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