This is a collection of small one-player puzzle games.
-\copyright This manual is copyright 2004-5 Simon Tatham. All rights
+\copyright This manual is copyright 2004-2007 Simon Tatham. All rights
reserved. You may distribute this documentation under the MIT licence.
See \k{licence} for the licence text in full.
a good game on (say) \i{Unix}, it wasn't available the next time I
was sitting at a \i{Windows} machine, or vice versa; so I arranged
that everything in my personal puzzle collection will happily run on
-both, and have more recently done a port to Mac OS X as well. When I
+both, and have more recently done a port to \i{Mac OS X} as well. When I
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
and via \I{keys}keyboard shortcuts, in addition to any game-specific
actions.
-(On Mac OS X, to conform with local user interface standards, these
+(On \i{Mac OS X}, to conform with local user interface standards, these
actions are situated on the \I{File menu}\q{File} and \I{Edit
menu}\q{Edit} menus instead.)
\lcont{
-The Load and Save operations should preserve your entire game
+The Load and Save operations preserve your entire game
history (so you can save, reload, and still Undo and Redo things you
had done before saving).
same puzzle.
The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
-\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
+\I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
show a piece of text (a \q{game ID}) which is sufficient to
reconstruct precisely the same game at a later date.
\H{common-cmdline} Specifying game parameters on the \i{command line}
-(This section does not apply to the Mac OS X version.)
+(This section does not apply to the \i{Mac OS X} version.)
The games in this collection deliberately do not ever save
information on to the computer they run on: they have no high score
some people to play them at work, and those people will probably
appreciate leaving as little evidence as possible!)
-However, if you do want to arrange for one of these games to default
-to a particular set of parameters, you can specify them on the
-command line.
+However, if you do want to arrange for one of these games to
+\I{default parameters, specifying}default to a particular set of
+parameters, you can specify them on the command line.
The easiest way to do this is to set up the parameters you want
using the \q{Type} menu (see \k{common-type}), and then to select
then some options, such as the difficulty level in Solo, will be
missing. See \k{common-id} for more details on this.)
-\H{common-unix-cmdline} Unix \i{command-line} options
+\H{common-unix-cmdline} \i{Unix} \i{command-line} options
(This section only applies to the Unix port.)
-In addition to specifying game parameters on the command line (see
-\k{common-cmdline}), you can also specify various options:
+In addition to being able to specify game parameters on the command
+line (see \k{common-cmdline}), there are various other options:
+
+\dt \cw{--game}
+
+\dt \cw{--load}
+
+\dd These options respectively determine whether the command-line
+argument is treated as specifying game parameters or a \i{save} file
+to \i{load}. Only one should be specified. If neither of these options
+is specified, a guess is made based on the format of the argument.
\dt \cw{--generate }\e{n}
\dd If this option is specified, instead of a puzzle being displayed,
-a number of descriptive game IDs will be invented and printed on
-standard output. This is useful for gaining access to the game
-generation algorithms without necessarily using the frontend.
+a number of descriptive game IDs will be \I{generating game IDs}invented
+and printed on standard output. This is useful for gaining access to
+the game generation algorithms without necessarily using the frontend.
\lcont{
you select 3\by\.4 then the digits which go in your grid will be 1
to 9, plus \cq{a}, \cq{b} and \cq{c}.
-I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
-been popularised by various newspapers under the name \q{Sudoku} or
-\q{Su Doku}.
+I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
+also been popularised by various newspapers under the name
+\q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
+of the modern form of the puzzle, and it was first published in
+\e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
+of the history of the puzzle can be found on Wikipedia
+\k{wikipedia-solo}.
\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}
+\B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
+
\H{solo-controls} \I{controls, for Solo}Solo controls
To play Solo, simply click the mouse in any empty square and then
correctly-coloured pegs in the wrong places (in white).
This game is also known (and marketed, by Hasbro, mainly) as
-a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
-However, this version allows custom settings of number of colours
-(up to 10), number of pegs per row, and number of guesses.
+a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
+and 10 guesses. However, this version allows custom settings of number
+of colours (up to 10), number of pegs per row, and number of guesses.
Guess was contributed to this collection by James Harvey.
(i.e. are diagonally separated) may be the same colour.
I believe this puzzle is original; I've never seen an implementation
-of it anywhere else. The concept of a four-colouring puzzle was
+of it anywhere else. The concept of a \i{four-colouring} puzzle was
suggested by Owen Dunn; credit must also go to Nikoli and to Verity
Allan for inspiring the train of thought that led to me realising
Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
\dd Size of grid in squares.
-\dt \e{Recursion depth}
-
-\dd Determines how much guesswork and backtracking you will need to
-do to solve the puzzle. When this is set to zero (as it is for all
-of the \q{Easy} options in the menu), you should always be able to
-deduce the state of an edge without having to guess. If you increase
-it, you will have to guess more and more.
-
-\lcont{
-
-Setting a high value for this option is liable to consume a lot of
-CPU time and memory. Be warned!
+\dt \e{Difficulty}
-}
+\dd Controls the difficulty of the generated puzzle.
+\#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
+when are backtracking/guesswork required, if ever?}
\C{inertia} \i{Inertia}
tightly-packed islands.
+\C{unequal} \i{Unequal}
+
+\cfg{winhelp-topic}{games.unequal}
+
+You have a square grid; each square may contain a digit from 1 to
+the size of the grid, and some squares have greater-than signs between
+them. Your aim is to fully populate the grid with numbers such that:
+
+\b Each row contains only one occurrence of each digit
+
+\b Each column contains only one occurrence of each digit
+
+\b All the greater-than signs are satisfied.
+
+In \q{Trivial} mode, there are no greater-than signs; the puzzle is
+to solve the \i{Latin square} only.
+
+At the time of writing, this puzzle is appearing in the Guardian
+weekly under the name \q{\i{Futoshiki}}.
+
+Unequal was contributed to this collection by James Harvey.
+
+\H{unequal-controls} \i{Unequal controls}
+
+\IM{Unequal controls} controls, for Unequal
+
+Unequal shares much of its control system with Solo.
+
+To play Unequal, simply click the mouse in any empty square and then
+type a digit or letter on the keyboard to fill that square. If you
+make a mistake, click the mouse in the incorrect square and press
+Space to clear it again (or use the Undo feature).
+
+If you \e{right}-click in a square and then type a number, that
+number will be entered in the square as a \q{pencil mark}. You can
+have pencil marks for multiple numbers in the same square.
+
+The game pays no attention to pencil marks, so exactly what you use
+them for is up to you: you can use them as reminders that a
+particular square needs to be re-examined once you know more about a
+particular number, or you can use them as lists of the possible
+numbers in a given square, or anything else you feel like.
+
+To erase a single pencil mark, right-click in the square and type
+the same number again.
+
+All pencil marks in a square are erased when you left-click and type
+a number, or when you left-click and press space. Right-clicking and
+pressing space will also erase pencil marks.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Size (s*s)}
+
+\dd Size of grid.
+
+\dt \e{Difficulty}
+
+\dd Controls the difficulty of the generated puzzle. At Trivial level,
+there are no greater-than signs (the puzzle is to solve the Latin
+square only); at Tricky level, some recursion may be required (but the
+solutions should always be unique).
+
+
\A{licence} \I{MIT licence}\ii{Licence}
-This software is \i{copyright} 2004-2005 Simon Tatham.
+This software is \i{copyright} 2004-2007 Simon Tatham.
Portions copyright Richard Boulton, James Harvey and Mike Pinna.
\IM{command-line}{command line} command line
+\IM{default parameters, specifying} default parameters, specifying
+\IM{default parameters, specifying} preferences, specifying default
+
+\IM{Unix} Unix
+\IM{Unix} Linux
+
+\IM{generating game IDs} generating game IDs
+\IM{generating game IDs} game ID, generating
+
\IM{specific} \q{Specific}, menu option
\IM{custom} \q{Custom}, menu option