}
+\dt \ii\e{Print}
+
+\dd Where supported (currently only on Windows), brings up a dialog
+allowing you to print an arbitrary number of puzzles randomly
+generated from the current parameters, optionally including the
+current puzzle.
+
\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
\dd Undoes a single move. (You can undo moves back to the start of the
then some options, such as the difficulty level in Solo, will be
missing. See \k{common-id} for more details on this.)
+
\C{net} \i{Net}
\cfg{winhelp-topic}{games.net}
the possible solutions can be an additional challenge for an
advanced player.)
+
\C{cube} \i{Cube}
\cfg{winhelp-topic}{games.cube}
Netslide was contributed to this collection by Richard Boulton.
+
\C{pattern} \i{Pattern}
\cfg{winhelp-topic}{games.pattern}
will be a square you can fill in with a single number at all times,
whereas at \q{Intermediate} level and beyond you will have to make
partial deductions about the \e{set} of squares a number could be in
-(or the set of numbers that could be in a square). At
-\q{Unreasonable} level, even this is not enough, and you will
+(or the set of numbers that could be in a square).
+\#{Advanced, Extreme?}
+At \q{Unreasonable} level, even this is not enough, and you will
eventually have to make a guess, and then backtrack if it turns out
to be wrong.
Enter keys while the cursor is in an unselected region selects it;
pressing Space or Enter again removes it as above.
+(All the actions described in \k{common-actions} are also available.)
+
\H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
These parameters are available from the \q{Custom...} option on the
\e{without} a red mark, a red mark will appear in it to indicate
that you will need to reverse that operation to reach the solution.)
+(All the actions described in \k{common-actions} are also available.)
+
\H{flip-parameters} \I{parameters, for flip}Flip parameters
These parameters are available from the \q{Custom...} option on the
below; if you run out of guesses (or select \q{Solve...}) the solution
will also be revealed.
+(All the actions described in \k{common-actions} are also available.)
+
\H{guess-parameters} \I{parameters, for Guess}Guess parameters
These parameters are available from the \q{Custom...} option on the
to a vacant hole on the other side. Your aim is to remove all but one
of the pegs initially present.
-This game, best known as \q{Peg Solitaire}, is possibly one of the
-oldest puzzle games still commonly known.
+This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
+possibly one of the oldest puzzle games still commonly known.
\H{pegs-controls} \i{Pegs controls}
space with no peg and no hole is not available for moving at all: it
is an obstacle which you must work around.
+(All the actions described in \k{common-actions} are also available.)
\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
numbers are \e{not} covered by a single domino. Right-clicking again
removes the line.
+(All the actions described in \k{common-actions} are also available.)
\H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
To move a point, click on it with the left mouse button and drag it
into a new position.
+(All the actions described in \k{common-actions} are also available.)
+
\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
There is only one parameter available from the \q{Custom...} option
\W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
(in Japanese)
-
\H{slant-controls} \i{Slant controls}
\IM{Slant controls} controls, for Slant
-\IM{Slant controls} keys, for Slant
-\IM{Slant controls} shortcuts (keyboard), for Slant
Left-clicking in a blank square will place a \cw{\\} in it (a line
leaning to the left, i.e. running from the top left of the square to
\H{lightup-controls} \i{Light Up controls}
\IM{Light Up controls} controls, for Light Up
-\IM{Light Up controls} keys, for Light Up
-\IM{Light Up controls} shortcuts (keyboard), for Light Up
Left-clicking in a non-black square will toggle the presence of a light
in that square. Right-clicking in a non-black square toggles a mark there to aid
Thus, the grid is solved when all non-black squares have yellow
highlights and there are no red lights.
+(All the actions described in \k{common-actions} are also available.)
\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
for many detailed suggestions.
-
\H{map-controls} \i{Map controls}
\IM{Map controls} controls, for Map
-\IM{Map controls} keys, for Map
-\IM{Map controls} shortcuts (keyboard), for Map
-To colour a region, click on an existing region of the desired
-colour and drag that colour into the new region.
+To colour a region, click the left mouse button on an existing
+region of the desired colour and drag that colour into the new
+region.
(The program will always ensure the starting puzzle has at least one
region of each colour, so that this is always possible!)
If you need to clear a region, you can drag from an empty region, or
from the puzzle boundary if there are no empty regions left.
+Dragging a colour using the \e{right} mouse button will stipple the
+region in that colour, which you can use as a note to yourself that
+you think the region \e{might} be that colour. A region can contain
+stipples in multiple colours at once. (This is often useful at the
+harder difficulty levels.)
+
+If you press L during play, the game will toggle display of a number
+in each region of the map. This is useful if you want to discuss a
+particular puzzle instance with a friend \dash having an unambiguous
+name for each region is much easier than trying to refer to them all
+by names such as \q{the one down and right of the brown one on the
+top border}.
+
+(All the actions described in \k{common-actions} are also available.)
\H{map-parameters} \I{parameters, for Map}Map parameters
\dt \e{Difficulty}
\dd In \q{Easy} mode, there should always be at least one region
-whose colour can be determined trivially. In \q{Normal} mode, you
-will have to use more complex logic to deduce the colour of some
-regions. However, it will always be possible without having to
-guess or backtrack.
+whose colour can be determined trivially. In \q{Normal} and \q{Hard}
+modes, you will have to use increasingly complex logic to deduce the
+colour of some regions. However, it will always be possible without
+having to guess or backtrack.
+
+\lcont{
+
+In \q{Unreasonable} mode, the program will feel free to generate
+puzzles which are as hard as it can possibly make them: the only
+constraint is that they should still have a unique solution. Solving
+Unreasonable puzzles may require guessing and backtracking.
+
+}
+
+
+\C{loopy} \i{Loopy}
+
+\cfg{winhelp-topic}{games.loopy}
+
+You are given a grid of dots. Your aim is to draw a single unbroken
+loop from dot to dot within the grid.
+
+Some of the square spaces between the dots contain numbers. These
+numbers indicate how many of the four edges of that square are part
+of the loop. The loop you draw must correctly satisfy all of these
+clues to be considered a correct solution.
+
+Credit for this puzzle goes to \i{Nikoli} \k{nikoli-loopy}.
+
+Loopy was contributed to this collection by Mike Pinna.
+
+\B{nikoli-loopy}
+\W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
+(beware of Flash)
+
+\H{loopy-controls} \i{Loopy controls}
+
+\IM{Loopy controls} controls, for Loopy
+
+Click the left mouse button between two dots to add a line segment
+connecting them. Click again to remove that line segment.
+
+If you are sure that a particular line segment is \e{not} part of
+the loop, you can click the right mouse button to add a small cross
+indicating this. Click again to remove the cross.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares.
+
+\dt \e{Recursion depth}
+
+\dd Determines how much guesswork and backtracking you will need to
+do to solve the puzzle. When this is set to zero (as it is for all
+of the \q{Easy} options in the menu), you should always be able to
+deduce the state of an edge without having to guess. If you increase
+it, you will have to guess more and more.
+
+\lcont{
+
+Setting a high value for this option is liable to consume a lot of
+CPU time and memory. Be warned!
+
+}
+
+
+\C{inertia} \i{Inertia}
+
+\cfg{winhelp-topic}{games.inertia}
+
+You are a small green ball sitting in a grid full of obstacles. Your
+aim is to collect all the gems without running into any mines.
+
+You can move the ball in any orthogonal \e{or diagonal} direction.
+Once the ball starts moving, it will continue until something stops
+it. A wall directly in its path will stop it (but if it is moving
+diagonally, it will move through a diagonal gap between two other
+walls without stopping). Also, some of the squares are \q{stops};
+when the ball moves on to a stop, it will stop moving no matter what
+direction it was going in. Gems do \e{not} stop the ball; it picks
+them up and keeps on going.
+
+Running into a mine is fatal. Even if you picked up the last gem in
+the same move which then hit a mine, the game will count you as dead
+rather than victorious.
+
+This game was originally implemented for Windows by Ben Olmstead
+\k{bem}, who was kind enough to release his source code on request
+so that it could be re-implemented for this collection.
+
+\B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
+
+\H{inertia-controls} \i{Inertia controls}
+
+\IM{Inertia controls} controls, for Inertia
+\IM{Inertia controls} keys, for Inertia
+\IM{Inertia controls} shortcuts (keyboard), for Inertia
+
+You can move the ball in any of the eight directions using the
+numeric keypad. Alternatively, if you click the left mouse button on
+the grid, the ball will begin a move in the general direction of
+where you clicked.
+
+If you use the \q{Solve} function on this game, the program will
+compute a path through the grid which collects all the remaining
+gems and returns to the current position. A hint arrow will appear
+on the ball indicating the direction in which you should move to
+begin on this path. If you then move in that direction, the arrow
+will update to indicate the next direction on the path. You can also
+press Space to automatically move in the direction of the hint
+arrow. If you move in a different direction from the one shown by
+the arrow, the hint arrows will stop appearing because you have
+strayed from the provided path; you can then use \q{Solve} again to
+generate a new path if you want to.
+
+All the actions described in \k{common-actions} are also available.
+In particular, if you do run into a mine and die, you can use the
+Undo function and resume playing from before the fatal move. The
+game will keep track of the number of times you have done this.
+
+\H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares.
\A{licence} \I{MIT licence}\ii{Licence}
This software is \i{copyright} 2004-2005 Simon Tatham.
-Portions copyright Richard Boulton and James Harvey.
+Portions copyright Richard Boulton, James Harvey and Mike Pinna.
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files