additional configuration parameter, which is the number of shuffle
moves. By default the grid will be fully shuffled so that you need a
general solution algorithm to untangle it, but if you prefer you can
request a grid which has had (say) precisely four moves made on it,
and then attempt to exactly reverse those four moves.
Currently this feature is only available from the Custom box, and
not in any presets.
[originally from svn r5769]
the missing fifth difficulty level to Solo: `Unreasonable', in which
even set-based reasoning is insufficient and there's no alternative
but to guess a number and backtrack if it didn't work. (Solutions
are still guaranteed unique, however.) In fact it now seems to take
less time to generate a puzzle of this grade than `Advanced'!
[originally from svn r5756]
various things:
- if you haven't fully understood what a game is about, it gives
you an immediate example of a puzzle plus its solution so you can
understand it
- in some games it's useful to compare your solution with the real
one and see where you made a mistake
- in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy
to be able to get your hands on a pristine grid quickly so you
can practise or experiment with manoeuvres on it
- it provides a good way of debugging the games if you think you've
encountered an unsolvable grid!
[originally from svn r5731]
enable configurable puzzle difficulty. I'm only generating grids up
to Times level (complicated non-recursive analysis but guessing
never required); I wouldn't object to providing a Telegraph
difficulty level (guessing required) but it turns out to be very
hard indeed to generate at random. I might still add it later
(probably under the name `Unreasonable' :-) if I can think of an
efficient way to find them.
[originally from svn r5682]
the default symmetry from order-4 down to order-2, which seems to
mitigate the excessively-full-grid problem by permitting more
freedom to remove stuff.
[originally from svn r5666]
of the manual using Halibut (with one additional magic tag in the
<HEAD> section), stuck it in the right part of the application
bundle, referenced it in Info.plist, and added a Help menu.
Everything else was automatic. Not bad!
[originally from svn r5190]
tiles randomly. (Rachel asked for this; it's been being tested for a good few
months now, and Simon didn't care either way, so in it goes :)
As part of this, the front end can now be asked to provide a random random
seed (IYSWIM).
[originally from svn r5019]
of puzzle. Configurable option, turned off by default, and not
propagated in game IDs (though you can explicitly specify it in
command-line parameters, and the docs explain how).
[originally from svn r4461]