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[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}
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8 \cfg{html-contents-filename}{index.html}
9 \cfg{html-template-filename}{%k.html}
10 \cfg{html-index-filename}{docindex.html}
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13 \cfg{html-contents-depth-1}{2}
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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. The computer prepares a
290 network by connecting up the centres of squares in a grid, and then
291 shuffles the network by rotating every tile randomly. Your job is to
292 rotate it all back into place. The successful solution will be an
293 entirely connected network, with no closed loops. \#{Is it also true
294 that a correct solution will not contain any cycles?} As a visual aid,
295 all tiles which are connected to the one in the middle are
296 highlighted.
297
298 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
299
300 \H{net-controls} \i{Net controls}
301
302 \IM{Net controls} controls, for Net
303 \IM{Net controls} keys, for Net
304 \IM{Net controls} shortcuts (keyboard), for Net
305
306 This game can be played with either the keyboard or the mouse. The
307 controls are:
308
309 \dt \e{Select tile}: mouse pointer, arrow keys
310
311 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
312
313 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
314
315 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
316
317 \dd You can lock a tile once you're sure of its orientation. You can
318 also unlock it again, but while it's locked you can't accidentally
319 turn it.
320
321 \dt \e{Jumble tiles}: \q{J} key
322
323 \dd This key turns all tiles that are not locked to random
324 orientations.
325
326 (All the actions described in \k{common-actions} are also available.)
327
328 \H{net-params} \I{parameters, for Net}Net parameters
329
330 These parameters are available from the \q{Custom...} option on the
331 \q{Type} menu.
332
333 \dt \e{Width}, \e{Height}
334
335 \dd Size of grid in tiles.
336
337 \dt \e{Walls wrap around}
338
339 \dd If checked, flow can pass from the left edge to the right edge,
340 and from top to bottom, and vice versa.
341
342 \dt \e{Barrier probability}
343
344 \dd A number between 0.0 and 1.0 controlling whether an immovable
345 barrier is placed between two tiles to prevent flow between them (a
346 higher number gives more barriers). Since barriers are immovable, they
347 act as constraints on the solution (i.e., hints).
348
349 \dt \e{Ensure unique solution}
350
351 \dd Normally, Net will make sure that the puzzles it presents have
352 only one solution. Puzzles with ambiguous sections can be more
353 difficult and more subtle, so if you like you can turn off this
354 feature and risk having ambiguous puzzles. (Also, finding \e{all}
355 the possible solutions can be an additional challenge for an
356 advanced player.)
357
358 \lcont{
359
360 The grid generation in Net has been carefully arranged so that the
361 barriers are independent of the rest of the grid. This means that if
362 you note down the random seed used to generate the current puzzle
363 (see \k{common-id}), change the \e{Barrier probability} parameter,
364 and then re-enter the same random seed, you should see exactly the
365 same starting grid, with the only change being the number of
366 barriers. So if you're stuck on a particular grid and need a hint,
367 you could start up another instance of Net, set up the same
368 parameters but a higher barrier probability, and enter the game seed
369 from the original Net window.
370
371 }
372
373 \C{cube} \i{Cube}
374
375 \cfg{winhelp-topic}{games.cube}
376
377 This is another one I originally saw as a web game. This one was a
378 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
379 squares, six of which are blue; on one square rests a cube. Your move
380 is to use the arrow keys to roll the cube through 90 degrees so that
381 it moves to an adjacent square. If you roll the cube on to a blue
382 square, the blue square is picked up on one face of the cube; if you
383 roll a blue face of the cube on to a non-blue square, the blueness is
384 put down again. (In general, whenever you roll the cube, the two faces
385 that come into contact swap colours.) Your job is to get all six blue
386 squares on to the six faces of the cube at the same time. Count your
387 moves and try to do it in as few as possible.
388
389 Unlike the original Java game, my version has an additional feature:
390 once you've mastered the game with a cube rolling on a square grid,
391 you can change to a triangular grid and roll any of a tetrahedron, an
392 octahedron or an icosahedron.
393
394 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
395
396 \H{cube-controls} \i{Cube controls}
397
398 \IM{Cube controls} controls, for Cube
399 \IM{Cube controls} keys, for Cube
400 \IM{Cube controls} shortcuts (keyboard), for Cube
401
402 This game is played with the keyboard. The arrow keys are used to roll the
403 cube (or other solid).
404
405 On the triangular grids, the mapping of arrow keys to directions is
406 more approximate. Vertical movement is disallowed where it doesn't
407 make sense. The four keys surrounding the arrow keys on the numeric
408 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
409
410 (All the actions described in \k{common-actions} are also available.)
411
412 \H{cube-params} \I{parameters, for Cube}Cube parameters
413
414 These parameters are available from the \q{Custom...} option on the
415 \q{Type} menu.
416
417 \dt \e{Type of solid}
418
419 \dd Selects the solid to roll (and hence the shape of the grid):
420 tetrahedron, cube, octahedron, or icosahedron.
421
422 \dt \e{Width / top}, \e{Height / bottom}
423
424 \dd On a square grid, horizontal and vertical dimensions. On a
425 triangular grid, the number of triangles on the top and bottom rows
426 respectively.
427
428
429 \C{fifteen} \i{Fifteen}
430
431 \cfg{winhelp-topic}{games.fifteen}
432
433 The old ones are the best: this is the good old \q{\i{15-puzzle}}
434 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
435 contain numbered tiles, and the sixteenth is empty. Your move is to
436 choose a tile next to the empty space, and slide it into the space.
437 The aim is to end up with the tiles in numerical order, with the
438 space in the bottom right (so that the top row reads 1,2,3,4 and the
439 bottom row reads 13,14,15,\e{space}).
440
441 \H{fifteen-controls} \i{Fifteen controls}
442
443 \IM{Fifteen controls} controls, for Fifteen
444 \IM{Fifteen controls} keys, for Fifteen
445 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
446
447 This game can be controlled with the mouse or the keyboard.
448
449 A left-click with the mouse in the row or column containing the empty
450 space will move as many tiles as necessary to move the space to the
451 mouse pointer.
452
453 The arrow keys will move a tile adjacent to the space in the direction
454 indicated (moving the space in the \e{opposite} direction).
455
456 (All the actions described in \k{common-actions} are also available.)
457
458 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
459
460 The only options available from the \q{Custom...} option on the \q{Type}
461 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
462 you've changed these, it's not a \q{15-puzzle} any more, of course!)
463
464
465 \C{sixteen} \i{Sixteen}
466
467 \cfg{winhelp-topic}{games.sixteen}
468
469 Another sliding tile puzzle, visually similar to Fifteen (see
470 \k{fifteen}) but with a different type of move. This time, there is no
471 hole: all 16 squares on the grid contain numbered squares. Your move
472 is to shift an entire row left or right, or shift an entire column up
473 or down; every time you do that, the tile you shift off the grid
474 re-appears at the other end of the same row, in the space you just
475 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
476 the top row, 13,14,15,16 on the bottom). When you've done that, try
477 playing on different sizes of grid.
478
479 I \e{might} have invented this game myself, though only by accident if
480 so (and I'm sure other people have independently invented it). I
481 thought I was imitating a screensaver I'd seen, but I have a feeling
482 that the screensaver might actually have been a Fifteen-type puzzle
483 rather than this slightly different kind. So this might be the one
484 thing in my puzzle collection which represents creativity on my part
485 rather than just engineering.
486
487 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
488
489 This game is played with the mouse. Left-clicking on an arrow will
490 move the appropriate row or column in the direction indicated.
491 Right-clicking will move it in the opposite direction.
492
493 (All the actions described in \k{common-actions} are also available.)
494
495 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
496
497 The parameters available from the \q{Custom...} option on the
498 \q{Type} menu are:
499
500 \b \e{Width} and \e{Height}, which are self-explanatory.
501
502 \b You can ask for a limited shuffling operation to be performed on
503 the grid. By default, Sixteen will shuffle the grid in such a way
504 that any arrangement is about as probable as any other. You can
505 override this by requesting a precise number of shuffling moves to
506 be performed. Typically your aim is then to determine the precise
507 set of shuffling moves and invert them exactly, so that you answer
508 (say) a four-move shuffle with a four-move solution. Note that the
509 more moves you ask for, the more likely it is that solutions shorter
510 than the target length will turn out to be possible.
511
512
513 \C{twiddle} \i{Twiddle}
514
515 \cfg{winhelp-topic}{games.twiddle}
516
517 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
518 (see \k{sixteen}): you are given a grid of square tiles, each
519 containing a number, and your aim is to arrange the numbers into
520 ascending order.
521
522 In basic Twiddle, your move is to rotate a square group of four
523 tiles about their common centre. (Orientation is not significant in
524 the basic puzzle, although you can select it.) On more advanced
525 settings, you can rotate a larger square group of tiles.
526
527 I first saw this type of puzzle in the GameCube game \q{Metroid
528 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
529 you solve to unlock a door, which is a special case of Twiddle. I
530 developed this game as a generalisation of that puzzle.
531
532 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
533
534 To play Twiddle, click the mouse in the centre of the square group
535 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
536 which means you have to click at a corner point where four tiles
537 meet.
538
539 In more advanced modes you might be rotating 3\by\.3 or even more at
540 a time; if the size of the square is odd then you simply click in
541 the centre tile of the square you want to rotate.
542
543 Clicking with the left mouse button rotates the group anticlockwise.
544 Clicking with the right button rotates it clockwise.
545
546 (All the actions described in \k{common-actions} are also available.)
547
548 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
549
550 Twiddle provides several configuration options via the \q{Custom}
551 option on the \q{Type} menu:
552
553 \b You can configure the width and height of the puzzle grid.
554
555 \b You can configure the size of square block that rotates at a time.
556
557 \b You can ask for every square in the grid to be distinguishable
558 (the default), or you can ask for a simplified puzzle in which there
559 are groups of identical numbers. In the simplified puzzle your aim
560 is just to arrange all the 1s into the first row, all the 2s into
561 the second row, and so on.
562
563 \b You can configure whether the orientation of tiles matters. If
564 you ask for an orientable puzzle, each tile will have a triangle
565 drawn in it. All the triangles must be pointing upwards to complete
566 the puzzle.
567
568 \b You can ask for a limited shuffling operation to be performed on
569 the grid. By default, Twiddle will shuffle the grid so much that any
570 arrangement is about as probable as any other. You can override this
571 by requesting a precise number of shuffling moves to be performed.
572 Typically your aim is then to determine the precise set of shuffling
573 moves and invert them exactly, so that you answer (say) a four-move
574 shuffle with a four-move solution. Note that the more moves you ask
575 for, the more likely it is that solutions shorter than the target
576 length will turn out to be possible.
577
578
579 \C{rectangles} \i{Rectangles}
580
581 \cfg{winhelp-topic}{games.rectangles}
582
583 You have a grid of squares, with numbers written in some (but not all)
584 of the squares. Your task is to subdivide the grid into rectangles of
585 various sizes, such that (a) every rectangle contains exactly one
586 numbered square, and (b) the area of each rectangle is equal to the
587 number written in its numbered square.
588
589 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
590 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
591 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
592 implementation, my version automatically generates random grids of
593 any size you like. The quality of puzzle design is therefore not
594 quite as good as hand-crafted puzzles would be, but on the plus side
595 you get an inexhaustible supply of puzzles tailored to your own
596 specification.
597
598 \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}
599
600 \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}
601
602 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
603
604 This game is played with the mouse.
605
606 Left-click any edge to toggle it on or off, or click and drag to draw
607 an entire rectangle (or line) on the grid in one go (removing any
608 existing edges within that rectangle).
609
610 When a rectangle of the correct size is completed, it will be shaded.
611
612 (All the actions described in \k{common-actions} are also available.)
613
614 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
615
616 The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
617 and \e{Height} parameters, which are self-explanatory.
618
619 \q{Expansion factor} is a mechanism for changing the type of grids
620 generated by the program. Some people prefer a grid containing a few
621 large rectangles to one containing many small ones. So you can ask
622 Rectangles to essentially generate a \e{smaller} grid than the size
623 you specified, and then to expand it by adding rows and columns.
624
625 The default expansion factor of zero means that Rectangles will
626 simply generate a grid of the size you ask for, and do nothing
627 further. If you set an expansion factor of (say) 0.5, it means that
628 each dimension of the grid will be expanded to half again as big
629 after generation. In other words, the initial grid will be 2/3 the
630 size in each dimension, and will be expanded to its full size
631 without adding any more rectangles.
632
633 Setting an expansion factor of around 0.5 tends to make the game
634 more difficult, and also (in my experience) rewards a less deductive
635 and more intuitive playing style. If you set it \e{too} high,
636 though, the game simply cannot generate more than a few rectangles
637 to cover the entire grid, and the game becomes trivial.
638
639
640 \C{netslide} \i{Netslide}
641
642 \cfg{winhelp-topic}{games.netslide}
643
644 This game was submitted by Richard Boulton. It combines the grid
645 generation of Net (see \k{net}) with the movement of Sixteen (see
646 \k{sixteen}): you have a Net grid, but instead of rotating tiles back
647 into place you have to slide them into place by moving a whole row at
648 a time.
649
650 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
651 See \k{sixteen-controls}.
652
653 \I{parameters, for Netslide}Game parameters are the same as for Net
654 (see \k{net-params}).
655
656
657 \C{pattern} \i{Pattern}
658
659 \cfg{winhelp-topic}{games.pattern}
660
661 You have a grid of squares, which must all be filled in either black
662 or white. Beside each row of the grid are listed the lengths of the
663 runs of black squares on that row; above each column are listed the
664 lengths of the runs of black squares in that column. Your aim is to
665 fill in the entire grid black or white.
666
667 I first saw this puzzle form around 1995, under the name
668 \q{\i{nonograms}}. I've seen it in various places since then, under
669 different names.
670
671 Normally, puzzles of this type turn out to be a meaningful picture
672 of something once you've solved them. However, since this version
673 generates the puzzles automatically, they will just look like random
674 groupings of squares. (One user has suggested that this is actually
675 a \e{good} thing, since it prevents you from guessing the colour of
676 squares based on the picture, and forces you to use logic instead.)
677 The advantage, though, is that you never run out of them.
678
679 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
680
681 This game is played with the mouse.
682
683 Left-click in a square to colour it black. Right-click to colour it
684 white. If you make a mistake, you can middle-click, or hold down
685 Shift while clicking with any button, to colour the square in the
686 default grey (meaning \q{undecided}) again.
687
688 You can click and drag with the left or right mouse button to colour
689 a vertical or horizontal line of squares black or white at a time
690 (respectively). If you click and drag with the middle button, or
691 with Shift held down, you can colour a whole rectangle of squares
692 grey.
693
694 (All the actions described in \k{common-actions} are also available.)
695
696 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
697
698 The only options available from the \q{Custom...} option on the \q{Type}
699 menu are \e{Width} and \e{Height}, which are self-explanatory.
700
701
702 \C{solo} \i{Solo}
703
704 \cfg{winhelp-topic}{games.solo}
705
706 You have a square grid, which is divided into square or rectangular
707 blocks. Each square must be filled in with a digit from 1 to the
708 size of the grid, in such a way that
709
710 \b every row contains only one occurrence of each digit
711
712 \b every column contains only one occurrence of each digit
713
714 \b every block contains only one occurrence of each digit.
715
716 You are given some of the numbers as clues; your aim is to place the
717 rest of the numbers correctly.
718
719 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
720 into nine 3\by\.3 blocks). You can also select sizes with
721 rectangular blocks instead of square ones, such as 2\by\.3 (a
722 6\by\.6 grid divided into six 3\by\.2 blocks).
723
724 If you select a puzzle size which requires more than 9 digits, the
725 additional digits will be letters of the alphabet. For example, if
726 you select 3\by\.4 then the digits which go in your grid will be 1
727 to 9, plus \cq{a}, \cq{b} and \cq{c}.
728
729 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
730 been popularised by various newspapers under the name \q{Sudoku} or
731 \q{Su Doku}.
732
733 \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}
734
735 \H{solo-controls} \I{controls, for Solo}Solo controls
736
737 To play Solo, simply click the mouse in any empty square and then
738 type a digit or letter on the keyboard to fill that square. If you
739 make a mistake, click the mouse in the incorrect square and press
740 Space to clear it again (or use the Undo feature).
741
742 (All the actions described in \k{common-actions} are also available.)
743
744 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
745
746 Solo allows you to configure two separate dimensions of the puzzle
747 grid on the \q{Type} menu: the number of columns, and the number of
748 rows, into which the main grid is divided. (The size of a block is
749 the inverse of this: for example, if you select 2 columns and 3 rows,
750 each actual block will have 3 columns and 2 rows.)
751
752 You can also configure the type of symmetry shown in the generated
753 puzzles. More symmetry makes the puzzles look prettier but may also
754 make them easier, since the symmetry constraints can force more
755 clues than necessary to be present. Completely asymmetric puzzles
756 have the freedom to contain as few clues as possible.
757
758 Finally, you can configure the difficulty of the generated puzzles.
759 Difficulty levels are judged by the complexity of the techniques of
760 deduction required to solve the puzzle: each level requires a mode
761 of reasoning which was not necessary in the previous one. In
762 particular, on difficulty levels \q{Trivial} and \q{Basic} there
763 will be a square you can fill in with a single number at all times,
764 whereas at \q{Intermediate} level and beyond you will have to make
765 partial deductions about the \e{set} of squares a number could be in
766 (or the set of numbers that could be in a square). At
767 \q{Unreasonable} level, even this is not enough, and you will
768 eventually have to make a guess, and then backtrack if it turns out
769 to be wrong.
770
771 Generating difficult puzzles is itself difficult: if you select
772 \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
773 many attempts at generating a puzzle before it finds one hard enough
774 for you. Be prepared to wait, especially if you have also configured
775 a large puzzle size.
776
777
778 \A{licence} \I{MIT licence}\ii{Licence}
779
780 This software is \i{copyright} 2004-2005 Simon Tatham.
781
782 Portions copyright Richard Boulton.
783
784 Permission is hereby granted, free of charge, to any person
785 obtaining a copy of this software and associated documentation files
786 (the "Software"), to deal in the Software without restriction,
787 including without limitation the rights to use, copy, modify, merge,
788 publish, distribute, sublicense, and/or sell copies of the Software,
789 and to permit persons to whom the Software is furnished to do so,
790 subject to the following conditions:
791
792 The above copyright notice and this permission notice shall be
793 included in all copies or substantial portions of the Software.
794
795 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
796 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
797 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
798 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
799 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
800 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
801 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
802 SOFTWARE.
803
804 \IM{specific} \q{Specific}, menu option
805 \IM{custom} \q{Custom}, menu option
806
807 \IM{game ID} game ID
808 \IM{game ID} ID, game
809 \IM{ID format} ID format
810 \IM{ID format} format, ID
811 \IM{ID format} game ID, format
812
813 \IM{keys} keys
814 \IM{keys} shortcuts (keyboard)
815
816 \IM{initial state} initial state
817 \IM{initial state} state, initial
818
819 \IM{MIT licence} MIT licence
820 \IM{MIT licence} licence, MIT