New puzzle: `Tents'. Requires a potentially shared algorithms module
[sgt/puzzles] / puzzles.but
CommitLineData
e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
f1010613 23\define{dash} \u2013{-}
24
e91825f8 25This is a collection of small one-player puzzle games.
26
14a7c1c6 27\copyright This manual is copyright 2004-5 Simon Tatham. All rights
e91825f8 28reserved. You may distribute this documentation under the MIT licence.
29See \k{licence} for the licence text in full.
30
8709d5d9 31\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 32
8709d5d9 33\versionid $Id$
e91825f8 34
35\C{intro} Introduction
36
37I wrote this collection because I thought there should be more small
38desktop toys available: little games you can pop up in a window and
39play for two or three minutes while you take a break from whatever
8a771ea7 40else you were doing. And I was also annoyed that every time I found
41a good game on (say) \i{Unix}, it wasn't available the next time I
42was sitting at a \i{Windows} machine, or vice versa; so I arranged
43that everything in my personal puzzle collection will happily run on
44both, and have more recently done a port to Mac OS X as well. When I
45find (or perhaps invent) further puzzle games that I like, they'll
46be added to this collection and will immediately be available on
47both platforms. And if anyone feels like writing any other front
f1010613 48ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
49then all the games in this framework will immediately become
50available on another platform as well.
e91825f8 51
aafaa7fb 52The actual games in this collection were mostly not my invention; they
53are re-implementations of existing game concepts within my portable
54puzzle framework. I do not claim credit, in general, for inventing the
55rules of any of these puzzles. (I don't even claim authorship of all
56the code; some of the puzzles have been submitted by other authors.)
e91825f8 57
58This collection is distributed under the \i{MIT licence} (see
59\k{licence}). This means that you can do pretty much anything you like
60with the game binaries or the code, except pretending you wrote them
61yourself, or suing me if anything goes wrong.
62
63The most recent versions, and \i{source code}, can be found at
64\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
65
66Please report \I{feedback}\i{bugs} to
67\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
68You might find it helpful to read this article before reporting a bug:
69
70\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
71
72\ii{Patches} are welcome. Especially if they provide a new front end
73(to make all these games run on another platform), or a new game.
74
75
76\C{common} \ii{Common features}
77
78This chapter describes features that are common to all the games.
79
80\H{common-actions} \I{controls}Common actions
81
82These actions are all available from the \I{Game menu}\q{Game} menu
83and via \I{keys}keyboard shortcuts, in addition to any game-specific
84actions.
85
bacaa96e 86(On Mac OS X, to conform with local user interface standards, these
3101ae26 87actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 88menu}\q{Edit} menus instead.)
89
e91825f8 90\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
91
92\dd Starts a new game, with a random initial state.
93
2b06373b 94\dt \ii\e{Restart game}
e91825f8 95
2b06373b 96\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 97
668be019 98\dt \ii\e{Load}
99
100\dd Loads a saved game from a file on disk.
101
102\dt \ii\e{Save}
103
104\dd Saves the current state of your game to a file on disk.
105
106\lcont{
107
108The Load and Save operations should preserve your entire game
109history (so you can save, reload, and still Undo and Redo things you
110had done before saving).
111
112}
113
e28d0584 114\dt \ii\e{Print}
115
116\dd Where supported (currently only on Windows), brings up a dialog
117allowing you to print an arbitrary number of puzzles randomly
118generated from the current parameters, optionally including the
119current puzzle.
120
e91825f8 121\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
122
123\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 124session.)
e91825f8 125
2b06373b 126\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 127
2b06373b 128\dd Redoes a previously undone move.
e91825f8 129
bacaa96e 130\dt \ii\e{Copy}
131
132\dd Copies the current state of your game to the clipboard in text
133format, so that you can paste it into (say) an e-mail client or a
134web message board if you're discussing the game with someone else.
135(Not all games support this feature.)
136
2ac6d24e 137\dt \ii\e{Solve}
138
139\dd Transforms the puzzle instantly into its solved state. For some
140games (Cube) this feature is not supported at all because it is of
141no particular use. For other games (such as Pattern), the solved
142state can be used to give you information, if you can't see how a
143solution can exist at all or you want to know where you made a
144mistake. For still other games (such as Sixteen), automatic solution
145tells you nothing about how to \e{get} to the solution, but it does
146provide a useful way to get there quickly so that you can experiment
147with set-piece moves and transformations.
148
149\lcont{
150
151Some games (such as Solo) are capable of solving a game ID you have
152typed in from elsewhere. Other games (such as Rectangles) cannot
153solve a game ID they didn't invent themself, but when they did
154invent the game ID they know what the solution is already. Still
155other games (Pattern) can solve \e{some} external game IDs, but only
156if they aren't too difficult.
157
e8124727 158The \q{Solve} command adds the solved state to the end of the undo
159chain for the puzzle. In other words, if you want to go back to
160solving it yourself after seeing the answer, you can just press Undo.
161
2ac6d24e 162}
163
e91825f8 164\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
165
166\dd Closes the application entirely.
167
1185e3c5 168\H{common-id} Specifying games with the \ii{game ID}
169
170There are two ways to save a game specification out of a puzzle and
171recreate it later, or recreate it in somebody else's copy of the
172same puzzle.
173
174The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
175\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
176show a piece of text (a \q{game ID}) which is sufficient to
177reconstruct precisely the same game at a later date.
178
179You can enter either of these pieces of text back into the program
180(via the same \q{Specific} or \q{Random Seed} menu options) at a
181later point, and it will recreate the same game. You can also use
182either one as a \i{command line} argument (on Windows or Unix); see
183\k{common-cmdline} for more detail.
184
185The difference between the two forms is that a descriptive game ID
186is a literal \e{description} of the \i{initial state} of the game,
187whereas a random seed is just a piece of arbitrary text which was
188provided as input to the random number generator used to create the
189puzzle. This means that:
190
191\b Descriptive game IDs tend to be longer in many puzzles (although
192some, such as Cube (\k{cube}), only need very short descriptions).
193So a random seed is often a \e{quicker} way to note down the puzzle
194you're currently playing, or to tell it to somebody else so they can
195play the same one as you.
196
197\b Any text at all is a valid random seed. The automatically
198generated ones are fifteen-digit numbers, but anything will do; you
199can type in your full name, or a word you just made up, and a valid
200puzzle will be generated from it. This provides a way for two or
201more people to race to complete the same puzzle: you think of a
202random seed, then everybody types it in at the same time, and nobody
203has an advantage due to having seen the generated puzzle before
204anybody else.
205
206\b It is often possible to convert puzzles from other sources (such
207as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
208game IDs suitable for use with these programs.
209
210\b Random seeds are not guaranteed to produce the same result if you
211use them with a different \i\e{version} of the puzzle program. This
212is because the generation algorithm might have been improved or
213modified in later versions of the code, and will therefore produce a
214different result when given the same sequence of random numbers. Use
215a descriptive game ID if you aren't sure that it will be used on the
216same version of the program as yours.
217
218\lcont{(Use the \q{About} menu option to find out the version number
219of the program. Programs with the same version number running on
220different platforms should still be random-seed compatible.)}
221
222\I{ID format}A descriptive game ID starts with a piece of text which
223encodes the \i\e{parameters} of the current game (such as grid
224size). Then there is a colon, and after that is the description of
225the game's initial state. A random seed starts with a similar string
226of parameters, but then it contains a hash sign followed by
227arbitrary data.
228
229If you enter a descriptive game ID, the program will not be able to
230show you the random seed which generated it, since it wasn't
231generated \e{from} a random seed. If you \e{enter} a random seed,
232however, the program will be able to show you the descriptive game
233ID derived from that random seed.
234
235Note that the game parameter strings are not always identical
236between the two forms. For some games, there will be parameter data
237provided with the random seed which is not included in the
238descriptive game ID. This is because that parameter information is
239only relevant when \e{generating} puzzle grids, and is not important
240when playing them. Thus, for example, the difficulty level in Solo
241(\k{solo}) is not mentioned in the descriptive game ID.
242
243These additional parameters are also not set permanently if you type
244in a game ID. For example, suppose you have Solo set to \q{Advanced}
245difficulty level, and then a friend wants your help with a
246\q{Trivial} puzzle; so the friend reads out a random seed specifying
247\q{Trivial} difficulty, and you type it in. The program will
248generate you the same \q{Trivial} grid which your friend was having
249trouble with, but once you have finished playing it, when you ask
250for a new game it will automatically go back to the \q{Advanced}
251difficulty which it was previously set on.
e91825f8 252
253\H{common-type} The \q{Type} menu
254
255The \I{Type menu}\q{Type} menu, if present, may contain a list of
256\i{preset} game settings. Selecting one of these will start a new
257random game with the parameters specified.
258
1185e3c5 259The \q{Type} menu may also contain a \q{\i{Custom}} option which
260allows you to fine-tune game \i{parameters}. The parameters
261available are specific to each game and are described in the
262following sections.
e91825f8 263
264\H{common-cmdline} Specifying game parameters on the \i{command line}
265
8a771ea7 266(This section does not apply to the Mac OS X version.)
267
e91825f8 268The games in this collection deliberately do not ever save
269information on to the computer they run on: they have no high score
270tables and no saved preferences. (This is because I expect at least
271some people to play them at work, and those people will probably
272appreciate leaving as little evidence as possible!)
273
274However, if you do want to arrange for one of these games to default
275to a particular set of parameters, you can specify them on the
276command line.
277
278The easiest way to do this is to set up the parameters you want
279using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 280\q{Random Seed} from the \q{Game} or \q{File} menu (see
281\k{common-id}). The text in the \q{Game ID} box will be composed of
282two parts, separated by a hash. The first of these parts represents
283the game parameters (the size of the playing area, for example, and
284anything else you set using the \q{Type} menu).
e91825f8 285
286If you run the game with just that parameter text on the command
287line, it will start up with the settings you specified.
288
289For example: if you run Cube (see \k{cube}), select \q{Octahedron}
290from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 291will see a string of the form \cq{o2x2#338686542711620}. Take only
292the part before the hash (\cq{o2x2}), and start Cube with that text
293on the command line: \cq{cube o2x2}.
e91825f8 294
295If you copy the \e{entire} game ID on to the command line, the game
296will start up in the specific game that was described. This is
297occasionally a more convenient way to start a particular game ID
298than by pasting it into the game ID selection box.
299
1185e3c5 300(You could also retrieve the encoded game parameters using the
301\q{Specific} menu option instead of \q{Random Seed}, but if you do
302then some options, such as the difficulty level in Solo, will be
303missing. See \k{common-id} for more details on this.)
304
e28d0584 305
e91825f8 306\C{net} \i{Net}
307
308\cfg{winhelp-topic}{games.net}
309
310(\e{Note:} the \i{Windows} version of this game is called
311\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
312
313I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 314\k{FreeNet}, written by Pavils Jurjans; there are several other
315implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 316network by connecting up the centres of squares in a grid, and then
317shuffles the network by rotating every tile randomly. Your job is to
318rotate it all back into place. The successful solution will be an
6e8e5c51 319entirely connected network, with no closed loops. \#{The latter
320clause means that there are no closed paths within the network.
321Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 322all tiles which are connected to the one in the middle are
323highlighted.
324
325\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
326
327\H{net-controls} \i{Net controls}
328
329\IM{Net controls} controls, for Net
330\IM{Net controls} keys, for Net
331\IM{Net controls} shortcuts (keyboard), for Net
332
333This game can be played with either the keyboard or the mouse. The
334controls are:
335
336\dt \e{Select tile}: mouse pointer, arrow keys
337
338\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
339
340\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
341
118473f5 342\dt \e{Rotate tile by 180 degrees}: \q{F} key
343
e91825f8 344\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
345
346\dd You can lock a tile once you're sure of its orientation. You can
347also unlock it again, but while it's locked you can't accidentally
348turn it.
349
f0ee053c 350The following controls are not necessary to complete the game, but may
351be useful:
352
353\dt \e{Shift grid}: Shift + arrow keys
354
355\dd On grids that wrap, you can move the origin of the grid, so that
356tiles that were on opposite sides of the grid can be seen together.
357
358\dt \e{Move centre}: Ctrl + arrow keys
359
360\dd You can change which tile is used as the source of highlighting.
361(It doesn't ultimately matter which tile this is, as every tile will
362be connected to every other tile in a correct solution, but it may be
363helpful in the intermediate stages of solving the puzzle.)
364
cbb5549e 365\dt \e{Jumble tiles}: \q{J} key
366
367\dd This key turns all tiles that are not locked to random
368orientations.
369
e91825f8 370(All the actions described in \k{common-actions} are also available.)
371
372\H{net-params} \I{parameters, for Net}Net parameters
373
374These parameters are available from the \q{Custom...} option on the
375\q{Type} menu.
376
377\dt \e{Width}, \e{Height}
378
379\dd Size of grid in tiles.
380
381\dt \e{Walls wrap around}
382
383\dd If checked, flow can pass from the left edge to the right edge,
384and from top to bottom, and vice versa.
385
386\dt \e{Barrier probability}
387
388\dd A number between 0.0 and 1.0 controlling whether an immovable
389barrier is placed between two tiles to prevent flow between them (a
390higher number gives more barriers). Since barriers are immovable, they
391act as constraints on the solution (i.e., hints).
392
393\lcont{
394
395The grid generation in Net has been carefully arranged so that the
396barriers are independent of the rest of the grid. This means that if
1185e3c5 397you note down the random seed used to generate the current puzzle
398(see \k{common-id}), change the \e{Barrier probability} parameter,
399and then re-enter the same random seed, you should see exactly the
400same starting grid, with the only change being the number of
401barriers. So if you're stuck on a particular grid and need a hint,
402you could start up another instance of Net, set up the same
403parameters but a higher barrier probability, and enter the game seed
404from the original Net window.
e91825f8 405
406}
407
40fde884 408\dt \e{Ensure unique solution}
409
410\dd Normally, Net will make sure that the puzzles it presents have
411only one solution. Puzzles with ambiguous sections can be more
412difficult and more subtle, so if you like you can turn off this
413feature and risk having ambiguous puzzles. (Also, finding \e{all}
414the possible solutions can be an additional challenge for an
415advanced player.)
416
e28d0584 417
e91825f8 418\C{cube} \i{Cube}
419
420\cfg{winhelp-topic}{games.cube}
421
422This is another one I originally saw as a web game. This one was a
423Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
424squares, six of which are blue; on one square rests a cube. Your move
425is to use the arrow keys to roll the cube through 90 degrees so that
426it moves to an adjacent square. If you roll the cube on to a blue
427square, the blue square is picked up on one face of the cube; if you
428roll a blue face of the cube on to a non-blue square, the blueness is
429put down again. (In general, whenever you roll the cube, the two faces
430that come into contact swap colours.) Your job is to get all six blue
431squares on to the six faces of the cube at the same time. Count your
432moves and try to do it in as few as possible.
433
434Unlike the original Java game, my version has an additional feature:
435once you've mastered the game with a cube rolling on a square grid,
436you can change to a triangular grid and roll any of a tetrahedron, an
437octahedron or an icosahedron.
438
439\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
440
441\H{cube-controls} \i{Cube controls}
442
443\IM{Cube controls} controls, for Cube
444\IM{Cube controls} keys, for Cube
445\IM{Cube controls} shortcuts (keyboard), for Cube
446
a1d5acff 447This game can be played with either the keyboard or the mouse.
e91825f8 448
a1d5acff 449Left-clicking anywhere on the window will move the cube (or other
450solid) towards the mouse pointer.
451
452The arrow keys can also used to roll the cube on its square grid in
453the four cardinal directions.
e91825f8 454On the triangular grids, the mapping of arrow keys to directions is
455more approximate. Vertical movement is disallowed where it doesn't
456make sense. The four keys surrounding the arrow keys on the numeric
457keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
458
459(All the actions described in \k{common-actions} are also available.)
460
461\H{cube-params} \I{parameters, for Cube}Cube parameters
462
463These parameters are available from the \q{Custom...} option on the
464\q{Type} menu.
465
466\dt \e{Type of solid}
467
468\dd Selects the solid to roll (and hence the shape of the grid):
469tetrahedron, cube, octahedron, or icosahedron.
470
471\dt \e{Width / top}, \e{Height / bottom}
472
473\dd On a square grid, horizontal and vertical dimensions. On a
474triangular grid, the number of triangles on the top and bottom rows
475respectively.
476
477
478\C{fifteen} \i{Fifteen}
479
480\cfg{winhelp-topic}{games.fifteen}
481
1d8e8ad8 482The old ones are the best: this is the good old \q{\i{15-puzzle}}
483with sliding tiles. You have a 4\by\.4 square grid; 15 squares
484contain numbered tiles, and the sixteenth is empty. Your move is to
485choose a tile next to the empty space, and slide it into the space.
486The aim is to end up with the tiles in numerical order, with the
487space in the bottom right (so that the top row reads 1,2,3,4 and the
488bottom row reads 13,14,15,\e{space}).
e91825f8 489
490\H{fifteen-controls} \i{Fifteen controls}
491
492\IM{Fifteen controls} controls, for Fifteen
493\IM{Fifteen controls} keys, for Fifteen
494\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
495
496This game can be controlled with the mouse or the keyboard.
497
498A left-click with the mouse in the row or column containing the empty
499space will move as many tiles as necessary to move the space to the
500mouse pointer.
501
502The arrow keys will move a tile adjacent to the space in the direction
503indicated (moving the space in the \e{opposite} direction).
504
505(All the actions described in \k{common-actions} are also available.)
506
507\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
508
509The only options available from the \q{Custom...} option on the \q{Type}
510menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
511you've changed these, it's not a \q{15-puzzle} any more, of course!)
512
513
514\C{sixteen} \i{Sixteen}
515
516\cfg{winhelp-topic}{games.sixteen}
517
518Another sliding tile puzzle, visually similar to Fifteen (see
519\k{fifteen}) but with a different type of move. This time, there is no
520hole: all 16 squares on the grid contain numbered squares. Your move
521is to shift an entire row left or right, or shift an entire column up
522or down; every time you do that, the tile you shift off the grid
523re-appears at the other end of the same row, in the space you just
524vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
525the top row, 13,14,15,16 on the bottom). When you've done that, try
526playing on different sizes of grid.
527
528I \e{might} have invented this game myself, though only by accident if
529so (and I'm sure other people have independently invented it). I
530thought I was imitating a screensaver I'd seen, but I have a feeling
531that the screensaver might actually have been a Fifteen-type puzzle
532rather than this slightly different kind. So this might be the one
533thing in my puzzle collection which represents creativity on my part
534rather than just engineering.
535
536\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
537
538This game is played with the mouse. Left-clicking on an arrow will
539move the appropriate row or column in the direction indicated.
540Right-clicking will move it in the opposite direction.
541
542(All the actions described in \k{common-actions} are also available.)
543
544\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
545
81875211 546The parameters available from the \q{Custom...} option on the
547\q{Type} menu are:
548
549\b \e{Width} and \e{Height}, which are self-explanatory.
550
551\b You can ask for a limited shuffling operation to be performed on
552the grid. By default, Sixteen will shuffle the grid in such a way
553that any arrangement is about as probable as any other. You can
554override this by requesting a precise number of shuffling moves to
555be performed. Typically your aim is then to determine the precise
556set of shuffling moves and invert them exactly, so that you answer
557(say) a four-move shuffle with a four-move solution. Note that the
558more moves you ask for, the more likely it is that solutions shorter
559than the target length will turn out to be possible.
560
e91825f8 561
9038fd11 562\C{twiddle} \i{Twiddle}
563
564\cfg{winhelp-topic}{games.twiddle}
565
566Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
567(see \k{sixteen}): you are given a grid of square tiles, each
568containing a number, and your aim is to arrange the numbers into
569ascending order.
570
571In basic Twiddle, your move is to rotate a square group of four
a3631c72 572tiles about their common centre. (Orientation is not significant in
573the basic puzzle, although you can select it.) On more advanced
574settings, you can rotate a larger square group of tiles.
9038fd11 575
576I first saw this type of puzzle in the GameCube game \q{Metroid
577Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
578you solve to unlock a door, which is a special case of Twiddle. I
579developed this game as a generalisation of that puzzle.
580
581\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
582
583To play Twiddle, click the mouse in the centre of the square group
584you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
585which means you have to click at a corner point where four tiles
586meet.
587
588In more advanced modes you might be rotating 3\by\.3 or even more at
589a time; if the size of the square is odd then you simply click in
590the centre tile of the square you want to rotate.
591
592Clicking with the left mouse button rotates the group anticlockwise.
593Clicking with the right button rotates it clockwise.
594
595(All the actions described in \k{common-actions} are also available.)
596
597\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
598
599Twiddle provides several configuration options via the \q{Custom}
600option on the \q{Type} menu:
601
602\b You can configure the width and height of the puzzle grid.
603
604\b You can configure the size of square block that rotates at a time.
605
606\b You can ask for every square in the grid to be distinguishable
607(the default), or you can ask for a simplified puzzle in which there
608are groups of identical numbers. In the simplified puzzle your aim
609is just to arrange all the 1s into the first row, all the 2s into
610the second row, and so on.
611
a3631c72 612\b You can configure whether the orientation of tiles matters. If
d50832a3 613you ask for an orientable puzzle, each tile will have a triangle
614drawn in it. All the triangles must be pointing upwards to complete
615the puzzle.
a3631c72 616
81875211 617\b You can ask for a limited shuffling operation to be performed on
618the grid. By default, Twiddle will shuffle the grid so much that any
619arrangement is about as probable as any other. You can override this
620by requesting a precise number of shuffling moves to be performed.
621Typically your aim is then to determine the precise set of shuffling
622moves and invert them exactly, so that you answer (say) a four-move
623shuffle with a four-move solution. Note that the more moves you ask
624for, the more likely it is that solutions shorter than the target
625length will turn out to be possible.
626
9038fd11 627
e91825f8 628\C{rectangles} \i{Rectangles}
629
630\cfg{winhelp-topic}{games.rectangles}
631
632You have a grid of squares, with numbers written in some (but not all)
633of the squares. Your task is to subdivide the grid into rectangles of
634various sizes, such that (a) every rectangle contains exactly one
635numbered square, and (b) the area of each rectangle is equal to the
636number written in its numbered square.
637
638Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 639\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
640Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
641implementation, my version automatically generates random grids of
642any size you like. The quality of puzzle design is therefore not
643quite as good as hand-crafted puzzles would be, but on the plus side
644you get an inexhaustible supply of puzzles tailored to your own
645specification.
e91825f8 646
6ae37301 647\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 648
6ae37301 649\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 650
651\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
652
653This game is played with the mouse.
654
655Left-click any edge to toggle it on or off, or click and drag to draw
656an entire rectangle (or line) on the grid in one go (removing any
657existing edges within that rectangle).
658
659When a rectangle of the correct size is completed, it will be shaded.
660
661(All the actions described in \k{common-actions} are also available.)
662
663\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
664
40fde884 665These parameters are available from the \q{Custom...} option on the
666\q{Type} menu.
667
668\dt \e{Width}, \e{Height}
669
670\dd Size of grid, in squares.
671
672\dt \e{Expansion factor}
aea3ed9a 673
40fde884 674\dd This is a mechanism for changing the type of grids generated by
675the program. Some people prefer a grid containing a few large
676rectangles to one containing many small ones. So you can ask
aea3ed9a 677Rectangles to essentially generate a \e{smaller} grid than the size
678you specified, and then to expand it by adding rows and columns.
679
40fde884 680\lcont{
681
aea3ed9a 682The default expansion factor of zero means that Rectangles will
683simply generate a grid of the size you ask for, and do nothing
684further. If you set an expansion factor of (say) 0.5, it means that
685each dimension of the grid will be expanded to half again as big
686after generation. In other words, the initial grid will be 2/3 the
687size in each dimension, and will be expanded to its full size
688without adding any more rectangles.
689
4a03dbb4 690Setting an expansion factor of around 0.5 tends to make the game
691more difficult, and also (in my experience) rewards a less deductive
692and more intuitive playing style. If you set it \e{too} high,
693though, the game simply cannot generate more than a few rectangles
694to cover the entire grid, and the game becomes trivial.
aea3ed9a 695
40fde884 696}
697
698\dt \e{Ensure unique solution}
699
700\dd Normally, Rectangles will make sure that the puzzles it presents
701have only one solution. Puzzles with ambiguous sections can be more
702difficult and more subtle, so if you like you can turn off this
703feature and risk having ambiguous puzzles. Also, finding \e{all} the
704possible solutions can be an additional challenge for an advanced
705player. Turning off this option can also speed up puzzle generation.
706
6ae37301 707
e91825f8 708\C{netslide} \i{Netslide}
709
710\cfg{winhelp-topic}{games.netslide}
711
6bbab0fe 712This game combines the grid generation of Net (see \k{net}) with the
713movement of Sixteen (see \k{sixteen}): you have a Net grid, but
714instead of rotating tiles back into place you have to slide them
715into place by moving a whole row at a time.
e91825f8 716
e91825f8 717As in Sixteen, \I{controls, for Netslide}control is with the mouse.
718See \k{sixteen-controls}.
719
aa27d493 720\I{parameters, for Netslide}The available game parameters have similar
721meanings to those in Net (see \k{net-params}) and Sixteen (see
722\k{sixteen-params}).
e91825f8 723
6bbab0fe 724Netslide was contributed to this collection by Richard Boulton.
6ae37301 725
e28d0584 726
b6b0369e 727\C{pattern} \i{Pattern}
728
729\cfg{winhelp-topic}{games.pattern}
730
731You have a grid of squares, which must all be filled in either black
732or white. Beside each row of the grid are listed the lengths of the
733runs of black squares on that row; above each column are listed the
734lengths of the runs of black squares in that column. Your aim is to
735fill in the entire grid black or white.
736
737I first saw this puzzle form around 1995, under the name
2e1e03ff 738\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 739different names.
740
741Normally, puzzles of this type turn out to be a meaningful picture
742of something once you've solved them. However, since this version
743generates the puzzles automatically, they will just look like random
744groupings of squares. (One user has suggested that this is actually
745a \e{good} thing, since it prevents you from guessing the colour of
746squares based on the picture, and forces you to use logic instead.)
747The advantage, though, is that you never run out of them.
748
2e1e03ff 749\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 750
751This game is played with the mouse.
752
753Left-click in a square to colour it black. Right-click to colour it
754white. If you make a mistake, you can middle-click, or hold down
755Shift while clicking with any button, to colour the square in the
756default grey (meaning \q{undecided}) again.
757
758You can click and drag with the left or right mouse button to colour
759a vertical or horizontal line of squares black or white at a time
760(respectively). If you click and drag with the middle button, or
761with Shift held down, you can colour a whole rectangle of squares
762grey.
763
2e1e03ff 764(All the actions described in \k{common-actions} are also available.)
765
b6b0369e 766\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
767
768The only options available from the \q{Custom...} option on the \q{Type}
769menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 770
6ae37301 771
1d8e8ad8 772\C{solo} \i{Solo}
773
774\cfg{winhelp-topic}{games.solo}
775
776You have a square grid, which is divided into square or rectangular
777blocks. Each square must be filled in with a digit from 1 to the
778size of the grid, in such a way that
779
780\b every row contains only one occurrence of each digit
781
782\b every column contains only one occurrence of each digit
783
784\b every block contains only one occurrence of each digit.
785
786You are given some of the numbers as clues; your aim is to place the
787rest of the numbers correctly.
788
789The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
790into nine 3\by\.3 blocks). You can also select sizes with
791rectangular blocks instead of square ones, such as 2\by\.3 (a
7926\by\.6 grid divided into six 3\by\.2 blocks).
793
794If you select a puzzle size which requires more than 9 digits, the
795additional digits will be letters of the alphabet. For example, if
796you select 3\by\.4 then the digits which go in your grid will be 1
797to 9, plus \cq{a}, \cq{b} and \cq{c}.
798
6ae37301 799I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 800been popularised by various newspapers under the name \q{Sudoku} or
801\q{Su Doku}.
802
6ae37301 803\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}
804
1d8e8ad8 805\H{solo-controls} \I{controls, for Solo}Solo controls
806
807To play Solo, simply click the mouse in any empty square and then
808type a digit or letter on the keyboard to fill that square. If you
809make a mistake, click the mouse in the incorrect square and press
810Space to clear it again (or use the Undo feature).
811
c8266e03 812If you \e{right}-click in a square and then type a number, that
813number will be entered in the square as a \q{pencil mark}. You can
814have pencil marks for multiple numbers in the same square.
815
816The game pays no attention to pencil marks, so exactly what you use
817them for is up to you: you can use them as reminders that a
818particular square needs to be re-examined once you know more about a
819particular number, or you can use them as lists of the possible
820numbers in a given square, or anything else you feel like.
821
822To erase a single pencil mark, right-click in the square and type
823the same number again.
824
825All pencil marks in a square are erased when you left-click and type
826a number, or when you left-click and press space. Right-clicking and
827pressing space will also erase pencil marks.
828
1d8e8ad8 829(All the actions described in \k{common-actions} are also available.)
830
831\H{solo-parameters} \I{parameters, for Solo}Solo parameters
832
833Solo allows you to configure two separate dimensions of the puzzle
6ae37301 834grid on the \q{Type} menu: the number of columns, and the number of
835rows, into which the main grid is divided. (The size of a block is
836the inverse of this: for example, if you select 2 columns and 3 rows,
837each actual block will have 3 columns and 2 rows.)
1d8e8ad8 838
ef57b17d 839You can also configure the type of symmetry shown in the generated
840puzzles. More symmetry makes the puzzles look prettier but may also
841make them easier, since the symmetry constraints can force more
842clues than necessary to be present. Completely asymmetric puzzles
843have the freedom to contain as few clues as possible.
844
7c568a48 845Finally, you can configure the difficulty of the generated puzzles.
846Difficulty levels are judged by the complexity of the techniques of
847deduction required to solve the puzzle: each level requires a mode
848of reasoning which was not necessary in the previous one. In
849particular, on difficulty levels \q{Trivial} and \q{Basic} there
850will be a square you can fill in with a single number at all times,
851whereas at \q{Intermediate} level and beyond you will have to make
852partial deductions about the \e{set} of squares a number could be in
e28d0584 853(or the set of numbers that could be in a square).
854\#{Advanced, Extreme?}
855At \q{Unreasonable} level, even this is not enough, and you will
de60d8bd 856eventually have to make a guess, and then backtrack if it turns out
857to be wrong.
7c568a48 858
c65d92ac 859Generating difficult puzzles is itself difficult: if you select one
860of the higher difficulty levels, Solo may have to make many attempts
861at generating a puzzle before it finds one hard enough for you. Be
862prepared to wait, especially if you have also configured a large
863puzzle size.
7c568a48 864
ef57b17d 865
7959b517 866\C{mines} \i{Mines}
867
868\cfg{winhelp-topic}{games.mines}
869
870You have a grid of covered squares, some of which contain mines, but
871you don't know which. Your job is to uncover every square which does
872\e{not} contain a mine. If you uncover a square containing a mine,
873you lose. If you uncover a square which does not contain a mine, you
874are told how many mines are contained within the eight surrounding
875squares.
876
877This game needs no introduction; popularised by Windows, it is
878perhaps the single best known desktop puzzle game in existence.
879
880This version of it has an unusual property. By default, it will
881generate its mine positions in such a way as to ensure that you
882never need to \e{guess} where a mine is: you will always be able to
883deduce it somehow. So you will never, as can happen in other
884versions, get to the last four squares and discover that there are
885two mines left but you have no way of knowing for sure where they
886are.
887
888\H{mines-controls} \I{controls, for Mines}Mines controls
889
890This game is played with the mouse.
891
892If you left-click in a covered square, it will be uncovered.
893
894If you right-click in a covered square, it will place a flag which
895indicates that the square is believed to be a mine. Left-clicking in
896a marked square will not uncover it, for safety. You can right-click
897again to remove a mark placed in error.
898
899If you left-click in an \e{uncovered} square, it will \q{clear
900around} the square. This means: if the square has exactly as many
901flags surrounding it as it should have mines, then all the covered
902squares next to it which are \e{not} flagged will be uncovered. So
903once you think you know the location of all the mines around a
904square, you can use this function as a shortcut to avoid having to
905click on each of the remaining squares one by one.
906
907If you uncover a square which has \e{no} mines in the surrounding
908eight squares, then it is obviously safe to uncover those squares in
909turn, and so on if any of them also has no surrounding mines. This
910will be done for you automatically; so sometimes when you uncover a
911square, a whole new area will open up to be explored.
912
11d31eb9 913All the actions described in \k{common-actions} are also available.
914
7959b517 915Even Undo is available, although you might consider it cheating to
11d31eb9 916use it. If you step on a mine, the program will only reveal the mine
917in question (unlike most other implementations, which reveal all of
918them). You can then Undo your fatal move and continue playing if you
919like. The program will track the number of times you died (and Undo
920will not reduce that counter), so when you get to the end of the
921game you know whether or not you did it without making any errors.
922
923(If you really want to know the full layout of the grid, which other
924implementations will show you after you die, you can always use the
925Solve menu option.)
7959b517 926
927\H{mines-parameters} \I{parameters, for Mines}Mines parameters
928
929The options available from the \q{Custom...} option on the \q{Type}
930menu are:
931
932\dt \e{Width}, \e{Height}
933
934\dd Size of grid in squares.
935
936\dt \e{Mines}
937
08781119 938\dd Number of mines in the grid. You can enter this as an absolute
939mine count, or alternatively you can put a \cw{%} sign on the end in
940which case the game will arrange for that proportion of the squares
941in the grid to be mines.
942
943\lcont{
944
945Beware of setting the mine count too high. At very high densities,
946the program may spend forever searching for a solvable grid.
947
948}
7959b517 949
950\dt \e{Ensure solubility}
951
952\dd When this option is enabled (as it is by default), Mines will
953ensure that the entire grid can be fully deduced starting from the
954initial open space. If you prefer the riskier grids generated by
955other implementations, you can switch off this option.
956
957
6bbab0fe 958\C{samegame} \i{Same Game}
959
960\cfg{winhelp-topic}{games.samegame}
961
962You have a grid of coloured squares, which you have to clear by
209ab5a7 963highlighting contiguous regions of more than one coloured square;
6bbab0fe 964the larger the region you highlight, the more points you get (and
965the faster you clear the arena).
966
967If you clear the grid you win. If you end up with nothing but
209ab5a7 968single squares (i.e., there are no more clickable regions left) you
6bbab0fe 969lose.
970
971Removing a region causes the rest of the grid to shuffle up:
972blocks that are suspended will fall down (first), and then empty
973columns are filled from the right.
974
6bbab0fe 975Same Game was contributed to this collection by James Harvey.
976
209ab5a7 977\H{samegame-controls} \i{Same Game controls}
978
979\IM{Same Game controls} controls, for Same Game
980\IM{Same Game controls} keys, for Same Game
981\IM{Same Game controls} shortcuts (keyboard), for Same Game
982
983This game can be played with either the keyboard or the mouse.
6bbab0fe 984
985If you left-click an unselected region, it becomes selected (possibly
986clearing the current selection).
987
988If you left-click the selected region, it will be removed (and the
989rest of the grid shuffled immediately).
990
991If you right-click the selected region, it will be unselected.
992
209ab5a7 993The cursor keys move a cursor around the grid. Pressing the Space or
994Enter keys while the cursor is in an unselected region selects it;
995pressing Space or Enter again removes it as above.
996
e28d0584 997(All the actions described in \k{common-actions} are also available.)
998
6bbab0fe 999\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1000
209ab5a7 1001These parameters are available from the \q{Custom...} option on the
1002\q{Type} menu.
1003
6bbab0fe 1004\dt \e{Width}, \e{Height}
1005
1006\dd Size of grid in squares.
1007
1008\dt \e{No. of colours}
1009
1010\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 1011the fewer large regions of colour and thus the more difficult it is to
1012successfully clear the grid.
1013
1014\dt \e{Scoring system}
1015
1016\dd Controls the precise mechanism used for scoring. With the default
1017system, \q{(n-2)^2}, only regions of three squares or more will score
1018any points at all. With the alternative \q{(n-1)^2} system, regions of
1019two squares score a point each, and larger regions score relatively
1020more points.
6bbab0fe 1021
e4a7ab56 1022\dt \e{Ensure solubility}
1023
1024\dd If this option is ticked (the default state), generated grids
1025will be guaranteed to have at least one solution.
1026
1027\lcont{
1028
1029If you turn it off, the game generator will not try to guarantee
1030soluble grids; it will, however, still ensure that there are at
1031least 2 squares of each colour on the grid at the start (since a
1032grid with exactly one square of a given colour is \e{definitely}
1033insoluble). Grids generated with this option disabled may contain
1034more large areas of contiguous colour, leading to opportunities for
1035higher scores; they can also take less time to generate.
1036
1037}
1038
f4afe206 1039
1040\C{flip} \i{Flip}
1041
1042\cfg{winhelp-topic}{games.flip}
1043
1044You have a grid of squares, some light and some dark. Your aim is to
1045light all the squares up at the same time. You can choose any square
1046and flip its state from light to dark or dark to light, but when you
1047do so, other squares around it change state as well.
1048
1049Each square contains a small diagram showing which other squares
1050change when you flip it.
1051
d6acbe63 1052\H{flip-controls} \i{Flip controls}
f4afe206 1053
1054\IM{Flip controls} controls, for Flip
1055\IM{Flip controls} keys, for Flip
1056\IM{Flip controls} shortcuts (keyboard), for Flip
1057
33317d37 1058This game can be played with either the keyboard or the mouse.
1059
1060Left-click in a square to flip it and its associated squares, or
1061use the cursor keys to choose a square and the space bar or Enter
1062key to flip.
79cb09e9 1063
5f6050b4 1064If you use the \q{Solve} function on this game, it will mark some of
1065the squares in red. If you click once in every square with a red
1066mark, the game should be solved. (If you click in a square
1067\e{without} a red mark, a red mark will appear in it to indicate
1068that you will need to reverse that operation to reach the solution.)
f4afe206 1069
e28d0584 1070(All the actions described in \k{common-actions} are also available.)
1071
f4afe206 1072\H{flip-parameters} \I{parameters, for flip}Flip parameters
1073
1074These parameters are available from the \q{Custom...} option on the
1075\q{Type} menu.
1076
1077\dt \e{Width}, \e{Height}
1078
1079\dd Size of grid in squares.
1080
1081\dt \e{Shape type}
1082
1083\dd This control determines the shape of the region which is flipped
1084by clicking in any given square. The default setting, \q{Crosses},
1085causes every square to flip itself and its four immediate neighbours
1086(or three or two if it's at an edge or corner). The other setting,
1087\q{Random}, causes a random shape to be chosen for every square, so
1088the game is different every time.
1089
1090
c6203e43 1091\C{guess} \i{Guess}
1092
1093\cfg{winhelp-topic}{games.guess}
1094
1095You have a set of coloured pegs, and have to reproduce a
1096predetermined sequence of them (chosen by the computer) within a
1097certain number of guesses.
1098
1099Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1100in the correct places (in black), and also the number of
1101correctly-coloured pegs in the wrong places (in white).
c6203e43 1102
1103This game is also known (and marketed, by Hasbro, mainly) as
9ffde3e8 1104a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
c6203e43 1105However, this version allows custom settings of number of colours
1106(up to 10), number of pegs per row, and number of guesses.
1107
64455a5a 1108Guess was contributed to this collection by James Harvey.
1109
c6203e43 1110\H{guess-controls} \i{Guess controls}
1111
1112\IM{Guess controls} controls, for Guess
1113\IM{Guess controls} keys, for Guess
1114\IM{Guess controls} shortcuts (keyboard), for Guess
1115
9ffde3e8 1116This game can be played with either the keyboard or the mouse.
1117
9c63a011 1118With the mouse, drag a coloured peg from the tray on the left-hand
1119side to its required position in the current guess; pegs may also be
1120dragged from current and past guesses to copy them elsewhere. To
1121remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1122
9ffde3e8 1123Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1124that have hold markers will be automatically added to the next guess
1125after marking.
1126
9ffde3e8 1127Alternatively, with the keyboard, the up and down cursor keys can be
1128used to select a peg colour, the left and right keys to select a
9c63a011 1129peg position, and the space bar or Enter key to place a peg of the
59dae0db 1130selected colour in the chosen position. \q{D} or Backspace removes a
1131peg, and \q{H} adds a hold marker.
9ffde3e8 1132
9c63a011 1133When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1134clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1135and pressing the space bar or Enter key) will mark the current guess,
1136copy any held pegs to the next guess, and move the \q{current guess}
1137marker.
c6203e43 1138
1139If you correctly position all the pegs the solution will be displayed
9ffde3e8 1140below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1141will also be revealed.
c6203e43 1142
e28d0584 1143(All the actions described in \k{common-actions} are also available.)
1144
13b443e3 1145\H{guess-parameters} \I{parameters, for Guess}Guess parameters
c6203e43 1146
1147These parameters are available from the \q{Custom...} option on the
1148\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1149board game \q{Mastermind}.
c6203e43 1150
1151\dt \e{Colours}
1152
1153\dd Number of colours the solution is chosen from; from 2 to 10
1154(more is harder).
1155
1156\dt \e{Pegs per guess}
1157
1158\dd Number of pegs per guess (more is harder).
1159
1160\dt \e{Guesses}
1161
1162\dd Number of guesses you have to find the solution in (fewer is harder).
1163
1164\dt \e{Allow blanks}
1165
1166\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1167you know that those will never be counted as part of the solution). This
1168is turned off by default.
1169
1170Note that this doesn't allow blank pegs in the solution; if you really wanted
1171that, use one extra colour.
1172
1173\dt \e{Allow duplicates}
1174
1175\dd Allows the solution (and the guesses) to contain colours more than once;
1176this increases the search space (making things harder), and is turned on by
1177default.
1178
1179
13b443e3 1180\C{pegs} \i{Pegs}
1181
1182\cfg{winhelp-topic}{games.pegs}
1183
1184A number of pegs are placed in holes on a board. You can remove a
33a3deb2 1185peg by jumping an adjacent peg over it (horizontally or vertically)
1186to a vacant hole on the other side. Your aim is to remove all but one
1187of the pegs initially present.
13b443e3 1188
e28d0584 1189This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1190possibly one of the oldest puzzle games still commonly known.
13b443e3 1191
1192\H{pegs-controls} \i{Pegs controls}
1193
1194\IM{Pegs controls} controls, for Pegs
1195
1196To move a peg, drag it with the mouse from its current position to
1197its final position. If the final position is exactly two holes away
1198from the initial position, is currently unoccupied by a peg, and
1199there is a peg in the intervening square, the move will be permitted
1200and the intervening peg will be removed.
1201
1202Vacant spaces which you can move a peg into are marked with holes. A
1203space with no peg and no hole is not available for moving at all: it
1204is an obstacle which you must work around.
1205
e28d0584 1206(All the actions described in \k{common-actions} are also available.)
13b443e3 1207
1208\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1209
1210These parameters are available from the \q{Custom...} option on the
1211\q{Type} menu.
1212
1213\dt \e{Width}, \e{Height}
1214
1215\dd Size of grid in holes.
1216
1217\dt \e{Board type}
1218
1219\dd Controls whether you are given a board of a standard shape or a
1220randomly generated shape. The two standard shapes currently
1221supported are \q{Cross} and \q{Octagon} (also commonly known as the
1222English and European traditional board layouts respectively).
1223Selecting \q{Random} will give you a different board shape every
1224time (but always one that is known to have a solution).
1225
1226
6c04c334 1227\C{dominosa} \i{Dominosa}
1228
1229\cfg{winhelp-topic}{games.dominosa}
1230
f1010613 1231A normal set of dominoes \dash that is, one instance of every
1232(unordered) pair of numbers from 0 to 6 \dash has been arranged
1233irregularly into a rectangle; then the number in each square has
1234been written down and the dominoes themselves removed. Your task is
1235to reconstruct the pattern by arranging the set of dominoes to match
1236the provided array of numbers.
6c04c334 1237
1238This puzzle is widely credited to O. S. Adler, and takes part of its
1239name from those initials.
1240
1241\H{dominosa-controls} \i{Dominosa controls}
1242
1243\IM{Dominosa controls} controls, for Dominosa
1244
1245Left-clicking between any two adjacent numbers places a domino
1246covering them, or removes one if it is already present. Trying to
1247place a domino which overlaps existing dominoes will remove the ones
1248it overlaps.
1249
1250Right-clicking between two adjacent numbers draws a line between
1251them, which you can use to remind yourself that you know those two
1252numbers are \e{not} covered by a single domino. Right-clicking again
1253removes the line.
1254
e28d0584 1255(All the actions described in \k{common-actions} are also available.)
6c04c334 1256
1257\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1258
1259These parameters are available from the \q{Custom...} option on the
1260\q{Type} menu.
1261
1262\dt \e{Maximum number on dominoes}
1263
1264\dd Controls the size of the puzzle, by controlling the size of the
1265set of dominoes used to make it. Dominoes with numbers going up to N
1266will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1267the default value of 6 gives an 8\by\.7 grid.
1268
1269\dt \e{Ensure unique solution}
1270
1271\dd Normally, Dominosa will make sure that the puzzles it presents
1272have only one solution. Puzzles with ambiguous sections can be more
1273difficult and sometimes more subtle, so if you like you can turn off
1274this feature. Also, finding \e{all} the possible solutions can be an
1275additional challenge for an advanced player. Turning off this option
1276can also speed up puzzle generation.
1277
1278
9d6c3859 1279\C{untangle} \i{Untangle}
1280
1281\cfg{winhelp-topic}{games.untangle}
1282
1283You are given a number of points, some of which have lines drawn
1284between them. You can move the points about arbitrarily; your aim is
1285to position the points so that no line crosses another.
1286
1287I originally saw this in the form of a Flash game called \i{Planarity}
1288\k{Planarity}, written by John Tantalo.
1289
1290\B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1291
1292\H{untangle-controls} \i{Untangle controls}
1293
1294\IM{Untangle controls} controls, for Untangle
1295
1296To move a point, click on it with the left mouse button and drag it
1297into a new position.
1298
e28d0584 1299(All the actions described in \k{common-actions} are also available.)
1300
9d6c3859 1301\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1302
1303There is only one parameter available from the \q{Custom...} option
1304on the \q{Type} menu:
1305
1306\dt \e{Number of points}
1307
1308\dd Controls the size of the puzzle, by specifying the number of
1309points in the generated graph.
1310
1311
bf7ebf5a 1312\C{blackbox} \i{Black Box}
1313
1314\cfg{winhelp-topic}{games.blackbox}
1315
1316A number of balls are hidden in a rectangular arena. You have to
1317deduce the positions of the balls by firing lasers from positions
1318on the edge of the arena and observing how they are deflected.
1319
1320Lasers will fire straight until they hit the opposite side of the
1321arena (at which point they emerge), unless affected by balls in one of
1322the following ways:
1323
1324\b A laser that hits a ball head-on is absorbed and will never re-emerge.
1325 This includes lasers that meet a ball on the first rank of the arena.
1326
1327\b A laser with a ball to its front-left square gets deflected 90 degrees
1328 to the right.
1329
1330\b A laser with a ball to its front-right square gets similarly deflected
1331 to the left.
1332
1333\b A laser that would re-emerge from the entry location is considered to be
ebf54ec9 1334 \q{reflected}.
bf7ebf5a 1335
a4c9750f 1336\b A laser which would get deflected before entering the arena (down the
1337 \q{firing range}) by a ball to the front-left or front-right of its
1338 entry point is also considered to be \q{reflected}.
bf7ebf5a 1339
ebf54ec9 1340Lasers that are reflected appear as a \q{R}; lasers that hit balls
1341dead-on appear as \q{H}. Otherwise, a number appears at the firing point
bf7ebf5a 1342and the location where the laser emerges (this number is unique to
1343that shot).
1344
1345You can place guesses as to the location of the balls, based on the
1346entry and exit patterns of the lasers; once you have placed enough
1347balls a button appears enabling you to have your guesses checked.
1348
1349Here is a diagram showing how the positions of balls can create each
1350of the laser behaviours shown above:
1351
1352\c 1RHR----
1353\c |..O.O...|
1354\c 2........3
1355\c |........|
1356\c |........|
1357\c 3........|
1358\c |......O.|
1359\c H........|
1360\c |.....O..|
1361\c 12-RH---
1362
1363As shown, it is possible for a ball to receive multiple reflections
1364before re-emerging (see turn 3). Similarly, a ball may be reflected
ebf54ec9 1365(possibly more than once) before receiving a hit (the \q{H} on the
bf7ebf5a 1366left side of the example).
1367
1368Note that any layout with more that 4 balls may have a non-unique
1369solution. The following diagram illustrates this; if you know the
1370board contains 5 balls, it is impossible to determine where the fifth
1371ball is (possible positions marked with an x):
1372
1373\c --------
1374\c |........|
1375\c |........|
1376\c |..O..O..|
1377\c |...xx...|
1378\c |...xx...|
1379\c |..O..O..|
1380\c |........|
1381\c |........|
1382\c --------
1383
1384For this reason when you have your guesses checked the game will
1385check that your solution \e{produces the same results} as the
1386computer's, rather than that your solution is identical to the
1387computer's. So in the above example, you could put the fifth ball at
1388\e{any} of the locations marked with an x, and you would still win.
1389
1390Black Box was contributed to this collection by James Harvey.
1391
1392\H{blackbox-controls} \i{Black Box controls}
1393
1394\IM{Black Box controls}controls, for Black Box
1395
1396To fire a laser, left-click in a square around the side of the arena.
1397The results will be displayed immediately. Lasers may not be fired
1398twice (because the results will never change). Holding down the left
1399button will highlight the current go (or a previous go) to confirm the
1400exit point for that laser, if applicable.
1401
1402To guess the location of a ball, left-click within the arena and a
1403black circle will appear marking the guess; to remove the guessed ball
1404click again.
1405
1406Locations in the arena may be locked against modification by
1407right-clicking; whole rows and columns may be similarly locked by
1408right-clicking in the laser firing range above/below that column, or
1409to the left/right of that row.
1410
1411When an appropriate number of balls have been guessed a button will
a4c9750f 1412appear at the top-left corner of the grid; clicking that will mark
bf7ebf5a 1413your guesses.
1414
27388471 1415If you click the \q{mark} button and your guesses are not correct,
1416the game will show you as little information as possible to
1417demonstrate this to you, so you can try again. If your ball
1418positions are not consistent with the laser paths you already know
1419about, one laser path will be circled to indicate that it proves you
1420wrong. If your positions match all the existing laser paths but are
1421still wrong, one new laser path will be revealed (written in red)
1422which is not consistent with your current guesses.
1423
1424If you decide to give up completely, you can select Solve to reveal
1425the actual ball positions. At this point, correctly-placed balls
1426will be displayed as filled black circles; incorrectly-placed balls
1427are displayed as filled black circles with red crosses, and missing
1428balls are filled red circles. In addition, a red circle marks any
1429laser you had already fired which is not consistent with your ball
1430layout (just as when you press the mark button), and red text marks
bf7ebf5a 1431any laser you \e{could} have fired in order to distinguish your ball
1432layout from the right one.
1433
1434(All the actions described in \k{common-actions} are also available.)
1435
1436\H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1437
1438These parameters are available from the \q{Custom...} option on the
1439\q{Type} menu.
1440
1441\dt \e{Width}, \e{Height}
1442
ebf54ec9 1443\dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
bf7ebf5a 1444per grid, two per row and two per column.
1445
1446\dt \e{No. of balls}
1447
1448\dd Number of balls to place in the grid. This can be a single number,
ebf54ec9 1449or a range (separated with a hyphen, like \q{2-6}), and determines the
1450number of balls to place on the grid. The \q{reveal} button is only
bf7ebf5a 1451enabled if you have guessed an appropriate number of balls; a guess
1452using a different number to the original solution is still acceptable,
1453if all the laser inputs and outputs match.
1454
1455
f1010613 1456\C{slant} \i{Slant}
1457
1458\cfg{winhelp-topic}{games.slant}
1459
1460You have a grid of squares. Your aim is to draw a diagonal line
1461through each square, and choose which way each line slants so that
1462the following conditions are met:
1463
1464\b The diagonal lines never form a loop.
1465
1466\b Any point with a circled number has precisely that many lines
1467meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1468zero is the centre of a diamond shape \dash or rather, a partial
1469diamond shape, because a zero can never appear in the middle of the
1470grid because that would immediately cause a loop.)
1471
1472Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1473
1474\B{nikoli-slant}
1475\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1476(in Japanese)
1477
f1010613 1478\H{slant-controls} \i{Slant controls}
1479
1480\IM{Slant controls} controls, for Slant
f1010613 1481
1482Left-clicking in a blank square will place a \cw{\\} in it (a line
1483leaning to the left, i.e. running from the top left of the square to
1484the bottom right). Right-clicking in a blank square will place a
1485\cw{/} in it (leaning to the right, running from top right to bottom
1486left).
1487
1488Continuing to click either button will cycle between the three
1489possible square contents. Thus, if you left-click repeatedly in a
1490blank square it will change from blank to \cw{\\} to \cw{/} back to
1491blank, and if you right-click repeatedly the square will change from
1492blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1493the game entirely with one button if you need to.)
1494
1495(All the actions described in \k{common-actions} are also available.)
1496
e3478a4b 1497\H{slant-parameters} \I{parameters, for Slant}Slant parameters
f1010613 1498
1499These parameters are available from the \q{Custom...} option on the
1500\q{Type} menu.
1501
1502\dt \e{Width}, \e{Height}
1503
1504\dd Size of grid in squares.
1505
15164c74 1506\dt \e{Difficulty}
1507
1508\dd Controls the difficulty of the generated puzzle. At Hard level,
1509you are required to do deductions based on knowledge of
1510\e{relationships} between squares rather than always being able to
1511deduce the exact contents of one square at a time. (For example, you
1512might know that two squares slant in the same direction, even if you
1513don't yet know what that direction is, and this might enable you to
1514deduce something about still other squares.) Even at Hard level,
1515guesswork and backtracking should never be necessary.
1516
f1010613 1517
e3478a4b 1518\C{lightup} \i{Light Up}
1519
1520\cfg{winhelp-topic}{games.lightup}
1521
1522You have a grid of squares. Some are filled in black; some of the
1523black squares are numbered. Your aim is to \q{light up} all the
1524empty squares by placing light bulbs in some of them.
1525
1526Each light bulb illuminates the square it is on, plus all squares in
1527line with it horizontally or vertically unless a black square is
1528blocking the way.
1529
1530To win the game, you must satisfy the following conditions:
1531
1532\b All non-black squares are lit.
1533
1534\b No light is lit by another light.
1535
1536\b All numbered black squares have exactly that number of lights adjacent to
1537 them (in the four squares above, below, and to the side).
1538
1539Non-numbered black squares may have any number of lights adjacent to them.
1540
1541Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1542
1543Light Up was contributed to this collection by James Harvey.
1544
1545\B{nikoli-lightup}
1546\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1547(beware of Flash)
1548
1549\H{lightup-controls} \i{Light Up controls}
1550
1551\IM{Light Up controls} controls, for Light Up
e3478a4b 1552
1553Left-clicking in a non-black square will toggle the presence of a light
1554in that square. Right-clicking in a non-black square toggles a mark there to aid
1555solving; it can be used to highlight squares that cannot be lit, for example.
1556
1557You may not place a light in a marked square, nor place a mark in a lit square.
1558
1559The game will highlight obvious errors in red. Lights lit by other
1560lights are highlighted in this way, as are numbered squares which
1561do not (or cannot) have the right number of lights next to them.
1562
1563Thus, the grid is solved when all non-black squares have yellow
1564highlights and there are no red lights.
1565
e28d0584 1566(All the actions described in \k{common-actions} are also available.)
e3478a4b 1567
1568\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1569
1570These parameters are available from the \q{Custom...} option on the
1571\q{Type} menu.
1572
1573\dt \e{Width}, \e{Height}
1574
1575\dd Size of grid in squares.
1576
1577\dt \e{%age of black squares}
1578
1579\dd Rough percentage of black squares in the grid.
1580
1581\lcont{
1582
1583This is a hint rather than an instruction. If the grid generator is
1584unable to generate a puzzle to this precise specification, it will
1585increase the proportion of black squares until it can.
1586
1587}
1588
1589\dt \e{Symmetry}
1590
1591\dd Allows you to specify the required symmetry of the black squares
1592in the grid. (This does not affect the difficulty of the puzzles
1593noticeably.)
1594
1595\dt \e{Difficulty}
1596
1597\dd \q{Easy} means that the puzzles should be soluble without
1598backtracking or guessing, \q{Hard} means that some guesses will
1599probably be necessary.
1600
1601
c51c7de6 1602\C{map} \i{Map}
1603
1604\cfg{winhelp-topic}{games.map}
1605
1606You are given a map consisting of a number of regions. Your task is
1607to colour each region with one of four colours, in such a way that
1608no two regions sharing a boundary have the same colour. You are
1609provided with some regions already coloured, sufficient to make the
1610remainder of the solution unique.
1611
1612Only regions which share a length of border are required to be
1613different colours. Two regions which meet at only one \e{point}
1614(i.e. are diagonally separated) may be the same colour.
1615
1616I believe this puzzle is original; I've never seen an implementation
1617of it anywhere else. The concept of a four-colouring puzzle was
1618suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1619Allan for inspiring the train of thought that led to me realising
1620Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1621for many detailed suggestions.
1622
c51c7de6 1623\H{map-controls} \i{Map controls}
1624
1625\IM{Map controls} controls, for Map
c51c7de6 1626
1cdd1306 1627To colour a region, click the left mouse button on an existing
1628region of the desired colour and drag that colour into the new
1629region.
c51c7de6 1630
1631(The program will always ensure the starting puzzle has at least one
1632region of each colour, so that this is always possible!)
1633
1634If you need to clear a region, you can drag from an empty region, or
1635from the puzzle boundary if there are no empty regions left.
1636
1cdd1306 1637Dragging a colour using the \e{right} mouse button will stipple the
1638region in that colour, which you can use as a note to yourself that
1639you think the region \e{might} be that colour. A region can contain
1640stipples in multiple colours at once. (This is often useful at the
1641harder difficulty levels.)
1642
e857e161 1643If you press L during play, the game will toggle display of a number
1644in each region of the map. This is useful if you want to discuss a
1645particular puzzle instance with a friend \dash having an unambiguous
1646name for each region is much easier than trying to refer to them all
1647by names such as \q{the one down and right of the brown one on the
1648top border}.
1649
e28d0584 1650(All the actions described in \k{common-actions} are also available.)
c51c7de6 1651
1652\H{map-parameters} \I{parameters, for Map}Map parameters
1653
1654These parameters are available from the \q{Custom...} option on the
1655\q{Type} menu.
1656
1657\dt \e{Width}, \e{Height}
1658
1659\dd Size of grid in squares.
1660
1661\dt \e{Regions}
1662
1663\dd Number of regions in the generated map.
1664
1665\dt \e{Difficulty}
1666
1667\dd In \q{Easy} mode, there should always be at least one region
1cdd1306 1668whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1669modes, you will have to use increasingly complex logic to deduce the
1670colour of some regions. However, it will always be possible without
1671having to guess or backtrack.
c51c7de6 1672
b3728d72 1673\lcont{
1674
1675In \q{Unreasonable} mode, the program will feel free to generate
1676puzzles which are as hard as it can possibly make them: the only
1677constraint is that they should still have a unique solution. Solving
1678Unreasonable puzzles may require guessing and backtracking.
1679
1680}
1681
c51c7de6 1682
6193da8d 1683\C{loopy} \i{Loopy}
1684
1685\cfg{winhelp-topic}{games.loopy}
1686
1687You are given a grid of dots. Your aim is to draw a single unbroken
1688loop from dot to dot within the grid.
1689
1690Some of the square spaces between the dots contain numbers. These
1691numbers indicate how many of the four edges of that square are part
1692of the loop. The loop you draw must correctly satisfy all of these
1693clues to be considered a correct solution.
1694
1695Credit for this puzzle goes to \i{Nikoli} \k{nikoli-loopy}.
1696
1697Loopy was contributed to this collection by Mike Pinna.
1698
1699\B{nikoli-loopy}
1700\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1701(beware of Flash)
1702
6193da8d 1703\H{loopy-controls} \i{Loopy controls}
1704
1705\IM{Loopy controls} controls, for Loopy
6193da8d 1706
1707Click the left mouse button between two dots to add a line segment
1708connecting them. Click again to remove that line segment.
1709
1710If you are sure that a particular line segment is \e{not} part of
1711the loop, you can click the right mouse button to add a small cross
1712indicating this. Click again to remove the cross.
1713
e28d0584 1714(All the actions described in \k{common-actions} are also available.)
6193da8d 1715
1716\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1717
1718These parameters are available from the \q{Custom...} option on the
1719\q{Type} menu.
1720
1721\dt \e{Width}, \e{Height}
1722
1723\dd Size of grid in squares.
1724
1725\dt \e{Recursion depth}
1726
1727\dd Determines how much guesswork and backtracking you will need to
1728do to solve the puzzle. When this is set to zero (as it is for all
1729of the \q{Easy} options in the menu), you should always be able to
1730deduce the state of an edge without having to guess. If you increase
1731it, you will have to guess more and more.
1732
1733\lcont{
1734
1735Setting a high value for this option is liable to consume a lot of
1736CPU time and memory. Be warned!
1737
1738}
1739
1740
81eef9aa 1741\C{inertia} \i{Inertia}
1742
1743\cfg{winhelp-topic}{games.inertia}
1744
1745You are a small green ball sitting in a grid full of obstacles. Your
1746aim is to collect all the gems without running into any mines.
1747
1748You can move the ball in any orthogonal \e{or diagonal} direction.
1749Once the ball starts moving, it will continue until something stops
1750it. A wall directly in its path will stop it (but if it is moving
1751diagonally, it will move through a diagonal gap between two other
1752walls without stopping). Also, some of the squares are \q{stops};
1753when the ball moves on to a stop, it will stop moving no matter what
1754direction it was going in. Gems do \e{not} stop the ball; it picks
1755them up and keeps on going.
1756
1757Running into a mine is fatal. Even if you picked up the last gem in
1758the same move which then hit a mine, the game will count you as dead
1759rather than victorious.
1760
1761This game was originally implemented for Windows by Ben Olmstead
1762\k{bem}, who was kind enough to release his source code on request
1763so that it could be re-implemented for this collection.
1764
1765\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1766
1767\H{inertia-controls} \i{Inertia controls}
1768
1769\IM{Inertia controls} controls, for Inertia
1770\IM{Inertia controls} keys, for Inertia
1771\IM{Inertia controls} shortcuts (keyboard), for Inertia
1772
1773You can move the ball in any of the eight directions using the
1774numeric keypad. Alternatively, if you click the left mouse button on
1775the grid, the ball will begin a move in the general direction of
1776where you clicked.
1777
8b5b08f7 1778If you use the \q{Solve} function on this game, the program will
1779compute a path through the grid which collects all the remaining
1780gems and returns to the current position. A hint arrow will appear
1781on the ball indicating the direction in which you should move to
1782begin on this path. If you then move in that direction, the arrow
1783will update to indicate the next direction on the path. You can also
1784press Space to automatically move in the direction of the hint
1785arrow. If you move in a different direction from the one shown by
1786the arrow, the hint arrows will stop appearing because you have
1787strayed from the provided path; you can then use \q{Solve} again to
1788generate a new path if you want to.
1789
81eef9aa 1790All the actions described in \k{common-actions} are also available.
1791In particular, if you do run into a mine and die, you can use the
1792Undo function and resume playing from before the fatal move. The
1793game will keep track of the number of times you have done this.
1794
1795\H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
1796
1797These parameters are available from the \q{Custom...} option on the
1798\q{Type} menu.
1799
1800\dt \e{Width}, \e{Height}
1801
1802\dd Size of grid in squares.
1803
1804
86e60e3d 1805\C{tents} \i{Tents}
1806
1807\cfg{winhelp-topic}{games.tents}
1808
1809You have a grid of squares, some of which contain trees. Your aim is
1810to place tents in some of the remaining squares, in such a way that
1811the following conditions are met:
1812
1813\b There are exactly as many tents as trees.
1814
1815\b The tents and trees can be matched up in such a way that each
1816tent is directly adjacent (horizontally or vertically, but not
1817diagonally) to its own tree. However, a tent may be adjacent to
1818other trees as well as its own.
1819
1820\b No two tents are adjacent horizontally, vertically \e{or
1821diagonally}.
1822
1823\b The number of tents in each row, and in each column, matches the
1824numbers given round the sides of the grid.
1825
1826This puzzle can be found in several places on the Internet, and was
1827brought to my attention by e-mail. I don't know who I should credit
1828for inventing it.
1829
1830\H{tents-controls} \i{Tents controls}
1831
1832\IM{Tents controls} controls, for Tents
1833
1834Left-clicking in a blank square will place a tent in it.
1835Right-clicking in a blank square will colour it green, indicating
1836that you are sure it \e{isn't} a tent. Clicking either button in an
1837occupied square will clear it.
1838
1839(All the actions described in \k{common-actions} are also available.)
1840
1841\H{tents-parameters} \I{parameters, for Tents}Tents parameters
1842
1843These parameters are available from the \q{Custom...} option on the
1844\q{Type} menu.
1845
1846\dt \e{Width}, \e{Height}
1847
1848\dd Size of grid in squares.
1849
1850\dt \e{Difficulty}
1851
1852\dd Controls the difficulty of the generated puzzle. More difficult
1853puzzles require more complex deductions, but at present none of the
1854available difficulty levels requires guesswork or backtracking.
1855
1856
e91825f8 1857\A{licence} \I{MIT licence}\ii{Licence}
1858
8a771ea7 1859This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 1860
6193da8d 1861Portions copyright Richard Boulton, James Harvey and Mike Pinna.
e91825f8 1862
1863Permission is hereby granted, free of charge, to any person
1864obtaining a copy of this software and associated documentation files
1865(the "Software"), to deal in the Software without restriction,
1866including without limitation the rights to use, copy, modify, merge,
1867publish, distribute, sublicense, and/or sell copies of the Software,
1868and to permit persons to whom the Software is furnished to do so,
1869subject to the following conditions:
1870
1871The above copyright notice and this permission notice shall be
1872included in all copies or substantial portions of the Software.
1873
1874THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
1875EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
1876MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
1877NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
1878BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
1879ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
1880CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
1881SOFTWARE.
1882
1185e3c5 1883\IM{specific} \q{Specific}, menu option
1884\IM{custom} \q{Custom}, menu option
e91825f8 1885
1886\IM{game ID} game ID
1887\IM{game ID} ID, game
1888\IM{ID format} ID format
1889\IM{ID format} format, ID
1890\IM{ID format} game ID, format
1891
1892\IM{keys} keys
1893\IM{keys} shortcuts (keyboard)
1894
1895\IM{initial state} initial state
1896\IM{initial state} state, initial
1897
1898\IM{MIT licence} MIT licence
1899\IM{MIT licence} licence, MIT