Add some random index terms. ("Sudoku" wasn't in the index!)

[originally from svn r6509]
This commit is contained in:
Jacob Nevins
2005-12-27 15:36:21 +00:00
parent e15a2defff
commit 7c5ff85bb1

View File

@ -41,7 +41,7 @@ else you were doing. And I was also annoyed that every time I found
a good game on (say) \i{Unix}, it wasn't available the next time I
was sitting at a \i{Windows} machine, or vice versa; so I arranged
that everything in my personal puzzle collection will happily run on
both, and have more recently done a port to Mac OS X as well. When I
both, and have more recently done a port to \i{Mac OS X} as well. When I
find (or perhaps invent) further puzzle games that I like, they'll
be added to this collection and will immediately be available on
both platforms. And if anyone feels like writing any other front
@ -83,7 +83,7 @@ These actions are all available from the \I{Game menu}\q{Game} menu
and via \I{keys}keyboard shortcuts, in addition to any game-specific
actions.
(On Mac OS X, to conform with local user interface standards, these
(On \i{Mac OS X}, to conform with local user interface standards, these
actions are situated on the \I{File menu}\q{File} and \I{Edit
menu}\q{Edit} menus instead.)
@ -174,7 +174,7 @@ recreate it later, or recreate it in somebody else's copy of the
same puzzle.
The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
\I{Game menu}\q{Game} menu (or the \q{File} menu, on Mac OS X) each
\I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
show a piece of text (a \q{game ID}) which is sufficient to
reconstruct precisely the same game at a later date.
@ -265,7 +265,7 @@ following sections.
\H{common-cmdline} Specifying game parameters on the \i{command line}
(This section does not apply to the Mac OS X version.)
(This section does not apply to the \i{Mac OS X} version.)
The games in this collection deliberately do not ever save
information on to the computer they run on: they have no high score
@ -273,9 +273,9 @@ tables and no saved preferences. (This is because I expect at least
some people to play them at work, and those people will probably
appreciate leaving as little evidence as possible!)
However, if you do want to arrange for one of these games to default
to a particular set of parameters, you can specify them on the
command line.
However, if you do want to arrange for one of these games to
\I{default parameters, specifying}default to a particular set of
parameters, you can specify them on the command line.
The easiest way to do this is to set up the parameters you want
using the \q{Type} menu (see \k{common-type}), and then to select
@ -304,7 +304,7 @@ than by pasting it into the game ID selection box.
then some options, such as the difficulty level in Solo, will be
missing. See \k{common-id} for more details on this.)
\H{common-unix-cmdline} Unix \i{command-line} options
\H{common-unix-cmdline} \i{Unix} \i{command-line} options
(This section only applies to the Unix port.)
@ -314,9 +314,9 @@ In addition to specifying game parameters on the command line (see
\dt \cw{--generate }\e{n}
\dd If this option is specified, instead of a puzzle being displayed,
a number of descriptive game IDs will be invented and printed on
standard output. This is useful for gaining access to the game
generation algorithms without necessarily using the frontend.
a number of descriptive game IDs will be \I{generating game IDs}invented
and printed on standard output. This is useful for gaining access to
the game generation algorithms without necessarily using the frontend.
\lcont{
@ -876,7 +876,7 @@ you select 3\by\.4 then the digits which go in your grid will be 1
to 9, plus \cq{a}, \cq{b} and \cq{c}.
I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
been popularised by various newspapers under the name \q{Sudoku} or
been popularised by various newspapers under the name \q{\i{Sudoku}} or
\q{Su Doku}.
\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}
@ -1180,9 +1180,9 @@ in the correct places (in black), and also the number of
correctly-coloured pegs in the wrong places (in white).
This game is also known (and marketed, by Hasbro, mainly) as
a board game \q{Mastermind}, with 6 colours, 4 pegs per row, and 10 guesses.
However, this version allows custom settings of number of colours
(up to 10), number of pegs per row, and number of guesses.
a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
and 10 guesses. However, this version allows custom settings of number
of colours (up to 10), number of pegs per row, and number of guesses.
Guess was contributed to this collection by James Harvey.
@ -1693,7 +1693,7 @@ 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
of it anywhere else. The concept of a \i{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
@ -2095,6 +2095,15 @@ SOFTWARE.
\IM{command-line}{command line} command line
\IM{default parameters, specifying} default parameters, specifying
\IM{default parameters, specifying} preferences, specifying default
\IM{Unix} Unix
\IM{Unix} Linux
\IM{generating game IDs} generating game IDs
\IM{generating game IDs} game ID, generating
\IM{specific} \q{Specific}, menu option
\IM{custom} \q{Custom}, menu option