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}
17
18 \cfg{ps-filename}{puzzles.ps}
19 \cfg{pdf-filename}{puzzles.pdf}
20
21 \define{by} \u00D7{x}
22
23 \define{dash} \u2013{-}
24
25 This is a collection of small one-player puzzle games.
26
27 \copyright This manual is copyright 2004-2007 Simon Tatham. All rights
28 reserved. You may distribute this documentation under the MIT licence.
29 See \k{licence} for the licence text in full.
30
31 \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
32
33 \versionid $Id$
34
35 \C{intro} Introduction
36
37 I wrote this collection because I thought there should be more small
38 desktop toys available: little games you can pop up in a window and
39 play for two or three minutes while you take a break from whatever
40 else you were doing. And I was also annoyed that every time I found
41 a good game on (say) \i{Unix}, it wasn't available the next time I
42 was sitting at a \i{Windows} machine, or vice versa; so I arranged
43 that everything in my personal puzzle collection will happily run on
44 both, and have more recently done a port to \i{Mac OS X} as well. When I
45 find (or perhaps invent) further puzzle games that I like, they'll
46 be added to this collection and will immediately be available on
47 both platforms. And if anyone feels like writing any other front
48 ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
49 then all the games in this framework will immediately become
50 available on another platform as well.
51
52 The actual games in this collection were mostly not my invention; they
53 are re-implementations of existing game concepts within my portable
54 puzzle framework. I do not claim credit, in general, for inventing the
55 rules of any of these puzzles. (I don't even claim authorship of all
56 the code; some of the puzzles have been submitted by other authors.)
57
58 This collection is distributed under the \i{MIT licence} (see
59 \k{licence}). This means that you can do pretty much anything you like
60 with the game binaries or the code, except pretending you wrote them
61 yourself, or suing me if anything goes wrong.
62
63 The most recent versions, and \i{source code}, can be found at
64 \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
65
66 Please report \I{feedback}\i{bugs} to
67 \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
68 You might find it helpful to read this article before reporting a bug:
69
70 \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
71
72 \ii{Patches} are welcome. Especially if they provide a new front end
73 (to make all these games run on another platform), or a new game.
74
75
76 \C{common} \ii{Common features}
77
78 This chapter describes features that are common to all the games.
79
80 \H{common-actions} \I{controls}Common actions
81
82 These actions are all available from the \I{Game menu}\q{Game} menu
83 and via \I{keys}keyboard shortcuts, in addition to any game-specific
84 actions.
85
86 (On \i{Mac OS X}, to conform with local user interface standards, these
87 actions are situated on the \I{File menu}\q{File} and \I{Edit
88 menu}\q{Edit} menus instead.)
89
90 \dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
91
92 \dd Starts a new game, with a random initial state.
93
94 \dt \ii\e{Restart game}
95
96 \dd Resets the current game to its initial state. (This can be undone.)
97
98 \dt \ii\e{Load}
99
100 \dd Loads a saved game from a file on disk.
101
102 \dt \ii\e{Save}
103
104 \dd Saves the current state of your game to a file on disk.
105
106 \lcont{
107
108 The Load and Save operations preserve your entire game
109 history (so you can save, reload, and still Undo and Redo things you
110 had done before saving).
111
112 }
113
114 \dt \I{printing, on Windows}\e{Print}
115
116 \dd Where supported (currently only on Windows), brings up a dialog
117 allowing you to print an arbitrary number of puzzles randomly
118 generated from the current parameters, optionally including the
119 current puzzle. (Only for puzzles which make sense to print, of
120 course - it's hard to think of a sensible printable representation
121 of Fifteen!)
122
123 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
124
125 \dd Undoes a single move. (You can undo moves back to the start of the
126 session.)
127
128 \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
129
130 \dd Redoes a previously undone move.
131
132 \dt \ii\e{Copy}
133
134 \dd Copies the current state of your game to the clipboard in text
135 format, so that you can paste it into (say) an e-mail client or a
136 web message board if you're discussing the game with someone else.
137 (Not all games support this feature.)
138
139 \dt \ii\e{Solve}
140
141 \dd Transforms the puzzle instantly into its solved state. For some
142 games (Cube) this feature is not supported at all because it is of
143 no particular use. For other games (such as Pattern), the solved
144 state can be used to give you information, if you can't see how a
145 solution can exist at all or you want to know where you made a
146 mistake. For still other games (such as Sixteen), automatic solution
147 tells you nothing about how to \e{get} to the solution, but it does
148 provide a useful way to get there quickly so that you can experiment
149 with set-piece moves and transformations.
150
151 \lcont{
152
153 Some games (such as Solo) are capable of solving a game ID you have
154 typed in from elsewhere. Other games (such as Rectangles) cannot
155 solve a game ID they didn't invent themself, but when they did
156 invent the game ID they know what the solution is already. Still
157 other games (Pattern) can solve \e{some} external game IDs, but only
158 if they aren't too difficult.
159
160 The \q{Solve} command adds the solved state to the end of the undo
161 chain for the puzzle. In other words, if you want to go back to
162 solving it yourself after seeing the answer, you can just press Undo.
163
164 }
165
166 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
167
168 \dd Closes the application entirely.
169
170 \H{common-id} Specifying games with the \ii{game ID}
171
172 There are two ways to save a game specification out of a puzzle and
173 recreate it later, or recreate it in somebody else's copy of the
174 same puzzle.
175
176 The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
177 \I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
178 show a piece of text (a \q{game ID}) which is sufficient to
179 reconstruct precisely the same game at a later date.
180
181 You can enter either of these pieces of text back into the program
182 (via the same \q{Specific} or \q{Random Seed} menu options) at a
183 later point, and it will recreate the same game. You can also use
184 either one as a \i{command line} argument (on Windows or Unix); see
185 \k{common-cmdline} for more detail.
186
187 The difference between the two forms is that a descriptive game ID
188 is a literal \e{description} of the \i{initial state} of the game,
189 whereas a random seed is just a piece of arbitrary text which was
190 provided as input to the random number generator used to create the
191 puzzle. This means that:
192
193 \b Descriptive game IDs tend to be longer in many puzzles (although
194 some, such as Cube (\k{cube}), only need very short descriptions).
195 So a random seed is often a \e{quicker} way to note down the puzzle
196 you're currently playing, or to tell it to somebody else so they can
197 play the same one as you.
198
199 \b Any text at all is a valid random seed. The automatically
200 generated ones are fifteen-digit numbers, but anything will do; you
201 can type in your full name, or a word you just made up, and a valid
202 puzzle will be generated from it. This provides a way for two or
203 more people to race to complete the same puzzle: you think of a
204 random seed, then everybody types it in at the same time, and nobody
205 has an advantage due to having seen the generated puzzle before
206 anybody else.
207
208 \b It is often possible to convert puzzles from other sources (such
209 as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
210 game IDs suitable for use with these programs.
211
212 \b Random seeds are not guaranteed to produce the same result if you
213 use them with a different \i\e{version} of the puzzle program. This
214 is because the generation algorithm might have been improved or
215 modified in later versions of the code, and will therefore produce a
216 different result when given the same sequence of random numbers. Use
217 a descriptive game ID if you aren't sure that it will be used on the
218 same version of the program as yours.
219
220 \lcont{(Use the \q{About} menu option to find out the version number
221 of the program. Programs with the same version number running on
222 different platforms should still be random-seed compatible.)}
223
224 \I{ID format}A descriptive game ID starts with a piece of text which
225 encodes the \i\e{parameters} of the current game (such as grid
226 size). Then there is a colon, and after that is the description of
227 the game's initial state. A random seed starts with a similar string
228 of parameters, but then it contains a hash sign followed by
229 arbitrary data.
230
231 If you enter a descriptive game ID, the program will not be able to
232 show you the random seed which generated it, since it wasn't
233 generated \e{from} a random seed. If you \e{enter} a random seed,
234 however, the program will be able to show you the descriptive game
235 ID derived from that random seed.
236
237 Note that the game parameter strings are not always identical
238 between the two forms. For some games, there will be parameter data
239 provided with the random seed which is not included in the
240 descriptive game ID. This is because that parameter information is
241 only relevant when \e{generating} puzzle grids, and is not important
242 when playing them. Thus, for example, the difficulty level in Solo
243 (\k{solo}) is not mentioned in the descriptive game ID.
244
245 These additional parameters are also not set permanently if you type
246 in a game ID. For example, suppose you have Solo set to \q{Advanced}
247 difficulty level, and then a friend wants your help with a
248 \q{Trivial} puzzle; so the friend reads out a random seed specifying
249 \q{Trivial} difficulty, and you type it in. The program will
250 generate you the same \q{Trivial} grid which your friend was having
251 trouble with, but once you have finished playing it, when you ask
252 for a new game it will automatically go back to the \q{Advanced}
253 difficulty which it was previously set on.
254
255 \H{common-type} The \q{Type} menu
256
257 The \I{Type menu}\q{Type} menu, if present, may contain a list of
258 \i{preset} game settings. Selecting one of these will start a new
259 random game with the parameters specified.
260
261 The \q{Type} menu may also contain a \q{\i{Custom}} option which
262 allows you to fine-tune game \i{parameters}. The parameters
263 available are specific to each game and are described in the
264 following sections.
265
266 \H{common-cmdline} Specifying game parameters on the \i{command line}
267
268 (This section does not apply to the \i{Mac OS X} version.)
269
270 The games in this collection deliberately do not ever save
271 information on to the computer they run on: they have no high score
272 tables and no saved preferences. (This is because I expect at least
273 some people to play them at work, and those people will probably
274 appreciate leaving as little evidence as possible!)
275
276 However, if you do want to arrange for one of these games to
277 \I{default parameters, specifying}default to a particular set of
278 parameters, you can specify them on the command line.
279
280 The easiest way to do this is to set up the parameters you want
281 using the \q{Type} menu (see \k{common-type}), and then to select
282 \q{Random Seed} from the \q{Game} or \q{File} menu (see
283 \k{common-id}). The text in the \q{Game ID} box will be composed of
284 two parts, separated by a hash. The first of these parts represents
285 the game parameters (the size of the playing area, for example, and
286 anything else you set using the \q{Type} menu).
287
288 If you run the game with just that parameter text on the command
289 line, it will start up with the settings you specified.
290
291 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
292 from the \q{Type} menu, and then go to the game ID selection, you
293 will see a string of the form \cq{o2x2#338686542711620}. Take only
294 the part before the hash (\cq{o2x2}), and start Cube with that text
295 on the command line: \cq{cube o2x2}.
296
297 If you copy the \e{entire} game ID on to the command line, the game
298 will start up in the specific game that was described. This is
299 occasionally a more convenient way to start a particular game ID
300 than by pasting it into the game ID selection box.
301
302 (You could also retrieve the encoded game parameters using the
303 \q{Specific} menu option instead of \q{Random Seed}, but if you do
304 then some options, such as the difficulty level in Solo, will be
305 missing. See \k{common-id} for more details on this.)
306
307 \H{common-unix-cmdline} \i{Unix} \i{command-line} options
308
309 (This section only applies to the Unix port.)
310
311 In addition to being able to specify game parameters on the command
312 line (see \k{common-cmdline}), there are various other options:
313
314 \dt \cw{--game}
315
316 \dt \cw{--load}
317
318 \dd These options respectively determine whether the command-line
319 argument is treated as specifying game parameters or a \i{save} file
320 to \i{load}. Only one should be specified. If neither of these options
321 is specified, a guess is made based on the format of the argument.
322
323 \dt \cw{--generate }\e{n}
324
325 \dd If this option is specified, instead of a puzzle being displayed,
326 a number of descriptive game IDs will be \I{generating game IDs}invented
327 and printed on standard output. This is useful for gaining access to
328 the game generation algorithms without necessarily using the frontend.
329
330 \lcont{
331
332 If game parameters are specified on the command-line, they will be
333 used to generate the game IDs; otherwise a default set of parameters
334 will be used.
335
336 The most common use of this option is in conjunction with \c{--print},
337 in which case its behaviour is slightly different; see below.
338
339 }
340
341 \dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
342
343 \dd If this option is specified, instead of a puzzle being displayed,
344 a printed representation of one or more unsolved puzzles is sent to
345 standard output, in \i{PostScript} format.
346
347 \lcont{
348
349 On each page of puzzles, there will be \e{w} across and \e{h} down. If
350 there are more puzzles than \e{w}\by\e{h}, more than one page will be
351 printed.
352
353 If \c{--generate} has also been specified, the invented game IDs will
354 be used to generate the printed output. Otherwise, a list of game IDs
355 is expected on standard input (which can be descriptive or random
356 seeds; see \k{common-id}), in the same format produced by
357 \c{--generate}.
358
359 For example:
360
361 \c net --generate 12 --print 2x3 7x7w | lpr
362
363 will generate two pages of printed Net puzzles (each of which will
364 have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr}
365 command, which on many systems will send them to an actual printer.
366
367 There are various other options which affect printing; see below.
368
369 }
370
371 \dt \cw{--version}
372
373 \dd Prints version information about the game, and then quits.
374
375 The following options are only meaningful if \c{--print} is also
376 specified:
377
378 \dt \cw{--with-solutions}
379
380 \dd The set of pages filled with unsolved puzzles will be followed by
381 the solutions to those puzzles.
382
383 \dt \cw{--scale }\e{n}
384
385 \dd Adjusts how big each puzzle is when printed. Larger numbers make
386 puzzles bigger; the default is 1.0.
387
388 \dt \cw{--colour}
389
390 \dd Puzzles will be printed in colour, rather than in black and white
391 (if supported by the puzzle).
392
393
394 \C{net} \i{Net}
395
396 \cfg{winhelp-topic}{games.net}
397
398 (\e{Note:} the \i{Windows} version of this game is called
399 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
400
401 I originally saw this in the form of a Flash game called \i{FreeNet}
402 \k{FreeNet}, written by Pavils Jurjans; there are several other
403 implementations under the name \i{NetWalk}. The computer prepares a
404 network by connecting up the centres of squares in a grid, and then
405 shuffles the network by rotating every tile randomly. Your job is to
406 rotate it all back into place. The successful solution will be an
407 entirely connected network, with no closed loops. \#{The latter
408 clause means that there are no closed paths within the network.
409 Could this be clearer? "No closed paths"?} As a visual aid,
410 all tiles which are connected to the one in the middle are
411 highlighted.
412
413 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
414
415 \H{net-controls} \i{Net controls}
416
417 \IM{Net controls} controls, for Net
418 \IM{Net controls} keys, for Net
419 \IM{Net controls} shortcuts (keyboard), for Net
420
421 This game can be played with either the keyboard or the mouse. The
422 controls are:
423
424 \dt \e{Select tile}: mouse pointer, arrow keys
425
426 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
427
428 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
429
430 \dt \e{Rotate tile by 180 degrees}: \q{F} key
431
432 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
433
434 \dd You can lock a tile once you're sure of its orientation. You can
435 also unlock it again, but while it's locked you can't accidentally
436 turn it.
437
438 The following controls are not necessary to complete the game, but may
439 be useful:
440
441 \dt \e{Shift grid}: Shift + arrow keys
442
443 \dd On grids that wrap, you can move the origin of the grid, so that
444 tiles that were on opposite sides of the grid can be seen together.
445
446 \dt \e{Move centre}: Ctrl + arrow keys
447
448 \dd You can change which tile is used as the source of highlighting.
449 (It doesn't ultimately matter which tile this is, as every tile will
450 be connected to every other tile in a correct solution, but it may be
451 helpful in the intermediate stages of solving the puzzle.)
452
453 \dt \e{Jumble tiles}: \q{J} key
454
455 \dd This key turns all tiles that are not locked to random
456 orientations.
457
458 (All the actions described in \k{common-actions} are also available.)
459
460 \H{net-params} \I{parameters, for Net}Net parameters
461
462 These parameters are available from the \q{Custom...} option on the
463 \q{Type} menu.
464
465 \dt \e{Width}, \e{Height}
466
467 \dd Size of grid in tiles.
468
469 \dt \e{Walls wrap around}
470
471 \dd If checked, flow can pass from the left edge to the right edge,
472 and from top to bottom, and vice versa.
473
474 \dt \e{Barrier probability}
475
476 \dd A number between 0.0 and 1.0 controlling whether an immovable
477 barrier is placed between two tiles to prevent flow between them (a
478 higher number gives more barriers). Since barriers are immovable, they
479 act as constraints on the solution (i.e., hints).
480
481 \lcont{
482
483 The grid generation in Net has been carefully arranged so that the
484 barriers are independent of the rest of the grid. This means that if
485 you note down the random seed used to generate the current puzzle
486 (see \k{common-id}), change the \e{Barrier probability} parameter,
487 and then re-enter the same random seed, you should see exactly the
488 same starting grid, with the only change being the number of
489 barriers. So if you're stuck on a particular grid and need a hint,
490 you could start up another instance of Net, set up the same
491 parameters but a higher barrier probability, and enter the game seed
492 from the original Net window.
493
494 }
495
496 \dt \e{Ensure unique solution}
497
498 \dd Normally, Net will make sure that the puzzles it presents have
499 only one solution. Puzzles with ambiguous sections can be more
500 difficult and more subtle, so if you like you can turn off this
501 feature and risk having ambiguous puzzles. (Also, finding \e{all}
502 the possible solutions can be an additional challenge for an
503 advanced player.)
504
505
506 \C{cube} \i{Cube}
507
508 \cfg{winhelp-topic}{games.cube}
509
510 This is another one I originally saw as a web game. This one was a
511 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
512 squares, six of which are blue; on one square rests a cube. Your move
513 is to use the arrow keys to roll the cube through 90 degrees so that
514 it moves to an adjacent square. If you roll the cube on to a blue
515 square, the blue square is picked up on one face of the cube; if you
516 roll a blue face of the cube on to a non-blue square, the blueness is
517 put down again. (In general, whenever you roll the cube, the two faces
518 that come into contact swap colours.) Your job is to get all six blue
519 squares on to the six faces of the cube at the same time. Count your
520 moves and try to do it in as few as possible.
521
522 Unlike the original Java game, my version has an additional feature:
523 once you've mastered the game with a cube rolling on a square grid,
524 you can change to a triangular grid and roll any of a tetrahedron, an
525 octahedron or an icosahedron.
526
527 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
528
529 \H{cube-controls} \i{Cube controls}
530
531 \IM{Cube controls} controls, for Cube
532 \IM{Cube controls} keys, for Cube
533 \IM{Cube controls} shortcuts (keyboard), for Cube
534
535 This game can be played with either the keyboard or the mouse.
536
537 Left-clicking anywhere on the window will move the cube (or other
538 solid) towards the mouse pointer.
539
540 The arrow keys can also used to roll the cube on its square grid in
541 the four cardinal directions.
542 On the triangular grids, the mapping of arrow keys to directions is
543 more approximate. Vertical movement is disallowed where it doesn't
544 make sense. The four keys surrounding the arrow keys on the numeric
545 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
546
547 (All the actions described in \k{common-actions} are also available.)
548
549 \H{cube-params} \I{parameters, for Cube}Cube parameters
550
551 These parameters are available from the \q{Custom...} option on the
552 \q{Type} menu.
553
554 \dt \e{Type of solid}
555
556 \dd Selects the solid to roll (and hence the shape of the grid):
557 tetrahedron, cube, octahedron, or icosahedron.
558
559 \dt \e{Width / top}, \e{Height / bottom}
560
561 \dd On a square grid, horizontal and vertical dimensions. On a
562 triangular grid, the number of triangles on the top and bottom rows
563 respectively.
564
565
566 \C{fifteen} \i{Fifteen}
567
568 \cfg{winhelp-topic}{games.fifteen}
569
570 The old ones are the best: this is the good old \q{\i{15-puzzle}}
571 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
572 contain numbered tiles, and the sixteenth is empty. Your move is to
573 choose a tile next to the empty space, and slide it into the space.
574 The aim is to end up with the tiles in numerical order, with the
575 space in the bottom right (so that the top row reads 1,2,3,4 and the
576 bottom row reads 13,14,15,\e{space}).
577
578 \H{fifteen-controls} \i{Fifteen controls}
579
580 \IM{Fifteen controls} controls, for Fifteen
581 \IM{Fifteen controls} keys, for Fifteen
582 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
583
584 This game can be controlled with the mouse or the keyboard.
585
586 A left-click with the mouse in the row or column containing the empty
587 space will move as many tiles as necessary to move the space to the
588 mouse pointer.
589
590 The arrow keys will move a tile adjacent to the space in the direction
591 indicated (moving the space in the \e{opposite} direction).
592
593 (All the actions described in \k{common-actions} are also available.)
594
595 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
596
597 The only options available from the \q{Custom...} option on the \q{Type}
598 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
599 you've changed these, it's not a \q{15-puzzle} any more, of course!)
600
601
602 \C{sixteen} \i{Sixteen}
603
604 \cfg{winhelp-topic}{games.sixteen}
605
606 Another sliding tile puzzle, visually similar to Fifteen (see
607 \k{fifteen}) but with a different type of move. This time, there is no
608 hole: all 16 squares on the grid contain numbered squares. Your move
609 is to shift an entire row left or right, or shift an entire column up
610 or down; every time you do that, the tile you shift off the grid
611 re-appears at the other end of the same row, in the space you just
612 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
613 the top row, 13,14,15,16 on the bottom). When you've done that, try
614 playing on different sizes of grid.
615
616 I \e{might} have invented this game myself, though only by accident if
617 so (and I'm sure other people have independently invented it). I
618 thought I was imitating a screensaver I'd seen, but I have a feeling
619 that the screensaver might actually have been a Fifteen-type puzzle
620 rather than this slightly different kind. So this might be the one
621 thing in my puzzle collection which represents creativity on my part
622 rather than just engineering.
623
624 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
625
626 This game is played with the mouse. Left-clicking on an arrow will
627 move the appropriate row or column in the direction indicated.
628 Right-clicking will move it in the opposite direction.
629
630 (All the actions described in \k{common-actions} are also available.)
631
632 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
633
634 The parameters available from the \q{Custom...} option on the
635 \q{Type} menu are:
636
637 \b \e{Width} and \e{Height}, which are self-explanatory.
638
639 \b You can ask for a limited shuffling operation to be performed on
640 the grid. By default, Sixteen will shuffle the grid in such a way
641 that any arrangement is about as probable as any other. You can
642 override this by requesting a precise number of shuffling moves to
643 be performed. Typically your aim is then to determine the precise
644 set of shuffling moves and invert them exactly, so that you answer
645 (say) a four-move shuffle with a four-move solution. Note that the
646 more moves you ask for, the more likely it is that solutions shorter
647 than the target length will turn out to be possible.
648
649
650 \C{twiddle} \i{Twiddle}
651
652 \cfg{winhelp-topic}{games.twiddle}
653
654 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
655 (see \k{sixteen}): you are given a grid of square tiles, each
656 containing a number, and your aim is to arrange the numbers into
657 ascending order.
658
659 In basic Twiddle, your move is to rotate a square group of four
660 tiles about their common centre. (Orientation is not significant in
661 the basic puzzle, although you can select it.) On more advanced
662 settings, you can rotate a larger square group of tiles.
663
664 I first saw this type of puzzle in the GameCube game \q{Metroid
665 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
666 you solve to unlock a door, which is a special case of Twiddle. I
667 developed this game as a generalisation of that puzzle.
668
669 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
670
671 To play Twiddle, click the mouse in the centre of the square group
672 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
673 which means you have to click at a corner point where four tiles
674 meet.
675
676 In more advanced modes you might be rotating 3\by\.3 or even more at
677 a time; if the size of the square is odd then you simply click in
678 the centre tile of the square you want to rotate.
679
680 Clicking with the left mouse button rotates the group anticlockwise.
681 Clicking with the right button rotates it clockwise.
682
683 (All the actions described in \k{common-actions} are also available.)
684
685 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
686
687 Twiddle provides several configuration options via the \q{Custom}
688 option on the \q{Type} menu:
689
690 \b You can configure the width and height of the puzzle grid.
691
692 \b You can configure the size of square block that rotates at a time.
693
694 \b You can ask for every square in the grid to be distinguishable
695 (the default), or you can ask for a simplified puzzle in which there
696 are groups of identical numbers. In the simplified puzzle your aim
697 is just to arrange all the 1s into the first row, all the 2s into
698 the second row, and so on.
699
700 \b You can configure whether the orientation of tiles matters. If
701 you ask for an orientable puzzle, each tile will have a triangle
702 drawn in it. All the triangles must be pointing upwards to complete
703 the puzzle.
704
705 \b You can ask for a limited shuffling operation to be performed on
706 the grid. By default, Twiddle will shuffle the grid so much that any
707 arrangement is about as probable as any other. You can override this
708 by requesting a precise number of shuffling moves to be performed.
709 Typically your aim is then to determine the precise set of shuffling
710 moves and invert them exactly, so that you answer (say) a four-move
711 shuffle with a four-move solution. Note that the more moves you ask
712 for, the more likely it is that solutions shorter than the target
713 length will turn out to be possible.
714
715
716 \C{rectangles} \i{Rectangles}
717
718 \cfg{winhelp-topic}{games.rectangles}
719
720 You have a grid of squares, with numbers written in some (but not all)
721 of the squares. Your task is to subdivide the grid into rectangles of
722 various sizes, such that (a) every rectangle contains exactly one
723 numbered square, and (b) the area of each rectangle is equal to the
724 number written in its numbered square.
725
726 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
727 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
728 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
729 implementation, my version automatically generates random grids of
730 any size you like. The quality of puzzle design is therefore not
731 quite as good as hand-crafted puzzles would be, but on the plus side
732 you get an inexhaustible supply of puzzles tailored to your own
733 specification.
734
735 \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}
736
737 \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}
738
739 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
740
741 This game is played with the mouse.
742
743 Left-click any edge to toggle it on or off, or click and drag to draw
744 an entire rectangle (or line) on the grid in one go (removing any
745 existing edges within that rectangle).
746
747 When a rectangle of the correct size is completed, it will be shaded.
748
749 (All the actions described in \k{common-actions} are also available.)
750
751 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
752
753 These parameters are available from the \q{Custom...} option on the
754 \q{Type} menu.
755
756 \dt \e{Width}, \e{Height}
757
758 \dd Size of grid, in squares.
759
760 \dt \e{Expansion factor}
761
762 \dd This is a mechanism for changing the type of grids generated by
763 the program. Some people prefer a grid containing a few large
764 rectangles to one containing many small ones. So you can ask
765 Rectangles to essentially generate a \e{smaller} grid than the size
766 you specified, and then to expand it by adding rows and columns.
767
768 \lcont{
769
770 The default expansion factor of zero means that Rectangles will
771 simply generate a grid of the size you ask for, and do nothing
772 further. If you set an expansion factor of (say) 0.5, it means that
773 each dimension of the grid will be expanded to half again as big
774 after generation. In other words, the initial grid will be 2/3 the
775 size in each dimension, and will be expanded to its full size
776 without adding any more rectangles.
777
778 Setting an expansion factor of around 0.5 tends to make the game
779 more difficult, and also (in my experience) rewards a less deductive
780 and more intuitive playing style. If you set it \e{too} high,
781 though, the game simply cannot generate more than a few rectangles
782 to cover the entire grid, and the game becomes trivial.
783
784 }
785
786 \dt \e{Ensure unique solution}
787
788 \dd Normally, Rectangles will make sure that the puzzles it presents
789 have only one solution. Puzzles with ambiguous sections can be more
790 difficult and more subtle, so if you like you can turn off this
791 feature and risk having ambiguous puzzles. Also, finding \e{all} the
792 possible solutions can be an additional challenge for an advanced
793 player. Turning off this option can also speed up puzzle generation.
794
795
796 \C{netslide} \i{Netslide}
797
798 \cfg{winhelp-topic}{games.netslide}
799
800 This game combines the grid generation of Net (see \k{net}) with the
801 movement of Sixteen (see \k{sixteen}): you have a Net grid, but
802 instead of rotating tiles back into place you have to slide them
803 into place by moving a whole row at a time.
804
805 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
806 See \k{sixteen-controls}.
807
808 \I{parameters, for Netslide}The available game parameters have similar
809 meanings to those in Net (see \k{net-params}) and Sixteen (see
810 \k{sixteen-params}).
811
812 Netslide was contributed to this collection by Richard Boulton.
813
814
815 \C{pattern} \i{Pattern}
816
817 \cfg{winhelp-topic}{games.pattern}
818
819 You have a grid of squares, which must all be filled in either black
820 or white. Beside each row of the grid are listed the lengths of the
821 runs of black squares on that row; above each column are listed the
822 lengths of the runs of black squares in that column. Your aim is to
823 fill in the entire grid black or white.
824
825 I first saw this puzzle form around 1995, under the name
826 \q{\i{nonograms}}. I've seen it in various places since then, under
827 different names.
828
829 Normally, puzzles of this type turn out to be a meaningful picture
830 of something once you've solved them. However, since this version
831 generates the puzzles automatically, they will just look like random
832 groupings of squares. (One user has suggested that this is actually
833 a \e{good} thing, since it prevents you from guessing the colour of
834 squares based on the picture, and forces you to use logic instead.)
835 The advantage, though, is that you never run out of them.
836
837 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
838
839 This game is played with the mouse.
840
841 Left-click in a square to colour it black. Right-click to colour it
842 white. If you make a mistake, you can middle-click, or hold down
843 Shift while clicking with any button, to colour the square in the
844 default grey (meaning \q{undecided}) again.
845
846 You can click and drag with the left or right mouse button to colour
847 a vertical or horizontal line of squares black or white at a time
848 (respectively). If you click and drag with the middle button, or
849 with Shift held down, you can colour a whole rectangle of squares
850 grey.
851
852 (All the actions described in \k{common-actions} are also available.)
853
854 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
855
856 The only options available from the \q{Custom...} option on the \q{Type}
857 menu are \e{Width} and \e{Height}, which are self-explanatory.
858
859
860 \C{solo} \i{Solo}
861
862 \cfg{winhelp-topic}{games.solo}
863
864 You have a square grid, which is divided into square or rectangular
865 blocks. Each square must be filled in with a digit from 1 to the
866 size of the grid, in such a way that
867
868 \b every row contains only one occurrence of each digit
869
870 \b every column contains only one occurrence of each digit
871
872 \b every block contains only one occurrence of each digit.
873
874 You are given some of the numbers as clues; your aim is to place the
875 rest of the numbers correctly.
876
877 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
878 into nine 3\by\.3 blocks). You can also select sizes with
879 rectangular blocks instead of square ones, such as 2\by\.3 (a
880 6\by\.6 grid divided into six 3\by\.2 blocks).
881
882 If you select a puzzle size which requires more than 9 digits, the
883 additional digits will be letters of the alphabet. For example, if
884 you select 3\by\.4 then the digits which go in your grid will be 1
885 to 9, plus \cq{a}, \cq{b} and \cq{c}.
886
887 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
888 also been popularised by various newspapers under the name
889 \q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
890 of the modern form of the puzzle, and it was first published in
891 \e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
892 of the history of the puzzle can be found on Wikipedia
893 \k{wikipedia-solo}.
894
895 \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}
896
897 \B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
898
899 \H{solo-controls} \I{controls, for Solo}Solo controls
900
901 To play Solo, simply click the mouse in any empty square and then
902 type a digit or letter on the keyboard to fill that square. If you
903 make a mistake, click the mouse in the incorrect square and press
904 Space to clear it again (or use the Undo feature).
905
906 If you \e{right}-click in a square and then type a number, that
907 number will be entered in the square as a \q{pencil mark}. You can
908 have pencil marks for multiple numbers in the same square.
909
910 The game pays no attention to pencil marks, so exactly what you use
911 them for is up to you: you can use them as reminders that a
912 particular square needs to be re-examined once you know more about a
913 particular number, or you can use them as lists of the possible
914 numbers in a given square, or anything else you feel like.
915
916 To erase a single pencil mark, right-click in the square and type
917 the same number again.
918
919 All pencil marks in a square are erased when you left-click and type
920 a number, or when you left-click and press space. Right-clicking and
921 pressing space will also erase pencil marks.
922
923 (All the actions described in \k{common-actions} are also available.)
924
925 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
926
927 Solo allows you to configure two separate dimensions of the puzzle
928 grid on the \q{Type} menu: the number of columns, and the number of
929 rows, into which the main grid is divided. (The size of a block is
930 the inverse of this: for example, if you select 2 columns and 3 rows,
931 each actual block will have 3 columns and 2 rows.)
932
933 You can also configure the type of symmetry shown in the generated
934 puzzles. More symmetry makes the puzzles look prettier but may also
935 make them easier, since the symmetry constraints can force more
936 clues than necessary to be present. Completely asymmetric puzzles
937 have the freedom to contain as few clues as possible.
938
939 Finally, you can configure the difficulty of the generated puzzles.
940 Difficulty levels are judged by the complexity of the techniques of
941 deduction required to solve the puzzle: each level requires a mode
942 of reasoning which was not necessary in the previous one. In
943 particular, on difficulty levels \q{Trivial} and \q{Basic} there
944 will be a square you can fill in with a single number at all times,
945 whereas at \q{Intermediate} level and beyond you will have to make
946 partial deductions about the \e{set} of squares a number could be in
947 (or the set of numbers that could be in a square).
948 \#{Advanced, Extreme?}
949 At \q{Unreasonable} level, even this is not enough, and you will
950 eventually have to make a guess, and then backtrack if it turns out
951 to be wrong.
952
953 Generating difficult puzzles is itself difficult: if you select one
954 of the higher difficulty levels, Solo may have to make many attempts
955 at generating a puzzle before it finds one hard enough for you. Be
956 prepared to wait, especially if you have also configured a large
957 puzzle size.
958
959
960 \C{mines} \i{Mines}
961
962 \cfg{winhelp-topic}{games.mines}
963
964 You have a grid of covered squares, some of which contain mines, but
965 you don't know which. Your job is to uncover every square which does
966 \e{not} contain a mine. If you uncover a square containing a mine,
967 you lose. If you uncover a square which does not contain a mine, you
968 are told how many mines are contained within the eight surrounding
969 squares.
970
971 This game needs no introduction; popularised by Windows, it is
972 perhaps the single best known desktop puzzle game in existence.
973
974 This version of it has an unusual property. By default, it will
975 generate its mine positions in such a way as to ensure that you
976 never need to \e{guess} where a mine is: you will always be able to
977 deduce it somehow. So you will never, as can happen in other
978 versions, get to the last four squares and discover that there are
979 two mines left but you have no way of knowing for sure where they
980 are.
981
982 \H{mines-controls} \I{controls, for Mines}Mines controls
983
984 This game is played with the mouse.
985
986 If you left-click in a covered square, it will be uncovered.
987
988 If you right-click in a covered square, it will place a flag which
989 indicates that the square is believed to be a mine. Left-clicking in
990 a marked square will not uncover it, for safety. You can right-click
991 again to remove a mark placed in error.
992
993 If you left-click in an \e{uncovered} square, it will \q{clear
994 around} the square. This means: if the square has exactly as many
995 flags surrounding it as it should have mines, then all the covered
996 squares next to it which are \e{not} flagged will be uncovered. So
997 once you think you know the location of all the mines around a
998 square, you can use this function as a shortcut to avoid having to
999 click on each of the remaining squares one by one.
1000
1001 If you uncover a square which has \e{no} mines in the surrounding
1002 eight squares, then it is obviously safe to uncover those squares in
1003 turn, and so on if any of them also has no surrounding mines. This
1004 will be done for you automatically; so sometimes when you uncover a
1005 square, a whole new area will open up to be explored.
1006
1007 All the actions described in \k{common-actions} are also available.
1008
1009 Even Undo is available, although you might consider it cheating to
1010 use it. If you step on a mine, the program will only reveal the mine
1011 in question (unlike most other implementations, which reveal all of
1012 them). You can then Undo your fatal move and continue playing if you
1013 like. The program will track the number of times you died (and Undo
1014 will not reduce that counter), so when you get to the end of the
1015 game you know whether or not you did it without making any errors.
1016
1017 (If you really want to know the full layout of the grid, which other
1018 implementations will show you after you die, you can always use the
1019 Solve menu option.)
1020
1021 \H{mines-parameters} \I{parameters, for Mines}Mines parameters
1022
1023 The options available from the \q{Custom...} option on the \q{Type}
1024 menu are:
1025
1026 \dt \e{Width}, \e{Height}
1027
1028 \dd Size of grid in squares.
1029
1030 \dt \e{Mines}
1031
1032 \dd Number of mines in the grid. You can enter this as an absolute
1033 mine count, or alternatively you can put a \cw{%} sign on the end in
1034 which case the game will arrange for that proportion of the squares
1035 in the grid to be mines.
1036
1037 \lcont{
1038
1039 Beware of setting the mine count too high. At very high densities,
1040 the program may spend forever searching for a solvable grid.
1041
1042 }
1043
1044 \dt \e{Ensure solubility}
1045
1046 \dd When this option is enabled (as it is by default), Mines will
1047 ensure that the entire grid can be fully deduced starting from the
1048 initial open space. If you prefer the riskier grids generated by
1049 other implementations, you can switch off this option.
1050
1051
1052 \C{samegame} \i{Same Game}
1053
1054 \cfg{winhelp-topic}{games.samegame}
1055
1056 You have a grid of coloured squares, which you have to clear by
1057 highlighting contiguous regions of more than one coloured square;
1058 the larger the region you highlight, the more points you get (and
1059 the faster you clear the arena).
1060
1061 If you clear the grid you win. If you end up with nothing but
1062 single squares (i.e., there are no more clickable regions left) you
1063 lose.
1064
1065 Removing a region causes the rest of the grid to shuffle up:
1066 blocks that are suspended will fall down (first), and then empty
1067 columns are filled from the right.
1068
1069 Same Game was contributed to this collection by James Harvey.
1070
1071 \H{samegame-controls} \i{Same Game controls}
1072
1073 \IM{Same Game controls} controls, for Same Game
1074 \IM{Same Game controls} keys, for Same Game
1075 \IM{Same Game controls} shortcuts (keyboard), for Same Game
1076
1077 This game can be played with either the keyboard or the mouse.
1078
1079 If you left-click an unselected region, it becomes selected (possibly
1080 clearing the current selection).
1081
1082 If you left-click the selected region, it will be removed (and the
1083 rest of the grid shuffled immediately).
1084
1085 If you right-click the selected region, it will be unselected.
1086
1087 The cursor keys move a cursor around the grid. Pressing the Space or
1088 Enter keys while the cursor is in an unselected region selects it;
1089 pressing Space or Enter again removes it as above.
1090
1091 (All the actions described in \k{common-actions} are also available.)
1092
1093 \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1094
1095 These parameters are available from the \q{Custom...} option on the
1096 \q{Type} menu.
1097
1098 \dt \e{Width}, \e{Height}
1099
1100 \dd Size of grid in squares.
1101
1102 \dt \e{No. of colours}
1103
1104 \dd Number of different colours used to fill the grid; the more colours,
1105 the fewer large regions of colour and thus the more difficult it is to
1106 successfully clear the grid.
1107
1108 \dt \e{Scoring system}
1109
1110 \dd Controls the precise mechanism used for scoring. With the default
1111 system, \q{(n-2)^2}, only regions of three squares or more will score
1112 any points at all. With the alternative \q{(n-1)^2} system, regions of
1113 two squares score a point each, and larger regions score relatively
1114 more points.
1115
1116 \dt \e{Ensure solubility}
1117
1118 \dd If this option is ticked (the default state), generated grids
1119 will be guaranteed to have at least one solution.
1120
1121 \lcont{
1122
1123 If you turn it off, the game generator will not try to guarantee
1124 soluble grids; it will, however, still ensure that there are at
1125 least 2 squares of each colour on the grid at the start (since a
1126 grid with exactly one square of a given colour is \e{definitely}
1127 insoluble). Grids generated with this option disabled may contain
1128 more large areas of contiguous colour, leading to opportunities for
1129 higher scores; they can also take less time to generate.
1130
1131 }
1132
1133
1134 \C{flip} \i{Flip}
1135
1136 \cfg{winhelp-topic}{games.flip}
1137
1138 You have a grid of squares, some light and some dark. Your aim is to
1139 light all the squares up at the same time. You can choose any square
1140 and flip its state from light to dark or dark to light, but when you
1141 do so, other squares around it change state as well.
1142
1143 Each square contains a small diagram showing which other squares
1144 change when you flip it.
1145
1146 \H{flip-controls} \i{Flip controls}
1147
1148 \IM{Flip controls} controls, for Flip
1149 \IM{Flip controls} keys, for Flip
1150 \IM{Flip controls} shortcuts (keyboard), for Flip
1151
1152 This game can be played with either the keyboard or the mouse.
1153
1154 Left-click in a square to flip it and its associated squares, or
1155 use the cursor keys to choose a square and the space bar or Enter
1156 key to flip.
1157
1158 If you use the \q{Solve} function on this game, it will mark some of
1159 the squares in red. If you click once in every square with a red
1160 mark, the game should be solved. (If you click in a square
1161 \e{without} a red mark, a red mark will appear in it to indicate
1162 that you will need to reverse that operation to reach the solution.)
1163
1164 (All the actions described in \k{common-actions} are also available.)
1165
1166 \H{flip-parameters} \I{parameters, for flip}Flip parameters
1167
1168 These parameters are available from the \q{Custom...} option on the
1169 \q{Type} menu.
1170
1171 \dt \e{Width}, \e{Height}
1172
1173 \dd Size of grid in squares.
1174
1175 \dt \e{Shape type}
1176
1177 \dd This control determines the shape of the region which is flipped
1178 by clicking in any given square. The default setting, \q{Crosses},
1179 causes every square to flip itself and its four immediate neighbours
1180 (or three or two if it's at an edge or corner). The other setting,
1181 \q{Random}, causes a random shape to be chosen for every square, so
1182 the game is different every time.
1183
1184
1185 \C{guess} \i{Guess}
1186
1187 \cfg{winhelp-topic}{games.guess}
1188
1189 You have a set of coloured pegs, and have to reproduce a
1190 predetermined sequence of them (chosen by the computer) within a
1191 certain number of guesses.
1192
1193 Each guess gets marked with the number of correctly-coloured pegs
1194 in the correct places (in black), and also the number of
1195 correctly-coloured pegs in the wrong places (in white).
1196
1197 This game is also known (and marketed, by Hasbro, mainly) as
1198 a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1199 and 10 guesses. However, this version allows custom settings of number
1200 of colours (up to 10), number of pegs per row, and number of guesses.
1201
1202 Guess was contributed to this collection by James Harvey.
1203
1204 \H{guess-controls} \i{Guess controls}
1205
1206 \IM{Guess controls} controls, for Guess
1207 \IM{Guess controls} keys, for Guess
1208 \IM{Guess controls} shortcuts (keyboard), for Guess
1209
1210 This game can be played with either the keyboard or the mouse.
1211
1212 With the mouse, drag a coloured peg from the tray on the left-hand
1213 side to its required position in the current guess; pegs may also be
1214 dragged from current and past guesses to copy them elsewhere. To
1215 remove a peg, drag it off its current position to somewhere invalid.
1216
1217 Right-clicking in the current guess adds a \q{hold} marker; pegs
1218 that have hold markers will be automatically added to the next guess
1219 after marking.
1220
1221 Alternatively, with the keyboard, the up and down cursor keys can be
1222 used to select a peg colour, the left and right keys to select a
1223 peg position, and the space bar or Enter key to place a peg of the
1224 selected colour in the chosen position. \q{D} or Backspace removes a
1225 peg, and \q{H} adds a hold marker.
1226
1227 When the guess is complete, the smaller feedback pegs will be highlighted;
1228 clicking on these (or moving the peg cursor to them with the arrow keys
1229 and pressing the space bar or Enter key) will mark the current guess,
1230 copy any held pegs to the next guess, and move the \q{current guess}
1231 marker.
1232
1233 If you correctly position all the pegs the solution will be displayed
1234 below; if you run out of guesses (or select \q{Solve...}) the solution
1235 will also be revealed.
1236
1237 (All the actions described in \k{common-actions} are also available.)
1238
1239 \H{guess-parameters} \I{parameters, for Guess}Guess parameters
1240
1241 These parameters are available from the \q{Custom...} option on the
1242 \q{Type} menu. The default game matches the parameters for the
1243 board game \q{Mastermind}.
1244
1245 \dt \e{Colours}
1246
1247 \dd Number of colours the solution is chosen from; from 2 to 10
1248 (more is harder).
1249
1250 \dt \e{Pegs per guess}
1251
1252 \dd Number of pegs per guess (more is harder).
1253
1254 \dt \e{Guesses}
1255
1256 \dd Number of guesses you have to find the solution in (fewer is harder).
1257
1258 \dt \e{Allow blanks}
1259
1260 \dd Allows blank pegs to be given as part of a guess (makes it easier, because
1261 you know that those will never be counted as part of the solution). This
1262 is turned off by default.
1263
1264 Note that this doesn't allow blank pegs in the solution; if you really wanted
1265 that, use one extra colour.
1266
1267 \dt \e{Allow duplicates}
1268
1269 \dd Allows the solution (and the guesses) to contain colours more than once;
1270 this increases the search space (making things harder), and is turned on by
1271 default.
1272
1273
1274 \C{pegs} \i{Pegs}
1275
1276 \cfg{winhelp-topic}{games.pegs}
1277
1278 A number of pegs are placed in holes on a board. You can remove a
1279 peg by jumping an adjacent peg over it (horizontally or vertically)
1280 to a vacant hole on the other side. Your aim is to remove all but one
1281 of the pegs initially present.
1282
1283 This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1284 possibly one of the oldest puzzle games still commonly known.
1285
1286 \H{pegs-controls} \i{Pegs controls}
1287
1288 \IM{Pegs controls} controls, for Pegs
1289
1290 To move a peg, drag it with the mouse from its current position to
1291 its final position. If the final position is exactly two holes away
1292 from the initial position, is currently unoccupied by a peg, and
1293 there is a peg in the intervening square, the move will be permitted
1294 and the intervening peg will be removed.
1295
1296 Vacant spaces which you can move a peg into are marked with holes. A
1297 space with no peg and no hole is not available for moving at all: it
1298 is an obstacle which you must work around.
1299
1300 (All the actions described in \k{common-actions} are also available.)
1301
1302 \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1303
1304 These parameters are available from the \q{Custom...} option on the
1305 \q{Type} menu.
1306
1307 \dt \e{Width}, \e{Height}
1308
1309 \dd Size of grid in holes.
1310
1311 \dt \e{Board type}
1312
1313 \dd Controls whether you are given a board of a standard shape or a
1314 randomly generated shape. The two standard shapes currently
1315 supported are \q{Cross} and \q{Octagon} (also commonly known as the
1316 English and European traditional board layouts respectively).
1317 Selecting \q{Random} will give you a different board shape every
1318 time (but always one that is known to have a solution).
1319
1320
1321 \C{dominosa} \i{Dominosa}
1322
1323 \cfg{winhelp-topic}{games.dominosa}
1324
1325 A normal set of dominoes \dash that is, one instance of every
1326 (unordered) pair of numbers from 0 to 6 \dash has been arranged
1327 irregularly into a rectangle; then the number in each square has
1328 been written down and the dominoes themselves removed. Your task is
1329 to reconstruct the pattern by arranging the set of dominoes to match
1330 the provided array of numbers.
1331
1332 This puzzle is widely credited to O. S. Adler, and takes part of its
1333 name from those initials.
1334
1335 \H{dominosa-controls} \i{Dominosa controls}
1336
1337 \IM{Dominosa controls} controls, for Dominosa
1338
1339 Left-clicking between any two adjacent numbers places a domino
1340 covering them, or removes one if it is already present. Trying to
1341 place a domino which overlaps existing dominoes will remove the ones
1342 it overlaps.
1343
1344 Right-clicking between two adjacent numbers draws a line between
1345 them, which you can use to remind yourself that you know those two
1346 numbers are \e{not} covered by a single domino. Right-clicking again
1347 removes the line.
1348
1349 (All the actions described in \k{common-actions} are also available.)
1350
1351 \H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1352
1353 These parameters are available from the \q{Custom...} option on the
1354 \q{Type} menu.
1355
1356 \dt \e{Maximum number on dominoes}
1357
1358 \dd Controls the size of the puzzle, by controlling the size of the
1359 set of dominoes used to make it. Dominoes with numbers going up to N
1360 will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1361 the default value of 6 gives an 8\by\.7 grid.
1362
1363 \dt \e{Ensure unique solution}
1364
1365 \dd Normally, Dominosa will make sure that the puzzles it presents
1366 have only one solution. Puzzles with ambiguous sections can be more
1367 difficult and sometimes more subtle, so if you like you can turn off
1368 this feature. Also, finding \e{all} the possible solutions can be an
1369 additional challenge for an advanced player. Turning off this option
1370 can also speed up puzzle generation.
1371
1372
1373 \C{untangle} \i{Untangle}
1374
1375 \cfg{winhelp-topic}{games.untangle}
1376
1377 You are given a number of points, some of which have lines drawn
1378 between them. You can move the points about arbitrarily; your aim is
1379 to position the points so that no line crosses another.
1380
1381 I originally saw this in the form of a Flash game called \i{Planarity}
1382 \k{Planarity}, written by John Tantalo.
1383
1384 \B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1385
1386 \H{untangle-controls} \i{Untangle controls}
1387
1388 \IM{Untangle controls} controls, for Untangle
1389
1390 To move a point, click on it with the left mouse button and drag it
1391 into a new position.
1392
1393 (All the actions described in \k{common-actions} are also available.)
1394
1395 \H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1396
1397 There is only one parameter available from the \q{Custom...} option
1398 on the \q{Type} menu:
1399
1400 \dt \e{Number of points}
1401
1402 \dd Controls the size of the puzzle, by specifying the number of
1403 points in the generated graph.
1404
1405
1406 \C{blackbox} \i{Black Box}
1407
1408 \cfg{winhelp-topic}{games.blackbox}
1409
1410 A number of balls are hidden in a rectangular arena. You have to
1411 deduce the positions of the balls by firing lasers from positions
1412 on the edge of the arena and observing how they are deflected.
1413
1414 Lasers will fire straight until they hit the opposite side of the
1415 arena (at which point they emerge), unless affected by balls in one of
1416 the following ways:
1417
1418 \b A laser that hits a ball head-on is absorbed and will never re-emerge.
1419 This includes lasers that meet a ball on the first rank of the arena.
1420
1421 \b A laser with a ball to its front-left square gets deflected 90 degrees
1422 to the right.
1423
1424 \b A laser with a ball to its front-right square gets similarly deflected
1425 to the left.
1426
1427 \b A laser that would re-emerge from the entry location is considered to be
1428 \q{reflected}.
1429
1430 \b A laser which would get deflected before entering the arena (down the
1431 \q{firing range}) by a ball to the front-left or front-right of its
1432 entry point is also considered to be \q{reflected}.
1433
1434 Lasers that are reflected appear as a \q{R}; lasers that hit balls
1435 dead-on appear as \q{H}. Otherwise, a number appears at the firing point
1436 and the location where the laser emerges (this number is unique to
1437 that shot).
1438
1439 You can place guesses as to the location of the balls, based on the
1440 entry and exit patterns of the lasers; once you have placed enough
1441 balls a button appears enabling you to have your guesses checked.
1442
1443 Here is a diagram showing how the positions of balls can create each
1444 of the laser behaviours shown above:
1445
1446 \c 1RHR----
1447 \c |..O.O...|
1448 \c 2........3
1449 \c |........|
1450 \c |........|
1451 \c 3........|
1452 \c |......O.|
1453 \c H........|
1454 \c |.....O..|
1455 \c 12-RH---
1456
1457 As shown, it is possible for a ball to receive multiple reflections
1458 before re-emerging (see turn 3). Similarly, a ball may be reflected
1459 (possibly more than once) before receiving a hit (the \q{H} on the
1460 left side of the example).
1461
1462 Note that any layout with more that 4 balls may have a non-unique
1463 solution. The following diagram illustrates this; if you know the
1464 board contains 5 balls, it is impossible to determine where the fifth
1465 ball is (possible positions marked with an x):
1466
1467 \c --------
1468 \c |........|
1469 \c |........|
1470 \c |..O..O..|
1471 \c |...xx...|
1472 \c |...xx...|
1473 \c |..O..O..|
1474 \c |........|
1475 \c |........|
1476 \c --------
1477
1478 For this reason when you have your guesses checked the game will
1479 check that your solution \e{produces the same results} as the
1480 computer's, rather than that your solution is identical to the
1481 computer's. So in the above example, you could put the fifth ball at
1482 \e{any} of the locations marked with an x, and you would still win.
1483
1484 Black Box was contributed to this collection by James Harvey.
1485
1486 \H{blackbox-controls} \i{Black Box controls}
1487
1488 \IM{Black Box controls}controls, for Black Box
1489
1490 To fire a laser, left-click in a square around the side of the arena.
1491 The results will be displayed immediately. Lasers may not be fired
1492 twice (because the results will never change). Holding down the left
1493 button will highlight the current go (or a previous go) to confirm the
1494 exit point for that laser, if applicable.
1495
1496 To guess the location of a ball, left-click within the arena and a
1497 black circle will appear marking the guess; to remove the guessed ball
1498 click again.
1499
1500 Locations in the arena may be locked against modification by
1501 right-clicking; whole rows and columns may be similarly locked by
1502 right-clicking in the laser firing range above/below that column, or
1503 to the left/right of that row.
1504
1505 When an appropriate number of balls have been guessed a button will
1506 appear at the top-left corner of the grid; clicking that will mark
1507 your guesses.
1508
1509 If you click the \q{mark} button and your guesses are not correct,
1510 the game will show you as little information as possible to
1511 demonstrate this to you, so you can try again. If your ball
1512 positions are not consistent with the laser paths you already know
1513 about, one laser path will be circled to indicate that it proves you
1514 wrong. If your positions match all the existing laser paths but are
1515 still wrong, one new laser path will be revealed (written in red)
1516 which is not consistent with your current guesses.
1517
1518 If you decide to give up completely, you can select Solve to reveal
1519 the actual ball positions. At this point, correctly-placed balls
1520 will be displayed as filled black circles; incorrectly-placed balls
1521 are displayed as filled black circles with red crosses, and missing
1522 balls are filled red circles. In addition, a red circle marks any
1523 laser you had already fired which is not consistent with your ball
1524 layout (just as when you press the mark button), and red text marks
1525 any laser you \e{could} have fired in order to distinguish your ball
1526 layout from the right one.
1527
1528 (All the actions described in \k{common-actions} are also available.)
1529
1530 \H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1531
1532 These parameters are available from the \q{Custom...} option on the
1533 \q{Type} menu.
1534
1535 \dt \e{Width}, \e{Height}
1536
1537 \dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
1538 per grid, two per row and two per column.
1539
1540 \dt \e{No. of balls}
1541
1542 \dd Number of balls to place in the grid. This can be a single number,
1543 or a range (separated with a hyphen, like \q{2-6}), and determines the
1544 number of balls to place on the grid. The \q{reveal} button is only
1545 enabled if you have guessed an appropriate number of balls; a guess
1546 using a different number to the original solution is still acceptable,
1547 if all the laser inputs and outputs match.
1548
1549
1550 \C{slant} \i{Slant}
1551
1552 \cfg{winhelp-topic}{games.slant}
1553
1554 You have a grid of squares. Your aim is to draw a diagonal line
1555 through each square, and choose which way each line slants so that
1556 the following conditions are met:
1557
1558 \b The diagonal lines never form a loop.
1559
1560 \b Any point with a circled number has precisely that many lines
1561 meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1562 zero is the centre of a diamond shape \dash or rather, a partial
1563 diamond shape, because a zero can never appear in the middle of the
1564 grid because that would immediately cause a loop.)
1565
1566 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1567
1568 \B{nikoli-slant}
1569 \W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1570 (in Japanese)
1571
1572 \H{slant-controls} \i{Slant controls}
1573
1574 \IM{Slant controls} controls, for Slant
1575
1576 Left-clicking in a blank square will place a \cw{\\} in it (a line
1577 leaning to the left, i.e. running from the top left of the square to
1578 the bottom right). Right-clicking in a blank square will place a
1579 \cw{/} in it (leaning to the right, running from top right to bottom
1580 left).
1581
1582 Continuing to click either button will cycle between the three
1583 possible square contents. Thus, if you left-click repeatedly in a
1584 blank square it will change from blank to \cw{\\} to \cw{/} back to
1585 blank, and if you right-click repeatedly the square will change from
1586 blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1587 the game entirely with one button if you need to.)
1588
1589 (All the actions described in \k{common-actions} are also available.)
1590
1591 \H{slant-parameters} \I{parameters, for Slant}Slant parameters
1592
1593 These parameters are available from the \q{Custom...} option on the
1594 \q{Type} menu.
1595
1596 \dt \e{Width}, \e{Height}
1597
1598 \dd Size of grid in squares.
1599
1600 \dt \e{Difficulty}
1601
1602 \dd Controls the difficulty of the generated puzzle. At Hard level,
1603 you are required to do deductions based on knowledge of
1604 \e{relationships} between squares rather than always being able to
1605 deduce the exact contents of one square at a time. (For example, you
1606 might know that two squares slant in the same direction, even if you
1607 don't yet know what that direction is, and this might enable you to
1608 deduce something about still other squares.) Even at Hard level,
1609 guesswork and backtracking should never be necessary.
1610
1611
1612 \C{lightup} \i{Light Up}
1613
1614 \cfg{winhelp-topic}{games.lightup}
1615
1616 You have a grid of squares. Some are filled in black; some of the
1617 black squares are numbered. Your aim is to \q{light up} all the
1618 empty squares by placing light bulbs in some of them.
1619
1620 Each light bulb illuminates the square it is on, plus all squares in
1621 line with it horizontally or vertically unless a black square is
1622 blocking the way.
1623
1624 To win the game, you must satisfy the following conditions:
1625
1626 \b All non-black squares are lit.
1627
1628 \b No light is lit by another light.
1629
1630 \b All numbered black squares have exactly that number of lights adjacent to
1631 them (in the four squares above, below, and to the side).
1632
1633 Non-numbered black squares may have any number of lights adjacent to them.
1634
1635 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1636
1637 Light Up was contributed to this collection by James Harvey.
1638
1639 \B{nikoli-lightup}
1640 \W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1641 (beware of Flash)
1642
1643 \H{lightup-controls} \i{Light Up controls}
1644
1645 \IM{Light Up controls} controls, for Light Up
1646
1647 Left-clicking in a non-black square will toggle the presence of a light
1648 in that square. Right-clicking in a non-black square toggles a mark there to aid
1649 solving; it can be used to highlight squares that cannot be lit, for example.
1650
1651 You may not place a light in a marked square, nor place a mark in a lit square.
1652
1653 The game will highlight obvious errors in red. Lights lit by other
1654 lights are highlighted in this way, as are numbered squares which
1655 do not (or cannot) have the right number of lights next to them.
1656
1657 Thus, the grid is solved when all non-black squares have yellow
1658 highlights and there are no red lights.
1659
1660 (All the actions described in \k{common-actions} are also available.)
1661
1662 \H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1663
1664 These parameters are available from the \q{Custom...} option on the
1665 \q{Type} menu.
1666
1667 \dt \e{Width}, \e{Height}
1668
1669 \dd Size of grid in squares.
1670
1671 \dt \e{%age of black squares}
1672
1673 \dd Rough percentage of black squares in the grid.
1674
1675 \lcont{
1676
1677 This is a hint rather than an instruction. If the grid generator is
1678 unable to generate a puzzle to this precise specification, it will
1679 increase the proportion of black squares until it can.
1680
1681 }
1682
1683 \dt \e{Symmetry}
1684
1685 \dd Allows you to specify the required symmetry of the black squares
1686 in the grid. (This does not affect the difficulty of the puzzles
1687 noticeably.)
1688
1689 \dt \e{Difficulty}
1690
1691 \dd \q{Easy} means that the puzzles should be soluble without
1692 backtracking or guessing, \q{Hard} means that some guesses will
1693 probably be necessary.
1694
1695
1696 \C{map} \i{Map}
1697
1698 \cfg{winhelp-topic}{games.map}
1699
1700 You are given a map consisting of a number of regions. Your task is
1701 to colour each region with one of four colours, in such a way that
1702 no two regions sharing a boundary have the same colour. You are
1703 provided with some regions already coloured, sufficient to make the
1704 remainder of the solution unique.
1705
1706 Only regions which share a length of border are required to be
1707 different colours. Two regions which meet at only one \e{point}
1708 (i.e. are diagonally separated) may be the same colour.
1709
1710 I believe this puzzle is original; I've never seen an implementation
1711 of it anywhere else. The concept of a \i{four-colouring} puzzle was
1712 suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1713 Allan for inspiring the train of thought that led to me realising
1714 Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1715 for many detailed suggestions.
1716
1717 \H{map-controls} \i{Map controls}
1718
1719 \IM{Map controls} controls, for Map
1720
1721 To colour a region, click the left mouse button on an existing
1722 region of the desired colour and drag that colour into the new
1723 region.
1724
1725 (The program will always ensure the starting puzzle has at least one
1726 region of each colour, so that this is always possible!)
1727
1728 If you need to clear a region, you can drag from an empty region, or
1729 from the puzzle boundary if there are no empty regions left.
1730
1731 Dragging a colour using the \e{right} mouse button will stipple the
1732 region in that colour, which you can use as a note to yourself that
1733 you think the region \e{might} be that colour. A region can contain
1734 stipples in multiple colours at once. (This is often useful at the
1735 harder difficulty levels.)
1736
1737 If you press L during play, the game will toggle display of a number
1738 in each region of the map. This is useful if you want to discuss a
1739 particular puzzle instance with a friend \dash having an unambiguous
1740 name for each region is much easier than trying to refer to them all
1741 by names such as \q{the one down and right of the brown one on the
1742 top border}.
1743
1744 (All the actions described in \k{common-actions} are also available.)
1745
1746 \H{map-parameters} \I{parameters, for Map}Map parameters
1747
1748 These parameters are available from the \q{Custom...} option on the
1749 \q{Type} menu.
1750
1751 \dt \e{Width}, \e{Height}
1752
1753 \dd Size of grid in squares.
1754
1755 \dt \e{Regions}
1756
1757 \dd Number of regions in the generated map.
1758
1759 \dt \e{Difficulty}
1760
1761 \dd In \q{Easy} mode, there should always be at least one region
1762 whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1763 modes, you will have to use increasingly complex logic to deduce the
1764 colour of some regions. However, it will always be possible without
1765 having to guess or backtrack.
1766
1767 \lcont{
1768
1769 In \q{Unreasonable} mode, the program will feel free to generate
1770 puzzles which are as hard as it can possibly make them: the only
1771 constraint is that they should still have a unique solution. Solving
1772 Unreasonable puzzles may require guessing and backtracking.
1773
1774 }
1775
1776
1777 \C{loopy} \i{Loopy}
1778
1779 \cfg{winhelp-topic}{games.loopy}
1780
1781 You are given a grid of dots. Your aim is to draw a single unbroken
1782 loop from dot to dot within the grid.
1783
1784 Some of the square spaces between the dots contain numbers. These
1785 numbers indicate how many of the four edges of that square are part
1786 of the loop. The loop you draw must correctly satisfy all of these
1787 clues to be considered a correct solution.
1788
1789 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-loopy}.
1790
1791 Loopy was contributed to this collection by Mike Pinna.
1792
1793 \B{nikoli-loopy}
1794 \W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1795 (beware of Flash)
1796
1797 \H{loopy-controls} \i{Loopy controls}
1798
1799 \IM{Loopy controls} controls, for Loopy
1800
1801 Click the left mouse button between two dots to add a line segment
1802 connecting them. Click again to remove that line segment.
1803
1804 If you are sure that a particular line segment is \e{not} part of
1805 the loop, you can click the right mouse button to add a small cross
1806 indicating this. Click again to remove the cross.
1807
1808 (All the actions described in \k{common-actions} are also available.)
1809
1810 \H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1811
1812 These parameters are available from the \q{Custom...} option on the
1813 \q{Type} menu.
1814
1815 \dt \e{Width}, \e{Height}
1816
1817 \dd Size of grid in squares.
1818
1819 \dt \e{Difficulty}
1820
1821 \dd Controls the difficulty of the generated puzzle.
1822 \#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
1823 when are backtracking/guesswork required, if ever?}
1824
1825
1826 \C{inertia} \i{Inertia}
1827
1828 \cfg{winhelp-topic}{games.inertia}
1829
1830 You are a small green ball sitting in a grid full of obstacles. Your
1831 aim is to collect all the gems without running into any mines.
1832
1833 You can move the ball in any orthogonal \e{or diagonal} direction.
1834 Once the ball starts moving, it will continue until something stops
1835 it. A wall directly in its path will stop it (but if it is moving
1836 diagonally, it will move through a diagonal gap between two other
1837 walls without stopping). Also, some of the squares are \q{stops};
1838 when the ball moves on to a stop, it will stop moving no matter what
1839 direction it was going in. Gems do \e{not} stop the ball; it picks
1840 them up and keeps on going.
1841
1842 Running into a mine is fatal. Even if you picked up the last gem in
1843 the same move which then hit a mine, the game will count you as dead
1844 rather than victorious.
1845
1846 This game was originally implemented for Windows by Ben Olmstead
1847 \k{bem}, who was kind enough to release his source code on request
1848 so that it could be re-implemented for this collection.
1849
1850 \B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1851
1852 \H{inertia-controls} \i{Inertia controls}
1853
1854 \IM{Inertia controls} controls, for Inertia
1855 \IM{Inertia controls} keys, for Inertia
1856 \IM{Inertia controls} shortcuts (keyboard), for Inertia
1857
1858 You can move the ball in any of the eight directions using the
1859 numeric keypad. Alternatively, if you click the left mouse button on
1860 the grid, the ball will begin a move in the general direction of
1861 where you clicked.
1862
1863 If you use the \q{Solve} function on this game, the program will
1864 compute a path through the grid which collects all the remaining
1865 gems and returns to the current position. A hint arrow will appear
1866 on the ball indicating the direction in which you should move to
1867 begin on this path. If you then move in that direction, the arrow
1868 will update to indicate the next direction on the path. You can also
1869 press Space to automatically move in the direction of the hint
1870 arrow. If you move in a different direction from the one shown by
1871 the arrow, the hint arrows will stop appearing because you have
1872 strayed from the provided path; you can then use \q{Solve} again to
1873 generate a new path if you want to.
1874
1875 All the actions described in \k{common-actions} are also available.
1876 In particular, if you do run into a mine and die, you can use the
1877 Undo function and resume playing from before the fatal move. The
1878 game will keep track of the number of times you have done this.
1879
1880 \H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
1881
1882 These parameters are available from the \q{Custom...} option on the
1883 \q{Type} menu.
1884
1885 \dt \e{Width}, \e{Height}
1886
1887 \dd Size of grid in squares.
1888
1889
1890 \C{tents} \i{Tents}
1891
1892 \cfg{winhelp-topic}{games.tents}
1893
1894 You have a grid of squares, some of which contain trees. Your aim is
1895 to place tents in some of the remaining squares, in such a way that
1896 the following conditions are met:
1897
1898 \b There are exactly as many tents as trees.
1899
1900 \b The tents and trees can be matched up in such a way that each
1901 tent is directly adjacent (horizontally or vertically, but not
1902 diagonally) to its own tree. However, a tent may be adjacent to
1903 other trees as well as its own.
1904
1905 \b No two tents are adjacent horizontally, vertically \e{or
1906 diagonally}.
1907
1908 \b The number of tents in each row, and in each column, matches the
1909 numbers given round the sides of the grid.
1910
1911 This puzzle can be found in several places on the Internet, and was
1912 brought to my attention by e-mail. I don't know who I should credit
1913 for inventing it.
1914
1915 \H{tents-controls} \i{Tents controls}
1916
1917 \IM{Tents controls} controls, for Tents
1918
1919 Left-clicking in a blank square will place a tent in it.
1920 Right-clicking in a blank square will colour it green, indicating
1921 that you are sure it \e{isn't} a tent. Clicking either button in an
1922 occupied square will clear it.
1923
1924 If you \e{drag} with the right button along a row or column, every
1925 blank square in the region you cover will be turned green, and no
1926 other squares will be affected. (This is useful for clearing the
1927 remainder of a row once you have placed all its tents.)
1928
1929 (All the actions described in \k{common-actions} are also available.)
1930
1931 \H{tents-parameters} \I{parameters, for Tents}Tents parameters
1932
1933 These parameters are available from the \q{Custom...} option on the
1934 \q{Type} menu.
1935
1936 \dt \e{Width}, \e{Height}
1937
1938 \dd Size of grid in squares.
1939
1940 \dt \e{Difficulty}
1941
1942 \dd Controls the difficulty of the generated puzzle. More difficult
1943 puzzles require more complex deductions, but at present none of the
1944 available difficulty levels requires guesswork or backtracking.
1945
1946
1947 \C{bridges} \i{Bridges}
1948
1949 \cfg{winhelp-topic}{games.bridges}
1950
1951 You have a set of islands distributed across the playing area. Each
1952 island contains a number. Your aim is to connect the islands
1953 together with bridges, in such a way that:
1954
1955 \b Bridges run horizontally or vertically.
1956
1957 \b The number of bridges terminating at any island is equal to the
1958 number written in that island.
1959
1960 \b Two bridges may run in parallel between the same two islands, but
1961 no more than two may do so.
1962
1963 \b No bridge crosses another bridge.
1964
1965 \b All the islands are connected together.
1966
1967 There are some configurable alternative modes, which involve
1968 changing the parallel-bridge limit to something other than 2, and
1969 introducing the additional constraint that no sequence of bridges
1970 may form a loop from one island back to the same island. The rules
1971 stated above are the default ones.
1972
1973 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
1974
1975 Bridges was contributed to this collection by James Harvey.
1976
1977 \B{nikoli-bridges}
1978 \W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
1979
1980 \H{bridges-controls} \i{Bridges controls}
1981
1982 \IM{Bridges controls} controls, for Bridges
1983
1984 To place a bridge between two islands, click the mouse down on one
1985 island and drag it towards the other. You do not need to drag all
1986 the way to the other island; you only need to move the mouse far
1987 enough for the intended bridge direction to be unambiguous. (So you
1988 can keep the mouse near the starting island and conveniently throw
1989 bridges out from it in many directions.)
1990
1991 Doing this again when a bridge is already present will add another
1992 parallel bridge. If there are already as many bridges between the
1993 two islands as permitted by the current game rules (i.e. two by
1994 default), the same dragging action will remove all of them.
1995
1996 If you want to remind yourself that two islands definitely \e{do
1997 not} have a bridge between them, you can right-drag between them in
1998 the same way to draw a \q{non-bridge} marker.
1999
2000 If you think you have finished with an island (i.e. you have placed
2001 all its bridges and are confident that they are in the right
2002 places), you can mark the island as finished by left-clicking on it.
2003 This will highlight it and all the bridges connected to it, and you
2004 will be prevented from accidentally modifying any of those bridges
2005 in future. Left-clicking again on a highlighted island will unmark
2006 it and restore your ability to modify it.
2007
2008 Violations of the puzzle rules will be marked in red:
2009
2010 \b An island with too many bridges will be highlighted in red.
2011
2012 \b An island with too few bridges will be highlighted in red if it
2013 is definitely an error (as opposed to merely not being finished
2014 yet): if adding enough bridges would involve having to cross another
2015 bridge or remove a non-bridge marker, or if the island has been
2016 highlighted as complete.
2017
2018 \b A group of islands and bridges may be highlighted in red if it is
2019 a closed subset of the puzzle with no way to connect it to the rest
2020 of the islands. For example, if you directly connect two 1s together
2021 with a bridge and they are not the only two islands on the grid,
2022 they will light up red to indicate that such a group cannot be
2023 contained in any valid solution.
2024
2025 \b If you have selected the (non-default) option to disallow loops
2026 in the solution, a group of bridges which forms a loop will be
2027 highlighted.
2028
2029 (All the actions described in \k{common-actions} are also available.)
2030
2031 \H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2032
2033 These parameters are available from the \q{Custom...} option on the
2034 \q{Type} menu.
2035
2036 \dt \e{Width}, \e{Height}
2037
2038 \dd Size of grid in squares.
2039
2040 \dt \e{Difficulty}
2041
2042 \dd Difficulty level of puzzle.
2043
2044 \dt \e{Allow loops}
2045
2046 \dd This is set by default. If cleared, puzzles will be generated in
2047 such a way that they are always soluble without creating a loop, and
2048 solutions which do involve a loop will be disallowed.
2049
2050 \dt \e{Max. bridges per direction}
2051
2052 \dd Maximum number of bridges in any particular direction. The
2053 default is 2, but you can change it to 1, 3 or 4. In general, fewer
2054 is easier.
2055
2056 \dt \e{%age of island squares}
2057
2058 \dd Gives a rough percentage of islands the generator will try and
2059 lay before finishing the puzzle. Certain layouts will not manage to
2060 lay enough islands; this is an upper bound.
2061
2062 \dt \e{Expansion factor (%age)}
2063
2064 \dd The grid generator works by picking an existing island at random
2065 (after first creating an initial island somewhere). It then decides
2066 on a direction (at random), and then works out how far it could
2067 extend before creating another island. This parameter determines how
2068 likely it is to extend as far as it can, rather than choosing
2069 somewhere closer.
2070
2071 High expansion factors usually mean easier puzzles with fewer
2072 possible islands; low expansion factors can create lots of
2073 tightly-packed islands.
2074
2075
2076 \A{licence} \I{MIT licence}\ii{Licence}
2077
2078 This software is \i{copyright} 2004-2007 Simon Tatham.
2079
2080 Portions copyright Richard Boulton, James Harvey and Mike Pinna.
2081
2082 Permission is hereby granted, free of charge, to any person
2083 obtaining a copy of this software and associated documentation files
2084 (the "Software"), to deal in the Software without restriction,
2085 including without limitation the rights to use, copy, modify, merge,
2086 publish, distribute, sublicense, and/or sell copies of the Software,
2087 and to permit persons to whom the Software is furnished to do so,
2088 subject to the following conditions:
2089
2090 The above copyright notice and this permission notice shall be
2091 included in all copies or substantial portions of the Software.
2092
2093 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
2094 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2095 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2096 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2097 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2098 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2099 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2100 SOFTWARE.
2101
2102 \IM{command-line}{command line} command line
2103
2104 \IM{default parameters, specifying} default parameters, specifying
2105 \IM{default parameters, specifying} preferences, specifying default
2106
2107 \IM{Unix} Unix
2108 \IM{Unix} Linux
2109
2110 \IM{generating game IDs} generating game IDs
2111 \IM{generating game IDs} game ID, generating
2112
2113 \IM{specific} \q{Specific}, menu option
2114 \IM{custom} \q{Custom}, menu option
2115
2116 \IM{game ID} game ID
2117 \IM{game ID} ID, game
2118 \IM{ID format} ID format
2119 \IM{ID format} format, ID
2120 \IM{ID format} game ID, format
2121
2122 \IM{keys} keys
2123 \IM{keys} shortcuts (keyboard)
2124
2125 \IM{initial state} initial state
2126 \IM{initial state} state, initial
2127
2128 \IM{MIT licence} MIT licence
2129 \IM{MIT licence} licence, MIT