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; I
-saw them elsewhere, and rewrote them in a form that was more
-convenient for me. I do not claim credit, in general, for inventing
-the rules of any of these puzzles; all I claim is authorship of the
-code (or at least those parts of the code that weren't contributed
-by other people!).
+The actual games in this collection were mostly not my invention; they
+are re-implementations of existing game concepts within my portable
+puzzle framework. I do not claim credit, in general, for inventing the
+rules of any of these puzzles. (I don't even claim authorship of all
+the code; some of the puzzles have been submitted by other authors.)
This collection is distributed under the \i{MIT licence} (see
\k{licence}). This means that you can do pretty much anything you like
blocks that are suspended will fall down (first), and then empty
columns are filled from the right.
-The game generator does not try to guarantee 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{Same Game controls}
two squares score a point each, and larger regions score relatively
more points.
+\dt \e{Ensure solubility}
+
+\dd If this option is ticked (the default state), generated grids
+will be guaranteed to have at least one solution.
+
+\lcont{
+
+If you turn it off, the game generator will not try to guarantee
+soluble grids; it will, however, still ensure that there are at
+least 2 squares of each colour on the grid at the start (since a
+grid with exactly one square of a given colour is \e{definitely}
+insoluble). Grids generated with this option disabled may contain
+more large areas of contiguous colour, leading to opportunities for
+higher scores; they can also take less time to generate.
+
+}
+
\C{flip} \i{Flip}
\cfg{winhelp-topic}{games.dominosa}
-A normal set of dominoes has been arranged irregularly into a
+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
appear at the top-left corner of the grid; clicking that will mark
your guesses.
-Once marked, correctly-placed balls are 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, and red text marks
+If you click the \q{mark} button and your guesses are not correct,
+the game will show you as little information as possible 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)
+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.