Fix bounds checking for Flip cursor control.
[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
25\copyright This manual is copyright 2004 Simon Tatham. All rights
26reserved. You may distribute this documentation under the MIT licence.
27See \k{licence} for the licence text in full.
28
8709d5d9 29\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 30
8709d5d9 31\versionid $Id$
e91825f8 32
33\C{intro} Introduction
34
35I wrote this collection because I thought there should be more small
36desktop toys available: little games you can pop up in a window and
37play for two or three minutes while you take a break from whatever
8a771ea7 38else you were doing. And I was also annoyed that every time I found
39a good game on (say) \i{Unix}, it wasn't available the next time I
40was sitting at a \i{Windows} machine, or vice versa; so I arranged
41that everything in my personal puzzle collection will happily run on
42both, and have more recently done a port to Mac OS X as well. When I
43find (or perhaps invent) further puzzle games that I like, they'll
44be added to this collection and will immediately be available on
45both platforms. And if anyone feels like writing any other front
46ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47the games in this framework will immediately become available on
48another platform as well.
e91825f8 49
50The actual games in this collection were mostly not my invention; I
51saw them elsewhere, and rewrote them in a form that was more
52convenient for me. I do not claim credit, in general, for inventing
53the rules of any of these puzzles; all I claim is authorship of the
54code (or at least those parts of the code that weren't contributed
55by other people!).
56
57This collection is distributed under the \i{MIT licence} (see
58\k{licence}). This means that you can do pretty much anything you like
59with the game binaries or the code, except pretending you wrote them
60yourself, or suing me if anything goes wrong.
61
62The most recent versions, and \i{source code}, can be found at
63\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65Please report \I{feedback}\i{bugs} to
66\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67You might find it helpful to read this article before reporting a bug:
68
69\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71\ii{Patches} are welcome. Especially if they provide a new front end
72(to make all these games run on another platform), or a new game.
73
74
75\C{common} \ii{Common features}
76
77This chapter describes features that are common to all the games.
78
79\H{common-actions} \I{controls}Common actions
80
81These actions are all available from the \I{Game menu}\q{Game} menu
82and via \I{keys}keyboard shortcuts, in addition to any game-specific
83actions.
84
bacaa96e 85(On Mac OS X, to conform with local user interface standards, these
3101ae26 86actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 87menu}\q{Edit} menus instead.)
88
e91825f8 89\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91\dd Starts a new game, with a random initial state.
92
2b06373b 93\dt \ii\e{Restart game}
e91825f8 94
2b06373b 95\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 96
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
333\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
334
335\dd You can lock a tile once you're sure of its orientation. You can
336also unlock it again, but while it's locked you can't accidentally
337turn it.
338
f0ee053c 339The following controls are not necessary to complete the game, but may
340be useful:
341
342\dt \e{Shift grid}: Shift + arrow keys
343
344\dd On grids that wrap, you can move the origin of the grid, so that
345tiles that were on opposite sides of the grid can be seen together.
346
347\dt \e{Move centre}: Ctrl + arrow keys
348
349\dd You can change which tile is used as the source of highlighting.
350(It doesn't ultimately matter which tile this is, as every tile will
351be connected to every other tile in a correct solution, but it may be
352helpful in the intermediate stages of solving the puzzle.)
353
cbb5549e 354\dt \e{Jumble tiles}: \q{J} key
355
356\dd This key turns all tiles that are not locked to random
357orientations.
358
e91825f8 359(All the actions described in \k{common-actions} are also available.)
360
361\H{net-params} \I{parameters, for Net}Net parameters
362
363These parameters are available from the \q{Custom...} option on the
364\q{Type} menu.
365
366\dt \e{Width}, \e{Height}
367
368\dd Size of grid in tiles.
369
370\dt \e{Walls wrap around}
371
372\dd If checked, flow can pass from the left edge to the right edge,
373and from top to bottom, and vice versa.
374
375\dt \e{Barrier probability}
376
377\dd A number between 0.0 and 1.0 controlling whether an immovable
378barrier is placed between two tiles to prevent flow between them (a
379higher number gives more barriers). Since barriers are immovable, they
380act as constraints on the solution (i.e., hints).
381
382\lcont{
383
384The grid generation in Net has been carefully arranged so that the
385barriers are independent of the rest of the grid. This means that if
1185e3c5 386you note down the random seed used to generate the current puzzle
387(see \k{common-id}), change the \e{Barrier probability} parameter,
388and then re-enter the same random seed, you should see exactly the
389same starting grid, with the only change being the number of
390barriers. So if you're stuck on a particular grid and need a hint,
391you could start up another instance of Net, set up the same
392parameters but a higher barrier probability, and enter the game seed
393from the original Net window.
e91825f8 394
395}
396
40fde884 397\dt \e{Ensure unique solution}
398
399\dd Normally, Net will make sure that the puzzles it presents have
400only one solution. Puzzles with ambiguous sections can be more
401difficult and more subtle, so if you like you can turn off this
402feature and risk having ambiguous puzzles. (Also, finding \e{all}
403the possible solutions can be an additional challenge for an
404advanced player.)
405
e91825f8 406\C{cube} \i{Cube}
407
408\cfg{winhelp-topic}{games.cube}
409
410This is another one I originally saw as a web game. This one was a
411Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
412squares, six of which are blue; on one square rests a cube. Your move
413is to use the arrow keys to roll the cube through 90 degrees so that
414it moves to an adjacent square. If you roll the cube on to a blue
415square, the blue square is picked up on one face of the cube; if you
416roll a blue face of the cube on to a non-blue square, the blueness is
417put down again. (In general, whenever you roll the cube, the two faces
418that come into contact swap colours.) Your job is to get all six blue
419squares on to the six faces of the cube at the same time. Count your
420moves and try to do it in as few as possible.
421
422Unlike the original Java game, my version has an additional feature:
423once you've mastered the game with a cube rolling on a square grid,
424you can change to a triangular grid and roll any of a tetrahedron, an
425octahedron or an icosahedron.
426
427\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
428
429\H{cube-controls} \i{Cube controls}
430
431\IM{Cube controls} controls, for Cube
432\IM{Cube controls} keys, for Cube
433\IM{Cube controls} shortcuts (keyboard), for Cube
434
a1d5acff 435This game can be played with either the keyboard or the mouse.
e91825f8 436
a1d5acff 437Left-clicking anywhere on the window will move the cube (or other
438solid) towards the mouse pointer.
439
440The arrow keys can also used to roll the cube on its square grid in
441the four cardinal directions.
e91825f8 442On the triangular grids, the mapping of arrow keys to directions is
443more approximate. Vertical movement is disallowed where it doesn't
444make sense. The four keys surrounding the arrow keys on the numeric
445keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
446
447(All the actions described in \k{common-actions} are also available.)
448
449\H{cube-params} \I{parameters, for Cube}Cube parameters
450
451These parameters are available from the \q{Custom...} option on the
452\q{Type} menu.
453
454\dt \e{Type of solid}
455
456\dd Selects the solid to roll (and hence the shape of the grid):
457tetrahedron, cube, octahedron, or icosahedron.
458
459\dt \e{Width / top}, \e{Height / bottom}
460
461\dd On a square grid, horizontal and vertical dimensions. On a
462triangular grid, the number of triangles on the top and bottom rows
463respectively.
464
465
466\C{fifteen} \i{Fifteen}
467
468\cfg{winhelp-topic}{games.fifteen}
469
1d8e8ad8 470The old ones are the best: this is the good old \q{\i{15-puzzle}}
471with sliding tiles. You have a 4\by\.4 square grid; 15 squares
472contain numbered tiles, and the sixteenth is empty. Your move is to
473choose a tile next to the empty space, and slide it into the space.
474The aim is to end up with the tiles in numerical order, with the
475space in the bottom right (so that the top row reads 1,2,3,4 and the
476bottom row reads 13,14,15,\e{space}).
e91825f8 477
478\H{fifteen-controls} \i{Fifteen controls}
479
480\IM{Fifteen controls} controls, for Fifteen
481\IM{Fifteen controls} keys, for Fifteen
482\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
483
484This game can be controlled with the mouse or the keyboard.
485
486A left-click with the mouse in the row or column containing the empty
487space will move as many tiles as necessary to move the space to the
488mouse pointer.
489
490The arrow keys will move a tile adjacent to the space in the direction
491indicated (moving the space in the \e{opposite} direction).
492
493(All the actions described in \k{common-actions} are also available.)
494
495\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
496
497The only options available from the \q{Custom...} option on the \q{Type}
498menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
499you've changed these, it's not a \q{15-puzzle} any more, of course!)
500
501
502\C{sixteen} \i{Sixteen}
503
504\cfg{winhelp-topic}{games.sixteen}
505
506Another sliding tile puzzle, visually similar to Fifteen (see
507\k{fifteen}) but with a different type of move. This time, there is no
508hole: all 16 squares on the grid contain numbered squares. Your move
509is to shift an entire row left or right, or shift an entire column up
510or down; every time you do that, the tile you shift off the grid
511re-appears at the other end of the same row, in the space you just
512vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
513the top row, 13,14,15,16 on the bottom). When you've done that, try
514playing on different sizes of grid.
515
516I \e{might} have invented this game myself, though only by accident if
517so (and I'm sure other people have independently invented it). I
518thought I was imitating a screensaver I'd seen, but I have a feeling
519that the screensaver might actually have been a Fifteen-type puzzle
520rather than this slightly different kind. So this might be the one
521thing in my puzzle collection which represents creativity on my part
522rather than just engineering.
523
524\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
525
526This game is played with the mouse. Left-clicking on an arrow will
527move the appropriate row or column in the direction indicated.
528Right-clicking will move it in the opposite direction.
529
530(All the actions described in \k{common-actions} are also available.)
531
532\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
533
81875211 534The parameters available from the \q{Custom...} option on the
535\q{Type} menu are:
536
537\b \e{Width} and \e{Height}, which are self-explanatory.
538
539\b You can ask for a limited shuffling operation to be performed on
540the grid. By default, Sixteen will shuffle the grid in such a way
541that any arrangement is about as probable as any other. You can
542override this by requesting a precise number of shuffling moves to
543be performed. Typically your aim is then to determine the precise
544set of shuffling moves and invert them exactly, so that you answer
545(say) a four-move shuffle with a four-move solution. Note that the
546more moves you ask for, the more likely it is that solutions shorter
547than the target length will turn out to be possible.
548
e91825f8 549
9038fd11 550\C{twiddle} \i{Twiddle}
551
552\cfg{winhelp-topic}{games.twiddle}
553
554Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
555(see \k{sixteen}): you are given a grid of square tiles, each
556containing a number, and your aim is to arrange the numbers into
557ascending order.
558
559In basic Twiddle, your move is to rotate a square group of four
a3631c72 560tiles about their common centre. (Orientation is not significant in
561the basic puzzle, although you can select it.) On more advanced
562settings, you can rotate a larger square group of tiles.
9038fd11 563
564I first saw this type of puzzle in the GameCube game \q{Metroid
565Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
566you solve to unlock a door, which is a special case of Twiddle. I
567developed this game as a generalisation of that puzzle.
568
569\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
570
571To play Twiddle, click the mouse in the centre of the square group
572you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
573which means you have to click at a corner point where four tiles
574meet.
575
576In more advanced modes you might be rotating 3\by\.3 or even more at
577a time; if the size of the square is odd then you simply click in
578the centre tile of the square you want to rotate.
579
580Clicking with the left mouse button rotates the group anticlockwise.
581Clicking with the right button rotates it clockwise.
582
583(All the actions described in \k{common-actions} are also available.)
584
585\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
586
587Twiddle provides several configuration options via the \q{Custom}
588option on the \q{Type} menu:
589
590\b You can configure the width and height of the puzzle grid.
591
592\b You can configure the size of square block that rotates at a time.
593
594\b You can ask for every square in the grid to be distinguishable
595(the default), or you can ask for a simplified puzzle in which there
596are groups of identical numbers. In the simplified puzzle your aim
597is just to arrange all the 1s into the first row, all the 2s into
598the second row, and so on.
599
a3631c72 600\b You can configure whether the orientation of tiles matters. If
d50832a3 601you ask for an orientable puzzle, each tile will have a triangle
602drawn in it. All the triangles must be pointing upwards to complete
603the puzzle.
a3631c72 604
81875211 605\b You can ask for a limited shuffling operation to be performed on
606the grid. By default, Twiddle will shuffle the grid so much that any
607arrangement is about as probable as any other. You can override this
608by requesting a precise number of shuffling moves to be performed.
609Typically your aim is then to determine the precise set of shuffling
610moves and invert them exactly, so that you answer (say) a four-move
611shuffle with a four-move solution. Note that the more moves you ask
612for, the more likely it is that solutions shorter than the target
613length will turn out to be possible.
614
9038fd11 615
e91825f8 616\C{rectangles} \i{Rectangles}
617
618\cfg{winhelp-topic}{games.rectangles}
619
620You have a grid of squares, with numbers written in some (but not all)
621of the squares. Your task is to subdivide the grid into rectangles of
622various sizes, such that (a) every rectangle contains exactly one
623numbered square, and (b) the area of each rectangle is equal to the
624number written in its numbered square.
625
626Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 627\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
628Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
629implementation, my version automatically generates random grids of
630any size you like. The quality of puzzle design is therefore not
631quite as good as hand-crafted puzzles would be, but on the plus side
632you get an inexhaustible supply of puzzles tailored to your own
633specification.
e91825f8 634
6ae37301 635\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 636
6ae37301 637\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 638
639\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
640
641This game is played with the mouse.
642
643Left-click any edge to toggle it on or off, or click and drag to draw
644an entire rectangle (or line) on the grid in one go (removing any
645existing edges within that rectangle).
646
647When a rectangle of the correct size is completed, it will be shaded.
648
649(All the actions described in \k{common-actions} are also available.)
650
651\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
652
40fde884 653These parameters are available from the \q{Custom...} option on the
654\q{Type} menu.
655
656\dt \e{Width}, \e{Height}
657
658\dd Size of grid, in squares.
659
660\dt \e{Expansion factor}
aea3ed9a 661
40fde884 662\dd This is a mechanism for changing the type of grids generated by
663the program. Some people prefer a grid containing a few large
664rectangles to one containing many small ones. So you can ask
aea3ed9a 665Rectangles to essentially generate a \e{smaller} grid than the size
666you specified, and then to expand it by adding rows and columns.
667
40fde884 668\lcont{
669
aea3ed9a 670The default expansion factor of zero means that Rectangles will
671simply generate a grid of the size you ask for, and do nothing
672further. If you set an expansion factor of (say) 0.5, it means that
673each dimension of the grid will be expanded to half again as big
674after generation. In other words, the initial grid will be 2/3 the
675size in each dimension, and will be expanded to its full size
676without adding any more rectangles.
677
4a03dbb4 678Setting an expansion factor of around 0.5 tends to make the game
679more difficult, and also (in my experience) rewards a less deductive
680and more intuitive playing style. If you set it \e{too} high,
681though, the game simply cannot generate more than a few rectangles
682to cover the entire grid, and the game becomes trivial.
aea3ed9a 683
40fde884 684}
685
686\dt \e{Ensure unique solution}
687
688\dd Normally, Rectangles will make sure that the puzzles it presents
689have only one solution. Puzzles with ambiguous sections can be more
690difficult and more subtle, so if you like you can turn off this
691feature and risk having ambiguous puzzles. Also, finding \e{all} the
692possible solutions can be an additional challenge for an advanced
693player. Turning off this option can also speed up puzzle generation.
694
6ae37301 695
e91825f8 696\C{netslide} \i{Netslide}
697
698\cfg{winhelp-topic}{games.netslide}
699
6bbab0fe 700This game combines the grid generation of Net (see \k{net}) with the
701movement of Sixteen (see \k{sixteen}): you have a Net grid, but
702instead of rotating tiles back into place you have to slide them
703into place by moving a whole row at a time.
e91825f8 704
e91825f8 705As in Sixteen, \I{controls, for Netslide}control is with the mouse.
706See \k{sixteen-controls}.
707
aa27d493 708\I{parameters, for Netslide}The available game parameters have similar
709meanings to those in Net (see \k{net-params}) and Sixteen (see
710\k{sixteen-params}).
e91825f8 711
6bbab0fe 712Netslide was contributed to this collection by Richard Boulton.
6ae37301 713
b6b0369e 714\C{pattern} \i{Pattern}
715
716\cfg{winhelp-topic}{games.pattern}
717
718You have a grid of squares, which must all be filled in either black
719or white. Beside each row of the grid are listed the lengths of the
720runs of black squares on that row; above each column are listed the
721lengths of the runs of black squares in that column. Your aim is to
722fill in the entire grid black or white.
723
724I first saw this puzzle form around 1995, under the name
2e1e03ff 725\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 726different names.
727
728Normally, puzzles of this type turn out to be a meaningful picture
729of something once you've solved them. However, since this version
730generates the puzzles automatically, they will just look like random
731groupings of squares. (One user has suggested that this is actually
732a \e{good} thing, since it prevents you from guessing the colour of
733squares based on the picture, and forces you to use logic instead.)
734The advantage, though, is that you never run out of them.
735
2e1e03ff 736\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 737
738This game is played with the mouse.
739
740Left-click in a square to colour it black. Right-click to colour it
741white. If you make a mistake, you can middle-click, or hold down
742Shift while clicking with any button, to colour the square in the
743default grey (meaning \q{undecided}) again.
744
745You can click and drag with the left or right mouse button to colour
746a vertical or horizontal line of squares black or white at a time
747(respectively). If you click and drag with the middle button, or
748with Shift held down, you can colour a whole rectangle of squares
749grey.
750
2e1e03ff 751(All the actions described in \k{common-actions} are also available.)
752
b6b0369e 753\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
754
755The only options available from the \q{Custom...} option on the \q{Type}
756menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 757
6ae37301 758
1d8e8ad8 759\C{solo} \i{Solo}
760
761\cfg{winhelp-topic}{games.solo}
762
763You have a square grid, which is divided into square or rectangular
764blocks. Each square must be filled in with a digit from 1 to the
765size of the grid, in such a way that
766
767\b every row contains only one occurrence of each digit
768
769\b every column contains only one occurrence of each digit
770
771\b every block contains only one occurrence of each digit.
772
773You are given some of the numbers as clues; your aim is to place the
774rest of the numbers correctly.
775
776The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
777into nine 3\by\.3 blocks). You can also select sizes with
778rectangular blocks instead of square ones, such as 2\by\.3 (a
7796\by\.6 grid divided into six 3\by\.2 blocks).
780
781If you select a puzzle size which requires more than 9 digits, the
782additional digits will be letters of the alphabet. For example, if
783you select 3\by\.4 then the digits which go in your grid will be 1
784to 9, plus \cq{a}, \cq{b} and \cq{c}.
785
6ae37301 786I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 787been popularised by various newspapers under the name \q{Sudoku} or
788\q{Su Doku}.
789
6ae37301 790\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}
791
1d8e8ad8 792\H{solo-controls} \I{controls, for Solo}Solo controls
793
794To play Solo, simply click the mouse in any empty square and then
795type a digit or letter on the keyboard to fill that square. If you
796make a mistake, click the mouse in the incorrect square and press
797Space to clear it again (or use the Undo feature).
798
c8266e03 799If you \e{right}-click in a square and then type a number, that
800number will be entered in the square as a \q{pencil mark}. You can
801have pencil marks for multiple numbers in the same square.
802
803The game pays no attention to pencil marks, so exactly what you use
804them for is up to you: you can use them as reminders that a
805particular square needs to be re-examined once you know more about a
806particular number, or you can use them as lists of the possible
807numbers in a given square, or anything else you feel like.
808
809To erase a single pencil mark, right-click in the square and type
810the same number again.
811
812All pencil marks in a square are erased when you left-click and type
813a number, or when you left-click and press space. Right-clicking and
814pressing space will also erase pencil marks.
815
1d8e8ad8 816(All the actions described in \k{common-actions} are also available.)
817
818\H{solo-parameters} \I{parameters, for Solo}Solo parameters
819
820Solo allows you to configure two separate dimensions of the puzzle
6ae37301 821grid on the \q{Type} menu: the number of columns, and the number of
822rows, into which the main grid is divided. (The size of a block is
823the inverse of this: for example, if you select 2 columns and 3 rows,
824each actual block will have 3 columns and 2 rows.)
1d8e8ad8 825
ef57b17d 826You can also configure the type of symmetry shown in the generated
827puzzles. More symmetry makes the puzzles look prettier but may also
828make them easier, since the symmetry constraints can force more
829clues than necessary to be present. Completely asymmetric puzzles
830have the freedom to contain as few clues as possible.
831
7c568a48 832Finally, you can configure the difficulty of the generated puzzles.
833Difficulty levels are judged by the complexity of the techniques of
834deduction required to solve the puzzle: each level requires a mode
835of reasoning which was not necessary in the previous one. In
836particular, on difficulty levels \q{Trivial} and \q{Basic} there
837will be a square you can fill in with a single number at all times,
838whereas at \q{Intermediate} level and beyond you will have to make
839partial deductions about the \e{set} of squares a number could be in
de60d8bd 840(or the set of numbers that could be in a square). At
841\q{Unreasonable} level, even this is not enough, and you will
842eventually have to make a guess, and then backtrack if it turns out
843to be wrong.
7c568a48 844
845Generating difficult puzzles is itself difficult: if you select
846\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
847many attempts at generating a puzzle before it finds one hard enough
848for you. Be prepared to wait, especially if you have also configured
849a large puzzle size.
850
ef57b17d 851
7959b517 852\C{mines} \i{Mines}
853
854\cfg{winhelp-topic}{games.mines}
855
856You have a grid of covered squares, some of which contain mines, but
857you don't know which. Your job is to uncover every square which does
858\e{not} contain a mine. If you uncover a square containing a mine,
859you lose. If you uncover a square which does not contain a mine, you
860are told how many mines are contained within the eight surrounding
861squares.
862
863This game needs no introduction; popularised by Windows, it is
864perhaps the single best known desktop puzzle game in existence.
865
866This version of it has an unusual property. By default, it will
867generate its mine positions in such a way as to ensure that you
868never need to \e{guess} where a mine is: you will always be able to
869deduce it somehow. So you will never, as can happen in other
870versions, get to the last four squares and discover that there are
871two mines left but you have no way of knowing for sure where they
872are.
873
874\H{mines-controls} \I{controls, for Mines}Mines controls
875
876This game is played with the mouse.
877
878If you left-click in a covered square, it will be uncovered.
879
880If you right-click in a covered square, it will place a flag which
881indicates that the square is believed to be a mine. Left-clicking in
882a marked square will not uncover it, for safety. You can right-click
883again to remove a mark placed in error.
884
885If you left-click in an \e{uncovered} square, it will \q{clear
886around} the square. This means: if the square has exactly as many
887flags surrounding it as it should have mines, then all the covered
888squares next to it which are \e{not} flagged will be uncovered. So
889once you think you know the location of all the mines around a
890square, you can use this function as a shortcut to avoid having to
891click on each of the remaining squares one by one.
892
893If you uncover a square which has \e{no} mines in the surrounding
894eight squares, then it is obviously safe to uncover those squares in
895turn, and so on if any of them also has no surrounding mines. This
896will be done for you automatically; so sometimes when you uncover a
897square, a whole new area will open up to be explored.
898
11d31eb9 899All the actions described in \k{common-actions} are also available.
900
7959b517 901Even Undo is available, although you might consider it cheating to
11d31eb9 902use it. If you step on a mine, the program will only reveal the mine
903in question (unlike most other implementations, which reveal all of
904them). You can then Undo your fatal move and continue playing if you
905like. The program will track the number of times you died (and Undo
906will not reduce that counter), so when you get to the end of the
907game you know whether or not you did it without making any errors.
908
909(If you really want to know the full layout of the grid, which other
910implementations will show you after you die, you can always use the
911Solve menu option.)
7959b517 912
913\H{mines-parameters} \I{parameters, for Mines}Mines parameters
914
915The options available from the \q{Custom...} option on the \q{Type}
916menu are:
917
918\dt \e{Width}, \e{Height}
919
920\dd Size of grid in squares.
921
922\dt \e{Mines}
923
08781119 924\dd Number of mines in the grid. You can enter this as an absolute
925mine count, or alternatively you can put a \cw{%} sign on the end in
926which case the game will arrange for that proportion of the squares
927in the grid to be mines.
928
929\lcont{
930
931Beware of setting the mine count too high. At very high densities,
932the program may spend forever searching for a solvable grid.
933
934}
7959b517 935
936\dt \e{Ensure solubility}
937
938\dd When this option is enabled (as it is by default), Mines will
939ensure that the entire grid can be fully deduced starting from the
940initial open space. If you prefer the riskier grids generated by
941other implementations, you can switch off this option.
942
943
6bbab0fe 944\C{samegame} \i{Same Game}
945
946\cfg{winhelp-topic}{games.samegame}
947
948You have a grid of coloured squares, which you have to clear by
209ab5a7 949highlighting contiguous regions of more than one coloured square;
6bbab0fe 950the larger the region you highlight, the more points you get (and
951the faster you clear the arena).
952
953If you clear the grid you win. If you end up with nothing but
209ab5a7 954single squares (i.e., there are no more clickable regions left) you
6bbab0fe 955lose.
956
957Removing a region causes the rest of the grid to shuffle up:
958blocks that are suspended will fall down (first), and then empty
959columns are filled from the right.
960
209ab5a7 961The game generator does not try to guarantee soluble grids;
6bbab0fe 962it will, however, ensure that there are at least 2 squares of each
963colour on the grid at the start (and will forbid custom grids for which
964that would be impossible).
965
966Same Game was contributed to this collection by James Harvey.
967
209ab5a7 968\H{samegame-controls} \i{Same Game controls}
969
970\IM{Same Game controls} controls, for Same Game
971\IM{Same Game controls} keys, for Same Game
972\IM{Same Game controls} shortcuts (keyboard), for Same Game
973
974This game can be played with either the keyboard or the mouse.
6bbab0fe 975
976If you left-click an unselected region, it becomes selected (possibly
977clearing the current selection).
978
979If you left-click the selected region, it will be removed (and the
980rest of the grid shuffled immediately).
981
982If you right-click the selected region, it will be unselected.
983
209ab5a7 984The cursor keys move a cursor around the grid. Pressing the Space or
985Enter keys while the cursor is in an unselected region selects it;
986pressing Space or Enter again removes it as above.
987
6bbab0fe 988\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
989
209ab5a7 990These parameters are available from the \q{Custom...} option on the
991\q{Type} menu.
992
6bbab0fe 993\dt \e{Width}, \e{Height}
994
995\dd Size of grid in squares.
996
997\dt \e{No. of colours}
998
999\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 1000the fewer large regions of colour and thus the more difficult it is to
1001successfully clear the grid.
1002
1003\dt \e{Scoring system}
1004
1005\dd Controls the precise mechanism used for scoring. With the default
1006system, \q{(n-2)^2}, only regions of three squares or more will score
1007any points at all. With the alternative \q{(n-1)^2} system, regions of
1008two squares score a point each, and larger regions score relatively
1009more points.
6bbab0fe 1010
f4afe206 1011
1012\C{flip} \i{Flip}
1013
1014\cfg{winhelp-topic}{games.flip}
1015
1016You have a grid of squares, some light and some dark. Your aim is to
1017light all the squares up at the same time. You can choose any square
1018and flip its state from light to dark or dark to light, but when you
1019do so, other squares around it change state as well.
1020
1021Each square contains a small diagram showing which other squares
1022change when you flip it.
1023
d6acbe63 1024\H{flip-controls} \i{Flip controls}
f4afe206 1025
1026\IM{Flip controls} controls, for Flip
1027\IM{Flip controls} keys, for Flip
1028\IM{Flip controls} shortcuts (keyboard), for Flip
1029
79cb09e9 1030Left-click in a square to flip it and its associated squares.
1031
5f6050b4 1032If you use the \q{Solve} function on this game, it will mark some of
1033the squares in red. If you click once in every square with a red
1034mark, the game should be solved. (If you click in a square
1035\e{without} a red mark, a red mark will appear in it to indicate
1036that you will need to reverse that operation to reach the solution.)
f4afe206 1037
1038\H{flip-parameters} \I{parameters, for flip}Flip parameters
1039
1040These parameters are available from the \q{Custom...} option on the
1041\q{Type} menu.
1042
1043\dt \e{Width}, \e{Height}
1044
1045\dd Size of grid in squares.
1046
1047\dt \e{Shape type}
1048
1049\dd This control determines the shape of the region which is flipped
1050by clicking in any given square. The default setting, \q{Crosses},
1051causes every square to flip itself and its four immediate neighbours
1052(or three or two if it's at an edge or corner). The other setting,
1053\q{Random}, causes a random shape to be chosen for every square, so
1054the game is different every time.
1055
1056
c6203e43 1057\C{guess} \i{Guess}
1058
1059\cfg{winhelp-topic}{games.guess}
1060
1061You have a set of coloured pegs, and have to reproduce a
1062predetermined sequence of them (chosen by the computer) within a
1063certain number of guesses.
1064
1065Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1066in the correct places (in black), and also the number of
1067correctly-coloured pegs in the wrong places (in white).
c6203e43 1068
1069This game is also known (and marketed, by Hasbro, mainly) as
9ffde3e8 1070a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
c6203e43 1071However, this version allows custom settings of number of colours
1072(up to 10), number of pegs per row, and number of guesses.
1073
64455a5a 1074Guess was contributed to this collection by James Harvey.
1075
c6203e43 1076\H{guess-controls} \i{Guess controls}
1077
1078\IM{Guess controls} controls, for Guess
1079\IM{Guess controls} keys, for Guess
1080\IM{Guess controls} shortcuts (keyboard), for Guess
1081
9ffde3e8 1082This game can be played with either the keyboard or the mouse.
1083
9c63a011 1084With the mouse, drag a coloured peg from the tray on the left-hand
1085side to its required position in the current guess; pegs may also be
1086dragged from current and past guesses to copy them elsewhere. To
1087remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1088
9ffde3e8 1089Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1090that have hold markers will be automatically added to the next guess
1091after marking.
1092
9ffde3e8 1093Alternatively, with the keyboard, the up and down cursor keys can be
1094used to select a peg colour, the left and right keys to select a
9c63a011 1095peg position, and the space bar or Enter key to place a peg of the
59dae0db 1096selected colour in the chosen position. \q{D} or Backspace removes a
1097peg, and \q{H} adds a hold marker.
9ffde3e8 1098
9c63a011 1099When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1100clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1101and pressing the space bar or Enter key) will mark the current guess,
1102copy any held pegs to the next guess, and move the \q{current guess}
1103marker.
c6203e43 1104
1105If you correctly position all the pegs the solution will be displayed
9ffde3e8 1106below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1107will also be revealed.
c6203e43 1108
1109\H{guess-parameters} \I{parameters, for guess}Guess parameters
1110
1111These parameters are available from the \q{Custom...} option on the
1112\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1113board game \q{Mastermind}.
c6203e43 1114
1115\dt \e{Colours}
1116
1117\dd Number of colours the solution is chosen from; from 2 to 10
1118(more is harder).
1119
1120\dt \e{Pegs per guess}
1121
1122\dd Number of pegs per guess (more is harder).
1123
1124\dt \e{Guesses}
1125
1126\dd Number of guesses you have to find the solution in (fewer is harder).
1127
1128\dt \e{Allow blanks}
1129
1130\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1131you know that those will never be counted as part of the solution). This
1132is turned off by default.
1133
1134Note that this doesn't allow blank pegs in the solution; if you really wanted
1135that, use one extra colour.
1136
1137\dt \e{Allow duplicates}
1138
1139\dd Allows the solution (and the guesses) to contain colours more than once;
1140this increases the search space (making things harder), and is turned on by
1141default.
1142
1143
e91825f8 1144\A{licence} \I{MIT licence}\ii{Licence}
1145
8a771ea7 1146This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 1147
6bbab0fe 1148Portions copyright Richard Boulton and James Harvey.
e91825f8 1149
1150Permission is hereby granted, free of charge, to any person
1151obtaining a copy of this software and associated documentation files
1152(the "Software"), to deal in the Software without restriction,
1153including without limitation the rights to use, copy, modify, merge,
1154publish, distribute, sublicense, and/or sell copies of the Software,
1155and to permit persons to whom the Software is furnished to do so,
1156subject to the following conditions:
1157
1158The above copyright notice and this permission notice shall be
1159included in all copies or substantial portions of the Software.
1160
1161THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
1162EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
1163MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
1164NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
1165BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
1166ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
1167CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
1168SOFTWARE.
1169
1185e3c5 1170\IM{specific} \q{Specific}, menu option
1171\IM{custom} \q{Custom}, menu option
e91825f8 1172
1173\IM{game ID} game ID
1174\IM{game ID} ID, game
1175\IM{ID format} ID format
1176\IM{ID format} format, ID
1177\IM{ID format} game ID, format
1178
1179\IM{keys} keys
1180\IM{keys} shortcuts (keyboard)
1181
1182\IM{initial state} initial state
1183\IM{initial state} state, initial
1184
1185\IM{MIT licence} MIT licence
1186\IM{MIT licence} licence, MIT