Move definition of PI into puzzles.h. If nothing else, the definition in cube.c
[sgt/puzzles] / puzzles.but
CommitLineData
e91825f8 1\title Simon Tatham's Portable Puzzle Collection
2
3\cfg{winhelp-filename}{puzzles.hlp}
4\cfg{winhelp-contents-titlepage}{Contents}
5
6\cfg{text-filename}{puzzles.txt}
7
fccfd04d 8\cfg{html-contents-filename}{index.html}
8709d5d9 9\cfg{html-template-filename}{%k.html}
10\cfg{html-index-filename}{docindex.html}
fccfd04d 11\cfg{html-leaf-level}{1}
12\cfg{html-contents-depth-0}{1}
13\cfg{html-contents-depth-1}{2}
14\cfg{html-leaf-contains-contents}{true}
15
e91825f8 16\cfg{info-filename}{puzzles.info}
17
18\cfg{ps-filename}{puzzles.ps}
19\cfg{pdf-filename}{puzzles.pdf}
20
1d8e8ad8 21\define{by} \u00D7{x}
22
e91825f8 23This is a collection of small one-player puzzle games.
24
25\copyright This manual is copyright 2004 Simon Tatham. All rights
26reserved. You may distribute this documentation under the MIT licence.
27See \k{licence} for the licence text in full.
28
8709d5d9 29\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 30
8709d5d9 31\versionid $Id$
e91825f8 32
33\C{intro} Introduction
34
35I wrote this collection because I thought there should be more small
36desktop toys available: little games you can pop up in a window and
37play for two or three minutes while you take a break from whatever
8a771ea7 38else you were doing. And I was also annoyed that every time I found
39a good game on (say) \i{Unix}, it wasn't available the next time I
40was sitting at a \i{Windows} machine, or vice versa; so I arranged
41that everything in my personal puzzle collection will happily run on
42both, and have more recently done a port to Mac OS X as well. When I
43find (or perhaps invent) further puzzle games that I like, they'll
44be added to this collection and will immediately be available on
45both platforms. And if anyone feels like writing any other front
46ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47the games in this framework will immediately become available on
48another platform as well.
e91825f8 49
50The actual games in this collection were mostly not my invention; I
51saw them elsewhere, and rewrote them in a form that was more
52convenient for me. I do not claim credit, in general, for inventing
53the rules of any of these puzzles; all I claim is authorship of the
54code (or at least those parts of the code that weren't contributed
55by other people!).
56
57This collection is distributed under the \i{MIT licence} (see
58\k{licence}). This means that you can do pretty much anything you like
59with the game binaries or the code, except pretending you wrote them
60yourself, or suing me if anything goes wrong.
61
62The most recent versions, and \i{source code}, can be found at
63\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65Please report \I{feedback}\i{bugs} to
66\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67You might find it helpful to read this article before reporting a bug:
68
69\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71\ii{Patches} are welcome. Especially if they provide a new front end
72(to make all these games run on another platform), or a new game.
73
74
75\C{common} \ii{Common features}
76
77This chapter describes features that are common to all the games.
78
79\H{common-actions} \I{controls}Common actions
80
81These actions are all available from the \I{Game menu}\q{Game} menu
82and via \I{keys}keyboard shortcuts, in addition to any game-specific
83actions.
84
bacaa96e 85(On Mac OS X, to conform with local user interface standards, these
3101ae26 86actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 87menu}\q{Edit} menus instead.)
88
e91825f8 89\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91\dd Starts a new game, with a random initial state.
92
2b06373b 93\dt \ii\e{Restart game}
e91825f8 94
2b06373b 95\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 96
97\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
98
99\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 100session.)
e91825f8 101
2b06373b 102\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 103
2b06373b 104\dd Redoes a previously undone move.
e91825f8 105
bacaa96e 106\dt \ii\e{Copy}
107
108\dd Copies the current state of your game to the clipboard in text
109format, so that you can paste it into (say) an e-mail client or a
110web message board if you're discussing the game with someone else.
111(Not all games support this feature.)
112
2ac6d24e 113\dt \ii\e{Solve}
114
115\dd Transforms the puzzle instantly into its solved state. For some
116games (Cube) this feature is not supported at all because it is of
117no particular use. For other games (such as Pattern), the solved
118state can be used to give you information, if you can't see how a
119solution can exist at all or you want to know where you made a
120mistake. For still other games (such as Sixteen), automatic solution
121tells you nothing about how to \e{get} to the solution, but it does
122provide a useful way to get there quickly so that you can experiment
123with set-piece moves and transformations.
124
125\lcont{
126
127Some games (such as Solo) are capable of solving a game ID you have
128typed in from elsewhere. Other games (such as Rectangles) cannot
129solve a game ID they didn't invent themself, but when they did
130invent the game ID they know what the solution is already. Still
131other games (Pattern) can solve \e{some} external game IDs, but only
132if they aren't too difficult.
133
e8124727 134The \q{Solve} command adds the solved state to the end of the undo
135chain for the puzzle. In other words, if you want to go back to
136solving it yourself after seeing the answer, you can just press Undo.
137
2ac6d24e 138}
139
e91825f8 140\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
141
142\dd Closes the application entirely.
143
1185e3c5 144\H{common-id} Specifying games with the \ii{game ID}
145
146There are two ways to save a game specification out of a puzzle and
147recreate it later, or recreate it in somebody else's copy of the
148same puzzle.
149
150The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
151\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
152show a piece of text (a \q{game ID}) which is sufficient to
153reconstruct precisely the same game at a later date.
154
155You can enter either of these pieces of text back into the program
156(via the same \q{Specific} or \q{Random Seed} menu options) at a
157later point, and it will recreate the same game. You can also use
158either one as a \i{command line} argument (on Windows or Unix); see
159\k{common-cmdline} for more detail.
160
161The difference between the two forms is that a descriptive game ID
162is a literal \e{description} of the \i{initial state} of the game,
163whereas a random seed is just a piece of arbitrary text which was
164provided as input to the random number generator used to create the
165puzzle. This means that:
166
167\b Descriptive game IDs tend to be longer in many puzzles (although
168some, such as Cube (\k{cube}), only need very short descriptions).
169So a random seed is often a \e{quicker} way to note down the puzzle
170you're currently playing, or to tell it to somebody else so they can
171play the same one as you.
172
173\b Any text at all is a valid random seed. The automatically
174generated ones are fifteen-digit numbers, but anything will do; you
175can type in your full name, or a word you just made up, and a valid
176puzzle will be generated from it. This provides a way for two or
177more people to race to complete the same puzzle: you think of a
178random seed, then everybody types it in at the same time, and nobody
179has an advantage due to having seen the generated puzzle before
180anybody else.
181
182\b It is often possible to convert puzzles from other sources (such
183as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
184game IDs suitable for use with these programs.
185
186\b Random seeds are not guaranteed to produce the same result if you
187use them with a different \i\e{version} of the puzzle program. This
188is because the generation algorithm might have been improved or
189modified in later versions of the code, and will therefore produce a
190different result when given the same sequence of random numbers. Use
191a descriptive game ID if you aren't sure that it will be used on the
192same version of the program as yours.
193
194\lcont{(Use the \q{About} menu option to find out the version number
195of the program. Programs with the same version number running on
196different platforms should still be random-seed compatible.)}
197
198\I{ID format}A descriptive game ID starts with a piece of text which
199encodes the \i\e{parameters} of the current game (such as grid
200size). Then there is a colon, and after that is the description of
201the game's initial state. A random seed starts with a similar string
202of parameters, but then it contains a hash sign followed by
203arbitrary data.
204
205If you enter a descriptive game ID, the program will not be able to
206show you the random seed which generated it, since it wasn't
207generated \e{from} a random seed. If you \e{enter} a random seed,
208however, the program will be able to show you the descriptive game
209ID derived from that random seed.
210
211Note that the game parameter strings are not always identical
212between the two forms. For some games, there will be parameter data
213provided with the random seed which is not included in the
214descriptive game ID. This is because that parameter information is
215only relevant when \e{generating} puzzle grids, and is not important
216when playing them. Thus, for example, the difficulty level in Solo
217(\k{solo}) is not mentioned in the descriptive game ID.
218
219These additional parameters are also not set permanently if you type
220in a game ID. For example, suppose you have Solo set to \q{Advanced}
221difficulty level, and then a friend wants your help with a
222\q{Trivial} puzzle; so the friend reads out a random seed specifying
223\q{Trivial} difficulty, and you type it in. The program will
224generate you the same \q{Trivial} grid which your friend was having
225trouble with, but once you have finished playing it, when you ask
226for a new game it will automatically go back to the \q{Advanced}
227difficulty which it was previously set on.
e91825f8 228
229\H{common-type} The \q{Type} menu
230
231The \I{Type menu}\q{Type} menu, if present, may contain a list of
232\i{preset} game settings. Selecting one of these will start a new
233random game with the parameters specified.
234
1185e3c5 235The \q{Type} menu may also contain a \q{\i{Custom}} option which
236allows you to fine-tune game \i{parameters}. The parameters
237available are specific to each game and are described in the
238following sections.
e91825f8 239
240\H{common-cmdline} Specifying game parameters on the \i{command line}
241
8a771ea7 242(This section does not apply to the Mac OS X version.)
243
e91825f8 244The games in this collection deliberately do not ever save
245information on to the computer they run on: they have no high score
246tables and no saved preferences. (This is because I expect at least
247some people to play them at work, and those people will probably
248appreciate leaving as little evidence as possible!)
249
250However, if you do want to arrange for one of these games to default
251to a particular set of parameters, you can specify them on the
252command line.
253
254The easiest way to do this is to set up the parameters you want
255using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 256\q{Random Seed} from the \q{Game} or \q{File} menu (see
257\k{common-id}). The text in the \q{Game ID} box will be composed of
258two parts, separated by a hash. The first of these parts represents
259the game parameters (the size of the playing area, for example, and
260anything else you set using the \q{Type} menu).
e91825f8 261
262If you run the game with just that parameter text on the command
263line, it will start up with the settings you specified.
264
265For example: if you run Cube (see \k{cube}), select \q{Octahedron}
266from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 267will see a string of the form \cq{o2x2#338686542711620}. Take only
268the part before the hash (\cq{o2x2}), and start Cube with that text
269on the command line: \cq{cube o2x2}.
e91825f8 270
271If you copy the \e{entire} game ID on to the command line, the game
272will start up in the specific game that was described. This is
273occasionally a more convenient way to start a particular game ID
274than by pasting it into the game ID selection box.
275
1185e3c5 276(You could also retrieve the encoded game parameters using the
277\q{Specific} menu option instead of \q{Random Seed}, but if you do
278then some options, such as the difficulty level in Solo, will be
279missing. See \k{common-id} for more details on this.)
280
e91825f8 281\C{net} \i{Net}
282
283\cfg{winhelp-topic}{games.net}
284
285(\e{Note:} the \i{Windows} version of this game is called
286\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
287
288I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 289\k{FreeNet}, written by Pavils Jurjans; there are several other
290implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 291network by connecting up the centres of squares in a grid, and then
292shuffles the network by rotating every tile randomly. Your job is to
293rotate it all back into place. The successful solution will be an
6e8e5c51 294entirely connected network, with no closed loops. \#{The latter
295clause means that there are no closed paths within the network.
296Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 297all tiles which are connected to the one in the middle are
298highlighted.
299
300\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
301
302\H{net-controls} \i{Net controls}
303
304\IM{Net controls} controls, for Net
305\IM{Net controls} keys, for Net
306\IM{Net controls} shortcuts (keyboard), for Net
307
308This game can be played with either the keyboard or the mouse. The
309controls are:
310
311\dt \e{Select tile}: mouse pointer, arrow keys
312
313\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
314
315\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
316
317\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
318
319\dd You can lock a tile once you're sure of its orientation. You can
320also unlock it again, but while it's locked you can't accidentally
321turn it.
322
f0ee053c 323The following controls are not necessary to complete the game, but may
324be useful:
325
326\dt \e{Shift grid}: Shift + arrow keys
327
328\dd On grids that wrap, you can move the origin of the grid, so that
329tiles that were on opposite sides of the grid can be seen together.
330
331\dt \e{Move centre}: Ctrl + arrow keys
332
333\dd You can change which tile is used as the source of highlighting.
334(It doesn't ultimately matter which tile this is, as every tile will
335be connected to every other tile in a correct solution, but it may be
336helpful in the intermediate stages of solving the puzzle.)
337
cbb5549e 338\dt \e{Jumble tiles}: \q{J} key
339
340\dd This key turns all tiles that are not locked to random
341orientations.
342
e91825f8 343(All the actions described in \k{common-actions} are also available.)
344
345\H{net-params} \I{parameters, for Net}Net parameters
346
347These parameters are available from the \q{Custom...} option on the
348\q{Type} menu.
349
350\dt \e{Width}, \e{Height}
351
352\dd Size of grid in tiles.
353
354\dt \e{Walls wrap around}
355
356\dd If checked, flow can pass from the left edge to the right edge,
357and from top to bottom, and vice versa.
358
359\dt \e{Barrier probability}
360
361\dd A number between 0.0 and 1.0 controlling whether an immovable
362barrier is placed between two tiles to prevent flow between them (a
363higher number gives more barriers). Since barriers are immovable, they
364act as constraints on the solution (i.e., hints).
365
366\lcont{
367
368The grid generation in Net has been carefully arranged so that the
369barriers are independent of the rest of the grid. This means that if
1185e3c5 370you note down the random seed used to generate the current puzzle
371(see \k{common-id}), change the \e{Barrier probability} parameter,
372and then re-enter the same random seed, you should see exactly the
373same starting grid, with the only change being the number of
374barriers. So if you're stuck on a particular grid and need a hint,
375you could start up another instance of Net, set up the same
376parameters but a higher barrier probability, and enter the game seed
377from the original Net window.
e91825f8 378
379}
380
40fde884 381\dt \e{Ensure unique solution}
382
383\dd Normally, Net will make sure that the puzzles it presents have
384only one solution. Puzzles with ambiguous sections can be more
385difficult and more subtle, so if you like you can turn off this
386feature and risk having ambiguous puzzles. (Also, finding \e{all}
387the possible solutions can be an additional challenge for an
388advanced player.)
389
e91825f8 390\C{cube} \i{Cube}
391
392\cfg{winhelp-topic}{games.cube}
393
394This is another one I originally saw as a web game. This one was a
395Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
396squares, six of which are blue; on one square rests a cube. Your move
397is to use the arrow keys to roll the cube through 90 degrees so that
398it moves to an adjacent square. If you roll the cube on to a blue
399square, the blue square is picked up on one face of the cube; if you
400roll a blue face of the cube on to a non-blue square, the blueness is
401put down again. (In general, whenever you roll the cube, the two faces
402that come into contact swap colours.) Your job is to get all six blue
403squares on to the six faces of the cube at the same time. Count your
404moves and try to do it in as few as possible.
405
406Unlike the original Java game, my version has an additional feature:
407once you've mastered the game with a cube rolling on a square grid,
408you can change to a triangular grid and roll any of a tetrahedron, an
409octahedron or an icosahedron.
410
411\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
412
413\H{cube-controls} \i{Cube controls}
414
415\IM{Cube controls} controls, for Cube
416\IM{Cube controls} keys, for Cube
417\IM{Cube controls} shortcuts (keyboard), for Cube
418
419This game is played with the keyboard. The arrow keys are used to roll the
420cube (or other solid).
421
422On the triangular grids, the mapping of arrow keys to directions is
423more approximate. Vertical movement is disallowed where it doesn't
424make sense. The four keys surrounding the arrow keys on the numeric
425keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
426
427(All the actions described in \k{common-actions} are also available.)
428
429\H{cube-params} \I{parameters, for Cube}Cube parameters
430
431These parameters are available from the \q{Custom...} option on the
432\q{Type} menu.
433
434\dt \e{Type of solid}
435
436\dd Selects the solid to roll (and hence the shape of the grid):
437tetrahedron, cube, octahedron, or icosahedron.
438
439\dt \e{Width / top}, \e{Height / bottom}
440
441\dd On a square grid, horizontal and vertical dimensions. On a
442triangular grid, the number of triangles on the top and bottom rows
443respectively.
444
445
446\C{fifteen} \i{Fifteen}
447
448\cfg{winhelp-topic}{games.fifteen}
449
1d8e8ad8 450The old ones are the best: this is the good old \q{\i{15-puzzle}}
451with sliding tiles. You have a 4\by\.4 square grid; 15 squares
452contain numbered tiles, and the sixteenth is empty. Your move is to
453choose a tile next to the empty space, and slide it into the space.
454The aim is to end up with the tiles in numerical order, with the
455space in the bottom right (so that the top row reads 1,2,3,4 and the
456bottom row reads 13,14,15,\e{space}).
e91825f8 457
458\H{fifteen-controls} \i{Fifteen controls}
459
460\IM{Fifteen controls} controls, for Fifteen
461\IM{Fifteen controls} keys, for Fifteen
462\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
463
464This game can be controlled with the mouse or the keyboard.
465
466A left-click with the mouse in the row or column containing the empty
467space will move as many tiles as necessary to move the space to the
468mouse pointer.
469
470The arrow keys will move a tile adjacent to the space in the direction
471indicated (moving the space in the \e{opposite} direction).
472
473(All the actions described in \k{common-actions} are also available.)
474
475\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
476
477The only options available from the \q{Custom...} option on the \q{Type}
478menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
479you've changed these, it's not a \q{15-puzzle} any more, of course!)
480
481
482\C{sixteen} \i{Sixteen}
483
484\cfg{winhelp-topic}{games.sixteen}
485
486Another sliding tile puzzle, visually similar to Fifteen (see
487\k{fifteen}) but with a different type of move. This time, there is no
488hole: all 16 squares on the grid contain numbered squares. Your move
489is to shift an entire row left or right, or shift an entire column up
490or down; every time you do that, the tile you shift off the grid
491re-appears at the other end of the same row, in the space you just
492vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
493the top row, 13,14,15,16 on the bottom). When you've done that, try
494playing on different sizes of grid.
495
496I \e{might} have invented this game myself, though only by accident if
497so (and I'm sure other people have independently invented it). I
498thought I was imitating a screensaver I'd seen, but I have a feeling
499that the screensaver might actually have been a Fifteen-type puzzle
500rather than this slightly different kind. So this might be the one
501thing in my puzzle collection which represents creativity on my part
502rather than just engineering.
503
504\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
505
506This game is played with the mouse. Left-clicking on an arrow will
507move the appropriate row or column in the direction indicated.
508Right-clicking will move it in the opposite direction.
509
510(All the actions described in \k{common-actions} are also available.)
511
512\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
513
81875211 514The parameters available from the \q{Custom...} option on the
515\q{Type} menu are:
516
517\b \e{Width} and \e{Height}, which are self-explanatory.
518
519\b You can ask for a limited shuffling operation to be performed on
520the grid. By default, Sixteen will shuffle the grid in such a way
521that any arrangement is about as probable as any other. You can
522override this by requesting a precise number of shuffling moves to
523be performed. Typically your aim is then to determine the precise
524set of shuffling moves and invert them exactly, so that you answer
525(say) a four-move shuffle with a four-move solution. Note that the
526more moves you ask for, the more likely it is that solutions shorter
527than the target length will turn out to be possible.
528
e91825f8 529
9038fd11 530\C{twiddle} \i{Twiddle}
531
532\cfg{winhelp-topic}{games.twiddle}
533
534Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
535(see \k{sixteen}): you are given a grid of square tiles, each
536containing a number, and your aim is to arrange the numbers into
537ascending order.
538
539In basic Twiddle, your move is to rotate a square group of four
a3631c72 540tiles about their common centre. (Orientation is not significant in
541the basic puzzle, although you can select it.) On more advanced
542settings, you can rotate a larger square group of tiles.
9038fd11 543
544I first saw this type of puzzle in the GameCube game \q{Metroid
545Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
546you solve to unlock a door, which is a special case of Twiddle. I
547developed this game as a generalisation of that puzzle.
548
549\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
550
551To play Twiddle, click the mouse in the centre of the square group
552you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
553which means you have to click at a corner point where four tiles
554meet.
555
556In more advanced modes you might be rotating 3\by\.3 or even more at
557a time; if the size of the square is odd then you simply click in
558the centre tile of the square you want to rotate.
559
560Clicking with the left mouse button rotates the group anticlockwise.
561Clicking with the right button rotates it clockwise.
562
563(All the actions described in \k{common-actions} are also available.)
564
565\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
566
567Twiddle provides several configuration options via the \q{Custom}
568option on the \q{Type} menu:
569
570\b You can configure the width and height of the puzzle grid.
571
572\b You can configure the size of square block that rotates at a time.
573
574\b You can ask for every square in the grid to be distinguishable
575(the default), or you can ask for a simplified puzzle in which there
576are groups of identical numbers. In the simplified puzzle your aim
577is just to arrange all the 1s into the first row, all the 2s into
578the second row, and so on.
579
a3631c72 580\b You can configure whether the orientation of tiles matters. If
d50832a3 581you ask for an orientable puzzle, each tile will have a triangle
582drawn in it. All the triangles must be pointing upwards to complete
583the puzzle.
a3631c72 584
81875211 585\b You can ask for a limited shuffling operation to be performed on
586the grid. By default, Twiddle will shuffle the grid so much that any
587arrangement is about as probable as any other. You can override this
588by requesting a precise number of shuffling moves to be performed.
589Typically your aim is then to determine the precise set of shuffling
590moves and invert them exactly, so that you answer (say) a four-move
591shuffle with a four-move solution. Note that the more moves you ask
592for, the more likely it is that solutions shorter than the target
593length will turn out to be possible.
594
9038fd11 595
e91825f8 596\C{rectangles} \i{Rectangles}
597
598\cfg{winhelp-topic}{games.rectangles}
599
600You have a grid of squares, with numbers written in some (but not all)
601of the squares. Your task is to subdivide the grid into rectangles of
602various sizes, such that (a) every rectangle contains exactly one
603numbered square, and (b) the area of each rectangle is equal to the
604number written in its numbered square.
605
606Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 607\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
608Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
609implementation, my version automatically generates random grids of
610any size you like. The quality of puzzle design is therefore not
611quite as good as hand-crafted puzzles would be, but on the plus side
612you get an inexhaustible supply of puzzles tailored to your own
613specification.
e91825f8 614
6ae37301 615\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 616
6ae37301 617\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 618
619\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
620
621This game is played with the mouse.
622
623Left-click any edge to toggle it on or off, or click and drag to draw
624an entire rectangle (or line) on the grid in one go (removing any
625existing edges within that rectangle).
626
627When a rectangle of the correct size is completed, it will be shaded.
628
629(All the actions described in \k{common-actions} are also available.)
630
631\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
632
40fde884 633These parameters are available from the \q{Custom...} option on the
634\q{Type} menu.
635
636\dt \e{Width}, \e{Height}
637
638\dd Size of grid, in squares.
639
640\dt \e{Expansion factor}
aea3ed9a 641
40fde884 642\dd This is a mechanism for changing the type of grids generated by
643the program. Some people prefer a grid containing a few large
644rectangles to one containing many small ones. So you can ask
aea3ed9a 645Rectangles to essentially generate a \e{smaller} grid than the size
646you specified, and then to expand it by adding rows and columns.
647
40fde884 648\lcont{
649
aea3ed9a 650The default expansion factor of zero means that Rectangles will
651simply generate a grid of the size you ask for, and do nothing
652further. If you set an expansion factor of (say) 0.5, it means that
653each dimension of the grid will be expanded to half again as big
654after generation. In other words, the initial grid will be 2/3 the
655size in each dimension, and will be expanded to its full size
656without adding any more rectangles.
657
4a03dbb4 658Setting an expansion factor of around 0.5 tends to make the game
659more difficult, and also (in my experience) rewards a less deductive
660and more intuitive playing style. If you set it \e{too} high,
661though, the game simply cannot generate more than a few rectangles
662to cover the entire grid, and the game becomes trivial.
aea3ed9a 663
40fde884 664}
665
666\dt \e{Ensure unique solution}
667
668\dd Normally, Rectangles will make sure that the puzzles it presents
669have only one solution. Puzzles with ambiguous sections can be more
670difficult and more subtle, so if you like you can turn off this
671feature and risk having ambiguous puzzles. Also, finding \e{all} the
672possible solutions can be an additional challenge for an advanced
673player. Turning off this option can also speed up puzzle generation.
674
6ae37301 675
e91825f8 676\C{netslide} \i{Netslide}
677
678\cfg{winhelp-topic}{games.netslide}
679
680This game was submitted by Richard Boulton. It combines the grid
681generation of Net (see \k{net}) with the movement of Sixteen (see
682\k{sixteen}): you have a Net grid, but instead of rotating tiles back
683into place you have to slide them into place by moving a whole row at
684a time.
685
e91825f8 686As in Sixteen, \I{controls, for Netslide}control is with the mouse.
687See \k{sixteen-controls}.
688
aa27d493 689\I{parameters, for Netslide}The available game parameters have similar
690meanings to those in Net (see \k{net-params}) and Sixteen (see
691\k{sixteen-params}).
e91825f8 692
6ae37301 693
b6b0369e 694\C{pattern} \i{Pattern}
695
696\cfg{winhelp-topic}{games.pattern}
697
698You have a grid of squares, which must all be filled in either black
699or white. Beside each row of the grid are listed the lengths of the
700runs of black squares on that row; above each column are listed the
701lengths of the runs of black squares in that column. Your aim is to
702fill in the entire grid black or white.
703
704I first saw this puzzle form around 1995, under the name
2e1e03ff 705\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 706different names.
707
708Normally, puzzles of this type turn out to be a meaningful picture
709of something once you've solved them. However, since this version
710generates the puzzles automatically, they will just look like random
711groupings of squares. (One user has suggested that this is actually
712a \e{good} thing, since it prevents you from guessing the colour of
713squares based on the picture, and forces you to use logic instead.)
714The advantage, though, is that you never run out of them.
715
2e1e03ff 716\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 717
718This game is played with the mouse.
719
720Left-click in a square to colour it black. Right-click to colour it
721white. If you make a mistake, you can middle-click, or hold down
722Shift while clicking with any button, to colour the square in the
723default grey (meaning \q{undecided}) again.
724
725You can click and drag with the left or right mouse button to colour
726a vertical or horizontal line of squares black or white at a time
727(respectively). If you click and drag with the middle button, or
728with Shift held down, you can colour a whole rectangle of squares
729grey.
730
2e1e03ff 731(All the actions described in \k{common-actions} are also available.)
732
b6b0369e 733\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
734
735The only options available from the \q{Custom...} option on the \q{Type}
736menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 737
6ae37301 738
1d8e8ad8 739\C{solo} \i{Solo}
740
741\cfg{winhelp-topic}{games.solo}
742
743You have a square grid, which is divided into square or rectangular
744blocks. Each square must be filled in with a digit from 1 to the
745size of the grid, in such a way that
746
747\b every row contains only one occurrence of each digit
748
749\b every column contains only one occurrence of each digit
750
751\b every block contains only one occurrence of each digit.
752
753You are given some of the numbers as clues; your aim is to place the
754rest of the numbers correctly.
755
756The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
757into nine 3\by\.3 blocks). You can also select sizes with
758rectangular blocks instead of square ones, such as 2\by\.3 (a
7596\by\.6 grid divided into six 3\by\.2 blocks).
760
761If you select a puzzle size which requires more than 9 digits, the
762additional digits will be letters of the alphabet. For example, if
763you select 3\by\.4 then the digits which go in your grid will be 1
764to 9, plus \cq{a}, \cq{b} and \cq{c}.
765
6ae37301 766I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 767been popularised by various newspapers under the name \q{Sudoku} or
768\q{Su Doku}.
769
6ae37301 770\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}
771
1d8e8ad8 772\H{solo-controls} \I{controls, for Solo}Solo controls
773
774To play Solo, simply click the mouse in any empty square and then
775type a digit or letter on the keyboard to fill that square. If you
776make a mistake, click the mouse in the incorrect square and press
777Space to clear it again (or use the Undo feature).
778
c8266e03 779If you \e{right}-click in a square and then type a number, that
780number will be entered in the square as a \q{pencil mark}. You can
781have pencil marks for multiple numbers in the same square.
782
783The game pays no attention to pencil marks, so exactly what you use
784them for is up to you: you can use them as reminders that a
785particular square needs to be re-examined once you know more about a
786particular number, or you can use them as lists of the possible
787numbers in a given square, or anything else you feel like.
788
789To erase a single pencil mark, right-click in the square and type
790the same number again.
791
792All pencil marks in a square are erased when you left-click and type
793a number, or when you left-click and press space. Right-clicking and
794pressing space will also erase pencil marks.
795
1d8e8ad8 796(All the actions described in \k{common-actions} are also available.)
797
798\H{solo-parameters} \I{parameters, for Solo}Solo parameters
799
800Solo allows you to configure two separate dimensions of the puzzle
6ae37301 801grid on the \q{Type} menu: the number of columns, and the number of
802rows, into which the main grid is divided. (The size of a block is
803the inverse of this: for example, if you select 2 columns and 3 rows,
804each actual block will have 3 columns and 2 rows.)
1d8e8ad8 805
ef57b17d 806You can also configure the type of symmetry shown in the generated
807puzzles. More symmetry makes the puzzles look prettier but may also
808make them easier, since the symmetry constraints can force more
809clues than necessary to be present. Completely asymmetric puzzles
810have the freedom to contain as few clues as possible.
811
7c568a48 812Finally, you can configure the difficulty of the generated puzzles.
813Difficulty levels are judged by the complexity of the techniques of
814deduction required to solve the puzzle: each level requires a mode
815of reasoning which was not necessary in the previous one. In
816particular, on difficulty levels \q{Trivial} and \q{Basic} there
817will be a square you can fill in with a single number at all times,
818whereas at \q{Intermediate} level and beyond you will have to make
819partial deductions about the \e{set} of squares a number could be in
de60d8bd 820(or the set of numbers that could be in a square). At
821\q{Unreasonable} level, even this is not enough, and you will
822eventually have to make a guess, and then backtrack if it turns out
823to be wrong.
7c568a48 824
825Generating difficult puzzles is itself difficult: if you select
826\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
827many attempts at generating a puzzle before it finds one hard enough
828for you. Be prepared to wait, especially if you have also configured
829a large puzzle size.
830
ef57b17d 831
7959b517 832\C{mines} \i{Mines}
833
834\cfg{winhelp-topic}{games.mines}
835
836You have a grid of covered squares, some of which contain mines, but
837you don't know which. Your job is to uncover every square which does
838\e{not} contain a mine. If you uncover a square containing a mine,
839you lose. If you uncover a square which does not contain a mine, you
840are told how many mines are contained within the eight surrounding
841squares.
842
843This game needs no introduction; popularised by Windows, it is
844perhaps the single best known desktop puzzle game in existence.
845
846This version of it has an unusual property. By default, it will
847generate its mine positions in such a way as to ensure that you
848never need to \e{guess} where a mine is: you will always be able to
849deduce it somehow. So you will never, as can happen in other
850versions, get to the last four squares and discover that there are
851two mines left but you have no way of knowing for sure where they
852are.
853
854\H{mines-controls} \I{controls, for Mines}Mines controls
855
856This game is played with the mouse.
857
858If you left-click in a covered square, it will be uncovered.
859
860If you right-click in a covered square, it will place a flag which
861indicates that the square is believed to be a mine. Left-clicking in
862a marked square will not uncover it, for safety. You can right-click
863again to remove a mark placed in error.
864
865If you left-click in an \e{uncovered} square, it will \q{clear
866around} the square. This means: if the square has exactly as many
867flags surrounding it as it should have mines, then all the covered
868squares next to it which are \e{not} flagged will be uncovered. So
869once you think you know the location of all the mines around a
870square, you can use this function as a shortcut to avoid having to
871click on each of the remaining squares one by one.
872
873If you uncover a square which has \e{no} mines in the surrounding
874eight squares, then it is obviously safe to uncover those squares in
875turn, and so on if any of them also has no surrounding mines. This
876will be done for you automatically; so sometimes when you uncover a
877square, a whole new area will open up to be explored.
878
879(All the actions described in \k{common-actions} are also available.
880Even Undo is available, although you might consider it cheating to
881use it!)
882
883\H{mines-parameters} \I{parameters, for Mines}Mines parameters
884
885The options available from the \q{Custom...} option on the \q{Type}
886menu are:
887
888\dt \e{Width}, \e{Height}
889
890\dd Size of grid in squares.
891
892\dt \e{Mines}
893
08781119 894\dd Number of mines in the grid. You can enter this as an absolute
895mine count, or alternatively you can put a \cw{%} sign on the end in
896which case the game will arrange for that proportion of the squares
897in the grid to be mines.
898
899\lcont{
900
901Beware of setting the mine count too high. At very high densities,
902the program may spend forever searching for a solvable grid.
903
904}
7959b517 905
906\dt \e{Ensure solubility}
907
908\dd When this option is enabled (as it is by default), Mines will
909ensure that the entire grid can be fully deduced starting from the
910initial open space. If you prefer the riskier grids generated by
911other implementations, you can switch off this option.
912
913
e91825f8 914\A{licence} \I{MIT licence}\ii{Licence}
915
8a771ea7 916This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 917
918Portions copyright Richard Boulton.
919
920Permission is hereby granted, free of charge, to any person
921obtaining a copy of this software and associated documentation files
922(the "Software"), to deal in the Software without restriction,
923including without limitation the rights to use, copy, modify, merge,
924publish, distribute, sublicense, and/or sell copies of the Software,
925and to permit persons to whom the Software is furnished to do so,
926subject to the following conditions:
927
928The above copyright notice and this permission notice shall be
929included in all copies or substantial portions of the Software.
930
931THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
932EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
933MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
934NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
935BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
936ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
937CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
938SOFTWARE.
939
1185e3c5 940\IM{specific} \q{Specific}, menu option
941\IM{custom} \q{Custom}, menu option
e91825f8 942
943\IM{game ID} game ID
944\IM{game ID} ID, game
945\IM{ID format} ID format
946\IM{ID format} format, ID
947\IM{ID format} game ID, format
948
949\IM{keys} keys
950\IM{keys} shortcuts (keyboard)
951
952\IM{initial state} initial state
953\IM{initial state} state, initial
954
955\IM{MIT licence} MIT licence
956\IM{MIT licence} licence, MIT