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629 lines
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\title Simon Tatham's Portable Puzzle Collection
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\cfg{winhelp-filename}{puzzles.hlp}
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\cfg{winhelp-contents-titlepage}{Contents}
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\cfg{text-filename}{puzzles.txt}
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\cfg{html-contents-filename}{index.html}
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\cfg{info-filename}{puzzles.info}
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\cfg{ps-filename}{puzzles.ps}
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\cfg{pdf-filename}{puzzles.pdf}
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\define{by} \u00D7{x}
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This is a collection of small one-player puzzle games.
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\copyright This manual is copyright 2004 Simon Tatham. All rights
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reserved. You may distribute this documentation under the MIT licence.
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See \k{licence} for the licence text in full.
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\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
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\versionid $Id$
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\C{intro} Introduction
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I wrote this collection because I thought there should be more small
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desktop toys available: little games you can pop up in a window and
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play for two or three minutes while you take a break from whatever
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else you were doing. And I was also annoyed that every time I found
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a good game on (say) \i{Unix}, it wasn't available the next time I
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was sitting at a \i{Windows} machine, or vice versa; so I arranged
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that everything in my personal puzzle collection will happily run on
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both, and have more recently done a port to Mac OS X as well. When I
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find (or perhaps invent) further puzzle games that I like, they'll
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be added to this collection and will immediately be available on
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both platforms. And if anyone feels like writing any other front
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ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
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the games in this framework will immediately become available on
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another platform as well.
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The actual games in this collection were mostly not my invention; I
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saw them elsewhere, and rewrote them in a form that was more
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convenient for me. I do not claim credit, in general, for inventing
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the rules of any of these puzzles; all I claim is authorship of the
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code (or at least those parts of the code that weren't contributed
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by other people!).
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This collection is distributed under the \i{MIT licence} (see
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\k{licence}). This means that you can do pretty much anything you like
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with the game binaries or the code, except pretending you wrote them
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yourself, or suing me if anything goes wrong.
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The most recent versions, and \i{source code}, can be found at
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\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
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Please report \I{feedback}\i{bugs} to
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\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
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You might find it helpful to read this article before reporting a bug:
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\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
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\ii{Patches} are welcome. Especially if they provide a new front end
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(to make all these games run on another platform), or a new game.
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\C{common} \ii{Common features}
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This chapter describes features that are common to all the games.
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\H{common-actions} \I{controls}Common actions
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These actions are all available from the \I{Game menu}\q{Game} menu
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and via \I{keys}keyboard shortcuts, in addition to any game-specific
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actions.
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\dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
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\dd Starts a new game, with a random initial state.
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\dt \ii\e{Restart game} (\q{R})
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\dd Resets the current game to its initial state. Undo is lost.
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\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
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\dd Undoes a single move. (You can undo moves back to the start of the
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game.)
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\dt \ii\e{Redo} (Ctrl+\q{R})
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\dd Redoes a previous undone move.
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\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
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\dd Closes the application entirely.
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\H{common-id} Recreating games with the \ii{game ID}
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The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu
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lets you see a short string (the \q{game ID}) that captures the
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initial state of the current game.
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The precise \I{ID format}format of the ID is specific to each game.
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It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0});
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the first part encodes \i\e{parameters} (such as grid size), while the
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second part encodes a \i\e{seed}, which determines the \i{initial
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state} of the game within those parameters.
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You can specify a new ID (or just a seed) here. Pressing \q{OK} starts
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a new game with the specified ID (whether you changed it or not).
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Pressing \q{Cancel} returns to the current game.
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You can also use the game ID (or just the encoded parameters) as a
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\i{command line} argument; see \k{common-cmdline} for more detail.
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Game IDs are portable across platforms; you can use a game ID
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generated by the Windows version of a game on the Unix version, etc.
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\H{common-type} The \q{Type} menu
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The \I{Type menu}\q{Type} menu, if present, may contain a list of
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\i{preset} game settings. Selecting one of these will start a new
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random game with the parameters specified.
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The \q{Type} menu may also contain a \q{\i{Custom...}} option which
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allows you to fine-tune game \i{parameters}. The parameters available
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are specific to each game and are described in the following sections.
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\H{common-cmdline} Specifying game parameters on the \i{command line}
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(This section does not apply to the Mac OS X version.)
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The games in this collection deliberately do not ever save
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information on to the computer they run on: they have no high score
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tables and no saved preferences. (This is because I expect at least
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some people to play them at work, and those people will probably
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appreciate leaving as little evidence as possible!)
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However, if you do want to arrange for one of these games to default
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to a particular set of parameters, you can specify them on the
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command line.
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The easiest way to do this is to set up the parameters you want
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using the \q{Type} menu (see \k{common-type}), and then to select
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\q{Specific} from the \q{Game} menu (see \k{common-id}). The text in
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the \q{Game ID} box will be composed of two parts, separated by a
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colon. The first of these parts represents the game parameters (the
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size of the playing area, for example, and anything else you set
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using the \q{Type} menu).
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If you run the game with just that parameter text on the command
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line, it will start up with the settings you specified.
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For example: if you run Cube (see \k{cube}), select \q{Octahedron}
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from the \q{Type} menu, and then go to the game ID selection, you
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will see a string of the form \cq{o2x2:911A81,10}. Take only the
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part before the colon (\cq{o2x2}), and start Cube with that text on
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the command line: \cq{cube o2x2}.
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If you copy the \e{entire} game ID on to the command line, the game
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will start up in the specific game that was described. This is
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occasionally a more convenient way to start a particular game ID
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than by pasting it into the game ID selection box.
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\C{net} \i{Net}
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\cfg{winhelp-topic}{games.net}
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(\e{Note:} the \i{Windows} version of this game is called
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\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
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I originally saw this in the form of a Flash game called \i{FreeNet}
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\k{FreeNet}, written by Pavils Jurjans. The computer prepares a
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network by connecting up the centres of squares in a grid, and then
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shuffles the network by rotating every tile randomly. Your job is to
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rotate it all back into place. The successful solution will be an
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entirely connected network, with no closed loops. \#{Is it also true
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that a correct solution will not contain any cycles?} As a visual aid,
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all tiles which are connected to the one in the middle are
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highlighted.
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\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
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\H{net-controls} \i{Net controls}
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\IM{Net controls} controls, for Net
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\IM{Net controls} keys, for Net
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\IM{Net controls} shortcuts (keyboard), for Net
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This game can be played with either the keyboard or the mouse. The
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controls are:
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\dt \e{Select tile}: mouse pointer, arrow keys
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\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
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\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
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\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
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\dd You can lock a tile once you're sure of its orientation. You can
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also unlock it again, but while it's locked you can't accidentally
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turn it.
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\dt \e{Jumble tiles}: \q{J} key
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\dd This key turns all tiles that are not locked to random
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orientations.
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(All the actions described in \k{common-actions} are also available.)
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\H{net-params} \I{parameters, for Net}Net 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 tiles.
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\dt \e{Walls wrap around}
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\dd If checked, flow can pass from the left edge to the right edge,
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and from top to bottom, and vice versa.
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\dt \e{Barrier probability}
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\dd A number between 0.0 and 1.0 controlling whether an immovable
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barrier is placed between two tiles to prevent flow between them (a
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higher number gives more barriers). Since barriers are immovable, they
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act as constraints on the solution (i.e., hints).
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\lcont{
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The grid generation in Net has been carefully arranged so that the
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barriers are independent of the rest of the grid. This means that if
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you change the \e{Barrier probability} parameter, and then re-enter
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the same game ID you were playing before (see \k{common-id}), you
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should see exactly the same starting grid, with the only change
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being the number of barriers. So if you're stuck on a particular
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grid and need a hint, you could start up another instance of Net,
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set up the same parameters but a higher barrier probability, and
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enter the game seed from the original Net window.
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}
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\C{cube} \i{Cube}
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\cfg{winhelp-topic}{games.cube}
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This is another one I originally saw as a web game. This one was a
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Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
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squares, six of which are blue; on one square rests a cube. Your move
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is to use the arrow keys to roll the cube through 90 degrees so that
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it moves to an adjacent square. If you roll the cube on to a blue
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square, the blue square is picked up on one face of the cube; if you
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roll a blue face of the cube on to a non-blue square, the blueness is
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put down again. (In general, whenever you roll the cube, the two faces
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that come into contact swap colours.) Your job is to get all six blue
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squares on to the six faces of the cube at the same time. Count your
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moves and try to do it in as few as possible.
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Unlike the original Java game, my version has an additional feature:
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once you've mastered the game with a cube rolling on a square grid,
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you can change to a triangular grid and roll any of a tetrahedron, an
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octahedron or an icosahedron.
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\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
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\H{cube-controls} \i{Cube controls}
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\IM{Cube controls} controls, for Cube
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\IM{Cube controls} keys, for Cube
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\IM{Cube controls} shortcuts (keyboard), for Cube
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This game is played with the keyboard. The arrow keys are used to roll the
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cube (or other solid).
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On the triangular grids, the mapping of arrow keys to directions is
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more approximate. Vertical movement is disallowed where it doesn't
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make sense. The four keys surrounding the arrow keys on the numeric
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keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
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(All the actions described in \k{common-actions} are also available.)
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\H{cube-params} \I{parameters, for Cube}Cube 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{Type of solid}
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\dd Selects the solid to roll (and hence the shape of the grid):
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tetrahedron, cube, octahedron, or icosahedron.
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\dt \e{Width / top}, \e{Height / bottom}
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\dd On a square grid, horizontal and vertical dimensions. On a
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triangular grid, the number of triangles on the top and bottom rows
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respectively.
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\C{fifteen} \i{Fifteen}
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\cfg{winhelp-topic}{games.fifteen}
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The old ones are the best: this is the good old \q{\i{15-puzzle}}
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with sliding tiles. You have a 4\by\.4 square grid; 15 squares
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contain numbered tiles, and the sixteenth is empty. Your move is to
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choose a tile next to the empty space, and slide it into the space.
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The aim is to end up with the tiles in numerical order, with the
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space in the bottom right (so that the top row reads 1,2,3,4 and the
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bottom row reads 13,14,15,\e{space}).
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\H{fifteen-controls} \i{Fifteen controls}
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\IM{Fifteen controls} controls, for Fifteen
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\IM{Fifteen controls} keys, for Fifteen
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\IM{Fifteen controls} shortcuts (keyboard), for Fifteen
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This game can be controlled with the mouse or the keyboard.
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A left-click with the mouse in the row or column containing the empty
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space will move as many tiles as necessary to move the space to the
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mouse pointer.
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The arrow keys will move a tile adjacent to the space in the direction
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indicated (moving the space in the \e{opposite} direction).
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(All the actions described in \k{common-actions} are also available.)
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\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
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The only options available from the \q{Custom...} option on the \q{Type}
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menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
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you've changed these, it's not a \q{15-puzzle} any more, of course!)
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\C{sixteen} \i{Sixteen}
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\cfg{winhelp-topic}{games.sixteen}
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Another sliding tile puzzle, visually similar to Fifteen (see
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\k{fifteen}) but with a different type of move. This time, there is no
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hole: all 16 squares on the grid contain numbered squares. Your move
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is to shift an entire row left or right, or shift an entire column up
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or down; every time you do that, the tile you shift off the grid
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re-appears at the other end of the same row, in the space you just
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vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
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the top row, 13,14,15,16 on the bottom). When you've done that, try
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playing on different sizes of grid.
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I \e{might} have invented this game myself, though only by accident if
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so (and I'm sure other people have independently invented it). I
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thought I was imitating a screensaver I'd seen, but I have a feeling
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that the screensaver might actually have been a Fifteen-type puzzle
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rather than this slightly different kind. So this might be the one
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thing in my puzzle collection which represents creativity on my part
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rather than just engineering.
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\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
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This game is played with the mouse. Left-clicking on an arrow will
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move the appropriate row or column in the direction indicated.
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Right-clicking will move it in the opposite direction.
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(All the actions described in \k{common-actions} are also available.)
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\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
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The only parameters available from the \q{Custom...} option on the
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\q{Type} menu are \e{Width} and \e{Height}, which are
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self-explanatory.
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\C{rectangles} \i{Rectangles}
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\cfg{winhelp-topic}{games.rectangles}
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You have a grid of squares, with numbers written in some (but not all)
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of the squares. Your task is to subdivide the grid into rectangles of
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various sizes, such that (a) every rectangle contains exactly one
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numbered square, and (b) the area of each rectangle is equal to the
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number written in its numbered square.
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Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
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\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle Palace}
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\k{puzzle-palace-rect}. Unlike Puzzle Palace's implementation, my version
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automatically generates random grids of any size you like. The quality
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of puzzle design is therefore not quite as good as hand-crafted
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puzzles would be (in particular, a unique solution cannot be
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guaranteed), but on the plus side you get an inexhaustible supply of
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puzzles tailored to your own specification.
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\B{nikoli-rect} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}
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\B{puzzle-palace-rect} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}
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\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
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This game is played with the mouse.
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Left-click any edge to toggle it on or off, or click and drag to draw
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an entire rectangle (or line) on the grid in one go (removing any
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existing edges within that rectangle).
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When a rectangle of the correct size is completed, it will be shaded.
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(All the actions described in \k{common-actions} are also available.)
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\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
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The \q{Custom...} option on the \q{Type} menu offers you \e{Width}
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and \e{Height} parameters, which are self-explanatory.
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\q{Expansion factor} is a mechanism for changing the type of grids
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generated by the program. Some people prefer a grid containing a few
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large rectangles to one containing many small ones. So you can ask
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Rectangles to essentially generate a \e{smaller} grid than the size
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you specified, and then to expand it by adding rows and columns.
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The default expansion factor of zero means that Rectangles will
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simply generate a grid of the size you ask for, and do nothing
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further. If you set an expansion factor of (say) 0.5, it means that
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each dimension of the grid will be expanded to half again as big
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after generation. In other words, the initial grid will be 2/3 the
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size in each dimension, and will be expanded to its full size
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without adding any more rectangles.
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Setting an expansion factor of around 0.5 tends to make the game
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more difficult, and also (in my experience) rewards a less deductive
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and more intuitive playing style. If you set it \e{too} high,
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though, the game simply cannot generate more than a few rectangles
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to cover the entire grid, and the game becomes trivial.
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\H{rectangles-cmdline} \I{command line, for Rectangles}Additional
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command-line configuration
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|
The expansion factor parameter, described in \k{rectangles-params},
|
|
is not mentioned by default in the game ID (see \k{common-id}). So
|
|
if you set your expansion factor to (say) 0.75, and then you
|
|
generate an 11\by\.11 grid, then the game ID will simply say
|
|
\c{11x11:}\e{numbers}. This means that if you send the game ID to
|
|
another player and they paste it into their copy of Rectangles,
|
|
their game will not be automatically configured to use the same
|
|
expansion factor in any subsequent grids it generates. (I don't
|
|
think the average person examining a single grid sent to them by
|
|
another player would want their configuration modified to that
|
|
extent.)
|
|
|
|
If you are specifying a game ID or game parameters on the command
|
|
line (see \k{common-cmdline}) and you do want to configure the
|
|
expansion factor, you can do it by suffixing the letter \cq{e} to
|
|
the parameters, followed by the expansion factor as a decimal
|
|
number. For example:
|
|
|
|
\b \cq{rect 11x11e0.75} starts Rectangles with a grid size of
|
|
11\u00d7{x}11 and an expansion factor of 0.75.
|
|
|
|
\b \cq{rect 11x11e0.75:g11c6e5e4a2_4e9c3b3d3b5g2b6c4k4g30a8n3j1g6a2}
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|
starts Rectangles with a grid size of 11\u00d7{x}11, an expansion
|
|
factor of 0.75, \e{and} a specific game selected.
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|
|
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|
|
\C{netslide} \i{Netslide}
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|
|
|
\cfg{winhelp-topic}{games.netslide}
|
|
|
|
This game was submitted by Richard Boulton. It combines the grid
|
|
generation of Net (see \k{net}) with the movement of Sixteen (see
|
|
\k{sixteen}): you have a Net grid, but instead of rotating tiles back
|
|
into place you have to slide them into place by moving a whole row at
|
|
a time.
|
|
|
|
As in Sixteen, \I{controls, for Netslide}control is with the mouse.
|
|
See \k{sixteen-controls}.
|
|
|
|
\I{parameters, for Netslide}Game parameters are the same as for Net
|
|
(see \k{net-params}).
|
|
|
|
|
|
\C{pattern} \i{Pattern}
|
|
|
|
\cfg{winhelp-topic}{games.pattern}
|
|
|
|
You have a grid of squares, which must all be filled in either black
|
|
or white. Beside each row of the grid are listed the lengths of the
|
|
runs of black squares on that row; above each column are listed the
|
|
lengths of the runs of black squares in that column. Your aim is to
|
|
fill in the entire grid black or white.
|
|
|
|
I first saw this puzzle form around 1995, under the name
|
|
\q{\i{nonograms}}. I've seen it in various places since then, under
|
|
different names.
|
|
|
|
Normally, puzzles of this type turn out to be a meaningful picture
|
|
of something once you've solved them. However, since this version
|
|
generates the puzzles automatically, they will just look like random
|
|
groupings of squares. (One user has suggested that this is actually
|
|
a \e{good} thing, since it prevents you from guessing the colour of
|
|
squares based on the picture, and forces you to use logic instead.)
|
|
The advantage, though, is that you never run out of them.
|
|
|
|
\H{pattern-controls} \I{controls, for Pattern}Pattern controls
|
|
|
|
This game is played with the mouse.
|
|
|
|
Left-click in a square to colour it black. Right-click to colour it
|
|
white. If you make a mistake, you can middle-click, or hold down
|
|
Shift while clicking with any button, to colour the square in the
|
|
default grey (meaning \q{undecided}) again.
|
|
|
|
You can click and drag with the left or right mouse button to colour
|
|
a vertical or horizontal line of squares black or white at a time
|
|
(respectively). If you click and drag with the middle button, or
|
|
with Shift held down, you can colour a whole rectangle of squares
|
|
grey.
|
|
|
|
(All the actions described in \k{common-actions} are also available.)
|
|
|
|
\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
|
|
|
|
The only options available from the \q{Custom...} option on the \q{Type}
|
|
menu are \e{Width} and \e{Height}, which are self-explanatory.
|
|
|
|
|
|
\C{solo} \i{Solo}
|
|
|
|
\cfg{winhelp-topic}{games.solo}
|
|
|
|
You have a square grid, which is divided into square or rectangular
|
|
blocks. Each square must be filled in with a digit from 1 to the
|
|
size of the grid, in such a way that
|
|
|
|
\b every row contains only one occurrence of each digit
|
|
|
|
\b every column contains only one occurrence of each digit
|
|
|
|
\b every block contains only one occurrence of each digit.
|
|
|
|
You are given some of the numbers as clues; your aim is to place the
|
|
rest of the numbers correctly.
|
|
|
|
The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
|
|
into nine 3\by\.3 blocks). You can also select sizes with
|
|
rectangular blocks instead of square ones, such as 2\by\.3 (a
|
|
6\by\.6 grid divided into six 3\by\.2 blocks).
|
|
|
|
If you select a puzzle size which requires more than 9 digits, the
|
|
additional digits will be letters of the alphabet. For example, if
|
|
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
|
|
\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}
|
|
|
|
\H{solo-controls} \I{controls, for Solo}Solo controls
|
|
|
|
To play Solo, simply click the mouse in any empty square and then
|
|
type a digit or letter on the keyboard to fill that square. If you
|
|
make a mistake, click the mouse in the incorrect square and press
|
|
Space to clear it again (or use the Undo feature).
|
|
|
|
(All the actions described in \k{common-actions} are also available.)
|
|
|
|
\H{solo-parameters} \I{parameters, for Solo}Solo parameters
|
|
|
|
Solo allows you to configure two separate dimensions of the puzzle
|
|
grid on the \q{Type} menu: the number of columns, and the number of
|
|
rows, into which the main grid is divided. (The size of a block is
|
|
the inverse of this: for example, if you select 2 columns and 3 rows,
|
|
each actual block will have 3 columns and 2 rows.)
|
|
|
|
\A{licence} \I{MIT licence}\ii{Licence}
|
|
|
|
This software is \i{copyright} 2004-2005 Simon Tatham.
|
|
|
|
Portions copyright Richard Boulton.
|
|
|
|
Permission is hereby granted, free of charge, to any person
|
|
obtaining a copy of this software and associated documentation files
|
|
(the "Software"), to deal in the Software without restriction,
|
|
including without limitation the rights to use, copy, modify, merge,
|
|
publish, distribute, sublicense, and/or sell copies of the Software,
|
|
and to permit persons to whom the Software is furnished to do so,
|
|
subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be
|
|
included in all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
|
|
BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
|
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
|
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
|
|
\IM{specific...} Specific..., menu option
|
|
\IM{custom...} Custom..., menu option
|
|
|
|
\IM{game ID} game ID
|
|
\IM{game ID} ID, game
|
|
\IM{ID format} ID format
|
|
\IM{ID format} format, ID
|
|
\IM{ID format} game ID, format
|
|
|
|
\IM{keys} keys
|
|
\IM{keys} shortcuts (keyboard)
|
|
|
|
\IM{initial state} initial state
|
|
\IM{initial state} state, initial
|
|
|
|
\IM{MIT licence} MIT licence
|
|
\IM{MIT licence} licence, MIT
|