Bah; r4954 introduced an array overrun.
[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{xhtml-contents-filename}{index.html}
9 \cfg{xhtml-leaf-level}{1}
10 \cfg{xhtml-contents-depth-0}{1}
11 \cfg{xhtml-contents-depth-1}{2}
12 \cfg{xhtml-leaf-contains-contents}{true}
13
14 \cfg{info-filename}{puzzles.info}
15
16 \cfg{ps-filename}{puzzles.ps}
17 \cfg{pdf-filename}{puzzles.pdf}
18
19 This is a collection of small one-player puzzle games.
20
21 \copyright This manual is copyright 2004 Simon Tatham. All rights
22 reserved. You may distribute this documentation under the MIT licence.
23 See \k{licence} for the licence text in full.
24
25 \versionid $Id$
26
27
28 \C{intro} Introduction
29
30 I wrote this collection because I thought there should be more small
31 desktop toys available: little games you can pop up in a window and
32 play for two or three minutes while you take a break from whatever
33 else you were doing. And I was also annoyed that every time I found a
34 good game on (say) \i{Unix}, it wasn't available the next time I was
35 sitting at a \i{Windows} machine, or vice versa; so I arranged that
36 everything in my personal puzzle collection will happily run on both.
37 When I find (or perhaps invent) further puzzle games that I like,
38 they'll be added to this collection and will immediately be available
39 on both platforms. And if anyone feels like writing any other front
40 ends - Mac OS, PocketPC, or whatever it might be - then all the games
41 in this framework will immediately become available on another
42 platform as well.
43
44 The actual games in this collection were mostly not my invention; I
45 saw them elsewhere, and rewrote them in a form that was more
46 convenient for me. I do not claim credit, in general, for inventing
47 the rules of any of these puzzles; all I claim is authorship of the
48 code (or at least those parts of the code that weren't contributed
49 by other people!).
50
51 This collection is distributed under the \i{MIT licence} (see
52 \k{licence}). This means that you can do pretty much anything you like
53 with the game binaries or the code, except pretending you wrote them
54 yourself, or suing me if anything goes wrong.
55
56 The most recent versions, and \i{source code}, can be found at
57 \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
58
59 Please report \I{feedback}\i{bugs} to
60 \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
61 You might find it helpful to read this article before reporting a bug:
62
63 \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
64
65 \ii{Patches} are welcome. Especially if they provide a new front end
66 (to make all these games run on another platform), or a new game.
67
68
69 \C{common} \ii{Common features}
70
71 This chapter describes features that are common to all the games.
72
73 \H{common-actions} \I{controls}Common actions
74
75 These actions are all available from the \I{Game menu}\q{Game} menu
76 and via \I{keys}keyboard shortcuts, in addition to any game-specific
77 actions.
78
79 \dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
80
81 \dd Starts a new game, with a random initial state.
82
83 \dt \ii\e{Restart game} (\q{R})
84
85 \dd Resets the current game to its initial state. Undo is lost.
86
87 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
88
89 \dd Undoes a single move. (You can undo moves back to the start of the
90 game.)
91
92 \dt \ii\e{Redo} (Ctrl+\q{R})
93
94 \dd Redoes a previous undone move.
95
96 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
97
98 \dd Closes the application entirely.
99
100 \H{common-id} Recreating games with the \ii{game ID}
101
102 The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
103 lets you see a short string (the \q{game ID}) that captures the
104 initial state of the current game.
105
106 The precise \I{ID format}format of the ID is specific to each game.
107 It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
108 the first part encodes \i\e{parameters} (such as grid size), while the
109 second part encodes a \i\e{seed}, which determines the \i{initial
110 state} of the game within those parameters.
111
112 You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
113 a new game with the specified ID (whether you changed it or not).
114 Pressing \q{Cancel} returns to the current game.
115
116 You can also use the game ID (or just the encoded parameters) as a
117 \i{command line} argument; see \k{common-cmdline} for more detail.
118
119 Game IDs are portable across platforms; you can use a game ID
120 generated by the Windows version of a game on the Unix version, etc.
121
122 \H{common-type} The \q{Type} menu
123
124 The \I{Type menu}\q{Type} menu, if present, may contain a list of
125 \i{preset} game settings. Selecting one of these will start a new
126 random game with the parameters specified.
127
128 The \q{Type} menu may also contain a \q{\i{Custom...}} option which
129 allows you to fine-tune game \i{parameters}. The parameters available
130 are specific to each game and are described in the following sections.
131
132 \H{common-cmdline} Specifying game parameters on the \i{command line}
133
134 The games in this collection deliberately do not ever save
135 information on to the computer they run on: they have no high score
136 tables and no saved preferences. (This is because I expect at least
137 some people to play them at work, and those people will probably
138 appreciate leaving as little evidence as possible!)
139
140 However, if you do want to arrange for one of these games to default
141 to a particular set of parameters, you can specify them on the
142 command line.
143
144 The easiest way to do this is to set up the parameters you want
145 using the \q{Type} menu (see \k{common-type}), and then to select
146 \q{Specific} from the \q{Game} menu (see \k{common-id}). The text in
147 the \q{Game ID} box will be composed of two parts, separated by a
148 colon. The first of these parts represents the game parameters (the
149 size of the playing area, for example, and anything else you set
150 using the \q{Type} menu).
151
152 If you run the game with just that parameter text on the command
153 line, it will start up with the settings you specified.
154
155 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
156 from the \q{Type} menu, and then go to the game ID selection, you
157 will see a string of the form \cq{o2x2:911A81,10}. Take only the
158 part before the colon (\cq{o2x2}), and start Cube with that text on
159 the command line: \cq{cube o2x2}.
160
161 If you copy the \e{entire} game ID on to the command line, the game
162 will start up in the specific game that was described. This is
163 occasionally a more convenient way to start a particular game ID
164 than by pasting it into the game ID selection box.
165
166 \C{net} \i{Net}
167
168 \cfg{winhelp-topic}{games.net}
169
170 (\e{Note:} the \i{Windows} version of this game is called
171 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
172
173 I originally saw this in the form of a Flash game called \i{FreeNet}
174 \k{FreeNet}, written by Pavils Jurjans. The computer prepares a
175 network by connecting up the centres of squares in a grid, and then
176 shuffles the network by rotating every tile randomly. Your job is to
177 rotate it all back into place. The successful solution will be an
178 entirely connected network, with no closed loops. \#{Is it also true
179 that a correct solution will not contain any cycles?} As a visual aid,
180 all tiles which are connected to the one in the middle are
181 highlighted.
182
183 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
184
185 \H{net-controls} \i{Net controls}
186
187 \IM{Net controls} controls, for Net
188 \IM{Net controls} keys, for Net
189 \IM{Net controls} shortcuts (keyboard), for Net
190
191 This game can be played with either the keyboard or the mouse. The
192 controls are:
193
194 \dt \e{Select tile}: mouse pointer, arrow keys
195
196 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
197
198 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
199
200 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
201
202 \dd You can lock a tile once you're sure of its orientation. You can
203 also unlock it again, but while it's locked you can't accidentally
204 turn it.
205
206 (All the actions described in \k{common-actions} are also available.)
207
208 \H{net-params} \I{parameters, for Net}Net parameters
209
210 These parameters are available from the \q{Custom...} option on the
211 \q{Type} menu.
212
213 \dt \e{Width}, \e{Height}
214
215 \dd Size of grid in tiles.
216
217 \dt \e{Walls wrap around}
218
219 \dd If checked, flow can pass from the left edge to the right edge,
220 and from top to bottom, and vice versa.
221
222 \dt \e{Barrier probability}
223
224 \dd A number between 0.0 and 1.0 controlling whether an immovable
225 barrier is placed between two tiles to prevent flow between them (a
226 higher number gives more barriers). Since barriers are immovable, they
227 act as constraints on the solution (i.e., hints).
228
229 \lcont{
230
231 The grid generation in Net has been carefully arranged so that the
232 barriers are independent of the rest of the grid. This means that if
233 you change the \e{Barrier probability} parameter, and then re-enter
234 the same game ID you were playing before (see \k{common-id}), you
235 should see exactly the same starting grid, with the only change
236 being the number of barriers. So if you're stuck on a particular
237 grid and need a hint, you could start up another instance of Net,
238 set up the same parameters but a higher barrier probability, and
239 enter the game seed from the original Net window.
240
241 }
242
243 \C{cube} \i{Cube}
244
245 \cfg{winhelp-topic}{games.cube}
246
247 This is another one I originally saw as a web game. This one was a
248 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
249 squares, six of which are blue; on one square rests a cube. Your move
250 is to use the arrow keys to roll the cube through 90 degrees so that
251 it moves to an adjacent square. If you roll the cube on to a blue
252 square, the blue square is picked up on one face of the cube; if you
253 roll a blue face of the cube on to a non-blue square, the blueness is
254 put down again. (In general, whenever you roll the cube, the two faces
255 that come into contact swap colours.) Your job is to get all six blue
256 squares on to the six faces of the cube at the same time. Count your
257 moves and try to do it in as few as possible.
258
259 Unlike the original Java game, my version has an additional feature:
260 once you've mastered the game with a cube rolling on a square grid,
261 you can change to a triangular grid and roll any of a tetrahedron, an
262 octahedron or an icosahedron.
263
264 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
265
266 \H{cube-controls} \i{Cube controls}
267
268 \IM{Cube controls} controls, for Cube
269 \IM{Cube controls} keys, for Cube
270 \IM{Cube controls} shortcuts (keyboard), for Cube
271
272 This game is played with the keyboard. The arrow keys are used to roll the
273 cube (or other solid).
274
275 On the triangular grids, the mapping of arrow keys to directions is
276 more approximate. Vertical movement is disallowed where it doesn't
277 make sense. The four keys surrounding the arrow keys on the numeric
278 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
279
280 (All the actions described in \k{common-actions} are also available.)
281
282 \H{cube-params} \I{parameters, for Cube}Cube parameters
283
284 These parameters are available from the \q{Custom...} option on the
285 \q{Type} menu.
286
287 \dt \e{Type of solid}
288
289 \dd Selects the solid to roll (and hence the shape of the grid):
290 tetrahedron, cube, octahedron, or icosahedron.
291
292 \dt \e{Width / top}, \e{Height / bottom}
293
294 \dd On a square grid, horizontal and vertical dimensions. On a
295 triangular grid, the number of triangles on the top and bottom rows
296 respectively.
297
298
299 \C{fifteen} \i{Fifteen}
300
301 \cfg{winhelp-topic}{games.fifteen}
302
303 The old ones are the best: this is the good old \q{\i{15-puzzle}} with
304 sliding tiles. You have a 4x4 square grid; 15 squares contain numbered
305 tiles, and the sixteenth is empty. Your move is to choose a tile next
306 to the empty space, and slide it into the space. The aim is to end up
307 with the tiles in numerical order, with the space in the bottom right
308 (so that the top row reads 1,2,3,4 and the bottom row reads
309 13,14,15,\e{space}).
310
311 \H{fifteen-controls} \i{Fifteen controls}
312
313 \IM{Fifteen controls} controls, for Fifteen
314 \IM{Fifteen controls} keys, for Fifteen
315 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
316
317 This game can be controlled with the mouse or the keyboard.
318
319 A left-click with the mouse in the row or column containing the empty
320 space will move as many tiles as necessary to move the space to the
321 mouse pointer.
322
323 The arrow keys will move a tile adjacent to the space in the direction
324 indicated (moving the space in the \e{opposite} direction).
325
326 (All the actions described in \k{common-actions} are also available.)
327
328 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
329
330 The only options available from the \q{Custom...} option on the \q{Type}
331 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
332 you've changed these, it's not a \q{15-puzzle} any more, of course!)
333
334
335 \C{sixteen} \i{Sixteen}
336
337 \cfg{winhelp-topic}{games.sixteen}
338
339 Another sliding tile puzzle, visually similar to Fifteen (see
340 \k{fifteen}) but with a different type of move. This time, there is no
341 hole: all 16 squares on the grid contain numbered squares. Your move
342 is to shift an entire row left or right, or shift an entire column up
343 or down; every time you do that, the tile you shift off the grid
344 re-appears at the other end of the same row, in the space you just
345 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
346 the top row, 13,14,15,16 on the bottom). When you've done that, try
347 playing on different sizes of grid.
348
349 I \e{might} have invented this game myself, though only by accident if
350 so (and I'm sure other people have independently invented it). I
351 thought I was imitating a screensaver I'd seen, but I have a feeling
352 that the screensaver might actually have been a Fifteen-type puzzle
353 rather than this slightly different kind. So this might be the one
354 thing in my puzzle collection which represents creativity on my part
355 rather than just engineering.
356
357 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
358
359 This game is played with the mouse. Left-clicking on an arrow will
360 move the appropriate row or column in the direction indicated.
361 Right-clicking will move it in the opposite direction.
362
363 (All the actions described in \k{common-actions} are also available.)
364
365 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
366
367 The only parameters available from the \q{Custom...} option on the
368 \q{Type} menu are \e{Width} and \e{Height}, which are
369 self-explanatory.
370
371
372 \C{rectangles} \i{Rectangles}
373
374 \cfg{winhelp-topic}{games.rectangles}
375
376 You have a grid of squares, with numbers written in some (but not all)
377 of the squares. Your task is to subdivide the grid into rectangles of
378 various sizes, such that (a) every rectangle contains exactly one
379 numbered square, and (b) the area of each rectangle is equal to the
380 number written in its numbered square.
381
382 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
383 \k{nikoli}; I've also seen a Palm implementation at \i{Puzzle Palace}
384 \k{puzzle-palace}. Unlike Puzzle Palace's implementation, my version
385 automatically generates random grids of any size you like. The quality
386 of puzzle design is therefore not quite as good as hand-crafted
387 puzzles would be (in particular, a unique solution cannot be
388 guaranteed), but on the plus side you get an inexhaustible supply of
389 puzzles tailored to your own specification.
390
391 \B{nikoli} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}
392
393 \B{puzzle-palace} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}
394
395 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
396
397 This game is played with the mouse.
398
399 Left-click any edge to toggle it on or off, or click and drag to draw
400 an entire rectangle (or line) on the grid in one go (removing any
401 existing edges within that rectangle).
402
403 When a rectangle of the correct size is completed, it will be shaded.
404
405 (All the actions described in \k{common-actions} are also available.)
406
407 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
408
409 The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
410 and \e{Height} parameters, which are self-explanatory.
411
412 \q{Expansion factor} is a mechanism for changing the type of grids
413 generated by the program. Some people prefer a grid containing a few
414 large rectangles to one containing many small ones. So you can ask
415 Rectangles to essentially generate a \e{smaller} grid than the size
416 you specified, and then to expand it by adding rows and columns.
417
418 The default expansion factor of zero means that Rectangles will
419 simply generate a grid of the size you ask for, and do nothing
420 further. If you set an expansion factor of (say) 0.5, it means that
421 each dimension of the grid will be expanded to half again as big
422 after generation. In other words, the initial grid will be 2/3 the
423 size in each dimension, and will be expanded to its full size
424 without adding any more rectangles.
425
426 Setting an expansion factor of around 0.5 tends to make the game
427 more difficult, and also (in my experience) rewards a less deductive
428 and more intuitive playing style. If you set it \e{too} high,
429 though, the game simply cannot generate more than a few rectangles
430 to cover the entire grid, and the game becomes trivial.
431
432 \H{rectangles-cmdline} \I{command line, for Rectangles}Additional
433 command-line configuration
434
435 The expansion factor parameter, described in \k{rectangles-params},
436 is not mentioned by default in the game ID (see \k{common-id}). So
437 if you set your expansion factor to (say) 0.75, and then you
438 generate an 11x11 grid, then the game ID will simply say
439 \c{11x11:}\e{numbers}. This means that if you send the game ID to
440 another player and they paste it into their copy of Rectangles,
441 their game will not be automatically configured to use the same
442 expansion factor in any subsequent grids it generates. (I don't
443 think the average person examining a single grid sent to them by
444 another player would want their configuration modified to that
445 extent.)
446
447 If you are specifying a game ID or game parameters on the command
448 line (see \k{common-cmdline}) and you do want to configure the
449 expansion factor, you can do it by suffixing the letter \cq{e} to
450 the parameters, followed by the expansion factor as a decimal
451 number. For example:
452
453 \b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
454 11\u00d7{x}11 and an expansion factor of 0.75.
455
456 \b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
457 starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
458 factor of 0.75, \e{and} a specific game selected.
459
460 \C{netslide} \i{Netslide}
461
462 \cfg{winhelp-topic}{games.netslide}
463
464 This game was submitted by Richard Boulton. It combines the grid
465 generation of Net (see \k{net}) with the movement of Sixteen (see
466 \k{sixteen}): you have a Net grid, but instead of rotating tiles back
467 into place you have to slide them into place by moving a whole row at
468 a time.
469
470 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
471 See \k{sixteen-controls}.
472
473 \I{parameters, for Netslide}Game parameters are the same as for Net
474 (see \k{net-params}).
475
476 \C{pattern} \i{Pattern}
477
478 \cfg{winhelp-topic}{games.pattern}
479
480 You have a grid of squares, which must all be filled in either black
481 or white. Beside each row of the grid are listed the lengths of the
482 runs of black squares on that row; above each column are listed the
483 lengths of the runs of black squares in that column. Your aim is to
484 fill in the entire grid black or white.
485
486 I first saw this puzzle form around 1995, under the name
487 \q{nonograms}. I've seen it in various places since then, under
488 different names.
489
490 Normally, puzzles of this type turn out to be a meaningful picture
491 of something once you've solved them. However, since this version
492 generates the puzzles automatically, they will just look like random
493 groupings of squares. (One user has suggested that this is actually
494 a \e{good} thing, since it prevents you from guessing the colour of
495 squares based on the picture, and forces you to use logic instead.)
496 The advantage, though, is that you never run out of them.
497
498 \H{pattern-controls} \i{Pattern controls}
499
500 This game is played with the mouse.
501
502 Left-click in a square to colour it black. Right-click to colour it
503 white. If you make a mistake, you can middle-click, or hold down
504 Shift while clicking with any button, to colour the square in the
505 default grey (meaning \q{undecided}) again.
506
507 You can click and drag with the left or right mouse button to colour
508 a vertical or horizontal line of squares black or white at a time
509 (respectively). If you click and drag with the middle button, or
510 with Shift held down, you can colour a whole rectangle of squares
511 grey.
512
513 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
514
515 The only options available from the \q{Custom...} option on the \q{Type}
516 menu are \e{Width} and \e{Height}, which are self-explanatory.
517
518 \A{licence} \I{MIT licence}\ii{Licence}
519
520 This software is \i{copyright} 2004 Simon Tatham.
521
522 Portions copyright Richard Boulton.
523
524 Permission is hereby granted, free of charge, to any person
525 obtaining a copy of this software and associated documentation files
526 (the "Software"), to deal in the Software without restriction,
527 including without limitation the rights to use, copy, modify, merge,
528 publish, distribute, sublicense, and/or sell copies of the Software,
529 and to permit persons to whom the Software is furnished to do so,
530 subject to the following conditions:
531
532 The above copyright notice and this permission notice shall be
533 included in all copies or substantial portions of the Software.
534
535 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
536 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
537 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
538 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
539 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
540 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
541 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
542 SOFTWARE.
543
544 \IM{specific...} Specific..., menu option
545 \IM{custom...} Custom..., menu option
546
547 \IM{game ID} game ID
548 \IM{game ID} ID, game
549 \IM{ID format} ID format
550 \IM{ID format} format, ID
551 \IM{ID format} game ID, format
552
553 \IM{keys} keys
554 \IM{keys} shortcuts (keyboard)
555
556 \IM{initial state} initial state
557 \IM{initial state} state, initial
558
559 \IM{MIT licence} MIT licence
560 \IM{MIT licence} licence, MIT