Neat idea from Gareth: if you put a % on the end of the mine count
[sgt/puzzles] / puzzles.but
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 This is a collection of small one-player puzzle games.
24
25 \copyright This manual is copyright 2004 Simon Tatham. All rights
26 reserved. You may distribute this documentation under the MIT licence.
27 See \k{licence} for the licence text in full.
28
29 \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
30
31 \versionid $Id$
32
33 \C{intro} Introduction
34
35 I wrote this collection because I thought there should be more small
36 desktop toys available: little games you can pop up in a window and
37 play for two or three minutes while you take a break from whatever
38 else you were doing. And I was also annoyed that every time I found
39 a good game on (say) \i{Unix}, it wasn't available the next time I
40 was sitting at a \i{Windows} machine, or vice versa; so I arranged
41 that everything in my personal puzzle collection will happily run on
42 both, and have more recently done a port to Mac OS X as well. When I
43 find (or perhaps invent) further puzzle games that I like, they'll
44 be added to this collection and will immediately be available on
45 both platforms. And if anyone feels like writing any other front
46 ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47 the games in this framework will immediately become available on
48 another platform as well.
49
50 The actual games in this collection were mostly not my invention; I
51 saw them elsewhere, and rewrote them in a form that was more
52 convenient for me. I do not claim credit, in general, for inventing
53 the rules of any of these puzzles; all I claim is authorship of the
54 code (or at least those parts of the code that weren't contributed
55 by other people!).
56
57 This collection is distributed under the \i{MIT licence} (see
58 \k{licence}). This means that you can do pretty much anything you like
59 with the game binaries or the code, except pretending you wrote them
60 yourself, or suing me if anything goes wrong.
61
62 The most recent versions, and \i{source code}, can be found at
63 \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65 Please report \I{feedback}\i{bugs} to
66 \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67 You might find it helpful to read this article before reporting a bug:
68
69 \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71 \ii{Patches} are welcome. Especially if they provide a new front end
72 (to make all these games run on another platform), or a new game.
73
74
75 \C{common} \ii{Common features}
76
77 This chapter describes features that are common to all the games.
78
79 \H{common-actions} \I{controls}Common actions
80
81 These actions are all available from the \I{Game menu}\q{Game} menu
82 and via \I{keys}keyboard shortcuts, in addition to any game-specific
83 actions.
84
85 (On Mac OS X, to conform with local user interface standards, these
86 actions are situated on the \I{File menu}\q{File} and \I{Edit
87 menu}\q{Edit} menus instead.)
88
89 \dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91 \dd Starts a new game, with a random initial state.
92
93 \dt \ii\e{Restart game}
94
95 \dd Resets the current game to its initial state. (This can be undone.)
96
97 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
98
99 \dd Undoes a single move. (You can undo moves back to the start of the
100 session.)
101
102 \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
103
104 \dd Redoes a previously undone move.
105
106 \dt \ii\e{Copy}
107
108 \dd Copies the current state of your game to the clipboard in text
109 format, so that you can paste it into (say) an e-mail client or a
110 web message board if you're discussing the game with someone else.
111 (Not all games support this feature.)
112
113 \dt \ii\e{Solve}
114
115 \dd Transforms the puzzle instantly into its solved state. For some
116 games (Cube) this feature is not supported at all because it is of
117 no particular use. For other games (such as Pattern), the solved
118 state can be used to give you information, if you can't see how a
119 solution can exist at all or you want to know where you made a
120 mistake. For still other games (such as Sixteen), automatic solution
121 tells you nothing about how to \e{get} to the solution, but it does
122 provide a useful way to get there quickly so that you can experiment
123 with set-piece moves and transformations.
124
125 \lcont{
126
127 Some games (such as Solo) are capable of solving a game ID you have
128 typed in from elsewhere. Other games (such as Rectangles) cannot
129 solve a game ID they didn't invent themself, but when they did
130 invent the game ID they know what the solution is already. Still
131 other games (Pattern) can solve \e{some} external game IDs, but only
132 if they aren't too difficult.
133
134 The \q{Solve} command adds the solved state to the end of the undo
135 chain for the puzzle. In other words, if you want to go back to
136 solving it yourself after seeing the answer, you can just press Undo.
137
138 }
139
140 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
141
142 \dd Closes the application entirely.
143
144 \H{common-id} Specifying games with the \ii{game ID}
145
146 There are two ways to save a game specification out of a puzzle and
147 recreate it later, or recreate it in somebody else's copy of the
148 same puzzle.
149
150 The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
151 \I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
152 show a piece of text (a \q{game ID}) which is sufficient to
153 reconstruct precisely the same game at a later date.
154
155 You can enter either of these pieces of text back into the program
156 (via the same \q{Specific} or \q{Random Seed} menu options) at a
157 later point, and it will recreate the same game. You can also use
158 either one as a \i{command line} argument (on Windows or Unix); see
159 \k{common-cmdline} for more detail.
160
161 The difference between the two forms is that a descriptive game ID
162 is a literal \e{description} of the \i{initial state} of the game,
163 whereas a random seed is just a piece of arbitrary text which was
164 provided as input to the random number generator used to create the
165 puzzle. This means that:
166
167 \b Descriptive game IDs tend to be longer in many puzzles (although
168 some, such as Cube (\k{cube}), only need very short descriptions).
169 So a random seed is often a \e{quicker} way to note down the puzzle
170 you're currently playing, or to tell it to somebody else so they can
171 play the same one as you.
172
173 \b Any text at all is a valid random seed. The automatically
174 generated ones are fifteen-digit numbers, but anything will do; you
175 can type in your full name, or a word you just made up, and a valid
176 puzzle will be generated from it. This provides a way for two or
177 more people to race to complete the same puzzle: you think of a
178 random seed, then everybody types it in at the same time, and nobody
179 has an advantage due to having seen the generated puzzle before
180 anybody else.
181
182 \b It is often possible to convert puzzles from other sources (such
183 as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
184 game IDs suitable for use with these programs.
185
186 \b Random seeds are not guaranteed to produce the same result if you
187 use them with a different \i\e{version} of the puzzle program. This
188 is because the generation algorithm might have been improved or
189 modified in later versions of the code, and will therefore produce a
190 different result when given the same sequence of random numbers. Use
191 a descriptive game ID if you aren't sure that it will be used on the
192 same version of the program as yours.
193
194 \lcont{(Use the \q{About} menu option to find out the version number
195 of the program. Programs with the same version number running on
196 different platforms should still be random-seed compatible.)}
197
198 \I{ID format}A descriptive game ID starts with a piece of text which
199 encodes the \i\e{parameters} of the current game (such as grid
200 size). Then there is a colon, and after that is the description of
201 the game's initial state. A random seed starts with a similar string
202 of parameters, but then it contains a hash sign followed by
203 arbitrary data.
204
205 If you enter a descriptive game ID, the program will not be able to
206 show you the random seed which generated it, since it wasn't
207 generated \e{from} a random seed. If you \e{enter} a random seed,
208 however, the program will be able to show you the descriptive game
209 ID derived from that random seed.
210
211 Note that the game parameter strings are not always identical
212 between the two forms. For some games, there will be parameter data
213 provided with the random seed which is not included in the
214 descriptive game ID. This is because that parameter information is
215 only relevant when \e{generating} puzzle grids, and is not important
216 when playing them. Thus, for example, the difficulty level in Solo
217 (\k{solo}) is not mentioned in the descriptive game ID.
218
219 These additional parameters are also not set permanently if you type
220 in a game ID. For example, suppose you have Solo set to \q{Advanced}
221 difficulty level, and then a friend wants your help with a
222 \q{Trivial} puzzle; so the friend reads out a random seed specifying
223 \q{Trivial} difficulty, and you type it in. The program will
224 generate you the same \q{Trivial} grid which your friend was having
225 trouble with, but once you have finished playing it, when you ask
226 for a new game it will automatically go back to the \q{Advanced}
227 difficulty which it was previously set on.
228
229 \H{common-type} The \q{Type} menu
230
231 The \I{Type menu}\q{Type} menu, if present, may contain a list of
232 \i{preset} game settings. Selecting one of these will start a new
233 random game with the parameters specified.
234
235 The \q{Type} menu may also contain a \q{\i{Custom}} option which
236 allows you to fine-tune game \i{parameters}. The parameters
237 available are specific to each game and are described in the
238 following sections.
239
240 \H{common-cmdline} Specifying game parameters on the \i{command line}
241
242 (This section does not apply to the Mac OS X version.)
243
244 The games in this collection deliberately do not ever save
245 information on to the computer they run on: they have no high score
246 tables and no saved preferences. (This is because I expect at least
247 some people to play them at work, and those people will probably
248 appreciate leaving as little evidence as possible!)
249
250 However, if you do want to arrange for one of these games to default
251 to a particular set of parameters, you can specify them on the
252 command line.
253
254 The easiest way to do this is to set up the parameters you want
255 using the \q{Type} menu (see \k{common-type}), and then to select
256 \q{Random Seed} from the \q{Game} or \q{File} menu (see
257 \k{common-id}). The text in the \q{Game ID} box will be composed of
258 two parts, separated by a hash. The first of these parts represents
259 the game parameters (the size of the playing area, for example, and
260 anything else you set using the \q{Type} menu).
261
262 If you run the game with just that parameter text on the command
263 line, it will start up with the settings you specified.
264
265 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
266 from the \q{Type} menu, and then go to the game ID selection, you
267 will see a string of the form \cq{o2x2#338686542711620}. Take only
268 the part before the hash (\cq{o2x2}), and start Cube with that text
269 on the command line: \cq{cube o2x2}.
270
271 If you copy the \e{entire} game ID on to the command line, the game
272 will start up in the specific game that was described. This is
273 occasionally a more convenient way to start a particular game ID
274 than by pasting it into the game ID selection box.
275
276 (You could also retrieve the encoded game parameters using the
277 \q{Specific} menu option instead of \q{Random Seed}, but if you do
278 then some options, such as the difficulty level in Solo, will be
279 missing. See \k{common-id} for more details on this.)
280
281 \C{net} \i{Net}
282
283 \cfg{winhelp-topic}{games.net}
284
285 (\e{Note:} the \i{Windows} version of this game is called
286 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
287
288 I originally saw this in the form of a Flash game called \i{FreeNet}
289 \k{FreeNet}, written by Pavils Jurjans; there are several other
290 implementations under the name \i{NetWalk}. The computer prepares a
291 network by connecting up the centres of squares in a grid, and then
292 shuffles the network by rotating every tile randomly. Your job is to
293 rotate it all back into place. The successful solution will be an
294 entirely connected network, with no closed loops. \#{The latter
295 clause means that there are no closed paths within the network.
296 Could this be clearer? "No closed paths"?} As a visual aid,
297 all tiles which are connected to the one in the middle are
298 highlighted.
299
300 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
301
302 \H{net-controls} \i{Net controls}
303
304 \IM{Net controls} controls, for Net
305 \IM{Net controls} keys, for Net
306 \IM{Net controls} shortcuts (keyboard), for Net
307
308 This game can be played with either the keyboard or the mouse. The
309 controls are:
310
311 \dt \e{Select tile}: mouse pointer, arrow keys
312
313 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
314
315 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
316
317 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
318
319 \dd You can lock a tile once you're sure of its orientation. You can
320 also unlock it again, but while it's locked you can't accidentally
321 turn it.
322
323 The following controls are not necessary to complete the game, but may
324 be useful:
325
326 \dt \e{Shift grid}: Shift + arrow keys
327
328 \dd On grids that wrap, you can move the origin of the grid, so that
329 tiles that were on opposite sides of the grid can be seen together.
330
331 \dt \e{Move centre}: Ctrl + arrow keys
332
333 \dd You can change which tile is used as the source of highlighting.
334 (It doesn't ultimately matter which tile this is, as every tile will
335 be connected to every other tile in a correct solution, but it may be
336 helpful in the intermediate stages of solving the puzzle.)
337
338 \dt \e{Jumble tiles}: \q{J} key
339
340 \dd This key turns all tiles that are not locked to random
341 orientations.
342
343 (All the actions described in \k{common-actions} are also available.)
344
345 \H{net-params} \I{parameters, for Net}Net parameters
346
347 These parameters are available from the \q{Custom...} option on the
348 \q{Type} menu.
349
350 \dt \e{Width}, \e{Height}
351
352 \dd Size of grid in tiles.
353
354 \dt \e{Walls wrap around}
355
356 \dd If checked, flow can pass from the left edge to the right edge,
357 and from top to bottom, and vice versa.
358
359 \dt \e{Barrier probability}
360
361 \dd A number between 0.0 and 1.0 controlling whether an immovable
362 barrier is placed between two tiles to prevent flow between them (a
363 higher number gives more barriers). Since barriers are immovable, they
364 act as constraints on the solution (i.e., hints).
365
366 \lcont{
367
368 The grid generation in Net has been carefully arranged so that the
369 barriers are independent of the rest of the grid. This means that if
370 you note down the random seed used to generate the current puzzle
371 (see \k{common-id}), change the \e{Barrier probability} parameter,
372 and then re-enter the same random seed, you should see exactly the
373 same starting grid, with the only change being the number of
374 barriers. So if you're stuck on a particular grid and need a hint,
375 you could start up another instance of Net, set up the same
376 parameters but a higher barrier probability, and enter the game seed
377 from the original Net window.
378
379 }
380
381 \dt \e{Ensure unique solution}
382
383 \dd Normally, Net will make sure that the puzzles it presents have
384 only one solution. Puzzles with ambiguous sections can be more
385 difficult and more subtle, so if you like you can turn off this
386 feature and risk having ambiguous puzzles. (Also, finding \e{all}
387 the possible solutions can be an additional challenge for an
388 advanced player.)
389
390 \C{cube} \i{Cube}
391
392 \cfg{winhelp-topic}{games.cube}
393
394 This is another one I originally saw as a web game. This one was a
395 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
396 squares, six of which are blue; on one square rests a cube. Your move
397 is to use the arrow keys to roll the cube through 90 degrees so that
398 it moves to an adjacent square. If you roll the cube on to a blue
399 square, the blue square is picked up on one face of the cube; if you
400 roll a blue face of the cube on to a non-blue square, the blueness is
401 put down again. (In general, whenever you roll the cube, the two faces
402 that come into contact swap colours.) Your job is to get all six blue
403 squares on to the six faces of the cube at the same time. Count your
404 moves and try to do it in as few as possible.
405
406 Unlike the original Java game, my version has an additional feature:
407 once you've mastered the game with a cube rolling on a square grid,
408 you can change to a triangular grid and roll any of a tetrahedron, an
409 octahedron or an icosahedron.
410
411 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
412
413 \H{cube-controls} \i{Cube controls}
414
415 \IM{Cube controls} controls, for Cube
416 \IM{Cube controls} keys, for Cube
417 \IM{Cube controls} shortcuts (keyboard), for Cube
418
419 This game is played with the keyboard. The arrow keys are used to roll the
420 cube (or other solid).
421
422 On the triangular grids, the mapping of arrow keys to directions is
423 more approximate. Vertical movement is disallowed where it doesn't
424 make sense. The four keys surrounding the arrow keys on the numeric
425 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
426
427 (All the actions described in \k{common-actions} are also available.)
428
429 \H{cube-params} \I{parameters, for Cube}Cube parameters
430
431 These parameters are available from the \q{Custom...} option on the
432 \q{Type} menu.
433
434 \dt \e{Type of solid}
435
436 \dd Selects the solid to roll (and hence the shape of the grid):
437 tetrahedron, cube, octahedron, or icosahedron.
438
439 \dt \e{Width / top}, \e{Height / bottom}
440
441 \dd On a square grid, horizontal and vertical dimensions. On a
442 triangular grid, the number of triangles on the top and bottom rows
443 respectively.
444
445
446 \C{fifteen} \i{Fifteen}
447
448 \cfg{winhelp-topic}{games.fifteen}
449
450 The old ones are the best: this is the good old \q{\i{15-puzzle}}
451 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
452 contain numbered tiles, and the sixteenth is empty. Your move is to
453 choose a tile next to the empty space, and slide it into the space.
454 The aim is to end up with the tiles in numerical order, with the
455 space in the bottom right (so that the top row reads 1,2,3,4 and the
456 bottom row reads 13,14,15,\e{space}).
457
458 \H{fifteen-controls} \i{Fifteen controls}
459
460 \IM{Fifteen controls} controls, for Fifteen
461 \IM{Fifteen controls} keys, for Fifteen
462 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
463
464 This game can be controlled with the mouse or the keyboard.
465
466 A left-click with the mouse in the row or column containing the empty
467 space will move as many tiles as necessary to move the space to the
468 mouse pointer.
469
470 The arrow keys will move a tile adjacent to the space in the direction
471 indicated (moving the space in the \e{opposite} direction).
472
473 (All the actions described in \k{common-actions} are also available.)
474
475 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
476
477 The only options available from the \q{Custom...} option on the \q{Type}
478 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
479 you've changed these, it's not a \q{15-puzzle} any more, of course!)
480
481
482 \C{sixteen} \i{Sixteen}
483
484 \cfg{winhelp-topic}{games.sixteen}
485
486 Another sliding tile puzzle, visually similar to Fifteen (see
487 \k{fifteen}) but with a different type of move. This time, there is no
488 hole: all 16 squares on the grid contain numbered squares. Your move
489 is to shift an entire row left or right, or shift an entire column up
490 or down; every time you do that, the tile you shift off the grid
491 re-appears at the other end of the same row, in the space you just
492 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
493 the top row, 13,14,15,16 on the bottom). When you've done that, try
494 playing on different sizes of grid.
495
496 I \e{might} have invented this game myself, though only by accident if
497 so (and I'm sure other people have independently invented it). I
498 thought I was imitating a screensaver I'd seen, but I have a feeling
499 that the screensaver might actually have been a Fifteen-type puzzle
500 rather than this slightly different kind. So this might be the one
501 thing in my puzzle collection which represents creativity on my part
502 rather than just engineering.
503
504 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
505
506 This game is played with the mouse. Left-clicking on an arrow will
507 move the appropriate row or column in the direction indicated.
508 Right-clicking will move it in the opposite direction.
509
510 (All the actions described in \k{common-actions} are also available.)
511
512 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
513
514 The parameters available from the \q{Custom...} option on the
515 \q{Type} menu are:
516
517 \b \e{Width} and \e{Height}, which are self-explanatory.
518
519 \b You can ask for a limited shuffling operation to be performed on
520 the grid. By default, Sixteen will shuffle the grid in such a way
521 that any arrangement is about as probable as any other. You can
522 override this by requesting a precise number of shuffling moves to
523 be performed. Typically your aim is then to determine the precise
524 set of shuffling moves and invert them exactly, so that you answer
525 (say) a four-move shuffle with a four-move solution. Note that the
526 more moves you ask for, the more likely it is that solutions shorter
527 than the target length will turn out to be possible.
528
529
530 \C{twiddle} \i{Twiddle}
531
532 \cfg{winhelp-topic}{games.twiddle}
533
534 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
535 (see \k{sixteen}): you are given a grid of square tiles, each
536 containing a number, and your aim is to arrange the numbers into
537 ascending order.
538
539 In basic Twiddle, your move is to rotate a square group of four
540 tiles about their common centre. (Orientation is not significant in
541 the basic puzzle, although you can select it.) On more advanced
542 settings, you can rotate a larger square group of tiles.
543
544 I first saw this type of puzzle in the GameCube game \q{Metroid
545 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
546 you solve to unlock a door, which is a special case of Twiddle. I
547 developed this game as a generalisation of that puzzle.
548
549 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
550
551 To play Twiddle, click the mouse in the centre of the square group
552 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
553 which means you have to click at a corner point where four tiles
554 meet.
555
556 In more advanced modes you might be rotating 3\by\.3 or even more at
557 a time; if the size of the square is odd then you simply click in
558 the centre tile of the square you want to rotate.
559
560 Clicking with the left mouse button rotates the group anticlockwise.
561 Clicking with the right button rotates it clockwise.
562
563 (All the actions described in \k{common-actions} are also available.)
564
565 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
566
567 Twiddle provides several configuration options via the \q{Custom}
568 option on the \q{Type} menu:
569
570 \b You can configure the width and height of the puzzle grid.
571
572 \b You can configure the size of square block that rotates at a time.
573
574 \b You can ask for every square in the grid to be distinguishable
575 (the default), or you can ask for a simplified puzzle in which there
576 are groups of identical numbers. In the simplified puzzle your aim
577 is just to arrange all the 1s into the first row, all the 2s into
578 the second row, and so on.
579
580 \b You can configure whether the orientation of tiles matters. If
581 you ask for an orientable puzzle, each tile will have a triangle
582 drawn in it. All the triangles must be pointing upwards to complete
583 the puzzle.
584
585 \b You can ask for a limited shuffling operation to be performed on
586 the grid. By default, Twiddle will shuffle the grid so much that any
587 arrangement is about as probable as any other. You can override this
588 by requesting a precise number of shuffling moves to be performed.
589 Typically your aim is then to determine the precise set of shuffling
590 moves and invert them exactly, so that you answer (say) a four-move
591 shuffle with a four-move solution. Note that the more moves you ask
592 for, the more likely it is that solutions shorter than the target
593 length will turn out to be possible.
594
595
596 \C{rectangles} \i{Rectangles}
597
598 \cfg{winhelp-topic}{games.rectangles}
599
600 You have a grid of squares, with numbers written in some (but not all)
601 of the squares. Your task is to subdivide the grid into rectangles of
602 various sizes, such that (a) every rectangle contains exactly one
603 numbered square, and (b) the area of each rectangle is equal to the
604 number written in its numbered square.
605
606 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
607 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
608 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
609 implementation, my version automatically generates random grids of
610 any size you like. The quality of puzzle design is therefore not
611 quite as good as hand-crafted puzzles would be, but on the plus side
612 you get an inexhaustible supply of puzzles tailored to your own
613 specification.
614
615 \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}
616
617 \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}
618
619 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
620
621 This game is played with the mouse.
622
623 Left-click any edge to toggle it on or off, or click and drag to draw
624 an entire rectangle (or line) on the grid in one go (removing any
625 existing edges within that rectangle).
626
627 When a rectangle of the correct size is completed, it will be shaded.
628
629 (All the actions described in \k{common-actions} are also available.)
630
631 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
632
633 These parameters are available from the \q{Custom...} option on the
634 \q{Type} menu.
635
636 \dt \e{Width}, \e{Height}
637
638 \dd Size of grid, in squares.
639
640 \dt \e{Expansion factor}
641
642 \dd This is a mechanism for changing the type of grids generated by
643 the program. Some people prefer a grid containing a few large
644 rectangles to one containing many small ones. So you can ask
645 Rectangles to essentially generate a \e{smaller} grid than the size
646 you specified, and then to expand it by adding rows and columns.
647
648 \lcont{
649
650 The default expansion factor of zero means that Rectangles will
651 simply generate a grid of the size you ask for, and do nothing
652 further. If you set an expansion factor of (say) 0.5, it means that
653 each dimension of the grid will be expanded to half again as big
654 after generation. In other words, the initial grid will be 2/3 the
655 size in each dimension, and will be expanded to its full size
656 without adding any more rectangles.
657
658 Setting an expansion factor of around 0.5 tends to make the game
659 more difficult, and also (in my experience) rewards a less deductive
660 and more intuitive playing style. If you set it \e{too} high,
661 though, the game simply cannot generate more than a few rectangles
662 to cover the entire grid, and the game becomes trivial.
663
664 }
665
666 \dt \e{Ensure unique solution}
667
668 \dd Normally, Rectangles will make sure that the puzzles it presents
669 have only one solution. Puzzles with ambiguous sections can be more
670 difficult and more subtle, so if you like you can turn off this
671 feature and risk having ambiguous puzzles. Also, finding \e{all} the
672 possible solutions can be an additional challenge for an advanced
673 player. Turning off this option can also speed up puzzle generation.
674
675
676 \C{netslide} \i{Netslide}
677
678 \cfg{winhelp-topic}{games.netslide}
679
680 This game was submitted by Richard Boulton. It combines the grid
681 generation of Net (see \k{net}) with the movement of Sixteen (see
682 \k{sixteen}): you have a Net grid, but instead of rotating tiles back
683 into place you have to slide them into place by moving a whole row at
684 a time.
685
686 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
687 See \k{sixteen-controls}.
688
689 \I{parameters, for Netslide}The available game parameters have similar
690 meanings to those in Net (see \k{net-params}) and Sixteen (see
691 \k{sixteen-params}).
692
693
694 \C{pattern} \i{Pattern}
695
696 \cfg{winhelp-topic}{games.pattern}
697
698 You have a grid of squares, which must all be filled in either black
699 or white. Beside each row of the grid are listed the lengths of the
700 runs of black squares on that row; above each column are listed the
701 lengths of the runs of black squares in that column. Your aim is to
702 fill in the entire grid black or white.
703
704 I first saw this puzzle form around 1995, under the name
705 \q{\i{nonograms}}. I've seen it in various places since then, under
706 different names.
707
708 Normally, puzzles of this type turn out to be a meaningful picture
709 of something once you've solved them. However, since this version
710 generates the puzzles automatically, they will just look like random
711 groupings of squares. (One user has suggested that this is actually
712 a \e{good} thing, since it prevents you from guessing the colour of
713 squares based on the picture, and forces you to use logic instead.)
714 The advantage, though, is that you never run out of them.
715
716 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
717
718 This game is played with the mouse.
719
720 Left-click in a square to colour it black. Right-click to colour it
721 white. If you make a mistake, you can middle-click, or hold down
722 Shift while clicking with any button, to colour the square in the
723 default grey (meaning \q{undecided}) again.
724
725 You can click and drag with the left or right mouse button to colour
726 a vertical or horizontal line of squares black or white at a time
727 (respectively). If you click and drag with the middle button, or
728 with Shift held down, you can colour a whole rectangle of squares
729 grey.
730
731 (All the actions described in \k{common-actions} are also available.)
732
733 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
734
735 The only options available from the \q{Custom...} option on the \q{Type}
736 menu are \e{Width} and \e{Height}, which are self-explanatory.
737
738
739 \C{solo} \i{Solo}
740
741 \cfg{winhelp-topic}{games.solo}
742
743 You have a square grid, which is divided into square or rectangular
744 blocks. Each square must be filled in with a digit from 1 to the
745 size of the grid, in such a way that
746
747 \b every row contains only one occurrence of each digit
748
749 \b every column contains only one occurrence of each digit
750
751 \b every block contains only one occurrence of each digit.
752
753 You are given some of the numbers as clues; your aim is to place the
754 rest of the numbers correctly.
755
756 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
757 into nine 3\by\.3 blocks). You can also select sizes with
758 rectangular blocks instead of square ones, such as 2\by\.3 (a
759 6\by\.6 grid divided into six 3\by\.2 blocks).
760
761 If you select a puzzle size which requires more than 9 digits, the
762 additional digits will be letters of the alphabet. For example, if
763 you select 3\by\.4 then the digits which go in your grid will be 1
764 to 9, plus \cq{a}, \cq{b} and \cq{c}.
765
766 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
767 been popularised by various newspapers under the name \q{Sudoku} or
768 \q{Su Doku}.
769
770 \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}
771
772 \H{solo-controls} \I{controls, for Solo}Solo controls
773
774 To play Solo, simply click the mouse in any empty square and then
775 type a digit or letter on the keyboard to fill that square. If you
776 make a mistake, click the mouse in the incorrect square and press
777 Space to clear it again (or use the Undo feature).
778
779 If you \e{right}-click in a square and then type a number, that
780 number will be entered in the square as a \q{pencil mark}. You can
781 have pencil marks for multiple numbers in the same square.
782
783 The game pays no attention to pencil marks, so exactly what you use
784 them for is up to you: you can use them as reminders that a
785 particular square needs to be re-examined once you know more about a
786 particular number, or you can use them as lists of the possible
787 numbers in a given square, or anything else you feel like.
788
789 To erase a single pencil mark, right-click in the square and type
790 the same number again.
791
792 All pencil marks in a square are erased when you left-click and type
793 a number, or when you left-click and press space. Right-clicking and
794 pressing space will also erase pencil marks.
795
796 (All the actions described in \k{common-actions} are also available.)
797
798 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
799
800 Solo allows you to configure two separate dimensions of the puzzle
801 grid on the \q{Type} menu: the number of columns, and the number of
802 rows, into which the main grid is divided. (The size of a block is
803 the inverse of this: for example, if you select 2 columns and 3 rows,
804 each actual block will have 3 columns and 2 rows.)
805
806 You can also configure the type of symmetry shown in the generated
807 puzzles. More symmetry makes the puzzles look prettier but may also
808 make them easier, since the symmetry constraints can force more
809 clues than necessary to be present. Completely asymmetric puzzles
810 have the freedom to contain as few clues as possible.
811
812 Finally, you can configure the difficulty of the generated puzzles.
813 Difficulty levels are judged by the complexity of the techniques of
814 deduction required to solve the puzzle: each level requires a mode
815 of reasoning which was not necessary in the previous one. In
816 particular, on difficulty levels \q{Trivial} and \q{Basic} there
817 will be a square you can fill in with a single number at all times,
818 whereas at \q{Intermediate} level and beyond you will have to make
819 partial deductions about the \e{set} of squares a number could be in
820 (or the set of numbers that could be in a square). At
821 \q{Unreasonable} level, even this is not enough, and you will
822 eventually have to make a guess, and then backtrack if it turns out
823 to be wrong.
824
825 Generating difficult puzzles is itself difficult: if you select
826 \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
827 many attempts at generating a puzzle before it finds one hard enough
828 for you. Be prepared to wait, especially if you have also configured
829 a large puzzle size.
830
831
832 \C{mines} \i{Mines}
833
834 \cfg{winhelp-topic}{games.mines}
835
836 You have a grid of covered squares, some of which contain mines, but
837 you don't know which. Your job is to uncover every square which does
838 \e{not} contain a mine. If you uncover a square containing a mine,
839 you lose. If you uncover a square which does not contain a mine, you
840 are told how many mines are contained within the eight surrounding
841 squares.
842
843 This game needs no introduction; popularised by Windows, it is
844 perhaps the single best known desktop puzzle game in existence.
845
846 This version of it has an unusual property. By default, it will
847 generate its mine positions in such a way as to ensure that you
848 never need to \e{guess} where a mine is: you will always be able to
849 deduce it somehow. So you will never, as can happen in other
850 versions, get to the last four squares and discover that there are
851 two mines left but you have no way of knowing for sure where they
852 are.
853
854 \H{mines-controls} \I{controls, for Mines}Mines controls
855
856 This game is played with the mouse.
857
858 If you left-click in a covered square, it will be uncovered.
859
860 If you right-click in a covered square, it will place a flag which
861 indicates that the square is believed to be a mine. Left-clicking in
862 a marked square will not uncover it, for safety. You can right-click
863 again to remove a mark placed in error.
864
865 If you left-click in an \e{uncovered} square, it will \q{clear
866 around} the square. This means: if the square has exactly as many
867 flags surrounding it as it should have mines, then all the covered
868 squares next to it which are \e{not} flagged will be uncovered. So
869 once you think you know the location of all the mines around a
870 square, you can use this function as a shortcut to avoid having to
871 click on each of the remaining squares one by one.
872
873 If you uncover a square which has \e{no} mines in the surrounding
874 eight squares, then it is obviously safe to uncover those squares in
875 turn, and so on if any of them also has no surrounding mines. This
876 will be done for you automatically; so sometimes when you uncover a
877 square, a whole new area will open up to be explored.
878
879 (All the actions described in \k{common-actions} are also available.
880 Even Undo is available, although you might consider it cheating to
881 use it!)
882
883 \H{mines-parameters} \I{parameters, for Mines}Mines parameters
884
885 The options available from the \q{Custom...} option on the \q{Type}
886 menu are:
887
888 \dt \e{Width}, \e{Height}
889
890 \dd Size of grid in squares.
891
892 \dt \e{Mines}
893
894 \dd Number of mines in the grid. You can enter this as an absolute
895 mine count, or alternatively you can put a \cw{%} sign on the end in
896 which case the game will arrange for that proportion of the squares
897 in the grid to be mines.
898
899 \lcont{
900
901 Beware of setting the mine count too high. At very high densities,
902 the program may spend forever searching for a solvable grid.
903
904 }
905
906 \dt \e{Ensure solubility}
907
908 \dd When this option is enabled (as it is by default), Mines will
909 ensure that the entire grid can be fully deduced starting from the
910 initial open space. If you prefer the riskier grids generated by
911 other implementations, you can switch off this option.
912
913
914 \A{licence} \I{MIT licence}\ii{Licence}
915
916 This software is \i{copyright} 2004-2005 Simon Tatham.
917
918 Portions copyright Richard Boulton.
919
920 Permission is hereby granted, free of charge, to any person
921 obtaining a copy of this software and associated documentation files
922 (the "Software"), to deal in the Software without restriction,
923 including without limitation the rights to use, copy, modify, merge,
924 publish, distribute, sublicense, and/or sell copies of the Software,
925 and to permit persons to whom the Software is furnished to do so,
926 subject to the following conditions:
927
928 The above copyright notice and this permission notice shall be
929 included in all copies or substantial portions of the Software.
930
931 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
932 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
933 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
934 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
935 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
936 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
937 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
938 SOFTWARE.
939
940 \IM{specific} \q{Specific}, menu option
941 \IM{custom} \q{Custom}, menu option
942
943 \IM{game ID} game ID
944 \IM{game ID} ID, game
945 \IM{ID format} ID format
946 \IM{ID format} format, ID
947 \IM{ID format} game ID, format
948
949 \IM{keys} keys
950 \IM{keys} shortcuts (keyboard)
951
952 \IM{initial state} initial state
953 \IM{initial state} state, initial
954
955 \IM{MIT licence} MIT licence
956 \IM{MIT licence} licence, MIT