Allow for trailing '\0' in game_text_format() in various games.
[sgt/puzzles] / puzzles.but
1 \title Simon Tatham's Portable Puzzle Collection
2
3 \cfg{winhelp-filename}{puzzles.hlp}
4 \cfg{winhelp-contents-titlepage}{Contents}
5
6 \cfg{text-filename}{puzzles.txt}
7
8 \cfg{html-contents-filename}{index.html}
9 \cfg{html-template-filename}{%k.html}
10 \cfg{html-index-filename}{docindex.html}
11 \cfg{html-leaf-level}{1}
12 \cfg{html-contents-depth-0}{1}
13 \cfg{html-contents-depth-1}{2}
14 \cfg{html-leaf-contains-contents}{true}
15
16 \cfg{info-filename}{puzzles.info}
17
18 \cfg{ps-filename}{puzzles.ps}
19 \cfg{pdf-filename}{puzzles.pdf}
20
21 \define{by} \u00D7{x}
22
23 This is a collection of small one-player puzzle games.
24
25 \copyright This manual is copyright 2004 Simon Tatham. All rights
26 reserved. You may distribute this documentation under the MIT licence.
27 See \k{licence} for the licence text in full.
28
29 \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
30
31 \versionid $Id$
32
33 \C{intro} Introduction
34
35 I wrote this collection because I thought there should be more small
36 desktop toys available: little games you can pop up in a window and
37 play for two or three minutes while you take a break from whatever
38 else you were doing. And I was also annoyed that every time I found
39 a good game on (say) \i{Unix}, it wasn't available the next time I
40 was sitting at a \i{Windows} machine, or vice versa; so I arranged
41 that everything in my personal puzzle collection will happily run on
42 both, and have more recently done a port to Mac OS X as well. When I
43 find (or perhaps invent) further puzzle games that I like, they'll
44 be added to this collection and will immediately be available on
45 both platforms. And if anyone feels like writing any other front
46 ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47 the games in this framework will immediately become available on
48 another platform as well.
49
50 The actual games in this collection were mostly not my invention; I
51 saw them elsewhere, and rewrote them in a form that was more
52 convenient for me. I do not claim credit, in general, for inventing
53 the rules of any of these puzzles; all I claim is authorship of the
54 code (or at least those parts of the code that weren't contributed
55 by other people!).
56
57 This collection is distributed under the \i{MIT licence} (see
58 \k{licence}). This means that you can do pretty much anything you like
59 with the game binaries or the code, except pretending you wrote them
60 yourself, or suing me if anything goes wrong.
61
62 The most recent versions, and \i{source code}, can be found at
63 \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65 Please report \I{feedback}\i{bugs} to
66 \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67 You might find it helpful to read this article before reporting a bug:
68
69 \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71 \ii{Patches} are welcome. Especially if they provide a new front end
72 (to make all these games run on another platform), or a new game.
73
74
75 \C{common} \ii{Common features}
76
77 This chapter describes features that are common to all the games.
78
79 \H{common-actions} \I{controls}Common actions
80
81 These actions are all available from the \I{Game menu}\q{Game} menu
82 and via \I{keys}keyboard shortcuts, in addition to any game-specific
83 actions.
84
85 (On Mac OS X, to conform with local user interface standards, these
86 actions are situated on the \I{File menu}\q{File} and \I{Edit
87 menu}\q{Edit} menus instead.)
88
89 \dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91 \dd Starts a new game, with a random initial state.
92
93 \dt \ii\e{Restart game} (\q{R})
94
95 \dd Resets the current game to its initial state. Undo is lost.
96
97 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
98
99 \dd Undoes a single move. (You can undo moves back to the start of the
100 game.)
101
102 \dt \ii\e{Redo} (Ctrl+\q{R})
103
104 \dd Redoes a previous undone move.
105
106 \dt \ii\e{Copy}
107
108 \dd Copies the current state of your game to the clipboard in text
109 format, so that you can paste it into (say) an e-mail client or a
110 web message board if you're discussing the game with someone else.
111 (Not all games support this feature.)
112
113 \dt \ii\e{Solve}
114
115 \dd Transforms the puzzle instantly into its solved state. For some
116 games (Cube) this feature is not supported at all because it is of
117 no particular use. For other games (such as Pattern), the solved
118 state can be used to give you information, if you can't see how a
119 solution can exist at all or you want to know where you made a
120 mistake. For still other games (such as Sixteen), automatic solution
121 tells you nothing about how to \e{get} to the solution, but it does
122 provide a useful way to get there quickly so that you can experiment
123 with set-piece moves and transformations.
124
125 \lcont{
126
127 Some games (such as Solo) are capable of solving a game ID you have
128 typed in from elsewhere. Other games (such as Rectangles) cannot
129 solve a game ID they didn't invent themself, but when they did
130 invent the game ID they know what the solution is already. Still
131 other games (Pattern) can solve \e{some} external game IDs, but only
132 if they aren't too difficult.
133
134 The \q{Solve} command adds the solved state to the end of the undo
135 chain for the puzzle. In other words, if you want to go back to
136 solving it yourself after seeing the answer, you can just press Undo.
137
138 }
139
140 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
141
142 \dd Closes the application entirely.
143
144 \H{common-id} Recreating games with the \ii{game ID}
145
146 The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
147 (or the \q{File} menu, on Mac OS X) lets you see a short string (the
148 \q{game ID}) that captures the initial state of the current game.
149
150 The precise \I{ID format}format of the ID is specific to each game.
151 It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
152 the first part encodes \i\e{parameters} (such as grid size), while the
153 second part encodes a \i\e{seed}, which determines the \i{initial
154 state} of the game within those parameters.
155
156 You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
157 a new game with the specified ID (whether you changed it or not).
158 Pressing \q{Cancel} returns to the current game.
159
160 You can also use the game ID (or just the encoded parameters) as a
161 \i{command line} argument; see \k{common-cmdline} for more detail.
162
163 Game IDs are portable across platforms; you can use a game ID
164 generated by the Windows version of a game on the Unix version, etc.
165
166 \H{common-type} The \q{Type} menu
167
168 The \I{Type menu}\q{Type} menu, if present, may contain a list of
169 \i{preset} game settings. Selecting one of these will start a new
170 random game with the parameters specified.
171
172 The \q{Type} menu may also contain a \q{\i{Custom...}} option which
173 allows you to fine-tune game \i{parameters}. The parameters available
174 are specific to each game and are described in the following sections.
175
176 \H{common-cmdline} Specifying game parameters on the \i{command line}
177
178 (This section does not apply to the Mac OS X version.)
179
180 The games in this collection deliberately do not ever save
181 information on to the computer they run on: they have no high score
182 tables and no saved preferences. (This is because I expect at least
183 some people to play them at work, and those people will probably
184 appreciate leaving as little evidence as possible!)
185
186 However, if you do want to arrange for one of these games to default
187 to a particular set of parameters, you can specify them on the
188 command line.
189
190 The easiest way to do this is to set up the parameters you want
191 using the \q{Type} menu (see \k{common-type}), and then to select
192 \q{Specific} from the \q{Game} or \q{File} menu (see \k{common-id}).
193 The text in the \q{Game ID} box will be composed of two parts,
194 separated by a colon. The first of these parts represents the game
195 parameters (the size of the playing area, for example, and anything
196 else you set using the \q{Type} menu).
197
198 If you run the game with just that parameter text on the command
199 line, it will start up with the settings you specified.
200
201 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
202 from the \q{Type} menu, and then go to the game ID selection, you
203 will see a string of the form \cq{o2x2:911A81,10}. Take only the
204 part before the colon (\cq{o2x2}), and start Cube with that text on
205 the command line: \cq{cube o2x2}.
206
207 If you copy the \e{entire} game ID on to the command line, the game
208 will start up in the specific game that was described. This is
209 occasionally a more convenient way to start a particular game ID
210 than by pasting it into the game ID selection box.
211
212 \C{net} \i{Net}
213
214 \cfg{winhelp-topic}{games.net}
215
216 (\e{Note:} the \i{Windows} version of this game is called
217 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
218
219 I originally saw this in the form of a Flash game called \i{FreeNet}
220 \k{FreeNet}, written by Pavils Jurjans. The computer prepares a
221 network by connecting up the centres of squares in a grid, and then
222 shuffles the network by rotating every tile randomly. Your job is to
223 rotate it all back into place. The successful solution will be an
224 entirely connected network, with no closed loops. \#{Is it also true
225 that a correct solution will not contain any cycles?} As a visual aid,
226 all tiles which are connected to the one in the middle are
227 highlighted.
228
229 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
230
231 \H{net-controls} \i{Net controls}
232
233 \IM{Net controls} controls, for Net
234 \IM{Net controls} keys, for Net
235 \IM{Net controls} shortcuts (keyboard), for Net
236
237 This game can be played with either the keyboard or the mouse. The
238 controls are:
239
240 \dt \e{Select tile}: mouse pointer, arrow keys
241
242 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
243
244 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
245
246 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
247
248 \dd You can lock a tile once you're sure of its orientation. You can
249 also unlock it again, but while it's locked you can't accidentally
250 turn it.
251
252 \dt \e{Jumble tiles}: \q{J} key
253
254 \dd This key turns all tiles that are not locked to random
255 orientations.
256
257 (All the actions described in \k{common-actions} are also available.)
258
259 \H{net-params} \I{parameters, for Net}Net parameters
260
261 These parameters are available from the \q{Custom...} option on the
262 \q{Type} menu.
263
264 \dt \e{Width}, \e{Height}
265
266 \dd Size of grid in tiles.
267
268 \dt \e{Walls wrap around}
269
270 \dd If checked, flow can pass from the left edge to the right edge,
271 and from top to bottom, and vice versa.
272
273 \dt \e{Barrier probability}
274
275 \dd A number between 0.0 and 1.0 controlling whether an immovable
276 barrier is placed between two tiles to prevent flow between them (a
277 higher number gives more barriers). Since barriers are immovable, they
278 act as constraints on the solution (i.e., hints).
279
280 \lcont{
281
282 The grid generation in Net has been carefully arranged so that the
283 barriers are independent of the rest of the grid. This means that if
284 you change the \e{Barrier probability} parameter, and then re-enter
285 the same game ID you were playing before (see \k{common-id}), you
286 should see exactly the same starting grid, with the only change
287 being the number of barriers. So if you're stuck on a particular
288 grid and need a hint, you could start up another instance of Net,
289 set up the same parameters but a higher barrier probability, and
290 enter the game seed from the original Net window.
291
292 }
293
294 \C{cube} \i{Cube}
295
296 \cfg{winhelp-topic}{games.cube}
297
298 This is another one I originally saw as a web game. This one was a
299 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
300 squares, six of which are blue; on one square rests a cube. Your move
301 is to use the arrow keys to roll the cube through 90 degrees so that
302 it moves to an adjacent square. If you roll the cube on to a blue
303 square, the blue square is picked up on one face of the cube; if you
304 roll a blue face of the cube on to a non-blue square, the blueness is
305 put down again. (In general, whenever you roll the cube, the two faces
306 that come into contact swap colours.) Your job is to get all six blue
307 squares on to the six faces of the cube at the same time. Count your
308 moves and try to do it in as few as possible.
309
310 Unlike the original Java game, my version has an additional feature:
311 once you've mastered the game with a cube rolling on a square grid,
312 you can change to a triangular grid and roll any of a tetrahedron, an
313 octahedron or an icosahedron.
314
315 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
316
317 \H{cube-controls} \i{Cube controls}
318
319 \IM{Cube controls} controls, for Cube
320 \IM{Cube controls} keys, for Cube
321 \IM{Cube controls} shortcuts (keyboard), for Cube
322
323 This game is played with the keyboard. The arrow keys are used to roll the
324 cube (or other solid).
325
326 On the triangular grids, the mapping of arrow keys to directions is
327 more approximate. Vertical movement is disallowed where it doesn't
328 make sense. The four keys surrounding the arrow keys on the numeric
329 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
330
331 (All the actions described in \k{common-actions} are also available.)
332
333 \H{cube-params} \I{parameters, for Cube}Cube parameters
334
335 These parameters are available from the \q{Custom...} option on the
336 \q{Type} menu.
337
338 \dt \e{Type of solid}
339
340 \dd Selects the solid to roll (and hence the shape of the grid):
341 tetrahedron, cube, octahedron, or icosahedron.
342
343 \dt \e{Width / top}, \e{Height / bottom}
344
345 \dd On a square grid, horizontal and vertical dimensions. On a
346 triangular grid, the number of triangles on the top and bottom rows
347 respectively.
348
349
350 \C{fifteen} \i{Fifteen}
351
352 \cfg{winhelp-topic}{games.fifteen}
353
354 The old ones are the best: this is the good old \q{\i{15-puzzle}}
355 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
356 contain numbered tiles, and the sixteenth is empty. Your move is to
357 choose a tile next to the empty space, and slide it into the space.
358 The aim is to end up with the tiles in numerical order, with the
359 space in the bottom right (so that the top row reads 1,2,3,4 and the
360 bottom row reads 13,14,15,\e{space}).
361
362 \H{fifteen-controls} \i{Fifteen controls}
363
364 \IM{Fifteen controls} controls, for Fifteen
365 \IM{Fifteen controls} keys, for Fifteen
366 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
367
368 This game can be controlled with the mouse or the keyboard.
369
370 A left-click with the mouse in the row or column containing the empty
371 space will move as many tiles as necessary to move the space to the
372 mouse pointer.
373
374 The arrow keys will move a tile adjacent to the space in the direction
375 indicated (moving the space in the \e{opposite} direction).
376
377 (All the actions described in \k{common-actions} are also available.)
378
379 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
380
381 The only options available from the \q{Custom...} option on the \q{Type}
382 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
383 you've changed these, it's not a \q{15-puzzle} any more, of course!)
384
385
386 \C{sixteen} \i{Sixteen}
387
388 \cfg{winhelp-topic}{games.sixteen}
389
390 Another sliding tile puzzle, visually similar to Fifteen (see
391 \k{fifteen}) but with a different type of move. This time, there is no
392 hole: all 16 squares on the grid contain numbered squares. Your move
393 is to shift an entire row left or right, or shift an entire column up
394 or down; every time you do that, the tile you shift off the grid
395 re-appears at the other end of the same row, in the space you just
396 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
397 the top row, 13,14,15,16 on the bottom). When you've done that, try
398 playing on different sizes of grid.
399
400 I \e{might} have invented this game myself, though only by accident if
401 so (and I'm sure other people have independently invented it). I
402 thought I was imitating a screensaver I'd seen, but I have a feeling
403 that the screensaver might actually have been a Fifteen-type puzzle
404 rather than this slightly different kind. So this might be the one
405 thing in my puzzle collection which represents creativity on my part
406 rather than just engineering.
407
408 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
409
410 This game is played with the mouse. Left-clicking on an arrow will
411 move the appropriate row or column in the direction indicated.
412 Right-clicking will move it in the opposite direction.
413
414 (All the actions described in \k{common-actions} are also available.)
415
416 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
417
418 The only parameters available from the \q{Custom...} option on the
419 \q{Type} menu are \e{Width} and \e{Height}, which are
420 self-explanatory.
421
422
423 \C{twiddle} \i{Twiddle}
424
425 \cfg{winhelp-topic}{games.twiddle}
426
427 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
428 (see \k{sixteen}): you are given a grid of square tiles, each
429 containing a number, and your aim is to arrange the numbers into
430 ascending order.
431
432 In basic Twiddle, your move is to rotate a square group of four
433 tiles about their common centre. (Orientation is not significant in
434 the basic puzzle, although you can select it.) On more advanced
435 settings, you can rotate a larger square group of tiles.
436
437 I first saw this type of puzzle in the GameCube game \q{Metroid
438 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
439 you solve to unlock a door, which is a special case of Twiddle. I
440 developed this game as a generalisation of that puzzle.
441
442 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
443
444 To play Twiddle, click the mouse in the centre of the square group
445 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
446 which means you have to click at a corner point where four tiles
447 meet.
448
449 In more advanced modes you might be rotating 3\by\.3 or even more at
450 a time; if the size of the square is odd then you simply click in
451 the centre tile of the square you want to rotate.
452
453 Clicking with the left mouse button rotates the group anticlockwise.
454 Clicking with the right button rotates it clockwise.
455
456 (All the actions described in \k{common-actions} are also available.)
457
458 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
459
460 Twiddle provides several configuration options via the \q{Custom}
461 option on the \q{Type} menu:
462
463 \b You can configure the width and height of the puzzle grid.
464
465 \b You can configure the size of square block that rotates at a time.
466
467 \b You can ask for every square in the grid to be distinguishable
468 (the default), or you can ask for a simplified puzzle in which there
469 are groups of identical numbers. In the simplified puzzle your aim
470 is just to arrange all the 1s into the first row, all the 2s into
471 the second row, and so on.
472
473 \b You can configure whether the orientation of tiles matters. If
474 you ask for an orientable puzzle, each tile will have a triangle
475 drawn in it. All the triangles must be pointing upwards to complete
476 the puzzle.
477
478
479 \C{rectangles} \i{Rectangles}
480
481 \cfg{winhelp-topic}{games.rectangles}
482
483 You have a grid of squares, with numbers written in some (but not all)
484 of the squares. Your task is to subdivide the grid into rectangles of
485 various sizes, such that (a) every rectangle contains exactly one
486 numbered square, and (b) the area of each rectangle is equal to the
487 number written in its numbered square.
488
489 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
490 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle Palace}
491 \k{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version
492 automatically generates random grids of any size you like. The quality
493 of puzzle design is therefore not quite as good as hand-crafted
494 puzzles would be (in particular, a unique solution cannot be
495 guaranteed), but on the plus side you get an inexhaustible supply of
496 puzzles tailored to your own specification.
497
498 \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}
499
500 \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}
501
502 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
503
504 This game is played with the mouse.
505
506 Left-click any edge to toggle it on or off, or click and drag to draw
507 an entire rectangle (or line) on the grid in one go (removing any
508 existing edges within that rectangle).
509
510 When a rectangle of the correct size is completed, it will be shaded.
511
512 (All the actions described in \k{common-actions} are also available.)
513
514 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
515
516 The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
517 and \e{Height} parameters, which are self-explanatory.
518
519 \q{Expansion factor} is a mechanism for changing the type of grids
520 generated by the program. Some people prefer a grid containing a few
521 large rectangles to one containing many small ones. So you can ask
522 Rectangles to essentially generate a \e{smaller} grid than the size
523 you specified, and then to expand it by adding rows and columns.
524
525 The default expansion factor of zero means that Rectangles will
526 simply generate a grid of the size you ask for, and do nothing
527 further. If you set an expansion factor of (say) 0.5, it means that
528 each dimension of the grid will be expanded to half again as big
529 after generation. In other words, the initial grid will be 2/3 the
530 size in each dimension, and will be expanded to its full size
531 without adding any more rectangles.
532
533 Setting an expansion factor of around 0.5 tends to make the game
534 more difficult, and also (in my experience) rewards a less deductive
535 and more intuitive playing style. If you set it \e{too} high,
536 though, the game simply cannot generate more than a few rectangles
537 to cover the entire grid, and the game becomes trivial.
538
539 \H{rectangles-cmdline} \I{command line, for Rectangles}Additional
540 command-line configuration
541
542 The expansion factor parameter, described in \k{rectangles-params},
543 is not mentioned by default in the game ID (see \k{common-id}). So
544 if you set your expansion factor to (say) 0.75, and then you
545 generate an 11\by\.11 grid, then the game ID will simply say
546 \c{11x11:}\e{numbers}. This means that if you send the game ID to
547 another player and they paste it into their copy of Rectangles,
548 their game will not be automatically configured to use the same
549 expansion factor in any subsequent grids it generates. (I don't
550 think the average person examining a single grid sent to them by
551 another player would want their configuration modified to that
552 extent.)
553
554 If you are specifying a game ID or game parameters on the command
555 line (see \k{common-cmdline}) and you do want to configure the
556 expansion factor, you can do it by suffixing the letter \cq{e} to
557 the parameters, followed by the expansion factor as a decimal
558 number. For example:
559
560 \b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
561 11\u00d7{x}11 and an expansion factor of 0.75.
562
563 \b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
564 starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
565 factor of 0.75, \e{and} a specific game selected.
566
567
568 \C{netslide} \i{Netslide}
569
570 \cfg{winhelp-topic}{games.netslide}
571
572 This game was submitted by Richard Boulton. It combines the grid
573 generation of Net (see \k{net}) with the movement of Sixteen (see
574 \k{sixteen}): you have a Net grid, but instead of rotating tiles back
575 into place you have to slide them into place by moving a whole row at
576 a time.
577
578 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
579 See \k{sixteen-controls}.
580
581 \I{parameters, for Netslide}Game parameters are the same as for Net
582 (see \k{net-params}).
583
584
585 \C{pattern} \i{Pattern}
586
587 \cfg{winhelp-topic}{games.pattern}
588
589 You have a grid of squares, which must all be filled in either black
590 or white. Beside each row of the grid are listed the lengths of the
591 runs of black squares on that row; above each column are listed the
592 lengths of the runs of black squares in that column. Your aim is to
593 fill in the entire grid black or white.
594
595 I first saw this puzzle form around 1995, under the name
596 \q{\i{nonograms}}. I've seen it in various places since then, under
597 different names.
598
599 Normally, puzzles of this type turn out to be a meaningful picture
600 of something once you've solved them. However, since this version
601 generates the puzzles automatically, they will just look like random
602 groupings of squares. (One user has suggested that this is actually
603 a \e{good} thing, since it prevents you from guessing the colour of
604 squares based on the picture, and forces you to use logic instead.)
605 The advantage, though, is that you never run out of them.
606
607 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
608
609 This game is played with the mouse.
610
611 Left-click in a square to colour it black. Right-click to colour it
612 white. If you make a mistake, you can middle-click, or hold down
613 Shift while clicking with any button, to colour the square in the
614 default grey (meaning \q{undecided}) again.
615
616 You can click and drag with the left or right mouse button to colour
617 a vertical or horizontal line of squares black or white at a time
618 (respectively). If you click and drag with the middle button, or
619 with Shift held down, you can colour a whole rectangle of squares
620 grey.
621
622 (All the actions described in \k{common-actions} are also available.)
623
624 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
625
626 The only options available from the \q{Custom...} option on the \q{Type}
627 menu are \e{Width} and \e{Height}, which are self-explanatory.
628
629
630 \C{solo} \i{Solo}
631
632 \cfg{winhelp-topic}{games.solo}
633
634 You have a square grid, which is divided into square or rectangular
635 blocks. Each square must be filled in with a digit from 1 to the
636 size of the grid, in such a way that
637
638 \b every row contains only one occurrence of each digit
639
640 \b every column contains only one occurrence of each digit
641
642 \b every block contains only one occurrence of each digit.
643
644 You are given some of the numbers as clues; your aim is to place the
645 rest of the numbers correctly.
646
647 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
648 into nine 3\by\.3 blocks). You can also select sizes with
649 rectangular blocks instead of square ones, such as 2\by\.3 (a
650 6\by\.6 grid divided into six 3\by\.2 blocks).
651
652 If you select a puzzle size which requires more than 9 digits, the
653 additional digits will be letters of the alphabet. For example, if
654 you select 3\by\.4 then the digits which go in your grid will be 1
655 to 9, plus \cq{a}, \cq{b} and \cq{c}.
656
657 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
658 been popularised by various newspapers under the name \q{Sudoku} or
659 \q{Su Doku}.
660
661 \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}
662
663 \H{solo-controls} \I{controls, for Solo}Solo controls
664
665 To play Solo, simply click the mouse in any empty square and then
666 type a digit or letter on the keyboard to fill that square. If you
667 make a mistake, click the mouse in the incorrect square and press
668 Space to clear it again (or use the Undo feature).
669
670 (All the actions described in \k{common-actions} are also available.)
671
672 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
673
674 Solo allows you to configure two separate dimensions of the puzzle
675 grid on the \q{Type} menu: the number of columns, and the number of
676 rows, into which the main grid is divided. (The size of a block is
677 the inverse of this: for example, if you select 2 columns and 3 rows,
678 each actual block will have 3 columns and 2 rows.)
679
680 You can also configure the type of symmetry shown in the generated
681 puzzles. More symmetry makes the puzzles look prettier but may also
682 make them easier, since the symmetry constraints can force more
683 clues than necessary to be present. Completely asymmetric puzzles
684 have the freedom to contain as few clues as possible.
685
686 Finally, you can configure the difficulty of the generated puzzles.
687 Difficulty levels are judged by the complexity of the techniques of
688 deduction required to solve the puzzle: each level requires a mode
689 of reasoning which was not necessary in the previous one. In
690 particular, on difficulty levels \q{Trivial} and \q{Basic} there
691 will be a square you can fill in with a single number at all times,
692 whereas at \q{Intermediate} level and beyond you will have to make
693 partial deductions about the \e{set} of squares a number could be in
694 (or the set of numbers that could be in a square). None of the
695 difficulty levels generated by this program ever requires making a
696 guess and backtracking if it turns out to be wrong.
697
698 Generating difficult puzzles is itself difficult: if you select
699 \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
700 many attempts at generating a puzzle before it finds one hard enough
701 for you. Be prepared to wait, especially if you have also configured
702 a large puzzle size.
703
704 \H{solo-cmdline} \I{command line, for Solo}Additional command-line
705 configuration
706
707 The symmetry and difficulty parameters (described in
708 \k{solo-parameters}) are not mentioned by default in the game ID
709 (see \k{common-id}). So if (for example) you set your symmetry to
710 4-way rotational and your difficulty to \q{Advanced}, and then you
711 generate a 3\by\.4 grid, then the game ID will simply say
712 \c{3x4:}\e{numbers}. This means that if you send the game ID to
713 another player and they paste it into their copy of Solo, their game
714 will not be automatically configured to use the same symmetry and
715 difficulty settings in any subsequent grids it generates. (I don't
716 think the average person examining a single grid sent to them by
717 another player would want their configuration modified to that
718 extent.)
719
720 If you are specifying a game ID or game parameters on the command
721 line (see \k{common-cmdline}) and you do want to configure the
722 symmetry, you can do it by suffixing additional text to the
723 parameters:
724
725 \b \cq{m4} for 4-way mirror symmetry
726
727 \b \cq{r4} for 4-way rotational symmetry
728
729 \b \cq{r2} for 2-way rotational symmetry
730
731 \b \cq{a} for no symmetry at all (stands for \q{asymmetric})
732
733 \b \cq{dt} for Trivial difficulty level
734
735 \b \cq{db} for Basic difficulty level
736
737 \b \cq{di} for Intermediate difficulty level
738
739 \b \cq{da} for Advanced difficulty level
740
741 So, for example, you can make Solo generate asymmetric 3x4 grids by
742 running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by
743 running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running
744 \cq{solo 2x3da}.
745
746
747 \A{licence} \I{MIT licence}\ii{Licence}
748
749 This software is \i{copyright} 2004-2005 Simon Tatham.
750
751 Portions copyright Richard Boulton.
752
753 Permission is hereby granted, free of charge, to any person
754 obtaining a copy of this software and associated documentation files
755 (the "Software"), to deal in the Software without restriction,
756 including without limitation the rights to use, copy, modify, merge,
757 publish, distribute, sublicense, and/or sell copies of the Software,
758 and to permit persons to whom the Software is furnished to do so,
759 subject to the following conditions:
760
761 The above copyright notice and this permission notice shall be
762 included in all copies or substantial portions of the Software.
763
764 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
765 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
766 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
767 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
768 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
769 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
770 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
771 SOFTWARE.
772
773 \IM{specific...} Specific..., menu option
774 \IM{custom...} Custom..., menu option
775
776 \IM{game ID} game ID
777 \IM{game ID} ID, game
778 \IM{ID format} ID format
779 \IM{ID format} format, ID
780 \IM{ID format} game ID, format
781
782 \IM{keys} keys
783 \IM{keys} shortcuts (keyboard)
784
785 \IM{initial state} initial state
786 \IM{initial state} state, initial
787
788 \IM{MIT licence} MIT licence
789 \IM{MIT licence} licence, MIT