Make the keyboard-control cursors visible whenever a keyboard control is
[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
3101ae26 86actions are situated on the \I{File menu}\q{File} and \I{Edit
bacaa96e 87menu}\q{Edit} menus instead.)
88
e91825f8 89\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91\dd Starts a new game, with a random initial state.
92
2b06373b 93\dt \ii\e{Restart game}
e91825f8 94
2b06373b 95\dd Resets the current game to its initial state. (This can be undone.)
e91825f8 96
97\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
98
99\dd Undoes a single move. (You can undo moves back to the start of the
2b06373b 100session.)
e91825f8 101
2b06373b 102\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
e91825f8 103
2b06373b 104\dd Redoes a previously undone move.
e91825f8 105
bacaa96e 106\dt \ii\e{Copy}
107
108\dd Copies the current state of your game to the clipboard in text
109format, so that you can paste it into (say) an e-mail client or a
110web message board if you're discussing the game with someone else.
111(Not all games support this feature.)
112
2ac6d24e 113\dt \ii\e{Solve}
114
115\dd Transforms the puzzle instantly into its solved state. For some
116games (Cube) this feature is not supported at all because it is of
117no particular use. For other games (such as Pattern), the solved
118state can be used to give you information, if you can't see how a
119solution can exist at all or you want to know where you made a
120mistake. For still other games (such as Sixteen), automatic solution
121tells you nothing about how to \e{get} to the solution, but it does
122provide a useful way to get there quickly so that you can experiment
123with set-piece moves and transformations.
124
125\lcont{
126
127Some games (such as Solo) are capable of solving a game ID you have
128typed in from elsewhere. Other games (such as Rectangles) cannot
129solve a game ID they didn't invent themself, but when they did
130invent the game ID they know what the solution is already. Still
131other games (Pattern) can solve \e{some} external game IDs, but only
132if they aren't too difficult.
133
e8124727 134The \q{Solve} command adds the solved state to the end of the undo
135chain for the puzzle. In other words, if you want to go back to
136solving it yourself after seeing the answer, you can just press Undo.
137
2ac6d24e 138}
139
e91825f8 140\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
141
142\dd Closes the application entirely.
143
1185e3c5 144\H{common-id} Specifying games with the \ii{game ID}
145
146There are two ways to save a game specification out of a puzzle and
147recreate it later, or recreate it in somebody else's copy of the
148same puzzle.
149
150The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
151\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
152show a piece of text (a \q{game ID}) which is sufficient to
153reconstruct precisely the same game at a later date.
154
155You can enter either of these pieces of text back into the program
156(via the same \q{Specific} or \q{Random Seed} menu options) at a
157later point, and it will recreate the same game. You can also use
158either one as a \i{command line} argument (on Windows or Unix); see
159\k{common-cmdline} for more detail.
160
161The difference between the two forms is that a descriptive game ID
162is a literal \e{description} of the \i{initial state} of the game,
163whereas a random seed is just a piece of arbitrary text which was
164provided as input to the random number generator used to create the
165puzzle. This means that:
166
167\b Descriptive game IDs tend to be longer in many puzzles (although
168some, such as Cube (\k{cube}), only need very short descriptions).
169So a random seed is often a \e{quicker} way to note down the puzzle
170you're currently playing, or to tell it to somebody else so they can
171play the same one as you.
172
173\b Any text at all is a valid random seed. The automatically
174generated ones are fifteen-digit numbers, but anything will do; you
175can type in your full name, or a word you just made up, and a valid
176puzzle will be generated from it. This provides a way for two or
177more people to race to complete the same puzzle: you think of a
178random seed, then everybody types it in at the same time, and nobody
179has an advantage due to having seen the generated puzzle before
180anybody else.
181
182\b It is often possible to convert puzzles from other sources (such
183as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
184game IDs suitable for use with these programs.
185
186\b Random seeds are not guaranteed to produce the same result if you
187use them with a different \i\e{version} of the puzzle program. This
188is because the generation algorithm might have been improved or
189modified in later versions of the code, and will therefore produce a
190different result when given the same sequence of random numbers. Use
191a descriptive game ID if you aren't sure that it will be used on the
192same version of the program as yours.
193
194\lcont{(Use the \q{About} menu option to find out the version number
195of the program. Programs with the same version number running on
196different platforms should still be random-seed compatible.)}
197
198\I{ID format}A descriptive game ID starts with a piece of text which
199encodes the \i\e{parameters} of the current game (such as grid
200size). Then there is a colon, and after that is the description of
201the game's initial state. A random seed starts with a similar string
202of parameters, but then it contains a hash sign followed by
203arbitrary data.
204
205If you enter a descriptive game ID, the program will not be able to
206show you the random seed which generated it, since it wasn't
207generated \e{from} a random seed. If you \e{enter} a random seed,
208however, the program will be able to show you the descriptive game
209ID derived from that random seed.
210
211Note that the game parameter strings are not always identical
212between the two forms. For some games, there will be parameter data
213provided with the random seed which is not included in the
214descriptive game ID. This is because that parameter information is
215only relevant when \e{generating} puzzle grids, and is not important
216when playing them. Thus, for example, the difficulty level in Solo
217(\k{solo}) is not mentioned in the descriptive game ID.
218
219These additional parameters are also not set permanently if you type
220in a game ID. For example, suppose you have Solo set to \q{Advanced}
221difficulty level, and then a friend wants your help with a
222\q{Trivial} puzzle; so the friend reads out a random seed specifying
223\q{Trivial} difficulty, and you type it in. The program will
224generate you the same \q{Trivial} grid which your friend was having
225trouble with, but once you have finished playing it, when you ask
226for a new game it will automatically go back to the \q{Advanced}
227difficulty which it was previously set on.
e91825f8 228
229\H{common-type} The \q{Type} menu
230
231The \I{Type menu}\q{Type} menu, if present, may contain a list of
232\i{preset} game settings. Selecting one of these will start a new
233random game with the parameters specified.
234
1185e3c5 235The \q{Type} menu may also contain a \q{\i{Custom}} option which
236allows you to fine-tune game \i{parameters}. The parameters
237available are specific to each game and are described in the
238following sections.
e91825f8 239
240\H{common-cmdline} Specifying game parameters on the \i{command line}
241
8a771ea7 242(This section does not apply to the Mac OS X version.)
243
e91825f8 244The games in this collection deliberately do not ever save
245information on to the computer they run on: they have no high score
246tables and no saved preferences. (This is because I expect at least
247some people to play them at work, and those people will probably
248appreciate leaving as little evidence as possible!)
249
250However, if you do want to arrange for one of these games to default
251to a particular set of parameters, you can specify them on the
252command line.
253
254The easiest way to do this is to set up the parameters you want
255using the \q{Type} menu (see \k{common-type}), and then to select
1185e3c5 256\q{Random Seed} from the \q{Game} or \q{File} menu (see
257\k{common-id}). The text in the \q{Game ID} box will be composed of
258two parts, separated by a hash. The first of these parts represents
259the game parameters (the size of the playing area, for example, and
260anything else you set using the \q{Type} menu).
e91825f8 261
262If you run the game with just that parameter text on the command
263line, it will start up with the settings you specified.
264
265For example: if you run Cube (see \k{cube}), select \q{Octahedron}
266from the \q{Type} menu, and then go to the game ID selection, you
1185e3c5 267will see a string of the form \cq{o2x2#338686542711620}. Take only
268the part before the hash (\cq{o2x2}), and start Cube with that text
269on the command line: \cq{cube o2x2}.
e91825f8 270
271If you copy the \e{entire} game ID on to the command line, the game
272will start up in the specific game that was described. This is
273occasionally a more convenient way to start a particular game ID
274than by pasting it into the game ID selection box.
275
1185e3c5 276(You could also retrieve the encoded game parameters using the
277\q{Specific} menu option instead of \q{Random Seed}, but if you do
278then some options, such as the difficulty level in Solo, will be
279missing. See \k{common-id} for more details on this.)
280
e91825f8 281\C{net} \i{Net}
282
283\cfg{winhelp-topic}{games.net}
284
285(\e{Note:} the \i{Windows} version of this game is called
286\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
287
288I originally saw this in the form of a Flash game called \i{FreeNet}
6e8e5c51 289\k{FreeNet}, written by Pavils Jurjans; there are several other
290implementations under the name \i{NetWalk}. The computer prepares a
e91825f8 291network by connecting up the centres of squares in a grid, and then
292shuffles the network by rotating every tile randomly. Your job is to
293rotate it all back into place. The successful solution will be an
6e8e5c51 294entirely connected network, with no closed loops. \#{The latter
295clause means that there are no closed paths within the network.
296Could this be clearer? "No closed paths"?} As a visual aid,
e91825f8 297all tiles which are connected to the one in the middle are
298highlighted.
299
300\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
301
302\H{net-controls} \i{Net controls}
303
304\IM{Net controls} controls, for Net
305\IM{Net controls} keys, for Net
306\IM{Net controls} shortcuts (keyboard), for Net
307
308This game can be played with either the keyboard or the mouse. The
309controls are:
310
311\dt \e{Select tile}: mouse pointer, arrow keys
312
313\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
314
315\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
316
317\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
318
319\dd You can lock a tile once you're sure of its orientation. You can
320also unlock it again, but while it's locked you can't accidentally
321turn it.
322
f0ee053c 323The following controls are not necessary to complete the game, but may
324be useful:
325
326\dt \e{Shift grid}: Shift + arrow keys
327
328\dd On grids that wrap, you can move the origin of the grid, so that
329tiles that were on opposite sides of the grid can be seen together.
330
331\dt \e{Move centre}: Ctrl + arrow keys
332
333\dd You can change which tile is used as the source of highlighting.
334(It doesn't ultimately matter which tile this is, as every tile will
335be connected to every other tile in a correct solution, but it may be
336helpful in the intermediate stages of solving the puzzle.)
337
cbb5549e 338\dt \e{Jumble tiles}: \q{J} key
339
340\dd This key turns all tiles that are not locked to random
341orientations.
342
e91825f8 343(All the actions described in \k{common-actions} are also available.)
344
345\H{net-params} \I{parameters, for Net}Net parameters
346
347These parameters are available from the \q{Custom...} option on the
348\q{Type} menu.
349
350\dt \e{Width}, \e{Height}
351
352\dd Size of grid in tiles.
353
354\dt \e{Walls wrap around}
355
356\dd If checked, flow can pass from the left edge to the right edge,
357and from top to bottom, and vice versa.
358
359\dt \e{Barrier probability}
360
361\dd A number between 0.0 and 1.0 controlling whether an immovable
362barrier is placed between two tiles to prevent flow between them (a
363higher number gives more barriers). Since barriers are immovable, they
364act as constraints on the solution (i.e., hints).
365
366\lcont{
367
368The grid generation in Net has been carefully arranged so that the
369barriers are independent of the rest of the grid. This means that if
1185e3c5 370you note down the random seed used to generate the current puzzle
371(see \k{common-id}), change the \e{Barrier probability} parameter,
372and then re-enter the same random seed, you should see exactly the
373same starting grid, with the only change being the number of
374barriers. So if you're stuck on a particular grid and need a hint,
375you could start up another instance of Net, set up the same
376parameters but a higher barrier probability, and enter the game seed
377from the original Net window.
e91825f8 378
379}
380
40fde884 381\dt \e{Ensure unique solution}
382
383\dd Normally, Net will make sure that the puzzles it presents have
384only one solution. Puzzles with ambiguous sections can be more
385difficult and more subtle, so if you like you can turn off this
386feature and risk having ambiguous puzzles. (Also, finding \e{all}
387the possible solutions can be an additional challenge for an
388advanced player.)
389
e91825f8 390\C{cube} \i{Cube}
391
392\cfg{winhelp-topic}{games.cube}
393
394This is another one I originally saw as a web game. This one was a
395Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
396squares, six of which are blue; on one square rests a cube. Your move
397is to use the arrow keys to roll the cube through 90 degrees so that
398it moves to an adjacent square. If you roll the cube on to a blue
399square, the blue square is picked up on one face of the cube; if you
400roll a blue face of the cube on to a non-blue square, the blueness is
401put down again. (In general, whenever you roll the cube, the two faces
402that come into contact swap colours.) Your job is to get all six blue
403squares on to the six faces of the cube at the same time. Count your
404moves and try to do it in as few as possible.
405
406Unlike the original Java game, my version has an additional feature:
407once you've mastered the game with a cube rolling on a square grid,
408you can change to a triangular grid and roll any of a tetrahedron, an
409octahedron or an icosahedron.
410
411\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
412
413\H{cube-controls} \i{Cube controls}
414
415\IM{Cube controls} controls, for Cube
416\IM{Cube controls} keys, for Cube
417\IM{Cube controls} shortcuts (keyboard), for Cube
418
a1d5acff 419This game can be played with either the keyboard or the mouse.
e91825f8 420
a1d5acff 421Left-clicking anywhere on the window will move the cube (or other
422solid) towards the mouse pointer.
423
424The arrow keys can also used to roll the cube on its square grid in
425the four cardinal directions.
e91825f8 426On the triangular grids, the mapping of arrow keys to directions is
427more approximate. Vertical movement is disallowed where it doesn't
428make sense. The four keys surrounding the arrow keys on the numeric
429keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
430
431(All the actions described in \k{common-actions} are also available.)
432
433\H{cube-params} \I{parameters, for Cube}Cube parameters
434
435These parameters are available from the \q{Custom...} option on the
436\q{Type} menu.
437
438\dt \e{Type of solid}
439
440\dd Selects the solid to roll (and hence the shape of the grid):
441tetrahedron, cube, octahedron, or icosahedron.
442
443\dt \e{Width / top}, \e{Height / bottom}
444
445\dd On a square grid, horizontal and vertical dimensions. On a
446triangular grid, the number of triangles on the top and bottom rows
447respectively.
448
449
450\C{fifteen} \i{Fifteen}
451
452\cfg{winhelp-topic}{games.fifteen}
453
1d8e8ad8 454The old ones are the best: this is the good old \q{\i{15-puzzle}}
455with sliding tiles. You have a 4\by\.4 square grid; 15 squares
456contain numbered tiles, and the sixteenth is empty. Your move is to
457choose a tile next to the empty space, and slide it into the space.
458The aim is to end up with the tiles in numerical order, with the
459space in the bottom right (so that the top row reads 1,2,3,4 and the
460bottom row reads 13,14,15,\e{space}).
e91825f8 461
462\H{fifteen-controls} \i{Fifteen controls}
463
464\IM{Fifteen controls} controls, for Fifteen
465\IM{Fifteen controls} keys, for Fifteen
466\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
467
468This game can be controlled with the mouse or the keyboard.
469
470A left-click with the mouse in the row or column containing the empty
471space will move as many tiles as necessary to move the space to the
472mouse pointer.
473
474The arrow keys will move a tile adjacent to the space in the direction
475indicated (moving the space in the \e{opposite} direction).
476
477(All the actions described in \k{common-actions} are also available.)
478
479\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
480
481The only options available from the \q{Custom...} option on the \q{Type}
482menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
483you've changed these, it's not a \q{15-puzzle} any more, of course!)
484
485
486\C{sixteen} \i{Sixteen}
487
488\cfg{winhelp-topic}{games.sixteen}
489
490Another sliding tile puzzle, visually similar to Fifteen (see
491\k{fifteen}) but with a different type of move. This time, there is no
492hole: all 16 squares on the grid contain numbered squares. Your move
493is to shift an entire row left or right, or shift an entire column up
494or down; every time you do that, the tile you shift off the grid
495re-appears at the other end of the same row, in the space you just
496vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
497the top row, 13,14,15,16 on the bottom). When you've done that, try
498playing on different sizes of grid.
499
500I \e{might} have invented this game myself, though only by accident if
501so (and I'm sure other people have independently invented it). I
502thought I was imitating a screensaver I'd seen, but I have a feeling
503that the screensaver might actually have been a Fifteen-type puzzle
504rather than this slightly different kind. So this might be the one
505thing in my puzzle collection which represents creativity on my part
506rather than just engineering.
507
508\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
509
510This game is played with the mouse. Left-clicking on an arrow will
511move the appropriate row or column in the direction indicated.
512Right-clicking will move it in the opposite direction.
513
514(All the actions described in \k{common-actions} are also available.)
515
516\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
517
81875211 518The parameters available from the \q{Custom...} option on the
519\q{Type} menu are:
520
521\b \e{Width} and \e{Height}, which are self-explanatory.
522
523\b You can ask for a limited shuffling operation to be performed on
524the grid. By default, Sixteen will shuffle the grid in such a way
525that any arrangement is about as probable as any other. You can
526override this by requesting a precise number of shuffling moves to
527be performed. Typically your aim is then to determine the precise
528set of shuffling moves and invert them exactly, so that you answer
529(say) a four-move shuffle with a four-move solution. Note that the
530more moves you ask for, the more likely it is that solutions shorter
531than the target length will turn out to be possible.
532
e91825f8 533
9038fd11 534\C{twiddle} \i{Twiddle}
535
536\cfg{winhelp-topic}{games.twiddle}
537
538Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
539(see \k{sixteen}): you are given a grid of square tiles, each
540containing a number, and your aim is to arrange the numbers into
541ascending order.
542
543In basic Twiddle, your move is to rotate a square group of four
a3631c72 544tiles about their common centre. (Orientation is not significant in
545the basic puzzle, although you can select it.) On more advanced
546settings, you can rotate a larger square group of tiles.
9038fd11 547
548I first saw this type of puzzle in the GameCube game \q{Metroid
549Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
550you solve to unlock a door, which is a special case of Twiddle. I
551developed this game as a generalisation of that puzzle.
552
553\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
554
555To play Twiddle, click the mouse in the centre of the square group
556you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
557which means you have to click at a corner point where four tiles
558meet.
559
560In more advanced modes you might be rotating 3\by\.3 or even more at
561a time; if the size of the square is odd then you simply click in
562the centre tile of the square you want to rotate.
563
564Clicking with the left mouse button rotates the group anticlockwise.
565Clicking with the right button rotates it clockwise.
566
567(All the actions described in \k{common-actions} are also available.)
568
569\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
570
571Twiddle provides several configuration options via the \q{Custom}
572option on the \q{Type} menu:
573
574\b You can configure the width and height of the puzzle grid.
575
576\b You can configure the size of square block that rotates at a time.
577
578\b You can ask for every square in the grid to be distinguishable
579(the default), or you can ask for a simplified puzzle in which there
580are groups of identical numbers. In the simplified puzzle your aim
581is just to arrange all the 1s into the first row, all the 2s into
582the second row, and so on.
583
a3631c72 584\b You can configure whether the orientation of tiles matters. If
d50832a3 585you ask for an orientable puzzle, each tile will have a triangle
586drawn in it. All the triangles must be pointing upwards to complete
587the puzzle.
a3631c72 588
81875211 589\b You can ask for a limited shuffling operation to be performed on
590the grid. By default, Twiddle will shuffle the grid so much that any
591arrangement is about as probable as any other. You can override this
592by requesting a precise number of shuffling moves to be performed.
593Typically your aim is then to determine the precise set of shuffling
594moves and invert them exactly, so that you answer (say) a four-move
595shuffle with a four-move solution. Note that the more moves you ask
596for, the more likely it is that solutions shorter than the target
597length will turn out to be possible.
598
9038fd11 599
e91825f8 600\C{rectangles} \i{Rectangles}
601
602\cfg{winhelp-topic}{games.rectangles}
603
604You have a grid of squares, with numbers written in some (but not all)
605of the squares. Your task is to subdivide the grid into rectangles of
606various sizes, such that (a) every rectangle contains exactly one
607numbered square, and (b) the area of each rectangle is equal to the
608number written in its numbered square.
609
610Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
26801d29 611\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
612Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
613implementation, my version automatically generates random grids of
614any size you like. The quality of puzzle design is therefore not
615quite as good as hand-crafted puzzles would be, but on the plus side
616you get an inexhaustible supply of puzzles tailored to your own
617specification.
e91825f8 618
6ae37301 619\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 620
6ae37301 621\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 622
623\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
624
625This game is played with the mouse.
626
627Left-click any edge to toggle it on or off, or click and drag to draw
628an entire rectangle (or line) on the grid in one go (removing any
629existing edges within that rectangle).
630
631When a rectangle of the correct size is completed, it will be shaded.
632
633(All the actions described in \k{common-actions} are also available.)
634
635\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
636
40fde884 637These parameters are available from the \q{Custom...} option on the
638\q{Type} menu.
639
640\dt \e{Width}, \e{Height}
641
642\dd Size of grid, in squares.
643
644\dt \e{Expansion factor}
aea3ed9a 645
40fde884 646\dd This is a mechanism for changing the type of grids generated by
647the program. Some people prefer a grid containing a few large
648rectangles to one containing many small ones. So you can ask
aea3ed9a 649Rectangles to essentially generate a \e{smaller} grid than the size
650you specified, and then to expand it by adding rows and columns.
651
40fde884 652\lcont{
653
aea3ed9a 654The default expansion factor of zero means that Rectangles will
655simply generate a grid of the size you ask for, and do nothing
656further. If you set an expansion factor of (say) 0.5, it means that
657each dimension of the grid will be expanded to half again as big
658after generation. In other words, the initial grid will be 2/3 the
659size in each dimension, and will be expanded to its full size
660without adding any more rectangles.
661
4a03dbb4 662Setting an expansion factor of around 0.5 tends to make the game
663more difficult, and also (in my experience) rewards a less deductive
664and more intuitive playing style. If you set it \e{too} high,
665though, the game simply cannot generate more than a few rectangles
666to cover the entire grid, and the game becomes trivial.
aea3ed9a 667
40fde884 668}
669
670\dt \e{Ensure unique solution}
671
672\dd Normally, Rectangles will make sure that the puzzles it presents
673have only one solution. Puzzles with ambiguous sections can be more
674difficult and more subtle, so if you like you can turn off this
675feature and risk having ambiguous puzzles. Also, finding \e{all} the
676possible solutions can be an additional challenge for an advanced
677player. Turning off this option can also speed up puzzle generation.
678
6ae37301 679
e91825f8 680\C{netslide} \i{Netslide}
681
682\cfg{winhelp-topic}{games.netslide}
683
6bbab0fe 684This game combines the grid generation of Net (see \k{net}) with the
685movement of Sixteen (see \k{sixteen}): you have a Net grid, but
686instead of rotating tiles back into place you have to slide them
687into place by moving a whole row at a time.
e91825f8 688
e91825f8 689As in Sixteen, \I{controls, for Netslide}control is with the mouse.
690See \k{sixteen-controls}.
691
aa27d493 692\I{parameters, for Netslide}The available game parameters have similar
693meanings to those in Net (see \k{net-params}) and Sixteen (see
694\k{sixteen-params}).
e91825f8 695
6bbab0fe 696Netslide was contributed to this collection by Richard Boulton.
6ae37301 697
b6b0369e 698\C{pattern} \i{Pattern}
699
700\cfg{winhelp-topic}{games.pattern}
701
702You have a grid of squares, which must all be filled in either black
703or white. Beside each row of the grid are listed the lengths of the
704runs of black squares on that row; above each column are listed the
705lengths of the runs of black squares in that column. Your aim is to
706fill in the entire grid black or white.
707
708I first saw this puzzle form around 1995, under the name
2e1e03ff 709\q{\i{nonograms}}. I've seen it in various places since then, under
b6b0369e 710different names.
711
712Normally, puzzles of this type turn out to be a meaningful picture
713of something once you've solved them. However, since this version
714generates the puzzles automatically, they will just look like random
715groupings of squares. (One user has suggested that this is actually
716a \e{good} thing, since it prevents you from guessing the colour of
717squares based on the picture, and forces you to use logic instead.)
718The advantage, though, is that you never run out of them.
719
2e1e03ff 720\H{pattern-controls} \I{controls, for Pattern}Pattern controls
b6b0369e 721
722This game is played with the mouse.
723
724Left-click in a square to colour it black. Right-click to colour it
725white. If you make a mistake, you can middle-click, or hold down
726Shift while clicking with any button, to colour the square in the
727default grey (meaning \q{undecided}) again.
728
729You can click and drag with the left or right mouse button to colour
730a vertical or horizontal line of squares black or white at a time
731(respectively). If you click and drag with the middle button, or
732with Shift held down, you can colour a whole rectangle of squares
733grey.
734
2e1e03ff 735(All the actions described in \k{common-actions} are also available.)
736
b6b0369e 737\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
738
739The only options available from the \q{Custom...} option on the \q{Type}
740menu are \e{Width} and \e{Height}, which are self-explanatory.
e91825f8 741
6ae37301 742
1d8e8ad8 743\C{solo} \i{Solo}
744
745\cfg{winhelp-topic}{games.solo}
746
747You have a square grid, which is divided into square or rectangular
748blocks. Each square must be filled in with a digit from 1 to the
749size of the grid, in such a way that
750
751\b every row contains only one occurrence of each digit
752
753\b every column contains only one occurrence of each digit
754
755\b every block contains only one occurrence of each digit.
756
757You are given some of the numbers as clues; your aim is to place the
758rest of the numbers correctly.
759
760The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
761into nine 3\by\.3 blocks). You can also select sizes with
762rectangular blocks instead of square ones, such as 2\by\.3 (a
7636\by\.6 grid divided into six 3\by\.2 blocks).
764
765If you select a puzzle size which requires more than 9 digits, the
766additional digits will be letters of the alphabet. For example, if
767you select 3\by\.4 then the digits which go in your grid will be 1
768to 9, plus \cq{a}, \cq{b} and \cq{c}.
769
6ae37301 770I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
1d8e8ad8 771been popularised by various newspapers under the name \q{Sudoku} or
772\q{Su Doku}.
773
6ae37301 774\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}
775
1d8e8ad8 776\H{solo-controls} \I{controls, for Solo}Solo controls
777
778To play Solo, simply click the mouse in any empty square and then
779type a digit or letter on the keyboard to fill that square. If you
780make a mistake, click the mouse in the incorrect square and press
781Space to clear it again (or use the Undo feature).
782
c8266e03 783If you \e{right}-click in a square and then type a number, that
784number will be entered in the square as a \q{pencil mark}. You can
785have pencil marks for multiple numbers in the same square.
786
787The game pays no attention to pencil marks, so exactly what you use
788them for is up to you: you can use them as reminders that a
789particular square needs to be re-examined once you know more about a
790particular number, or you can use them as lists of the possible
791numbers in a given square, or anything else you feel like.
792
793To erase a single pencil mark, right-click in the square and type
794the same number again.
795
796All pencil marks in a square are erased when you left-click and type
797a number, or when you left-click and press space. Right-clicking and
798pressing space will also erase pencil marks.
799
1d8e8ad8 800(All the actions described in \k{common-actions} are also available.)
801
802\H{solo-parameters} \I{parameters, for Solo}Solo parameters
803
804Solo allows you to configure two separate dimensions of the puzzle
6ae37301 805grid on the \q{Type} menu: the number of columns, and the number of
806rows, into which the main grid is divided. (The size of a block is
807the inverse of this: for example, if you select 2 columns and 3 rows,
808each actual block will have 3 columns and 2 rows.)
1d8e8ad8 809
ef57b17d 810You can also configure the type of symmetry shown in the generated
811puzzles. More symmetry makes the puzzles look prettier but may also
812make them easier, since the symmetry constraints can force more
813clues than necessary to be present. Completely asymmetric puzzles
814have the freedom to contain as few clues as possible.
815
7c568a48 816Finally, you can configure the difficulty of the generated puzzles.
817Difficulty levels are judged by the complexity of the techniques of
818deduction required to solve the puzzle: each level requires a mode
819of reasoning which was not necessary in the previous one. In
820particular, on difficulty levels \q{Trivial} and \q{Basic} there
821will be a square you can fill in with a single number at all times,
822whereas at \q{Intermediate} level and beyond you will have to make
823partial deductions about the \e{set} of squares a number could be in
de60d8bd 824(or the set of numbers that could be in a square). At
825\q{Unreasonable} level, even this is not enough, and you will
826eventually have to make a guess, and then backtrack if it turns out
827to be wrong.
7c568a48 828
829Generating difficult puzzles is itself difficult: if you select
830\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
831many attempts at generating a puzzle before it finds one hard enough
832for you. Be prepared to wait, especially if you have also configured
833a large puzzle size.
834
ef57b17d 835
7959b517 836\C{mines} \i{Mines}
837
838\cfg{winhelp-topic}{games.mines}
839
840You have a grid of covered squares, some of which contain mines, but
841you don't know which. Your job is to uncover every square which does
842\e{not} contain a mine. If you uncover a square containing a mine,
843you lose. If you uncover a square which does not contain a mine, you
844are told how many mines are contained within the eight surrounding
845squares.
846
847This game needs no introduction; popularised by Windows, it is
848perhaps the single best known desktop puzzle game in existence.
849
850This version of it has an unusual property. By default, it will
851generate its mine positions in such a way as to ensure that you
852never need to \e{guess} where a mine is: you will always be able to
853deduce it somehow. So you will never, as can happen in other
854versions, get to the last four squares and discover that there are
855two mines left but you have no way of knowing for sure where they
856are.
857
858\H{mines-controls} \I{controls, for Mines}Mines controls
859
860This game is played with the mouse.
861
862If you left-click in a covered square, it will be uncovered.
863
864If you right-click in a covered square, it will place a flag which
865indicates that the square is believed to be a mine. Left-clicking in
866a marked square will not uncover it, for safety. You can right-click
867again to remove a mark placed in error.
868
869If you left-click in an \e{uncovered} square, it will \q{clear
870around} the square. This means: if the square has exactly as many
871flags surrounding it as it should have mines, then all the covered
872squares next to it which are \e{not} flagged will be uncovered. So
873once you think you know the location of all the mines around a
874square, you can use this function as a shortcut to avoid having to
875click on each of the remaining squares one by one.
876
877If you uncover a square which has \e{no} mines in the surrounding
878eight squares, then it is obviously safe to uncover those squares in
879turn, and so on if any of them also has no surrounding mines. This
880will be done for you automatically; so sometimes when you uncover a
881square, a whole new area will open up to be explored.
882
11d31eb9 883All the actions described in \k{common-actions} are also available.
884
7959b517 885Even Undo is available, although you might consider it cheating to
11d31eb9 886use it. If you step on a mine, the program will only reveal the mine
887in question (unlike most other implementations, which reveal all of
888them). You can then Undo your fatal move and continue playing if you
889like. The program will track the number of times you died (and Undo
890will not reduce that counter), so when you get to the end of the
891game you know whether or not you did it without making any errors.
892
893(If you really want to know the full layout of the grid, which other
894implementations will show you after you die, you can always use the
895Solve menu option.)
7959b517 896
897\H{mines-parameters} \I{parameters, for Mines}Mines parameters
898
899The options available from the \q{Custom...} option on the \q{Type}
900menu are:
901
902\dt \e{Width}, \e{Height}
903
904\dd Size of grid in squares.
905
906\dt \e{Mines}
907
08781119 908\dd Number of mines in the grid. You can enter this as an absolute
909mine count, or alternatively you can put a \cw{%} sign on the end in
910which case the game will arrange for that proportion of the squares
911in the grid to be mines.
912
913\lcont{
914
915Beware of setting the mine count too high. At very high densities,
916the program may spend forever searching for a solvable grid.
917
918}
7959b517 919
920\dt \e{Ensure solubility}
921
922\dd When this option is enabled (as it is by default), Mines will
923ensure that the entire grid can be fully deduced starting from the
924initial open space. If you prefer the riskier grids generated by
925other implementations, you can switch off this option.
926
927
6bbab0fe 928\C{samegame} \i{Same Game}
929
930\cfg{winhelp-topic}{games.samegame}
931
932You have a grid of coloured squares, which you have to clear by
209ab5a7 933highlighting contiguous regions of more than one coloured square;
6bbab0fe 934the larger the region you highlight, the more points you get (and
935the faster you clear the arena).
936
937If you clear the grid you win. If you end up with nothing but
209ab5a7 938single squares (i.e., there are no more clickable regions left) you
6bbab0fe 939lose.
940
941Removing a region causes the rest of the grid to shuffle up:
942blocks that are suspended will fall down (first), and then empty
943columns are filled from the right.
944
209ab5a7 945The game generator does not try to guarantee soluble grids;
6bbab0fe 946it will, however, ensure that there are at least 2 squares of each
947colour on the grid at the start (and will forbid custom grids for which
948that would be impossible).
949
950Same Game was contributed to this collection by James Harvey.
951
209ab5a7 952\H{samegame-controls} \i{Same Game controls}
953
954\IM{Same Game controls} controls, for Same Game
955\IM{Same Game controls} keys, for Same Game
956\IM{Same Game controls} shortcuts (keyboard), for Same Game
957
958This game can be played with either the keyboard or the mouse.
6bbab0fe 959
960If you left-click an unselected region, it becomes selected (possibly
961clearing the current selection).
962
963If you left-click the selected region, it will be removed (and the
964rest of the grid shuffled immediately).
965
966If you right-click the selected region, it will be unselected.
967
209ab5a7 968The cursor keys move a cursor around the grid. Pressing the Space or
969Enter keys while the cursor is in an unselected region selects it;
970pressing Space or Enter again removes it as above.
971
6bbab0fe 972\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
973
209ab5a7 974These parameters are available from the \q{Custom...} option on the
975\q{Type} menu.
976
6bbab0fe 977\dt \e{Width}, \e{Height}
978
979\dd Size of grid in squares.
980
981\dt \e{No. of colours}
982
983\dd Number of different colours used to fill the grid; the more colours,
209ab5a7 984the fewer large regions of colour and thus the more difficult it is to
985successfully clear the grid.
986
987\dt \e{Scoring system}
988
989\dd Controls the precise mechanism used for scoring. With the default
990system, \q{(n-2)^2}, only regions of three squares or more will score
991any points at all. With the alternative \q{(n-1)^2} system, regions of
992two squares score a point each, and larger regions score relatively
993more points.
6bbab0fe 994
f4afe206 995
996\C{flip} \i{Flip}
997
998\cfg{winhelp-topic}{games.flip}
999
1000You have a grid of squares, some light and some dark. Your aim is to
1001light all the squares up at the same time. You can choose any square
1002and flip its state from light to dark or dark to light, but when you
1003do so, other squares around it change state as well.
1004
1005Each square contains a small diagram showing which other squares
1006change when you flip it.
1007
d6acbe63 1008\H{flip-controls} \i{Flip controls}
f4afe206 1009
1010\IM{Flip controls} controls, for Flip
1011\IM{Flip controls} keys, for Flip
1012\IM{Flip controls} shortcuts (keyboard), for Flip
1013
79cb09e9 1014Left-click in a square to flip it and its associated squares.
1015
5f6050b4 1016If you use the \q{Solve} function on this game, it will mark some of
1017the squares in red. If you click once in every square with a red
1018mark, the game should be solved. (If you click in a square
1019\e{without} a red mark, a red mark will appear in it to indicate
1020that you will need to reverse that operation to reach the solution.)
f4afe206 1021
1022\H{flip-parameters} \I{parameters, for flip}Flip parameters
1023
1024These parameters are available from the \q{Custom...} option on the
1025\q{Type} menu.
1026
1027\dt \e{Width}, \e{Height}
1028
1029\dd Size of grid in squares.
1030
1031\dt \e{Shape type}
1032
1033\dd This control determines the shape of the region which is flipped
1034by clicking in any given square. The default setting, \q{Crosses},
1035causes every square to flip itself and its four immediate neighbours
1036(or three or two if it's at an edge or corner). The other setting,
1037\q{Random}, causes a random shape to be chosen for every square, so
1038the game is different every time.
1039
1040
c6203e43 1041\C{guess} \i{Guess}
1042
1043\cfg{winhelp-topic}{games.guess}
1044
1045You have a set of coloured pegs, and have to reproduce a
1046predetermined sequence of them (chosen by the computer) within a
1047certain number of guesses.
1048
1049Each guess gets marked with the number of correctly-coloured pegs
9ffde3e8 1050in the correct places (in black), and also the number of
1051correctly-coloured pegs in the wrong places (in white).
c6203e43 1052
1053This game is also known (and marketed, by Hasbro, mainly) as
9ffde3e8 1054a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
c6203e43 1055However, this version allows custom settings of number of colours
1056(up to 10), number of pegs per row, and number of guesses.
1057
64455a5a 1058Guess was contributed to this collection by James Harvey.
1059
c6203e43 1060\H{guess-controls} \i{Guess controls}
1061
1062\IM{Guess controls} controls, for Guess
1063\IM{Guess controls} keys, for Guess
1064\IM{Guess controls} shortcuts (keyboard), for Guess
1065
9ffde3e8 1066This game can be played with either the keyboard or the mouse.
1067
1068With the mouse, drag a peg from the tray on the left-hand side to its
1069required position in the current guess; pegs may also be dragged from
1070current and past guesses to copy them elsewhere.
c6203e43 1071
9ffde3e8 1072Right-clicking in the current guess adds a \q{hold} marker; pegs
c6203e43 1073that have hold markers will be automatically added to the next guess
1074after marking.
1075
9ffde3e8 1076Alternatively, with the keyboard, the up and down cursor keys can be
1077used to select a peg colour, the left and right keys to select a
1078peg position, and the space bar to place a peg of the selected colour
badb093d 1079in the chosen position. \q{H} adds a hold marker.
9ffde3e8 1080
c6203e43 1081When the guess is complete, the feedback pegs will be highlighted;
9ffde3e8 1082clicking on these (or moving the peg cursor to them with the arrow keys
1083and pressing the space bar) will mark the current guess, copy any held pegs
1084to the next guess, and move the \q{current guess} marker.
c6203e43 1085
1086If you correctly position all the pegs the solution will be displayed
9ffde3e8 1087below; if you run out of guesses (or select \q{Solve...}) the solution
c6203e43 1088will also be revealed.
1089
1090\H{guess-parameters} \I{parameters, for guess}Guess parameters
1091
1092These parameters are available from the \q{Custom...} option on the
1093\q{Type} menu. The default game matches the parameters for the
9ffde3e8 1094board game \q{Mastermind}.
c6203e43 1095
1096\dt \e{Colours}
1097
1098\dd Number of colours the solution is chosen from; from 2 to 10
1099(more is harder).
1100
1101\dt \e{Pegs per guess}
1102
1103\dd Number of pegs per guess (more is harder).
1104
1105\dt \e{Guesses}
1106
1107\dd Number of guesses you have to find the solution in (fewer is harder).
1108
1109\dt \e{Allow blanks}
1110
1111\dd Allows blank pegs to be given as part of a guess (makes it easier, because
1112you know that those will never be counted as part of the solution). This
1113is turned off by default.
1114
1115Note that this doesn't allow blank pegs in the solution; if you really wanted
1116that, use one extra colour.
1117
1118\dt \e{Allow duplicates}
1119
1120\dd Allows the solution (and the guesses) to contain colours more than once;
1121this increases the search space (making things harder), and is turned on by
1122default.
1123
1124
e91825f8 1125\A{licence} \I{MIT licence}\ii{Licence}
1126
8a771ea7 1127This software is \i{copyright} 2004-2005 Simon Tatham.
e91825f8 1128
6bbab0fe 1129Portions copyright Richard Boulton and James Harvey.
e91825f8 1130
1131Permission is hereby granted, free of charge, to any person
1132obtaining a copy of this software and associated documentation files
1133(the "Software"), to deal in the Software without restriction,
1134including without limitation the rights to use, copy, modify, merge,
1135publish, distribute, sublicense, and/or sell copies of the Software,
1136and to permit persons to whom the Software is furnished to do so,
1137subject to the following conditions:
1138
1139The above copyright notice and this permission notice shall be
1140included in all copies or substantial portions of the Software.
1141
1142THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
1143EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
1144MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
1145NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
1146BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
1147ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
1148CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
1149SOFTWARE.
1150
1185e3c5 1151\IM{specific} \q{Specific}, menu option
1152\IM{custom} \q{Custom}, menu option
e91825f8 1153
1154\IM{game ID} game ID
1155\IM{game ID} ID, game
1156\IM{ID format} ID format
1157\IM{ID format} format, ID
1158\IM{ID format} game ID, format
1159
1160\IM{keys} keys
1161\IM{keys} shortcuts (keyboard)
1162
1163\IM{initial state} initial state
1164\IM{initial state} state, initial
1165
1166\IM{MIT licence} MIT licence
1167\IM{MIT licence} licence, MIT