First cut at online help under OS X. I just built the HTML version
[sgt/puzzles] / puzzles.but
1 \title Simon Tatham's Portable Puzzle Collection
2
3 \cfg{winhelp-filename}{puzzles.hlp}
4 \cfg{winhelp-contents-titlepage}{Contents}
5
6 \cfg{text-filename}{puzzles.txt}
7
8 \#
9 \cfg{html-contents-filename}{index.html}
10 \cfg{html-leaf-level}{1}
11 \cfg{html-contents-depth-0}{1}
12 \cfg{html-contents-depth-1}{2}
13 \cfg{html-leaf-contains-contents}{true}
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15 \cfg{html-single-filename}{index.html}
16 \cfg{html-head-end}{<meta name="AppleTitle" content="Puzzles Help">}
17 \cfg{html-leaf-level}{0}
18
19 \cfg{info-filename}{puzzles.info}
20
21 \cfg{ps-filename}{puzzles.ps}
22 \cfg{pdf-filename}{puzzles.pdf}
23
24 This is a collection of small one-player puzzle games.
25
26 \copyright This manual is copyright 2004 Simon Tatham. All rights
27 reserved. You may distribute this documentation under the MIT licence.
28 See \k{licence} for the licence text in full.
29
30 \versionid $Id$
31
32
33 \C{intro} Introduction
34
35 I wrote this collection because I thought there should be more small
36 desktop toys available: little games you can pop up in a window and
37 play for two or three minutes while you take a break from whatever
38 else you were doing. And I was also annoyed that every time I found a
39 good game on (say) \i{Unix}, it wasn't available the next time I was
40 sitting at a \i{Windows} machine, or vice versa; so I arranged that
41 everything in my personal puzzle collection will happily run on both.
42 When I find (or perhaps invent) further puzzle games that I like,
43 they'll be added to this collection and will immediately be available
44 on both platforms. And if anyone feels like writing any other front
45 ends - Mac OS, PocketPC, or whatever it might be - then all the games
46 in this framework will immediately become available on another
47 platform as well.
48
49 The actual games in this collection were mostly not my invention; I
50 saw them elsewhere, and rewrote them in a form that was more
51 convenient for me. I do not claim credit, in general, for inventing
52 the rules of any of these puzzles; all I claim is authorship of the
53 code (or at least those parts of the code that weren't contributed
54 by other people!).
55
56 This collection is distributed under the \i{MIT licence} (see
57 \k{licence}). This means that you can do pretty much anything you like
58 with the game binaries or the code, except pretending you wrote them
59 yourself, or suing me if anything goes wrong.
60
61 The most recent versions, and \i{source code}, can be found at
62 \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
63
64 Please report \I{feedback}\i{bugs} to
65 \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
66 You might find it helpful to read this article before reporting a bug:
67
68 \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
69
70 \ii{Patches} are welcome. Especially if they provide a new front end
71 (to make all these games run on another platform), or a new game.
72
73
74 \C{common} \ii{Common features}
75
76 This chapter describes features that are common to all the games.
77
78 \H{common-actions} \I{controls}Common actions
79
80 These actions are all available from the \I{Game menu}\q{Game} menu
81 and via \I{keys}keyboard shortcuts, in addition to any game-specific
82 actions.
83
84 \dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
85
86 \dd Starts a new game, with a random initial state.
87
88 \dt \ii\e{Restart game} (\q{R})
89
90 \dd Resets the current game to its initial state. Undo is lost.
91
92 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
93
94 \dd Undoes a single move. (You can undo moves back to the start of the
95 game.)
96
97 \dt \ii\e{Redo} (Ctrl+\q{R})
98
99 \dd Redoes a previous undone move.
100
101 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
102
103 \dd Closes the application entirely.
104
105 \H{common-id} Recreating games with the \ii{game ID}
106
107 The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
108 lets you see a short string (the \q{game ID}) that captures the
109 initial state of the current game.
110
111 The precise \I{ID format}format of the ID is specific to each game.
112 It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
113 the first part encodes \i\e{parameters} (such as grid size), while the
114 second part encodes a \i\e{seed}, which determines the \i{initial
115 state} of the game within those parameters.
116
117 You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
118 a new game with the specified ID (whether you changed it or not).
119 Pressing \q{Cancel} returns to the current game.
120
121 You can also use the game ID (or just the encoded parameters) as a
122 \i{command line} argument; see \k{common-cmdline} for more detail.
123
124 Game IDs are portable across platforms; you can use a game ID
125 generated by the Windows version of a game on the Unix version, etc.
126
127 \H{common-type} The \q{Type} menu
128
129 The \I{Type menu}\q{Type} menu, if present, may contain a list of
130 \i{preset} game settings. Selecting one of these will start a new
131 random game with the parameters specified.
132
133 The \q{Type} menu may also contain a \q{\i{Custom...}} option which
134 allows you to fine-tune game \i{parameters}. The parameters available
135 are specific to each game and are described in the following sections.
136
137 \H{common-cmdline} Specifying game parameters on the \i{command line}
138
139 The games in this collection deliberately do not ever save
140 information on to the computer they run on: they have no high score
141 tables and no saved preferences. (This is because I expect at least
142 some people to play them at work, and those people will probably
143 appreciate leaving as little evidence as possible!)
144
145 However, if you do want to arrange for one of these games to default
146 to a particular set of parameters, you can specify them on the
147 command line.
148
149 The easiest way to do this is to set up the parameters you want
150 using the \q{Type} menu (see \k{common-type}), and then to select
151 \q{Specific} from the \q{Game} menu (see \k{common-id}). The text in
152 the \q{Game ID} box will be composed of two parts, separated by a
153 colon. The first of these parts represents the game parameters (the
154 size of the playing area, for example, and anything else you set
155 using the \q{Type} menu).
156
157 If you run the game with just that parameter text on the command
158 line, it will start up with the settings you specified.
159
160 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
161 from the \q{Type} menu, and then go to the game ID selection, you
162 will see a string of the form \cq{o2x2:911A81,10}. Take only the
163 part before the colon (\cq{o2x2}), and start Cube with that text on
164 the command line: \cq{cube o2x2}.
165
166 If you copy the \e{entire} game ID on to the command line, the game
167 will start up in the specific game that was described. This is
168 occasionally a more convenient way to start a particular game ID
169 than by pasting it into the game ID selection box.
170
171 \C{net} \i{Net}
172
173 \cfg{winhelp-topic}{games.net}
174
175 (\e{Note:} the \i{Windows} version of this game is called
176 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
177
178 I originally saw this in the form of a Flash game called \i{FreeNet}
179 \k{FreeNet}, written by Pavils Jurjans. The computer prepares a
180 network by connecting up the centres of squares in a grid, and then
181 shuffles the network by rotating every tile randomly. Your job is to
182 rotate it all back into place. The successful solution will be an
183 entirely connected network, with no closed loops. \#{Is it also true
184 that a correct solution will not contain any cycles?} As a visual aid,
185 all tiles which are connected to the one in the middle are
186 highlighted.
187
188 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
189
190 \H{net-controls} \i{Net controls}
191
192 \IM{Net controls} controls, for Net
193 \IM{Net controls} keys, for Net
194 \IM{Net controls} shortcuts (keyboard), for Net
195
196 This game can be played with either the keyboard or the mouse. The
197 controls are:
198
199 \dt \e{Select tile}: mouse pointer, arrow keys
200
201 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
202
203 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
204
205 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
206
207 \dd You can lock a tile once you're sure of its orientation. You can
208 also unlock it again, but while it's locked you can't accidentally
209 turn it.
210
211 \dt \e{Jumble tiles}: \q{J} key
212
213 \dd This key turns all tiles that are not locked to random
214 orientations.
215
216 (All the actions described in \k{common-actions} are also available.)
217
218 \H{net-params} \I{parameters, for Net}Net parameters
219
220 These parameters are available from the \q{Custom...} option on the
221 \q{Type} menu.
222
223 \dt \e{Width}, \e{Height}
224
225 \dd Size of grid in tiles.
226
227 \dt \e{Walls wrap around}
228
229 \dd If checked, flow can pass from the left edge to the right edge,
230 and from top to bottom, and vice versa.
231
232 \dt \e{Barrier probability}
233
234 \dd A number between 0.0 and 1.0 controlling whether an immovable
235 barrier is placed between two tiles to prevent flow between them (a
236 higher number gives more barriers). Since barriers are immovable, they
237 act as constraints on the solution (i.e., hints).
238
239 \lcont{
240
241 The grid generation in Net has been carefully arranged so that the
242 barriers are independent of the rest of the grid. This means that if
243 you change the \e{Barrier probability} parameter, and then re-enter
244 the same game ID you were playing before (see \k{common-id}), you
245 should see exactly the same starting grid, with the only change
246 being the number of barriers. So if you're stuck on a particular
247 grid and need a hint, you could start up another instance of Net,
248 set up the same parameters but a higher barrier probability, and
249 enter the game seed from the original Net window.
250
251 }
252
253 \C{cube} \i{Cube}
254
255 \cfg{winhelp-topic}{games.cube}
256
257 This is another one I originally saw as a web game. This one was a
258 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
259 squares, six of which are blue; on one square rests a cube. Your move
260 is to use the arrow keys to roll the cube through 90 degrees so that
261 it moves to an adjacent square. If you roll the cube on to a blue
262 square, the blue square is picked up on one face of the cube; if you
263 roll a blue face of the cube on to a non-blue square, the blueness is
264 put down again. (In general, whenever you roll the cube, the two faces
265 that come into contact swap colours.) Your job is to get all six blue
266 squares on to the six faces of the cube at the same time. Count your
267 moves and try to do it in as few as possible.
268
269 Unlike the original Java game, my version has an additional feature:
270 once you've mastered the game with a cube rolling on a square grid,
271 you can change to a triangular grid and roll any of a tetrahedron, an
272 octahedron or an icosahedron.
273
274 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
275
276 \H{cube-controls} \i{Cube controls}
277
278 \IM{Cube controls} controls, for Cube
279 \IM{Cube controls} keys, for Cube
280 \IM{Cube controls} shortcuts (keyboard), for Cube
281
282 This game is played with the keyboard. The arrow keys are used to roll the
283 cube (or other solid).
284
285 On the triangular grids, the mapping of arrow keys to directions is
286 more approximate. Vertical movement is disallowed where it doesn't
287 make sense. The four keys surrounding the arrow keys on the numeric
288 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
289
290 (All the actions described in \k{common-actions} are also available.)
291
292 \H{cube-params} \I{parameters, for Cube}Cube parameters
293
294 These parameters are available from the \q{Custom...} option on the
295 \q{Type} menu.
296
297 \dt \e{Type of solid}
298
299 \dd Selects the solid to roll (and hence the shape of the grid):
300 tetrahedron, cube, octahedron, or icosahedron.
301
302 \dt \e{Width / top}, \e{Height / bottom}
303
304 \dd On a square grid, horizontal and vertical dimensions. On a
305 triangular grid, the number of triangles on the top and bottom rows
306 respectively.
307
308
309 \C{fifteen} \i{Fifteen}
310
311 \cfg{winhelp-topic}{games.fifteen}
312
313 The old ones are the best: this is the good old \q{\i{15-puzzle}} with
314 sliding tiles. You have a 4x4 square grid; 15 squares contain numbered
315 tiles, and the sixteenth is empty. Your move is to choose a tile next
316 to the empty space, and slide it into the space. The aim is to end up
317 with the tiles in numerical order, with the space in the bottom right
318 (so that the top row reads 1,2,3,4 and the bottom row reads
319 13,14,15,\e{space}).
320
321 \H{fifteen-controls} \i{Fifteen controls}
322
323 \IM{Fifteen controls} controls, for Fifteen
324 \IM{Fifteen controls} keys, for Fifteen
325 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
326
327 This game can be controlled with the mouse or the keyboard.
328
329 A left-click with the mouse in the row or column containing the empty
330 space will move as many tiles as necessary to move the space to the
331 mouse pointer.
332
333 The arrow keys will move a tile adjacent to the space in the direction
334 indicated (moving the space in the \e{opposite} direction).
335
336 (All the actions described in \k{common-actions} are also available.)
337
338 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
339
340 The only options available from the \q{Custom...} option on the \q{Type}
341 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
342 you've changed these, it's not a \q{15-puzzle} any more, of course!)
343
344
345 \C{sixteen} \i{Sixteen}
346
347 \cfg{winhelp-topic}{games.sixteen}
348
349 Another sliding tile puzzle, visually similar to Fifteen (see
350 \k{fifteen}) but with a different type of move. This time, there is no
351 hole: all 16 squares on the grid contain numbered squares. Your move
352 is to shift an entire row left or right, or shift an entire column up
353 or down; every time you do that, the tile you shift off the grid
354 re-appears at the other end of the same row, in the space you just
355 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
356 the top row, 13,14,15,16 on the bottom). When you've done that, try
357 playing on different sizes of grid.
358
359 I \e{might} have invented this game myself, though only by accident if
360 so (and I'm sure other people have independently invented it). I
361 thought I was imitating a screensaver I'd seen, but I have a feeling
362 that the screensaver might actually have been a Fifteen-type puzzle
363 rather than this slightly different kind. So this might be the one
364 thing in my puzzle collection which represents creativity on my part
365 rather than just engineering.
366
367 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
368
369 This game is played with the mouse. Left-clicking on an arrow will
370 move the appropriate row or column in the direction indicated.
371 Right-clicking will move it in the opposite direction.
372
373 (All the actions described in \k{common-actions} are also available.)
374
375 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
376
377 The only parameters available from the \q{Custom...} option on the
378 \q{Type} menu are \e{Width} and \e{Height}, which are
379 self-explanatory.
380
381
382 \C{rectangles} \i{Rectangles}
383
384 \cfg{winhelp-topic}{games.rectangles}
385
386 You have a grid of squares, with numbers written in some (but not all)
387 of the squares. Your task is to subdivide the grid into rectangles of
388 various sizes, such that (a) every rectangle contains exactly one
389 numbered square, and (b) the area of each rectangle is equal to the
390 number written in its numbered square.
391
392 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
393 \k{nikoli}; I've also seen a Palm implementation at \i{Puzzle Palace}
394 \k{puzzle-palace}. Unlike Puzzle Palace's implementation, my version
395 automatically generates random grids of any size you like. The quality
396 of puzzle design is therefore not quite as good as hand-crafted
397 puzzles would be (in particular, a unique solution cannot be
398 guaranteed), but on the plus side you get an inexhaustible supply of
399 puzzles tailored to your own specification.
400
401 \B{nikoli} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}
402
403 \B{puzzle-palace} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}
404
405 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
406
407 This game is played with the mouse.
408
409 Left-click any edge to toggle it on or off, or click and drag to draw
410 an entire rectangle (or line) on the grid in one go (removing any
411 existing edges within that rectangle).
412
413 When a rectangle of the correct size is completed, it will be shaded.
414
415 (All the actions described in \k{common-actions} are also available.)
416
417 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
418
419 The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
420 and \e{Height} parameters, which are self-explanatory.
421
422 \q{Expansion factor} is a mechanism for changing the type of grids
423 generated by the program. Some people prefer a grid containing a few
424 large rectangles to one containing many small ones. So you can ask
425 Rectangles to essentially generate a \e{smaller} grid than the size
426 you specified, and then to expand it by adding rows and columns.
427
428 The default expansion factor of zero means that Rectangles will
429 simply generate a grid of the size you ask for, and do nothing
430 further. If you set an expansion factor of (say) 0.5, it means that
431 each dimension of the grid will be expanded to half again as big
432 after generation. In other words, the initial grid will be 2/3 the
433 size in each dimension, and will be expanded to its full size
434 without adding any more rectangles.
435
436 Setting an expansion factor of around 0.5 tends to make the game
437 more difficult, and also (in my experience) rewards a less deductive
438 and more intuitive playing style. If you set it \e{too} high,
439 though, the game simply cannot generate more than a few rectangles
440 to cover the entire grid, and the game becomes trivial.
441
442 \H{rectangles-cmdline} \I{command line, for Rectangles}Additional
443 command-line configuration
444
445 The expansion factor parameter, described in \k{rectangles-params},
446 is not mentioned by default in the game ID (see \k{common-id}). So
447 if you set your expansion factor to (say) 0.75, and then you
448 generate an 11x11 grid, then the game ID will simply say
449 \c{11x11:}\e{numbers}. This means that if you send the game ID to
450 another player and they paste it into their copy of Rectangles,
451 their game will not be automatically configured to use the same
452 expansion factor in any subsequent grids it generates. (I don't
453 think the average person examining a single grid sent to them by
454 another player would want their configuration modified to that
455 extent.)
456
457 If you are specifying a game ID or game parameters on the command
458 line (see \k{common-cmdline}) and you do want to configure the
459 expansion factor, you can do it by suffixing the letter \cq{e} to
460 the parameters, followed by the expansion factor as a decimal
461 number. For example:
462
463 \b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
464 11\u00d7{x}11 and an expansion factor of 0.75.
465
466 \b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
467 starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
468 factor of 0.75, \e{and} a specific game selected.
469
470 \C{netslide} \i{Netslide}
471
472 \cfg{winhelp-topic}{games.netslide}
473
474 This game was submitted by Richard Boulton. It combines the grid
475 generation of Net (see \k{net}) with the movement of Sixteen (see
476 \k{sixteen}): you have a Net grid, but instead of rotating tiles back
477 into place you have to slide them into place by moving a whole row at
478 a time.
479
480 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
481 See \k{sixteen-controls}.
482
483 \I{parameters, for Netslide}Game parameters are the same as for Net
484 (see \k{net-params}).
485
486 \C{pattern} \i{Pattern}
487
488 \cfg{winhelp-topic}{games.pattern}
489
490 You have a grid of squares, which must all be filled in either black
491 or white. Beside each row of the grid are listed the lengths of the
492 runs of black squares on that row; above each column are listed the
493 lengths of the runs of black squares in that column. Your aim is to
494 fill in the entire grid black or white.
495
496 I first saw this puzzle form around 1995, under the name
497 \q{\i{nonograms}}. I've seen it in various places since then, under
498 different names.
499
500 Normally, puzzles of this type turn out to be a meaningful picture
501 of something once you've solved them. However, since this version
502 generates the puzzles automatically, they will just look like random
503 groupings of squares. (One user has suggested that this is actually
504 a \e{good} thing, since it prevents you from guessing the colour of
505 squares based on the picture, and forces you to use logic instead.)
506 The advantage, though, is that you never run out of them.
507
508 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
509
510 This game is played with the mouse.
511
512 Left-click in a square to colour it black. Right-click to colour it
513 white. If you make a mistake, you can middle-click, or hold down
514 Shift while clicking with any button, to colour the square in the
515 default grey (meaning \q{undecided}) again.
516
517 You can click and drag with the left or right mouse button to colour
518 a vertical or horizontal line of squares black or white at a time
519 (respectively). If you click and drag with the middle button, or
520 with Shift held down, you can colour a whole rectangle of squares
521 grey.
522
523 (All the actions described in \k{common-actions} are also available.)
524
525 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
526
527 The only options available from the \q{Custom...} option on the \q{Type}
528 menu are \e{Width} and \e{Height}, which are self-explanatory.
529
530 \A{licence} \I{MIT licence}\ii{Licence}
531
532 This software is \i{copyright} 2004 Simon Tatham.
533
534 Portions copyright Richard Boulton.
535
536 Permission is hereby granted, free of charge, to any person
537 obtaining a copy of this software and associated documentation files
538 (the "Software"), to deal in the Software without restriction,
539 including without limitation the rights to use, copy, modify, merge,
540 publish, distribute, sublicense, and/or sell copies of the Software,
541 and to permit persons to whom the Software is furnished to do so,
542 subject to the following conditions:
543
544 The above copyright notice and this permission notice shall be
545 included in all copies or substantial portions of the Software.
546
547 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
548 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
549 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
550 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
551 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
552 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
553 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
554 SOFTWARE.
555
556 \IM{specific...} Specific..., menu option
557 \IM{custom...} Custom..., menu option
558
559 \IM{game ID} game ID
560 \IM{game ID} ID, game
561 \IM{ID format} ID format
562 \IM{ID format} format, ID
563 \IM{ID format} game ID, format
564
565 \IM{keys} keys
566 \IM{keys} shortcuts (keyboard)
567
568 \IM{initial state} initial state
569 \IM{initial state} state, initial
570
571 \IM{MIT licence} MIT licence
572 \IM{MIT licence} licence, MIT