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]