Ahem. The `Solve' option in orientable Twiddle needs to correct the
[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
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
86actions are situated on the \I{File menu}\q{File} and \q{Edit
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
93\dt \ii\e{Restart game} (\q{R})
94
95\dd Resets the current game to its initial state. Undo is lost.
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
100game.)
101
102\dt \ii\e{Redo} (Ctrl+\q{R})
103
104\dd Redoes a previous undone move.
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
134}
135
e91825f8 136\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
137
138\dd Closes the application entirely.
139
140\H{common-id} Recreating games with the \ii{game ID}
141
142The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
bacaa96e 143(or the \q{File} menu, on Mac OS X) lets you see a short string (the
144\q{game ID}) that captures the initial state of the current game.
e91825f8 145
146The precise \I{ID format}format of the ID is specific to each game.
147It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
148the first part encodes \i\e{parameters} (such as grid size), while the
149second part encodes a \i\e{seed}, which determines the \i{initial
150state} of the game within those parameters.
151
152You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
153a new game with the specified ID (whether you changed it or not).
154Pressing \q{Cancel} returns to the current game.
155
156You can also use the game ID (or just the encoded parameters) as a
157\i{command line} argument; see \k{common-cmdline} for more detail.
158
159Game IDs are portable across platforms; you can use a game ID
160generated by the Windows version of a game on the Unix version, etc.
161
162\H{common-type} The \q{Type} menu
163
164The \I{Type menu}\q{Type} menu, if present, may contain a list of
165\i{preset} game settings. Selecting one of these will start a new
166random game with the parameters specified.
167
168The \q{Type} menu may also contain a \q{\i{Custom...}} option which
169allows you to fine-tune game \i{parameters}. The parameters available
170are specific to each game and are described in the following sections.
171
172\H{common-cmdline} Specifying game parameters on the \i{command line}
173
8a771ea7 174(This section does not apply to the Mac OS X version.)
175
e91825f8 176The games in this collection deliberately do not ever save
177information on to the computer they run on: they have no high score
178tables and no saved preferences. (This is because I expect at least
179some people to play them at work, and those people will probably
180appreciate leaving as little evidence as possible!)
181
182However, if you do want to arrange for one of these games to default
183to a particular set of parameters, you can specify them on the
184command line.
185
186The easiest way to do this is to set up the parameters you want
187using the \q{Type} menu (see \k{common-type}), and then to select
bacaa96e 188\q{Specific} from the \q{Game} or \q{File} menu (see \k{common-id}).
189The text in the \q{Game ID} box will be composed of two parts,
190separated by a colon. The first of these parts represents the game
191parameters (the size of the playing area, for example, and anything
192else you set using the \q{Type} menu).
e91825f8 193
194If you run the game with just that parameter text on the command
195line, it will start up with the settings you specified.
196
197For example: if you run Cube (see \k{cube}), select \q{Octahedron}
198from the \q{Type} menu, and then go to the game ID selection, you
199will see a string of the form \cq{o2x2:911A81,10}. Take only the
200part before the colon (\cq{o2x2}), and start Cube with that text on
201the command line: \cq{cube o2x2}.
202
203If you copy the \e{entire} game ID on to the command line, the game
204will start up in the specific game that was described. This is
205occasionally a more convenient way to start a particular game ID
206than by pasting it into the game ID selection box.
207
208\C{net} \i{Net}
209
210\cfg{winhelp-topic}{games.net}
211
212(\e{Note:} the \i{Windows} version of this game is called
213\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
214
215I originally saw this in the form of a Flash game called \i{FreeNet}
216\k{FreeNet}, written by Pavils Jurjans. The computer prepares a
217network by connecting up the centres of squares in a grid, and then
218shuffles the network by rotating every tile randomly. Your job is to
219rotate it all back into place. The successful solution will be an
220entirely connected network, with no closed loops. \#{Is it also true
221that a correct solution will not contain any cycles?} As a visual aid,
222all tiles which are connected to the one in the middle are
223highlighted.
224
225\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
226
227\H{net-controls} \i{Net controls}
228
229\IM{Net controls} controls, for Net
230\IM{Net controls} keys, for Net
231\IM{Net controls} shortcuts (keyboard), for Net
232
233This game can be played with either the keyboard or the mouse. The
234controls are:
235
236\dt \e{Select tile}: mouse pointer, arrow keys
237
238\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
239
240\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
241
242\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
243
244\dd You can lock a tile once you're sure of its orientation. You can
245also unlock it again, but while it's locked you can't accidentally
246turn it.
247
cbb5549e 248\dt \e{Jumble tiles}: \q{J} key
249
250\dd This key turns all tiles that are not locked to random
251orientations.
252
e91825f8 253(All the actions described in \k{common-actions} are also available.)
254
255\H{net-params} \I{parameters, for Net}Net parameters
256
257These parameters are available from the \q{Custom...} option on the
258\q{Type} menu.
259
260\dt \e{Width}, \e{Height}
261
262\dd Size of grid in tiles.
263
264\dt \e{Walls wrap around}
265
266\dd If checked, flow can pass from the left edge to the right edge,
267and from top to bottom, and vice versa.
268
269\dt \e{Barrier probability}
270
271\dd A number between 0.0 and 1.0 controlling whether an immovable
272barrier is placed between two tiles to prevent flow between them (a
273higher number gives more barriers). Since barriers are immovable, they
274act as constraints on the solution (i.e., hints).
275
276\lcont{
277
278The grid generation in Net has been carefully arranged so that the
279barriers are independent of the rest of the grid. This means that if
280you change the \e{Barrier probability} parameter, and then re-enter
281the same game ID you were playing before (see \k{common-id}), you
282should see exactly the same starting grid, with the only change
283being the number of barriers. So if you're stuck on a particular
284grid and need a hint, you could start up another instance of Net,
285set up the same parameters but a higher barrier probability, and
286enter the game seed from the original Net window.
287
288}
289
290\C{cube} \i{Cube}
291
292\cfg{winhelp-topic}{games.cube}
293
294This is another one I originally saw as a web game. This one was a
295Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
296squares, six of which are blue; on one square rests a cube. Your move
297is to use the arrow keys to roll the cube through 90 degrees so that
298it moves to an adjacent square. If you roll the cube on to a blue
299square, the blue square is picked up on one face of the cube; if you
300roll a blue face of the cube on to a non-blue square, the blueness is
301put down again. (In general, whenever you roll the cube, the two faces
302that come into contact swap colours.) Your job is to get all six blue
303squares on to the six faces of the cube at the same time. Count your
304moves and try to do it in as few as possible.
305
306Unlike the original Java game, my version has an additional feature:
307once you've mastered the game with a cube rolling on a square grid,
308you can change to a triangular grid and roll any of a tetrahedron, an
309octahedron or an icosahedron.
310
311\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
312
313\H{cube-controls} \i{Cube controls}
314
315\IM{Cube controls} controls, for Cube
316\IM{Cube controls} keys, for Cube
317\IM{Cube controls} shortcuts (keyboard), for Cube
318
319This game is played with the keyboard. The arrow keys are used to roll the
320cube (or other solid).
321
322On the triangular grids, the mapping of arrow keys to directions is
323more approximate. Vertical movement is disallowed where it doesn't
324make sense. The four keys surrounding the arrow keys on the numeric
325keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
326
327(All the actions described in \k{common-actions} are also available.)
328
329\H{cube-params} \I{parameters, for Cube}Cube parameters
330
331These parameters are available from the \q{Custom...} option on the
332\q{Type} menu.
333
334\dt \e{Type of solid}
335
336\dd Selects the solid to roll (and hence the shape of the grid):
337tetrahedron, cube, octahedron, or icosahedron.
338
339\dt \e{Width / top}, \e{Height / bottom}
340
341\dd On a square grid, horizontal and vertical dimensions. On a
342triangular grid, the number of triangles on the top and bottom rows
343respectively.
344
345
346\C{fifteen} \i{Fifteen}
347
348\cfg{winhelp-topic}{games.fifteen}
349
1d8e8ad8 350The old ones are the best: this is the good old \q{\i{15-puzzle}}
351with sliding tiles. You have a 4\by\.4 square grid; 15 squares
352contain numbered tiles, and the sixteenth is empty. Your move is to
353choose a tile next to the empty space, and slide it into the space.
354The aim is to end up with the tiles in numerical order, with the
355space in the bottom right (so that the top row reads 1,2,3,4 and the
356bottom row reads 13,14,15,\e{space}).
e91825f8 357
358\H{fifteen-controls} \i{Fifteen controls}
359
360\IM{Fifteen controls} controls, for Fifteen
361\IM{Fifteen controls} keys, for Fifteen
362\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
363
364This game can be controlled with the mouse or the keyboard.
365
366A left-click with the mouse in the row or column containing the empty
367space will move as many tiles as necessary to move the space to the
368mouse pointer.
369
370The arrow keys will move a tile adjacent to the space in the direction
371indicated (moving the space in the \e{opposite} direction).
372
373(All the actions described in \k{common-actions} are also available.)
374
375\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
376
377The only options available from the \q{Custom...} option on the \q{Type}
378menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
379you've changed these, it's not a \q{15-puzzle} any more, of course!)
380
381
382\C{sixteen} \i{Sixteen}
383
384\cfg{winhelp-topic}{games.sixteen}
385
386Another sliding tile puzzle, visually similar to Fifteen (see
387\k{fifteen}) but with a different type of move. This time, there is no
388hole: all 16 squares on the grid contain numbered squares. Your move
389is to shift an entire row left or right, or shift an entire column up
390or down; every time you do that, the tile you shift off the grid
391re-appears at the other end of the same row, in the space you just
392vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
393the top row, 13,14,15,16 on the bottom). When you've done that, try
394playing on different sizes of grid.
395
396I \e{might} have invented this game myself, though only by accident if
397so (and I'm sure other people have independently invented it). I
398thought I was imitating a screensaver I'd seen, but I have a feeling
399that the screensaver might actually have been a Fifteen-type puzzle
400rather than this slightly different kind. So this might be the one
401thing in my puzzle collection which represents creativity on my part
402rather than just engineering.
403
404\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
405
406This game is played with the mouse. Left-clicking on an arrow will
407move the appropriate row or column in the direction indicated.
408Right-clicking will move it in the opposite direction.
409
410(All the actions described in \k{common-actions} are also available.)
411
412\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
413
414The only parameters available from the \q{Custom...} option on the
415\q{Type} menu are \e{Width} and \e{Height}, which are
416self-explanatory.
417
418
9038fd11 419\C{twiddle} \i{Twiddle}
420
421\cfg{winhelp-topic}{games.twiddle}
422
423Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
424(see \k{sixteen}): you are given a grid of square tiles, each
425containing a number, and your aim is to arrange the numbers into
426ascending order.
427
428In basic Twiddle, your move is to rotate a square group of four
a3631c72 429tiles about their common centre. (Orientation is not significant in
430the basic puzzle, although you can select it.) On more advanced
431settings, you can rotate a larger square group of tiles.
9038fd11 432
433I first saw this type of puzzle in the GameCube game \q{Metroid
434Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
435you solve to unlock a door, which is a special case of Twiddle. I
436developed this game as a generalisation of that puzzle.
437
438\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
439
440To play Twiddle, click the mouse in the centre of the square group
441you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
442which means you have to click at a corner point where four tiles
443meet.
444
445In more advanced modes you might be rotating 3\by\.3 or even more at
446a time; if the size of the square is odd then you simply click in
447the centre tile of the square you want to rotate.
448
449Clicking with the left mouse button rotates the group anticlockwise.
450Clicking with the right button rotates it clockwise.
451
452(All the actions described in \k{common-actions} are also available.)
453
454\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
455
456Twiddle provides several configuration options via the \q{Custom}
457option on the \q{Type} menu:
458
459\b You can configure the width and height of the puzzle grid.
460
461\b You can configure the size of square block that rotates at a time.
462
463\b You can ask for every square in the grid to be distinguishable
464(the default), or you can ask for a simplified puzzle in which there
465are groups of identical numbers. In the simplified puzzle your aim
466is just to arrange all the 1s into the first row, all the 2s into
467the second row, and so on.
468
a3631c72 469\b You can configure whether the orientation of tiles matters. If
d50832a3 470you ask for an orientable puzzle, each tile will have a triangle
471drawn in it. All the triangles must be pointing upwards to complete
472the puzzle.
a3631c72 473
9038fd11 474
e91825f8 475\C{rectangles} \i{Rectangles}
476
477\cfg{winhelp-topic}{games.rectangles}
478
479You have a grid of squares, with numbers written in some (but not all)
480of the squares. Your task is to subdivide the grid into rectangles of
481various sizes, such that (a) every rectangle contains exactly one
482numbered square, and (b) the area of each rectangle is equal to the
483number written in its numbered square.
484
485Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
6ae37301 486\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle Palace}
487\k{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version
e91825f8 488automatically generates random grids of any size you like. The quality
489of puzzle design is therefore not quite as good as hand-crafted
490puzzles would be (in particular, a unique solution cannot be
491guaranteed), but on the plus side you get an inexhaustible supply of
492puzzles tailored to your own specification.
493
6ae37301 494\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 495
6ae37301 496\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 497
498\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
499
500This game is played with the mouse.
501
502Left-click any edge to toggle it on or off, or click and drag to draw
503an entire rectangle (or line) on the grid in one go (removing any
504existing edges within that rectangle).
505
506When a rectangle of the correct size is completed, it will be shaded.
507
508(All the actions described in \k{common-actions} are also available.)
509
510\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
511
aea3ed9a 512The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
513and \e{Height} parameters, which are self-explanatory.
514
515\q{Expansion factor} is a mechanism for changing the type of grids
516generated by the program. Some people prefer a grid containing a few
517large rectangles to one containing many small ones. So you can ask
518Rectangles to essentially generate a \e{smaller} grid than the size
519you specified, and then to expand it by adding rows and columns.
520
521The default expansion factor of zero means that Rectangles will
522simply generate a grid of the size you ask for, and do nothing
523further. If you set an expansion factor of (say) 0.5, it means that
524each dimension of the grid will be expanded to half again as big
525after generation. In other words, the initial grid will be 2/3 the
526size in each dimension, and will be expanded to its full size
527without adding any more rectangles.
528
4a03dbb4 529Setting an expansion factor of around 0.5 tends to make the game
530more difficult, and also (in my experience) rewards a less deductive
531and more intuitive playing style. If you set it \e{too} high,
532though, the game simply cannot generate more than a few rectangles
533to cover the entire grid, and the game becomes trivial.
aea3ed9a 534
535\H{rectangles-cmdline} \I{command line, for Rectangles}Additional
536command-line configuration
537
538The expansion factor parameter, described in \k{rectangles-params},
539is not mentioned by default in the game ID (see \k{common-id}). So
540if you set your expansion factor to (say) 0.75, and then you
1d8e8ad8 541generate an 11\by\.11 grid, then the game ID will simply say
aea3ed9a 542\c{11x11:}\e{numbers}. This means that if you send the game ID to
543another player and they paste it into their copy of Rectangles,
544their game will not be automatically configured to use the same
545expansion factor in any subsequent grids it generates. (I don't
546think the average person examining a single grid sent to them by
547another player would want their configuration modified to that
548extent.)
549
550If you are specifying a game ID or game parameters on the command
551line (see \k{common-cmdline}) and you do want to configure the
552expansion factor, you can do it by suffixing the letter \cq{e} to
553the parameters, followed by the expansion factor as a decimal
554number. For example:
555
556\b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
55711\u00d7{x}11 and an expansion factor of 0.75.
558
559\b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
560starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
561factor of 0.75, \e{and} a specific game selected.
e91825f8 562
6ae37301 563
e91825f8 564\C{netslide} \i{Netslide}
565
566\cfg{winhelp-topic}{games.netslide}
567
568This game was submitted by Richard Boulton. It combines the grid
569generation of Net (see \k{net}) with the movement of Sixteen (see
570\k{sixteen}): you have a Net grid, but instead of rotating tiles back
571into place you have to slide them into place by moving a whole row at
572a time.
573
e91825f8 574As in Sixteen, \I{controls, for Netslide}control is with the mouse.
575See \k{sixteen-controls}.
576
577\I{parameters, for Netslide}Game parameters are the same as for Net
578(see \k{net-params}).
579
6ae37301 580
b6b0369e 581\C{pattern} \i{Pattern}
582
583\cfg{winhelp-topic}{games.pattern}
584
585You have a grid of squares, which must all be filled in either black
586or white. Beside each row of the grid are listed the lengths of the
587runs of black squares on that row; above each column are listed the
588lengths of the runs of black squares in that column. Your aim is to
589fill in the entire grid black or white.
590
591I first saw this puzzle form around 1995, under the name
2e1e03ff 592\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 593different names.
594
595Normally, puzzles of this type turn out to be a meaningful picture
596of something once you've solved them. However, since this version
597generates the puzzles automatically, they will just look like random
598groupings of squares. (One user has suggested that this is actually
599a \e{good} thing, since it prevents you from guessing the colour of
600squares based on the picture, and forces you to use logic instead.)
601The advantage, though, is that you never run out of them.
602
2e1e03ff 603\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 604
605This game is played with the mouse.
606
607Left-click in a square to colour it black. Right-click to colour it
608white. If you make a mistake, you can middle-click, or hold down
609Shift while clicking with any button, to colour the square in the
610default grey (meaning \q{undecided}) again.
611
612You can click and drag with the left or right mouse button to colour
613a vertical or horizontal line of squares black or white at a time
614(respectively). If you click and drag with the middle button, or
615with Shift held down, you can colour a whole rectangle of squares
616grey.
617
2e1e03ff 618(All the actions described in \k{common-actions} are also available.)
619
b6b0369e 620\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
621
622The only options available from the \q{Custom...} option on the \q{Type}
623menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 624
6ae37301 625
1d8e8ad8 626\C{solo} \i{Solo}
627
628\cfg{winhelp-topic}{games.solo}
629
630You have a square grid, which is divided into square or rectangular
631blocks. Each square must be filled in with a digit from 1 to the
632size of the grid, in such a way that
633
634\b every row contains only one occurrence of each digit
635
636\b every column contains only one occurrence of each digit
637
638\b every block contains only one occurrence of each digit.
639
640You are given some of the numbers as clues; your aim is to place the
641rest of the numbers correctly.
642
643The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
644into nine 3\by\.3 blocks). You can also select sizes with
645rectangular blocks instead of square ones, such as 2\by\.3 (a
6466\by\.6 grid divided into six 3\by\.2 blocks).
647
648If you select a puzzle size which requires more than 9 digits, the
649additional digits will be letters of the alphabet. For example, if
650you select 3\by\.4 then the digits which go in your grid will be 1
651to 9, plus \cq{a}, \cq{b} and \cq{c}.
652
6ae37301 653I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 654been popularised by various newspapers under the name \q{Sudoku} or
655\q{Su Doku}.
656
6ae37301 657\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}
658
1d8e8ad8 659\H{solo-controls} \I{controls, for Solo}Solo controls
660
661To play Solo, simply click the mouse in any empty square and then
662type a digit or letter on the keyboard to fill that square. If you
663make a mistake, click the mouse in the incorrect square and press
664Space to clear it again (or use the Undo feature).
665
666(All the actions described in \k{common-actions} are also available.)
667
668\H{solo-parameters} \I{parameters, for Solo}Solo parameters
669
670Solo allows you to configure two separate dimensions of the puzzle
6ae37301 671grid on the \q{Type} menu: the number of columns, and the number of
672rows, into which the main grid is divided. (The size of a block is
673the inverse of this: for example, if you select 2 columns and 3 rows,
674each actual block will have 3 columns and 2 rows.)
1d8e8ad8 675
ef57b17d 676You can also configure the type of symmetry shown in the generated
677puzzles. More symmetry makes the puzzles look prettier but may also
678make them easier, since the symmetry constraints can force more
679clues than necessary to be present. Completely asymmetric puzzles
680have the freedom to contain as few clues as possible.
681
7c568a48 682Finally, you can configure the difficulty of the generated puzzles.
683Difficulty levels are judged by the complexity of the techniques of
684deduction required to solve the puzzle: each level requires a mode
685of reasoning which was not necessary in the previous one. In
686particular, on difficulty levels \q{Trivial} and \q{Basic} there
687will be a square you can fill in with a single number at all times,
688whereas at \q{Intermediate} level and beyond you will have to make
689partial deductions about the \e{set} of squares a number could be in
690(or the set of numbers that could be in a square). None of the
691difficulty levels generated by this program ever requires making a
692guess and backtracking if it turns out to be wrong.
693
694Generating difficult puzzles is itself difficult: if you select
695\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
696many attempts at generating a puzzle before it finds one hard enough
697for you. Be prepared to wait, especially if you have also configured
698a large puzzle size.
699
ef57b17d 700\H{solo-cmdline} \I{command line, for Solo}Additional command-line
701configuration
702
7c568a48 703The symmetry and difficulty parameters (described in
704\k{solo-parameters}) are not mentioned by default in the game ID
705(see \k{common-id}). So if (for example) you set your symmetry to
7064-way rotational and your difficulty to \q{Advanced}, and then you
707generate a 3\by\.4 grid, then the game ID will simply say
708\c{3x4:}\e{numbers}. This means that if you send the game ID to
709another player and they paste it into their copy of Solo, their game
710will not be automatically configured to use the same symmetry and
711difficulty settings in any subsequent grids it generates. (I don't
712think the average person examining a single grid sent to them by
713another player would want their configuration modified to that
714extent.)
ef57b17d 715
716If you are specifying a game ID or game parameters on the command
717line (see \k{common-cmdline}) and you do want to configure the
718symmetry, you can do it by suffixing additional text to the
719parameters:
720
721\b \cq{m4} for 4-way mirror symmetry
722
723\b \cq{r4} for 4-way rotational symmetry
724
725\b \cq{r2} for 2-way rotational symmetry
726
727\b \cq{a} for no symmetry at all (stands for \q{asymmetric})
728
7c568a48 729\b \cq{dt} for Trivial difficulty level
730
731\b \cq{db} for Basic difficulty level
732
733\b \cq{di} for Intermediate difficulty level
734
735\b \cq{da} for Advanced difficulty level
736
ef57b17d 737So, for example, you can make Solo generate asymmetric 3x4 grids by
738running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by
7c568a48 739running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running
740\cq{solo 2x3da}.
ef57b17d 741
742
e91825f8 743\A{licence} \I{MIT licence}\ii{Licence}
744
8a771ea7 745This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 746
747Portions copyright Richard Boulton.
748
749Permission is hereby granted, free of charge, to any person
750obtaining a copy of this software and associated documentation files
751(the "Software"), to deal in the Software without restriction,
752including without limitation the rights to use, copy, modify, merge,
753publish, distribute, sublicense, and/or sell copies of the Software,
754and to permit persons to whom the Software is furnished to do so,
755subject to the following conditions:
756
757The above copyright notice and this permission notice shall be
758included in all copies or substantial portions of the Software.
759
760THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
761EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
762MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
763NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
764BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
765ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
766CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
767SOFTWARE.
768
769\IM{specific...} Specific..., menu option
770\IM{custom...} Custom..., menu option
771
772\IM{game ID} game ID
773\IM{game ID} ID, game
774\IM{ID format} ID format
775\IM{ID format} format, ID
776\IM{ID format} game ID, format
777
778\IM{keys} keys
779\IM{keys} shortcuts (keyboard)
780
781\IM{initial state} initial state
782\IM{initial state} state, initial
783
784\IM{MIT licence} MIT licence
785\IM{MIT licence} licence, MIT