Oops. Back out a local change I shouldn't have committed in r6184.
[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
e91825f8 25This is a collection of small one-player puzzle games.
26
14a7c1c6 27\copyright This manual is copyright 2004-5 Simon Tatham. All rights
e91825f8 28reserved. You may distribute this documentation under the MIT licence.
29See \k{licence} for the licence text in full.
30
8709d5d9 31\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
e91825f8 32
8709d5d9 33\versionid $Id$
e91825f8 34
35\C{intro} Introduction
36
37I wrote this collection because I thought there should be more small
38desktop toys available: little games you can pop up in a window and
39play for two or three minutes while you take a break from whatever
8a771ea7 40else you were doing. And I was also annoyed that every time I found
41a good game on (say) \i{Unix}, it wasn't available the next time I
42was sitting at a \i{Windows} machine, or vice versa; so I arranged
43that everything in my personal puzzle collection will happily run on
44both, and have more recently done a port to Mac OS X as well. When I
45find (or perhaps invent) further puzzle games that I like, they'll
46be added to this collection and will immediately be available on
47both platforms. And if anyone feels like writing any other front
f1010613 48ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
49then all the games in this framework will immediately become
50available on another platform as well.
e91825f8 51
aafaa7fb 52The actual games in this collection were mostly not my invention; they
53are re-implementations of existing game concepts within my portable
54puzzle framework. I do not claim credit, in general, for inventing the
55rules of any of these puzzles. (I don't even claim authorship of all
56the code; some of the puzzles have been submitted by other authors.)
e91825f8 57
58This collection is distributed under the \i{MIT licence} (see
59\k{licence}). This means that you can do pretty much anything you like
60with the game binaries or the code, except pretending you wrote them
61yourself, or suing me if anything goes wrong.
62
63The most recent versions, and \i{source code}, can be found at
64\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
65
66Please report \I{feedback}\i{bugs} to
67\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
68You might find it helpful to read this article before reporting a bug:
69
70\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
71
72\ii{Patches} are welcome. Especially if they provide a new front end
73(to make all these games run on another platform), or a new game.
74
75
76\C{common} \ii{Common features}
77
78This chapter describes features that are common to all the games.
79
80\H{common-actions} \I{controls}Common actions
81
82These actions are all available from the \I{Game menu}\q{Game} menu
83and via \I{keys}keyboard shortcuts, in addition to any game-specific
84actions.
85
bacaa96e 86(On Mac OS X, to conform with local user interface standards, these
3101ae26 87actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 88menu}\q{Edit} menus instead.)
89
e91825f8 90\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
91
92\dd Starts a new game, with a random initial state.
93
2b06373b 94\dt \ii\e{Restart game}
e91825f8 95
2b06373b 96\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 97
668be019 98\dt \ii\e{Load}
99
100\dd Loads a saved game from a file on disk.
101
102\dt \ii\e{Save}
103
104\dd Saves the current state of your game to a file on disk.
105
106\lcont{
107
108The Load and Save operations should preserve your entire game
109history (so you can save, reload, and still Undo and Redo things you
110had done before saving).
111
112}
113
e91825f8 114\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
115
116\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 117session.)
e91825f8 118
2b06373b 119\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 120
2b06373b 121\dd Redoes a previously undone move.
e91825f8 122
bacaa96e 123\dt \ii\e{Copy}
124
125\dd Copies the current state of your game to the clipboard in text
126format, so that you can paste it into (say) an e-mail client or a
127web message board if you're discussing the game with someone else.
128(Not all games support this feature.)
129
2ac6d24e 130\dt \ii\e{Solve}
131
132\dd Transforms the puzzle instantly into its solved state. For some
133games (Cube) this feature is not supported at all because it is of
134no particular use. For other games (such as Pattern), the solved
135state can be used to give you information, if you can't see how a
136solution can exist at all or you want to know where you made a
137mistake. For still other games (such as Sixteen), automatic solution
138tells you nothing about how to \e{get} to the solution, but it does
139provide a useful way to get there quickly so that you can experiment
140with set-piece moves and transformations.
141
142\lcont{
143
144Some games (such as Solo) are capable of solving a game ID you have
145typed in from elsewhere. Other games (such as Rectangles) cannot
146solve a game ID they didn't invent themself, but when they did
147invent the game ID they know what the solution is already. Still
148other games (Pattern) can solve \e{some} external game IDs, but only
149if they aren't too difficult.
150
e8124727 151The \q{Solve} command adds the solved state to the end of the undo
152chain for the puzzle. In other words, if you want to go back to
153solving it yourself after seeing the answer, you can just press Undo.
154
2ac6d24e 155}
156
e91825f8 157\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
158
159\dd Closes the application entirely.
160
1185e3c5 161\H{common-id} Specifying games with the \ii{game ID}
162
163There are two ways to save a game specification out of a puzzle and
164recreate it later, or recreate it in somebody else's copy of the
165same puzzle.
166
167The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
168\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
169show a piece of text (a \q{game ID}) which is sufficient to
170reconstruct precisely the same game at a later date.
171
172You can enter either of these pieces of text back into the program
173(via the same \q{Specific} or \q{Random Seed} menu options) at a
174later point, and it will recreate the same game. You can also use
175either one as a \i{command line} argument (on Windows or Unix); see
176\k{common-cmdline} for more detail.
177
178The difference between the two forms is that a descriptive game ID
179is a literal \e{description} of the \i{initial state} of the game,
180whereas a random seed is just a piece of arbitrary text which was
181provided as input to the random number generator used to create the
182puzzle. This means that:
183
184\b Descriptive game IDs tend to be longer in many puzzles (although
185some, such as Cube (\k{cube}), only need very short descriptions).
186So a random seed is often a \e{quicker} way to note down the puzzle
187you're currently playing, or to tell it to somebody else so they can
188play the same one as you.
189
190\b Any text at all is a valid random seed. The automatically
191generated ones are fifteen-digit numbers, but anything will do; you
192can type in your full name, or a word you just made up, and a valid
193puzzle will be generated from it. This provides a way for two or
194more people to race to complete the same puzzle: you think of a
195random seed, then everybody types it in at the same time, and nobody
196has an advantage due to having seen the generated puzzle before
197anybody else.
198
199\b It is often possible to convert puzzles from other sources (such
200as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
201game IDs suitable for use with these programs.
202
203\b Random seeds are not guaranteed to produce the same result if you
204use them with a different \i\e{version} of the puzzle program. This
205is because the generation algorithm might have been improved or
206modified in later versions of the code, and will therefore produce a
207different result when given the same sequence of random numbers. Use
208a descriptive game ID if you aren't sure that it will be used on the
209same version of the program as yours.
210
211\lcont{(Use the \q{About} menu option to find out the version number
212of the program. Programs with the same version number running on
213different platforms should still be random-seed compatible.)}
214
215\I{ID format}A descriptive game ID starts with a piece of text which
216encodes the \i\e{parameters} of the current game (such as grid
217size). Then there is a colon, and after that is the description of
218the game's initial state. A random seed starts with a similar string
219of parameters, but then it contains a hash sign followed by
220arbitrary data.
221
222If you enter a descriptive game ID, the program will not be able to
223show you the random seed which generated it, since it wasn't
224generated \e{from} a random seed. If you \e{enter} a random seed,
225however, the program will be able to show you the descriptive game
226ID derived from that random seed.
227
228Note that the game parameter strings are not always identical
229between the two forms. For some games, there will be parameter data
230provided with the random seed which is not included in the
231descriptive game ID. This is because that parameter information is
232only relevant when \e{generating} puzzle grids, and is not important
233when playing them. Thus, for example, the difficulty level in Solo
234(\k{solo}) is not mentioned in the descriptive game ID.
235
236These additional parameters are also not set permanently if you type
237in a game ID. For example, suppose you have Solo set to \q{Advanced}
238difficulty level, and then a friend wants your help with a
239\q{Trivial} puzzle; so the friend reads out a random seed specifying
240\q{Trivial} difficulty, and you type it in. The program will
241generate you the same \q{Trivial} grid which your friend was having
242trouble with, but once you have finished playing it, when you ask
243for a new game it will automatically go back to the \q{Advanced}
244difficulty which it was previously set on.
e91825f8 245
246\H{common-type} The \q{Type} menu
247
248The \I{Type menu}\q{Type} menu, if present, may contain a list of
249\i{preset} game settings. Selecting one of these will start a new
250random game with the parameters specified.
251
1185e3c5 252The \q{Type} menu may also contain a \q{\i{Custom}} option which
253allows you to fine-tune game \i{parameters}. The parameters
254available are specific to each game and are described in the
255following sections.
e91825f8 256
257\H{common-cmdline} Specifying game parameters on the \i{command line}
258
8a771ea7 259(This section does not apply to the Mac OS X version.)
260
e91825f8 261The games in this collection deliberately do not ever save
262information on to the computer they run on: they have no high score
263tables and no saved preferences. (This is because I expect at least
264some people to play them at work, and those people will probably
265appreciate leaving as little evidence as possible!)
266
267However, if you do want to arrange for one of these games to default
268to a particular set of parameters, you can specify them on the
269command line.
270
271The easiest way to do this is to set up the parameters you want
272using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 273\q{Random Seed} from the \q{Game} or \q{File} menu (see
274\k{common-id}). The text in the \q{Game ID} box will be composed of
275two parts, separated by a hash. The first of these parts represents
276the game parameters (the size of the playing area, for example, and
277anything else you set using the \q{Type} menu).
e91825f8 278
279If you run the game with just that parameter text on the command
280line, it will start up with the settings you specified.
281
282For example: if you run Cube (see \k{cube}), select \q{Octahedron}
283from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 284will see a string of the form \cq{o2x2#338686542711620}. Take only
285the part before the hash (\cq{o2x2}), and start Cube with that text
286on the command line: \cq{cube o2x2}.
e91825f8 287
288If you copy the \e{entire} game ID on to the command line, the game
289will start up in the specific game that was described. This is
290occasionally a more convenient way to start a particular game ID
291than by pasting it into the game ID selection box.
292
1185e3c5 293(You could also retrieve the encoded game parameters using the
294\q{Specific} menu option instead of \q{Random Seed}, but if you do
295then some options, such as the difficulty level in Solo, will be
296missing. See \k{common-id} for more details on this.)
297
e91825f8 298\C{net} \i{Net}
299
300\cfg{winhelp-topic}{games.net}
301
302(\e{Note:} the \i{Windows} version of this game is called
303\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
304
305I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 306\k{FreeNet}, written by Pavils Jurjans; there are several other
307implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 308network by connecting up the centres of squares in a grid, and then
309shuffles the network by rotating every tile randomly. Your job is to
310rotate it all back into place. The successful solution will be an
6e8e5c51 311entirely connected network, with no closed loops. \#{The latter
312clause means that there are no closed paths within the network.
313Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 314all tiles which are connected to the one in the middle are
315highlighted.
316
317\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
318
319\H{net-controls} \i{Net controls}
320
321\IM{Net controls} controls, for Net
322\IM{Net controls} keys, for Net
323\IM{Net controls} shortcuts (keyboard), for Net
324
325This game can be played with either the keyboard or the mouse. The
326controls are:
327
328\dt \e{Select tile}: mouse pointer, arrow keys
329
330\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
331
332\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
333
118473f5 334\dt \e{Rotate tile by 180 degrees}: \q{F} key
335
e91825f8 336\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
337
338\dd You can lock a tile once you're sure of its orientation. You can
339also unlock it again, but while it's locked you can't accidentally
340turn it.
341
f0ee053c 342The following controls are not necessary to complete the game, but may
343be useful:
344
345\dt \e{Shift grid}: Shift + arrow keys
346
347\dd On grids that wrap, you can move the origin of the grid, so that
348tiles that were on opposite sides of the grid can be seen together.
349
350\dt \e{Move centre}: Ctrl + arrow keys
351
352\dd You can change which tile is used as the source of highlighting.
353(It doesn't ultimately matter which tile this is, as every tile will
354be connected to every other tile in a correct solution, but it may be
355helpful in the intermediate stages of solving the puzzle.)
356
cbb5549e 357\dt \e{Jumble tiles}: \q{J} key
358
359\dd This key turns all tiles that are not locked to random
360orientations.
361
e91825f8 362(All the actions described in \k{common-actions} are also available.)
363
364\H{net-params} \I{parameters, for Net}Net parameters
365
366These parameters are available from the \q{Custom...} option on the
367\q{Type} menu.
368
369\dt \e{Width}, \e{Height}
370
371\dd Size of grid in tiles.
372
373\dt \e{Walls wrap around}
374
375\dd If checked, flow can pass from the left edge to the right edge,
376and from top to bottom, and vice versa.
377
378\dt \e{Barrier probability}
379
380\dd A number between 0.0 and 1.0 controlling whether an immovable
381barrier is placed between two tiles to prevent flow between them (a
382higher number gives more barriers). Since barriers are immovable, they
383act as constraints on the solution (i.e., hints).
384
385\lcont{
386
387The grid generation in Net has been carefully arranged so that the
388barriers are independent of the rest of the grid. This means that if
1185e3c5 389you note down the random seed used to generate the current puzzle
390(see \k{common-id}), change the \e{Barrier probability} parameter,
391and then re-enter the same random seed, you should see exactly the
392same starting grid, with the only change being the number of
393barriers. So if you're stuck on a particular grid and need a hint,
394you could start up another instance of Net, set up the same
395parameters but a higher barrier probability, and enter the game seed
396from the original Net window.
e91825f8 397
398}
399
40fde884 400\dt \e{Ensure unique solution}
401
402\dd Normally, Net will make sure that the puzzles it presents have
403only one solution. Puzzles with ambiguous sections can be more
404difficult and more subtle, so if you like you can turn off this
405feature and risk having ambiguous puzzles. (Also, finding \e{all}
406the possible solutions can be an additional challenge for an
407advanced player.)
408
e91825f8 409\C{cube} \i{Cube}
410
411\cfg{winhelp-topic}{games.cube}
412
413This is another one I originally saw as a web game. This one was a
414Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
415squares, six of which are blue; on one square rests a cube. Your move
416is to use the arrow keys to roll the cube through 90 degrees so that
417it moves to an adjacent square. If you roll the cube on to a blue
418square, the blue square is picked up on one face of the cube; if you
419roll a blue face of the cube on to a non-blue square, the blueness is
420put down again. (In general, whenever you roll the cube, the two faces
421that come into contact swap colours.) Your job is to get all six blue
422squares on to the six faces of the cube at the same time. Count your
423moves and try to do it in as few as possible.
424
425Unlike the original Java game, my version has an additional feature:
426once you've mastered the game with a cube rolling on a square grid,
427you can change to a triangular grid and roll any of a tetrahedron, an
428octahedron or an icosahedron.
429
430\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
431
432\H{cube-controls} \i{Cube controls}
433
434\IM{Cube controls} controls, for Cube
435\IM{Cube controls} keys, for Cube
436\IM{Cube controls} shortcuts (keyboard), for Cube
437
a1d5acff 438This game can be played with either the keyboard or the mouse.
e91825f8 439
a1d5acff 440Left-clicking anywhere on the window will move the cube (or other
441solid) towards the mouse pointer.
442
443The arrow keys can also used to roll the cube on its square grid in
444the four cardinal directions.
e91825f8 445On the triangular grids, the mapping of arrow keys to directions is
446more approximate. Vertical movement is disallowed where it doesn't
447make sense. The four keys surrounding the arrow keys on the numeric
448keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
449
450(All the actions described in \k{common-actions} are also available.)
451
452\H{cube-params} \I{parameters, for Cube}Cube parameters
453
454These parameters are available from the \q{Custom...} option on the
455\q{Type} menu.
456
457\dt \e{Type of solid}
458
459\dd Selects the solid to roll (and hence the shape of the grid):
460tetrahedron, cube, octahedron, or icosahedron.
461
462\dt \e{Width / top}, \e{Height / bottom}
463
464\dd On a square grid, horizontal and vertical dimensions. On a
465triangular grid, the number of triangles on the top and bottom rows
466respectively.
467
468
469\C{fifteen} \i{Fifteen}
470
471\cfg{winhelp-topic}{games.fifteen}
472
1d8e8ad8 473The old ones are the best: this is the good old \q{\i{15-puzzle}}
474with sliding tiles. You have a 4\by\.4 square grid; 15 squares
475contain numbered tiles, and the sixteenth is empty. Your move is to
476choose a tile next to the empty space, and slide it into the space.
477The aim is to end up with the tiles in numerical order, with the
478space in the bottom right (so that the top row reads 1,2,3,4 and the
479bottom row reads 13,14,15,\e{space}).
e91825f8 480
481\H{fifteen-controls} \i{Fifteen controls}
482
483\IM{Fifteen controls} controls, for Fifteen
484\IM{Fifteen controls} keys, for Fifteen
485\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
486
487This game can be controlled with the mouse or the keyboard.
488
489A left-click with the mouse in the row or column containing the empty
490space will move as many tiles as necessary to move the space to the
491mouse pointer.
492
493The arrow keys will move a tile adjacent to the space in the direction
494indicated (moving the space in the \e{opposite} direction).
495
496(All the actions described in \k{common-actions} are also available.)
497
498\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
499
500The only options available from the \q{Custom...} option on the \q{Type}
501menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
502you've changed these, it's not a \q{15-puzzle} any more, of course!)
503
504
505\C{sixteen} \i{Sixteen}
506
507\cfg{winhelp-topic}{games.sixteen}
508
509Another sliding tile puzzle, visually similar to Fifteen (see
510\k{fifteen}) but with a different type of move. This time, there is no
511hole: all 16 squares on the grid contain numbered squares. Your move
512is to shift an entire row left or right, or shift an entire column up
513or down; every time you do that, the tile you shift off the grid
514re-appears at the other end of the same row, in the space you just
515vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
516the top row, 13,14,15,16 on the bottom). When you've done that, try
517playing on different sizes of grid.
518
519I \e{might} have invented this game myself, though only by accident if
520so (and I'm sure other people have independently invented it). I
521thought I was imitating a screensaver I'd seen, but I have a feeling
522that the screensaver might actually have been a Fifteen-type puzzle
523rather than this slightly different kind. So this might be the one
524thing in my puzzle collection which represents creativity on my part
525rather than just engineering.
526
527\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
528
529This game is played with the mouse. Left-clicking on an arrow will
530move the appropriate row or column in the direction indicated.
531Right-clicking will move it in the opposite direction.
532
533(All the actions described in \k{common-actions} are also available.)
534
535\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
536
81875211 537The parameters available from the \q{Custom...} option on the
538\q{Type} menu are:
539
540\b \e{Width} and \e{Height}, which are self-explanatory.
541
542\b You can ask for a limited shuffling operation to be performed on
543the grid. By default, Sixteen will shuffle the grid in such a way
544that any arrangement is about as probable as any other. You can
545override this by requesting a precise number of shuffling moves to
546be performed. Typically your aim is then to determine the precise
547set of shuffling moves and invert them exactly, so that you answer
548(say) a four-move shuffle with a four-move solution. Note that the
549more moves you ask for, the more likely it is that solutions shorter
550than the target length will turn out to be possible.
551
e91825f8 552
9038fd11 553\C{twiddle} \i{Twiddle}
554
555\cfg{winhelp-topic}{games.twiddle}
556
557Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
558(see \k{sixteen}): you are given a grid of square tiles, each
559containing a number, and your aim is to arrange the numbers into
560ascending order.
561
562In basic Twiddle, your move is to rotate a square group of four
a3631c72 563tiles about their common centre. (Orientation is not significant in
564the basic puzzle, although you can select it.) On more advanced
565settings, you can rotate a larger square group of tiles.
9038fd11 566
567I first saw this type of puzzle in the GameCube game \q{Metroid
568Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
569you solve to unlock a door, which is a special case of Twiddle. I
570developed this game as a generalisation of that puzzle.
571
572\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
573
574To play Twiddle, click the mouse in the centre of the square group
575you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
576which means you have to click at a corner point where four tiles
577meet.
578
579In more advanced modes you might be rotating 3\by\.3 or even more at
580a time; if the size of the square is odd then you simply click in
581the centre tile of the square you want to rotate.
582
583Clicking with the left mouse button rotates the group anticlockwise.
584Clicking with the right button rotates it clockwise.
585
586(All the actions described in \k{common-actions} are also available.)
587
588\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
589
590Twiddle provides several configuration options via the \q{Custom}
591option on the \q{Type} menu:
592
593\b You can configure the width and height of the puzzle grid.
594
595\b You can configure the size of square block that rotates at a time.
596
597\b You can ask for every square in the grid to be distinguishable
598(the default), or you can ask for a simplified puzzle in which there
599are groups of identical numbers. In the simplified puzzle your aim
600is just to arrange all the 1s into the first row, all the 2s into
601the second row, and so on.
602
a3631c72 603\b You can configure whether the orientation of tiles matters. If
d50832a3 604you ask for an orientable puzzle, each tile will have a triangle
605drawn in it. All the triangles must be pointing upwards to complete
606the puzzle.
a3631c72 607
81875211 608\b You can ask for a limited shuffling operation to be performed on
609the grid. By default, Twiddle will shuffle the grid so much that any
610arrangement is about as probable as any other. You can override this
611by requesting a precise number of shuffling moves to be performed.
612Typically your aim is then to determine the precise set of shuffling
613moves and invert them exactly, so that you answer (say) a four-move
614shuffle with a four-move solution. Note that the more moves you ask
615for, the more likely it is that solutions shorter than the target
616length will turn out to be possible.
617
9038fd11 618
e91825f8 619\C{rectangles} \i{Rectangles}
620
621\cfg{winhelp-topic}{games.rectangles}
622
623You have a grid of squares, with numbers written in some (but not all)
624of the squares. Your task is to subdivide the grid into rectangles of
625various sizes, such that (a) every rectangle contains exactly one
626numbered square, and (b) the area of each rectangle is equal to the
627number written in its numbered square.
628
629Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 630\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
631Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
632implementation, my version automatically generates random grids of
633any size you like. The quality of puzzle design is therefore not
634quite as good as hand-crafted puzzles would be, but on the plus side
635you get an inexhaustible supply of puzzles tailored to your own
636specification.
e91825f8 637
6ae37301 638\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 639
6ae37301 640\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 641
642\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
643
644This game is played with the mouse.
645
646Left-click any edge to toggle it on or off, or click and drag to draw
647an entire rectangle (or line) on the grid in one go (removing any
648existing edges within that rectangle).
649
650When a rectangle of the correct size is completed, it will be shaded.
651
652(All the actions described in \k{common-actions} are also available.)
653
654\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
655
40fde884 656These parameters are available from the \q{Custom...} option on the
657\q{Type} menu.
658
659\dt \e{Width}, \e{Height}
660
661\dd Size of grid, in squares.
662
663\dt \e{Expansion factor}
aea3ed9a 664
40fde884 665\dd This is a mechanism for changing the type of grids generated by
666the program. Some people prefer a grid containing a few large
667rectangles to one containing many small ones. So you can ask
aea3ed9a 668Rectangles to essentially generate a \e{smaller} grid than the size
669you specified, and then to expand it by adding rows and columns.
670
40fde884 671\lcont{
672
aea3ed9a 673The default expansion factor of zero means that Rectangles will
674simply generate a grid of the size you ask for, and do nothing
675further. If you set an expansion factor of (say) 0.5, it means that
676each dimension of the grid will be expanded to half again as big
677after generation. In other words, the initial grid will be 2/3 the
678size in each dimension, and will be expanded to its full size
679without adding any more rectangles.
680
4a03dbb4 681Setting an expansion factor of around 0.5 tends to make the game
682more difficult, and also (in my experience) rewards a less deductive
683and more intuitive playing style. If you set it \e{too} high,
684though, the game simply cannot generate more than a few rectangles
685to cover the entire grid, and the game becomes trivial.
aea3ed9a 686
40fde884 687}
688
689\dt \e{Ensure unique solution}
690
691\dd Normally, Rectangles will make sure that the puzzles it presents
692have only one solution. Puzzles with ambiguous sections can be more
693difficult and more subtle, so if you like you can turn off this
694feature and risk having ambiguous puzzles. Also, finding \e{all} the
695possible solutions can be an additional challenge for an advanced
696player. Turning off this option can also speed up puzzle generation.
697
6ae37301 698
e91825f8 699\C{netslide} \i{Netslide}
700
701\cfg{winhelp-topic}{games.netslide}
702
6bbab0fe 703This game combines the grid generation of Net (see \k{net}) with the
704movement of Sixteen (see \k{sixteen}): you have a Net grid, but
705instead of rotating tiles back into place you have to slide them
706into place by moving a whole row at a time.
e91825f8 707
e91825f8 708As in Sixteen, \I{controls, for Netslide}control is with the mouse.
709See \k{sixteen-controls}.
710
aa27d493 711\I{parameters, for Netslide}The available game parameters have similar
712meanings to those in Net (see \k{net-params}) and Sixteen (see
713\k{sixteen-params}).
e91825f8 714
6bbab0fe 715Netslide was contributed to this collection by Richard Boulton.
6ae37301 716
b6b0369e 717\C{pattern} \i{Pattern}
718
719\cfg{winhelp-topic}{games.pattern}
720
721You have a grid of squares, which must all be filled in either black
722or white. Beside each row of the grid are listed the lengths of the
723runs of black squares on that row; above each column are listed the
724lengths of the runs of black squares in that column. Your aim is to
725fill in the entire grid black or white.
726
727I first saw this puzzle form around 1995, under the name
2e1e03ff 728\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 729different names.
730
731Normally, puzzles of this type turn out to be a meaningful picture
732of something once you've solved them. However, since this version
733generates the puzzles automatically, they will just look like random
734groupings of squares. (One user has suggested that this is actually
735a \e{good} thing, since it prevents you from guessing the colour of
736squares based on the picture, and forces you to use logic instead.)
737The advantage, though, is that you never run out of them.
738
2e1e03ff 739\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 740
741This game is played with the mouse.
742
743Left-click in a square to colour it black. Right-click to colour it
744white. If you make a mistake, you can middle-click, or hold down
745Shift while clicking with any button, to colour the square in the
746default grey (meaning \q{undecided}) again.
747
748You can click and drag with the left or right mouse button to colour
749a vertical or horizontal line of squares black or white at a time
750(respectively). If you click and drag with the middle button, or
751with Shift held down, you can colour a whole rectangle of squares
752grey.
753
2e1e03ff 754(All the actions described in \k{common-actions} are also available.)
755
b6b0369e 756\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
757
758The only options available from the \q{Custom...} option on the \q{Type}
759menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 760
6ae37301 761
1d8e8ad8 762\C{solo} \i{Solo}
763
764\cfg{winhelp-topic}{games.solo}
765
766You have a square grid, which is divided into square or rectangular
767blocks. Each square must be filled in with a digit from 1 to the
768size of the grid, in such a way that
769
770\b every row contains only one occurrence of each digit
771
772\b every column contains only one occurrence of each digit
773
774\b every block contains only one occurrence of each digit.
775
776You are given some of the numbers as clues; your aim is to place the
777rest of the numbers correctly.
778
779The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
780into nine 3\by\.3 blocks). You can also select sizes with
781rectangular blocks instead of square ones, such as 2\by\.3 (a
7826\by\.6 grid divided into six 3\by\.2 blocks).
783
784If you select a puzzle size which requires more than 9 digits, the
785additional digits will be letters of the alphabet. For example, if
786you select 3\by\.4 then the digits which go in your grid will be 1
787to 9, plus \cq{a}, \cq{b} and \cq{c}.
788
6ae37301 789I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 790been popularised by various newspapers under the name \q{Sudoku} or
791\q{Su Doku}.
792
6ae37301 793\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}
794
1d8e8ad8 795\H{solo-controls} \I{controls, for Solo}Solo controls
796
797To play Solo, simply click the mouse in any empty square and then
798type a digit or letter on the keyboard to fill that square. If you
799make a mistake, click the mouse in the incorrect square and press
800Space to clear it again (or use the Undo feature).
801
c8266e03 802If you \e{right}-click in a square and then type a number, that
803number will be entered in the square as a \q{pencil mark}. You can
804have pencil marks for multiple numbers in the same square.
805
806The game pays no attention to pencil marks, so exactly what you use
807them for is up to you: you can use them as reminders that a
808particular square needs to be re-examined once you know more about a
809particular number, or you can use them as lists of the possible
810numbers in a given square, or anything else you feel like.
811
812To erase a single pencil mark, right-click in the square and type
813the same number again.
814
815All pencil marks in a square are erased when you left-click and type
816a number, or when you left-click and press space. Right-clicking and
817pressing space will also erase pencil marks.
818
1d8e8ad8 819(All the actions described in \k{common-actions} are also available.)
820
821\H{solo-parameters} \I{parameters, for Solo}Solo parameters
822
823Solo allows you to configure two separate dimensions of the puzzle
6ae37301 824grid on the \q{Type} menu: the number of columns, and the number of
825rows, into which the main grid is divided. (The size of a block is
826the inverse of this: for example, if you select 2 columns and 3 rows,
827each actual block will have 3 columns and 2 rows.)
1d8e8ad8 828
ef57b17d 829You can also configure the type of symmetry shown in the generated
830puzzles. More symmetry makes the puzzles look prettier but may also
831make them easier, since the symmetry constraints can force more
832clues than necessary to be present. Completely asymmetric puzzles
833have the freedom to contain as few clues as possible.
834
7c568a48 835Finally, you can configure the difficulty of the generated puzzles.
836Difficulty levels are judged by the complexity of the techniques of
837deduction required to solve the puzzle: each level requires a mode
838of reasoning which was not necessary in the previous one. In
839particular, on difficulty levels \q{Trivial} and \q{Basic} there
840will be a square you can fill in with a single number at all times,
841whereas at \q{Intermediate} level and beyond you will have to make
842partial deductions about the \e{set} of squares a number could be in
de60d8bd 843(or the set of numbers that could be in a square). At
844\q{Unreasonable} level, even this is not enough, and you will
845eventually have to make a guess, and then backtrack if it turns out
846to be wrong.
7c568a48 847
848Generating difficult puzzles is itself difficult: if you select
849\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
850many attempts at generating a puzzle before it finds one hard enough
851for you. Be prepared to wait, especially if you have also configured
852a large puzzle size.
853
ef57b17d 854
7959b517 855\C{mines} \i{Mines}
856
857\cfg{winhelp-topic}{games.mines}
858
859You have a grid of covered squares, some of which contain mines, but
860you don't know which. Your job is to uncover every square which does
861\e{not} contain a mine. If you uncover a square containing a mine,
862you lose. If you uncover a square which does not contain a mine, you
863are told how many mines are contained within the eight surrounding
864squares.
865
866This game needs no introduction; popularised by Windows, it is
867perhaps the single best known desktop puzzle game in existence.
868
869This version of it has an unusual property. By default, it will
870generate its mine positions in such a way as to ensure that you
871never need to \e{guess} where a mine is: you will always be able to
872deduce it somehow. So you will never, as can happen in other
873versions, get to the last four squares and discover that there are
874two mines left but you have no way of knowing for sure where they
875are.
876
877\H{mines-controls} \I{controls, for Mines}Mines controls
878
879This game is played with the mouse.
880
881If you left-click in a covered square, it will be uncovered.
882
883If you right-click in a covered square, it will place a flag which
884indicates that the square is believed to be a mine. Left-clicking in
885a marked square will not uncover it, for safety. You can right-click
886again to remove a mark placed in error.
887
888If you left-click in an \e{uncovered} square, it will \q{clear
889around} the square. This means: if the square has exactly as many
890flags surrounding it as it should have mines, then all the covered
891squares next to it which are \e{not} flagged will be uncovered. So
892once you think you know the location of all the mines around a
893square, you can use this function as a shortcut to avoid having to
894click on each of the remaining squares one by one.
895
896If you uncover a square which has \e{no} mines in the surrounding
897eight squares, then it is obviously safe to uncover those squares in
898turn, and so on if any of them also has no surrounding mines. This
899will be done for you automatically; so sometimes when you uncover a
900square, a whole new area will open up to be explored.
901
11d31eb9 902All the actions described in \k{common-actions} are also available.
903
7959b517 904Even Undo is available, although you might consider it cheating to
11d31eb9 905use it. If you step on a mine, the program will only reveal the mine
906in question (unlike most other implementations, which reveal all of
907them). You can then Undo your fatal move and continue playing if you
908like. The program will track the number of times you died (and Undo
909will not reduce that counter), so when you get to the end of the
910game you know whether or not you did it without making any errors.
911
912(If you really want to know the full layout of the grid, which other
913implementations will show you after you die, you can always use the
914Solve menu option.)
7959b517 915
916\H{mines-parameters} \I{parameters, for Mines}Mines parameters
917
918The options available from the \q{Custom...} option on the \q{Type}
919menu are:
920
921\dt \e{Width}, \e{Height}
922
923\dd Size of grid in squares.
924
925\dt \e{Mines}
926
08781119 927\dd Number of mines in the grid. You can enter this as an absolute
928mine count, or alternatively you can put a \cw{%} sign on the end in
929which case the game will arrange for that proportion of the squares
930in the grid to be mines.
931
932\lcont{
933
934Beware of setting the mine count too high. At very high densities,
935the program may spend forever searching for a solvable grid.
936
937}
7959b517 938
939\dt \e{Ensure solubility}
940
941\dd When this option is enabled (as it is by default), Mines will
942ensure that the entire grid can be fully deduced starting from the
943initial open space. If you prefer the riskier grids generated by
944other implementations, you can switch off this option.
945
946
6bbab0fe 947\C{samegame} \i{Same Game}
948
949\cfg{winhelp-topic}{games.samegame}
950
951You have a grid of coloured squares, which you have to clear by
209ab5a7 952highlighting contiguous regions of more than one coloured square;
6bbab0fe 953the larger the region you highlight, the more points you get (and
954the faster you clear the arena).
955
956If you clear the grid you win. If you end up with nothing but
209ab5a7 957single squares (i.e., there are no more clickable regions left) you
6bbab0fe 958lose.
959
960Removing a region causes the rest of the grid to shuffle up:
961blocks that are suspended will fall down (first), and then empty
962columns are filled from the right.
963
6bbab0fe 964Same Game was contributed to this collection by James Harvey.
965
209ab5a7 966\H{samegame-controls} \i{Same Game controls}
967
968\IM{Same Game controls} controls, for Same Game
969\IM{Same Game controls} keys, for Same Game
970\IM{Same Game controls} shortcuts (keyboard), for Same Game
971
972This game can be played with either the keyboard or the mouse.
6bbab0fe 973
974If you left-click an unselected region, it becomes selected (possibly
975clearing the current selection).
976
977If you left-click the selected region, it will be removed (and the
978rest of the grid shuffled immediately).
979
980If you right-click the selected region, it will be unselected.
981
209ab5a7 982The cursor keys move a cursor around the grid. Pressing the Space or
983Enter keys while the cursor is in an unselected region selects it;
984pressing Space or Enter again removes it as above.
985
6bbab0fe 986\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
987
209ab5a7 988These parameters are available from the \q{Custom...} option on the
989\q{Type} menu.
990
6bbab0fe 991\dt \e{Width}, \e{Height}
992
993\dd Size of grid in squares.
994
995\dt \e{No. of colours}
996
997\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 998the fewer large regions of colour and thus the more difficult it is to
999successfully clear the grid.
1000
1001\dt \e{Scoring system}
1002
1003\dd Controls the precise mechanism used for scoring. With the default
1004system, \q{(n-2)^2}, only regions of three squares or more will score
1005any points at all. With the alternative \q{(n-1)^2} system, regions of
1006two squares score a point each, and larger regions score relatively
1007more points.
6bbab0fe 1008
e4a7ab56 1009\dt \e{Ensure solubility}
1010
1011\dd If this option is ticked (the default state), generated grids
1012will be guaranteed to have at least one solution.
1013
1014\lcont{
1015
1016If you turn it off, the game generator will not try to guarantee
1017soluble grids; it will, however, still ensure that there are at
1018least 2 squares of each colour on the grid at the start (since a
1019grid with exactly one square of a given colour is \e{definitely}
1020insoluble). Grids generated with this option disabled may contain
1021more large areas of contiguous colour, leading to opportunities for
1022higher scores; they can also take less time to generate.
1023
1024}
1025
f4afe206 1026
1027\C{flip} \i{Flip}
1028
1029\cfg{winhelp-topic}{games.flip}
1030
1031You have a grid of squares, some light and some dark. Your aim is to
1032light all the squares up at the same time. You can choose any square
1033and flip its state from light to dark or dark to light, but when you
1034do so, other squares around it change state as well.
1035
1036Each square contains a small diagram showing which other squares
1037change when you flip it.
1038
d6acbe63 1039\H{flip-controls} \i{Flip controls}
f4afe206 1040
1041\IM{Flip controls} controls, for Flip
1042\IM{Flip controls} keys, for Flip
1043\IM{Flip controls} shortcuts (keyboard), for Flip
1044
33317d37 1045This game can be played with either the keyboard or the mouse.
1046
1047Left-click in a square to flip it and its associated squares, or
1048use the cursor keys to choose a square and the space bar or Enter
1049key to flip.
79cb09e9 1050
5f6050b4 1051If you use the \q{Solve} function on this game, it will mark some of
1052the squares in red. If you click once in every square with a red
1053mark, the game should be solved. (If you click in a square
1054\e{without} a red mark, a red mark will appear in it to indicate
1055that you will need to reverse that operation to reach the solution.)
f4afe206 1056
1057\H{flip-parameters} \I{parameters, for flip}Flip parameters
1058
1059These parameters are available from the \q{Custom...} option on the
1060\q{Type} menu.
1061
1062\dt \e{Width}, \e{Height}
1063
1064\dd Size of grid in squares.
1065
1066\dt \e{Shape type}
1067
1068\dd This control determines the shape of the region which is flipped
1069by clicking in any given square. The default setting, \q{Crosses},
1070causes every square to flip itself and its four immediate neighbours
1071(or three or two if it's at an edge or corner). The other setting,
1072\q{Random}, causes a random shape to be chosen for every square, so
1073the game is different every time.
1074
1075
c6203e43 1076\C{guess} \i{Guess}
1077
1078\cfg{winhelp-topic}{games.guess}
1079
1080You have a set of coloured pegs, and have to reproduce a
1081predetermined sequence of them (chosen by the computer) within a
1082certain number of guesses.
1083
1084Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1085in the correct places (in black), and also the number of
1086correctly-coloured pegs in the wrong places (in white).
c6203e43 1087
1088This game is also known (and marketed, by Hasbro, mainly) as
9ffde3e8 1089a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
c6203e43 1090However, this version allows custom settings of number of colours
1091(up to 10), number of pegs per row, and number of guesses.
1092
64455a5a 1093Guess was contributed to this collection by James Harvey.
1094
c6203e43 1095\H{guess-controls} \i{Guess controls}
1096
1097\IM{Guess controls} controls, for Guess
1098\IM{Guess controls} keys, for Guess
1099\IM{Guess controls} shortcuts (keyboard), for Guess
1100
9ffde3e8 1101This game can be played with either the keyboard or the mouse.
1102
9c63a011 1103With the mouse, drag a coloured peg from the tray on the left-hand
1104side to its required position in the current guess; pegs may also be
1105dragged from current and past guesses to copy them elsewhere. To
1106remove a peg, drag it off its current position to somewhere invalid.
c6203e43 1107
9ffde3e8 1108Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1109that have hold markers will be automatically added to the next guess
1110after marking.
1111
9ffde3e8 1112Alternatively, with the keyboard, the up and down cursor keys can be
1113used to select a peg colour, the left and right keys to select a
9c63a011 1114peg position, and the space bar or Enter key to place a peg of the
59dae0db 1115selected colour in the chosen position. \q{D} or Backspace removes a
1116peg, and \q{H} adds a hold marker.
9ffde3e8 1117
9c63a011 1118When the guess is complete, the smaller feedback pegs will be highlighted;
9ffde3e8 1119clicking on these (or moving the peg cursor to them with the arrow keys
9c63a011 1120and pressing the space bar or Enter key) will mark the current guess,
1121copy any held pegs to the next guess, and move the \q{current guess}
1122marker.
c6203e43 1123
1124If you correctly position all the pegs the solution will be displayed
9ffde3e8 1125below; if you run out of guesses (or select \q{Solve...}) the solution
9c63a011 1126will also be revealed.
c6203e43 1127
13b443e3 1128\H{guess-parameters} \I{parameters, for Guess}Guess parameters
c6203e43 1129
1130These parameters are available from the \q{Custom...} option on the
1131\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1132board game \q{Mastermind}.
c6203e43 1133
1134\dt \e{Colours}
1135
1136\dd Number of colours the solution is chosen from; from 2 to 10
1137(more is harder).
1138
1139\dt \e{Pegs per guess}
1140
1141\dd Number of pegs per guess (more is harder).
1142
1143\dt \e{Guesses}
1144
1145\dd Number of guesses you have to find the solution in (fewer is harder).
1146
1147\dt \e{Allow blanks}
1148
1149\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1150you know that those will never be counted as part of the solution). This
1151is turned off by default.
1152
1153Note that this doesn't allow blank pegs in the solution; if you really wanted
1154that, use one extra colour.
1155
1156\dt \e{Allow duplicates}
1157
1158\dd Allows the solution (and the guesses) to contain colours more than once;
1159this increases the search space (making things harder), and is turned on by
1160default.
1161
1162
13b443e3 1163\C{pegs} \i{Pegs}
1164
1165\cfg{winhelp-topic}{games.pegs}
1166
1167A number of pegs are placed in holes on a board. You can remove a
33a3deb2 1168peg by jumping an adjacent peg over it (horizontally or vertically)
1169to a vacant hole on the other side. Your aim is to remove all but one
1170of the pegs initially present.
13b443e3 1171
1172This game, best known as \q{Peg Solitaire}, is possibly one of the
1173oldest puzzle games still commonly known.
1174
1175\H{pegs-controls} \i{Pegs controls}
1176
1177\IM{Pegs controls} controls, for Pegs
1178
1179To move a peg, drag it with the mouse from its current position to
1180its final position. If the final position is exactly two holes away
1181from the initial position, is currently unoccupied by a peg, and
1182there is a peg in the intervening square, the move will be permitted
1183and the intervening peg will be removed.
1184
1185Vacant spaces which you can move a peg into are marked with holes. A
1186space with no peg and no hole is not available for moving at all: it
1187is an obstacle which you must work around.
1188
1189
1190\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1191
1192These parameters are available from the \q{Custom...} option on the
1193\q{Type} menu.
1194
1195\dt \e{Width}, \e{Height}
1196
1197\dd Size of grid in holes.
1198
1199\dt \e{Board type}
1200
1201\dd Controls whether you are given a board of a standard shape or a
1202randomly generated shape. The two standard shapes currently
1203supported are \q{Cross} and \q{Octagon} (also commonly known as the
1204English and European traditional board layouts respectively).
1205Selecting \q{Random} will give you a different board shape every
1206time (but always one that is known to have a solution).
1207
1208
6c04c334 1209\C{dominosa} \i{Dominosa}
1210
1211\cfg{winhelp-topic}{games.dominosa}
1212
f1010613 1213A normal set of dominoes \dash that is, one instance of every
1214(unordered) pair of numbers from 0 to 6 \dash has been arranged
1215irregularly into a rectangle; then the number in each square has
1216been written down and the dominoes themselves removed. Your task is
1217to reconstruct the pattern by arranging the set of dominoes to match
1218the provided array of numbers.
6c04c334 1219
1220This puzzle is widely credited to O. S. Adler, and takes part of its
1221name from those initials.
1222
1223\H{dominosa-controls} \i{Dominosa controls}
1224
1225\IM{Dominosa controls} controls, for Dominosa
1226
1227Left-clicking between any two adjacent numbers places a domino
1228covering them, or removes one if it is already present. Trying to
1229place a domino which overlaps existing dominoes will remove the ones
1230it overlaps.
1231
1232Right-clicking between two adjacent numbers draws a line between
1233them, which you can use to remind yourself that you know those two
1234numbers are \e{not} covered by a single domino. Right-clicking again
1235removes the line.
1236
1237
1238\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1239
1240These parameters are available from the \q{Custom...} option on the
1241\q{Type} menu.
1242
1243\dt \e{Maximum number on dominoes}
1244
1245\dd Controls the size of the puzzle, by controlling the size of the
1246set of dominoes used to make it. Dominoes with numbers going up to N
1247will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1248the default value of 6 gives an 8\by\.7 grid.
1249
1250\dt \e{Ensure unique solution}
1251
1252\dd Normally, Dominosa will make sure that the puzzles it presents
1253have only one solution. Puzzles with ambiguous sections can be more
1254difficult and sometimes more subtle, so if you like you can turn off
1255this feature. Also, finding \e{all} the possible solutions can be an
1256additional challenge for an advanced player. Turning off this option
1257can also speed up puzzle generation.
1258
1259
9d6c3859 1260\C{untangle} \i{Untangle}
1261
1262\cfg{winhelp-topic}{games.untangle}
1263
1264You are given a number of points, some of which have lines drawn
1265between them. You can move the points about arbitrarily; your aim is
1266to position the points so that no line crosses another.
1267
1268I originally saw this in the form of a Flash game called \i{Planarity}
1269\k{Planarity}, written by John Tantalo.
1270
1271\B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1272
1273\H{untangle-controls} \i{Untangle controls}
1274
1275\IM{Untangle controls} controls, for Untangle
1276
1277To move a point, click on it with the left mouse button and drag it
1278into a new position.
1279
1280\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1281
1282There is only one parameter available from the \q{Custom...} option
1283on the \q{Type} menu:
1284
1285\dt \e{Number of points}
1286
1287\dd Controls the size of the puzzle, by specifying the number of
1288points in the generated graph.
1289
1290
bf7ebf5a 1291\C{blackbox} \i{Black Box}
1292
1293\cfg{winhelp-topic}{games.blackbox}
1294
1295A number of balls are hidden in a rectangular arena. You have to
1296deduce the positions of the balls by firing lasers from positions
1297on the edge of the arena and observing how they are deflected.
1298
1299Lasers will fire straight until they hit the opposite side of the
1300arena (at which point they emerge), unless affected by balls in one of
1301the following ways:
1302
1303\b A laser that hits a ball head-on is absorbed and will never re-emerge.
1304 This includes lasers that meet a ball on the first rank of the arena.
1305
1306\b A laser with a ball to its front-left square gets deflected 90 degrees
1307 to the right.
1308
1309\b A laser with a ball to its front-right square gets similarly deflected
1310 to the left.
1311
1312\b A laser that would re-emerge from the entry location is considered to be
ebf54ec9 1313 \q{reflected}.
bf7ebf5a 1314
a4c9750f 1315\b A laser which would get deflected before entering the arena (down the
1316 \q{firing range}) by a ball to the front-left or front-right of its
1317 entry point is also considered to be \q{reflected}.
bf7ebf5a 1318
ebf54ec9 1319Lasers that are reflected appear as a \q{R}; lasers that hit balls
1320dead-on appear as \q{H}. Otherwise, a number appears at the firing point
bf7ebf5a 1321and the location where the laser emerges (this number is unique to
1322that shot).
1323
1324You can place guesses as to the location of the balls, based on the
1325entry and exit patterns of the lasers; once you have placed enough
1326balls a button appears enabling you to have your guesses checked.
1327
1328Here is a diagram showing how the positions of balls can create each
1329of the laser behaviours shown above:
1330
1331\c 1RHR----
1332\c |..O.O...|
1333\c 2........3
1334\c |........|
1335\c |........|
1336\c 3........|
1337\c |......O.|
1338\c H........|
1339\c |.....O..|
1340\c 12-RH---
1341
1342As shown, it is possible for a ball to receive multiple reflections
1343before re-emerging (see turn 3). Similarly, a ball may be reflected
ebf54ec9 1344(possibly more than once) before receiving a hit (the \q{H} on the
bf7ebf5a 1345left side of the example).
1346
1347Note that any layout with more that 4 balls may have a non-unique
1348solution. The following diagram illustrates this; if you know the
1349board contains 5 balls, it is impossible to determine where the fifth
1350ball is (possible positions marked with an x):
1351
1352\c --------
1353\c |........|
1354\c |........|
1355\c |..O..O..|
1356\c |...xx...|
1357\c |...xx...|
1358\c |..O..O..|
1359\c |........|
1360\c |........|
1361\c --------
1362
1363For this reason when you have your guesses checked the game will
1364check that your solution \e{produces the same results} as the
1365computer's, rather than that your solution is identical to the
1366computer's. So in the above example, you could put the fifth ball at
1367\e{any} of the locations marked with an x, and you would still win.
1368
1369Black Box was contributed to this collection by James Harvey.
1370
1371\H{blackbox-controls} \i{Black Box controls}
1372
1373\IM{Black Box controls}controls, for Black Box
1374
1375To fire a laser, left-click in a square around the side of the arena.
1376The results will be displayed immediately. Lasers may not be fired
1377twice (because the results will never change). Holding down the left
1378button will highlight the current go (or a previous go) to confirm the
1379exit point for that laser, if applicable.
1380
1381To guess the location of a ball, left-click within the arena and a
1382black circle will appear marking the guess; to remove the guessed ball
1383click again.
1384
1385Locations in the arena may be locked against modification by
1386right-clicking; whole rows and columns may be similarly locked by
1387right-clicking in the laser firing range above/below that column, or
1388to the left/right of that row.
1389
1390When an appropriate number of balls have been guessed a button will
a4c9750f 1391appear at the top-left corner of the grid; clicking that will mark
bf7ebf5a 1392your guesses.
1393
27388471 1394If you click the \q{mark} button and your guesses are not correct,
1395the game will show you as little information as possible to
1396demonstrate this to you, so you can try again. If your ball
1397positions are not consistent with the laser paths you already know
1398about, one laser path will be circled to indicate that it proves you
1399wrong. If your positions match all the existing laser paths but are
1400still wrong, one new laser path will be revealed (written in red)
1401which is not consistent with your current guesses.
1402
1403If you decide to give up completely, you can select Solve to reveal
1404the actual ball positions. At this point, correctly-placed balls
1405will be displayed as filled black circles; incorrectly-placed balls
1406are displayed as filled black circles with red crosses, and missing
1407balls are filled red circles. In addition, a red circle marks any
1408laser you had already fired which is not consistent with your ball
1409layout (just as when you press the mark button), and red text marks
bf7ebf5a 1410any laser you \e{could} have fired in order to distinguish your ball
1411layout from the right one.
1412
1413(All the actions described in \k{common-actions} are also available.)
1414
1415\H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1416
1417These parameters are available from the \q{Custom...} option on the
1418\q{Type} menu.
1419
1420\dt \e{Width}, \e{Height}
1421
ebf54ec9 1422\dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
bf7ebf5a 1423per grid, two per row and two per column.
1424
1425\dt \e{No. of balls}
1426
1427\dd Number of balls to place in the grid. This can be a single number,
ebf54ec9 1428or a range (separated with a hyphen, like \q{2-6}), and determines the
1429number of balls to place on the grid. The \q{reveal} button is only
bf7ebf5a 1430enabled if you have guessed an appropriate number of balls; a guess
1431using a different number to the original solution is still acceptable,
1432if all the laser inputs and outputs match.
1433
1434
f1010613 1435\C{slant} \i{Slant}
1436
1437\cfg{winhelp-topic}{games.slant}
1438
1439You have a grid of squares. Your aim is to draw a diagonal line
1440through each square, and choose which way each line slants so that
1441the following conditions are met:
1442
1443\b The diagonal lines never form a loop.
1444
1445\b Any point with a circled number has precisely that many lines
1446meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1447zero is the centre of a diamond shape \dash or rather, a partial
1448diamond shape, because a zero can never appear in the middle of the
1449grid because that would immediately cause a loop.)
1450
1451Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1452
1453\B{nikoli-slant}
1454\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1455(in Japanese)
1456
1457
1458\H{slant-controls} \i{Slant controls}
1459
1460\IM{Slant controls} controls, for Slant
1461\IM{Slant controls} keys, for Slant
1462\IM{Slant controls} shortcuts (keyboard), for Slant
1463
1464Left-clicking in a blank square will place a \cw{\\} in it (a line
1465leaning to the left, i.e. running from the top left of the square to
1466the bottom right). Right-clicking in a blank square will place a
1467\cw{/} in it (leaning to the right, running from top right to bottom
1468left).
1469
1470Continuing to click either button will cycle between the three
1471possible square contents. Thus, if you left-click repeatedly in a
1472blank square it will change from blank to \cw{\\} to \cw{/} back to
1473blank, and if you right-click repeatedly the square will change from
1474blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1475the game entirely with one button if you need to.)
1476
1477(All the actions described in \k{common-actions} are also available.)
1478
e3478a4b 1479\H{slant-parameters} \I{parameters, for Slant}Slant parameters
f1010613 1480
1481These parameters are available from the \q{Custom...} option on the
1482\q{Type} menu.
1483
1484\dt \e{Width}, \e{Height}
1485
1486\dd Size of grid in squares.
1487
15164c74 1488\dt \e{Difficulty}
1489
1490\dd Controls the difficulty of the generated puzzle. At Hard level,
1491you are required to do deductions based on knowledge of
1492\e{relationships} between squares rather than always being able to
1493deduce the exact contents of one square at a time. (For example, you
1494might know that two squares slant in the same direction, even if you
1495don't yet know what that direction is, and this might enable you to
1496deduce something about still other squares.) Even at Hard level,
1497guesswork and backtracking should never be necessary.
1498
f1010613 1499
e3478a4b 1500\C{lightup} \i{Light Up}
1501
1502\cfg{winhelp-topic}{games.lightup}
1503
1504You have a grid of squares. Some are filled in black; some of the
1505black squares are numbered. Your aim is to \q{light up} all the
1506empty squares by placing light bulbs in some of them.
1507
1508Each light bulb illuminates the square it is on, plus all squares in
1509line with it horizontally or vertically unless a black square is
1510blocking the way.
1511
1512To win the game, you must satisfy the following conditions:
1513
1514\b All non-black squares are lit.
1515
1516\b No light is lit by another light.
1517
1518\b All numbered black squares have exactly that number of lights adjacent to
1519 them (in the four squares above, below, and to the side).
1520
1521Non-numbered black squares may have any number of lights adjacent to them.
1522
1523Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1524
1525Light Up was contributed to this collection by James Harvey.
1526
1527\B{nikoli-lightup}
1528\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1529(beware of Flash)
1530
1531\H{lightup-controls} \i{Light Up controls}
1532
1533\IM{Light Up controls} controls, for Light Up
1534\IM{Light Up controls} keys, for Light Up
1535\IM{Light Up controls} shortcuts (keyboard), for Light Up
1536
1537Left-clicking in a non-black square will toggle the presence of a light
1538in that square. Right-clicking in a non-black square toggles a mark there to aid
1539solving; it can be used to highlight squares that cannot be lit, for example.
1540
1541You may not place a light in a marked square, nor place a mark in a lit square.
1542
1543The game will highlight obvious errors in red. Lights lit by other
1544lights are highlighted in this way, as are numbered squares which
1545do not (or cannot) have the right number of lights next to them.
1546
1547Thus, the grid is solved when all non-black squares have yellow
1548highlights and there are no red lights.
1549
1550
1551\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1552
1553These parameters are available from the \q{Custom...} option on the
1554\q{Type} menu.
1555
1556\dt \e{Width}, \e{Height}
1557
1558\dd Size of grid in squares.
1559
1560\dt \e{%age of black squares}
1561
1562\dd Rough percentage of black squares in the grid.
1563
1564\lcont{
1565
1566This is a hint rather than an instruction. If the grid generator is
1567unable to generate a puzzle to this precise specification, it will
1568increase the proportion of black squares until it can.
1569
1570}
1571
1572\dt \e{Symmetry}
1573
1574\dd Allows you to specify the required symmetry of the black squares
1575in the grid. (This does not affect the difficulty of the puzzles
1576noticeably.)
1577
1578\dt \e{Difficulty}
1579
1580\dd \q{Easy} means that the puzzles should be soluble without
1581backtracking or guessing, \q{Hard} means that some guesses will
1582probably be necessary.
1583
1584
e91825f8 1585\A{licence} \I{MIT licence}\ii{Licence}
1586
8a771ea7 1587This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 1588
6bbab0fe 1589Portions copyright Richard Boulton and James Harvey.
e91825f8 1590
1591Permission is hereby granted, free of charge, to any person
1592obtaining a copy of this software and associated documentation files
1593(the "Software"), to deal in the Software without restriction,
1594including without limitation the rights to use, copy, modify, merge,
1595publish, distribute, sublicense, and/or sell copies of the Software,
1596and to permit persons to whom the Software is furnished to do so,
1597subject to the following conditions:
1598
1599The above copyright notice and this permission notice shall be
1600included in all copies or substantial portions of the Software.
1601
1602THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
1603EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
1604MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
1605NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
1606BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
1607ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
1608CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
1609SOFTWARE.
1610
1185e3c5 1611\IM{specific} \q{Specific}, menu option
1612\IM{custom} \q{Custom}, menu option
e91825f8 1613
1614\IM{game ID} game ID
1615\IM{game ID} ID, game
1616\IM{ID format} ID format
1617\IM{ID format} format, ID
1618\IM{ID format} game ID, format
1619
1620\IM{keys} keys
1621\IM{keys} shortcuts (keyboard)
1622
1623\IM{initial state} initial state
1624\IM{initial state} state, initial
1625
1626\IM{MIT licence} MIT licence
1627\IM{MIT licence} licence, MIT