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