+\C{pattern} \i{Pattern}
+
+\cfg{winhelp-topic}{games.pattern}
+
+You have a grid of squares, which must all be filled in either black
+or white. Beside each row of the grid are listed the lengths of the
+runs of black squares on that row; above each column are listed the
+lengths of the runs of black squares in that column. Your aim is to
+fill in the entire grid black or white.
+
+I first saw this puzzle form around 1995, under the name
+\q{\i{nonograms}}. I've seen it in various places since then, under
+different names.
+
+Normally, puzzles of this type turn out to be a meaningful picture
+of something once you've solved them. However, since this version
+generates the puzzles automatically, they will just look like random
+groupings of squares. (One user has suggested that this is actually
+a \e{good} thing, since it prevents you from guessing the colour of
+squares based on the picture, and forces you to use logic instead.)
+The advantage, though, is that you never run out of them.
+
+\H{pattern-controls} \I{controls, for Pattern}Pattern controls
+
+This game is played with the mouse.
+
+Left-click in a square to colour it black. Right-click to colour it
+white. If you make a mistake, you can middle-click, or hold down
+Shift while clicking with any button, to colour the square in the
+default grey (meaning \q{undecided}) again.
+
+You can click and drag with the left or right mouse button to colour
+a vertical or horizontal line of squares black or white at a time
+(respectively). If you click and drag with the middle button, or
+with Shift held down, you can colour a whole rectangle of squares
+grey.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
+
+The only options available from the \q{Custom...} option on the \q{Type}
+menu are \e{Width} and \e{Height}, which are self-explanatory.
+
+
+\C{solo} \i{Solo}
+
+\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
+
+\b every row contains only one occurrence of each digit
+
+\b every column contains only one occurrence of each digit
+
+\b every block 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).
+
+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}.
+
+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}.
+
+\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}
+
+\H{solo-controls} \I{controls, for Solo}Solo controls
+
+To play Solo, 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).
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{solo-parameters} \I{parameters, for Solo}Solo parameters
+
+Solo allows you to configure two separate dimensions of the puzzle
+grid on the \q{Type} menu: the number of columns, and the number of
+rows, into which the main grid is divided. (The size of a block is
+the inverse of this: for example, if you select 2 columns and 3 rows,
+each actual block will have 3 columns and 2 rows.)
+
+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
+clues than necessary to be present. Completely asymmetric puzzles
+have the freedom to contain as few clues as possible.
+
+Finally, you can configure the difficulty of the generated puzzles.
+Difficulty levels are judged by the complexity of the techniques of
+deduction required to solve the puzzle: each level requires a mode
+of reasoning which was not necessary in the previous one. In
+particular, on difficulty levels \q{Trivial} and \q{Basic} there
+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). None of the
+difficulty levels generated by this program ever requires making a
+guess and backtracking if it turns out to be wrong.
+
+Generating difficult puzzles is itself difficult: if you select
+\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make
+many attempts at generating a puzzle before it finds one hard enough
+for you. Be prepared to wait, especially if you have also configured
+a large puzzle size.
+
+\H{solo-cmdline} \I{command line, for Solo}Additional command-line
+configuration
+
+The symmetry and difficulty parameters (described in
+\k{solo-parameters}) are not mentioned by default in the game ID
+(see \k{common-id}). So if (for example) you set your symmetry to
+4-way rotational and your difficulty to \q{Advanced}, and then you
+generate a 3\by\.4 grid, then the game ID will simply say
+\c{3x4:}\e{numbers}. This means that if you send the game ID to
+another player and they paste it into their copy of Solo, their game
+will not be automatically configured to use the same symmetry and
+difficulty settings in any subsequent grids it generates. (I don't
+think the average person examining a single grid sent to them by
+another player would want their configuration modified to that
+extent.)
+
+If you are specifying a game ID or game parameters on the command
+line (see \k{common-cmdline}) and you do want to configure the
+symmetry, you can do it by suffixing additional text to the
+parameters:
+
+\b \cq{m4} for 4-way mirror symmetry
+
+\b \cq{r4} for 4-way rotational symmetry
+
+\b \cq{r2} for 2-way rotational symmetry
+
+\b \cq{a} for no symmetry at all (stands for \q{asymmetric})
+
+\b \cq{dt} for Trivial difficulty level
+
+\b \cq{db} for Basic difficulty level
+
+\b \cq{di} for Intermediate difficulty level
+
+\b \cq{da} for Advanced difficulty level
+
+So, for example, you can make Solo generate asymmetric 3x4 grids by
+running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by
+running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running
+\cq{solo 2x3da}.
+
+