Some patches from James H:
[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 2004-5 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{Load}
98
99 \dd Loads a saved game from a file on disk.
100
101 \dt \ii\e{Save}
102
103 \dd Saves the current state of your game to a file on disk.
104
105 \lcont{
106
107 The Load and Save operations should preserve your entire game
108 history (so you can save, reload, and still Undo and Redo things you
109 had done before saving).
110
111 }
112
113 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
114
115 \dd Undoes a single move. (You can undo moves back to the start of the
116 session.)
117
118 \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
119
120 \dd Redoes a previously undone move.
121
122 \dt \ii\e{Copy}
123
124 \dd Copies the current state of your game to the clipboard in text
125 format, so that you can paste it into (say) an e-mail client or a
126 web message board if you're discussing the game with someone else.
127 (Not all games support this feature.)
128
129 \dt \ii\e{Solve}
130
131 \dd Transforms the puzzle instantly into its solved state. For some
132 games (Cube) this feature is not supported at all because it is of
133 no particular use. For other games (such as Pattern), the solved
134 state can be used to give you information, if you can't see how a
135 solution can exist at all or you want to know where you made a
136 mistake. For still other games (such as Sixteen), automatic solution
137 tells you nothing about how to \e{get} to the solution, but it does
138 provide a useful way to get there quickly so that you can experiment
139 with set-piece moves and transformations.
140
141 \lcont{
142
143 Some games (such as Solo) are capable of solving a game ID you have
144 typed in from elsewhere. Other games (such as Rectangles) cannot
145 solve a game ID they didn't invent themself, but when they did
146 invent the game ID they know what the solution is already. Still
147 other games (Pattern) can solve \e{some} external game IDs, but only
148 if they aren't too difficult.
149
150 The \q{Solve} command adds the solved state to the end of the undo
151 chain for the puzzle. In other words, if you want to go back to
152 solving it yourself after seeing the answer, you can just press Undo.
153
154 }
155
156 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
157
158 \dd Closes the application entirely.
159
160 \H{common-id} Specifying games with the \ii{game ID}
161
162 There are two ways to save a game specification out of a puzzle and
163 recreate it later, or recreate it in somebody else's copy of the
164 same puzzle.
165
166 The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
167 \I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
168 show a piece of text (a \q{game ID}) which is sufficient to
169 reconstruct precisely the same game at a later date.
170
171 You can enter either of these pieces of text back into the program
172 (via the same \q{Specific} or \q{Random Seed} menu options) at a
173 later point, and it will recreate the same game. You can also use
174 either one as a \i{command line} argument (on Windows or Unix); see
175 \k{common-cmdline} for more detail.
176
177 The difference between the two forms is that a descriptive game ID
178 is a literal \e{description} of the \i{initial state} of the game,
179 whereas a random seed is just a piece of arbitrary text which was
180 provided as input to the random number generator used to create the
181 puzzle. This means that:
182
183 \b Descriptive game IDs tend to be longer in many puzzles (although
184 some, such as Cube (\k{cube}), only need very short descriptions).
185 So a random seed is often a \e{quicker} way to note down the puzzle
186 you're currently playing, or to tell it to somebody else so they can
187 play the same one as you.
188
189 \b Any text at all is a valid random seed. The automatically
190 generated ones are fifteen-digit numbers, but anything will do; you
191 can type in your full name, or a word you just made up, and a valid
192 puzzle will be generated from it. This provides a way for two or
193 more people to race to complete the same puzzle: you think of a
194 random seed, then everybody types it in at the same time, and nobody
195 has an advantage due to having seen the generated puzzle before
196 anybody else.
197
198 \b It is often possible to convert puzzles from other sources (such
199 as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
200 game IDs suitable for use with these programs.
201
202 \b Random seeds are not guaranteed to produce the same result if you
203 use them with a different \i\e{version} of the puzzle program. This
204 is because the generation algorithm might have been improved or
205 modified in later versions of the code, and will therefore produce a
206 different result when given the same sequence of random numbers. Use
207 a descriptive game ID if you aren't sure that it will be used on the
208 same version of the program as yours.
209
210 \lcont{(Use the \q{About} menu option to find out the version number
211 of the program. Programs with the same version number running on
212 different platforms should still be random-seed compatible.)}
213
214 \I{ID format}A descriptive game ID starts with a piece of text which
215 encodes the \i\e{parameters} of the current game (such as grid
216 size). Then there is a colon, and after that is the description of
217 the game's initial state. A random seed starts with a similar string
218 of parameters, but then it contains a hash sign followed by
219 arbitrary data.
220
221 If you enter a descriptive game ID, the program will not be able to
222 show you the random seed which generated it, since it wasn't
223 generated \e{from} a random seed. If you \e{enter} a random seed,
224 however, the program will be able to show you the descriptive game
225 ID derived from that random seed.
226
227 Note that the game parameter strings are not always identical
228 between the two forms. For some games, there will be parameter data
229 provided with the random seed which is not included in the
230 descriptive game ID. This is because that parameter information is
231 only relevant when \e{generating} puzzle grids, and is not important
232 when playing them. Thus, for example, the difficulty level in Solo
233 (\k{solo}) is not mentioned in the descriptive game ID.
234
235 These additional parameters are also not set permanently if you type
236 in a game ID. For example, suppose you have Solo set to \q{Advanced}
237 difficulty level, and then a friend wants your help with a
238 \q{Trivial} puzzle; so the friend reads out a random seed specifying
239 \q{Trivial} difficulty, and you type it in. The program will
240 generate you the same \q{Trivial} grid which your friend was having
241 trouble with, but once you have finished playing it, when you ask
242 for a new game it will automatically go back to the \q{Advanced}
243 difficulty which it was previously set on.
244
245 \H{common-type} The \q{Type} menu
246
247 The \I{Type menu}\q{Type} menu, if present, may contain a list of
248 \i{preset} game settings. Selecting one of these will start a new
249 random game with the parameters specified.
250
251 The \q{Type} menu may also contain a \q{\i{Custom}} option which
252 allows you to fine-tune game \i{parameters}. The parameters
253 available are specific to each game and are described in the
254 following sections.
255
256 \H{common-cmdline} Specifying game parameters on the \i{command line}
257
258 (This section does not apply to the Mac OS X version.)
259
260 The games in this collection deliberately do not ever save
261 information on to the computer they run on: they have no high score
262 tables and no saved preferences. (This is because I expect at least
263 some people to play them at work, and those people will probably
264 appreciate leaving as little evidence as possible!)
265
266 However, if you do want to arrange for one of these games to default
267 to a particular set of parameters, you can specify them on the
268 command line.
269
270 The easiest way to do this is to set up the parameters you want
271 using the \q{Type} menu (see \k{common-type}), and then to select
272 \q{Random Seed} from the \q{Game} or \q{File} menu (see
273 \k{common-id}). The text in the \q{Game ID} box will be composed of
274 two parts, separated by a hash. The first of these parts represents
275 the game parameters (the size of the playing area, for example, and
276 anything else you set using the \q{Type} menu).
277
278 If you run the game with just that parameter text on the command
279 line, it will start up with the settings you specified.
280
281 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
282 from the \q{Type} menu, and then go to the game ID selection, you
283 will see a string of the form \cq{o2x2#338686542711620}. Take only
284 the part before the hash (\cq{o2x2}), and start Cube with that text
285 on the command line: \cq{cube o2x2}.
286
287 If you copy the \e{entire} game ID on to the command line, the game
288 will start up in the specific game that was described. This is
289 occasionally a more convenient way to start a particular game ID
290 than by pasting it into the game ID selection box.
291
292 (You could also retrieve the encoded game parameters using the
293 \q{Specific} menu option instead of \q{Random Seed}, but if you do
294 then some options, such as the difficulty level in Solo, will be
295 missing. See \k{common-id} for more details on this.)
296
297 \C{net} \i{Net}
298
299 \cfg{winhelp-topic}{games.net}
300
301 (\e{Note:} the \i{Windows} version of this game is called
302 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
303
304 I originally saw this in the form of a Flash game called \i{FreeNet}
305 \k{FreeNet}, written by Pavils Jurjans; there are several other
306 implementations under the name \i{NetWalk}. The computer prepares a
307 network by connecting up the centres of squares in a grid, and then
308 shuffles the network by rotating every tile randomly. Your job is to
309 rotate it all back into place. The successful solution will be an
310 entirely connected network, with no closed loops. \#{The latter
311 clause means that there are no closed paths within the network.
312 Could this be clearer? "No closed paths"?} As a visual aid,
313 all tiles which are connected to the one in the middle are
314 highlighted.
315
316 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
317
318 \H{net-controls} \i{Net controls}
319
320 \IM{Net controls} controls, for Net
321 \IM{Net controls} keys, for Net
322 \IM{Net controls} shortcuts (keyboard), for Net
323
324 This game can be played with either the keyboard or the mouse. The
325 controls are:
326
327 \dt \e{Select tile}: mouse pointer, arrow keys
328
329 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
330
331 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
332
333 \dt \e{Rotate tile by 180 degrees}: \q{F} key
334
335 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
336
337 \dd You can lock a tile once you're sure of its orientation. You can
338 also unlock it again, but while it's locked you can't accidentally
339 turn it.
340
341 The following controls are not necessary to complete the game, but may
342 be useful:
343
344 \dt \e{Shift grid}: Shift + arrow keys
345
346 \dd On grids that wrap, you can move the origin of the grid, so that
347 tiles that were on opposite sides of the grid can be seen together.
348
349 \dt \e{Move centre}: Ctrl + arrow keys
350
351 \dd You can change which tile is used as the source of highlighting.
352 (It doesn't ultimately matter which tile this is, as every tile will
353 be connected to every other tile in a correct solution, but it may be
354 helpful in the intermediate stages of solving the puzzle.)
355
356 \dt \e{Jumble tiles}: \q{J} key
357
358 \dd This key turns all tiles that are not locked to random
359 orientations.
360
361 (All the actions described in \k{common-actions} are also available.)
362
363 \H{net-params} \I{parameters, for Net}Net parameters
364
365 These parameters are available from the \q{Custom...} option on the
366 \q{Type} menu.
367
368 \dt \e{Width}, \e{Height}
369
370 \dd Size of grid in tiles.
371
372 \dt \e{Walls wrap around}
373
374 \dd If checked, flow can pass from the left edge to the right edge,
375 and from top to bottom, and vice versa.
376
377 \dt \e{Barrier probability}
378
379 \dd A number between 0.0 and 1.0 controlling whether an immovable
380 barrier is placed between two tiles to prevent flow between them (a
381 higher number gives more barriers). Since barriers are immovable, they
382 act as constraints on the solution (i.e., hints).
383
384 \lcont{
385
386 The grid generation in Net has been carefully arranged so that the
387 barriers are independent of the rest of the grid. This means that if
388 you note down the random seed used to generate the current puzzle
389 (see \k{common-id}), change the \e{Barrier probability} parameter,
390 and then re-enter the same random seed, you should see exactly the
391 same starting grid, with the only change being the number of
392 barriers. So if you're stuck on a particular grid and need a hint,
393 you could start up another instance of Net, set up the same
394 parameters but a higher barrier probability, and enter the game seed
395 from the original Net window.
396
397 }
398
399 \dt \e{Ensure unique solution}
400
401 \dd Normally, Net will make sure that the puzzles it presents have
402 only one solution. Puzzles with ambiguous sections can be more
403 difficult and more subtle, so if you like you can turn off this
404 feature and risk having ambiguous puzzles. (Also, finding \e{all}
405 the possible solutions can be an additional challenge for an
406 advanced player.)
407
408 \C{cube} \i{Cube}
409
410 \cfg{winhelp-topic}{games.cube}
411
412 This is another one I originally saw as a web game. This one was a
413 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
414 squares, six of which are blue; on one square rests a cube. Your move
415 is to use the arrow keys to roll the cube through 90 degrees so that
416 it moves to an adjacent square. If you roll the cube on to a blue
417 square, the blue square is picked up on one face of the cube; if you
418 roll a blue face of the cube on to a non-blue square, the blueness is
419 put down again. (In general, whenever you roll the cube, the two faces
420 that come into contact swap colours.) Your job is to get all six blue
421 squares on to the six faces of the cube at the same time. Count your
422 moves and try to do it in as few as possible.
423
424 Unlike the original Java game, my version has an additional feature:
425 once you've mastered the game with a cube rolling on a square grid,
426 you can change to a triangular grid and roll any of a tetrahedron, an
427 octahedron or an icosahedron.
428
429 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
430
431 \H{cube-controls} \i{Cube controls}
432
433 \IM{Cube controls} controls, for Cube
434 \IM{Cube controls} keys, for Cube
435 \IM{Cube controls} shortcuts (keyboard), for Cube
436
437 This game can be played with either the keyboard or the mouse.
438
439 Left-clicking anywhere on the window will move the cube (or other
440 solid) towards the mouse pointer.
441
442 The arrow keys can also used to roll the cube on its square grid in
443 the four cardinal directions.
444 On the triangular grids, the mapping of arrow keys to directions is
445 more approximate. Vertical movement is disallowed where it doesn't
446 make sense. The four keys surrounding the arrow keys on the numeric
447 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
448
449 (All the actions described in \k{common-actions} are also available.)
450
451 \H{cube-params} \I{parameters, for Cube}Cube parameters
452
453 These parameters are available from the \q{Custom...} option on the
454 \q{Type} menu.
455
456 \dt \e{Type of solid}
457
458 \dd Selects the solid to roll (and hence the shape of the grid):
459 tetrahedron, cube, octahedron, or icosahedron.
460
461 \dt \e{Width / top}, \e{Height / bottom}
462
463 \dd On a square grid, horizontal and vertical dimensions. On a
464 triangular grid, the number of triangles on the top and bottom rows
465 respectively.
466
467
468 \C{fifteen} \i{Fifteen}
469
470 \cfg{winhelp-topic}{games.fifteen}
471
472 The old ones are the best: this is the good old \q{\i{15-puzzle}}
473 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
474 contain numbered tiles, and the sixteenth is empty. Your move is to
475 choose a tile next to the empty space, and slide it into the space.
476 The aim is to end up with the tiles in numerical order, with the
477 space in the bottom right (so that the top row reads 1,2,3,4 and the
478 bottom row reads 13,14,15,\e{space}).
479
480 \H{fifteen-controls} \i{Fifteen controls}
481
482 \IM{Fifteen controls} controls, for Fifteen
483 \IM{Fifteen controls} keys, for Fifteen
484 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
485
486 This game can be controlled with the mouse or the keyboard.
487
488 A left-click with the mouse in the row or column containing the empty
489 space will move as many tiles as necessary to move the space to the
490 mouse pointer.
491
492 The arrow keys will move a tile adjacent to the space in the direction
493 indicated (moving the space in the \e{opposite} direction).
494
495 (All the actions described in \k{common-actions} are also available.)
496
497 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
498
499 The only options available from the \q{Custom...} option on the \q{Type}
500 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
501 you've changed these, it's not a \q{15-puzzle} any more, of course!)
502
503
504 \C{sixteen} \i{Sixteen}
505
506 \cfg{winhelp-topic}{games.sixteen}
507
508 Another sliding tile puzzle, visually similar to Fifteen (see
509 \k{fifteen}) but with a different type of move. This time, there is no
510 hole: all 16 squares on the grid contain numbered squares. Your move
511 is to shift an entire row left or right, or shift an entire column up
512 or down; every time you do that, the tile you shift off the grid
513 re-appears at the other end of the same row, in the space you just
514 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
515 the top row, 13,14,15,16 on the bottom). When you've done that, try
516 playing on different sizes of grid.
517
518 I \e{might} have invented this game myself, though only by accident if
519 so (and I'm sure other people have independently invented it). I
520 thought I was imitating a screensaver I'd seen, but I have a feeling
521 that the screensaver might actually have been a Fifteen-type puzzle
522 rather than this slightly different kind. So this might be the one
523 thing in my puzzle collection which represents creativity on my part
524 rather than just engineering.
525
526 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
527
528 This game is played with the mouse. Left-clicking on an arrow will
529 move the appropriate row or column in the direction indicated.
530 Right-clicking will move it in the opposite direction.
531
532 (All the actions described in \k{common-actions} are also available.)
533
534 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
535
536 The parameters available from the \q{Custom...} option on the
537 \q{Type} menu are:
538
539 \b \e{Width} and \e{Height}, which are self-explanatory.
540
541 \b You can ask for a limited shuffling operation to be performed on
542 the grid. By default, Sixteen will shuffle the grid in such a way
543 that any arrangement is about as probable as any other. You can
544 override this by requesting a precise number of shuffling moves to
545 be performed. Typically your aim is then to determine the precise
546 set of shuffling moves and invert them exactly, so that you answer
547 (say) a four-move shuffle with a four-move solution. Note that the
548 more moves you ask for, the more likely it is that solutions shorter
549 than the target length will turn out to be possible.
550
551
552 \C{twiddle} \i{Twiddle}
553
554 \cfg{winhelp-topic}{games.twiddle}
555
556 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
557 (see \k{sixteen}): you are given a grid of square tiles, each
558 containing a number, and your aim is to arrange the numbers into
559 ascending order.
560
561 In basic Twiddle, your move is to rotate a square group of four
562 tiles about their common centre. (Orientation is not significant in
563 the basic puzzle, although you can select it.) On more advanced
564 settings, you can rotate a larger square group of tiles.
565
566 I first saw this type of puzzle in the GameCube game \q{Metroid
567 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
568 you solve to unlock a door, which is a special case of Twiddle. I
569 developed this game as a generalisation of that puzzle.
570
571 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
572
573 To play Twiddle, click the mouse in the centre of the square group
574 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
575 which means you have to click at a corner point where four tiles
576 meet.
577
578 In more advanced modes you might be rotating 3\by\.3 or even more at
579 a time; if the size of the square is odd then you simply click in
580 the centre tile of the square you want to rotate.
581
582 Clicking with the left mouse button rotates the group anticlockwise.
583 Clicking with the right button rotates it clockwise.
584
585 (All the actions described in \k{common-actions} are also available.)
586
587 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
588
589 Twiddle provides several configuration options via the \q{Custom}
590 option on the \q{Type} menu:
591
592 \b You can configure the width and height of the puzzle grid.
593
594 \b You can configure the size of square block that rotates at a time.
595
596 \b You can ask for every square in the grid to be distinguishable
597 (the default), or you can ask for a simplified puzzle in which there
598 are groups of identical numbers. In the simplified puzzle your aim
599 is just to arrange all the 1s into the first row, all the 2s into
600 the second row, and so on.
601
602 \b You can configure whether the orientation of tiles matters. If
603 you ask for an orientable puzzle, each tile will have a triangle
604 drawn in it. All the triangles must be pointing upwards to complete
605 the puzzle.
606
607 \b You can ask for a limited shuffling operation to be performed on
608 the grid. By default, Twiddle will shuffle the grid so much that any
609 arrangement is about as probable as any other. You can override this
610 by requesting a precise number of shuffling moves to be performed.
611 Typically your aim is then to determine the precise set of shuffling
612 moves and invert them exactly, so that you answer (say) a four-move
613 shuffle with a four-move solution. Note that the more moves you ask
614 for, the more likely it is that solutions shorter than the target
615 length will turn out to be possible.
616
617
618 \C{rectangles} \i{Rectangles}
619
620 \cfg{winhelp-topic}{games.rectangles}
621
622 You have a grid of squares, with numbers written in some (but not all)
623 of the squares. Your task is to subdivide the grid into rectangles of
624 various sizes, such that (a) every rectangle contains exactly one
625 numbered square, and (b) the area of each rectangle is equal to the
626 number written in its numbered square.
627
628 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
629 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
630 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
631 implementation, my version automatically generates random grids of
632 any size you like. The quality of puzzle design is therefore not
633 quite as good as hand-crafted puzzles would be, but on the plus side
634 you get an inexhaustible supply of puzzles tailored to your own
635 specification.
636
637 \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}
638
639 \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}
640
641 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
642
643 This game is played with the mouse.
644
645 Left-click any edge to toggle it on or off, or click and drag to draw
646 an entire rectangle (or line) on the grid in one go (removing any
647 existing edges within that rectangle).
648
649 When a rectangle of the correct size is completed, it will be shaded.
650
651 (All the actions described in \k{common-actions} are also available.)
652
653 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
654
655 These parameters are available from the \q{Custom...} option on the
656 \q{Type} menu.
657
658 \dt \e{Width}, \e{Height}
659
660 \dd Size of grid, in squares.
661
662 \dt \e{Expansion factor}
663
664 \dd This is a mechanism for changing the type of grids generated by
665 the program. Some people prefer a grid containing a few large
666 rectangles to one containing many small ones. So you can ask
667 Rectangles to essentially generate a \e{smaller} grid than the size
668 you specified, and then to expand it by adding rows and columns.
669
670 \lcont{
671
672 The default expansion factor of zero means that Rectangles will
673 simply generate a grid of the size you ask for, and do nothing
674 further. If you set an expansion factor of (say) 0.5, it means that
675 each dimension of the grid will be expanded to half again as big
676 after generation. In other words, the initial grid will be 2/3 the
677 size in each dimension, and will be expanded to its full size
678 without adding any more rectangles.
679
680 Setting an expansion factor of around 0.5 tends to make the game
681 more difficult, and also (in my experience) rewards a less deductive
682 and more intuitive playing style. If you set it \e{too} high,
683 though, the game simply cannot generate more than a few rectangles
684 to cover the entire grid, and the game becomes trivial.
685
686 }
687
688 \dt \e{Ensure unique solution}
689
690 \dd Normally, Rectangles will make sure that the puzzles it presents
691 have only one solution. Puzzles with ambiguous sections can be more
692 difficult and more subtle, so if you like you can turn off this
693 feature and risk having ambiguous puzzles. Also, finding \e{all} the
694 possible solutions can be an additional challenge for an advanced
695 player. Turning off this option can also speed up puzzle generation.
696
697
698 \C{netslide} \i{Netslide}
699
700 \cfg{winhelp-topic}{games.netslide}
701
702 This game combines the grid generation of Net (see \k{net}) with the
703 movement of Sixteen (see \k{sixteen}): you have a Net grid, but
704 instead of rotating tiles back into place you have to slide them
705 into place by moving a whole row at a time.
706
707 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
708 See \k{sixteen-controls}.
709
710 \I{parameters, for Netslide}The available game parameters have similar
711 meanings to those in Net (see \k{net-params}) and Sixteen (see
712 \k{sixteen-params}).
713
714 Netslide was contributed to this collection by Richard Boulton.
715
716 \C{pattern} \i{Pattern}
717
718 \cfg{winhelp-topic}{games.pattern}
719
720 You have a grid of squares, which must all be filled in either black
721 or white. Beside each row of the grid are listed the lengths of the
722 runs of black squares on that row; above each column are listed the
723 lengths of the runs of black squares in that column. Your aim is to
724 fill in the entire grid black or white.
725
726 I first saw this puzzle form around 1995, under the name
727 \q{\i{nonograms}}. I've seen it in various places since then, under
728 different names.
729
730 Normally, puzzles of this type turn out to be a meaningful picture
731 of something once you've solved them. However, since this version
732 generates the puzzles automatically, they will just look like random
733 groupings of squares. (One user has suggested that this is actually
734 a \e{good} thing, since it prevents you from guessing the colour of
735 squares based on the picture, and forces you to use logic instead.)
736 The advantage, though, is that you never run out of them.
737
738 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
739
740 This game is played with the mouse.
741
742 Left-click in a square to colour it black. Right-click to colour it
743 white. If you make a mistake, you can middle-click, or hold down
744 Shift while clicking with any button, to colour the square in the
745 default grey (meaning \q{undecided}) again.
746
747 You can click and drag with the left or right mouse button to colour
748 a vertical or horizontal line of squares black or white at a time
749 (respectively). If you click and drag with the middle button, or
750 with Shift held down, you can colour a whole rectangle of squares
751 grey.
752
753 (All the actions described in \k{common-actions} are also available.)
754
755 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
756
757 The only options available from the \q{Custom...} option on the \q{Type}
758 menu are \e{Width} and \e{Height}, which are self-explanatory.
759
760
761 \C{solo} \i{Solo}
762
763 \cfg{winhelp-topic}{games.solo}
764
765 You have a square grid, which is divided into square or rectangular
766 blocks. Each square must be filled in with a digit from 1 to the
767 size of the grid, in such a way that
768
769 \b every row contains only one occurrence of each digit
770
771 \b every column contains only one occurrence of each digit
772
773 \b every block contains only one occurrence of each digit.
774
775 You are given some of the numbers as clues; your aim is to place the
776 rest of the numbers correctly.
777
778 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
779 into nine 3\by\.3 blocks). You can also select sizes with
780 rectangular blocks instead of square ones, such as 2\by\.3 (a
781 6\by\.6 grid divided into six 3\by\.2 blocks).
782
783 If you select a puzzle size which requires more than 9 digits, the
784 additional digits will be letters of the alphabet. For example, if
785 you select 3\by\.4 then the digits which go in your grid will be 1
786 to 9, plus \cq{a}, \cq{b} and \cq{c}.
787
788 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
789 been popularised by various newspapers under the name \q{Sudoku} or
790 \q{Su Doku}.
791
792 \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}
793
794 \H{solo-controls} \I{controls, for Solo}Solo controls
795
796 To play Solo, simply click the mouse in any empty square and then
797 type a digit or letter on the keyboard to fill that square. If you
798 make a mistake, click the mouse in the incorrect square and press
799 Space to clear it again (or use the Undo feature).
800
801 If you \e{right}-click in a square and then type a number, that
802 number will be entered in the square as a \q{pencil mark}. You can
803 have pencil marks for multiple numbers in the same square.
804
805 The game pays no attention to pencil marks, so exactly what you use
806 them for is up to you: you can use them as reminders that a
807 particular square needs to be re-examined once you know more about a
808 particular number, or you can use them as lists of the possible
809 numbers in a given square, or anything else you feel like.
810
811 To erase a single pencil mark, right-click in the square and type
812 the same number again.
813
814 All pencil marks in a square are erased when you left-click and type
815 a number, or when you left-click and press space. Right-clicking and
816 pressing space will also erase pencil marks.
817
818 (All the actions described in \k{common-actions} are also available.)
819
820 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
821
822 Solo allows you to configure two separate dimensions of the puzzle
823 grid on the \q{Type} menu: the number of columns, and the number of
824 rows, into which the main grid is divided. (The size of a block is
825 the inverse of this: for example, if you select 2 columns and 3 rows,
826 each actual block will have 3 columns and 2 rows.)
827
828 You can also configure the type of symmetry shown in the generated
829 puzzles. More symmetry makes the puzzles look prettier but may also
830 make them easier, since the symmetry constraints can force more
831 clues than necessary to be present. Completely asymmetric puzzles
832 have the freedom to contain as few clues as possible.
833
834 Finally, you can configure the difficulty of the generated puzzles.
835 Difficulty levels are judged by the complexity of the techniques of
836 deduction required to solve the puzzle: each level requires a mode
837 of reasoning which was not necessary in the previous one. In
838 particular, on difficulty levels \q{Trivial} and \q{Basic} there
839 will be a square you can fill in with a single number at all times,
840 whereas at \q{Intermediate} level and beyond you will have to make
841 partial deductions about the \e{set} of squares a number could be in
842 (or the set of numbers that could be in a square). At
843 \q{Unreasonable} level, even this is not enough, and you will
844 eventually have to make a guess, and then backtrack if it turns out
845 to be wrong.
846
847 Generating difficult puzzles is itself difficult: if you select
848 \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
849 many attempts at generating a puzzle before it finds one hard enough
850 for you. Be prepared to wait, especially if you have also configured
851 a large puzzle size.
852
853
854 \C{mines} \i{Mines}
855
856 \cfg{winhelp-topic}{games.mines}
857
858 You have a grid of covered squares, some of which contain mines, but
859 you don't know which. Your job is to uncover every square which does
860 \e{not} contain a mine. If you uncover a square containing a mine,
861 you lose. If you uncover a square which does not contain a mine, you
862 are told how many mines are contained within the eight surrounding
863 squares.
864
865 This game needs no introduction; popularised by Windows, it is
866 perhaps the single best known desktop puzzle game in existence.
867
868 This version of it has an unusual property. By default, it will
869 generate its mine positions in such a way as to ensure that you
870 never need to \e{guess} where a mine is: you will always be able to
871 deduce it somehow. So you will never, as can happen in other
872 versions, get to the last four squares and discover that there are
873 two mines left but you have no way of knowing for sure where they
874 are.
875
876 \H{mines-controls} \I{controls, for Mines}Mines controls
877
878 This game is played with the mouse.
879
880 If you left-click in a covered square, it will be uncovered.
881
882 If you right-click in a covered square, it will place a flag which
883 indicates that the square is believed to be a mine. Left-clicking in
884 a marked square will not uncover it, for safety. You can right-click
885 again to remove a mark placed in error.
886
887 If you left-click in an \e{uncovered} square, it will \q{clear
888 around} the square. This means: if the square has exactly as many
889 flags surrounding it as it should have mines, then all the covered
890 squares next to it which are \e{not} flagged will be uncovered. So
891 once you think you know the location of all the mines around a
892 square, you can use this function as a shortcut to avoid having to
893 click on each of the remaining squares one by one.
894
895 If you uncover a square which has \e{no} mines in the surrounding
896 eight squares, then it is obviously safe to uncover those squares in
897 turn, and so on if any of them also has no surrounding mines. This
898 will be done for you automatically; so sometimes when you uncover a
899 square, a whole new area will open up to be explored.
900
901 All the actions described in \k{common-actions} are also available.
902
903 Even Undo is available, although you might consider it cheating to
904 use it. If you step on a mine, the program will only reveal the mine
905 in question (unlike most other implementations, which reveal all of
906 them). You can then Undo your fatal move and continue playing if you
907 like. The program will track the number of times you died (and Undo
908 will not reduce that counter), so when you get to the end of the
909 game you know whether or not you did it without making any errors.
910
911 (If you really want to know the full layout of the grid, which other
912 implementations will show you after you die, you can always use the
913 Solve menu option.)
914
915 \H{mines-parameters} \I{parameters, for Mines}Mines parameters
916
917 The options available from the \q{Custom...} option on the \q{Type}
918 menu are:
919
920 \dt \e{Width}, \e{Height}
921
922 \dd Size of grid in squares.
923
924 \dt \e{Mines}
925
926 \dd Number of mines in the grid. You can enter this as an absolute
927 mine count, or alternatively you can put a \cw{%} sign on the end in
928 which case the game will arrange for that proportion of the squares
929 in the grid to be mines.
930
931 \lcont{
932
933 Beware of setting the mine count too high. At very high densities,
934 the program may spend forever searching for a solvable grid.
935
936 }
937
938 \dt \e{Ensure solubility}
939
940 \dd When this option is enabled (as it is by default), Mines will
941 ensure that the entire grid can be fully deduced starting from the
942 initial open space. If you prefer the riskier grids generated by
943 other implementations, you can switch off this option.
944
945
946 \C{samegame} \i{Same Game}
947
948 \cfg{winhelp-topic}{games.samegame}
949
950 You have a grid of coloured squares, which you have to clear by
951 highlighting contiguous regions of more than one coloured square;
952 the larger the region you highlight, the more points you get (and
953 the faster you clear the arena).
954
955 If you clear the grid you win. If you end up with nothing but
956 single squares (i.e., there are no more clickable regions left) you
957 lose.
958
959 Removing a region causes the rest of the grid to shuffle up:
960 blocks that are suspended will fall down (first), and then empty
961 columns are filled from the right.
962
963 The game generator does not try to guarantee soluble grids;
964 it will, however, ensure that there are at least 2 squares of each
965 colour on the grid at the start (and will forbid custom grids for which
966 that would be impossible).
967
968 Same Game was contributed to this collection by James Harvey.
969
970 \H{samegame-controls} \i{Same Game controls}
971
972 \IM{Same Game controls} controls, for Same Game
973 \IM{Same Game controls} keys, for Same Game
974 \IM{Same Game controls} shortcuts (keyboard), for Same Game
975
976 This game can be played with either the keyboard or the mouse.
977
978 If you left-click an unselected region, it becomes selected (possibly
979 clearing the current selection).
980
981 If you left-click the selected region, it will be removed (and the
982 rest of the grid shuffled immediately).
983
984 If you right-click the selected region, it will be unselected.
985
986 The cursor keys move a cursor around the grid. Pressing the Space or
987 Enter keys while the cursor is in an unselected region selects it;
988 pressing Space or Enter again removes it as above.
989
990 \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
991
992 These parameters are available from the \q{Custom...} option on the
993 \q{Type} menu.
994
995 \dt \e{Width}, \e{Height}
996
997 \dd Size of grid in squares.
998
999 \dt \e{No. of colours}
1000
1001 \dd Number of different colours used to fill the grid; the more colours,
1002 the fewer large regions of colour and thus the more difficult it is to
1003 successfully clear the grid.
1004
1005 \dt \e{Scoring system}
1006
1007 \dd Controls the precise mechanism used for scoring. With the default
1008 system, \q{(n-2)^2}, only regions of three squares or more will score
1009 any points at all. With the alternative \q{(n-1)^2} system, regions of
1010 two squares score a point each, and larger regions score relatively
1011 more points.
1012
1013
1014 \C{flip} \i{Flip}
1015
1016 \cfg{winhelp-topic}{games.flip}
1017
1018 You have a grid of squares, some light and some dark. Your aim is to
1019 light all the squares up at the same time. You can choose any square
1020 and flip its state from light to dark or dark to light, but when you
1021 do so, other squares around it change state as well.
1022
1023 Each square contains a small diagram showing which other squares
1024 change when you flip it.
1025
1026 \H{flip-controls} \i{Flip controls}
1027
1028 \IM{Flip controls} controls, for Flip
1029 \IM{Flip controls} keys, for Flip
1030 \IM{Flip controls} shortcuts (keyboard), for Flip
1031
1032 This game can be played with either the keyboard or the mouse.
1033
1034 Left-click in a square to flip it and its associated squares, or
1035 use the cursor keys to choose a square and the space bar or Enter
1036 key to flip.
1037
1038 If you use the \q{Solve} function on this game, it will mark some of
1039 the squares in red. If you click once in every square with a red
1040 mark, the game should be solved. (If you click in a square
1041 \e{without} a red mark, a red mark will appear in it to indicate
1042 that you will need to reverse that operation to reach the solution.)
1043
1044 \H{flip-parameters} \I{parameters, for flip}Flip parameters
1045
1046 These parameters are available from the \q{Custom...} option on the
1047 \q{Type} menu.
1048
1049 \dt \e{Width}, \e{Height}
1050
1051 \dd Size of grid in squares.
1052
1053 \dt \e{Shape type}
1054
1055 \dd This control determines the shape of the region which is flipped
1056 by clicking in any given square. The default setting, \q{Crosses},
1057 causes every square to flip itself and its four immediate neighbours
1058 (or three or two if it's at an edge or corner). The other setting,
1059 \q{Random}, causes a random shape to be chosen for every square, so
1060 the game is different every time.
1061
1062
1063 \C{guess} \i{Guess}
1064
1065 \cfg{winhelp-topic}{games.guess}
1066
1067 You have a set of coloured pegs, and have to reproduce a
1068 predetermined sequence of them (chosen by the computer) within a
1069 certain number of guesses.
1070
1071 Each guess gets marked with the number of correctly-coloured pegs
1072 in the correct places (in black), and also the number of
1073 correctly-coloured pegs in the wrong places (in white).
1074
1075 This game is also known (and marketed, by Hasbro, mainly) as
1076 a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
1077 However, this version allows custom settings of number of colours
1078 (up to 10), number of pegs per row, and number of guesses.
1079
1080 Guess was contributed to this collection by James Harvey.
1081
1082 \H{guess-controls} \i{Guess controls}
1083
1084 \IM{Guess controls} controls, for Guess
1085 \IM{Guess controls} keys, for Guess
1086 \IM{Guess controls} shortcuts (keyboard), for Guess
1087
1088 This game can be played with either the keyboard or the mouse.
1089
1090 With the mouse, drag a coloured peg from the tray on the left-hand
1091 side to its required position in the current guess; pegs may also be
1092 dragged from current and past guesses to copy them elsewhere. To
1093 remove a peg, drag it off its current position to somewhere invalid.
1094
1095 Right-clicking in the current guess adds a \q{hold} marker; pegs
1096 that have hold markers will be automatically added to the next guess
1097 after marking.
1098
1099 Alternatively, with the keyboard, the up and down cursor keys can be
1100 used to select a peg colour, the left and right keys to select a
1101 peg position, and the space bar or Enter key to place a peg of the
1102 selected colour in the chosen position. \q{D} or Backspace removes a
1103 peg, and \q{H} adds a hold marker.
1104
1105 When the guess is complete, the smaller feedback pegs will be highlighted;
1106 clicking on these (or moving the peg cursor to them with the arrow keys
1107 and pressing the space bar or Enter key) will mark the current guess,
1108 copy any held pegs to the next guess, and move the \q{current guess}
1109 marker.
1110
1111 If you correctly position all the pegs the solution will be displayed
1112 below; if you run out of guesses (or select \q{Solve...}) the solution
1113 will also be revealed.
1114
1115 \H{guess-parameters} \I{parameters, for Guess}Guess parameters
1116
1117 These parameters are available from the \q{Custom...} option on the
1118 \q{Type} menu. The default game matches the parameters for the
1119 board game \q{Mastermind}.
1120
1121 \dt \e{Colours}
1122
1123 \dd Number of colours the solution is chosen from; from 2 to 10
1124 (more is harder).
1125
1126 \dt \e{Pegs per guess}
1127
1128 \dd Number of pegs per guess (more is harder).
1129
1130 \dt \e{Guesses}
1131
1132 \dd Number of guesses you have to find the solution in (fewer is harder).
1133
1134 \dt \e{Allow blanks}
1135
1136 \dd Allows blank pegs to be given as part of a guess (makes it easier, because
1137 you know that those will never be counted as part of the solution). This
1138 is turned off by default.
1139
1140 Note that this doesn't allow blank pegs in the solution; if you really wanted
1141 that, use one extra colour.
1142
1143 \dt \e{Allow duplicates}
1144
1145 \dd Allows the solution (and the guesses) to contain colours more than once;
1146 this increases the search space (making things harder), and is turned on by
1147 default.
1148
1149
1150 \C{pegs} \i{Pegs}
1151
1152 \cfg{winhelp-topic}{games.pegs}
1153
1154 A number of pegs are placed in holes on a board. You can remove a
1155 peg by jumping an adjacent peg over it (horizontally or vertically)
1156 to a vacant hole on the other side. Your aim is to remove all but one
1157 of the pegs initially present.
1158
1159 This game, best known as \q{Peg Solitaire}, is possibly one of the
1160 oldest puzzle games still commonly known.
1161
1162 \H{pegs-controls} \i{Pegs controls}
1163
1164 \IM{Pegs controls} controls, for Pegs
1165
1166 To move a peg, drag it with the mouse from its current position to
1167 its final position. If the final position is exactly two holes away
1168 from the initial position, is currently unoccupied by a peg, and
1169 there is a peg in the intervening square, the move will be permitted
1170 and the intervening peg will be removed.
1171
1172 Vacant spaces which you can move a peg into are marked with holes. A
1173 space with no peg and no hole is not available for moving at all: it
1174 is an obstacle which you must work around.
1175
1176
1177 \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1178
1179 These parameters are available from the \q{Custom...} option on the
1180 \q{Type} menu.
1181
1182 \dt \e{Width}, \e{Height}
1183
1184 \dd Size of grid in holes.
1185
1186 \dt \e{Board type}
1187
1188 \dd Controls whether you are given a board of a standard shape or a
1189 randomly generated shape. The two standard shapes currently
1190 supported are \q{Cross} and \q{Octagon} (also commonly known as the
1191 English and European traditional board layouts respectively).
1192 Selecting \q{Random} will give you a different board shape every
1193 time (but always one that is known to have a solution).
1194
1195
1196 \A{licence} \I{MIT licence}\ii{Licence}
1197
1198 This software is \i{copyright} 2004-2005 Simon Tatham.
1199
1200 Portions copyright Richard Boulton and James Harvey.
1201
1202 Permission is hereby granted, free of charge, to any person
1203 obtaining a copy of this software and associated documentation files
1204 (the "Software"), to deal in the Software without restriction,
1205 including without limitation the rights to use, copy, modify, merge,
1206 publish, distribute, sublicense, and/or sell copies of the Software,
1207 and to permit persons to whom the Software is furnished to do so,
1208 subject to the following conditions:
1209
1210 The above copyright notice and this permission notice shall be
1211 included in all copies or substantial portions of the Software.
1212
1213 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
1214 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
1215 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
1216 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
1217 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
1218 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
1219 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
1220 SOFTWARE.
1221
1222 \IM{specific} \q{Specific}, menu option
1223 \IM{custom} \q{Custom}, menu option
1224
1225 \IM{game ID} game ID
1226 \IM{game ID} ID, game
1227 \IM{ID format} ID format
1228 \IM{ID format} format, ID
1229 \IM{ID format} game ID, format
1230
1231 \IM{keys} keys
1232 \IM{keys} shortcuts (keyboard)
1233
1234 \IM{initial state} initial state
1235 \IM{initial state} state, initial
1236
1237 \IM{MIT licence} MIT licence
1238 \IM{MIT licence} licence, MIT