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Trivial doc changes after recent prolificacy.
[originally from svn r6220]
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43
puzzles.but
43
puzzles.but
@ -111,6 +111,13 @@ had done before saving).
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}
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\dt \ii\e{Print}
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\dd Where supported (currently only on Windows), brings up a dialog
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allowing you to print an arbitrary number of puzzles randomly
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generated from the current parameters, optionally including the
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current puzzle.
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\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
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\dd Undoes a single move. (You can undo moves back to the start of the
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@ -295,6 +302,7 @@ than by pasting it into the game ID selection box.
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then some options, such as the difficulty level in Solo, will be
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missing. See \k{common-id} for more details on this.)
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\C{net} \i{Net}
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\cfg{winhelp-topic}{games.net}
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@ -406,6 +414,7 @@ feature and risk having ambiguous puzzles. (Also, finding \e{all}
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the possible solutions can be an additional challenge for an
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advanced player.)
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\C{cube} \i{Cube}
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\cfg{winhelp-topic}{games.cube}
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@ -714,6 +723,7 @@ meanings to those in Net (see \k{net-params}) and Sixteen (see
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Netslide was contributed to this collection by Richard Boulton.
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\C{pattern} \i{Pattern}
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\cfg{winhelp-topic}{games.pattern}
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@ -840,8 +850,9 @@ particular, on difficulty levels \q{Trivial} and \q{Basic} there
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will be a square you can fill in with a single number at all times,
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whereas at \q{Intermediate} level and beyond you will have to make
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partial deductions about the \e{set} of squares a number could be in
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(or the set of numbers that could be in a square). At
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\q{Unreasonable} level, even this is not enough, and you will
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(or the set of numbers that could be in a square).
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\#{Advanced, Extreme?}
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At \q{Unreasonable} level, even this is not enough, and you will
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eventually have to make a guess, and then backtrack if it turns out
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to be wrong.
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@ -983,6 +994,8 @@ The cursor keys move a cursor around the grid. Pressing the Space or
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Enter keys while the cursor is in an unselected region selects it;
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pressing Space or Enter again removes it as above.
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(All the actions described in \k{common-actions} are also available.)
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\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
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These parameters are available from the \q{Custom...} option on the
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@ -1054,6 +1067,8 @@ mark, the game should be solved. (If you click in a square
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\e{without} a red mark, a red mark will appear in it to indicate
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that you will need to reverse that operation to reach the solution.)
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(All the actions described in \k{common-actions} are also available.)
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\H{flip-parameters} \I{parameters, for flip}Flip parameters
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These parameters are available from the \q{Custom...} option on the
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@ -1125,6 +1140,8 @@ If you correctly position all the pegs the solution will be displayed
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below; if you run out of guesses (or select \q{Solve...}) the solution
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will also be revealed.
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(All the actions described in \k{common-actions} are also available.)
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\H{guess-parameters} \I{parameters, for Guess}Guess parameters
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These parameters are available from the \q{Custom...} option on the
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@ -1169,8 +1186,8 @@ peg by jumping an adjacent peg over it (horizontally or vertically)
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to a vacant hole on the other side. Your aim is to remove all but one
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of the pegs initially present.
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This game, best known as \q{Peg Solitaire}, is possibly one of the
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oldest puzzle games still commonly known.
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This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
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possibly one of the oldest puzzle games still commonly known.
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\H{pegs-controls} \i{Pegs controls}
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@ -1186,6 +1203,7 @@ Vacant spaces which you can move a peg into are marked with holes. A
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space with no peg and no hole is not available for moving at all: it
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is an obstacle which you must work around.
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(All the actions described in \k{common-actions} are also available.)
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\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
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@ -1234,6 +1252,7 @@ them, which you can use to remind yourself that you know those two
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numbers are \e{not} covered by a single domino. Right-clicking again
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removes the line.
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(All the actions described in \k{common-actions} are also available.)
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\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
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@ -1277,6 +1296,8 @@ I originally saw this in the form of a Flash game called \i{Planarity}
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To move a point, click on it with the left mouse button and drag it
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into a new position.
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(All the actions described in \k{common-actions} are also available.)
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\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
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There is only one parameter available from the \q{Custom...} option
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@ -1454,12 +1475,9 @@ Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
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\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
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(in Japanese)
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\H{slant-controls} \i{Slant controls}
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\IM{Slant controls} controls, for Slant
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\IM{Slant controls} keys, for Slant
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\IM{Slant controls} shortcuts (keyboard), for Slant
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Left-clicking in a blank square will place a \cw{\\} in it (a line
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leaning to the left, i.e. running from the top left of the square to
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@ -1531,8 +1549,6 @@ Light Up was contributed to this collection by James Harvey.
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\H{lightup-controls} \i{Light Up controls}
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\IM{Light Up controls} controls, for Light Up
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\IM{Light Up controls} keys, for Light Up
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\IM{Light Up controls} shortcuts (keyboard), for Light Up
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Left-clicking in a non-black square will toggle the presence of a light
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in that square. Right-clicking in a non-black square toggles a mark there to aid
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@ -1547,6 +1563,7 @@ do not (or cannot) have the right number of lights next to them.
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Thus, the grid is solved when all non-black squares have yellow
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highlights and there are no red lights.
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(All the actions described in \k{common-actions} are also available.)
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\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
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@ -1603,12 +1620,9 @@ Allan for inspiring the train of thought that led to me realising
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Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
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for many detailed suggestions.
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\H{map-controls} \i{Map controls}
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\IM{Map controls} controls, for Map
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\IM{Map controls} keys, for Map
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\IM{Map controls} shortcuts (keyboard), for Map
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To colour a region, click on an existing region of the desired
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colour and drag that colour into the new region.
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@ -1619,6 +1633,7 @@ region of each colour, so that this is always possible!)
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If you need to clear a region, you can drag from an empty region, or
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from the puzzle boundary if there are no empty regions left.
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(All the actions described in \k{common-actions} are also available.)
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\H{map-parameters} \I{parameters, for Map}Map parameters
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@ -1662,12 +1677,9 @@ Loopy was contributed to this collection by Mike Pinna.
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\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
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(beware of Flash)
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\H{loopy-controls} \i{Loopy controls}
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\IM{Loopy controls} controls, for Loopy
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\IM{Loopy controls} keys, for Loopy
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\IM{Loopy controls} shortcuts (keyboard), for Loopy
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Click the left mouse button between two dots to add a line segment
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connecting them. Click again to remove that line segment.
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@ -1676,6 +1688,7 @@ If you are sure that a particular line segment is \e{not} part of
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the loop, you can click the right mouse button to add a small cross
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indicating this. Click again to remove the cross.
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(All the actions described in \k{common-actions} are also available.)
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\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
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