X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/40fde8844773ab30eb92842ffd47eca28f9f3423..e3f21163e0737b17412f5bd8c184b26715c396fa:/puzzles.but?ds=sidebyside diff --git a/puzzles.but b/puzzles.but index fa7ce1a..eefbcac 100644 --- a/puzzles.but +++ b/puzzles.but @@ -286,12 +286,14 @@ missing. See \k{common-id} for more details on this.) \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.) I originally saw this in the form of a Flash game called \i{FreeNet} -\k{FreeNet}, written by Pavils Jurjans. The computer prepares a +\k{FreeNet}, written by Pavils Jurjans; there are several other +implementations under the name \i{NetWalk}. The computer prepares a network by connecting up the centres of squares in a grid, and then shuffles the network by rotating every tile randomly. Your job is to rotate it all back into place. The successful solution will be an -entirely connected network, with no closed loops. \#{Is it also true -that a correct solution will not contain any cycles?} As a visual aid, +entirely connected network, with no closed loops. \#{The latter +clause means that there are no closed paths within the network. +Could this be clearer? "No closed paths"?} As a visual aid, all tiles which are connected to the one in the middle are highlighted. @@ -318,6 +320,21 @@ controls are: also unlock it again, but while it's locked you can't accidentally turn it. +The following controls are not necessary to complete the game, but may +be useful: + +\dt \e{Shift grid}: Shift + arrow keys + +\dd On grids that wrap, you can move the origin of the grid, so that +tiles that were on opposite sides of the grid can be seen together. + +\dt \e{Move centre}: Ctrl + arrow keys + +\dd You can change which tile is used as the source of highlighting. +(It doesn't ultimately matter which tile this is, as every tile will +be connected to every other tile in a correct solution, but it may be +helpful in the intermediate stages of solving the puzzle.) + \dt \e{Jumble tiles}: \q{J} key \dd This key turns all tiles that are not locked to random @@ -669,8 +686,9 @@ a time. As in Sixteen, \I{controls, for Netslide}control is with the mouse. See \k{sixteen-controls}. -\I{parameters, for Netslide}Game parameters are the same as for Net -(see \k{net-params}). +\I{parameters, for Netslide}The available game parameters have similar +meanings to those in Net (see \k{net-params}) and Sixteen (see +\k{sixteen-params}). \C{pattern} \i{Pattern} @@ -758,6 +776,23 @@ 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). +If you \e{right}-click in a square and then type a number, that +number will be entered in the square as a \q{pencil mark}. You can +have pencil marks for multiple numbers in the same square. + +The game pays no attention to pencil marks, so exactly what you use +them for is up to you: you can use them as reminders that a +particular square needs to be re-examined once you know more about a +particular number, or you can use them as lists of the possible +numbers in a given square, or anything else you feel like. + +To erase a single pencil mark, right-click in the square and type +the same number again. + +All pencil marks in a square are erased when you left-click and type +a number, or when you left-click and press space. Right-clicking and +pressing space will also erase pencil marks. + (All the actions described in \k{common-actions} are also available.) \H{solo-parameters} \I{parameters, for Solo}Solo parameters