This is a collection of small one-player puzzle games.
-\copyright This manual is copyright 2004-2008 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.
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
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
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 an island in that direction
+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 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 nest time the return key is
+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.
\A{licence} \I{MIT licence}\ii{Licence}
-This software is \i{copyright} 2004-2008 Simon Tatham.
+This software is \i{copyright} 2004-2009 Simon Tatham.
Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
-K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl and Lambros
-Lambrou.
+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