Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / puzzles.but
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e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
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
c8c23a7f 25\define{times} \u00D7{*}
26
27\define{divide} \u00F7{/}
28
29\define{minus} \u2212{-}
30
e91825f8 31This is a collection of small one-player puzzle games.
32
707f5886 33\copyright This manual is copyright 2004-2012 Simon Tatham. All rights
e91825f8 34reserved. You may distribute this documentation under the MIT licence.
35See \k{licence} for the licence text in full.
36
8709d5d9 37\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 38
8709d5d9 39\versionid $Id$
e91825f8 40
41\C{intro} Introduction
42
43I wrote this collection because I thought there should be more small
44desktop toys available: little games you can pop up in a window and
45play for two or three minutes while you take a break from whatever
8a771ea7 46else you were doing. And I was also annoyed that every time I found
47a good game on (say) \i{Unix}, it wasn't available the next time I
48was sitting at a \i{Windows} machine, or vice versa; so I arranged
49that everything in my personal puzzle collection will happily run on
bb219ea1 50both, and have more recently done a port to \i{Mac OS X} as well. When I
8a771ea7 51find (or perhaps invent) further puzzle games that I like, they'll
52be added to this collection and will immediately be available on
53both platforms. And if anyone feels like writing any other front
f1010613 54ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
55then all the games in this framework will immediately become
56available on another platform as well.
e91825f8 57
aafaa7fb 58The actual games in this collection were mostly not my invention; they
59are re-implementations of existing game concepts within my portable
60puzzle framework. I do not claim credit, in general, for inventing the
61rules of any of these puzzles. (I don't even claim authorship of all
62the code; some of the puzzles have been submitted by other authors.)
e91825f8 63
64This collection is distributed under the \i{MIT licence} (see
65\k{licence}). This means that you can do pretty much anything you like
66with the game binaries or the code, except pretending you wrote them
67yourself, or suing me if anything goes wrong.
68
69The most recent versions, and \i{source code}, can be found at
70\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
71
72Please report \I{feedback}\i{bugs} to
73\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
74You might find it helpful to read this article before reporting a bug:
75
76\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
77
78\ii{Patches} are welcome. Especially if they provide a new front end
79(to make all these games run on another platform), or a new game.
80
81
82\C{common} \ii{Common features}
83
84This chapter describes features that are common to all the games.
85
86\H{common-actions} \I{controls}Common actions
87
88These actions are all available from the \I{Game menu}\q{Game} menu
89and via \I{keys}keyboard shortcuts, in addition to any game-specific
90actions.
91
bb219ea1 92(On \i{Mac OS X}, to conform with local user interface standards, these
3101ae26 93actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 94menu}\q{Edit} menus instead.)
95
e91825f8 96\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
97
98\dd Starts a new game, with a random initial state.
99
2b06373b 100\dt \ii\e{Restart game}
e91825f8 101
2b06373b 102\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 103
668be019 104\dt \ii\e{Load}
105
106\dd Loads a saved game from a file on disk.
107
108\dt \ii\e{Save}
109
110\dd Saves the current state of your game to a file on disk.
111
112\lcont{
113
ff359b8a 114The Load and Save operations preserve your entire game
668be019 115history (so you can save, reload, and still Undo and Redo things you
116had done before saving).
117
118}
119
3c9388ef 120\dt \I{printing, on Windows}\e{Print}
e28d0584 121
122\dd Where supported (currently only on Windows), brings up a dialog
123allowing you to print an arbitrary number of puzzles randomly
124generated from the current parameters, optionally including the
3c9388ef 125current puzzle. (Only for puzzles which make sense to print, of
c87c7d3b 126course \dash it's hard to think of a sensible printable representation
3c9388ef 127of Fifteen!)
e28d0584 128
e91825f8 129\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
130
131\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 132session.)
e91825f8 133
2b06373b 134\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 135
2b06373b 136\dd Redoes a previously undone move.
e91825f8 137
bacaa96e 138\dt \ii\e{Copy}
139
140\dd Copies the current state of your game to the clipboard in text
141format, so that you can paste it into (say) an e-mail client or a
142web message board if you're discussing the game with someone else.
143(Not all games support this feature.)
144
2ac6d24e 145\dt \ii\e{Solve}
146
147\dd Transforms the puzzle instantly into its solved state. For some
148games (Cube) this feature is not supported at all because it is of
149no particular use. For other games (such as Pattern), the solved
150state can be used to give you information, if you can't see how a
151solution can exist at all or you want to know where you made a
152mistake. For still other games (such as Sixteen), automatic solution
153tells you nothing about how to \e{get} to the solution, but it does
154provide a useful way to get there quickly so that you can experiment
155with set-piece moves and transformations.
156
157\lcont{
158
159Some games (such as Solo) are capable of solving a game ID you have
160typed in from elsewhere. Other games (such as Rectangles) cannot
161solve a game ID they didn't invent themself, but when they did
162invent the game ID they know what the solution is already. Still
163other games (Pattern) can solve \e{some} external game IDs, but only
164if they aren't too difficult.
165
e8124727 166The \q{Solve} command adds the solved state to the end of the undo
167chain for the puzzle. In other words, if you want to go back to
168solving it yourself after seeing the answer, you can just press Undo.
169
2ac6d24e 170}
171
e91825f8 172\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
173
174\dd Closes the application entirely.
175
1185e3c5 176\H{common-id} Specifying games with the \ii{game ID}
177
178There are two ways to save a game specification out of a puzzle and
179recreate it later, or recreate it in somebody else's copy of the
180same puzzle.
181
182The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
bb219ea1 183\I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
1185e3c5 184show a piece of text (a \q{game ID}) which is sufficient to
185reconstruct precisely the same game at a later date.
186
187You can enter either of these pieces of text back into the program
188(via the same \q{Specific} or \q{Random Seed} menu options) at a
189later point, and it will recreate the same game. You can also use
190either one as a \i{command line} argument (on Windows or Unix); see
191\k{common-cmdline} for more detail.
192
193The difference between the two forms is that a descriptive game ID
194is a literal \e{description} of the \i{initial state} of the game,
195whereas a random seed is just a piece of arbitrary text which was
196provided as input to the random number generator used to create the
197puzzle. This means that:
198
199\b Descriptive game IDs tend to be longer in many puzzles (although
200some, such as Cube (\k{cube}), only need very short descriptions).
201So a random seed is often a \e{quicker} way to note down the puzzle
202you're currently playing, or to tell it to somebody else so they can
203play the same one as you.
204
205\b Any text at all is a valid random seed. The automatically
206generated ones are fifteen-digit numbers, but anything will do; you
207can type in your full name, or a word you just made up, and a valid
208puzzle will be generated from it. This provides a way for two or
209more people to race to complete the same puzzle: you think of a
210random seed, then everybody types it in at the same time, and nobody
211has an advantage due to having seen the generated puzzle before
212anybody else.
213
214\b It is often possible to convert puzzles from other sources (such
215as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
216game IDs suitable for use with these programs.
217
218\b Random seeds are not guaranteed to produce the same result if you
219use them with a different \i\e{version} of the puzzle program. This
220is because the generation algorithm might have been improved or
221modified in later versions of the code, and will therefore produce a
222different result when given the same sequence of random numbers. Use
223a descriptive game ID if you aren't sure that it will be used on the
224same version of the program as yours.
225
226\lcont{(Use the \q{About} menu option to find out the version number
227of the program. Programs with the same version number running on
228different platforms should still be random-seed compatible.)}
229
230\I{ID format}A descriptive game ID starts with a piece of text which
231encodes the \i\e{parameters} of the current game (such as grid
232size). Then there is a colon, and after that is the description of
233the game's initial state. A random seed starts with a similar string
234of parameters, but then it contains a hash sign followed by
235arbitrary data.
236
237If you enter a descriptive game ID, the program will not be able to
238show you the random seed which generated it, since it wasn't
239generated \e{from} a random seed. If you \e{enter} a random seed,
240however, the program will be able to show you the descriptive game
241ID derived from that random seed.
242
243Note that the game parameter strings are not always identical
244between the two forms. For some games, there will be parameter data
245provided with the random seed which is not included in the
246descriptive game ID. This is because that parameter information is
247only relevant when \e{generating} puzzle grids, and is not important
248when playing them. Thus, for example, the difficulty level in Solo
249(\k{solo}) is not mentioned in the descriptive game ID.
250
251These additional parameters are also not set permanently if you type
252in a game ID. For example, suppose you have Solo set to \q{Advanced}
253difficulty level, and then a friend wants your help with a
254\q{Trivial} puzzle; so the friend reads out a random seed specifying
255\q{Trivial} difficulty, and you type it in. The program will
256generate you the same \q{Trivial} grid which your friend was having
257trouble with, but once you have finished playing it, when you ask
258for a new game it will automatically go back to the \q{Advanced}
259difficulty which it was previously set on.
e91825f8 260
261\H{common-type} The \q{Type} menu
262
263The \I{Type menu}\q{Type} menu, if present, may contain a list of
264\i{preset} game settings. Selecting one of these will start a new
265random game with the parameters specified.
266
1185e3c5 267The \q{Type} menu may also contain a \q{\i{Custom}} option which
268allows you to fine-tune game \i{parameters}. The parameters
269available are specific to each game and are described in the
270following sections.
e91825f8 271
272\H{common-cmdline} Specifying game parameters on the \i{command line}
273
bb219ea1 274(This section does not apply to the \i{Mac OS X} version.)
8a771ea7 275
e91825f8 276The games in this collection deliberately do not ever save
277information on to the computer they run on: they have no high score
278tables and no saved preferences. (This is because I expect at least
279some people to play them at work, and those people will probably
280appreciate leaving as little evidence as possible!)
281
bb219ea1 282However, if you do want to arrange for one of these games to
283\I{default parameters, specifying}default to a particular set of
284parameters, you can specify them on the command line.
e91825f8 285
286The easiest way to do this is to set up the parameters you want
287using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 288\q{Random Seed} from the \q{Game} or \q{File} menu (see
289\k{common-id}). The text in the \q{Game ID} box will be composed of
290two parts, separated by a hash. The first of these parts represents
291the game parameters (the size of the playing area, for example, and
292anything else you set using the \q{Type} menu).
e91825f8 293
294If you run the game with just that parameter text on the command
295line, it will start up with the settings you specified.
296
297For example: if you run Cube (see \k{cube}), select \q{Octahedron}
298from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 299will see a string of the form \cq{o2x2#338686542711620}. Take only
300the part before the hash (\cq{o2x2}), and start Cube with that text
2e215ca9 301on the command line: \cq{PREFIX-cube o2x2}.
e91825f8 302
303If you copy the \e{entire} game ID on to the command line, the game
304will start up in the specific game that was described. This is
305occasionally a more convenient way to start a particular game ID
306than by pasting it into the game ID selection box.
307
1185e3c5 308(You could also retrieve the encoded game parameters using the
309\q{Specific} menu option instead of \q{Random Seed}, but if you do
310then some options, such as the difficulty level in Solo, will be
311missing. See \k{common-id} for more details on this.)
312
bb219ea1 313\H{common-unix-cmdline} \i{Unix} \i{command-line} options
3c9388ef 314
315(This section only applies to the Unix port.)
316
ff359b8a 317In addition to being able to specify game parameters on the command
318line (see \k{common-cmdline}), there are various other options:
319
320\dt \cw{--game}
321
322\dt \cw{--load}
323
324\dd These options respectively determine whether the command-line
325argument is treated as specifying game parameters or a \i{save} file
326to \i{load}. Only one should be specified. If neither of these options
327is specified, a guess is made based on the format of the argument.
3c9388ef 328
329\dt \cw{--generate }\e{n}
330
331\dd If this option is specified, instead of a puzzle being displayed,
bb219ea1 332a number of descriptive game IDs will be \I{generating game IDs}invented
333and printed on standard output. This is useful for gaining access to
334the game generation algorithms without necessarily using the frontend.
3c9388ef 335
336\lcont{
337
338If game parameters are specified on the command-line, they will be
339used to generate the game IDs; otherwise a default set of parameters
340will be used.
341
342The most common use of this option is in conjunction with \c{--print},
343in which case its behaviour is slightly different; see below.
344
345}
346
347\dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
348
349\dd If this option is specified, instead of a puzzle being displayed,
350a printed representation of one or more unsolved puzzles is sent to
351standard output, in \i{PostScript} format.
352
353\lcont{
354
355On each page of puzzles, there will be \e{w} across and \e{h} down. If
356there are more puzzles than \e{w}\by\e{h}, more than one page will be
357printed.
358
359If \c{--generate} has also been specified, the invented game IDs will
360be used to generate the printed output. Otherwise, a list of game IDs
361is expected on standard input (which can be descriptive or random
362seeds; see \k{common-id}), in the same format produced by
363\c{--generate}.
364
365For example:
366
2e215ca9 367\c PREFIX-net --generate 12 --print 2x3 7x7w | lpr
3c9388ef 368
369will generate two pages of printed Net puzzles (each of which will
370have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr}
371command, which on many systems will send them to an actual printer.
372
373There are various other options which affect printing; see below.
374
375}
376
8b5625f5 377\dt \cw{--save }\e{file-prefix} [ \cw{--save-suffix }\e{file-suffix} ]
378
379\dd If this option is specified, instead of a puzzle being
380displayed, saved-game files for one or more unsolved puzzles are
381written to files constructed from the supplied prefix and/or suffix.
382
383\lcont{
384
385If \c{--generate} has also been specified, the invented game IDs will
386be used to generate the printed output. Otherwise, a list of game IDs
387is expected on standard input (which can be descriptive or random
388seeds; see \k{common-id}), in the same format produced by
389\c{--generate}.
390
391For example:
392
2e215ca9 393\c PREFIX-net --generate 12 --save game --save-suffix .sav
8b5625f5 394
395will generate twelve Net saved-game files with the names
396\cw{game0.sav} to \cw{game11.sav}.
397
398}
399
3c9388ef 400\dt \cw{--version}
401
402\dd Prints version information about the game, and then quits.
403
404The following options are only meaningful if \c{--print} is also
405specified:
406
407\dt \cw{--with-solutions}
408
409\dd The set of pages filled with unsolved puzzles will be followed by
410the solutions to those puzzles.
411
412\dt \cw{--scale }\e{n}
413
414\dd Adjusts how big each puzzle is when printed. Larger numbers make
415puzzles bigger; the default is 1.0.
416
417\dt \cw{--colour}
418
419\dd Puzzles will be printed in colour, rather than in black and white
420(if supported by the puzzle).
421
e28d0584 422
e91825f8 423\C{net} \i{Net}
424
425\cfg{winhelp-topic}{games.net}
426
427(\e{Note:} the \i{Windows} version of this game is called
428\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
429
430I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 431\k{FreeNet}, written by Pavils Jurjans; there are several other
432implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 433network by connecting up the centres of squares in a grid, and then
434shuffles the network by rotating every tile randomly. Your job is to
435rotate it all back into place. The successful solution will be an
6e8e5c51 436entirely connected network, with no closed loops. \#{The latter
437clause means that there are no closed paths within the network.
438Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 439all tiles which are connected to the one in the middle are
440highlighted.
441
442\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
443
444\H{net-controls} \i{Net controls}
445
446\IM{Net controls} controls, for Net
447\IM{Net controls} keys, for Net
448\IM{Net controls} shortcuts (keyboard), for Net
449
450This game can be played with either the keyboard or the mouse. The
451controls are:
452
453\dt \e{Select tile}: mouse pointer, arrow keys
454
455\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
456
457\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
458
118473f5 459\dt \e{Rotate tile by 180 degrees}: \q{F} key
460
e91825f8 461\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
462
463\dd You can lock a tile once you're sure of its orientation. You can
464also unlock it again, but while it's locked you can't accidentally
465turn it.
466
f0ee053c 467The following controls are not necessary to complete the game, but may
468be useful:
469
470\dt \e{Shift grid}: Shift + arrow keys
471
472\dd On grids that wrap, you can move the origin of the grid, so that
473tiles that were on opposite sides of the grid can be seen together.
474
475\dt \e{Move centre}: Ctrl + arrow keys
476
477\dd You can change which tile is used as the source of highlighting.
478(It doesn't ultimately matter which tile this is, as every tile will
479be connected to every other tile in a correct solution, but it may be
480helpful in the intermediate stages of solving the puzzle.)
481
cbb5549e 482\dt \e{Jumble tiles}: \q{J} key
483
484\dd This key turns all tiles that are not locked to random
485orientations.
486
e91825f8 487(All the actions described in \k{common-actions} are also available.)
488
489\H{net-params} \I{parameters, for Net}Net parameters
490
491These parameters are available from the \q{Custom...} option on the
492\q{Type} menu.
493
494\dt \e{Width}, \e{Height}
495
496\dd Size of grid in tiles.
497
498\dt \e{Walls wrap around}
499
500\dd If checked, flow can pass from the left edge to the right edge,
501and from top to bottom, and vice versa.
502
503\dt \e{Barrier probability}
504
505\dd A number between 0.0 and 1.0 controlling whether an immovable
506barrier is placed between two tiles to prevent flow between them (a
507higher number gives more barriers). Since barriers are immovable, they
508act as constraints on the solution (i.e., hints).
509
510\lcont{
511
512The grid generation in Net has been carefully arranged so that the
513barriers are independent of the rest of the grid. This means that if
1185e3c5 514you note down the random seed used to generate the current puzzle
515(see \k{common-id}), change the \e{Barrier probability} parameter,
516and then re-enter the same random seed, you should see exactly the
517same starting grid, with the only change being the number of
518barriers. So if you're stuck on a particular grid and need a hint,
519you could start up another instance of Net, set up the same
520parameters but a higher barrier probability, and enter the game seed
521from the original Net window.
e91825f8 522
523}
524
40fde884 525\dt \e{Ensure unique solution}
526
527\dd Normally, Net will make sure that the puzzles it presents have
528only one solution. Puzzles with ambiguous sections can be more
529difficult and more subtle, so if you like you can turn off this
530feature and risk having ambiguous puzzles. (Also, finding \e{all}
531the possible solutions can be an additional challenge for an
532advanced player.)
533
e28d0584 534
e91825f8 535\C{cube} \i{Cube}
536
537\cfg{winhelp-topic}{games.cube}
538
539This is another one I originally saw as a web game. This one was a
540Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
541squares, six of which are blue; on one square rests a cube. Your move
542is to use the arrow keys to roll the cube through 90 degrees so that
543it moves to an adjacent square. If you roll the cube on to a blue
544square, the blue square is picked up on one face of the cube; if you
545roll a blue face of the cube on to a non-blue square, the blueness is
546put down again. (In general, whenever you roll the cube, the two faces
547that come into contact swap colours.) Your job is to get all six blue
548squares on to the six faces of the cube at the same time. Count your
549moves and try to do it in as few as possible.
550
551Unlike the original Java game, my version has an additional feature:
552once you've mastered the game with a cube rolling on a square grid,
553you can change to a triangular grid and roll any of a tetrahedron, an
554octahedron or an icosahedron.
555
556\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
557
558\H{cube-controls} \i{Cube controls}
559
560\IM{Cube controls} controls, for Cube
561\IM{Cube controls} keys, for Cube
562\IM{Cube controls} shortcuts (keyboard), for Cube
563
a1d5acff 564This game can be played with either the keyboard or the mouse.
e91825f8 565
a1d5acff 566Left-clicking anywhere on the window will move the cube (or other
567solid) towards the mouse pointer.
568
569The arrow keys can also used to roll the cube on its square grid in
570the four cardinal directions.
e91825f8 571On the triangular grids, the mapping of arrow keys to directions is
572more approximate. Vertical movement is disallowed where it doesn't
573make sense. The four keys surrounding the arrow keys on the numeric
574keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
575
576(All the actions described in \k{common-actions} are also available.)
577
578\H{cube-params} \I{parameters, for Cube}Cube parameters
579
580These parameters are available from the \q{Custom...} option on the
581\q{Type} menu.
582
583\dt \e{Type of solid}
584
585\dd Selects the solid to roll (and hence the shape of the grid):
586tetrahedron, cube, octahedron, or icosahedron.
587
588\dt \e{Width / top}, \e{Height / bottom}
589
590\dd On a square grid, horizontal and vertical dimensions. On a
591triangular grid, the number of triangles on the top and bottom rows
592respectively.
593
594
595\C{fifteen} \i{Fifteen}
596
597\cfg{winhelp-topic}{games.fifteen}
598
1d8e8ad8 599The old ones are the best: this is the good old \q{\i{15-puzzle}}
600with sliding tiles. You have a 4\by\.4 square grid; 15 squares
601contain numbered tiles, and the sixteenth is empty. Your move is to
602choose a tile next to the empty space, and slide it into the space.
603The aim is to end up with the tiles in numerical order, with the
604space in the bottom right (so that the top row reads 1,2,3,4 and the
605bottom row reads 13,14,15,\e{space}).
e91825f8 606
607\H{fifteen-controls} \i{Fifteen controls}
608
609\IM{Fifteen controls} controls, for Fifteen
610\IM{Fifteen controls} keys, for Fifteen
611\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
612
613This game can be controlled with the mouse or the keyboard.
614
615A left-click with the mouse in the row or column containing the empty
616space will move as many tiles as necessary to move the space to the
617mouse pointer.
618
619The arrow keys will move a tile adjacent to the space in the direction
620indicated (moving the space in the \e{opposite} direction).
621
622(All the actions described in \k{common-actions} are also available.)
623
624\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
625
626The only options available from the \q{Custom...} option on the \q{Type}
627menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
628you've changed these, it's not a \q{15-puzzle} any more, of course!)
629
630
631\C{sixteen} \i{Sixteen}
632
633\cfg{winhelp-topic}{games.sixteen}
634
635Another sliding tile puzzle, visually similar to Fifteen (see
636\k{fifteen}) but with a different type of move. This time, there is no
637hole: all 16 squares on the grid contain numbered squares. Your move
638is to shift an entire row left or right, or shift an entire column up
639or down; every time you do that, the tile you shift off the grid
640re-appears at the other end of the same row, in the space you just
641vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
642the top row, 13,14,15,16 on the bottom). When you've done that, try
643playing on different sizes of grid.
644
645I \e{might} have invented this game myself, though only by accident if
646so (and I'm sure other people have independently invented it). I
647thought I was imitating a screensaver I'd seen, but I have a feeling
648that the screensaver might actually have been a Fifteen-type puzzle
649rather than this slightly different kind. So this might be the one
650thing in my puzzle collection which represents creativity on my part
651rather than just engineering.
652
653\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
654
3e17893b 655Left-clicking on an arrow will move the appropriate row or column in
656the direction indicated. Right-clicking will move it in the opposite
657direction.
658
659Alternatively, use the cursor keys to move the position indicator
660around the edge of the grid, and use the return key to move the
661row/column in the direction indicated.
e91825f8 662
663(All the actions described in \k{common-actions} are also available.)
664
665\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
666
81875211 667The parameters available from the \q{Custom...} option on the
668\q{Type} menu are:
669
670\b \e{Width} and \e{Height}, which are self-explanatory.
671
672\b You can ask for a limited shuffling operation to be performed on
673the grid. By default, Sixteen will shuffle the grid in such a way
674that any arrangement is about as probable as any other. You can
675override this by requesting a precise number of shuffling moves to
676be performed. Typically your aim is then to determine the precise
677set of shuffling moves and invert them exactly, so that you answer
678(say) a four-move shuffle with a four-move solution. Note that the
679more moves you ask for, the more likely it is that solutions shorter
680than the target length will turn out to be possible.
681
e91825f8 682
9038fd11 683\C{twiddle} \i{Twiddle}
684
685\cfg{winhelp-topic}{games.twiddle}
686
687Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
688(see \k{sixteen}): you are given a grid of square tiles, each
689containing a number, and your aim is to arrange the numbers into
690ascending order.
691
692In basic Twiddle, your move is to rotate a square group of four
a3631c72 693tiles about their common centre. (Orientation is not significant in
694the basic puzzle, although you can select it.) On more advanced
695settings, you can rotate a larger square group of tiles.
9038fd11 696
697I first saw this type of puzzle in the GameCube game \q{Metroid
698Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
699you solve to unlock a door, which is a special case of Twiddle. I
700developed this game as a generalisation of that puzzle.
701
702\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
703
704To play Twiddle, click the mouse in the centre of the square group
705you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
706which means you have to click at a corner point where four tiles
707meet.
708
709In more advanced modes you might be rotating 3\by\.3 or even more at
710a time; if the size of the square is odd then you simply click in
711the centre tile of the square you want to rotate.
712
713Clicking with the left mouse button rotates the group anticlockwise.
714Clicking with the right button rotates it clockwise.
715
5c6659fd 716You can also move an outline square around the grid with the cursor
717keys; the square is the size above (2\by\.2 by default, or larger).
718Pressing the return key or space bar will rotate the current square
719anticlockwise or clockwise respectively.
720
9038fd11 721(All the actions described in \k{common-actions} are also available.)
722
723\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
724
725Twiddle provides several configuration options via the \q{Custom}
726option on the \q{Type} menu:
727
728\b You can configure the width and height of the puzzle grid.
729
730\b You can configure the size of square block that rotates at a time.
731
732\b You can ask for every square in the grid to be distinguishable
733(the default), or you can ask for a simplified puzzle in which there
734are groups of identical numbers. In the simplified puzzle your aim
735is just to arrange all the 1s into the first row, all the 2s into
736the second row, and so on.
737
a3631c72 738\b You can configure whether the orientation of tiles matters. If
d50832a3 739you ask for an orientable puzzle, each tile will have a triangle
740drawn in it. All the triangles must be pointing upwards to complete
741the puzzle.
a3631c72 742
81875211 743\b You can ask for a limited shuffling operation to be performed on
744the grid. By default, Twiddle will shuffle the grid so much that any
745arrangement is about as probable as any other. You can override this
746by requesting a precise number of shuffling moves to be performed.
747Typically your aim is then to determine the precise set of shuffling
748moves and invert them exactly, so that you answer (say) a four-move
749shuffle with a four-move solution. Note that the more moves you ask
750for, the more likely it is that solutions shorter than the target
751length will turn out to be possible.
752
9038fd11 753
e91825f8 754\C{rectangles} \i{Rectangles}
755
756\cfg{winhelp-topic}{games.rectangles}
757
758You have a grid of squares, with numbers written in some (but not all)
759of the squares. Your task is to subdivide the grid into rectangles of
760various sizes, such that (a) every rectangle contains exactly one
761numbered square, and (b) the area of each rectangle is equal to the
762number written in its numbered square.
763
764Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 765\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
766Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
767implementation, my version automatically generates random grids of
768any size you like. The quality of puzzle design is therefore not
769quite as good as hand-crafted puzzles would be, but on the plus side
770you get an inexhaustible supply of puzzles tailored to your own
771specification.
e91825f8 772
6ae37301 773\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 774
6ae37301 775\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 776
777\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
778
7b3481c8 779This game is played with the mouse or cursor keys.
780
781Left-click any edge to toggle it on or off, or left-click and drag to draw
782an entire rectangle (or line) on the grid in one go (removing any existing
783edges within that rectangle). Right-clicking and dragging will allow you
784to erase the contents of a rectangle without affecting its edges.
785
786Alternatively, use the cursor keys to move the position indicator
787around the board. Pressing the return key then allows you to use the
788cursor keys to drag a rectangle out from that position, and pressing
789the return key again completes the rectangle. Using the space bar
790instead of the return key allows you to erase the contents of a
791rectangle without affecting its edges, as above.
e91825f8 792
793When a rectangle of the correct size is completed, it will be shaded.
794
795(All the actions described in \k{common-actions} are also available.)
796
797\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
798
40fde884 799These parameters are available from the \q{Custom...} option on the
800\q{Type} menu.
801
802\dt \e{Width}, \e{Height}
803
804\dd Size of grid, in squares.
805
806\dt \e{Expansion factor}
aea3ed9a 807
40fde884 808\dd This is a mechanism for changing the type of grids generated by
809the program. Some people prefer a grid containing a few large
810rectangles to one containing many small ones. So you can ask
aea3ed9a 811Rectangles to essentially generate a \e{smaller} grid than the size
812you specified, and then to expand it by adding rows and columns.
813
40fde884 814\lcont{
815
aea3ed9a 816The default expansion factor of zero means that Rectangles will
817simply generate a grid of the size you ask for, and do nothing
818further. If you set an expansion factor of (say) 0.5, it means that
819each dimension of the grid will be expanded to half again as big
820after generation. In other words, the initial grid will be 2/3 the
821size in each dimension, and will be expanded to its full size
822without adding any more rectangles.
823
4a03dbb4 824Setting an expansion factor of around 0.5 tends to make the game
825more difficult, and also (in my experience) rewards a less deductive
826and more intuitive playing style. If you set it \e{too} high,
827though, the game simply cannot generate more than a few rectangles
828to cover the entire grid, and the game becomes trivial.
aea3ed9a 829
40fde884 830}
831
832\dt \e{Ensure unique solution}
833
834\dd Normally, Rectangles will make sure that the puzzles it presents
835have only one solution. Puzzles with ambiguous sections can be more
836difficult and more subtle, so if you like you can turn off this
837feature and risk having ambiguous puzzles. Also, finding \e{all} the
838possible solutions can be an additional challenge for an advanced
839player. Turning off this option can also speed up puzzle generation.
840
6ae37301 841
e91825f8 842\C{netslide} \i{Netslide}
843
844\cfg{winhelp-topic}{games.netslide}
845
6bbab0fe 846This game combines the grid generation of Net (see \k{net}) with the
847movement of Sixteen (see \k{sixteen}): you have a Net grid, but
848instead of rotating tiles back into place you have to slide them
849into place by moving a whole row at a time.
e91825f8 850
3e17893b 851As in Sixteen, \I{controls, for Netslide}control is with the mouse or
852cursor keys. See \k{sixteen-controls}.
e91825f8 853
aa27d493 854\I{parameters, for Netslide}The available game parameters have similar
855meanings to those in Net (see \k{net-params}) and Sixteen (see
856\k{sixteen-params}).
e91825f8 857
6bbab0fe 858Netslide was contributed to this collection by Richard Boulton.
6ae37301 859
e28d0584 860
b6b0369e 861\C{pattern} \i{Pattern}
862
863\cfg{winhelp-topic}{games.pattern}
864
865You have a grid of squares, which must all be filled in either black
866or white. Beside each row of the grid are listed the lengths of the
867runs of black squares on that row; above each column are listed the
868lengths of the runs of black squares in that column. Your aim is to
869fill in the entire grid black or white.
870
871I first saw this puzzle form around 1995, under the name
2e1e03ff 872\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 873different names.
874
875Normally, puzzles of this type turn out to be a meaningful picture
876of something once you've solved them. However, since this version
877generates the puzzles automatically, they will just look like random
878groupings of squares. (One user has suggested that this is actually
879a \e{good} thing, since it prevents you from guessing the colour of
880squares based on the picture, and forces you to use logic instead.)
881The advantage, though, is that you never run out of them.
882
2e1e03ff 883\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 884
885This game is played with the mouse.
886
887Left-click in a square to colour it black. Right-click to colour it
888white. If you make a mistake, you can middle-click, or hold down
889Shift while clicking with any button, to colour the square in the
890default grey (meaning \q{undecided}) again.
891
892You can click and drag with the left or right mouse button to colour
893a vertical or horizontal line of squares black or white at a time
894(respectively). If you click and drag with the middle button, or
895with Shift held down, you can colour a whole rectangle of squares
896grey.
897
b2ae5b05 898You can also move around the grid with the cursor keys. Pressing the
c87c7d3b 899return key will cycle the current cell through empty, then black, then
900white, then empty, and the space bar does the same cycle in reverse.
b2ae5b05 901
2e1e03ff 902(All the actions described in \k{common-actions} are also available.)
903
b6b0369e 904\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
905
906The only options available from the \q{Custom...} option on the \q{Type}
907menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 908
6ae37301 909
1d8e8ad8 910\C{solo} \i{Solo}
911
912\cfg{winhelp-topic}{games.solo}
913
81b09746 914You have a square grid, which is divided into as many equally sized
915sub-blocks as the grid has rows. Each square must be filled in with
916a digit from 1 to the size of the grid, in such a way that
1d8e8ad8 917
918\b every row contains only one occurrence of each digit
919
920\b every column contains only one occurrence of each digit
921
922\b every block contains only one occurrence of each digit.
923
81b09746 924\b (optionally, by default off) each of the square's two main
925diagonals contains only one occurrence of each digit.
926
1d8e8ad8 927You are given some of the numbers as clues; your aim is to place the
928rest of the numbers correctly.
929
81b09746 930Under the default settings, the sub-blocks are square or
931rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual
932grid, divided into nine 3\by\.3 blocks). You can also select sizes
933with rectangular blocks instead of square ones, such as 2\by\.3 (a
9346\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you
935can select \q{jigsaw} mode, in which the sub-blocks are arbitrary
936shapes which differ between individual puzzles.
1d8e8ad8 937
ad599e2b 938Another available mode is \q{killer}. In this mode, clues are not
939given in the form of filled-in squares; instead, the grid is divided
940into \q{cages} by coloured lines, and for each cage the game tells
941you what the sum of all the digits in that cage should be. Also, no
942digit may appear more than once within a cage, even if the cage
943crosses the boundaries of existing regions.
944
1d8e8ad8 945If you select a puzzle size which requires more than 9 digits, the
946additional digits will be letters of the alphabet. For example, if
947you select 3\by\.4 then the digits which go in your grid will be 1
ad599e2b 948to 9, plus \cq{a}, \cq{b} and \cq{c}. This cannot be selected for
949killer puzzles.
1d8e8ad8 950
3012ffca 951I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
952also been popularised by various newspapers under the name
953\q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
954of the modern form of the puzzle, and it was first published in
955\e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
956of the history of the puzzle can be found on Wikipedia
957\k{wikipedia-solo}.
1d8e8ad8 958
6ae37301 959\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}
960
3012ffca 961\B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
962
1d8e8ad8 963\H{solo-controls} \I{controls, for Solo}Solo controls
964
965To play Solo, simply click the mouse in any empty square and then
966type a digit or letter on the keyboard to fill that square. If you
967make a mistake, click the mouse in the incorrect square and press
968Space to clear it again (or use the Undo feature).
969
c8266e03 970If you \e{right}-click in a square and then type a number, that
971number will be entered in the square as a \q{pencil mark}. You can
b63898fe 972have pencil marks for multiple numbers in the same square. Squares
973containing filled-in numbers cannot also contain pencil marks.
c8266e03 974
975The game pays no attention to pencil marks, so exactly what you use
976them for is up to you: you can use them as reminders that a
977particular square needs to be re-examined once you know more about a
978particular number, or you can use them as lists of the possible
979numbers in a given square, or anything else you feel like.
980
981To erase a single pencil mark, right-click in the square and type
982the same number again.
983
984All pencil marks in a square are erased when you left-click and type
985a number, or when you left-click and press space. Right-clicking and
986pressing space will also erase pencil marks.
987
b63898fe 988Alternatively, use the cursor keys to move the mark around the grid.
989Pressing the return key toggles the mark (from a normal mark to a
990pencil mark), and typing a number in is entered in the square in the
991appropriate way; typing in a 0 or using the space bar will clear a
992filled square.
993
1d8e8ad8 994(All the actions described in \k{common-actions} are also available.)
995
996\H{solo-parameters} \I{parameters, for Solo}Solo parameters
997
998Solo allows you to configure two separate dimensions of the puzzle
6ae37301 999grid on the \q{Type} menu: the number of columns, and the number of
1000rows, into which the main grid is divided. (The size of a block is
1001the inverse of this: for example, if you select 2 columns and 3 rows,
1002each actual block will have 3 columns and 2 rows.)
1d8e8ad8 1003
81b09746 1004If you tick the \q{X} checkbox, Solo will apply the optional extra
1005constraint that the two main diagonals of the grid also contain one
fbd0fc79 1006of every digit. (This is sometimes known as \q{Sudoku-X} in
1007newspapers.) In this mode, the squares on the two main diagonals
1008will be shaded slightly so that you know it's enabled.
1009
81b09746 1010If you tick the \q{Jigsaw} checkbox, Solo will generate randomly
1011shaped sub-blocks. In this mode, the actual grid size will be taken
1012to be the product of the numbers entered in the \q{Columns} and
1013\q{Rows} boxes. There is no reason why you have to enter a number
1014greater than 1 in both boxes; Jigsaw mode has no constraint on the
1015grid size, and it can even be a prime number if you feel like it.
1016
ad599e2b 1017If you tick the \q{Killer} checkbox, Solo will generate a set of
1018of cages, which are randomly shaped and drawn in an outline of a
1019different colour. Each of these regions contains a smaller clue
1020which shows the digit sum of all the squares in this region.
1021
ef57b17d 1022You can also configure the type of symmetry shown in the generated
1023puzzles. More symmetry makes the puzzles look prettier but may also
1024make them easier, since the symmetry constraints can force more
1025clues than necessary to be present. Completely asymmetric puzzles
1026have the freedom to contain as few clues as possible.
1027
7c568a48 1028Finally, you can configure the difficulty of the generated puzzles.
1029Difficulty levels are judged by the complexity of the techniques of
1030deduction required to solve the puzzle: each level requires a mode
1031of reasoning which was not necessary in the previous one. In
1032particular, on difficulty levels \q{Trivial} and \q{Basic} there
1033will be a square you can fill in with a single number at all times,
1034whereas at \q{Intermediate} level and beyond you will have to make
1035partial deductions about the \e{set} of squares a number could be in
e28d0584 1036(or the set of numbers that could be in a square).
1037\#{Advanced, Extreme?}
1038At \q{Unreasonable} level, even this is not enough, and you will
de60d8bd 1039eventually have to make a guess, and then backtrack if it turns out
1040to be wrong.
7c568a48 1041
c65d92ac 1042Generating difficult puzzles is itself difficult: if you select one
1043of the higher difficulty levels, Solo may have to make many attempts
1044at generating a puzzle before it finds one hard enough for you. Be
1045prepared to wait, especially if you have also configured a large
1046puzzle size.
7c568a48 1047
ef57b17d 1048
7959b517 1049\C{mines} \i{Mines}
1050
1051\cfg{winhelp-topic}{games.mines}
1052
1053You have a grid of covered squares, some of which contain mines, but
1054you don't know which. Your job is to uncover every square which does
1055\e{not} contain a mine. If you uncover a square containing a mine,
1056you lose. If you uncover a square which does not contain a mine, you
1057are told how many mines are contained within the eight surrounding
1058squares.
1059
1060This game needs no introduction; popularised by Windows, it is
1061perhaps the single best known desktop puzzle game in existence.
1062
1063This version of it has an unusual property. By default, it will
1064generate its mine positions in such a way as to ensure that you
1065never need to \e{guess} where a mine is: you will always be able to
1066deduce it somehow. So you will never, as can happen in other
1067versions, get to the last four squares and discover that there are
1068two mines left but you have no way of knowing for sure where they
1069are.
1070
1071\H{mines-controls} \I{controls, for Mines}Mines controls
1072
1073This game is played with the mouse.
1074
1075If you left-click in a covered square, it will be uncovered.
1076
1077If you right-click in a covered square, it will place a flag which
1078indicates that the square is believed to be a mine. Left-clicking in
1079a marked square will not uncover it, for safety. You can right-click
1080again to remove a mark placed in error.
1081
1082If you left-click in an \e{uncovered} square, it will \q{clear
1083around} the square. This means: if the square has exactly as many
1084flags surrounding it as it should have mines, then all the covered
1085squares next to it which are \e{not} flagged will be uncovered. So
1086once you think you know the location of all the mines around a
1087square, you can use this function as a shortcut to avoid having to
1088click on each of the remaining squares one by one.
1089
1090If you uncover a square which has \e{no} mines in the surrounding
1091eight squares, then it is obviously safe to uncover those squares in
1092turn, and so on if any of them also has no surrounding mines. This
1093will be done for you automatically; so sometimes when you uncover a
1094square, a whole new area will open up to be explored.
1095
9c90045a 1096You can also use the cursor keys to move around the minefield.
1097Pressing the return key in a covered square uncovers it, and in an
1098uncovered square will clear around it (so it acts as the left button),
1099pressing the space bar in a covered square will place a flag
1100(similarly, it acts as the right button).
1101
11d31eb9 1102All the actions described in \k{common-actions} are also available.
1103
7959b517 1104Even Undo is available, although you might consider it cheating to
11d31eb9 1105use it. If you step on a mine, the program will only reveal the mine
1106in question (unlike most other implementations, which reveal all of
1107them). You can then Undo your fatal move and continue playing if you
1108like. The program will track the number of times you died (and Undo
1109will not reduce that counter), so when you get to the end of the
1110game you know whether or not you did it without making any errors.
1111
1112(If you really want to know the full layout of the grid, which other
1113implementations will show you after you die, you can always use the
1114Solve menu option.)
7959b517 1115
1116\H{mines-parameters} \I{parameters, for Mines}Mines parameters
1117
1118The options available from the \q{Custom...} option on the \q{Type}
1119menu are:
1120
1121\dt \e{Width}, \e{Height}
1122
1123\dd Size of grid in squares.
1124
1125\dt \e{Mines}
1126
08781119 1127\dd Number of mines in the grid. You can enter this as an absolute
1128mine count, or alternatively you can put a \cw{%} sign on the end in
1129which case the game will arrange for that proportion of the squares
1130in the grid to be mines.
1131
1132\lcont{
1133
1134Beware of setting the mine count too high. At very high densities,
1135the program may spend forever searching for a solvable grid.
1136
1137}
7959b517 1138
1139\dt \e{Ensure solubility}
1140
1141\dd When this option is enabled (as it is by default), Mines will
1142ensure that the entire grid can be fully deduced starting from the
1143initial open space. If you prefer the riskier grids generated by
1144other implementations, you can switch off this option.
1145
1146
6bbab0fe 1147\C{samegame} \i{Same Game}
1148
1149\cfg{winhelp-topic}{games.samegame}
1150
1151You have a grid of coloured squares, which you have to clear by
209ab5a7 1152highlighting contiguous regions of more than one coloured square;
6bbab0fe 1153the larger the region you highlight, the more points you get (and
1154the faster you clear the arena).
1155
1156If you clear the grid you win. If you end up with nothing but
209ab5a7 1157single squares (i.e., there are no more clickable regions left) you
6bbab0fe 1158lose.
1159
1160Removing a region causes the rest of the grid to shuffle up:
1161blocks that are suspended will fall down (first), and then empty
1162columns are filled from the right.
1163
6bbab0fe 1164Same Game was contributed to this collection by James Harvey.
1165
209ab5a7 1166\H{samegame-controls} \i{Same Game controls}
1167
1168\IM{Same Game controls} controls, for Same Game
1169\IM{Same Game controls} keys, for Same Game
1170\IM{Same Game controls} shortcuts (keyboard), for Same Game
1171
1172This game can be played with either the keyboard or the mouse.
6bbab0fe 1173
1174If you left-click an unselected region, it becomes selected (possibly
1175clearing the current selection).
1176
1177If you left-click the selected region, it will be removed (and the
1178rest of the grid shuffled immediately).
1179
1180If you right-click the selected region, it will be unselected.
1181
209ab5a7 1182The cursor keys move a cursor around the grid. Pressing the Space or
1183Enter keys while the cursor is in an unselected region selects it;
1184pressing Space or Enter again removes it as above.
1185
e28d0584 1186(All the actions described in \k{common-actions} are also available.)
1187
6bbab0fe 1188\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1189
209ab5a7 1190These parameters are available from the \q{Custom...} option on the
1191\q{Type} menu.
1192
6bbab0fe 1193\dt \e{Width}, \e{Height}
1194
1195\dd Size of grid in squares.
1196
1197\dt \e{No. of colours}
1198
1199\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 1200the fewer large regions of colour and thus the more difficult it is to
1201successfully clear the grid.
1202
1203\dt \e{Scoring system}
1204
1205\dd Controls the precise mechanism used for scoring. With the default
1206system, \q{(n-2)^2}, only regions of three squares or more will score
1207any points at all. With the alternative \q{(n-1)^2} system, regions of
1208two squares score a point each, and larger regions score relatively
1209more points.
6bbab0fe 1210
e4a7ab56 1211\dt \e{Ensure solubility}
1212
1213\dd If this option is ticked (the default state), generated grids
1214will be guaranteed to have at least one solution.
1215
1216\lcont{
1217
1218If you turn it off, the game generator will not try to guarantee
1219soluble grids; it will, however, still ensure that there are at
1220least 2 squares of each colour on the grid at the start (since a
1221grid with exactly one square of a given colour is \e{definitely}
1222insoluble). Grids generated with this option disabled may contain
1223more large areas of contiguous colour, leading to opportunities for
1224higher scores; they can also take less time to generate.
1225
1226}
1227
f4afe206 1228
1229\C{flip} \i{Flip}
1230
1231\cfg{winhelp-topic}{games.flip}
1232
1233You have a grid of squares, some light and some dark. Your aim is to
1234light all the squares up at the same time. You can choose any square
1235and flip its state from light to dark or dark to light, but when you
1236do so, other squares around it change state as well.
1237
1238Each square contains a small diagram showing which other squares
1239change when you flip it.
1240
d6acbe63 1241\H{flip-controls} \i{Flip controls}
f4afe206 1242
1243\IM{Flip controls} controls, for Flip
1244\IM{Flip controls} keys, for Flip
1245\IM{Flip controls} shortcuts (keyboard), for Flip
1246
33317d37 1247This game can be played with either the keyboard or the mouse.
1248
1249Left-click in a square to flip it and its associated squares, or
1250use the cursor keys to choose a square and the space bar or Enter
1251key to flip.
79cb09e9 1252
5f6050b4 1253If you use the \q{Solve} function on this game, it will mark some of
1254the squares in red. If you click once in every square with a red
1255mark, the game should be solved. (If you click in a square
1256\e{without} a red mark, a red mark will appear in it to indicate
1257that you will need to reverse that operation to reach the solution.)
f4afe206 1258
e28d0584 1259(All the actions described in \k{common-actions} are also available.)
1260
f4afe206 1261\H{flip-parameters} \I{parameters, for flip}Flip parameters
1262
1263These parameters are available from the \q{Custom...} option on the
1264\q{Type} menu.
1265
1266\dt \e{Width}, \e{Height}
1267
1268\dd Size of grid in squares.
1269
1270\dt \e{Shape type}
1271
1272\dd This control determines the shape of the region which is flipped
1273by clicking in any given square. The default setting, \q{Crosses},
1274causes every square to flip itself and its four immediate neighbours
1275(or three or two if it's at an edge or corner). The other setting,
1276\q{Random}, causes a random shape to be chosen for every square, so
1277the game is different every time.
1278
1279
c6203e43 1280\C{guess} \i{Guess}
1281
1282\cfg{winhelp-topic}{games.guess}
1283
1284You have a set of coloured pegs, and have to reproduce a
1285predetermined sequence of them (chosen by the computer) within a
1286certain number of guesses.
1287
1288Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1289in the correct places (in black), and also the number of
1290correctly-coloured pegs in the wrong places (in white).
c6203e43 1291
1292This game is also known (and marketed, by Hasbro, mainly) as
bb219ea1 1293a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1294and 10 guesses. However, this version allows custom settings of number
1295of colours (up to 10), number of pegs per row, and number of guesses.
c6203e43 1296
64455a5a 1297Guess was contributed to this collection by James Harvey.
1298
c6203e43 1299\H{guess-controls} \i{Guess controls}
1300
1301\IM{Guess controls} controls, for Guess
1302\IM{Guess controls} keys, for Guess
1303\IM{Guess controls} shortcuts (keyboard), for Guess
1304
9ffde3e8 1305This game can be played with either the keyboard or the mouse.
1306
9c63a011 1307With the mouse, drag a coloured peg from the tray on the left-hand
1308side to its required position in the current guess; pegs may also be
1309dragged from current and past guesses to copy them elsewhere. To
1310remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1311
9ffde3e8 1312Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1313that have hold markers will be automatically added to the next guess
1314after marking.
1315
9ffde3e8 1316Alternatively, with the keyboard, the up and down cursor keys can be
1317used to select a peg colour, the left and right keys to select a
9c63a011 1318peg position, and the space bar or Enter key to place a peg of the
59dae0db 1319selected colour in the chosen position. \q{D} or Backspace removes a
1320peg, and \q{H} adds a hold marker.
9ffde3e8 1321
9c63a011 1322When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1323clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1324and pressing the space bar or Enter key) will mark the current guess,
1325copy any held pegs to the next guess, and move the \q{current guess}
1326marker.
c6203e43 1327
1328If you correctly position all the pegs the solution will be displayed
9ffde3e8 1329below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1330will also be revealed.
c6203e43 1331
e28d0584 1332(All the actions described in \k{common-actions} are also available.)
1333
13b443e3 1334\H{guess-parameters} \I{parameters, for Guess}Guess parameters
c6203e43 1335
1336These parameters are available from the \q{Custom...} option on the
1337\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1338board game \q{Mastermind}.
c6203e43 1339
1340\dt \e{Colours}
1341
1342\dd Number of colours the solution is chosen from; from 2 to 10
1343(more is harder).
1344
1345\dt \e{Pegs per guess}
1346
1347\dd Number of pegs per guess (more is harder).
1348
1349\dt \e{Guesses}
1350
1351\dd Number of guesses you have to find the solution in (fewer is harder).
1352
1353\dt \e{Allow blanks}
1354
1355\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1356you know that those will never be counted as part of the solution). This
1357is turned off by default.
1358
1359Note that this doesn't allow blank pegs in the solution; if you really wanted
1360that, use one extra colour.
1361
1362\dt \e{Allow duplicates}
1363
1364\dd Allows the solution (and the guesses) to contain colours more than once;
1365this increases the search space (making things harder), and is turned on by
1366default.
1367
1368
13b443e3 1369\C{pegs} \i{Pegs}
1370
1371\cfg{winhelp-topic}{games.pegs}
1372
1373A number of pegs are placed in holes on a board. You can remove a
33a3deb2 1374peg by jumping an adjacent peg over it (horizontally or vertically)
1375to a vacant hole on the other side. Your aim is to remove all but one
1376of the pegs initially present.
13b443e3 1377
e28d0584 1378This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1379possibly one of the oldest puzzle games still commonly known.
13b443e3 1380
1381\H{pegs-controls} \i{Pegs controls}
1382
1383\IM{Pegs controls} controls, for Pegs
1384
1385To move a peg, drag it with the mouse from its current position to
1386its final position. If the final position is exactly two holes away
1387from the initial position, is currently unoccupied by a peg, and
1388there is a peg in the intervening square, the move will be permitted
1389and the intervening peg will be removed.
1390
1391Vacant spaces which you can move a peg into are marked with holes. A
1392space with no peg and no hole is not available for moving at all: it
1393is an obstacle which you must work around.
1394
e88d61a4 1395You can also use the cursor keys to move a position indicator around
1396the board. Pressing the return key while over a peg, followed by a
1397cursor key, will jump the peg in that direction (if that is a legal
1398move).
1399
e28d0584 1400(All the actions described in \k{common-actions} are also available.)
13b443e3 1401
1402\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1403
1404These parameters are available from the \q{Custom...} option on the
1405\q{Type} menu.
1406
1407\dt \e{Width}, \e{Height}
1408
1409\dd Size of grid in holes.
1410
1411\dt \e{Board type}
1412
1413\dd Controls whether you are given a board of a standard shape or a
1414randomly generated shape. The two standard shapes currently
1415supported are \q{Cross} and \q{Octagon} (also commonly known as the
1416English and European traditional board layouts respectively).
1417Selecting \q{Random} will give you a different board shape every
1418time (but always one that is known to have a solution).
1419
1420
6c04c334 1421\C{dominosa} \i{Dominosa}
1422
1423\cfg{winhelp-topic}{games.dominosa}
1424
f1010613 1425A normal set of dominoes \dash that is, one instance of every
1426(unordered) pair of numbers from 0 to 6 \dash has been arranged
1427irregularly into a rectangle; then the number in each square has
1428been written down and the dominoes themselves removed. Your task is
1429to reconstruct the pattern by arranging the set of dominoes to match
1430the provided array of numbers.
6c04c334 1431
1432This puzzle is widely credited to O. S. Adler, and takes part of its
1433name from those initials.
1434
1435\H{dominosa-controls} \i{Dominosa controls}
1436
1437\IM{Dominosa controls} controls, for Dominosa
1438
1439Left-clicking between any two adjacent numbers places a domino
1440covering them, or removes one if it is already present. Trying to
1441place a domino which overlaps existing dominoes will remove the ones
1442it overlaps.
1443
1444Right-clicking between two adjacent numbers draws a line between
1445them, which you can use to remind yourself that you know those two
1446numbers are \e{not} covered by a single domino. Right-clicking again
1447removes the line.
1448
f4e23980 1449You can also use the cursor keys to move a cursor around the grid.
1450When the cursor is half way between two adjacent numbers, pressing
1451the return key will place a domino covering those numbers, or
1452pressing the space bar will lay a line between the two squares.
1453Repeating either action removes the domino or line.
1454
e28d0584 1455(All the actions described in \k{common-actions} are also available.)
6c04c334 1456
1457\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1458
1459These parameters are available from the \q{Custom...} option on the
1460\q{Type} menu.
1461
1462\dt \e{Maximum number on dominoes}
1463
1464\dd Controls the size of the puzzle, by controlling the size of the
1465set of dominoes used to make it. Dominoes with numbers going up to N
1466will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1467the default value of 6 gives an 8\by\.7 grid.
1468
1469\dt \e{Ensure unique solution}
1470
1471\dd Normally, Dominosa will make sure that the puzzles it presents
1472have only one solution. Puzzles with ambiguous sections can be more
1473difficult and sometimes more subtle, so if you like you can turn off
1474this feature. Also, finding \e{all} the possible solutions can be an
1475additional challenge for an advanced player. Turning off this option
1476can also speed up puzzle generation.
1477
1478
9d6c3859 1479\C{untangle} \i{Untangle}
1480
1481\cfg{winhelp-topic}{games.untangle}
1482
1483You are given a number of points, some of which have lines drawn
1484between them. You can move the points about arbitrarily; your aim is
1485to position the points so that no line crosses another.
1486
1487I originally saw this in the form of a Flash game called \i{Planarity}
1488\k{Planarity}, written by John Tantalo.
1489
1490\B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1491
1492\H{untangle-controls} \i{Untangle controls}
1493
1494\IM{Untangle controls} controls, for Untangle
1495
1496To move a point, click on it with the left mouse button and drag it
1497into a new position.
1498
e28d0584 1499(All the actions described in \k{common-actions} are also available.)
1500
9d6c3859 1501\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1502
1503There is only one parameter available from the \q{Custom...} option
1504on the \q{Type} menu:
1505
1506\dt \e{Number of points}
1507
1508\dd Controls the size of the puzzle, by specifying the number of
1509points in the generated graph.
1510
1511
bf7ebf5a 1512\C{blackbox} \i{Black Box}
1513
1514\cfg{winhelp-topic}{games.blackbox}
1515
e8b7bbe1 1516A number of balls are hidden in a rectangular arena. You have to
68b183b5 1517deduce the positions of the balls by firing lasers positioned at
e8b7bbe1 1518the edges of the arena and observing how their beams are deflected.
bf7ebf5a 1519
e8b7bbe1 1520Beams will travel straight from their origin until they hit the
1521opposite side of the arena (at which point they emerge), unless
1522affected by balls in one of the following ways:
bf7ebf5a 1523
e8b7bbe1 1524\b A beam that hits a ball head-on is absorbed and will never
1525 re-emerge. This includes beams that meet a ball on the first rank
1526 of the arena.
bf7ebf5a 1527
e8b7bbe1 1528\b A beam with a ball to its front-left square gets deflected 90 degrees
bf7ebf5a 1529 to the right.
1530
e8b7bbe1 1531\b A beam with a ball to its front-right square gets similarly deflected
bf7ebf5a 1532 to the left.
1533
e8b7bbe1 1534\b A beam that would re-emerge from its entry location is considered to be
ebf54ec9 1535 \q{reflected}.
bf7ebf5a 1536
e8b7bbe1 1537\b A beam which would get deflected before entering the arena by a
1538 ball to the front-left or front-right of its entry point is also
1539 considered to be \q{reflected}.
bf7ebf5a 1540
e8b7bbe1 1541Beams that are reflected appear as a \q{R}; beams that hit balls
1542head-on appear as \q{H}. Otherwise, a number appears at the firing
1543point and the location where the beam emerges (this number is unique
1544to that shot).
bf7ebf5a 1545
1546You can place guesses as to the location of the balls, based on the
e8b7bbe1 1547entry and exit patterns of the beams; once you have placed enough
bf7ebf5a 1548balls a button appears enabling you to have your guesses checked.
1549
1550Here is a diagram showing how the positions of balls can create each
e8b7bbe1 1551of the beam behaviours shown above:
bf7ebf5a 1552
1553\c 1RHR----
1554\c |..O.O...|
1555\c 2........3
1556\c |........|
1557\c |........|
1558\c 3........|
1559\c |......O.|
1560\c H........|
1561\c |.....O..|
1562\c 12-RH---
1563
e8b7bbe1 1564As shown, it is possible for a beam to receive multiple reflections
1565before re-emerging (see turn 3). Similarly, a beam may be reflected
ebf54ec9 1566(possibly more than once) before receiving a hit (the \q{H} on the
bf7ebf5a 1567left side of the example).
1568
e8b7bbe1 1569Note that any layout with more than 4 balls may have a non-unique
bf7ebf5a 1570solution. The following diagram illustrates this; if you know the
1571board contains 5 balls, it is impossible to determine where the fifth
e8b7bbe1 1572ball is (possible positions marked with an \cw{x}):
bf7ebf5a 1573
1574\c --------
1575\c |........|
1576\c |........|
1577\c |..O..O..|
1578\c |...xx...|
1579\c |...xx...|
1580\c |..O..O..|
1581\c |........|
1582\c |........|
1583\c --------
1584
e8b7bbe1 1585For this reason, when you have your guesses checked, the game will
bf7ebf5a 1586check that your solution \e{produces the same results} as the
1587computer's, rather than that your solution is identical to the
1588computer's. So in the above example, you could put the fifth ball at
e8b7bbe1 1589\e{any} of the locations marked with an \cw{x}, and you would still
1590win.
bf7ebf5a 1591
1592Black Box was contributed to this collection by James Harvey.
1593
1594\H{blackbox-controls} \i{Black Box controls}
1595
e8b7bbe1 1596\IM{Black Box controls} controls, for Black Box
1597\IM{Black Box controls} keys, for Black Box
1598\IM{Black Box controls} shortcuts (keyboard), for Black Box
bf7ebf5a 1599
e8b7bbe1 1600To fire a laser beam, left-click in a square around the edge of the
1601arena. The results will be displayed immediately. Clicking or holding
1602the left button on one of these squares will highlight the current go
1603(or a previous go) to confirm the exit point for that laser, if
1604applicable.
bf7ebf5a 1605
1606To guess the location of a ball, left-click within the arena and a
e8b7bbe1 1607black circle will appear marking the guess; click again to remove the
1608guessed ball.
bf7ebf5a 1609
1610Locations in the arena may be locked against modification by
1611right-clicking; whole rows and columns may be similarly locked by
e8b7bbe1 1612right-clicking in the laser square above/below that column, or to the
1613left/right of that row.
bf7ebf5a 1614
316908ca 1615The cursor keys may also be used to move around the grid. Pressing the
e8b7bbe1 1616Enter key will fire a laser or add a new ball-location guess, and
1617pressing Space will lock a cell, row, or column.
316908ca 1618
e8b7bbe1 1619When an appropriate number of balls have been guessed, a button will
1620appear at the top-left corner of the grid; clicking that (with mouse
1621or cursor) will check your guesses.
bf7ebf5a 1622
e8b7bbe1 1623If you click the \q{check} button and your guesses are not correct,
1624the game will show you the minimum information necessary to
27388471 1625demonstrate this to you, so you can try again. If your ball
e8b7bbe1 1626positions are not consistent with the beam paths you already know
1627about, one beam path will be circled to indicate that it proves you
1628wrong. If your positions match all the existing beam paths but are
1629still wrong, one new beam path will be revealed (written in red)
27388471 1630which is not consistent with your current guesses.
1631
1632If you decide to give up completely, you can select Solve to reveal
1633the actual ball positions. At this point, correctly-placed balls
e8b7bbe1 1634will be displayed as filled black circles, incorrectly-placed balls
1635as filled black circles with red crosses, and missing balls as filled
1636red circles. In addition, a red circle marks any laser you had already
1637fired which is not consistent with your ball layout (just as when you
1638press the \q{check} button), and red text marks any laser you
1639\e{could} have fired in order to distinguish your ball layout from the
1640correct one.
bf7ebf5a 1641
1642(All the actions described in \k{common-actions} are also available.)
1643
1644\H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1645
1646These parameters are available from the \q{Custom...} option on the
1647\q{Type} menu.
1648
1649\dt \e{Width}, \e{Height}
1650
ebf54ec9 1651\dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
bf7ebf5a 1652per grid, two per row and two per column.
1653
1654\dt \e{No. of balls}
1655
1656\dd Number of balls to place in the grid. This can be a single number,
ebf54ec9 1657or a range (separated with a hyphen, like \q{2-6}), and determines the
1658number of balls to place on the grid. The \q{reveal} button is only
bf7ebf5a 1659enabled if you have guessed an appropriate number of balls; a guess
1660using a different number to the original solution is still acceptable,
e8b7bbe1 1661if all the beam inputs and outputs match.
bf7ebf5a 1662
1663
f1010613 1664\C{slant} \i{Slant}
1665
1666\cfg{winhelp-topic}{games.slant}
1667
1668You have a grid of squares. Your aim is to draw a diagonal line
1669through each square, and choose which way each line slants so that
1670the following conditions are met:
1671
1672\b The diagonal lines never form a loop.
1673
1674\b Any point with a circled number has precisely that many lines
1675meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1676zero is the centre of a diamond shape \dash or rather, a partial
1677diamond shape, because a zero can never appear in the middle of the
1678grid because that would immediately cause a loop.)
1679
1680Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1681
1682\B{nikoli-slant}
1683\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1684(in Japanese)
1685
f1010613 1686\H{slant-controls} \i{Slant controls}
1687
1688\IM{Slant controls} controls, for Slant
f1010613 1689
1690Left-clicking in a blank square will place a \cw{\\} in it (a line
1691leaning to the left, i.e. running from the top left of the square to
1692the bottom right). Right-clicking in a blank square will place a
1693\cw{/} in it (leaning to the right, running from top right to bottom
1694left).
1695
1696Continuing to click either button will cycle between the three
1697possible square contents. Thus, if you left-click repeatedly in a
1698blank square it will change from blank to \cw{\\} to \cw{/} back to
1699blank, and if you right-click repeatedly the square will change from
1700blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1701the game entirely with one button if you need to.)
1702
6b8513c7 1703You can also use the cursor keys to move around the grid. Pressing the
1704return or space keys will place a \cw{\\} or a \cw{/}, respectively,
1705and will then cycle them as above.
1706
f1010613 1707(All the actions described in \k{common-actions} are also available.)
1708
e3478a4b 1709\H{slant-parameters} \I{parameters, for Slant}Slant parameters
f1010613 1710
1711These parameters are available from the \q{Custom...} option on the
1712\q{Type} menu.
1713
1714\dt \e{Width}, \e{Height}
1715
1716\dd Size of grid in squares.
1717
15164c74 1718\dt \e{Difficulty}
1719
1720\dd Controls the difficulty of the generated puzzle. At Hard level,
1721you are required to do deductions based on knowledge of
1722\e{relationships} between squares rather than always being able to
1723deduce the exact contents of one square at a time. (For example, you
1724might know that two squares slant in the same direction, even if you
1725don't yet know what that direction is, and this might enable you to
1726deduce something about still other squares.) Even at Hard level,
1727guesswork and backtracking should never be necessary.
1728
f1010613 1729
e3478a4b 1730\C{lightup} \i{Light Up}
1731
1732\cfg{winhelp-topic}{games.lightup}
1733
1734You have a grid of squares. Some are filled in black; some of the
1735black squares are numbered. Your aim is to \q{light up} all the
1736empty squares by placing light bulbs in some of them.
1737
1738Each light bulb illuminates the square it is on, plus all squares in
1739line with it horizontally or vertically unless a black square is
1740blocking the way.
1741
1742To win the game, you must satisfy the following conditions:
1743
1744\b All non-black squares are lit.
1745
1746\b No light is lit by another light.
1747
1748\b All numbered black squares have exactly that number of lights adjacent to
1749 them (in the four squares above, below, and to the side).
1750
1751Non-numbered black squares may have any number of lights adjacent to them.
1752
1753Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1754
1755Light Up was contributed to this collection by James Harvey.
1756
1757\B{nikoli-lightup}
1758\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1759(beware of Flash)
1760
1761\H{lightup-controls} \i{Light Up controls}
1762
1763\IM{Light Up controls} controls, for Light Up
e3478a4b 1764
1765Left-clicking in a non-black square will toggle the presence of a light
1766in that square. Right-clicking in a non-black square toggles a mark there to aid
1767solving; it can be used to highlight squares that cannot be lit, for example.
1768
1769You may not place a light in a marked square, nor place a mark in a lit square.
1770
1771The game will highlight obvious errors in red. Lights lit by other
1772lights are highlighted in this way, as are numbered squares which
1773do not (or cannot) have the right number of lights next to them.
1774
1775Thus, the grid is solved when all non-black squares have yellow
1776highlights and there are no red lights.
1777
e28d0584 1778(All the actions described in \k{common-actions} are also available.)
e3478a4b 1779
1780\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1781
1782These parameters are available from the \q{Custom...} option on the
1783\q{Type} menu.
1784
1785\dt \e{Width}, \e{Height}
1786
1787\dd Size of grid in squares.
1788
1789\dt \e{%age of black squares}
1790
1791\dd Rough percentage of black squares in the grid.
1792
1793\lcont{
1794
1795This is a hint rather than an instruction. If the grid generator is
1796unable to generate a puzzle to this precise specification, it will
1797increase the proportion of black squares until it can.
1798
1799}
1800
1801\dt \e{Symmetry}
1802
1803\dd Allows you to specify the required symmetry of the black squares
1804in the grid. (This does not affect the difficulty of the puzzles
1805noticeably.)
1806
1807\dt \e{Difficulty}
1808
1809\dd \q{Easy} means that the puzzles should be soluble without
1810backtracking or guessing, \q{Hard} means that some guesses will
1811probably be necessary.
1812
1813
c51c7de6 1814\C{map} \i{Map}
1815
1816\cfg{winhelp-topic}{games.map}
1817
1818You are given a map consisting of a number of regions. Your task is
1819to colour each region with one of four colours, in such a way that
1820no two regions sharing a boundary have the same colour. You are
1821provided with some regions already coloured, sufficient to make the
1822remainder of the solution unique.
1823
1824Only regions which share a length of border are required to be
1825different colours. Two regions which meet at only one \e{point}
1826(i.e. are diagonally separated) may be the same colour.
1827
1828I believe this puzzle is original; I've never seen an implementation
bb219ea1 1829of it anywhere else. The concept of a \i{four-colouring} puzzle was
c51c7de6 1830suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1831Allan for inspiring the train of thought that led to me realising
1832Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1833for many detailed suggestions.
1834
c51c7de6 1835\H{map-controls} \i{Map controls}
1836
1837\IM{Map controls} controls, for Map
c51c7de6 1838
1cdd1306 1839To colour a region, click the left mouse button on an existing
1840region of the desired colour and drag that colour into the new
1841region.
c51c7de6 1842
1843(The program will always ensure the starting puzzle has at least one
1844region of each colour, so that this is always possible!)
1845
1846If you need to clear a region, you can drag from an empty region, or
1847from the puzzle boundary if there are no empty regions left.
1848
1cdd1306 1849Dragging a colour using the \e{right} mouse button will stipple the
1850region in that colour, which you can use as a note to yourself that
1851you think the region \e{might} be that colour. A region can contain
1852stipples in multiple colours at once. (This is often useful at the
1853harder difficulty levels.)
1854
90ee6a20 1855You can also use the cursor keys to move around the map: the colour of
1856the cursor indicates the position of the colour you would drag (which
1857is not obvious if you're on a region's boundary, since it depends on the
1858direction from which you approached the boundary). Pressing the return
1859key starts a drag of that colour, as above, which you control with the
1860cursor keys; pressing the return key again finishes the drag. The
1861space bar can be used similarly to create a stippled region.
1862Double-pressing the return key (without moving the cursor) will clear
1863the region, as a drag from an empty region does: this is useful with
1864the cursor mode if you have filled the entire map in but need to
1865correct the layout.
1866
e857e161 1867If you press L during play, the game will toggle display of a number
1868in each region of the map. This is useful if you want to discuss a
1869particular puzzle instance with a friend \dash having an unambiguous
1870name for each region is much easier than trying to refer to them all
1871by names such as \q{the one down and right of the brown one on the
1872top border}.
1873
e28d0584 1874(All the actions described in \k{common-actions} are also available.)
c51c7de6 1875
1876\H{map-parameters} \I{parameters, for Map}Map parameters
1877
1878These parameters are available from the \q{Custom...} option on the
1879\q{Type} menu.
1880
1881\dt \e{Width}, \e{Height}
1882
1883\dd Size of grid in squares.
1884
1885\dt \e{Regions}
1886
1887\dd Number of regions in the generated map.
1888
1889\dt \e{Difficulty}
1890
1891\dd In \q{Easy} mode, there should always be at least one region
1cdd1306 1892whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1893modes, you will have to use increasingly complex logic to deduce the
1894colour of some regions. However, it will always be possible without
1895having to guess or backtrack.
c51c7de6 1896
b3728d72 1897\lcont{
1898
1899In \q{Unreasonable} mode, the program will feel free to generate
1900puzzles which are as hard as it can possibly make them: the only
1901constraint is that they should still have a unique solution. Solving
1902Unreasonable puzzles may require guessing and backtracking.
1903
1904}
1905
c51c7de6 1906
6193da8d 1907\C{loopy} \i{Loopy}
1908
1909\cfg{winhelp-topic}{games.loopy}
1910
7c95608a 1911You are given a grid of dots, marked with yellow lines to indicate
1912which dots you are allowed to connect directly together. Your aim is
1913to use some subset of those yellow lines to draw a single unbroken
6193da8d 1914loop from dot to dot within the grid.
1915
7c95608a 1916Some of the spaces between the lines contain numbers. These numbers
1917indicate how many of the lines around that space form part of the
1918loop. The loop you draw must correctly satisfy all of these clues to
1919be considered a correct solution.
6193da8d 1920
7c95608a 1921In the default mode, the dots are arranged in a grid of squares;
1922however, you can also play on triangular or hexagonal grids, or even
1923more exotic ones.
6193da8d 1924
7c95608a 1925Credit for the basic puzzle idea goes to \i{Nikoli}
1926\k{nikoli-loopy}.
1927
1928Loopy was originally contributed to this collection by Mike Pinna,
1929and subsequently enhanced to handle various types of non-square grid
1930by Lambros Lambrou.
6193da8d 1931
1932\B{nikoli-loopy}
1933\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1934(beware of Flash)
1935
6193da8d 1936\H{loopy-controls} \i{Loopy controls}
1937
1938\IM{Loopy controls} controls, for Loopy
6193da8d 1939
7c95608a 1940Click the left mouse button on a yellow line to turn it black,
1941indicating that you think it is part of the loop. Click again to
1942turn the line yellow again (meaning you aren't sure yet).
6193da8d 1943
1944If you are sure that a particular line segment is \e{not} part of
7c95608a 1945the loop, you can click the right mouse button to remove it
1946completely. Again, clicking a second time will turn the line back to
1947yellow.
6193da8d 1948
e28d0584 1949(All the actions described in \k{common-actions} are also available.)
6193da8d 1950
1951\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1952
1953These parameters are available from the \q{Custom...} option on the
1954\q{Type} menu.
1955
1956\dt \e{Width}, \e{Height}
1957
7c95608a 1958\dd Size of grid, measured in number of regions across and down. For
1959square grids, it's clear how this is counted; for other types of
1960grid you may have to think a bit to see how the dimensions are
1961measured.
1962
1963\dt \e{Grid type}
1964
1965\dd Allows you to choose between a selection of types of tiling.
1966Some have all the faces the same but may have multiple different
1967types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have
05d03069 1968all the vertices the same but may have different types of face (e.g.
7c95608a 1969the \e{Great Hexagonal}). The square, triangular and honeycomb grids
1970are fully regular, and have all their vertices \e{and} faces the
1971same; this makes them the least confusing to play.
6193da8d 1972
550742c1 1973\dt \e{Difficulty}
6193da8d 1974
550742c1 1975\dd Controls the difficulty of the generated puzzle.
1976\#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
1977when are backtracking/guesswork required, if ever?}
6193da8d 1978
1979
81eef9aa 1980\C{inertia} \i{Inertia}
1981
1982\cfg{winhelp-topic}{games.inertia}
1983
1984You are a small green ball sitting in a grid full of obstacles. Your
1985aim is to collect all the gems without running into any mines.
1986
1987You can move the ball in any orthogonal \e{or diagonal} direction.
1988Once the ball starts moving, it will continue until something stops
1989it. A wall directly in its path will stop it (but if it is moving
1990diagonally, it will move through a diagonal gap between two other
1991walls without stopping). Also, some of the squares are \q{stops};
1992when the ball moves on to a stop, it will stop moving no matter what
1993direction it was going in. Gems do \e{not} stop the ball; it picks
1994them up and keeps on going.
1995
1996Running into a mine is fatal. Even if you picked up the last gem in
1997the same move which then hit a mine, the game will count you as dead
1998rather than victorious.
1999
2000This game was originally implemented for Windows by Ben Olmstead
2001\k{bem}, who was kind enough to release his source code on request
2002so that it could be re-implemented for this collection.
2003
2004\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
2005
2006\H{inertia-controls} \i{Inertia controls}
2007
2008\IM{Inertia controls} controls, for Inertia
2009\IM{Inertia controls} keys, for Inertia
2010\IM{Inertia controls} shortcuts (keyboard), for Inertia
2011
2012You can move the ball in any of the eight directions using the
2013numeric keypad. Alternatively, if you click the left mouse button on
2014the grid, the ball will begin a move in the general direction of
2015where you clicked.
2016
8b5b08f7 2017If you use the \q{Solve} function on this game, the program will
2018compute a path through the grid which collects all the remaining
2019gems and returns to the current position. A hint arrow will appear
2020on the ball indicating the direction in which you should move to
2021begin on this path. If you then move in that direction, the arrow
2022will update to indicate the next direction on the path. You can also
2023press Space to automatically move in the direction of the hint
2024arrow. If you move in a different direction from the one shown by
2025the arrow, the hint arrows will stop appearing because you have
2026strayed from the provided path; you can then use \q{Solve} again to
2027generate a new path if you want to.
2028
81eef9aa 2029All the actions described in \k{common-actions} are also available.
2030In particular, if you do run into a mine and die, you can use the
2031Undo function and resume playing from before the fatal move. The
2032game will keep track of the number of times you have done this.
2033
2034\H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
2035
2036These parameters are available from the \q{Custom...} option on the
2037\q{Type} menu.
2038
2039\dt \e{Width}, \e{Height}
2040
2041\dd Size of grid in squares.
2042
2043
86e60e3d 2044\C{tents} \i{Tents}
2045
2046\cfg{winhelp-topic}{games.tents}
2047
2048You have a grid of squares, some of which contain trees. Your aim is
2049to place tents in some of the remaining squares, in such a way that
2050the following conditions are met:
2051
2052\b There are exactly as many tents as trees.
2053
2054\b The tents and trees can be matched up in such a way that each
2055tent is directly adjacent (horizontally or vertically, but not
2056diagonally) to its own tree. However, a tent may be adjacent to
2057other trees as well as its own.
2058
2059\b No two tents are adjacent horizontally, vertically \e{or
2060diagonally}.
2061
2062\b The number of tents in each row, and in each column, matches the
2063numbers given round the sides of the grid.
2064
2065This puzzle can be found in several places on the Internet, and was
2066brought to my attention by e-mail. I don't know who I should credit
2067for inventing it.
2068
2069\H{tents-controls} \i{Tents controls}
2070
2071\IM{Tents controls} controls, for Tents
2072
2073Left-clicking in a blank square will place a tent in it.
2074Right-clicking in a blank square will colour it green, indicating
2075that you are sure it \e{isn't} a tent. Clicking either button in an
2076occupied square will clear it.
2077
565394e7 2078If you \e{drag} with the right button along a row or column, every
2079blank square in the region you cover will be turned green, and no
2080other squares will be affected. (This is useful for clearing the
2081remainder of a row once you have placed all its tents.)
2082
505ea4e5 2083You can also use the cursor keys to move around the grid. Pressing the
2084return key over an empty square will place a tent, and pressing the
2085space bar over an empty square will colour it green; either key will
2086clear an occupied square.
2087
86e60e3d 2088(All the actions described in \k{common-actions} are also available.)
2089
2090\H{tents-parameters} \I{parameters, for Tents}Tents parameters
2091
2092These parameters are available from the \q{Custom...} option on the
2093\q{Type} menu.
2094
2095\dt \e{Width}, \e{Height}
2096
2097\dd Size of grid in squares.
2098
2099\dt \e{Difficulty}
2100
2101\dd Controls the difficulty of the generated puzzle. More difficult
2102puzzles require more complex deductions, but at present none of the
2103available difficulty levels requires guesswork or backtracking.
2104
2105
e7c63b02 2106\C{bridges} \i{Bridges}
2107
2108\cfg{winhelp-topic}{games.bridges}
2109
2110You have a set of islands distributed across the playing area. Each
2111island contains a number. Your aim is to connect the islands
2112together with bridges, in such a way that:
2113
2114\b Bridges run horizontally or vertically.
2115
2116\b The number of bridges terminating at any island is equal to the
2117number written in that island.
2118
2119\b Two bridges may run in parallel between the same two islands, but
2120no more than two may do so.
2121
2122\b No bridge crosses another bridge.
2123
2124\b All the islands are connected together.
2125
2126There are some configurable alternative modes, which involve
2127changing the parallel-bridge limit to something other than 2, and
2128introducing the additional constraint that no sequence of bridges
2129may form a loop from one island back to the same island. The rules
2130stated above are the default ones.
2131
2132Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
2133
2134Bridges was contributed to this collection by James Harvey.
2135
2136\B{nikoli-bridges}
2137\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
2138
2139\H{bridges-controls} \i{Bridges controls}
2140
2141\IM{Bridges controls} controls, for Bridges
2142
2143To place a bridge between two islands, click the mouse down on one
2144island and drag it towards the other. You do not need to drag all
2145the way to the other island; you only need to move the mouse far
2146enough for the intended bridge direction to be unambiguous. (So you
2147can keep the mouse near the starting island and conveniently throw
2148bridges out from it in many directions.)
2149
2150Doing this again when a bridge is already present will add another
2151parallel bridge. If there are already as many bridges between the
2152two islands as permitted by the current game rules (i.e. two by
2153default), the same dragging action will remove all of them.
2154
2155If you want to remind yourself that two islands definitely \e{do
2156not} have a bridge between them, you can right-drag between them in
2157the same way to draw a \q{non-bridge} marker.
2158
2159If you think you have finished with an island (i.e. you have placed
2160all its bridges and are confident that they are in the right
2161places), you can mark the island as finished by left-clicking on it.
2162This will highlight it and all the bridges connected to it, and you
2163will be prevented from accidentally modifying any of those bridges
2164in future. Left-clicking again on a highlighted island will unmark
2165it and restore your ability to modify it.
2166
e1a44904 2167You can also use the cursor keys to move around the grid: if possible
2168the cursor will always move orthogonally, otherwise it will move
2169towards the nearest island to the indicated direction. Pressing the
7fb7e7c1 2170return key followed by a cursor key will lay a bridge in that direction
e1a44904 2171(if available); pressing the space bar followed by a cursor key will
2172lay a \q{non-bridge} marker.
2173
2174You can mark an island as finished by pressing the return key twice.
2175
e7c63b02 2176Violations of the puzzle rules will be marked in red:
2177
2178\b An island with too many bridges will be highlighted in red.
2179
2180\b An island with too few bridges will be highlighted in red if it
2181is definitely an error (as opposed to merely not being finished
2182yet): if adding enough bridges would involve having to cross another
2183bridge or remove a non-bridge marker, or if the island has been
2184highlighted as complete.
2185
2186\b A group of islands and bridges may be highlighted in red if it is
2187a closed subset of the puzzle with no way to connect it to the rest
2188of the islands. For example, if you directly connect two 1s together
2189with a bridge and they are not the only two islands on the grid,
2190they will light up red to indicate that such a group cannot be
2191contained in any valid solution.
2192
2193\b If you have selected the (non-default) option to disallow loops
2194in the solution, a group of bridges which forms a loop will be
2195highlighted.
2196
2197(All the actions described in \k{common-actions} are also available.)
2198
2199\H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2200
2201These parameters are available from the \q{Custom...} option on the
2202\q{Type} menu.
2203
2204\dt \e{Width}, \e{Height}
2205
2206\dd Size of grid in squares.
2207
2208\dt \e{Difficulty}
2209
2210\dd Difficulty level of puzzle.
2211
2212\dt \e{Allow loops}
2213
2214\dd This is set by default. If cleared, puzzles will be generated in
2215such a way that they are always soluble without creating a loop, and
2216solutions which do involve a loop will be disallowed.
2217
2218\dt \e{Max. bridges per direction}
2219
2220\dd Maximum number of bridges in any particular direction. The
2221default is 2, but you can change it to 1, 3 or 4. In general, fewer
2222is easier.
2223
2224\dt \e{%age of island squares}
2225
2226\dd Gives a rough percentage of islands the generator will try and
2227lay before finishing the puzzle. Certain layouts will not manage to
2228lay enough islands; this is an upper bound.
2229
2230\dt \e{Expansion factor (%age)}
2231
2232\dd The grid generator works by picking an existing island at random
2233(after first creating an initial island somewhere). It then decides
2234on a direction (at random), and then works out how far it could
2235extend before creating another island. This parameter determines how
2236likely it is to extend as far as it can, rather than choosing
2237somewhere closer.
2238
2239High expansion factors usually mean easier puzzles with fewer
2240possible islands; low expansion factors can create lots of
2241tightly-packed islands.
2242
2243
149255d7 2244\C{unequal} \i{Unequal}
2245
2246\cfg{winhelp-topic}{games.unequal}
2247
2248You have a square grid; each square may contain a digit from 1 to
34950d9f 2249the size of the grid, and some squares have clue signs between
149255d7 2250them. Your aim is to fully populate the grid with numbers such that:
2251
2252\b Each row contains only one occurrence of each digit
2253
2254\b Each column contains only one occurrence of each digit
2255
34950d9f 2256\b All the clue signs are satisfied.
149255d7 2257
34950d9f 2258There are two modes for this game, \q{Unequal} and \q{Adjacent}.
149255d7 2259
34950d9f 2260In \q{Unequal} mode, the clue signs are greater-than symbols indicating one
2261square's value is greater than its neighbour's. In this mode not all clues
2262may be visible, particularly at higher difficulty levels.
2263
2264In \q{Adjacent} mode, the clue signs are bars indicating
2265one square's value is numerically adjacent (i.e. one higher or one lower)
2266than its neighbour. In this mode all clues are always visible: absence of
2267a bar thus means that a square's value is definitely not numerically adjacent
2268to that neighbour's.
2269
2270In \q{Trivial} difficulty level (available via the \q{Custom} game type
2271selector), there are no greater-than signs in \q{Unequal} mode; the puzzle is
2272to solve the \i{Latin square} only.
2273
2274At the time of writing, the \q{Unequal} mode of this puzzle is appearing in the
2275Guardian weekly under the name \q{\i{Futoshiki}}.
149255d7 2276
2277Unequal was contributed to this collection by James Harvey.
2278
2279\H{unequal-controls} \i{Unequal controls}
2280
2281\IM{Unequal controls} controls, for Unequal
2282
2283Unequal shares much of its control system with Solo.
2284
2285To play Unequal, simply click the mouse in any empty square and then
2286type a digit or letter on the keyboard to fill that square. If you
2287make a mistake, click the mouse in the incorrect square and press
2288Space to clear it again (or use the Undo feature).
2289
2290If you \e{right}-click in a square and then type a number, that
2291number will be entered in the square as a \q{pencil mark}. You can
3e17893b 2292have pencil marks for multiple numbers in the same square. Squares
2293containing filled-in numbers cannot also contain pencil marks.
149255d7 2294
2295The game pays no attention to pencil marks, so exactly what you use
2296them for is up to you: you can use them as reminders that a
2297particular square needs to be re-examined once you know more about a
2298particular number, or you can use them as lists of the possible
2299numbers in a given square, or anything else you feel like.
2300
2301To erase a single pencil mark, right-click in the square and type
2302the same number again.
2303
2304All pencil marks in a square are erased when you left-click and type
2305a number, or when you left-click and press space. Right-clicking and
2306pressing space will also erase pencil marks.
2307
9c90045a 2308As for Solo, the cursor keys can be used in conjunction with the digit
2309keys to set numbers or pencil marks. You can also use the 'M' key to
3e17893b 2310auto-fill every numeric hint, ready for removal as required, or the 'H'
2311key to do the same but also to remove all obvious hints.
2312
2313Alternatively, use the cursor keys to move the mark around the grid.
2314Pressing the return key toggles the mark (from a normal mark to a
2315pencil mark), and typing a number in is entered in the square in the
2316appropriate way; typing in a 0 or using the space bar will clear a
2317filled square.
9c90045a 2318
149255d7 2319(All the actions described in \k{common-actions} are also available.)
2320
2321\H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters
2322
2323These parameters are available from the \q{Custom...} option on the
2324\q{Type} menu.
2325
34950d9f 2326\dt \e{Mode}
2327
2328\dd Mode of the puzzle (\q{Unequal} or \q{Adjacent})
2329
149255d7 2330\dt \e{Size (s*s)}
2331
2332\dd Size of grid.
2333
2334\dt \e{Difficulty}
2335
845a3be0 2336\dd Controls the difficulty of the generated puzzle. At Trivial
feb306dc 2337level, there are no greater-than signs; the puzzle is to solve the
2338Latin square only. At Recursive level (only available via the
2339\q{Custom} game type selector) backtracking will be required, but
2340the solution should still be unique. The levels in between require
2341increasingly complex reasoning to avoid having to backtrack.
149255d7 2342
2343
ab3a1e43 2344
2345\C{galaxies} \i{Galaxies}
2346
2347\cfg{winhelp-topic}{games.galaxies}
2348
2349You have a rectangular grid containing a number of dots. Your aim is
2350to draw edges along the grid lines which divide the rectangle into
2351regions in such a way that every region is 180\u00b0{-degree}
2352rotationally symmetric, and contains exactly one dot which is
2353located at its centre of symmetry.
2354
2355This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under
a799e87f 2356the name \q{Tentai Show}; its name is commonly translated into
2357English as \q{Spiral Galaxies}.
ab3a1e43 2358
f3ed4ec3 2359Galaxies was contributed to this collection by James Harvey.
2360
ab3a1e43 2361\B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}
2362
2363\H{galaxies-controls} \i{Galaxies controls}
2364
2365\IM{Galaxies controls} controls, for Galaxies
2366
2367Left-click on any grid line to draw an edge if there isn't one
2368already, or to remove one if there is. When you create a valid
2369region (one which is closed, contains exactly one dot, is
2370180\u00b0{-degree} symmetric about that dot, and contains no
2371extraneous edges inside it) it will be highlighted automatically; so
2372your aim is to have the whole grid highlighted in that way.
2373
2374During solving, you might know that a particular grid square belongs
2375to a specific dot, but not be sure of where the edges go and which
2376other squares are connected to the dot. In order to mark this so you
2377don't forget, you can right-click on the dot and drag, which will
2378create an arrow marker pointing at the dot. Drop that in a square of
2379your choice and it will remind you which dot it's associated with.
2380You can also right-click on existing arrows to pick them up and move
2381them, or destroy them by dropping them off the edge of the grid.
2382(Also, if you're not sure which dot an arrow is pointing at, you can
2383pick it up and move it around to make it clearer. It will swivel
2384constantly as you drag it, to stay pointed at its parent dot.)
2385
2c580e64 2386You can also use the cursor keys to move around the grid squares and
2387lines. Pressing the return key when over a grid line will draw or
2388clear its edge, as above. Pressing the return key when over a dot will
7fb7e7c1 2389pick up an arrow, to be dropped the next time the return key is
2c580e64 2390pressed; this can also be used to move existing arrows around, removing
2391them by dropping them on a dot or another arrow.
2392
ab3a1e43 2393(All the actions described in \k{common-actions} are also available.)
2394
2395\H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters
2396
2397These parameters are available from the \q{Custom...} option on the
2398\q{Type} menu.
2399
2400\dt \e{Width}, \e{Height}
2401
2402\dd Size of grid in squares.
2403
2404\dt \e{Difficulty}
2405
2406\dd Controls the difficulty of the generated puzzle. More difficult
59206b9c 2407puzzles require more complex deductions, and the \q{Unreasonable}
a799e87f 2408difficulty level may require backtracking.
ab3a1e43 2409
2410
2411
8b3b3223 2412\C{filling} \i{Filling}
2413
2414\cfg{winhelp-topic}{games.filling}
2415
2416You have a grid of squares, some of which contain digits, and the
2417rest of which are empty. Your job is to fill in digits in the empty
2418squares, in such a way that each connected region of squares all
2419containing the same digit has an area equal to that digit.
2420
2421(\q{Connected region}, for the purposes of this game, does not count
2422diagonally separated squares as adjacent.)
2423
2424For example, it follows that no square can contain a zero, and that
2425two adjacent squares can not both contain a one. No region has an
2426area greater than 9 (because then its area would not be a single
2427digit).
2428
2429Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
2430
2431Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
2432
2433\B{nikoli-fillomino}
2434\W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/}
2435
2436\H{filling-controls} \I{controls, for Filling}Filling controls
2437
2438To play Filling, simply click the mouse in any empty square and then
b182e5d5 2439type a digit on the keyboard to fill that square. By dragging the
2440mouse, you can select multiple squares to fill with a single keypress.
2441If you make a mistake, click the mouse in the incorrect square and
2442press 0, Space, Backspace or Enter to clear it again (or use the Undo
2443feature).
8b3b3223 2444
eb05ad3b 2445You can also move around the grid with the cursor keys; typing a digit will
2446fill the square containing the cursor with that number, or typing 0, Space,
2447or Enter will clear it. You can also select multiple squares for numbering
2448or clearing by using the return key, before typing a digit to fill in the
2449highlighted squares (as above).
2450
8b3b3223 2451(All the actions described in \k{common-actions} are also available.)
2452
2453\H{filling-parameters} \I{parameters, for Filling}Filling parameters
2454
2455Filling allows you to configure the number of rows and columns of the
2456grid, through the \q{Type} menu.
2457
2458
c8c23a7f 2459\C{keen} \i{Keen}
2460
2461\cfg{winhelp-topic}{games.keen}
2462
2463You have a square grid; each square may contain a digit from 1 to
2464the size of the grid. The grid is divided into blocks of varying
2465shape and size, with arithmetic clues written in them. Your aim is
2466to fully populate the grid with digits such that:
2467
2468\b Each row contains only one occurrence of each digit
2469
2470\b Each column contains only one occurrence of each digit
2471
2472\b The digits in each block can be combined to form the number
2473stated in the clue, using the arithmetic operation given in the
2474clue. That is:
2475
2476\lcont{
2477
2478\b An addition clue means that the sum of the digits in the block
2479must be the given number. For example, \q{15+} means the contents of
2480the block adds up to fifteen.
2481
2482\b A multiplication clue (e.g. \q{60\times}), similarly, means that
2483the product of the digits in the block must be the given number.
2484
2485\b A subtraction clue will always be written in a block of size two,
2486and it means that one of the digits in the block is greater than the
2487other by the given amount. For example, \q{2\minus} means that one
2488of the digits in the block is 2 more than the other, or equivalently
2489that one digit minus the other one is 2. The two digits could be
2490either way round, though.
2491
2492\b A division clue (e.g. \q{3\divide}), similarly, is always in a
2493block of size two and means that one digit divided by the other is
2494equal to the given amount.
2495
e04a54c2 2496Note that a block may contain the same digit more than once
2497(provided the identical ones are not in the same row and column).
2498This rule is precisely the opposite of the rule in Solo's \q{Killer}
2499mode (see \k{solo}).
c8c23a7f 2500
2501}
2502
f5e8f79d 2503This puzzle appears in the Times under the name \q{\i{KenKen}}.
c8c23a7f 2504
2505
2506\H{keen-controls} \i{Keen controls}
2507
2508\IM{Keen controls} controls, for Keen
2509
2510Keen shares much of its control system with Solo (and Unequal).
2511
2512To play Keen, simply click the mouse in any empty square and then
2513type a digit on the keyboard to fill that square. If you make a
2514mistake, click the mouse in the incorrect square and press Space to
2515clear it again (or use the Undo feature).
2516
2517If you \e{right}-click in a square and then type a number, that
2518number will be entered in the square as a \q{pencil mark}. You can
2519have pencil marks for multiple numbers in the same square. Squares
2520containing filled-in numbers cannot also contain pencil marks.
2521
2522The game pays no attention to pencil marks, so exactly what you use
2523them for is up to you: you can use them as reminders that a
2524particular square needs to be re-examined once you know more about a
2525particular number, or you can use them as lists of the possible
2526numbers in a given square, or anything else you feel like.
2527
2528To erase a single pencil mark, right-click in the square and type
2529the same number again.
2530
2531All pencil marks in a square are erased when you left-click and type
2532a number, or when you left-click and press space. Right-clicking and
2533pressing space will also erase pencil marks.
2534
2535As for Solo, the cursor keys can be used in conjunction with the
2536digit keys to set numbers or pencil marks. Use the cursor keys to
2537move a highlight around the grid, and type a digit to enter it in
2538the highlighted square. Pressing return toggles the highlight into a
2539mode in which you can enter or remove pencil marks.
2540
2541Pressing M will fill in a full set of pencil marks in every square
2542that does not have a main digit in it.
2543
2544(All the actions described in \k{common-actions} are also available.)
2545
2546\H{keen-parameters} \I{parameters, for Keen}Keen parameters
2547
2548These parameters are available from the \q{Custom...} option on the
2549\q{Type} menu.
2550
2551\dt \e{Grid size}
2552
2553\dd Specifies the size of the grid. Lower limit is 3; upper limit is
25549 (because the user interface would become more difficult with
2555\q{digits} bigger than 9!).
2556
2557\dt \e{Difficulty}
2558
2559\dd Controls the difficulty of the generated puzzle. At Unreasonable
2560level, some backtracking will be required, but the solution should
2561still be unique. The remaining levels require increasingly complex
ee67eb17 2562reasoning to avoid having to backtrack.
2563
2564
2565\C{towers} \i{Towers}
2566
2567\cfg{winhelp-topic}{games.towers}
2568
2569You have a square grid. On each square of the grid you can build a
2570tower, with its height ranging from 1 to the size of the grid.
2571Around the edge of the grid are some numeric clues.
2572
2573Your task is to build a tower on every square, in such a way that:
2574
2575\b Each row contains every possible height of tower once
2576
2577\b Each column contains every possible height of tower once
2578
2579\b Each numeric clue describes the number of towers that can be seen
2580if you look into the square from that direction, assuming that
2581shorter towers are hidden behind taller ones. For example, in a
350a038a 25825\by\.5 grid, a clue marked \q{5} indicates that the five tower
ee67eb17 2583heights must appear in increasing order (otherwise you would not be
2584able to see all five towers), whereas a clue marked \q{1} indicates
2585that the tallest tower (the one marked 5) must come first.
2586
2587In harder or larger puzzles, some towers will be specified for you
2588as well as the clues round the edge, and some edge clues may be
2589missing.
2590
2591This puzzle appears on the web under various names, particularly
f5e8f79d 2592\q{\i{Skyscrapers}}, but I don't know who first invented it.
ee67eb17 2593
2594
2595\H{towers-controls} \i{Towers controls}
2596
2597\IM{Towers controls} controls, for Towers
2598
2599Towers shares much of its control system with Solo, Unequal and Keen.
2600
2601To play Towers, simply click the mouse in any empty square and then
2602type a digit on the keyboard to fill that square with a tower of the
2603given height. If you make a mistake, click the mouse in the
2604incorrect square and press Space to clear it again (or use the Undo
2605feature).
2606
2607If you \e{right}-click in a square and then type a number, that
2608number will be entered in the square as a \q{pencil mark}. You can
2609have pencil marks for multiple numbers in the same square. A square
2610containing a tower cannot also contain pencil marks.
2611
2612The game pays no attention to pencil marks, so exactly what you use
2613them for is up to you: you can use them as reminders that a
2614particular square needs to be re-examined once you know more about a
2615particular number, or you can use them as lists of the possible
2616numbers in a given square, or anything else you feel like.
2617
2618To erase a single pencil mark, right-click in the square and type
2619the same number again.
2620
2621All pencil marks in a square are erased when you left-click and type
2622a number, or when you left-click and press space. Right-clicking and
2623pressing space will also erase pencil marks.
2624
2625As for Solo, the cursor keys can be used in conjunction with the
2626digit keys to set numbers or pencil marks. Use the cursor keys to
2627move a highlight around the grid, and type a digit to enter it in
2628the highlighted square. Pressing return toggles the highlight into a
2629mode in which you can enter or remove pencil marks.
2630
2631Pressing M will fill in a full set of pencil marks in every square
2632that does not have a main digit in it.
2633
2634(All the actions described in \k{common-actions} are also available.)
2635
2636\H{towers-parameters} \I{parameters, for Towers}Towers parameters
2637
2638These parameters are available from the \q{Custom...} option on the
2639\q{Type} menu.
2640
2641\dt \e{Grid size}
2642
2643\dd Specifies the size of the grid. Lower limit is 3; upper limit is
26449 (because the user interface would become more difficult with
2645\q{digits} bigger than 9!).
2646
2647\dt \e{Difficulty}
2648
2649\dd Controls the difficulty of the generated puzzle. At Unreasonable
2650level, some backtracking will be required, but the solution should
2651still be unique. The remaining levels require increasingly complex
c8c23a7f 2652reasoning to avoid having to backtrack.
ab3a1e43 2653
b5ba72bc 2654
2655\C{singles} \i{Singles}
2656
2657\cfg{winhelp-topic}{games.singles}
2658
f5e8f79d 2659You have a grid of white squares, all of which contain numbers. Your task
b5ba72bc 2660is to colour some of the squares black (removing the number) so as to satisfy
2661all of the following conditions:
2662
2663\b No number occurs more than once in any row or column.
2664
f5e8f79d 2665\b No black square is horizontally or vertically adjacent to any other black
2666square.
b5ba72bc 2667
f5e8f79d 2668\b The remaining white squares must all form one contiguous region
2669(connected by edges, not just touching at corners).
b5ba72bc 2670
f5e8f79d 2671Credit for this puzzle goes to \i{Nikoli} \k{nikoli-hitori} who call it
2672\i{Hitori}.
b5ba72bc 2673
2674Singles was contributed to this collection by James Harvey.
2675
2676\B{nikoli-hitori}
2677\W{http://www.nikoli.com/en/puzzles/hitori/index.html}\cw{http://www.nikoli.com/en/puzzles/hitori/index.html}
2678(beware of Flash)
2679
2680\H{singles-controls} \i{Singles controls}
2681
2682\IM{Singles controls} controls, for Singles
2683
2684Left-clicking on an empty square will colour it black; left-clicking again
e04a54c2 2685will restore the number. Right-clicking will add a circle (useful for
b5ba72bc 2686indicating that a cell is definitely not black).
2687
2688You can also use the cursor keys to move around the grid. Pressing the
2689return or space keys will turn a square black or add a circle respectively,
e04a54c2 2690and pressing the key again will restore the number or remove the circle.
b5ba72bc 2691
2692(All the actions described in \k{common-actions} are also available.)
2693
2694\H{singles-parameters} \I{parameters, for Singles}Singles parameters
2695
2696These parameters are available from the \q{Custom...} option on the
2697\q{Type} menu.
2698
2699\dt \e{Width}, \e{Height}
2700
2701\dd Size of grid in squares.
2702
2703\dt \e{Difficulty}
2704
2705\dd Controls the difficulty of the generated puzzle.
2706
2707
72c00e19 2708\C{magnets} \i{Magnets}
2709
2710\cfg{winhelp-topic}{games.magnets}
2711
2712A rectangular grid has been filled with a mixture of magnets (that is,
2713dominoes with one positive end and one negative end) and blank dominoes
2714(that is, dominoes with two neutral poles).
2715These dominoes are initially only seen in silhouette. Around the grid
2716are placed a number of clues indicating the number of positive and
2717negative poles contained in certain columns and rows.
2718
2719Your aim is to correctly place the magnets and blank dominoes such that
2720all the clues are satisfied, with the additional constraint that no two
dc1ccafe 2721similar magnetic poles may be orthogonally adjacent (since they repel).
2722Neutral poles do not repel, and can be adjacent to any other pole.
72c00e19 2723
2724Credit for this puzzle goes to \i{Janko} \k{janko-magnets}.
2725
2726Magnets was contributed to this collection by James Harvey.
2727
2728\B{janko-magnets}
2729\W{http://www.janko.at/Raetsel/Magnete/index.htm}\cw{http://www.janko.at/Raetsel/Magnete/index.htm}
2730
2731\H{magnets-controls} \i{Magnets controls}
2732
2733\IM{Magnets controls} controls, for Magnets
2734
2735Left-clicking on an empty square places a magnet at that position with
2736the positive pole on the square and the negative pole on the other half
2737of the magnet; left-clicking again reverses the polarity, and a third
2738click removes the magnet.
2739
2740Right-clicking on an empty square places a blank domino there.
2741Right-clicking again places two question marks on the domino, signifying
dc1ccafe 2742\q{this cannot be blank} (which can be useful to note deductions while
2743solving), and right-clicking again empties the domino.
72c00e19 2744
2745You can also use the cursor keys to move a cursor around the grid.
2746Pressing the return key will lay a domino with a positive pole at that
2747position; pressing again reverses the polarity and then removes the
2748domino, as with left-clicking. Using the space bar allows placement
2749of blank dominoes and cannot-be-blank hints, as for right-clicking.
2750
2751(All the actions described in \k{common-actions} are also available.)
2752
2753\H{magnets-parameters} \I{parameters, for Magnets}Magnets parameters
2754
2755These parameters are available from the \q{Custom...} option on the
2756\q{Type} menu.
2757
2758\dt \e{Width}, \e{Height}
2759
2760\dd Size of grid in squares. There will be half \e{Width} \by \e{Height}
2761dominoes in the grid: if this number is odd then one square will be blank.
2762
dc1ccafe 2763(Grids with at least one odd dimension tend to be easier to solve.)
72c00e19 2764
2765\dt \e{Difficulty}
2766
2767\dd Controls the difficulty of the generated puzzle. At Tricky level,
2768you are required to make more deductions about empty dominoes and
2769row/column counts.
2770
2771\dt \e{Strip clues}
2772
2773\dd If true, some of the clues around the grid are removed at generation
2774time, making the puzzle more difficult.
2775
2776
4cbcbfca 2777\C{signpost} \i{Signpost}
2778
2779\cfg{winhelp-topic}{games.signpost}
2780
2781You have a grid of squares; each square (except the last one)
2782contains an arrow, and some squares also contain numbers. Your job
2783is to connect the squares to form a continuous list of numbers
2784starting at 1 and linked in the direction of the arrows \dash so the
2785arrow inside the square with the number 1 will point to the square
2786containing the number 2, which will point to the square containing
2787the number 3, etc. Each square can be any distance away from the
2788previous one, as long as it is somewhere in the direction of the
2789arrow.
2790
2791By convention the first and last numbers are shown; one or more
2792interim numbers may also appear at the beginning.
2793
2794Credit for this puzzle goes to \i{Janko} \k{janko-arrowpath}, who call it
2795\q{Pfeilpfad} (\q{arrow path}).
2796
2797Signpost was contributed to this collection by James Harvey.
2798
2799\B{janko-arrowpath}
2800\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\cw{http://janko.at/Raetsel/Pfeilpfad/index.htm}
2801
2802\H{signpost-controls} \I{controls, for Signpost}Signpost controls
2803
2804To play Signpost, you connect squares together by dragging from one
2805square to another, indicating that they are adjacent in the
2806sequence. Drag with the left button from a square to its successor,
2807or with the right button from a square to its predecessor.
2808
2809If you connect together two squares in this way and one of them has
2810a number in it, the appropriate number will appear in the other
2811square. If you connect two non-numbered squares, they will be
2812assigned temporary algebraic labels: on the first occasion, they
2813will be labelled \cq{a} and \cq{a+1}, and then \cq{b} and \cq{b+1},
2814and so on. Connecting more squares on to the ends of such a chain
2815will cause them all to be labelled with the same letter.
2816
2817When you left-click or right-click in a square, the legal squares to
2818connect it to will be shown.
2819
2820The arrow in each square starts off black, and goes grey once you
2821connect the square to its successor. Also, each square which needs a
2822predecessor has a small dot in the bottom left corner, which
2823vanishes once you link a square to it. So your aim is always to
2824connect a square with a black arrow to a square with a dot.
2825
2826To remove any links for a particular square (both incoming and
2827outgoing), left-drag it off the grid. To remove a whole chain,
2828right-drag any square in the chain off the grid.
2829
2830You can also use the cursor keys to move around the grid squares and
2831lines. Pressing the return key when over a square starts a link
2832operation, and pressing the return key again over a square will
2833finish the link, if allowable. Pressing the space bar over a square
2834will show the other squares pointing to it, and allow you to form a
2835backward link, and pressing the space bar again cancels this.
2836
2837(All the actions described in \k{common-actions} are also available.)
2838
2839\H{signpost-parameters} \I{parameters, for Signpost}Signpost parameters
2840
2841These parameters are available from the \q{Custom...} option on the
2842\q{Type} menu.
2843
2844\dt \e{Width}, \e{Height}
2845
79ce7f08 2846\dd Size of grid in squares.
4cbcbfca 2847
2848\dt \e{Force start/end to corners}
2849
2850\dd If true, the start and end squares are always placed in opposite corners
2851(the start at the top left, and the end at the bottom right). If false the start
2852and end squares are placed randomly (although always both shown).
2853
e7414d31 2854\C{range} \i{Range}
2855
2856\cfg{winhelp-topic}{games.range}
2857
2858You have a grid of squares; some squares contain numbers. Your job is
2859to colour some of the squares black, such that several criteria are
2860satisfied:
2861
2862\b no square with a number is coloured black.
2863
2864\b no two black squares are adjacent (horizontally or vertically).
2865
2866\b for any two white squares, there is a path between them using only
2867white squares.
2868
2869\b for each square with a number, that number denotes the number of
2870squares reachable from that square going in each direction until
2871hitting a wall or a black square.
2872
2873For instance, a square containing the number one must have four black
2874squares as its neighbours by the last criterion; but then it's
2875impossible for it to be connected to any outside white square, which
2876violates the second to last criterion. So no square will contain the
2877number one.
2878
2879Credit for this puzzle goes to \i{Nikoli}, who have variously called
2880it \q{Kurodoko}, \q{Kuromasu} or \q{Where is Black Cells}.
2881\k{nikoli-range}.
2882
2883Range was contributed to this collection by Jonas K\u00F6{oe}lker.
2884
2885\B{nikoli-range}
2886\W{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}\cw{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}
2887
2888\H{range-controls} \I{controls, for Range}Range controls
2889
2890Click with the left button to paint a square black, or with the right
2891button to mark a square with a dot to indicate that you are sure it
2892should \e{not} be painted black. Repeated clicking with either button
2893will cycle the square through the three possible states (filled,
2894dotted or empty) in opposite directions.
2895
2896You can also use the cursor keys to move around the grid squares.
2897Pressing Return does the same as clicking with the left button, while
2898pressing Space does the same as a right button click.
2899
2900(All the actions described in \k{common-actions} are also available.)
2901
2902\H{range-parameters} \I{parameters, for Range}Range parameters
2903
2904These parameters are available from the \q{Custom...} option on the
2905\q{Type} menu.
2906
2907\dt \e{Width}, \e{Height}
2908
2909\dd Size of grid in squares.
72c00e19 2910
b760b8bd 2911\C{pearl} \i{Pearl}
2912
2913\cfg{winhelp-topic}{games.pearl}
2914
2915You have a grid of squares. Your job is to draw lines between the
2916centres of horizontally or vertically adjacent squares, so that the
2917lines form a single closed loop. In the resulting grid, some of the
2918squares that the loop passes through will contain corners, and some
2919will be straight horizontal or vertical lines. (And some squares can
2920be completely empty \dash the loop doesn't have to pass through every
2921square.)
2922
2923Some of the squares contain black and white circles, which are clues
2924that the loop must satisfy.
2925
2926A black circle in a square indicates that that square is a corner, but
2927neither of the squares adjacent to it in the loop is also a corner.
2928
e2fd3bff 2929A white circle indicates that the square is a straight edge, but \e{at
b760b8bd 2930least one} of the squares adjacent to it in the loop is a corner.
2931
2932(In both cases, the clue only constrains the two squares adjacent
2933\e{in the loop}, that is, the squares that the loop passes into after
2934leaving the clue square. The squares that are only adjacent \e{in the
2935grid} are not constrained.)
2936
2937Credit for this puzzle goes to \i{Nikoli}, who call it \q{Masyu}.
2938\k{nikoli-pearl}.
2939
2940Thanks to James Harvey for assistance with the implementation.
2941
2942\B{nikoli-pearl}
2943\W{http://www.nikoli.co.jp/en/puzzles/masyu/}\cw{http://www.nikoli.co.jp/en/puzzles/masyu/}
2944
2945\H{pearl-controls} \I{controls, for Pearl}Pearl controls
2946
2947Click with the left button on a grid edge to draw a segment of the
2948loop through that edge, or to remove a segment once it is drawn.
2949
2950Drag with the left button through a series of squares to draw more
2951than one segment of the loop in one go. Alternatively, drag over an
2952existing part of the loop to undraw it, or to undraw part of it and
2953then go in a different direction.
2954
2955Click with the right button on a grid edge to mark it with a cross,
2956indicating that you are sure the loop does not go through that edge.
2957(For instance, if you have decided which of the squares adjacent to a
2958white clue has to be a corner, but don't yet know which way the corner
2959turns, you might mark the one way it \e{can't} go with a cross.)
2960
773628a0 2961Alternatively, use the cursor keys to move the cursor. Use the Enter
2962key to begin and end keyboard `drag' operations. Use the Space key to
2963cancel the drag. Use Ctrl-arrowkey and Shift-arrowkey to simulate a
2964left or right click, respectively, on the edge in the given direction
2965relative to the cursor, i.e. to draw a segment or a cross.
2966
b760b8bd 2967(All the actions described in \k{common-actions} are also available.)
2968
2969\H{pearl-parameters} \I{parameters, for Pearl}Pearl parameters
2970
2971These parameters are available from the \q{Custom...} option on the
2972\q{Type} menu.
2973
301cd8c4 2974\C{undead} \i{Undead}
2975
2976\cfg{winhelp-topic}{games.undead}
2977
2978You are given a grid of squares, some of which contain diagonal
2979mirrors. Every square which is not a mirror must be filled with one of
2980three types of undead monster: a ghost, a vampire, or a zombie.
2981
2982Vampires can be seen directly, but are invisible when reflected in
2983mirrors. Ghosts are the opposite way round: they can be seen in
2984mirrors, but are invisible when looked at directly. Zombies are
2985visible by any means.
2986
ecf5542e 2987You are also told the total number of each type of monster in the
2988grid. Also around the edge of the grid are written numbers, which
2989indicate how many monsters can be seen if you look into the grid along
2990a row or column starting from that position. (The diagonal mirrors are
2991reflective on both sides. If your reflected line of sight crosses the
2992same monster more than once, the number will count it each time it is
2993visible, not just once.)
301cd8c4 2994
2995This puzzle type was invented by David Millar, under the name
2996\q{Haunted Mirror Maze}. See \k{janko-undead} for more details.
2997
2998Undead was contributed to this collection by Steffen Bauer.
2999
3000\B{janko-undead}
7ab28913 3001\W{http://www.janko.at/Raetsel/Spukschloss/index.htm}\cw{http://www.janko.at/Raetsel/Spukschloss/index.htm}
301cd8c4 3002
3003\H{undead-controls} \I{controls, for Undead}Undead controls
3004
3005Undead has a similar control system to Solo, Unequal and Keen.
3006
3007To play Undead, click the mouse in any empty square and then type a
3008letter on the keyboard indicating the type of monster: \q{G} for a
3009ghost, \q{V} for a vampire, or \q{Z} for a zombie. If you make a
3010mistake, click the mouse in the incorrect square and press Space to
3011clear it again (or use the Undo feature).
3012
3013If you \e{right}-click in a square and then type a letter, the
3014corresponding monster will be shown in reduced size in that square, as
3015a \q{pencil mark}. You can have pencil marks for multiple monsters in
3016the same square. A square containing a full-size monster cannot also
3017contain pencil marks.
3018
3019The game pays no attention to pencil marks, so exactly what you use
3020them for is up to you: you can use them as reminders that a particular
3021square needs to be re-examined once you know more about a particular
3022monster, or you can use them as lists of the possible monster in a
3023given square, or anything else you feel like.
3024
3025To erase a single pencil mark, right-click in the square and type
3026the same letter again.
3027
3028All pencil marks in a square are erased when you left-click and type a
3029monster letter, or when you left-click and press Space. Right-clicking
3030and pressing space will also erase pencil marks.
3031
7ab28913 3032As for Solo, the cursor keys can be used in conjunction with the letter
301cd8c4 3033keys to place monsters or pencil marks. Use the cursor keys to move a
3034highlight around the grid, and type a monster letter to enter it in
3035the highlighted square. Pressing return toggles the highlight into a
3036mode in which you can enter or remove pencil marks.
3037
3038If you prefer plain letters of the alphabet to cute monster pictures,
7ab28913 3039you can press \q{A} to toggle between showing the monsters as monsters or
301cd8c4 3040showing them as letters.
3041
3042(All the actions described in \k{common-actions} are also available.)
3043
3044\H{undead-parameters} \I{parameters, for Undead}Undead parameters
3045
3046These parameters are available from the \q{Custom...} option on the
3047\q{Type} menu.
3048
b760b8bd 3049\dt \e{Width}, \e{Height}
3050
3051\dd Size of grid in squares.
3052
3053\dt \e{Difficulty}
3054
3055\dd Controls the difficulty of the generated puzzle.
3056
4871e605 3057\C{unruly} \i{Unruly}
3058
3059\cfg{winhelp-topic}{games.unruly}
3060
3061You are given a grid of squares, which you must colour either black or
3062white. Some squares are provided as clues; the rest are left for you
3063to fill in. Each row and column must contain the same number of black
3064and white squares, and no row or column may contain three consecutive
3065squares of the same colour.
3066
3067This puzzle type was invented by Adolfo Zanellati, under the name
3068\q{Tohu wa Vohu}. See \k{janko-unruly} for more details.
3069
3070Unruly was contributed to this collection by Lennard Sprong.
3071
3072\B{janko-unruly}
3073\W{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}\cw{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}
3074
3075\H{unruly-controls} \I{controls, for Unruly}Unruly controls
3076
3077To play Unruly, click the mouse in a square to change its colour.
3078Left-clicking an empty square will turn it black, and right-clicking
3079will turn it white. Keep clicking the same button to cycle through the
3080three possible states for the square. If you middle-click in a square
3081it will be reset to empty.
3082
3083You can also use the cursor keys to move around the grid. Pressing the
3084return or space keys will turn an empty square black or white
3085respectively (and then cycle the colours in the same way as the mouse
3086buttons), and pressing Backspace will reset a square to empty.
3087
3088(All the actions described in \k{common-actions} are also available.)
3089
3090\H{unruly-parameters} \I{parameters, for Unruly}Unruly parameters
3091
3092These parameters are available from the \q{Custom...} option on the
3093\q{Type} menu.
3094
3095\dt \e{Width}, \e{Height}
3096
3097\dd Size of grid in squares. (Note that the rules of the game require
3098both the width and height to be even numbers.)
3099
3100\dt \e{Difficulty}
3101
3102\dd Controls the difficulty of the generated puzzle.
3103
e91825f8 3104\A{licence} \I{MIT licence}\ii{Licence}
3105
707f5886 3106This software is \i{copyright} 2004-2012 Simon Tatham.
e91825f8 3107
2c930807 3108Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
ad599e2b 3109K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros
4871e605 3110Lambrou, Bernd Schmidt, Steffen Bauer and Lennard Sprong.
e91825f8 3111
3112Permission is hereby granted, free of charge, to any person
3113obtaining a copy of this software and associated documentation files
a799e87f 3114(the \q{Software}), to deal in the Software without restriction,
e91825f8 3115including without limitation the rights to use, copy, modify, merge,
3116publish, distribute, sublicense, and/or sell copies of the Software,
3117and to permit persons to whom the Software is furnished to do so,
3118subject to the following conditions:
3119
3120The above copyright notice and this permission notice shall be
3121included in all copies or substantial portions of the Software.
3122
a799e87f 3123THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND,
e91825f8 3124EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
3125MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
3126NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
3127BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
3128ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
3129CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
3130SOFTWARE.
3131
3c9388ef 3132\IM{command-line}{command line} command line
3133
bb219ea1 3134\IM{default parameters, specifying} default parameters, specifying
3135\IM{default parameters, specifying} preferences, specifying default
3136
3137\IM{Unix} Unix
3138\IM{Unix} Linux
3139
3140\IM{generating game IDs} generating game IDs
3141\IM{generating game IDs} game ID, generating
3142
1185e3c5 3143\IM{specific} \q{Specific}, menu option
3144\IM{custom} \q{Custom}, menu option
e91825f8 3145
3146\IM{game ID} game ID
3147\IM{game ID} ID, game
3148\IM{ID format} ID format
3149\IM{ID format} format, ID
3150\IM{ID format} game ID, format
3151
3152\IM{keys} keys
3153\IM{keys} shortcuts (keyboard)
3154
3155\IM{initial state} initial state
3156\IM{initial state} state, initial
3157
3158\IM{MIT licence} MIT licence
3159\IM{MIT licence} licence, MIT