following conditions:
782
783The above copyright notice and this permission notice shall be
784included in all copies or substantial portions of the Software.
785
786THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
787EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
788MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
789NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
790BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
791ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
792CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
793SOFTWARE.
794
1185e3c5 795\IM{specific} \q{Specific}, menu option
796\IM{custom} \q{Custom}, menu option
e91825f8 797
798\IM{game ID} game ID
799\IM{game ID} ID, game
800\IM{ID format} ID format
801\IM{ID format} format, ID
802\IM{ID format} game ID, format
803
804\IM{keys} keys
805\IM{keys} shortcuts (keyboard)
806
807\IM{initial state} initial state
808\IM{initial state} state, initial
809
810\IM{MIT licence} MIT licence
811\IM{MIT licence} licence, MIT