New puzzle: `Slant', picked from the Japanese-language section of
[sgt/puzzles] / puzzles.but
1 \title Simon Tatham's Portable Puzzle Collection
2
3 \cfg{winhelp-filename}{puzzles.hlp}
4 \cfg{winhelp-contents-titlepage}{Contents}
5
6 \cfg{text-filename}{puzzles.txt}
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8 \cfg{html-contents-filename}{index.html}
9 \cfg{html-template-filename}{%k.html}
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16 \cfg{info-filename}{puzzles.info}
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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 2004-5 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 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 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 \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
115
116 \dd Undoes a single move. (You can undo moves back to the start of the
117 session.)
118
119 \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
120
121 \dd Redoes a previously undone move.
122
123 \dt \ii\e{Copy}
124
125 \dd Copies the current state of your game to the clipboard in text
126 format, so that you can paste it into (say) an e-mail client or a
127 web message board if you're discussing the game with someone else.
128 (Not all games support this feature.)
129
130 \dt \ii\e{Solve}
131
132 \dd Transforms the puzzle instantly into its solved state. For some
133 games (Cube) this feature is not supported at all because it is of
134 no particular use. For other games (such as Pattern), the solved
135 state can be used to give you information, if you can't see how a
136 solution can exist at all or you want to know where you made a
137 mistake. For still other games (such as Sixteen), automatic solution
138 tells you nothing about how to \e{get} to the solution, but it does
139 provide a useful way to get there quickly so that you can experiment
140 with set-piece moves and transformations.
141
142 \lcont{
143
144 Some games (such as Solo) are capable of solving a game ID you have
145 typed in from elsewhere. Other games (such as Rectangles) cannot
146 solve a game ID they didn't invent themself, but when they did
147 invent the game ID they know what the solution is already. Still
148 other games (Pattern) can solve \e{some} external game IDs, but only
149 if they aren't too difficult.
150
151 The \q{Solve} command adds the solved state to the end of the undo
152 chain for the puzzle. In other words, if you want to go back to
153 solving it yourself after seeing the answer, you can just press Undo.
154
155 }
156
157 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
158
159 \dd Closes the application entirely.
160
161 \H{common-id} Specifying games with the \ii{game ID}
162
163 There are two ways to save a game specification out of a puzzle and
164 recreate it later, or recreate it in somebody else's copy of the
165 same puzzle.
166
167 The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
168 \I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
169 show a piece of text (a \q{game ID}) which is sufficient to
170 reconstruct precisely the same game at a later date.
171
172 You can enter either of these pieces of text back into the program
173 (via the same \q{Specific} or \q{Random Seed} menu options) at a
174 later point, and it will recreate the same game. You can also use
175 either one as a \i{command line} argument (on Windows or Unix); see
176 \k{common-cmdline} for more detail.
177
178 The difference between the two forms is that a descriptive game ID
179 is a literal \e{description} of the \i{initial state} of the game,
180 whereas a random seed is just a piece of arbitrary text which was
181 provided as input to the random number generator used to create the
182 puzzle. This means that:
183
184 \b Descriptive game IDs tend to be longer in many puzzles (although
185 some, such as Cube (\k{cube}), only need very short descriptions).
186 So a random seed is often a \e{quicker} way to note down the puzzle
187 you're currently playing, or to tell it to somebody else so they can
188 play the same one as you.
189
190 \b Any text at all is a valid random seed. The automatically
191 generated ones are fifteen-digit numbers, but anything will do; you
192 can type in your full name, or a word you just made up, and a valid
193 puzzle will be generated from it. This provides a way for two or
194 more people to race to complete the same puzzle: you think of a
195 random seed, then everybody types it in at the same time, and nobody
196 has an advantage due to having seen the generated puzzle before
197 anybody else.
198
199 \b It is often possible to convert puzzles from other sources (such
200 as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
201 game IDs suitable for use with these programs.
202
203 \b Random seeds are not guaranteed to produce the same result if you
204 use them with a different \i\e{version} of the puzzle program. This
205 is because the generation algorithm might have been improved or
206 modified in later versions of the code, and will therefore produce a
207 different result when given the same sequence of random numbers. Use
208 a descriptive game ID if you aren't sure that it will be used on the
209 same version of the program as yours.
210
211 \lcont{(Use the \q{About} menu option to find out the version number
212 of the program. Programs with the same version number running on
213 different platforms should still be random-seed compatible.)}
214
215 \I{ID format}A descriptive game ID starts with a piece of text which
216 encodes the \i\e{parameters} of the current game (such as grid
217 size). Then there is a colon, and after that is the description of
218 the game's initial state. A random seed starts with a similar string
219 of parameters, but then it contains a hash sign followed by
220 arbitrary data.
221
222 If you enter a descriptive game ID, the program will not be able to
223 show you the random seed which generated it, since it wasn't
224 generated \e{from} a random seed. If you \e{enter} a random seed,
225 however, the program will be able to show you the descriptive game
226 ID derived from that random seed.
227
228 Note that the game parameter strings are not always identical
229 between the two forms. For some games, there will be parameter data
230 provided with the random seed which is not included in the
231 descriptive game ID. This is because that parameter information is
232 only relevant when \e{generating} puzzle grids, and is not important
233 when playing them. Thus, for example, the difficulty level in Solo
234 (\k{solo}) is not mentioned in the descriptive game ID.
235
236 These additional parameters are also not set permanently if you type
237 in a game ID. For example, suppose you have Solo set to \q{Advanced}
238 difficulty level, and then a friend wants your help with a
239 \q{Trivial} puzzle; so the friend reads out a random seed specifying
240 \q{Trivial} difficulty, and you type it in. The program will
241 generate you the same \q{Trivial} grid which your friend was having
242 trouble with, but once you have finished playing it, when you ask
243 for a new game it will automatically go back to the \q{Advanced}
244 difficulty which it was previously set on.
245
246 \H{common-type} The \q{Type} menu
247
248 The \I{Type menu}\q{Type} menu, if present, may contain a list of
249 \i{preset} game settings. Selecting one of these will start a new
250 random game with the parameters specified.
251
252 The \q{Type} menu may also contain a \q{\i{Custom}} option which
253 allows you to fine-tune game \i{parameters}. The parameters
254 available are specific to each game and are described in the
255 following sections.
256
257 \H{common-cmdline} Specifying game parameters on the \i{command line}
258
259 (This section does not apply to the Mac OS X version.)
260
261 The games in this collection deliberately do not ever save
262 information on to the computer they run on: they have no high score
263 tables and no saved preferences. (This is because I expect at least
264 some people to play them at work, and those people will probably
265 appreciate leaving as little evidence as possible!)
266
267 However, if you do want to arrange for one of these games to default
268 to a particular set of parameters, you can specify them on the
269 command line.
270
271 The easiest way to do this is to set up the parameters you want
272 using the \q{Type} menu (see \k{common-type}), and then to select
273 \q{Random Seed} from the \q{Game} or \q{File} menu (see
274 \k{common-id}). The text in the \q{Game ID} box will be composed of
275 two parts, separated by a hash. The first of these parts represents
276 the game parameters (the size of the playing area, for example, and
277 anything else you set using the \q{Type} menu).
278
279 If you run the game with just that parameter text on the command
280 line, it will start up with the settings you specified.
281
282 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
283 from the \q{Type} menu, and then go to the game ID selection, you
284 will see a string of the form \cq{o2x2#338686542711620}. Take only
285 the part before the hash (\cq{o2x2}), and start Cube with that text
286 on the command line: \cq{cube o2x2}.
287
288 If you copy the \e{entire} game ID on to the command line, the game
289 will start up in the specific game that was described. This is
290 occasionally a more convenient way to start a particular game ID
291 than by pasting it into the game ID selection box.
292
293 (You could also retrieve the encoded game parameters using the
294 \q{Specific} menu option instead of \q{Random Seed}, but if you do
295 then some options, such as the difficulty level in Solo, will be
296 missing. See \k{common-id} for more details on this.)
297
298 \C{net} \i{Net}
299
300 \cfg{winhelp-topic}{games.net}
301
302 (\e{Note:} the \i{Windows} version of this game is called
303 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
304
305 I originally saw this in the form of a Flash game called \i{FreeNet}
306 \k{FreeNet}, written by Pavils Jurjans; there are several other
307 implementations under the name \i{NetWalk}. The computer prepares a
308 network by connecting up the centres of squares in a grid, and then
309 shuffles the network by rotating every tile randomly. Your job is to
310 rotate it all back into place. The successful solution will be an
311 entirely connected network, with no closed loops. \#{The latter
312 clause means that there are no closed paths within the network.
313 Could this be clearer? "No closed paths"?} As a visual aid,
314 all tiles which are connected to the one in the middle are
315 highlighted.
316
317 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
318
319 \H{net-controls} \i{Net controls}
320
321 \IM{Net controls} controls, for Net
322 \IM{Net controls} keys, for Net
323 \IM{Net controls} shortcuts (keyboard), for Net
324
325 This game can be played with either the keyboard or the mouse. The
326 controls are:
327
328 \dt \e{Select tile}: mouse pointer, arrow keys
329
330 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
331
332 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
333
334 \dt \e{Rotate tile by 180 degrees}: \q{F} key
335
336 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
337
338 \dd You can lock a tile once you're sure of its orientation. You can
339 also unlock it again, but while it's locked you can't accidentally
340 turn it.
341
342 The following controls are not necessary to complete the game, but may
343 be useful:
344
345 \dt \e{Shift grid}: Shift + arrow keys
346
347 \dd On grids that wrap, you can move the origin of the grid, so that
348 tiles that were on opposite sides of the grid can be seen together.
349
350 \dt \e{Move centre}: Ctrl + arrow keys
351
352 \dd You can change which tile is used as the source of highlighting.
353 (It doesn't ultimately matter which tile this is, as every tile will
354 be connected to every other tile in a correct solution, but it may be
355 helpful in the intermediate stages of solving the puzzle.)
356
357 \dt \e{Jumble tiles}: \q{J} key
358
359 \dd This key turns all tiles that are not locked to random
360 orientations.
361
362 (All the actions described in \k{common-actions} are also available.)
363
364 \H{net-params} \I{parameters, for Net}Net parameters
365
366 These parameters are available from the \q{Custom...} option on the
367 \q{Type} menu.
368
369 \dt \e{Width}, \e{Height}
370
371 \dd Size of grid in tiles.
372
373 \dt \e{Walls wrap around}
374
375 \dd If checked, flow can pass from the left edge to the right edge,
376 and from top to bottom, and vice versa.
377
378 \dt \e{Barrier probability}
379
380 \dd A number between 0.0 and 1.0 controlling whether an immovable
381 barrier is placed between two tiles to prevent flow between them (a
382 higher number gives more barriers). Since barriers are immovable, they
383 act as constraints on the solution (i.e., hints).
384
385 \lcont{
386
387 The grid generation in Net has been carefully arranged so that the
388 barriers are independent of the rest of the grid. This means that if
389 you note down the random seed used to generate the current puzzle
390 (see \k{common-id}), change the \e{Barrier probability} parameter,
391 and then re-enter the same random seed, you should see exactly the
392 same starting grid, with the only change being the number of
393 barriers. So if you're stuck on a particular grid and need a hint,
394 you could start up another instance of Net, set up the same
395 parameters but a higher barrier probability, and enter the game seed
396 from the original Net window.
397
398 }
399
400 \dt \e{Ensure unique solution}
401
402 \dd Normally, Net will make sure that the puzzles it presents have
403 only one solution. Puzzles with ambiguous sections can be more
404 difficult and more subtle, so if you like you can turn off this
405 feature and risk having ambiguous puzzles. (Also, finding \e{all}
406 the possible solutions can be an additional challenge for an
407 advanced player.)
408
409 \C{cube} \i{Cube}
410
411 \cfg{winhelp-topic}{games.cube}
412
413 This is another one I originally saw as a web game. This one was a
414 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
415 squares, six of which are blue; on one square rests a cube. Your move
416 is to use the arrow keys to roll the cube through 90 degrees so that
417 it moves to an adjacent square. If you roll the cube on to a blue
418 square, the blue square is picked up on one face of the cube; if you
419 roll a blue face of the cube on to a non-blue square, the blueness is
420 put down again. (In general, whenever you roll the cube, the two faces
421 that come into contact swap colours.) Your job is to get all six blue
422 squares on to the six faces of the cube at the same time. Count your
423 moves and try to do it in as few as possible.
424
425 Unlike the original Java game, my version has an additional feature:
426 once you've mastered the game with a cube rolling on a square grid,
427 you can change to a triangular grid and roll any of a tetrahedron, an
428 octahedron or an icosahedron.
429
430 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
431
432 \H{cube-controls} \i{Cube controls}
433
434 \IM{Cube controls} controls, for Cube
435 \IM{Cube controls} keys, for Cube
436 \IM{Cube controls} shortcuts (keyboard), for Cube
437
438 This game can be played with either the keyboard or the mouse.
439
440 Left-clicking anywhere on the window will move the cube (or other
441 solid) towards the mouse pointer.
442
443 The arrow keys can also used to roll the cube on its square grid in
444 the four cardinal directions.
445 On the triangular grids, the mapping of arrow keys to directions is
446 more approximate. Vertical movement is disallowed where it doesn't
447 make sense. The four keys surrounding the arrow keys on the numeric
448 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
449
450 (All the actions described in \k{common-actions} are also available.)
451
452 \H{cube-params} \I{parameters, for Cube}Cube parameters
453
454 These parameters are available from the \q{Custom...} option on the
455 \q{Type} menu.
456
457 \dt \e{Type of solid}
458
459 \dd Selects the solid to roll (and hence the shape of the grid):
460 tetrahedron, cube, octahedron, or icosahedron.
461
462 \dt \e{Width / top}, \e{Height / bottom}
463
464 \dd On a square grid, horizontal and vertical dimensions. On a
465 triangular grid, the number of triangles on the top and bottom rows
466 respectively.
467
468
469 \C{fifteen} \i{Fifteen}
470
471 \cfg{winhelp-topic}{games.fifteen}
472
473 The old ones are the best: this is the good old \q{\i{15-puzzle}}
474 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
475 contain numbered tiles, and the sixteenth is empty. Your move is to
476 choose a tile next to the empty space, and slide it into the space.
477 The aim is to end up with the tiles in numerical order, with the
478 space in the bottom right (so that the top row reads 1,2,3,4 and the
479 bottom row reads 13,14,15,\e{space}).
480
481 \H{fifteen-controls} \i{Fifteen controls}
482
483 \IM{Fifteen controls} controls, for Fifteen
484 \IM{Fifteen controls} keys, for Fifteen
485 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
486
487 This game can be controlled with the mouse or the keyboard.
488
489 A left-click with the mouse in the row or column containing the empty
490 space will move as many tiles as necessary to move the space to the
491 mouse pointer.
492
493 The arrow keys will move a tile adjacent to the space in the direction
494 indicated (moving the space in the \e{opposite} direction).
495
496 (All the actions described in \k{common-actions} are also available.)
497
498 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
499
500 The only options available from the \q{Custom...} option on the \q{Type}
501 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
502 you've changed these, it's not a \q{15-puzzle} any more, of course!)
503
504
505 \C{sixteen} \i{Sixteen}
506
507 \cfg{winhelp-topic}{games.sixteen}
508
509 Another sliding tile puzzle, visually similar to Fifteen (see
510 \k{fifteen}) but with a different type of move. This time, there is no
511 hole: all 16 squares on the grid contain numbered squares. Your move
512 is to shift an entire row left or right, or shift an entire column up
513 or down; every time you do that, the tile you shift off the grid
514 re-appears at the other end of the same row, in the space you just
515 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
516 the top row, 13,14,15,16 on the bottom). When you've done that, try
517 playing on different sizes of grid.
518
519 I \e{might} have invented this game myself, though only by accident if
520 so (and I'm sure other people have independently invented it). I
521 thought I was imitating a screensaver I'd seen, but I have a feeling
522 that the screensaver might actually have been a Fifteen-type puzzle
523 rather than this slightly different kind. So this might be the one
524 thing in my puzzle collection which represents creativity on my part
525 rather than just engineering.
526
527 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
528
529 This game is played with the mouse. Left-clicking on an arrow will
530 move the appropriate row or column in the direction indicated.
531 Right-clicking will move it in the opposite direction.
532
533 (All the actions described in \k{common-actions} are also available.)
534
535 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
536
537 The parameters available from the \q{Custom...} option on the
538 \q{Type} menu are:
539
540 \b \e{Width} and \e{Height}, which are self-explanatory.
541
542 \b You can ask for a limited shuffling operation to be performed on
543 the grid. By default, Sixteen will shuffle the grid in such a way
544 that any arrangement is about as probable as any other. You can
545 override this by requesting a precise number of shuffling moves to
546 be performed. Typically your aim is then to determine the precise
547 set of shuffling moves and invert them exactly, so that you answer
548 (say) a four-move shuffle with a four-move solution. Note that the
549 more moves you ask for, the more likely it is that solutions shorter
550 than the target length will turn out to be possible.
551
552
553 \C{twiddle} \i{Twiddle}
554
555 \cfg{winhelp-topic}{games.twiddle}
556
557 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
558 (see \k{sixteen}): you are given a grid of square tiles, each
559 containing a number, and your aim is to arrange the numbers into
560 ascending order.
561
562 In basic Twiddle, your move is to rotate a square group of four
563 tiles about their common centre. (Orientation is not significant in
564 the basic puzzle, although you can select it.) On more advanced
565 settings, you can rotate a larger square group of tiles.
566
567 I first saw this type of puzzle in the GameCube game \q{Metroid
568 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
569 you solve to unlock a door, which is a special case of Twiddle. I
570 developed this game as a generalisation of that puzzle.
571
572 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
573
574 To play Twiddle, click the mouse in the centre of the square group
575 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
576 which means you have to click at a corner point where four tiles
577 meet.
578
579 In more advanced modes you might be rotating 3\by\.3 or even more at
580 a time; if the size of the square is odd then you simply click in
581 the centre tile of the square you want to rotate.
582
583 Clicking with the left mouse button rotates the group anticlockwise.
584 Clicking with the right button rotates it clockwise.
585
586 (All the actions described in \k{common-actions} are also available.)
587
588 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
589
590 Twiddle provides several configuration options via the \q{Custom}
591 option on the \q{Type} menu:
592
593 \b You can configure the width and height of the puzzle grid.
594
595 \b You can configure the size of square block that rotates at a time.
596
597 \b You can ask for every square in the grid to be distinguishable
598 (the default), or you can ask for a simplified puzzle in which there
599 are groups of identical numbers. In the simplified puzzle your aim
600 is just to arrange all the 1s into the first row, all the 2s into
601 the second row, and so on.
602
603 \b You can configure whether the orientation of tiles matters. If
604 you ask for an orientable puzzle, each tile will have a triangle
605 drawn in it. All the triangles must be pointing upwards to complete
606 the puzzle.
607
608 \b You can ask for a limited shuffling operation to be performed on
609 the grid. By default, Twiddle will shuffle the grid so much that any
610 arrangement is about as probable as any other. You can override this
611 by requesting a precise number of shuffling moves to be performed.
612 Typically your aim is then to determine the precise set of shuffling
613 moves and invert them exactly, so that you answer (say) a four-move
614 shuffle with a four-move solution. Note that the more moves you ask
615 for, the more likely it is that solutions shorter than the target
616 length will turn out to be possible.
617
618
619 \C{rectangles} \i{Rectangles}
620
621 \cfg{winhelp-topic}{games.rectangles}
622
623 You have a grid of squares, with numbers written in some (but not all)
624 of the squares. Your task is to subdivide the grid into rectangles of
625 various sizes, such that (a) every rectangle contains exactly one
626 numbered square, and (b) the area of each rectangle is equal to the
627 number written in its numbered square.
628
629 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
630 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
631 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
632 implementation, my version automatically generates random grids of
633 any size you like. The quality of puzzle design is therefore not
634 quite as good as hand-crafted puzzles would be, but on the plus side
635 you get an inexhaustible supply of puzzles tailored to your own
636 specification.
637
638 \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}
639
640 \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}
641
642 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
643
644 This game is played with the mouse.
645
646 Left-click any edge to toggle it on or off, or click and drag to draw
647 an entire rectangle (or line) on the grid in one go (removing any
648 existing edges within that rectangle).
649
650 When a rectangle of the correct size is completed, it will be shaded.
651
652 (All the actions described in \k{common-actions} are also available.)
653
654 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
655
656 These parameters are available from the \q{Custom...} option on the
657 \q{Type} menu.
658
659 \dt \e{Width}, \e{Height}
660
661 \dd Size of grid, in squares.
662
663 \dt \e{Expansion factor}
664
665 \dd This is a mechanism for changing the type of grids generated by
666 the program. Some people prefer a grid containing a few large
667 rectangles to one containing many small ones. So you can ask
668 Rectangles to essentially generate a \e{smaller} grid than the size
669 you specified, and then to expand it by adding rows and columns.
670
671 \lcont{
672
673 The default expansion factor of zero means that Rectangles will
674 simply generate a grid of the size you ask for, and do nothing
675 further. If you set an expansion factor of (say) 0.5, it means that
676 each dimension of the grid will be expanded to half again as big
677 after generation. In other words, the initial grid will be 2/3 the
678 size in each dimension, and will be expanded to its full size
679 without adding any more rectangles.
680
681 Setting an expansion factor of around 0.5 tends to make the game
682 more difficult, and also (in my experience) rewards a less deductive
683 and more intuitive playing style. If you set it \e{too} high,
684 though, the game simply cannot generate more than a few rectangles
685 to cover the entire grid, and the game becomes trivial.
686
687 }
688
689 \dt \e{Ensure unique solution}
690
691 \dd Normally, Rectangles will make sure that the puzzles it presents
692 have only one solution. Puzzles with ambiguous sections can be more
693 difficult and more subtle, so if you like you can turn off this
694 feature and risk having ambiguous puzzles. Also, finding \e{all} the
695 possible solutions can be an additional challenge for an advanced
696 player. Turning off this option can also speed up puzzle generation.
697
698
699 \C{netslide} \i{Netslide}
700
701 \cfg{winhelp-topic}{games.netslide}
702
703 This game combines the grid generation of Net (see \k{net}) with the
704 movement of Sixteen (see \k{sixteen}): you have a Net grid, but
705 instead of rotating tiles back into place you have to slide them
706 into place by moving a whole row at a time.
707
708 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
709 See \k{sixteen-controls}.
710
711 \I{parameters, for Netslide}The available game parameters have similar
712 meanings to those in Net (see \k{net-params}) and Sixteen (see
713 \k{sixteen-params}).
714
715 Netslide was contributed to this collection by Richard Boulton.
716
717 \C{pattern} \i{Pattern}
718
719 \cfg{winhelp-topic}{games.pattern}
720
721 You have a grid of squares, which must all be filled in either black
722 or white. Beside each row of the grid are listed the lengths of the
723 runs of black squares on that row; above each column are listed the
724 lengths of the runs of black squares in that column. Your aim is to
725 fill in the entire grid black or white.
726
727 I first saw this puzzle form around 1995, under the name
728 \q{\i{nonograms}}. I've seen it in various places since then, under
729 different names.
730
731 Normally, puzzles of this type turn out to be a meaningful picture
732 of something once you've solved them. However, since this version
733 generates the puzzles automatically, they will just look like random
734 groupings of squares. (One user has suggested that this is actually
735 a \e{good} thing, since it prevents you from guessing the colour of
736 squares based on the picture, and forces you to use logic instead.)
737 The advantage, though, is that you never run out of them.
738
739 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
740
741 This game is played with the mouse.
742
743 Left-click in a square to colour it black. Right-click to colour it
744 white. If you make a mistake, you can middle-click, or hold down
745 Shift while clicking with any button, to colour the square in the
746 default grey (meaning \q{undecided}) again.
747
748 You can click and drag with the left or right mouse button to colour
749 a vertical or horizontal line of squares black or white at a time
750 (respectively). If you click and drag with the middle button, or
751 with Shift held down, you can colour a whole rectangle of squares
752 grey.
753
754 (All the actions described in \k{common-actions} are also available.)
755
756 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
757
758 The only options available from the \q{Custom...} option on the \q{Type}
759 menu are \e{Width} and \e{Height}, which are self-explanatory.
760
761
762 \C{solo} \i{Solo}
763
764 \cfg{winhelp-topic}{games.solo}
765
766 You have a square grid, which is divided into square or rectangular
767 blocks. Each square must be filled in with a digit from 1 to the
768 size of the grid, in such a way that
769
770 \b every row contains only one occurrence of each digit
771
772 \b every column contains only one occurrence of each digit
773
774 \b every block contains only one occurrence of each digit.
775
776 You are given some of the numbers as clues; your aim is to place the
777 rest of the numbers correctly.
778
779 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
780 into nine 3\by\.3 blocks). You can also select sizes with
781 rectangular blocks instead of square ones, such as 2\by\.3 (a
782 6\by\.6 grid divided into six 3\by\.2 blocks).
783
784 If you select a puzzle size which requires more than 9 digits, the
785 additional digits will be letters of the alphabet. For example, if
786 you select 3\by\.4 then the digits which go in your grid will be 1
787 to 9, plus \cq{a}, \cq{b} and \cq{c}.
788
789 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
790 been popularised by various newspapers under the name \q{Sudoku} or
791 \q{Su Doku}.
792
793 \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}
794
795 \H{solo-controls} \I{controls, for Solo}Solo controls
796
797 To play Solo, simply click the mouse in any empty square and then
798 type a digit or letter on the keyboard to fill that square. If you
799 make a mistake, click the mouse in the incorrect square and press
800 Space to clear it again (or use the Undo feature).
801
802 If you \e{right}-click in a square and then type a number, that
803 number will be entered in the square as a \q{pencil mark}. You can
804 have pencil marks for multiple numbers in the same square.
805
806 The game pays no attention to pencil marks, so exactly what you use
807 them for is up to you: you can use them as reminders that a
808 particular square needs to be re-examined once you know more about a
809 particular number, or you can use them as lists of the possible
810 numbers in a given square, or anything else you feel like.
811
812 To erase a single pencil mark, right-click in the square and type
813 the same number again.
814
815 All pencil marks in a square are erased when you left-click and type
816 a number, or when you left-click and press space. Right-clicking and
817 pressing space will also erase pencil marks.
818
819 (All the actions described in \k{common-actions} are also available.)
820
821 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
822
823 Solo allows you to configure two separate dimensions of the puzzle
824 grid on the \q{Type} menu: the number of columns, and the number of
825 rows, into which the main grid is divided. (The size of a block is
826 the inverse of this: for example, if you select 2 columns and 3 rows,
827 each actual block will have 3 columns and 2 rows.)
828
829 You can also configure the type of symmetry shown in the generated
830 puzzles. More symmetry makes the puzzles look prettier but may also
831 make them easier, since the symmetry constraints can force more
832 clues than necessary to be present. Completely asymmetric puzzles
833 have the freedom to contain as few clues as possible.
834
835 Finally, you can configure the difficulty of the generated puzzles.
836 Difficulty levels are judged by the complexity of the techniques of
837 deduction required to solve the puzzle: each level requires a mode
838 of reasoning which was not necessary in the previous one. In
839 particular, on difficulty levels \q{Trivial} and \q{Basic} there
840 will be a square you can fill in with a single number at all times,
841 whereas at \q{Intermediate} level and beyond you will have to make
842 partial deductions about the \e{set} of squares a number could be in
843 (or the set of numbers that could be in a square). At
844 \q{Unreasonable} level, even this is not enough, and you will
845 eventually have to make a guess, and then backtrack if it turns out
846 to be wrong.
847
848 Generating difficult puzzles is itself difficult: if you select
849 \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
850 many attempts at generating a puzzle before it finds one hard enough
851 for you. Be prepared to wait, especially if you have also configured
852 a large puzzle size.
853
854
855 \C{mines} \i{Mines}
856
857 \cfg{winhelp-topic}{games.mines}
858
859 You have a grid of covered squares, some of which contain mines, but
860 you don't know which. Your job is to uncover every square which does
861 \e{not} contain a mine. If you uncover a square containing a mine,
862 you lose. If you uncover a square which does not contain a mine, you
863 are told how many mines are contained within the eight surrounding
864 squares.
865
866 This game needs no introduction; popularised by Windows, it is
867 perhaps the single best known desktop puzzle game in existence.
868
869 This version of it has an unusual property. By default, it will
870 generate its mine positions in such a way as to ensure that you
871 never need to \e{guess} where a mine is: you will always be able to
872 deduce it somehow. So you will never, as can happen in other
873 versions, get to the last four squares and discover that there are
874 two mines left but you have no way of knowing for sure where they
875 are.
876
877 \H{mines-controls} \I{controls, for Mines}Mines controls
878
879 This game is played with the mouse.
880
881 If you left-click in a covered square, it will be uncovered.
882
883 If you right-click in a covered square, it will place a flag which
884 indicates that the square is believed to be a mine. Left-clicking in
885 a marked square will not uncover it, for safety. You can right-click
886 again to remove a mark placed in error.
887
888 If you left-click in an \e{uncovered} square, it will \q{clear
889 around} the square. This means: if the square has exactly as many
890 flags surrounding it as it should have mines, then all the covered
891 squares next to it which are \e{not} flagged will be uncovered. So
892 once you think you know the location of all the mines around a
893 square, you can use this function as a shortcut to avoid having to
894 click on each of the remaining squares one by one.
895
896 If you uncover a square which has \e{no} mines in the surrounding
897 eight squares, then it is obviously safe to uncover those squares in
898 turn, and so on if any of them also has no surrounding mines. This
899 will be done for you automatically; so sometimes when you uncover a
900 square, a whole new area will open up to be explored.
901
902 All the actions described in \k{common-actions} are also available.
903
904 Even Undo is available, although you might consider it cheating to
905 use it. If you step on a mine, the program will only reveal the mine
906 in question (unlike most other implementations, which reveal all of
907 them). You can then Undo your fatal move and continue playing if you
908 like. The program will track the number of times you died (and Undo
909 will not reduce that counter), so when you get to the end of the
910 game you know whether or not you did it without making any errors.
911
912 (If you really want to know the full layout of the grid, which other
913 implementations will show you after you die, you can always use the
914 Solve menu option.)
915
916 \H{mines-parameters} \I{parameters, for Mines}Mines parameters
917
918 The options available from the \q{Custom...} option on the \q{Type}
919 menu are:
920
921 \dt \e{Width}, \e{Height}
922
923 \dd Size of grid in squares.
924
925 \dt \e{Mines}
926
927 \dd Number of mines in the grid. You can enter this as an absolute
928 mine count, or alternatively you can put a \cw{%} sign on the end in
929 which case the game will arrange for that proportion of the squares
930 in the grid to be mines.
931
932 \lcont{
933
934 Beware of setting the mine count too high. At very high densities,
935 the program may spend forever searching for a solvable grid.
936
937 }
938
939 \dt \e{Ensure solubility}
940
941 \dd When this option is enabled (as it is by default), Mines will
942 ensure that the entire grid can be fully deduced starting from the
943 initial open space. If you prefer the riskier grids generated by
944 other implementations, you can switch off this option.
945
946
947 \C{samegame} \i{Same Game}
948
949 \cfg{winhelp-topic}{games.samegame}
950
951 You have a grid of coloured squares, which you have to clear by
952 highlighting contiguous regions of more than one coloured square;
953 the larger the region you highlight, the more points you get (and
954 the faster you clear the arena).
955
956 If you clear the grid you win. If you end up with nothing but
957 single squares (i.e., there are no more clickable regions left) you
958 lose.
959
960 Removing a region causes the rest of the grid to shuffle up:
961 blocks that are suspended will fall down (first), and then empty
962 columns are filled from the right.
963
964 Same Game was contributed to this collection by James Harvey.
965
966 \H{samegame-controls} \i{Same Game controls}
967
968 \IM{Same Game controls} controls, for Same Game
969 \IM{Same Game controls} keys, for Same Game
970 \IM{Same Game controls} shortcuts (keyboard), for Same Game
971
972 This game can be played with either the keyboard or the mouse.
973
974 If you left-click an unselected region, it becomes selected (possibly
975 clearing the current selection).
976
977 If you left-click the selected region, it will be removed (and the
978 rest of the grid shuffled immediately).
979
980 If you right-click the selected region, it will be unselected.
981
982 The cursor keys move a cursor around the grid. Pressing the Space or
983 Enter keys while the cursor is in an unselected region selects it;
984 pressing Space or Enter again removes it as above.
985
986 \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
987
988 These parameters are available from the \q{Custom...} option on the
989 \q{Type} menu.
990
991 \dt \e{Width}, \e{Height}
992
993 \dd Size of grid in squares.
994
995 \dt \e{No. of colours}
996
997 \dd Number of different colours used to fill the grid; the more colours,
998 the fewer large regions of colour and thus the more difficult it is to
999 successfully clear the grid.
1000
1001 \dt \e{Scoring system}
1002
1003 \dd Controls the precise mechanism used for scoring. With the default
1004 system, \q{(n-2)^2}, only regions of three squares or more will score
1005 any points at all. With the alternative \q{(n-1)^2} system, regions of
1006 two squares score a point each, and larger regions score relatively
1007 more points.
1008
1009 \dt \e{Ensure solubility}
1010
1011 \dd If this option is ticked (the default state), generated grids
1012 will be guaranteed to have at least one solution.
1013
1014 \lcont{
1015
1016 If you turn it off, the game generator will not try to guarantee
1017 soluble grids; it will, however, still ensure that there are at
1018 least 2 squares of each colour on the grid at the start (since a
1019 grid with exactly one square of a given colour is \e{definitely}
1020 insoluble). Grids generated with this option disabled may contain
1021 more large areas of contiguous colour, leading to opportunities for
1022 higher scores; they can also take less time to generate.
1023
1024 }
1025
1026
1027 \C{flip} \i{Flip}
1028
1029 \cfg{winhelp-topic}{games.flip}
1030
1031 You have a grid of squares, some light and some dark. Your aim is to
1032 light all the squares up at the same time. You can choose any square
1033 and flip its state from light to dark or dark to light, but when you
1034 do so, other squares around it change state as well.
1035
1036 Each square contains a small diagram showing which other squares
1037 change when you flip it.
1038
1039 \H{flip-controls} \i{Flip controls}
1040
1041 \IM{Flip controls} controls, for Flip
1042 \IM{Flip controls} keys, for Flip
1043 \IM{Flip controls} shortcuts (keyboard), for Flip
1044
1045 This game can be played with either the keyboard or the mouse.
1046
1047 Left-click in a square to flip it and its associated squares, or
1048 use the cursor keys to choose a square and the space bar or Enter
1049 key to flip.
1050
1051 If you use the \q{Solve} function on this game, it will mark some of
1052 the squares in red. If you click once in every square with a red
1053 mark, the game should be solved. (If you click in a square
1054 \e{without} a red mark, a red mark will appear in it to indicate
1055 that you will need to reverse that operation to reach the solution.)
1056
1057 \H{flip-parameters} \I{parameters, for flip}Flip parameters
1058
1059 These parameters are available from the \q{Custom...} option on the
1060 \q{Type} menu.
1061
1062 \dt \e{Width}, \e{Height}
1063
1064 \dd Size of grid in squares.
1065
1066 \dt \e{Shape type}
1067
1068 \dd This control determines the shape of the region which is flipped
1069 by clicking in any given square. The default setting, \q{Crosses},
1070 causes every square to flip itself and its four immediate neighbours
1071 (or three or two if it's at an edge or corner). The other setting,
1072 \q{Random}, causes a random shape to be chosen for every square, so
1073 the game is different every time.
1074
1075
1076 \C{guess} \i{Guess}
1077
1078 \cfg{winhelp-topic}{games.guess}
1079
1080 You have a set of coloured pegs, and have to reproduce a
1081 predetermined sequence of them (chosen by the computer) within a
1082 certain number of guesses.
1083
1084 Each guess gets marked with the number of correctly-coloured pegs
1085 in the correct places (in black), and also the number of
1086 correctly-coloured pegs in the wrong places (in white).
1087
1088 This game is also known (and marketed, by Hasbro, mainly) as
1089 a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
1090 However, this version allows custom settings of number of colours
1091 (up to 10), number of pegs per row, and number of guesses.
1092
1093 Guess was contributed to this collection by James Harvey.
1094
1095 \H{guess-controls} \i{Guess controls}
1096
1097 \IM{Guess controls} controls, for Guess
1098 \IM{Guess controls} keys, for Guess
1099 \IM{Guess controls} shortcuts (keyboard), for Guess
1100
1101 This game can be played with either the keyboard or the mouse.
1102
1103 With the mouse, drag a coloured peg from the tray on the left-hand
1104 side to its required position in the current guess; pegs may also be
1105 dragged from current and past guesses to copy them elsewhere. To
1106 remove a peg, drag it off its current position to somewhere invalid.
1107
1108 Right-clicking in the current guess adds a \q{hold} marker; pegs
1109 that have hold markers will be automatically added to the next guess
1110 after marking.
1111
1112 Alternatively, with the keyboard, the up and down cursor keys can be
1113 used to select a peg colour, the left and right keys to select a
1114 peg position, and the space bar or Enter key to place a peg of the
1115 selected colour in the chosen position. \q{D} or Backspace removes a
1116 peg, and \q{H} adds a hold marker.
1117
1118 When the guess is complete, the smaller feedback pegs will be highlighted;
1119 clicking on these (or moving the peg cursor to them with the arrow keys
1120 and pressing the space bar or Enter key) will mark the current guess,
1121 copy any held pegs to the next guess, and move the \q{current guess}
1122 marker.
1123
1124 If you correctly position all the pegs the solution will be displayed
1125 below; if you run out of guesses (or select \q{Solve...}) the solution
1126 will also be revealed.
1127
1128 \H{guess-parameters} \I{parameters, for Guess}Guess parameters
1129
1130 These parameters are available from the \q{Custom...} option on the
1131 \q{Type} menu. The default game matches the parameters for the
1132 board game \q{Mastermind}.
1133
1134 \dt \e{Colours}
1135
1136 \dd Number of colours the solution is chosen from; from 2 to 10
1137 (more is harder).
1138
1139 \dt \e{Pegs per guess}
1140
1141 \dd Number of pegs per guess (more is harder).
1142
1143 \dt \e{Guesses}
1144
1145 \dd Number of guesses you have to find the solution in (fewer is harder).
1146
1147 \dt \e{Allow blanks}
1148
1149 \dd Allows blank pegs to be given as part of a guess (makes it easier, because
1150 you know that those will never be counted as part of the solution). This
1151 is turned off by default.
1152
1153 Note that this doesn't allow blank pegs in the solution; if you really wanted
1154 that, use one extra colour.
1155
1156 \dt \e{Allow duplicates}
1157
1158 \dd Allows the solution (and the guesses) to contain colours more than once;
1159 this increases the search space (making things harder), and is turned on by
1160 default.
1161
1162
1163 \C{pegs} \i{Pegs}
1164
1165 \cfg{winhelp-topic}{games.pegs}
1166
1167 A number of pegs are placed in holes on a board. You can remove a
1168 peg by jumping an adjacent peg over it (horizontally or vertically)
1169 to a vacant hole on the other side. Your aim is to remove all but one
1170 of the pegs initially present.
1171
1172 This game, best known as \q{Peg Solitaire}, is possibly one of the
1173 oldest puzzle games still commonly known.
1174
1175 \H{pegs-controls} \i{Pegs controls}
1176
1177 \IM{Pegs controls} controls, for Pegs
1178
1179 To move a peg, drag it with the mouse from its current position to
1180 its final position. If the final position is exactly two holes away
1181 from the initial position, is currently unoccupied by a peg, and
1182 there is a peg in the intervening square, the move will be permitted
1183 and the intervening peg will be removed.
1184
1185 Vacant spaces which you can move a peg into are marked with holes. A
1186 space with no peg and no hole is not available for moving at all: it
1187 is an obstacle which you must work around.
1188
1189
1190 \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1191
1192 These parameters are available from the \q{Custom...} option on the
1193 \q{Type} menu.
1194
1195 \dt \e{Width}, \e{Height}
1196
1197 \dd Size of grid in holes.
1198
1199 \dt \e{Board type}
1200
1201 \dd Controls whether you are given a board of a standard shape or a
1202 randomly generated shape. The two standard shapes currently
1203 supported are \q{Cross} and \q{Octagon} (also commonly known as the
1204 English and European traditional board layouts respectively).
1205 Selecting \q{Random} will give you a different board shape every
1206 time (but always one that is known to have a solution).
1207
1208
1209 \C{dominosa} \i{Dominosa}
1210
1211 \cfg{winhelp-topic}{games.dominosa}
1212
1213 A normal set of dominoes \dash that is, one instance of every
1214 (unordered) pair of numbers from 0 to 6 \dash has been arranged
1215 irregularly into a rectangle; then the number in each square has
1216 been written down and the dominoes themselves removed. Your task is
1217 to reconstruct the pattern by arranging the set of dominoes to match
1218 the provided array of numbers.
1219
1220 This puzzle is widely credited to O. S. Adler, and takes part of its
1221 name from those initials.
1222
1223 \H{dominosa-controls} \i{Dominosa controls}
1224
1225 \IM{Dominosa controls} controls, for Dominosa
1226
1227 Left-clicking between any two adjacent numbers places a domino
1228 covering them, or removes one if it is already present. Trying to
1229 place a domino which overlaps existing dominoes will remove the ones
1230 it overlaps.
1231
1232 Right-clicking between two adjacent numbers draws a line between
1233 them, which you can use to remind yourself that you know those two
1234 numbers are \e{not} covered by a single domino. Right-clicking again
1235 removes the line.
1236
1237
1238 \H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1239
1240 These parameters are available from the \q{Custom...} option on the
1241 \q{Type} menu.
1242
1243 \dt \e{Maximum number on dominoes}
1244
1245 \dd Controls the size of the puzzle, by controlling the size of the
1246 set of dominoes used to make it. Dominoes with numbers going up to N
1247 will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1248 the default value of 6 gives an 8\by\.7 grid.
1249
1250 \dt \e{Ensure unique solution}
1251
1252 \dd Normally, Dominosa will make sure that the puzzles it presents
1253 have only one solution. Puzzles with ambiguous sections can be more
1254 difficult and sometimes more subtle, so if you like you can turn off
1255 this feature. Also, finding \e{all} the possible solutions can be an
1256 additional challenge for an advanced player. Turning off this option
1257 can also speed up puzzle generation.
1258
1259
1260 \C{untangle} \i{Untangle}
1261
1262 \cfg{winhelp-topic}{games.untangle}
1263
1264 You are given a number of points, some of which have lines drawn
1265 between them. You can move the points about arbitrarily; your aim is
1266 to position the points so that no line crosses another.
1267
1268 I originally saw this in the form of a Flash game called \i{Planarity}
1269 \k{Planarity}, written by John Tantalo.
1270
1271 \B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1272
1273 \H{untangle-controls} \i{Untangle controls}
1274
1275 \IM{Untangle controls} controls, for Untangle
1276
1277 To move a point, click on it with the left mouse button and drag it
1278 into a new position.
1279
1280 \H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1281
1282 There is only one parameter available from the \q{Custom...} option
1283 on the \q{Type} menu:
1284
1285 \dt \e{Number of points}
1286
1287 \dd Controls the size of the puzzle, by specifying the number of
1288 points in the generated graph.
1289
1290
1291 \C{blackbox} \i{Black Box}
1292
1293 \cfg{winhelp-topic}{games.blackbox}
1294
1295 A number of balls are hidden in a rectangular arena. You have to
1296 deduce the positions of the balls by firing lasers from positions
1297 on the edge of the arena and observing how they are deflected.
1298
1299 Lasers will fire straight until they hit the opposite side of the
1300 arena (at which point they emerge), unless affected by balls in one of
1301 the following ways:
1302
1303 \b A laser that hits a ball head-on is absorbed and will never re-emerge.
1304 This includes lasers that meet a ball on the first rank of the arena.
1305
1306 \b A laser with a ball to its front-left square gets deflected 90 degrees
1307 to the right.
1308
1309 \b A laser with a ball to its front-right square gets similarly deflected
1310 to the left.
1311
1312 \b A laser that would re-emerge from the entry location is considered to be
1313 \q{reflected}.
1314
1315 \b A laser which would get deflected before entering the arena (down the
1316 \q{firing range}) by a ball to the front-left or front-right of its
1317 entry point is also considered to be \q{reflected}.
1318
1319 Lasers that are reflected appear as a \q{R}; lasers that hit balls
1320 dead-on appear as \q{H}. Otherwise, a number appears at the firing point
1321 and the location where the laser emerges (this number is unique to
1322 that shot).
1323
1324 You can place guesses as to the location of the balls, based on the
1325 entry and exit patterns of the lasers; once you have placed enough
1326 balls a button appears enabling you to have your guesses checked.
1327
1328 Here is a diagram showing how the positions of balls can create each
1329 of the laser behaviours shown above:
1330
1331 \c 1RHR----
1332 \c |..O.O...|
1333 \c 2........3
1334 \c |........|
1335 \c |........|
1336 \c 3........|
1337 \c |......O.|
1338 \c H........|
1339 \c |.....O..|
1340 \c 12-RH---
1341
1342 As shown, it is possible for a ball to receive multiple reflections
1343 before re-emerging (see turn 3). Similarly, a ball may be reflected
1344 (possibly more than once) before receiving a hit (the \q{H} on the
1345 left side of the example).
1346
1347 Note that any layout with more that 4 balls may have a non-unique
1348 solution. The following diagram illustrates this; if you know the
1349 board contains 5 balls, it is impossible to determine where the fifth
1350 ball is (possible positions marked with an x):
1351
1352 \c --------
1353 \c |........|
1354 \c |........|
1355 \c |..O..O..|
1356 \c |...xx...|
1357 \c |...xx...|
1358 \c |..O..O..|
1359 \c |........|
1360 \c |........|
1361 \c --------
1362
1363 For this reason when you have your guesses checked the game will
1364 check that your solution \e{produces the same results} as the
1365 computer's, rather than that your solution is identical to the
1366 computer's. So in the above example, you could put the fifth ball at
1367 \e{any} of the locations marked with an x, and you would still win.
1368
1369 Black Box was contributed to this collection by James Harvey.
1370
1371 \H{blackbox-controls} \i{Black Box controls}
1372
1373 \IM{Black Box controls}controls, for Black Box
1374
1375 To fire a laser, left-click in a square around the side of the arena.
1376 The results will be displayed immediately. Lasers may not be fired
1377 twice (because the results will never change). Holding down the left
1378 button will highlight the current go (or a previous go) to confirm the
1379 exit point for that laser, if applicable.
1380
1381 To guess the location of a ball, left-click within the arena and a
1382 black circle will appear marking the guess; to remove the guessed ball
1383 click again.
1384
1385 Locations in the arena may be locked against modification by
1386 right-clicking; whole rows and columns may be similarly locked by
1387 right-clicking in the laser firing range above/below that column, or
1388 to the left/right of that row.
1389
1390 When an appropriate number of balls have been guessed a button will
1391 appear at the top-left corner of the grid; clicking that will mark
1392 your guesses.
1393
1394 If you click the \q{mark} button and your guesses are not correct,
1395 the game will show you as little information as possible to
1396 demonstrate this to you, so you can try again. If your ball
1397 positions are not consistent with the laser paths you already know
1398 about, one laser path will be circled to indicate that it proves you
1399 wrong. If your positions match all the existing laser paths but are
1400 still wrong, one new laser path will be revealed (written in red)
1401 which is not consistent with your current guesses.
1402
1403 If you decide to give up completely, you can select Solve to reveal
1404 the actual ball positions. At this point, correctly-placed balls
1405 will be displayed as filled black circles; incorrectly-placed balls
1406 are displayed as filled black circles with red crosses, and missing
1407 balls are filled red circles. In addition, a red circle marks any
1408 laser you had already fired which is not consistent with your ball
1409 layout (just as when you press the mark button), and red text marks
1410 any laser you \e{could} have fired in order to distinguish your ball
1411 layout from the right one.
1412
1413 (All the actions described in \k{common-actions} are also available.)
1414
1415 \H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1416
1417 These parameters are available from the \q{Custom...} option on the
1418 \q{Type} menu.
1419
1420 \dt \e{Width}, \e{Height}
1421
1422 \dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
1423 per grid, two per row and two per column.
1424
1425 \dt \e{No. of balls}
1426
1427 \dd Number of balls to place in the grid. This can be a single number,
1428 or a range (separated with a hyphen, like \q{2-6}), and determines the
1429 number of balls to place on the grid. The \q{reveal} button is only
1430 enabled if you have guessed an appropriate number of balls; a guess
1431 using a different number to the original solution is still acceptable,
1432 if all the laser inputs and outputs match.
1433
1434
1435 \C{slant} \i{Slant}
1436
1437 \cfg{winhelp-topic}{games.slant}
1438
1439 You have a grid of squares. Your aim is to draw a diagonal line
1440 through each square, and choose which way each line slants so that
1441 the following conditions are met:
1442
1443 \b The diagonal lines never form a loop.
1444
1445 \b Any point with a circled number has precisely that many lines
1446 meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1447 zero is the centre of a diamond shape \dash or rather, a partial
1448 diamond shape, because a zero can never appear in the middle of the
1449 grid because that would immediately cause a loop.)
1450
1451 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1452
1453 \B{nikoli-slant}
1454 \W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1455 (in Japanese)
1456
1457
1458 \H{slant-controls} \i{Slant controls}
1459
1460 \IM{Slant controls} controls, for Slant
1461 \IM{Slant controls} keys, for Slant
1462 \IM{Slant controls} shortcuts (keyboard), for Slant
1463
1464 Left-clicking in a blank square will place a \cw{\\} in it (a line
1465 leaning to the left, i.e. running from the top left of the square to
1466 the bottom right). Right-clicking in a blank square will place a
1467 \cw{/} in it (leaning to the right, running from top right to bottom
1468 left).
1469
1470 Continuing to click either button will cycle between the three
1471 possible square contents. Thus, if you left-click repeatedly in a
1472 blank square it will change from blank to \cw{\\} to \cw{/} back to
1473 blank, and if you right-click repeatedly the square will change from
1474 blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1475 the game entirely with one button if you need to.)
1476
1477 (All the actions described in \k{common-actions} are also available.)
1478
1479 \H{slant-parameters} \I{parameters, for slant}Slant parameters
1480
1481 These parameters are available from the \q{Custom...} option on the
1482 \q{Type} menu.
1483
1484 \dt \e{Width}, \e{Height}
1485
1486 \dd Size of grid in squares.
1487
1488
1489 \A{licence} \I{MIT licence}\ii{Licence}
1490
1491 This software is \i{copyright} 2004-2005 Simon Tatham.
1492
1493 Portions copyright Richard Boulton and James Harvey.
1494
1495 Permission is hereby granted, free of charge, to any person
1496 obtaining a copy of this software and associated documentation files
1497 (the "Software"), to deal in the Software without restriction,
1498 including without limitation the rights to use, copy, modify, merge,
1499 publish, distribute, sublicense, and/or sell copies of the Software,
1500 and to permit persons to whom the Software is furnished to do so,
1501 subject to the following conditions:
1502
1503 The above copyright notice and this permission notice shall be
1504 included in all copies or substantial portions of the Software.
1505
1506 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
1507 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
1508 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
1509 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
1510 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
1511 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
1512 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
1513 SOFTWARE.
1514
1515 \IM{specific} \q{Specific}, menu option
1516 \IM{custom} \q{Custom}, menu option
1517
1518 \IM{game ID} game ID
1519 \IM{game ID} ID, game
1520 \IM{ID format} ID format
1521 \IM{ID format} format, ID
1522 \IM{ID format} game ID, format
1523
1524 \IM{keys} keys
1525 \IM{keys} shortcuts (keyboard)
1526
1527 \IM{initial state} initial state
1528 \IM{initial state} state, initial
1529
1530 \IM{MIT licence} MIT licence
1531 \IM{MIT licence} licence, MIT