\define{by} \u00D7{x}
+\define{dash} \u2013{-}
+
This is a collection of small one-player puzzle games.
\copyright This manual is copyright 2004-5 Simon Tatham. All rights
find (or perhaps invent) further puzzle games that I like, they'll
be added to this collection and will immediately be available on
both platforms. And if anyone feels like writing any other front
-ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
-the games in this framework will immediately become available on
-another platform as well.
+ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
+then all the games in this framework will immediately become
+available on another platform as well.
The actual games in this collection were mostly not my invention; they
are re-implementations of existing game concepts within my portable
\cfg{winhelp-topic}{games.dominosa}
-A normal set of dominoes - that is, one instance of every (unordered)
-pair of numbers from 0 to 6 - has been arranged irregularly into a
-rectangle; then the number in each square has been written down and
-the dominoes themselves removed. Your task is to reconstruct the
-pattern by arranging the set of dominoes to match the provided array
-of numbers.
+A normal set of dominoes \dash that is, one instance of every
+(unordered) pair of numbers from 0 to 6 \dash has been arranged
+irregularly into a rectangle; then the number in each square has
+been written down and the dominoes themselves removed. Your task is
+to reconstruct the pattern by arranging the set of dominoes to match
+the provided array of numbers.
This puzzle is widely credited to O. S. Adler, and takes part of its
name from those initials.
if all the laser inputs and outputs match.
+\C{slant} \i{Slant}
+
+\cfg{winhelp-topic}{games.slant}
+
+You have a grid of squares. Your aim is to draw a diagonal line
+through each square, and choose which way each line slants so that
+the following conditions are met:
+
+\b The diagonal lines never form a loop.
+
+\b Any point with a circled number has precisely that many lines
+meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
+zero is the centre of a diamond shape \dash or rather, a partial
+diamond shape, because a zero can never appear in the middle of the
+grid because that would immediately cause a loop.)
+
+Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
+
+\B{nikoli-slant}
+\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
+(in Japanese)
+
+
+\H{slant-controls} \i{Slant controls}
+
+\IM{Slant controls} controls, for Slant
+\IM{Slant controls} keys, for Slant
+\IM{Slant controls} shortcuts (keyboard), for Slant
+
+Left-clicking in a blank square will place a \cw{\\} in it (a line
+leaning to the left, i.e. running from the top left of the square to
+the bottom right). Right-clicking in a blank square will place a
+\cw{/} in it (leaning to the right, running from top right to bottom
+left).
+
+Continuing to click either button will cycle between the three
+possible square contents. Thus, if you left-click repeatedly in a
+blank square it will change from blank to \cw{\\} to \cw{/} back to
+blank, and if you right-click repeatedly the square will change from
+blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
+the game entirely with one button if you need to.)
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{slant-parameters} \I{parameters, for Slant}Slant parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares.
+
+
+\C{lightup} \i{Light Up}
+
+\cfg{winhelp-topic}{games.lightup}
+
+You have a grid of squares. Some are filled in black; some of the
+black squares are numbered. Your aim is to \q{light up} all the
+empty squares by placing light bulbs in some of them.
+
+Each light bulb illuminates the square it is on, plus all squares in
+line with it horizontally or vertically unless a black square is
+blocking the way.
+
+To win the game, you must satisfy the following conditions:
+
+\b All non-black squares are lit.
+
+\b No light is lit by another light.
+
+\b All numbered black squares have exactly that number of lights adjacent to
+ them (in the four squares above, below, and to the side).
+
+Non-numbered black squares may have any number of lights adjacent to them.
+
+Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
+
+Light Up was contributed to this collection by James Harvey.
+
+\B{nikoli-lightup}
+\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
+(beware of Flash)
+
+\H{lightup-controls} \i{Light Up controls}
+
+\IM{Light Up controls} controls, for Light Up
+\IM{Light Up controls} keys, for Light Up
+\IM{Light Up controls} shortcuts (keyboard), for Light Up
+
+Left-clicking in a non-black square will toggle the presence of a light
+in that square. Right-clicking in a non-black square toggles a mark there to aid
+solving; it can be used to highlight squares that cannot be lit, for example.
+
+You may not place a light in a marked square, nor place a mark in a lit square.
+
+The game will highlight obvious errors in red. Lights lit by other
+lights are highlighted in this way, as are numbered squares which
+do not (or cannot) have the right number of lights next to them.
+
+Thus, the grid is solved when all non-black squares have yellow
+highlights and there are no red lights.
+
+
+\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares.
+
+\dt \e{%age of black squares}
+
+\dd Rough percentage of black squares in the grid.
+
+\lcont{
+
+This is a hint rather than an instruction. If the grid generator is
+unable to generate a puzzle to this precise specification, it will
+increase the proportion of black squares until it can.
+
+}
+
+\dt \e{Symmetry}
+
+\dd Allows you to specify the required symmetry of the black squares
+in the grid. (This does not affect the difficulty of the puzzles
+noticeably.)
+
+\dt \e{Difficulty}
+
+\dd \q{Easy} means that the puzzles should be soluble without
+backtracking or guessing, \q{Hard} means that some guesses will
+probably be necessary.
+
+
\A{licence} \I{MIT licence}\ii{Licence}
This software is \i{copyright} 2004-2005 Simon Tatham.