Solution uniqueness for Net. Can be disabled on request (but is
[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}
289\k{FreeNet}, written by Pavils Jurjans. The computer prepares a
290network by connecting up the centres of squares in a grid, and then
291shuffles the network by rotating every tile randomly. Your job is to
292rotate it all back into place. The successful solution will be an
293entirely connected network, with no closed loops. \#{Is it also true
294that a correct solution will not contain any cycles?} As a visual aid,
295all tiles which are connected to the one in the middle are
296highlighted.
297
298\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
299
300\H{net-controls} \i{Net controls}
301
302\IM{Net controls} controls, for Net
303\IM{Net controls} keys, for Net
304\IM{Net controls} shortcuts (keyboard), for Net
305
306This game can be played with either the keyboard or the mouse. The
307controls are:
308
309\dt \e{Select tile}: mouse pointer, arrow keys
310
311\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
312
313\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
314
315\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
316
317\dd You can lock a tile once you're sure of its orientation. You can
318also unlock it again, but while it's locked you can't accidentally
319turn it.
320
cbb5549e 321\dt \e{Jumble tiles}: \q{J} key
322
323\dd This key turns all tiles that are not locked to random
324orientations.
325
e91825f8 326(All the actions described in \k{common-actions} are also available.)
327
328\H{net-params} \I{parameters, for Net}Net parameters
329
330These parameters are available from the \q{Custom...} option on the
331\q{Type} menu.
332
333\dt \e{Width}, \e{Height}
334
335\dd Size of grid in tiles.
336
337\dt \e{Walls wrap around}
338
339\dd If checked, flow can pass from the left edge to the right edge,
340and from top to bottom, and vice versa.
341
342\dt \e{Barrier probability}
343
344\dd A number between 0.0 and 1.0 controlling whether an immovable
345barrier is placed between two tiles to prevent flow between them (a
346higher number gives more barriers). Since barriers are immovable, they
347act as constraints on the solution (i.e., hints).
348
c0edd11f 349\dt \e{Ensure unique solution}
350
351\dd Normally, Net will make sure that the puzzles it presents have
352only one solution. Puzzles with ambiguous sections can be more
353difficult and more subtle, so if you like you can turn off this
354feature and risk having ambiguous puzzles. (Also, finding \e{all}
355the possible solutions can be an additional challenge for an
356advanced player.)
357
e91825f8 358\lcont{
359
360The grid generation in Net has been carefully arranged so that the
361barriers are independent of the rest of the grid. This means that if
1185e3c5 362you note down the random seed used to generate the current puzzle
363(see \k{common-id}), change the \e{Barrier probability} parameter,
364and then re-enter the same random seed, you should see exactly the
365same starting grid, with the only change being the number of
366barriers. So if you're stuck on a particular grid and need a hint,
367you could start up another instance of Net, set up the same
368parameters but a higher barrier probability, and enter the game seed
369from the original Net window.
e91825f8 370
371}
372
373\C{cube} \i{Cube}
374
375\cfg{winhelp-topic}{games.cube}
376
377This is another one I originally saw as a web game. This one was a
378Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
379squares, six of which are blue; on one square rests a cube. Your move
380is to use the arrow keys to roll the cube through 90 degrees so that
381it moves to an adjacent square. If you roll the cube on to a blue
382square, the blue square is picked up on one face of the cube; if you
383roll a blue face of the cube on to a non-blue square, the blueness is
384put down again. (In general, whenever you roll the cube, the two faces
385that come into contact swap colours.) Your job is to get all six blue
386squares on to the six faces of the cube at the same time. Count your
387moves and try to do it in as few as possible.
388
389Unlike the original Java game, my version has an additional feature:
390once you've mastered the game with a cube rolling on a square grid,
391you can change to a triangular grid and roll any of a tetrahedron, an
392octahedron or an icosahedron.
393
394\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
395
396\H{cube-controls} \i{Cube controls}
397
398\IM{Cube controls} controls, for Cube
399\IM{Cube controls} keys, for Cube
400\IM{Cube controls} shortcuts (keyboard), for Cube
401
402This game is played with the keyboard. The arrow keys are used to roll the
403cube (or other solid).
404
405On the triangular grids, the mapping of arrow keys to directions is
406more approximate. Vertical movement is disallowed where it doesn't
407make sense. The four keys surrounding the arrow keys on the numeric
408keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
409
410(All the actions described in \k{common-actions} are also available.)
411
412\H{cube-params} \I{parameters, for Cube}Cube parameters
413
414These parameters are available from the \q{Custom...} option on the
415\q{Type} menu.
416
417\dt \e{Type of solid}
418
419\dd Selects the solid to roll (and hence the shape of the grid):
420tetrahedron, cube, octahedron, or icosahedron.
421
422\dt \e{Width / top}, \e{Height / bottom}
423
424\dd On a square grid, horizontal and vertical dimensions. On a
425triangular grid, the number of triangles on the top and bottom rows
426respectively.
427
428
429\C{fifteen} \i{Fifteen}
430
431\cfg{winhelp-topic}{games.fifteen}
432
1d8e8ad8 433The old ones are the best: this is the good old \q{\i{15-puzzle}}
434with sliding tiles. You have a 4\by\.4 square grid; 15 squares
435contain numbered tiles, and the sixteenth is empty. Your move is to
436choose a tile next to the empty space, and slide it into the space.
437The aim is to end up with the tiles in numerical order, with the
438space in the bottom right (so that the top row reads 1,2,3,4 and the
439bottom row reads 13,14,15,\e{space}).
e91825f8 440
441\H{fifteen-controls} \i{Fifteen controls}
442
443\IM{Fifteen controls} controls, for Fifteen
444\IM{Fifteen controls} keys, for Fifteen
445\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
446
447This game can be controlled with the mouse or the keyboard.
448
449A left-click with the mouse in the row or column containing the empty
450space will move as many tiles as necessary to move the space to the
451mouse pointer.
452
453The arrow keys will move a tile adjacent to the space in the direction
454indicated (moving the space in the \e{opposite} direction).
455
456(All the actions described in \k{common-actions} are also available.)
457
458\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
459
460The only options available from the \q{Custom...} option on the \q{Type}
461menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
462you've changed these, it's not a \q{15-puzzle} any more, of course!)
463
464
465\C{sixteen} \i{Sixteen}
466
467\cfg{winhelp-topic}{games.sixteen}
468
469Another sliding tile puzzle, visually similar to Fifteen (see
470\k{fifteen}) but with a different type of move. This time, there is no
471hole: all 16 squares on the grid contain numbered squares. Your move
472is to shift an entire row left or right, or shift an entire column up
473or down; every time you do that, the tile you shift off the grid
474re-appears at the other end of the same row, in the space you just
475vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
476the top row, 13,14,15,16 on the bottom). When you've done that, try
477playing on different sizes of grid.
478
479I \e{might} have invented this game myself, though only by accident if
480so (and I'm sure other people have independently invented it). I
481thought I was imitating a screensaver I'd seen, but I have a feeling
482that the screensaver might actually have been a Fifteen-type puzzle
483rather than this slightly different kind. So this might be the one
484thing in my puzzle collection which represents creativity on my part
485rather than just engineering.
486
487\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
488
489This game is played with the mouse. Left-clicking on an arrow will
490move the appropriate row or column in the direction indicated.
491Right-clicking will move it in the opposite direction.
492
493(All the actions described in \k{common-actions} are also available.)
494
495\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
496
81875211 497The parameters available from the \q{Custom...} option on the
498\q{Type} menu are:
499
500\b \e{Width} and \e{Height}, which are self-explanatory.
501
502\b You can ask for a limited shuffling operation to be performed on
503the grid. By default, Sixteen will shuffle the grid in such a way
504that any arrangement is about as probable as any other. You can
505override this by requesting a precise number of shuffling moves to
506be performed. Typically your aim is then to determine the precise
507set of shuffling moves and invert them exactly, so that you answer
508(say) a four-move shuffle with a four-move solution. Note that the
509more moves you ask for, the more likely it is that solutions shorter
510than the target length will turn out to be possible.
511
e91825f8 512
9038fd11 513\C{twiddle} \i{Twiddle}
514
515\cfg{winhelp-topic}{games.twiddle}
516
517Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
518(see \k{sixteen}): you are given a grid of square tiles, each
519containing a number, and your aim is to arrange the numbers into
520ascending order.
521
522In basic Twiddle, your move is to rotate a square group of four
a3631c72 523tiles about their common centre. (Orientation is not significant in
524the basic puzzle, although you can select it.) On more advanced
525settings, you can rotate a larger square group of tiles.
9038fd11 526
527I first saw this type of puzzle in the GameCube game \q{Metroid
528Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
529you solve to unlock a door, which is a special case of Twiddle. I
530developed this game as a generalisation of that puzzle.
531
532\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
533
534To play Twiddle, click the mouse in the centre of the square group
535you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
536which means you have to click at a corner point where four tiles
537meet.
538
539In more advanced modes you might be rotating 3\by\.3 or even more at
540a time; if the size of the square is odd then you simply click in
541the centre tile of the square you want to rotate.
542
543Clicking with the left mouse button rotates the group anticlockwise.
544Clicking with the right button rotates it clockwise.
545
546(All the actions described in \k{common-actions} are also available.)
547
548\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
549
550Twiddle provides several configuration options via the \q{Custom}
551option on the \q{Type} menu:
552
553\b You can configure the width and height of the puzzle grid.
554
555\b You can configure the size of square block that rotates at a time.
556
557\b You can ask for every square in the grid to be distinguishable
558(the default), or you can ask for a simplified puzzle in which there
559are groups of identical numbers. In the simplified puzzle your aim
560is just to arrange all the 1s into the first row, all the 2s into
561the second row, and so on.
562
a3631c72 563\b You can configure whether the orientation of tiles matters. If
d50832a3 564you ask for an orientable puzzle, each tile will have a triangle
565drawn in it. All the triangles must be pointing upwards to complete
566the puzzle.
a3631c72 567
81875211 568\b You can ask for a limited shuffling operation to be performed on
569the grid. By default, Twiddle will shuffle the grid so much that any
570arrangement is about as probable as any other. You can override this
571by requesting a precise number of shuffling moves to be performed.
572Typically your aim is then to determine the precise set of shuffling
573moves and invert them exactly, so that you answer (say) a four-move
574shuffle with a four-move solution. Note that the more moves you ask
575for, the more likely it is that solutions shorter than the target
576length will turn out to be possible.
577
9038fd11 578
e91825f8 579\C{rectangles} \i{Rectangles}
580
581\cfg{winhelp-topic}{games.rectangles}
582
583You have a grid of squares, with numbers written in some (but not all)
584of the squares. Your task is to subdivide the grid into rectangles of
585various sizes, such that (a) every rectangle contains exactly one
586numbered square, and (b) the area of each rectangle is equal to the
587number written in its numbered square.
588
589Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 590\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
591Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
592implementation, my version automatically generates random grids of
593any size you like. The quality of puzzle design is therefore not
594quite as good as hand-crafted puzzles would be, but on the plus side
595you get an inexhaustible supply of puzzles tailored to your own
596specification.
e91825f8 597
6ae37301 598\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 599
6ae37301 600\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 601
602\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
603
604This game is played with the mouse.
605
606Left-click any edge to toggle it on or off, or click and drag to draw
607an entire rectangle (or line) on the grid in one go (removing any
608existing edges within that rectangle).
609
610When a rectangle of the correct size is completed, it will be shaded.
611
612(All the actions described in \k{common-actions} are also available.)
613
614\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
615
aea3ed9a 616The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
617and \e{Height} parameters, which are self-explanatory.
618
619\q{Expansion factor} is a mechanism for changing the type of grids
620generated by the program. Some people prefer a grid containing a few
621large rectangles to one containing many small ones. So you can ask
622Rectangles to essentially generate a \e{smaller} grid than the size
623you specified, and then to expand it by adding rows and columns.
624
625The default expansion factor of zero means that Rectangles will
626simply generate a grid of the size you ask for, and do nothing
627further. If you set an expansion factor of (say) 0.5, it means that
628each dimension of the grid will be expanded to half again as big
629after generation. In other words, the initial grid will be 2/3 the
630size in each dimension, and will be expanded to its full size
631without adding any more rectangles.
632
4a03dbb4 633Setting an expansion factor of around 0.5 tends to make the game
634more difficult, and also (in my experience) rewards a less deductive
635and more intuitive playing style. If you set it \e{too} high,
636though, the game simply cannot generate more than a few rectangles
637to cover the entire grid, and the game becomes trivial.
aea3ed9a 638
6ae37301 639
e91825f8 640\C{netslide} \i{Netslide}
641
642\cfg{winhelp-topic}{games.netslide}
643
644This game was submitted by Richard Boulton. It combines the grid
645generation of Net (see \k{net}) with the movement of Sixteen (see
646\k{sixteen}): you have a Net grid, but instead of rotating tiles back
647into place you have to slide them into place by moving a whole row at
648a time.
649
e91825f8 650As in Sixteen, \I{controls, for Netslide}control is with the mouse.
651See \k{sixteen-controls}.
652
653\I{parameters, for Netslide}Game parameters are the same as for Net
654(see \k{net-params}).
655
6ae37301 656
b6b0369e 657\C{pattern} \i{Pattern}
658
659\cfg{winhelp-topic}{games.pattern}
660
661You have a grid of squares, which must all be filled in either black
662or white. Beside each row of the grid are listed the lengths of the
663runs of black squares on that row; above each column are listed the
664lengths of the runs of black squares in that column. Your aim is to
665fill in the entire grid black or white.
666
667I first saw this puzzle form around 1995, under the name
2e1e03ff 668\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 669different names.
670
671Normally, puzzles of this type turn out to be a meaningful picture
672of something once you've solved them. However, since this version
673generates the puzzles automatically, they will just look like random
674groupings of squares. (One user has suggested that this is actually
675a \e{good} thing, since it prevents you from guessing the colour of
676squares based on the picture, and forces you to use logic instead.)
677The advantage, though, is that you never run out of them.
678
2e1e03ff 679\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 680
681This game is played with the mouse.
682
683Left-click in a square to colour it black. Right-click to colour it
684white. If you make a mistake, you can middle-click, or hold down
685Shift while clicking with any button, to colour the square in the
686default grey (meaning \q{undecided}) again.
687
688You can click and drag with the left or right mouse button to colour
689a vertical or horizontal line of squares black or white at a time
690(respectively). If you click and drag with the middle button, or
691with Shift held down, you can colour a whole rectangle of squares
692grey.
693
2e1e03ff 694(All the actions described in \k{common-actions} are also available.)
695
b6b0369e 696\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
697
698The only options available from the \q{Custom...} option on the \q{Type}
699menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 700
6ae37301 701
1d8e8ad8 702\C{solo} \i{Solo}
703
704\cfg{winhelp-topic}{games.solo}
705
706You have a square grid, which is divided into square or rectangular
707blocks. Each square must be filled in with a digit from 1 to the
708size of the grid, in such a way that
709
710\b every row contains only one occurrence of each digit
711
712\b every column contains only one occurrence of each digit
713
714\b every block contains only one occurrence of each digit.
715
716You are given some of the numbers as clues; your aim is to place the
717rest of the numbers correctly.
718
719The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
720into nine 3\by\.3 blocks). You can also select sizes with
721rectangular blocks instead of square ones, such as 2\by\.3 (a
7226\by\.6 grid divided into six 3\by\.2 blocks).
723
724If you select a puzzle size which requires more than 9 digits, the
725additional digits will be letters of the alphabet. For example, if
726you select 3\by\.4 then the digits which go in your grid will be 1
727to 9, plus \cq{a}, \cq{b} and \cq{c}.
728
6ae37301 729I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 730been popularised by various newspapers under the name \q{Sudoku} or
731\q{Su Doku}.
732
6ae37301 733\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}
734
1d8e8ad8 735\H{solo-controls} \I{controls, for Solo}Solo controls
736
737To play Solo, simply click the mouse in any empty square and then
738type a digit or letter on the keyboard to fill that square. If you
739make a mistake, click the mouse in the incorrect square and press
740Space to clear it again (or use the Undo feature).
741
742(All the actions described in \k{common-actions} are also available.)
743
744\H{solo-parameters} \I{parameters, for Solo}Solo parameters
745
746Solo allows you to configure two separate dimensions of the puzzle
6ae37301 747grid on the \q{Type} menu: the number of columns, and the number of
748rows, into which the main grid is divided. (The size of a block is
749the inverse of this: for example, if you select 2 columns and 3 rows,
750each actual block will have 3 columns and 2 rows.)
1d8e8ad8 751
ef57b17d 752You can also configure the type of symmetry shown in the generated
753puzzles. More symmetry makes the puzzles look prettier but may also
754make them easier, since the symmetry constraints can force more
755clues than necessary to be present. Completely asymmetric puzzles
756have the freedom to contain as few clues as possible.
757
7c568a48 758Finally, you can configure the difficulty of the generated puzzles.
759Difficulty levels are judged by the complexity of the techniques of
760deduction required to solve the puzzle: each level requires a mode
761of reasoning which was not necessary in the previous one. In
762particular, on difficulty levels \q{Trivial} and \q{Basic} there
763will be a square you can fill in with a single number at all times,
764whereas at \q{Intermediate} level and beyond you will have to make
765partial deductions about the \e{set} of squares a number could be in
de60d8bd 766(or the set of numbers that could be in a square). At
767\q{Unreasonable} level, even this is not enough, and you will
768eventually have to make a guess, and then backtrack if it turns out
769to be wrong.
7c568a48 770
771Generating difficult puzzles is itself difficult: if you select
772\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
773many attempts at generating a puzzle before it finds one hard enough
774for you. Be prepared to wait, especially if you have also configured
775a large puzzle size.
776
ef57b17d 777
e91825f8 778\A{licence} \I{MIT licence}\ii{Licence}
779
8a771ea7 780This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 781
782Portions copyright Richard Boulton.
783
784Permission is hereby granted, free of charge, to any person
785obtaining a copy of this software and associated documentation files
786(the "Software"), to deal in the Software without restriction,
787including without limitation the rights to use, copy, modify, merge,
788publish, distribute, sublicense, and/or sell copies of the Software,
789and to permit persons to whom the Software is furnished to do so,
790subject to the following conditions:
791
792The above copyright notice and this permission notice shall be
793included in all copies or substantial portions of the Software.
794
795THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
796EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
797MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
798NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
799BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
800ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
801CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
802SOFTWARE.
803
1185e3c5 804\IM{specific} \q{Specific}, menu option
805\IM{custom} \q{Custom}, menu option
e91825f8 806
807\IM{game ID} game ID
808\IM{game ID} ID, game
809\IM{ID format} ID format
810\IM{ID format} format, ID
811\IM{ID format} game ID, format
812
813\IM{keys} keys
814\IM{keys} shortcuts (keyboard)
815
816\IM{initial state} initial state
817\IM{initial state} state, initial
818
819\IM{MIT licence} MIT licence
820\IM{MIT licence} licence, MIT