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Add some random index terms. ("Sudoku" wasn't in the index!)
[originally from svn r6509]
This commit is contained in:
41
puzzles.but
41
puzzles.but
@ -41,7 +41,7 @@ else you were doing. And I was also annoyed that every time I found
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a good game on (say) \i{Unix}, it wasn't available the next time I
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was sitting at a \i{Windows} machine, or vice versa; so I arranged
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that everything in my personal puzzle collection will happily run on
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both, and have more recently done a port to Mac OS X as well. When I
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both, and have more recently done a port to \i{Mac OS X} as well. When I
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find (or perhaps invent) further puzzle games that I like, they'll
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be added to this collection and will immediately be available on
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both platforms. And if anyone feels like writing any other front
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@ -83,7 +83,7 @@ These actions are all available from the \I{Game menu}\q{Game} menu
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and via \I{keys}keyboard shortcuts, in addition to any game-specific
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actions.
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(On Mac OS X, to conform with local user interface standards, these
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(On \i{Mac OS X}, to conform with local user interface standards, these
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actions are situated on the \I{File menu}\q{File} and \I{Edit
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menu}\q{Edit} menus instead.)
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@ -174,7 +174,7 @@ recreate it later, or recreate it in somebody else's copy of the
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same puzzle.
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The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
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\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
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\I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
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show a piece of text (a \q{game ID}) which is sufficient to
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reconstruct precisely the same game at a later date.
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@ -265,7 +265,7 @@ following sections.
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\H{common-cmdline} Specifying game parameters on the \i{command line}
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(This section does not apply to the Mac OS X version.)
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(This section does not apply to the \i{Mac OS X} version.)
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The games in this collection deliberately do not ever save
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information on to the computer they run on: they have no high score
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@ -273,9 +273,9 @@ tables and no saved preferences. (This is because I expect at least
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some people to play them at work, and those people will probably
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appreciate leaving as little evidence as possible!)
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However, if you do want to arrange for one of these games to default
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to a particular set of parameters, you can specify them on the
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command line.
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However, if you do want to arrange for one of these games to
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\I{default parameters, specifying}default to a particular set of
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parameters, you can specify them on the command line.
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The easiest way to do this is to set up the parameters you want
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using the \q{Type} menu (see \k{common-type}), and then to select
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@ -304,7 +304,7 @@ 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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\H{common-unix-cmdline} Unix \i{command-line} options
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\H{common-unix-cmdline} \i{Unix} \i{command-line} options
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(This section only applies to the Unix port.)
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@ -314,9 +314,9 @@ In addition to specifying game parameters on the command line (see
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\dt \cw{--generate }\e{n}
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\dd If this option is specified, instead of a puzzle being displayed,
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a number of descriptive game IDs will be invented and printed on
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standard output. This is useful for gaining access to the game
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generation algorithms without necessarily using the frontend.
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a number of descriptive game IDs will be \I{generating game IDs}invented
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and printed on standard output. This is useful for gaining access to
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the game generation algorithms without necessarily using the frontend.
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\lcont{
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@ -876,7 +876,7 @@ you select 3\by\.4 then the digits which go in your grid will be 1
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to 9, plus \cq{a}, \cq{b} and \cq{c}.
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I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
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been popularised by various newspapers under the name \q{Sudoku} or
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been popularised by various newspapers under the name \q{\i{Sudoku}} or
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\q{Su Doku}.
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\B{nikoli-solo} \W{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}
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@ -1180,9 +1180,9 @@ in the correct places (in black), and also the number of
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correctly-coloured pegs in the wrong places (in white).
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This game is also known (and marketed, by Hasbro, mainly) as
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a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
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However, this version allows custom settings of number of colours
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(up to 10), number of pegs per row, and number of guesses.
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a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
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and 10 guesses. However, this version allows custom settings of number
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of colours (up to 10), number of pegs per row, and number of guesses.
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Guess was contributed to this collection by James Harvey.
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@ -1693,7 +1693,7 @@ different colours. Two regions which meet at only one \e{point}
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(i.e. are diagonally separated) may be the same colour.
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I believe this puzzle is original; I've never seen an implementation
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of it anywhere else. The concept of a four-colouring puzzle was
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of it anywhere else. The concept of a \i{four-colouring} puzzle was
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suggested by Owen Dunn; credit must also go to Nikoli and to Verity
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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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@ -2095,6 +2095,15 @@ SOFTWARE.
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\IM{command-line}{command line} command line
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\IM{default parameters, specifying} default parameters, specifying
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\IM{default parameters, specifying} preferences, specifying default
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\IM{Unix} Unix
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\IM{Unix} Linux
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\IM{generating game IDs} generating game IDs
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\IM{generating game IDs} game ID, generating
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\IM{specific} \q{Specific}, menu option
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\IM{custom} \q{Custom}, menu option
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