X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/aafaa7fbd122f8109c1a7d99faf74d4892bf22de..e80e7b714fac13709a68591f90d8d8f221b1f6b8:/puzzles.but diff --git a/puzzles.but b/puzzles.but index e468df5..cc3ee75 100644 --- a/puzzles.but +++ b/puzzles.but @@ -959,11 +959,6 @@ Removing a region causes the rest of the grid to shuffle up: blocks that are suspended will fall down (first), and then empty columns are filled from the right. -The game generator does not try to guarantee soluble grids; -it will, however, ensure that there are at least 2 squares of each -colour on the grid at the start (and will forbid custom grids for which -that would be impossible). - Same Game was contributed to this collection by James Harvey. \H{samegame-controls} \i{Same Game controls} @@ -1009,6 +1004,23 @@ any points at all. With the alternative \q{(n-1)^2} system, regions of two squares score a point each, and larger regions score relatively more points. +\dt \e{Ensure solubility} + +\dd If this option is ticked (the default state), generated grids +will be guaranteed to have at least one solution. + +\lcont{ + +If you turn it off, the game generator will not try to guarantee +soluble grids; it will, however, still ensure that there are at +least 2 squares of each colour on the grid at the start (since a +grid with exactly one square of a given colour is \e{definitely} +insoluble). Grids generated with this option disabled may contain +more large areas of contiguous colour, leading to opportunities for +higher scores; they can also take less time to generate. + +} + \C{flip} \i{Flip}