X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/f10106138f70a92b276899d0822650cb2ec1adae..9cfc03b7245f89f9ded8f844e55aebe0a74c7500:/puzzles.but diff --git a/puzzles.but b/puzzles.but index 2c0fe87..9013006 100644 --- a/puzzles.but +++ b/puzzles.but @@ -845,11 +845,11 @@ partial deductions about the \e{set} of squares a number could be in eventually have to make a guess, and then backtrack if it turns out to be wrong. -Generating difficult puzzles is itself difficult: if you select -\q{Intermediate} or \q{Advanced} difficulty, Solo may have to make -many attempts at generating a puzzle before it finds one hard enough -for you. Be prepared to wait, especially if you have also configured -a large puzzle size. +Generating difficult puzzles is itself difficult: if you select one +of the higher difficulty levels, Solo may have to make many attempts +at generating a puzzle before it finds one hard enough for you. Be +prepared to wait, especially if you have also configured a large +puzzle size. \C{mines} \i{Mines} @@ -1476,7 +1476,7 @@ the game entirely with one button if you need to.) (All the actions described in \k{common-actions} are also available.) -\H{slant-parameters} \I{parameters, for slant}Slant parameters +\H{slant-parameters} \I{parameters, for Slant}Slant parameters These parameters are available from the \q{Custom...} option on the \q{Type} menu. @@ -1485,12 +1485,228 @@ These parameters are available from the \q{Custom...} option on the \dd Size of grid in squares. +\dt \e{Difficulty} + +\dd Controls the difficulty of the generated puzzle. At Hard level, +you are required to do deductions based on knowledge of +\e{relationships} between squares rather than always being able to +deduce the exact contents of one square at a time. (For example, you +might know that two squares slant in the same direction, even if you +don't yet know what that direction is, and this might enable you to +deduce something about still other squares.) Even at Hard level, +guesswork and backtracking should never be necessary. + + +\C{lightup} \i{Light Up} + +\cfg{winhelp-topic}{games.lightup} + +You have a grid of squares. Some are filled in black; some of the +black squares are numbered. Your aim is to \q{light up} all the +empty squares by placing light bulbs in some of them. + +Each light bulb illuminates the square it is on, plus all squares in +line with it horizontally or vertically unless a black square is +blocking the way. + +To win the game, you must satisfy the following conditions: + +\b All non-black squares are lit. + +\b No light is lit by another light. + +\b All numbered black squares have exactly that number of lights adjacent to + them (in the four squares above, below, and to the side). + +Non-numbered black squares may have any number of lights adjacent to them. + +Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}. + +Light Up was contributed to this collection by James Harvey. + +\B{nikoli-lightup} +\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm} +(beware of Flash) + +\H{lightup-controls} \i{Light Up controls} + +\IM{Light Up controls} controls, for Light Up +\IM{Light Up controls} keys, for Light Up +\IM{Light Up controls} shortcuts (keyboard), for Light Up + +Left-clicking in a non-black square will toggle the presence of a light +in that square. Right-clicking in a non-black square toggles a mark there to aid +solving; it can be used to highlight squares that cannot be lit, for example. + +You may not place a light in a marked square, nor place a mark in a lit square. + +The game will highlight obvious errors in red. Lights lit by other +lights are highlighted in this way, as are numbered squares which +do not (or cannot) have the right number of lights next to them. + +Thus, the grid is solved when all non-black squares have yellow +highlights and there are no red lights. + + +\H{lightup-parameters} \I{parameters, for Light Up}Light Up 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{%age of black squares} + +\dd Rough percentage of black squares in the grid. + +\lcont{ + +This is a hint rather than an instruction. If the grid generator is +unable to generate a puzzle to this precise specification, it will +increase the proportion of black squares until it can. + +} + +\dt \e{Symmetry} + +\dd Allows you to specify the required symmetry of the black squares +in the grid. (This does not affect the difficulty of the puzzles +noticeably.) + +\dt \e{Difficulty} + +\dd \q{Easy} means that the puzzles should be soluble without +backtracking or guessing, \q{Hard} means that some guesses will +probably be necessary. + + +\C{map} \i{Map} + +\cfg{winhelp-topic}{games.map} + +You are given a map consisting of a number of regions. Your task is +to colour each region with one of four colours, in such a way that +no two regions sharing a boundary have the same colour. You are +provided with some regions already coloured, sufficient to make the +remainder of the solution unique. + +Only regions which share a length of border are required to be +different colours. Two regions which meet at only one \e{point} +(i.e. are diagonally separated) may be the same colour. + +I believe this puzzle is original; I've never seen an implementation +of it anywhere else. The concept of a four-colouring puzzle was +suggested by Owen Dunn; credit must also go to Nikoli and to Verity +Allan for inspiring the train of thought that led to me realising +Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor +for many detailed suggestions. + + +\H{map-controls} \i{Map controls} + +\IM{Map controls} controls, for Map +\IM{Map controls} keys, for Map +\IM{Map controls} shortcuts (keyboard), for Map + +To colour a region, click 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!) + +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. + + +\H{map-parameters} \I{parameters, for Map}Map 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{Regions} + +\dd Number of regions in the generated map. + +\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. + + +\C{loopy} \i{Loopy} + +\cfg{winhelp-topic}{games.loopy} + +You are given a grid of dots. Your aim is to draw a single unbroken +loop from dot to dot within the grid. + +Some of the square spaces between the dots contain numbers. These +numbers indicate how many of the four edges of that square are part +of the loop. The loop you draw must correctly satisfy all of these +clues to be considered a correct solution. + +Credit for this puzzle goes to \i{Nikoli} \k{nikoli-loopy}. + +Loopy was contributed to this collection by Mike Pinna. + +\B{nikoli-loopy} +\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm} +(beware of Flash) + + +\H{loopy-controls} \i{Loopy controls} + +\IM{Loopy controls} controls, for Loopy +\IM{Loopy controls} keys, for Loopy +\IM{Loopy controls} shortcuts (keyboard), for Loopy + +Click the left mouse button between two dots to add a line segment +connecting them. Click again to remove that line segment. + +If you are sure that a particular line segment is \e{not} part of +the loop, you can click the right mouse button to add a small cross +indicating this. Click again to remove the cross. + + +\H{loopy-parameters} \I{parameters, for Loopy}Loopy 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{Recursion depth} + +\dd Determines how much guesswork and backtracking you will need to +do to solve the puzzle. When this is set to zero (as it is for all +of the \q{Easy} options in the menu), you should always be able to +deduce the state of an edge without having to guess. If you increase +it, you will have to guess more and more. + +\lcont{ + +Setting a high value for this option is liable to consume a lot of +CPU time and memory. Be warned! + +} + \A{licence} \I{MIT licence}\ii{Licence} This software is \i{copyright} 2004-2005 Simon Tatham. -Portions copyright Richard Boulton and James Harvey. +Portions copyright Richard Boulton, James Harvey and Mike Pinna. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files