Keyboard control patch for Pegs, from James H.
[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 2004-2008 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{--save }\e{file-prefix} [ \cw{--save-suffix }\e{file-suffix} ]
372
373 \dd If this option is specified, instead of a puzzle being
374 displayed, saved-game files for one or more unsolved puzzles are
375 written to files constructed from the supplied prefix and/or suffix.
376
377 \lcont{
378
379 If \c{--generate} has also been specified, the invented game IDs will
380 be used to generate the printed output. Otherwise, a list of game IDs
381 is expected on standard input (which can be descriptive or random
382 seeds; see \k{common-id}), in the same format produced by
383 \c{--generate}.
384
385 For example:
386
387 \c net --generate 12 --save game --save-suffix .sav
388
389 will generate twelve Net saved-game files with the names
390 \cw{game0.sav} to \cw{game11.sav}.
391
392 }
393
394 \dt \cw{--version}
395
396 \dd Prints version information about the game, and then quits.
397
398 The following options are only meaningful if \c{--print} is also
399 specified:
400
401 \dt \cw{--with-solutions}
402
403 \dd The set of pages filled with unsolved puzzles will be followed by
404 the solutions to those puzzles.
405
406 \dt \cw{--scale }\e{n}
407
408 \dd Adjusts how big each puzzle is when printed. Larger numbers make
409 puzzles bigger; the default is 1.0.
410
411 \dt \cw{--colour}
412
413 \dd Puzzles will be printed in colour, rather than in black and white
414 (if supported by the puzzle).
415
416
417 \C{net} \i{Net}
418
419 \cfg{winhelp-topic}{games.net}
420
421 (\e{Note:} the \i{Windows} version of this game is called
422 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
423
424 I originally saw this in the form of a Flash game called \i{FreeNet}
425 \k{FreeNet}, written by Pavils Jurjans; there are several other
426 implementations under the name \i{NetWalk}. The computer prepares a
427 network by connecting up the centres of squares in a grid, and then
428 shuffles the network by rotating every tile randomly. Your job is to
429 rotate it all back into place. The successful solution will be an
430 entirely connected network, with no closed loops. \#{The latter
431 clause means that there are no closed paths within the network.
432 Could this be clearer? "No closed paths"?} As a visual aid,
433 all tiles which are connected to the one in the middle are
434 highlighted.
435
436 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
437
438 \H{net-controls} \i{Net controls}
439
440 \IM{Net controls} controls, for Net
441 \IM{Net controls} keys, for Net
442 \IM{Net controls} shortcuts (keyboard), for Net
443
444 This game can be played with either the keyboard or the mouse. The
445 controls are:
446
447 \dt \e{Select tile}: mouse pointer, arrow keys
448
449 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
450
451 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
452
453 \dt \e{Rotate tile by 180 degrees}: \q{F} key
454
455 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
456
457 \dd You can lock a tile once you're sure of its orientation. You can
458 also unlock it again, but while it's locked you can't accidentally
459 turn it.
460
461 The following controls are not necessary to complete the game, but may
462 be useful:
463
464 \dt \e{Shift grid}: Shift + arrow keys
465
466 \dd On grids that wrap, you can move the origin of the grid, so that
467 tiles that were on opposite sides of the grid can be seen together.
468
469 \dt \e{Move centre}: Ctrl + arrow keys
470
471 \dd You can change which tile is used as the source of highlighting.
472 (It doesn't ultimately matter which tile this is, as every tile will
473 be connected to every other tile in a correct solution, but it may be
474 helpful in the intermediate stages of solving the puzzle.)
475
476 \dt \e{Jumble tiles}: \q{J} key
477
478 \dd This key turns all tiles that are not locked to random
479 orientations.
480
481 (All the actions described in \k{common-actions} are also available.)
482
483 \H{net-params} \I{parameters, for Net}Net parameters
484
485 These parameters are available from the \q{Custom...} option on the
486 \q{Type} menu.
487
488 \dt \e{Width}, \e{Height}
489
490 \dd Size of grid in tiles.
491
492 \dt \e{Walls wrap around}
493
494 \dd If checked, flow can pass from the left edge to the right edge,
495 and from top to bottom, and vice versa.
496
497 \dt \e{Barrier probability}
498
499 \dd A number between 0.0 and 1.0 controlling whether an immovable
500 barrier is placed between two tiles to prevent flow between them (a
501 higher number gives more barriers). Since barriers are immovable, they
502 act as constraints on the solution (i.e., hints).
503
504 \lcont{
505
506 The grid generation in Net has been carefully arranged so that the
507 barriers are independent of the rest of the grid. This means that if
508 you note down the random seed used to generate the current puzzle
509 (see \k{common-id}), change the \e{Barrier probability} parameter,
510 and then re-enter the same random seed, you should see exactly the
511 same starting grid, with the only change being the number of
512 barriers. So if you're stuck on a particular grid and need a hint,
513 you could start up another instance of Net, set up the same
514 parameters but a higher barrier probability, and enter the game seed
515 from the original Net window.
516
517 }
518
519 \dt \e{Ensure unique solution}
520
521 \dd Normally, Net will make sure that the puzzles it presents have
522 only one solution. Puzzles with ambiguous sections can be more
523 difficult and more subtle, so if you like you can turn off this
524 feature and risk having ambiguous puzzles. (Also, finding \e{all}
525 the possible solutions can be an additional challenge for an
526 advanced player.)
527
528
529 \C{cube} \i{Cube}
530
531 \cfg{winhelp-topic}{games.cube}
532
533 This is another one I originally saw as a web game. This one was a
534 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
535 squares, six of which are blue; on one square rests a cube. Your move
536 is to use the arrow keys to roll the cube through 90 degrees so that
537 it moves to an adjacent square. If you roll the cube on to a blue
538 square, the blue square is picked up on one face of the cube; if you
539 roll a blue face of the cube on to a non-blue square, the blueness is
540 put down again. (In general, whenever you roll the cube, the two faces
541 that come into contact swap colours.) Your job is to get all six blue
542 squares on to the six faces of the cube at the same time. Count your
543 moves and try to do it in as few as possible.
544
545 Unlike the original Java game, my version has an additional feature:
546 once you've mastered the game with a cube rolling on a square grid,
547 you can change to a triangular grid and roll any of a tetrahedron, an
548 octahedron or an icosahedron.
549
550 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
551
552 \H{cube-controls} \i{Cube controls}
553
554 \IM{Cube controls} controls, for Cube
555 \IM{Cube controls} keys, for Cube
556 \IM{Cube controls} shortcuts (keyboard), for Cube
557
558 This game can be played with either the keyboard or the mouse.
559
560 Left-clicking anywhere on the window will move the cube (or other
561 solid) towards the mouse pointer.
562
563 The arrow keys can also used to roll the cube on its square grid in
564 the four cardinal directions.
565 On the triangular grids, the mapping of arrow keys to directions is
566 more approximate. Vertical movement is disallowed where it doesn't
567 make sense. The four keys surrounding the arrow keys on the numeric
568 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
569
570 (All the actions described in \k{common-actions} are also available.)
571
572 \H{cube-params} \I{parameters, for Cube}Cube parameters
573
574 These parameters are available from the \q{Custom...} option on the
575 \q{Type} menu.
576
577 \dt \e{Type of solid}
578
579 \dd Selects the solid to roll (and hence the shape of the grid):
580 tetrahedron, cube, octahedron, or icosahedron.
581
582 \dt \e{Width / top}, \e{Height / bottom}
583
584 \dd On a square grid, horizontal and vertical dimensions. On a
585 triangular grid, the number of triangles on the top and bottom rows
586 respectively.
587
588
589 \C{fifteen} \i{Fifteen}
590
591 \cfg{winhelp-topic}{games.fifteen}
592
593 The old ones are the best: this is the good old \q{\i{15-puzzle}}
594 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
595 contain numbered tiles, and the sixteenth is empty. Your move is to
596 choose a tile next to the empty space, and slide it into the space.
597 The aim is to end up with the tiles in numerical order, with the
598 space in the bottom right (so that the top row reads 1,2,3,4 and the
599 bottom row reads 13,14,15,\e{space}).
600
601 \H{fifteen-controls} \i{Fifteen controls}
602
603 \IM{Fifteen controls} controls, for Fifteen
604 \IM{Fifteen controls} keys, for Fifteen
605 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
606
607 This game can be controlled with the mouse or the keyboard.
608
609 A left-click with the mouse in the row or column containing the empty
610 space will move as many tiles as necessary to move the space to the
611 mouse pointer.
612
613 The arrow keys will move a tile adjacent to the space in the direction
614 indicated (moving the space in the \e{opposite} direction).
615
616 (All the actions described in \k{common-actions} are also available.)
617
618 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
619
620 The only options available from the \q{Custom...} option on the \q{Type}
621 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
622 you've changed these, it's not a \q{15-puzzle} any more, of course!)
623
624
625 \C{sixteen} \i{Sixteen}
626
627 \cfg{winhelp-topic}{games.sixteen}
628
629 Another sliding tile puzzle, visually similar to Fifteen (see
630 \k{fifteen}) but with a different type of move. This time, there is no
631 hole: all 16 squares on the grid contain numbered squares. Your move
632 is to shift an entire row left or right, or shift an entire column up
633 or down; every time you do that, the tile you shift off the grid
634 re-appears at the other end of the same row, in the space you just
635 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
636 the top row, 13,14,15,16 on the bottom). When you've done that, try
637 playing on different sizes of grid.
638
639 I \e{might} have invented this game myself, though only by accident if
640 so (and I'm sure other people have independently invented it). I
641 thought I was imitating a screensaver I'd seen, but I have a feeling
642 that the screensaver might actually have been a Fifteen-type puzzle
643 rather than this slightly different kind. So this might be the one
644 thing in my puzzle collection which represents creativity on my part
645 rather than just engineering.
646
647 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
648
649 This game is played with the mouse. Left-clicking on an arrow will
650 move the appropriate row or column in the direction indicated.
651 Right-clicking will move it in the opposite direction.
652
653 (All the actions described in \k{common-actions} are also available.)
654
655 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
656
657 The parameters available from the \q{Custom...} option on the
658 \q{Type} menu are:
659
660 \b \e{Width} and \e{Height}, which are self-explanatory.
661
662 \b You can ask for a limited shuffling operation to be performed on
663 the grid. By default, Sixteen will shuffle the grid in such a way
664 that any arrangement is about as probable as any other. You can
665 override this by requesting a precise number of shuffling moves to
666 be performed. Typically your aim is then to determine the precise
667 set of shuffling moves and invert them exactly, so that you answer
668 (say) a four-move shuffle with a four-move solution. Note that the
669 more moves you ask for, the more likely it is that solutions shorter
670 than the target length will turn out to be possible.
671
672
673 \C{twiddle} \i{Twiddle}
674
675 \cfg{winhelp-topic}{games.twiddle}
676
677 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
678 (see \k{sixteen}): you are given a grid of square tiles, each
679 containing a number, and your aim is to arrange the numbers into
680 ascending order.
681
682 In basic Twiddle, your move is to rotate a square group of four
683 tiles about their common centre. (Orientation is not significant in
684 the basic puzzle, although you can select it.) On more advanced
685 settings, you can rotate a larger square group of tiles.
686
687 I first saw this type of puzzle in the GameCube game \q{Metroid
688 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
689 you solve to unlock a door, which is a special case of Twiddle. I
690 developed this game as a generalisation of that puzzle.
691
692 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
693
694 To play Twiddle, click the mouse in the centre of the square group
695 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
696 which means you have to click at a corner point where four tiles
697 meet.
698
699 In more advanced modes you might be rotating 3\by\.3 or even more at
700 a time; if the size of the square is odd then you simply click in
701 the centre tile of the square you want to rotate.
702
703 Clicking with the left mouse button rotates the group anticlockwise.
704 Clicking with the right button rotates it clockwise.
705
706 (All the actions described in \k{common-actions} are also available.)
707
708 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
709
710 Twiddle provides several configuration options via the \q{Custom}
711 option on the \q{Type} menu:
712
713 \b You can configure the width and height of the puzzle grid.
714
715 \b You can configure the size of square block that rotates at a time.
716
717 \b You can ask for every square in the grid to be distinguishable
718 (the default), or you can ask for a simplified puzzle in which there
719 are groups of identical numbers. In the simplified puzzle your aim
720 is just to arrange all the 1s into the first row, all the 2s into
721 the second row, and so on.
722
723 \b You can configure whether the orientation of tiles matters. If
724 you ask for an orientable puzzle, each tile will have a triangle
725 drawn in it. All the triangles must be pointing upwards to complete
726 the puzzle.
727
728 \b You can ask for a limited shuffling operation to be performed on
729 the grid. By default, Twiddle will shuffle the grid so much that any
730 arrangement is about as probable as any other. You can override this
731 by requesting a precise number of shuffling moves to be performed.
732 Typically your aim is then to determine the precise set of shuffling
733 moves and invert them exactly, so that you answer (say) a four-move
734 shuffle with a four-move solution. Note that the more moves you ask
735 for, the more likely it is that solutions shorter than the target
736 length will turn out to be possible.
737
738
739 \C{rectangles} \i{Rectangles}
740
741 \cfg{winhelp-topic}{games.rectangles}
742
743 You have a grid of squares, with numbers written in some (but not all)
744 of the squares. Your task is to subdivide the grid into rectangles of
745 various sizes, such that (a) every rectangle contains exactly one
746 numbered square, and (b) the area of each rectangle is equal to the
747 number written in its numbered square.
748
749 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
750 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
751 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
752 implementation, my version automatically generates random grids of
753 any size you like. The quality of puzzle design is therefore not
754 quite as good as hand-crafted puzzles would be, but on the plus side
755 you get an inexhaustible supply of puzzles tailored to your own
756 specification.
757
758 \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}
759
760 \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}
761
762 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
763
764 This game is played with the mouse or cursor keys.
765
766 Left-click any edge to toggle it on or off, or left-click and drag to draw
767 an entire rectangle (or line) on the grid in one go (removing any existing
768 edges within that rectangle). Right-clicking and dragging will allow you
769 to erase the contents of a rectangle without affecting its edges.
770
771 Alternatively, use the cursor keys to move the position indicator
772 around the board. Pressing the return key then allows you to use the
773 cursor keys to drag a rectangle out from that position, and pressing
774 the return key again completes the rectangle. Using the space bar
775 instead of the return key allows you to erase the contents of a
776 rectangle without affecting its edges, as above.
777
778 When a rectangle of the correct size is completed, it will be shaded.
779
780 (All the actions described in \k{common-actions} are also available.)
781
782 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
783
784 These parameters are available from the \q{Custom...} option on the
785 \q{Type} menu.
786
787 \dt \e{Width}, \e{Height}
788
789 \dd Size of grid, in squares.
790
791 \dt \e{Expansion factor}
792
793 \dd This is a mechanism for changing the type of grids generated by
794 the program. Some people prefer a grid containing a few large
795 rectangles to one containing many small ones. So you can ask
796 Rectangles to essentially generate a \e{smaller} grid than the size
797 you specified, and then to expand it by adding rows and columns.
798
799 \lcont{
800
801 The default expansion factor of zero means that Rectangles will
802 simply generate a grid of the size you ask for, and do nothing
803 further. If you set an expansion factor of (say) 0.5, it means that
804 each dimension of the grid will be expanded to half again as big
805 after generation. In other words, the initial grid will be 2/3 the
806 size in each dimension, and will be expanded to its full size
807 without adding any more rectangles.
808
809 Setting an expansion factor of around 0.5 tends to make the game
810 more difficult, and also (in my experience) rewards a less deductive
811 and more intuitive playing style. If you set it \e{too} high,
812 though, the game simply cannot generate more than a few rectangles
813 to cover the entire grid, and the game becomes trivial.
814
815 }
816
817 \dt \e{Ensure unique solution}
818
819 \dd Normally, Rectangles will make sure that the puzzles it presents
820 have only one solution. Puzzles with ambiguous sections can be more
821 difficult and more subtle, so if you like you can turn off this
822 feature and risk having ambiguous puzzles. Also, finding \e{all} the
823 possible solutions can be an additional challenge for an advanced
824 player. Turning off this option can also speed up puzzle generation.
825
826
827 \C{netslide} \i{Netslide}
828
829 \cfg{winhelp-topic}{games.netslide}
830
831 This game combines the grid generation of Net (see \k{net}) with the
832 movement of Sixteen (see \k{sixteen}): you have a Net grid, but
833 instead of rotating tiles back into place you have to slide them
834 into place by moving a whole row at a time.
835
836 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
837 See \k{sixteen-controls}.
838
839 \I{parameters, for Netslide}The available game parameters have similar
840 meanings to those in Net (see \k{net-params}) and Sixteen (see
841 \k{sixteen-params}).
842
843 Netslide was contributed to this collection by Richard Boulton.
844
845
846 \C{pattern} \i{Pattern}
847
848 \cfg{winhelp-topic}{games.pattern}
849
850 You have a grid of squares, which must all be filled in either black
851 or white. Beside each row of the grid are listed the lengths of the
852 runs of black squares on that row; above each column are listed the
853 lengths of the runs of black squares in that column. Your aim is to
854 fill in the entire grid black or white.
855
856 I first saw this puzzle form around 1995, under the name
857 \q{\i{nonograms}}. I've seen it in various places since then, under
858 different names.
859
860 Normally, puzzles of this type turn out to be a meaningful picture
861 of something once you've solved them. However, since this version
862 generates the puzzles automatically, they will just look like random
863 groupings of squares. (One user has suggested that this is actually
864 a \e{good} thing, since it prevents you from guessing the colour of
865 squares based on the picture, and forces you to use logic instead.)
866 The advantage, though, is that you never run out of them.
867
868 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
869
870 This game is played with the mouse.
871
872 Left-click in a square to colour it black. Right-click to colour it
873 white. If you make a mistake, you can middle-click, or hold down
874 Shift while clicking with any button, to colour the square in the
875 default grey (meaning \q{undecided}) again.
876
877 You can click and drag with the left or right mouse button to colour
878 a vertical or horizontal line of squares black or white at a time
879 (respectively). If you click and drag with the middle button, or
880 with Shift held down, you can colour a whole rectangle of squares
881 grey.
882
883 (All the actions described in \k{common-actions} are also available.)
884
885 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
886
887 The only options available from the \q{Custom...} option on the \q{Type}
888 menu are \e{Width} and \e{Height}, which are self-explanatory.
889
890
891 \C{solo} \i{Solo}
892
893 \cfg{winhelp-topic}{games.solo}
894
895 You have a square grid, which is divided into as many equally sized
896 sub-blocks as the grid has rows. Each square must be filled in with
897 a digit from 1 to the size of the grid, in such a way that
898
899 \b every row contains only one occurrence of each digit
900
901 \b every column contains only one occurrence of each digit
902
903 \b every block contains only one occurrence of each digit.
904
905 \b (optionally, by default off) each of the square's two main
906 diagonals contains only one occurrence of each digit.
907
908 You are given some of the numbers as clues; your aim is to place the
909 rest of the numbers correctly.
910
911 Under the default settings, the sub-blocks are square or
912 rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual
913 grid, divided into nine 3\by\.3 blocks). You can also select sizes
914 with rectangular blocks instead of square ones, such as 2\by\.3 (a
915 6\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you
916 can select \q{jigsaw} mode, in which the sub-blocks are arbitrary
917 shapes which differ between individual puzzles.
918
919 If you select a puzzle size which requires more than 9 digits, the
920 additional digits will be letters of the alphabet. For example, if
921 you select 3\by\.4 then the digits which go in your grid will be 1
922 to 9, plus \cq{a}, \cq{b} and \cq{c}.
923
924 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
925 also been popularised by various newspapers under the name
926 \q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
927 of the modern form of the puzzle, and it was first published in
928 \e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
929 of the history of the puzzle can be found on Wikipedia
930 \k{wikipedia-solo}.
931
932 \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}
933
934 \B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
935
936 \H{solo-controls} \I{controls, for Solo}Solo controls
937
938 To play Solo, simply click the mouse in any empty square and then
939 type a digit or letter on the keyboard to fill that square. If you
940 make a mistake, click the mouse in the incorrect square and press
941 Space to clear it again (or use the Undo feature).
942
943 If you \e{right}-click in a square and then type a number, that
944 number will be entered in the square as a \q{pencil mark}. You can
945 have pencil marks for multiple numbers in the same square. Squares
946 containing filled-in numbers cannot also contain pencil marks.
947
948 The game pays no attention to pencil marks, so exactly what you use
949 them for is up to you: you can use them as reminders that a
950 particular square needs to be re-examined once you know more about a
951 particular number, or you can use them as lists of the possible
952 numbers in a given square, or anything else you feel like.
953
954 To erase a single pencil mark, right-click in the square and type
955 the same number again.
956
957 All pencil marks in a square are erased when you left-click and type
958 a number, or when you left-click and press space. Right-clicking and
959 pressing space will also erase pencil marks.
960
961 Alternatively, use the cursor keys to move the mark around the grid.
962 Pressing the return key toggles the mark (from a normal mark to a
963 pencil mark), and typing a number in is entered in the square in the
964 appropriate way; typing in a 0 or using the space bar will clear a
965 filled square.
966
967 (All the actions described in \k{common-actions} are also available.)
968
969 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
970
971 Solo allows you to configure two separate dimensions of the puzzle
972 grid on the \q{Type} menu: the number of columns, and the number of
973 rows, into which the main grid is divided. (The size of a block is
974 the inverse of this: for example, if you select 2 columns and 3 rows,
975 each actual block will have 3 columns and 2 rows.)
976
977 If you tick the \q{X} checkbox, Solo will apply the optional extra
978 constraint that the two main diagonals of the grid also contain one
979 of every digit. (This is sometimes known as \q{Sudoku-X} in
980 newspapers.) In this mode, the squares on the two main diagonals
981 will be shaded slightly so that you know it's enabled.
982
983 If you tick the \q{Jigsaw} checkbox, Solo will generate randomly
984 shaped sub-blocks. In this mode, the actual grid size will be taken
985 to be the product of the numbers entered in the \q{Columns} and
986 \q{Rows} boxes. There is no reason why you have to enter a number
987 greater than 1 in both boxes; Jigsaw mode has no constraint on the
988 grid size, and it can even be a prime number if you feel like it.
989
990 You can also configure the type of symmetry shown in the generated
991 puzzles. More symmetry makes the puzzles look prettier but may also
992 make them easier, since the symmetry constraints can force more
993 clues than necessary to be present. Completely asymmetric puzzles
994 have the freedom to contain as few clues as possible.
995
996 Finally, you can configure the difficulty of the generated puzzles.
997 Difficulty levels are judged by the complexity of the techniques of
998 deduction required to solve the puzzle: each level requires a mode
999 of reasoning which was not necessary in the previous one. In
1000 particular, on difficulty levels \q{Trivial} and \q{Basic} there
1001 will be a square you can fill in with a single number at all times,
1002 whereas at \q{Intermediate} level and beyond you will have to make
1003 partial deductions about the \e{set} of squares a number could be in
1004 (or the set of numbers that could be in a square).
1005 \#{Advanced, Extreme?}
1006 At \q{Unreasonable} level, even this is not enough, and you will
1007 eventually have to make a guess, and then backtrack if it turns out
1008 to be wrong.
1009
1010 Generating difficult puzzles is itself difficult: if you select one
1011 of the higher difficulty levels, Solo may have to make many attempts
1012 at generating a puzzle before it finds one hard enough for you. Be
1013 prepared to wait, especially if you have also configured a large
1014 puzzle size.
1015
1016
1017 \C{mines} \i{Mines}
1018
1019 \cfg{winhelp-topic}{games.mines}
1020
1021 You have a grid of covered squares, some of which contain mines, but
1022 you don't know which. Your job is to uncover every square which does
1023 \e{not} contain a mine. If you uncover a square containing a mine,
1024 you lose. If you uncover a square which does not contain a mine, you
1025 are told how many mines are contained within the eight surrounding
1026 squares.
1027
1028 This game needs no introduction; popularised by Windows, it is
1029 perhaps the single best known desktop puzzle game in existence.
1030
1031 This version of it has an unusual property. By default, it will
1032 generate its mine positions in such a way as to ensure that you
1033 never need to \e{guess} where a mine is: you will always be able to
1034 deduce it somehow. So you will never, as can happen in other
1035 versions, get to the last four squares and discover that there are
1036 two mines left but you have no way of knowing for sure where they
1037 are.
1038
1039 \H{mines-controls} \I{controls, for Mines}Mines controls
1040
1041 This game is played with the mouse.
1042
1043 If you left-click in a covered square, it will be uncovered.
1044
1045 If you right-click in a covered square, it will place a flag which
1046 indicates that the square is believed to be a mine. Left-clicking in
1047 a marked square will not uncover it, for safety. You can right-click
1048 again to remove a mark placed in error.
1049
1050 If you left-click in an \e{uncovered} square, it will \q{clear
1051 around} the square. This means: if the square has exactly as many
1052 flags surrounding it as it should have mines, then all the covered
1053 squares next to it which are \e{not} flagged will be uncovered. So
1054 once you think you know the location of all the mines around a
1055 square, you can use this function as a shortcut to avoid having to
1056 click on each of the remaining squares one by one.
1057
1058 If you uncover a square which has \e{no} mines in the surrounding
1059 eight squares, then it is obviously safe to uncover those squares in
1060 turn, and so on if any of them also has no surrounding mines. This
1061 will be done for you automatically; so sometimes when you uncover a
1062 square, a whole new area will open up to be explored.
1063
1064 You can also use the cursor keys to move around the minefield.
1065 Pressing the return key in a covered square uncovers it, and in an
1066 uncovered square will clear around it (so it acts as the left button),
1067 pressing the space bar in a covered square will place a flag
1068 (similarly, it acts as the right button).
1069
1070 All the actions described in \k{common-actions} are also available.
1071
1072 Even Undo is available, although you might consider it cheating to
1073 use it. If you step on a mine, the program will only reveal the mine
1074 in question (unlike most other implementations, which reveal all of
1075 them). You can then Undo your fatal move and continue playing if you
1076 like. The program will track the number of times you died (and Undo
1077 will not reduce that counter), so when you get to the end of the
1078 game you know whether or not you did it without making any errors.
1079
1080 (If you really want to know the full layout of the grid, which other
1081 implementations will show you after you die, you can always use the
1082 Solve menu option.)
1083
1084 \H{mines-parameters} \I{parameters, for Mines}Mines parameters
1085
1086 The options available from the \q{Custom...} option on the \q{Type}
1087 menu are:
1088
1089 \dt \e{Width}, \e{Height}
1090
1091 \dd Size of grid in squares.
1092
1093 \dt \e{Mines}
1094
1095 \dd Number of mines in the grid. You can enter this as an absolute
1096 mine count, or alternatively you can put a \cw{%} sign on the end in
1097 which case the game will arrange for that proportion of the squares
1098 in the grid to be mines.
1099
1100 \lcont{
1101
1102 Beware of setting the mine count too high. At very high densities,
1103 the program may spend forever searching for a solvable grid.
1104
1105 }
1106
1107 \dt \e{Ensure solubility}
1108
1109 \dd When this option is enabled (as it is by default), Mines will
1110 ensure that the entire grid can be fully deduced starting from the
1111 initial open space. If you prefer the riskier grids generated by
1112 other implementations, you can switch off this option.
1113
1114
1115 \C{samegame} \i{Same Game}
1116
1117 \cfg{winhelp-topic}{games.samegame}
1118
1119 You have a grid of coloured squares, which you have to clear by
1120 highlighting contiguous regions of more than one coloured square;
1121 the larger the region you highlight, the more points you get (and
1122 the faster you clear the arena).
1123
1124 If you clear the grid you win. If you end up with nothing but
1125 single squares (i.e., there are no more clickable regions left) you
1126 lose.
1127
1128 Removing a region causes the rest of the grid to shuffle up:
1129 blocks that are suspended will fall down (first), and then empty
1130 columns are filled from the right.
1131
1132 Same Game was contributed to this collection by James Harvey.
1133
1134 \H{samegame-controls} \i{Same Game controls}
1135
1136 \IM{Same Game controls} controls, for Same Game
1137 \IM{Same Game controls} keys, for Same Game
1138 \IM{Same Game controls} shortcuts (keyboard), for Same Game
1139
1140 This game can be played with either the keyboard or the mouse.
1141
1142 If you left-click an unselected region, it becomes selected (possibly
1143 clearing the current selection).
1144
1145 If you left-click the selected region, it will be removed (and the
1146 rest of the grid shuffled immediately).
1147
1148 If you right-click the selected region, it will be unselected.
1149
1150 The cursor keys move a cursor around the grid. Pressing the Space or
1151 Enter keys while the cursor is in an unselected region selects it;
1152 pressing Space or Enter again removes it as above.
1153
1154 (All the actions described in \k{common-actions} are also available.)
1155
1156 \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1157
1158 These parameters are available from the \q{Custom...} option on the
1159 \q{Type} menu.
1160
1161 \dt \e{Width}, \e{Height}
1162
1163 \dd Size of grid in squares.
1164
1165 \dt \e{No. of colours}
1166
1167 \dd Number of different colours used to fill the grid; the more colours,
1168 the fewer large regions of colour and thus the more difficult it is to
1169 successfully clear the grid.
1170
1171 \dt \e{Scoring system}
1172
1173 \dd Controls the precise mechanism used for scoring. With the default
1174 system, \q{(n-2)^2}, only regions of three squares or more will score
1175 any points at all. With the alternative \q{(n-1)^2} system, regions of
1176 two squares score a point each, and larger regions score relatively
1177 more points.
1178
1179 \dt \e{Ensure solubility}
1180
1181 \dd If this option is ticked (the default state), generated grids
1182 will be guaranteed to have at least one solution.
1183
1184 \lcont{
1185
1186 If you turn it off, the game generator will not try to guarantee
1187 soluble grids; it will, however, still ensure that there are at
1188 least 2 squares of each colour on the grid at the start (since a
1189 grid with exactly one square of a given colour is \e{definitely}
1190 insoluble). Grids generated with this option disabled may contain
1191 more large areas of contiguous colour, leading to opportunities for
1192 higher scores; they can also take less time to generate.
1193
1194 }
1195
1196
1197 \C{flip} \i{Flip}
1198
1199 \cfg{winhelp-topic}{games.flip}
1200
1201 You have a grid of squares, some light and some dark. Your aim is to
1202 light all the squares up at the same time. You can choose any square
1203 and flip its state from light to dark or dark to light, but when you
1204 do so, other squares around it change state as well.
1205
1206 Each square contains a small diagram showing which other squares
1207 change when you flip it.
1208
1209 \H{flip-controls} \i{Flip controls}
1210
1211 \IM{Flip controls} controls, for Flip
1212 \IM{Flip controls} keys, for Flip
1213 \IM{Flip controls} shortcuts (keyboard), for Flip
1214
1215 This game can be played with either the keyboard or the mouse.
1216
1217 Left-click in a square to flip it and its associated squares, or
1218 use the cursor keys to choose a square and the space bar or Enter
1219 key to flip.
1220
1221 If you use the \q{Solve} function on this game, it will mark some of
1222 the squares in red. If you click once in every square with a red
1223 mark, the game should be solved. (If you click in a square
1224 \e{without} a red mark, a red mark will appear in it to indicate
1225 that you will need to reverse that operation to reach the solution.)
1226
1227 (All the actions described in \k{common-actions} are also available.)
1228
1229 \H{flip-parameters} \I{parameters, for flip}Flip parameters
1230
1231 These parameters are available from the \q{Custom...} option on the
1232 \q{Type} menu.
1233
1234 \dt \e{Width}, \e{Height}
1235
1236 \dd Size of grid in squares.
1237
1238 \dt \e{Shape type}
1239
1240 \dd This control determines the shape of the region which is flipped
1241 by clicking in any given square. The default setting, \q{Crosses},
1242 causes every square to flip itself and its four immediate neighbours
1243 (or three or two if it's at an edge or corner). The other setting,
1244 \q{Random}, causes a random shape to be chosen for every square, so
1245 the game is different every time.
1246
1247
1248 \C{guess} \i{Guess}
1249
1250 \cfg{winhelp-topic}{games.guess}
1251
1252 You have a set of coloured pegs, and have to reproduce a
1253 predetermined sequence of them (chosen by the computer) within a
1254 certain number of guesses.
1255
1256 Each guess gets marked with the number of correctly-coloured pegs
1257 in the correct places (in black), and also the number of
1258 correctly-coloured pegs in the wrong places (in white).
1259
1260 This game is also known (and marketed, by Hasbro, mainly) as
1261 a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1262 and 10 guesses. However, this version allows custom settings of number
1263 of colours (up to 10), number of pegs per row, and number of guesses.
1264
1265 Guess was contributed to this collection by James Harvey.
1266
1267 \H{guess-controls} \i{Guess controls}
1268
1269 \IM{Guess controls} controls, for Guess
1270 \IM{Guess controls} keys, for Guess
1271 \IM{Guess controls} shortcuts (keyboard), for Guess
1272
1273 This game can be played with either the keyboard or the mouse.
1274
1275 With the mouse, drag a coloured peg from the tray on the left-hand
1276 side to its required position in the current guess; pegs may also be
1277 dragged from current and past guesses to copy them elsewhere. To
1278 remove a peg, drag it off its current position to somewhere invalid.
1279
1280 Right-clicking in the current guess adds a \q{hold} marker; pegs
1281 that have hold markers will be automatically added to the next guess
1282 after marking.
1283
1284 Alternatively, with the keyboard, the up and down cursor keys can be
1285 used to select a peg colour, the left and right keys to select a
1286 peg position, and the space bar or Enter key to place a peg of the
1287 selected colour in the chosen position. \q{D} or Backspace removes a
1288 peg, and \q{H} adds a hold marker.
1289
1290 When the guess is complete, the smaller feedback pegs will be highlighted;
1291 clicking on these (or moving the peg cursor to them with the arrow keys
1292 and pressing the space bar or Enter key) will mark the current guess,
1293 copy any held pegs to the next guess, and move the \q{current guess}
1294 marker.
1295
1296 If you correctly position all the pegs the solution will be displayed
1297 below; if you run out of guesses (or select \q{Solve...}) the solution
1298 will also be revealed.
1299
1300 (All the actions described in \k{common-actions} are also available.)
1301
1302 \H{guess-parameters} \I{parameters, for Guess}Guess parameters
1303
1304 These parameters are available from the \q{Custom...} option on the
1305 \q{Type} menu. The default game matches the parameters for the
1306 board game \q{Mastermind}.
1307
1308 \dt \e{Colours}
1309
1310 \dd Number of colours the solution is chosen from; from 2 to 10
1311 (more is harder).
1312
1313 \dt \e{Pegs per guess}
1314
1315 \dd Number of pegs per guess (more is harder).
1316
1317 \dt \e{Guesses}
1318
1319 \dd Number of guesses you have to find the solution in (fewer is harder).
1320
1321 \dt \e{Allow blanks}
1322
1323 \dd Allows blank pegs to be given as part of a guess (makes it easier, because
1324 you know that those will never be counted as part of the solution). This
1325 is turned off by default.
1326
1327 Note that this doesn't allow blank pegs in the solution; if you really wanted
1328 that, use one extra colour.
1329
1330 \dt \e{Allow duplicates}
1331
1332 \dd Allows the solution (and the guesses) to contain colours more than once;
1333 this increases the search space (making things harder), and is turned on by
1334 default.
1335
1336
1337 \C{pegs} \i{Pegs}
1338
1339 \cfg{winhelp-topic}{games.pegs}
1340
1341 A number of pegs are placed in holes on a board. You can remove a
1342 peg by jumping an adjacent peg over it (horizontally or vertically)
1343 to a vacant hole on the other side. Your aim is to remove all but one
1344 of the pegs initially present.
1345
1346 This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1347 possibly one of the oldest puzzle games still commonly known.
1348
1349 \H{pegs-controls} \i{Pegs controls}
1350
1351 \IM{Pegs controls} controls, for Pegs
1352
1353 To move a peg, drag it with the mouse from its current position to
1354 its final position. If the final position is exactly two holes away
1355 from the initial position, is currently unoccupied by a peg, and
1356 there is a peg in the intervening square, the move will be permitted
1357 and the intervening peg will be removed.
1358
1359 Vacant spaces which you can move a peg into are marked with holes. A
1360 space with no peg and no hole is not available for moving at all: it
1361 is an obstacle which you must work around.
1362
1363 You can also use the cursor keys to move a position indicator around
1364 the board. Pressing the return key while over a peg, followed by a
1365 cursor key, will jump the peg in that direction (if that is a legal
1366 move).
1367
1368 (All the actions described in \k{common-actions} are also available.)
1369
1370 \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1371
1372 These parameters are available from the \q{Custom...} option on the
1373 \q{Type} menu.
1374
1375 \dt \e{Width}, \e{Height}
1376
1377 \dd Size of grid in holes.
1378
1379 \dt \e{Board type}
1380
1381 \dd Controls whether you are given a board of a standard shape or a
1382 randomly generated shape. The two standard shapes currently
1383 supported are \q{Cross} and \q{Octagon} (also commonly known as the
1384 English and European traditional board layouts respectively).
1385 Selecting \q{Random} will give you a different board shape every
1386 time (but always one that is known to have a solution).
1387
1388
1389 \C{dominosa} \i{Dominosa}
1390
1391 \cfg{winhelp-topic}{games.dominosa}
1392
1393 A normal set of dominoes \dash that is, one instance of every
1394 (unordered) pair of numbers from 0 to 6 \dash has been arranged
1395 irregularly into a rectangle; then the number in each square has
1396 been written down and the dominoes themselves removed. Your task is
1397 to reconstruct the pattern by arranging the set of dominoes to match
1398 the provided array of numbers.
1399
1400 This puzzle is widely credited to O. S. Adler, and takes part of its
1401 name from those initials.
1402
1403 \H{dominosa-controls} \i{Dominosa controls}
1404
1405 \IM{Dominosa controls} controls, for Dominosa
1406
1407 Left-clicking between any two adjacent numbers places a domino
1408 covering them, or removes one if it is already present. Trying to
1409 place a domino which overlaps existing dominoes will remove the ones
1410 it overlaps.
1411
1412 Right-clicking between two adjacent numbers draws a line between
1413 them, which you can use to remind yourself that you know those two
1414 numbers are \e{not} covered by a single domino. Right-clicking again
1415 removes the line.
1416
1417 (All the actions described in \k{common-actions} are also available.)
1418
1419 \H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1420
1421 These parameters are available from the \q{Custom...} option on the
1422 \q{Type} menu.
1423
1424 \dt \e{Maximum number on dominoes}
1425
1426 \dd Controls the size of the puzzle, by controlling the size of the
1427 set of dominoes used to make it. Dominoes with numbers going up to N
1428 will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1429 the default value of 6 gives an 8\by\.7 grid.
1430
1431 \dt \e{Ensure unique solution}
1432
1433 \dd Normally, Dominosa will make sure that the puzzles it presents
1434 have only one solution. Puzzles with ambiguous sections can be more
1435 difficult and sometimes more subtle, so if you like you can turn off
1436 this feature. Also, finding \e{all} the possible solutions can be an
1437 additional challenge for an advanced player. Turning off this option
1438 can also speed up puzzle generation.
1439
1440
1441 \C{untangle} \i{Untangle}
1442
1443 \cfg{winhelp-topic}{games.untangle}
1444
1445 You are given a number of points, some of which have lines drawn
1446 between them. You can move the points about arbitrarily; your aim is
1447 to position the points so that no line crosses another.
1448
1449 I originally saw this in the form of a Flash game called \i{Planarity}
1450 \k{Planarity}, written by John Tantalo.
1451
1452 \B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1453
1454 \H{untangle-controls} \i{Untangle controls}
1455
1456 \IM{Untangle controls} controls, for Untangle
1457
1458 To move a point, click on it with the left mouse button and drag it
1459 into a new position.
1460
1461 (All the actions described in \k{common-actions} are also available.)
1462
1463 \H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1464
1465 There is only one parameter available from the \q{Custom...} option
1466 on the \q{Type} menu:
1467
1468 \dt \e{Number of points}
1469
1470 \dd Controls the size of the puzzle, by specifying the number of
1471 points in the generated graph.
1472
1473
1474 \C{blackbox} \i{Black Box}
1475
1476 \cfg{winhelp-topic}{games.blackbox}
1477
1478 A number of balls are hidden in a rectangular arena. You have to
1479 deduce the positions of the balls by firing lasers from positions
1480 on the edge of the arena and observing how they are deflected.
1481
1482 Lasers will fire straight until they hit the opposite side of the
1483 arena (at which point they emerge), unless affected by balls in one of
1484 the following ways:
1485
1486 \b A laser that hits a ball head-on is absorbed and will never re-emerge.
1487 This includes lasers that meet a ball on the first rank of the arena.
1488
1489 \b A laser with a ball to its front-left square gets deflected 90 degrees
1490 to the right.
1491
1492 \b A laser with a ball to its front-right square gets similarly deflected
1493 to the left.
1494
1495 \b A laser that would re-emerge from the entry location is considered to be
1496 \q{reflected}.
1497
1498 \b A laser which would get deflected before entering the arena (down the
1499 \q{firing range}) by a ball to the front-left or front-right of its
1500 entry point is also considered to be \q{reflected}.
1501
1502 Lasers that are reflected appear as a \q{R}; lasers that hit balls
1503 dead-on appear as \q{H}. Otherwise, a number appears at the firing point
1504 and the location where the laser emerges (this number is unique to
1505 that shot).
1506
1507 You can place guesses as to the location of the balls, based on the
1508 entry and exit patterns of the lasers; once you have placed enough
1509 balls a button appears enabling you to have your guesses checked.
1510
1511 Here is a diagram showing how the positions of balls can create each
1512 of the laser behaviours shown above:
1513
1514 \c 1RHR----
1515 \c |..O.O...|
1516 \c 2........3
1517 \c |........|
1518 \c |........|
1519 \c 3........|
1520 \c |......O.|
1521 \c H........|
1522 \c |.....O..|
1523 \c 12-RH---
1524
1525 As shown, it is possible for a ball to receive multiple reflections
1526 before re-emerging (see turn 3). Similarly, a ball may be reflected
1527 (possibly more than once) before receiving a hit (the \q{H} on the
1528 left side of the example).
1529
1530 Note that any layout with more that 4 balls may have a non-unique
1531 solution. The following diagram illustrates this; if you know the
1532 board contains 5 balls, it is impossible to determine where the fifth
1533 ball is (possible positions marked with an x):
1534
1535 \c --------
1536 \c |........|
1537 \c |........|
1538 \c |..O..O..|
1539 \c |...xx...|
1540 \c |...xx...|
1541 \c |..O..O..|
1542 \c |........|
1543 \c |........|
1544 \c --------
1545
1546 For this reason when you have your guesses checked the game will
1547 check that your solution \e{produces the same results} as the
1548 computer's, rather than that your solution is identical to the
1549 computer's. So in the above example, you could put the fifth ball at
1550 \e{any} of the locations marked with an x, and you would still win.
1551
1552 Black Box was contributed to this collection by James Harvey.
1553
1554 \H{blackbox-controls} \i{Black Box controls}
1555
1556 \IM{Black Box controls}controls, for Black Box
1557
1558 To fire a laser, left-click in a square around the side of the arena.
1559 The results will be displayed immediately. Lasers may not be fired
1560 twice (because the results will never change). Holding down the left
1561 button will highlight the current go (or a previous go) to confirm the
1562 exit point for that laser, if applicable.
1563
1564 To guess the location of a ball, left-click within the arena and a
1565 black circle will appear marking the guess; to remove the guessed ball
1566 click again.
1567
1568 Locations in the arena may be locked against modification by
1569 right-clicking; whole rows and columns may be similarly locked by
1570 right-clicking in the laser firing range above/below that column, or
1571 to the left/right of that row.
1572
1573 When an appropriate number of balls have been guessed a button will
1574 appear at the top-left corner of the grid; clicking that will mark
1575 your guesses.
1576
1577 If you click the \q{mark} button and your guesses are not correct,
1578 the game will show you as little information as possible to
1579 demonstrate this to you, so you can try again. If your ball
1580 positions are not consistent with the laser paths you already know
1581 about, one laser path will be circled to indicate that it proves you
1582 wrong. If your positions match all the existing laser paths but are
1583 still wrong, one new laser path will be revealed (written in red)
1584 which is not consistent with your current guesses.
1585
1586 If you decide to give up completely, you can select Solve to reveal
1587 the actual ball positions. At this point, correctly-placed balls
1588 will be displayed as filled black circles; incorrectly-placed balls
1589 are displayed as filled black circles with red crosses, and missing
1590 balls are filled red circles. In addition, a red circle marks any
1591 laser you had already fired which is not consistent with your ball
1592 layout (just as when you press the mark button), and red text marks
1593 any laser you \e{could} have fired in order to distinguish your ball
1594 layout from the right one.
1595
1596 (All the actions described in \k{common-actions} are also available.)
1597
1598 \H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1599
1600 These parameters are available from the \q{Custom...} option on the
1601 \q{Type} menu.
1602
1603 \dt \e{Width}, \e{Height}
1604
1605 \dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
1606 per grid, two per row and two per column.
1607
1608 \dt \e{No. of balls}
1609
1610 \dd Number of balls to place in the grid. This can be a single number,
1611 or a range (separated with a hyphen, like \q{2-6}), and determines the
1612 number of balls to place on the grid. The \q{reveal} button is only
1613 enabled if you have guessed an appropriate number of balls; a guess
1614 using a different number to the original solution is still acceptable,
1615 if all the laser inputs and outputs match.
1616
1617
1618 \C{slant} \i{Slant}
1619
1620 \cfg{winhelp-topic}{games.slant}
1621
1622 You have a grid of squares. Your aim is to draw a diagonal line
1623 through each square, and choose which way each line slants so that
1624 the following conditions are met:
1625
1626 \b The diagonal lines never form a loop.
1627
1628 \b Any point with a circled number has precisely that many lines
1629 meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1630 zero is the centre of a diamond shape \dash or rather, a partial
1631 diamond shape, because a zero can never appear in the middle of the
1632 grid because that would immediately cause a loop.)
1633
1634 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1635
1636 \B{nikoli-slant}
1637 \W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1638 (in Japanese)
1639
1640 \H{slant-controls} \i{Slant controls}
1641
1642 \IM{Slant controls} controls, for Slant
1643
1644 Left-clicking in a blank square will place a \cw{\\} in it (a line
1645 leaning to the left, i.e. running from the top left of the square to
1646 the bottom right). Right-clicking in a blank square will place a
1647 \cw{/} in it (leaning to the right, running from top right to bottom
1648 left).
1649
1650 Continuing to click either button will cycle between the three
1651 possible square contents. Thus, if you left-click repeatedly in a
1652 blank square it will change from blank to \cw{\\} to \cw{/} back to
1653 blank, and if you right-click repeatedly the square will change from
1654 blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1655 the game entirely with one button if you need to.)
1656
1657 You can also use the cursor keys to move around the grid. Pressing the
1658 return or space keys will place a \cw{\\} or a \cw{/}, respectively,
1659 and will then cycle them as above.
1660
1661 (All the actions described in \k{common-actions} are also available.)
1662
1663 \H{slant-parameters} \I{parameters, for Slant}Slant parameters
1664
1665 These parameters are available from the \q{Custom...} option on the
1666 \q{Type} menu.
1667
1668 \dt \e{Width}, \e{Height}
1669
1670 \dd Size of grid in squares.
1671
1672 \dt \e{Difficulty}
1673
1674 \dd Controls the difficulty of the generated puzzle. At Hard level,
1675 you are required to do deductions based on knowledge of
1676 \e{relationships} between squares rather than always being able to
1677 deduce the exact contents of one square at a time. (For example, you
1678 might know that two squares slant in the same direction, even if you
1679 don't yet know what that direction is, and this might enable you to
1680 deduce something about still other squares.) Even at Hard level,
1681 guesswork and backtracking should never be necessary.
1682
1683
1684 \C{lightup} \i{Light Up}
1685
1686 \cfg{winhelp-topic}{games.lightup}
1687
1688 You have a grid of squares. Some are filled in black; some of the
1689 black squares are numbered. Your aim is to \q{light up} all the
1690 empty squares by placing light bulbs in some of them.
1691
1692 Each light bulb illuminates the square it is on, plus all squares in
1693 line with it horizontally or vertically unless a black square is
1694 blocking the way.
1695
1696 To win the game, you must satisfy the following conditions:
1697
1698 \b All non-black squares are lit.
1699
1700 \b No light is lit by another light.
1701
1702 \b All numbered black squares have exactly that number of lights adjacent to
1703 them (in the four squares above, below, and to the side).
1704
1705 Non-numbered black squares may have any number of lights adjacent to them.
1706
1707 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1708
1709 Light Up was contributed to this collection by James Harvey.
1710
1711 \B{nikoli-lightup}
1712 \W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1713 (beware of Flash)
1714
1715 \H{lightup-controls} \i{Light Up controls}
1716
1717 \IM{Light Up controls} controls, for Light Up
1718
1719 Left-clicking in a non-black square will toggle the presence of a light
1720 in that square. Right-clicking in a non-black square toggles a mark there to aid
1721 solving; it can be used to highlight squares that cannot be lit, for example.
1722
1723 You may not place a light in a marked square, nor place a mark in a lit square.
1724
1725 The game will highlight obvious errors in red. Lights lit by other
1726 lights are highlighted in this way, as are numbered squares which
1727 do not (or cannot) have the right number of lights next to them.
1728
1729 Thus, the grid is solved when all non-black squares have yellow
1730 highlights and there are no red lights.
1731
1732 (All the actions described in \k{common-actions} are also available.)
1733
1734 \H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1735
1736 These parameters are available from the \q{Custom...} option on the
1737 \q{Type} menu.
1738
1739 \dt \e{Width}, \e{Height}
1740
1741 \dd Size of grid in squares.
1742
1743 \dt \e{%age of black squares}
1744
1745 \dd Rough percentage of black squares in the grid.
1746
1747 \lcont{
1748
1749 This is a hint rather than an instruction. If the grid generator is
1750 unable to generate a puzzle to this precise specification, it will
1751 increase the proportion of black squares until it can.
1752
1753 }
1754
1755 \dt \e{Symmetry}
1756
1757 \dd Allows you to specify the required symmetry of the black squares
1758 in the grid. (This does not affect the difficulty of the puzzles
1759 noticeably.)
1760
1761 \dt \e{Difficulty}
1762
1763 \dd \q{Easy} means that the puzzles should be soluble without
1764 backtracking or guessing, \q{Hard} means that some guesses will
1765 probably be necessary.
1766
1767
1768 \C{map} \i{Map}
1769
1770 \cfg{winhelp-topic}{games.map}
1771
1772 You are given a map consisting of a number of regions. Your task is
1773 to colour each region with one of four colours, in such a way that
1774 no two regions sharing a boundary have the same colour. You are
1775 provided with some regions already coloured, sufficient to make the
1776 remainder of the solution unique.
1777
1778 Only regions which share a length of border are required to be
1779 different colours. Two regions which meet at only one \e{point}
1780 (i.e. are diagonally separated) may be the same colour.
1781
1782 I believe this puzzle is original; I've never seen an implementation
1783 of it anywhere else. The concept of a \i{four-colouring} puzzle was
1784 suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1785 Allan for inspiring the train of thought that led to me realising
1786 Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1787 for many detailed suggestions.
1788
1789 \H{map-controls} \i{Map controls}
1790
1791 \IM{Map controls} controls, for Map
1792
1793 To colour a region, click the left mouse button on an existing
1794 region of the desired colour and drag that colour into the new
1795 region.
1796
1797 (The program will always ensure the starting puzzle has at least one
1798 region of each colour, so that this is always possible!)
1799
1800 If you need to clear a region, you can drag from an empty region, or
1801 from the puzzle boundary if there are no empty regions left.
1802
1803 Dragging a colour using the \e{right} mouse button will stipple the
1804 region in that colour, which you can use as a note to yourself that
1805 you think the region \e{might} be that colour. A region can contain
1806 stipples in multiple colours at once. (This is often useful at the
1807 harder difficulty levels.)
1808
1809 If you press L during play, the game will toggle display of a number
1810 in each region of the map. This is useful if you want to discuss a
1811 particular puzzle instance with a friend \dash having an unambiguous
1812 name for each region is much easier than trying to refer to them all
1813 by names such as \q{the one down and right of the brown one on the
1814 top border}.
1815
1816 (All the actions described in \k{common-actions} are also available.)
1817
1818 \H{map-parameters} \I{parameters, for Map}Map parameters
1819
1820 These parameters are available from the \q{Custom...} option on the
1821 \q{Type} menu.
1822
1823 \dt \e{Width}, \e{Height}
1824
1825 \dd Size of grid in squares.
1826
1827 \dt \e{Regions}
1828
1829 \dd Number of regions in the generated map.
1830
1831 \dt \e{Difficulty}
1832
1833 \dd In \q{Easy} mode, there should always be at least one region
1834 whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1835 modes, you will have to use increasingly complex logic to deduce the
1836 colour of some regions. However, it will always be possible without
1837 having to guess or backtrack.
1838
1839 \lcont{
1840
1841 In \q{Unreasonable} mode, the program will feel free to generate
1842 puzzles which are as hard as it can possibly make them: the only
1843 constraint is that they should still have a unique solution. Solving
1844 Unreasonable puzzles may require guessing and backtracking.
1845
1846 }
1847
1848
1849 \C{loopy} \i{Loopy}
1850
1851 \cfg{winhelp-topic}{games.loopy}
1852
1853 You are given a grid of dots, marked with yellow lines to indicate
1854 which dots you are allowed to connect directly together. Your aim is
1855 to use some subset of those yellow lines to draw a single unbroken
1856 loop from dot to dot within the grid.
1857
1858 Some of the spaces between the lines contain numbers. These numbers
1859 indicate how many of the lines around that space form part of the
1860 loop. The loop you draw must correctly satisfy all of these clues to
1861 be considered a correct solution.
1862
1863 In the default mode, the dots are arranged in a grid of squares;
1864 however, you can also play on triangular or hexagonal grids, or even
1865 more exotic ones.
1866
1867 Credit for the basic puzzle idea goes to \i{Nikoli}
1868 \k{nikoli-loopy}.
1869
1870 Loopy was originally contributed to this collection by Mike Pinna,
1871 and subsequently enhanced to handle various types of non-square grid
1872 by Lambros Lambrou.
1873
1874 \B{nikoli-loopy}
1875 \W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1876 (beware of Flash)
1877
1878 \H{loopy-controls} \i{Loopy controls}
1879
1880 \IM{Loopy controls} controls, for Loopy
1881
1882 Click the left mouse button on a yellow line to turn it black,
1883 indicating that you think it is part of the loop. Click again to
1884 turn the line yellow again (meaning you aren't sure yet).
1885
1886 If you are sure that a particular line segment is \e{not} part of
1887 the loop, you can click the right mouse button to remove it
1888 completely. Again, clicking a second time will turn the line back to
1889 yellow.
1890
1891 (All the actions described in \k{common-actions} are also available.)
1892
1893 \H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1894
1895 These parameters are available from the \q{Custom...} option on the
1896 \q{Type} menu.
1897
1898 \dt \e{Width}, \e{Height}
1899
1900 \dd Size of grid, measured in number of regions across and down. For
1901 square grids, it's clear how this is counted; for other types of
1902 grid you may have to think a bit to see how the dimensions are
1903 measured.
1904
1905 \dt \e{Grid type}
1906
1907 \dd Allows you to choose between a selection of types of tiling.
1908 Some have all the faces the same but may have multiple different
1909 types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have
1910 all the vertices the same but may have differnt types of face (e.g.
1911 the \e{Great Hexagonal}). The square, triangular and honeycomb grids
1912 are fully regular, and have all their vertices \e{and} faces the
1913 same; this makes them the least confusing to play.
1914
1915 \dt \e{Difficulty}
1916
1917 \dd Controls the difficulty of the generated puzzle.
1918 \#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
1919 when are backtracking/guesswork required, if ever?}
1920
1921
1922 \C{inertia} \i{Inertia}
1923
1924 \cfg{winhelp-topic}{games.inertia}
1925
1926 You are a small green ball sitting in a grid full of obstacles. Your
1927 aim is to collect all the gems without running into any mines.
1928
1929 You can move the ball in any orthogonal \e{or diagonal} direction.
1930 Once the ball starts moving, it will continue until something stops
1931 it. A wall directly in its path will stop it (but if it is moving
1932 diagonally, it will move through a diagonal gap between two other
1933 walls without stopping). Also, some of the squares are \q{stops};
1934 when the ball moves on to a stop, it will stop moving no matter what
1935 direction it was going in. Gems do \e{not} stop the ball; it picks
1936 them up and keeps on going.
1937
1938 Running into a mine is fatal. Even if you picked up the last gem in
1939 the same move which then hit a mine, the game will count you as dead
1940 rather than victorious.
1941
1942 This game was originally implemented for Windows by Ben Olmstead
1943 \k{bem}, who was kind enough to release his source code on request
1944 so that it could be re-implemented for this collection.
1945
1946 \B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1947
1948 \H{inertia-controls} \i{Inertia controls}
1949
1950 \IM{Inertia controls} controls, for Inertia
1951 \IM{Inertia controls} keys, for Inertia
1952 \IM{Inertia controls} shortcuts (keyboard), for Inertia
1953
1954 You can move the ball in any of the eight directions using the
1955 numeric keypad. Alternatively, if you click the left mouse button on
1956 the grid, the ball will begin a move in the general direction of
1957 where you clicked.
1958
1959 If you use the \q{Solve} function on this game, the program will
1960 compute a path through the grid which collects all the remaining
1961 gems and returns to the current position. A hint arrow will appear
1962 on the ball indicating the direction in which you should move to
1963 begin on this path. If you then move in that direction, the arrow
1964 will update to indicate the next direction on the path. You can also
1965 press Space to automatically move in the direction of the hint
1966 arrow. If you move in a different direction from the one shown by
1967 the arrow, the hint arrows will stop appearing because you have
1968 strayed from the provided path; you can then use \q{Solve} again to
1969 generate a new path if you want to.
1970
1971 All the actions described in \k{common-actions} are also available.
1972 In particular, if you do run into a mine and die, you can use the
1973 Undo function and resume playing from before the fatal move. The
1974 game will keep track of the number of times you have done this.
1975
1976 \H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
1977
1978 These parameters are available from the \q{Custom...} option on the
1979 \q{Type} menu.
1980
1981 \dt \e{Width}, \e{Height}
1982
1983 \dd Size of grid in squares.
1984
1985
1986 \C{tents} \i{Tents}
1987
1988 \cfg{winhelp-topic}{games.tents}
1989
1990 You have a grid of squares, some of which contain trees. Your aim is
1991 to place tents in some of the remaining squares, in such a way that
1992 the following conditions are met:
1993
1994 \b There are exactly as many tents as trees.
1995
1996 \b The tents and trees can be matched up in such a way that each
1997 tent is directly adjacent (horizontally or vertically, but not
1998 diagonally) to its own tree. However, a tent may be adjacent to
1999 other trees as well as its own.
2000
2001 \b No two tents are adjacent horizontally, vertically \e{or
2002 diagonally}.
2003
2004 \b The number of tents in each row, and in each column, matches the
2005 numbers given round the sides of the grid.
2006
2007 This puzzle can be found in several places on the Internet, and was
2008 brought to my attention by e-mail. I don't know who I should credit
2009 for inventing it.
2010
2011 \H{tents-controls} \i{Tents controls}
2012
2013 \IM{Tents controls} controls, for Tents
2014
2015 Left-clicking in a blank square will place a tent in it.
2016 Right-clicking in a blank square will colour it green, indicating
2017 that you are sure it \e{isn't} a tent. Clicking either button in an
2018 occupied square will clear it.
2019
2020 If you \e{drag} with the right button along a row or column, every
2021 blank square in the region you cover will be turned green, and no
2022 other squares will be affected. (This is useful for clearing the
2023 remainder of a row once you have placed all its tents.)
2024
2025 You can also use the cursor keys to move around the grid. Pressing the
2026 return key over an empty square will place a tent, and pressing the
2027 space bar over an empty square will colour it green; either key will
2028 clear an occupied square.
2029
2030 (All the actions described in \k{common-actions} are also available.)
2031
2032 \H{tents-parameters} \I{parameters, for Tents}Tents parameters
2033
2034 These parameters are available from the \q{Custom...} option on the
2035 \q{Type} menu.
2036
2037 \dt \e{Width}, \e{Height}
2038
2039 \dd Size of grid in squares.
2040
2041 \dt \e{Difficulty}
2042
2043 \dd Controls the difficulty of the generated puzzle. More difficult
2044 puzzles require more complex deductions, but at present none of the
2045 available difficulty levels requires guesswork or backtracking.
2046
2047
2048 \C{bridges} \i{Bridges}
2049
2050 \cfg{winhelp-topic}{games.bridges}
2051
2052 You have a set of islands distributed across the playing area. Each
2053 island contains a number. Your aim is to connect the islands
2054 together with bridges, in such a way that:
2055
2056 \b Bridges run horizontally or vertically.
2057
2058 \b The number of bridges terminating at any island is equal to the
2059 number written in that island.
2060
2061 \b Two bridges may run in parallel between the same two islands, but
2062 no more than two may do so.
2063
2064 \b No bridge crosses another bridge.
2065
2066 \b All the islands are connected together.
2067
2068 There are some configurable alternative modes, which involve
2069 changing the parallel-bridge limit to something other than 2, and
2070 introducing the additional constraint that no sequence of bridges
2071 may form a loop from one island back to the same island. The rules
2072 stated above are the default ones.
2073
2074 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
2075
2076 Bridges was contributed to this collection by James Harvey.
2077
2078 \B{nikoli-bridges}
2079 \W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
2080
2081 \H{bridges-controls} \i{Bridges controls}
2082
2083 \IM{Bridges controls} controls, for Bridges
2084
2085 To place a bridge between two islands, click the mouse down on one
2086 island and drag it towards the other. You do not need to drag all
2087 the way to the other island; you only need to move the mouse far
2088 enough for the intended bridge direction to be unambiguous. (So you
2089 can keep the mouse near the starting island and conveniently throw
2090 bridges out from it in many directions.)
2091
2092 Doing this again when a bridge is already present will add another
2093 parallel bridge. If there are already as many bridges between the
2094 two islands as permitted by the current game rules (i.e. two by
2095 default), the same dragging action will remove all of them.
2096
2097 If you want to remind yourself that two islands definitely \e{do
2098 not} have a bridge between them, you can right-drag between them in
2099 the same way to draw a \q{non-bridge} marker.
2100
2101 If you think you have finished with an island (i.e. you have placed
2102 all its bridges and are confident that they are in the right
2103 places), you can mark the island as finished by left-clicking on it.
2104 This will highlight it and all the bridges connected to it, and you
2105 will be prevented from accidentally modifying any of those bridges
2106 in future. Left-clicking again on a highlighted island will unmark
2107 it and restore your ability to modify it.
2108
2109 Violations of the puzzle rules will be marked in red:
2110
2111 \b An island with too many bridges will be highlighted in red.
2112
2113 \b An island with too few bridges will be highlighted in red if it
2114 is definitely an error (as opposed to merely not being finished
2115 yet): if adding enough bridges would involve having to cross another
2116 bridge or remove a non-bridge marker, or if the island has been
2117 highlighted as complete.
2118
2119 \b A group of islands and bridges may be highlighted in red if it is
2120 a closed subset of the puzzle with no way to connect it to the rest
2121 of the islands. For example, if you directly connect two 1s together
2122 with a bridge and they are not the only two islands on the grid,
2123 they will light up red to indicate that such a group cannot be
2124 contained in any valid solution.
2125
2126 \b If you have selected the (non-default) option to disallow loops
2127 in the solution, a group of bridges which forms a loop will be
2128 highlighted.
2129
2130 (All the actions described in \k{common-actions} are also available.)
2131
2132 \H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2133
2134 These parameters are available from the \q{Custom...} option on the
2135 \q{Type} menu.
2136
2137 \dt \e{Width}, \e{Height}
2138
2139 \dd Size of grid in squares.
2140
2141 \dt \e{Difficulty}
2142
2143 \dd Difficulty level of puzzle.
2144
2145 \dt \e{Allow loops}
2146
2147 \dd This is set by default. If cleared, puzzles will be generated in
2148 such a way that they are always soluble without creating a loop, and
2149 solutions which do involve a loop will be disallowed.
2150
2151 \dt \e{Max. bridges per direction}
2152
2153 \dd Maximum number of bridges in any particular direction. The
2154 default is 2, but you can change it to 1, 3 or 4. In general, fewer
2155 is easier.
2156
2157 \dt \e{%age of island squares}
2158
2159 \dd Gives a rough percentage of islands the generator will try and
2160 lay before finishing the puzzle. Certain layouts will not manage to
2161 lay enough islands; this is an upper bound.
2162
2163 \dt \e{Expansion factor (%age)}
2164
2165 \dd The grid generator works by picking an existing island at random
2166 (after first creating an initial island somewhere). It then decides
2167 on a direction (at random), and then works out how far it could
2168 extend before creating another island. This parameter determines how
2169 likely it is to extend as far as it can, rather than choosing
2170 somewhere closer.
2171
2172 High expansion factors usually mean easier puzzles with fewer
2173 possible islands; low expansion factors can create lots of
2174 tightly-packed islands.
2175
2176
2177 \C{unequal} \i{Unequal}
2178
2179 \cfg{winhelp-topic}{games.unequal}
2180
2181 You have a square grid; each square may contain a digit from 1 to
2182 the size of the grid, and some squares have greater-than signs between
2183 them. Your aim is to fully populate the grid with numbers such that:
2184
2185 \b Each row contains only one occurrence of each digit
2186
2187 \b Each column contains only one occurrence of each digit
2188
2189 \b All the greater-than signs are satisfied.
2190
2191 In \q{Trivial} mode (available via the \q{Custom} game type
2192 selector), there are no greater-than signs; the puzzle is to solve
2193 the \i{Latin square} only.
2194
2195 At the time of writing, this puzzle is appearing in the Guardian
2196 weekly under the name \q{\i{Futoshiki}}.
2197
2198 Unequal was contributed to this collection by James Harvey.
2199
2200 \H{unequal-controls} \i{Unequal controls}
2201
2202 \IM{Unequal controls} controls, for Unequal
2203
2204 Unequal shares much of its control system with Solo.
2205
2206 To play Unequal, simply click the mouse in any empty square and then
2207 type a digit or letter on the keyboard to fill that square. If you
2208 make a mistake, click the mouse in the incorrect square and press
2209 Space to clear it again (or use the Undo feature).
2210
2211 If you \e{right}-click in a square and then type a number, that
2212 number will be entered in the square as a \q{pencil mark}. You can
2213 have pencil marks for multiple numbers in the same square.
2214
2215 The game pays no attention to pencil marks, so exactly what you use
2216 them for is up to you: you can use them as reminders that a
2217 particular square needs to be re-examined once you know more about a
2218 particular number, or you can use them as lists of the possible
2219 numbers in a given square, or anything else you feel like.
2220
2221 To erase a single pencil mark, right-click in the square and type
2222 the same number again.
2223
2224 All pencil marks in a square are erased when you left-click and type
2225 a number, or when you left-click and press space. Right-clicking and
2226 pressing space will also erase pencil marks.
2227
2228 As for Solo, the cursor keys can be used in conjunction with the digit
2229 keys to set numbers or pencil marks. You can also use the 'M' key to
2230 auto-fill every numeric hint, ready for removal as required.
2231
2232 (All the actions described in \k{common-actions} are also available.)
2233
2234 \H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters
2235
2236 These parameters are available from the \q{Custom...} option on the
2237 \q{Type} menu.
2238
2239 \dt \e{Size (s*s)}
2240
2241 \dd Size of grid.
2242
2243 \dt \e{Difficulty}
2244
2245 \dd Controls the difficulty of the generated puzzle. At Trivial
2246 level, there are no greater-than signs; the puzzle is to solve the
2247 Latin square only. At Recursive level (only available via the
2248 \q{Custom} game type selector) backtracking will be required, but
2249 the solution should still be unique. The levels in between require
2250 increasingly complex reasoning to avoid having to backtrack.
2251
2252
2253
2254 \C{galaxies} \i{Galaxies}
2255
2256 \cfg{winhelp-topic}{games.galaxies}
2257
2258 You have a rectangular grid containing a number of dots. Your aim is
2259 to draw edges along the grid lines which divide the rectangle into
2260 regions in such a way that every region is 180\u00b0{-degree}
2261 rotationally symmetric, and contains exactly one dot which is
2262 located at its centre of symmetry.
2263
2264 This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under
2265 the name \q{Tentai Show}; its name is commonly translated into
2266 English as \q{Spiral Galaxies}.
2267
2268 Galaxies was contributed to this collection by James Harvey.
2269
2270 \B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}
2271
2272 \H{galaxies-controls} \i{Galaxies controls}
2273
2274 \IM{Galaxies controls} controls, for Galaxies
2275
2276 Left-click on any grid line to draw an edge if there isn't one
2277 already, or to remove one if there is. When you create a valid
2278 region (one which is closed, contains exactly one dot, is
2279 180\u00b0{-degree} symmetric about that dot, and contains no
2280 extraneous edges inside it) it will be highlighted automatically; so
2281 your aim is to have the whole grid highlighted in that way.
2282
2283 During solving, you might know that a particular grid square belongs
2284 to a specific dot, but not be sure of where the edges go and which
2285 other squares are connected to the dot. In order to mark this so you
2286 don't forget, you can right-click on the dot and drag, which will
2287 create an arrow marker pointing at the dot. Drop that in a square of
2288 your choice and it will remind you which dot it's associated with.
2289 You can also right-click on existing arrows to pick them up and move
2290 them, or destroy them by dropping them off the edge of the grid.
2291 (Also, if you're not sure which dot an arrow is pointing at, you can
2292 pick it up and move it around to make it clearer. It will swivel
2293 constantly as you drag it, to stay pointed at its parent dot.)
2294
2295 You can also use the cursor keys to move around the grid squares and
2296 lines. Pressing the return key when over a grid line will draw or
2297 clear its edge, as above. Pressing the return key when over a dot will
2298 pick up an arrow, to be dropped the nest time the return key is
2299 pressed; this can also be used to move existing arrows around, removing
2300 them by dropping them on a dot or another arrow.
2301
2302 (All the actions described in \k{common-actions} are also available.)
2303
2304 \H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters
2305
2306 These parameters are available from the \q{Custom...} option on the
2307 \q{Type} menu.
2308
2309 \dt \e{Width}, \e{Height}
2310
2311 \dd Size of grid in squares.
2312
2313 \dt \e{Difficulty}
2314
2315 \dd Controls the difficulty of the generated puzzle. More difficult
2316 puzzles require more complex deductions, and the \q{Unreasonable}
2317 difficulty level may require backtracking.
2318
2319
2320
2321 \C{filling} \i{Filling}
2322
2323 \cfg{winhelp-topic}{games.filling}
2324
2325 You have a grid of squares, some of which contain digits, and the
2326 rest of which are empty. Your job is to fill in digits in the empty
2327 squares, in such a way that each connected region of squares all
2328 containing the same digit has an area equal to that digit.
2329
2330 (\q{Connected region}, for the purposes of this game, does not count
2331 diagonally separated squares as adjacent.)
2332
2333 For example, it follows that no square can contain a zero, and that
2334 two adjacent squares can not both contain a one. No region has an
2335 area greater than 9 (because then its area would not be a single
2336 digit).
2337
2338 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
2339
2340 Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
2341
2342 \B{nikoli-fillomino}
2343 \W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/}
2344
2345 \H{filling-controls} \I{controls, for Filling}Filling controls
2346
2347 To play Filling, simply click the mouse in any empty square and then
2348 type a digit on the keyboard to fill that square. By dragging the
2349 mouse, you can select multiple squares to fill with a single keypress.
2350 If you make a mistake, click the mouse in the incorrect square and
2351 press 0, Space, Backspace or Enter to clear it again (or use the Undo
2352 feature).
2353
2354 You can also move around the grid with the cursor keys; typing a digit will
2355 fill the square containing the cursor with that number, or typing 0, Space,
2356 or Enter will clear it. You can also select multiple squares for numbering
2357 or clearing by using the return key, before typing a digit to fill in the
2358 highlighted squares (as above).
2359
2360 (All the actions described in \k{common-actions} are also available.)
2361
2362 \H{filling-parameters} \I{parameters, for Filling}Filling parameters
2363
2364 Filling allows you to configure the number of rows and columns of the
2365 grid, through the \q{Type} menu.
2366
2367
2368
2369 \A{licence} \I{MIT licence}\ii{Licence}
2370
2371 This software is \i{copyright} 2004-2008 Simon Tatham.
2372
2373 Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
2374 K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl and Lambros
2375 Lambrou.
2376
2377 Permission is hereby granted, free of charge, to any person
2378 obtaining a copy of this software and associated documentation files
2379 (the \q{Software}), to deal in the Software without restriction,
2380 including without limitation the rights to use, copy, modify, merge,
2381 publish, distribute, sublicense, and/or sell copies of the Software,
2382 and to permit persons to whom the Software is furnished to do so,
2383 subject to the following conditions:
2384
2385 The above copyright notice and this permission notice shall be
2386 included in all copies or substantial portions of the Software.
2387
2388 THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND,
2389 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2390 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2391 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2392 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2393 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2394 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2395 SOFTWARE.
2396
2397 \IM{command-line}{command line} command line
2398
2399 \IM{default parameters, specifying} default parameters, specifying
2400 \IM{default parameters, specifying} preferences, specifying default
2401
2402 \IM{Unix} Unix
2403 \IM{Unix} Linux
2404
2405 \IM{generating game IDs} generating game IDs
2406 \IM{generating game IDs} game ID, generating
2407
2408 \IM{specific} \q{Specific}, menu option
2409 \IM{custom} \q{Custom}, menu option
2410
2411 \IM{game ID} game ID
2412 \IM{game ID} ID, game
2413 \IM{ID format} ID format
2414 \IM{ID format} format, ID
2415 \IM{ID format} game ID, format
2416
2417 \IM{keys} keys
2418 \IM{keys} shortcuts (keyboard)
2419
2420 \IM{initial state} initial state
2421 \IM{initial state} state, initial
2422
2423 \IM{MIT licence} MIT licence
2424 \IM{MIT licence} licence, MIT