X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/e28d0584ec76ae4bd34805756b4c18bf174d3460..96c92647f055deba9bfbf91f1198ab5d3b06cae4:/puzzles.but diff --git a/puzzles.but b/puzzles.but index 76521c2..00dfef5 100644 --- a/puzzles.but +++ b/puzzles.but @@ -1624,8 +1624,9 @@ for many detailed suggestions. \IM{Map controls} controls, for Map -To colour a region, click on an existing region of the desired -colour and drag that colour into the new region. +To colour a region, click the left mouse button on an existing +region of the desired colour and drag that colour into the new +region. (The program will always ensure the starting puzzle has at least one region of each colour, so that this is always possible!) @@ -1633,6 +1634,19 @@ region of each colour, so that this is always possible!) If you need to clear a region, you can drag from an empty region, or from the puzzle boundary if there are no empty regions left. +Dragging a colour using the \e{right} mouse button will stipple the +region in that colour, which you can use as a note to yourself that +you think the region \e{might} be that colour. A region can contain +stipples in multiple colours at once. (This is often useful at the +harder difficulty levels.) + +If you press L during play, the game will toggle display of a number +in each region of the map. This is useful if you want to discuss a +particular puzzle instance with a friend \dash having an unambiguous +name for each region is much easier than trying to refer to them all +by names such as \q{the one down and right of the brown one on the +top border}. + (All the actions described in \k{common-actions} are also available.) \H{map-parameters} \I{parameters, for Map}Map parameters @@ -1651,10 +1665,19 @@ These parameters are available from the \q{Custom...} option on the \dt \e{Difficulty} \dd In \q{Easy} mode, there should always be at least one region -whose colour can be determined trivially. In \q{Normal} mode, you -will have to use more complex logic to deduce the colour of some -regions. However, it will always be possible without having to -guess or backtrack. +whose colour can be determined trivially. In \q{Normal} and \q{Hard} +modes, you will have to use increasingly complex logic to deduce the +colour of some regions. However, it will always be possible without +having to guess or backtrack. + +\lcont{ + +In \q{Unreasonable} mode, the program will feel free to generate +puzzles which are as hard as it can possibly make them: the only +constraint is that they should still have a unique solution. Solving +Unreasonable puzzles may require guessing and backtracking. + +} \C{loopy} \i{Loopy} @@ -1715,6 +1738,70 @@ CPU time and memory. Be warned! } +\C{inertia} \i{Inertia} + +\cfg{winhelp-topic}{games.inertia} + +You are a small green ball sitting in a grid full of obstacles. Your +aim is to collect all the gems without running into any mines. + +You can move the ball in any orthogonal \e{or diagonal} direction. +Once the ball starts moving, it will continue until something stops +it. A wall directly in its path will stop it (but if it is moving +diagonally, it will move through a diagonal gap between two other +walls without stopping). Also, some of the squares are \q{stops}; +when the ball moves on to a stop, it will stop moving no matter what +direction it was going in. Gems do \e{not} stop the ball; it picks +them up and keeps on going. + +Running into a mine is fatal. Even if you picked up the last gem in +the same move which then hit a mine, the game will count you as dead +rather than victorious. + +This game was originally implemented for Windows by Ben Olmstead +\k{bem}, who was kind enough to release his source code on request +so that it could be re-implemented for this collection. + +\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/} + +\H{inertia-controls} \i{Inertia controls} + +\IM{Inertia controls} controls, for Inertia +\IM{Inertia controls} keys, for Inertia +\IM{Inertia controls} shortcuts (keyboard), for Inertia + +You can move the ball in any of the eight directions using the +numeric keypad. Alternatively, if you click the left mouse button on +the grid, the ball will begin a move in the general direction of +where you clicked. + +If you use the \q{Solve} function on this game, the program will +compute a path through the grid which collects all the remaining +gems and returns to the current position. A hint arrow will appear +on the ball indicating the direction in which you should move to +begin on this path. If you then move in that direction, the arrow +will update to indicate the next direction on the path. You can also +press Space to automatically move in the direction of the hint +arrow. If you move in a different direction from the one shown by +the arrow, the hint arrows will stop appearing because you have +strayed from the provided path; you can then use \q{Solve} again to +generate a new path if you want to. + +All the actions described in \k{common-actions} are also available. +In particular, if you do run into a mine and die, you can use the +Undo function and resume playing from before the fatal move. The +game will keep track of the number of times you have done this. + +\H{inertia-parameters} \I{parameters, for Inertia}Inertia 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. + + \A{licence} \I{MIT licence}\ii{Licence} This software is \i{copyright} 2004-2005 Simon Tatham.