| 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 | |
| 8 | \cfg{html-contents-filename}{index.html} |
| 9 | \cfg{html-template-filename}{%k.html} |
| 10 | \cfg{html-index-filename}{docindex.html} |
| 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 | |
| 16 | \cfg{info-filename}{puzzles.info} |
| 17 | |
| 18 | \cfg{ps-filename}{puzzles.ps} |
| 19 | \cfg{pdf-filename}{puzzles.pdf} |
| 20 | |
| 21 | \define{by} \u00D7{x} |
| 22 | |
| 23 | \define{dash} \u2013{-} |
| 24 | |
| 25 | \define{times} \u00D7{*} |
| 26 | |
| 27 | \define{divide} \u00F7{/} |
| 28 | |
| 29 | \define{minus} \u2212{-} |
| 30 | |
| 31 | This is a collection of small one-player puzzle games. |
| 32 | |
| 33 | \copyright This manual is copyright 2004-2010 Simon Tatham. All rights |
| 34 | reserved. You may distribute this documentation under the MIT licence. |
| 35 | See \k{licence} for the licence text in full. |
| 36 | |
| 37 | \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">} |
| 38 | |
| 39 | \versionid $Id$ |
| 40 | |
| 41 | \C{intro} Introduction |
| 42 | |
| 43 | I wrote this collection because I thought there should be more small |
| 44 | desktop toys available: little games you can pop up in a window and |
| 45 | play for two or three minutes while you take a break from whatever |
| 46 | else you were doing. And I was also annoyed that every time I found |
| 47 | a good game on (say) \i{Unix}, it wasn't available the next time I |
| 48 | was sitting at a \i{Windows} machine, or vice versa; so I arranged |
| 49 | that everything in my personal puzzle collection will happily run on |
| 50 | both, and have more recently done a port to \i{Mac OS X} as well. When I |
| 51 | find (or perhaps invent) further puzzle games that I like, they'll |
| 52 | be added to this collection and will immediately be available on |
| 53 | both platforms. And if anyone feels like writing any other front |
| 54 | ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash |
| 55 | then all the games in this framework will immediately become |
| 56 | available on another platform as well. |
| 57 | |
| 58 | The actual games in this collection were mostly not my invention; they |
| 59 | are re-implementations of existing game concepts within my portable |
| 60 | puzzle framework. I do not claim credit, in general, for inventing the |
| 61 | rules of any of these puzzles. (I don't even claim authorship of all |
| 62 | the code; some of the puzzles have been submitted by other authors.) |
| 63 | |
| 64 | This collection is distributed under the \i{MIT licence} (see |
| 65 | \k{licence}). This means that you can do pretty much anything you like |
| 66 | with the game binaries or the code, except pretending you wrote them |
| 67 | yourself, or suing me if anything goes wrong. |
| 68 | |
| 69 | The most recent versions, and \i{source code}, can be found at |
| 70 | \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}. |
| 71 | |
| 72 | Please report \I{feedback}\i{bugs} to |
| 73 | \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}. |
| 74 | You might find it helpful to read this article before reporting a bug: |
| 75 | |
| 76 | \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html} |
| 77 | |
| 78 | \ii{Patches} are welcome. Especially if they provide a new front end |
| 79 | (to make all these games run on another platform), or a new game. |
| 80 | |
| 81 | |
| 82 | \C{common} \ii{Common features} |
| 83 | |
| 84 | This chapter describes features that are common to all the games. |
| 85 | |
| 86 | \H{common-actions} \I{controls}Common actions |
| 87 | |
| 88 | These actions are all available from the \I{Game menu}\q{Game} menu |
| 89 | and via \I{keys}keyboard shortcuts, in addition to any game-specific |
| 90 | actions. |
| 91 | |
| 92 | (On \i{Mac OS X}, to conform with local user interface standards, these |
| 93 | actions are situated on the \I{File menu}\q{File} and \I{Edit |
| 94 | menu}\q{Edit} menus instead.) |
| 95 | |
| 96 | \dt \ii\e{New game} (\q{N}, Ctrl+\q{N}) |
| 97 | |
| 98 | \dd Starts a new game, with a random initial state. |
| 99 | |
| 100 | \dt \ii\e{Restart game} |
| 101 | |
| 102 | \dd Resets the current game to its initial state. (This can be undone.) |
| 103 | |
| 104 | \dt \ii\e{Load} |
| 105 | |
| 106 | \dd Loads a saved game from a file on disk. |
| 107 | |
| 108 | \dt \ii\e{Save} |
| 109 | |
| 110 | \dd Saves the current state of your game to a file on disk. |
| 111 | |
| 112 | \lcont{ |
| 113 | |
| 114 | The Load and Save operations preserve your entire game |
| 115 | history (so you can save, reload, and still Undo and Redo things you |
| 116 | had done before saving). |
| 117 | |
| 118 | } |
| 119 | |
| 120 | \dt \I{printing, on Windows}\e{Print} |
| 121 | |
| 122 | \dd Where supported (currently only on Windows), brings up a dialog |
| 123 | allowing you to print an arbitrary number of puzzles randomly |
| 124 | generated from the current parameters, optionally including the |
| 125 | current puzzle. (Only for puzzles which make sense to print, of |
| 126 | course \dash it's hard to think of a sensible printable representation |
| 127 | of Fifteen!) |
| 128 | |
| 129 | \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_}) |
| 130 | |
| 131 | \dd Undoes a single move. (You can undo moves back to the start of the |
| 132 | session.) |
| 133 | |
| 134 | \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R}) |
| 135 | |
| 136 | \dd Redoes a previously undone move. |
| 137 | |
| 138 | \dt \ii\e{Copy} |
| 139 | |
| 140 | \dd Copies the current state of your game to the clipboard in text |
| 141 | format, so that you can paste it into (say) an e-mail client or a |
| 142 | web message board if you're discussing the game with someone else. |
| 143 | (Not all games support this feature.) |
| 144 | |
| 145 | \dt \ii\e{Solve} |
| 146 | |
| 147 | \dd Transforms the puzzle instantly into its solved state. For some |
| 148 | games (Cube) this feature is not supported at all because it is of |
| 149 | no particular use. For other games (such as Pattern), the solved |
| 150 | state can be used to give you information, if you can't see how a |
| 151 | solution can exist at all or you want to know where you made a |
| 152 | mistake. For still other games (such as Sixteen), automatic solution |
| 153 | tells you nothing about how to \e{get} to the solution, but it does |
| 154 | provide a useful way to get there quickly so that you can experiment |
| 155 | with set-piece moves and transformations. |
| 156 | |
| 157 | \lcont{ |
| 158 | |
| 159 | Some games (such as Solo) are capable of solving a game ID you have |
| 160 | typed in from elsewhere. Other games (such as Rectangles) cannot |
| 161 | solve a game ID they didn't invent themself, but when they did |
| 162 | invent the game ID they know what the solution is already. Still |
| 163 | other games (Pattern) can solve \e{some} external game IDs, but only |
| 164 | if they aren't too difficult. |
| 165 | |
| 166 | The \q{Solve} command adds the solved state to the end of the undo |
| 167 | chain for the puzzle. In other words, if you want to go back to |
| 168 | solving it yourself after seeing the answer, you can just press Undo. |
| 169 | |
| 170 | } |
| 171 | |
| 172 | \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q}) |
| 173 | |
| 174 | \dd Closes the application entirely. |
| 175 | |
| 176 | \H{common-id} Specifying games with the \ii{game ID} |
| 177 | |
| 178 | There are two ways to save a game specification out of a puzzle and |
| 179 | recreate it later, or recreate it in somebody else's copy of the |
| 180 | same puzzle. |
| 181 | |
| 182 | The \q{\i{Specific}} and \q{\i{Random Seed}} options from the |
| 183 | \I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each |
| 184 | show a piece of text (a \q{game ID}) which is sufficient to |
| 185 | reconstruct precisely the same game at a later date. |
| 186 | |
| 187 | You can enter either of these pieces of text back into the program |
| 188 | (via the same \q{Specific} or \q{Random Seed} menu options) at a |
| 189 | later point, and it will recreate the same game. You can also use |
| 190 | either one as a \i{command line} argument (on Windows or Unix); see |
| 191 | \k{common-cmdline} for more detail. |
| 192 | |
| 193 | The difference between the two forms is that a descriptive game ID |
| 194 | is a literal \e{description} of the \i{initial state} of the game, |
| 195 | whereas a random seed is just a piece of arbitrary text which was |
| 196 | provided as input to the random number generator used to create the |
| 197 | puzzle. This means that: |
| 198 | |
| 199 | \b Descriptive game IDs tend to be longer in many puzzles (although |
| 200 | some, such as Cube (\k{cube}), only need very short descriptions). |
| 201 | So a random seed is often a \e{quicker} way to note down the puzzle |
| 202 | you're currently playing, or to tell it to somebody else so they can |
| 203 | play the same one as you. |
| 204 | |
| 205 | \b Any text at all is a valid random seed. The automatically |
| 206 | generated ones are fifteen-digit numbers, but anything will do; you |
| 207 | can type in your full name, or a word you just made up, and a valid |
| 208 | puzzle will be generated from it. This provides a way for two or |
| 209 | more people to race to complete the same puzzle: you think of a |
| 210 | random seed, then everybody types it in at the same time, and nobody |
| 211 | has an advantage due to having seen the generated puzzle before |
| 212 | anybody else. |
| 213 | |
| 214 | \b It is often possible to convert puzzles from other sources (such |
| 215 | as \q{nonograms} or \q{sudoku} from newspapers) into descriptive |
| 216 | game IDs suitable for use with these programs. |
| 217 | |
| 218 | \b Random seeds are not guaranteed to produce the same result if you |
| 219 | use them with a different \i\e{version} of the puzzle program. This |
| 220 | is because the generation algorithm might have been improved or |
| 221 | modified in later versions of the code, and will therefore produce a |
| 222 | different result when given the same sequence of random numbers. Use |
| 223 | a descriptive game ID if you aren't sure that it will be used on the |
| 224 | same version of the program as yours. |
| 225 | |
| 226 | \lcont{(Use the \q{About} menu option to find out the version number |
| 227 | of the program. Programs with the same version number running on |
| 228 | different platforms should still be random-seed compatible.)} |
| 229 | |
| 230 | \I{ID format}A descriptive game ID starts with a piece of text which |
| 231 | encodes the \i\e{parameters} of the current game (such as grid |
| 232 | size). Then there is a colon, and after that is the description of |
| 233 | the game's initial state. A random seed starts with a similar string |
| 234 | of parameters, but then it contains a hash sign followed by |
| 235 | arbitrary data. |
| 236 | |
| 237 | If you enter a descriptive game ID, the program will not be able to |
| 238 | show you the random seed which generated it, since it wasn't |
| 239 | generated \e{from} a random seed. If you \e{enter} a random seed, |
| 240 | however, the program will be able to show you the descriptive game |
| 241 | ID derived from that random seed. |
| 242 | |
| 243 | Note that the game parameter strings are not always identical |
| 244 | between the two forms. For some games, there will be parameter data |
| 245 | provided with the random seed which is not included in the |
| 246 | descriptive game ID. This is because that parameter information is |
| 247 | only relevant when \e{generating} puzzle grids, and is not important |
| 248 | when playing them. Thus, for example, the difficulty level in Solo |
| 249 | (\k{solo}) is not mentioned in the descriptive game ID. |
| 250 | |
| 251 | These additional parameters are also not set permanently if you type |
| 252 | in a game ID. For example, suppose you have Solo set to \q{Advanced} |
| 253 | difficulty level, and then a friend wants your help with a |
| 254 | \q{Trivial} puzzle; so the friend reads out a random seed specifying |
| 255 | \q{Trivial} difficulty, and you type it in. The program will |
| 256 | generate you the same \q{Trivial} grid which your friend was having |
| 257 | trouble with, but once you have finished playing it, when you ask |
| 258 | for a new game it will automatically go back to the \q{Advanced} |
| 259 | difficulty which it was previously set on. |
| 260 | |
| 261 | \H{common-type} The \q{Type} menu |
| 262 | |
| 263 | The \I{Type menu}\q{Type} menu, if present, may contain a list of |
| 264 | \i{preset} game settings. Selecting one of these will start a new |
| 265 | random game with the parameters specified. |
| 266 | |
| 267 | The \q{Type} menu may also contain a \q{\i{Custom}} option which |
| 268 | allows you to fine-tune game \i{parameters}. The parameters |
| 269 | available are specific to each game and are described in the |
| 270 | following sections. |
| 271 | |
| 272 | \H{common-cmdline} Specifying game parameters on the \i{command line} |
| 273 | |
| 274 | (This section does not apply to the \i{Mac OS X} version.) |
| 275 | |
| 276 | The games in this collection deliberately do not ever save |
| 277 | information on to the computer they run on: they have no high score |
| 278 | tables and no saved preferences. (This is because I expect at least |
| 279 | some people to play them at work, and those people will probably |
| 280 | appreciate leaving as little evidence as possible!) |
| 281 | |
| 282 | However, if you do want to arrange for one of these games to |
| 283 | \I{default parameters, specifying}default to a particular set of |
| 284 | parameters, you can specify them on the command line. |
| 285 | |
| 286 | The easiest way to do this is to set up the parameters you want |
| 287 | using the \q{Type} menu (see \k{common-type}), and then to select |
| 288 | \q{Random Seed} from the \q{Game} or \q{File} menu (see |
| 289 | \k{common-id}). The text in the \q{Game ID} box will be composed of |
| 290 | two parts, separated by a hash. The first of these parts represents |
| 291 | the game parameters (the size of the playing area, for example, and |
| 292 | anything else you set using the \q{Type} menu). |
| 293 | |
| 294 | If you run the game with just that parameter text on the command |
| 295 | line, it will start up with the settings you specified. |
| 296 | |
| 297 | For example: if you run Cube (see \k{cube}), select \q{Octahedron} |
| 298 | from the \q{Type} menu, and then go to the game ID selection, you |
| 299 | will see a string of the form \cq{o2x2#338686542711620}. Take only |
| 300 | the part before the hash (\cq{o2x2}), and start Cube with that text |
| 301 | on the command line: \cq{cube o2x2}. |
| 302 | |
| 303 | If you copy the \e{entire} game ID on to the command line, the game |
| 304 | will start up in the specific game that was described. This is |
| 305 | occasionally a more convenient way to start a particular game ID |
| 306 | than by pasting it into the game ID selection box. |
| 307 | |
| 308 | (You could also retrieve the encoded game parameters using the |
| 309 | \q{Specific} menu option instead of \q{Random Seed}, but if you do |
| 310 | then some options, such as the difficulty level in Solo, will be |
| 311 | missing. See \k{common-id} for more details on this.) |
| 312 | |
| 313 | \H{common-unix-cmdline} \i{Unix} \i{command-line} options |
| 314 | |
| 315 | (This section only applies to the Unix port.) |
| 316 | |
| 317 | In addition to being able to specify game parameters on the command |
| 318 | line (see \k{common-cmdline}), there are various other options: |
| 319 | |
| 320 | \dt \cw{--game} |
| 321 | |
| 322 | \dt \cw{--load} |
| 323 | |
| 324 | \dd These options respectively determine whether the command-line |
| 325 | argument is treated as specifying game parameters or a \i{save} file |
| 326 | to \i{load}. Only one should be specified. If neither of these options |
| 327 | is specified, a guess is made based on the format of the argument. |
| 328 | |
| 329 | \dt \cw{--generate }\e{n} |
| 330 | |
| 331 | \dd If this option is specified, instead of a puzzle being displayed, |
| 332 | a number of descriptive game IDs will be \I{generating game IDs}invented |
| 333 | and printed on standard output. This is useful for gaining access to |
| 334 | the game generation algorithms without necessarily using the frontend. |
| 335 | |
| 336 | \lcont{ |
| 337 | |
| 338 | If game parameters are specified on the command-line, they will be |
| 339 | used to generate the game IDs; otherwise a default set of parameters |
| 340 | will be used. |
| 341 | |
| 342 | The most common use of this option is in conjunction with \c{--print}, |
| 343 | in which case its behaviour is slightly different; see below. |
| 344 | |
| 345 | } |
| 346 | |
| 347 | \dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h} |
| 348 | |
| 349 | \dd If this option is specified, instead of a puzzle being displayed, |
| 350 | a printed representation of one or more unsolved puzzles is sent to |
| 351 | standard output, in \i{PostScript} format. |
| 352 | |
| 353 | \lcont{ |
| 354 | |
| 355 | On each page of puzzles, there will be \e{w} across and \e{h} down. If |
| 356 | there are more puzzles than \e{w}\by\e{h}, more than one page will be |
| 357 | printed. |
| 358 | |
| 359 | If \c{--generate} has also been specified, the invented game IDs will |
| 360 | be used to generate the printed output. Otherwise, a list of game IDs |
| 361 | is expected on standard input (which can be descriptive or random |
| 362 | seeds; see \k{common-id}), in the same format produced by |
| 363 | \c{--generate}. |
| 364 | |
| 365 | For example: |
| 366 | |
| 367 | \c net --generate 12 --print 2x3 7x7w | lpr |
| 368 | |
| 369 | will generate two pages of printed Net puzzles (each of which will |
| 370 | have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr} |
| 371 | command, which on many systems will send them to an actual printer. |
| 372 | |
| 373 | There are various other options which affect printing; see below. |
| 374 | |
| 375 | } |
| 376 | |
| 377 | \dt \cw{--save }\e{file-prefix} [ \cw{--save-suffix }\e{file-suffix} ] |
| 378 | |
| 379 | \dd If this option is specified, instead of a puzzle being |
| 380 | displayed, saved-game files for one or more unsolved puzzles are |
| 381 | written to files constructed from the supplied prefix and/or suffix. |
| 382 | |
| 383 | \lcont{ |
| 384 | |
| 385 | If \c{--generate} has also been specified, the invented game IDs will |
| 386 | be used to generate the printed output. Otherwise, a list of game IDs |
| 387 | is expected on standard input (which can be descriptive or random |
| 388 | seeds; see \k{common-id}), in the same format produced by |
| 389 | \c{--generate}. |
| 390 | |
| 391 | For example: |
| 392 | |
| 393 | \c net --generate 12 --save game --save-suffix .sav |
| 394 | |
| 395 | will generate twelve Net saved-game files with the names |
| 396 | \cw{game0.sav} to \cw{game11.sav}. |
| 397 | |
| 398 | } |
| 399 | |
| 400 | \dt \cw{--version} |
| 401 | |
| 402 | \dd Prints version information about the game, and then quits. |
| 403 | |
| 404 | The following options are only meaningful if \c{--print} is also |
| 405 | specified: |
| 406 | |
| 407 | \dt \cw{--with-solutions} |
| 408 | |
| 409 | \dd The set of pages filled with unsolved puzzles will be followed by |
| 410 | the solutions to those puzzles. |
| 411 | |
| 412 | \dt \cw{--scale }\e{n} |
| 413 | |
| 414 | \dd Adjusts how big each puzzle is when printed. Larger numbers make |
| 415 | puzzles bigger; the default is 1.0. |
| 416 | |
| 417 | \dt \cw{--colour} |
| 418 | |
| 419 | \dd Puzzles will be printed in colour, rather than in black and white |
| 420 | (if supported by the puzzle). |
| 421 | |
| 422 | |
| 423 | \C{net} \i{Net} |
| 424 | |
| 425 | \cfg{winhelp-topic}{games.net} |
| 426 | |
| 427 | (\e{Note:} the \i{Windows} version of this game is called |
| 428 | \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.) |
| 429 | |
| 430 | I originally saw this in the form of a Flash game called \i{FreeNet} |
| 431 | \k{FreeNet}, written by Pavils Jurjans; there are several other |
| 432 | implementations under the name \i{NetWalk}. The computer prepares a |
| 433 | network by connecting up the centres of squares in a grid, and then |
| 434 | shuffles the network by rotating every tile randomly. Your job is to |
| 435 | rotate it all back into place. The successful solution will be an |
| 436 | entirely connected network, with no closed loops. \#{The latter |
| 437 | clause means that there are no closed paths within the network. |
| 438 | Could this be clearer? "No closed paths"?} As a visual aid, |
| 439 | all tiles which are connected to the one in the middle are |
| 440 | highlighted. |
| 441 | |
| 442 | \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm} |
| 443 | |
| 444 | \H{net-controls} \i{Net controls} |
| 445 | |
| 446 | \IM{Net controls} controls, for Net |
| 447 | \IM{Net controls} keys, for Net |
| 448 | \IM{Net controls} shortcuts (keyboard), for Net |
| 449 | |
| 450 | This game can be played with either the keyboard or the mouse. The |
| 451 | controls are: |
| 452 | |
| 453 | \dt \e{Select tile}: mouse pointer, arrow keys |
| 454 | |
| 455 | \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key |
| 456 | |
| 457 | \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key |
| 458 | |
| 459 | \dt \e{Rotate tile by 180 degrees}: \q{F} key |
| 460 | |
| 461 | \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key |
| 462 | |
| 463 | \dd You can lock a tile once you're sure of its orientation. You can |
| 464 | also unlock it again, but while it's locked you can't accidentally |
| 465 | turn it. |
| 466 | |
| 467 | The following controls are not necessary to complete the game, but may |
| 468 | be useful: |
| 469 | |
| 470 | \dt \e{Shift grid}: Shift + arrow keys |
| 471 | |
| 472 | \dd On grids that wrap, you can move the origin of the grid, so that |
| 473 | tiles that were on opposite sides of the grid can be seen together. |
| 474 | |
| 475 | \dt \e{Move centre}: Ctrl + arrow keys |
| 476 | |
| 477 | \dd You can change which tile is used as the source of highlighting. |
| 478 | (It doesn't ultimately matter which tile this is, as every tile will |
| 479 | be connected to every other tile in a correct solution, but it may be |
| 480 | helpful in the intermediate stages of solving the puzzle.) |
| 481 | |
| 482 | \dt \e{Jumble tiles}: \q{J} key |
| 483 | |
| 484 | \dd This key turns all tiles that are not locked to random |
| 485 | orientations. |
| 486 | |
| 487 | (All the actions described in \k{common-actions} are also available.) |
| 488 | |
| 489 | \H{net-params} \I{parameters, for Net}Net parameters |
| 490 | |
| 491 | These parameters are available from the \q{Custom...} option on the |
| 492 | \q{Type} menu. |
| 493 | |
| 494 | \dt \e{Width}, \e{Height} |
| 495 | |
| 496 | \dd Size of grid in tiles. |
| 497 | |
| 498 | \dt \e{Walls wrap around} |
| 499 | |
| 500 | \dd If checked, flow can pass from the left edge to the right edge, |
| 501 | and from top to bottom, and vice versa. |
| 502 | |
| 503 | \dt \e{Barrier probability} |
| 504 | |
| 505 | \dd A number between 0.0 and 1.0 controlling whether an immovable |
| 506 | barrier is placed between two tiles to prevent flow between them (a |
| 507 | higher number gives more barriers). Since barriers are immovable, they |
| 508 | act as constraints on the solution (i.e., hints). |
| 509 | |
| 510 | \lcont{ |
| 511 | |
| 512 | The grid generation in Net has been carefully arranged so that the |
| 513 | barriers are independent of the rest of the grid. This means that if |
| 514 | you note down the random seed used to generate the current puzzle |
| 515 | (see \k{common-id}), change the \e{Barrier probability} parameter, |
| 516 | and then re-enter the same random seed, you should see exactly the |
| 517 | same starting grid, with the only change being the number of |
| 518 | barriers. So if you're stuck on a particular grid and need a hint, |
| 519 | you could start up another instance of Net, set up the same |
| 520 | parameters but a higher barrier probability, and enter the game seed |
| 521 | from the original Net window. |
| 522 | |
| 523 | } |
| 524 | |
| 525 | \dt \e{Ensure unique solution} |
| 526 | |
| 527 | \dd Normally, Net will make sure that the puzzles it presents have |
| 528 | only one solution. Puzzles with ambiguous sections can be more |
| 529 | difficult and more subtle, so if you like you can turn off this |
| 530 | feature and risk having ambiguous puzzles. (Also, finding \e{all} |
| 531 | the possible solutions can be an additional challenge for an |
| 532 | advanced player.) |
| 533 | |
| 534 | |
| 535 | \C{cube} \i{Cube} |
| 536 | |
| 537 | \cfg{winhelp-topic}{games.cube} |
| 538 | |
| 539 | This is another one I originally saw as a web game. This one was a |
| 540 | Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16 |
| 541 | squares, six of which are blue; on one square rests a cube. Your move |
| 542 | is to use the arrow keys to roll the cube through 90 degrees so that |
| 543 | it moves to an adjacent square. If you roll the cube on to a blue |
| 544 | square, the blue square is picked up on one face of the cube; if you |
| 545 | roll a blue face of the cube on to a non-blue square, the blueness is |
| 546 | put down again. (In general, whenever you roll the cube, the two faces |
| 547 | that come into contact swap colours.) Your job is to get all six blue |
| 548 | squares on to the six faces of the cube at the same time. Count your |
| 549 | moves and try to do it in as few as possible. |
| 550 | |
| 551 | Unlike the original Java game, my version has an additional feature: |
| 552 | once you've mastered the game with a cube rolling on a square grid, |
| 553 | you can change to a triangular grid and roll any of a tetrahedron, an |
| 554 | octahedron or an icosahedron. |
| 555 | |
| 556 | \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm} |
| 557 | |
| 558 | \H{cube-controls} \i{Cube controls} |
| 559 | |
| 560 | \IM{Cube controls} controls, for Cube |
| 561 | \IM{Cube controls} keys, for Cube |
| 562 | \IM{Cube controls} shortcuts (keyboard), for Cube |
| 563 | |
| 564 | This game can be played with either the keyboard or the mouse. |
| 565 | |
| 566 | Left-clicking anywhere on the window will move the cube (or other |
| 567 | solid) towards the mouse pointer. |
| 568 | |
| 569 | The arrow keys can also used to roll the cube on its square grid in |
| 570 | the four cardinal directions. |
| 571 | On the triangular grids, the mapping of arrow keys to directions is |
| 572 | more approximate. Vertical movement is disallowed where it doesn't |
| 573 | make sense. The four keys surrounding the arrow keys on the numeric |
| 574 | keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement. |
| 575 | |
| 576 | (All the actions described in \k{common-actions} are also available.) |
| 577 | |
| 578 | \H{cube-params} \I{parameters, for Cube}Cube parameters |
| 579 | |
| 580 | These parameters are available from the \q{Custom...} option on the |
| 581 | \q{Type} menu. |
| 582 | |
| 583 | \dt \e{Type of solid} |
| 584 | |
| 585 | \dd Selects the solid to roll (and hence the shape of the grid): |
| 586 | tetrahedron, cube, octahedron, or icosahedron. |
| 587 | |
| 588 | \dt \e{Width / top}, \e{Height / bottom} |
| 589 | |
| 590 | \dd On a square grid, horizontal and vertical dimensions. On a |
| 591 | triangular grid, the number of triangles on the top and bottom rows |
| 592 | respectively. |
| 593 | |
| 594 | |
| 595 | \C{fifteen} \i{Fifteen} |
| 596 | |
| 597 | \cfg{winhelp-topic}{games.fifteen} |
| 598 | |
| 599 | The old ones are the best: this is the good old \q{\i{15-puzzle}} |
| 600 | with sliding tiles. You have a 4\by\.4 square grid; 15 squares |
| 601 | contain numbered tiles, and the sixteenth is empty. Your move is to |
| 602 | choose a tile next to the empty space, and slide it into the space. |
| 603 | The aim is to end up with the tiles in numerical order, with the |
| 604 | space in the bottom right (so that the top row reads 1,2,3,4 and the |
| 605 | bottom row reads 13,14,15,\e{space}). |
| 606 | |
| 607 | \H{fifteen-controls} \i{Fifteen controls} |
| 608 | |
| 609 | \IM{Fifteen controls} controls, for Fifteen |
| 610 | \IM{Fifteen controls} keys, for Fifteen |
| 611 | \IM{Fifteen controls} shortcuts (keyboard), for Fifteen |
| 612 | |
| 613 | This game can be controlled with the mouse or the keyboard. |
| 614 | |
| 615 | A left-click with the mouse in the row or column containing the empty |
| 616 | space will move as many tiles as necessary to move the space to the |
| 617 | mouse pointer. |
| 618 | |
| 619 | The arrow keys will move a tile adjacent to the space in the direction |
| 620 | indicated (moving the space in the \e{opposite} direction). |
| 621 | |
| 622 | (All the actions described in \k{common-actions} are also available.) |
| 623 | |
| 624 | \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters |
| 625 | |
| 626 | The only options available from the \q{Custom...} option on the \q{Type} |
| 627 | menu are \e{Width} and \e{Height}, which are self-explanatory. (Once |
| 628 | you've changed these, it's not a \q{15-puzzle} any more, of course!) |
| 629 | |
| 630 | |
| 631 | \C{sixteen} \i{Sixteen} |
| 632 | |
| 633 | \cfg{winhelp-topic}{games.sixteen} |
| 634 | |
| 635 | Another sliding tile puzzle, visually similar to Fifteen (see |
| 636 | \k{fifteen}) but with a different type of move. This time, there is no |
| 637 | hole: all 16 squares on the grid contain numbered squares. Your move |
| 638 | is to shift an entire row left or right, or shift an entire column up |
| 639 | or down; every time you do that, the tile you shift off the grid |
| 640 | re-appears at the other end of the same row, in the space you just |
| 641 | vacated. To win, arrange the tiles into numerical order (1,2,3,4 on |
| 642 | the top row, 13,14,15,16 on the bottom). When you've done that, try |
| 643 | playing on different sizes of grid. |
| 644 | |
| 645 | I \e{might} have invented this game myself, though only by accident if |
| 646 | so (and I'm sure other people have independently invented it). I |
| 647 | thought I was imitating a screensaver I'd seen, but I have a feeling |
| 648 | that the screensaver might actually have been a Fifteen-type puzzle |
| 649 | rather than this slightly different kind. So this might be the one |
| 650 | thing in my puzzle collection which represents creativity on my part |
| 651 | rather than just engineering. |
| 652 | |
| 653 | \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls |
| 654 | |
| 655 | Left-clicking on an arrow will move the appropriate row or column in |
| 656 | the direction indicated. Right-clicking will move it in the opposite |
| 657 | direction. |
| 658 | |
| 659 | Alternatively, use the cursor keys to move the position indicator |
| 660 | around the edge of the grid, and use the return key to move the |
| 661 | row/column in the direction indicated. |
| 662 | |
| 663 | (All the actions described in \k{common-actions} are also available.) |
| 664 | |
| 665 | \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters |
| 666 | |
| 667 | The parameters available from the \q{Custom...} option on the |
| 668 | \q{Type} menu are: |
| 669 | |
| 670 | \b \e{Width} and \e{Height}, which are self-explanatory. |
| 671 | |
| 672 | \b You can ask for a limited shuffling operation to be performed on |
| 673 | the grid. By default, Sixteen will shuffle the grid in such a way |
| 674 | that any arrangement is about as probable as any other. You can |
| 675 | override this by requesting a precise number of shuffling moves to |
| 676 | be performed. Typically your aim is then to determine the precise |
| 677 | set of shuffling moves and invert them exactly, so that you answer |
| 678 | (say) a four-move shuffle with a four-move solution. Note that the |
| 679 | more moves you ask for, the more likely it is that solutions shorter |
| 680 | than the target length will turn out to be possible. |
| 681 | |
| 682 | |
| 683 | \C{twiddle} \i{Twiddle} |
| 684 | |
| 685 | \cfg{winhelp-topic}{games.twiddle} |
| 686 | |
| 687 | Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen |
| 688 | (see \k{sixteen}): you are given a grid of square tiles, each |
| 689 | containing a number, and your aim is to arrange the numbers into |
| 690 | ascending order. |
| 691 | |
| 692 | In basic Twiddle, your move is to rotate a square group of four |
| 693 | tiles about their common centre. (Orientation is not significant in |
| 694 | the basic puzzle, although you can select it.) On more advanced |
| 695 | settings, you can rotate a larger square group of tiles. |
| 696 | |
| 697 | I first saw this type of puzzle in the GameCube game \q{Metroid |
| 698 | Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle |
| 699 | you solve to unlock a door, which is a special case of Twiddle. I |
| 700 | developed this game as a generalisation of that puzzle. |
| 701 | |
| 702 | \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls |
| 703 | |
| 704 | To play Twiddle, click the mouse in the centre of the square group |
| 705 | you wish to rotate. In the basic mode, you rotate a 2\by\.2 square, |
| 706 | which means you have to click at a corner point where four tiles |
| 707 | meet. |
| 708 | |
| 709 | In more advanced modes you might be rotating 3\by\.3 or even more at |
| 710 | a time; if the size of the square is odd then you simply click in |
| 711 | the centre tile of the square you want to rotate. |
| 712 | |
| 713 | Clicking with the left mouse button rotates the group anticlockwise. |
| 714 | Clicking with the right button rotates it clockwise. |
| 715 | |
| 716 | You can also move an outline square around the grid with the cursor |
| 717 | keys; the square is the size above (2\by\.2 by default, or larger). |
| 718 | Pressing the return key or space bar will rotate the current square |
| 719 | anticlockwise or clockwise respectively. |
| 720 | |
| 721 | (All the actions described in \k{common-actions} are also available.) |
| 722 | |
| 723 | \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters |
| 724 | |
| 725 | Twiddle provides several configuration options via the \q{Custom} |
| 726 | option on the \q{Type} menu: |
| 727 | |
| 728 | \b You can configure the width and height of the puzzle grid. |
| 729 | |
| 730 | \b You can configure the size of square block that rotates at a time. |
| 731 | |
| 732 | \b You can ask for every square in the grid to be distinguishable |
| 733 | (the default), or you can ask for a simplified puzzle in which there |
| 734 | are groups of identical numbers. In the simplified puzzle your aim |
| 735 | is just to arrange all the 1s into the first row, all the 2s into |
| 736 | the second row, and so on. |
| 737 | |
| 738 | \b You can configure whether the orientation of tiles matters. If |
| 739 | you ask for an orientable puzzle, each tile will have a triangle |
| 740 | drawn in it. All the triangles must be pointing upwards to complete |
| 741 | the puzzle. |
| 742 | |
| 743 | \b You can ask for a limited shuffling operation to be performed on |
| 744 | the grid. By default, Twiddle will shuffle the grid so much that any |
| 745 | arrangement is about as probable as any other. You can override this |
| 746 | by requesting a precise number of shuffling moves to be performed. |
| 747 | Typically your aim is then to determine the precise set of shuffling |
| 748 | moves and invert them exactly, so that you answer (say) a four-move |
| 749 | shuffle with a four-move solution. Note that the more moves you ask |
| 750 | for, the more likely it is that solutions shorter than the target |
| 751 | length will turn out to be possible. |
| 752 | |
| 753 | |
| 754 | \C{rectangles} \i{Rectangles} |
| 755 | |
| 756 | \cfg{winhelp-topic}{games.rectangles} |
| 757 | |
| 758 | You have a grid of squares, with numbers written in some (but not all) |
| 759 | of the squares. Your task is to subdivide the grid into rectangles of |
| 760 | various sizes, such that (a) every rectangle contains exactly one |
| 761 | numbered square, and (b) the area of each rectangle is equal to the |
| 762 | number written in its numbered square. |
| 763 | |
| 764 | Credit for this game goes to the Japanese puzzle magazine \i{Nikoli} |
| 765 | \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle |
| 766 | Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's |
| 767 | implementation, my version automatically generates random grids of |
| 768 | any size you like. The quality of puzzle design is therefore not |
| 769 | quite as good as hand-crafted puzzles would be, but on the plus side |
| 770 | you get an inexhaustible supply of puzzles tailored to your own |
| 771 | specification. |
| 772 | |
| 773 | \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} |
| 774 | |
| 775 | \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} |
| 776 | |
| 777 | \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls |
| 778 | |
| 779 | This game is played with the mouse or cursor keys. |
| 780 | |
| 781 | Left-click any edge to toggle it on or off, or left-click and drag to draw |
| 782 | an entire rectangle (or line) on the grid in one go (removing any existing |
| 783 | edges within that rectangle). Right-clicking and dragging will allow you |
| 784 | to erase the contents of a rectangle without affecting its edges. |
| 785 | |
| 786 | Alternatively, use the cursor keys to move the position indicator |
| 787 | around the board. Pressing the return key then allows you to use the |
| 788 | cursor keys to drag a rectangle out from that position, and pressing |
| 789 | the return key again completes the rectangle. Using the space bar |
| 790 | instead of the return key allows you to erase the contents of a |
| 791 | rectangle without affecting its edges, as above. |
| 792 | |
| 793 | When a rectangle of the correct size is completed, it will be shaded. |
| 794 | |
| 795 | (All the actions described in \k{common-actions} are also available.) |
| 796 | |
| 797 | \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters |
| 798 | |
| 799 | These parameters are available from the \q{Custom...} option on the |
| 800 | \q{Type} menu. |
| 801 | |
| 802 | \dt \e{Width}, \e{Height} |
| 803 | |
| 804 | \dd Size of grid, in squares. |
| 805 | |
| 806 | \dt \e{Expansion factor} |
| 807 | |
| 808 | \dd This is a mechanism for changing the type of grids generated by |
| 809 | the program. Some people prefer a grid containing a few large |
| 810 | rectangles to one containing many small ones. So you can ask |
| 811 | Rectangles to essentially generate a \e{smaller} grid than the size |
| 812 | you specified, and then to expand it by adding rows and columns. |
| 813 | |
| 814 | \lcont{ |
| 815 | |
| 816 | The default expansion factor of zero means that Rectangles will |
| 817 | simply generate a grid of the size you ask for, and do nothing |
| 818 | further. If you set an expansion factor of (say) 0.5, it means that |
| 819 | each dimension of the grid will be expanded to half again as big |
| 820 | after generation. In other words, the initial grid will be 2/3 the |
| 821 | size in each dimension, and will be expanded to its full size |
| 822 | without adding any more rectangles. |
| 823 | |
| 824 | Setting an expansion factor of around 0.5 tends to make the game |
| 825 | more difficult, and also (in my experience) rewards a less deductive |
| 826 | and more intuitive playing style. If you set it \e{too} high, |
| 827 | though, the game simply cannot generate more than a few rectangles |
| 828 | to cover the entire grid, and the game becomes trivial. |
| 829 | |
| 830 | } |
| 831 | |
| 832 | \dt \e{Ensure unique solution} |
| 833 | |
| 834 | \dd Normally, Rectangles will make sure that the puzzles it presents |
| 835 | have only one solution. Puzzles with ambiguous sections can be more |
| 836 | difficult and more subtle, so if you like you can turn off this |
| 837 | feature and risk having ambiguous puzzles. Also, finding \e{all} the |
| 838 | possible solutions can be an additional challenge for an advanced |
| 839 | player. Turning off this option can also speed up puzzle generation. |
| 840 | |
| 841 | |
| 842 | \C{netslide} \i{Netslide} |
| 843 | |
| 844 | \cfg{winhelp-topic}{games.netslide} |
| 845 | |
| 846 | This game combines the grid generation of Net (see \k{net}) with the |
| 847 | movement of Sixteen (see \k{sixteen}): you have a Net grid, but |
| 848 | instead of rotating tiles back into place you have to slide them |
| 849 | into place by moving a whole row at a time. |
| 850 | |
| 851 | As in Sixteen, \I{controls, for Netslide}control is with the mouse or |
| 852 | cursor keys. See \k{sixteen-controls}. |
| 853 | |
| 854 | \I{parameters, for Netslide}The available game parameters have similar |
| 855 | meanings to those in Net (see \k{net-params}) and Sixteen (see |
| 856 | \k{sixteen-params}). |
| 857 | |
| 858 | Netslide was contributed to this collection by Richard Boulton. |
| 859 | |
| 860 | |
| 861 | \C{pattern} \i{Pattern} |
| 862 | |
| 863 | \cfg{winhelp-topic}{games.pattern} |
| 864 | |
| 865 | You have a grid of squares, which must all be filled in either black |
| 866 | or white. Beside each row of the grid are listed the lengths of the |
| 867 | runs of black squares on that row; above each column are listed the |
| 868 | lengths of the runs of black squares in that column. Your aim is to |
| 869 | fill in the entire grid black or white. |
| 870 | |
| 871 | I first saw this puzzle form around 1995, under the name |
| 872 | \q{\i{nonograms}}. I've seen it in various places since then, under |
| 873 | different names. |
| 874 | |
| 875 | Normally, puzzles of this type turn out to be a meaningful picture |
| 876 | of something once you've solved them. However, since this version |
| 877 | generates the puzzles automatically, they will just look like random |
| 878 | groupings of squares. (One user has suggested that this is actually |
| 879 | a \e{good} thing, since it prevents you from guessing the colour of |
| 880 | squares based on the picture, and forces you to use logic instead.) |
| 881 | The advantage, though, is that you never run out of them. |
| 882 | |
| 883 | \H{pattern-controls} \I{controls, for Pattern}Pattern controls |
| 884 | |
| 885 | This game is played with the mouse. |
| 886 | |
| 887 | Left-click in a square to colour it black. Right-click to colour it |
| 888 | white. If you make a mistake, you can middle-click, or hold down |
| 889 | Shift while clicking with any button, to colour the square in the |
| 890 | default grey (meaning \q{undecided}) again. |
| 891 | |
| 892 | You can click and drag with the left or right mouse button to colour |
| 893 | a vertical or horizontal line of squares black or white at a time |
| 894 | (respectively). If you click and drag with the middle button, or |
| 895 | with Shift held down, you can colour a whole rectangle of squares |
| 896 | grey. |
| 897 | |
| 898 | You can also move around the grid with the cursor keys. Pressing the |
| 899 | return key will cycle the current cell through empty, then black, then |
| 900 | white, then empty, and the space bar does the same cycle in reverse. |
| 901 | |
| 902 | (All the actions described in \k{common-actions} are also available.) |
| 903 | |
| 904 | \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters |
| 905 | |
| 906 | The only options available from the \q{Custom...} option on the \q{Type} |
| 907 | menu are \e{Width} and \e{Height}, which are self-explanatory. |
| 908 | |
| 909 | |
| 910 | \C{solo} \i{Solo} |
| 911 | |
| 912 | \cfg{winhelp-topic}{games.solo} |
| 913 | |
| 914 | You have a square grid, which is divided into as many equally sized |
| 915 | sub-blocks as the grid has rows. Each square must be filled in with |
| 916 | a digit from 1 to the size of the grid, in such a way that |
| 917 | |
| 918 | \b every row contains only one occurrence of each digit |
| 919 | |
| 920 | \b every column contains only one occurrence of each digit |
| 921 | |
| 922 | \b every block contains only one occurrence of each digit. |
| 923 | |
| 924 | \b (optionally, by default off) each of the square's two main |
| 925 | diagonals contains only one occurrence of each digit. |
| 926 | |
| 927 | You are given some of the numbers as clues; your aim is to place the |
| 928 | rest of the numbers correctly. |
| 929 | |
| 930 | Under the default settings, the sub-blocks are square or |
| 931 | rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual |
| 932 | grid, divided into nine 3\by\.3 blocks). You can also select sizes |
| 933 | with rectangular blocks instead of square ones, such as 2\by\.3 (a |
| 934 | 6\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you |
| 935 | can select \q{jigsaw} mode, in which the sub-blocks are arbitrary |
| 936 | shapes which differ between individual puzzles. |
| 937 | |
| 938 | Another available mode is \q{killer}. In this mode, clues are not |
| 939 | given in the form of filled-in squares; instead, the grid is divided |
| 940 | into \q{cages} by coloured lines, and for each cage the game tells |
| 941 | you what the sum of all the digits in that cage should be. Also, no |
| 942 | digit may appear more than once within a cage, even if the cage |
| 943 | crosses the boundaries of existing regions. |
| 944 | |
| 945 | If you select a puzzle size which requires more than 9 digits, the |
| 946 | additional digits will be letters of the alphabet. For example, if |
| 947 | you select 3\by\.4 then the digits which go in your grid will be 1 |
| 948 | to 9, plus \cq{a}, \cq{b} and \cq{c}. This cannot be selected for |
| 949 | killer puzzles. |
| 950 | |
| 951 | I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's |
| 952 | also been popularised by various newspapers under the name |
| 953 | \q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor |
| 954 | of the modern form of the puzzle, and it was first published in |
| 955 | \e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment |
| 956 | of the history of the puzzle can be found on Wikipedia |
| 957 | \k{wikipedia-solo}. |
| 958 | |
| 959 | \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} |
| 960 | |
| 961 | \B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku} |
| 962 | |
| 963 | \H{solo-controls} \I{controls, for Solo}Solo controls |
| 964 | |
| 965 | To play Solo, simply click the mouse in any empty square and then |
| 966 | type a digit or letter on the keyboard to fill that square. If you |
| 967 | make a mistake, click the mouse in the incorrect square and press |
| 968 | Space to clear it again (or use the Undo feature). |
| 969 | |
| 970 | If you \e{right}-click in a square and then type a number, that |
| 971 | number will be entered in the square as a \q{pencil mark}. You can |
| 972 | have pencil marks for multiple numbers in the same square. Squares |
| 973 | containing filled-in numbers cannot also contain pencil marks. |
| 974 | |
| 975 | The game pays no attention to pencil marks, so exactly what you use |
| 976 | them for is up to you: you can use them as reminders that a |
| 977 | particular square needs to be re-examined once you know more about a |
| 978 | particular number, or you can use them as lists of the possible |
| 979 | numbers in a given square, or anything else you feel like. |
| 980 | |
| 981 | To erase a single pencil mark, right-click in the square and type |
| 982 | the same number again. |
| 983 | |
| 984 | All pencil marks in a square are erased when you left-click and type |
| 985 | a number, or when you left-click and press space. Right-clicking and |
| 986 | pressing space will also erase pencil marks. |
| 987 | |
| 988 | Alternatively, use the cursor keys to move the mark around the grid. |
| 989 | Pressing the return key toggles the mark (from a normal mark to a |
| 990 | pencil mark), and typing a number in is entered in the square in the |
| 991 | appropriate way; typing in a 0 or using the space bar will clear a |
| 992 | filled square. |
| 993 | |
| 994 | (All the actions described in \k{common-actions} are also available.) |
| 995 | |
| 996 | \H{solo-parameters} \I{parameters, for Solo}Solo parameters |
| 997 | |
| 998 | Solo allows you to configure two separate dimensions of the puzzle |
| 999 | grid on the \q{Type} menu: the number of columns, and the number of |
| 1000 | rows, into which the main grid is divided. (The size of a block is |
| 1001 | the inverse of this: for example, if you select 2 columns and 3 rows, |
| 1002 | each actual block will have 3 columns and 2 rows.) |
| 1003 | |
| 1004 | If you tick the \q{X} checkbox, Solo will apply the optional extra |
| 1005 | constraint that the two main diagonals of the grid also contain one |
| 1006 | of every digit. (This is sometimes known as \q{Sudoku-X} in |
| 1007 | newspapers.) In this mode, the squares on the two main diagonals |
| 1008 | will be shaded slightly so that you know it's enabled. |
| 1009 | |
| 1010 | If you tick the \q{Jigsaw} checkbox, Solo will generate randomly |
| 1011 | shaped sub-blocks. In this mode, the actual grid size will be taken |
| 1012 | to be the product of the numbers entered in the \q{Columns} and |
| 1013 | \q{Rows} boxes. There is no reason why you have to enter a number |
| 1014 | greater than 1 in both boxes; Jigsaw mode has no constraint on the |
| 1015 | grid size, and it can even be a prime number if you feel like it. |
| 1016 | |
| 1017 | If you tick the \q{Killer} checkbox, Solo will generate a set of |
| 1018 | of cages, which are randomly shaped and drawn in an outline of a |
| 1019 | different colour. Each of these regions contains a smaller clue |
| 1020 | which shows the digit sum of all the squares in this region. |
| 1021 | |
| 1022 | You can also configure the type of symmetry shown in the generated |
| 1023 | puzzles. More symmetry makes the puzzles look prettier but may also |
| 1024 | make them easier, since the symmetry constraints can force more |
| 1025 | clues than necessary to be present. Completely asymmetric puzzles |
| 1026 | have the freedom to contain as few clues as possible. |
| 1027 | |
| 1028 | Finally, you can configure the difficulty of the generated puzzles. |
| 1029 | Difficulty levels are judged by the complexity of the techniques of |
| 1030 | deduction required to solve the puzzle: each level requires a mode |
| 1031 | of reasoning which was not necessary in the previous one. In |
| 1032 | particular, on difficulty levels \q{Trivial} and \q{Basic} there |
| 1033 | will be a square you can fill in with a single number at all times, |
| 1034 | whereas at \q{Intermediate} level and beyond you will have to make |
| 1035 | partial deductions about the \e{set} of squares a number could be in |
| 1036 | (or the set of numbers that could be in a square). |
| 1037 | \#{Advanced, Extreme?} |
| 1038 | At \q{Unreasonable} level, even this is not enough, and you will |
| 1039 | eventually have to make a guess, and then backtrack if it turns out |
| 1040 | to be wrong. |
| 1041 | |
| 1042 | Generating difficult puzzles is itself difficult: if you select one |
| 1043 | of the higher difficulty levels, Solo may have to make many attempts |
| 1044 | at generating a puzzle before it finds one hard enough for you. Be |
| 1045 | prepared to wait, especially if you have also configured a large |
| 1046 | puzzle size. |
| 1047 | |
| 1048 | |
| 1049 | \C{mines} \i{Mines} |
| 1050 | |
| 1051 | \cfg{winhelp-topic}{games.mines} |
| 1052 | |
| 1053 | You have a grid of covered squares, some of which contain mines, but |
| 1054 | you don't know which. Your job is to uncover every square which does |
| 1055 | \e{not} contain a mine. If you uncover a square containing a mine, |
| 1056 | you lose. If you uncover a square which does not contain a mine, you |
| 1057 | are told how many mines are contained within the eight surrounding |
| 1058 | squares. |
| 1059 | |
| 1060 | This game needs no introduction; popularised by Windows, it is |
| 1061 | perhaps the single best known desktop puzzle game in existence. |
| 1062 | |
| 1063 | This version of it has an unusual property. By default, it will |
| 1064 | generate its mine positions in such a way as to ensure that you |
| 1065 | never need to \e{guess} where a mine is: you will always be able to |
| 1066 | deduce it somehow. So you will never, as can happen in other |
| 1067 | versions, get to the last four squares and discover that there are |
| 1068 | two mines left but you have no way of knowing for sure where they |
| 1069 | are. |
| 1070 | |
| 1071 | \H{mines-controls} \I{controls, for Mines}Mines controls |
| 1072 | |
| 1073 | This game is played with the mouse. |
| 1074 | |
| 1075 | If you left-click in a covered square, it will be uncovered. |
| 1076 | |
| 1077 | If you right-click in a covered square, it will place a flag which |
| 1078 | indicates that the square is believed to be a mine. Left-clicking in |
| 1079 | a marked square will not uncover it, for safety. You can right-click |
| 1080 | again to remove a mark placed in error. |
| 1081 | |
| 1082 | If you left-click in an \e{uncovered} square, it will \q{clear |
| 1083 | around} the square. This means: if the square has exactly as many |
| 1084 | flags surrounding it as it should have mines, then all the covered |
| 1085 | squares next to it which are \e{not} flagged will be uncovered. So |
| 1086 | once you think you know the location of all the mines around a |
| 1087 | square, you can use this function as a shortcut to avoid having to |
| 1088 | click on each of the remaining squares one by one. |
| 1089 | |
| 1090 | If you uncover a square which has \e{no} mines in the surrounding |
| 1091 | eight squares, then it is obviously safe to uncover those squares in |
| 1092 | turn, and so on if any of them also has no surrounding mines. This |
| 1093 | will be done for you automatically; so sometimes when you uncover a |
| 1094 | square, a whole new area will open up to be explored. |
| 1095 | |
| 1096 | You can also use the cursor keys to move around the minefield. |
| 1097 | Pressing the return key in a covered square uncovers it, and in an |
| 1098 | uncovered square will clear around it (so it acts as the left button), |
| 1099 | pressing the space bar in a covered square will place a flag |
| 1100 | (similarly, it acts as the right button). |
| 1101 | |
| 1102 | All the actions described in \k{common-actions} are also available. |
| 1103 | |
| 1104 | Even Undo is available, although you might consider it cheating to |
| 1105 | use it. If you step on a mine, the program will only reveal the mine |
| 1106 | in question (unlike most other implementations, which reveal all of |
| 1107 | them). You can then Undo your fatal move and continue playing if you |
| 1108 | like. The program will track the number of times you died (and Undo |
| 1109 | will not reduce that counter), so when you get to the end of the |
| 1110 | game you know whether or not you did it without making any errors. |
| 1111 | |
| 1112 | (If you really want to know the full layout of the grid, which other |
| 1113 | implementations will show you after you die, you can always use the |
| 1114 | Solve menu option.) |
| 1115 | |
| 1116 | \H{mines-parameters} \I{parameters, for Mines}Mines parameters |
| 1117 | |
| 1118 | The options available from the \q{Custom...} option on the \q{Type} |
| 1119 | menu are: |
| 1120 | |
| 1121 | \dt \e{Width}, \e{Height} |
| 1122 | |
| 1123 | \dd Size of grid in squares. |
| 1124 | |
| 1125 | \dt \e{Mines} |
| 1126 | |
| 1127 | \dd Number of mines in the grid. You can enter this as an absolute |
| 1128 | mine count, or alternatively you can put a \cw{%} sign on the end in |
| 1129 | which case the game will arrange for that proportion of the squares |
| 1130 | in the grid to be mines. |
| 1131 | |
| 1132 | \lcont{ |
| 1133 | |
| 1134 | Beware of setting the mine count too high. At very high densities, |
| 1135 | the program may spend forever searching for a solvable grid. |
| 1136 | |
| 1137 | } |
| 1138 | |
| 1139 | \dt \e{Ensure solubility} |
| 1140 | |
| 1141 | \dd When this option is enabled (as it is by default), Mines will |
| 1142 | ensure that the entire grid can be fully deduced starting from the |
| 1143 | initial open space. If you prefer the riskier grids generated by |
| 1144 | other implementations, you can switch off this option. |
| 1145 | |
| 1146 | |
| 1147 | \C{samegame} \i{Same Game} |
| 1148 | |
| 1149 | \cfg{winhelp-topic}{games.samegame} |
| 1150 | |
| 1151 | You have a grid of coloured squares, which you have to clear by |
| 1152 | highlighting contiguous regions of more than one coloured square; |
| 1153 | the larger the region you highlight, the more points you get (and |
| 1154 | the faster you clear the arena). |
| 1155 | |
| 1156 | If you clear the grid you win. If you end up with nothing but |
| 1157 | single squares (i.e., there are no more clickable regions left) you |
| 1158 | lose. |
| 1159 | |
| 1160 | Removing a region causes the rest of the grid to shuffle up: |
| 1161 | blocks that are suspended will fall down (first), and then empty |
| 1162 | columns are filled from the right. |
| 1163 | |
| 1164 | Same Game was contributed to this collection by James Harvey. |
| 1165 | |
| 1166 | \H{samegame-controls} \i{Same Game controls} |
| 1167 | |
| 1168 | \IM{Same Game controls} controls, for Same Game |
| 1169 | \IM{Same Game controls} keys, for Same Game |
| 1170 | \IM{Same Game controls} shortcuts (keyboard), for Same Game |
| 1171 | |
| 1172 | This game can be played with either the keyboard or the mouse. |
| 1173 | |
| 1174 | If you left-click an unselected region, it becomes selected (possibly |
| 1175 | clearing the current selection). |
| 1176 | |
| 1177 | If you left-click the selected region, it will be removed (and the |
| 1178 | rest of the grid shuffled immediately). |
| 1179 | |
| 1180 | If you right-click the selected region, it will be unselected. |
| 1181 | |
| 1182 | The cursor keys move a cursor around the grid. Pressing the Space or |
| 1183 | Enter keys while the cursor is in an unselected region selects it; |
| 1184 | pressing Space or Enter again removes it as above. |
| 1185 | |
| 1186 | (All the actions described in \k{common-actions} are also available.) |
| 1187 | |
| 1188 | \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters |
| 1189 | |
| 1190 | These parameters are available from the \q{Custom...} option on the |
| 1191 | \q{Type} menu. |
| 1192 | |
| 1193 | \dt \e{Width}, \e{Height} |
| 1194 | |
| 1195 | \dd Size of grid in squares. |
| 1196 | |
| 1197 | \dt \e{No. of colours} |
| 1198 | |
| 1199 | \dd Number of different colours used to fill the grid; the more colours, |
| 1200 | the fewer large regions of colour and thus the more difficult it is to |
| 1201 | successfully clear the grid. |
| 1202 | |
| 1203 | \dt \e{Scoring system} |
| 1204 | |
| 1205 | \dd Controls the precise mechanism used for scoring. With the default |
| 1206 | system, \q{(n-2)^2}, only regions of three squares or more will score |
| 1207 | any points at all. With the alternative \q{(n-1)^2} system, regions of |
| 1208 | two squares score a point each, and larger regions score relatively |
| 1209 | more points. |
| 1210 | |
| 1211 | \dt \e{Ensure solubility} |
| 1212 | |
| 1213 | \dd If this option is ticked (the default state), generated grids |
| 1214 | will be guaranteed to have at least one solution. |
| 1215 | |
| 1216 | \lcont{ |
| 1217 | |
| 1218 | If you turn it off, the game generator will not try to guarantee |
| 1219 | soluble grids; it will, however, still ensure that there are at |
| 1220 | least 2 squares of each colour on the grid at the start (since a |
| 1221 | grid with exactly one square of a given colour is \e{definitely} |
| 1222 | insoluble). Grids generated with this option disabled may contain |
| 1223 | more large areas of contiguous colour, leading to opportunities for |
| 1224 | higher scores; they can also take less time to generate. |
| 1225 | |
| 1226 | } |
| 1227 | |
| 1228 | |
| 1229 | \C{flip} \i{Flip} |
| 1230 | |
| 1231 | \cfg{winhelp-topic}{games.flip} |
| 1232 | |
| 1233 | You have a grid of squares, some light and some dark. Your aim is to |
| 1234 | light all the squares up at the same time. You can choose any square |
| 1235 | and flip its state from light to dark or dark to light, but when you |
| 1236 | do so, other squares around it change state as well. |
| 1237 | |
| 1238 | Each square contains a small diagram showing which other squares |
| 1239 | change when you flip it. |
| 1240 | |
| 1241 | \H{flip-controls} \i{Flip controls} |
| 1242 | |
| 1243 | \IM{Flip controls} controls, for Flip |
| 1244 | \IM{Flip controls} keys, for Flip |
| 1245 | \IM{Flip controls} shortcuts (keyboard), for Flip |
| 1246 | |
| 1247 | This game can be played with either the keyboard or the mouse. |
| 1248 | |
| 1249 | Left-click in a square to flip it and its associated squares, or |
| 1250 | use the cursor keys to choose a square and the space bar or Enter |
| 1251 | key to flip. |
| 1252 | |
| 1253 | If you use the \q{Solve} function on this game, it will mark some of |
| 1254 | the squares in red. If you click once in every square with a red |
| 1255 | mark, the game should be solved. (If you click in a square |
| 1256 | \e{without} a red mark, a red mark will appear in it to indicate |
| 1257 | that you will need to reverse that operation to reach the solution.) |
| 1258 | |
| 1259 | (All the actions described in \k{common-actions} are also available.) |
| 1260 | |
| 1261 | \H{flip-parameters} \I{parameters, for flip}Flip parameters |
| 1262 | |
| 1263 | These parameters are available from the \q{Custom...} option on the |
| 1264 | \q{Type} menu. |
| 1265 | |
| 1266 | \dt \e{Width}, \e{Height} |
| 1267 | |
| 1268 | \dd Size of grid in squares. |
| 1269 | |
| 1270 | \dt \e{Shape type} |
| 1271 | |
| 1272 | \dd This control determines the shape of the region which is flipped |
| 1273 | by clicking in any given square. The default setting, \q{Crosses}, |
| 1274 | causes every square to flip itself and its four immediate neighbours |
| 1275 | (or three or two if it's at an edge or corner). The other setting, |
| 1276 | \q{Random}, causes a random shape to be chosen for every square, so |
| 1277 | the game is different every time. |
| 1278 | |
| 1279 | |
| 1280 | \C{guess} \i{Guess} |
| 1281 | |
| 1282 | \cfg{winhelp-topic}{games.guess} |
| 1283 | |
| 1284 | You have a set of coloured pegs, and have to reproduce a |
| 1285 | predetermined sequence of them (chosen by the computer) within a |
| 1286 | certain number of guesses. |
| 1287 | |
| 1288 | Each guess gets marked with the number of correctly-coloured pegs |
| 1289 | in the correct places (in black), and also the number of |
| 1290 | correctly-coloured pegs in the wrong places (in white). |
| 1291 | |
| 1292 | This game is also known (and marketed, by Hasbro, mainly) as |
| 1293 | a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row, |
| 1294 | and 10 guesses. However, this version allows custom settings of number |
| 1295 | of colours (up to 10), number of pegs per row, and number of guesses. |
| 1296 | |
| 1297 | Guess was contributed to this collection by James Harvey. |
| 1298 | |
| 1299 | \H{guess-controls} \i{Guess controls} |
| 1300 | |
| 1301 | \IM{Guess controls} controls, for Guess |
| 1302 | \IM{Guess controls} keys, for Guess |
| 1303 | \IM{Guess controls} shortcuts (keyboard), for Guess |
| 1304 | |
| 1305 | This game can be played with either the keyboard or the mouse. |
| 1306 | |
| 1307 | With the mouse, drag a coloured peg from the tray on the left-hand |
| 1308 | side to its required position in the current guess; pegs may also be |
| 1309 | dragged from current and past guesses to copy them elsewhere. To |
| 1310 | remove a peg, drag it off its current position to somewhere invalid. |
| 1311 | |
| 1312 | Right-clicking in the current guess adds a \q{hold} marker; pegs |
| 1313 | that have hold markers will be automatically added to the next guess |
| 1314 | after marking. |
| 1315 | |
| 1316 | Alternatively, with the keyboard, the up and down cursor keys can be |
| 1317 | used to select a peg colour, the left and right keys to select a |
| 1318 | peg position, and the space bar or Enter key to place a peg of the |
| 1319 | selected colour in the chosen position. \q{D} or Backspace removes a |
| 1320 | peg, and \q{H} adds a hold marker. |
| 1321 | |
| 1322 | When the guess is complete, the smaller feedback pegs will be highlighted; |
| 1323 | clicking on these (or moving the peg cursor to them with the arrow keys |
| 1324 | and pressing the space bar or Enter key) will mark the current guess, |
| 1325 | copy any held pegs to the next guess, and move the \q{current guess} |
| 1326 | marker. |
| 1327 | |
| 1328 | If you correctly position all the pegs the solution will be displayed |
| 1329 | below; if you run out of guesses (or select \q{Solve...}) the solution |
| 1330 | will also be revealed. |
| 1331 | |
| 1332 | (All the actions described in \k{common-actions} are also available.) |
| 1333 | |
| 1334 | \H{guess-parameters} \I{parameters, for Guess}Guess parameters |
| 1335 | |
| 1336 | These parameters are available from the \q{Custom...} option on the |
| 1337 | \q{Type} menu. The default game matches the parameters for the |
| 1338 | board game \q{Mastermind}. |
| 1339 | |
| 1340 | \dt \e{Colours} |
| 1341 | |
| 1342 | \dd Number of colours the solution is chosen from; from 2 to 10 |
| 1343 | (more is harder). |
| 1344 | |
| 1345 | \dt \e{Pegs per guess} |
| 1346 | |
| 1347 | \dd Number of pegs per guess (more is harder). |
| 1348 | |
| 1349 | \dt \e{Guesses} |
| 1350 | |
| 1351 | \dd Number of guesses you have to find the solution in (fewer is harder). |
| 1352 | |
| 1353 | \dt \e{Allow blanks} |
| 1354 | |
| 1355 | \dd Allows blank pegs to be given as part of a guess (makes it easier, because |
| 1356 | you know that those will never be counted as part of the solution). This |
| 1357 | is turned off by default. |
| 1358 | |
| 1359 | Note that this doesn't allow blank pegs in the solution; if you really wanted |
| 1360 | that, use one extra colour. |
| 1361 | |
| 1362 | \dt \e{Allow duplicates} |
| 1363 | |
| 1364 | \dd Allows the solution (and the guesses) to contain colours more than once; |
| 1365 | this increases the search space (making things harder), and is turned on by |
| 1366 | default. |
| 1367 | |
| 1368 | |
| 1369 | \C{pegs} \i{Pegs} |
| 1370 | |
| 1371 | \cfg{winhelp-topic}{games.pegs} |
| 1372 | |
| 1373 | A number of pegs are placed in holes on a board. You can remove a |
| 1374 | peg by jumping an adjacent peg over it (horizontally or vertically) |
| 1375 | to a vacant hole on the other side. Your aim is to remove all but one |
| 1376 | of the pegs initially present. |
| 1377 | |
| 1378 | This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is |
| 1379 | possibly one of the oldest puzzle games still commonly known. |
| 1380 | |
| 1381 | \H{pegs-controls} \i{Pegs controls} |
| 1382 | |
| 1383 | \IM{Pegs controls} controls, for Pegs |
| 1384 | |
| 1385 | To move a peg, drag it with the mouse from its current position to |
| 1386 | its final position. If the final position is exactly two holes away |
| 1387 | from the initial position, is currently unoccupied by a peg, and |
| 1388 | there is a peg in the intervening square, the move will be permitted |
| 1389 | and the intervening peg will be removed. |
| 1390 | |
| 1391 | Vacant spaces which you can move a peg into are marked with holes. A |
| 1392 | space with no peg and no hole is not available for moving at all: it |
| 1393 | is an obstacle which you must work around. |
| 1394 | |
| 1395 | You can also use the cursor keys to move a position indicator around |
| 1396 | the board. Pressing the return key while over a peg, followed by a |
| 1397 | cursor key, will jump the peg in that direction (if that is a legal |
| 1398 | move). |
| 1399 | |
| 1400 | (All the actions described in \k{common-actions} are also available.) |
| 1401 | |
| 1402 | \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters |
| 1403 | |
| 1404 | These parameters are available from the \q{Custom...} option on the |
| 1405 | \q{Type} menu. |
| 1406 | |
| 1407 | \dt \e{Width}, \e{Height} |
| 1408 | |
| 1409 | \dd Size of grid in holes. |
| 1410 | |
| 1411 | \dt \e{Board type} |
| 1412 | |
| 1413 | \dd Controls whether you are given a board of a standard shape or a |
| 1414 | randomly generated shape. The two standard shapes currently |
| 1415 | supported are \q{Cross} and \q{Octagon} (also commonly known as the |
| 1416 | English and European traditional board layouts respectively). |
| 1417 | Selecting \q{Random} will give you a different board shape every |
| 1418 | time (but always one that is known to have a solution). |
| 1419 | |
| 1420 | |
| 1421 | \C{dominosa} \i{Dominosa} |
| 1422 | |
| 1423 | \cfg{winhelp-topic}{games.dominosa} |
| 1424 | |
| 1425 | A normal set of dominoes \dash that is, one instance of every |
| 1426 | (unordered) pair of numbers from 0 to 6 \dash has been arranged |
| 1427 | irregularly into a rectangle; then the number in each square has |
| 1428 | been written down and the dominoes themselves removed. Your task is |
| 1429 | to reconstruct the pattern by arranging the set of dominoes to match |
| 1430 | the provided array of numbers. |
| 1431 | |
| 1432 | This puzzle is widely credited to O. S. Adler, and takes part of its |
| 1433 | name from those initials. |
| 1434 | |
| 1435 | \H{dominosa-controls} \i{Dominosa controls} |
| 1436 | |
| 1437 | \IM{Dominosa controls} controls, for Dominosa |
| 1438 | |
| 1439 | Left-clicking between any two adjacent numbers places a domino |
| 1440 | covering them, or removes one if it is already present. Trying to |
| 1441 | place a domino which overlaps existing dominoes will remove the ones |
| 1442 | it overlaps. |
| 1443 | |
| 1444 | Right-clicking between two adjacent numbers draws a line between |
| 1445 | them, which you can use to remind yourself that you know those two |
| 1446 | numbers are \e{not} covered by a single domino. Right-clicking again |
| 1447 | removes the line. |
| 1448 | |
| 1449 | You can also use the cursor keys to move a cursor around the grid. |
| 1450 | When the cursor is half way between two adjacent numbers, pressing |
| 1451 | the return key will place a domino covering those numbers, or |
| 1452 | pressing the space bar will lay a line between the two squares. |
| 1453 | Repeating either action removes the domino or line. |
| 1454 | |
| 1455 | (All the actions described in \k{common-actions} are also available.) |
| 1456 | |
| 1457 | \H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters |
| 1458 | |
| 1459 | These parameters are available from the \q{Custom...} option on the |
| 1460 | \q{Type} menu. |
| 1461 | |
| 1462 | \dt \e{Maximum number on dominoes} |
| 1463 | |
| 1464 | \dd Controls the size of the puzzle, by controlling the size of the |
| 1465 | set of dominoes used to make it. Dominoes with numbers going up to N |
| 1466 | will give rise to an (N+2) \by (N+1) rectangle; so, in particular, |
| 1467 | the default value of 6 gives an 8\by\.7 grid. |
| 1468 | |
| 1469 | \dt \e{Ensure unique solution} |
| 1470 | |
| 1471 | \dd Normally, Dominosa will make sure that the puzzles it presents |
| 1472 | have only one solution. Puzzles with ambiguous sections can be more |
| 1473 | difficult and sometimes more subtle, so if you like you can turn off |
| 1474 | this feature. Also, finding \e{all} the possible solutions can be an |
| 1475 | additional challenge for an advanced player. Turning off this option |
| 1476 | can also speed up puzzle generation. |
| 1477 | |
| 1478 | |
| 1479 | \C{untangle} \i{Untangle} |
| 1480 | |
| 1481 | \cfg{winhelp-topic}{games.untangle} |
| 1482 | |
| 1483 | You are given a number of points, some of which have lines drawn |
| 1484 | between them. You can move the points about arbitrarily; your aim is |
| 1485 | to position the points so that no line crosses another. |
| 1486 | |
| 1487 | I originally saw this in the form of a Flash game called \i{Planarity} |
| 1488 | \k{Planarity}, written by John Tantalo. |
| 1489 | |
| 1490 | \B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity} |
| 1491 | |
| 1492 | \H{untangle-controls} \i{Untangle controls} |
| 1493 | |
| 1494 | \IM{Untangle controls} controls, for Untangle |
| 1495 | |
| 1496 | To move a point, click on it with the left mouse button and drag it |
| 1497 | into a new position. |
| 1498 | |
| 1499 | (All the actions described in \k{common-actions} are also available.) |
| 1500 | |
| 1501 | \H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters |
| 1502 | |
| 1503 | There is only one parameter available from the \q{Custom...} option |
| 1504 | on the \q{Type} menu: |
| 1505 | |
| 1506 | \dt \e{Number of points} |
| 1507 | |
| 1508 | \dd Controls the size of the puzzle, by specifying the number of |
| 1509 | points in the generated graph. |
| 1510 | |
| 1511 | |
| 1512 | \C{blackbox} \i{Black Box} |
| 1513 | |
| 1514 | \cfg{winhelp-topic}{games.blackbox} |
| 1515 | |
| 1516 | A number of balls are hidden in a rectangular arena. You have to |
| 1517 | deduce the positions of the balls by firing lasers positioned at |
| 1518 | the edges of the arena and observing how their beams are deflected. |
| 1519 | |
| 1520 | Beams will travel straight from their origin until they hit the |
| 1521 | opposite side of the arena (at which point they emerge), unless |
| 1522 | affected by balls in one of the following ways: |
| 1523 | |
| 1524 | \b A beam that hits a ball head-on is absorbed and will never |
| 1525 | re-emerge. This includes beams that meet a ball on the first rank |
| 1526 | of the arena. |
| 1527 | |
| 1528 | \b A beam with a ball to its front-left square gets deflected 90 degrees |
| 1529 | to the right. |
| 1530 | |
| 1531 | \b A beam with a ball to its front-right square gets similarly deflected |
| 1532 | to the left. |
| 1533 | |
| 1534 | \b A beam that would re-emerge from its entry location is considered to be |
| 1535 | \q{reflected}. |
| 1536 | |
| 1537 | \b A beam which would get deflected before entering the arena by a |
| 1538 | ball to the front-left or front-right of its entry point is also |
| 1539 | considered to be \q{reflected}. |
| 1540 | |
| 1541 | Beams that are reflected appear as a \q{R}; beams that hit balls |
| 1542 | head-on appear as \q{H}. Otherwise, a number appears at the firing |
| 1543 | point and the location where the beam emerges (this number is unique |
| 1544 | to that shot). |
| 1545 | |
| 1546 | You can place guesses as to the location of the balls, based on the |
| 1547 | entry and exit patterns of the beams; once you have placed enough |
| 1548 | balls a button appears enabling you to have your guesses checked. |
| 1549 | |
| 1550 | Here is a diagram showing how the positions of balls can create each |
| 1551 | of the beam behaviours shown above: |
| 1552 | |
| 1553 | \c 1RHR---- |
| 1554 | \c |..O.O...| |
| 1555 | \c 2........3 |
| 1556 | \c |........| |
| 1557 | \c |........| |
| 1558 | \c 3........| |
| 1559 | \c |......O.| |
| 1560 | \c H........| |
| 1561 | \c |.....O..| |
| 1562 | \c 12-RH--- |
| 1563 | |
| 1564 | As shown, it is possible for a beam to receive multiple reflections |
| 1565 | before re-emerging (see turn 3). Similarly, a beam may be reflected |
| 1566 | (possibly more than once) before receiving a hit (the \q{H} on the |
| 1567 | left side of the example). |
| 1568 | |
| 1569 | Note that any layout with more than 4 balls may have a non-unique |
| 1570 | solution. The following diagram illustrates this; if you know the |
| 1571 | board contains 5 balls, it is impossible to determine where the fifth |
| 1572 | ball is (possible positions marked with an \cw{x}): |
| 1573 | |
| 1574 | \c -------- |
| 1575 | \c |........| |
| 1576 | \c |........| |
| 1577 | \c |..O..O..| |
| 1578 | \c |...xx...| |
| 1579 | \c |...xx...| |
| 1580 | \c |..O..O..| |
| 1581 | \c |........| |
| 1582 | \c |........| |
| 1583 | \c -------- |
| 1584 | |
| 1585 | For this reason, when you have your guesses checked, the game will |
| 1586 | check that your solution \e{produces the same results} as the |
| 1587 | computer's, rather than that your solution is identical to the |
| 1588 | computer's. So in the above example, you could put the fifth ball at |
| 1589 | \e{any} of the locations marked with an \cw{x}, and you would still |
| 1590 | win. |
| 1591 | |
| 1592 | Black Box was contributed to this collection by James Harvey. |
| 1593 | |
| 1594 | \H{blackbox-controls} \i{Black Box controls} |
| 1595 | |
| 1596 | \IM{Black Box controls} controls, for Black Box |
| 1597 | \IM{Black Box controls} keys, for Black Box |
| 1598 | \IM{Black Box controls} shortcuts (keyboard), for Black Box |
| 1599 | |
| 1600 | To fire a laser beam, left-click in a square around the edge of the |
| 1601 | arena. The results will be displayed immediately. Clicking or holding |
| 1602 | the left button on one of these squares will highlight the current go |
| 1603 | (or a previous go) to confirm the exit point for that laser, if |
| 1604 | applicable. |
| 1605 | |
| 1606 | To guess the location of a ball, left-click within the arena and a |
| 1607 | black circle will appear marking the guess; click again to remove the |
| 1608 | guessed ball. |
| 1609 | |
| 1610 | Locations in the arena may be locked against modification by |
| 1611 | right-clicking; whole rows and columns may be similarly locked by |
| 1612 | right-clicking in the laser square above/below that column, or to the |
| 1613 | left/right of that row. |
| 1614 | |
| 1615 | The cursor keys may also be used to move around the grid. Pressing the |
| 1616 | Enter key will fire a laser or add a new ball-location guess, and |
| 1617 | pressing Space will lock a cell, row, or column. |
| 1618 | |
| 1619 | When an appropriate number of balls have been guessed, a button will |
| 1620 | appear at the top-left corner of the grid; clicking that (with mouse |
| 1621 | or cursor) will check your guesses. |
| 1622 | |
| 1623 | If you click the \q{check} button and your guesses are not correct, |
| 1624 | the game will show you the minimum information necessary to |
| 1625 | demonstrate this to you, so you can try again. If your ball |
| 1626 | positions are not consistent with the beam paths you already know |
| 1627 | about, one beam path will be circled to indicate that it proves you |
| 1628 | wrong. If your positions match all the existing beam paths but are |
| 1629 | still wrong, one new beam path will be revealed (written in red) |
| 1630 | which is not consistent with your current guesses. |
| 1631 | |
| 1632 | If you decide to give up completely, you can select Solve to reveal |
| 1633 | the actual ball positions. At this point, correctly-placed balls |
| 1634 | will be displayed as filled black circles, incorrectly-placed balls |
| 1635 | as filled black circles with red crosses, and missing balls as filled |
| 1636 | red circles. In addition, a red circle marks any laser you had already |
| 1637 | fired which is not consistent with your ball layout (just as when you |
| 1638 | press the \q{check} button), and red text marks any laser you |
| 1639 | \e{could} have fired in order to distinguish your ball layout from the |
| 1640 | correct one. |
| 1641 | |
| 1642 | (All the actions described in \k{common-actions} are also available.) |
| 1643 | |
| 1644 | \H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters |
| 1645 | |
| 1646 | These parameters are available from the \q{Custom...} option on the |
| 1647 | \q{Type} menu. |
| 1648 | |
| 1649 | \dt \e{Width}, \e{Height} |
| 1650 | |
| 1651 | \dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers |
| 1652 | per grid, two per row and two per column. |
| 1653 | |
| 1654 | \dt \e{No. of balls} |
| 1655 | |
| 1656 | \dd Number of balls to place in the grid. This can be a single number, |
| 1657 | or a range (separated with a hyphen, like \q{2-6}), and determines the |
| 1658 | number of balls to place on the grid. The \q{reveal} button is only |
| 1659 | enabled if you have guessed an appropriate number of balls; a guess |
| 1660 | using a different number to the original solution is still acceptable, |
| 1661 | if all the beam inputs and outputs match. |
| 1662 | |
| 1663 | |
| 1664 | \C{slant} \i{Slant} |
| 1665 | |
| 1666 | \cfg{winhelp-topic}{games.slant} |
| 1667 | |
| 1668 | You have a grid of squares. Your aim is to draw a diagonal line |
| 1669 | through each square, and choose which way each line slants so that |
| 1670 | the following conditions are met: |
| 1671 | |
| 1672 | \b The diagonal lines never form a loop. |
| 1673 | |
| 1674 | \b Any point with a circled number has precisely that many lines |
| 1675 | meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a |
| 1676 | zero is the centre of a diamond shape \dash or rather, a partial |
| 1677 | diamond shape, because a zero can never appear in the middle of the |
| 1678 | grid because that would immediately cause a loop.) |
| 1679 | |
| 1680 | Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}. |
| 1681 | |
| 1682 | \B{nikoli-slant} |
| 1683 | \W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm} |
| 1684 | (in Japanese) |
| 1685 | |
| 1686 | \H{slant-controls} \i{Slant controls} |
| 1687 | |
| 1688 | \IM{Slant controls} controls, for Slant |
| 1689 | |
| 1690 | Left-clicking in a blank square will place a \cw{\\} in it (a line |
| 1691 | leaning to the left, i.e. running from the top left of the square to |
| 1692 | the bottom right). Right-clicking in a blank square will place a |
| 1693 | \cw{/} in it (leaning to the right, running from top right to bottom |
| 1694 | left). |
| 1695 | |
| 1696 | Continuing to click either button will cycle between the three |
| 1697 | possible square contents. Thus, if you left-click repeatedly in a |
| 1698 | blank square it will change from blank to \cw{\\} to \cw{/} back to |
| 1699 | blank, and if you right-click repeatedly the square will change from |
| 1700 | blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play |
| 1701 | the game entirely with one button if you need to.) |
| 1702 | |
| 1703 | You can also use the cursor keys to move around the grid. Pressing the |
| 1704 | return or space keys will place a \cw{\\} or a \cw{/}, respectively, |
| 1705 | and will then cycle them as above. |
| 1706 | |
| 1707 | (All the actions described in \k{common-actions} are also available.) |
| 1708 | |
| 1709 | \H{slant-parameters} \I{parameters, for Slant}Slant parameters |
| 1710 | |
| 1711 | These parameters are available from the \q{Custom...} option on the |
| 1712 | \q{Type} menu. |
| 1713 | |
| 1714 | \dt \e{Width}, \e{Height} |
| 1715 | |
| 1716 | \dd Size of grid in squares. |
| 1717 | |
| 1718 | \dt \e{Difficulty} |
| 1719 | |
| 1720 | \dd Controls the difficulty of the generated puzzle. At Hard level, |
| 1721 | you are required to do deductions based on knowledge of |
| 1722 | \e{relationships} between squares rather than always being able to |
| 1723 | deduce the exact contents of one square at a time. (For example, you |
| 1724 | might know that two squares slant in the same direction, even if you |
| 1725 | don't yet know what that direction is, and this might enable you to |
| 1726 | deduce something about still other squares.) Even at Hard level, |
| 1727 | guesswork and backtracking should never be necessary. |
| 1728 | |
| 1729 | |
| 1730 | \C{lightup} \i{Light Up} |
| 1731 | |
| 1732 | \cfg{winhelp-topic}{games.lightup} |
| 1733 | |
| 1734 | You have a grid of squares. Some are filled in black; some of the |
| 1735 | black squares are numbered. Your aim is to \q{light up} all the |
| 1736 | empty squares by placing light bulbs in some of them. |
| 1737 | |
| 1738 | Each light bulb illuminates the square it is on, plus all squares in |
| 1739 | line with it horizontally or vertically unless a black square is |
| 1740 | blocking the way. |
| 1741 | |
| 1742 | To win the game, you must satisfy the following conditions: |
| 1743 | |
| 1744 | \b All non-black squares are lit. |
| 1745 | |
| 1746 | \b No light is lit by another light. |
| 1747 | |
| 1748 | \b All numbered black squares have exactly that number of lights adjacent to |
| 1749 | them (in the four squares above, below, and to the side). |
| 1750 | |
| 1751 | Non-numbered black squares may have any number of lights adjacent to them. |
| 1752 | |
| 1753 | Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}. |
| 1754 | |
| 1755 | Light Up was contributed to this collection by James Harvey. |
| 1756 | |
| 1757 | \B{nikoli-lightup} |
| 1758 | \W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm} |
| 1759 | (beware of Flash) |
| 1760 | |
| 1761 | \H{lightup-controls} \i{Light Up controls} |
| 1762 | |
| 1763 | \IM{Light Up controls} controls, for Light Up |
| 1764 | |
| 1765 | Left-clicking in a non-black square will toggle the presence of a light |
| 1766 | in that square. Right-clicking in a non-black square toggles a mark there to aid |
| 1767 | solving; it can be used to highlight squares that cannot be lit, for example. |
| 1768 | |
| 1769 | You may not place a light in a marked square, nor place a mark in a lit square. |
| 1770 | |
| 1771 | The game will highlight obvious errors in red. Lights lit by other |
| 1772 | lights are highlighted in this way, as are numbered squares which |
| 1773 | do not (or cannot) have the right number of lights next to them. |
| 1774 | |
| 1775 | Thus, the grid is solved when all non-black squares have yellow |
| 1776 | highlights and there are no red lights. |
| 1777 | |
| 1778 | (All the actions described in \k{common-actions} are also available.) |
| 1779 | |
| 1780 | \H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters |
| 1781 | |
| 1782 | These parameters are available from the \q{Custom...} option on the |
| 1783 | \q{Type} menu. |
| 1784 | |
| 1785 | \dt \e{Width}, \e{Height} |
| 1786 | |
| 1787 | \dd Size of grid in squares. |
| 1788 | |
| 1789 | \dt \e{%age of black squares} |
| 1790 | |
| 1791 | \dd Rough percentage of black squares in the grid. |
| 1792 | |
| 1793 | \lcont{ |
| 1794 | |
| 1795 | This is a hint rather than an instruction. If the grid generator is |
| 1796 | unable to generate a puzzle to this precise specification, it will |
| 1797 | increase the proportion of black squares until it can. |
| 1798 | |
| 1799 | } |
| 1800 | |
| 1801 | \dt \e{Symmetry} |
| 1802 | |
| 1803 | \dd Allows you to specify the required symmetry of the black squares |
| 1804 | in the grid. (This does not affect the difficulty of the puzzles |
| 1805 | noticeably.) |
| 1806 | |
| 1807 | \dt \e{Difficulty} |
| 1808 | |
| 1809 | \dd \q{Easy} means that the puzzles should be soluble without |
| 1810 | backtracking or guessing, \q{Hard} means that some guesses will |
| 1811 | probably be necessary. |
| 1812 | |
| 1813 | |
| 1814 | \C{map} \i{Map} |
| 1815 | |
| 1816 | \cfg{winhelp-topic}{games.map} |
| 1817 | |
| 1818 | You are given a map consisting of a number of regions. Your task is |
| 1819 | to colour each region with one of four colours, in such a way that |
| 1820 | no two regions sharing a boundary have the same colour. You are |
| 1821 | provided with some regions already coloured, sufficient to make the |
| 1822 | remainder of the solution unique. |
| 1823 | |
| 1824 | Only regions which share a length of border are required to be |
| 1825 | different colours. Two regions which meet at only one \e{point} |
| 1826 | (i.e. are diagonally separated) may be the same colour. |
| 1827 | |
| 1828 | I believe this puzzle is original; I've never seen an implementation |
| 1829 | of it anywhere else. The concept of a \i{four-colouring} puzzle was |
| 1830 | suggested by Owen Dunn; credit must also go to Nikoli and to Verity |
| 1831 | Allan for inspiring the train of thought that led to me realising |
| 1832 | Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor |
| 1833 | for many detailed suggestions. |
| 1834 | |
| 1835 | \H{map-controls} \i{Map controls} |
| 1836 | |
| 1837 | \IM{Map controls} controls, for Map |
| 1838 | |
| 1839 | To colour a region, click the left mouse button on an existing |
| 1840 | region of the desired colour and drag that colour into the new |
| 1841 | region. |
| 1842 | |
| 1843 | (The program will always ensure the starting puzzle has at least one |
| 1844 | region of each colour, so that this is always possible!) |
| 1845 | |
| 1846 | If you need to clear a region, you can drag from an empty region, or |
| 1847 | from the puzzle boundary if there are no empty regions left. |
| 1848 | |
| 1849 | Dragging a colour using the \e{right} mouse button will stipple the |
| 1850 | region in that colour, which you can use as a note to yourself that |
| 1851 | you think the region \e{might} be that colour. A region can contain |
| 1852 | stipples in multiple colours at once. (This is often useful at the |
| 1853 | harder difficulty levels.) |
| 1854 | |
| 1855 | You can also use the cursor keys to move around the map: the colour of |
| 1856 | the cursor indicates the position of the colour you would drag (which |
| 1857 | is not obvious if you're on a region's boundary, since it depends on the |
| 1858 | direction from which you approached the boundary). Pressing the return |
| 1859 | key starts a drag of that colour, as above, which you control with the |
| 1860 | cursor keys; pressing the return key again finishes the drag. The |
| 1861 | space bar can be used similarly to create a stippled region. |
| 1862 | Double-pressing the return key (without moving the cursor) will clear |
| 1863 | the region, as a drag from an empty region does: this is useful with |
| 1864 | the cursor mode if you have filled the entire map in but need to |
| 1865 | correct the layout. |
| 1866 | |
| 1867 | If you press L during play, the game will toggle display of a number |
| 1868 | in each region of the map. This is useful if you want to discuss a |
| 1869 | particular puzzle instance with a friend \dash having an unambiguous |
| 1870 | name for each region is much easier than trying to refer to them all |
| 1871 | by names such as \q{the one down and right of the brown one on the |
| 1872 | top border}. |
| 1873 | |
| 1874 | (All the actions described in \k{common-actions} are also available.) |
| 1875 | |
| 1876 | \H{map-parameters} \I{parameters, for Map}Map parameters |
| 1877 | |
| 1878 | These parameters are available from the \q{Custom...} option on the |
| 1879 | \q{Type} menu. |
| 1880 | |
| 1881 | \dt \e{Width}, \e{Height} |
| 1882 | |
| 1883 | \dd Size of grid in squares. |
| 1884 | |
| 1885 | \dt \e{Regions} |
| 1886 | |
| 1887 | \dd Number of regions in the generated map. |
| 1888 | |
| 1889 | \dt \e{Difficulty} |
| 1890 | |
| 1891 | \dd In \q{Easy} mode, there should always be at least one region |
| 1892 | whose colour can be determined trivially. In \q{Normal} and \q{Hard} |
| 1893 | modes, you will have to use increasingly complex logic to deduce the |
| 1894 | colour of some regions. However, it will always be possible without |
| 1895 | having to guess or backtrack. |
| 1896 | |
| 1897 | \lcont{ |
| 1898 | |
| 1899 | In \q{Unreasonable} mode, the program will feel free to generate |
| 1900 | puzzles which are as hard as it can possibly make them: the only |
| 1901 | constraint is that they should still have a unique solution. Solving |
| 1902 | Unreasonable puzzles may require guessing and backtracking. |
| 1903 | |
| 1904 | } |
| 1905 | |
| 1906 | |
| 1907 | \C{loopy} \i{Loopy} |
| 1908 | |
| 1909 | \cfg{winhelp-topic}{games.loopy} |
| 1910 | |
| 1911 | You are given a grid of dots, marked with yellow lines to indicate |
| 1912 | which dots you are allowed to connect directly together. Your aim is |
| 1913 | to use some subset of those yellow lines to draw a single unbroken |
| 1914 | loop from dot to dot within the grid. |
| 1915 | |
| 1916 | Some of the spaces between the lines contain numbers. These numbers |
| 1917 | indicate how many of the lines around that space form part of the |
| 1918 | loop. The loop you draw must correctly satisfy all of these clues to |
| 1919 | be considered a correct solution. |
| 1920 | |
| 1921 | In the default mode, the dots are arranged in a grid of squares; |
| 1922 | however, you can also play on triangular or hexagonal grids, or even |
| 1923 | more exotic ones. |
| 1924 | |
| 1925 | Credit for the basic puzzle idea goes to \i{Nikoli} |
| 1926 | \k{nikoli-loopy}. |
| 1927 | |
| 1928 | Loopy was originally contributed to this collection by Mike Pinna, |
| 1929 | and subsequently enhanced to handle various types of non-square grid |
| 1930 | by Lambros Lambrou. |
| 1931 | |
| 1932 | \B{nikoli-loopy} |
| 1933 | \W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm} |
| 1934 | (beware of Flash) |
| 1935 | |
| 1936 | \H{loopy-controls} \i{Loopy controls} |
| 1937 | |
| 1938 | \IM{Loopy controls} controls, for Loopy |
| 1939 | |
| 1940 | Click the left mouse button on a yellow line to turn it black, |
| 1941 | indicating that you think it is part of the loop. Click again to |
| 1942 | turn the line yellow again (meaning you aren't sure yet). |
| 1943 | |
| 1944 | If you are sure that a particular line segment is \e{not} part of |
| 1945 | the loop, you can click the right mouse button to remove it |
| 1946 | completely. Again, clicking a second time will turn the line back to |
| 1947 | yellow. |
| 1948 | |
| 1949 | (All the actions described in \k{common-actions} are also available.) |
| 1950 | |
| 1951 | \H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters |
| 1952 | |
| 1953 | These parameters are available from the \q{Custom...} option on the |
| 1954 | \q{Type} menu. |
| 1955 | |
| 1956 | \dt \e{Width}, \e{Height} |
| 1957 | |
| 1958 | \dd Size of grid, measured in number of regions across and down. For |
| 1959 | square grids, it's clear how this is counted; for other types of |
| 1960 | grid you may have to think a bit to see how the dimensions are |
| 1961 | measured. |
| 1962 | |
| 1963 | \dt \e{Grid type} |
| 1964 | |
| 1965 | \dd Allows you to choose between a selection of types of tiling. |
| 1966 | Some have all the faces the same but may have multiple different |
| 1967 | types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have |
| 1968 | all the vertices the same but may have different types of face (e.g. |
| 1969 | the \e{Great Hexagonal}). The square, triangular and honeycomb grids |
| 1970 | are fully regular, and have all their vertices \e{and} faces the |
| 1971 | same; this makes them the least confusing to play. |
| 1972 | |
| 1973 | \dt \e{Difficulty} |
| 1974 | |
| 1975 | \dd Controls the difficulty of the generated puzzle. |
| 1976 | \#{FIXME: what distinguishes Easy, Medium, and Hard? In particular, |
| 1977 | when are backtracking/guesswork required, if ever?} |
| 1978 | |
| 1979 | |
| 1980 | \C{inertia} \i{Inertia} |
| 1981 | |
| 1982 | \cfg{winhelp-topic}{games.inertia} |
| 1983 | |
| 1984 | You are a small green ball sitting in a grid full of obstacles. Your |
| 1985 | aim is to collect all the gems without running into any mines. |
| 1986 | |
| 1987 | You can move the ball in any orthogonal \e{or diagonal} direction. |
| 1988 | Once the ball starts moving, it will continue until something stops |
| 1989 | it. A wall directly in its path will stop it (but if it is moving |
| 1990 | diagonally, it will move through a diagonal gap between two other |
| 1991 | walls without stopping). Also, some of the squares are \q{stops}; |
| 1992 | when the ball moves on to a stop, it will stop moving no matter what |
| 1993 | direction it was going in. Gems do \e{not} stop the ball; it picks |
| 1994 | them up and keeps on going. |
| 1995 | |
| 1996 | Running into a mine is fatal. Even if you picked up the last gem in |
| 1997 | the same move which then hit a mine, the game will count you as dead |
| 1998 | rather than victorious. |
| 1999 | |
| 2000 | This game was originally implemented for Windows by Ben Olmstead |
| 2001 | \k{bem}, who was kind enough to release his source code on request |
| 2002 | so that it could be re-implemented for this collection. |
| 2003 | |
| 2004 | \B{bem} \W{http://xn13.com/}\cw{http://xn13.com/} |
| 2005 | |
| 2006 | \H{inertia-controls} \i{Inertia controls} |
| 2007 | |
| 2008 | \IM{Inertia controls} controls, for Inertia |
| 2009 | \IM{Inertia controls} keys, for Inertia |
| 2010 | \IM{Inertia controls} shortcuts (keyboard), for Inertia |
| 2011 | |
| 2012 | You can move the ball in any of the eight directions using the |
| 2013 | numeric keypad. Alternatively, if you click the left mouse button on |
| 2014 | the grid, the ball will begin a move in the general direction of |
| 2015 | where you clicked. |
| 2016 | |
| 2017 | If you use the \q{Solve} function on this game, the program will |
| 2018 | compute a path through the grid which collects all the remaining |
| 2019 | gems and returns to the current position. A hint arrow will appear |
| 2020 | on the ball indicating the direction in which you should move to |
| 2021 | begin on this path. If you then move in that direction, the arrow |
| 2022 | will update to indicate the next direction on the path. You can also |
| 2023 | press Space to automatically move in the direction of the hint |
| 2024 | arrow. If you move in a different direction from the one shown by |
| 2025 | the arrow, the hint arrows will stop appearing because you have |
| 2026 | strayed from the provided path; you can then use \q{Solve} again to |
| 2027 | generate a new path if you want to. |
| 2028 | |
| 2029 | All the actions described in \k{common-actions} are also available. |
| 2030 | In particular, if you do run into a mine and die, you can use the |
| 2031 | Undo function and resume playing from before the fatal move. The |
| 2032 | game will keep track of the number of times you have done this. |
| 2033 | |
| 2034 | \H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters |
| 2035 | |
| 2036 | These parameters are available from the \q{Custom...} option on the |
| 2037 | \q{Type} menu. |
| 2038 | |
| 2039 | \dt \e{Width}, \e{Height} |
| 2040 | |
| 2041 | \dd Size of grid in squares. |
| 2042 | |
| 2043 | |
| 2044 | \C{tents} \i{Tents} |
| 2045 | |
| 2046 | \cfg{winhelp-topic}{games.tents} |
| 2047 | |
| 2048 | You have a grid of squares, some of which contain trees. Your aim is |
| 2049 | to place tents in some of the remaining squares, in such a way that |
| 2050 | the following conditions are met: |
| 2051 | |
| 2052 | \b There are exactly as many tents as trees. |
| 2053 | |
| 2054 | \b The tents and trees can be matched up in such a way that each |
| 2055 | tent is directly adjacent (horizontally or vertically, but not |
| 2056 | diagonally) to its own tree. However, a tent may be adjacent to |
| 2057 | other trees as well as its own. |
| 2058 | |
| 2059 | \b No two tents are adjacent horizontally, vertically \e{or |
| 2060 | diagonally}. |
| 2061 | |
| 2062 | \b The number of tents in each row, and in each column, matches the |
| 2063 | numbers given round the sides of the grid. |
| 2064 | |
| 2065 | This puzzle can be found in several places on the Internet, and was |
| 2066 | brought to my attention by e-mail. I don't know who I should credit |
| 2067 | for inventing it. |
| 2068 | |
| 2069 | \H{tents-controls} \i{Tents controls} |
| 2070 | |
| 2071 | \IM{Tents controls} controls, for Tents |
| 2072 | |
| 2073 | Left-clicking in a blank square will place a tent in it. |
| 2074 | Right-clicking in a blank square will colour it green, indicating |
| 2075 | that you are sure it \e{isn't} a tent. Clicking either button in an |
| 2076 | occupied square will clear it. |
| 2077 | |
| 2078 | If you \e{drag} with the right button along a row or column, every |
| 2079 | blank square in the region you cover will be turned green, and no |
| 2080 | other squares will be affected. (This is useful for clearing the |
| 2081 | remainder of a row once you have placed all its tents.) |
| 2082 | |
| 2083 | You can also use the cursor keys to move around the grid. Pressing the |
| 2084 | return key over an empty square will place a tent, and pressing the |
| 2085 | space bar over an empty square will colour it green; either key will |
| 2086 | clear an occupied square. |
| 2087 | |
| 2088 | (All the actions described in \k{common-actions} are also available.) |
| 2089 | |
| 2090 | \H{tents-parameters} \I{parameters, for Tents}Tents parameters |
| 2091 | |
| 2092 | These parameters are available from the \q{Custom...} option on the |
| 2093 | \q{Type} menu. |
| 2094 | |
| 2095 | \dt \e{Width}, \e{Height} |
| 2096 | |
| 2097 | \dd Size of grid in squares. |
| 2098 | |
| 2099 | \dt \e{Difficulty} |
| 2100 | |
| 2101 | \dd Controls the difficulty of the generated puzzle. More difficult |
| 2102 | puzzles require more complex deductions, but at present none of the |
| 2103 | available difficulty levels requires guesswork or backtracking. |
| 2104 | |
| 2105 | |
| 2106 | \C{bridges} \i{Bridges} |
| 2107 | |
| 2108 | \cfg{winhelp-topic}{games.bridges} |
| 2109 | |
| 2110 | You have a set of islands distributed across the playing area. Each |
| 2111 | island contains a number. Your aim is to connect the islands |
| 2112 | together with bridges, in such a way that: |
| 2113 | |
| 2114 | \b Bridges run horizontally or vertically. |
| 2115 | |
| 2116 | \b The number of bridges terminating at any island is equal to the |
| 2117 | number written in that island. |
| 2118 | |
| 2119 | \b Two bridges may run in parallel between the same two islands, but |
| 2120 | no more than two may do so. |
| 2121 | |
| 2122 | \b No bridge crosses another bridge. |
| 2123 | |
| 2124 | \b All the islands are connected together. |
| 2125 | |
| 2126 | There are some configurable alternative modes, which involve |
| 2127 | changing the parallel-bridge limit to something other than 2, and |
| 2128 | introducing the additional constraint that no sequence of bridges |
| 2129 | may form a loop from one island back to the same island. The rules |
| 2130 | stated above are the default ones. |
| 2131 | |
| 2132 | Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}. |
| 2133 | |
| 2134 | Bridges was contributed to this collection by James Harvey. |
| 2135 | |
| 2136 | \B{nikoli-bridges} |
| 2137 | \W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm} |
| 2138 | |
| 2139 | \H{bridges-controls} \i{Bridges controls} |
| 2140 | |
| 2141 | \IM{Bridges controls} controls, for Bridges |
| 2142 | |
| 2143 | To place a bridge between two islands, click the mouse down on one |
| 2144 | island and drag it towards the other. You do not need to drag all |
| 2145 | the way to the other island; you only need to move the mouse far |
| 2146 | enough for the intended bridge direction to be unambiguous. (So you |
| 2147 | can keep the mouse near the starting island and conveniently throw |
| 2148 | bridges out from it in many directions.) |
| 2149 | |
| 2150 | Doing this again when a bridge is already present will add another |
| 2151 | parallel bridge. If there are already as many bridges between the |
| 2152 | two islands as permitted by the current game rules (i.e. two by |
| 2153 | default), the same dragging action will remove all of them. |
| 2154 | |
| 2155 | If you want to remind yourself that two islands definitely \e{do |
| 2156 | not} have a bridge between them, you can right-drag between them in |
| 2157 | the same way to draw a \q{non-bridge} marker. |
| 2158 | |
| 2159 | If you think you have finished with an island (i.e. you have placed |
| 2160 | all its bridges and are confident that they are in the right |
| 2161 | places), you can mark the island as finished by left-clicking on it. |
| 2162 | This will highlight it and all the bridges connected to it, and you |
| 2163 | will be prevented from accidentally modifying any of those bridges |
| 2164 | in future. Left-clicking again on a highlighted island will unmark |
| 2165 | it and restore your ability to modify it. |
| 2166 | |
| 2167 | You can also use the cursor keys to move around the grid: if possible |
| 2168 | the cursor will always move orthogonally, otherwise it will move |
| 2169 | towards the nearest island to the indicated direction. Pressing the |
| 2170 | return key followed by a cursor key will lay a bridge in that direction |
| 2171 | (if available); pressing the space bar followed by a cursor key will |
| 2172 | lay a \q{non-bridge} marker. |
| 2173 | |
| 2174 | You can mark an island as finished by pressing the return key twice. |
| 2175 | |
| 2176 | Violations of the puzzle rules will be marked in red: |
| 2177 | |
| 2178 | \b An island with too many bridges will be highlighted in red. |
| 2179 | |
| 2180 | \b An island with too few bridges will be highlighted in red if it |
| 2181 | is definitely an error (as opposed to merely not being finished |
| 2182 | yet): if adding enough bridges would involve having to cross another |
| 2183 | bridge or remove a non-bridge marker, or if the island has been |
| 2184 | highlighted as complete. |
| 2185 | |
| 2186 | \b A group of islands and bridges may be highlighted in red if it is |
| 2187 | a closed subset of the puzzle with no way to connect it to the rest |
| 2188 | of the islands. For example, if you directly connect two 1s together |
| 2189 | with a bridge and they are not the only two islands on the grid, |
| 2190 | they will light up red to indicate that such a group cannot be |
| 2191 | contained in any valid solution. |
| 2192 | |
| 2193 | \b If you have selected the (non-default) option to disallow loops |
| 2194 | in the solution, a group of bridges which forms a loop will be |
| 2195 | highlighted. |
| 2196 | |
| 2197 | (All the actions described in \k{common-actions} are also available.) |
| 2198 | |
| 2199 | \H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters |
| 2200 | |
| 2201 | These parameters are available from the \q{Custom...} option on the |
| 2202 | \q{Type} menu. |
| 2203 | |
| 2204 | \dt \e{Width}, \e{Height} |
| 2205 | |
| 2206 | \dd Size of grid in squares. |
| 2207 | |
| 2208 | \dt \e{Difficulty} |
| 2209 | |
| 2210 | \dd Difficulty level of puzzle. |
| 2211 | |
| 2212 | \dt \e{Allow loops} |
| 2213 | |
| 2214 | \dd This is set by default. If cleared, puzzles will be generated in |
| 2215 | such a way that they are always soluble without creating a loop, and |
| 2216 | solutions which do involve a loop will be disallowed. |
| 2217 | |
| 2218 | \dt \e{Max. bridges per direction} |
| 2219 | |
| 2220 | \dd Maximum number of bridges in any particular direction. The |
| 2221 | default is 2, but you can change it to 1, 3 or 4. In general, fewer |
| 2222 | is easier. |
| 2223 | |
| 2224 | \dt \e{%age of island squares} |
| 2225 | |
| 2226 | \dd Gives a rough percentage of islands the generator will try and |
| 2227 | lay before finishing the puzzle. Certain layouts will not manage to |
| 2228 | lay enough islands; this is an upper bound. |
| 2229 | |
| 2230 | \dt \e{Expansion factor (%age)} |
| 2231 | |
| 2232 | \dd The grid generator works by picking an existing island at random |
| 2233 | (after first creating an initial island somewhere). It then decides |
| 2234 | on a direction (at random), and then works out how far it could |
| 2235 | extend before creating another island. This parameter determines how |
| 2236 | likely it is to extend as far as it can, rather than choosing |
| 2237 | somewhere closer. |
| 2238 | |
| 2239 | High expansion factors usually mean easier puzzles with fewer |
| 2240 | possible islands; low expansion factors can create lots of |
| 2241 | tightly-packed islands. |
| 2242 | |
| 2243 | |
| 2244 | \C{unequal} \i{Unequal} |
| 2245 | |
| 2246 | \cfg{winhelp-topic}{games.unequal} |
| 2247 | |
| 2248 | You have a square grid; each square may contain a digit from 1 to |
| 2249 | the size of the grid, and some squares have clue signs between |
| 2250 | them. Your aim is to fully populate the grid with numbers such that: |
| 2251 | |
| 2252 | \b Each row contains only one occurrence of each digit |
| 2253 | |
| 2254 | \b Each column contains only one occurrence of each digit |
| 2255 | |
| 2256 | \b All the clue signs are satisfied. |
| 2257 | |
| 2258 | There are two modes for this game, \q{Unequal} and \q{Adjacent}. |
| 2259 | |
| 2260 | In \q{Unequal} mode, the clue signs are greater-than symbols indicating one |
| 2261 | square's value is greater than its neighbour's. In this mode not all clues |
| 2262 | may be visible, particularly at higher difficulty levels. |
| 2263 | |
| 2264 | In \q{Adjacent} mode, the clue signs are bars indicating |
| 2265 | one square's value is numerically adjacent (i.e. one higher or one lower) |
| 2266 | than its neighbour. In this mode all clues are always visible: absence of |
| 2267 | a bar thus means that a square's value is definitely not numerically adjacent |
| 2268 | to that neighbour's. |
| 2269 | |
| 2270 | In \q{Trivial} difficulty level (available via the \q{Custom} game type |
| 2271 | selector), there are no greater-than signs in \q{Unequal} mode; the puzzle is |
| 2272 | to solve the \i{Latin square} only. |
| 2273 | |
| 2274 | At the time of writing, the \q{Unequal} mode of this puzzle is appearing in the |
| 2275 | Guardian weekly under the name \q{\i{Futoshiki}}. |
| 2276 | |
| 2277 | Unequal was contributed to this collection by James Harvey. |
| 2278 | |
| 2279 | \H{unequal-controls} \i{Unequal controls} |
| 2280 | |
| 2281 | \IM{Unequal controls} controls, for Unequal |
| 2282 | |
| 2283 | Unequal shares much of its control system with Solo. |
| 2284 | |
| 2285 | To play Unequal, simply click the mouse in any empty square and then |
| 2286 | type a digit or letter on the keyboard to fill that square. If you |
| 2287 | make a mistake, click the mouse in the incorrect square and press |
| 2288 | Space to clear it again (or use the Undo feature). |
| 2289 | |
| 2290 | If you \e{right}-click in a square and then type a number, that |
| 2291 | number will be entered in the square as a \q{pencil mark}. You can |
| 2292 | have pencil marks for multiple numbers in the same square. Squares |
| 2293 | containing filled-in numbers cannot also contain pencil marks. |
| 2294 | |
| 2295 | The game pays no attention to pencil marks, so exactly what you use |
| 2296 | them for is up to you: you can use them as reminders that a |
| 2297 | particular square needs to be re-examined once you know more about a |
| 2298 | particular number, or you can use them as lists of the possible |
| 2299 | numbers in a given square, or anything else you feel like. |
| 2300 | |
| 2301 | To erase a single pencil mark, right-click in the square and type |
| 2302 | the same number again. |
| 2303 | |
| 2304 | All pencil marks in a square are erased when you left-click and type |
| 2305 | a number, or when you left-click and press space. Right-clicking and |
| 2306 | pressing space will also erase pencil marks. |
| 2307 | |
| 2308 | As for Solo, the cursor keys can be used in conjunction with the digit |
| 2309 | keys to set numbers or pencil marks. You can also use the 'M' key to |
| 2310 | auto-fill every numeric hint, ready for removal as required, or the 'H' |
| 2311 | key to do the same but also to remove all obvious hints. |
| 2312 | |
| 2313 | Alternatively, use the cursor keys to move the mark around the grid. |
| 2314 | Pressing the return key toggles the mark (from a normal mark to a |
| 2315 | pencil mark), and typing a number in is entered in the square in the |
| 2316 | appropriate way; typing in a 0 or using the space bar will clear a |
| 2317 | filled square. |
| 2318 | |
| 2319 | (All the actions described in \k{common-actions} are also available.) |
| 2320 | |
| 2321 | \H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters |
| 2322 | |
| 2323 | These parameters are available from the \q{Custom...} option on the |
| 2324 | \q{Type} menu. |
| 2325 | |
| 2326 | \dt \e{Mode} |
| 2327 | |
| 2328 | \dd Mode of the puzzle (\q{Unequal} or \q{Adjacent}) |
| 2329 | |
| 2330 | \dt \e{Size (s*s)} |
| 2331 | |
| 2332 | \dd Size of grid. |
| 2333 | |
| 2334 | \dt \e{Difficulty} |
| 2335 | |
| 2336 | \dd Controls the difficulty of the generated puzzle. At Trivial |
| 2337 | level, there are no greater-than signs; the puzzle is to solve the |
| 2338 | Latin square only. At Recursive level (only available via the |
| 2339 | \q{Custom} game type selector) backtracking will be required, but |
| 2340 | the solution should still be unique. The levels in between require |
| 2341 | increasingly complex reasoning to avoid having to backtrack. |
| 2342 | |
| 2343 | |
| 2344 | |
| 2345 | \C{galaxies} \i{Galaxies} |
| 2346 | |
| 2347 | \cfg{winhelp-topic}{games.galaxies} |
| 2348 | |
| 2349 | You have a rectangular grid containing a number of dots. Your aim is |
| 2350 | to draw edges along the grid lines which divide the rectangle into |
| 2351 | regions in such a way that every region is 180\u00b0{-degree} |
| 2352 | rotationally symmetric, and contains exactly one dot which is |
| 2353 | located at its centre of symmetry. |
| 2354 | |
| 2355 | This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under |
| 2356 | the name \q{Tentai Show}; its name is commonly translated into |
| 2357 | English as \q{Spiral Galaxies}. |
| 2358 | |
| 2359 | Galaxies was contributed to this collection by James Harvey. |
| 2360 | |
| 2361 | \B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/} |
| 2362 | |
| 2363 | \H{galaxies-controls} \i{Galaxies controls} |
| 2364 | |
| 2365 | \IM{Galaxies controls} controls, for Galaxies |
| 2366 | |
| 2367 | Left-click on any grid line to draw an edge if there isn't one |
| 2368 | already, or to remove one if there is. When you create a valid |
| 2369 | region (one which is closed, contains exactly one dot, is |
| 2370 | 180\u00b0{-degree} symmetric about that dot, and contains no |
| 2371 | extraneous edges inside it) it will be highlighted automatically; so |
| 2372 | your aim is to have the whole grid highlighted in that way. |
| 2373 | |
| 2374 | During solving, you might know that a particular grid square belongs |
| 2375 | to a specific dot, but not be sure of where the edges go and which |
| 2376 | other squares are connected to the dot. In order to mark this so you |
| 2377 | don't forget, you can right-click on the dot and drag, which will |
| 2378 | create an arrow marker pointing at the dot. Drop that in a square of |
| 2379 | your choice and it will remind you which dot it's associated with. |
| 2380 | You can also right-click on existing arrows to pick them up and move |
| 2381 | them, or destroy them by dropping them off the edge of the grid. |
| 2382 | (Also, if you're not sure which dot an arrow is pointing at, you can |
| 2383 | pick it up and move it around to make it clearer. It will swivel |
| 2384 | constantly as you drag it, to stay pointed at its parent dot.) |
| 2385 | |
| 2386 | You can also use the cursor keys to move around the grid squares and |
| 2387 | lines. Pressing the return key when over a grid line will draw or |
| 2388 | clear its edge, as above. Pressing the return key when over a dot will |
| 2389 | pick up an arrow, to be dropped the next time the return key is |
| 2390 | pressed; this can also be used to move existing arrows around, removing |
| 2391 | them by dropping them on a dot or another arrow. |
| 2392 | |
| 2393 | (All the actions described in \k{common-actions} are also available.) |
| 2394 | |
| 2395 | \H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters |
| 2396 | |
| 2397 | These parameters are available from the \q{Custom...} option on the |
| 2398 | \q{Type} menu. |
| 2399 | |
| 2400 | \dt \e{Width}, \e{Height} |
| 2401 | |
| 2402 | \dd Size of grid in squares. |
| 2403 | |
| 2404 | \dt \e{Difficulty} |
| 2405 | |
| 2406 | \dd Controls the difficulty of the generated puzzle. More difficult |
| 2407 | puzzles require more complex deductions, and the \q{Unreasonable} |
| 2408 | difficulty level may require backtracking. |
| 2409 | |
| 2410 | |
| 2411 | |
| 2412 | \C{filling} \i{Filling} |
| 2413 | |
| 2414 | \cfg{winhelp-topic}{games.filling} |
| 2415 | |
| 2416 | You have a grid of squares, some of which contain digits, and the |
| 2417 | rest of which are empty. Your job is to fill in digits in the empty |
| 2418 | squares, in such a way that each connected region of squares all |
| 2419 | containing the same digit has an area equal to that digit. |
| 2420 | |
| 2421 | (\q{Connected region}, for the purposes of this game, does not count |
| 2422 | diagonally separated squares as adjacent.) |
| 2423 | |
| 2424 | For example, it follows that no square can contain a zero, and that |
| 2425 | two adjacent squares can not both contain a one. No region has an |
| 2426 | area greater than 9 (because then its area would not be a single |
| 2427 | digit). |
| 2428 | |
| 2429 | Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}. |
| 2430 | |
| 2431 | Filling was contributed to this collection by Jonas K\u00F6{oe}lker. |
| 2432 | |
| 2433 | \B{nikoli-fillomino} |
| 2434 | \W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/} |
| 2435 | |
| 2436 | \H{filling-controls} \I{controls, for Filling}Filling controls |
| 2437 | |
| 2438 | To play Filling, simply click the mouse in any empty square and then |
| 2439 | type a digit on the keyboard to fill that square. By dragging the |
| 2440 | mouse, you can select multiple squares to fill with a single keypress. |
| 2441 | If you make a mistake, click the mouse in the incorrect square and |
| 2442 | press 0, Space, Backspace or Enter to clear it again (or use the Undo |
| 2443 | feature). |
| 2444 | |
| 2445 | You can also move around the grid with the cursor keys; typing a digit will |
| 2446 | fill the square containing the cursor with that number, or typing 0, Space, |
| 2447 | or Enter will clear it. You can also select multiple squares for numbering |
| 2448 | or clearing by using the return key, before typing a digit to fill in the |
| 2449 | highlighted squares (as above). |
| 2450 | |
| 2451 | (All the actions described in \k{common-actions} are also available.) |
| 2452 | |
| 2453 | \H{filling-parameters} \I{parameters, for Filling}Filling parameters |
| 2454 | |
| 2455 | Filling allows you to configure the number of rows and columns of the |
| 2456 | grid, through the \q{Type} menu. |
| 2457 | |
| 2458 | |
| 2459 | \C{keen} \i{Keen} |
| 2460 | |
| 2461 | \cfg{winhelp-topic}{games.keen} |
| 2462 | |
| 2463 | You have a square grid; each square may contain a digit from 1 to |
| 2464 | the size of the grid. The grid is divided into blocks of varying |
| 2465 | shape and size, with arithmetic clues written in them. Your aim is |
| 2466 | to fully populate the grid with digits such that: |
| 2467 | |
| 2468 | \b Each row contains only one occurrence of each digit |
| 2469 | |
| 2470 | \b Each column contains only one occurrence of each digit |
| 2471 | |
| 2472 | \b The digits in each block can be combined to form the number |
| 2473 | stated in the clue, using the arithmetic operation given in the |
| 2474 | clue. That is: |
| 2475 | |
| 2476 | \lcont{ |
| 2477 | |
| 2478 | \b An addition clue means that the sum of the digits in the block |
| 2479 | must be the given number. For example, \q{15+} means the contents of |
| 2480 | the block adds up to fifteen. |
| 2481 | |
| 2482 | \b A multiplication clue (e.g. \q{60\times}), similarly, means that |
| 2483 | the product of the digits in the block must be the given number. |
| 2484 | |
| 2485 | \b A subtraction clue will always be written in a block of size two, |
| 2486 | and it means that one of the digits in the block is greater than the |
| 2487 | other by the given amount. For example, \q{2\minus} means that one |
| 2488 | of the digits in the block is 2 more than the other, or equivalently |
| 2489 | that one digit minus the other one is 2. The two digits could be |
| 2490 | either way round, though. |
| 2491 | |
| 2492 | \b A division clue (e.g. \q{3\divide}), similarly, is always in a |
| 2493 | block of size two and means that one digit divided by the other is |
| 2494 | equal to the given amount. |
| 2495 | |
| 2496 | Note that a block may contain the same digit more than once |
| 2497 | (provided the identical ones are not in the same row and column). |
| 2498 | This rule is precisely the opposite of the rule in Solo's \q{Killer} |
| 2499 | mode (see \k{solo}). |
| 2500 | |
| 2501 | } |
| 2502 | |
| 2503 | This puzzle appears in the Times under the name \q{\i{KenKen}}. |
| 2504 | |
| 2505 | |
| 2506 | \H{keen-controls} \i{Keen controls} |
| 2507 | |
| 2508 | \IM{Keen controls} controls, for Keen |
| 2509 | |
| 2510 | Keen shares much of its control system with Solo (and Unequal). |
| 2511 | |
| 2512 | To play Keen, simply click the mouse in any empty square and then |
| 2513 | type a digit on the keyboard to fill that square. If you make a |
| 2514 | mistake, click the mouse in the incorrect square and press Space to |
| 2515 | clear it again (or use the Undo feature). |
| 2516 | |
| 2517 | If you \e{right}-click in a square and then type a number, that |
| 2518 | number will be entered in the square as a \q{pencil mark}. You can |
| 2519 | have pencil marks for multiple numbers in the same square. Squares |
| 2520 | containing filled-in numbers cannot also contain pencil marks. |
| 2521 | |
| 2522 | The game pays no attention to pencil marks, so exactly what you use |
| 2523 | them for is up to you: you can use them as reminders that a |
| 2524 | particular square needs to be re-examined once you know more about a |
| 2525 | particular number, or you can use them as lists of the possible |
| 2526 | numbers in a given square, or anything else you feel like. |
| 2527 | |
| 2528 | To erase a single pencil mark, right-click in the square and type |
| 2529 | the same number again. |
| 2530 | |
| 2531 | All pencil marks in a square are erased when you left-click and type |
| 2532 | a number, or when you left-click and press space. Right-clicking and |
| 2533 | pressing space will also erase pencil marks. |
| 2534 | |
| 2535 | As for Solo, the cursor keys can be used in conjunction with the |
| 2536 | digit keys to set numbers or pencil marks. Use the cursor keys to |
| 2537 | move a highlight around the grid, and type a digit to enter it in |
| 2538 | the highlighted square. Pressing return toggles the highlight into a |
| 2539 | mode in which you can enter or remove pencil marks. |
| 2540 | |
| 2541 | Pressing M will fill in a full set of pencil marks in every square |
| 2542 | that does not have a main digit in it. |
| 2543 | |
| 2544 | (All the actions described in \k{common-actions} are also available.) |
| 2545 | |
| 2546 | \H{keen-parameters} \I{parameters, for Keen}Keen parameters |
| 2547 | |
| 2548 | These parameters are available from the \q{Custom...} option on the |
| 2549 | \q{Type} menu. |
| 2550 | |
| 2551 | \dt \e{Grid size} |
| 2552 | |
| 2553 | \dd Specifies the size of the grid. Lower limit is 3; upper limit is |
| 2554 | 9 (because the user interface would become more difficult with |
| 2555 | \q{digits} bigger than 9!). |
| 2556 | |
| 2557 | \dt \e{Difficulty} |
| 2558 | |
| 2559 | \dd Controls the difficulty of the generated puzzle. At Unreasonable |
| 2560 | level, some backtracking will be required, but the solution should |
| 2561 | still be unique. The remaining levels require increasingly complex |
| 2562 | reasoning to avoid having to backtrack. |
| 2563 | |
| 2564 | |
| 2565 | \C{towers} \i{Towers} |
| 2566 | |
| 2567 | \cfg{winhelp-topic}{games.towers} |
| 2568 | |
| 2569 | You have a square grid. On each square of the grid you can build a |
| 2570 | tower, with its height ranging from 1 to the size of the grid. |
| 2571 | Around the edge of the grid are some numeric clues. |
| 2572 | |
| 2573 | Your task is to build a tower on every square, in such a way that: |
| 2574 | |
| 2575 | \b Each row contains every possible height of tower once |
| 2576 | |
| 2577 | \b Each column contains every possible height of tower once |
| 2578 | |
| 2579 | \b Each numeric clue describes the number of towers that can be seen |
| 2580 | if you look into the square from that direction, assuming that |
| 2581 | shorter towers are hidden behind taller ones. For example, in a |
| 2582 | 5\by\.5 grid, a clue marked \q{5} indicates that the five tower |
| 2583 | heights must appear in increasing order (otherwise you would not be |
| 2584 | able to see all five towers), whereas a clue marked \q{1} indicates |
| 2585 | that the tallest tower (the one marked 5) must come first. |
| 2586 | |
| 2587 | In harder or larger puzzles, some towers will be specified for you |
| 2588 | as well as the clues round the edge, and some edge clues may be |
| 2589 | missing. |
| 2590 | |
| 2591 | This puzzle appears on the web under various names, particularly |
| 2592 | \q{\i{Skyscrapers}}, but I don't know who first invented it. |
| 2593 | |
| 2594 | |
| 2595 | \H{towers-controls} \i{Towers controls} |
| 2596 | |
| 2597 | \IM{Towers controls} controls, for Towers |
| 2598 | |
| 2599 | Towers shares much of its control system with Solo, Unequal and Keen. |
| 2600 | |
| 2601 | To play Towers, simply click the mouse in any empty square and then |
| 2602 | type a digit on the keyboard to fill that square with a tower of the |
| 2603 | given height. If you make a mistake, click the mouse in the |
| 2604 | incorrect square and press Space to clear it again (or use the Undo |
| 2605 | feature). |
| 2606 | |
| 2607 | If you \e{right}-click in a square and then type a number, that |
| 2608 | number will be entered in the square as a \q{pencil mark}. You can |
| 2609 | have pencil marks for multiple numbers in the same square. A square |
| 2610 | containing a tower cannot also contain pencil marks. |
| 2611 | |
| 2612 | The game pays no attention to pencil marks, so exactly what you use |
| 2613 | them for is up to you: you can use them as reminders that a |
| 2614 | particular square needs to be re-examined once you know more about a |
| 2615 | particular number, or you can use them as lists of the possible |
| 2616 | numbers in a given square, or anything else you feel like. |
| 2617 | |
| 2618 | To erase a single pencil mark, right-click in the square and type |
| 2619 | the same number again. |
| 2620 | |
| 2621 | All pencil marks in a square are erased when you left-click and type |
| 2622 | a number, or when you left-click and press space. Right-clicking and |
| 2623 | pressing space will also erase pencil marks. |
| 2624 | |
| 2625 | As for Solo, the cursor keys can be used in conjunction with the |
| 2626 | digit keys to set numbers or pencil marks. Use the cursor keys to |
| 2627 | move a highlight around the grid, and type a digit to enter it in |
| 2628 | the highlighted square. Pressing return toggles the highlight into a |
| 2629 | mode in which you can enter or remove pencil marks. |
| 2630 | |
| 2631 | Pressing M will fill in a full set of pencil marks in every square |
| 2632 | that does not have a main digit in it. |
| 2633 | |
| 2634 | (All the actions described in \k{common-actions} are also available.) |
| 2635 | |
| 2636 | \H{towers-parameters} \I{parameters, for Towers}Towers parameters |
| 2637 | |
| 2638 | These parameters are available from the \q{Custom...} option on the |
| 2639 | \q{Type} menu. |
| 2640 | |
| 2641 | \dt \e{Grid size} |
| 2642 | |
| 2643 | \dd Specifies the size of the grid. Lower limit is 3; upper limit is |
| 2644 | 9 (because the user interface would become more difficult with |
| 2645 | \q{digits} bigger than 9!). |
| 2646 | |
| 2647 | \dt \e{Difficulty} |
| 2648 | |
| 2649 | \dd Controls the difficulty of the generated puzzle. At Unreasonable |
| 2650 | level, some backtracking will be required, but the solution should |
| 2651 | still be unique. The remaining levels require increasingly complex |
| 2652 | reasoning to avoid having to backtrack. |
| 2653 | |
| 2654 | |
| 2655 | \C{singles} \i{Singles} |
| 2656 | |
| 2657 | \cfg{winhelp-topic}{games.singles} |
| 2658 | |
| 2659 | You have a grid of white squares, all of which contain numbers. Your task |
| 2660 | is to colour some of the squares black (removing the number) so as to satisfy |
| 2661 | all of the following conditions: |
| 2662 | |
| 2663 | \b No number occurs more than once in any row or column. |
| 2664 | |
| 2665 | \b No black square is horizontally or vertically adjacent to any other black |
| 2666 | square. |
| 2667 | |
| 2668 | \b The remaining white squares must all form one contiguous region |
| 2669 | (connected by edges, not just touching at corners). |
| 2670 | |
| 2671 | Credit for this puzzle goes to \i{Nikoli} \k{nikoli-hitori} who call it |
| 2672 | \i{Hitori}. |
| 2673 | |
| 2674 | Singles was contributed to this collection by James Harvey. |
| 2675 | |
| 2676 | \B{nikoli-hitori} |
| 2677 | \W{http://www.nikoli.com/en/puzzles/hitori/index.html}\cw{http://www.nikoli.com/en/puzzles/hitori/index.html} |
| 2678 | (beware of Flash) |
| 2679 | |
| 2680 | \H{singles-controls} \i{Singles controls} |
| 2681 | |
| 2682 | \IM{Singles controls} controls, for Singles |
| 2683 | |
| 2684 | Left-clicking on an empty square will colour it black; left-clicking again |
| 2685 | will restore the number. Right-clicking will add a circle (useful for |
| 2686 | indicating that a cell is definitely not black). |
| 2687 | |
| 2688 | You can also use the cursor keys to move around the grid. Pressing the |
| 2689 | return or space keys will turn a square black or add a circle respectively, |
| 2690 | and pressing the key again will restore the number or remove the circle. |
| 2691 | |
| 2692 | (All the actions described in \k{common-actions} are also available.) |
| 2693 | |
| 2694 | \H{singles-parameters} \I{parameters, for Singles}Singles parameters |
| 2695 | |
| 2696 | These parameters are available from the \q{Custom...} option on the |
| 2697 | \q{Type} menu. |
| 2698 | |
| 2699 | \dt \e{Width}, \e{Height} |
| 2700 | |
| 2701 | \dd Size of grid in squares. |
| 2702 | |
| 2703 | \dt \e{Difficulty} |
| 2704 | |
| 2705 | \dd Controls the difficulty of the generated puzzle. |
| 2706 | |
| 2707 | |
| 2708 | \C{magnets} \i{Magnets} |
| 2709 | |
| 2710 | \cfg{winhelp-topic}{games.magnets} |
| 2711 | |
| 2712 | A rectangular grid has been filled with a mixture of magnets (that is, |
| 2713 | dominoes with one positive end and one negative end) and blank dominoes |
| 2714 | (that is, dominoes with two neutral poles). |
| 2715 | These dominoes are initially only seen in silhouette. Around the grid |
| 2716 | are placed a number of clues indicating the number of positive and |
| 2717 | negative poles contained in certain columns and rows. |
| 2718 | |
| 2719 | Your aim is to correctly place the magnets and blank dominoes such that |
| 2720 | all the clues are satisfied, with the additional constraint that no two |
| 2721 | similar magnetic poles may be orthogonally adjacent (since they repel). |
| 2722 | Neutral poles do not repel, and can be adjacent to any other pole. |
| 2723 | |
| 2724 | Credit for this puzzle goes to \i{Janko} \k{janko-magnets}. |
| 2725 | |
| 2726 | Magnets was contributed to this collection by James Harvey. |
| 2727 | |
| 2728 | \B{janko-magnets} |
| 2729 | \W{http://www.janko.at/Raetsel/Magnete/index.htm}\cw{http://www.janko.at/Raetsel/Magnete/index.htm} |
| 2730 | |
| 2731 | \H{magnets-controls} \i{Magnets controls} |
| 2732 | |
| 2733 | \IM{Magnets controls} controls, for Magnets |
| 2734 | |
| 2735 | Left-clicking on an empty square places a magnet at that position with |
| 2736 | the positive pole on the square and the negative pole on the other half |
| 2737 | of the magnet; left-clicking again reverses the polarity, and a third |
| 2738 | click removes the magnet. |
| 2739 | |
| 2740 | Right-clicking on an empty square places a blank domino there. |
| 2741 | Right-clicking again places two question marks on the domino, signifying |
| 2742 | \q{this cannot be blank} (which can be useful to note deductions while |
| 2743 | solving), and right-clicking again empties the domino. |
| 2744 | |
| 2745 | You can also use the cursor keys to move a cursor around the grid. |
| 2746 | Pressing the return key will lay a domino with a positive pole at that |
| 2747 | position; pressing again reverses the polarity and then removes the |
| 2748 | domino, as with left-clicking. Using the space bar allows placement |
| 2749 | of blank dominoes and cannot-be-blank hints, as for right-clicking. |
| 2750 | |
| 2751 | (All the actions described in \k{common-actions} are also available.) |
| 2752 | |
| 2753 | \H{magnets-parameters} \I{parameters, for Magnets}Magnets parameters |
| 2754 | |
| 2755 | These parameters are available from the \q{Custom...} option on the |
| 2756 | \q{Type} menu. |
| 2757 | |
| 2758 | \dt \e{Width}, \e{Height} |
| 2759 | |
| 2760 | \dd Size of grid in squares. There will be half \e{Width} \by \e{Height} |
| 2761 | dominoes in the grid: if this number is odd then one square will be blank. |
| 2762 | |
| 2763 | (Grids with at least one odd dimension tend to be easier to solve.) |
| 2764 | |
| 2765 | \dt \e{Difficulty} |
| 2766 | |
| 2767 | \dd Controls the difficulty of the generated puzzle. At Tricky level, |
| 2768 | you are required to make more deductions about empty dominoes and |
| 2769 | row/column counts. |
| 2770 | |
| 2771 | \dt \e{Strip clues} |
| 2772 | |
| 2773 | \dd If true, some of the clues around the grid are removed at generation |
| 2774 | time, making the puzzle more difficult. |
| 2775 | |
| 2776 | |
| 2777 | \C{signpost} \i{Signpost} |
| 2778 | |
| 2779 | \cfg{winhelp-topic}{games.signpost} |
| 2780 | |
| 2781 | You have a grid of squares; each square (except the last one) |
| 2782 | contains an arrow, and some squares also contain numbers. Your job |
| 2783 | is to connect the squares to form a continuous list of numbers |
| 2784 | starting at 1 and linked in the direction of the arrows \dash so the |
| 2785 | arrow inside the square with the number 1 will point to the square |
| 2786 | containing the number 2, which will point to the square containing |
| 2787 | the number 3, etc. Each square can be any distance away from the |
| 2788 | previous one, as long as it is somewhere in the direction of the |
| 2789 | arrow. |
| 2790 | |
| 2791 | By convention the first and last numbers are shown; one or more |
| 2792 | interim numbers may also appear at the beginning. |
| 2793 | |
| 2794 | Credit for this puzzle goes to \i{Janko} \k{janko-arrowpath}, who call it |
| 2795 | \q{Pfeilpfad} (\q{arrow path}). |
| 2796 | |
| 2797 | Signpost was contributed to this collection by James Harvey. |
| 2798 | |
| 2799 | \B{janko-arrowpath} |
| 2800 | \W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\cw{http://janko.at/Raetsel/Pfeilpfad/index.htm} |
| 2801 | |
| 2802 | \H{signpost-controls} \I{controls, for Signpost}Signpost controls |
| 2803 | |
| 2804 | To play Signpost, you connect squares together by dragging from one |
| 2805 | square to another, indicating that they are adjacent in the |
| 2806 | sequence. Drag with the left button from a square to its successor, |
| 2807 | or with the right button from a square to its predecessor. |
| 2808 | |
| 2809 | If you connect together two squares in this way and one of them has |
| 2810 | a number in it, the appropriate number will appear in the other |
| 2811 | square. If you connect two non-numbered squares, they will be |
| 2812 | assigned temporary algebraic labels: on the first occasion, they |
| 2813 | will be labelled \cq{a} and \cq{a+1}, and then \cq{b} and \cq{b+1}, |
| 2814 | and so on. Connecting more squares on to the ends of such a chain |
| 2815 | will cause them all to be labelled with the same letter. |
| 2816 | |
| 2817 | When you left-click or right-click in a square, the legal squares to |
| 2818 | connect it to will be shown. |
| 2819 | |
| 2820 | The arrow in each square starts off black, and goes grey once you |
| 2821 | connect the square to its successor. Also, each square which needs a |
| 2822 | predecessor has a small dot in the bottom left corner, which |
| 2823 | vanishes once you link a square to it. So your aim is always to |
| 2824 | connect a square with a black arrow to a square with a dot. |
| 2825 | |
| 2826 | To remove any links for a particular square (both incoming and |
| 2827 | outgoing), left-drag it off the grid. To remove a whole chain, |
| 2828 | right-drag any square in the chain off the grid. |
| 2829 | |
| 2830 | You can also use the cursor keys to move around the grid squares and |
| 2831 | lines. Pressing the return key when over a square starts a link |
| 2832 | operation, and pressing the return key again over a square will |
| 2833 | finish the link, if allowable. Pressing the space bar over a square |
| 2834 | will show the other squares pointing to it, and allow you to form a |
| 2835 | backward link, and pressing the space bar again cancels this. |
| 2836 | |
| 2837 | (All the actions described in \k{common-actions} are also available.) |
| 2838 | |
| 2839 | \H{signpost-parameters} \I{parameters, for Signpost}Signpost parameters |
| 2840 | |
| 2841 | These parameters are available from the \q{Custom...} option on the |
| 2842 | \q{Type} menu. |
| 2843 | |
| 2844 | \dt \e{Width}, \e{Height} |
| 2845 | |
| 2846 | \dd Size of grid in squares. |
| 2847 | |
| 2848 | \dt \e{Force start/end to corners} |
| 2849 | |
| 2850 | \dd If true, the start and end squares are always placed in opposite corners |
| 2851 | (the start at the top left, and the end at the bottom right). If false the start |
| 2852 | and end squares are placed randomly (although always both shown). |
| 2853 | |
| 2854 | \C{range} \i{Range} |
| 2855 | |
| 2856 | \cfg{winhelp-topic}{games.range} |
| 2857 | |
| 2858 | You have a grid of squares; some squares contain numbers. Your job is |
| 2859 | to colour some of the squares black, such that several criteria are |
| 2860 | satisfied: |
| 2861 | |
| 2862 | \b no square with a number is coloured black. |
| 2863 | |
| 2864 | \b no two black squares are adjacent (horizontally or vertically). |
| 2865 | |
| 2866 | \b for any two white squares, there is a path between them using only |
| 2867 | white squares. |
| 2868 | |
| 2869 | \b for each square with a number, that number denotes the number of |
| 2870 | squares reachable from that square going in each direction until |
| 2871 | hitting a wall or a black square. |
| 2872 | |
| 2873 | For instance, a square containing the number one must have four black |
| 2874 | squares as its neighbours by the last criterion; but then it's |
| 2875 | impossible for it to be connected to any outside white square, which |
| 2876 | violates the second to last criterion. So no square will contain the |
| 2877 | number one. |
| 2878 | |
| 2879 | Credit for this puzzle goes to \i{Nikoli}, who have variously called |
| 2880 | it \q{Kurodoko}, \q{Kuromasu} or \q{Where is Black Cells}. |
| 2881 | \k{nikoli-range}. |
| 2882 | |
| 2883 | Range was contributed to this collection by Jonas K\u00F6{oe}lker. |
| 2884 | |
| 2885 | \B{nikoli-range} |
| 2886 | \W{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}\cw{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/} |
| 2887 | |
| 2888 | \H{range-controls} \I{controls, for Range}Range controls |
| 2889 | |
| 2890 | Click with the left button to paint a square black, or with the right |
| 2891 | button to mark a square with a dot to indicate that you are sure it |
| 2892 | should \e{not} be painted black. Repeated clicking with either button |
| 2893 | will cycle the square through the three possible states (filled, |
| 2894 | dotted or empty) in opposite directions. |
| 2895 | |
| 2896 | You can also use the cursor keys to move around the grid squares. |
| 2897 | Pressing Return does the same as clicking with the left button, while |
| 2898 | pressing Space does the same as a right button click. |
| 2899 | |
| 2900 | (All the actions described in \k{common-actions} are also available.) |
| 2901 | |
| 2902 | \H{range-parameters} \I{parameters, for Range}Range parameters |
| 2903 | |
| 2904 | These parameters are available from the \q{Custom...} option on the |
| 2905 | \q{Type} menu. |
| 2906 | |
| 2907 | \dt \e{Width}, \e{Height} |
| 2908 | |
| 2909 | \dd Size of grid in squares. |
| 2910 | |
| 2911 | \A{licence} \I{MIT licence}\ii{Licence} |
| 2912 | |
| 2913 | This software is \i{copyright} 2004-2010 Simon Tatham. |
| 2914 | |
| 2915 | Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas |
| 2916 | K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros |
| 2917 | Lambrou and Bernd Schmidt. |
| 2918 | |
| 2919 | Permission is hereby granted, free of charge, to any person |
| 2920 | obtaining a copy of this software and associated documentation files |
| 2921 | (the \q{Software}), to deal in the Software without restriction, |
| 2922 | including without limitation the rights to use, copy, modify, merge, |
| 2923 | publish, distribute, sublicense, and/or sell copies of the Software, |
| 2924 | and to permit persons to whom the Software is furnished to do so, |
| 2925 | subject to the following conditions: |
| 2926 | |
| 2927 | The above copyright notice and this permission notice shall be |
| 2928 | included in all copies or substantial portions of the Software. |
| 2929 | |
| 2930 | THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND, |
| 2931 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| 2932 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND |
| 2933 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS |
| 2934 | BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN |
| 2935 | ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| 2936 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| 2937 | SOFTWARE. |
| 2938 | |
| 2939 | \IM{command-line}{command line} command line |
| 2940 | |
| 2941 | \IM{default parameters, specifying} default parameters, specifying |
| 2942 | \IM{default parameters, specifying} preferences, specifying default |
| 2943 | |
| 2944 | \IM{Unix} Unix |
| 2945 | \IM{Unix} Linux |
| 2946 | |
| 2947 | \IM{generating game IDs} generating game IDs |
| 2948 | \IM{generating game IDs} game ID, generating |
| 2949 | |
| 2950 | \IM{specific} \q{Specific}, menu option |
| 2951 | \IM{custom} \q{Custom}, menu option |
| 2952 | |
| 2953 | \IM{game ID} game ID |
| 2954 | \IM{game ID} ID, game |
| 2955 | \IM{ID format} ID format |
| 2956 | \IM{ID format} format, ID |
| 2957 | \IM{ID format} game ID, format |
| 2958 | |
| 2959 | \IM{keys} keys |
| 2960 | \IM{keys} shortcuts (keyboard) |
| 2961 | |
| 2962 | \IM{initial state} initial state |
| 2963 | \IM{initial state} state, initial |
| 2964 | |
| 2965 | \IM{MIT licence} MIT licence |
| 2966 | \IM{MIT licence} licence, MIT |