New mode for Unequal, from James H. In this mode, called 'Adjacent',
[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}
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6 \cfg{text-filename}{puzzles.txt}
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8 \cfg{html-contents-filename}{index.html}
9 \cfg{html-template-filename}{%k.html}
10 \cfg{html-index-filename}{docindex.html}
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16 \cfg{info-filename}{puzzles.info}
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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 2004-2009 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 \dash 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 Left-clicking on an arrow will move the appropriate row or column in
650 the direction indicated. Right-clicking will move it in the opposite
651 direction.
652
653 Alternatively, use the cursor keys to move the position indicator
654 around the edge of the grid, and use the return key to move the
655 row/column in the direction indicated.
656
657 (All the actions described in \k{common-actions} are also available.)
658
659 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
660
661 The parameters available from the \q{Custom...} option on the
662 \q{Type} menu are:
663
664 \b \e{Width} and \e{Height}, which are self-explanatory.
665
666 \b You can ask for a limited shuffling operation to be performed on
667 the grid. By default, Sixteen will shuffle the grid in such a way
668 that any arrangement is about as probable as any other. You can
669 override this by requesting a precise number of shuffling moves to
670 be performed. Typically your aim is then to determine the precise
671 set of shuffling moves and invert them exactly, so that you answer
672 (say) a four-move shuffle with a four-move solution. Note that the
673 more moves you ask for, the more likely it is that solutions shorter
674 than the target length will turn out to be possible.
675
676
677 \C{twiddle} \i{Twiddle}
678
679 \cfg{winhelp-topic}{games.twiddle}
680
681 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
682 (see \k{sixteen}): you are given a grid of square tiles, each
683 containing a number, and your aim is to arrange the numbers into
684 ascending order.
685
686 In basic Twiddle, your move is to rotate a square group of four
687 tiles about their common centre. (Orientation is not significant in
688 the basic puzzle, although you can select it.) On more advanced
689 settings, you can rotate a larger square group of tiles.
690
691 I first saw this type of puzzle in the GameCube game \q{Metroid
692 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
693 you solve to unlock a door, which is a special case of Twiddle. I
694 developed this game as a generalisation of that puzzle.
695
696 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
697
698 To play Twiddle, click the mouse in the centre of the square group
699 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
700 which means you have to click at a corner point where four tiles
701 meet.
702
703 In more advanced modes you might be rotating 3\by\.3 or even more at
704 a time; if the size of the square is odd then you simply click in
705 the centre tile of the square you want to rotate.
706
707 Clicking with the left mouse button rotates the group anticlockwise.
708 Clicking with the right button rotates it clockwise.
709
710 You can also move an outline square around the grid with the cursor
711 keys; the square is the size above (2\by\.2 by default, or larger).
712 Pressing the return key or space bar will rotate the current square
713 anticlockwise or clockwise respectively.
714
715 (All the actions described in \k{common-actions} are also available.)
716
717 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
718
719 Twiddle provides several configuration options via the \q{Custom}
720 option on the \q{Type} menu:
721
722 \b You can configure the width and height of the puzzle grid.
723
724 \b You can configure the size of square block that rotates at a time.
725
726 \b You can ask for every square in the grid to be distinguishable
727 (the default), or you can ask for a simplified puzzle in which there
728 are groups of identical numbers. In the simplified puzzle your aim
729 is just to arrange all the 1s into the first row, all the 2s into
730 the second row, and so on.
731
732 \b You can configure whether the orientation of tiles matters. If
733 you ask for an orientable puzzle, each tile will have a triangle
734 drawn in it. All the triangles must be pointing upwards to complete
735 the puzzle.
736
737 \b You can ask for a limited shuffling operation to be performed on
738 the grid. By default, Twiddle will shuffle the grid so much that any
739 arrangement is about as probable as any other. You can override this
740 by requesting a precise number of shuffling moves to be performed.
741 Typically your aim is then to determine the precise set of shuffling
742 moves and invert them exactly, so that you answer (say) a four-move
743 shuffle with a four-move solution. Note that the more moves you ask
744 for, the more likely it is that solutions shorter than the target
745 length will turn out to be possible.
746
747
748 \C{rectangles} \i{Rectangles}
749
750 \cfg{winhelp-topic}{games.rectangles}
751
752 You have a grid of squares, with numbers written in some (but not all)
753 of the squares. Your task is to subdivide the grid into rectangles of
754 various sizes, such that (a) every rectangle contains exactly one
755 numbered square, and (b) the area of each rectangle is equal to the
756 number written in its numbered square.
757
758 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
759 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
760 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
761 implementation, my version automatically generates random grids of
762 any size you like. The quality of puzzle design is therefore not
763 quite as good as hand-crafted puzzles would be, but on the plus side
764 you get an inexhaustible supply of puzzles tailored to your own
765 specification.
766
767 \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}
768
769 \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}
770
771 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
772
773 This game is played with the mouse or cursor keys.
774
775 Left-click any edge to toggle it on or off, or left-click and drag to draw
776 an entire rectangle (or line) on the grid in one go (removing any existing
777 edges within that rectangle). Right-clicking and dragging will allow you
778 to erase the contents of a rectangle without affecting its edges.
779
780 Alternatively, use the cursor keys to move the position indicator
781 around the board. Pressing the return key then allows you to use the
782 cursor keys to drag a rectangle out from that position, and pressing
783 the return key again completes the rectangle. Using the space bar
784 instead of the return key allows you to erase the contents of a
785 rectangle without affecting its edges, as above.
786
787 When a rectangle of the correct size is completed, it will be shaded.
788
789 (All the actions described in \k{common-actions} are also available.)
790
791 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
792
793 These parameters are available from the \q{Custom...} option on the
794 \q{Type} menu.
795
796 \dt \e{Width}, \e{Height}
797
798 \dd Size of grid, in squares.
799
800 \dt \e{Expansion factor}
801
802 \dd This is a mechanism for changing the type of grids generated by
803 the program. Some people prefer a grid containing a few large
804 rectangles to one containing many small ones. So you can ask
805 Rectangles to essentially generate a \e{smaller} grid than the size
806 you specified, and then to expand it by adding rows and columns.
807
808 \lcont{
809
810 The default expansion factor of zero means that Rectangles will
811 simply generate a grid of the size you ask for, and do nothing
812 further. If you set an expansion factor of (say) 0.5, it means that
813 each dimension of the grid will be expanded to half again as big
814 after generation. In other words, the initial grid will be 2/3 the
815 size in each dimension, and will be expanded to its full size
816 without adding any more rectangles.
817
818 Setting an expansion factor of around 0.5 tends to make the game
819 more difficult, and also (in my experience) rewards a less deductive
820 and more intuitive playing style. If you set it \e{too} high,
821 though, the game simply cannot generate more than a few rectangles
822 to cover the entire grid, and the game becomes trivial.
823
824 }
825
826 \dt \e{Ensure unique solution}
827
828 \dd Normally, Rectangles will make sure that the puzzles it presents
829 have only one solution. Puzzles with ambiguous sections can be more
830 difficult and more subtle, so if you like you can turn off this
831 feature and risk having ambiguous puzzles. Also, finding \e{all} the
832 possible solutions can be an additional challenge for an advanced
833 player. Turning off this option can also speed up puzzle generation.
834
835
836 \C{netslide} \i{Netslide}
837
838 \cfg{winhelp-topic}{games.netslide}
839
840 This game combines the grid generation of Net (see \k{net}) with the
841 movement of Sixteen (see \k{sixteen}): you have a Net grid, but
842 instead of rotating tiles back into place you have to slide them
843 into place by moving a whole row at a time.
844
845 As in Sixteen, \I{controls, for Netslide}control is with the mouse or
846 cursor keys. See \k{sixteen-controls}.
847
848 \I{parameters, for Netslide}The available game parameters have similar
849 meanings to those in Net (see \k{net-params}) and Sixteen (see
850 \k{sixteen-params}).
851
852 Netslide was contributed to this collection by Richard Boulton.
853
854
855 \C{pattern} \i{Pattern}
856
857 \cfg{winhelp-topic}{games.pattern}
858
859 You have a grid of squares, which must all be filled in either black
860 or white. Beside each row of the grid are listed the lengths of the
861 runs of black squares on that row; above each column are listed the
862 lengths of the runs of black squares in that column. Your aim is to
863 fill in the entire grid black or white.
864
865 I first saw this puzzle form around 1995, under the name
866 \q{\i{nonograms}}. I've seen it in various places since then, under
867 different names.
868
869 Normally, puzzles of this type turn out to be a meaningful picture
870 of something once you've solved them. However, since this version
871 generates the puzzles automatically, they will just look like random
872 groupings of squares. (One user has suggested that this is actually
873 a \e{good} thing, since it prevents you from guessing the colour of
874 squares based on the picture, and forces you to use logic instead.)
875 The advantage, though, is that you never run out of them.
876
877 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
878
879 This game is played with the mouse.
880
881 Left-click in a square to colour it black. Right-click to colour it
882 white. If you make a mistake, you can middle-click, or hold down
883 Shift while clicking with any button, to colour the square in the
884 default grey (meaning \q{undecided}) again.
885
886 You can click and drag with the left or right mouse button to colour
887 a vertical or horizontal line of squares black or white at a time
888 (respectively). If you click and drag with the middle button, or
889 with Shift held down, you can colour a whole rectangle of squares
890 grey.
891
892 You can also move around the grid with the cursor keys. Pressing the
893 return key will cycle the current cell through empty, then black, then
894 white, then empty, and the space bar does the same cycle in reverse.
895
896 (All the actions described in \k{common-actions} are also available.)
897
898 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
899
900 The only options available from the \q{Custom...} option on the \q{Type}
901 menu are \e{Width} and \e{Height}, which are self-explanatory.
902
903
904 \C{solo} \i{Solo}
905
906 \cfg{winhelp-topic}{games.solo}
907
908 You have a square grid, which is divided into as many equally sized
909 sub-blocks as the grid has rows. Each square must be filled in with
910 a digit from 1 to the size of the grid, in such a way that
911
912 \b every row contains only one occurrence of each digit
913
914 \b every column contains only one occurrence of each digit
915
916 \b every block contains only one occurrence of each digit.
917
918 \b (optionally, by default off) each of the square's two main
919 diagonals contains only one occurrence of each digit.
920
921 You are given some of the numbers as clues; your aim is to place the
922 rest of the numbers correctly.
923
924 Under the default settings, the sub-blocks are square or
925 rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual
926 grid, divided into nine 3\by\.3 blocks). You can also select sizes
927 with rectangular blocks instead of square ones, such as 2\by\.3 (a
928 6\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you
929 can select \q{jigsaw} mode, in which the sub-blocks are arbitrary
930 shapes which differ between individual puzzles.
931
932 Another available mode is \q{killer}. In this mode, clues are not
933 given in the form of filled-in squares; instead, the grid is divided
934 into \q{cages} by coloured lines, and for each cage the game tells
935 you what the sum of all the digits in that cage should be. Also, no
936 digit may appear more than once within a cage, even if the cage
937 crosses the boundaries of existing regions.
938
939 If you select a puzzle size which requires more than 9 digits, the
940 additional digits will be letters of the alphabet. For example, if
941 you select 3\by\.4 then the digits which go in your grid will be 1
942 to 9, plus \cq{a}, \cq{b} and \cq{c}. This cannot be selected for
943 killer puzzles.
944
945 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
946 also been popularised by various newspapers under the name
947 \q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
948 of the modern form of the puzzle, and it was first published in
949 \e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
950 of the history of the puzzle can be found on Wikipedia
951 \k{wikipedia-solo}.
952
953 \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}
954
955 \B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
956
957 \H{solo-controls} \I{controls, for Solo}Solo controls
958
959 To play Solo, simply click the mouse in any empty square and then
960 type a digit or letter on the keyboard to fill that square. If you
961 make a mistake, click the mouse in the incorrect square and press
962 Space to clear it again (or use the Undo feature).
963
964 If you \e{right}-click in a square and then type a number, that
965 number will be entered in the square as a \q{pencil mark}. You can
966 have pencil marks for multiple numbers in the same square. Squares
967 containing filled-in numbers cannot also contain pencil marks.
968
969 The game pays no attention to pencil marks, so exactly what you use
970 them for is up to you: you can use them as reminders that a
971 particular square needs to be re-examined once you know more about a
972 particular number, or you can use them as lists of the possible
973 numbers in a given square, or anything else you feel like.
974
975 To erase a single pencil mark, right-click in the square and type
976 the same number again.
977
978 All pencil marks in a square are erased when you left-click and type
979 a number, or when you left-click and press space. Right-clicking and
980 pressing space will also erase pencil marks.
981
982 Alternatively, use the cursor keys to move the mark around the grid.
983 Pressing the return key toggles the mark (from a normal mark to a
984 pencil mark), and typing a number in is entered in the square in the
985 appropriate way; typing in a 0 or using the space bar will clear a
986 filled square.
987
988 (All the actions described in \k{common-actions} are also available.)
989
990 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
991
992 Solo allows you to configure two separate dimensions of the puzzle
993 grid on the \q{Type} menu: the number of columns, and the number of
994 rows, into which the main grid is divided. (The size of a block is
995 the inverse of this: for example, if you select 2 columns and 3 rows,
996 each actual block will have 3 columns and 2 rows.)
997
998 If you tick the \q{X} checkbox, Solo will apply the optional extra
999 constraint that the two main diagonals of the grid also contain one
1000 of every digit. (This is sometimes known as \q{Sudoku-X} in
1001 newspapers.) In this mode, the squares on the two main diagonals
1002 will be shaded slightly so that you know it's enabled.
1003
1004 If you tick the \q{Jigsaw} checkbox, Solo will generate randomly
1005 shaped sub-blocks. In this mode, the actual grid size will be taken
1006 to be the product of the numbers entered in the \q{Columns} and
1007 \q{Rows} boxes. There is no reason why you have to enter a number
1008 greater than 1 in both boxes; Jigsaw mode has no constraint on the
1009 grid size, and it can even be a prime number if you feel like it.
1010
1011 If you tick the \q{Killer} checkbox, Solo will generate a set of
1012 of cages, which are randomly shaped and drawn in an outline of a
1013 different colour. Each of these regions contains a smaller clue
1014 which shows the digit sum of all the squares in this region.
1015
1016 You can also configure the type of symmetry shown in the generated
1017 puzzles. More symmetry makes the puzzles look prettier but may also
1018 make them easier, since the symmetry constraints can force more
1019 clues than necessary to be present. Completely asymmetric puzzles
1020 have the freedom to contain as few clues as possible.
1021
1022 Finally, you can configure the difficulty of the generated puzzles.
1023 Difficulty levels are judged by the complexity of the techniques of
1024 deduction required to solve the puzzle: each level requires a mode
1025 of reasoning which was not necessary in the previous one. In
1026 particular, on difficulty levels \q{Trivial} and \q{Basic} there
1027 will be a square you can fill in with a single number at all times,
1028 whereas at \q{Intermediate} level and beyond you will have to make
1029 partial deductions about the \e{set} of squares a number could be in
1030 (or the set of numbers that could be in a square).
1031 \#{Advanced, Extreme?}
1032 At \q{Unreasonable} level, even this is not enough, and you will
1033 eventually have to make a guess, and then backtrack if it turns out
1034 to be wrong.
1035
1036 Generating difficult puzzles is itself difficult: if you select one
1037 of the higher difficulty levels, Solo may have to make many attempts
1038 at generating a puzzle before it finds one hard enough for you. Be
1039 prepared to wait, especially if you have also configured a large
1040 puzzle size.
1041
1042
1043 \C{mines} \i{Mines}
1044
1045 \cfg{winhelp-topic}{games.mines}
1046
1047 You have a grid of covered squares, some of which contain mines, but
1048 you don't know which. Your job is to uncover every square which does
1049 \e{not} contain a mine. If you uncover a square containing a mine,
1050 you lose. If you uncover a square which does not contain a mine, you
1051 are told how many mines are contained within the eight surrounding
1052 squares.
1053
1054 This game needs no introduction; popularised by Windows, it is
1055 perhaps the single best known desktop puzzle game in existence.
1056
1057 This version of it has an unusual property. By default, it will
1058 generate its mine positions in such a way as to ensure that you
1059 never need to \e{guess} where a mine is: you will always be able to
1060 deduce it somehow. So you will never, as can happen in other
1061 versions, get to the last four squares and discover that there are
1062 two mines left but you have no way of knowing for sure where they
1063 are.
1064
1065 \H{mines-controls} \I{controls, for Mines}Mines controls
1066
1067 This game is played with the mouse.
1068
1069 If you left-click in a covered square, it will be uncovered.
1070
1071 If you right-click in a covered square, it will place a flag which
1072 indicates that the square is believed to be a mine. Left-clicking in
1073 a marked square will not uncover it, for safety. You can right-click
1074 again to remove a mark placed in error.
1075
1076 If you left-click in an \e{uncovered} square, it will \q{clear
1077 around} the square. This means: if the square has exactly as many
1078 flags surrounding it as it should have mines, then all the covered
1079 squares next to it which are \e{not} flagged will be uncovered. So
1080 once you think you know the location of all the mines around a
1081 square, you can use this function as a shortcut to avoid having to
1082 click on each of the remaining squares one by one.
1083
1084 If you uncover a square which has \e{no} mines in the surrounding
1085 eight squares, then it is obviously safe to uncover those squares in
1086 turn, and so on if any of them also has no surrounding mines. This
1087 will be done for you automatically; so sometimes when you uncover a
1088 square, a whole new area will open up to be explored.
1089
1090 You can also use the cursor keys to move around the minefield.
1091 Pressing the return key in a covered square uncovers it, and in an
1092 uncovered square will clear around it (so it acts as the left button),
1093 pressing the space bar in a covered square will place a flag
1094 (similarly, it acts as the right button).
1095
1096 All the actions described in \k{common-actions} are also available.
1097
1098 Even Undo is available, although you might consider it cheating to
1099 use it. If you step on a mine, the program will only reveal the mine
1100 in question (unlike most other implementations, which reveal all of
1101 them). You can then Undo your fatal move and continue playing if you
1102 like. The program will track the number of times you died (and Undo
1103 will not reduce that counter), so when you get to the end of the
1104 game you know whether or not you did it without making any errors.
1105
1106 (If you really want to know the full layout of the grid, which other
1107 implementations will show you after you die, you can always use the
1108 Solve menu option.)
1109
1110 \H{mines-parameters} \I{parameters, for Mines}Mines parameters
1111
1112 The options available from the \q{Custom...} option on the \q{Type}
1113 menu are:
1114
1115 \dt \e{Width}, \e{Height}
1116
1117 \dd Size of grid in squares.
1118
1119 \dt \e{Mines}
1120
1121 \dd Number of mines in the grid. You can enter this as an absolute
1122 mine count, or alternatively you can put a \cw{%} sign on the end in
1123 which case the game will arrange for that proportion of the squares
1124 in the grid to be mines.
1125
1126 \lcont{
1127
1128 Beware of setting the mine count too high. At very high densities,
1129 the program may spend forever searching for a solvable grid.
1130
1131 }
1132
1133 \dt \e{Ensure solubility}
1134
1135 \dd When this option is enabled (as it is by default), Mines will
1136 ensure that the entire grid can be fully deduced starting from the
1137 initial open space. If you prefer the riskier grids generated by
1138 other implementations, you can switch off this option.
1139
1140
1141 \C{samegame} \i{Same Game}
1142
1143 \cfg{winhelp-topic}{games.samegame}
1144
1145 You have a grid of coloured squares, which you have to clear by
1146 highlighting contiguous regions of more than one coloured square;
1147 the larger the region you highlight, the more points you get (and
1148 the faster you clear the arena).
1149
1150 If you clear the grid you win. If you end up with nothing but
1151 single squares (i.e., there are no more clickable regions left) you
1152 lose.
1153
1154 Removing a region causes the rest of the grid to shuffle up:
1155 blocks that are suspended will fall down (first), and then empty
1156 columns are filled from the right.
1157
1158 Same Game was contributed to this collection by James Harvey.
1159
1160 \H{samegame-controls} \i{Same Game controls}
1161
1162 \IM{Same Game controls} controls, for Same Game
1163 \IM{Same Game controls} keys, for Same Game
1164 \IM{Same Game controls} shortcuts (keyboard), for Same Game
1165
1166 This game can be played with either the keyboard or the mouse.
1167
1168 If you left-click an unselected region, it becomes selected (possibly
1169 clearing the current selection).
1170
1171 If you left-click the selected region, it will be removed (and the
1172 rest of the grid shuffled immediately).
1173
1174 If you right-click the selected region, it will be unselected.
1175
1176 The cursor keys move a cursor around the grid. Pressing the Space or
1177 Enter keys while the cursor is in an unselected region selects it;
1178 pressing Space or Enter again removes it as above.
1179
1180 (All the actions described in \k{common-actions} are also available.)
1181
1182 \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1183
1184 These parameters are available from the \q{Custom...} option on the
1185 \q{Type} menu.
1186
1187 \dt \e{Width}, \e{Height}
1188
1189 \dd Size of grid in squares.
1190
1191 \dt \e{No. of colours}
1192
1193 \dd Number of different colours used to fill the grid; the more colours,
1194 the fewer large regions of colour and thus the more difficult it is to
1195 successfully clear the grid.
1196
1197 \dt \e{Scoring system}
1198
1199 \dd Controls the precise mechanism used for scoring. With the default
1200 system, \q{(n-2)^2}, only regions of three squares or more will score
1201 any points at all. With the alternative \q{(n-1)^2} system, regions of
1202 two squares score a point each, and larger regions score relatively
1203 more points.
1204
1205 \dt \e{Ensure solubility}
1206
1207 \dd If this option is ticked (the default state), generated grids
1208 will be guaranteed to have at least one solution.
1209
1210 \lcont{
1211
1212 If you turn it off, the game generator will not try to guarantee
1213 soluble grids; it will, however, still ensure that there are at
1214 least 2 squares of each colour on the grid at the start (since a
1215 grid with exactly one square of a given colour is \e{definitely}
1216 insoluble). Grids generated with this option disabled may contain
1217 more large areas of contiguous colour, leading to opportunities for
1218 higher scores; they can also take less time to generate.
1219
1220 }
1221
1222
1223 \C{flip} \i{Flip}
1224
1225 \cfg{winhelp-topic}{games.flip}
1226
1227 You have a grid of squares, some light and some dark. Your aim is to
1228 light all the squares up at the same time. You can choose any square
1229 and flip its state from light to dark or dark to light, but when you
1230 do so, other squares around it change state as well.
1231
1232 Each square contains a small diagram showing which other squares
1233 change when you flip it.
1234
1235 \H{flip-controls} \i{Flip controls}
1236
1237 \IM{Flip controls} controls, for Flip
1238 \IM{Flip controls} keys, for Flip
1239 \IM{Flip controls} shortcuts (keyboard), for Flip
1240
1241 This game can be played with either the keyboard or the mouse.
1242
1243 Left-click in a square to flip it and its associated squares, or
1244 use the cursor keys to choose a square and the space bar or Enter
1245 key to flip.
1246
1247 If you use the \q{Solve} function on this game, it will mark some of
1248 the squares in red. If you click once in every square with a red
1249 mark, the game should be solved. (If you click in a square
1250 \e{without} a red mark, a red mark will appear in it to indicate
1251 that you will need to reverse that operation to reach the solution.)
1252
1253 (All the actions described in \k{common-actions} are also available.)
1254
1255 \H{flip-parameters} \I{parameters, for flip}Flip parameters
1256
1257 These parameters are available from the \q{Custom...} option on the
1258 \q{Type} menu.
1259
1260 \dt \e{Width}, \e{Height}
1261
1262 \dd Size of grid in squares.
1263
1264 \dt \e{Shape type}
1265
1266 \dd This control determines the shape of the region which is flipped
1267 by clicking in any given square. The default setting, \q{Crosses},
1268 causes every square to flip itself and its four immediate neighbours
1269 (or three or two if it's at an edge or corner). The other setting,
1270 \q{Random}, causes a random shape to be chosen for every square, so
1271 the game is different every time.
1272
1273
1274 \C{guess} \i{Guess}
1275
1276 \cfg{winhelp-topic}{games.guess}
1277
1278 You have a set of coloured pegs, and have to reproduce a
1279 predetermined sequence of them (chosen by the computer) within a
1280 certain number of guesses.
1281
1282 Each guess gets marked with the number of correctly-coloured pegs
1283 in the correct places (in black), and also the number of
1284 correctly-coloured pegs in the wrong places (in white).
1285
1286 This game is also known (and marketed, by Hasbro, mainly) as
1287 a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1288 and 10 guesses. However, this version allows custom settings of number
1289 of colours (up to 10), number of pegs per row, and number of guesses.
1290
1291 Guess was contributed to this collection by James Harvey.
1292
1293 \H{guess-controls} \i{Guess controls}
1294
1295 \IM{Guess controls} controls, for Guess
1296 \IM{Guess controls} keys, for Guess
1297 \IM{Guess controls} shortcuts (keyboard), for Guess
1298
1299 This game can be played with either the keyboard or the mouse.
1300
1301 With the mouse, drag a coloured peg from the tray on the left-hand
1302 side to its required position in the current guess; pegs may also be
1303 dragged from current and past guesses to copy them elsewhere. To
1304 remove a peg, drag it off its current position to somewhere invalid.
1305
1306 Right-clicking in the current guess adds a \q{hold} marker; pegs
1307 that have hold markers will be automatically added to the next guess
1308 after marking.
1309
1310 Alternatively, with the keyboard, the up and down cursor keys can be
1311 used to select a peg colour, the left and right keys to select a
1312 peg position, and the space bar or Enter key to place a peg of the
1313 selected colour in the chosen position. \q{D} or Backspace removes a
1314 peg, and \q{H} adds a hold marker.
1315
1316 When the guess is complete, the smaller feedback pegs will be highlighted;
1317 clicking on these (or moving the peg cursor to them with the arrow keys
1318 and pressing the space bar or Enter key) will mark the current guess,
1319 copy any held pegs to the next guess, and move the \q{current guess}
1320 marker.
1321
1322 If you correctly position all the pegs the solution will be displayed
1323 below; if you run out of guesses (or select \q{Solve...}) the solution
1324 will also be revealed.
1325
1326 (All the actions described in \k{common-actions} are also available.)
1327
1328 \H{guess-parameters} \I{parameters, for Guess}Guess parameters
1329
1330 These parameters are available from the \q{Custom...} option on the
1331 \q{Type} menu. The default game matches the parameters for the
1332 board game \q{Mastermind}.
1333
1334 \dt \e{Colours}
1335
1336 \dd Number of colours the solution is chosen from; from 2 to 10
1337 (more is harder).
1338
1339 \dt \e{Pegs per guess}
1340
1341 \dd Number of pegs per guess (more is harder).
1342
1343 \dt \e{Guesses}
1344
1345 \dd Number of guesses you have to find the solution in (fewer is harder).
1346
1347 \dt \e{Allow blanks}
1348
1349 \dd Allows blank pegs to be given as part of a guess (makes it easier, because
1350 you know that those will never be counted as part of the solution). This
1351 is turned off by default.
1352
1353 Note that this doesn't allow blank pegs in the solution; if you really wanted
1354 that, use one extra colour.
1355
1356 \dt \e{Allow duplicates}
1357
1358 \dd Allows the solution (and the guesses) to contain colours more than once;
1359 this increases the search space (making things harder), and is turned on by
1360 default.
1361
1362
1363 \C{pegs} \i{Pegs}
1364
1365 \cfg{winhelp-topic}{games.pegs}
1366
1367 A number of pegs are placed in holes on a board. You can remove a
1368 peg by jumping an adjacent peg over it (horizontally or vertically)
1369 to a vacant hole on the other side. Your aim is to remove all but one
1370 of the pegs initially present.
1371
1372 This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1373 possibly one of the oldest puzzle games still commonly known.
1374
1375 \H{pegs-controls} \i{Pegs controls}
1376
1377 \IM{Pegs controls} controls, for Pegs
1378
1379 To move a peg, drag it with the mouse from its current position to
1380 its final position. If the final position is exactly two holes away
1381 from the initial position, is currently unoccupied by a peg, and
1382 there is a peg in the intervening square, the move will be permitted
1383 and the intervening peg will be removed.
1384
1385 Vacant spaces which you can move a peg into are marked with holes. A
1386 space with no peg and no hole is not available for moving at all: it
1387 is an obstacle which you must work around.
1388
1389 You can also use the cursor keys to move a position indicator around
1390 the board. Pressing the return key while over a peg, followed by a
1391 cursor key, will jump the peg in that direction (if that is a legal
1392 move).
1393
1394 (All the actions described in \k{common-actions} are also available.)
1395
1396 \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1397
1398 These parameters are available from the \q{Custom...} option on the
1399 \q{Type} menu.
1400
1401 \dt \e{Width}, \e{Height}
1402
1403 \dd Size of grid in holes.
1404
1405 \dt \e{Board type}
1406
1407 \dd Controls whether you are given a board of a standard shape or a
1408 randomly generated shape. The two standard shapes currently
1409 supported are \q{Cross} and \q{Octagon} (also commonly known as the
1410 English and European traditional board layouts respectively).
1411 Selecting \q{Random} will give you a different board shape every
1412 time (but always one that is known to have a solution).
1413
1414
1415 \C{dominosa} \i{Dominosa}
1416
1417 \cfg{winhelp-topic}{games.dominosa}
1418
1419 A normal set of dominoes \dash that is, one instance of every
1420 (unordered) pair of numbers from 0 to 6 \dash has been arranged
1421 irregularly into a rectangle; then the number in each square has
1422 been written down and the dominoes themselves removed. Your task is
1423 to reconstruct the pattern by arranging the set of dominoes to match
1424 the provided array of numbers.
1425
1426 This puzzle is widely credited to O. S. Adler, and takes part of its
1427 name from those initials.
1428
1429 \H{dominosa-controls} \i{Dominosa controls}
1430
1431 \IM{Dominosa controls} controls, for Dominosa
1432
1433 Left-clicking between any two adjacent numbers places a domino
1434 covering them, or removes one if it is already present. Trying to
1435 place a domino which overlaps existing dominoes will remove the ones
1436 it overlaps.
1437
1438 Right-clicking between two adjacent numbers draws a line between
1439 them, which you can use to remind yourself that you know those two
1440 numbers are \e{not} covered by a single domino. Right-clicking again
1441 removes the line.
1442
1443 You can also use the cursor keys to move a cursor around the grid.
1444 When the cursor is half way between two adjacent numbers, pressing
1445 the return key will place a domino covering those numbers, or
1446 pressing the space bar will lay a line between the two squares.
1447 Repeating either action removes the domino or line.
1448
1449 (All the actions described in \k{common-actions} are also available.)
1450
1451 \H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1452
1453 These parameters are available from the \q{Custom...} option on the
1454 \q{Type} menu.
1455
1456 \dt \e{Maximum number on dominoes}
1457
1458 \dd Controls the size of the puzzle, by controlling the size of the
1459 set of dominoes used to make it. Dominoes with numbers going up to N
1460 will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1461 the default value of 6 gives an 8\by\.7 grid.
1462
1463 \dt \e{Ensure unique solution}
1464
1465 \dd Normally, Dominosa will make sure that the puzzles it presents
1466 have only one solution. Puzzles with ambiguous sections can be more
1467 difficult and sometimes more subtle, so if you like you can turn off
1468 this feature. Also, finding \e{all} the possible solutions can be an
1469 additional challenge for an advanced player. Turning off this option
1470 can also speed up puzzle generation.
1471
1472
1473 \C{untangle} \i{Untangle}
1474
1475 \cfg{winhelp-topic}{games.untangle}
1476
1477 You are given a number of points, some of which have lines drawn
1478 between them. You can move the points about arbitrarily; your aim is
1479 to position the points so that no line crosses another.
1480
1481 I originally saw this in the form of a Flash game called \i{Planarity}
1482 \k{Planarity}, written by John Tantalo.
1483
1484 \B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1485
1486 \H{untangle-controls} \i{Untangle controls}
1487
1488 \IM{Untangle controls} controls, for Untangle
1489
1490 To move a point, click on it with the left mouse button and drag it
1491 into a new position.
1492
1493 (All the actions described in \k{common-actions} are also available.)
1494
1495 \H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1496
1497 There is only one parameter available from the \q{Custom...} option
1498 on the \q{Type} menu:
1499
1500 \dt \e{Number of points}
1501
1502 \dd Controls the size of the puzzle, by specifying the number of
1503 points in the generated graph.
1504
1505
1506 \C{blackbox} \i{Black Box}
1507
1508 \cfg{winhelp-topic}{games.blackbox}
1509
1510 A number of balls are hidden in a rectangular arena. You have to
1511 deduce the positions of the balls by firing lasers positioned at
1512 the edges of the arena and observing how their beams are deflected.
1513
1514 Beams will travel straight from their origin until they hit the
1515 opposite side of the arena (at which point they emerge), unless
1516 affected by balls in one of the following ways:
1517
1518 \b A beam that hits a ball head-on is absorbed and will never
1519 re-emerge. This includes beams that meet a ball on the first rank
1520 of the arena.
1521
1522 \b A beam with a ball to its front-left square gets deflected 90 degrees
1523 to the right.
1524
1525 \b A beam with a ball to its front-right square gets similarly deflected
1526 to the left.
1527
1528 \b A beam that would re-emerge from its entry location is considered to be
1529 \q{reflected}.
1530
1531 \b A beam which would get deflected before entering the arena by a
1532 ball to the front-left or front-right of its entry point is also
1533 considered to be \q{reflected}.
1534
1535 Beams that are reflected appear as a \q{R}; beams that hit balls
1536 head-on appear as \q{H}. Otherwise, a number appears at the firing
1537 point and the location where the beam emerges (this number is unique
1538 to that shot).
1539
1540 You can place guesses as to the location of the balls, based on the
1541 entry and exit patterns of the beams; once you have placed enough
1542 balls a button appears enabling you to have your guesses checked.
1543
1544 Here is a diagram showing how the positions of balls can create each
1545 of the beam behaviours shown above:
1546
1547 \c 1RHR----
1548 \c |..O.O...|
1549 \c 2........3
1550 \c |........|
1551 \c |........|
1552 \c 3........|
1553 \c |......O.|
1554 \c H........|
1555 \c |.....O..|
1556 \c 12-RH---
1557
1558 As shown, it is possible for a beam to receive multiple reflections
1559 before re-emerging (see turn 3). Similarly, a beam may be reflected
1560 (possibly more than once) before receiving a hit (the \q{H} on the
1561 left side of the example).
1562
1563 Note that any layout with more than 4 balls may have a non-unique
1564 solution. The following diagram illustrates this; if you know the
1565 board contains 5 balls, it is impossible to determine where the fifth
1566 ball is (possible positions marked with an \cw{x}):
1567
1568 \c --------
1569 \c |........|
1570 \c |........|
1571 \c |..O..O..|
1572 \c |...xx...|
1573 \c |...xx...|
1574 \c |..O..O..|
1575 \c |........|
1576 \c |........|
1577 \c --------
1578
1579 For this reason, when you have your guesses checked, the game will
1580 check that your solution \e{produces the same results} as the
1581 computer's, rather than that your solution is identical to the
1582 computer's. So in the above example, you could put the fifth ball at
1583 \e{any} of the locations marked with an \cw{x}, and you would still
1584 win.
1585
1586 Black Box was contributed to this collection by James Harvey.
1587
1588 \H{blackbox-controls} \i{Black Box controls}
1589
1590 \IM{Black Box controls} controls, for Black Box
1591 \IM{Black Box controls} keys, for Black Box
1592 \IM{Black Box controls} shortcuts (keyboard), for Black Box
1593
1594 To fire a laser beam, left-click in a square around the edge of the
1595 arena. The results will be displayed immediately. Clicking or holding
1596 the left button on one of these squares will highlight the current go
1597 (or a previous go) to confirm the exit point for that laser, if
1598 applicable.
1599
1600 To guess the location of a ball, left-click within the arena and a
1601 black circle will appear marking the guess; click again to remove the
1602 guessed ball.
1603
1604 Locations in the arena may be locked against modification by
1605 right-clicking; whole rows and columns may be similarly locked by
1606 right-clicking in the laser square above/below that column, or to the
1607 left/right of that row.
1608
1609 The cursor keys may also be used to move around the grid. Pressing the
1610 Enter key will fire a laser or add a new ball-location guess, and
1611 pressing Space will lock a cell, row, or column.
1612
1613 When an appropriate number of balls have been guessed, a button will
1614 appear at the top-left corner of the grid; clicking that (with mouse
1615 or cursor) will check your guesses.
1616
1617 If you click the \q{check} button and your guesses are not correct,
1618 the game will show you the minimum information necessary to
1619 demonstrate this to you, so you can try again. If your ball
1620 positions are not consistent with the beam paths you already know
1621 about, one beam path will be circled to indicate that it proves you
1622 wrong. If your positions match all the existing beam paths but are
1623 still wrong, one new beam path will be revealed (written in red)
1624 which is not consistent with your current guesses.
1625
1626 If you decide to give up completely, you can select Solve to reveal
1627 the actual ball positions. At this point, correctly-placed balls
1628 will be displayed as filled black circles, incorrectly-placed balls
1629 as filled black circles with red crosses, and missing balls as filled
1630 red circles. In addition, a red circle marks any laser you had already
1631 fired which is not consistent with your ball layout (just as when you
1632 press the \q{check} button), and red text marks any laser you
1633 \e{could} have fired in order to distinguish your ball layout from the
1634 correct one.
1635
1636 (All the actions described in \k{common-actions} are also available.)
1637
1638 \H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1639
1640 These parameters are available from the \q{Custom...} option on the
1641 \q{Type} menu.
1642
1643 \dt \e{Width}, \e{Height}
1644
1645 \dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
1646 per grid, two per row and two per column.
1647
1648 \dt \e{No. of balls}
1649
1650 \dd Number of balls to place in the grid. This can be a single number,
1651 or a range (separated with a hyphen, like \q{2-6}), and determines the
1652 number of balls to place on the grid. The \q{reveal} button is only
1653 enabled if you have guessed an appropriate number of balls; a guess
1654 using a different number to the original solution is still acceptable,
1655 if all the beam inputs and outputs match.
1656
1657
1658 \C{slant} \i{Slant}
1659
1660 \cfg{winhelp-topic}{games.slant}
1661
1662 You have a grid of squares. Your aim is to draw a diagonal line
1663 through each square, and choose which way each line slants so that
1664 the following conditions are met:
1665
1666 \b The diagonal lines never form a loop.
1667
1668 \b Any point with a circled number has precisely that many lines
1669 meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1670 zero is the centre of a diamond shape \dash or rather, a partial
1671 diamond shape, because a zero can never appear in the middle of the
1672 grid because that would immediately cause a loop.)
1673
1674 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1675
1676 \B{nikoli-slant}
1677 \W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1678 (in Japanese)
1679
1680 \H{slant-controls} \i{Slant controls}
1681
1682 \IM{Slant controls} controls, for Slant
1683
1684 Left-clicking in a blank square will place a \cw{\\} in it (a line
1685 leaning to the left, i.e. running from the top left of the square to
1686 the bottom right). Right-clicking in a blank square will place a
1687 \cw{/} in it (leaning to the right, running from top right to bottom
1688 left).
1689
1690 Continuing to click either button will cycle between the three
1691 possible square contents. Thus, if you left-click repeatedly in a
1692 blank square it will change from blank to \cw{\\} to \cw{/} back to
1693 blank, and if you right-click repeatedly the square will change from
1694 blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1695 the game entirely with one button if you need to.)
1696
1697 You can also use the cursor keys to move around the grid. Pressing the
1698 return or space keys will place a \cw{\\} or a \cw{/}, respectively,
1699 and will then cycle them as above.
1700
1701 (All the actions described in \k{common-actions} are also available.)
1702
1703 \H{slant-parameters} \I{parameters, for Slant}Slant parameters
1704
1705 These parameters are available from the \q{Custom...} option on the
1706 \q{Type} menu.
1707
1708 \dt \e{Width}, \e{Height}
1709
1710 \dd Size of grid in squares.
1711
1712 \dt \e{Difficulty}
1713
1714 \dd Controls the difficulty of the generated puzzle. At Hard level,
1715 you are required to do deductions based on knowledge of
1716 \e{relationships} between squares rather than always being able to
1717 deduce the exact contents of one square at a time. (For example, you
1718 might know that two squares slant in the same direction, even if you
1719 don't yet know what that direction is, and this might enable you to
1720 deduce something about still other squares.) Even at Hard level,
1721 guesswork and backtracking should never be necessary.
1722
1723
1724 \C{lightup} \i{Light Up}
1725
1726 \cfg{winhelp-topic}{games.lightup}
1727
1728 You have a grid of squares. Some are filled in black; some of the
1729 black squares are numbered. Your aim is to \q{light up} all the
1730 empty squares by placing light bulbs in some of them.
1731
1732 Each light bulb illuminates the square it is on, plus all squares in
1733 line with it horizontally or vertically unless a black square is
1734 blocking the way.
1735
1736 To win the game, you must satisfy the following conditions:
1737
1738 \b All non-black squares are lit.
1739
1740 \b No light is lit by another light.
1741
1742 \b All numbered black squares have exactly that number of lights adjacent to
1743 them (in the four squares above, below, and to the side).
1744
1745 Non-numbered black squares may have any number of lights adjacent to them.
1746
1747 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1748
1749 Light Up was contributed to this collection by James Harvey.
1750
1751 \B{nikoli-lightup}
1752 \W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1753 (beware of Flash)
1754
1755 \H{lightup-controls} \i{Light Up controls}
1756
1757 \IM{Light Up controls} controls, for Light Up
1758
1759 Left-clicking in a non-black square will toggle the presence of a light
1760 in that square. Right-clicking in a non-black square toggles a mark there to aid
1761 solving; it can be used to highlight squares that cannot be lit, for example.
1762
1763 You may not place a light in a marked square, nor place a mark in a lit square.
1764
1765 The game will highlight obvious errors in red. Lights lit by other
1766 lights are highlighted in this way, as are numbered squares which
1767 do not (or cannot) have the right number of lights next to them.
1768
1769 Thus, the grid is solved when all non-black squares have yellow
1770 highlights and there are no red lights.
1771
1772 (All the actions described in \k{common-actions} are also available.)
1773
1774 \H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1775
1776 These parameters are available from the \q{Custom...} option on the
1777 \q{Type} menu.
1778
1779 \dt \e{Width}, \e{Height}
1780
1781 \dd Size of grid in squares.
1782
1783 \dt \e{%age of black squares}
1784
1785 \dd Rough percentage of black squares in the grid.
1786
1787 \lcont{
1788
1789 This is a hint rather than an instruction. If the grid generator is
1790 unable to generate a puzzle to this precise specification, it will
1791 increase the proportion of black squares until it can.
1792
1793 }
1794
1795 \dt \e{Symmetry}
1796
1797 \dd Allows you to specify the required symmetry of the black squares
1798 in the grid. (This does not affect the difficulty of the puzzles
1799 noticeably.)
1800
1801 \dt \e{Difficulty}
1802
1803 \dd \q{Easy} means that the puzzles should be soluble without
1804 backtracking or guessing, \q{Hard} means that some guesses will
1805 probably be necessary.
1806
1807
1808 \C{map} \i{Map}
1809
1810 \cfg{winhelp-topic}{games.map}
1811
1812 You are given a map consisting of a number of regions. Your task is
1813 to colour each region with one of four colours, in such a way that
1814 no two regions sharing a boundary have the same colour. You are
1815 provided with some regions already coloured, sufficient to make the
1816 remainder of the solution unique.
1817
1818 Only regions which share a length of border are required to be
1819 different colours. Two regions which meet at only one \e{point}
1820 (i.e. are diagonally separated) may be the same colour.
1821
1822 I believe this puzzle is original; I've never seen an implementation
1823 of it anywhere else. The concept of a \i{four-colouring} puzzle was
1824 suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1825 Allan for inspiring the train of thought that led to me realising
1826 Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1827 for many detailed suggestions.
1828
1829 \H{map-controls} \i{Map controls}
1830
1831 \IM{Map controls} controls, for Map
1832
1833 To colour a region, click the left mouse button on an existing
1834 region of the desired colour and drag that colour into the new
1835 region.
1836
1837 (The program will always ensure the starting puzzle has at least one
1838 region of each colour, so that this is always possible!)
1839
1840 If you need to clear a region, you can drag from an empty region, or
1841 from the puzzle boundary if there are no empty regions left.
1842
1843 Dragging a colour using the \e{right} mouse button will stipple the
1844 region in that colour, which you can use as a note to yourself that
1845 you think the region \e{might} be that colour. A region can contain
1846 stipples in multiple colours at once. (This is often useful at the
1847 harder difficulty levels.)
1848
1849 You can also use the cursor keys to move around the map: the colour of
1850 the cursor indicates the position of the colour you would drag (which
1851 is not obvious if you're on a region's boundary, since it depends on the
1852 direction from which you approached the boundary). Pressing the return
1853 key starts a drag of that colour, as above, which you control with the
1854 cursor keys; pressing the return key again finishes the drag. The
1855 space bar can be used similarly to create a stippled region.
1856 Double-pressing the return key (without moving the cursor) will clear
1857 the region, as a drag from an empty region does: this is useful with
1858 the cursor mode if you have filled the entire map in but need to
1859 correct the layout.
1860
1861 If you press L during play, the game will toggle display of a number
1862 in each region of the map. This is useful if you want to discuss a
1863 particular puzzle instance with a friend \dash having an unambiguous
1864 name for each region is much easier than trying to refer to them all
1865 by names such as \q{the one down and right of the brown one on the
1866 top border}.
1867
1868 (All the actions described in \k{common-actions} are also available.)
1869
1870 \H{map-parameters} \I{parameters, for Map}Map parameters
1871
1872 These parameters are available from the \q{Custom...} option on the
1873 \q{Type} menu.
1874
1875 \dt \e{Width}, \e{Height}
1876
1877 \dd Size of grid in squares.
1878
1879 \dt \e{Regions}
1880
1881 \dd Number of regions in the generated map.
1882
1883 \dt \e{Difficulty}
1884
1885 \dd In \q{Easy} mode, there should always be at least one region
1886 whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1887 modes, you will have to use increasingly complex logic to deduce the
1888 colour of some regions. However, it will always be possible without
1889 having to guess or backtrack.
1890
1891 \lcont{
1892
1893 In \q{Unreasonable} mode, the program will feel free to generate
1894 puzzles which are as hard as it can possibly make them: the only
1895 constraint is that they should still have a unique solution. Solving
1896 Unreasonable puzzles may require guessing and backtracking.
1897
1898 }
1899
1900
1901 \C{loopy} \i{Loopy}
1902
1903 \cfg{winhelp-topic}{games.loopy}
1904
1905 You are given a grid of dots, marked with yellow lines to indicate
1906 which dots you are allowed to connect directly together. Your aim is
1907 to use some subset of those yellow lines to draw a single unbroken
1908 loop from dot to dot within the grid.
1909
1910 Some of the spaces between the lines contain numbers. These numbers
1911 indicate how many of the lines around that space form part of the
1912 loop. The loop you draw must correctly satisfy all of these clues to
1913 be considered a correct solution.
1914
1915 In the default mode, the dots are arranged in a grid of squares;
1916 however, you can also play on triangular or hexagonal grids, or even
1917 more exotic ones.
1918
1919 Credit for the basic puzzle idea goes to \i{Nikoli}
1920 \k{nikoli-loopy}.
1921
1922 Loopy was originally contributed to this collection by Mike Pinna,
1923 and subsequently enhanced to handle various types of non-square grid
1924 by Lambros Lambrou.
1925
1926 \B{nikoli-loopy}
1927 \W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1928 (beware of Flash)
1929
1930 \H{loopy-controls} \i{Loopy controls}
1931
1932 \IM{Loopy controls} controls, for Loopy
1933
1934 Click the left mouse button on a yellow line to turn it black,
1935 indicating that you think it is part of the loop. Click again to
1936 turn the line yellow again (meaning you aren't sure yet).
1937
1938 If you are sure that a particular line segment is \e{not} part of
1939 the loop, you can click the right mouse button to remove it
1940 completely. Again, clicking a second time will turn the line back to
1941 yellow.
1942
1943 (All the actions described in \k{common-actions} are also available.)
1944
1945 \H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1946
1947 These parameters are available from the \q{Custom...} option on the
1948 \q{Type} menu.
1949
1950 \dt \e{Width}, \e{Height}
1951
1952 \dd Size of grid, measured in number of regions across and down. For
1953 square grids, it's clear how this is counted; for other types of
1954 grid you may have to think a bit to see how the dimensions are
1955 measured.
1956
1957 \dt \e{Grid type}
1958
1959 \dd Allows you to choose between a selection of types of tiling.
1960 Some have all the faces the same but may have multiple different
1961 types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have
1962 all the vertices the same but may have differnt types of face (e.g.
1963 the \e{Great Hexagonal}). The square, triangular and honeycomb grids
1964 are fully regular, and have all their vertices \e{and} faces the
1965 same; this makes them the least confusing to play.
1966
1967 \dt \e{Difficulty}
1968
1969 \dd Controls the difficulty of the generated puzzle.
1970 \#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
1971 when are backtracking/guesswork required, if ever?}
1972
1973
1974 \C{inertia} \i{Inertia}
1975
1976 \cfg{winhelp-topic}{games.inertia}
1977
1978 You are a small green ball sitting in a grid full of obstacles. Your
1979 aim is to collect all the gems without running into any mines.
1980
1981 You can move the ball in any orthogonal \e{or diagonal} direction.
1982 Once the ball starts moving, it will continue until something stops
1983 it. A wall directly in its path will stop it (but if it is moving
1984 diagonally, it will move through a diagonal gap between two other
1985 walls without stopping). Also, some of the squares are \q{stops};
1986 when the ball moves on to a stop, it will stop moving no matter what
1987 direction it was going in. Gems do \e{not} stop the ball; it picks
1988 them up and keeps on going.
1989
1990 Running into a mine is fatal. Even if you picked up the last gem in
1991 the same move which then hit a mine, the game will count you as dead
1992 rather than victorious.
1993
1994 This game was originally implemented for Windows by Ben Olmstead
1995 \k{bem}, who was kind enough to release his source code on request
1996 so that it could be re-implemented for this collection.
1997
1998 \B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1999
2000 \H{inertia-controls} \i{Inertia controls}
2001
2002 \IM{Inertia controls} controls, for Inertia
2003 \IM{Inertia controls} keys, for Inertia
2004 \IM{Inertia controls} shortcuts (keyboard), for Inertia
2005
2006 You can move the ball in any of the eight directions using the
2007 numeric keypad. Alternatively, if you click the left mouse button on
2008 the grid, the ball will begin a move in the general direction of
2009 where you clicked.
2010
2011 If you use the \q{Solve} function on this game, the program will
2012 compute a path through the grid which collects all the remaining
2013 gems and returns to the current position. A hint arrow will appear
2014 on the ball indicating the direction in which you should move to
2015 begin on this path. If you then move in that direction, the arrow
2016 will update to indicate the next direction on the path. You can also
2017 press Space to automatically move in the direction of the hint
2018 arrow. If you move in a different direction from the one shown by
2019 the arrow, the hint arrows will stop appearing because you have
2020 strayed from the provided path; you can then use \q{Solve} again to
2021 generate a new path if you want to.
2022
2023 All the actions described in \k{common-actions} are also available.
2024 In particular, if you do run into a mine and die, you can use the
2025 Undo function and resume playing from before the fatal move. The
2026 game will keep track of the number of times you have done this.
2027
2028 \H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
2029
2030 These parameters are available from the \q{Custom...} option on the
2031 \q{Type} menu.
2032
2033 \dt \e{Width}, \e{Height}
2034
2035 \dd Size of grid in squares.
2036
2037
2038 \C{tents} \i{Tents}
2039
2040 \cfg{winhelp-topic}{games.tents}
2041
2042 You have a grid of squares, some of which contain trees. Your aim is
2043 to place tents in some of the remaining squares, in such a way that
2044 the following conditions are met:
2045
2046 \b There are exactly as many tents as trees.
2047
2048 \b The tents and trees can be matched up in such a way that each
2049 tent is directly adjacent (horizontally or vertically, but not
2050 diagonally) to its own tree. However, a tent may be adjacent to
2051 other trees as well as its own.
2052
2053 \b No two tents are adjacent horizontally, vertically \e{or
2054 diagonally}.
2055
2056 \b The number of tents in each row, and in each column, matches the
2057 numbers given round the sides of the grid.
2058
2059 This puzzle can be found in several places on the Internet, and was
2060 brought to my attention by e-mail. I don't know who I should credit
2061 for inventing it.
2062
2063 \H{tents-controls} \i{Tents controls}
2064
2065 \IM{Tents controls} controls, for Tents
2066
2067 Left-clicking in a blank square will place a tent in it.
2068 Right-clicking in a blank square will colour it green, indicating
2069 that you are sure it \e{isn't} a tent. Clicking either button in an
2070 occupied square will clear it.
2071
2072 If you \e{drag} with the right button along a row or column, every
2073 blank square in the region you cover will be turned green, and no
2074 other squares will be affected. (This is useful for clearing the
2075 remainder of a row once you have placed all its tents.)
2076
2077 You can also use the cursor keys to move around the grid. Pressing the
2078 return key over an empty square will place a tent, and pressing the
2079 space bar over an empty square will colour it green; either key will
2080 clear an occupied square.
2081
2082 (All the actions described in \k{common-actions} are also available.)
2083
2084 \H{tents-parameters} \I{parameters, for Tents}Tents parameters
2085
2086 These parameters are available from the \q{Custom...} option on the
2087 \q{Type} menu.
2088
2089 \dt \e{Width}, \e{Height}
2090
2091 \dd Size of grid in squares.
2092
2093 \dt \e{Difficulty}
2094
2095 \dd Controls the difficulty of the generated puzzle. More difficult
2096 puzzles require more complex deductions, but at present none of the
2097 available difficulty levels requires guesswork or backtracking.
2098
2099
2100 \C{bridges} \i{Bridges}
2101
2102 \cfg{winhelp-topic}{games.bridges}
2103
2104 You have a set of islands distributed across the playing area. Each
2105 island contains a number. Your aim is to connect the islands
2106 together with bridges, in such a way that:
2107
2108 \b Bridges run horizontally or vertically.
2109
2110 \b The number of bridges terminating at any island is equal to the
2111 number written in that island.
2112
2113 \b Two bridges may run in parallel between the same two islands, but
2114 no more than two may do so.
2115
2116 \b No bridge crosses another bridge.
2117
2118 \b All the islands are connected together.
2119
2120 There are some configurable alternative modes, which involve
2121 changing the parallel-bridge limit to something other than 2, and
2122 introducing the additional constraint that no sequence of bridges
2123 may form a loop from one island back to the same island. The rules
2124 stated above are the default ones.
2125
2126 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
2127
2128 Bridges was contributed to this collection by James Harvey.
2129
2130 \B{nikoli-bridges}
2131 \W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
2132
2133 \H{bridges-controls} \i{Bridges controls}
2134
2135 \IM{Bridges controls} controls, for Bridges
2136
2137 To place a bridge between two islands, click the mouse down on one
2138 island and drag it towards the other. You do not need to drag all
2139 the way to the other island; you only need to move the mouse far
2140 enough for the intended bridge direction to be unambiguous. (So you
2141 can keep the mouse near the starting island and conveniently throw
2142 bridges out from it in many directions.)
2143
2144 Doing this again when a bridge is already present will add another
2145 parallel bridge. If there are already as many bridges between the
2146 two islands as permitted by the current game rules (i.e. two by
2147 default), the same dragging action will remove all of them.
2148
2149 If you want to remind yourself that two islands definitely \e{do
2150 not} have a bridge between them, you can right-drag between them in
2151 the same way to draw a \q{non-bridge} marker.
2152
2153 If you think you have finished with an island (i.e. you have placed
2154 all its bridges and are confident that they are in the right
2155 places), you can mark the island as finished by left-clicking on it.
2156 This will highlight it and all the bridges connected to it, and you
2157 will be prevented from accidentally modifying any of those bridges
2158 in future. Left-clicking again on a highlighted island will unmark
2159 it and restore your ability to modify it.
2160
2161 You can also use the cursor keys to move around the grid: if possible
2162 the cursor will always move orthogonally, otherwise it will move
2163 towards the nearest island to the indicated direction. Pressing the
2164 return key followed by a cursor key will lay a bridge in that direction
2165 (if available); pressing the space bar followed by a cursor key will
2166 lay a \q{non-bridge} marker.
2167
2168 You can mark an island as finished by pressing the return key twice.
2169
2170 Violations of the puzzle rules will be marked in red:
2171
2172 \b An island with too many bridges will be highlighted in red.
2173
2174 \b An island with too few bridges will be highlighted in red if it
2175 is definitely an error (as opposed to merely not being finished
2176 yet): if adding enough bridges would involve having to cross another
2177 bridge or remove a non-bridge marker, or if the island has been
2178 highlighted as complete.
2179
2180 \b A group of islands and bridges may be highlighted in red if it is
2181 a closed subset of the puzzle with no way to connect it to the rest
2182 of the islands. For example, if you directly connect two 1s together
2183 with a bridge and they are not the only two islands on the grid,
2184 they will light up red to indicate that such a group cannot be
2185 contained in any valid solution.
2186
2187 \b If you have selected the (non-default) option to disallow loops
2188 in the solution, a group of bridges which forms a loop will be
2189 highlighted.
2190
2191 (All the actions described in \k{common-actions} are also available.)
2192
2193 \H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2194
2195 These parameters are available from the \q{Custom...} option on the
2196 \q{Type} menu.
2197
2198 \dt \e{Width}, \e{Height}
2199
2200 \dd Size of grid in squares.
2201
2202 \dt \e{Difficulty}
2203
2204 \dd Difficulty level of puzzle.
2205
2206 \dt \e{Allow loops}
2207
2208 \dd This is set by default. If cleared, puzzles will be generated in
2209 such a way that they are always soluble without creating a loop, and
2210 solutions which do involve a loop will be disallowed.
2211
2212 \dt \e{Max. bridges per direction}
2213
2214 \dd Maximum number of bridges in any particular direction. The
2215 default is 2, but you can change it to 1, 3 or 4. In general, fewer
2216 is easier.
2217
2218 \dt \e{%age of island squares}
2219
2220 \dd Gives a rough percentage of islands the generator will try and
2221 lay before finishing the puzzle. Certain layouts will not manage to
2222 lay enough islands; this is an upper bound.
2223
2224 \dt \e{Expansion factor (%age)}
2225
2226 \dd The grid generator works by picking an existing island at random
2227 (after first creating an initial island somewhere). It then decides
2228 on a direction (at random), and then works out how far it could
2229 extend before creating another island. This parameter determines how
2230 likely it is to extend as far as it can, rather than choosing
2231 somewhere closer.
2232
2233 High expansion factors usually mean easier puzzles with fewer
2234 possible islands; low expansion factors can create lots of
2235 tightly-packed islands.
2236
2237
2238 \C{unequal} \i{Unequal}
2239
2240 \cfg{winhelp-topic}{games.unequal}
2241
2242 You have a square grid; each square may contain a digit from 1 to
2243 the size of the grid, and some squares have clue signs between
2244 them. Your aim is to fully populate the grid with numbers such that:
2245
2246 \b Each row contains only one occurrence of each digit
2247
2248 \b Each column contains only one occurrence of each digit
2249
2250 \b All the clue signs are satisfied.
2251
2252 There are two modes for this game, \q{Unequal} and \q{Adjacent}.
2253
2254 In \q{Unequal} mode, the clue signs are greater-than symbols indicating one
2255 square's value is greater than its neighbour's. In this mode not all clues
2256 may be visible, particularly at higher difficulty levels.
2257
2258 In \q{Adjacent} mode, the clue signs are bars indicating
2259 one square's value is numerically adjacent (i.e. one higher or one lower)
2260 than its neighbour. In this mode all clues are always visible: absence of
2261 a bar thus means that a square's value is definitely not numerically adjacent
2262 to that neighbour's.
2263
2264 In \q{Trivial} difficulty level (available via the \q{Custom} game type
2265 selector), there are no greater-than signs in \q{Unequal} mode; the puzzle is
2266 to solve the \i{Latin square} only.
2267
2268 At the time of writing, the \q{Unequal} mode of this puzzle is appearing in the
2269 Guardian weekly under the name \q{\i{Futoshiki}}.
2270
2271 Unequal was contributed to this collection by James Harvey.
2272
2273 \H{unequal-controls} \i{Unequal controls}
2274
2275 \IM{Unequal controls} controls, for Unequal
2276
2277 Unequal shares much of its control system with Solo.
2278
2279 To play Unequal, simply click the mouse in any empty square and then
2280 type a digit or letter on the keyboard to fill that square. If you
2281 make a mistake, click the mouse in the incorrect square and press
2282 Space to clear it again (or use the Undo feature).
2283
2284 If you \e{right}-click in a square and then type a number, that
2285 number will be entered in the square as a \q{pencil mark}. You can
2286 have pencil marks for multiple numbers in the same square. Squares
2287 containing filled-in numbers cannot also contain pencil marks.
2288
2289 The game pays no attention to pencil marks, so exactly what you use
2290 them for is up to you: you can use them as reminders that a
2291 particular square needs to be re-examined once you know more about a
2292 particular number, or you can use them as lists of the possible
2293 numbers in a given square, or anything else you feel like.
2294
2295 To erase a single pencil mark, right-click in the square and type
2296 the same number again.
2297
2298 All pencil marks in a square are erased when you left-click and type
2299 a number, or when you left-click and press space. Right-clicking and
2300 pressing space will also erase pencil marks.
2301
2302 As for Solo, the cursor keys can be used in conjunction with the digit
2303 keys to set numbers or pencil marks. You can also use the 'M' key to
2304 auto-fill every numeric hint, ready for removal as required, or the 'H'
2305 key to do the same but also to remove all obvious hints.
2306
2307 Alternatively, use the cursor keys to move the mark around the grid.
2308 Pressing the return key toggles the mark (from a normal mark to a
2309 pencil mark), and typing a number in is entered in the square in the
2310 appropriate way; typing in a 0 or using the space bar will clear a
2311 filled square.
2312
2313 (All the actions described in \k{common-actions} are also available.)
2314
2315 \H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters
2316
2317 These parameters are available from the \q{Custom...} option on the
2318 \q{Type} menu.
2319
2320 \dt \e{Mode}
2321
2322 \dd Mode of the puzzle (\q{Unequal} or \q{Adjacent})
2323
2324 \dt \e{Size (s*s)}
2325
2326 \dd Size of grid.
2327
2328 \dt \e{Difficulty}
2329
2330 \dd Controls the difficulty of the generated puzzle. At Trivial
2331 level, there are no greater-than signs; the puzzle is to solve the
2332 Latin square only. At Recursive level (only available via the
2333 \q{Custom} game type selector) backtracking will be required, but
2334 the solution should still be unique. The levels in between require
2335 increasingly complex reasoning to avoid having to backtrack.
2336
2337
2338
2339 \C{galaxies} \i{Galaxies}
2340
2341 \cfg{winhelp-topic}{games.galaxies}
2342
2343 You have a rectangular grid containing a number of dots. Your aim is
2344 to draw edges along the grid lines which divide the rectangle into
2345 regions in such a way that every region is 180\u00b0{-degree}
2346 rotationally symmetric, and contains exactly one dot which is
2347 located at its centre of symmetry.
2348
2349 This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under
2350 the name \q{Tentai Show}; its name is commonly translated into
2351 English as \q{Spiral Galaxies}.
2352
2353 Galaxies was contributed to this collection by James Harvey.
2354
2355 \B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}
2356
2357 \H{galaxies-controls} \i{Galaxies controls}
2358
2359 \IM{Galaxies controls} controls, for Galaxies
2360
2361 Left-click on any grid line to draw an edge if there isn't one
2362 already, or to remove one if there is. When you create a valid
2363 region (one which is closed, contains exactly one dot, is
2364 180\u00b0{-degree} symmetric about that dot, and contains no
2365 extraneous edges inside it) it will be highlighted automatically; so
2366 your aim is to have the whole grid highlighted in that way.
2367
2368 During solving, you might know that a particular grid square belongs
2369 to a specific dot, but not be sure of where the edges go and which
2370 other squares are connected to the dot. In order to mark this so you
2371 don't forget, you can right-click on the dot and drag, which will
2372 create an arrow marker pointing at the dot. Drop that in a square of
2373 your choice and it will remind you which dot it's associated with.
2374 You can also right-click on existing arrows to pick them up and move
2375 them, or destroy them by dropping them off the edge of the grid.
2376 (Also, if you're not sure which dot an arrow is pointing at, you can
2377 pick it up and move it around to make it clearer. It will swivel
2378 constantly as you drag it, to stay pointed at its parent dot.)
2379
2380 You can also use the cursor keys to move around the grid squares and
2381 lines. Pressing the return key when over a grid line will draw or
2382 clear its edge, as above. Pressing the return key when over a dot will
2383 pick up an arrow, to be dropped the next time the return key is
2384 pressed; this can also be used to move existing arrows around, removing
2385 them by dropping them on a dot or another arrow.
2386
2387 (All the actions described in \k{common-actions} are also available.)
2388
2389 \H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters
2390
2391 These parameters are available from the \q{Custom...} option on the
2392 \q{Type} menu.
2393
2394 \dt \e{Width}, \e{Height}
2395
2396 \dd Size of grid in squares.
2397
2398 \dt \e{Difficulty}
2399
2400 \dd Controls the difficulty of the generated puzzle. More difficult
2401 puzzles require more complex deductions, and the \q{Unreasonable}
2402 difficulty level may require backtracking.
2403
2404
2405
2406 \C{filling} \i{Filling}
2407
2408 \cfg{winhelp-topic}{games.filling}
2409
2410 You have a grid of squares, some of which contain digits, and the
2411 rest of which are empty. Your job is to fill in digits in the empty
2412 squares, in such a way that each connected region of squares all
2413 containing the same digit has an area equal to that digit.
2414
2415 (\q{Connected region}, for the purposes of this game, does not count
2416 diagonally separated squares as adjacent.)
2417
2418 For example, it follows that no square can contain a zero, and that
2419 two adjacent squares can not both contain a one. No region has an
2420 area greater than 9 (because then its area would not be a single
2421 digit).
2422
2423 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
2424
2425 Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
2426
2427 \B{nikoli-fillomino}
2428 \W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/}
2429
2430 \H{filling-controls} \I{controls, for Filling}Filling controls
2431
2432 To play Filling, simply click the mouse in any empty square and then
2433 type a digit on the keyboard to fill that square. By dragging the
2434 mouse, you can select multiple squares to fill with a single keypress.
2435 If you make a mistake, click the mouse in the incorrect square and
2436 press 0, Space, Backspace or Enter to clear it again (or use the Undo
2437 feature).
2438
2439 You can also move around the grid with the cursor keys; typing a digit will
2440 fill the square containing the cursor with that number, or typing 0, Space,
2441 or Enter will clear it. You can also select multiple squares for numbering
2442 or clearing by using the return key, before typing a digit to fill in the
2443 highlighted squares (as above).
2444
2445 (All the actions described in \k{common-actions} are also available.)
2446
2447 \H{filling-parameters} \I{parameters, for Filling}Filling parameters
2448
2449 Filling allows you to configure the number of rows and columns of the
2450 grid, through the \q{Type} menu.
2451
2452
2453
2454 \A{licence} \I{MIT licence}\ii{Licence}
2455
2456 This software is \i{copyright} 2004-2009 Simon Tatham.
2457
2458 Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
2459 K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros
2460 Lambrou and Bernd Schmidt.
2461
2462 Permission is hereby granted, free of charge, to any person
2463 obtaining a copy of this software and associated documentation files
2464 (the \q{Software}), to deal in the Software without restriction,
2465 including without limitation the rights to use, copy, modify, merge,
2466 publish, distribute, sublicense, and/or sell copies of the Software,
2467 and to permit persons to whom the Software is furnished to do so,
2468 subject to the following conditions:
2469
2470 The above copyright notice and this permission notice shall be
2471 included in all copies or substantial portions of the Software.
2472
2473 THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND,
2474 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2475 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2476 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2477 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2478 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2479 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2480 SOFTWARE.
2481
2482 \IM{command-line}{command line} command line
2483
2484 \IM{default parameters, specifying} default parameters, specifying
2485 \IM{default parameters, specifying} preferences, specifying default
2486
2487 \IM{Unix} Unix
2488 \IM{Unix} Linux
2489
2490 \IM{generating game IDs} generating game IDs
2491 \IM{generating game IDs} game ID, generating
2492
2493 \IM{specific} \q{Specific}, menu option
2494 \IM{custom} \q{Custom}, menu option
2495
2496 \IM{game ID} game ID
2497 \IM{game ID} ID, game
2498 \IM{ID format} ID format
2499 \IM{ID format} format, ID
2500 \IM{ID format} game ID, format
2501
2502 \IM{keys} keys
2503 \IM{keys} shortcuts (keyboard)
2504
2505 \IM{initial state} initial state
2506 \IM{initial state} state, initial
2507
2508 \IM{MIT licence} MIT licence
2509 \IM{MIT licence} licence, MIT