X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/79ce7f08a825978089126f10caad2ac5f320f724..3a23d4250db419f258a373eee9b086d26a9b8b6f:/puzzles.but diff --git a/puzzles.but b/puzzles.but index ad9f79e..c08e2e6 100644 --- a/puzzles.but +++ b/puzzles.but @@ -30,7 +30,7 @@ This is a collection of small one-player puzzle games. -\copyright This manual is copyright 2004-2010 Simon Tatham. All rights +\copyright This manual is copyright 2004-2012 Simon Tatham. All rights reserved. You may distribute this documentation under the MIT licence. See \k{licence} for the licence text in full. @@ -1965,7 +1965,7 @@ measured. \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. +all the vertices the same but may have different 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. @@ -2493,10 +2493,10 @@ either way round, though. block of size two and means that one digit divided by the other is equal to the given amount. -Note that a block may contain more than one digit the same (provided -the identical ones are not in the same row and column). This rule is -precisely the opposite of the rule in Solo's \q{Killer} mode (see -\k{solo}). +Note that a block may contain the same digit more than once +(provided the identical ones are not in the same row and column). +This rule is precisely the opposite of the rule in Solo's \q{Killer} +mode (see \k{solo}). } @@ -2682,12 +2682,12 @@ Singles was contributed to this collection by James Harvey. \IM{Singles controls} controls, for Singles Left-clicking on an empty square will colour it black; left-clicking again -will replace the number. Right-clicking will add a circle (useful for +will restore the number. Right-clicking will add a circle (useful for indicating that a cell is definitely not black). You can also use the cursor keys to move around the grid. Pressing the return or space keys will turn a square black or add a circle respectively, -and pressing the key again will replace the number or remove the circle. +and pressing the key again will restore the number or remove the circle. (All the actions described in \k{common-actions} are also available.) @@ -2851,10 +2851,137 @@ These parameters are available from the \q{Custom...} option on the (the start at the top left, and the end at the bottom right). If false the start and end squares are placed randomly (although always both shown). +\C{range} \i{Range} + +\cfg{winhelp-topic}{games.range} + +You have a grid of squares; some squares contain numbers. Your job is +to colour some of the squares black, such that several criteria are +satisfied: + +\b no square with a number is coloured black. + +\b no two black squares are adjacent (horizontally or vertically). + +\b for any two white squares, there is a path between them using only +white squares. + +\b for each square with a number, that number denotes the number of +squares reachable from that square going in each direction until +hitting a wall or a black square. + +For instance, a square containing the number one must have four black +squares as its neighbours by the last criterion; but then it's +impossible for it to be connected to any outside white square, which +violates the second to last criterion. So no square will contain the +number one. + +Credit for this puzzle goes to \i{Nikoli}, who have variously called +it \q{Kurodoko}, \q{Kuromasu} or \q{Where is Black Cells}. +\k{nikoli-range}. + +Range was contributed to this collection by Jonas K\u00F6{oe}lker. + +\B{nikoli-range} +\W{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}\cw{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/} + +\H{range-controls} \I{controls, for Range}Range controls + +Click with the left button to paint a square black, or with the right +button to mark a square with a dot to indicate that you are sure it +should \e{not} be painted black. Repeated clicking with either button +will cycle the square through the three possible states (filled, +dotted or empty) in opposite directions. + +You can also use the cursor keys to move around the grid squares. +Pressing Return does the same as clicking with the left button, while +pressing Space does the same as a right button click. + +(All the actions described in \k{common-actions} are also available.) + +\H{range-parameters} \I{parameters, for Range}Range 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{pearl} \i{Pearl} + +\cfg{winhelp-topic}{games.pearl} + +You have a grid of squares. Your job is to draw lines between the +centres of horizontally or vertically adjacent squares, so that the +lines form a single closed loop. In the resulting grid, some of the +squares that the loop passes through will contain corners, and some +will be straight horizontal or vertical lines. (And some squares can +be completely empty \dash the loop doesn't have to pass through every +square.) + +Some of the squares contain black and white circles, which are clues +that the loop must satisfy. + +A black circle in a square indicates that that square is a corner, but +neither of the squares adjacent to it in the loop is also a corner. + +A white circle indicates that the square is a straight edge, but \e{at +least one} of the squares adjacent to it in the loop is a corner. + +(In both cases, the clue only constrains the two squares adjacent +\e{in the loop}, that is, the squares that the loop passes into after +leaving the clue square. The squares that are only adjacent \e{in the +grid} are not constrained.) + +Credit for this puzzle goes to \i{Nikoli}, who call it \q{Masyu}. +\k{nikoli-pearl}. + +Thanks to James Harvey for assistance with the implementation. + +\B{nikoli-pearl} +\W{http://www.nikoli.co.jp/en/puzzles/masyu/}\cw{http://www.nikoli.co.jp/en/puzzles/masyu/} + +\H{pearl-controls} \I{controls, for Pearl}Pearl controls + +Click with the left button on a grid edge to draw a segment of the +loop through that edge, or to remove a segment once it is drawn. + +Drag with the left button through a series of squares to draw more +than one segment of the loop in one go. Alternatively, drag over an +existing part of the loop to undraw it, or to undraw part of it and +then go in a different direction. + +Click with the right button on a grid edge to mark it with a cross, +indicating that you are sure the loop does not go through that edge. +(For instance, if you have decided which of the squares adjacent to a +white clue has to be a corner, but don't yet know which way the corner +turns, you might mark the one way it \e{can't} go with a cross.) + +Alternatively, use the cursor keys to move the cursor. Use the Enter +key to begin and end keyboard `drag' operations. Use the Space key to +cancel the drag. Use Ctrl-arrowkey and Shift-arrowkey to simulate a +left or right click, respectively, on the edge in the given direction +relative to the cursor, i.e. to draw a segment or a cross. + +(All the actions described in \k{common-actions} are also available.) + +\H{pearl-parameters} \I{parameters, for Pearl}Pearl 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. \A{licence} \I{MIT licence}\ii{Licence} -This software is \i{copyright} 2004-2010 Simon Tatham. +This software is \i{copyright} 2004-2012 Simon Tatham. Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros