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 2004-2009 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).
}
+\dt \I{printing, on Windows}\e{Print}
+
+\dd Where supported (currently only on Windows), brings up a dialog
+allowing you to print an arbitrary number of puzzles randomly
+generated from the current parameters, optionally including the
+current puzzle. (Only for puzzles which make sense to print, of
+course - it's hard to think of a sensible printable representation
+of Fifteen!)
+
\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
\dd Undoes a single move. (You can undo moves back to the start of the
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} \i{Unix} \i{command-line} options
+
+(This section only applies to the Unix port.)
+
+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 \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{
+
+If game parameters are specified on the command-line, they will be
+used to generate the game IDs; otherwise a default set of parameters
+will be used.
+
+The most common use of this option is in conjunction with \c{--print},
+in which case its behaviour is slightly different; see below.
+
+}
+
+\dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
+
+\dd If this option is specified, instead of a puzzle being displayed,
+a printed representation of one or more unsolved puzzles is sent to
+standard output, in \i{PostScript} format.
+
+\lcont{
+
+On each page of puzzles, there will be \e{w} across and \e{h} down. If
+there are more puzzles than \e{w}\by\e{h}, more than one page will be
+printed.
+
+If \c{--generate} has also been specified, the invented game IDs will
+be used to generate the printed output. Otherwise, a list of game IDs
+is expected on standard input (which can be descriptive or random
+seeds; see \k{common-id}), in the same format produced by
+\c{--generate}.
+
+For example:
+
+\c net --generate 12 --print 2x3 7x7w | lpr
+
+will generate two pages of printed Net puzzles (each of which will
+have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr}
+command, which on many systems will send them to an actual printer.
+
+There are various other options which affect printing; see below.
+
+}
+
+\dt \cw{--save }\e{file-prefix} [ \cw{--save-suffix }\e{file-suffix} ]
+
+\dd If this option is specified, instead of a puzzle being
+displayed, saved-game files for one or more unsolved puzzles are
+written to files constructed from the supplied prefix and/or suffix.
+
+\lcont{
+
+If \c{--generate} has also been specified, the invented game IDs will
+be used to generate the printed output. Otherwise, a list of game IDs
+is expected on standard input (which can be descriptive or random
+seeds; see \k{common-id}), in the same format produced by
+\c{--generate}.
+
+For example:
+
+\c net --generate 12 --save game --save-suffix .sav
+
+will generate twelve Net saved-game files with the names
+\cw{game0.sav} to \cw{game11.sav}.
+
+}
+
+\dt \cw{--version}
+
+\dd Prints version information about the game, and then quits.
+
+The following options are only meaningful if \c{--print} is also
+specified:
+
+\dt \cw{--with-solutions}
+
+\dd The set of pages filled with unsolved puzzles will be followed by
+the solutions to those puzzles.
+
+\dt \cw{--scale }\e{n}
+
+\dd Adjusts how big each puzzle is when printed. Larger numbers make
+puzzles bigger; the default is 1.0.
+
+\dt \cw{--colour}
+
+\dd Puzzles will be printed in colour, rather than in black and white
+(if supported by the puzzle).
+
+
\C{net} \i{Net}
\cfg{winhelp-topic}{games.net}
the possible solutions can be an additional challenge for an
advanced player.)
+
\C{cube} \i{Cube}
\cfg{winhelp-topic}{games.cube}
\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
-This game is played with the mouse. Left-clicking on an arrow will
-move the appropriate row or column in the direction indicated.
-Right-clicking will move it in the opposite direction.
+Left-clicking on an arrow will move the appropriate row or column in
+the direction indicated. Right-clicking will move it in the opposite
+direction.
+
+Alternatively, use the cursor keys to move the position indicator
+around the edge of the grid, and use the return key to move the
+row/column in the direction indicated.
(All the actions described in \k{common-actions} are also available.)
Clicking with the left mouse button rotates the group anticlockwise.
Clicking with the right button rotates it clockwise.
+You can also move an outline square around the grid with the cursor
+keys; the square is the size above (2\by\.2 by default, or larger).
+Pressing the return key or space bar will rotate the current square
+anticlockwise or clockwise respectively.
+
(All the actions described in \k{common-actions} are also available.)
\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
-This game is played with the mouse.
+This game is played with the mouse or cursor keys.
-Left-click any edge to toggle it on or off, or click and drag to draw
-an entire rectangle (or line) on the grid in one go (removing any
-existing edges within that rectangle).
+Left-click any edge to toggle it on or off, or left-click and drag to draw
+an entire rectangle (or line) on the grid in one go (removing any existing
+edges within that rectangle). Right-clicking and dragging will allow you
+to erase the contents of a rectangle without affecting its edges.
+
+Alternatively, use the cursor keys to move the position indicator
+around the board. Pressing the return key then allows you to use the
+cursor keys to drag a rectangle out from that position, and pressing
+the return key again completes the rectangle. Using the space bar
+instead of the return key allows you to erase the contents of a
+rectangle without affecting its edges, as above.
When a rectangle of the correct size is completed, it will be shaded.
instead of rotating tiles back into place you have to slide them
into place by moving a whole row at a time.
-As in Sixteen, \I{controls, for Netslide}control is with the mouse.
-See \k{sixteen-controls}.
+As in Sixteen, \I{controls, for Netslide}control is with the mouse or
+cursor keys. See \k{sixteen-controls}.
\I{parameters, for Netslide}The available game parameters have similar
meanings to those in Net (see \k{net-params}) and Sixteen (see
Netslide was contributed to this collection by Richard Boulton.
+
\C{pattern} \i{Pattern}
\cfg{winhelp-topic}{games.pattern}
with Shift held down, you can colour a whole rectangle of squares
grey.
+You can also move around the grid with the cursor keys. Pressing the
+return key will cycle the current cell through empty --> black -->
+white --> empty, and the space bar does the same cycle in reverse.
+
(All the actions described in \k{common-actions} are also available.)
\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
\cfg{winhelp-topic}{games.solo}
-You have a square grid, which is divided into square or rectangular
-blocks. Each square must be filled in with a digit from 1 to the
-size of the grid, in such a way that
+You have a square grid, which is divided into as many equally sized
+sub-blocks as the grid has rows. Each square must be filled in with
+a digit from 1 to the size of the grid, in such a way that
\b every row contains only one occurrence of each digit
\b every block contains only one occurrence of each digit.
+\b (optionally, by default off) each of the square's two main
+diagonals contains only one occurrence of each digit.
+
You are given some of the numbers as clues; your aim is to place the
rest of the numbers correctly.
-The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
-into nine 3\by\.3 blocks). You can also select sizes with
-rectangular blocks instead of square ones, such as 2\by\.3 (a
-6\by\.6 grid divided into six 3\by\.2 blocks).
+Under the default settings, the sub-blocks are square or
+rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual
+grid, divided into nine 3\by\.3 blocks). You can also select sizes
+with rectangular blocks instead of square ones, such as 2\by\.3 (a
+6\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you
+can select \q{jigsaw} mode, in which the sub-blocks are arbitrary
+shapes which differ between individual puzzles.
+
+Another available mode is \q{killer}. In this mode, clues are not
+given in the form of filled-in squares; instead, the grid is divided
+into \q{cages} by coloured lines, and for each cage the game tells
+you what the sum of all the digits in that cage should be. Also, no
+digit may appear more than once within a cage, even if the cage
+crosses the boundaries of existing regions.
If you select a puzzle size which requires more than 9 digits, the
additional digits will be letters of the alphabet. For example, if
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}.
+to 9, plus \cq{a}, \cq{b} and \cq{c}. This cannot be selected for
+killer puzzles.
-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
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.
+have pencil marks for multiple numbers in the same square. Squares
+containing filled-in numbers cannot also contain pencil marks.
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
a number, or when you left-click and press space. Right-clicking and
pressing space will also erase pencil marks.
+Alternatively, use the cursor keys to move the mark around the grid.
+Pressing the return key toggles the mark (from a normal mark to a
+pencil mark), and typing a number in is entered in the square in the
+appropriate way; typing in a 0 or using the space bar will clear a
+filled square.
+
(All the actions described in \k{common-actions} are also available.)
\H{solo-parameters} \I{parameters, for Solo}Solo parameters
the inverse of this: for example, if you select 2 columns and 3 rows,
each actual block will have 3 columns and 2 rows.)
+If you tick the \q{X} checkbox, Solo will apply the optional extra
+constraint that the two main diagonals of the grid also contain one
+of every digit. (This is sometimes known as \q{Sudoku-X} in
+newspapers.) In this mode, the squares on the two main diagonals
+will be shaded slightly so that you know it's enabled.
+
+If you tick the \q{Jigsaw} checkbox, Solo will generate randomly
+shaped sub-blocks. In this mode, the actual grid size will be taken
+to be the product of the numbers entered in the \q{Columns} and
+\q{Rows} boxes. There is no reason why you have to enter a number
+greater than 1 in both boxes; Jigsaw mode has no constraint on the
+grid size, and it can even be a prime number if you feel like it.
+
+If you tick the \q{Killer} checkbox, Solo will generate a set of
+of cages, which are randomly shaped and drawn in an outline of a
+different colour. Each of these regions contains a smaller clue
+which shows the digit sum of all the squares in this region.
+
You can also configure the type of symmetry shown in the generated
puzzles. More symmetry makes the puzzles look prettier but may also
make them easier, since the symmetry constraints can force more
will be a square you can fill in with a single number at all times,
whereas at \q{Intermediate} level and beyond you will have to make
partial deductions about the \e{set} of squares a number could be in
-(or the set of numbers that could be in a square). At
-\q{Unreasonable} level, even this is not enough, and you will
+(or the set of numbers that could be in a square).
+\#{Advanced, Extreme?}
+At \q{Unreasonable} level, even this is not enough, and you will
eventually have to make a guess, and then backtrack if it turns out
to be wrong.
will be done for you automatically; so sometimes when you uncover a
square, a whole new area will open up to be explored.
+You can also use the cursor keys to move around the minefield.
+Pressing the return key in a covered square uncovers it, and in an
+uncovered square will clear around it (so it acts as the left button),
+pressing the space bar in a covered square will place a flag
+(similarly, it acts as the right button).
+
All the actions described in \k{common-actions} are also available.
Even Undo is available, although you might consider it cheating to
Enter keys while the cursor is in an unselected region selects it;
pressing Space or Enter again removes it as above.
+(All the actions described in \k{common-actions} are also available.)
+
\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
These parameters are available from the \q{Custom...} option on the
\e{without} a red mark, a red mark will appear in it to indicate
that you will need to reverse that operation to reach the solution.)
+(All the actions described in \k{common-actions} are also available.)
+
\H{flip-parameters} \I{parameters, for flip}Flip parameters
These parameters are available from the \q{Custom...} option on the
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.
below; if you run out of guesses (or select \q{Solve...}) the solution
will also be revealed.
+(All the actions described in \k{common-actions} are also available.)
+
\H{guess-parameters} \I{parameters, for Guess}Guess parameters
These parameters are available from the \q{Custom...} option on the
to a vacant hole on the other side. Your aim is to remove all but one
of the pegs initially present.
-This game, best known as \q{Peg Solitaire}, is possibly one of the
-oldest puzzle games still commonly known.
+This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
+possibly one of the oldest puzzle games still commonly known.
\H{pegs-controls} \i{Pegs controls}
space with no peg and no hole is not available for moving at all: it
is an obstacle which you must work around.
+You can also use the cursor keys to move a position indicator around
+the board. Pressing the return key while over a peg, followed by a
+cursor key, will jump the peg in that direction (if that is a legal
+move).
+
+(All the actions described in \k{common-actions} are also available.)
\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
numbers are \e{not} covered by a single domino. Right-clicking again
removes the line.
+(All the actions described in \k{common-actions} are also available.)
\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
To move a point, click on it with the left mouse button and drag it
into a new position.
+(All the actions described in \k{common-actions} are also available.)
+
\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
There is only one parameter available from the \q{Custom...} option
\cfg{winhelp-topic}{games.blackbox}
-A number of balls are hidden in a rectangular arena. You have to
-deduce the positions of the balls by firing lasers from positions
-on the edge of the arena and observing how they are deflected.
+A number of balls are hidden in a rectangular arena. You have to
+deduce the positions of the balls by firing from lasers positioned at
+the edges of the arena and observing how their beams are deflected.
-Lasers will fire straight until they hit the opposite side of the
-arena (at which point they emerge), unless affected by balls in one of
-the following ways:
+Beams will travel straight from their origin until they hit the
+opposite side of the arena (at which point they emerge), unless
+affected by balls in one of the following ways:
-\b A laser that hits a ball head-on is absorbed and will never re-emerge.
- This includes lasers that meet a ball on the first rank of the arena.
+\b A beam that hits a ball head-on is absorbed and will never
+ re-emerge. This includes beams that meet a ball on the first rank
+ of the arena.
-\b A laser with a ball to its front-left square gets deflected 90 degrees
+\b A beam with a ball to its front-left square gets deflected 90 degrees
to the right.
-\b A laser with a ball to its front-right square gets similarly deflected
+\b A beam with a ball to its front-right square gets similarly deflected
to the left.
-\b A laser that would re-emerge from the entry location is considered to be
+\b A beam that would re-emerge from its entry location is considered to be
\q{reflected}.
-\b A laser which would get deflected before entering the arena (down the
- \q{firing range}) by a ball to the front-left or front-right of its
- entry point is also considered to be \q{reflected}.
+\b A beam which would get deflected before entering the arena by a
+ ball to the front-left or front-right of its entry point is also
+ considered to be \q{reflected}.
-Lasers that are reflected appear as a \q{R}; lasers that hit balls
-dead-on appear as \q{H}. Otherwise, a number appears at the firing point
-and the location where the laser emerges (this number is unique to
-that shot).
+Beams that are reflected appear as a \q{R}; beams that hit balls
+head-on appear as \q{H}. Otherwise, a number appears at the firing
+point and the location where the beam emerges (this number is unique
+to that shot).
You can place guesses as to the location of the balls, based on the
-entry and exit patterns of the lasers; once you have placed enough
+entry and exit patterns of the beams; once you have placed enough
balls a button appears enabling you to have your guesses checked.
Here is a diagram showing how the positions of balls can create each
-of the laser behaviours shown above:
+of the beam behaviours shown above:
\c 1RHR----
\c |..O.O...|
\c |.....O..|
\c 12-RH---
-As shown, it is possible for a ball to receive multiple reflections
-before re-emerging (see turn 3). Similarly, a ball may be reflected
+As shown, it is possible for a beam to receive multiple reflections
+before re-emerging (see turn 3). Similarly, a beam may be reflected
(possibly more than once) before receiving a hit (the \q{H} on the
left side of the example).
-Note that any layout with more that 4 balls may have a non-unique
+Note that any layout with more than 4 balls may have a non-unique
solution. The following diagram illustrates this; if you know the
board contains 5 balls, it is impossible to determine where the fifth
-ball is (possible positions marked with an x):
+ball is (possible positions marked with an \cw{x}):
\c --------
\c |........|
\c |........|
\c --------
-For this reason when you have your guesses checked the game will
+For this reason, when you have your guesses checked, the game will
check that your solution \e{produces the same results} as the
computer's, rather than that your solution is identical to the
computer's. So in the above example, you could put the fifth ball at
-\e{any} of the locations marked with an x, and you would still win.
+\e{any} of the locations marked with an \cw{x}, and you would still
+win.
Black Box was contributed to this collection by James Harvey.
\H{blackbox-controls} \i{Black Box controls}
-\IM{Black Box controls}controls, for Black Box
+\IM{Black Box controls} controls, for Black Box
+\IM{Black Box controls} keys, for Black Box
+\IM{Black Box controls} shortcuts (keyboard), for Black Box
-To fire a laser, left-click in a square around the side of the arena.
-The results will be displayed immediately. Lasers may not be fired
-twice (because the results will never change). Holding down the left
-button will highlight the current go (or a previous go) to confirm the
-exit point for that laser, if applicable.
+To fire a laser beam, left-click in a square around the edge of the
+arena. The results will be displayed immediately. Clicking or holding
+the left button on one of these squares will highlight the current go
+(or a previous go) to confirm the exit point for that laser, if
+applicable.
To guess the location of a ball, left-click within the arena and a
-black circle will appear marking the guess; to remove the guessed ball
-click again.
+black circle will appear marking the guess; click again to remove the
+guessed ball.
Locations in the arena may be locked against modification by
right-clicking; whole rows and columns may be similarly locked by
-right-clicking in the laser firing range above/below that column, or
-to the left/right of that row.
+right-clicking in the laser square above/below that column, or to the
+left/right of that row.
+
+The cursor keys may also be used to move around the grid. Pressing the
+Enter key will fire a laser or add a new ball-location guess, and
+pressing Space will lock a cell, row, or column.
-When an appropriate number of balls have been guessed a button will
-appear at the top-left corner of the grid; clicking that will mark
-your guesses.
+When an appropriate number of balls have been guessed, a button will
+appear at the top-left corner of the grid; clicking that (with mouse
+or cursor) will check your guesses.
-If you click the \q{mark} button and your guesses are not correct,
-the game will show you as little information as possible to
+If you click the \q{check} button and your guesses are not correct,
+the game will show you the minimum information necessary to
demonstrate this to you, so you can try again. If your ball
-positions are not consistent with the laser paths you already know
-about, one laser path will be circled to indicate that it proves you
-wrong. If your positions match all the existing laser paths but are
-still wrong, one new laser path will be revealed (written in red)
+positions are not consistent with the beam paths you already know
+about, one beam path will be circled to indicate that it proves you
+wrong. If your positions match all the existing beam paths but are
+still wrong, one new beam path will be revealed (written in red)
which is not consistent with your current guesses.
If you decide to give up completely, you can select Solve to reveal
the actual ball positions. At this point, correctly-placed balls
-will be displayed as filled black circles; incorrectly-placed balls
-are displayed as filled black circles with red crosses, and missing
-balls are filled red circles. In addition, a red circle marks any
-laser you had already fired which is not consistent with your ball
-layout (just as when you press the mark button), and red text marks
-any laser you \e{could} have fired in order to distinguish your ball
-layout from the right one.
+will be displayed as filled black circles, incorrectly-placed balls
+as filled black circles with red crosses, and missing balls as filled
+red circles. In addition, a red circle marks any laser you had already
+fired which is not consistent with your ball layout (just as when you
+press the \q{check} button), and red text marks any laser you
+\e{could} have fired in order to distinguish your ball layout from the
+correct one.
(All the actions described in \k{common-actions} are also available.)
number of balls to place on the grid. The \q{reveal} button is only
enabled if you have guessed an appropriate number of balls; a guess
using a different number to the original solution is still acceptable,
-if all the laser inputs and outputs match.
+if all the beam inputs and outputs match.
\C{slant} \i{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
blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
the game entirely with one button if you need to.)
+You can also use the cursor keys to move around the grid. Pressing the
+return or space keys will place a \cw{\\} or a \cw{/}, respectively,
+and will then cycle them as above.
+
(All the actions described in \k{common-actions} are also available.)
\H{slant-parameters} \I{parameters, for Slant}Slant parameters
\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
Thus, the grid is solved when all non-black squares have yellow
highlights and there are no red lights.
+(All the actions described in \k{common-actions} are also available.)
\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
(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
for many detailed suggestions.
-
\H{map-controls} \i{Map controls}
\IM{Map controls} controls, for Map
-\IM{Map controls} keys, for Map
-\IM{Map controls} shortcuts (keyboard), for Map
-To colour a region, click on an existing region of the desired
-colour and drag that colour into the new region.
+To colour a region, click the left mouse button on an existing
+region of the desired colour and drag that colour into the new
+region.
(The program will always ensure the starting puzzle has at least one
region of each colour, so that this is always possible!)
If you need to clear a region, you can drag from an empty region, or
from the puzzle boundary if there are no empty regions left.
+Dragging a colour using the \e{right} mouse button will stipple the
+region in that colour, which you can use as a note to yourself that
+you think the region \e{might} be that colour. A region can contain
+stipples in multiple colours at once. (This is often useful at the
+harder difficulty levels.)
+
+You can also use the cursor keys to move around the map: the colour of
+the cursor indicates the position of the colour you would drag (which
+is not obvious if you're on a region's boundary, since it depends on the
+direction from which you approached the boundary). Pressing the return
+key starts a drag of that colour, as above, which you control with the
+cursor keys; pressing the return key again finishes the drag. The
+space bar can be used similarly to create a stippled region.
+Double-pressing the return key (without moving the cursor) will clear
+the region, as a drag from an empty region does: this is useful with
+the cursor mode if you have filled the entire map in but need to
+correct the layout.
+
+If you press L during play, the game will toggle display of a number
+in each region of the map. This is useful if you want to discuss a
+particular puzzle instance with a friend \dash having an unambiguous
+name for each region is much easier than trying to refer to them all
+by names such as \q{the one down and right of the brown one on the
+top border}.
+
+(All the actions described in \k{common-actions} are also available.)
\H{map-parameters} \I{parameters, for Map}Map parameters
\dt \e{Difficulty}
\dd In \q{Easy} mode, there should always be at least one region
-whose colour can be determined trivially. In \q{Normal} mode, you
-will have to use more complex logic to deduce the colour of some
-regions. However, it will always be possible without having to
-guess or backtrack.
+whose colour can be determined trivially. In \q{Normal} and \q{Hard}
+modes, you will have to use increasingly complex logic to deduce the
+colour of some regions. However, it will always be possible without
+having to guess or backtrack.
+
+\lcont{
+
+In \q{Unreasonable} mode, the program will feel free to generate
+puzzles which are as hard as it can possibly make them: the only
+constraint is that they should still have a unique solution. Solving
+Unreasonable puzzles may require guessing and backtracking.
+
+}
\C{loopy} \i{Loopy}
\cfg{winhelp-topic}{games.loopy}
-You are given a grid of dots. Your aim is to draw a single unbroken
+You are given a grid of dots, marked with yellow lines to indicate
+which dots you are allowed to connect directly together. Your aim is
+to use some subset of those yellow lines to draw a single unbroken
loop from dot to dot within the grid.
-Some of the square spaces between the dots contain numbers. These
-numbers indicate how many of the four edges of that square are part
-of the loop. The loop you draw must correctly satisfy all of these
-clues to be considered a correct solution.
+Some of the spaces between the lines contain numbers. These numbers
+indicate how many of the lines around that space form part of the
+loop. The loop you draw must correctly satisfy all of these clues to
+be considered a correct solution.
-Credit for this puzzle goes to \i{Nikoli} \k{nikoli-loopy}.
+In the default mode, the dots are arranged in a grid of squares;
+however, you can also play on triangular or hexagonal grids, or even
+more exotic ones.
-Loopy was contributed to this collection by Mike Pinna.
+Credit for the basic puzzle idea goes to \i{Nikoli}
+\k{nikoli-loopy}.
+
+Loopy was originally contributed to this collection by Mike Pinna,
+and subsequently enhanced to handle various types of non-square grid
+by Lambros Lambrou.
\B{nikoli-loopy}
\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
(beware of Flash)
-
\H{loopy-controls} \i{Loopy controls}
\IM{Loopy controls} controls, for Loopy
-\IM{Loopy controls} keys, for Loopy
-\IM{Loopy controls} shortcuts (keyboard), for Loopy
-Click the left mouse button between two dots to add a line segment
-connecting them. Click again to remove that line segment.
+Click the left mouse button on a yellow line to turn it black,
+indicating that you think it is part of the loop. Click again to
+turn the line yellow again (meaning you aren't sure yet).
If you are sure that a particular line segment is \e{not} part of
-the loop, you can click the right mouse button to add a small cross
-indicating this. Click again to remove the cross.
+the loop, you can click the right mouse button to remove it
+completely. Again, clicking a second time will turn the line back to
+yellow.
+(All the actions described in \k{common-actions} are also available.)
\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
\dt \e{Width}, \e{Height}
+\dd Size of grid, measured in number of regions across and down. For
+square grids, it's clear how this is counted; for other types of
+grid you may have to think a bit to see how the dimensions are
+measured.
+
+\dt \e{Grid type}
+
+\dd Allows you to choose between a selection of types of tiling.
+Some have all the faces the same but may have multiple different
+types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have
+all the vertices the same but may have differnt types of face (e.g.
+the \e{Great Hexagonal}). The square, triangular and honeycomb grids
+are fully regular, and have all their vertices \e{and} faces the
+same; this makes them the least confusing to play.
+
+\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}
+
+\cfg{winhelp-topic}{games.inertia}
+
+You are a small green ball sitting in a grid full of obstacles. Your
+aim is to collect all the gems without running into any mines.
+
+You can move the ball in any orthogonal \e{or diagonal} direction.
+Once the ball starts moving, it will continue until something stops
+it. A wall directly in its path will stop it (but if it is moving
+diagonally, it will move through a diagonal gap between two other
+walls without stopping). Also, some of the squares are \q{stops};
+when the ball moves on to a stop, it will stop moving no matter what
+direction it was going in. Gems do \e{not} stop the ball; it picks
+them up and keeps on going.
+
+Running into a mine is fatal. Even if you picked up the last gem in
+the same move which then hit a mine, the game will count you as dead
+rather than victorious.
+
+This game was originally implemented for Windows by Ben Olmstead
+\k{bem}, who was kind enough to release his source code on request
+so that it could be re-implemented for this collection.
+
+\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
+
+\H{inertia-controls} \i{Inertia controls}
+
+\IM{Inertia controls} controls, for Inertia
+\IM{Inertia controls} keys, for Inertia
+\IM{Inertia controls} shortcuts (keyboard), for Inertia
+
+You can move the ball in any of the eight directions using the
+numeric keypad. Alternatively, if you click the left mouse button on
+the grid, the ball will begin a move in the general direction of
+where you clicked.
+
+If you use the \q{Solve} function on this game, the program will
+compute a path through the grid which collects all the remaining
+gems and returns to the current position. A hint arrow will appear
+on the ball indicating the direction in which you should move to
+begin on this path. If you then move in that direction, the arrow
+will update to indicate the next direction on the path. You can also
+press Space to automatically move in the direction of the hint
+arrow. If you move in a different direction from the one shown by
+the arrow, the hint arrows will stop appearing because you have
+strayed from the provided path; you can then use \q{Solve} again to
+generate a new path if you want to.
+
+All the actions described in \k{common-actions} are also available.
+In particular, if you do run into a mine and die, you can use the
+Undo function and resume playing from before the fatal move. The
+game will keep track of the number of times you have done this.
+
+\H{inertia-parameters} \I{parameters, for Inertia}Inertia 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{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.
+\C{tents} \i{Tents}
-\lcont{
+\cfg{winhelp-topic}{games.tents}
-Setting a high value for this option is liable to consume a lot of
-CPU time and memory. Be warned!
+You have a grid of squares, some of which contain trees. Your aim is
+to place tents in some of the remaining squares, in such a way that
+the following conditions are met:
+
+\b There are exactly as many tents as trees.
+
+\b The tents and trees can be matched up in such a way that each
+tent is directly adjacent (horizontally or vertically, but not
+diagonally) to its own tree. However, a tent may be adjacent to
+other trees as well as its own.
+
+\b No two tents are adjacent horizontally, vertically \e{or
+diagonally}.
+
+\b The number of tents in each row, and in each column, matches the
+numbers given round the sides of the grid.
+
+This puzzle can be found in several places on the Internet, and was
+brought to my attention by e-mail. I don't know who I should credit
+for inventing it.
+
+\H{tents-controls} \i{Tents controls}
+
+\IM{Tents controls} controls, for Tents
+
+Left-clicking in a blank square will place a tent in it.
+Right-clicking in a blank square will colour it green, indicating
+that you are sure it \e{isn't} a tent. Clicking either button in an
+occupied square will clear it.
+
+If you \e{drag} with the right button along a row or column, every
+blank square in the region you cover will be turned green, and no
+other squares will be affected. (This is useful for clearing the
+remainder of a row once you have placed all its tents.)
+
+You can also use the cursor keys to move around the grid. Pressing the
+return key over an empty square will place a tent, and pressing the
+space bar over an empty square will colour it green; either key will
+clear an occupied square.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{tents-parameters} \I{parameters, for Tents}Tents 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{Difficulty}
+
+\dd Controls the difficulty of the generated puzzle. More difficult
+puzzles require more complex deductions, but at present none of the
+available difficulty levels requires guesswork or backtracking.
+
+
+\C{bridges} \i{Bridges}
+
+\cfg{winhelp-topic}{games.bridges}
+
+You have a set of islands distributed across the playing area. Each
+island contains a number. Your aim is to connect the islands
+together with bridges, in such a way that:
+
+\b Bridges run horizontally or vertically.
+
+\b The number of bridges terminating at any island is equal to the
+number written in that island.
+
+\b Two bridges may run in parallel between the same two islands, but
+no more than two may do so.
+
+\b No bridge crosses another bridge.
+
+\b All the islands are connected together.
+
+There are some configurable alternative modes, which involve
+changing the parallel-bridge limit to something other than 2, and
+introducing the additional constraint that no sequence of bridges
+may form a loop from one island back to the same island. The rules
+stated above are the default ones.
+
+Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
+
+Bridges was contributed to this collection by James Harvey.
+
+\B{nikoli-bridges}
+\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
+
+\H{bridges-controls} \i{Bridges controls}
+
+\IM{Bridges controls} controls, for Bridges
+
+To place a bridge between two islands, click the mouse down on one
+island and drag it towards the other. You do not need to drag all
+the way to the other island; you only need to move the mouse far
+enough for the intended bridge direction to be unambiguous. (So you
+can keep the mouse near the starting island and conveniently throw
+bridges out from it in many directions.)
+
+Doing this again when a bridge is already present will add another
+parallel bridge. If there are already as many bridges between the
+two islands as permitted by the current game rules (i.e. two by
+default), the same dragging action will remove all of them.
+
+If you want to remind yourself that two islands definitely \e{do
+not} have a bridge between them, you can right-drag between them in
+the same way to draw a \q{non-bridge} marker.
+
+If you think you have finished with an island (i.e. you have placed
+all its bridges and are confident that they are in the right
+places), you can mark the island as finished by left-clicking on it.
+This will highlight it and all the bridges connected to it, and you
+will be prevented from accidentally modifying any of those bridges
+in future. Left-clicking again on a highlighted island will unmark
+it and restore your ability to modify it.
+
+You can also use the cursor keys to move around the grid: if possible
+the cursor will always move orthogonally, otherwise it will move
+towards the nearest island to the indicated direction. Pressing the
+return key followed by a cursor key will lay a bridge in that direction
+(if available); pressing the space bar followed by a cursor key will
+lay a \q{non-bridge} marker.
+
+You can mark an island as finished by pressing the return key twice.
+
+Violations of the puzzle rules will be marked in red:
+
+\b An island with too many bridges will be highlighted in red.
+
+\b An island with too few bridges will be highlighted in red if it
+is definitely an error (as opposed to merely not being finished
+yet): if adding enough bridges would involve having to cross another
+bridge or remove a non-bridge marker, or if the island has been
+highlighted as complete.
+
+\b A group of islands and bridges may be highlighted in red if it is
+a closed subset of the puzzle with no way to connect it to the rest
+of the islands. For example, if you directly connect two 1s together
+with a bridge and they are not the only two islands on the grid,
+they will light up red to indicate that such a group cannot be
+contained in any valid solution.
+
+\b If you have selected the (non-default) option to disallow loops
+in the solution, a group of bridges which forms a loop will be
+highlighted.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{bridges-parameters} \I{parameters, for Bridges}Bridges 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{Difficulty}
+
+\dd Difficulty level of puzzle.
+
+\dt \e{Allow loops}
+
+\dd This is set by default. If cleared, puzzles will be generated in
+such a way that they are always soluble without creating a loop, and
+solutions which do involve a loop will be disallowed.
+
+\dt \e{Max. bridges per direction}
+
+\dd Maximum number of bridges in any particular direction. The
+default is 2, but you can change it to 1, 3 or 4. In general, fewer
+is easier.
+
+\dt \e{%age of island squares}
+
+\dd Gives a rough percentage of islands the generator will try and
+lay before finishing the puzzle. Certain layouts will not manage to
+lay enough islands; this is an upper bound.
+
+\dt \e{Expansion factor (%age)}
+
+\dd The grid generator works by picking an existing island at random
+(after first creating an initial island somewhere). It then decides
+on a direction (at random), and then works out how far it could
+extend before creating another island. This parameter determines how
+likely it is to extend as far as it can, rather than choosing
+somewhere closer.
+
+High expansion factors usually mean easier puzzles with fewer
+possible islands; low expansion factors can create lots of
+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 (available via the \q{Custom} game type
+selector), 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. Squares
+containing filled-in numbers cannot also contain pencil marks.
+
+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.
+
+As for Solo, the cursor keys can be used in conjunction with the digit
+keys to set numbers or pencil marks. You can also use the 'M' key to
+auto-fill every numeric hint, ready for removal as required, or the 'H'
+key to do the same but also to remove all obvious hints.
+
+Alternatively, use the cursor keys to move the mark around the grid.
+Pressing the return key toggles the mark (from a normal mark to a
+pencil mark), and typing a number in is entered in the square in the
+appropriate way; typing in a 0 or using the space bar will clear a
+filled square.
+
+(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 Recursive level (only available via the
+\q{Custom} game type selector) backtracking will be required, but
+the solution should still be unique. The levels in between require
+increasingly complex reasoning to avoid having to backtrack.
+
+
+
+\C{galaxies} \i{Galaxies}
+
+\cfg{winhelp-topic}{games.galaxies}
+
+You have a rectangular grid containing a number of dots. Your aim is
+to draw edges along the grid lines which divide the rectangle into
+regions in such a way that every region is 180\u00b0{-degree}
+rotationally symmetric, and contains exactly one dot which is
+located at its centre of symmetry.
+
+This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under
+the name \q{Tentai Show}; its name is commonly translated into
+English as \q{Spiral Galaxies}.
+
+Galaxies was contributed to this collection by James Harvey.
+
+\B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}
+
+\H{galaxies-controls} \i{Galaxies controls}
+
+\IM{Galaxies controls} controls, for Galaxies
+
+Left-click on any grid line to draw an edge if there isn't one
+already, or to remove one if there is. When you create a valid
+region (one which is closed, contains exactly one dot, is
+180\u00b0{-degree} symmetric about that dot, and contains no
+extraneous edges inside it) it will be highlighted automatically; so
+your aim is to have the whole grid highlighted in that way.
+
+During solving, you might know that a particular grid square belongs
+to a specific dot, but not be sure of where the edges go and which
+other squares are connected to the dot. In order to mark this so you
+don't forget, you can right-click on the dot and drag, which will
+create an arrow marker pointing at the dot. Drop that in a square of
+your choice and it will remind you which dot it's associated with.
+You can also right-click on existing arrows to pick them up and move
+them, or destroy them by dropping them off the edge of the grid.
+(Also, if you're not sure which dot an arrow is pointing at, you can
+pick it up and move it around to make it clearer. It will swivel
+constantly as you drag it, to stay pointed at its parent dot.)
+
+You can also use the cursor keys to move around the grid squares and
+lines. Pressing the return key when over a grid line will draw or
+clear its edge, as above. Pressing the return key when over a dot will
+pick up an arrow, to be dropped the next time the return key is
+pressed; this can also be used to move existing arrows around, removing
+them by dropping them on a dot or another arrow.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies 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{Difficulty}
+
+\dd Controls the difficulty of the generated puzzle. More difficult
+puzzles require more complex deductions, and the \q{Unreasonable}
+difficulty level may require backtracking.
+
+
+
+\C{filling} \i{Filling}
+
+\cfg{winhelp-topic}{games.filling}
+
+You have a grid of squares, some of which contain digits, and the
+rest of which are empty. Your job is to fill in digits in the empty
+squares, in such a way that each connected region of squares all
+containing the same digit has an area equal to that digit.
+
+(\q{Connected region}, for the purposes of this game, does not count
+diagonally separated squares as adjacent.)
+
+For example, it follows that no square can contain a zero, and that
+two adjacent squares can not both contain a one. No region has an
+area greater than 9 (because then its area would not be a single
+digit).
+
+Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
+
+Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
+
+\B{nikoli-fillomino}
+\W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/}
+
+\H{filling-controls} \I{controls, for Filling}Filling controls
+
+To play Filling, simply click the mouse in any empty square and then
+type a digit on the keyboard to fill that square. By dragging the
+mouse, you can select multiple squares to fill with a single keypress.
+If you make a mistake, click the mouse in the incorrect square and
+press 0, Space, Backspace or Enter to clear it again (or use the Undo
+feature).
+
+You can also move around the grid with the cursor keys; typing a digit will
+fill the square containing the cursor with that number, or typing 0, Space,
+or Enter will clear it. You can also select multiple squares for numbering
+or clearing by using the return key, before typing a digit to fill in the
+highlighted squares (as above).
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{filling-parameters} \I{parameters, for Filling}Filling parameters
+
+Filling allows you to configure the number of rows and columns of the
+grid, through the \q{Type} menu.
-}
\A{licence} \I{MIT licence}\ii{Licence}
-This software is \i{copyright} 2004-2005 Simon Tatham.
+This software is \i{copyright} 2004-2009 Simon Tatham.
-Portions copyright Richard Boulton, James Harvey and Mike Pinna.
+Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
+K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros
+Lambrou and Bernd Schmidt.
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
-(the "Software"), to deal in the Software without restriction,
+(the \q{Software}), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+\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