Patches from James H to add or improve arrow-key-driven cursors for
[sgt/puzzles] / puzzles.but
CommitLineData
e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
f1010613 23\define{dash} \u2013{-}
24
e91825f8 25This is a collection of small one-player puzzle games.
26
07a54e52 27\copyright This manual is copyright 2004-2008 Simon Tatham. All rights
e91825f8 28reserved. You may distribute this documentation under the MIT licence.
29See \k{licence} for the licence text in full.
30
8709d5d9 31\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 32
8709d5d9 33\versionid $Id$
e91825f8 34
35\C{intro} Introduction
36
37I wrote this collection because I thought there should be more small
38desktop toys available: little games you can pop up in a window and
39play for two or three minutes while you take a break from whatever
8a771ea7 40else you were doing. And I was also annoyed that every time I found
41a good game on (say) \i{Unix}, it wasn't available the next time I
42was sitting at a \i{Windows} machine, or vice versa; so I arranged
43that everything in my personal puzzle collection will happily run on
bb219ea1 44both, and have more recently done a port to \i{Mac OS X} as well. When I
8a771ea7 45find (or perhaps invent) further puzzle games that I like, they'll
46be added to this collection and will immediately be available on
47both platforms. And if anyone feels like writing any other front
f1010613 48ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
49then all the games in this framework will immediately become
50available on another platform as well.
e91825f8 51
aafaa7fb 52The actual games in this collection were mostly not my invention; they
53are re-implementations of existing game concepts within my portable
54puzzle framework. I do not claim credit, in general, for inventing the
55rules of any of these puzzles. (I don't even claim authorship of all
56the code; some of the puzzles have been submitted by other authors.)
e91825f8 57
58This collection is distributed under the \i{MIT licence} (see
59\k{licence}). This means that you can do pretty much anything you like
60with the game binaries or the code, except pretending you wrote them
61yourself, or suing me if anything goes wrong.
62
63The most recent versions, and \i{source code}, can be found at
64\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
65
66Please report \I{feedback}\i{bugs} to
67\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
68You might find it helpful to read this article before reporting a bug:
69
70\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
71
72\ii{Patches} are welcome. Especially if they provide a new front end
73(to make all these games run on another platform), or a new game.
74
75
76\C{common} \ii{Common features}
77
78This chapter describes features that are common to all the games.
79
80\H{common-actions} \I{controls}Common actions
81
82These actions are all available from the \I{Game menu}\q{Game} menu
83and via \I{keys}keyboard shortcuts, in addition to any game-specific
84actions.
85
bb219ea1 86(On \i{Mac OS X}, to conform with local user interface standards, these
3101ae26 87actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 88menu}\q{Edit} menus instead.)
89
e91825f8 90\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
91
92\dd Starts a new game, with a random initial state.
93
2b06373b 94\dt \ii\e{Restart game}
e91825f8 95
2b06373b 96\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 97
668be019 98\dt \ii\e{Load}
99
100\dd Loads a saved game from a file on disk.
101
102\dt \ii\e{Save}
103
104\dd Saves the current state of your game to a file on disk.
105
106\lcont{
107
ff359b8a 108The Load and Save operations preserve your entire game
668be019 109history (so you can save, reload, and still Undo and Redo things you
110had done before saving).
111
112}
113
3c9388ef 114\dt \I{printing, on Windows}\e{Print}
e28d0584 115
116\dd Where supported (currently only on Windows), brings up a dialog
117allowing you to print an arbitrary number of puzzles randomly
118generated from the current parameters, optionally including the
3c9388ef 119current puzzle. (Only for puzzles which make sense to print, of
120course - it's hard to think of a sensible printable representation
121of Fifteen!)
e28d0584 122
e91825f8 123\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
124
125\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 126session.)
e91825f8 127
2b06373b 128\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 129
2b06373b 130\dd Redoes a previously undone move.
e91825f8 131
bacaa96e 132\dt \ii\e{Copy}
133
134\dd Copies the current state of your game to the clipboard in text
135format, so that you can paste it into (say) an e-mail client or a
136web message board if you're discussing the game with someone else.
137(Not all games support this feature.)
138
2ac6d24e 139\dt \ii\e{Solve}
140
141\dd Transforms the puzzle instantly into its solved state. For some
142games (Cube) this feature is not supported at all because it is of
143no particular use. For other games (such as Pattern), the solved
144state can be used to give you information, if you can't see how a
145solution can exist at all or you want to know where you made a
146mistake. For still other games (such as Sixteen), automatic solution
147tells you nothing about how to \e{get} to the solution, but it does
148provide a useful way to get there quickly so that you can experiment
149with set-piece moves and transformations.
150
151\lcont{
152
153Some games (such as Solo) are capable of solving a game ID you have
154typed in from elsewhere. Other games (such as Rectangles) cannot
155solve a game ID they didn't invent themself, but when they did
156invent the game ID they know what the solution is already. Still
157other games (Pattern) can solve \e{some} external game IDs, but only
158if they aren't too difficult.
159
e8124727 160The \q{Solve} command adds the solved state to the end of the undo
161chain for the puzzle. In other words, if you want to go back to
162solving it yourself after seeing the answer, you can just press Undo.
163
2ac6d24e 164}
165
e91825f8 166\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
167
168\dd Closes the application entirely.
169
1185e3c5 170\H{common-id} Specifying games with the \ii{game ID}
171
172There are two ways to save a game specification out of a puzzle and
173recreate it later, or recreate it in somebody else's copy of the
174same puzzle.
175
176The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
bb219ea1 177\I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
1185e3c5 178show a piece of text (a \q{game ID}) which is sufficient to
179reconstruct precisely the same game at a later date.
180
181You can enter either of these pieces of text back into the program
182(via the same \q{Specific} or \q{Random Seed} menu options) at a
183later point, and it will recreate the same game. You can also use
184either one as a \i{command line} argument (on Windows or Unix); see
185\k{common-cmdline} for more detail.
186
187The difference between the two forms is that a descriptive game ID
188is a literal \e{description} of the \i{initial state} of the game,
189whereas a random seed is just a piece of arbitrary text which was
190provided as input to the random number generator used to create the
191puzzle. This means that:
192
193\b Descriptive game IDs tend to be longer in many puzzles (although
194some, such as Cube (\k{cube}), only need very short descriptions).
195So a random seed is often a \e{quicker} way to note down the puzzle
196you're currently playing, or to tell it to somebody else so they can
197play the same one as you.
198
199\b Any text at all is a valid random seed. The automatically
200generated ones are fifteen-digit numbers, but anything will do; you
201can type in your full name, or a word you just made up, and a valid
202puzzle will be generated from it. This provides a way for two or
203more people to race to complete the same puzzle: you think of a
204random seed, then everybody types it in at the same time, and nobody
205has an advantage due to having seen the generated puzzle before
206anybody else.
207
208\b It is often possible to convert puzzles from other sources (such
209as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
210game IDs suitable for use with these programs.
211
212\b Random seeds are not guaranteed to produce the same result if you
213use them with a different \i\e{version} of the puzzle program. This
214is because the generation algorithm might have been improved or
215modified in later versions of the code, and will therefore produce a
216different result when given the same sequence of random numbers. Use
217a descriptive game ID if you aren't sure that it will be used on the
218same version of the program as yours.
219
220\lcont{(Use the \q{About} menu option to find out the version number
221of the program. Programs with the same version number running on
222different platforms should still be random-seed compatible.)}
223
224\I{ID format}A descriptive game ID starts with a piece of text which
225encodes the \i\e{parameters} of the current game (such as grid
226size). Then there is a colon, and after that is the description of
227the game's initial state. A random seed starts with a similar string
228of parameters, but then it contains a hash sign followed by
229arbitrary data.
230
231If you enter a descriptive game ID, the program will not be able to
232show you the random seed which generated it, since it wasn't
233generated \e{from} a random seed. If you \e{enter} a random seed,
234however, the program will be able to show you the descriptive game
235ID derived from that random seed.
236
237Note that the game parameter strings are not always identical
238between the two forms. For some games, there will be parameter data
239provided with the random seed which is not included in the
240descriptive game ID. This is because that parameter information is
241only relevant when \e{generating} puzzle grids, and is not important
242when playing them. Thus, for example, the difficulty level in Solo
243(\k{solo}) is not mentioned in the descriptive game ID.
244
245These additional parameters are also not set permanently if you type
246in a game ID. For example, suppose you have Solo set to \q{Advanced}
247difficulty level, and then a friend wants your help with a
248\q{Trivial} puzzle; so the friend reads out a random seed specifying
249\q{Trivial} difficulty, and you type it in. The program will
250generate you the same \q{Trivial} grid which your friend was having
251trouble with, but once you have finished playing it, when you ask
252for a new game it will automatically go back to the \q{Advanced}
253difficulty which it was previously set on.
e91825f8 254
255\H{common-type} The \q{Type} menu
256
257The \I{Type menu}\q{Type} menu, if present, may contain a list of
258\i{preset} game settings. Selecting one of these will start a new
259random game with the parameters specified.
260
1185e3c5 261The \q{Type} menu may also contain a \q{\i{Custom}} option which
262allows you to fine-tune game \i{parameters}. The parameters
263available are specific to each game and are described in the
264following sections.
e91825f8 265
266\H{common-cmdline} Specifying game parameters on the \i{command line}
267
bb219ea1 268(This section does not apply to the \i{Mac OS X} version.)
8a771ea7 269
e91825f8 270The games in this collection deliberately do not ever save
271information on to the computer they run on: they have no high score
272tables and no saved preferences. (This is because I expect at least
273some people to play them at work, and those people will probably
274appreciate leaving as little evidence as possible!)
275
bb219ea1 276However, if you do want to arrange for one of these games to
277\I{default parameters, specifying}default to a particular set of
278parameters, you can specify them on the command line.
e91825f8 279
280The easiest way to do this is to set up the parameters you want
281using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 282\q{Random Seed} from the \q{Game} or \q{File} menu (see
283\k{common-id}). The text in the \q{Game ID} box will be composed of
284two parts, separated by a hash. The first of these parts represents
285the game parameters (the size of the playing area, for example, and
286anything else you set using the \q{Type} menu).
e91825f8 287
288If you run the game with just that parameter text on the command
289line, it will start up with the settings you specified.
290
291For example: if you run Cube (see \k{cube}), select \q{Octahedron}
292from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 293will see a string of the form \cq{o2x2#338686542711620}. Take only
294the part before the hash (\cq{o2x2}), and start Cube with that text
295on the command line: \cq{cube o2x2}.
e91825f8 296
297If you copy the \e{entire} game ID on to the command line, the game
298will start up in the specific game that was described. This is
299occasionally a more convenient way to start a particular game ID
300than by pasting it into the game ID selection box.
301
1185e3c5 302(You could also retrieve the encoded game parameters using the
303\q{Specific} menu option instead of \q{Random Seed}, but if you do
304then some options, such as the difficulty level in Solo, will be
305missing. See \k{common-id} for more details on this.)
306
bb219ea1 307\H{common-unix-cmdline} \i{Unix} \i{command-line} options
3c9388ef 308
309(This section only applies to the Unix port.)
310
ff359b8a 311In addition to being able to specify game parameters on the command
312line (see \k{common-cmdline}), there are various other options:
313
314\dt \cw{--game}
315
316\dt \cw{--load}
317
318\dd These options respectively determine whether the command-line
319argument is treated as specifying game parameters or a \i{save} file
320to \i{load}. Only one should be specified. If neither of these options
321is specified, a guess is made based on the format of the argument.
3c9388ef 322
323\dt \cw{--generate }\e{n}
324
325\dd If this option is specified, instead of a puzzle being displayed,
bb219ea1 326a number of descriptive game IDs will be \I{generating game IDs}invented
327and printed on standard output. This is useful for gaining access to
328the game generation algorithms without necessarily using the frontend.
3c9388ef 329
330\lcont{
331
332If game parameters are specified on the command-line, they will be
333used to generate the game IDs; otherwise a default set of parameters
334will be used.
335
336The most common use of this option is in conjunction with \c{--print},
337in which case its behaviour is slightly different; see below.
338
339}
340
341\dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
342
343\dd If this option is specified, instead of a puzzle being displayed,
344a printed representation of one or more unsolved puzzles is sent to
345standard output, in \i{PostScript} format.
346
347\lcont{
348
349On each page of puzzles, there will be \e{w} across and \e{h} down. If
350there are more puzzles than \e{w}\by\e{h}, more than one page will be
351printed.
352
353If \c{--generate} has also been specified, the invented game IDs will
354be used to generate the printed output. Otherwise, a list of game IDs
355is expected on standard input (which can be descriptive or random
356seeds; see \k{common-id}), in the same format produced by
357\c{--generate}.
358
359For example:
360
361\c net --generate 12 --print 2x3 7x7w | lpr
362
363will generate two pages of printed Net puzzles (each of which will
364have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr}
365command, which on many systems will send them to an actual printer.
366
367There are various other options which affect printing; see below.
368
369}
370
8b5625f5 371\dt \cw{--save }\e{file-prefix} [ \cw{--save-suffix }\e{file-suffix} ]
372
373\dd If this option is specified, instead of a puzzle being
374displayed, saved-game files for one or more unsolved puzzles are
375written to files constructed from the supplied prefix and/or suffix.
376
377\lcont{
378
379If \c{--generate} has also been specified, the invented game IDs will
380be used to generate the printed output. Otherwise, a list of game IDs
381is expected on standard input (which can be descriptive or random
382seeds; see \k{common-id}), in the same format produced by
383\c{--generate}.
384
385For example:
386
387\c net --generate 12 --save game --save-suffix .sav
388
389will generate twelve Net saved-game files with the names
390\cw{game0.sav} to \cw{game11.sav}.
391
392}
393
3c9388ef 394\dt \cw{--version}
395
396\dd Prints version information about the game, and then quits.
397
398The following options are only meaningful if \c{--print} is also
399specified:
400
401\dt \cw{--with-solutions}
402
403\dd The set of pages filled with unsolved puzzles will be followed by
404the solutions to those puzzles.
405
406\dt \cw{--scale }\e{n}
407
408\dd Adjusts how big each puzzle is when printed. Larger numbers make
409puzzles bigger; the default is 1.0.
410
411\dt \cw{--colour}
412
413\dd Puzzles will be printed in colour, rather than in black and white
414(if supported by the puzzle).
415
e28d0584 416
e91825f8 417\C{net} \i{Net}
418
419\cfg{winhelp-topic}{games.net}
420
421(\e{Note:} the \i{Windows} version of this game is called
422\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
423
424I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 425\k{FreeNet}, written by Pavils Jurjans; there are several other
426implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 427network by connecting up the centres of squares in a grid, and then
428shuffles the network by rotating every tile randomly. Your job is to
429rotate it all back into place. The successful solution will be an
6e8e5c51 430entirely connected network, with no closed loops. \#{The latter
431clause means that there are no closed paths within the network.
432Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 433all tiles which are connected to the one in the middle are
434highlighted.
435
436\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
437
438\H{net-controls} \i{Net controls}
439
440\IM{Net controls} controls, for Net
441\IM{Net controls} keys, for Net
442\IM{Net controls} shortcuts (keyboard), for Net
443
444This game can be played with either the keyboard or the mouse. The
445controls are:
446
447\dt \e{Select tile}: mouse pointer, arrow keys
448
449\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
450
451\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
452
118473f5 453\dt \e{Rotate tile by 180 degrees}: \q{F} key
454
e91825f8 455\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
456
457\dd You can lock a tile once you're sure of its orientation. You can
458also unlock it again, but while it's locked you can't accidentally
459turn it.
460
f0ee053c 461The following controls are not necessary to complete the game, but may
462be useful:
463
464\dt \e{Shift grid}: Shift + arrow keys
465
466\dd On grids that wrap, you can move the origin of the grid, so that
467tiles that were on opposite sides of the grid can be seen together.
468
469\dt \e{Move centre}: Ctrl + arrow keys
470
471\dd You can change which tile is used as the source of highlighting.
472(It doesn't ultimately matter which tile this is, as every tile will
473be connected to every other tile in a correct solution, but it may be
474helpful in the intermediate stages of solving the puzzle.)
475
cbb5549e 476\dt \e{Jumble tiles}: \q{J} key
477
478\dd This key turns all tiles that are not locked to random
479orientations.
480
e91825f8 481(All the actions described in \k{common-actions} are also available.)
482
483\H{net-params} \I{parameters, for Net}Net parameters
484
485These parameters are available from the \q{Custom...} option on the
486\q{Type} menu.
487
488\dt \e{Width}, \e{Height}
489
490\dd Size of grid in tiles.
491
492\dt \e{Walls wrap around}
493
494\dd If checked, flow can pass from the left edge to the right edge,
495and from top to bottom, and vice versa.
496
497\dt \e{Barrier probability}
498
499\dd A number between 0.0 and 1.0 controlling whether an immovable
500barrier is placed between two tiles to prevent flow between them (a
501higher number gives more barriers). Since barriers are immovable, they
502act as constraints on the solution (i.e., hints).
503
504\lcont{
505
506The grid generation in Net has been carefully arranged so that the
507barriers are independent of the rest of the grid. This means that if
1185e3c5 508you note down the random seed used to generate the current puzzle
509(see \k{common-id}), change the \e{Barrier probability} parameter,
510and then re-enter the same random seed, you should see exactly the
511same starting grid, with the only change being the number of
512barriers. So if you're stuck on a particular grid and need a hint,
513you could start up another instance of Net, set up the same
514parameters but a higher barrier probability, and enter the game seed
515from the original Net window.
e91825f8 516
517}
518
40fde884 519\dt \e{Ensure unique solution}
520
521\dd Normally, Net will make sure that the puzzles it presents have
522only one solution. Puzzles with ambiguous sections can be more
523difficult and more subtle, so if you like you can turn off this
524feature and risk having ambiguous puzzles. (Also, finding \e{all}
525the possible solutions can be an additional challenge for an
526advanced player.)
527
e28d0584 528
e91825f8 529\C{cube} \i{Cube}
530
531\cfg{winhelp-topic}{games.cube}
532
533This is another one I originally saw as a web game. This one was a
534Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
535squares, six of which are blue; on one square rests a cube. Your move
536is to use the arrow keys to roll the cube through 90 degrees so that
537it moves to an adjacent square. If you roll the cube on to a blue
538square, the blue square is picked up on one face of the cube; if you
539roll a blue face of the cube on to a non-blue square, the blueness is
540put down again. (In general, whenever you roll the cube, the two faces
541that come into contact swap colours.) Your job is to get all six blue
542squares on to the six faces of the cube at the same time. Count your
543moves and try to do it in as few as possible.
544
545Unlike the original Java game, my version has an additional feature:
546once you've mastered the game with a cube rolling on a square grid,
547you can change to a triangular grid and roll any of a tetrahedron, an
548octahedron or an icosahedron.
549
550\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
551
552\H{cube-controls} \i{Cube controls}
553
554\IM{Cube controls} controls, for Cube
555\IM{Cube controls} keys, for Cube
556\IM{Cube controls} shortcuts (keyboard), for Cube
557
a1d5acff 558This game can be played with either the keyboard or the mouse.
e91825f8 559
a1d5acff 560Left-clicking anywhere on the window will move the cube (or other
561solid) towards the mouse pointer.
562
563The arrow keys can also used to roll the cube on its square grid in
564the four cardinal directions.
e91825f8 565On the triangular grids, the mapping of arrow keys to directions is
566more approximate. Vertical movement is disallowed where it doesn't
567make sense. The four keys surrounding the arrow keys on the numeric
568keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
569
570(All the actions described in \k{common-actions} are also available.)
571
572\H{cube-params} \I{parameters, for Cube}Cube parameters
573
574These parameters are available from the \q{Custom...} option on the
575\q{Type} menu.
576
577\dt \e{Type of solid}
578
579\dd Selects the solid to roll (and hence the shape of the grid):
580tetrahedron, cube, octahedron, or icosahedron.
581
582\dt \e{Width / top}, \e{Height / bottom}
583
584\dd On a square grid, horizontal and vertical dimensions. On a
585triangular grid, the number of triangles on the top and bottom rows
586respectively.
587
588
589\C{fifteen} \i{Fifteen}
590
591\cfg{winhelp-topic}{games.fifteen}
592
1d8e8ad8 593The old ones are the best: this is the good old \q{\i{15-puzzle}}
594with sliding tiles. You have a 4\by\.4 square grid; 15 squares
595contain numbered tiles, and the sixteenth is empty. Your move is to
596choose a tile next to the empty space, and slide it into the space.
597The aim is to end up with the tiles in numerical order, with the
598space in the bottom right (so that the top row reads 1,2,3,4 and the
599bottom row reads 13,14,15,\e{space}).
e91825f8 600
601\H{fifteen-controls} \i{Fifteen controls}
602
603\IM{Fifteen controls} controls, for Fifteen
604\IM{Fifteen controls} keys, for Fifteen
605\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
606
607This game can be controlled with the mouse or the keyboard.
608
609A left-click with the mouse in the row or column containing the empty
610space will move as many tiles as necessary to move the space to the
611mouse pointer.
612
613The arrow keys will move a tile adjacent to the space in the direction
614indicated (moving the space in the \e{opposite} direction).
615
616(All the actions described in \k{common-actions} are also available.)
617
618\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
619
620The only options available from the \q{Custom...} option on the \q{Type}
621menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
622you've changed these, it's not a \q{15-puzzle} any more, of course!)
623
624
625\C{sixteen} \i{Sixteen}
626
627\cfg{winhelp-topic}{games.sixteen}
628
629Another sliding tile puzzle, visually similar to Fifteen (see
630\k{fifteen}) but with a different type of move. This time, there is no
631hole: all 16 squares on the grid contain numbered squares. Your move
632is to shift an entire row left or right, or shift an entire column up
633or down; every time you do that, the tile you shift off the grid
634re-appears at the other end of the same row, in the space you just
635vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
636the top row, 13,14,15,16 on the bottom). When you've done that, try
637playing on different sizes of grid.
638
639I \e{might} have invented this game myself, though only by accident if
640so (and I'm sure other people have independently invented it). I
641thought I was imitating a screensaver I'd seen, but I have a feeling
642that the screensaver might actually have been a Fifteen-type puzzle
643rather than this slightly different kind. So this might be the one
644thing in my puzzle collection which represents creativity on my part
645rather than just engineering.
646
647\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
648
649This game is played with the mouse. Left-clicking on an arrow will
650move the appropriate row or column in the direction indicated.
651Right-clicking will move it in the opposite direction.
652
653(All the actions described in \k{common-actions} are also available.)
654
655\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
656
81875211 657The parameters available from the \q{Custom...} option on the
658\q{Type} menu are:
659
660\b \e{Width} and \e{Height}, which are self-explanatory.
661
662\b You can ask for a limited shuffling operation to be performed on
663the grid. By default, Sixteen will shuffle the grid in such a way
664that any arrangement is about as probable as any other. You can
665override this by requesting a precise number of shuffling moves to
666be performed. Typically your aim is then to determine the precise
667set of shuffling moves and invert them exactly, so that you answer
668(say) a four-move shuffle with a four-move solution. Note that the
669more moves you ask for, the more likely it is that solutions shorter
670than the target length will turn out to be possible.
671
e91825f8 672
9038fd11 673\C{twiddle} \i{Twiddle}
674
675\cfg{winhelp-topic}{games.twiddle}
676
677Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
678(see \k{sixteen}): you are given a grid of square tiles, each
679containing a number, and your aim is to arrange the numbers into
680ascending order.
681
682In basic Twiddle, your move is to rotate a square group of four
a3631c72 683tiles about their common centre. (Orientation is not significant in
684the basic puzzle, although you can select it.) On more advanced
685settings, you can rotate a larger square group of tiles.
9038fd11 686
687I first saw this type of puzzle in the GameCube game \q{Metroid
688Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
689you solve to unlock a door, which is a special case of Twiddle. I
690developed this game as a generalisation of that puzzle.
691
692\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
693
694To play Twiddle, click the mouse in the centre of the square group
695you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
696which means you have to click at a corner point where four tiles
697meet.
698
699In more advanced modes you might be rotating 3\by\.3 or even more at
700a time; if the size of the square is odd then you simply click in
701the centre tile of the square you want to rotate.
702
703Clicking with the left mouse button rotates the group anticlockwise.
704Clicking with the right button rotates it clockwise.
705
706(All the actions described in \k{common-actions} are also available.)
707
708\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
709
710Twiddle provides several configuration options via the \q{Custom}
711option on the \q{Type} menu:
712
713\b You can configure the width and height of the puzzle grid.
714
715\b You can configure the size of square block that rotates at a time.
716
717\b You can ask for every square in the grid to be distinguishable
718(the default), or you can ask for a simplified puzzle in which there
719are groups of identical numbers. In the simplified puzzle your aim
720is just to arrange all the 1s into the first row, all the 2s into
721the second row, and so on.
722
a3631c72 723\b You can configure whether the orientation of tiles matters. If
d50832a3 724you ask for an orientable puzzle, each tile will have a triangle
725drawn in it. All the triangles must be pointing upwards to complete
726the puzzle.
a3631c72 727
81875211 728\b You can ask for a limited shuffling operation to be performed on
729the grid. By default, Twiddle will shuffle the grid so much that any
730arrangement is about as probable as any other. You can override this
731by requesting a precise number of shuffling moves to be performed.
732Typically your aim is then to determine the precise set of shuffling
733moves and invert them exactly, so that you answer (say) a four-move
734shuffle with a four-move solution. Note that the more moves you ask
735for, the more likely it is that solutions shorter than the target
736length will turn out to be possible.
737
9038fd11 738
e91825f8 739\C{rectangles} \i{Rectangles}
740
741\cfg{winhelp-topic}{games.rectangles}
742
743You have a grid of squares, with numbers written in some (but not all)
744of the squares. Your task is to subdivide the grid into rectangles of
745various sizes, such that (a) every rectangle contains exactly one
746numbered square, and (b) the area of each rectangle is equal to the
747number written in its numbered square.
748
749Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 750\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
751Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
752implementation, my version automatically generates random grids of
753any size you like. The quality of puzzle design is therefore not
754quite as good as hand-crafted puzzles would be, but on the plus side
755you get an inexhaustible supply of puzzles tailored to your own
756specification.
e91825f8 757
6ae37301 758\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 759
6ae37301 760\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 761
762\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
763
764This game is played with the mouse.
765
766Left-click any edge to toggle it on or off, or click and drag to draw
767an entire rectangle (or line) on the grid in one go (removing any
768existing edges within that rectangle).
769
770When a rectangle of the correct size is completed, it will be shaded.
771
772(All the actions described in \k{common-actions} are also available.)
773
774\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
775
40fde884 776These parameters are available from the \q{Custom...} option on the
777\q{Type} menu.
778
779\dt \e{Width}, \e{Height}
780
781\dd Size of grid, in squares.
782
783\dt \e{Expansion factor}
aea3ed9a 784
40fde884 785\dd This is a mechanism for changing the type of grids generated by
786the program. Some people prefer a grid containing a few large
787rectangles to one containing many small ones. So you can ask
aea3ed9a 788Rectangles to essentially generate a \e{smaller} grid than the size
789you specified, and then to expand it by adding rows and columns.
790
40fde884 791\lcont{
792
aea3ed9a 793The default expansion factor of zero means that Rectangles will
794simply generate a grid of the size you ask for, and do nothing
795further. If you set an expansion factor of (say) 0.5, it means that
796each dimension of the grid will be expanded to half again as big
797after generation. In other words, the initial grid will be 2/3 the
798size in each dimension, and will be expanded to its full size
799without adding any more rectangles.
800
4a03dbb4 801Setting an expansion factor of around 0.5 tends to make the game
802more difficult, and also (in my experience) rewards a less deductive
803and more intuitive playing style. If you set it \e{too} high,
804though, the game simply cannot generate more than a few rectangles
805to cover the entire grid, and the game becomes trivial.
aea3ed9a 806
40fde884 807}
808
809\dt \e{Ensure unique solution}
810
811\dd Normally, Rectangles will make sure that the puzzles it presents
812have only one solution. Puzzles with ambiguous sections can be more
813difficult and more subtle, so if you like you can turn off this
814feature and risk having ambiguous puzzles. Also, finding \e{all} the
815possible solutions can be an additional challenge for an advanced
816player. Turning off this option can also speed up puzzle generation.
817
6ae37301 818
e91825f8 819\C{netslide} \i{Netslide}
820
821\cfg{winhelp-topic}{games.netslide}
822
6bbab0fe 823This game combines the grid generation of Net (see \k{net}) with the
824movement of Sixteen (see \k{sixteen}): you have a Net grid, but
825instead of rotating tiles back into place you have to slide them
826into place by moving a whole row at a time.
e91825f8 827
e91825f8 828As in Sixteen, \I{controls, for Netslide}control is with the mouse.
829See \k{sixteen-controls}.
830
aa27d493 831\I{parameters, for Netslide}The available game parameters have similar
832meanings to those in Net (see \k{net-params}) and Sixteen (see
833\k{sixteen-params}).
e91825f8 834
6bbab0fe 835Netslide was contributed to this collection by Richard Boulton.
6ae37301 836
e28d0584 837
b6b0369e 838\C{pattern} \i{Pattern}
839
840\cfg{winhelp-topic}{games.pattern}
841
842You have a grid of squares, which must all be filled in either black
843or white. Beside each row of the grid are listed the lengths of the
844runs of black squares on that row; above each column are listed the
845lengths of the runs of black squares in that column. Your aim is to
846fill in the entire grid black or white.
847
848I first saw this puzzle form around 1995, under the name
2e1e03ff 849\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 850different names.
851
852Normally, puzzles of this type turn out to be a meaningful picture
853of something once you've solved them. However, since this version
854generates the puzzles automatically, they will just look like random
855groupings of squares. (One user has suggested that this is actually
856a \e{good} thing, since it prevents you from guessing the colour of
857squares based on the picture, and forces you to use logic instead.)
858The advantage, though, is that you never run out of them.
859
2e1e03ff 860\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 861
862This game is played with the mouse.
863
864Left-click in a square to colour it black. Right-click to colour it
865white. If you make a mistake, you can middle-click, or hold down
866Shift while clicking with any button, to colour the square in the
867default grey (meaning \q{undecided}) again.
868
869You can click and drag with the left or right mouse button to colour
870a vertical or horizontal line of squares black or white at a time
871(respectively). If you click and drag with the middle button, or
872with Shift held down, you can colour a whole rectangle of squares
873grey.
874
2e1e03ff 875(All the actions described in \k{common-actions} are also available.)
876
b6b0369e 877\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
878
879The only options available from the \q{Custom...} option on the \q{Type}
880menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 881
6ae37301 882
1d8e8ad8 883\C{solo} \i{Solo}
884
885\cfg{winhelp-topic}{games.solo}
886
81b09746 887You have a square grid, which is divided into as many equally sized
888sub-blocks as the grid has rows. Each square must be filled in with
889a digit from 1 to the size of the grid, in such a way that
1d8e8ad8 890
891\b every row contains only one occurrence of each digit
892
893\b every column contains only one occurrence of each digit
894
895\b every block contains only one occurrence of each digit.
896
81b09746 897\b (optionally, by default off) each of the square's two main
898diagonals contains only one occurrence of each digit.
899
1d8e8ad8 900You are given some of the numbers as clues; your aim is to place the
901rest of the numbers correctly.
902
81b09746 903Under the default settings, the sub-blocks are square or
904rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual
905grid, divided into nine 3\by\.3 blocks). You can also select sizes
906with rectangular blocks instead of square ones, such as 2\by\.3 (a
9076\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you
908can select \q{jigsaw} mode, in which the sub-blocks are arbitrary
909shapes which differ between individual puzzles.
1d8e8ad8 910
911If you select a puzzle size which requires more than 9 digits, the
912additional digits will be letters of the alphabet. For example, if
913you select 3\by\.4 then the digits which go in your grid will be 1
914to 9, plus \cq{a}, \cq{b} and \cq{c}.
915
3012ffca 916I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
917also been popularised by various newspapers under the name
918\q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
919of the modern form of the puzzle, and it was first published in
920\e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
921of the history of the puzzle can be found on Wikipedia
922\k{wikipedia-solo}.
1d8e8ad8 923
6ae37301 924\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}
925
3012ffca 926\B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
927
1d8e8ad8 928\H{solo-controls} \I{controls, for Solo}Solo controls
929
930To play Solo, simply click the mouse in any empty square and then
931type a digit or letter on the keyboard to fill that square. If you
932make a mistake, click the mouse in the incorrect square and press
933Space to clear it again (or use the Undo feature).
934
c8266e03 935If you \e{right}-click in a square and then type a number, that
936number will be entered in the square as a \q{pencil mark}. You can
937have pencil marks for multiple numbers in the same square.
938
939The game pays no attention to pencil marks, so exactly what you use
940them for is up to you: you can use them as reminders that a
941particular square needs to be re-examined once you know more about a
942particular number, or you can use them as lists of the possible
943numbers in a given square, or anything else you feel like.
944
945To erase a single pencil mark, right-click in the square and type
946the same number again.
947
948All pencil marks in a square are erased when you left-click and type
949a number, or when you left-click and press space. Right-clicking and
950pressing space will also erase pencil marks.
951
1d8e8ad8 952(All the actions described in \k{common-actions} are also available.)
953
954\H{solo-parameters} \I{parameters, for Solo}Solo parameters
955
956Solo allows you to configure two separate dimensions of the puzzle
6ae37301 957grid on the \q{Type} menu: the number of columns, and the number of
958rows, into which the main grid is divided. (The size of a block is
959the inverse of this: for example, if you select 2 columns and 3 rows,
960each actual block will have 3 columns and 2 rows.)
1d8e8ad8 961
81b09746 962If you tick the \q{X} checkbox, Solo will apply the optional extra
963constraint that the two main diagonals of the grid also contain one
fbd0fc79 964of every digit. (This is sometimes known as \q{Sudoku-X} in
965newspapers.) In this mode, the squares on the two main diagonals
966will be shaded slightly so that you know it's enabled.
967
81b09746 968If you tick the \q{Jigsaw} checkbox, Solo will generate randomly
969shaped sub-blocks. In this mode, the actual grid size will be taken
970to be the product of the numbers entered in the \q{Columns} and
971\q{Rows} boxes. There is no reason why you have to enter a number
972greater than 1 in both boxes; Jigsaw mode has no constraint on the
973grid size, and it can even be a prime number if you feel like it.
974
ef57b17d 975You can also configure the type of symmetry shown in the generated
976puzzles. More symmetry makes the puzzles look prettier but may also
977make them easier, since the symmetry constraints can force more
978clues than necessary to be present. Completely asymmetric puzzles
979have the freedom to contain as few clues as possible.
980
7c568a48 981Finally, you can configure the difficulty of the generated puzzles.
982Difficulty levels are judged by the complexity of the techniques of
983deduction required to solve the puzzle: each level requires a mode
984of reasoning which was not necessary in the previous one. In
985particular, on difficulty levels \q{Trivial} and \q{Basic} there
986will be a square you can fill in with a single number at all times,
987whereas at \q{Intermediate} level and beyond you will have to make
988partial deductions about the \e{set} of squares a number could be in
e28d0584 989(or the set of numbers that could be in a square).
990\#{Advanced, Extreme?}
991At \q{Unreasonable} level, even this is not enough, and you will
de60d8bd 992eventually have to make a guess, and then backtrack if it turns out
993to be wrong.
7c568a48 994
c65d92ac 995Generating difficult puzzles is itself difficult: if you select one
996of the higher difficulty levels, Solo may have to make many attempts
997at generating a puzzle before it finds one hard enough for you. Be
998prepared to wait, especially if you have also configured a large
999puzzle size.
7c568a48 1000
ef57b17d 1001
7959b517 1002\C{mines} \i{Mines}
1003
1004\cfg{winhelp-topic}{games.mines}
1005
1006You have a grid of covered squares, some of which contain mines, but
1007you don't know which. Your job is to uncover every square which does
1008\e{not} contain a mine. If you uncover a square containing a mine,
1009you lose. If you uncover a square which does not contain a mine, you
1010are told how many mines are contained within the eight surrounding
1011squares.
1012
1013This game needs no introduction; popularised by Windows, it is
1014perhaps the single best known desktop puzzle game in existence.
1015
1016This version of it has an unusual property. By default, it will
1017generate its mine positions in such a way as to ensure that you
1018never need to \e{guess} where a mine is: you will always be able to
1019deduce it somehow. So you will never, as can happen in other
1020versions, get to the last four squares and discover that there are
1021two mines left but you have no way of knowing for sure where they
1022are.
1023
1024\H{mines-controls} \I{controls, for Mines}Mines controls
1025
1026This game is played with the mouse.
1027
1028If you left-click in a covered square, it will be uncovered.
1029
1030If you right-click in a covered square, it will place a flag which
1031indicates that the square is believed to be a mine. Left-clicking in
1032a marked square will not uncover it, for safety. You can right-click
1033again to remove a mark placed in error.
1034
1035If you left-click in an \e{uncovered} square, it will \q{clear
1036around} the square. This means: if the square has exactly as many
1037flags surrounding it as it should have mines, then all the covered
1038squares next to it which are \e{not} flagged will be uncovered. So
1039once you think you know the location of all the mines around a
1040square, you can use this function as a shortcut to avoid having to
1041click on each of the remaining squares one by one.
1042
1043If you uncover a square which has \e{no} mines in the surrounding
1044eight squares, then it is obviously safe to uncover those squares in
1045turn, and so on if any of them also has no surrounding mines. This
1046will be done for you automatically; so sometimes when you uncover a
1047square, a whole new area will open up to be explored.
1048
11d31eb9 1049All the actions described in \k{common-actions} are also available.
1050
7959b517 1051Even Undo is available, although you might consider it cheating to
11d31eb9 1052use it. If you step on a mine, the program will only reveal the mine
1053in question (unlike most other implementations, which reveal all of
1054them). You can then Undo your fatal move and continue playing if you
1055like. The program will track the number of times you died (and Undo
1056will not reduce that counter), so when you get to the end of the
1057game you know whether or not you did it without making any errors.
1058
1059(If you really want to know the full layout of the grid, which other
1060implementations will show you after you die, you can always use the
1061Solve menu option.)
7959b517 1062
1063\H{mines-parameters} \I{parameters, for Mines}Mines parameters
1064
1065The options available from the \q{Custom...} option on the \q{Type}
1066menu are:
1067
1068\dt \e{Width}, \e{Height}
1069
1070\dd Size of grid in squares.
1071
1072\dt \e{Mines}
1073
08781119 1074\dd Number of mines in the grid. You can enter this as an absolute
1075mine count, or alternatively you can put a \cw{%} sign on the end in
1076which case the game will arrange for that proportion of the squares
1077in the grid to be mines.
1078
1079\lcont{
1080
1081Beware of setting the mine count too high. At very high densities,
1082the program may spend forever searching for a solvable grid.
1083
1084}
7959b517 1085
1086\dt \e{Ensure solubility}
1087
1088\dd When this option is enabled (as it is by default), Mines will
1089ensure that the entire grid can be fully deduced starting from the
1090initial open space. If you prefer the riskier grids generated by
1091other implementations, you can switch off this option.
1092
1093
6bbab0fe 1094\C{samegame} \i{Same Game}
1095
1096\cfg{winhelp-topic}{games.samegame}
1097
1098You have a grid of coloured squares, which you have to clear by
209ab5a7 1099highlighting contiguous regions of more than one coloured square;
6bbab0fe 1100the larger the region you highlight, the more points you get (and
1101the faster you clear the arena).
1102
1103If you clear the grid you win. If you end up with nothing but
209ab5a7 1104single squares (i.e., there are no more clickable regions left) you
6bbab0fe 1105lose.
1106
1107Removing a region causes the rest of the grid to shuffle up:
1108blocks that are suspended will fall down (first), and then empty
1109columns are filled from the right.
1110
6bbab0fe 1111Same Game was contributed to this collection by James Harvey.
1112
209ab5a7 1113\H{samegame-controls} \i{Same Game controls}
1114
1115\IM{Same Game controls} controls, for Same Game
1116\IM{Same Game controls} keys, for Same Game
1117\IM{Same Game controls} shortcuts (keyboard), for Same Game
1118
1119This game can be played with either the keyboard or the mouse.
6bbab0fe 1120
1121If you left-click an unselected region, it becomes selected (possibly
1122clearing the current selection).
1123
1124If you left-click the selected region, it will be removed (and the
1125rest of the grid shuffled immediately).
1126
1127If you right-click the selected region, it will be unselected.
1128
209ab5a7 1129The cursor keys move a cursor around the grid. Pressing the Space or
1130Enter keys while the cursor is in an unselected region selects it;
1131pressing Space or Enter again removes it as above.
1132
e28d0584 1133(All the actions described in \k{common-actions} are also available.)
1134
6bbab0fe 1135\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1136
209ab5a7 1137These parameters are available from the \q{Custom...} option on the
1138\q{Type} menu.
1139
6bbab0fe 1140\dt \e{Width}, \e{Height}
1141
1142\dd Size of grid in squares.
1143
1144\dt \e{No. of colours}
1145
1146\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 1147the fewer large regions of colour and thus the more difficult it is to
1148successfully clear the grid.
1149
1150\dt \e{Scoring system}
1151
1152\dd Controls the precise mechanism used for scoring. With the default
1153system, \q{(n-2)^2}, only regions of three squares or more will score
1154any points at all. With the alternative \q{(n-1)^2} system, regions of
1155two squares score a point each, and larger regions score relatively
1156more points.
6bbab0fe 1157
e4a7ab56 1158\dt \e{Ensure solubility}
1159
1160\dd If this option is ticked (the default state), generated grids
1161will be guaranteed to have at least one solution.
1162
1163\lcont{
1164
1165If you turn it off, the game generator will not try to guarantee
1166soluble grids; it will, however, still ensure that there are at
1167least 2 squares of each colour on the grid at the start (since a
1168grid with exactly one square of a given colour is \e{definitely}
1169insoluble). Grids generated with this option disabled may contain
1170more large areas of contiguous colour, leading to opportunities for
1171higher scores; they can also take less time to generate.
1172
1173}
1174
f4afe206 1175
1176\C{flip} \i{Flip}
1177
1178\cfg{winhelp-topic}{games.flip}
1179
1180You have a grid of squares, some light and some dark. Your aim is to
1181light all the squares up at the same time. You can choose any square
1182and flip its state from light to dark or dark to light, but when you
1183do so, other squares around it change state as well.
1184
1185Each square contains a small diagram showing which other squares
1186change when you flip it.
1187
d6acbe63 1188\H{flip-controls} \i{Flip controls}
f4afe206 1189
1190\IM{Flip controls} controls, for Flip
1191\IM{Flip controls} keys, for Flip
1192\IM{Flip controls} shortcuts (keyboard), for Flip
1193
33317d37 1194This game can be played with either the keyboard or the mouse.
1195
1196Left-click in a square to flip it and its associated squares, or
1197use the cursor keys to choose a square and the space bar or Enter
1198key to flip.
79cb09e9 1199
5f6050b4 1200If you use the \q{Solve} function on this game, it will mark some of
1201the squares in red. If you click once in every square with a red
1202mark, the game should be solved. (If you click in a square
1203\e{without} a red mark, a red mark will appear in it to indicate
1204that you will need to reverse that operation to reach the solution.)
f4afe206 1205
e28d0584 1206(All the actions described in \k{common-actions} are also available.)
1207
f4afe206 1208\H{flip-parameters} \I{parameters, for flip}Flip parameters
1209
1210These parameters are available from the \q{Custom...} option on the
1211\q{Type} menu.
1212
1213\dt \e{Width}, \e{Height}
1214
1215\dd Size of grid in squares.
1216
1217\dt \e{Shape type}
1218
1219\dd This control determines the shape of the region which is flipped
1220by clicking in any given square. The default setting, \q{Crosses},
1221causes every square to flip itself and its four immediate neighbours
1222(or three or two if it's at an edge or corner). The other setting,
1223\q{Random}, causes a random shape to be chosen for every square, so
1224the game is different every time.
1225
1226
c6203e43 1227\C{guess} \i{Guess}
1228
1229\cfg{winhelp-topic}{games.guess}
1230
1231You have a set of coloured pegs, and have to reproduce a
1232predetermined sequence of them (chosen by the computer) within a
1233certain number of guesses.
1234
1235Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1236in the correct places (in black), and also the number of
1237correctly-coloured pegs in the wrong places (in white).
c6203e43 1238
1239This game is also known (and marketed, by Hasbro, mainly) as
bb219ea1 1240a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1241and 10 guesses. However, this version allows custom settings of number
1242of colours (up to 10), number of pegs per row, and number of guesses.
c6203e43 1243
64455a5a 1244Guess was contributed to this collection by James Harvey.
1245
c6203e43 1246\H{guess-controls} \i{Guess controls}
1247
1248\IM{Guess controls} controls, for Guess
1249\IM{Guess controls} keys, for Guess
1250\IM{Guess controls} shortcuts (keyboard), for Guess
1251
9ffde3e8 1252This game can be played with either the keyboard or the mouse.
1253
9c63a011 1254With the mouse, drag a coloured peg from the tray on the left-hand
1255side to its required position in the current guess; pegs may also be
1256dragged from current and past guesses to copy them elsewhere. To
1257remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1258
9ffde3e8 1259Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1260that have hold markers will be automatically added to the next guess
1261after marking.
1262
9ffde3e8 1263Alternatively, with the keyboard, the up and down cursor keys can be
1264used to select a peg colour, the left and right keys to select a
9c63a011 1265peg position, and the space bar or Enter key to place a peg of the
59dae0db 1266selected colour in the chosen position. \q{D} or Backspace removes a
1267peg, and \q{H} adds a hold marker.
9ffde3e8 1268
9c63a011 1269When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1270clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1271and pressing the space bar or Enter key) will mark the current guess,
1272copy any held pegs to the next guess, and move the \q{current guess}
1273marker.
c6203e43 1274
1275If you correctly position all the pegs the solution will be displayed
9ffde3e8 1276below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1277will also be revealed.
c6203e43 1278
e28d0584 1279(All the actions described in \k{common-actions} are also available.)
1280
13b443e3 1281\H{guess-parameters} \I{parameters, for Guess}Guess parameters
c6203e43 1282
1283These parameters are available from the \q{Custom...} option on the
1284\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1285board game \q{Mastermind}.
c6203e43 1286
1287\dt \e{Colours}
1288
1289\dd Number of colours the solution is chosen from; from 2 to 10
1290(more is harder).
1291
1292\dt \e{Pegs per guess}
1293
1294\dd Number of pegs per guess (more is harder).
1295
1296\dt \e{Guesses}
1297
1298\dd Number of guesses you have to find the solution in (fewer is harder).
1299
1300\dt \e{Allow blanks}
1301
1302\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1303you know that those will never be counted as part of the solution). This
1304is turned off by default.
1305
1306Note that this doesn't allow blank pegs in the solution; if you really wanted
1307that, use one extra colour.
1308
1309\dt \e{Allow duplicates}
1310
1311\dd Allows the solution (and the guesses) to contain colours more than once;
1312this increases the search space (making things harder), and is turned on by
1313default.
1314
1315
13b443e3 1316\C{pegs} \i{Pegs}
1317
1318\cfg{winhelp-topic}{games.pegs}
1319
1320A number of pegs are placed in holes on a board. You can remove a
33a3deb2 1321peg by jumping an adjacent peg over it (horizontally or vertically)
1322to a vacant hole on the other side. Your aim is to remove all but one
1323of the pegs initially present.
13b443e3 1324
e28d0584 1325This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1326possibly one of the oldest puzzle games still commonly known.
13b443e3 1327
1328\H{pegs-controls} \i{Pegs controls}
1329
1330\IM{Pegs controls} controls, for Pegs
1331
1332To move a peg, drag it with the mouse from its current position to
1333its final position. If the final position is exactly two holes away
1334from the initial position, is currently unoccupied by a peg, and
1335there is a peg in the intervening square, the move will be permitted
1336and the intervening peg will be removed.
1337
1338Vacant spaces which you can move a peg into are marked with holes. A
1339space with no peg and no hole is not available for moving at all: it
1340is an obstacle which you must work around.
1341
e28d0584 1342(All the actions described in \k{common-actions} are also available.)
13b443e3 1343
1344\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1345
1346These parameters are available from the \q{Custom...} option on the
1347\q{Type} menu.
1348
1349\dt \e{Width}, \e{Height}
1350
1351\dd Size of grid in holes.
1352
1353\dt \e{Board type}
1354
1355\dd Controls whether you are given a board of a standard shape or a
1356randomly generated shape. The two standard shapes currently
1357supported are \q{Cross} and \q{Octagon} (also commonly known as the
1358English and European traditional board layouts respectively).
1359Selecting \q{Random} will give you a different board shape every
1360time (but always one that is known to have a solution).
1361
1362
6c04c334 1363\C{dominosa} \i{Dominosa}
1364
1365\cfg{winhelp-topic}{games.dominosa}
1366
f1010613 1367A normal set of dominoes \dash that is, one instance of every
1368(unordered) pair of numbers from 0 to 6 \dash has been arranged
1369irregularly into a rectangle; then the number in each square has
1370been written down and the dominoes themselves removed. Your task is
1371to reconstruct the pattern by arranging the set of dominoes to match
1372the provided array of numbers.
6c04c334 1373
1374This puzzle is widely credited to O. S. Adler, and takes part of its
1375name from those initials.
1376
1377\H{dominosa-controls} \i{Dominosa controls}
1378
1379\IM{Dominosa controls} controls, for Dominosa
1380
1381Left-clicking between any two adjacent numbers places a domino
1382covering them, or removes one if it is already present. Trying to
1383place a domino which overlaps existing dominoes will remove the ones
1384it overlaps.
1385
1386Right-clicking between two adjacent numbers draws a line between
1387them, which you can use to remind yourself that you know those two
1388numbers are \e{not} covered by a single domino. Right-clicking again
1389removes the line.
1390
e28d0584 1391(All the actions described in \k{common-actions} are also available.)
6c04c334 1392
1393\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1394
1395These parameters are available from the \q{Custom...} option on the
1396\q{Type} menu.
1397
1398\dt \e{Maximum number on dominoes}
1399
1400\dd Controls the size of the puzzle, by controlling the size of the
1401set of dominoes used to make it. Dominoes with numbers going up to N
1402will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1403the default value of 6 gives an 8\by\.7 grid.
1404
1405\dt \e{Ensure unique solution}
1406
1407\dd Normally, Dominosa will make sure that the puzzles it presents
1408have only one solution. Puzzles with ambiguous sections can be more
1409difficult and sometimes more subtle, so if you like you can turn off
1410this feature. Also, finding \e{all} the possible solutions can be an
1411additional challenge for an advanced player. Turning off this option
1412can also speed up puzzle generation.
1413
1414
9d6c3859 1415\C{untangle} \i{Untangle}
1416
1417\cfg{winhelp-topic}{games.untangle}
1418
1419You are given a number of points, some of which have lines drawn
1420between them. You can move the points about arbitrarily; your aim is
1421to position the points so that no line crosses another.
1422
1423I originally saw this in the form of a Flash game called \i{Planarity}
1424\k{Planarity}, written by John Tantalo.
1425
1426\B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1427
1428\H{untangle-controls} \i{Untangle controls}
1429
1430\IM{Untangle controls} controls, for Untangle
1431
1432To move a point, click on it with the left mouse button and drag it
1433into a new position.
1434
e28d0584 1435(All the actions described in \k{common-actions} are also available.)
1436
9d6c3859 1437\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1438
1439There is only one parameter available from the \q{Custom...} option
1440on the \q{Type} menu:
1441
1442\dt \e{Number of points}
1443
1444\dd Controls the size of the puzzle, by specifying the number of
1445points in the generated graph.
1446
1447
bf7ebf5a 1448\C{blackbox} \i{Black Box}
1449
1450\cfg{winhelp-topic}{games.blackbox}
1451
1452A number of balls are hidden in a rectangular arena. You have to
1453deduce the positions of the balls by firing lasers from positions
1454on the edge of the arena and observing how they are deflected.
1455
1456Lasers will fire straight until they hit the opposite side of the
1457arena (at which point they emerge), unless affected by balls in one of
1458the following ways:
1459
1460\b A laser that hits a ball head-on is absorbed and will never re-emerge.
1461 This includes lasers that meet a ball on the first rank of the arena.
1462
1463\b A laser with a ball to its front-left square gets deflected 90 degrees
1464 to the right.
1465
1466\b A laser with a ball to its front-right square gets similarly deflected
1467 to the left.
1468
1469\b A laser that would re-emerge from the entry location is considered to be
ebf54ec9 1470 \q{reflected}.
bf7ebf5a 1471
a4c9750f 1472\b A laser which would get deflected before entering the arena (down the
1473 \q{firing range}) by a ball to the front-left or front-right of its
1474 entry point is also considered to be \q{reflected}.
bf7ebf5a 1475
ebf54ec9 1476Lasers that are reflected appear as a \q{R}; lasers that hit balls
1477dead-on appear as \q{H}. Otherwise, a number appears at the firing point
bf7ebf5a 1478and the location where the laser emerges (this number is unique to
1479that shot).
1480
1481You can place guesses as to the location of the balls, based on the
1482entry and exit patterns of the lasers; once you have placed enough
1483balls a button appears enabling you to have your guesses checked.
1484
1485Here is a diagram showing how the positions of balls can create each
1486of the laser behaviours shown above:
1487
1488\c 1RHR----
1489\c |..O.O...|
1490\c 2........3
1491\c |........|
1492\c |........|
1493\c 3........|
1494\c |......O.|
1495\c H........|
1496\c |.....O..|
1497\c 12-RH---
1498
1499As shown, it is possible for a ball to receive multiple reflections
1500before re-emerging (see turn 3). Similarly, a ball may be reflected
ebf54ec9 1501(possibly more than once) before receiving a hit (the \q{H} on the
bf7ebf5a 1502left side of the example).
1503
1504Note that any layout with more that 4 balls may have a non-unique
1505solution. The following diagram illustrates this; if you know the
1506board contains 5 balls, it is impossible to determine where the fifth
1507ball is (possible positions marked with an x):
1508
1509\c --------
1510\c |........|
1511\c |........|
1512\c |..O..O..|
1513\c |...xx...|
1514\c |...xx...|
1515\c |..O..O..|
1516\c |........|
1517\c |........|
1518\c --------
1519
1520For this reason when you have your guesses checked the game will
1521check that your solution \e{produces the same results} as the
1522computer's, rather than that your solution is identical to the
1523computer's. So in the above example, you could put the fifth ball at
1524\e{any} of the locations marked with an x, and you would still win.
1525
1526Black Box was contributed to this collection by James Harvey.
1527
1528\H{blackbox-controls} \i{Black Box controls}
1529
1530\IM{Black Box controls}controls, for Black Box
1531
1532To fire a laser, left-click in a square around the side of the arena.
1533The results will be displayed immediately. Lasers may not be fired
1534twice (because the results will never change). Holding down the left
1535button will highlight the current go (or a previous go) to confirm the
1536exit point for that laser, if applicable.
1537
1538To guess the location of a ball, left-click within the arena and a
1539black circle will appear marking the guess; to remove the guessed ball
1540click again.
1541
1542Locations in the arena may be locked against modification by
1543right-clicking; whole rows and columns may be similarly locked by
1544right-clicking in the laser firing range above/below that column, or
1545to the left/right of that row.
1546
1547When an appropriate number of balls have been guessed a button will
a4c9750f 1548appear at the top-left corner of the grid; clicking that will mark
bf7ebf5a 1549your guesses.
1550
27388471 1551If you click the \q{mark} button and your guesses are not correct,
1552the game will show you as little information as possible to
1553demonstrate this to you, so you can try again. If your ball
1554positions are not consistent with the laser paths you already know
1555about, one laser path will be circled to indicate that it proves you
1556wrong. If your positions match all the existing laser paths but are
1557still wrong, one new laser path will be revealed (written in red)
1558which is not consistent with your current guesses.
1559
1560If you decide to give up completely, you can select Solve to reveal
1561the actual ball positions. At this point, correctly-placed balls
1562will be displayed as filled black circles; incorrectly-placed balls
1563are displayed as filled black circles with red crosses, and missing
1564balls are filled red circles. In addition, a red circle marks any
1565laser you had already fired which is not consistent with your ball
1566layout (just as when you press the mark button), and red text marks
bf7ebf5a 1567any laser you \e{could} have fired in order to distinguish your ball
1568layout from the right one.
1569
1570(All the actions described in \k{common-actions} are also available.)
1571
1572\H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1573
1574These parameters are available from the \q{Custom...} option on the
1575\q{Type} menu.
1576
1577\dt \e{Width}, \e{Height}
1578
ebf54ec9 1579\dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
bf7ebf5a 1580per grid, two per row and two per column.
1581
1582\dt \e{No. of balls}
1583
1584\dd Number of balls to place in the grid. This can be a single number,
ebf54ec9 1585or a range (separated with a hyphen, like \q{2-6}), and determines the
1586number of balls to place on the grid. The \q{reveal} button is only
bf7ebf5a 1587enabled if you have guessed an appropriate number of balls; a guess
1588using a different number to the original solution is still acceptable,
1589if all the laser inputs and outputs match.
1590
1591
f1010613 1592\C{slant} \i{Slant}
1593
1594\cfg{winhelp-topic}{games.slant}
1595
1596You have a grid of squares. Your aim is to draw a diagonal line
1597through each square, and choose which way each line slants so that
1598the following conditions are met:
1599
1600\b The diagonal lines never form a loop.
1601
1602\b Any point with a circled number has precisely that many lines
1603meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1604zero is the centre of a diamond shape \dash or rather, a partial
1605diamond shape, because a zero can never appear in the middle of the
1606grid because that would immediately cause a loop.)
1607
1608Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1609
1610\B{nikoli-slant}
1611\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1612(in Japanese)
1613
f1010613 1614\H{slant-controls} \i{Slant controls}
1615
1616\IM{Slant controls} controls, for Slant
f1010613 1617
1618Left-clicking in a blank square will place a \cw{\\} in it (a line
1619leaning to the left, i.e. running from the top left of the square to
1620the bottom right). Right-clicking in a blank square will place a
1621\cw{/} in it (leaning to the right, running from top right to bottom
1622left).
1623
1624Continuing to click either button will cycle between the three
1625possible square contents. Thus, if you left-click repeatedly in a
1626blank square it will change from blank to \cw{\\} to \cw{/} back to
1627blank, and if you right-click repeatedly the square will change from
1628blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1629the game entirely with one button if you need to.)
1630
1631(All the actions described in \k{common-actions} are also available.)
1632
e3478a4b 1633\H{slant-parameters} \I{parameters, for Slant}Slant parameters
f1010613 1634
1635These parameters are available from the \q{Custom...} option on the
1636\q{Type} menu.
1637
1638\dt \e{Width}, \e{Height}
1639
1640\dd Size of grid in squares.
1641
15164c74 1642\dt \e{Difficulty}
1643
1644\dd Controls the difficulty of the generated puzzle. At Hard level,
1645you are required to do deductions based on knowledge of
1646\e{relationships} between squares rather than always being able to
1647deduce the exact contents of one square at a time. (For example, you
1648might know that two squares slant in the same direction, even if you
1649don't yet know what that direction is, and this might enable you to
1650deduce something about still other squares.) Even at Hard level,
1651guesswork and backtracking should never be necessary.
1652
f1010613 1653
e3478a4b 1654\C{lightup} \i{Light Up}
1655
1656\cfg{winhelp-topic}{games.lightup}
1657
1658You have a grid of squares. Some are filled in black; some of the
1659black squares are numbered. Your aim is to \q{light up} all the
1660empty squares by placing light bulbs in some of them.
1661
1662Each light bulb illuminates the square it is on, plus all squares in
1663line with it horizontally or vertically unless a black square is
1664blocking the way.
1665
1666To win the game, you must satisfy the following conditions:
1667
1668\b All non-black squares are lit.
1669
1670\b No light is lit by another light.
1671
1672\b All numbered black squares have exactly that number of lights adjacent to
1673 them (in the four squares above, below, and to the side).
1674
1675Non-numbered black squares may have any number of lights adjacent to them.
1676
1677Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1678
1679Light Up was contributed to this collection by James Harvey.
1680
1681\B{nikoli-lightup}
1682\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1683(beware of Flash)
1684
1685\H{lightup-controls} \i{Light Up controls}
1686
1687\IM{Light Up controls} controls, for Light Up
e3478a4b 1688
1689Left-clicking in a non-black square will toggle the presence of a light
1690in that square. Right-clicking in a non-black square toggles a mark there to aid
1691solving; it can be used to highlight squares that cannot be lit, for example.
1692
1693You may not place a light in a marked square, nor place a mark in a lit square.
1694
1695The game will highlight obvious errors in red. Lights lit by other
1696lights are highlighted in this way, as are numbered squares which
1697do not (or cannot) have the right number of lights next to them.
1698
1699Thus, the grid is solved when all non-black squares have yellow
1700highlights and there are no red lights.
1701
e28d0584 1702(All the actions described in \k{common-actions} are also available.)
e3478a4b 1703
1704\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1705
1706These parameters are available from the \q{Custom...} option on the
1707\q{Type} menu.
1708
1709\dt \e{Width}, \e{Height}
1710
1711\dd Size of grid in squares.
1712
1713\dt \e{%age of black squares}
1714
1715\dd Rough percentage of black squares in the grid.
1716
1717\lcont{
1718
1719This is a hint rather than an instruction. If the grid generator is
1720unable to generate a puzzle to this precise specification, it will
1721increase the proportion of black squares until it can.
1722
1723}
1724
1725\dt \e{Symmetry}
1726
1727\dd Allows you to specify the required symmetry of the black squares
1728in the grid. (This does not affect the difficulty of the puzzles
1729noticeably.)
1730
1731\dt \e{Difficulty}
1732
1733\dd \q{Easy} means that the puzzles should be soluble without
1734backtracking or guessing, \q{Hard} means that some guesses will
1735probably be necessary.
1736
1737
c51c7de6 1738\C{map} \i{Map}
1739
1740\cfg{winhelp-topic}{games.map}
1741
1742You are given a map consisting of a number of regions. Your task is
1743to colour each region with one of four colours, in such a way that
1744no two regions sharing a boundary have the same colour. You are
1745provided with some regions already coloured, sufficient to make the
1746remainder of the solution unique.
1747
1748Only regions which share a length of border are required to be
1749different colours. Two regions which meet at only one \e{point}
1750(i.e. are diagonally separated) may be the same colour.
1751
1752I believe this puzzle is original; I've never seen an implementation
bb219ea1 1753of it anywhere else. The concept of a \i{four-colouring} puzzle was
c51c7de6 1754suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1755Allan for inspiring the train of thought that led to me realising
1756Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1757for many detailed suggestions.
1758
c51c7de6 1759\H{map-controls} \i{Map controls}
1760
1761\IM{Map controls} controls, for Map
c51c7de6 1762
1cdd1306 1763To colour a region, click the left mouse button on an existing
1764region of the desired colour and drag that colour into the new
1765region.
c51c7de6 1766
1767(The program will always ensure the starting puzzle has at least one
1768region of each colour, so that this is always possible!)
1769
1770If you need to clear a region, you can drag from an empty region, or
1771from the puzzle boundary if there are no empty regions left.
1772
1cdd1306 1773Dragging a colour using the \e{right} mouse button will stipple the
1774region in that colour, which you can use as a note to yourself that
1775you think the region \e{might} be that colour. A region can contain
1776stipples in multiple colours at once. (This is often useful at the
1777harder difficulty levels.)
1778
e857e161 1779If you press L during play, the game will toggle display of a number
1780in each region of the map. This is useful if you want to discuss a
1781particular puzzle instance with a friend \dash having an unambiguous
1782name for each region is much easier than trying to refer to them all
1783by names such as \q{the one down and right of the brown one on the
1784top border}.
1785
e28d0584 1786(All the actions described in \k{common-actions} are also available.)
c51c7de6 1787
1788\H{map-parameters} \I{parameters, for Map}Map parameters
1789
1790These parameters are available from the \q{Custom...} option on the
1791\q{Type} menu.
1792
1793\dt \e{Width}, \e{Height}
1794
1795\dd Size of grid in squares.
1796
1797\dt \e{Regions}
1798
1799\dd Number of regions in the generated map.
1800
1801\dt \e{Difficulty}
1802
1803\dd In \q{Easy} mode, there should always be at least one region
1cdd1306 1804whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1805modes, you will have to use increasingly complex logic to deduce the
1806colour of some regions. However, it will always be possible without
1807having to guess or backtrack.
c51c7de6 1808
b3728d72 1809\lcont{
1810
1811In \q{Unreasonable} mode, the program will feel free to generate
1812puzzles which are as hard as it can possibly make them: the only
1813constraint is that they should still have a unique solution. Solving
1814Unreasonable puzzles may require guessing and backtracking.
1815
1816}
1817
c51c7de6 1818
6193da8d 1819\C{loopy} \i{Loopy}
1820
1821\cfg{winhelp-topic}{games.loopy}
1822
7c95608a 1823You are given a grid of dots, marked with yellow lines to indicate
1824which dots you are allowed to connect directly together. Your aim is
1825to use some subset of those yellow lines to draw a single unbroken
6193da8d 1826loop from dot to dot within the grid.
1827
7c95608a 1828Some of the spaces between the lines contain numbers. These numbers
1829indicate how many of the lines around that space form part of the
1830loop. The loop you draw must correctly satisfy all of these clues to
1831be considered a correct solution.
6193da8d 1832
7c95608a 1833In the default mode, the dots are arranged in a grid of squares;
1834however, you can also play on triangular or hexagonal grids, or even
1835more exotic ones.
6193da8d 1836
7c95608a 1837Credit for the basic puzzle idea goes to \i{Nikoli}
1838\k{nikoli-loopy}.
1839
1840Loopy was originally contributed to this collection by Mike Pinna,
1841and subsequently enhanced to handle various types of non-square grid
1842by Lambros Lambrou.
6193da8d 1843
1844\B{nikoli-loopy}
1845\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1846(beware of Flash)
1847
6193da8d 1848\H{loopy-controls} \i{Loopy controls}
1849
1850\IM{Loopy controls} controls, for Loopy
6193da8d 1851
7c95608a 1852Click the left mouse button on a yellow line to turn it black,
1853indicating that you think it is part of the loop. Click again to
1854turn the line yellow again (meaning you aren't sure yet).
6193da8d 1855
1856If you are sure that a particular line segment is \e{not} part of
7c95608a 1857the loop, you can click the right mouse button to remove it
1858completely. Again, clicking a second time will turn the line back to
1859yellow.
6193da8d 1860
e28d0584 1861(All the actions described in \k{common-actions} are also available.)
6193da8d 1862
1863\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1864
1865These parameters are available from the \q{Custom...} option on the
1866\q{Type} menu.
1867
1868\dt \e{Width}, \e{Height}
1869
7c95608a 1870\dd Size of grid, measured in number of regions across and down. For
1871square grids, it's clear how this is counted; for other types of
1872grid you may have to think a bit to see how the dimensions are
1873measured.
1874
1875\dt \e{Grid type}
1876
1877\dd Allows you to choose between a selection of types of tiling.
1878Some have all the faces the same but may have multiple different
1879types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have
1880all the vertices the same but may have differnt types of face (e.g.
1881the \e{Great Hexagonal}). The square, triangular and honeycomb grids
1882are fully regular, and have all their vertices \e{and} faces the
1883same; this makes them the least confusing to play.
6193da8d 1884
550742c1 1885\dt \e{Difficulty}
6193da8d 1886
550742c1 1887\dd Controls the difficulty of the generated puzzle.
1888\#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
1889when are backtracking/guesswork required, if ever?}
6193da8d 1890
1891
81eef9aa 1892\C{inertia} \i{Inertia}
1893
1894\cfg{winhelp-topic}{games.inertia}
1895
1896You are a small green ball sitting in a grid full of obstacles. Your
1897aim is to collect all the gems without running into any mines.
1898
1899You can move the ball in any orthogonal \e{or diagonal} direction.
1900Once the ball starts moving, it will continue until something stops
1901it. A wall directly in its path will stop it (but if it is moving
1902diagonally, it will move through a diagonal gap between two other
1903walls without stopping). Also, some of the squares are \q{stops};
1904when the ball moves on to a stop, it will stop moving no matter what
1905direction it was going in. Gems do \e{not} stop the ball; it picks
1906them up and keeps on going.
1907
1908Running into a mine is fatal. Even if you picked up the last gem in
1909the same move which then hit a mine, the game will count you as dead
1910rather than victorious.
1911
1912This game was originally implemented for Windows by Ben Olmstead
1913\k{bem}, who was kind enough to release his source code on request
1914so that it could be re-implemented for this collection.
1915
1916\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1917
1918\H{inertia-controls} \i{Inertia controls}
1919
1920\IM{Inertia controls} controls, for Inertia
1921\IM{Inertia controls} keys, for Inertia
1922\IM{Inertia controls} shortcuts (keyboard), for Inertia
1923
1924You can move the ball in any of the eight directions using the
1925numeric keypad. Alternatively, if you click the left mouse button on
1926the grid, the ball will begin a move in the general direction of
1927where you clicked.
1928
8b5b08f7 1929If you use the \q{Solve} function on this game, the program will
1930compute a path through the grid which collects all the remaining
1931gems and returns to the current position. A hint arrow will appear
1932on the ball indicating the direction in which you should move to
1933begin on this path. If you then move in that direction, the arrow
1934will update to indicate the next direction on the path. You can also
1935press Space to automatically move in the direction of the hint
1936arrow. If you move in a different direction from the one shown by
1937the arrow, the hint arrows will stop appearing because you have
1938strayed from the provided path; you can then use \q{Solve} again to
1939generate a new path if you want to.
1940
81eef9aa 1941All the actions described in \k{common-actions} are also available.
1942In particular, if you do run into a mine and die, you can use the
1943Undo function and resume playing from before the fatal move. The
1944game will keep track of the number of times you have done this.
1945
1946\H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
1947
1948These parameters are available from the \q{Custom...} option on the
1949\q{Type} menu.
1950
1951\dt \e{Width}, \e{Height}
1952
1953\dd Size of grid in squares.
1954
1955
86e60e3d 1956\C{tents} \i{Tents}
1957
1958\cfg{winhelp-topic}{games.tents}
1959
1960You have a grid of squares, some of which contain trees. Your aim is
1961to place tents in some of the remaining squares, in such a way that
1962the following conditions are met:
1963
1964\b There are exactly as many tents as trees.
1965
1966\b The tents and trees can be matched up in such a way that each
1967tent is directly adjacent (horizontally or vertically, but not
1968diagonally) to its own tree. However, a tent may be adjacent to
1969other trees as well as its own.
1970
1971\b No two tents are adjacent horizontally, vertically \e{or
1972diagonally}.
1973
1974\b The number of tents in each row, and in each column, matches the
1975numbers given round the sides of the grid.
1976
1977This puzzle can be found in several places on the Internet, and was
1978brought to my attention by e-mail. I don't know who I should credit
1979for inventing it.
1980
1981\H{tents-controls} \i{Tents controls}
1982
1983\IM{Tents controls} controls, for Tents
1984
1985Left-clicking in a blank square will place a tent in it.
1986Right-clicking in a blank square will colour it green, indicating
1987that you are sure it \e{isn't} a tent. Clicking either button in an
1988occupied square will clear it.
1989
565394e7 1990If you \e{drag} with the right button along a row or column, every
1991blank square in the region you cover will be turned green, and no
1992other squares will be affected. (This is useful for clearing the
1993remainder of a row once you have placed all its tents.)
1994
86e60e3d 1995(All the actions described in \k{common-actions} are also available.)
1996
1997\H{tents-parameters} \I{parameters, for Tents}Tents parameters
1998
1999These parameters are available from the \q{Custom...} option on the
2000\q{Type} menu.
2001
2002\dt \e{Width}, \e{Height}
2003
2004\dd Size of grid in squares.
2005
2006\dt \e{Difficulty}
2007
2008\dd Controls the difficulty of the generated puzzle. More difficult
2009puzzles require more complex deductions, but at present none of the
2010available difficulty levels requires guesswork or backtracking.
2011
2012
e7c63b02 2013\C{bridges} \i{Bridges}
2014
2015\cfg{winhelp-topic}{games.bridges}
2016
2017You have a set of islands distributed across the playing area. Each
2018island contains a number. Your aim is to connect the islands
2019together with bridges, in such a way that:
2020
2021\b Bridges run horizontally or vertically.
2022
2023\b The number of bridges terminating at any island is equal to the
2024number written in that island.
2025
2026\b Two bridges may run in parallel between the same two islands, but
2027no more than two may do so.
2028
2029\b No bridge crosses another bridge.
2030
2031\b All the islands are connected together.
2032
2033There are some configurable alternative modes, which involve
2034changing the parallel-bridge limit to something other than 2, and
2035introducing the additional constraint that no sequence of bridges
2036may form a loop from one island back to the same island. The rules
2037stated above are the default ones.
2038
2039Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
2040
2041Bridges was contributed to this collection by James Harvey.
2042
2043\B{nikoli-bridges}
2044\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
2045
2046\H{bridges-controls} \i{Bridges controls}
2047
2048\IM{Bridges controls} controls, for Bridges
2049
2050To place a bridge between two islands, click the mouse down on one
2051island and drag it towards the other. You do not need to drag all
2052the way to the other island; you only need to move the mouse far
2053enough for the intended bridge direction to be unambiguous. (So you
2054can keep the mouse near the starting island and conveniently throw
2055bridges out from it in many directions.)
2056
2057Doing this again when a bridge is already present will add another
2058parallel bridge. If there are already as many bridges between the
2059two islands as permitted by the current game rules (i.e. two by
2060default), the same dragging action will remove all of them.
2061
2062If you want to remind yourself that two islands definitely \e{do
2063not} have a bridge between them, you can right-drag between them in
2064the same way to draw a \q{non-bridge} marker.
2065
2066If you think you have finished with an island (i.e. you have placed
2067all its bridges and are confident that they are in the right
2068places), you can mark the island as finished by left-clicking on it.
2069This will highlight it and all the bridges connected to it, and you
2070will be prevented from accidentally modifying any of those bridges
2071in future. Left-clicking again on a highlighted island will unmark
2072it and restore your ability to modify it.
2073
2074Violations of the puzzle rules will be marked in red:
2075
2076\b An island with too many bridges will be highlighted in red.
2077
2078\b An island with too few bridges will be highlighted in red if it
2079is definitely an error (as opposed to merely not being finished
2080yet): if adding enough bridges would involve having to cross another
2081bridge or remove a non-bridge marker, or if the island has been
2082highlighted as complete.
2083
2084\b A group of islands and bridges may be highlighted in red if it is
2085a closed subset of the puzzle with no way to connect it to the rest
2086of the islands. For example, if you directly connect two 1s together
2087with a bridge and they are not the only two islands on the grid,
2088they will light up red to indicate that such a group cannot be
2089contained in any valid solution.
2090
2091\b If you have selected the (non-default) option to disallow loops
2092in the solution, a group of bridges which forms a loop will be
2093highlighted.
2094
2095(All the actions described in \k{common-actions} are also available.)
2096
2097\H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2098
2099These parameters are available from the \q{Custom...} option on the
2100\q{Type} menu.
2101
2102\dt \e{Width}, \e{Height}
2103
2104\dd Size of grid in squares.
2105
2106\dt \e{Difficulty}
2107
2108\dd Difficulty level of puzzle.
2109
2110\dt \e{Allow loops}
2111
2112\dd This is set by default. If cleared, puzzles will be generated in
2113such a way that they are always soluble without creating a loop, and
2114solutions which do involve a loop will be disallowed.
2115
2116\dt \e{Max. bridges per direction}
2117
2118\dd Maximum number of bridges in any particular direction. The
2119default is 2, but you can change it to 1, 3 or 4. In general, fewer
2120is easier.
2121
2122\dt \e{%age of island squares}
2123
2124\dd Gives a rough percentage of islands the generator will try and
2125lay before finishing the puzzle. Certain layouts will not manage to
2126lay enough islands; this is an upper bound.
2127
2128\dt \e{Expansion factor (%age)}
2129
2130\dd The grid generator works by picking an existing island at random
2131(after first creating an initial island somewhere). It then decides
2132on a direction (at random), and then works out how far it could
2133extend before creating another island. This parameter determines how
2134likely it is to extend as far as it can, rather than choosing
2135somewhere closer.
2136
2137High expansion factors usually mean easier puzzles with fewer
2138possible islands; low expansion factors can create lots of
2139tightly-packed islands.
2140
2141
149255d7 2142\C{unequal} \i{Unequal}
2143
2144\cfg{winhelp-topic}{games.unequal}
2145
2146You have a square grid; each square may contain a digit from 1 to
055b9cd2 2147the size of the grid, and some squares have greater-than signs between
149255d7 2148them. Your aim is to fully populate the grid with numbers such that:
2149
2150\b Each row contains only one occurrence of each digit
2151
2152\b Each column contains only one occurrence of each digit
2153
2154\b All the greater-than signs are satisfied.
2155
feb306dc 2156In \q{Trivial} mode (available via the \q{Custom} game type
2157selector), there are no greater-than signs; the puzzle is to solve
2158the \i{Latin square} only.
149255d7 2159
2160At the time of writing, this puzzle is appearing in the Guardian
055b9cd2 2161weekly under the name \q{\i{Futoshiki}}.
149255d7 2162
2163Unequal was contributed to this collection by James Harvey.
2164
2165\H{unequal-controls} \i{Unequal controls}
2166
2167\IM{Unequal controls} controls, for Unequal
2168
2169Unequal shares much of its control system with Solo.
2170
2171To play Unequal, simply click the mouse in any empty square and then
2172type a digit or letter on the keyboard to fill that square. If you
2173make a mistake, click the mouse in the incorrect square and press
2174Space to clear it again (or use the Undo feature).
2175
2176If you \e{right}-click in a square and then type a number, that
2177number will be entered in the square as a \q{pencil mark}. You can
2178have pencil marks for multiple numbers in the same square.
2179
2180The game pays no attention to pencil marks, so exactly what you use
2181them for is up to you: you can use them as reminders that a
2182particular square needs to be re-examined once you know more about a
2183particular number, or you can use them as lists of the possible
2184numbers in a given square, or anything else you feel like.
2185
2186To erase a single pencil mark, right-click in the square and type
2187the same number again.
2188
2189All pencil marks in a square are erased when you left-click and type
2190a number, or when you left-click and press space. Right-clicking and
2191pressing space will also erase pencil marks.
2192
2193(All the actions described in \k{common-actions} are also available.)
2194
2195\H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters
2196
2197These parameters are available from the \q{Custom...} option on the
2198\q{Type} menu.
2199
2200\dt \e{Size (s*s)}
2201
2202\dd Size of grid.
2203
2204\dt \e{Difficulty}
2205
845a3be0 2206\dd Controls the difficulty of the generated puzzle. At Trivial
feb306dc 2207level, there are no greater-than signs; the puzzle is to solve the
2208Latin square only. At Recursive level (only available via the
2209\q{Custom} game type selector) backtracking will be required, but
2210the solution should still be unique. The levels in between require
2211increasingly complex reasoning to avoid having to backtrack.
149255d7 2212
2213
ab3a1e43 2214
2215\C{galaxies} \i{Galaxies}
2216
2217\cfg{winhelp-topic}{games.galaxies}
2218
2219You have a rectangular grid containing a number of dots. Your aim is
2220to draw edges along the grid lines which divide the rectangle into
2221regions in such a way that every region is 180\u00b0{-degree}
2222rotationally symmetric, and contains exactly one dot which is
2223located at its centre of symmetry.
2224
2225This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under
a799e87f 2226the name \q{Tentai Show}; its name is commonly translated into
2227English as \q{Spiral Galaxies}.
ab3a1e43 2228
f3ed4ec3 2229Galaxies was contributed to this collection by James Harvey.
2230
ab3a1e43 2231\B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}
2232
2233\H{galaxies-controls} \i{Galaxies controls}
2234
2235\IM{Galaxies controls} controls, for Galaxies
2236
2237Left-click on any grid line to draw an edge if there isn't one
2238already, or to remove one if there is. When you create a valid
2239region (one which is closed, contains exactly one dot, is
2240180\u00b0{-degree} symmetric about that dot, and contains no
2241extraneous edges inside it) it will be highlighted automatically; so
2242your aim is to have the whole grid highlighted in that way.
2243
2244During solving, you might know that a particular grid square belongs
2245to a specific dot, but not be sure of where the edges go and which
2246other squares are connected to the dot. In order to mark this so you
2247don't forget, you can right-click on the dot and drag, which will
2248create an arrow marker pointing at the dot. Drop that in a square of
2249your choice and it will remind you which dot it's associated with.
2250You can also right-click on existing arrows to pick them up and move
2251them, or destroy them by dropping them off the edge of the grid.
2252(Also, if you're not sure which dot an arrow is pointing at, you can
2253pick it up and move it around to make it clearer. It will swivel
2254constantly as you drag it, to stay pointed at its parent dot.)
2255
2256(All the actions described in \k{common-actions} are also available.)
2257
2258\H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters
2259
2260These parameters are available from the \q{Custom...} option on the
2261\q{Type} menu.
2262
2263\dt \e{Width}, \e{Height}
2264
2265\dd Size of grid in squares.
2266
2267\dt \e{Difficulty}
2268
2269\dd Controls the difficulty of the generated puzzle. More difficult
59206b9c 2270puzzles require more complex deductions, and the \q{Unreasonable}
a799e87f 2271difficulty level may require backtracking.
ab3a1e43 2272
2273
2274
8b3b3223 2275\C{filling} \i{Filling}
2276
2277\cfg{winhelp-topic}{games.filling}
2278
2279You have a grid of squares, some of which contain digits, and the
2280rest of which are empty. Your job is to fill in digits in the empty
2281squares, in such a way that each connected region of squares all
2282containing the same digit has an area equal to that digit.
2283
2284(\q{Connected region}, for the purposes of this game, does not count
2285diagonally separated squares as adjacent.)
2286
2287For example, it follows that no square can contain a zero, and that
2288two adjacent squares can not both contain a one. No region has an
2289area greater than 9 (because then its area would not be a single
2290digit).
2291
2292Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
2293
2294Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
2295
2296\B{nikoli-fillomino}
2297\W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/}
2298
2299\H{filling-controls} \I{controls, for Filling}Filling controls
2300
2301To play Filling, simply click the mouse in any empty square and then
b182e5d5 2302type a digit on the keyboard to fill that square. By dragging the
2303mouse, you can select multiple squares to fill with a single keypress.
2304If you make a mistake, click the mouse in the incorrect square and
2305press 0, Space, Backspace or Enter to clear it again (or use the Undo
2306feature).
8b3b3223 2307
2308(All the actions described in \k{common-actions} are also available.)
2309
2310\H{filling-parameters} \I{parameters, for Filling}Filling parameters
2311
2312Filling allows you to configure the number of rows and columns of the
2313grid, through the \q{Type} menu.
2314
2315
ab3a1e43 2316
e91825f8 2317\A{licence} \I{MIT licence}\ii{Licence}
2318
07a54e52 2319This software is \i{copyright} 2004-2008 Simon Tatham.
e91825f8 2320
2c930807 2321Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
0477157e 2322K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl and Lambros
2323Lambrou.
e91825f8 2324
2325Permission is hereby granted, free of charge, to any person
2326obtaining a copy of this software and associated documentation files
a799e87f 2327(the \q{Software}), to deal in the Software without restriction,
e91825f8 2328including without limitation the rights to use, copy, modify, merge,
2329publish, distribute, sublicense, and/or sell copies of the Software,
2330and to permit persons to whom the Software is furnished to do so,
2331subject to the following conditions:
2332
2333The above copyright notice and this permission notice shall be
2334included in all copies or substantial portions of the Software.
2335
a799e87f 2336THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND,
e91825f8 2337EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2338MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2339NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2340BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2341ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2342CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2343SOFTWARE.
2344
3c9388ef 2345\IM{command-line}{command line} command line
2346
bb219ea1 2347\IM{default parameters, specifying} default parameters, specifying
2348\IM{default parameters, specifying} preferences, specifying default
2349
2350\IM{Unix} Unix
2351\IM{Unix} Linux
2352
2353\IM{generating game IDs} generating game IDs
2354\IM{generating game IDs} game ID, generating
2355
1185e3c5 2356\IM{specific} \q{Specific}, menu option
2357\IM{custom} \q{Custom}, menu option
e91825f8 2358
2359\IM{game ID} game ID
2360\IM{game ID} ID, game
2361\IM{ID format} ID format
2362\IM{ID format} format, ID
2363\IM{ID format} game ID, format
2364
2365\IM{keys} keys
2366\IM{keys} shortcuts (keyboard)
2367
2368\IM{initial state} initial state
2369\IM{initial state} state, initial
2370
2371\IM{MIT licence} MIT licence
2372\IM{MIT licence} licence, MIT