X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/1d8e8ad877a2eb931659f6d5b531684a42ba28f1..ef57b17d968689e10ea3b2b6a75d360365645556:/puzzles.but?ds=sidebyside diff --git a/puzzles.but b/puzzles.but index f7d55a6..8e99a31 100644 --- a/puzzles.but +++ b/puzzles.but @@ -393,17 +393,17 @@ numbered square, and (b) the area of each rectangle is equal to the number written in its numbered square. Credit for this game goes to the Japanese puzzle magazine \i{Nikoli} -\k{nikoli}; I've also seen a Palm implementation at \i{Puzzle Palace} -\k{puzzle-palace}. Unlike Puzzle Palace's implementation, my version +\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle Palace} +\k{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version automatically generates random grids of any size you like. The quality of puzzle design is therefore not quite as good as hand-crafted puzzles would be (in particular, a unique solution cannot be guaranteed), but on the plus side you get an inexhaustible supply of puzzles tailored to your own specification. -\B{nikoli} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm} +\B{nikoli-rect} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm} -\B{puzzle-palace} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en} +\B{puzzle-palace-rect} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en} \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls @@ -470,6 +470,7 @@ number. For example: starts Rectangles with a grid size of 11\u00d7{x}11, an expansion factor of 0.75, \e{and} a specific game selected. + \C{netslide} \i{Netslide} \cfg{winhelp-topic}{games.netslide} @@ -486,6 +487,7 @@ See \k{sixteen-controls}. \I{parameters, for Netslide}Game parameters are the same as for Net (see \k{net-params}). + \C{pattern} \i{Pattern} \cfg{winhelp-topic}{games.pattern} @@ -530,6 +532,7 @@ grey. 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} @@ -557,10 +560,12 @@ 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}, although it's also +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 @@ -573,10 +578,48 @@ Space to clear it again (or use the Undo feature). \H{solo-parameters} \I{parameters, for Solo}Solo parameters Solo allows you to configure two separate dimensions of the puzzle -grid: 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.) +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. + +\H{solo-cmdline} \I{command line, for Solo}Additional command-line +configuration + +The symmetry parameter, described in \k{solo-parameters}, is not +mentioned by default in the game ID (see \k{common-id}). So if you +set your symmetry to (say) 4-way rotational, 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 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}) + +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}. + \A{licence} \I{MIT licence}\ii{Licence}