Cunning way to ensure unique solutions in generated Rectangles
[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. The computer prepares a
290 network by connecting up the centres of squares in a grid, and then
291 shuffles the network by rotating every tile randomly. Your job is to
292 rotate it all back into place. The successful solution will be an
293 entirely connected network, with no closed loops. \#{Is it also true
294 that a correct solution will not contain any cycles?} As a visual aid,
295 all tiles which are connected to the one in the middle are
296 highlighted.
297
298 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
299
300 \H{net-controls} \i{Net controls}
301
302 \IM{Net controls} controls, for Net
303 \IM{Net controls} keys, for Net
304 \IM{Net controls} shortcuts (keyboard), for Net
305
306 This game can be played with either the keyboard or the mouse. The
307 controls are:
308
309 \dt \e{Select tile}: mouse pointer, arrow keys
310
311 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
312
313 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
314
315 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
316
317 \dd You can lock a tile once you're sure of its orientation. You can
318 also unlock it again, but while it's locked you can't accidentally
319 turn it.
320
321 \dt \e{Jumble tiles}: \q{J} key
322
323 \dd This key turns all tiles that are not locked to random
324 orientations.
325
326 (All the actions described in \k{common-actions} are also available.)
327
328 \H{net-params} \I{parameters, for Net}Net parameters
329
330 These parameters are available from the \q{Custom...} option on the
331 \q{Type} menu.
332
333 \dt \e{Width}, \e{Height}
334
335 \dd Size of grid in tiles.
336
337 \dt \e{Walls wrap around}
338
339 \dd If checked, flow can pass from the left edge to the right edge,
340 and from top to bottom, and vice versa.
341
342 \dt \e{Barrier probability}
343
344 \dd A number between 0.0 and 1.0 controlling whether an immovable
345 barrier is placed between two tiles to prevent flow between them (a
346 higher number gives more barriers). Since barriers are immovable, they
347 act as constraints on the solution (i.e., hints).
348
349 \lcont{
350
351 The grid generation in Net has been carefully arranged so that the
352 barriers are independent of the rest of the grid. This means that if
353 you note down the random seed used to generate the current puzzle
354 (see \k{common-id}), change the \e{Barrier probability} parameter,
355 and then re-enter the same random seed, you should see exactly the
356 same starting grid, with the only change being the number of
357 barriers. So if you're stuck on a particular grid and need a hint,
358 you could start up another instance of Net, set up the same
359 parameters but a higher barrier probability, and enter the game seed
360 from the original Net window.
361
362 }
363
364 \C{cube} \i{Cube}
365
366 \cfg{winhelp-topic}{games.cube}
367
368 This is another one I originally saw as a web game. This one was a
369 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
370 squares, six of which are blue; on one square rests a cube. Your move
371 is to use the arrow keys to roll the cube through 90 degrees so that
372 it moves to an adjacent square. If you roll the cube on to a blue
373 square, the blue square is picked up on one face of the cube; if you
374 roll a blue face of the cube on to a non-blue square, the blueness is
375 put down again. (In general, whenever you roll the cube, the two faces
376 that come into contact swap colours.) Your job is to get all six blue
377 squares on to the six faces of the cube at the same time. Count your
378 moves and try to do it in as few as possible.
379
380 Unlike the original Java game, my version has an additional feature:
381 once you've mastered the game with a cube rolling on a square grid,
382 you can change to a triangular grid and roll any of a tetrahedron, an
383 octahedron or an icosahedron.
384
385 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
386
387 \H{cube-controls} \i{Cube controls}
388
389 \IM{Cube controls} controls, for Cube
390 \IM{Cube controls} keys, for Cube
391 \IM{Cube controls} shortcuts (keyboard), for Cube
392
393 This game is played with the keyboard. The arrow keys are used to roll the
394 cube (or other solid).
395
396 On the triangular grids, the mapping of arrow keys to directions is
397 more approximate. Vertical movement is disallowed where it doesn't
398 make sense. The four keys surrounding the arrow keys on the numeric
399 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
400
401 (All the actions described in \k{common-actions} are also available.)
402
403 \H{cube-params} \I{parameters, for Cube}Cube parameters
404
405 These parameters are available from the \q{Custom...} option on the
406 \q{Type} menu.
407
408 \dt \e{Type of solid}
409
410 \dd Selects the solid to roll (and hence the shape of the grid):
411 tetrahedron, cube, octahedron, or icosahedron.
412
413 \dt \e{Width / top}, \e{Height / bottom}
414
415 \dd On a square grid, horizontal and vertical dimensions. On a
416 triangular grid, the number of triangles on the top and bottom rows
417 respectively.
418
419
420 \C{fifteen} \i{Fifteen}
421
422 \cfg{winhelp-topic}{games.fifteen}
423
424 The old ones are the best: this is the good old \q{\i{15-puzzle}}
425 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
426 contain numbered tiles, and the sixteenth is empty. Your move is to
427 choose a tile next to the empty space, and slide it into the space.
428 The aim is to end up with the tiles in numerical order, with the
429 space in the bottom right (so that the top row reads 1,2,3,4 and the
430 bottom row reads 13,14,15,\e{space}).
431
432 \H{fifteen-controls} \i{Fifteen controls}
433
434 \IM{Fifteen controls} controls, for Fifteen
435 \IM{Fifteen controls} keys, for Fifteen
436 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
437
438 This game can be controlled with the mouse or the keyboard.
439
440 A left-click with the mouse in the row or column containing the empty
441 space will move as many tiles as necessary to move the space to the
442 mouse pointer.
443
444 The arrow keys will move a tile adjacent to the space in the direction
445 indicated (moving the space in the \e{opposite} direction).
446
447 (All the actions described in \k{common-actions} are also available.)
448
449 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
450
451 The only options available from the \q{Custom...} option on the \q{Type}
452 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
453 you've changed these, it's not a \q{15-puzzle} any more, of course!)
454
455
456 \C{sixteen} \i{Sixteen}
457
458 \cfg{winhelp-topic}{games.sixteen}
459
460 Another sliding tile puzzle, visually similar to Fifteen (see
461 \k{fifteen}) but with a different type of move. This time, there is no
462 hole: all 16 squares on the grid contain numbered squares. Your move
463 is to shift an entire row left or right, or shift an entire column up
464 or down; every time you do that, the tile you shift off the grid
465 re-appears at the other end of the same row, in the space you just
466 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
467 the top row, 13,14,15,16 on the bottom). When you've done that, try
468 playing on different sizes of grid.
469
470 I \e{might} have invented this game myself, though only by accident if
471 so (and I'm sure other people have independently invented it). I
472 thought I was imitating a screensaver I'd seen, but I have a feeling
473 that the screensaver might actually have been a Fifteen-type puzzle
474 rather than this slightly different kind. So this might be the one
475 thing in my puzzle collection which represents creativity on my part
476 rather than just engineering.
477
478 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
479
480 This game is played with the mouse. Left-clicking on an arrow will
481 move the appropriate row or column in the direction indicated.
482 Right-clicking will move it in the opposite direction.
483
484 (All the actions described in \k{common-actions} are also available.)
485
486 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
487
488 The parameters available from the \q{Custom...} option on the
489 \q{Type} menu are:
490
491 \b \e{Width} and \e{Height}, which are self-explanatory.
492
493 \b You can ask for a limited shuffling operation to be performed on
494 the grid. By default, Sixteen will shuffle the grid in such a way
495 that any arrangement is about as probable as any other. You can
496 override this by requesting a precise number of shuffling moves to
497 be performed. Typically your aim is then to determine the precise
498 set of shuffling moves and invert them exactly, so that you answer
499 (say) a four-move shuffle with a four-move solution. Note that the
500 more moves you ask for, the more likely it is that solutions shorter
501 than the target length will turn out to be possible.
502
503
504 \C{twiddle} \i{Twiddle}
505
506 \cfg{winhelp-topic}{games.twiddle}
507
508 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
509 (see \k{sixteen}): you are given a grid of square tiles, each
510 containing a number, and your aim is to arrange the numbers into
511 ascending order.
512
513 In basic Twiddle, your move is to rotate a square group of four
514 tiles about their common centre. (Orientation is not significant in
515 the basic puzzle, although you can select it.) On more advanced
516 settings, you can rotate a larger square group of tiles.
517
518 I first saw this type of puzzle in the GameCube game \q{Metroid
519 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
520 you solve to unlock a door, which is a special case of Twiddle. I
521 developed this game as a generalisation of that puzzle.
522
523 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
524
525 To play Twiddle, click the mouse in the centre of the square group
526 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
527 which means you have to click at a corner point where four tiles
528 meet.
529
530 In more advanced modes you might be rotating 3\by\.3 or even more at
531 a time; if the size of the square is odd then you simply click in
532 the centre tile of the square you want to rotate.
533
534 Clicking with the left mouse button rotates the group anticlockwise.
535 Clicking with the right button rotates it clockwise.
536
537 (All the actions described in \k{common-actions} are also available.)
538
539 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
540
541 Twiddle provides several configuration options via the \q{Custom}
542 option on the \q{Type} menu:
543
544 \b You can configure the width and height of the puzzle grid.
545
546 \b You can configure the size of square block that rotates at a time.
547
548 \b You can ask for every square in the grid to be distinguishable
549 (the default), or you can ask for a simplified puzzle in which there
550 are groups of identical numbers. In the simplified puzzle your aim
551 is just to arrange all the 1s into the first row, all the 2s into
552 the second row, and so on.
553
554 \b You can configure whether the orientation of tiles matters. If
555 you ask for an orientable puzzle, each tile will have a triangle
556 drawn in it. All the triangles must be pointing upwards to complete
557 the puzzle.
558
559 \b You can ask for a limited shuffling operation to be performed on
560 the grid. By default, Twiddle will shuffle the grid so much that any
561 arrangement is about as probable as any other. You can override this
562 by requesting a precise number of shuffling moves to be performed.
563 Typically your aim is then to determine the precise set of shuffling
564 moves and invert them exactly, so that you answer (say) a four-move
565 shuffle with a four-move solution. Note that the more moves you ask
566 for, the more likely it is that solutions shorter than the target
567 length will turn out to be possible.
568
569
570 \C{rectangles} \i{Rectangles}
571
572 \cfg{winhelp-topic}{games.rectangles}
573
574 You have a grid of squares, with numbers written in some (but not all)
575 of the squares. Your task is to subdivide the grid into rectangles of
576 various sizes, such that (a) every rectangle contains exactly one
577 numbered square, and (b) the area of each rectangle is equal to the
578 number written in its numbered square.
579
580 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
581 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
582 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
583 implementation, my version automatically generates random grids of
584 any size you like. The quality of puzzle design is therefore not
585 quite as good as hand-crafted puzzles would be, but on the plus side
586 you get an inexhaustible supply of puzzles tailored to your own
587 specification.
588
589 \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}
590
591 \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}
592
593 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
594
595 This game is played with the mouse.
596
597 Left-click any edge to toggle it on or off, or click and drag to draw
598 an entire rectangle (or line) on the grid in one go (removing any
599 existing edges within that rectangle).
600
601 When a rectangle of the correct size is completed, it will be shaded.
602
603 (All the actions described in \k{common-actions} are also available.)
604
605 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
606
607 The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
608 and \e{Height} parameters, which are self-explanatory.
609
610 \q{Expansion factor} is a mechanism for changing the type of grids
611 generated by the program. Some people prefer a grid containing a few
612 large rectangles to one containing many small ones. So you can ask
613 Rectangles to essentially generate a \e{smaller} grid than the size
614 you specified, and then to expand it by adding rows and columns.
615
616 The default expansion factor of zero means that Rectangles will
617 simply generate a grid of the size you ask for, and do nothing
618 further. If you set an expansion factor of (say) 0.5, it means that
619 each dimension of the grid will be expanded to half again as big
620 after generation. In other words, the initial grid will be 2/3 the
621 size in each dimension, and will be expanded to its full size
622 without adding any more rectangles.
623
624 Setting an expansion factor of around 0.5 tends to make the game
625 more difficult, and also (in my experience) rewards a less deductive
626 and more intuitive playing style. If you set it \e{too} high,
627 though, the game simply cannot generate more than a few rectangles
628 to cover the entire grid, and the game becomes trivial.
629
630
631 \C{netslide} \i{Netslide}
632
633 \cfg{winhelp-topic}{games.netslide}
634
635 This game was submitted by Richard Boulton. It combines the grid
636 generation of Net (see \k{net}) with the movement of Sixteen (see
637 \k{sixteen}): you have a Net grid, but instead of rotating tiles back
638 into place you have to slide them into place by moving a whole row at
639 a time.
640
641 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
642 See \k{sixteen-controls}.
643
644 \I{parameters, for Netslide}Game parameters are the same as for Net
645 (see \k{net-params}).
646
647
648 \C{pattern} \i{Pattern}
649
650 \cfg{winhelp-topic}{games.pattern}
651
652 You have a grid of squares, which must all be filled in either black
653 or white. Beside each row of the grid are listed the lengths of the
654 runs of black squares on that row; above each column are listed the
655 lengths of the runs of black squares in that column. Your aim is to
656 fill in the entire grid black or white.
657
658 I first saw this puzzle form around 1995, under the name
659 \q{\i{nonograms}}. I've seen it in various places since then, under
660 different names.
661
662 Normally, puzzles of this type turn out to be a meaningful picture
663 of something once you've solved them. However, since this version
664 generates the puzzles automatically, they will just look like random
665 groupings of squares. (One user has suggested that this is actually
666 a \e{good} thing, since it prevents you from guessing the colour of
667 squares based on the picture, and forces you to use logic instead.)
668 The advantage, though, is that you never run out of them.
669
670 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
671
672 This game is played with the mouse.
673
674 Left-click in a square to colour it black. Right-click to colour it
675 white. If you make a mistake, you can middle-click, or hold down
676 Shift while clicking with any button, to colour the square in the
677 default grey (meaning \q{undecided}) again.
678
679 You can click and drag with the left or right mouse button to colour
680 a vertical or horizontal line of squares black or white at a time
681 (respectively). If you click and drag with the middle button, or
682 with Shift held down, you can colour a whole rectangle of squares
683 grey.
684
685 (All the actions described in \k{common-actions} are also available.)
686
687 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
688
689 The only options available from the \q{Custom...} option on the \q{Type}
690 menu are \e{Width} and \e{Height}, which are self-explanatory.
691
692
693 \C{solo} \i{Solo}
694
695 \cfg{winhelp-topic}{games.solo}
696
697 You have a square grid, which is divided into square or rectangular
698 blocks. Each square must be filled in with a digit from 1 to the
699 size of the grid, in such a way that
700
701 \b every row contains only one occurrence of each digit
702
703 \b every column contains only one occurrence of each digit
704
705 \b every block contains only one occurrence of each digit.
706
707 You are given some of the numbers as clues; your aim is to place the
708 rest of the numbers correctly.
709
710 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
711 into nine 3\by\.3 blocks). You can also select sizes with
712 rectangular blocks instead of square ones, such as 2\by\.3 (a
713 6\by\.6 grid divided into six 3\by\.2 blocks).
714
715 If you select a puzzle size which requires more than 9 digits, the
716 additional digits will be letters of the alphabet. For example, if
717 you select 3\by\.4 then the digits which go in your grid will be 1
718 to 9, plus \cq{a}, \cq{b} and \cq{c}.
719
720 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
721 been popularised by various newspapers under the name \q{Sudoku} or
722 \q{Su Doku}.
723
724 \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}
725
726 \H{solo-controls} \I{controls, for Solo}Solo controls
727
728 To play Solo, simply click the mouse in any empty square and then
729 type a digit or letter on the keyboard to fill that square. If you
730 make a mistake, click the mouse in the incorrect square and press
731 Space to clear it again (or use the Undo feature).
732
733 (All the actions described in \k{common-actions} are also available.)
734
735 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
736
737 Solo allows you to configure two separate dimensions of the puzzle
738 grid on the \q{Type} menu: the number of columns, and the number of
739 rows, into which the main grid is divided. (The size of a block is
740 the inverse of this: for example, if you select 2 columns and 3 rows,
741 each actual block will have 3 columns and 2 rows.)
742
743 You can also configure the type of symmetry shown in the generated
744 puzzles. More symmetry makes the puzzles look prettier but may also
745 make them easier, since the symmetry constraints can force more
746 clues than necessary to be present. Completely asymmetric puzzles
747 have the freedom to contain as few clues as possible.
748
749 Finally, you can configure the difficulty of the generated puzzles.
750 Difficulty levels are judged by the complexity of the techniques of
751 deduction required to solve the puzzle: each level requires a mode
752 of reasoning which was not necessary in the previous one. In
753 particular, on difficulty levels \q{Trivial} and \q{Basic} there
754 will be a square you can fill in with a single number at all times,
755 whereas at \q{Intermediate} level and beyond you will have to make
756 partial deductions about the \e{set} of squares a number could be in
757 (or the set of numbers that could be in a square). At
758 \q{Unreasonable} level, even this is not enough, and you will
759 eventually have to make a guess, and then backtrack if it turns out
760 to be wrong.
761
762 Generating difficult puzzles is itself difficult: if you select
763 \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
764 many attempts at generating a puzzle before it finds one hard enough
765 for you. Be prepared to wait, especially if you have also configured
766 a large puzzle size.
767
768
769 \A{licence} \I{MIT licence}\ii{Licence}
770
771 This software is \i{copyright} 2004-2005 Simon Tatham.
772
773 Portions copyright Richard Boulton.
774
775 Permission is hereby granted, free of charge, to any person
776 obtaining a copy of this software and associated documentation files
777 (the "Software"), to deal in the Software without restriction,
778 including without limitation the rights to use, copy, modify, merge,
779 publish, distribute, sublicense, and/or sell copies of the Software,
780 and to permit persons to whom the Software is furnished to do so,
781 subject to the following conditions:
782
783 The above copyright notice and this permission notice shall be
784 included in all copies or substantial portions of the Software.
785
786 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
787 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
788 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
789 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
790 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
791 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
792 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
793 SOFTWARE.
794
795 \IM{specific} \q{Specific}, menu option
796 \IM{custom} \q{Custom}, menu option
797
798 \IM{game ID} game ID
799 \IM{game ID} ID, game
800 \IM{ID format} ID format
801 \IM{ID format} format, ID
802 \IM{ID format} game ID, format
803
804 \IM{keys} keys
805 \IM{keys} shortcuts (keyboard)
806
807 \IM{initial state} initial state
808 \IM{initial state} state, initial
809
810 \IM{MIT licence} MIT licence
811 \IM{MIT licence} licence, MIT