+\H{slant-parameters} \I{parameters, for Slant}Slant 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. At Hard level,
+you are required to do deductions based on knowledge of
+\e{relationships} between squares rather than always being able to
+deduce the exact contents of one square at a time. (For example, you
+might know that two squares slant in the same direction, even if you
+don't yet know what that direction is, and this might enable you to
+deduce something about still other squares.) Even at Hard level,
+guesswork and backtracking should never be necessary.
+
+
+\C{lightup} \i{Light Up}
+
+\cfg{winhelp-topic}{games.lightup}
+
+You have a grid of squares. Some are filled in black; some of the
+black squares are numbered. Your aim is to \q{light up} all the
+empty squares by placing light bulbs in some of them.
+
+Each light bulb illuminates the square it is on, plus all squares in
+line with it horizontally or vertically unless a black square is
+blocking the way.
+
+To win the game, you must satisfy the following conditions:
+
+\b All non-black squares are lit.
+
+\b No light is lit by another light.
+
+\b All numbered black squares have exactly that number of lights adjacent to
+ them (in the four squares above, below, and to the side).
+
+Non-numbered black squares may have any number of lights adjacent to them.
+
+Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
+
+Light Up was contributed to this collection by James Harvey.
+
+\B{nikoli-lightup}
+\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
+(beware of Flash)
+
+\H{lightup-controls} \i{Light Up controls}
+
+\IM{Light Up controls} controls, 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
+solving; it can be used to highlight squares that cannot be lit, for example.
+
+You may not place a light in a marked square, nor place a mark in a lit square.
+
+The game will highlight obvious errors in red. Lights lit by other
+lights are highlighted in this way, as are numbered squares which
+do not (or cannot) have the right number of lights next to them.
+
+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
+
+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{%age of black squares}
+
+\dd Rough percentage of black squares in the grid.
+
+\lcont{
+
+This is a hint rather than an instruction. If the grid generator is
+unable to generate a puzzle to this precise specification, it will
+increase the proportion of black squares until it can.
+
+}
+
+\dt \e{Symmetry}
+
+\dd Allows you to specify the required symmetry of the black squares
+in the grid. (This does not affect the difficulty of the puzzles
+noticeably.)
+
+\dt \e{Difficulty}
+
+\dd \q{Easy} means that the puzzles should be soluble without
+backtracking or guessing, \q{Hard} means that some guesses will
+probably be necessary.
+
+
+\C{map} \i{Map}
+
+\cfg{winhelp-topic}{games.map}
+
+You are given a map consisting of a number of regions. Your task is
+to colour each region with one of four colours, in such a way that
+no two regions sharing a boundary have the same colour. You are
+provided with some regions already coloured, sufficient to make the
+remainder of the solution unique.
+
+Only regions which share a length of border are required to be
+different colours. Two regions which meet at only one \e{point}
+(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 \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
+
+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.)
+
+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
+
+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{Regions}
+
+\dd Number of regions in the generated map.
+
+\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} 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, 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 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.
+
+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.
+
+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
+
+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 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
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\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.
+
+
+\C{tents} \i{Tents}
+
+\cfg{winhelp-topic}{games.tents}
+
+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.)
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{tents-parameters} \I{parameters, for Tents}Tents parameters