Move MODULE files out of individual project directories into 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
8\cfg{xhtml-contents-filename}{index.html}
9\cfg{xhtml-leaf-level}{1}
10\cfg{xhtml-contents-depth-0}{1}
11\cfg{xhtml-contents-depth-1}{2}
12\cfg{xhtml-leaf-contains-contents}{true}
13
14\cfg{info-filename}{puzzles.info}
15
16\cfg{ps-filename}{puzzles.ps}
17\cfg{pdf-filename}{puzzles.pdf}
18
19This is a collection of small one-player puzzle games.
20
21\copyright This manual is copyright 2004 Simon Tatham. All rights
22reserved. You may distribute this documentation under the MIT licence.
23See \k{licence} for the licence text in full.
24
4a03dbb4 25\versionid $Id: puzzles.but,v 1.3 2004/08/16 13:17:40 simon Exp $
e91825f8 26
27
28\C{intro} Introduction
29
30I wrote this collection because I thought there should be more small
31desktop toys available: little games you can pop up in a window and
32play for two or three minutes while you take a break from whatever
33else you were doing. And I was also annoyed that every time I found a
34good game on (say) \i{Unix}, it wasn't available the next time I was
35sitting at a \i{Windows} machine, or vice versa; so I arranged that
36everything in my personal puzzle collection will happily run on both.
37When I find (or perhaps invent) further puzzle games that I like,
38they'll be added to this collection and will immediately be available
39on both platforms. And if anyone feels like writing any other front
40ends - Mac OS, PocketPC, or whatever it might be - then all the games
41in this framework will immediately become available on another
42platform as well.
43
44The actual games in this collection were mostly not my invention; I
45saw them elsewhere, and rewrote them in a form that was more
46convenient for me. I do not claim credit, in general, for inventing
47the rules of any of these puzzles; all I claim is authorship of the
48code (or at least those parts of the code that weren't contributed
49by other people!).
50
51This collection is distributed under the \i{MIT licence} (see
52\k{licence}). This means that you can do pretty much anything you like
53with the game binaries or the code, except pretending you wrote them
54yourself, or suing me if anything goes wrong.
55
56The most recent versions, and \i{source code}, can be found at
57\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
58
59Please report \I{feedback}\i{bugs} to
60\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
61You might find it helpful to read this article before reporting a bug:
62
63\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
64
65\ii{Patches} are welcome. Especially if they provide a new front end
66(to make all these games run on another platform), or a new game.
67
68
69\C{common} \ii{Common features}
70
71This chapter describes features that are common to all the games.
72
73\H{common-actions} \I{controls}Common actions
74
75These actions are all available from the \I{Game menu}\q{Game} menu
76and via \I{keys}keyboard shortcuts, in addition to any game-specific
77actions.
78
79\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
80
81\dd Starts a new game, with a random initial state.
82
83\dt \ii\e{Restart game} (\q{R})
84
85\dd Resets the current game to its initial state. Undo is lost.
86
87\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
88
89\dd Undoes a single move. (You can undo moves back to the start of the
90game.)
91
92\dt \ii\e{Redo} (Ctrl+\q{R})
93
94\dd Redoes a previous undone move.
95
96\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
97
98\dd Closes the application entirely.
99
100\H{common-id} Recreating games with the \ii{game ID}
101
102The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
103lets you see a short string (the \q{game ID}) that captures the
104initial state of the current game.
105
106The precise \I{ID format}format of the ID is specific to each game.
107It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
108the first part encodes \i\e{parameters} (such as grid size), while the
109second part encodes a \i\e{seed}, which determines the \i{initial
110state} of the game within those parameters.
111
112You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
113a new game with the specified ID (whether you changed it or not).
114Pressing \q{Cancel} returns to the current game.
115
116You can also use the game ID (or just the encoded parameters) as a
117\i{command line} argument; see \k{common-cmdline} for more detail.
118
119Game IDs are portable across platforms; you can use a game ID
120generated by the Windows version of a game on the Unix version, etc.
121
122\H{common-type} The \q{Type} menu
123
124The \I{Type menu}\q{Type} menu, if present, may contain a list of
125\i{preset} game settings. Selecting one of these will start a new
126random game with the parameters specified.
127
128The \q{Type} menu may also contain a \q{\i{Custom...}} option which
129allows you to fine-tune game \i{parameters}. The parameters available
130are specific to each game and are described in the following sections.
131
132\H{common-cmdline} Specifying game parameters on the \i{command line}
133
134The games in this collection deliberately do not ever save
135information on to the computer they run on: they have no high score
136tables and no saved preferences. (This is because I expect at least
137some people to play them at work, and those people will probably
138appreciate leaving as little evidence as possible!)
139
140However, if you do want to arrange for one of these games to default
141to a particular set of parameters, you can specify them on the
142command line.
143
144The easiest way to do this is to set up the parameters you want
145using the \q{Type} menu (see \k{common-type}), and then to select
146\q{Specific} from the \q{Game} menu (see \k{common-id}). The text in
147the \q{Game ID} box will be composed of two parts, separated by a
148colon. The first of these parts represents the game parameters (the
149size of the playing area, for example, and anything else you set
150using the \q{Type} menu).
151
152If you run the game with just that parameter text on the command
153line, it will start up with the settings you specified.
154
155For example: if you run Cube (see \k{cube}), select \q{Octahedron}
156from the \q{Type} menu, and then go to the game ID selection, you
157will see a string of the form \cq{o2x2:911A81,10}. Take only the
158part before the colon (\cq{o2x2}), and start Cube with that text on
159the command line: \cq{cube o2x2}.
160
161If you copy the \e{entire} game ID on to the command line, the game
162will start up in the specific game that was described. This is
163occasionally a more convenient way to start a particular game ID
164than by pasting it into the game ID selection box.
165
166\C{net} \i{Net}
167
168\cfg{winhelp-topic}{games.net}
169
170(\e{Note:} the \i{Windows} version of this game is called
171\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
172
173I originally saw this in the form of a Flash game called \i{FreeNet}
174\k{FreeNet}, written by Pavils Jurjans. The computer prepares a
175network by connecting up the centres of squares in a grid, and then
176shuffles the network by rotating every tile randomly. Your job is to
177rotate it all back into place. The successful solution will be an
178entirely connected network, with no closed loops. \#{Is it also true
179that a correct solution will not contain any cycles?} As a visual aid,
180all tiles which are connected to the one in the middle are
181highlighted.
182
183\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
184
185\H{net-controls} \i{Net controls}
186
187\IM{Net controls} controls, for Net
188\IM{Net controls} keys, for Net
189\IM{Net controls} shortcuts (keyboard), for Net
190
191This game can be played with either the keyboard or the mouse. The
192controls are:
193
194\dt \e{Select tile}: mouse pointer, arrow keys
195
196\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
197
198\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
199
200\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
201
202\dd You can lock a tile once you're sure of its orientation. You can
203also unlock it again, but while it's locked you can't accidentally
204turn it.
205
206(All the actions described in \k{common-actions} are also available.)
207
208\H{net-params} \I{parameters, for Net}Net parameters
209
210These parameters are available from the \q{Custom...} option on the
211\q{Type} menu.
212
213\dt \e{Width}, \e{Height}
214
215\dd Size of grid in tiles.
216
217\dt \e{Walls wrap around}
218
219\dd If checked, flow can pass from the left edge to the right edge,
220and from top to bottom, and vice versa.
221
222\dt \e{Barrier probability}
223
224\dd A number between 0.0 and 1.0 controlling whether an immovable
225barrier is placed between two tiles to prevent flow between them (a
226higher number gives more barriers). Since barriers are immovable, they
227act as constraints on the solution (i.e., hints).
228
229\lcont{
230
231The grid generation in Net has been carefully arranged so that the
232barriers are independent of the rest of the grid. This means that if
233you change the \e{Barrier probability} parameter, and then re-enter
234the same game ID you were playing before (see \k{common-id}), you
235should see exactly the same starting grid, with the only change
236being the number of barriers. So if you're stuck on a particular
237grid and need a hint, you could start up another instance of Net,
238set up the same parameters but a higher barrier probability, and
239enter the game seed from the original Net window.
240
241}
242
243\C{cube} \i{Cube}
244
245\cfg{winhelp-topic}{games.cube}
246
247This is another one I originally saw as a web game. This one was a
248Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
249squares, six of which are blue; on one square rests a cube. Your move
250is to use the arrow keys to roll the cube through 90 degrees so that
251it moves to an adjacent square. If you roll the cube on to a blue
252square, the blue square is picked up on one face of the cube; if you
253roll a blue face of the cube on to a non-blue square, the blueness is
254put down again. (In general, whenever you roll the cube, the two faces
255that come into contact swap colours.) Your job is to get all six blue
256squares on to the six faces of the cube at the same time. Count your
257moves and try to do it in as few as possible.
258
259Unlike the original Java game, my version has an additional feature:
260once you've mastered the game with a cube rolling on a square grid,
261you can change to a triangular grid and roll any of a tetrahedron, an
262octahedron or an icosahedron.
263
264\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
265
266\H{cube-controls} \i{Cube controls}
267
268\IM{Cube controls} controls, for Cube
269\IM{Cube controls} keys, for Cube
270\IM{Cube controls} shortcuts (keyboard), for Cube
271
272This game is played with the keyboard. The arrow keys are used to roll the
273cube (or other solid).
274
275On the triangular grids, the mapping of arrow keys to directions is
276more approximate. Vertical movement is disallowed where it doesn't
277make sense. The four keys surrounding the arrow keys on the numeric
278keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
279
280(All the actions described in \k{common-actions} are also available.)
281
282\H{cube-params} \I{parameters, for Cube}Cube parameters
283
284These parameters are available from the \q{Custom...} option on the
285\q{Type} menu.
286
287\dt \e{Type of solid}
288
289\dd Selects the solid to roll (and hence the shape of the grid):
290tetrahedron, cube, octahedron, or icosahedron.
291
292\dt \e{Width / top}, \e{Height / bottom}
293
294\dd On a square grid, horizontal and vertical dimensions. On a
295triangular grid, the number of triangles on the top and bottom rows
296respectively.
297
298
299\C{fifteen} \i{Fifteen}
300
301\cfg{winhelp-topic}{games.fifteen}
302
303The old ones are the best: this is the good old \q{\i{15-puzzle}} with
304sliding tiles. You have a 4x4 square grid; 15 squares contain numbered
305tiles, and the sixteenth is empty. Your move is to choose a tile next
306to the empty space, and slide it into the space. The aim is to end up
307with the tiles in numerical order, with the space in the bottom right
308(so that the top row reads 1,2,3,4 and the bottom row reads
30913,14,15,\e{space}).
310
311\H{fifteen-controls} \i{Fifteen controls}
312
313\IM{Fifteen controls} controls, for Fifteen
314\IM{Fifteen controls} keys, for Fifteen
315\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
316
317This game can be controlled with the mouse or the keyboard.
318
319A left-click with the mouse in the row or column containing the empty
320space will move as many tiles as necessary to move the space to the
321mouse pointer.
322
323The arrow keys will move a tile adjacent to the space in the direction
324indicated (moving the space in the \e{opposite} direction).
325
326(All the actions described in \k{common-actions} are also available.)
327
328\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
329
330The only options available from the \q{Custom...} option on the \q{Type}
331menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
332you've changed these, it's not a \q{15-puzzle} any more, of course!)
333
334
335\C{sixteen} \i{Sixteen}
336
337\cfg{winhelp-topic}{games.sixteen}
338
339Another sliding tile puzzle, visually similar to Fifteen (see
340\k{fifteen}) but with a different type of move. This time, there is no
341hole: all 16 squares on the grid contain numbered squares. Your move
342is to shift an entire row left or right, or shift an entire column up
343or down; every time you do that, the tile you shift off the grid
344re-appears at the other end of the same row, in the space you just
345vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
346the top row, 13,14,15,16 on the bottom). When you've done that, try
347playing on different sizes of grid.
348
349I \e{might} have invented this game myself, though only by accident if
350so (and I'm sure other people have independently invented it). I
351thought I was imitating a screensaver I'd seen, but I have a feeling
352that the screensaver might actually have been a Fifteen-type puzzle
353rather than this slightly different kind. So this might be the one
354thing in my puzzle collection which represents creativity on my part
355rather than just engineering.
356
357\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
358
359This game is played with the mouse. Left-clicking on an arrow will
360move the appropriate row or column in the direction indicated.
361Right-clicking will move it in the opposite direction.
362
363(All the actions described in \k{common-actions} are also available.)
364
365\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
366
367The only parameters available from the \q{Custom...} option on the
368\q{Type} menu are \e{Width} and \e{Height}, which are
369self-explanatory.
370
371
372\C{rectangles} \i{Rectangles}
373
374\cfg{winhelp-topic}{games.rectangles}
375
376You have a grid of squares, with numbers written in some (but not all)
377of the squares. Your task is to subdivide the grid into rectangles of
378various sizes, such that (a) every rectangle contains exactly one
379numbered square, and (b) the area of each rectangle is equal to the
380number written in its numbered square.
381
382Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
383\k{nikoli}; I've also seen a Palm implementation at \i{Puzzle Palace}
384\k{puzzle-palace}. Unlike Puzzle Palace's implementation, my version
385automatically generates random grids of any size you like. The quality
386of puzzle design is therefore not quite as good as hand-crafted
387puzzles would be (in particular, a unique solution cannot be
388guaranteed), but on the plus side you get an inexhaustible supply of
389puzzles tailored to your own specification.
390
391\B{nikoli} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}
392
393\B{puzzle-palace} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}
394
395\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
396
397This game is played with the mouse.
398
399Left-click any edge to toggle it on or off, or click and drag to draw
400an entire rectangle (or line) on the grid in one go (removing any
401existing edges within that rectangle).
402
403When a rectangle of the correct size is completed, it will be shaded.
404
405(All the actions described in \k{common-actions} are also available.)
406
407\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
408
aea3ed9a 409The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
410and \e{Height} parameters, which are self-explanatory.
411
412\q{Expansion factor} is a mechanism for changing the type of grids
413generated by the program. Some people prefer a grid containing a few
414large rectangles to one containing many small ones. So you can ask
415Rectangles to essentially generate a \e{smaller} grid than the size
416you specified, and then to expand it by adding rows and columns.
417
418The default expansion factor of zero means that Rectangles will
419simply generate a grid of the size you ask for, and do nothing
420further. If you set an expansion factor of (say) 0.5, it means that
421each dimension of the grid will be expanded to half again as big
422after generation. In other words, the initial grid will be 2/3 the
423size in each dimension, and will be expanded to its full size
424without adding any more rectangles.
425
4a03dbb4 426Setting an expansion factor of around 0.5 tends to make the game
427more difficult, and also (in my experience) rewards a less deductive
428and more intuitive playing style. If you set it \e{too} high,
429though, the game simply cannot generate more than a few rectangles
430to cover the entire grid, and the game becomes trivial.
aea3ed9a 431
432\H{rectangles-cmdline} \I{command line, for Rectangles}Additional
433command-line configuration
434
435The expansion factor parameter, described in \k{rectangles-params},
436is not mentioned by default in the game ID (see \k{common-id}). So
437if you set your expansion factor to (say) 0.75, and then you
438generate an 11x11 grid, then the game ID will simply say
439\c{11x11:}\e{numbers}. This means that if you send the game ID to
440another player and they paste it into their copy of Rectangles,
441their game will not be automatically configured to use the same
442expansion factor in any subsequent grids it generates. (I don't
443think the average person examining a single grid sent to them by
444another player would want their configuration modified to that
445extent.)
446
447If you are specifying a game ID or game parameters on the command
448line (see \k{common-cmdline}) and you do want to configure the
449expansion factor, you can do it by suffixing the letter \cq{e} to
450the parameters, followed by the expansion factor as a decimal
451number. For example:
452
453\b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
45411\u00d7{x}11 and an expansion factor of 0.75.
455
456\b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
457starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
458factor of 0.75, \e{and} a specific game selected.
e91825f8 459
460\C{netslide} \i{Netslide}
461
462\cfg{winhelp-topic}{games.netslide}
463
464This game was submitted by Richard Boulton. It combines the grid
465generation of Net (see \k{net}) with the movement of Sixteen (see
466\k{sixteen}): you have a Net grid, but instead of rotating tiles back
467into place you have to slide them into place by moving a whole row at
468a time.
469
470
471As in Sixteen, \I{controls, for Netslide}control is with the mouse.
472See \k{sixteen-controls}.
473
474\I{parameters, for Netslide}Game parameters are the same as for Net
475(see \k{net-params}).
476
477
478\A{licence} \I{MIT licence}\ii{Licence}
479
480This software is \i{copyright} 2004 Simon Tatham.
481
482Portions copyright Richard Boulton.
483
484Permission is hereby granted, free of charge, to any person
485obtaining a copy of this software and associated documentation files
486(the "Software"), to deal in the Software without restriction,
487including without limitation the rights to use, copy, modify, merge,
488publish, distribute, sublicense, and/or sell copies of the Software,
489and to permit persons to whom the Software is furnished to do so,
490subject to the following conditions:
491
492The above copyright notice and this permission notice shall be
493included in all copies or substantial portions of the Software.
494
495THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
496EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
497MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
498NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
499BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
500ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
501CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
502SOFTWARE.
503
504\IM{specific...} Specific..., menu option
505\IM{custom...} Custom..., menu option
506
507\IM{game ID} game ID
508\IM{game ID} ID, game
509\IM{ID format} ID format
510\IM{ID format} format, ID
511\IM{ID format} game ID, format
512
513\IM{keys} keys
514\IM{keys} shortcuts (keyboard)
515
516\IM{initial state} initial state
517\IM{initial state} state, initial
518
519\IM{MIT licence} MIT licence
520\IM{MIT licence} licence, MIT