New puzzle! Setting what might be a record for how long we've sat on

a puzzle before it was ready to commit, here is 'Signpost': a clone
of janko.at's "Arrow Path", by James Harvey.

[originally from svn r8861]
This commit is contained in:
Simon Tatham
2010-02-15 21:09:09 +00:00
parent b0ad387d05
commit 7e4f870f6d
5 changed files with 2462 additions and 2 deletions

View File

@ -2774,6 +2774,86 @@ row/column counts.
time, making the puzzle more difficult.
\C{signpost} \i{Signpost}
\cfg{winhelp-topic}{games.signpost}
You have a grid of squares; each square (except the last one)
contains an arrow, and some squares also contain numbers. Your job
is to connect the squares to form a continuous list of numbers
starting at 1 and linked in the direction of the arrows \dash so the
arrow inside the square with the number 1 will point to the square
containing the number 2, which will point to the square containing
the number 3, etc. Each square can be any distance away from the
previous one, as long as it is somewhere in the direction of the
arrow.
By convention the first and last numbers are shown; one or more
interim numbers may also appear at the beginning.
Credit for this puzzle goes to \i{Janko} \k{janko-arrowpath}, who call it
\q{Pfeilpfad} (\q{arrow path}).
Signpost was contributed to this collection by James Harvey.
\B{janko-arrowpath}
\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\cw{http://janko.at/Raetsel/Pfeilpfad/index.htm}
\H{signpost-controls} \I{controls, for Signpost}Signpost controls
To play Signpost, you connect squares together by dragging from one
square to another, indicating that they are adjacent in the
sequence. Drag with the left button from a square to its successor,
or with the right button from a square to its predecessor.
If you connect together two squares in this way and one of them has
a number in it, the appropriate number will appear in the other
square. If you connect two non-numbered squares, they will be
assigned temporary algebraic labels: on the first occasion, they
will be labelled \cq{a} and \cq{a+1}, and then \cq{b} and \cq{b+1},
and so on. Connecting more squares on to the ends of such a chain
will cause them all to be labelled with the same letter.
When you left-click or right-click in a square, the legal squares to
connect it to will be shown.
The arrow in each square starts off black, and goes grey once you
connect the square to its successor. Also, each square which needs a
predecessor has a small dot in the bottom left corner, which
vanishes once you link a square to it. So your aim is always to
connect a square with a black arrow to a square with a dot.
To remove any links for a particular square (both incoming and
outgoing), left-drag it off the grid. To remove a whole chain,
right-drag any square in the chain off the grid.
You can also use the cursor keys to move around the grid squares and
lines. Pressing the return key when over a square starts a link
operation, and pressing the return key again over a square will
finish the link, if allowable. Pressing the space bar over a square
will show the other squares pointing to it, and allow you to form a
backward link, and pressing the space bar again cancels this.
(All the actions described in \k{common-actions} are also available.)
\H{signpost-parameters} \I{parameters, for Signpost}Signpost 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. There will be half \e{Width} \by \e{Height}
dominoes in the grid: if this number is odd then one square will be blank.
(Grids with at least one odd dimension tend to be easier to solve.)
\dt \e{Force start/end to corners}
\dd If true, the start and end squares are always placed in opposite corners
(the start at the top left, and the end at the bottom right). If false the start
and end squares are placed randomly (although always both shown).
\A{licence} \I{MIT licence}\ii{Licence}