Mention NetWalk and update comment
[sgt/puzzles] / puzzles.but
1 \title Simon Tatham's Portable Puzzle Collection
2
3 \cfg{winhelp-filename}{puzzles.hlp}
4 \cfg{winhelp-contents-titlepage}{Contents}
5
6 \cfg{text-filename}{puzzles.txt}
7
8 \cfg{html-contents-filename}{index.html}
9 \cfg{html-template-filename}{%k.html}
10 \cfg{html-index-filename}{docindex.html}
11 \cfg{html-leaf-level}{1}
12 \cfg{html-contents-depth-0}{1}
13 \cfg{html-contents-depth-1}{2}
14 \cfg{html-leaf-contains-contents}{true}
15
16 \cfg{info-filename}{puzzles.info}
17
18 \cfg{ps-filename}{puzzles.ps}
19 \cfg{pdf-filename}{puzzles.pdf}
20
21 \define{by} \u00D7{x}
22
23 This is a collection of small one-player puzzle games.
24
25 \copyright This manual is copyright 2004 Simon Tatham. All rights
26 reserved. You may distribute this documentation under the MIT licence.
27 See \k{licence} for the licence text in full.
28
29 \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
30
31 \versionid $Id$
32
33 \C{intro} Introduction
34
35 I wrote this collection because I thought there should be more small
36 desktop toys available: little games you can pop up in a window and
37 play for two or three minutes while you take a break from whatever
38 else you were doing. And I was also annoyed that every time I found
39 a good game on (say) \i{Unix}, it wasn't available the next time I
40 was sitting at a \i{Windows} machine, or vice versa; so I arranged
41 that everything in my personal puzzle collection will happily run on
42 both, and have more recently done a port to Mac OS X as well. When I
43 find (or perhaps invent) further puzzle games that I like, they'll
44 be added to this collection and will immediately be available on
45 both platforms. And if anyone feels like writing any other front
46 ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
47 the games in this framework will immediately become available on
48 another platform as well.
49
50 The actual games in this collection were mostly not my invention; I
51 saw them elsewhere, and rewrote them in a form that was more
52 convenient for me. I do not claim credit, in general, for inventing
53 the rules of any of these puzzles; all I claim is authorship of the
54 code (or at least those parts of the code that weren't contributed
55 by other people!).
56
57 This collection is distributed under the \i{MIT licence} (see
58 \k{licence}). This means that you can do pretty much anything you like
59 with the game binaries or the code, except pretending you wrote them
60 yourself, or suing me if anything goes wrong.
61
62 The most recent versions, and \i{source code}, can be found at
63 \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
64
65 Please report \I{feedback}\i{bugs} to
66 \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
67 You might find it helpful to read this article before reporting a bug:
68
69 \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
70
71 \ii{Patches} are welcome. Especially if they provide a new front end
72 (to make all these games run on another platform), or a new game.
73
74
75 \C{common} \ii{Common features}
76
77 This chapter describes features that are common to all the games.
78
79 \H{common-actions} \I{controls}Common actions
80
81 These actions are all available from the \I{Game menu}\q{Game} menu
82 and via \I{keys}keyboard shortcuts, in addition to any game-specific
83 actions.
84
85 (On Mac OS X, to conform with local user interface standards, these
86 actions are situated on the \I{File menu}\q{File} and \I{Edit
87 menu}\q{Edit} menus instead.)
88
89 \dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
90
91 \dd Starts a new game, with a random initial state.
92
93 \dt \ii\e{Restart game}
94
95 \dd Resets the current game to its initial state. (This can be undone.)
96
97 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
98
99 \dd Undoes a single move. (You can undo moves back to the start of the
100 session.)
101
102 \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
103
104 \dd Redoes a previously undone move.
105
106 \dt \ii\e{Copy}
107
108 \dd Copies the current state of your game to the clipboard in text
109 format, so that you can paste it into (say) an e-mail client or a
110 web message board if you're discussing the game with someone else.
111 (Not all games support this feature.)
112
113 \dt \ii\e{Solve}
114
115 \dd Transforms the puzzle instantly into its solved state. For some
116 games (Cube) this feature is not supported at all because it is of
117 no particular use. For other games (such as Pattern), the solved
118 state can be used to give you information, if you can't see how a
119 solution can exist at all or you want to know where you made a
120 mistake. For still other games (such as Sixteen), automatic solution
121 tells you nothing about how to \e{get} to the solution, but it does
122 provide a useful way to get there quickly so that you can experiment
123 with set-piece moves and transformations.
124
125 \lcont{
126
127 Some games (such as Solo) are capable of solving a game ID you have
128 typed in from elsewhere. Other games (such as Rectangles) cannot
129 solve a game ID they didn't invent themself, but when they did
130 invent the game ID they know what the solution is already. Still
131 other games (Pattern) can solve \e{some} external game IDs, but only
132 if they aren't too difficult.
133
134 The \q{Solve} command adds the solved state to the end of the undo
135 chain for the puzzle. In other words, if you want to go back to
136 solving it yourself after seeing the answer, you can just press Undo.
137
138 }
139
140 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
141
142 \dd Closes the application entirely.
143
144 \H{common-id} Specifying games with the \ii{game ID}
145
146 There are two ways to save a game specification out of a puzzle and
147 recreate it later, or recreate it in somebody else's copy of the
148 same puzzle.
149
150 The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
151 \I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
152 show a piece of text (a \q{game ID}) which is sufficient to
153 reconstruct precisely the same game at a later date.
154
155 You can enter either of these pieces of text back into the program
156 (via the same \q{Specific} or \q{Random Seed} menu options) at a
157 later point, and it will recreate the same game. You can also use
158 either one as a \i{command line} argument (on Windows or Unix); see
159 \k{common-cmdline} for more detail.
160
161 The difference between the two forms is that a descriptive game ID
162 is a literal \e{description} of the \i{initial state} of the game,
163 whereas a random seed is just a piece of arbitrary text which was
164 provided as input to the random number generator used to create the
165 puzzle. This means that:
166
167 \b Descriptive game IDs tend to be longer in many puzzles (although
168 some, such as Cube (\k{cube}), only need very short descriptions).
169 So a random seed is often a \e{quicker} way to note down the puzzle
170 you're currently playing, or to tell it to somebody else so they can
171 play the same one as you.
172
173 \b Any text at all is a valid random seed. The automatically
174 generated ones are fifteen-digit numbers, but anything will do; you
175 can type in your full name, or a word you just made up, and a valid
176 puzzle will be generated from it. This provides a way for two or
177 more people to race to complete the same puzzle: you think of a
178 random seed, then everybody types it in at the same time, and nobody
179 has an advantage due to having seen the generated puzzle before
180 anybody else.
181
182 \b It is often possible to convert puzzles from other sources (such
183 as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
184 game IDs suitable for use with these programs.
185
186 \b Random seeds are not guaranteed to produce the same result if you
187 use them with a different \i\e{version} of the puzzle program. This
188 is because the generation algorithm might have been improved or
189 modified in later versions of the code, and will therefore produce a
190 different result when given the same sequence of random numbers. Use
191 a descriptive game ID if you aren't sure that it will be used on the
192 same version of the program as yours.
193
194 \lcont{(Use the \q{About} menu option to find out the version number
195 of the program. Programs with the same version number running on
196 different platforms should still be random-seed compatible.)}
197
198 \I{ID format}A descriptive game ID starts with a piece of text which
199 encodes the \i\e{parameters} of the current game (such as grid
200 size). Then there is a colon, and after that is the description of
201 the game's initial state. A random seed starts with a similar string
202 of parameters, but then it contains a hash sign followed by
203 arbitrary data.
204
205 If you enter a descriptive game ID, the program will not be able to
206 show you the random seed which generated it, since it wasn't
207 generated \e{from} a random seed. If you \e{enter} a random seed,
208 however, the program will be able to show you the descriptive game
209 ID derived from that random seed.
210
211 Note that the game parameter strings are not always identical
212 between the two forms. For some games, there will be parameter data
213 provided with the random seed which is not included in the
214 descriptive game ID. This is because that parameter information is
215 only relevant when \e{generating} puzzle grids, and is not important
216 when playing them. Thus, for example, the difficulty level in Solo
217 (\k{solo}) is not mentioned in the descriptive game ID.
218
219 These additional parameters are also not set permanently if you type
220 in a game ID. For example, suppose you have Solo set to \q{Advanced}
221 difficulty level, and then a friend wants your help with a
222 \q{Trivial} puzzle; so the friend reads out a random seed specifying
223 \q{Trivial} difficulty, and you type it in. The program will
224 generate you the same \q{Trivial} grid which your friend was having
225 trouble with, but once you have finished playing it, when you ask
226 for a new game it will automatically go back to the \q{Advanced}
227 difficulty which it was previously set on.
228
229 \H{common-type} The \q{Type} menu
230
231 The \I{Type menu}\q{Type} menu, if present, may contain a list of
232 \i{preset} game settings. Selecting one of these will start a new
233 random game with the parameters specified.
234
235 The \q{Type} menu may also contain a \q{\i{Custom}} option which
236 allows you to fine-tune game \i{parameters}. The parameters
237 available are specific to each game and are described in the
238 following sections.
239
240 \H{common-cmdline} Specifying game parameters on the \i{command line}
241
242 (This section does not apply to the Mac OS X version.)
243
244 The games in this collection deliberately do not ever save
245 information on to the computer they run on: they have no high score
246 tables and no saved preferences. (This is because I expect at least
247 some people to play them at work, and those people will probably
248 appreciate leaving as little evidence as possible!)
249
250 However, if you do want to arrange for one of these games to default
251 to a particular set of parameters, you can specify them on the
252 command line.
253
254 The easiest way to do this is to set up the parameters you want
255 using the \q{Type} menu (see \k{common-type}), and then to select
256 \q{Random Seed} from the \q{Game} or \q{File} menu (see
257 \k{common-id}). The text in the \q{Game ID} box will be composed of
258 two parts, separated by a hash. The first of these parts represents
259 the game parameters (the size of the playing area, for example, and
260 anything else you set using the \q{Type} menu).
261
262 If you run the game with just that parameter text on the command
263 line, it will start up with the settings you specified.
264
265 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
266 from the \q{Type} menu, and then go to the game ID selection, you
267 will see a string of the form \cq{o2x2#338686542711620}. Take only
268 the part before the hash (\cq{o2x2}), and start Cube with that text
269 on the command line: \cq{cube o2x2}.
270
271 If you copy the \e{entire} game ID on to the command line, the game
272 will start up in the specific game that was described. This is
273 occasionally a more convenient way to start a particular game ID
274 than by pasting it into the game ID selection box.
275
276 (You could also retrieve the encoded game parameters using the
277 \q{Specific} menu option instead of \q{Random Seed}, but if you do
278 then some options, such as the difficulty level in Solo, will be
279 missing. See \k{common-id} for more details on this.)
280
281 \C{net} \i{Net}
282
283 \cfg{winhelp-topic}{games.net}
284
285 (\e{Note:} the \i{Windows} version of this game is called
286 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
287
288 I originally saw this in the form of a Flash game called \i{FreeNet}
289 \k{FreeNet}, written by Pavils Jurjans; there are several other
290 implementations under the name \i{NetWalk}. The computer prepares a
291 network by connecting up the centres of squares in a grid, and then
292 shuffles the network by rotating every tile randomly. Your job is to
293 rotate it all back into place. The successful solution will be an
294 entirely connected network, with no closed loops. \#{The latter
295 clause means that there are no closed paths within the network.
296 Could this be clearer? "No closed paths"?} As a visual aid,
297 all tiles which are connected to the one in the middle are
298 highlighted.
299
300 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
301
302 \H{net-controls} \i{Net controls}
303
304 \IM{Net controls} controls, for Net
305 \IM{Net controls} keys, for Net
306 \IM{Net controls} shortcuts (keyboard), for Net
307
308 This game can be played with either the keyboard or the mouse. The
309 controls are:
310
311 \dt \e{Select tile}: mouse pointer, arrow keys
312
313 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
314
315 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
316
317 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
318
319 \dd You can lock a tile once you're sure of its orientation. You can
320 also unlock it again, but while it's locked you can't accidentally
321 turn it.
322
323 \dt \e{Jumble tiles}: \q{J} key
324
325 \dd This key turns all tiles that are not locked to random
326 orientations.
327
328 (All the actions described in \k{common-actions} are also available.)
329
330 \H{net-params} \I{parameters, for Net}Net parameters
331
332 These parameters are available from the \q{Custom...} option on the
333 \q{Type} menu.
334
335 \dt \e{Width}, \e{Height}
336
337 \dd Size of grid in tiles.
338
339 \dt \e{Walls wrap around}
340
341 \dd If checked, flow can pass from the left edge to the right edge,
342 and from top to bottom, and vice versa.
343
344 \dt \e{Barrier probability}
345
346 \dd A number between 0.0 and 1.0 controlling whether an immovable
347 barrier is placed between two tiles to prevent flow between them (a
348 higher number gives more barriers). Since barriers are immovable, they
349 act as constraints on the solution (i.e., hints).
350
351 \lcont{
352
353 The grid generation in Net has been carefully arranged so that the
354 barriers are independent of the rest of the grid. This means that if
355 you note down the random seed used to generate the current puzzle
356 (see \k{common-id}), change the \e{Barrier probability} parameter,
357 and then re-enter the same random seed, you should see exactly the
358 same starting grid, with the only change being the number of
359 barriers. So if you're stuck on a particular grid and need a hint,
360 you could start up another instance of Net, set up the same
361 parameters but a higher barrier probability, and enter the game seed
362 from the original Net window.
363
364 }
365
366 \dt \e{Ensure unique solution}
367
368 \dd Normally, Net will make sure that the puzzles it presents have
369 only one solution. Puzzles with ambiguous sections can be more
370 difficult and more subtle, so if you like you can turn off this
371 feature and risk having ambiguous puzzles. (Also, finding \e{all}
372 the possible solutions can be an additional challenge for an
373 advanced player.)
374
375 \C{cube} \i{Cube}
376
377 \cfg{winhelp-topic}{games.cube}
378
379 This is another one I originally saw as a web game. This one was a
380 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
381 squares, six of which are blue; on one square rests a cube. Your move
382 is to use the arrow keys to roll the cube through 90 degrees so that
383 it moves to an adjacent square. If you roll the cube on to a blue
384 square, the blue square is picked up on one face of the cube; if you
385 roll a blue face of the cube on to a non-blue square, the blueness is
386 put down again. (In general, whenever you roll the cube, the two faces
387 that come into contact swap colours.) Your job is to get all six blue
388 squares on to the six faces of the cube at the same time. Count your
389 moves and try to do it in as few as possible.
390
391 Unlike the original Java game, my version has an additional feature:
392 once you've mastered the game with a cube rolling on a square grid,
393 you can change to a triangular grid and roll any of a tetrahedron, an
394 octahedron or an icosahedron.
395
396 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
397
398 \H{cube-controls} \i{Cube controls}
399
400 \IM{Cube controls} controls, for Cube
401 \IM{Cube controls} keys, for Cube
402 \IM{Cube controls} shortcuts (keyboard), for Cube
403
404 This game is played with the keyboard. The arrow keys are used to roll the
405 cube (or other solid).
406
407 On the triangular grids, the mapping of arrow keys to directions is
408 more approximate. Vertical movement is disallowed where it doesn't
409 make sense. The four keys surrounding the arrow keys on the numeric
410 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
411
412 (All the actions described in \k{common-actions} are also available.)
413
414 \H{cube-params} \I{parameters, for Cube}Cube parameters
415
416 These parameters are available from the \q{Custom...} option on the
417 \q{Type} menu.
418
419 \dt \e{Type of solid}
420
421 \dd Selects the solid to roll (and hence the shape of the grid):
422 tetrahedron, cube, octahedron, or icosahedron.
423
424 \dt \e{Width / top}, \e{Height / bottom}
425
426 \dd On a square grid, horizontal and vertical dimensions. On a
427 triangular grid, the number of triangles on the top and bottom rows
428 respectively.
429
430
431 \C{fifteen} \i{Fifteen}
432
433 \cfg{winhelp-topic}{games.fifteen}
434
435 The old ones are the best: this is the good old \q{\i{15-puzzle}}
436 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
437 contain numbered tiles, and the sixteenth is empty. Your move is to
438 choose a tile next to the empty space, and slide it into the space.
439 The aim is to end up with the tiles in numerical order, with the
440 space in the bottom right (so that the top row reads 1,2,3,4 and the
441 bottom row reads 13,14,15,\e{space}).
442
443 \H{fifteen-controls} \i{Fifteen controls}
444
445 \IM{Fifteen controls} controls, for Fifteen
446 \IM{Fifteen controls} keys, for Fifteen
447 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
448
449 This game can be controlled with the mouse or the keyboard.
450
451 A left-click with the mouse in the row or column containing the empty
452 space will move as many tiles as necessary to move the space to the
453 mouse pointer.
454
455 The arrow keys will move a tile adjacent to the space in the direction
456 indicated (moving the space in the \e{opposite} direction).
457
458 (All the actions described in \k{common-actions} are also available.)
459
460 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
461
462 The only options available from the \q{Custom...} option on the \q{Type}
463 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
464 you've changed these, it's not a \q{15-puzzle} any more, of course!)
465
466
467 \C{sixteen} \i{Sixteen}
468
469 \cfg{winhelp-topic}{games.sixteen}
470
471 Another sliding tile puzzle, visually similar to Fifteen (see
472 \k{fifteen}) but with a different type of move. This time, there is no
473 hole: all 16 squares on the grid contain numbered squares. Your move
474 is to shift an entire row left or right, or shift an entire column up
475 or down; every time you do that, the tile you shift off the grid
476 re-appears at the other end of the same row, in the space you just
477 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
478 the top row, 13,14,15,16 on the bottom). When you've done that, try
479 playing on different sizes of grid.
480
481 I \e{might} have invented this game myself, though only by accident if
482 so (and I'm sure other people have independently invented it). I
483 thought I was imitating a screensaver I'd seen, but I have a feeling
484 that the screensaver might actually have been a Fifteen-type puzzle
485 rather than this slightly different kind. So this might be the one
486 thing in my puzzle collection which represents creativity on my part
487 rather than just engineering.
488
489 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
490
491 This game is played with the mouse. Left-clicking on an arrow will
492 move the appropriate row or column in the direction indicated.
493 Right-clicking will move it in the opposite direction.
494
495 (All the actions described in \k{common-actions} are also available.)
496
497 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
498
499 The parameters available from the \q{Custom...} option on the
500 \q{Type} menu are:
501
502 \b \e{Width} and \e{Height}, which are self-explanatory.
503
504 \b You can ask for a limited shuffling operation to be performed on
505 the grid. By default, Sixteen will shuffle the grid in such a way
506 that any arrangement is about as probable as any other. You can
507 override this by requesting a precise number of shuffling moves to
508 be performed. Typically your aim is then to determine the precise
509 set of shuffling moves and invert them exactly, so that you answer
510 (say) a four-move shuffle with a four-move solution. Note that the
511 more moves you ask for, the more likely it is that solutions shorter
512 than the target length will turn out to be possible.
513
514
515 \C{twiddle} \i{Twiddle}
516
517 \cfg{winhelp-topic}{games.twiddle}
518
519 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
520 (see \k{sixteen}): you are given a grid of square tiles, each
521 containing a number, and your aim is to arrange the numbers into
522 ascending order.
523
524 In basic Twiddle, your move is to rotate a square group of four
525 tiles about their common centre. (Orientation is not significant in
526 the basic puzzle, although you can select it.) On more advanced
527 settings, you can rotate a larger square group of tiles.
528
529 I first saw this type of puzzle in the GameCube game \q{Metroid
530 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
531 you solve to unlock a door, which is a special case of Twiddle. I
532 developed this game as a generalisation of that puzzle.
533
534 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
535
536 To play Twiddle, click the mouse in the centre of the square group
537 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
538 which means you have to click at a corner point where four tiles
539 meet.
540
541 In more advanced modes you might be rotating 3\by\.3 or even more at
542 a time; if the size of the square is odd then you simply click in
543 the centre tile of the square you want to rotate.
544
545 Clicking with the left mouse button rotates the group anticlockwise.
546 Clicking with the right button rotates it clockwise.
547
548 (All the actions described in \k{common-actions} are also available.)
549
550 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
551
552 Twiddle provides several configuration options via the \q{Custom}
553 option on the \q{Type} menu:
554
555 \b You can configure the width and height of the puzzle grid.
556
557 \b You can configure the size of square block that rotates at a time.
558
559 \b You can ask for every square in the grid to be distinguishable
560 (the default), or you can ask for a simplified puzzle in which there
561 are groups of identical numbers. In the simplified puzzle your aim
562 is just to arrange all the 1s into the first row, all the 2s into
563 the second row, and so on.
564
565 \b You can configure whether the orientation of tiles matters. If
566 you ask for an orientable puzzle, each tile will have a triangle
567 drawn in it. All the triangles must be pointing upwards to complete
568 the puzzle.
569
570 \b You can ask for a limited shuffling operation to be performed on
571 the grid. By default, Twiddle will shuffle the grid so much that any
572 arrangement is about as probable as any other. You can override this
573 by requesting a precise number of shuffling moves to be performed.
574 Typically your aim is then to determine the precise set of shuffling
575 moves and invert them exactly, so that you answer (say) a four-move
576 shuffle with a four-move solution. Note that the more moves you ask
577 for, the more likely it is that solutions shorter than the target
578 length will turn out to be possible.
579
580
581 \C{rectangles} \i{Rectangles}
582
583 \cfg{winhelp-topic}{games.rectangles}
584
585 You have a grid of squares, with numbers written in some (but not all)
586 of the squares. Your task is to subdivide the grid into rectangles of
587 various sizes, such that (a) every rectangle contains exactly one
588 numbered square, and (b) the area of each rectangle is equal to the
589 number written in its numbered square.
590
591 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
592 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
593 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
594 implementation, my version automatically generates random grids of
595 any size you like. The quality of puzzle design is therefore not
596 quite as good as hand-crafted puzzles would be, but on the plus side
597 you get an inexhaustible supply of puzzles tailored to your own
598 specification.
599
600 \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}
601
602 \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}
603
604 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
605
606 This game is played with the mouse.
607
608 Left-click any edge to toggle it on or off, or click and drag to draw
609 an entire rectangle (or line) on the grid in one go (removing any
610 existing edges within that rectangle).
611
612 When a rectangle of the correct size is completed, it will be shaded.
613
614 (All the actions described in \k{common-actions} are also available.)
615
616 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
617
618 These parameters are available from the \q{Custom...} option on the
619 \q{Type} menu.
620
621 \dt \e{Width}, \e{Height}
622
623 \dd Size of grid, in squares.
624
625 \dt \e{Expansion factor}
626
627 \dd This is a mechanism for changing the type of grids generated by
628 the program. Some people prefer a grid containing a few large
629 rectangles to one containing many small ones. So you can ask
630 Rectangles to essentially generate a \e{smaller} grid than the size
631 you specified, and then to expand it by adding rows and columns.
632
633 \lcont{
634
635 The default expansion factor of zero means that Rectangles will
636 simply generate a grid of the size you ask for, and do nothing
637 further. If you set an expansion factor of (say) 0.5, it means that
638 each dimension of the grid will be expanded to half again as big
639 after generation. In other words, the initial grid will be 2/3 the
640 size in each dimension, and will be expanded to its full size
641 without adding any more rectangles.
642
643 Setting an expansion factor of around 0.5 tends to make the game
644 more difficult, and also (in my experience) rewards a less deductive
645 and more intuitive playing style. If you set it \e{too} high,
646 though, the game simply cannot generate more than a few rectangles
647 to cover the entire grid, and the game becomes trivial.
648
649 }
650
651 \dt \e{Ensure unique solution}
652
653 \dd Normally, Rectangles will make sure that the puzzles it presents
654 have only one solution. Puzzles with ambiguous sections can be more
655 difficult and more subtle, so if you like you can turn off this
656 feature and risk having ambiguous puzzles. Also, finding \e{all} the
657 possible solutions can be an additional challenge for an advanced
658 player. Turning off this option can also speed up puzzle generation.
659
660
661 \C{netslide} \i{Netslide}
662
663 \cfg{winhelp-topic}{games.netslide}
664
665 This game was submitted by Richard Boulton. It combines the grid
666 generation of Net (see \k{net}) with the movement of Sixteen (see
667 \k{sixteen}): you have a Net grid, but instead of rotating tiles back
668 into place you have to slide them into place by moving a whole row at
669 a time.
670
671 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
672 See \k{sixteen-controls}.
673
674 \I{parameters, for Netslide}Game parameters are the same as for Net
675 (see \k{net-params}).
676
677
678 \C{pattern} \i{Pattern}
679
680 \cfg{winhelp-topic}{games.pattern}
681
682 You have a grid of squares, which must all be filled in either black
683 or white. Beside each row of the grid are listed the lengths of the
684 runs of black squares on that row; above each column are listed the
685 lengths of the runs of black squares in that column. Your aim is to
686 fill in the entire grid black or white.
687
688 I first saw this puzzle form around 1995, under the name
689 \q{\i{nonograms}}. I've seen it in various places since then, under
690 different names.
691
692 Normally, puzzles of this type turn out to be a meaningful picture
693 of something once you've solved them. However, since this version
694 generates the puzzles automatically, they will just look like random
695 groupings of squares. (One user has suggested that this is actually
696 a \e{good} thing, since it prevents you from guessing the colour of
697 squares based on the picture, and forces you to use logic instead.)
698 The advantage, though, is that you never run out of them.
699
700 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
701
702 This game is played with the mouse.
703
704 Left-click in a square to colour it black. Right-click to colour it
705 white. If you make a mistake, you can middle-click, or hold down
706 Shift while clicking with any button, to colour the square in the
707 default grey (meaning \q{undecided}) again.
708
709 You can click and drag with the left or right mouse button to colour
710 a vertical or horizontal line of squares black or white at a time
711 (respectively). If you click and drag with the middle button, or
712 with Shift held down, you can colour a whole rectangle of squares
713 grey.
714
715 (All the actions described in \k{common-actions} are also available.)
716
717 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
718
719 The only options available from the \q{Custom...} option on the \q{Type}
720 menu are \e{Width} and \e{Height}, which are self-explanatory.
721
722
723 \C{solo} \i{Solo}
724
725 \cfg{winhelp-topic}{games.solo}
726
727 You have a square grid, which is divided into square or rectangular
728 blocks. Each square must be filled in with a digit from 1 to the
729 size of the grid, in such a way that
730
731 \b every row contains only one occurrence of each digit
732
733 \b every column contains only one occurrence of each digit
734
735 \b every block contains only one occurrence of each digit.
736
737 You are given some of the numbers as clues; your aim is to place the
738 rest of the numbers correctly.
739
740 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
741 into nine 3\by\.3 blocks). You can also select sizes with
742 rectangular blocks instead of square ones, such as 2\by\.3 (a
743 6\by\.6 grid divided into six 3\by\.2 blocks).
744
745 If you select a puzzle size which requires more than 9 digits, the
746 additional digits will be letters of the alphabet. For example, if
747 you select 3\by\.4 then the digits which go in your grid will be 1
748 to 9, plus \cq{a}, \cq{b} and \cq{c}.
749
750 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
751 been popularised by various newspapers under the name \q{Sudoku} or
752 \q{Su Doku}.
753
754 \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}
755
756 \H{solo-controls} \I{controls, for Solo}Solo controls
757
758 To play Solo, simply click the mouse in any empty square and then
759 type a digit or letter on the keyboard to fill that square. If you
760 make a mistake, click the mouse in the incorrect square and press
761 Space to clear it again (or use the Undo feature).
762
763 (All the actions described in \k{common-actions} are also available.)
764
765 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
766
767 Solo allows you to configure two separate dimensions of the puzzle
768 grid on the \q{Type} menu: the number of columns, and the number of
769 rows, into which the main grid is divided. (The size of a block is
770 the inverse of this: for example, if you select 2 columns and 3 rows,
771 each actual block will have 3 columns and 2 rows.)
772
773 You can also configure the type of symmetry shown in the generated
774 puzzles. More symmetry makes the puzzles look prettier but may also
775 make them easier, since the symmetry constraints can force more
776 clues than necessary to be present. Completely asymmetric puzzles
777 have the freedom to contain as few clues as possible.
778
779 Finally, you can configure the difficulty of the generated puzzles.
780 Difficulty levels are judged by the complexity of the techniques of
781 deduction required to solve the puzzle: each level requires a mode
782 of reasoning which was not necessary in the previous one. In
783 particular, on difficulty levels \q{Trivial} and \q{Basic} there
784 will be a square you can fill in with a single number at all times,
785 whereas at \q{Intermediate} level and beyond you will have to make
786 partial deductions about the \e{set} of squares a number could be in
787 (or the set of numbers that could be in a square). At
788 \q{Unreasonable} level, even this is not enough, and you will
789 eventually have to make a guess, and then backtrack if it turns out
790 to be wrong.
791
792 Generating difficult puzzles is itself difficult: if you select
793 \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
794 many attempts at generating a puzzle before it finds one hard enough
795 for you. Be prepared to wait, especially if you have also configured
796 a large puzzle size.
797
798
799 \A{licence} \I{MIT licence}\ii{Licence}
800
801 This software is \i{copyright} 2004-2005 Simon Tatham.
802
803 Portions copyright Richard Boulton.
804
805 Permission is hereby granted, free of charge, to any person
806 obtaining a copy of this software and associated documentation files
807 (the "Software"), to deal in the Software without restriction,
808 including without limitation the rights to use, copy, modify, merge,
809 publish, distribute, sublicense, and/or sell copies of the Software,
810 and to permit persons to whom the Software is furnished to do so,
811 subject to the following conditions:
812
813 The above copyright notice and this permission notice shall be
814 included in all copies or substantial portions of the Software.
815
816 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
817 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
818 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
819 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
820 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
821 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
822 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
823 SOFTWARE.
824
825 \IM{specific} \q{Specific}, menu option
826 \IM{custom} \q{Custom}, menu option
827
828 \IM{game ID} game ID
829 \IM{game ID} ID, game
830 \IM{ID format} ID format
831 \IM{ID format} format, ID
832 \IM{ID format} game ID, format
833
834 \IM{keys} keys
835 \IM{keys} shortcuts (keyboard)
836
837 \IM{initial state} initial state
838 \IM{initial state} state, initial
839
840 \IM{MIT licence} MIT licence
841 \IM{MIT licence} licence, MIT