X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/c8c23a7f1ce8fe9328a075e5933639cf8d604fda..e1b8b453c18f4da5d9cb736106447db2cc4135a2:/puzzles.but?ds=inline diff --git a/puzzles.but b/puzzles.but index 6343898..c96eca4 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 2004-2009 Simon Tatham. All rights +\copyright This manual is copyright 2004-2010 Simon Tatham. All rights reserved. You may distribute this documentation under the MIT licence. See \k{licence} for the licence text in full. @@ -2500,7 +2500,7 @@ precisely the opposite of the rule in Solo's \q{Killer} mode (see } -This puzzle appears in the Times under the name \q{KenKen}. +This puzzle appears in the Times under the name \q{\i{KenKen}}. \H{keen-controls} \i{Keen controls} @@ -2561,9 +2561,223 @@ level, some backtracking will be required, but the solution should still be unique. The remaining levels require increasingly complex reasoning to avoid having to backtrack. + +\C{towers} \i{Towers} + +\cfg{winhelp-topic}{games.towers} + +You have a square grid. On each square of the grid you can build a +tower, with its height ranging from 1 to the size of the grid. +Around the edge of the grid are some numeric clues. + +Your task is to build a tower on every square, in such a way that: + +\b Each row contains every possible height of tower once + +\b Each column contains every possible height of tower once + +\b Each numeric clue describes the number of towers that can be seen +if you look into the square from that direction, assuming that +shorter towers are hidden behind taller ones. For example, in a +5\by\.5 grid, a clue marked \q{5} indicates that the five tower +heights must appear in increasing order (otherwise you would not be +able to see all five towers), whereas a clue marked \q{1} indicates +that the tallest tower (the one marked 5) must come first. + +In harder or larger puzzles, some towers will be specified for you +as well as the clues round the edge, and some edge clues may be +missing. + +This puzzle appears on the web under various names, particularly +\q{\i{Skyscrapers}}, but I don't know who first invented it. + + +\H{towers-controls} \i{Towers controls} + +\IM{Towers controls} controls, for Towers + +Towers shares much of its control system with Solo, Unequal and Keen. + +To play Towers, simply click the mouse in any empty square and then +type a digit on the keyboard to fill that square with a tower of the +given height. 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. A square +containing a tower cannot also contain pencil marks. + +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. + +As for Solo, the cursor keys can be used in conjunction with the +digit keys to set numbers or pencil marks. Use the cursor keys to +move a highlight around the grid, and type a digit to enter it in +the highlighted square. Pressing return toggles the highlight into a +mode in which you can enter or remove pencil marks. + +Pressing M will fill in a full set of pencil marks in every square +that does not have a main digit in it. + +(All the actions described in \k{common-actions} are also available.) + +\H{towers-parameters} \I{parameters, for Towers}Towers parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Grid size} + +\dd Specifies the size of the grid. Lower limit is 3; upper limit is +9 (because the user interface would become more difficult with +\q{digits} bigger than 9!). + +\dt \e{Difficulty} + +\dd Controls the difficulty of the generated puzzle. At Unreasonable +level, some backtracking will be required, but the solution should +still be unique. The remaining levels require increasingly complex +reasoning to avoid having to backtrack. + + +\C{singles} \i{Singles} + +\cfg{winhelp-topic}{games.singles} + +You have a grid of white squares, all of which contain numbers. Your task +is to colour some of the squares black (removing the number) so as to satisfy +all of the following conditions: + +\b No number occurs more than once in any row or column. + +\b No black square is horizontally or vertically adjacent to any other black +square. + +\b The remaining white squares must all form one contiguous region +(connected by edges, not just touching at corners). + +Credit for this puzzle goes to \i{Nikoli} \k{nikoli-hitori} who call it +\i{Hitori}. + +Singles was contributed to this collection by James Harvey. + +\B{nikoli-hitori} +\W{http://www.nikoli.com/en/puzzles/hitori/index.html}\cw{http://www.nikoli.com/en/puzzles/hitori/index.html} +(beware of Flash) + +\H{singles-controls} \i{Singles controls} + +\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 +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. + +(All the actions described in \k{common-actions} are also available.) + +\H{singles-parameters} \I{parameters, for Singles}Singles 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. + + +\C{magnets} \i{Magnets} + +\cfg{winhelp-topic}{games.magnets} + +A rectangular grid has been filled with a mixture of magnets (that is, +dominoes with one positive end and one negative end) and blank dominoes +(that is, dominoes with two neutral poles). +These dominoes are initially only seen in silhouette. Around the grid +are placed a number of clues indicating the number of positive and +negative poles contained in certain columns and rows. + +Your aim is to correctly place the magnets and blank dominoes such that +all the clues are satisfied, with the additional constraint that no two +similar magnetic poles may be orgothonally adjacent (since they repel). +Neutral poles do not repel, and can be adjacacent to any other pole. + +Credit for this puzzle goes to \i{Janko} \k{janko-magnets}. + +Magnets was contributed to this collection by James Harvey. + +\B{janko-magnets} +\W{http://www.janko.at/Raetsel/Magnete/index.htm}\cw{http://www.janko.at/Raetsel/Magnete/index.htm} + +\H{magnets-controls} \i{Magnets controls} + +\IM{Magnets controls} controls, for Magnets + +Left-clicking on an empty square places a magnet at that position with +the positive pole on the square and the negative pole on the other half +of the magnet; left-clicking again reverses the polarity, and a third +click removes the magnet. + +Right-clicking on an empty square places a blank domino there. +Right-clicking again places two question marks on the domino, signifying +'this cannot be blank' (which can be useful to note deductions while +solving, and right-clicking again empties the domino. + +You can also use the cursor keys to move a cursor around the grid. +Pressing the return key will lay a domino with a positive pole at that +position; pressing again reverses the polarity and then removes the +domino, as with left-clicking. Using the space bar allows placement +of blank dominoes and cannot-be-blank hints, as for right-clicking. + +(All the actions described in \k{common-actions} are also available.) + +\H{magnets-parameters} \I{parameters, for Magnets}Magnets 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. There will be half \e{Width} \by \e{Height} +dominoes in the grid: if this number is odd then one square will be blank. + +(Grids with at least one odd dimension tend to be easier to solve) + +\dt \e{Difficulty} + +\dd Controls the difficulty of the generated puzzle. At Tricky level, +you are required to make more deductions about empty dominoes and +row/column counts. + +\dt \e{Strip clues} + +\dd If true, some of the clues around the grid are removed at generation +time, making the puzzle more difficult. + + + \A{licence} \I{MIT licence}\ii{Licence} -This software is \i{copyright} 2004-2009 Simon Tatham. +This software is \i{copyright} 2004-2010 Simon Tatham. Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros