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