X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/dc1ccafea10b0d992a086c640564a6bd51ced66d..HEAD:/puzzles.but diff --git a/puzzles.but b/puzzles.but index 4ce7ba0..a676207 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. @@ -298,7 +298,7 @@ For example: if you run Cube (see \k{cube}), select \q{Octahedron} from the \q{Type} menu, and then go to the game ID selection, you will see a string of the form \cq{o2x2#338686542711620}. Take only the part before the hash (\cq{o2x2}), and start Cube with that text -on the command line: \cq{cube o2x2}. +on the command line: \cq{PREFIX-cube o2x2}. If you copy the \e{entire} game ID on to the command line, the game will start up in the specific game that was described. This is @@ -364,7 +364,7 @@ seeds; see \k{common-id}), in the same format produced by For example: -\c net --generate 12 --print 2x3 7x7w | lpr +\c PREFIX-net --generate 12 --print 2x3 7x7w | lpr will generate two pages of printed Net puzzles (each of which will have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr} @@ -390,7 +390,7 @@ seeds; see \k{common-id}), in the same format produced by For example: -\c net --generate 12 --save game --save-suffix .sav +\c PREFIX-net --generate 12 --save game --save-suffix .sav will generate twelve Net saved-game files with the names \cw{game0.sav} to \cw{game11.sav}. @@ -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.) @@ -2774,14 +2774,340 @@ row/column counts. time, making the puzzle more difficult. +\C{signpost} \i{Signpost} + +\cfg{winhelp-topic}{games.signpost} + +You have a grid of squares; each square (except the last one) +contains an arrow, and some squares also contain numbers. Your job +is to connect the squares to form a continuous list of numbers +starting at 1 and linked in the direction of the arrows \dash so the +arrow inside the square with the number 1 will point to the square +containing the number 2, which will point to the square containing +the number 3, etc. Each square can be any distance away from the +previous one, as long as it is somewhere in the direction of the +arrow. + +By convention the first and last numbers are shown; one or more +interim numbers may also appear at the beginning. + +Credit for this puzzle goes to \i{Janko} \k{janko-arrowpath}, who call it +\q{Pfeilpfad} (\q{arrow path}). + +Signpost was contributed to this collection by James Harvey. + +\B{janko-arrowpath} +\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\cw{http://janko.at/Raetsel/Pfeilpfad/index.htm} + +\H{signpost-controls} \I{controls, for Signpost}Signpost controls + +To play Signpost, you connect squares together by dragging from one +square to another, indicating that they are adjacent in the +sequence. Drag with the left button from a square to its successor, +or with the right button from a square to its predecessor. + +If you connect together two squares in this way and one of them has +a number in it, the appropriate number will appear in the other +square. If you connect two non-numbered squares, they will be +assigned temporary algebraic labels: on the first occasion, they +will be labelled \cq{a} and \cq{a+1}, and then \cq{b} and \cq{b+1}, +and so on. Connecting more squares on to the ends of such a chain +will cause them all to be labelled with the same letter. + +When you left-click or right-click in a square, the legal squares to +connect it to will be shown. + +The arrow in each square starts off black, and goes grey once you +connect the square to its successor. Also, each square which needs a +predecessor has a small dot in the bottom left corner, which +vanishes once you link a square to it. So your aim is always to +connect a square with a black arrow to a square with a dot. + +To remove any links for a particular square (both incoming and +outgoing), left-drag it off the grid. To remove a whole chain, +right-drag any square in the chain off the grid. + +You can also use the cursor keys to move around the grid squares and +lines. Pressing the return key when over a square starts a link +operation, and pressing the return key again over a square will +finish the link, if allowable. Pressing the space bar over a square +will show the other squares pointing to it, and allow you to form a +backward link, and pressing the space bar again cancels this. + +(All the actions described in \k{common-actions} are also available.) + +\H{signpost-parameters} \I{parameters, for Signpost}Signpost 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{Force start/end to corners} + +\dd If true, the start and end squares are always placed in opposite corners +(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. + +\C{undead} \i{Undead} + +\cfg{winhelp-topic}{games.undead} + +You are given a grid of squares, some of which contain diagonal +mirrors. Every square which is not a mirror must be filled with one of +three types of undead monster: a ghost, a vampire, or a zombie. + +Vampires can be seen directly, but are invisible when reflected in +mirrors. Ghosts are the opposite way round: they can be seen in +mirrors, but are invisible when looked at directly. Zombies are +visible by any means. + +You are also told the total number of each type of monster in the +grid. Also around the edge of the grid are written numbers, which +indicate how many monsters can be seen if you look into the grid along +a row or column starting from that position. (The diagonal mirrors are +reflective on both sides. If your reflected line of sight crosses the +same monster more than once, the number will count it each time it is +visible, not just once.) + +This puzzle type was invented by David Millar, under the name +\q{Haunted Mirror Maze}. See \k{janko-undead} for more details. + +Undead was contributed to this collection by Steffen Bauer. + +\B{janko-undead} +\W{http://www.janko.at/Raetsel/Spukschloss/index.htm}\cw{http://www.janko.at/Raetsel/Spukschloss/index.htm} + +\H{undead-controls} \I{controls, for Undead}Undead controls + +Undead has a similar control system to Solo, Unequal and Keen. + +To play Undead, click the mouse in any empty square and then type a +letter on the keyboard indicating the type of monster: \q{G} for a +ghost, \q{V} for a vampire, or \q{Z} for a zombie. 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 letter, the +corresponding monster will be shown in reduced size in that square, as +a \q{pencil mark}. You can have pencil marks for multiple monsters in +the same square. A square containing a full-size monster 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 +monster, or you can use them as lists of the possible monster 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 letter again. + +All pencil marks in a square are erased when you left-click and type a +monster letter, 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 letter +keys to place monsters or pencil marks. Use the cursor keys to move a +highlight around the grid, and type a monster letter to enter it in +the highlighted square. Pressing return toggles the highlight into a +mode in which you can enter or remove pencil marks. + +If you prefer plain letters of the alphabet to cute monster pictures, +you can press \q{A} to toggle between showing the monsters as monsters or +showing them as letters. + +(All the actions described in \k{common-actions} are also available.) + +\H{undead-parameters} \I{parameters, for Undead}Undead 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{unruly} \i{Unruly} + +\cfg{winhelp-topic}{games.unruly} + +You are given a grid of squares, which you must colour either black or +white. Some squares are provided as clues; the rest are left for you +to fill in. Each row and column must contain the same number of black +and white squares, and no row or column may contain three consecutive +squares of the same colour. + +This puzzle type was invented by Adolfo Zanellati, under the name +\q{Tohu wa Vohu}. See \k{janko-unruly} for more details. + +Unruly was contributed to this collection by Lennard Sprong. + +\B{janko-unruly} +\W{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}\cw{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm} + +\H{unruly-controls} \I{controls, for Unruly}Unruly controls + +To play Unruly, click the mouse in a square to change its colour. +Left-clicking an empty square will turn it black, and right-clicking +will turn it white. Keep clicking the same button to cycle through the +three possible states for the square. If you middle-click in a square +it will be reset to empty. + +You can also use the cursor keys to move around the grid. Pressing the +return or space keys will turn an empty square black or white +respectively (and then cycle the colours in the same way as the mouse +buttons), and pressing Backspace will reset a square to empty. + +(All the actions described in \k{common-actions} are also available.) + +\H{unruly-parameters} \I{parameters, for Unruly}Unruly 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. (Note that the rules of the game require +both the width and height to be even numbers.) + +\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 -Lambrou and Bernd Schmidt. +Lambrou, Bernd Schmidt, Steffen Bauer and Lennard Sprong. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files