\cfg{winhelp-topic}{games.netslide}
-This game was submitted by Richard Boulton. It combines the grid
-generation of Net (see \k{net}) with the movement of Sixteen (see
-\k{sixteen}): you have a Net grid, but instead of rotating tiles back
-into place you have to slide them into place by moving a whole row at
-a time.
+This game combines the grid generation of Net (see \k{net}) with the
+movement of Sixteen (see \k{sixteen}): you have a Net grid, but
+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}.
meanings to those in Net (see \k{net-params}) and Sixteen (see
\k{sixteen-params}).
+Netslide was contributed to this collection by Richard Boulton.
\C{pattern} \i{Pattern}
will be done for you automatically; so sometimes when you uncover a
square, a whole new area will open up to be explored.
-(All the actions described in \k{common-actions} are also available.
+All the actions described in \k{common-actions} are also available.
+
Even Undo is available, although you might consider it cheating to
-use it!)
+use it. If you step on a mine, the program will only reveal the mine
+in question (unlike most other implementations, which reveal all of
+them). You can then Undo your fatal move and continue playing if you
+like. The program will track the number of times you died (and Undo
+will not reduce that counter), so when you get to the end of the
+game you know whether or not you did it without making any errors.
+
+(If you really want to know the full layout of the grid, which other
+implementations will show you after you die, you can always use the
+Solve menu option.)
\H{mines-parameters} \I{parameters, for Mines}Mines parameters
other implementations, you can switch off this option.
+\C{samegame} \i{Same Game}
+
+\cfg{winhelp-topic}{games.samegame}
+
+You have a grid of coloured squares, which you have to clear by
+highlighting contiguous regions of more that one coloured square;
+the larger the region you highlight, the more points you get (and
+the faster you clear the arena).
+
+If you clear the grid you win. If you end up with nothing but
+single squares (i.e. there are no more clickable regions left) you
+lose.
+
+Removing a region causes the rest of the grid to shuffle up:
+blocks that are suspended will fall down (first), and then empty
+columns are filled from the right.
+
+The game generator does not try and guarantee to generate soluble grids;
+it will, however, ensure that there are at least 2 squares of each
+colour on the grid at the start (and will forbid custom grids for which
+that would be impossible).
+
+Same Game was contributed to this collection by James Harvey.
+
+\H{samegame-controls} \I{controls, for Same Game}Same Game controls
+
+If you left-click an unselected region, it becomes selected (possibly
+clearing the current selection).
+
+If you left-click the selected region, it will be removed (and the
+rest of the grid shuffled immediately).
+
+If you right-click the selected region, it will be unselected.
+
+\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares.
+
+\dt \e{No. of colours}
+
+\dd Number of different colours used to fill the grid; the more colours,
+the fewer large regions of colour and thus the more difficult to clear
+successfully.
+
\A{licence} \I{MIT licence}\ii{Licence}
This software is \i{copyright} 2004-2005 Simon Tatham.
-Portions copyright Richard Boulton.
+Portions copyright Richard Boulton and James Harvey.
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files