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