\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
-This game is played with the mouse. Left-clicking on an arrow will
-move the appropriate row or column in the direction indicated.
-Right-clicking will move it in the opposite direction.
+Left-clicking on an arrow will move the appropriate row or column in
+the direction indicated. Right-clicking will move it in the opposite
+direction.
+
+Alternatively, use the cursor keys to move the position indicator
+around the edge of the grid, and use the return key to move the
+row/column in the direction indicated.
(All the actions described in \k{common-actions} are also available.)
instead of rotating tiles back into place you have to slide them
into place by moving a whole row at a time.
-As in Sixteen, \I{controls, for Netslide}control is with the mouse.
-See \k{sixteen-controls}.
+As in Sixteen, \I{controls, for Netslide}control is with the mouse or
+cursor keys. See \k{sixteen-controls}.
\I{parameters, for Netslide}The available game parameters have similar
meanings to those in Net (see \k{net-params}) and Sixteen (see
If you \e{right}-click in a square and then type a number, that
number will be entered in the square as a \q{pencil mark}. You can
-have pencil marks for multiple numbers in the same square.
+have pencil marks for multiple numbers in the same square. Squares
+containing filled-in numbers cannot also contain pencil marks.
The game pays no attention to pencil marks, so exactly what you use
them for is up to you: you can use them as reminders that a
a number, or when you left-click and press space. Right-clicking and
pressing space will also erase pencil marks.
+Alternatively, use the cursor keys to move the mark around the grid.
+Pressing the return key toggles the mark (from a normal mark to a
+pencil mark), and typing a number in is entered in the square in the
+appropriate way; typing in a 0 or using the space bar will clear a
+filled square.
+
(All the actions described in \k{common-actions} are also available.)
\H{solo-parameters} \I{parameters, for Solo}Solo parameters
space with no peg and no hole is not available for moving at all: it
is an obstacle which you must work around.
+You can also use the cursor keys to move a position indicator around
+the board. Pressing the return key while over a peg, followed by a
+cursor key, will jump the peg in that direction (if that is a legal
+move).
+
(All the actions described in \k{common-actions} are also available.)
\H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
If you \e{right}-click in a square and then type a number, that
number will be entered in the square as a \q{pencil mark}. You can
-have pencil marks for multiple numbers in the same square.
+have pencil marks for multiple numbers in the same square. Squares
+containing filled-in numbers cannot also contain pencil marks.
The game pays no attention to pencil marks, so exactly what you use
them for is up to you: you can use them as reminders that a
As for Solo, the cursor keys can be used in conjunction with the digit
keys to set numbers or pencil marks. You can also use the 'M' key to
-auto-fill every numeric hint, ready for removal as required.
+auto-fill every numeric hint, ready for removal as required, or the 'H'
+key to do the same but also to remove all obvious hints.
+
+Alternatively, use the cursor keys to move the mark around the grid.
+Pressing the return key toggles the mark (from a normal mark to a
+pencil mark), and typing a number in is entered in the square in the
+appropriate way; typing in a 0 or using the space bar will clear a
+filled square.
(All the actions described in \k{common-actions} are also available.)