Improve speed of grid generation: I've found something simple I can
[sgt/puzzles] / puzzles.but
CommitLineData
e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
e91825f8 23This is a collection of small one-player puzzle games.
24
14a7c1c6 25\copyright This manual is copyright 2004-5 Simon Tatham. All rights
e91825f8 26reserved. You may distribute this documentation under the MIT licence.
27See \k{licence} for the licence text in full.
28
8709d5d9 29\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 30
8709d5d9 31\versionid $Id$
e91825f8 32
33\C{intro} Introduction
34
35I wrote this collection because I thought there should be more small
36desktop toys available: little games you can pop up in a window and
37play for two or three minutes while you take a break from whatever
8a771ea7 38else you were doing. And I was also annoyed that every time I found
39a good game on (say) \i{Unix}, it wasn't available the next time I
40was sitting at a \i{Windows} machine, or vice versa; so I arranged
41that everything in my personal puzzle collection will happily run on
42both, and have more recently done a port to Mac OS X as well. When I
43find (or perhaps invent) further puzzle games that I like, they'll
44be added to this collection and will immediately be available on
45both platforms. And if anyone feels like writing any other front
46ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47the games in this framework will immediately become available on
48another platform as well.
e91825f8 49
50The actual games in this collection were mostly not my invention; I
51saw them elsewhere, and rewrote them in a form that was more
52convenient for me. I do not claim credit, in general, for inventing
53the rules of any of these puzzles; all I claim is authorship of the
54code (or at least those parts of the code that weren't contributed
55by other people!).
56
57This collection is distributed under the \i{MIT licence} (see
58\k{licence}). This means that you can do pretty much anything you like
59with the game binaries or the code, except pretending you wrote them
60yourself, or suing me if anything goes wrong.
61
62The most recent versions, and \i{source code}, can be found at
63\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65Please report \I{feedback}\i{bugs} to
66\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67You might find it helpful to read this article before reporting a bug:
68
69\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71\ii{Patches} are welcome. Especially if they provide a new front end
72(to make all these games run on another platform), or a new game.
73
74
75\C{common} \ii{Common features}
76
77This chapter describes features that are common to all the games.
78
79\H{common-actions} \I{controls}Common actions
80
81These actions are all available from the \I{Game menu}\q{Game} menu
82and via \I{keys}keyboard shortcuts, in addition to any game-specific
83actions.
84
bacaa96e 85(On Mac OS X, to conform with local user interface standards, these
3101ae26 86actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 87menu}\q{Edit} menus instead.)
88
e91825f8 89\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91\dd Starts a new game, with a random initial state.
92
2b06373b 93\dt \ii\e{Restart game}
e91825f8 94
2b06373b 95\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 96
668be019 97\dt \ii\e{Load}
98
99\dd Loads a saved game from a file on disk.
100
101\dt \ii\e{Save}
102
103\dd Saves the current state of your game to a file on disk.
104
105\lcont{
106
107The Load and Save operations should preserve your entire game
108history (so you can save, reload, and still Undo and Redo things you
109had done before saving).
110
111}
112
e91825f8 113\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
114
115\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 116session.)
e91825f8 117
2b06373b 118\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 119
2b06373b 120\dd Redoes a previously undone move.
e91825f8 121
bacaa96e 122\dt \ii\e{Copy}
123
124\dd Copies the current state of your game to the clipboard in text
125format, so that you can paste it into (say) an e-mail client or a
126web message board if you're discussing the game with someone else.
127(Not all games support this feature.)
128
2ac6d24e 129\dt \ii\e{Solve}
130
131\dd Transforms the puzzle instantly into its solved state. For some
132games (Cube) this feature is not supported at all because it is of
133no particular use. For other games (such as Pattern), the solved
134state can be used to give you information, if you can't see how a
135solution can exist at all or you want to know where you made a
136mistake. For still other games (such as Sixteen), automatic solution
137tells you nothing about how to \e{get} to the solution, but it does
138provide a useful way to get there quickly so that you can experiment
139with set-piece moves and transformations.
140
141\lcont{
142
143Some games (such as Solo) are capable of solving a game ID you have
144typed in from elsewhere. Other games (such as Rectangles) cannot
145solve a game ID they didn't invent themself, but when they did
146invent the game ID they know what the solution is already. Still
147other games (Pattern) can solve \e{some} external game IDs, but only
148if they aren't too difficult.
149
e8124727 150The \q{Solve} command adds the solved state to the end of the undo
151chain for the puzzle. In other words, if you want to go back to
152solving it yourself after seeing the answer, you can just press Undo.
153
2ac6d24e 154}
155
e91825f8 156\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
157
158\dd Closes the application entirely.
159
1185e3c5 160\H{common-id} Specifying games with the \ii{game ID}
161
162There are two ways to save a game specification out of a puzzle and
163recreate it later, or recreate it in somebody else's copy of the
164same puzzle.
165
166The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
167\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
168show a piece of text (a \q{game ID}) which is sufficient to
169reconstruct precisely the same game at a later date.
170
171You can enter either of these pieces of text back into the program
172(via the same \q{Specific} or \q{Random Seed} menu options) at a
173later point, and it will recreate the same game. You can also use
174either one as a \i{command line} argument (on Windows or Unix); see
175\k{common-cmdline} for more detail.
176
177The difference between the two forms is that a descriptive game ID
178is a literal \e{description} of the \i{initial state} of the game,
179whereas a random seed is just a piece of arbitrary text which was
180provided as input to the random number generator used to create the
181puzzle. This means that:
182
183\b Descriptive game IDs tend to be longer in many puzzles (although
184some, such as Cube (\k{cube}), only need very short descriptions).
185So a random seed is often a \e{quicker} way to note down the puzzle
186you're currently playing, or to tell it to somebody else so they can
187play the same one as you.
188
189\b Any text at all is a valid random seed. The automatically
190generated ones are fifteen-digit numbers, but anything will do; you
191can type in your full name, or a word you just made up, and a valid
192puzzle will be generated from it. This provides a way for two or
193more people to race to complete the same puzzle: you think of a
194random seed, then everybody types it in at the same time, and nobody
195has an advantage due to having seen the generated puzzle before
196anybody else.
197
198\b It is often possible to convert puzzles from other sources (such
199as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
200game IDs suitable for use with these programs.
201
202\b Random seeds are not guaranteed to produce the same result if you
203use them with a different \i\e{version} of the puzzle program. This
204is because the generation algorithm might have been improved or
205modified in later versions of the code, and will therefore produce a
206different result when given the same sequence of random numbers. Use
207a descriptive game ID if you aren't sure that it will be used on the
208same version of the program as yours.
209
210\lcont{(Use the \q{About} menu option to find out the version number
211of the program. Programs with the same version number running on
212different platforms should still be random-seed compatible.)}
213
214\I{ID format}A descriptive game ID starts with a piece of text which
215encodes the \i\e{parameters} of the current game (such as grid
216size). Then there is a colon, and after that is the description of
217the game's initial state. A random seed starts with a similar string
218of parameters, but then it contains a hash sign followed by
219arbitrary data.
220
221If you enter a descriptive game ID, the program will not be able to
222show you the random seed which generated it, since it wasn't
223generated \e{from} a random seed. If you \e{enter} a random seed,
224however, the program will be able to show you the descriptive game
225ID derived from that random seed.
226
227Note that the game parameter strings are not always identical
228between the two forms. For some games, there will be parameter data
229provided with the random seed which is not included in the
230descriptive game ID. This is because that parameter information is
231only relevant when \e{generating} puzzle grids, and is not important
232when playing them. Thus, for example, the difficulty level in Solo
233(\k{solo}) is not mentioned in the descriptive game ID.
234
235These additional parameters are also not set permanently if you type
236in a game ID. For example, suppose you have Solo set to \q{Advanced}
237difficulty level, and then a friend wants your help with a
238\q{Trivial} puzzle; so the friend reads out a random seed specifying
239\q{Trivial} difficulty, and you type it in. The program will
240generate you the same \q{Trivial} grid which your friend was having
241trouble with, but once you have finished playing it, when you ask
242for a new game it will automatically go back to the \q{Advanced}
243difficulty which it was previously set on.
e91825f8 244
245\H{common-type} The \q{Type} menu
246
247The \I{Type menu}\q{Type} menu, if present, may contain a list of
248\i{preset} game settings. Selecting one of these will start a new
249random game with the parameters specified.
250
1185e3c5 251The \q{Type} menu may also contain a \q{\i{Custom}} option which
252allows you to fine-tune game \i{parameters}. The parameters
253available are specific to each game and are described in the
254following sections.
e91825f8 255
256\H{common-cmdline} Specifying game parameters on the \i{command line}
257
8a771ea7 258(This section does not apply to the Mac OS X version.)
259
e91825f8 260The games in this collection deliberately do not ever save
261information on to the computer they run on: they have no high score
262tables and no saved preferences. (This is because I expect at least
263some people to play them at work, and those people will probably
264appreciate leaving as little evidence as possible!)
265
266However, if you do want to arrange for one of these games to default
267to a particular set of parameters, you can specify them on the
268command line.
269
270The easiest way to do this is to set up the parameters you want
271using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 272\q{Random Seed} from the \q{Game} or \q{File} menu (see
273\k{common-id}). The text in the \q{Game ID} box will be composed of
274two parts, separated by a hash. The first of these parts represents
275the game parameters (the size of the playing area, for example, and
276anything else you set using the \q{Type} menu).
e91825f8 277
278If you run the game with just that parameter text on the command
279line, it will start up with the settings you specified.
280
281For example: if you run Cube (see \k{cube}), select \q{Octahedron}
282from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 283will see a string of the form \cq{o2x2#338686542711620}. Take only
284the part before the hash (\cq{o2x2}), and start Cube with that text
285on the command line: \cq{cube o2x2}.
e91825f8 286
287If you copy the \e{entire} game ID on to the command line, the game
288will start up in the specific game that was described. This is
289occasionally a more convenient way to start a particular game ID
290than by pasting it into the game ID selection box.
291
1185e3c5 292(You could also retrieve the encoded game parameters using the
293\q{Specific} menu option instead of \q{Random Seed}, but if you do
294then some options, such as the difficulty level in Solo, will be
295missing. See \k{common-id} for more details on this.)
296
e91825f8 297\C{net} \i{Net}
298
299\cfg{winhelp-topic}{games.net}
300
301(\e{Note:} the \i{Windows} version of this game is called
302\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
303
304I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 305\k{FreeNet}, written by Pavils Jurjans; there are several other
306implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 307network by connecting up the centres of squares in a grid, and then
308shuffles the network by rotating every tile randomly. Your job is to
309rotate it all back into place. The successful solution will be an
6e8e5c51 310entirely connected network, with no closed loops. \#{The latter
311clause means that there are no closed paths within the network.
312Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 313all tiles which are connected to the one in the middle are
314highlighted.
315
316\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
317
318\H{net-controls} \i{Net controls}
319
320\IM{Net controls} controls, for Net
321\IM{Net controls} keys, for Net
322\IM{Net controls} shortcuts (keyboard), for Net
323
324This game can be played with either the keyboard or the mouse. The
325controls are:
326
327\dt \e{Select tile}: mouse pointer, arrow keys
328
329\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
330
331\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
332
118473f5 333\dt \e{Rotate tile by 180 degrees}: \q{F} key
334
e91825f8 335\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
336
337\dd You can lock a tile once you're sure of its orientation. You can
338also unlock it again, but while it's locked you can't accidentally
339turn it.
340
f0ee053c 341The following controls are not necessary to complete the game, but may
342be useful:
343
344\dt \e{Shift grid}: Shift + arrow keys
345
346\dd On grids that wrap, you can move the origin of the grid, so that
347tiles that were on opposite sides of the grid can be seen together.
348
349\dt \e{Move centre}: Ctrl + arrow keys
350
351\dd You can change which tile is used as the source of highlighting.
352(It doesn't ultimately matter which tile this is, as every tile will
353be connected to every other tile in a correct solution, but it may be
354helpful in the intermediate stages of solving the puzzle.)
355
cbb5549e 356\dt \e{Jumble tiles}: \q{J} key
357
358\dd This key turns all tiles that are not locked to random
359orientations.
360
e91825f8 361(All the actions described in \k{common-actions} are also available.)
362
363\H{net-params} \I{parameters, for Net}Net parameters
364
365These parameters are available from the \q{Custom...} option on the
366\q{Type} menu.
367
368\dt \e{Width}, \e{Height}
369
370\dd Size of grid in tiles.
371
372\dt \e{Walls wrap around}
373
374\dd If checked, flow can pass from the left edge to the right edge,
375and from top to bottom, and vice versa.
376
377\dt \e{Barrier probability}
378
379\dd A number between 0.0 and 1.0 controlling whether an immovable
380barrier is placed between two tiles to prevent flow between them (a
381higher number gives more barriers). Since barriers are immovable, they
382act as constraints on the solution (i.e., hints).
383
384\lcont{
385
386The grid generation in Net has been carefully arranged so that the
387barriers are independent of the rest of the grid. This means that if
1185e3c5 388you note down the random seed used to generate the current puzzle
389(see \k{common-id}), change the \e{Barrier probability} parameter,
390and then re-enter the same random seed, you should see exactly the
391same starting grid, with the only change being the number of
392barriers. So if you're stuck on a particular grid and need a hint,
393you could start up another instance of Net, set up the same
394parameters but a higher barrier probability, and enter the game seed
395from the original Net window.
e91825f8 396
397}
398
40fde884 399\dt \e{Ensure unique solution}
400
401\dd Normally, Net will make sure that the puzzles it presents have
402only one solution. Puzzles with ambiguous sections can be more
403difficult and more subtle, so if you like you can turn off this
404feature and risk having ambiguous puzzles. (Also, finding \e{all}
405the possible solutions can be an additional challenge for an
406advanced player.)
407
e91825f8 408\C{cube} \i{Cube}
409
410\cfg{winhelp-topic}{games.cube}
411
412This is another one I originally saw as a web game. This one was a
413Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
414squares, six of which are blue; on one square rests a cube. Your move
415is to use the arrow keys to roll the cube through 90 degrees so that
416it moves to an adjacent square. If you roll the cube on to a blue
417square, the blue square is picked up on one face of the cube; if you
418roll a blue face of the cube on to a non-blue square, the blueness is
419put down again. (In general, whenever you roll the cube, the two faces
420that come into contact swap colours.) Your job is to get all six blue
421squares on to the six faces of the cube at the same time. Count your
422moves and try to do it in as few as possible.
423
424Unlike the original Java game, my version has an additional feature:
425once you've mastered the game with a cube rolling on a square grid,
426you can change to a triangular grid and roll any of a tetrahedron, an
427octahedron or an icosahedron.
428
429\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
430
431\H{cube-controls} \i{Cube controls}
432
433\IM{Cube controls} controls, for Cube
434\IM{Cube controls} keys, for Cube
435\IM{Cube controls} shortcuts (keyboard), for Cube
436
a1d5acff 437This game can be played with either the keyboard or the mouse.
e91825f8 438
a1d5acff 439Left-clicking anywhere on the window will move the cube (or other
440solid) towards the mouse pointer.
441
442The arrow keys can also used to roll the cube on its square grid in
443the four cardinal directions.
e91825f8 444On the triangular grids, the mapping of arrow keys to directions is
445more approximate. Vertical movement is disallowed where it doesn't
446make sense. The four keys surrounding the arrow keys on the numeric
447keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
448
449(All the actions described in \k{common-actions} are also available.)
450
451\H{cube-params} \I{parameters, for Cube}Cube parameters
452
453These parameters are available from the \q{Custom...} option on the
454\q{Type} menu.
455
456\dt \e{Type of solid}
457
458\dd Selects the solid to roll (and hence the shape of the grid):
459tetrahedron, cube, octahedron, or icosahedron.
460
461\dt \e{Width / top}, \e{Height / bottom}
462
463\dd On a square grid, horizontal and vertical dimensions. On a
464triangular grid, the number of triangles on the top and bottom rows
465respectively.
466
467
468\C{fifteen} \i{Fifteen}
469
470\cfg{winhelp-topic}{games.fifteen}
471
1d8e8ad8 472The old ones are the best: this is the good old \q{\i{15-puzzle}}
473with sliding tiles. You have a 4\by\.4 square grid; 15 squares
474contain numbered tiles, and the sixteenth is empty. Your move is to
475choose a tile next to the empty space, and slide it into the space.
476The aim is to end up with the tiles in numerical order, with the
477space in the bottom right (so that the top row reads 1,2,3,4 and the
478bottom row reads 13,14,15,\e{space}).
e91825f8 479
480\H{fifteen-controls} \i{Fifteen controls}
481
482\IM{Fifteen controls} controls, for Fifteen
483\IM{Fifteen controls} keys, for Fifteen
484\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
485
486This game can be controlled with the mouse or the keyboard.
487
488A left-click with the mouse in the row or column containing the empty
489space will move as many tiles as necessary to move the space to the
490mouse pointer.
491
492The arrow keys will move a tile adjacent to the space in the direction
493indicated (moving the space in the \e{opposite} direction).
494
495(All the actions described in \k{common-actions} are also available.)
496
497\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
498
499The only options available from the \q{Custom...} option on the \q{Type}
500menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
501you've changed these, it's not a \q{15-puzzle} any more, of course!)
502
503
504\C{sixteen} \i{Sixteen}
505
506\cfg{winhelp-topic}{games.sixteen}
507
508Another sliding tile puzzle, visually similar to Fifteen (see
509\k{fifteen}) but with a different type of move. This time, there is no
510hole: all 16 squares on the grid contain numbered squares. Your move
511is to shift an entire row left or right, or shift an entire column up
512or down; every time you do that, the tile you shift off the grid
513re-appears at the other end of the same row, in the space you just
514vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
515the top row, 13,14,15,16 on the bottom). When you've done that, try
516playing on different sizes of grid.
517
518I \e{might} have invented this game myself, though only by accident if
519so (and I'm sure other people have independently invented it). I
520thought I was imitating a screensaver I'd seen, but I have a feeling
521that the screensaver might actually have been a Fifteen-type puzzle
522rather than this slightly different kind. So this might be the one
523thing in my puzzle collection which represents creativity on my part
524rather than just engineering.
525
526\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
527
528This game is played with the mouse. Left-clicking on an arrow will
529move the appropriate row or column in the direction indicated.
530Right-clicking will move it in the opposite direction.
531
532(All the actions described in \k{common-actions} are also available.)
533
534\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
535
81875211 536The parameters available from the \q{Custom...} option on the
537\q{Type} menu are:
538
539\b \e{Width} and \e{Height}, which are self-explanatory.
540
541\b You can ask for a limited shuffling operation to be performed on
542the grid. By default, Sixteen will shuffle the grid in such a way
543that any arrangement is about as probable as any other. You can
544override this by requesting a precise number of shuffling moves to
545be performed. Typically your aim is then to determine the precise
546set of shuffling moves and invert them exactly, so that you answer
547(say) a four-move shuffle with a four-move solution. Note that the
548more moves you ask for, the more likely it is that solutions shorter
549than the target length will turn out to be possible.
550
e91825f8 551
9038fd11 552\C{twiddle} \i{Twiddle}
553
554\cfg{winhelp-topic}{games.twiddle}
555
556Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
557(see \k{sixteen}): you are given a grid of square tiles, each
558containing a number, and your aim is to arrange the numbers into
559ascending order.
560
561In basic Twiddle, your move is to rotate a square group of four
a3631c72 562tiles about their common centre. (Orientation is not significant in
563the basic puzzle, although you can select it.) On more advanced
564settings, you can rotate a larger square group of tiles.
9038fd11 565
566I first saw this type of puzzle in the GameCube game \q{Metroid
567Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
568you solve to unlock a door, which is a special case of Twiddle. I
569developed this game as a generalisation of that puzzle.
570
571\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
572
573To play Twiddle, click the mouse in the centre of the square group
574you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
575which means you have to click at a corner point where four tiles
576meet.
577
578In more advanced modes you might be rotating 3\by\.3 or even more at
579a time; if the size of the square is odd then you simply click in
580the centre tile of the square you want to rotate.
581
582Clicking with the left mouse button rotates the group anticlockwise.
583Clicking with the right button rotates it clockwise.
584
585(All the actions described in \k{common-actions} are also available.)
586
587\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
588
589Twiddle provides several configuration options via the \q{Custom}
590option on the \q{Type} menu:
591
592\b You can configure the width and height of the puzzle grid.
593
594\b You can configure the size of square block that rotates at a time.
595
596\b You can ask for every square in the grid to be distinguishable
597(the default), or you can ask for a simplified puzzle in which there
598are groups of identical numbers. In the simplified puzzle your aim
599is just to arrange all the 1s into the first row, all the 2s into
600the second row, and so on.
601
a3631c72 602\b You can configure whether the orientation of tiles matters. If
d50832a3 603you ask for an orientable puzzle, each tile will have a triangle
604drawn in it. All the triangles must be pointing upwards to complete
605the puzzle.
a3631c72 606
81875211 607\b You can ask for a limited shuffling operation to be performed on
608the grid. By default, Twiddle will shuffle the grid so much that any
609arrangement is about as probable as any other. You can override this
610by requesting a precise number of shuffling moves to be performed.
611Typically your aim is then to determine the precise set of shuffling
612moves and invert them exactly, so that you answer (say) a four-move
613shuffle with a four-move solution. Note that the more moves you ask
614for, the more likely it is that solutions shorter than the target
615length will turn out to be possible.
616
9038fd11 617
e91825f8 618\C{rectangles} \i{Rectangles}
619
620\cfg{winhelp-topic}{games.rectangles}
621
622You have a grid of squares, with numbers written in some (but not all)
623of the squares. Your task is to subdivide the grid into rectangles of
624various sizes, such that (a) every rectangle contains exactly one
625numbered square, and (b) the area of each rectangle is equal to the
626number written in its numbered square.
627
628Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 629\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
630Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
631implementation, my version automatically generates random grids of
632any size you like. The quality of puzzle design is therefore not
633quite as good as hand-crafted puzzles would be, but on the plus side
634you get an inexhaustible supply of puzzles tailored to your own
635specification.
e91825f8 636
6ae37301 637\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 638
6ae37301 639\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 640
641\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
642
643This game is played with the mouse.
644
645Left-click any edge to toggle it on or off, or click and drag to draw
646an entire rectangle (or line) on the grid in one go (removing any
647existing edges within that rectangle).
648
649When a rectangle of the correct size is completed, it will be shaded.
650
651(All the actions described in \k{common-actions} are also available.)
652
653\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
654
40fde884 655These parameters are available from the \q{Custom...} option on the
656\q{Type} menu.
657
658\dt \e{Width}, \e{Height}
659
660\dd Size of grid, in squares.
661
662\dt \e{Expansion factor}
aea3ed9a 663
40fde884 664\dd This is a mechanism for changing the type of grids generated by
665the program. Some people prefer a grid containing a few large
666rectangles to one containing many small ones. So you can ask
aea3ed9a 667Rectangles to essentially generate a \e{smaller} grid than the size
668you specified, and then to expand it by adding rows and columns.
669
40fde884 670\lcont{
671
aea3ed9a 672The default expansion factor of zero means that Rectangles will
673simply generate a grid of the size you ask for, and do nothing
674further. If you set an expansion factor of (say) 0.5, it means that
675each dimension of the grid will be expanded to half again as big
676after generation. In other words, the initial grid will be 2/3 the
677size in each dimension, and will be expanded to its full size
678without adding any more rectangles.
679
4a03dbb4 680Setting an expansion factor of around 0.5 tends to make the game
681more difficult, and also (in my experience) rewards a less deductive
682and more intuitive playing style. If you set it \e{too} high,
683though, the game simply cannot generate more than a few rectangles
684to cover the entire grid, and the game becomes trivial.
aea3ed9a 685
40fde884 686}
687
688\dt \e{Ensure unique solution}
689
690\dd Normally, Rectangles will make sure that the puzzles it presents
691have only one solution. Puzzles with ambiguous sections can be more
692difficult and more subtle, so if you like you can turn off this
693feature and risk having ambiguous puzzles. Also, finding \e{all} the
694possible solutions can be an additional challenge for an advanced
695player. Turning off this option can also speed up puzzle generation.
696
6ae37301 697
e91825f8 698\C{netslide} \i{Netslide}
699
700\cfg{winhelp-topic}{games.netslide}
701
6bbab0fe 702This game combines the grid generation of Net (see \k{net}) with the
703movement of Sixteen (see \k{sixteen}): you have a Net grid, but
704instead of rotating tiles back into place you have to slide them
705into place by moving a whole row at a time.
e91825f8 706
e91825f8 707As in Sixteen, \I{controls, for Netslide}control is with the mouse.
708See \k{sixteen-controls}.
709
aa27d493 710\I{parameters, for Netslide}The available game parameters have similar
711meanings to those in Net (see \k{net-params}) and Sixteen (see
712\k{sixteen-params}).
e91825f8 713
6bbab0fe 714Netslide was contributed to this collection by Richard Boulton.
6ae37301 715
b6b0369e 716\C{pattern} \i{Pattern}
717
718\cfg{winhelp-topic}{games.pattern}
719
720You have a grid of squares, which must all be filled in either black
721or white. Beside each row of the grid are listed the lengths of the
722runs of black squares on that row; above each column are listed the
723lengths of the runs of black squares in that column. Your aim is to
724fill in the entire grid black or white.
725
726I first saw this puzzle form around 1995, under the name
2e1e03ff 727\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 728different names.
729
730Normally, puzzles of this type turn out to be a meaningful picture
731of something once you've solved them. However, since this version
732generates the puzzles automatically, they will just look like random
733groupings of squares. (One user has suggested that this is actually
734a \e{good} thing, since it prevents you from guessing the colour of
735squares based on the picture, and forces you to use logic instead.)
736The advantage, though, is that you never run out of them.
737
2e1e03ff 738\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 739
740This game is played with the mouse.
741
742Left-click in a square to colour it black. Right-click to colour it
743white. If you make a mistake, you can middle-click, or hold down
744Shift while clicking with any button, to colour the square in the
745default grey (meaning \q{undecided}) again.
746
747You can click and drag with the left or right mouse button to colour
748a vertical or horizontal line of squares black or white at a time
749(respectively). If you click and drag with the middle button, or
750with Shift held down, you can colour a whole rectangle of squares
751grey.
752
2e1e03ff 753(All the actions described in \k{common-actions} are also available.)
754
b6b0369e 755\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
756
757The only options available from the \q{Custom...} option on the \q{Type}
758menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 759
6ae37301 760
1d8e8ad8 761\C{solo} \i{Solo}
762
763\cfg{winhelp-topic}{games.solo}
764
765You have a square grid, which is divided into square or rectangular
766blocks. Each square must be filled in with a digit from 1 to the
767size of the grid, in such a way that
768
769\b every row contains only one occurrence of each digit
770
771\b every column contains only one occurrence of each digit
772
773\b every block contains only one occurrence of each digit.
774
775You are given some of the numbers as clues; your aim is to place the
776rest of the numbers correctly.
777
778The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
779into nine 3\by\.3 blocks). You can also select sizes with
780rectangular blocks instead of square ones, such as 2\by\.3 (a
7816\by\.6 grid divided into six 3\by\.2 blocks).
782
783If you select a puzzle size which requires more than 9 digits, the
784additional digits will be letters of the alphabet. For example, if
785you select 3\by\.4 then the digits which go in your grid will be 1
786to 9, plus \cq{a}, \cq{b} and \cq{c}.
787
6ae37301 788I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 789been popularised by various newspapers under the name \q{Sudoku} or
790\q{Su Doku}.
791
6ae37301 792\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}
793
1d8e8ad8 794\H{solo-controls} \I{controls, for Solo}Solo controls
795
796To play Solo, simply click the mouse in any empty square and then
797type a digit or letter on the keyboard to fill that square. If you
798make a mistake, click the mouse in the incorrect square and press
799Space to clear it again (or use the Undo feature).
800
c8266e03 801If you \e{right}-click in a square and then type a number, that
802number will be entered in the square as a \q{pencil mark}. You can
803have pencil marks for multiple numbers in the same square.
804
805The game pays no attention to pencil marks, so exactly what you use
806them for is up to you: you can use them as reminders that a
807particular square needs to be re-examined once you know more about a
808particular number, or you can use them as lists of the possible
809numbers in a given square, or anything else you feel like.
810
811To erase a single pencil mark, right-click in the square and type
812the same number again.
813
814All pencil marks in a square are erased when you left-click and type
815a number, or when you left-click and press space. Right-clicking and
816pressing space will also erase pencil marks.
817
1d8e8ad8 818(All the actions described in \k{common-actions} are also available.)
819
820\H{solo-parameters} \I{parameters, for Solo}Solo parameters
821
822Solo allows you to configure two separate dimensions of the puzzle
6ae37301 823grid on the \q{Type} menu: the number of columns, and the number of
824rows, into which the main grid is divided. (The size of a block is
825the inverse of this: for example, if you select 2 columns and 3 rows,
826each actual block will have 3 columns and 2 rows.)
1d8e8ad8 827
ef57b17d 828You can also configure the type of symmetry shown in the generated
829puzzles. More symmetry makes the puzzles look prettier but may also
830make them easier, since the symmetry constraints can force more
831clues than necessary to be present. Completely asymmetric puzzles
832have the freedom to contain as few clues as possible.
833
7c568a48 834Finally, you can configure the difficulty of the generated puzzles.
835Difficulty levels are judged by the complexity of the techniques of
836deduction required to solve the puzzle: each level requires a mode
837of reasoning which was not necessary in the previous one. In
838particular, on difficulty levels \q{Trivial} and \q{Basic} there
839will be a square you can fill in with a single number at all times,
840whereas at \q{Intermediate} level and beyond you will have to make
841partial deductions about the \e{set} of squares a number could be in
de60d8bd 842(or the set of numbers that could be in a square). At
843\q{Unreasonable} level, even this is not enough, and you will
844eventually have to make a guess, and then backtrack if it turns out
845to be wrong.
7c568a48 846
847Generating difficult puzzles is itself difficult: if you select
848\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
849many attempts at generating a puzzle before it finds one hard enough
850for you. Be prepared to wait, especially if you have also configured
851a large puzzle size.
852
ef57b17d 853
7959b517 854\C{mines} \i{Mines}
855
856\cfg{winhelp-topic}{games.mines}
857
858You have a grid of covered squares, some of which contain mines, but
859you don't know which. Your job is to uncover every square which does
860\e{not} contain a mine. If you uncover a square containing a mine,
861you lose. If you uncover a square which does not contain a mine, you
862are told how many mines are contained within the eight surrounding
863squares.
864
865This game needs no introduction; popularised by Windows, it is
866perhaps the single best known desktop puzzle game in existence.
867
868This version of it has an unusual property. By default, it will
869generate its mine positions in such a way as to ensure that you
870never need to \e{guess} where a mine is: you will always be able to
871deduce it somehow. So you will never, as can happen in other
872versions, get to the last four squares and discover that there are
873two mines left but you have no way of knowing for sure where they
874are.
875
876\H{mines-controls} \I{controls, for Mines}Mines controls
877
878This game is played with the mouse.
879
880If you left-click in a covered square, it will be uncovered.
881
882If you right-click in a covered square, it will place a flag which
883indicates that the square is believed to be a mine. Left-clicking in
884a marked square will not uncover it, for safety. You can right-click
885again to remove a mark placed in error.
886
887If you left-click in an \e{uncovered} square, it will \q{clear
888around} the square. This means: if the square has exactly as many
889flags surrounding it as it should have mines, then all the covered
890squares next to it which are \e{not} flagged will be uncovered. So
891once you think you know the location of all the mines around a
892square, you can use this function as a shortcut to avoid having to
893click on each of the remaining squares one by one.
894
895If you uncover a square which has \e{no} mines in the surrounding
896eight squares, then it is obviously safe to uncover those squares in
897turn, and so on if any of them also has no surrounding mines. This
898will be done for you automatically; so sometimes when you uncover a
899square, a whole new area will open up to be explored.
900
11d31eb9 901All the actions described in \k{common-actions} are also available.
902
7959b517 903Even Undo is available, although you might consider it cheating to
11d31eb9 904use it. If you step on a mine, the program will only reveal the mine
905in question (unlike most other implementations, which reveal all of
906them). You can then Undo your fatal move and continue playing if you
907like. The program will track the number of times you died (and Undo
908will not reduce that counter), so when you get to the end of the
909game you know whether or not you did it without making any errors.
910
911(If you really want to know the full layout of the grid, which other
912implementations will show you after you die, you can always use the
913Solve menu option.)
7959b517 914
915\H{mines-parameters} \I{parameters, for Mines}Mines parameters
916
917The options available from the \q{Custom...} option on the \q{Type}
918menu are:
919
920\dt \e{Width}, \e{Height}
921
922\dd Size of grid in squares.
923
924\dt \e{Mines}
925
08781119 926\dd Number of mines in the grid. You can enter this as an absolute
927mine count, or alternatively you can put a \cw{%} sign on the end in
928which case the game will arrange for that proportion of the squares
929in the grid to be mines.
930
931\lcont{
932
933Beware of setting the mine count too high. At very high densities,
934the program may spend forever searching for a solvable grid.
935
936}
7959b517 937
938\dt \e{Ensure solubility}
939
940\dd When this option is enabled (as it is by default), Mines will
941ensure that the entire grid can be fully deduced starting from the
942initial open space. If you prefer the riskier grids generated by
943other implementations, you can switch off this option.
944
945
6bbab0fe 946\C{samegame} \i{Same Game}
947
948\cfg{winhelp-topic}{games.samegame}
949
950You have a grid of coloured squares, which you have to clear by
209ab5a7 951highlighting contiguous regions of more than one coloured square;
6bbab0fe 952the larger the region you highlight, the more points you get (and
953the faster you clear the arena).
954
955If you clear the grid you win. If you end up with nothing but
209ab5a7 956single squares (i.e., there are no more clickable regions left) you
6bbab0fe 957lose.
958
959Removing a region causes the rest of the grid to shuffle up:
960blocks that are suspended will fall down (first), and then empty
961columns are filled from the right.
962
209ab5a7 963The game generator does not try to guarantee soluble grids;
6bbab0fe 964it will, however, ensure that there are at least 2 squares of each
965colour on the grid at the start (and will forbid custom grids for which
966that would be impossible).
967
968Same Game was contributed to this collection by James Harvey.
969
209ab5a7 970\H{samegame-controls} \i{Same Game controls}
971
972\IM{Same Game controls} controls, for Same Game
973\IM{Same Game controls} keys, for Same Game
974\IM{Same Game controls} shortcuts (keyboard), for Same Game
975
976This game can be played with either the keyboard or the mouse.
6bbab0fe 977
978If you left-click an unselected region, it becomes selected (possibly
979clearing the current selection).
980
981If you left-click the selected region, it will be removed (and the
982rest of the grid shuffled immediately).
983
984If you right-click the selected region, it will be unselected.
985
209ab5a7 986The cursor keys move a cursor around the grid. Pressing the Space or
987Enter keys while the cursor is in an unselected region selects it;
988pressing Space or Enter again removes it as above.
989
6bbab0fe 990\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
991
209ab5a7 992These parameters are available from the \q{Custom...} option on the
993\q{Type} menu.
994
6bbab0fe 995\dt \e{Width}, \e{Height}
996
997\dd Size of grid in squares.
998
999\dt \e{No. of colours}
1000
1001\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 1002the fewer large regions of colour and thus the more difficult it is to
1003successfully clear the grid.
1004
1005\dt \e{Scoring system}
1006
1007\dd Controls the precise mechanism used for scoring. With the default
1008system, \q{(n-2)^2}, only regions of three squares or more will score
1009any points at all. With the alternative \q{(n-1)^2} system, regions of
1010two squares score a point each, and larger regions score relatively
1011more points.
6bbab0fe 1012
f4afe206 1013
1014\C{flip} \i{Flip}
1015
1016\cfg{winhelp-topic}{games.flip}
1017
1018You have a grid of squares, some light and some dark. Your aim is to
1019light all the squares up at the same time. You can choose any square
1020and flip its state from light to dark or dark to light, but when you
1021do so, other squares around it change state as well.
1022
1023Each square contains a small diagram showing which other squares
1024change when you flip it.
1025
d6acbe63 1026\H{flip-controls} \i{Flip controls}
f4afe206 1027
1028\IM{Flip controls} controls, for Flip
1029\IM{Flip controls} keys, for Flip
1030\IM{Flip controls} shortcuts (keyboard), for Flip
1031
33317d37 1032This game can be played with either the keyboard or the mouse.
1033
1034Left-click in a square to flip it and its associated squares, or
1035use the cursor keys to choose a square and the space bar or Enter
1036key to flip.
79cb09e9 1037
5f6050b4 1038If you use the \q{Solve} function on this game, it will mark some of
1039the squares in red. If you click once in every square with a red
1040mark, the game should be solved. (If you click in a square
1041\e{without} a red mark, a red mark will appear in it to indicate
1042that you will need to reverse that operation to reach the solution.)
f4afe206 1043
1044\H{flip-parameters} \I{parameters, for flip}Flip parameters
1045
1046These parameters are available from the \q{Custom...} option on the
1047\q{Type} menu.
1048
1049\dt \e{Width}, \e{Height}
1050
1051\dd Size of grid in squares.
1052
1053\dt \e{Shape type}
1054
1055\dd This control determines the shape of the region which is flipped
1056by clicking in any given square. The default setting, \q{Crosses},
1057causes every square to flip itself and its four immediate neighbours
1058(or three or two if it's at an edge or corner). The other setting,
1059\q{Random}, causes a random shape to be chosen for every square, so
1060the game is different every time.
1061
1062
c6203e43 1063\C{guess} \i{Guess}
1064
1065\cfg{winhelp-topic}{games.guess}
1066
1067You have a set of coloured pegs, and have to reproduce a
1068predetermined sequence of them (chosen by the computer) within a
1069certain number of guesses.
1070
1071Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1072in the correct places (in black), and also the number of
1073correctly-coloured pegs in the wrong places (in white).
c6203e43 1074
1075This game is also known (and marketed, by Hasbro, mainly) as
9ffde3e8 1076a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
c6203e43 1077However, this version allows custom settings of number of colours
1078(up to 10), number of pegs per row, and number of guesses.
1079
64455a5a 1080Guess was contributed to this collection by James Harvey.
1081
c6203e43 1082\H{guess-controls} \i{Guess controls}
1083
1084\IM{Guess controls} controls, for Guess
1085\IM{Guess controls} keys, for Guess
1086\IM{Guess controls} shortcuts (keyboard), for Guess
1087
9ffde3e8 1088This game can be played with either the keyboard or the mouse.
1089
9c63a011 1090With the mouse, drag a coloured peg from the tray on the left-hand
1091side to its required position in the current guess; pegs may also be
1092dragged from current and past guesses to copy them elsewhere. To
1093remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1094
9ffde3e8 1095Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1096that have hold markers will be automatically added to the next guess
1097after marking.
1098
9ffde3e8 1099Alternatively, with the keyboard, the up and down cursor keys can be
1100used to select a peg colour, the left and right keys to select a
9c63a011 1101peg position, and the space bar or Enter key to place a peg of the
59dae0db 1102selected colour in the chosen position. \q{D} or Backspace removes a
1103peg, and \q{H} adds a hold marker.
9ffde3e8 1104
9c63a011 1105When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1106clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1107and pressing the space bar or Enter key) will mark the current guess,
1108copy any held pegs to the next guess, and move the \q{current guess}
1109marker.
c6203e43 1110
1111If you correctly position all the pegs the solution will be displayed
9ffde3e8 1112below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1113will also be revealed.
c6203e43 1114
13b443e3 1115\H{guess-parameters} \I{parameters, for Guess}Guess parameters
c6203e43 1116
1117These parameters are available from the \q{Custom...} option on the
1118\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1119board game \q{Mastermind}.
c6203e43 1120
1121\dt \e{Colours}
1122
1123\dd Number of colours the solution is chosen from; from 2 to 10
1124(more is harder).
1125
1126\dt \e{Pegs per guess}
1127
1128\dd Number of pegs per guess (more is harder).
1129
1130\dt \e{Guesses}
1131
1132\dd Number of guesses you have to find the solution in (fewer is harder).
1133
1134\dt \e{Allow blanks}
1135
1136\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1137you know that those will never be counted as part of the solution). This
1138is turned off by default.
1139
1140Note that this doesn't allow blank pegs in the solution; if you really wanted
1141that, use one extra colour.
1142
1143\dt \e{Allow duplicates}
1144
1145\dd Allows the solution (and the guesses) to contain colours more than once;
1146this increases the search space (making things harder), and is turned on by
1147default.
1148
1149
13b443e3 1150\C{pegs} \i{Pegs}
1151
1152\cfg{winhelp-topic}{games.pegs}
1153
1154A number of pegs are placed in holes on a board. You can remove a
33a3deb2 1155peg by jumping an adjacent peg over it (horizontally or vertically)
1156to a vacant hole on the other side. Your aim is to remove all but one
1157of the pegs initially present.
13b443e3 1158
1159This game, best known as \q{Peg Solitaire}, is possibly one of the
1160oldest puzzle games still commonly known.
1161
1162\H{pegs-controls} \i{Pegs controls}
1163
1164\IM{Pegs controls} controls, for Pegs
1165
1166To move a peg, drag it with the mouse from its current position to
1167its final position. If the final position is exactly two holes away
1168from the initial position, is currently unoccupied by a peg, and
1169there is a peg in the intervening square, the move will be permitted
1170and the intervening peg will be removed.
1171
1172Vacant spaces which you can move a peg into are marked with holes. A
1173space with no peg and no hole is not available for moving at all: it
1174is an obstacle which you must work around.
1175
1176
1177\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1178
1179These parameters are available from the \q{Custom...} option on the
1180\q{Type} menu.
1181
1182\dt \e{Width}, \e{Height}
1183
1184\dd Size of grid in holes.
1185
1186\dt \e{Board type}
1187
1188\dd Controls whether you are given a board of a standard shape or a
1189randomly generated shape. The two standard shapes currently
1190supported are \q{Cross} and \q{Octagon} (also commonly known as the
1191English and European traditional board layouts respectively).
1192Selecting \q{Random} will give you a different board shape every
1193time (but always one that is known to have a solution).
1194
1195
6c04c334 1196\C{dominosa} \i{Dominosa}
1197
1198\cfg{winhelp-topic}{games.dominosa}
1199
1200A normal set of dominoes has been arranged irregularly into a
1201rectangle; then the number in each square has been written down and
1202the dominoes themselves removed. Your task is to reconstruct the
1203pattern by arranging the set of dominoes to match the provided array
1204of numbers.
1205
1206This puzzle is widely credited to O. S. Adler, and takes part of its
1207name from those initials.
1208
1209\H{dominosa-controls} \i{Dominosa controls}
1210
1211\IM{Dominosa controls} controls, for Dominosa
1212
1213Left-clicking between any two adjacent numbers places a domino
1214covering them, or removes one if it is already present. Trying to
1215place a domino which overlaps existing dominoes will remove the ones
1216it overlaps.
1217
1218Right-clicking between two adjacent numbers draws a line between
1219them, which you can use to remind yourself that you know those two
1220numbers are \e{not} covered by a single domino. Right-clicking again
1221removes the line.
1222
1223
1224\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1225
1226These parameters are available from the \q{Custom...} option on the
1227\q{Type} menu.
1228
1229\dt \e{Maximum number on dominoes}
1230
1231\dd Controls the size of the puzzle, by controlling the size of the
1232set of dominoes used to make it. Dominoes with numbers going up to N
1233will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1234the default value of 6 gives an 8\by\.7 grid.
1235
1236\dt \e{Ensure unique solution}
1237
1238\dd Normally, Dominosa will make sure that the puzzles it presents
1239have only one solution. Puzzles with ambiguous sections can be more
1240difficult and sometimes more subtle, so if you like you can turn off
1241this feature. Also, finding \e{all} the possible solutions can be an
1242additional challenge for an advanced player. Turning off this option
1243can also speed up puzzle generation.
1244
1245
e91825f8 1246\A{licence} \I{MIT licence}\ii{Licence}
1247
8a771ea7 1248This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 1249
6bbab0fe 1250Portions copyright Richard Boulton and James Harvey.
e91825f8 1251
1252Permission is hereby granted, free of charge, to any person
1253obtaining a copy of this software and associated documentation files
1254(the "Software"), to deal in the Software without restriction,
1255including without limitation the rights to use, copy, modify, merge,
1256publish, distribute, sublicense, and/or sell copies of the Software,
1257and to permit persons to whom the Software is furnished to do so,
1258subject to the following conditions:
1259
1260The above copyright notice and this permission notice shall be
1261included in all copies or substantial portions of the Software.
1262
1263THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
1264EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
1265MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
1266NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
1267BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
1268ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
1269CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
1270SOFTWARE.
1271
1185e3c5 1272\IM{specific} \q{Specific}, menu option
1273\IM{custom} \q{Custom}, menu option
e91825f8 1274
1275\IM{game ID} game ID
1276\IM{game ID} ID, game
1277\IM{ID format} ID format
1278\IM{ID format} format, ID
1279\IM{ID format} game ID, format
1280
1281\IM{keys} keys
1282\IM{keys} shortcuts (keyboard)
1283
1284\IM{initial state} initial state
1285\IM{initial state} state, initial
1286
1287\IM{MIT licence} MIT licence
1288\IM{MIT licence} licence, MIT