A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita audio rust zig deno mpris rockbox mpd
at master 3662 lines 142 kB view raw
1\title Simon Tatham's Portable Puzzle Collection 2 3\cfg{winhelp-filename}{puzzles.hlp} 4\cfg{winhelp-contents-titlepage}{Contents} 5 6\cfg{text-filename}{puzzles.txt} 7 8\cfg{html-contents-filename}{index.html} 9\cfg{html-template-filename}{%k.html} 10\cfg{html-index-filename}{docindex.html} 11\cfg{html-leaf-level}{1} 12\cfg{html-contents-depth-0}{1} 13\cfg{html-contents-depth-1}{2} 14\cfg{html-leaf-contains-contents}{true} 15 16\cfg{chm-filename}{puzzles.chm} 17\cfg{chm-contents-filename}{index.html} 18\cfg{chm-template-filename}{%k.html} 19\cfg{chm-head-end}{<link rel="stylesheet" type="text/css" href="chm.css">} 20\cfg{chm-extra-file}{chm.css} 21 22\cfg{info-filename}{puzzles.info} 23 24\cfg{ps-filename}{puzzles.ps} 25\cfg{pdf-filename}{puzzles.pdf} 26 27\define{by} \u00D7{x} 28 29\define{dash} \u2013{-} 30 31\define{times} \u00D7{*} 32 33\define{divide} \u00F7{/} 34 35\define{minus} \u2212{-} 36 37This is a collection of small one-player puzzle games. 38 39\copyright This manual is copyright 2004-2024 Simon Tatham. All rights 40reserved. You may distribute this documentation under the MIT licence. 41See \k{licence} for the licence text in full. 42 43\cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">} 44 45\C{intro} Introduction 46 47I wrote this collection because I thought there should be more small 48desktop toys available: little games you can pop up in a window and 49play for two or three minutes while you take a break from whatever 50else you were doing. And I was also annoyed that every time I found 51a good game on (say) \i{Unix}, it wasn't available the next time I 52was sitting at a \i{Windows} machine, or vice versa; so I arranged 53that everything in my personal puzzle collection will happily run on 54both, and have more recently done a port to \i{Mac OS X} as well. When I 55find (or perhaps invent) further puzzle games that I like, they'll 56be added to this collection and will immediately be available on 57both platforms. And if anyone feels like writing any other front 58ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash 59then all the games in this framework will immediately become 60available on another platform as well. 61 62The actual games in this collection were mostly not my invention; they 63are re-implementations of existing game concepts within my portable 64puzzle framework. I do not claim credit, in general, for inventing the 65rules of any of these puzzles. (I don't even claim authorship of all 66the code; some of the puzzles have been submitted by other authors.) 67 68This collection is distributed under the \i{MIT licence} (see 69\k{licence}). This means that you can do pretty much anything you like 70with the game binaries or the code, except pretending you wrote them 71yourself, or suing me if anything goes wrong. 72 73The most recent versions, and \i{source code}, can be found at 74\I{website}\W{https://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{https://www.chiark.greenend.org.uk/~sgtatham/puzzles/}. 75 76Please report \I{feedback}\i{bugs} to 77\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}. 78You might find it helpful to read this article before reporting a bug: 79 80\W{https://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{https://www.chiark.greenend.org.uk/~sgtatham/bugs.html} 81 82\ii{Patches} are welcome. Especially if they provide a new front end 83(to make all these games run on another platform), or a new game. 84 85 86\C{common} \ii{Common features} 87 88This chapter describes features that are common to all the games. 89 90\H{common-actions} \I{controls}Common actions 91 92These actions are all available from the \I{Game menu}\q{Game} menu 93and via \I{keys}keyboard shortcuts, in addition to any game-specific 94actions. 95 96(On \i{Mac OS X}, to conform with local user interface standards, these 97actions are situated on the \I{File menu}\q{File} and \I{Edit 98menu}\q{Edit} menus instead.) 99 100\dt \ii\e{New game} (\q{N}, Ctrl+\q{N}) 101 102\dd Starts a new game, with a random initial state. 103 104\dt \ii\e{Restart game} 105 106\dd Resets the current game to its initial state. (This can be undone.) 107 108\dt \ii\e{Load} 109 110\dd Loads a saved game from a file on disk. 111 112\dt \ii\e{Save} 113 114\dd Saves the current state of your game to a file on disk. 115 116\lcont{ 117 118The Load and Save operations preserve your entire game 119history (so you can save, reload, and still Undo and Redo things you 120had done before saving). 121 122} 123 124\dt \I{printing, on Windows}\e{Print} 125 126\dd Where supported (currently only on Windows), brings up a dialog 127allowing you to print an arbitrary number of puzzles randomly 128generated from the current parameters, optionally including the 129current puzzle. (Only for puzzles which make sense to print, of 130course \dash it's hard to think of a sensible printable representation 131of Fifteen!) 132 133\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_}, \q{*}) 134 135\dd Undoes a single move. (You can undo moves back to the start of the 136session.) 137 138\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R}, \q{#}) 139 140\dd Redoes a previously undone move. 141 142\dt \ii\e{Copy} 143 144\dd Copies the current state of your game to the clipboard in text 145format, so that you can paste it into (say) an e-mail client or a 146web message board if you're discussing the game with someone else. 147(Not all games support this feature.) 148 149\dt \ii\e{Solve} 150 151\dd Transforms the puzzle instantly into its solved state. For some 152games (Cube) this feature is not supported at all because it is of 153no particular use. For other games (such as Pattern), the solved 154state can be used to give you information, if you can't see how a 155solution can exist at all or you want to know where you made a 156mistake. For still other games (such as Sixteen), automatic solution 157tells you nothing about how to \e{get} to the solution, but it does 158provide a useful way to get there quickly so that you can experiment 159with set-piece moves and transformations. 160 161\lcont{ 162 163Some games (such as Solo) are capable of solving a game ID you have 164typed in from elsewhere. Other games (such as Rectangles) cannot 165solve a game ID they didn't invent themself, but when they did 166invent the game ID they know what the solution is already. Still 167other games (Pattern) can solve \e{some} external game IDs, but only 168if they aren't too difficult. 169 170The \q{Solve} command adds the solved state to the end of the undo 171chain for the puzzle. In other words, if you want to go back to 172solving it yourself after seeing the answer, you can just press Undo. 173 174} 175 176\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q}) 177 178\dd Closes the application entirely. 179 180\dt \i\e{Preferences} 181 182\dd Where supported, brings up a dialog allowing you to configure 183personal preferences about a particular game. Some of these 184preferences will be specific to a particular game; others will be 185common to all games. 186 187\lcont{ 188 189One option common to all games allows you to turn off the one-key 190shortcuts like \q{N} for new game or \q{Q} for quit, so that there's 191less chance of hitting them by accident. You can still access the same 192shortcuts with the Ctrl key. 193 194} 195 196\H{common-id} Specifying games with the \ii{game ID} 197 198There are two ways to save a game specification out of a puzzle and 199recreate it later, or recreate it in somebody else's copy of the 200same puzzle. 201 202The \q{\i{Specific}} and \q{\i{Random Seed}} options from the 203\I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each 204show a piece of text (a \q{game ID}) which is sufficient to 205reconstruct precisely the same game at a later date. 206 207You can enter either of these pieces of text back into the program 208(via the same \q{Specific} or \q{Random Seed} menu options) at a 209later point, and it will recreate the same game. You can also use 210either one as a \i{command line} argument (on Windows or Unix); see 211\k{common-cmdline} for more detail. 212 213The difference between the two forms is that a descriptive game ID 214is a literal \e{description} of the \i{initial state} of the game, 215whereas a random seed is just a piece of arbitrary text which was 216provided as input to the random number generator used to create the 217puzzle. This means that: 218 219\b Descriptive game IDs tend to be longer in many puzzles (although 220some, such as Cube (\k{cube}), only need very short descriptions). 221So a random seed is often a \e{quicker} way to note down the puzzle 222you're currently playing, or to tell it to somebody else so they can 223play the same one as you. 224 225\b Any text at all is a valid random seed. The automatically 226generated ones are fifteen-digit numbers, but anything will do; you 227can type in your full name, or a word you just made up, and a valid 228puzzle will be generated from it. This provides a way for two or 229more people to race to complete the same puzzle: you think of a 230random seed, then everybody types it in at the same time, and nobody 231has an advantage due to having seen the generated puzzle before 232anybody else. 233 234\b It is often possible to convert puzzles from other sources (such 235as \q{nonograms} or \q{sudoku} from newspapers) into descriptive 236game IDs suitable for use with these programs. 237 238\b Random seeds are not guaranteed to produce the same result if you 239use them with a different \i\e{version} of the puzzle program. This 240is because the generation algorithm might have been improved or 241modified in later versions of the code, and will therefore produce a 242different result when given the same sequence of random numbers. Use 243a descriptive game ID if you aren't sure that it will be used on the 244same version of the program as yours. 245 246\lcont{(Use the \q{About} menu option to find out the version number 247of the program. Programs with the same version number running on 248different platforms should still be random-seed compatible.)} 249 250\I{ID format}A descriptive game ID starts with a piece of text which 251encodes the \i\e{parameters} of the current game (such as grid 252size). Then there is a colon, and after that is the description of 253the game's initial state. A random seed starts with a similar string 254of parameters, but then it contains a hash sign followed by 255arbitrary data. 256 257If you enter a descriptive game ID, the program will not be able to 258show you the random seed which generated it, since it wasn't 259generated \e{from} a random seed. If you \e{enter} a random seed, 260however, the program will be able to show you the descriptive game 261ID derived from that random seed. 262 263Note that the game parameter strings are not always identical 264between the two forms. For some games, there will be parameter data 265provided with the random seed which is not included in the 266descriptive game ID. This is because that parameter information is 267only relevant when \e{generating} puzzle grids, and is not important 268when playing them. Thus, for example, the difficulty level in Solo 269(\k{solo}) is not mentioned in the descriptive game ID. 270 271These additional parameters are also not set permanently if you type 272in a game ID. For example, suppose you have Solo set to \q{Advanced} 273difficulty level, and then a friend wants your help with a 274\q{Trivial} puzzle; so the friend reads out a random seed specifying 275\q{Trivial} difficulty, and you type it in. The program will 276generate you the same \q{Trivial} grid which your friend was having 277trouble with, but once you have finished playing it, when you ask 278for a new game it will automatically go back to the \q{Advanced} 279difficulty which it was previously set on. 280 281\H{common-type} The \q{Type} menu 282 283The \I{Type menu}\q{Type} menu, if present, may contain a list of 284\i{preset} game settings. Selecting one of these will start a new 285random game with the parameters specified. 286 287The \q{Type} menu may also contain a \q{\i{Custom}} option which 288allows you to fine-tune game \i{parameters}. The parameters 289available are specific to each game and are described in the 290following sections. 291 292\H{common-cmdline} Specifying game parameters on the \i{command line} 293 294(This section does not apply to the \i{Mac OS X} version.) 295 296The games in this collection deliberately do not ever save 297information on to the computer they run on: they have no high score 298tables and no saved preferences. (This is because I expect at least 299some people to play them at work, and those people will probably 300appreciate leaving as little evidence as possible!) 301 302However, if you do want to arrange for one of these games to 303\I{default parameters, specifying}default to a particular set of 304parameters, you can specify them on the command line. 305 306The easiest way to do this is to set up the parameters you want 307using the \q{Type} menu (see \k{common-type}), and then to select 308\q{Random Seed} from the \q{Game} or \q{File} menu (see 309\k{common-id}). The text in the \q{Game ID} box will be composed of 310two parts, separated by a hash. The first of these parts represents 311the game parameters (the size of the playing area, for example, and 312anything else you set using the \q{Type} menu). 313 314If you run the game with just that parameter text on the command 315line, it will start up with the settings you specified. 316 317For example: if you run Cube (see \k{cube}), select \q{Octahedron} 318from the \q{Type} menu, and then go to the game ID selection, you 319will see a string of the form \cq{o2x2#338686542711620}. Take only 320the part before the hash (\cq{o2x2}), and start Cube with that text 321on the command line: \cq{PREFIX-cube o2x2}. 322 323If you copy the \e{entire} game ID on to the command line, the game 324will start up in the specific game that was described. This is 325occasionally a more convenient way to start a particular game ID 326than by pasting it into the game ID selection box. 327 328(You could also retrieve the encoded game parameters using the 329\q{Specific} menu option instead of \q{Random Seed}, but if you do 330then some options, such as the difficulty level in Solo, will be 331missing. See \k{common-id} for more details on this.) 332 333\H{common-unix-cmdline} \i{Unix} \i{command-line} options 334 335(This section only applies to the Unix port.) 336 337In addition to being able to specify game parameters on the command 338line (see \k{common-cmdline}), there are various other options: 339 340\dt \cw{--game} 341 342\dt \cw{--load} 343 344\dd These options respectively determine whether the command-line 345argument is treated as specifying game parameters or a \i{save} file 346to \i{load}. Only one should be specified. If neither of these options 347is specified, a guess is made based on the format of the argument. 348 349\dt \cw{--generate }\e{n} 350 351\dd If this option is specified, instead of a puzzle being displayed, 352a number of descriptive game IDs will be \I{generating game IDs}invented 353and printed on standard output. This is useful for gaining access to 354the game generation algorithms without necessarily using the frontend. 355 356\lcont{ 357 358If game parameters are specified on the command-line, they will be 359used to generate the game IDs; otherwise a default set of parameters 360will be used. 361 362The most common use of this option is in conjunction with \c{--print}, 363in which case its behaviour is slightly different; see below. 364 365} 366 367\dt \cw{--delete-prefs} 368 369\dd This option causes the puzzle to delete the configuration file in 370which its user preferences were stored, if there is one. 371 372\dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h} 373 374\dd If this option is specified, instead of a puzzle being displayed, 375a printed representation of one or more unsolved puzzles is sent to 376standard output, in \i{PostScript} format. 377 378\lcont{ 379 380On each page of puzzles, there will be \e{w} across and \e{h} down. If 381there are more puzzles than \e{w}\by\e{h}, more than one page will be 382printed. 383 384If \c{--generate} has also been specified, the invented game IDs will 385be used to generate the printed output. Otherwise, a list of game IDs 386is expected on standard input (which can be descriptive or random 387seeds; see \k{common-id}), in the same format produced by 388\c{--generate}. 389 390For example: 391 392\c PREFIX-net --generate 12 --print 2x3 7x7w | lpr 393 394will generate two pages of printed Net puzzles (each of which will 395have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr} 396command, which on many systems will send them to an actual printer. 397 398There are various other options which affect printing; see below. 399 400} 401 402\dt \cw{--save }\e{file-prefix} [ \cw{--save-suffix }\e{file-suffix} ] 403 404\dd If this option is specified, instead of a puzzle being 405displayed, saved-game files for one or more unsolved puzzles are 406written to files constructed from the supplied prefix and/or suffix. 407 408\lcont{ 409 410If \c{--generate} has also been specified, the invented game IDs will 411be used to generate the printed output. Otherwise, a list of game IDs 412is expected on standard input (which can be descriptive or random 413seeds; see \k{common-id}), in the same format produced by 414\c{--generate}. 415 416For example: 417 418\c PREFIX-net --generate 12 --save game --save-suffix .sav 419 420will generate twelve Net saved-game files with the names 421\cw{game0.sav} to \cw{game11.sav}. 422 423} 424 425\dt \cw{--version} 426 427\dd Prints version information about the game, and then quits. 428 429The following options are only meaningful if \c{--print} is also 430specified: 431 432\dt \cw{--with-solutions} 433 434\dd The set of pages filled with unsolved puzzles will be followed by 435the solutions to those puzzles. 436 437\dt \cw{--scale }\e{n} 438 439\dd Adjusts how big each puzzle is when printed. Larger numbers make 440puzzles bigger; the default is 1.0. 441 442\dt \cw{--colour} 443 444\dd Puzzles will be printed in colour, rather than in black and white 445(if supported by the puzzle). 446 447 448\C{net} \i{Net} 449 450\cfg{winhelp-topic}{games.net} 451 452(\e{Note:} the \i{Windows} version of this game is called 453\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.) 454 455I originally saw this in the form of a Flash game called \i{FreeNet} 456\k{FreeNet}, written by Pavils Jurjans; there are several other 457implementations under the name \i{NetWalk}. The computer prepares a 458network by connecting up the centres of squares in a grid, and then 459shuffles the network by rotating every tile randomly. Your job is to 460rotate it all back into place. The successful solution will be an 461entirely connected network, with no closed loops. \#{The latter 462clause means that there are no closed paths within the network. 463Could this be clearer? "No closed paths"?} As a visual aid, 464all tiles which are connected to the one in the middle are 465highlighted. 466 467\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm} 468 469\H{net-controls} \i{Net controls} 470 471\IM{Net controls} controls, for Net 472\IM{Net controls} keys, for Net 473\IM{Net controls} shortcuts (keyboard), for Net 474 475This game can be played with either the keyboard or the mouse. The 476controls are: 477 478\dt \e{Select tile}: mouse pointer, arrow keys 479 480\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key 481 482\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key 483 484\dt \e{Rotate tile by 180 degrees}: \q{F} key 485 486\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key 487 488\dd You can lock a tile once you're sure of its orientation. You can 489also unlock it again, but while it's locked you can't accidentally 490turn it. 491 492The following controls are not necessary to complete the game, but may 493be useful: 494 495\dt \e{Shift grid}: Shift + arrow keys 496 497\dd On grids that wrap, you can move the origin of the grid, so that 498tiles that were on opposite sides of the grid can be seen together. 499 500\dt \e{Move centre}: Ctrl + arrow keys 501 502\dd You can change which tile is used as the source of highlighting. 503(It doesn't ultimately matter which tile this is, as every tile will 504be connected to every other tile in a correct solution, but it may be 505helpful in the intermediate stages of solving the puzzle.) 506 507\dt \e{Jumble tiles}: \q{J} key 508 509\dd This key turns all tiles that are not locked to random 510orientations. 511 512(All the actions described in \k{common-actions} are also available.) 513 514\H{net-params} \I{parameters, for Net}Net parameters 515 516These parameters are available from the \q{Custom...} option on the 517\q{Type} menu. 518 519\dt \e{Width}, \e{Height} 520 521\dd Size of grid in tiles. 522 523\dt \e{Walls wrap around} 524 525\dd If checked, flow can pass from the left edge to the right edge, 526and from top to bottom, and vice versa. 527 528\dt \e{Barrier probability} 529 530\dd A number between 0.0 and 1.0 controlling whether an immovable 531barrier is placed between two tiles to prevent flow between them (a 532higher number gives more barriers). Since barriers are immovable, they 533act as constraints on the solution (i.e., hints). 534 535\lcont{ 536 537The grid generation in Net has been carefully arranged so that the 538barriers are independent of the rest of the grid. This means that if 539you note down the random seed used to generate the current puzzle 540(see \k{common-id}), change the \e{Barrier probability} parameter, 541and then re-enter the same random seed, you should see exactly the 542same starting grid, with the only change being the number of 543barriers. So if you're stuck on a particular grid and need a hint, 544you could start up another instance of Net, set up the same 545parameters but a higher barrier probability, and enter the game seed 546from the original Net window. 547 548} 549 550\dt \e{Ensure unique solution} 551 552\dd Normally, Net will make sure that the puzzles it presents have 553only one solution. Puzzles with ambiguous sections can be more 554difficult and more subtle, so if you like you can turn off this 555feature and risk having ambiguous puzzles. (Also, finding \e{all} 556the possible solutions can be an additional challenge for an 557advanced player.) 558 559\H{net-prefs} \I{preferences, for Net}Net user preferences 560 561On platforms that support user preferences, the \q{Preferences} option 562on the \q{Game} menu will let you configure when loops are highlighted 563as errors. By default, they're always highlighted; by changing this 564option, you can ask for a loop to be highlighted only if every tile 565forming part of the loop is locked. This avoids the loop highlighting 566acting as a spoiler for available deductions about squares you haven't 567even looked at yet. 568 569 570\C{cube} \i{Cube} 571 572\cfg{winhelp-topic}{games.cube} 573 574This is another one I originally saw as a web game. This one was a 575Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16 576squares, six of which are blue; on one square rests a cube. Your move 577is to use the arrow keys to roll the cube through 90 degrees so that 578it moves to an adjacent square. If you roll the cube on to a blue 579square, the blue square is picked up on one face of the cube; if you 580roll a blue face of the cube on to a non-blue square, the blueness is 581put down again. (In general, whenever you roll the cube, the two faces 582that come into contact swap colours.) Your job is to get all six blue 583squares on to the six faces of the cube at the same time. Count your 584moves and try to do it in as few as possible. 585 586Unlike the original Java game, my version has an additional feature: 587once you've mastered the game with a cube rolling on a square grid, 588you can change to a triangular grid and roll any of a tetrahedron, an 589octahedron or an icosahedron. 590 591\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm} 592 593\H{cube-controls} \i{Cube controls} 594 595\IM{Cube controls} controls, for Cube 596\IM{Cube controls} keys, for Cube 597\IM{Cube controls} shortcuts (keyboard), for Cube 598 599This game can be played with either the keyboard or the mouse. 600 601Left-clicking anywhere on the window will move the cube (or other 602solid) towards the mouse pointer. 603 604The arrow keys can also used to roll the cube on its square grid in 605the four cardinal directions. 606On the triangular grids, the mapping of arrow keys to directions is 607more approximate. Vertical movement is disallowed where it doesn't 608make sense. The four keys surrounding the arrow keys on the numeric 609keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement. 610 611(All the actions described in \k{common-actions} are also available.) 612 613\H{cube-params} \I{parameters, for Cube}Cube parameters 614 615These parameters are available from the \q{Custom...} option on the 616\q{Type} menu. 617 618\dt \e{Type of solid} 619 620\dd Selects the solid to roll (and hence the shape of the grid): 621tetrahedron, cube, octahedron, or icosahedron. 622 623\dt \e{Width / top}, \e{Height / bottom} 624 625\dd On a square grid, horizontal and vertical dimensions. On a 626triangular grid, the number of triangles on the top and bottom rows 627respectively. 628 629 630\C{fifteen} \i{Fifteen} 631 632\cfg{winhelp-topic}{games.fifteen} 633 634The old ones are the best: this is the good old \q{\i{15-puzzle}} 635with sliding tiles, which dates from the 1870s. 636You have a 4\by\.4 square grid; 15 squares 637contain numbered tiles, and the sixteenth is empty. Your move is to 638choose a tile next to the empty space, and slide it into the space. 639The aim is to end up with the tiles in numerical order, with the 640space in the bottom right (so that the top row reads 1,2,3,4 and the 641bottom row reads 13,14,15,\e{space}). 642 643\H{fifteen-controls} \i{Fifteen controls} 644 645\IM{Fifteen controls} controls, for Fifteen 646\IM{Fifteen controls} keys, for Fifteen 647\IM{Fifteen controls} shortcuts (keyboard), for Fifteen 648 649This game can be controlled with the mouse or the keyboard. 650 651A left-click with the mouse in the row or column containing the empty 652space will move as many tiles as necessary to move the space to the 653mouse pointer. 654 655By default, the arrow keys will move a tile adjacent to the space in 656the direction indicated (moving the space in the \e{opposite} 657direction). 658 659Pressing \q{h} will make a suggested move. Pressing \q{h} enough 660times will solve the game, but it may scramble your progress while 661doing so. 662 663(All the actions described in \k{common-actions} are also available.) 664 665\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters 666 667The only options available from the \q{Custom...} option on the \q{Type} 668menu are \e{Width} and \e{Height}, which are self-explanatory. (Once 669you've changed these, it's not a \q{15-puzzle} any more, of course!) 670 671\H{fifteen-prefs} \I{preferences, for Fifteen}Fifteen user preferences 672 673On platforms that support user preferences, the \q{Preferences} option 674on the \q{Game} menu will let you configure the sense of the arrow 675keys. With the default setting, \q{Move the tile}, the arrow key you 676press indicates the direction that you want a tile to move, so that 677(for example) if you want to move the tile left of the gap rightwards 678into the gap, you'd press Right. With the opposite setting, \q{Move 679the gap}, the behaviour of the arrow keys is reversed, and you would 680press Left to move the tile left of the gap into the gap, so that the 681\e{gap} ends up one square left of where it was. 682 683 684\C{sixteen} \i{Sixteen} 685 686\cfg{winhelp-topic}{games.sixteen} 687 688Another sliding tile puzzle, visually similar to Fifteen (see 689\k{fifteen}) but with a different type of move. This time, there is no 690hole: all 16 squares on the grid contain numbered squares. Your move 691is to shift an entire row left or right, or shift an entire column up 692or down; every time you do that, the tile you shift off the grid 693re-appears at the other end of the same row, in the space you just 694vacated. To win, arrange the tiles into numerical order (1,2,3,4 on 695the top row, 13,14,15,16 on the bottom). When you've done that, try 696playing on different sizes of grid. 697 698I \e{might} have invented this game myself, though only by accident if 699so (and I'm sure other people have independently invented it). I 700thought I was imitating a screensaver I'd seen, but I have a feeling 701that the screensaver might actually have been a Fifteen-type puzzle 702rather than this slightly different kind. So this might be the one 703thing in my puzzle collection which represents creativity on my part 704rather than just engineering. 705 706\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls 707 708Left-clicking on an arrow will move the appropriate row or column in 709the direction indicated. Right-clicking will move it in the opposite 710direction. 711 712Alternatively, use the cursor keys to move the position indicator 713around the edge of the grid, and use the return key to move the 714row/column in the direction indicated. 715 716You can also move the tiles directly. Move the cursor onto a tile, 717hold Control and press an arrow key to move the tile under the 718cursor and move the cursor along with the tile. Or, hold Shift to 719move only the tile. Pressing Enter simulates holding down Control 720(press Enter again to release), while pressing Space simulates 721holding down shift. 722 723(All the actions described in \k{common-actions} are also available.) 724 725\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters 726 727The parameters available from the \q{Custom...} option on the 728\q{Type} menu are: 729 730\b \e{Width} and \e{Height}, which are self-explanatory. 731 732\b You can ask for a limited shuffling operation to be performed on 733the grid. By default, Sixteen will shuffle the grid in such a way 734that any arrangement is about as probable as any other. You can 735override this by requesting a precise number of shuffling moves to 736be performed. Typically your aim is then to determine the precise 737set of shuffling moves and invert them exactly, so that you answer 738(say) a four-move shuffle with a four-move solution. Note that the 739more moves you ask for, the more likely it is that solutions shorter 740than the target length will turn out to be possible. 741 742 743\C{twiddle} \i{Twiddle} 744 745\cfg{winhelp-topic}{games.twiddle} 746 747Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen 748(see \k{sixteen}): you are given a grid of square tiles, each 749containing a number, and your aim is to arrange the numbers into 750ascending order. 751 752In basic Twiddle, your move is to rotate a square group of four 753tiles about their common centre. (Orientation is not significant in 754the basic puzzle, although you can select it.) On more advanced 755settings, you can rotate a larger square group of tiles. 756 757I first saw this type of puzzle in the GameCube game \q{Metroid 758Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle 759you solve to unlock a door, which is a special case of Twiddle. I 760developed this game as a generalisation of that puzzle. 761 762\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls 763 764To play Twiddle, click the mouse in the centre of the square group 765you wish to rotate. In the basic mode, you rotate a 2\by\.2 square, 766which means you have to click at a corner point where four tiles 767meet. 768 769In more advanced modes you might be rotating 3\by\.3 or even more at 770a time; if the size of the square is odd then you simply click in 771the centre tile of the square you want to rotate. 772 773Clicking with the left mouse button rotates the group anticlockwise. 774Clicking with the right button rotates it clockwise. 775 776You can also move an outline square around the grid with the cursor 777keys; the square is the size above (2\by\.2 by default, or larger). 778Pressing the return key or space bar will rotate the current square 779anticlockwise or clockwise respectively. 780 781(All the actions described in \k{common-actions} are also available.) 782 783\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters 784 785Twiddle provides several configuration options via the \q{Custom} 786option on the \q{Type} menu: 787 788\b You can configure the width and height of the puzzle grid. 789 790\b You can configure the size of square block that rotates at a time. 791 792\b You can ask for every square in the grid to be distinguishable 793(the default), or you can ask for a simplified puzzle in which there 794are groups of identical numbers. In the simplified puzzle your aim 795is just to arrange all the 1s into the first row, all the 2s into 796the second row, and so on. 797 798\b You can configure whether the orientation of tiles matters. If 799you ask for an orientable puzzle, each tile will have a triangle 800drawn in it. All the triangles must be pointing upwards to complete 801the puzzle. 802 803\b You can ask for a limited shuffling operation to be performed on 804the grid. By default, Twiddle will shuffle the grid so much that any 805arrangement is about as probable as any other. You can override this 806by requesting a precise number of shuffling moves to be performed. 807Typically your aim is then to determine the precise set of shuffling 808moves and invert them exactly, so that you answer (say) a four-move 809shuffle with a four-move solution. Note that the more moves you ask 810for, the more likely it is that solutions shorter than the target 811length will turn out to be possible. 812 813 814\C{rect} \i{Rectangles} 815 816\cfg{winhelp-topic}{games.rectangles} 817 818You have a grid of squares, with numbers written in some (but not all) 819of the squares. Your task is to subdivide the grid into rectangles of 820various sizes, such that (a) every rectangle contains exactly one 821numbered square, and (b) the area of each rectangle is equal to the 822number written in its numbered square. 823 824Credit for this game goes to the Japanese puzzle magazine \i{Nikoli} 825\k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle 826Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's 827implementation, my version automatically generates random grids of 828any size you like. The quality of puzzle design is therefore not 829quite as good as hand-crafted puzzles would be, but on the plus side 830you get an inexhaustible supply of puzzles tailored to your own 831specification. 832 833\B{nikoli-rect} \W{https://www.nikoli.co.jp/en/puzzles/shikaku/}\cw{https://www.nikoli.co.jp/en/puzzles/shikaku/} 834 835\B{puzzle-palace-rect} \W{https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en} 836 837\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls 838 839This game is played with the mouse or cursor keys. 840 841Left-click any edge to toggle it on or off, or left-click and drag to draw 842an entire rectangle (or line) on the grid in one go (removing any existing 843edges within that rectangle). Right-clicking and dragging will allow you 844to erase the contents of a rectangle without affecting its edges. 845 846Alternatively, use the cursor keys to move the position indicator 847around the board. Pressing the return key then allows you to use the 848cursor keys to drag a rectangle out from that position, and pressing 849the return key again completes the rectangle. Using the space bar 850instead of the return key allows you to erase the contents of a 851rectangle without affecting its edges, as above. Pressing escape 852cancels a drag. 853 854When a rectangle of the correct size is completed, it will be shaded. 855 856(All the actions described in \k{common-actions} are also available.) 857 858\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters 859 860These parameters are available from the \q{Custom...} option on the 861\q{Type} menu. 862 863\dt \e{Width}, \e{Height} 864 865\dd Size of grid, in squares. 866 867\dt \e{Expansion factor} 868 869\dd This is a mechanism for changing the type of grids generated by 870the program. Some people prefer a grid containing a few large 871rectangles to one containing many small ones. So you can ask 872Rectangles to essentially generate a \e{smaller} grid than the size 873you specified, and then to expand it by adding rows and columns. 874 875\lcont{ 876 877The default expansion factor of zero means that Rectangles will 878simply generate a grid of the size you ask for, and do nothing 879further. If you set an expansion factor of (say) 0.5, it means that 880each dimension of the grid will be expanded to half again as big 881after generation. In other words, the initial grid will be 2/3 the 882size in each dimension, and will be expanded to its full size 883without adding any more rectangles. 884 885Setting an expansion factor of around 0.5 tends to make the game 886more difficult, and also (in my experience) rewards a less deductive 887and more intuitive playing style. If you set it \e{too} high, 888though, the game simply cannot generate more than a few rectangles 889to cover the entire grid, and the game becomes trivial. 890 891} 892 893\dt \e{Ensure unique solution} 894 895\dd Normally, Rectangles will make sure that the puzzles it presents 896have only one solution. Puzzles with ambiguous sections can be more 897difficult and more subtle, so if you like you can turn off this 898feature and risk having ambiguous puzzles. Also, finding \e{all} the 899possible solutions can be an additional challenge for an advanced 900player. Turning off this option can also speed up puzzle generation. 901 902 903\C{netslide} \i{Netslide} 904 905\cfg{winhelp-topic}{games.netslide} 906 907This game combines the grid generation of Net (see \k{net}) with the 908movement of Sixteen (see \k{sixteen}): you have a Net grid, but 909instead of rotating tiles back into place you have to slide them 910into place by moving a whole row at a time. 911 912As in Sixteen, \I{controls, for Netslide}control is with the mouse or 913cursor keys. See \k{sixteen-controls}. 914 915\I{parameters, for Netslide}The available game parameters have similar 916meanings to those in Net (see \k{net-params}) and Sixteen (see 917\k{sixteen-params}). 918 919Netslide was contributed to this collection by Richard Boulton. 920 921 922\C{pattern} \i{Pattern} 923 924\cfg{winhelp-topic}{games.pattern} 925 926You have a grid of squares, which must all be filled in either black 927or white. Beside each row of the grid are listed, in order, the 928lengths of the runs of black squares on that row; above each column 929are listed, in order, the lengths of the runs of black squares in that 930column. Your aim is to fill in the entire grid black or white. 931 932I first saw this puzzle form around 1995, under the name 933\q{\i{nonograms}}. I've seen it in various places since then, under 934different names. 935 936Normally, puzzles of this type turn out to be a meaningful picture 937of something once you've solved them. However, since this version 938generates the puzzles automatically, they will just look like random 939groupings of squares. (One user has suggested that this is actually 940a \e{good} thing, since it prevents you from guessing the colour of 941squares based on the picture, and forces you to use logic instead.) 942The advantage, though, is that you never run out of them. 943 944\H{pattern-controls} \I{controls, for Pattern}Pattern controls 945 946This game is played with the mouse. 947 948Left-click in a square to colour it black. Right-click to colour it 949white. If you make a mistake, you can middle-click, or hold down 950Shift while clicking with any button, to colour the square in the 951default grey (meaning \q{undecided}) again. 952 953You can click and drag with the left or right mouse button to colour 954a vertical or horizontal line of squares black or white at a time 955(respectively). If you click and drag with the middle button, or 956with Shift held down, you can colour a whole rectangle of squares 957grey. 958 959You can also move around the grid with the cursor keys. Pressing the 960return key will cycle the current cell through empty, then black, then 961white, then empty, and the space bar does the same cycle in reverse. 962 963Moving the cursor while holding Control will colour the moved-over 964squares black. Holding Shift will colour the moved-over squares 965white, and holding both will colour them grey. 966 967(All the actions described in \k{common-actions} are also available.) 968 969\H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters 970 971The only options available from the \q{Custom...} option on the \q{Type} 972menu are \e{Width} and \e{Height}, which are self-explanatory. 973 974 975\C{solo} \i{Solo} 976 977\cfg{winhelp-topic}{games.solo} 978 979You have a square grid, which is divided into as many equally sized 980sub-blocks as the grid has rows. Each square must be filled in with 981a digit from 1 to the size of the grid, in such a way that 982 983\b every row contains only one occurrence of each digit 984 985\b every column contains only one occurrence of each digit 986 987\b every block contains only one occurrence of each digit. 988 989\b (optionally, by default off) each of the square's two main 990diagonals contains only one occurrence of each digit. 991 992You are given some of the numbers as clues; your aim is to place the 993rest of the numbers correctly. 994 995Under the default settings, the sub-blocks are square or 996rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual 997grid, divided into nine 3\by\.3 blocks). You can also select sizes 998with rectangular blocks instead of square ones, such as 2\by\.3 (a 9996\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you 1000can select \q{jigsaw} mode, in which the sub-blocks are arbitrary 1001shapes which differ between individual puzzles. 1002 1003Another available mode is \q{killer}. In this mode, clues are not 1004given in the form of filled-in squares; instead, the grid is divided 1005into \q{cages} by coloured lines, and for each cage the game tells 1006you what the sum of all the digits in that cage should be. Also, no 1007digit may appear more than once within a cage, even if the cage 1008crosses the boundaries of existing regions. 1009 1010If you select a puzzle size which requires more than 9 digits, the 1011additional digits will be letters of the alphabet. For example, if 1012you select 3\by\.4 then the digits which go in your grid will be 1 1013to 9, plus \cq{a}, \cq{b} and \cq{c}. This cannot be selected for 1014killer puzzles. 1015 1016I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's 1017also been popularised by various newspapers under the name 1018\q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor 1019of the modern form of the puzzle, and it was first published in 1020\e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment 1021of the history of the puzzle can be found on Wikipedia 1022\k{wikipedia-solo}. 1023 1024\B{nikoli-solo} \W{https://www.nikoli.co.jp/en/puzzles/sudoku/}\cw{https://www.nikoli.co.jp/en/puzzles/sudoku/} 1025 1026\B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku} 1027 1028\H{solo-controls} \I{controls, for Solo}Solo controls 1029 1030To play Solo, simply click the mouse in any empty square and then 1031type a digit or letter on the keyboard to fill that square. If you 1032make a mistake, click the mouse in the incorrect square and press 1033Space to clear it again (or use the Undo feature). 1034 1035If you \e{right}-click in a square and then type a number, that 1036number will be entered in the square as a \q{pencil mark}. You can 1037have pencil marks for multiple numbers in the same square. Squares 1038containing filled-in numbers cannot also contain pencil marks. 1039 1040The game pays no attention to pencil marks, so exactly what you use 1041them for is up to you: you can use them as reminders that a 1042particular square needs to be re-examined once you know more about a 1043particular number, or you can use them as lists of the possible 1044numbers in a given square, or anything else you feel like. 1045 1046To erase a single pencil mark, right-click in the square and type 1047the same number again. 1048 1049All pencil marks in a square are erased when you left-click and type 1050a number, or when you left-click and press space. Right-clicking and 1051pressing space will also erase pencil marks. 1052 1053Alternatively, use the cursor keys to move the mark around the grid. 1054Pressing the return key toggles the mark (from a normal mark to a 1055pencil mark), and typing a number in is entered in the square in the 1056appropriate way; typing in a 0 or using the space bar will clear a 1057filled square. 1058 1059(All the actions described in \k{common-actions} are also available.) 1060 1061\H{solo-parameters} \I{parameters, for Solo}Solo parameters 1062 1063Solo allows you to configure two separate dimensions of the puzzle 1064grid on the \q{Type} menu: the number of columns, and the number of 1065rows, into which the main grid is divided. (The size of a block is 1066the inverse of this: for example, if you select 2 columns and 3 rows, 1067each actual block will have 3 columns and 2 rows.) 1068 1069If you tick the \q{X} checkbox, Solo will apply the optional extra 1070constraint that the two main diagonals of the grid also contain one 1071of every digit. (This is sometimes known as \q{Sudoku-X} in 1072newspapers.) In this mode, the squares on the two main diagonals 1073will be shaded slightly so that you know it's enabled. 1074 1075If you tick the \q{Jigsaw} checkbox, Solo will generate randomly 1076shaped sub-blocks. In this mode, the actual grid size will be taken 1077to be the product of the numbers entered in the \q{Columns} and 1078\q{Rows} boxes. There is no reason why you have to enter a number 1079greater than 1 in both boxes; Jigsaw mode has no constraint on the 1080grid size, and it can even be a prime number if you feel like it. 1081 1082If you tick the \q{Killer} checkbox, Solo will generate a set of 1083of cages, which are randomly shaped and drawn in an outline of a 1084different colour. Each of these regions contains a smaller clue 1085which shows the digit sum of all the squares in this region. 1086 1087You can also configure the type of symmetry shown in the generated 1088puzzles. More symmetry makes the puzzles look prettier but may also 1089make them easier, since the symmetry constraints can force more 1090clues than necessary to be present. Completely asymmetric puzzles 1091have the freedom to contain as few clues as possible. 1092 1093Finally, you can configure the difficulty of the generated puzzles. 1094Difficulty levels are judged by the complexity of the techniques of 1095deduction required to solve the puzzle: each level requires a mode 1096of reasoning which was not necessary in the previous one. In 1097particular, on difficulty levels \q{Trivial} and \q{Basic} there 1098will be a square you can fill in with a single number at all times, 1099whereas at \q{Intermediate} level and beyond you will have to make 1100partial deductions about the \e{set} of squares a number could be in 1101(or the set of numbers that could be in a square). 1102\#{Advanced, Extreme?} 1103At \q{Unreasonable} level, even this is not enough, and you will 1104eventually have to make a guess, and then backtrack if it turns out 1105to be wrong. 1106 1107Generating difficult puzzles is itself difficult: if you select one 1108of the higher difficulty levels, Solo may have to make many attempts 1109at generating a puzzle before it finds one hard enough for you. Be 1110prepared to wait, especially if you have also configured a large 1111puzzle size. 1112 1113 1114\C{mines} \i{Mines} 1115 1116\cfg{winhelp-topic}{games.mines} 1117 1118You have a grid of covered squares, some of which contain mines, but 1119you don't know which. Your job is to uncover every square which does 1120\e{not} contain a mine. If you uncover a square containing a mine, 1121you lose. If you uncover a square which does not contain a mine, you 1122are told how many mines are contained within the eight surrounding 1123squares. 1124 1125This game needs no introduction; popularised by Windows, it is 1126perhaps the single best known desktop puzzle game in existence. 1127 1128This version of it has an unusual property. By default, it will 1129generate its mine positions in such a way as to ensure that you 1130never need to \e{guess} where a mine is: you will always be able to 1131deduce it somehow. So you will never, as can happen in other 1132versions, get to the last four squares and discover that there are 1133two mines left but you have no way of knowing for sure where they 1134are. 1135 1136\H{mines-controls} \I{controls, for Mines}Mines controls 1137 1138This game is played with the mouse. 1139 1140If you left-click in a covered square, it will be uncovered. 1141 1142If you right-click in a covered square, it will place a flag which 1143indicates that the square is believed to be a mine. Left-clicking in 1144a marked square will not uncover it, for safety. You can right-click 1145again to remove a mark placed in error. 1146 1147If you left-click in an \e{uncovered} square, it will \q{clear 1148around} the square. This means: if the square has exactly as many 1149flags surrounding it as it should have mines, then all the covered 1150squares next to it which are \e{not} flagged will be uncovered. So 1151once you think you know the location of all the mines around a 1152square, you can use this function as a shortcut to avoid having to 1153click on each of the remaining squares one by one. 1154 1155If you uncover a square which has \e{no} mines in the surrounding 1156eight squares, then it is obviously safe to uncover those squares in 1157turn, and so on if any of them also has no surrounding mines. This 1158will be done for you automatically; so sometimes when you uncover a 1159square, a whole new area will open up to be explored. 1160 1161You can also use the cursor keys to move around the minefield. 1162Pressing the return key in a covered square uncovers it, and in an 1163uncovered square will clear around it (so it acts as the left button), 1164pressing the space bar in a covered square will place a flag 1165(similarly, it acts as the right button). 1166 1167All the actions described in \k{common-actions} are also available. 1168 1169Even Undo is available, although you might consider it cheating to 1170use it. If you step on a mine, the program will only reveal the mine 1171in question (unlike most other implementations, which reveal all of 1172them). You can then Undo your fatal move and continue playing if you 1173like. The program will track the number of times you died (and Undo 1174will not reduce that counter), so when you get to the end of the 1175game you know whether or not you did it without making any errors. 1176 1177(If you really want to know the full layout of the grid, which other 1178implementations will show you after you die, you can always use the 1179Solve menu option.) 1180 1181\H{mines-parameters} \I{parameters, for Mines}Mines parameters 1182 1183The options available from the \q{Custom...} option on the \q{Type} 1184menu are: 1185 1186\dt \e{Width}, \e{Height} 1187 1188\dd Size of grid in squares. 1189 1190\dt \e{Mines} 1191 1192\dd Number of mines in the grid. You can enter this as an absolute 1193mine count, or alternatively you can put a \cw{%} sign on the end in 1194which case the game will arrange for that proportion of the squares 1195in the grid to be mines. 1196 1197\lcont{ 1198 1199Beware of setting the mine count too high. At very high densities, 1200the program may spend forever searching for a solvable grid. 1201 1202} 1203 1204\dt \e{Ensure solubility} 1205 1206\dd When this option is enabled (as it is by default), Mines will 1207ensure that the entire grid can be fully deduced starting from the 1208initial open space. If you prefer the riskier grids generated by 1209other implementations, you can switch off this option. 1210 1211 1212\C{samegame} \i{Same Game} 1213 1214\cfg{winhelp-topic}{games.samegame} 1215 1216You have a grid of coloured squares, which you have to clear by 1217highlighting contiguous regions of more than one coloured square; 1218the larger the region you highlight, the more points you get (and 1219the faster you clear the arena). 1220 1221If you clear the grid you win. If you end up with nothing but 1222single squares (i.e., there are no more clickable regions left) you 1223lose. 1224 1225Removing a region causes the rest of the grid to shuffle up: 1226blocks that are suspended will fall down (first), and then empty 1227columns are filled from the right. 1228 1229Same Game was contributed to this collection by James Harvey. 1230 1231\H{samegame-controls} \i{Same Game controls} 1232 1233\IM{Same Game controls} controls, for Same Game 1234\IM{Same Game controls} keys, for Same Game 1235\IM{Same Game controls} shortcuts (keyboard), for Same Game 1236 1237This game can be played with either the keyboard or the mouse. 1238 1239If you left-click an unselected region, it becomes selected (possibly 1240clearing the current selection). 1241 1242If you left-click the selected region, it will be removed (and the 1243rest of the grid shuffled immediately). 1244 1245If you right-click the selected region, it will be unselected. 1246 1247The cursor keys move a cursor around the grid. Pressing the Space or 1248Enter keys while the cursor is in an unselected region selects it; 1249pressing Space or Enter again removes it as above. 1250 1251(All the actions described in \k{common-actions} are also available.) 1252 1253\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters 1254 1255These parameters are available from the \q{Custom...} option on the 1256\q{Type} menu. 1257 1258\dt \e{Width}, \e{Height} 1259 1260\dd Size of grid in squares. 1261 1262\dt \e{No. of colours} 1263 1264\dd Number of different colours used to fill the grid; the more colours, 1265the fewer large regions of colour and thus the more difficult it is to 1266successfully clear the grid. 1267 1268\dt \e{Scoring system} 1269 1270\dd Controls the precise mechanism used for scoring. With the default 1271system, \q{(n-2)^2}, only regions of three squares or more will score 1272any points at all. With the alternative \q{(n-1)^2} system, regions of 1273two squares score a point each, and larger regions score relatively 1274more points. 1275 1276\dt \e{Ensure solubility} 1277 1278\dd If this option is ticked (the default state), generated grids 1279will be guaranteed to have at least one solution. 1280 1281\lcont{ 1282 1283If you turn it off, the game generator will not try to guarantee 1284soluble grids; it will, however, still ensure that there are at 1285least 2 squares of each colour on the grid at the start (since a 1286grid with exactly one square of a given colour is \e{definitely} 1287insoluble). Grids generated with this option disabled may contain 1288more large areas of contiguous colour, leading to opportunities for 1289higher scores; they can also take less time to generate. 1290 1291} 1292 1293 1294\C{flip} \i{Flip} 1295 1296\cfg{winhelp-topic}{games.flip} 1297 1298You have a grid of squares, some light and some dark. Your aim is to 1299light all the squares up at the same time. You can choose any square 1300and flip its state from light to dark or dark to light, but when you 1301do so, other squares around it change state as well. 1302 1303Each square contains a small diagram showing which other squares 1304change when you flip it. 1305 1306\H{flip-controls} \i{Flip controls} 1307 1308\IM{Flip controls} controls, for Flip 1309\IM{Flip controls} keys, for Flip 1310\IM{Flip controls} shortcuts (keyboard), for Flip 1311 1312This game can be played with either the keyboard or the mouse. 1313 1314Left-click in a square to flip it and its associated squares, or 1315use the cursor keys to choose a square and the space bar or Enter 1316key to flip. 1317 1318If you use the \q{Solve} function on this game, it will mark some of 1319the squares in red. If you click once in every square with a red 1320mark, the game should be solved. (If you click in a square 1321\e{without} a red mark, a red mark will appear in it to indicate 1322that you will need to reverse that operation to reach the solution.) 1323 1324(All the actions described in \k{common-actions} are also available.) 1325 1326\H{flip-parameters} \I{parameters, for flip}Flip parameters 1327 1328These parameters are available from the \q{Custom...} option on the 1329\q{Type} menu. 1330 1331\dt \e{Width}, \e{Height} 1332 1333\dd Size of grid in squares. 1334 1335\dt \e{Shape type} 1336 1337\dd This control determines the shape of the region which is flipped 1338by clicking in any given square. The default setting, \q{Crosses}, 1339causes every square to flip itself and its four immediate neighbours 1340(or three or two if it's at an edge or corner). The other setting, 1341\q{Random}, causes a random shape to be chosen for every square, so 1342the game is different every time. 1343 1344 1345\C{guess} \i{Guess} 1346 1347\cfg{winhelp-topic}{games.guess} 1348 1349You have a set of coloured pegs, and have to reproduce a 1350predetermined sequence of them (chosen by the computer) within a 1351certain number of guesses. 1352 1353Each guess gets marked with the number of correctly-coloured pegs 1354in the correct places (in black), and also the number of 1355correctly-coloured pegs in the wrong places (in white). 1356 1357This game is also known (and marketed, by Hasbro, mainly) as 1358a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row, 1359and 10 guesses. However, this version allows custom settings of number 1360of colours (up to 10), number of pegs per row, and number of guesses. 1361 1362Guess was contributed to this collection by James Harvey. 1363 1364\H{guess-controls} \i{Guess controls} 1365 1366\IM{Guess controls} controls, for Guess 1367\IM{Guess controls} keys, for Guess 1368\IM{Guess controls} shortcuts (keyboard), for Guess 1369 1370This game can be played with either the keyboard or the mouse. 1371 1372With the mouse, drag a coloured peg from the tray on the left-hand 1373side to its required position in the current guess; pegs may also be 1374dragged from current and past guesses to copy them elsewhere. To 1375remove a peg, drag it off its current position to somewhere invalid. 1376 1377Right-clicking in the current guess adds a \q{hold} marker; pegs 1378that have hold markers will be automatically added to the next guess 1379after marking. 1380 1381Alternatively, with the keyboard, the up and down cursor keys can be 1382used to select a peg colour, the left and right keys to select a 1383peg position, and the Enter key to place a peg of the 1384selected colour in the chosen position. \q{D} or Backspace removes a 1385peg, and Space adds a hold marker. 1386 1387The number keys can also be used to insert pegs: \q{1} inserts the 1388top-most colour, \q{2} the second one, and so forth. These also 1389move the peg cursor to the right. Pressing \q{L} will label the 1390pegs with their numbers. 1391 1392Pressing \q{h} or \q{?} will fill the current guess with a suggested 1393guess. Using this is not recommended for 10 or more pegs as it is 1394slow. 1395 1396When the guess is complete, the smaller feedback pegs will be highlighted; 1397clicking on these (or moving the peg cursor to them with the arrow keys 1398and pressing the space bar or Enter key) will mark the current guess, 1399copy any held pegs to the next guess, and move the \q{current guess} 1400marker. 1401 1402If you correctly position all the pegs the solution will be displayed 1403below; if you run out of guesses (or select \q{Solve...}) the solution 1404will also be revealed. 1405 1406(All the actions described in \k{common-actions} are also available.) 1407 1408\H{guess-parameters} \I{parameters, for Guess}Guess parameters 1409 1410These parameters are available from the \q{Custom...} option on the 1411\q{Type} menu. The default game matches the parameters for the 1412board game \q{Mastermind}. 1413 1414\dt \e{Colours} 1415 1416\dd Number of colours the solution is chosen from; from 2 to 10 1417(more is harder). 1418 1419\dt \e{Pegs per guess} 1420 1421\dd Number of pegs per guess (more is harder). 1422 1423\dt \e{Guesses} 1424 1425\dd Number of guesses you have to find the solution in (fewer is harder). 1426 1427\dt \e{Allow blanks} 1428 1429\dd Allows blank pegs to be given as part of a guess (makes it easier, because 1430you know that those will never be counted as part of the solution). This 1431is turned off by default. 1432 1433\lcont{ 1434 1435Note that this doesn't allow blank pegs in the solution; if you really wanted 1436that, use one extra colour. 1437 1438} 1439 1440\dt \e{Allow duplicates} 1441 1442\dd Allows the solution (and the guesses) to contain colours more than once; 1443this increases the search space (making things harder), and is turned on by 1444default. 1445 1446\H{guess-prefs} \I{preferences, for Guess}Guess user preferences 1447 1448On platforms that support user preferences, the \q{Preferences} option 1449on the \q{Game} menu will let you configure whether pegs are labelled 1450with their numbers. Unlike the \q{L} key, this will persist between 1451games. 1452 1453 1454\C{pegs} \i{Pegs} 1455 1456\cfg{winhelp-topic}{games.pegs} 1457 1458A number of pegs are placed in holes on a board. You can remove a 1459peg by jumping an adjacent peg over it (horizontally or vertically) 1460to a vacant hole on the other side. Your aim is to remove all but one 1461of the pegs initially present. 1462 1463This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is 1464possibly one of the oldest puzzle games still commonly known. 1465 1466\H{pegs-controls} \i{Pegs controls} 1467 1468\IM{Pegs controls} controls, for Pegs 1469 1470To move a peg, drag it with the mouse from its current position to 1471its final position. If the final position is exactly two holes away 1472from the initial position, is currently unoccupied by a peg, and 1473there is a peg in the intervening square, the move will be permitted 1474and the intervening peg will be removed. 1475 1476Vacant spaces which you can move a peg into are marked with holes. A 1477space with no peg and no hole is not available for moving at all: it 1478is an obstacle which you must work around. 1479 1480You can also use the cursor keys to move a position indicator around 1481the board. Pressing the return key while over a peg, followed by a 1482cursor key, will jump the peg in that direction (if that is a legal 1483move). 1484 1485(All the actions described in \k{common-actions} are also available.) 1486 1487\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters 1488 1489These parameters are available from the \q{Custom...} option on the 1490\q{Type} menu. 1491 1492\dt \e{Width}, \e{Height} 1493 1494\dd Size of grid in holes. 1495 1496\dt \e{Board type} 1497 1498\dd Controls whether you are given a board of a standard shape or a 1499randomly generated shape. The two standard shapes currently 1500supported are \q{Cross} (in various sizes) and \q{Octagon}. 1501The 7\by\.7 Cross is the traditional English board layout. 1502The Octagon is the traditional French one. 1503Selecting \q{Random} will give you a different board shape every 1504time (but always one that is known to have a solution). 1505 1506 1507\C{dominosa} \i{Dominosa} 1508 1509\cfg{winhelp-topic}{games.dominosa} 1510 1511A normal set of dominoes \dash that is, one instance of every 1512(unordered) pair of numbers from 0 to 6 \dash has been arranged 1513irregularly into a rectangle; then the number in each square has 1514been written down and the dominoes themselves removed. Your task is 1515to reconstruct the pattern by arranging the set of dominoes to match 1516the provided array of numbers. 1517 1518This puzzle is widely credited to O. S. Adler, and takes part of its 1519name from those initials. 1520 1521\H{dominosa-controls} \i{Dominosa controls} 1522 1523\IM{Dominosa controls} controls, for Dominosa 1524 1525Left-clicking between any two adjacent numbers places a domino 1526covering them, or removes one if it is already present. Trying to 1527place a domino which overlaps existing dominoes will remove the ones 1528it overlaps. 1529 1530Right-clicking between two adjacent numbers draws a line between 1531them, which you can use to remind yourself that you know those two 1532numbers are \e{not} covered by a single domino. Right-clicking again 1533removes the line. 1534 1535You can also use the cursor keys to move a cursor around the grid. 1536When the cursor is half way between two adjacent numbers, pressing 1537the return key will place a domino covering those numbers, or 1538pressing the space bar will lay a line between the two squares. 1539Repeating either action removes the domino or line. 1540 1541Pressing a number key will highlight all occurrences of that 1542number. Pressing that number again will clear the highlighting. Up to two 1543different numbers can be highlighted at any given time. 1544 1545(All the actions described in \k{common-actions} are also available.) 1546 1547\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters 1548 1549These parameters are available from the \q{Custom...} option on the 1550\q{Type} menu. 1551 1552\dt \e{Maximum number on dominoes} 1553 1554\dd Controls the size of the puzzle, by controlling the size of the 1555set of dominoes used to make it. Dominoes with numbers going up to N 1556will give rise to an (N+2) \by (N+1) rectangle; so, in particular, 1557the default value of 6 gives an 8\by\.7 grid. 1558 1559\dt \e{Ensure unique solution} 1560 1561\dd Normally, Dominosa will make sure that the puzzles it presents 1562have only one solution. Puzzles with ambiguous sections can be more 1563difficult and sometimes more subtle, so if you like you can turn off 1564this feature. Also, finding \e{all} the possible solutions can be an 1565additional challenge for an advanced player. Turning off this option 1566can also speed up puzzle generation. 1567 1568 1569\C{untangle} \i{Untangle} 1570 1571\cfg{winhelp-topic}{games.untangle} 1572 1573You are given a number of points, some of which have lines drawn 1574between them. You can move the points about arbitrarily; your aim is 1575to position the points so that no line crosses another. 1576 1577I originally saw this in the form of a Flash game called \i{Planarity} 1578\k{Planarity}, written by John Tantalo. 1579 1580\B{Planarity} \W{http://planarity.net}\cw{http://planarity.net} 1581 1582\H{untangle-controls} \i{Untangle controls} 1583 1584\IM{Untangle controls} controls, for Untangle 1585 1586To move a point, click on it with the left mouse button and drag it 1587into a new position. 1588 1589The cursor keys may also be used to navigate amongst the 1590points. Pressing the Enter key will toggle dragging the 1591currently-highlighted point. Pressing Tab or Space will cycle through 1592all the points. 1593 1594(All the actions described in \k{common-actions} are also available.) 1595 1596\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters 1597 1598There is only one parameter available from the \q{Custom...} option 1599on the \q{Type} menu: 1600 1601\dt \e{Number of points} 1602 1603\dd Controls the size of the puzzle, by specifying the number of 1604points in the generated graph. 1605 1606 1607\C{blackbox} \i{Black Box} 1608 1609\cfg{winhelp-topic}{games.blackbox} 1610 1611A number of balls are hidden in a rectangular arena. You have to 1612deduce the positions of the balls by firing lasers positioned at 1613the edges of the arena and observing how their beams are deflected. 1614 1615Beams will travel straight from their origin until they hit the 1616opposite side of the arena (at which point they emerge), unless 1617affected by balls in one of the following ways: 1618 1619\b A beam that hits a ball head-on is absorbed and will never 1620 re-emerge. This includes beams that meet a ball on the first rank 1621 of the arena. 1622 1623\b A beam with a ball in its front-left square and no ball ahead of it 1624 gets deflected 90 degrees to the right. 1625 1626\b A beam with a ball in its front-right square and no ball ahead of 1627 it gets similarly deflected to the left. 1628 1629\b A beam that would re-emerge from its entry location is considered to be 1630 \q{reflected}. 1631 1632\b A beam which would get deflected before entering the arena by a 1633 ball to the front-left or front-right of its entry point is also 1634 considered to be \q{reflected}. 1635 1636Beams that are reflected appear as a \q{R}; beams that hit balls 1637head-on appear as \q{H}. Otherwise, a number appears at the firing 1638point and the location where the beam emerges (this number is unique 1639to that shot). 1640 1641You can place guesses as to the location of the balls, based on the 1642entry and exit patterns of the beams; once you have placed enough 1643balls a button appears enabling you to have your guesses checked. 1644 1645Here is a diagram showing how the positions of balls can create each 1646of the beam behaviours shown above: 1647 1648\c 1RHR---- 1649\c |..O.O...| 1650\c 2........3 1651\c |........| 1652\c |........| 1653\c 3........| 1654\c |......O.| 1655\c H........| 1656\c |.....O..| 1657\c 12-RR--- 1658 1659As shown, it is possible for a beam to receive multiple reflections 1660before re-emerging (see turn 3). Similarly, a beam may be reflected 1661(possibly more than once) before receiving a hit (the \q{H} on the 1662left side of the example). 1663 1664Note that any layout with more than 4 balls may have a non-unique 1665solution. The following diagram illustrates this; if you know the 1666board contains 5 balls, it is impossible to determine where the fifth 1667ball is (possible positions marked with an \cw{x}): 1668 1669\c -------- 1670\c |........| 1671\c |........| 1672\c |..O..O..| 1673\c |...xx...| 1674\c |...xx...| 1675\c |..O..O..| 1676\c |........| 1677\c |........| 1678\c -------- 1679 1680For this reason, when you have your guesses checked, the game will 1681check that your solution \e{produces the same results} as the 1682computer's, rather than that your solution is identical to the 1683computer's. So in the above example, you could put the fifth ball at 1684\e{any} of the locations marked with an \cw{x}, and you would still 1685win. 1686 1687Acornsoft published versions of Black Box for the Acorn Atom and the 1688BBC Microcomputer in the early 1980s. The puzzle was contributed to 1689this collection by James Harvey. 1690 1691\H{blackbox-controls} \i{Black Box controls} 1692 1693\IM{Black Box controls} controls, for Black Box 1694\IM{Black Box controls} keys, for Black Box 1695\IM{Black Box controls} shortcuts (keyboard), for Black Box 1696 1697To fire a laser beam, left-click in a square around the edge of the 1698arena. The results will be displayed immediately. Clicking or holding 1699the left button on one of these squares will highlight the current go 1700(or a previous go) to confirm the exit point for that laser, if 1701applicable. 1702 1703To guess the location of a ball, left-click within the arena and a 1704black circle will appear marking the guess; click again to remove the 1705guessed ball. 1706 1707Locations in the arena may be locked against modification by 1708right-clicking; whole rows and columns may be similarly locked by 1709right-clicking in the laser square above/below that column, or to the 1710left/right of that row. 1711 1712The cursor keys may also be used to move around the grid. Pressing the 1713Enter key will fire a laser or add a new ball-location guess, and 1714pressing Space will lock a cell, row, or column. 1715 1716When an appropriate number of balls have been guessed, a button will 1717appear at the top-left corner of the grid; clicking that (with mouse 1718or cursor) will check your guesses. 1719 1720If you click the \q{check} button and your guesses are not correct, 1721the game will show you the minimum information necessary to 1722demonstrate this to you, so you can try again. If your ball 1723positions are not consistent with the beam paths you already know 1724about, one beam path will be circled to indicate that it proves you 1725wrong. If your positions match all the existing beam paths but are 1726still wrong, one new beam path will be revealed (written in red) 1727which is not consistent with your current guesses. 1728 1729If you decide to give up completely, you can select Solve to reveal 1730the actual ball positions. At this point, correctly-placed balls 1731will be displayed as filled black circles, incorrectly-placed balls 1732as filled black circles with red crosses, and missing balls as filled 1733red circles. In addition, a red circle marks any laser you had already 1734fired which is not consistent with your ball layout (just as when you 1735press the \q{check} button), and red text marks any laser you 1736\e{could} have fired in order to distinguish your ball layout from the 1737correct one. 1738 1739(All the actions described in \k{common-actions} are also available.) 1740 1741\H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters 1742 1743These parameters are available from the \q{Custom...} option on the 1744\q{Type} menu. 1745 1746\dt \e{Width}, \e{Height} 1747 1748\dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers 1749per grid, two per row and two per column. 1750 1751\dt \e{No. of balls} 1752 1753\dd Number of balls to place in the grid. This can be a single number, 1754or a range (separated with a hyphen, like \q{2-6}), and determines the 1755number of balls to place on the grid. The \q{reveal} button is only 1756enabled if you have guessed an appropriate number of balls; a guess 1757using a different number to the original solution is still acceptable, 1758if all the beam inputs and outputs match. 1759 1760 1761\C{slant} \i{Slant} 1762 1763\cfg{winhelp-topic}{games.slant} 1764 1765You have a grid of squares. Your aim is to draw a diagonal line 1766through each square, and choose which way each line slants so that 1767the following conditions are met: 1768 1769\b The diagonal lines never form a loop. 1770 1771\b Any point with a circled number has precisely that many lines 1772meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a 1773zero is the centre of a diamond shape \dash or rather, a partial 1774diamond shape, because a zero can never appear in the middle of the 1775grid because that would immediately cause a loop.) 1776 1777Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}. 1778 1779\B{nikoli-slant} 1780\W{https://www.nikoli.co.jp/ja/puzzles/gokigen_naname/}\cw{https://www.nikoli.co.jp/ja/puzzles/gokigen_naname/} 1781(in Japanese) 1782 1783\H{slant-controls} \i{Slant controls} 1784 1785\IM{Slant controls} controls, for Slant 1786 1787Left-clicking in a blank square will place a \cw{\\} in it (a line 1788leaning to the left, i.e. running from the top left of the square to 1789the bottom right). Right-clicking in a blank square will place a 1790\cw{/} in it (leaning to the right, running from top right to bottom 1791left). 1792 1793Continuing to click either button will cycle between the three 1794possible square contents. Thus, if you left-click repeatedly in a 1795blank square it will change from blank to \cw{\\} to \cw{/} back to 1796blank, and if you right-click repeatedly the square will change from 1797blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play 1798the game entirely with one button if you need to.) 1799 1800You can also use the cursor keys to move around the grid. Pressing the 1801return or space keys will place a \cw{\\} or a \cw{/}, respectively, 1802and will then cycle them as above. You can also press \cw{/} or 1803\cw{\\} to place a \cw{/} or \cw{\\}, respectively, independent of 1804what is already in the cursor square. Backspace removes any line from 1805the cursor square. 1806 1807(All the actions described in \k{common-actions} are also available.) 1808 1809\H{slant-parameters} \I{parameters, for Slant}Slant parameters 1810 1811These parameters are available from the \q{Custom...} option on the 1812\q{Type} menu. 1813 1814\dt \e{Width}, \e{Height} 1815 1816\dd Size of grid in squares. 1817 1818\dt \e{Difficulty} 1819 1820\dd Controls the difficulty of the generated puzzle. At Hard level, 1821you are required to do deductions based on knowledge of 1822\e{relationships} between squares rather than always being able to 1823deduce the exact contents of one square at a time. (For example, you 1824might know that two squares slant in the same direction, even if you 1825don't yet know what that direction is, and this might enable you to 1826deduce something about still other squares.) Even at Hard level, 1827guesswork and backtracking should never be necessary. 1828 1829\H{slant-prefs} \I{preferences, for Slant}Slant user preferences 1830 1831On platforms that support user preferences, the \q{Preferences} option 1832on the \q{Game} menu will let you configure which way round the mouse 1833buttons work. 1834 1835 1836\C{lightup} \i{Light Up} 1837 1838\cfg{winhelp-topic}{games.lightup} 1839 1840You have a grid of squares. Some are filled in black; some of the 1841black squares are numbered. Your aim is to \q{light up} all the 1842empty squares by placing light bulbs in some of them. 1843 1844Each light bulb illuminates the square it is on, plus all squares in 1845line with it horizontally or vertically unless a black square is 1846blocking the way. 1847 1848To win the game, you must satisfy the following conditions: 1849 1850\b All non-black squares are lit. 1851 1852\b No light is lit by another light. 1853 1854\b All numbered black squares have exactly that number of lights adjacent to 1855 them (in the four squares above, below, and to the side). 1856 1857Non-numbered black squares may have any number of lights adjacent to them. 1858 1859Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}. 1860 1861Light Up was contributed to this collection by James Harvey. 1862 1863\B{nikoli-lightup} 1864\W{https://www.nikoli.co.jp/en/puzzles/akari/}\cw{https://www.nikoli.co.jp/en/puzzles/akari/} 1865 1866\H{lightup-controls} \i{Light Up controls} 1867 1868\IM{Light Up controls} controls, for Light Up 1869 1870Left-clicking in a non-black square will toggle the presence of a light 1871in that square. Right-clicking in a non-black square toggles a mark there to aid 1872solving; it can be used to highlight squares that cannot be lit, for example. 1873 1874You may not place a light in a marked square, nor place a mark in a lit square. 1875 1876The game will highlight obvious errors in red. Lights lit by other 1877lights are highlighted in this way, as are numbered squares which 1878do not (or cannot) have the right number of lights next to them. 1879 1880Thus, the grid is solved when all non-black squares have yellow 1881highlights and there are no red lights. 1882 1883(All the actions described in \k{common-actions} are also available.) 1884 1885\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters 1886 1887These parameters are available from the \q{Custom...} option on the 1888\q{Type} menu. 1889 1890\dt \e{Width}, \e{Height} 1891 1892\dd Size of grid in squares. 1893 1894\dt \e{%age of black squares} 1895 1896\dd Rough percentage of black squares in the grid. 1897 1898\lcont{ 1899 1900This is a hint rather than an instruction. If the grid generator is 1901unable to generate a puzzle to this precise specification, it will 1902increase the proportion of black squares until it can. 1903 1904} 1905 1906\dt \e{Symmetry} 1907 1908\dd Allows you to specify the required symmetry of the black squares 1909in the grid. (This does not affect the difficulty of the puzzles 1910noticeably.) 1911 1912\dt \e{Difficulty} 1913 1914\dd \q{Easy} means that the puzzles should be soluble without 1915backtracking or guessing, \q{Hard} means that some guesses will 1916probably be necessary. 1917 1918\H{lightup-prefs} \I{preferences, for Light Up}Light Up user preferences 1919 1920On platforms that support user preferences, the \q{Preferences} option 1921on the \q{Game} menu will let you configure whether \q{this is not a 1922light} marks are shown when the square is also lit. 1923 1924 1925\C{map} \i{Map} 1926 1927\cfg{winhelp-topic}{games.map} 1928 1929You are given a map consisting of a number of regions. Your task is 1930to colour each region with one of four colours, in such a way that 1931no two regions sharing a boundary have the same colour. You are 1932provided with some regions already coloured, sufficient to make the 1933remainder of the solution unique, and these cannot be changed. 1934 1935Only regions which share a length of border are required to be 1936different colours. Two regions which meet at only one \e{point} 1937(i.e. are diagonally separated) may be the same colour. 1938 1939I believe this puzzle is original; I've never seen an implementation 1940of it anywhere else. The concept of a \i{four-colouring} puzzle was 1941suggested by Alexandra Lanes; credit must also go to Nikoli and to Verity 1942Allan for inspiring the train of thought that led to me realising 1943Alex's suggestion was a viable puzzle. Thanks also to Gareth Taylor 1944for many detailed suggestions. 1945 1946\H{map-controls} \i{Map controls} 1947 1948\IM{Map controls} controls, for Map 1949 1950To colour a region, click the left mouse button on an existing 1951region of the desired colour and drag that colour into the new 1952region. 1953 1954(The program will always ensure the starting puzzle has at least one 1955region of each colour, so that this is always possible!) 1956 1957If you need to clear a region, you can drag from an empty region, or 1958from the puzzle boundary if there are no empty regions left. 1959 1960Dragging a colour using the \e{right} mouse button will stipple the 1961region in that colour, which you can use as a note to yourself that 1962you think the region \e{might} be that colour. A region can contain 1963stipples in multiple colours at once. (This is often useful at the 1964harder difficulty levels.) 1965 1966You can also use the cursor keys to move around the map: the colour of 1967the cursor indicates the position of the colour you would drag (which 1968is not obvious if you're on a region's boundary, since it depends on the 1969direction from which you approached the boundary). Pressing the return 1970key starts a drag of that colour, as above, which you control with the 1971cursor keys; pressing the return key again finishes the drag. The 1972space bar can be used similarly to create a stippled region. 1973Double-pressing the return key (without moving the cursor) will clear 1974the region, as a drag from an empty region does: this is useful with 1975the cursor mode if you have filled the entire map in but need to 1976correct the layout. 1977 1978If you press L during play, the game will toggle display of a number 1979in each region of the map. This is useful if you want to discuss a 1980particular puzzle instance with a friend \dash having an unambiguous 1981name for each region is much easier than trying to refer to them all 1982by names such as \q{the one down and right of the brown one on the 1983top border}. 1984 1985(All the actions described in \k{common-actions} are also available.) 1986 1987\H{map-parameters} \I{parameters, for Map}Map parameters 1988 1989These parameters are available from the \q{Custom...} option on the 1990\q{Type} menu. 1991 1992\dt \e{Width}, \e{Height} 1993 1994\dd Size of grid in squares. 1995 1996\dt \e{Regions} 1997 1998\dd Number of regions in the generated map. 1999 2000\dt \e{Difficulty} 2001 2002\dd In \q{Easy} mode, there should always be at least one region 2003whose colour can be determined trivially. In \q{Normal} and \q{Hard} 2004modes, you will have to use increasingly complex logic to deduce the 2005colour of some regions. However, it will always be possible without 2006having to guess or backtrack. 2007 2008\lcont{ 2009 2010In \q{Unreasonable} mode, the program will feel free to generate 2011puzzles which are as hard as it can possibly make them: the only 2012constraint is that they should still have a unique solution. Solving 2013Unreasonable puzzles may require guessing and backtracking. 2014 2015} 2016 2017\H{map-prefs} \I{preferences, for Map}Map user preferences 2018 2019On platforms that support user preferences, the \q{Preferences} option 2020on the \q{Game} menu will let you configure the style of the victory 2021flash and also whether the regions start out labelled with numbers. 2022 2023 2024\C{loopy} \i{Loopy} 2025 2026\cfg{winhelp-topic}{games.loopy} 2027 2028You are given a grid of dots, marked with yellow lines to indicate 2029which dots you are allowed to connect directly together. Your aim is 2030to use some subset of those yellow lines to draw a single unbroken 2031loop from dot to dot within the grid. 2032 2033Some of the spaces between the lines contain numbers. These numbers 2034indicate how many of the lines around that space form part of the 2035loop. The loop you draw must correctly satisfy all of these clues to 2036be considered a correct solution. 2037 2038In the default mode, the dots are arranged in a grid of squares; 2039however, you can also play on triangular or hexagonal grids, or even 2040more exotic ones. 2041 2042Credit for the basic puzzle idea goes to \i{Nikoli} 2043\k{nikoli-loopy}. 2044 2045Loopy was originally contributed to this collection by Mike Pinna, 2046and subsequently enhanced to handle various types of non-square grid 2047by Lambros Lambrou. 2048 2049\B{nikoli-loopy} 2050\W{https://www.nikoli.co.jp/en/puzzles/slitherlink/}\cw{https://www.nikoli.co.jp/en/puzzles/slitherlink/} 2051 2052\H{loopy-controls} \i{Loopy controls} 2053 2054\IM{Loopy controls} controls, for Loopy 2055 2056Click the left mouse button on a yellow line to turn it black, 2057indicating that you think it is part of the loop. Click again to 2058turn the line yellow again (meaning you aren't sure yet). 2059 2060If you are sure that a particular line segment is \e{not} part of 2061the loop, you can click the right mouse button to remove it 2062completely. Again, clicking a second time will turn the line back to 2063yellow. 2064 2065(All the actions described in \k{common-actions} are also available.) 2066 2067\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters 2068 2069These parameters are available from the \q{Custom...} option on the 2070\q{Type} menu. 2071 2072\dt \e{Width}, \e{Height} 2073 2074\dd Size of grid, measured in number of regions across and down. For 2075square grids, it's clear how this is counted; for other types of 2076grid you may have to think a bit to see how the dimensions are 2077measured. 2078 2079\dt \e{Grid type} 2080 2081\dd Allows you to choose between a selection of types of tiling. 2082Some have all the faces the same but may have multiple different 2083types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have 2084all the vertices the same but may have different types of face (e.g. 2085the \e{Great Hexagonal}). The square, triangular and honeycomb grids 2086are fully regular, and have all their vertices \e{and} faces the 2087same; this makes them the least confusing to play. 2088 2089\dt \e{Difficulty} 2090 2091\dd Controls the difficulty of the generated puzzle. 2092\#{FIXME: what distinguishes Easy, Medium, and Hard? In particular, 2093when are backtracking/guesswork required, if ever?} 2094 2095\H{loopy-prefs} \I{preferences, for Loopy}Loopy user preferences 2096 2097On platforms that support user preferences, the \q{Preferences} option 2098on the \q{Game} menu will let you configure the following things: 2099 2100\q{Draw excluded grid lines faintly}. This is on by default: when a 2101line of the grid has been explicitly excluded from the solution by 2102right-clicking it, the line is still drawn, just in a faint grey 2103colour. If you turn this option off, excluded lines are not drawn at 2104all. 2105 2106\q{Auto-follow unique paths of edges}. This is off by default. When 2107it's on, clicking to change the status of a single grid line will 2108potentially propagate the change along multiple lines, if one or both 2109ends of the line you clicked connect to only one other line. (The idea 2110is that if two lines meet at a vertex and no other lines do at all, 2111then those lines are either both part of the loop or neither, so 2112there's no reason you should have to click separately to toggle each 2113one.) 2114 2115In the mode \q{Based on grid only}, the effects of a click will only 2116propagate across vertices that have degree 2 in the underlying grid. 2117For example, in the square grid, the effect will \e{only} occur at the 2118four grid corners. 2119 2120In the mode \q{Based on grid and game state}, the propagation will 2121also take account of edges you've already excluded from the solution, 2122so that it will do even more work for you. 2123 2124\C{inertia} \i{Inertia} 2125 2126\cfg{winhelp-topic}{games.inertia} 2127 2128You are a small green ball sitting in a grid full of obstacles. Your 2129aim is to collect all the gems without running into any mines. 2130 2131You can move the ball in any orthogonal \e{or diagonal} direction. 2132Once the ball starts moving, it will continue until something stops 2133it. A wall directly in its path will stop it (but if it is moving 2134diagonally, it will move through a diagonal gap between two other 2135walls without stopping). Also, some of the squares are \q{stops}; 2136when the ball moves on to a stop, it will stop moving no matter what 2137direction it was going in. Gems do \e{not} stop the ball; it picks 2138them up and keeps on going. 2139 2140Running into a mine is fatal. Even if you picked up the last gem in 2141the same move which then hit a mine, the game will count you as dead 2142rather than victorious. 2143 2144This game was originally implemented for Windows by Ben Olmstead 2145\k{bem}, who was kind enough to release his source code on request 2146so that it could be re-implemented for this collection. 2147 2148\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/} 2149 2150\H{inertia-controls} \i{Inertia controls} 2151 2152\IM{Inertia controls} controls, for Inertia 2153\IM{Inertia controls} keys, for Inertia 2154\IM{Inertia controls} shortcuts (keyboard), for Inertia 2155 2156You can move the ball in any of the eight directions using the 2157numeric keypad. Alternatively, if you click the left mouse button on 2158the grid, the ball will begin a move in the general direction of 2159where you clicked. 2160 2161If you use the \q{Solve} function on this game, the program will 2162compute a path through the grid which collects all the remaining 2163gems and returns to the current position. A hint arrow will appear 2164on the ball indicating the direction in which you should move to 2165begin on this path. If you then move in that direction, the arrow 2166will update to indicate the next direction on the path. You can also 2167press Space to automatically move in the direction of the hint 2168arrow. If you move in a different direction from the one shown by 2169the arrow, arrows will be shown only if the puzzle is still solvable. 2170 2171All the actions described in \k{common-actions} are also available. 2172In particular, if you do run into a mine and die, you can use the 2173Undo function and resume playing from before the fatal move. The 2174game will keep track of the number of times you have done this. 2175 2176\H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters 2177 2178These parameters are available from the \q{Custom...} option on the 2179\q{Type} menu. 2180 2181\dt \e{Width}, \e{Height} 2182 2183\dd Size of grid in squares. 2184 2185 2186\C{tents} \i{Tents} 2187 2188\cfg{winhelp-topic}{games.tents} 2189 2190You have a grid of squares, some of which contain trees. Your aim is 2191to place tents in some of the remaining squares, in such a way that 2192the following conditions are met: 2193 2194\b There are exactly as many tents as trees. 2195 2196\b The tents and trees can be matched up in such a way that each 2197tent is directly adjacent (horizontally or vertically, but not 2198diagonally) to its own tree. However, a tent may be adjacent to 2199other trees as well as its own. 2200 2201\b No two tents are adjacent horizontally, vertically \e{or 2202diagonally}. 2203 2204\b The number of tents in each row, and in each column, matches the 2205numbers given round the sides of the grid. 2206 2207This puzzle can be found in several places on the Internet, and was 2208brought to my attention by e-mail. I don't know who I should credit 2209for inventing it. 2210 2211\H{tents-controls} \i{Tents controls} 2212 2213\IM{Tents controls} controls, for Tents 2214 2215Left-clicking in a blank square will place a tent in it. 2216Right-clicking in a blank square will colour it green, indicating 2217that you are sure it \e{isn't} a tent. Clicking either button in an 2218occupied square will clear it. 2219 2220If you \e{drag} with the right button along a row or column, every 2221blank square in the region you cover will be turned green, and no 2222other squares will be affected. (This is useful for clearing the 2223remainder of a row once you have placed all its tents.) 2224 2225You can also use the cursor keys to move around the grid. Pressing the 2226return key over an empty square will place a tent, and pressing the 2227space bar over an empty square will colour it green; either key will 2228clear an occupied square. Holding Shift and pressing the cursor keys 2229will colour empty squares green. Holding Control and pressing the 2230cursor keys will colour green both empty squares and squares with tents. 2231 2232(All the actions described in \k{common-actions} are also available.) 2233 2234\H{tents-parameters} \I{parameters, for Tents}Tents parameters 2235 2236These parameters are available from the \q{Custom...} option on the 2237\q{Type} menu. 2238 2239\dt \e{Width}, \e{Height} 2240 2241\dd Size of grid in squares. 2242 2243\dt \e{Difficulty} 2244 2245\dd Controls the difficulty of the generated puzzle. More difficult 2246puzzles require more complex deductions, but at present none of the 2247available difficulty levels requires guesswork or backtracking. 2248 2249 2250\C{bridges} \i{Bridges} 2251 2252\cfg{winhelp-topic}{games.bridges} 2253 2254You have a set of islands distributed across the playing area. Each 2255island contains a number. Your aim is to connect the islands 2256together with bridges, in such a way that: 2257 2258\b Bridges run horizontally or vertically. 2259 2260\b The number of bridges terminating at any island is equal to the 2261number written in that island. 2262 2263\b Two bridges may run in parallel between the same two islands, but 2264no more than two may do so. 2265 2266\b No bridge crosses another bridge. 2267 2268\b All the islands are connected together. 2269 2270There are some configurable alternative modes, which involve 2271changing the parallel-bridge limit to something other than 2, and 2272introducing the additional constraint that no sequence of bridges 2273may form a loop from one island back to the same island. The rules 2274stated above are the default ones. 2275 2276Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}. 2277 2278Bridges was contributed to this collection by James Harvey. 2279 2280\B{nikoli-bridges} 2281\W{https://www.nikoli.co.jp/en/puzzles/Hashiwokakero/}\cw{https://www.nikoli.co.jp/en/puzzles/Hashiwokakero/} 2282 2283\H{bridges-controls} \i{Bridges controls} 2284 2285\IM{Bridges controls} controls, for Bridges 2286 2287To place a bridge between two islands, click the mouse down on one 2288island and drag it towards the other. You do not need to drag all 2289the way to the other island; you only need to move the mouse far 2290enough for the intended bridge direction to be unambiguous. (So you 2291can keep the mouse near the starting island and conveniently throw 2292bridges out from it in many directions.) 2293 2294Doing this again when a bridge is already present will add another 2295parallel bridge. If there are already as many bridges between the 2296two islands as permitted by the current game rules (i.e. two by 2297default), the same dragging action will remove all of them. 2298 2299If you want to remind yourself that two islands definitely \e{do 2300not} have a bridge between them, you can right-drag between them in 2301the same way to draw a \q{non-bridge} marker. 2302 2303If you think you have finished with an island (i.e. you have placed 2304all its bridges and are confident that they are in the right 2305places), you can mark the island as finished by left-clicking on it. 2306This will highlight it and all the bridges connected to it, and you 2307will be prevented from accidentally modifying any of those bridges 2308in future. Left-clicking again on a highlighted island will unmark 2309it and restore your ability to modify it. 2310 2311You can also use the cursor keys to move around the grid: if possible 2312the cursor will always move orthogonally, otherwise it will move 2313towards the nearest island to the indicated direction. Holding Control 2314and pressing a cursor key will lay a bridge in that direction (if 2315available); Shift and a cursor key will lay a \q{non-bridge} marker. 2316Pressing the return key followed by a cursor key will also lay a 2317bridge in that direction. 2318 2319You can mark an island as finished by pressing the space bar or by 2320pressing the return key twice. 2321 2322By pressing a number key, you can jump to the nearest island with that 2323number. Letters \q{a}, ..., \q{f} count as 10, ..., 15 and \q{0} as 232416. 2325 2326The \q{G} key will draw a grey line between each pair of islands that 2327could be connected with a bridge or non-bridge but are currently not. 2328 2329Violations of the puzzle rules will be marked in red: 2330 2331\b An island with too many bridges will be highlighted in red. 2332 2333\b An island with too few bridges will be highlighted in red if it 2334is definitely an error (as opposed to merely not being finished 2335yet): if adding enough bridges would involve having to cross another 2336bridge or remove a non-bridge marker, or if the island has been 2337highlighted as complete. 2338 2339\b A group of islands and bridges may be highlighted in red if it is 2340a closed subset of the puzzle with no way to connect it to the rest 2341of the islands. For example, if you directly connect two 1s together 2342with a bridge and they are not the only two islands on the grid, 2343they will light up red to indicate that such a group cannot be 2344contained in any valid solution. 2345 2346\b If you have selected the (non-default) option to disallow loops 2347in the solution, a group of bridges which forms a loop will be 2348highlighted. 2349 2350(All the actions described in \k{common-actions} are also available.) 2351 2352\H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters 2353 2354These parameters are available from the \q{Custom...} option on the 2355\q{Type} menu. 2356 2357\dt \e{Width}, \e{Height} 2358 2359\dd Size of grid in squares. 2360 2361\dt \e{Difficulty} 2362 2363\dd Difficulty level of puzzle. 2364 2365\dt \e{Allow loops} 2366 2367\dd This is set by default. If cleared, puzzles will be generated in 2368such a way that they are always soluble without creating a loop, and 2369solutions which do involve a loop will be disallowed. 2370 2371\dt \e{Max. bridges per direction} 2372 2373\dd Maximum number of bridges in any particular direction. The 2374default is 2, but you can change it to 1, 3 or 4. In general, fewer 2375is easier. 2376 2377\dt \e{%age of island squares} 2378 2379\dd Gives a rough percentage of islands the generator will try and 2380lay before finishing the puzzle. Certain layouts will not manage to 2381lay enough islands; this is an upper bound. 2382 2383\dt \e{Expansion factor (%age)} 2384 2385\dd The grid generator works by picking an existing island at random 2386(after first creating an initial island somewhere). It then decides 2387on a direction (at random), and then works out how far it could 2388extend before creating another island. This parameter determines how 2389likely it is to extend as far as it can, rather than choosing 2390somewhere closer. 2391 2392\lcont{ 2393 2394High expansion factors usually mean easier puzzles with fewer 2395possible islands; low expansion factors can create lots of 2396tightly-packed islands. 2397 2398} 2399 2400\H{bridges-prefs} \I{preferences, for Bridges}Bridges user preferences 2401 2402On platforms that support user preferences, the \q{Preferences} option 2403on the \q{Game} menu will let you configure whether possible bridge 2404locations are shown. Unlike the \q{G} key, this will persist between 2405games. 2406 2407 2408\C{unequal} \i{Unequal} 2409 2410\cfg{winhelp-topic}{games.unequal} 2411 2412You have a square grid; each square may contain a digit from 1 to 2413the size of the grid, and some squares have clue signs between 2414them. Your aim is to fully populate the grid with numbers such that: 2415 2416\b Each row contains only one occurrence of each digit 2417 2418\b Each column contains only one occurrence of each digit 2419 2420\b All the clue signs are satisfied. 2421 2422There are two modes for this game, \q{Unequal} and \q{Adjacent}. 2423 2424In \q{Unequal} mode, the clue signs are greater-than symbols indicating one 2425square's value is greater than its neighbour's. In this mode not all clues 2426may be visible, particularly at higher difficulty levels. 2427 2428In \q{Adjacent} mode, the clue signs are bars indicating 2429one square's value is numerically adjacent (i.e. one higher or one lower) 2430than its neighbour. In this mode all clues are always visible: absence of 2431a bar thus means that a square's value is definitely not numerically adjacent 2432to that neighbour's. 2433 2434In \q{Trivial} difficulty level (available via the \q{Custom} game type 2435selector), there are no greater-than signs in \q{Unequal} mode; the puzzle is 2436to solve the \i{Latin square} only. 2437 2438At the time of writing, the \q{Unequal} mode of this puzzle is appearing in the 2439Guardian weekly under the name \q{\i{Futoshiki}}. 2440 2441Unequal was contributed to this collection by James Harvey. 2442 2443\H{unequal-controls} \i{Unequal controls} 2444 2445\IM{Unequal controls} controls, for Unequal 2446 2447Unequal shares much of its control system with Solo. 2448 2449To play Unequal, simply click the mouse in any empty square and then 2450type a digit or letter on the keyboard to fill that square. If you 2451make a mistake, click the mouse in the incorrect square and press 2452Space to clear it again (or use the Undo feature). 2453 2454If you \e{right}-click in a square and then type a number, that 2455number will be entered in the square as a \q{pencil mark}. You can 2456have pencil marks for multiple numbers in the same square. Squares 2457containing filled-in numbers cannot also contain pencil marks. 2458 2459The game pays no attention to pencil marks, so exactly what you use 2460them for is up to you: you can use them as reminders that a 2461particular square needs to be re-examined once you know more about a 2462particular number, or you can use them as lists of the possible 2463numbers in a given square, or anything else you feel like. 2464 2465To erase a single pencil mark, right-click in the square and type 2466the same number again. 2467 2468All pencil marks in a square are erased when you left-click and type 2469a number, or when you left-click and press space. Right-clicking and 2470pressing space will also erase pencil marks. 2471 2472As for Solo, the cursor keys can be used in conjunction with the digit 2473keys to set numbers or pencil marks. You can also use the \q{M} key to 2474auto-fill every numeric hint, ready for removal as required, or the \q{H} 2475key to do the same but also to remove all obvious hints. 2476 2477Alternatively, use the cursor keys to move the mark around the grid. 2478Pressing the return key toggles the mark (from a normal mark to a 2479pencil mark), and typing a number in is entered in the square in the 2480appropriate way; typing in a 0 or using the space bar will clear a 2481filled square. 2482 2483Left-clicking a clue will mark it as done (grey it out), or unmark it 2484if it is already marked. Holding Control or Shift and pressing an 2485arrow key likewise marks any clue adjacent to the cursor in the given 2486direction. 2487 2488(All the actions described in \k{common-actions} are also available.) 2489 2490\H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters 2491 2492These parameters are available from the \q{Custom...} option on the 2493\q{Type} menu. 2494 2495\dt \e{Mode} 2496 2497\dd Mode of the puzzle (\q{Unequal} or \q{Adjacent}) 2498 2499\dt \e{Size (s*s)} 2500 2501\dd Size of grid. 2502 2503\dt \e{Difficulty} 2504 2505\dd Controls the difficulty of the generated puzzle. At Trivial 2506level, there are no greater-than signs; the puzzle is to solve the 2507Latin square only. At Recursive level (only available via the 2508\q{Custom} game type selector) backtracking will be required, but 2509the solution should still be unique. The levels in between require 2510increasingly complex reasoning to avoid having to backtrack. 2511 2512 2513 2514\C{galaxies} \i{Galaxies} 2515 2516\cfg{winhelp-topic}{games.galaxies} 2517 2518You have a rectangular grid containing a number of dots. Your aim is 2519to partition the rectangle into connected regions of squares, in such 2520a way that every region is 180\u00b0{-degree} rotationally symmetric, 2521and contains exactly one dot which is located at its centre of 2522symmetry. 2523 2524To enter your solution, you draw lines along the grid edges to mark 2525the boundaries of the regions. The puzzle is complete when the marked 2526lines on the grid are precisely those that separate two squares 2527belonging to different regions. 2528 2529This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under 2530the name \q{Tentai Show}; its name is commonly translated into 2531English as \q{Spiral Galaxies}. 2532 2533Galaxies was contributed to this collection by James Harvey. 2534 2535\B{nikoli-galaxies} \W{https://www.nikoli.co.jp/en/puzzles/tentai_show/}\cw{https://www.nikoli.co.jp/en/puzzles/tentai_show/} 2536 2537\H{galaxies-controls} \i{Galaxies controls} 2538 2539\IM{Galaxies controls} controls, for Galaxies 2540 2541Left-click on any grid line to draw an edge if there isn't one 2542already, or to remove one if there is. When you create a valid region 2543(one which is closed, contains exactly one dot, is 180\u00b0{-degree} 2544symmetric about that dot, and contains no extraneous edges between two 2545of its own squares), it will be highlighted automatically; so your aim 2546is to have the whole grid highlighted in that way. 2547 2548During solving, you might know that a particular grid square belongs 2549to a specific dot, but not be sure of where the edges go and which 2550other squares are connected to the dot. In order to mark this so you 2551don't forget, you can right-click on the dot and drag, which will 2552create an arrow marker pointing at the dot. Drop that in a square of 2553your choice and it will remind you which dot it's associated with. 2554You can also right-click on existing arrows to pick them up and move 2555them, or destroy them by dropping them off the edge of the grid. 2556(Also, if you're not sure which dot an arrow is pointing at, you can 2557pick it up and move it around to make it clearer. It will swivel 2558constantly as you drag it, to stay pointed at its parent dot.) 2559 2560You can also use the cursor keys to move around the grid squares and 2561lines. Pressing the return key when over a grid line will draw or 2562clear its edge, as above. Pressing the return key when over a dot will 2563pick up an arrow, to be dropped the next time the return key is 2564pressed; this can also be used to move existing arrows around, removing 2565them by dropping them on a dot or another arrow. 2566 2567(All the actions described in \k{common-actions} are also available.) 2568 2569\H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters 2570 2571These parameters are available from the \q{Custom...} option on the 2572\q{Type} menu. 2573 2574\dt \e{Width}, \e{Height} 2575 2576\dd Size of grid in squares. 2577 2578\dt \e{Difficulty} 2579 2580\dd Controls the difficulty of the generated puzzle. More difficult 2581puzzles require more complex deductions, and the \q{Unreasonable} 2582difficulty level may require backtracking. 2583 2584 2585 2586\C{filling} \i{Filling} 2587 2588\cfg{winhelp-topic}{games.filling} 2589 2590You have a grid of squares, some of which contain digits, and the 2591rest of which are empty. Your job is to fill in digits in the empty 2592squares, in such a way that each connected region of squares all 2593containing the same digit has an area equal to that digit. 2594 2595(\q{Connected region}, for the purposes of this game, does not count 2596diagonally separated squares as adjacent.) 2597 2598For example, it follows that no square can contain a zero, and that 2599two adjacent squares can not both contain a one. No region has an 2600area greater than 9 (because then its area would not be a single 2601digit). 2602 2603Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}. 2604 2605Filling was contributed to this collection by Jonas K\u00F6{oe}lker. 2606 2607\B{nikoli-fillomino} 2608\W{https://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{https://www.nikoli.co.jp/en/puzzles/fillomino/} 2609 2610\H{filling-controls} \I{controls, for Filling}Filling controls 2611 2612To play Filling, simply click the mouse in any empty square and then 2613type a digit on the keyboard to fill that square. By dragging the 2614mouse, you can select multiple squares to fill with a single keypress. 2615If you make a mistake, click the mouse in the incorrect square and 2616press 0, Space, Backspace or Enter to clear it again (or use the Undo 2617feature). 2618 2619You can also move around the grid with the cursor keys; typing a digit will 2620fill the square containing the cursor with that number; typing 0 will clear 2621it. You can also select multiple squares for numbering or clearing with the 2622return and arrow keys, before typing a digit to fill or clear the highlighted 2623squares (as above). The space bar adds and removes single squares to and from 2624the selection. Escape removes all squares from the selection. 2625 2626(All the actions described in \k{common-actions} are also available.) 2627 2628\H{filling-parameters} \I{parameters, for Filling}Filling parameters 2629 2630Filling allows you to configure the number of rows and columns of the 2631grid, through the \q{Type} menu. 2632 2633 2634\C{keen} \i{Keen} 2635 2636\cfg{winhelp-topic}{games.keen} 2637 2638You have a square grid; each square may contain a digit from 1 to 2639the size of the grid. The grid is divided into blocks of varying 2640shape and size, with arithmetic clues written in them. Your aim is 2641to fully populate the grid with digits such that: 2642 2643\b Each row contains only one occurrence of each digit 2644 2645\b Each column contains only one occurrence of each digit 2646 2647\b The digits in each block can be combined to form the number 2648stated in the clue, using the arithmetic operation given in the 2649clue. That is: 2650 2651\lcont{ 2652 2653\b An addition clue means that the sum of the digits in the block 2654must be the given number. For example, \q{15+} means the contents of 2655the block adds up to fifteen. 2656 2657\b A multiplication clue (e.g. \q{60\times}), similarly, means that 2658the product of the digits in the block must be the given number. 2659 2660\b A subtraction clue will always be written in a block of size two, 2661and it means that one of the digits in the block is greater than the 2662other by the given amount. For example, \q{2\minus} means that one 2663of the digits in the block is 2 more than the other, or equivalently 2664that one digit minus the other one is 2. The two digits could be 2665either way round, though. 2666 2667\b A division clue (e.g. \q{3\divide}), similarly, is always in a 2668block of size two and means that one digit divided by the other is 2669equal to the given amount. 2670 2671Note that a block may contain the same digit more than once 2672(provided the identical ones are not in the same row and column). 2673This rule is precisely the opposite of the rule in Solo's \q{Killer} 2674mode (see \k{solo}). 2675 2676} 2677 2678This puzzle appears in the Times under the name \q{\i{KenKen}}. 2679 2680 2681\H{keen-controls} \i{Keen controls} 2682 2683\IM{Keen controls} controls, for Keen 2684 2685Keen shares much of its control system with Solo (and Unequal). 2686 2687To play Keen, simply click the mouse in any empty square and then 2688type a digit on the keyboard to fill that square. If you make a 2689mistake, click the mouse in the incorrect square and press Space to 2690clear it again (or use the Undo feature). 2691 2692If you \e{right}-click in a square and then type a number, that 2693number will be entered in the square as a \q{pencil mark}. You can 2694have pencil marks for multiple numbers in the same square. Squares 2695containing filled-in numbers cannot also contain pencil marks. 2696 2697The game pays no attention to pencil marks, so exactly what you use 2698them for is up to you: you can use them as reminders that a 2699particular square needs to be re-examined once you know more about a 2700particular number, or you can use them as lists of the possible 2701numbers in a given square, or anything else you feel like. 2702 2703To erase a single pencil mark, right-click in the square and type 2704the same number again. 2705 2706All pencil marks in a square are erased when you left-click and type 2707a number, or when you left-click and press space. Right-clicking and 2708pressing space will also erase pencil marks. 2709 2710As for Solo, the cursor keys can be used in conjunction with the 2711digit keys to set numbers or pencil marks. Use the cursor keys to 2712move a highlight around the grid, and type a digit to enter it in 2713the highlighted square. Pressing return toggles the highlight into a 2714mode in which you can enter or remove pencil marks. 2715 2716Pressing M will fill in a full set of pencil marks in every square 2717that does not have a main digit in it. 2718 2719(All the actions described in \k{common-actions} are also available.) 2720 2721\H{keen-parameters} \I{parameters, for Keen}Keen parameters 2722 2723These parameters are available from the \q{Custom...} option on the 2724\q{Type} menu. 2725 2726\dt \e{Grid size} 2727 2728\dd Specifies the size of the grid. Lower limit is 3; upper limit is 27299 (because the user interface would become more difficult with 2730\q{digits} bigger than 9!). 2731 2732\dt \e{Difficulty} 2733 2734\dd Controls the difficulty of the generated puzzle. At Unreasonable 2735level, some backtracking will be required, but the solution should 2736still be unique. The remaining levels require increasingly complex 2737reasoning to avoid having to backtrack. 2738 2739\dt \e{Multiplication only} 2740 2741\dd If this is enabled, all boxes will be multiplication boxes. 2742With this rule, the puzzle is known as \q{Inshi No Heya}. 2743 2744\C{towers} \i{Towers} 2745 2746\cfg{winhelp-topic}{games.towers} 2747 2748You have a square grid. On each square of the grid you can build a 2749tower, with its height ranging from 1 to the size of the grid. 2750Around the edge of the grid are some numeric clues. 2751 2752Your task is to build a tower on every square, in such a way that: 2753 2754\b Each row contains every possible height of tower once 2755 2756\b Each column contains every possible height of tower once 2757 2758\b Each numeric clue describes the number of towers that can be seen 2759if you look into the square from that direction, assuming that 2760shorter towers are hidden behind taller ones. For example, in a 27615\by\.5 grid, a clue marked \q{5} indicates that the five tower 2762heights must appear in increasing order (otherwise you would not be 2763able to see all five towers), whereas a clue marked \q{1} indicates 2764that the tallest tower (the one marked 5) must come first. 2765 2766In harder or larger puzzles, some towers will be specified for you 2767as well as the clues round the edge, and some edge clues may be 2768missing. 2769 2770This puzzle appears on the web under various names, particularly 2771\q{\i{Skyscrapers}}, but I don't know who first invented it. 2772 2773 2774\H{towers-controls} \i{Towers controls} 2775 2776\IM{Towers controls} controls, for Towers 2777 2778Towers shares much of its control system with Solo, Unequal and Keen. 2779 2780To play Towers, simply click the mouse in any empty square and then 2781type a digit on the keyboard to fill that square with a tower of the 2782given height. If you make a mistake, click the mouse in the 2783incorrect square and press Space to clear it again (or use the Undo 2784feature). 2785 2786If you \e{right}-click in a square and then type a number, that 2787number will be entered in the square as a \q{pencil mark}. You can 2788have pencil marks for multiple numbers in the same square. A square 2789containing a tower cannot also contain pencil marks. 2790 2791The game pays no attention to pencil marks, so exactly what you use 2792them for is up to you: you can use them as reminders that a 2793particular square needs to be re-examined once you know more about a 2794particular number, or you can use them as lists of the possible 2795numbers in a given square, or anything else you feel like. 2796 2797To erase a single pencil mark, right-click in the square and type 2798the same number again. 2799 2800All pencil marks in a square are erased when you left-click and type 2801a number, or when you left-click and press space. Right-clicking and 2802pressing space will also erase pencil marks. 2803 2804As for Solo, the cursor keys can be used in conjunction with the 2805digit keys to set numbers or pencil marks. Use the cursor keys to 2806move a highlight around the grid, and type a digit to enter it in 2807the highlighted square. Pressing return toggles the highlight into a 2808mode in which you can enter or remove pencil marks. 2809 2810Pressing M will fill in a full set of pencil marks in every square 2811that does not have a main digit in it. 2812 2813Left-clicking a clue will mark it as done (grey it out), or unmark it 2814if it is already marked. Holding Control or Shift and pressing an 2815arrow key likewise marks any clue in the given direction. 2816 2817(All the actions described in \k{common-actions} are also available.) 2818 2819\H{towers-parameters} \I{parameters, for Towers}Towers parameters 2820 2821These parameters are available from the \q{Custom...} option on the 2822\q{Type} menu. 2823 2824\dt \e{Grid size} 2825 2826\dd Specifies the size of the grid. Lower limit is 3; upper limit is 28279 (because the user interface would become more difficult with 2828\q{digits} bigger than 9!). 2829 2830\dt \e{Difficulty} 2831 2832\dd Controls the difficulty of the generated puzzle. At Unreasonable 2833level, some backtracking will be required, but the solution should 2834still be unique. The remaining levels require increasingly complex 2835reasoning to avoid having to backtrack. 2836 2837\H{towers-prefs} \I{preferences, for Towers}Towers user preferences 2838 2839On platforms that support user preferences, the \q{Preferences} option 2840on the \q{Game} menu will let you configure the style of the game 2841display. If you don't like the three-dimensional mode, selecting 2842\q{2D} will switch to a simpler display style in which towers are 2843shown by just writing their height in the square. 2844 2845 2846\C{singles} \i{Singles} 2847 2848\cfg{winhelp-topic}{games.singles} 2849 2850You have a grid of white squares, all of which contain numbers. Your task 2851is to colour some of the squares black (removing the number) so as to satisfy 2852all of the following conditions: 2853 2854\b No number occurs more than once in any row or column. 2855 2856\b No black square is horizontally or vertically adjacent to any other black 2857square. 2858 2859\b The remaining white squares must all form one contiguous region 2860(connected by edges, not just touching at corners). 2861 2862Credit for this puzzle goes to \i{Nikoli} \k{nikoli-hitori} who call it 2863\i{Hitori}. 2864 2865Singles was contributed to this collection by James Harvey. 2866 2867\B{nikoli-hitori} 2868\W{https://www.nikoli.co.jp/en/puzzles/hitori/}\cw{https://www.nikoli.co.jp/en/puzzles/hitori/} 2869 2870\H{singles-controls} \i{Singles controls} 2871 2872\IM{Singles controls} controls, for Singles 2873 2874Left-clicking on an empty square will colour it black; left-clicking again 2875will restore the number. Right-clicking will add a circle (useful for 2876indicating that a cell is definitely not black). Clicking outside the 2877grid will toggle whether black squares completely hide the numbers on 2878them, or display them in dark grey. 2879 2880You can also use the cursor keys to move around the grid. Pressing the 2881return or space keys will turn a square black or add a circle respectively, 2882and pressing the key again will restore the number or remove the circle. 2883 2884(All the actions described in \k{common-actions} are also available.) 2885 2886\H{singles-parameters} \I{parameters, for Singles}Singles parameters 2887 2888These parameters are available from the \q{Custom...} option on the 2889\q{Type} menu. 2890 2891\dt \e{Width}, \e{Height} 2892 2893\dd Size of grid in squares. 2894 2895\dt \e{Difficulty} 2896 2897\dd Controls the difficulty of the generated puzzle. 2898 2899\H{Singles-prefs} \I{preferences, for Singles}Singles user preferences 2900 2901On platforms that support user preferences, the \q{Preferences} option 2902on the \q{Game} menu will let you configure whether numbers on black 2903squares are visible. Unlike clicking outside the grid, this will 2904persist between games. 2905 2906\C{magnets} \i{Magnets} 2907 2908\cfg{winhelp-topic}{games.magnets} 2909 2910A rectangular grid has been filled with a mixture of magnets (that is, 2911dominoes with one positive end and one negative end) and blank dominoes 2912(that is, dominoes with two neutral poles). 2913These dominoes are initially only seen in silhouette. Around the grid 2914are placed a number of clues indicating the number of positive and 2915negative poles contained in certain columns and rows. 2916 2917Your aim is to correctly place the magnets and blank dominoes such that 2918all the clues are satisfied, with the additional constraint that no two 2919similar magnetic poles may be orthogonally adjacent (since they repel). 2920Neutral poles do not repel, and can be adjacent to any other pole. 2921 2922Credit for this puzzle goes to \i{Janko} \k{janko-magnets}. 2923 2924Magnets was contributed to this collection by James Harvey. 2925 2926\B{janko-magnets} 2927\W{http://www.janko.at/Raetsel/Magnete/index.htm}\cw{http://www.janko.at/Raetsel/Magnete/index.htm} 2928 2929\H{magnets-controls} \i{Magnets controls} 2930 2931\IM{Magnets controls} controls, for Magnets 2932 2933Left-clicking on an empty square places a magnet at that position with 2934the positive pole on the square and the negative pole on the other half 2935of the magnet; left-clicking again reverses the polarity, and a third 2936click removes the magnet. 2937 2938Right-clicking on an empty square places a blank domino there. 2939Right-clicking again places two question marks on the domino, signifying 2940\q{this cannot be blank} (which can be useful to note deductions while 2941solving), and right-clicking again empties the domino. 2942 2943Left-clicking a clue will mark it as done (grey it out), or unmark it if 2944it is already marked. 2945 2946You can also use the cursor keys to move a cursor around the grid. 2947Pressing the return key will lay a domino with a positive pole at that 2948position; pressing again reverses the polarity and then removes the 2949domino, as with left-clicking. Using the space bar allows placement 2950of blank dominoes and cannot-be-blank hints, as for right-clicking. 2951 2952(All the actions described in \k{common-actions} are also available.) 2953 2954\H{magnets-parameters} \I{parameters, for Magnets}Magnets parameters 2955 2956These parameters are available from the \q{Custom...} option on the 2957\q{Type} menu. 2958 2959\dt \e{Width}, \e{Height} 2960 2961\dd Size of grid in squares. There will be half \e{Width} \by \e{Height} 2962dominoes in the grid: if this number is odd then one square will be blank. 2963 2964\lcont{ 2965 2966(Grids with at least one odd dimension tend to be easier to solve.) 2967 2968} 2969 2970\dt \e{Difficulty} 2971 2972\dd Controls the difficulty of the generated puzzle. At Tricky level, 2973you are required to make more deductions about empty dominoes and 2974row/column counts. 2975 2976\dt \e{Strip clues} 2977 2978\dd If true, some of the clues around the grid are removed at generation 2979time, making the puzzle more difficult. 2980 2981 2982\C{signpost} \i{Signpost} 2983 2984\cfg{winhelp-topic}{games.signpost} 2985 2986You have a grid of squares; each square (except the last one) 2987contains an arrow, and some squares also contain numbers. Your job 2988is to connect the squares to form a continuous list of numbers 2989starting at 1 and linked in the direction of the arrows \dash so the 2990arrow inside the square with the number 1 will point to the square 2991containing the number 2, which will point to the square containing 2992the number 3, etc. Each square can be any distance away from the 2993previous one, as long as it is somewhere in the direction of the 2994arrow. 2995 2996By convention the first and last numbers are shown; one or more 2997interim numbers may also appear at the beginning. 2998 2999Credit for this puzzle goes to \i{Janko} \k{janko-arrowpath}, who call it 3000\q{Pfeilpfad} (\q{arrow path}). 3001 3002Signpost was contributed to this collection by James Harvey. 3003 3004\B{janko-arrowpath} 3005\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\cw{http://janko.at/Raetsel/Pfeilpfad/index.htm} 3006 3007\H{signpost-controls} \I{controls, for Signpost}Signpost controls 3008 3009To play Signpost, you connect squares together by dragging from one 3010square to another, indicating that they are adjacent in the 3011sequence. Drag with the left button from a square to its successor, 3012or with the right button from a square to its predecessor. 3013 3014If you connect together two squares in this way and one of them has 3015a number in it, the appropriate number will appear in the other 3016square. If you connect two non-numbered squares, they will be 3017assigned temporary algebraic labels: on the first occasion, they 3018will be labelled \cq{a} and \cq{a+1}, and then \cq{b} and \cq{b+1}, 3019and so on. Connecting more squares on to the ends of such a chain 3020will cause them all to be labelled with the same letter. 3021 3022When you left-click or right-click in a square, the legal squares to 3023connect it to will be shown. 3024 3025The arrow in each square starts off black, and goes grey once you 3026connect the square to its successor. Also, each square which needs a 3027predecessor has a small dot in the bottom left corner, which 3028vanishes once you link a square to it. So your aim is always to 3029connect a square with a black arrow to a square with a dot. 3030 3031To remove any links for a particular square (both incoming and 3032outgoing), left-drag it off the grid. To remove a whole chain, 3033right-drag any square in the chain off the grid. 3034 3035You can also use the cursor keys to move around the grid squares and 3036lines. Pressing the return key when over a square starts a link 3037operation, and pressing the return key again over a square will 3038finish the link, if allowable. Pressing the space bar over a square 3039will show the other squares pointing to it, and allow you to form a 3040backward link, and pressing the space bar again cancels this. 3041 3042(All the actions described in \k{common-actions} are also available.) 3043 3044\H{signpost-parameters} \I{parameters, for Signpost}Signpost parameters 3045 3046These parameters are available from the \q{Custom...} option on the 3047\q{Type} menu. 3048 3049\dt \e{Width}, \e{Height} 3050 3051\dd Size of grid in squares. 3052 3053\dt \e{Force start/end to corners} 3054 3055\dd If true, the start and end squares are always placed in opposite corners 3056(the start at the top left, and the end at the bottom right). If false the start 3057and end squares are placed randomly (although always both shown). 3058 3059\H{signpost-prefs} \I{preferences, for Signpost}Signpost user preferences 3060 3061On platforms that support user preferences, the \q{Preferences} option 3062on the \q{Game} menu will let you configure the style of the victory 3063effect. 3064 3065 3066\C{range} \i{Range} 3067 3068\cfg{winhelp-topic}{games.range} 3069 3070You have a grid of squares; some squares contain numbers. Your job is 3071to colour some of the squares black, such that several criteria are 3072satisfied: 3073 3074\b no square with a number is coloured black. 3075 3076\b no two black squares are adjacent (horizontally or vertically). 3077 3078\b for any two white squares, there is a path between them using only 3079white squares. 3080 3081\b for each square with a number, that number denotes the total number 3082of white squares reachable from that square going in a straight line 3083in any horizontal or vertical direction until hitting a wall or a 3084black square; the square with the number is included in the total 3085(once). 3086 3087For instance, a square containing the number one must have four black 3088squares as its neighbours by the last criterion; but then it's 3089impossible for it to be connected to any outside white square, which 3090violates the second to last criterion. So no square will contain the 3091number one. 3092 3093Credit for this puzzle goes to \i{Nikoli}, who have variously called 3094it \q{Kurodoko}, \q{Kuromasu} or \q{Where is Black Cells}. 3095\k{nikoli-range}. 3096 3097Range was contributed to this collection by Jonas K\u00F6{oe}lker. 3098 3099\B{nikoli-range} 3100\W{https://www.nikoli.co.jp/en/puzzles/kurodoko/}\cw{https://www.nikoli.co.jp/en/puzzles/kurodoko/} 3101 3102\H{range-controls} \I{controls, for Range}Range controls 3103 3104Click with the left button to paint a square black, or with the right 3105button to mark a square with a dot to indicate that you are sure it 3106should \e{not} be painted black. Repeated clicking with either button 3107will cycle the square through the three possible states (filled, 3108dotted or empty) in opposite directions. 3109 3110You can also use the cursor keys to move around the grid squares. 3111Pressing Return does the same as clicking with the left button, while 3112pressing Space does the same as a right button click. Moving with the 3113cursor keys while holding Shift will place dots in all squares that 3114are moved through. 3115 3116 3117(All the actions described in \k{common-actions} are also available.) 3118 3119\H{range-parameters} \I{parameters, for Range}Range parameters 3120 3121These parameters are available from the \q{Custom...} option on the 3122\q{Type} menu. 3123 3124\dt \e{Width}, \e{Height} 3125 3126\dd Size of grid in squares. 3127 3128\H{range-prefs} \I{preferences, for Range}Range user preferences 3129 3130On platforms that support user preferences, the \q{Preferences} option 3131on the \q{Game} menu will let you configure which way round the mouse 3132buttons work. 3133 3134 3135\C{pearl} \i{Pearl} 3136 3137\cfg{winhelp-topic}{games.pearl} 3138 3139You have a grid of squares. Your job is to draw lines between the 3140centres of horizontally or vertically adjacent squares, so that the 3141lines form a single closed loop. In the resulting grid, some of the 3142squares that the loop passes through will contain corners, and some 3143will be straight horizontal or vertical lines. (And some squares can 3144be completely empty \dash the loop doesn't have to pass through every 3145square.) 3146 3147Some of the squares contain black and white circles, which are clues 3148that the loop must satisfy. 3149 3150A black circle in a square indicates that that square is a corner, but 3151neither of the squares adjacent to it in the loop is also a corner. 3152 3153A white circle indicates that the square is a straight edge, but \e{at 3154least one} of the squares adjacent to it in the loop is a corner. 3155 3156(In both cases, the clue only constrains the two squares adjacent 3157\e{in the loop}, that is, the squares that the loop passes into after 3158leaving the clue square. The squares that are only adjacent \e{in the 3159grid} are not constrained.) 3160 3161Credit for this puzzle goes to \i{Nikoli}, who call it \q{Masyu}. 3162\k{nikoli-pearl} 3163 3164Thanks to James Harvey for assistance with the implementation. 3165 3166\B{nikoli-pearl} 3167\W{https://www.nikoli.co.jp/en/puzzles/masyu/}\cw{https://www.nikoli.co.jp/en/puzzles/masyu/} 3168 3169\H{pearl-controls} \I{controls, for Pearl}Pearl controls 3170 3171Click with the left button on a grid edge to draw a segment of the 3172loop through that edge, or to remove a segment once it is drawn. 3173 3174Drag with the left button through a series of squares to draw more 3175than one segment of the loop in one go. Alternatively, drag over an 3176existing part of the loop to undraw it, or to undraw part of it and 3177then go in a different direction. 3178 3179Click with the right button on a grid edge to mark it with a cross, 3180indicating that you are sure the loop does not go through that edge. 3181(For instance, if you have decided which of the squares adjacent to a 3182white clue has to be a corner, but don't yet know which way the corner 3183turns, you might mark the one way it \e{can't} go with a cross.) 3184 3185Alternatively, use the cursor keys to move the cursor. Use the Enter 3186key to begin and end keyboard \q{drag} operations. Use the Space, 3187Escape or Backspace keys to cancel the drag. Or, hold Control while 3188dragging with the cursor keys to toggle segments as you move between 3189squares. 3190 3191Pressing Control-Shift-arrowkey or Shift-arrowkey simulates a left or 3192right click, respectively, on the edge in the direction of the key. 3193 3194(All the actions described in \k{common-actions} are also available.) 3195 3196\H{pearl-parameters} \I{parameters, for Pearl}Pearl parameters 3197 3198These parameters are available from the \q{Custom...} option on the 3199\q{Type} menu. 3200 3201\dt \e{Width}, \e{Height} 3202 3203\dd Size of grid in squares. 3204 3205\dt \e{Difficulty} 3206 3207\dd Controls the difficulty of the generated puzzle. 3208 3209\dt \e{Allow unsoluble} 3210 3211\dd If this is set, then the game will be generated in the simplest 3212way: every clue square that can possibly be provided will be shown, 3213and the generator will not check whether the puzzle can be uniquely 3214solved. 3215 3216\lcont{ 3217 3218This speeds up game generation, and allows much larger grids to be 3219played. At least one possible solution will still always exist, but 3220there's no guarantee that it will be unique, or that it will be 3221possible to deduce it step by step. 3222 3223} 3224 3225\H{pearl-prefs} \I{preferences, for Pearl}Pearl user preferences 3226 3227On platforms that support user preferences, the \q{Preferences} option 3228on the \q{Game} menu will let you configure the style of the game 3229display. \q{Traditional} is the default mode, in which the loop runs 3230between centres of grid squares, and each clue occupies a square. 3231\q{Loopy-style} is an alternative mode that looks more like Loopy 3232(\k{loopy}), in which the loop runs between grid \e{vertices}, and the 3233clues also occupy vertices. 3234 3235 3236\C{undead} \i{Undead} 3237 3238\cfg{winhelp-topic}{games.undead} 3239 3240You are given a grid of squares, some of which contain diagonal 3241mirrors. Every square which is not a mirror must be filled with one of 3242three types of undead monster: a ghost, a vampire, or a zombie. 3243 3244Vampires can be seen directly, but are invisible when reflected in 3245mirrors. Ghosts are the opposite way round: they can be seen in 3246mirrors, but are invisible when looked at directly. Zombies are 3247visible by any means. 3248 3249You are also told the total number of each type of monster in the 3250grid. Also around the edge of the grid are written numbers, which 3251indicate how many monsters can be seen if you look into the grid along 3252a row or column starting from that position. (The diagonal mirrors are 3253reflective on both sides. If your reflected line of sight crosses the 3254same monster more than once, the number will count it each time it is 3255visible, not just once.) 3256 3257This puzzle type was invented by David Millar, under the name 3258\q{Haunted Mirror Maze}. See \k{janko-undead} for more details. 3259 3260Undead was contributed to this collection by Steffen Bauer. 3261 3262\B{janko-undead} 3263\W{http://www.janko.at/Raetsel/Spukschloss/index.htm}\cw{http://www.janko.at/Raetsel/Spukschloss/index.htm} 3264 3265\H{undead-controls} \I{controls, for Undead}Undead controls 3266 3267Undead has a similar control system to Solo, Unequal and Keen. 3268 3269To play Undead, click the mouse in any empty square and then type a 3270letter or number on the keyboard indicating the type of monster: 3271\q{G} or \q{1} for a ghost, \q{V} or \q{2} for a vampire, 3272or \q{Z} or \q{3} for a zombie. If you make a 3273mistake, click the mouse in the incorrect square and press Space to 3274clear it again (or use the Undo feature). 3275 3276If you \e{right}-click in a square and then type a letter or number, the 3277corresponding monster will be shown in reduced size in that square, as 3278a \q{pencil mark}. You can have pencil marks for multiple monsters in 3279the same square. A square containing a full-size monster cannot also 3280contain pencil marks. 3281 3282The game pays no attention to pencil marks, so exactly what you use 3283them for is up to you: you can use them as reminders that a particular 3284square needs to be re-examined once you know more about a particular 3285monster, or you can use them as lists of the possible monster in a 3286given square, or anything else you feel like. 3287 3288To erase a single pencil mark, right-click in the square and type 3289the same letter or number again. 3290 3291All pencil marks in a square are erased when you left-click and type a 3292monster letter, or when you left-click and press Space. Right-clicking 3293and pressing space will also erase pencil marks. 3294 3295As for Solo, the cursor keys can be used in conjunction with the letter 3296keys to place monsters or pencil marks. Use the cursor keys to move a 3297highlight around the grid, and type a monster letter or number to enter it in 3298the highlighted square. Pressing return toggles the highlight into a 3299mode in which you can enter or remove pencil marks. 3300 3301If you prefer plain letters of the alphabet to cute monster pictures, 3302you can press \q{A} to toggle between showing the monsters as monsters or 3303showing them as letters. 3304 3305Left-clicking a clue will mark it as done (grey it out), or unmark it 3306if it is already marked. 3307 3308(All the actions described in \k{common-actions} are also available.) 3309 3310\H{undead-parameters} \I{parameters, for Undead}Undead parameters 3311 3312These parameters are available from the \q{Custom...} option on the 3313\q{Type} menu. 3314 3315\dt \e{Width}, \e{Height} 3316 3317\dd Size of grid in squares. 3318 3319\dt \e{Difficulty} 3320 3321\dd Controls the difficulty of the generated puzzle. 3322 3323\H{undead-prefs} \I{preferences, for Undead}Undead user preferences 3324 3325On platforms that support user preferences, the \q{Preferences} option 3326on the \q{Game} menu will let you configure whether Undead uses letters 3327or pictures to represent monsters. 3328 3329 3330\C{unruly} \i{Unruly} 3331 3332\cfg{winhelp-topic}{games.unruly} 3333 3334You are given a grid of squares, which you must colour either black or 3335white. Some squares are provided as clues; the rest are left for you 3336to fill in. Each row and column must contain the same number of black 3337and white squares, and no row or column may contain three consecutive 3338squares of the same colour. 3339 3340This puzzle type was invented by Adolfo Zanellati, under the name 3341\q{Tohu wa Vohu}. See \k{janko-unruly} for more details. 3342 3343Unruly was contributed to this collection by Lennard Sprong. 3344 3345\B{janko-unruly} 3346\W{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}\cw{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm} 3347 3348\H{unruly-controls} \I{controls, for Unruly}Unruly controls 3349 3350To play Unruly, click the mouse in a square to change its colour. 3351Left-clicking an empty square will turn it black, and right-clicking 3352will turn it white. Keep clicking the same button to cycle through the 3353three possible states for the square. If you middle-click in a square 3354it will be reset to empty. 3355 3356You can also use the cursor keys to move around the grid. Pressing the 3357return or space keys will turn an empty square black or white 3358respectively (and then cycle the colours in the same way as the mouse 3359buttons), and pressing Backspace will reset a square to empty. 3360 3361(All the actions described in \k{common-actions} are also available.) 3362 3363\H{unruly-parameters} \I{parameters, for Unruly}Unruly parameters 3364 3365These parameters are available from the \q{Custom...} option on the 3366\q{Type} menu. 3367 3368\dt \e{Width}, \e{Height} 3369 3370\dd Size of grid in squares. (Note that the rules of the game require 3371both the width and height to be even numbers.) 3372 3373\dt \e{Difficulty} 3374 3375\dd Controls the difficulty of the generated puzzle. 3376 3377\dt \e{Unique rows and columns} 3378 3379\dd If enabled, no two rows are permitted to have exactly the same 3380pattern, and likewise columns. (A row and a column can match, though.) 3381 3382\C{flood} \i{Flood} 3383 3384\cfg{winhelp-topic}{games.flood} 3385 3386You are given a grid of squares, coloured at random in multiple 3387colours. In each move, you can flood-fill the top left square in a 3388colour of your choice (i.e. every square reachable from the starting 3389square by an orthogonally connected path of squares all the same 3390colour will be filled in the new colour). As you do this, more and 3391more of the grid becomes connected to the starting square. 3392 3393Your aim is to make the whole grid the same colour, in as few moves as 3394possible. The game will set a limit on the number of moves, based on 3395running its own internal solver. You win if you can make the whole 3396grid the same colour in that many moves or fewer. 3397 3398I saw this game (with a fixed grid size, fixed number of colours, and 3399fixed move limit) at http://floodit.appspot.com (no longer accessible). 3400 3401\H{flood-controls} \I{controls, for Flood}Flood controls 3402 3403To play Flood, click the mouse in a square. The top left corner and 3404everything connected to it will be flood-filled with the colour of the 3405square you clicked. Clicking a square the same colour as the top left 3406corner has no effect, and therefore does not count as a move. 3407 3408You can also use the cursor keys to move a cursor (outline black 3409square) around the grid. Pressing the return key will fill the top 3410left corner in the colour of the square under the cursor. 3411 3412(All the actions described in \k{common-actions} are also available.) 3413 3414\H{flood-parameters} \I{parameters, for Flood}Flood parameters 3415 3416These parameters are available from the \q{Custom...} option on the 3417\q{Type} menu. 3418 3419\dt \e{Width}, \e{Height} 3420 3421\dd Size of the grid, in squares. 3422 3423\dt \e{Colours} 3424 3425\dd Number of colours used to fill the grid. Must be at least 3 (with 3426two colours there would only be one legal move at any stage, hence no 3427choice to make at all), and at most 10. 3428 3429\dt \e{Extra moves permitted} 3430 3431\dd Controls the difficulty of the puzzle, by increasing the move 3432limit. In each new grid, Flood will run an internal solver to generate 3433its own solution, and then the value in this field will be added to 3434the length of Flood's solution to generate the game's move limit. So a 3435value of 0 requires you to be just as efficient as Flood's automated 3436solver, and a larger value makes it easier. 3437 3438\lcont{ 3439 3440(Note that Flood's internal solver will not necessarily find the 3441shortest possible solution, though I believe it's pretty close. For a 3442real challenge, set this value to 0 and then try to solve a grid in 3443\e{strictly fewer} moves than the limit you're given!) 3444 3445} 3446 3447\C{tracks} \i{Tracks} 3448 3449\cfg{winhelp-topic}{games.tracks} 3450 3451You are given a grid of squares, some of which are filled with train 3452tracks. You need to complete the track from A to B so that the rows and 3453columns contain the same number of track segments as are indicated in the 3454clues to the top and right of the grid. 3455 3456There are only straight and 90 degree curved rails, and the track may not 3457cross itself. 3458 3459Tracks was contributed to this collection by James Harvey. 3460 3461\H{tracks-controls} \I{controls, for Tracks}Tracks controls 3462 3463Left-clicking on an edge between two squares adds a track segment between 3464the two squares. Right-clicking on an edge adds a cross on the edge, 3465indicating no track is possible there. 3466 3467Left-clicking in a square adds a colour indicator showing that you know the 3468square must contain a track, even if you don't know which edges it crosses 3469yet. Right-clicking in a square adds a cross indicating it contains no 3470track segment. 3471 3472Left- or right-dragging between squares allows you to lay a straight line 3473of is-track or is-not-track indicators, useful for filling in rows or 3474columns to match the clue. 3475 3476(All the actions described in \k{common-actions} are also available.) 3477 3478\H{tracks-parameters} \I{parameters, for Tracks}Tracks parameters 3479 3480These parameters are available from the \q{Custom...} option on the 3481\q{Type} menu. 3482 3483\dt \e{Width}, \e{Height} 3484 3485\dd Size of the grid, in squares. 3486 3487\dt \e{Difficulty} 3488 3489\dd Controls the difficulty of the generated puzzle: at Tricky level, 3490you are required to make more deductions regarding disregarding moves 3491that would lead to impossible crossings later. 3492 3493\dt \e{Disallow consecutive 1 clues} 3494 3495\dd Controls whether the Tracks game generation permits two adjacent 3496rows or columns to have a 1 clue, or permits the row or column of the 3497track's endpoint to have a 1 clue. By default this is not permitted, 3498to avoid long straight boring segments of track and make the games 3499more twiddly and interesting. If you want to restore the possibility, 3500turn this option off. 3501 3502 3503\C{palisade} \i{Palisade} 3504 3505\cfg{winhelp-topic}{games.palisade} 3506 3507You're given a grid of squares, some of which contain numbers. Your 3508goal is to subdivide the grid into contiguous regions, all of the same 3509(given) size, such that each square containing a number is adjacent to 3510exactly that many edges (including those between the inside and the 3511outside of the grid). 3512 3513Credit for this puzzle goes to \i{Nikoli}, who call it \q{Five Cells}. 3514\k{nikoli-palisade}. 3515 3516Palisade was contributed to this collection by Jonas K\u00F6{oe}lker. 3517 3518\B{nikoli-palisade} 3519\W{https://www.nikoli.co.jp/en/puzzles/five_cells/}\cw{https://www.nikoli.co.jp/en/puzzles/five_cells/} 3520 3521\H{palisade-controls} \I{controls, for Palisade}Palisade controls 3522 3523Left-click to place an edge. Right-click to indicate \q{no edge}. 3524 3525Alternatively, the arrow keys will move a keyboard cursor. Depending 3526on the \q{Cursor mode} preference (see \k{palisade-prefs}), the cursor 3527will either navigate among the grid squares, or along their 3528borders. In \q{Full-grid} mode, hold Control while pressing an arrow 3529key to place an edge, and press Shift-arrowkey to switch off an 3530edge. In \q{Half-grid} mode, press Enter to place an edge, and Space 3531to switch off an edge. In either mode, you can repeat an action to 3532perform its inverse. 3533 3534(All the actions described in \k{common-actions} are also available.) 3535 3536\H{Palisade-parameters} \I{parameters, for Palisade}Palisade parameters 3537 3538These parameters are available from the \q{Custom...} option on the 3539\q{Type} menu. 3540 3541\dt \e{Width}, \e{Height} 3542 3543\dd Size of grid in squares. 3544 3545\dt \e{Region size} 3546 3547\dd The size of the regions into which the grid must be subdivided. 3548 3549\H{palisade-prefs} \I{preferences, for Palisade}Palisade user preferences 3550 3551On platforms that support user preferences, the \q{Preferences} option 3552on the \q{Game} menu will let you configure the behavior of the cursor 3553keys to either navigate among full grid squares, or along the borders 3554of the grid squares. 3555 3556\C{mosaic} \i{Mosaic} 3557 3558\cfg{winhelp-topic}{games.mosaic} 3559 3560You are given a grid of squares, which you must colour either black or 3561white. 3562 3563Some squares contain clue numbers. Each clue tells you the number of 3564black squares in the 3\times\.3 region surrounding the clue \dash 3565\e{including} the clue square itself. 3566 3567This game is variously known in other locations as: ArtMosaico, Count 3568and Darken, Cuenta Y Sombrea, Fill-a-Pix, Fill-In, Komsu Karala, 3569Magipic, Majipiku, Mosaico, Mosaik, Mozaiek, Nampre Puzzle, 3570Nurie-Puzzle, Oekaki-Pix, Voisimage. 3571 3572Mosaic was contributed to this collection by Didi Kohen. Colour design 3573by Michal Shomer. The implementation is loosely based on 3574\W{https://github.com/mordechaim/Mosaic}\cw{github.com/mordechaim/Mosaic}. 3575 3576\H{mosaic-controls} \I{controls, for Mosaic}Mosaic controls 3577 3578To play Mosaic, click the mouse in a square to change its colour. 3579Left-clicking an empty square will turn it black, and right-clicking 3580will turn it white. Keep clicking the same button to cycle through the 3581three possible states for the square. 3582 3583If you hold down the mouse button and drag, you can colour multiple 3584cells in a single action. 3585 3586You can also use the cursor keys to move around the grid. Pressing the 3587return or space keys will turn an empty square black or white 3588respectively (and then cycle the colours in the same way as the mouse 3589buttons), and pressing Backspace will reset a square to empty. 3590 3591\H{Mosaic-parameters} \I{parameters, for Mosaic}Mosaic parameters 3592 3593These parameters are available from the \q{Custom...} option on the 3594\q{Type} menu. 3595 3596\dt \e{Width}, \e{Height} 3597 3598\dd Size of grid in squares. 3599 3600\dt \e{Aggressive generation} 3601 3602\dd With this option set, the game generator will try harder to 3603eliminate unnecessary clues on the board. This slows down generation, 3604so it's not recommended for boards larger than, say, 30\times\.30. 3605 3606\A{licence} \I{MIT licence}\ii{Licence} 3607 3608This software is \i{copyright} 2004-2024 Simon Tatham. 3609 3610Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas 3611K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou, 3612Bernd Schmidt, Steffen Bauer, Lennard Sprong, Rogier Goossens, Michael 3613Quevillon, Asher Gordon, Didi Kohen, and Ben Harris. 3614 3615Permission is hereby granted, free of charge, to any person 3616obtaining a copy of this software and associated documentation files 3617(the \q{Software}), to deal in the Software without restriction, 3618including without limitation the rights to use, copy, modify, merge, 3619publish, distribute, sublicense, and/or sell copies of the Software, 3620and to permit persons to whom the Software is furnished to do so, 3621subject to the following conditions: 3622 3623The above copyright notice and this permission notice shall be 3624included in all copies or substantial portions of the Software. 3625 3626THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND, 3627EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 3628MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 3629NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS 3630BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN 3631ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 3632CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 3633SOFTWARE. 3634 3635\IM{command-line}{command line} command line 3636 3637\IM{default parameters, specifying} default parameters, specifying 3638\IM{default parameters, specifying} preferences, specifying default 3639 3640\IM{Unix} Unix 3641\IM{Unix} Linux 3642 3643\IM{generating game IDs} generating game IDs 3644\IM{generating game IDs} game ID, generating 3645 3646\IM{specific} \q{Specific}, menu option 3647\IM{custom} \q{Custom}, menu option 3648 3649\IM{game ID} game ID 3650\IM{game ID} ID, game 3651\IM{ID format} ID format 3652\IM{ID format} format, ID 3653\IM{ID format} game ID, format 3654 3655\IM{keys} keys 3656\IM{keys} shortcuts (keyboard) 3657 3658\IM{initial state} initial state 3659\IM{initial state} state, initial 3660 3661\IM{MIT licence} MIT licence 3662\IM{MIT licence} licence, MIT