1 \title Simon Tatham's Portable Puzzle Collection
3 \cfg{winhelp-filename}{puzzles.hlp}
4 \cfg{winhelp-contents-titlepage}{Contents}
6 \cfg{text-filename}{puzzles.txt}
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}
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16 \cfg{info-filename}{puzzles.info}
18 \cfg{ps-filename}{puzzles.ps}
19 \cfg{pdf-filename}{puzzles.pdf}
23 \define{dash} \u2013{-}
25 This is a collection of small one-player puzzle games.
27 \copyright This manual is copyright 2004-2008 Simon Tatham. All rights
28 reserved. You may distribute this documentation under the MIT licence.
29 See \k{licence} for the licence text in full.
31 \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
35 \C{intro} Introduction
37 I wrote this collection because I thought there should be more small
38 desktop toys available: little games you can pop up in a window and
39 play for two or three minutes while you take a break from whatever
40 else you were doing. And I was also annoyed that every time I found
41 a good game on (say) \i{Unix}, it wasn't available the next time I
42 was sitting at a \i{Windows} machine, or vice versa; so I arranged
43 that everything in my personal puzzle collection will happily run on
44 both, and have more recently done a port to \i{Mac OS X} as well. When I
45 find (or perhaps invent) further puzzle games that I like, they'll
46 be added to this collection and will immediately be available on
47 both platforms. And if anyone feels like writing any other front
48 ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
49 then all the games in this framework will immediately become
50 available on another platform as well.
52 The actual games in this collection were mostly not my invention; they
53 are re-implementations of existing game concepts within my portable
54 puzzle framework. I do not claim credit, in general, for inventing the
55 rules of any of these puzzles. (I don't even claim authorship of all
56 the code; some of the puzzles have been submitted by other authors.)
58 This collection is distributed under the \i{MIT licence} (see
59 \k{licence}). This means that you can do pretty much anything you like
60 with the game binaries or the code, except pretending you wrote them
61 yourself, or suing me if anything goes wrong.
63 The most recent versions, and \i{source code}, can be found at
64 \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
66 Please report \I{feedback}\i{bugs} to
67 \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
68 You might find it helpful to read this article before reporting a bug:
70 \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
72 \ii{Patches} are welcome. Especially if they provide a new front end
73 (to make all these games run on another platform), or a new game.
76 \C{common} \ii{Common features}
78 This chapter describes features that are common to all the games.
80 \H{common-actions} \I{controls}Common actions
82 These actions are all available from the \I{Game menu}\q{Game} menu
83 and via \I{keys}keyboard shortcuts, in addition to any game-specific
86 (On \i{Mac OS X}, to conform with local user interface standards, these
87 actions are situated on the \I{File menu}\q{File} and \I{Edit
88 menu}\q{Edit} menus instead.)
90 \dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
92 \dd Starts a new game, with a random initial state.
94 \dt \ii\e{Restart game}
96 \dd Resets the current game to its initial state. (This can be undone.)
100 \dd Loads a saved game from a file on disk.
104 \dd Saves the current state of your game to a file on disk.
108 The Load and Save operations preserve your entire game
109 history (so you can save, reload, and still Undo and Redo things you
110 had done before saving).
114 \dt \I{printing, on Windows}\e{Print}
116 \dd Where supported (currently only on Windows), brings up a dialog
117 allowing you to print an arbitrary number of puzzles randomly
118 generated from the current parameters, optionally including the
119 current puzzle. (Only for puzzles which make sense to print, of
120 course - it's hard to think of a sensible printable representation
123 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
125 \dd Undoes a single move. (You can undo moves back to the start of the
128 \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
130 \dd Redoes a previously undone move.
134 \dd Copies the current state of your game to the clipboard in text
135 format, so that you can paste it into (say) an e-mail client or a
136 web message board if you're discussing the game with someone else.
137 (Not all games support this feature.)
141 \dd Transforms the puzzle instantly into its solved state. For some
142 games (Cube) this feature is not supported at all because it is of
143 no particular use. For other games (such as Pattern), the solved
144 state can be used to give you information, if you can't see how a
145 solution can exist at all or you want to know where you made a
146 mistake. For still other games (such as Sixteen), automatic solution
147 tells you nothing about how to \e{get} to the solution, but it does
148 provide a useful way to get there quickly so that you can experiment
149 with set-piece moves and transformations.
153 Some games (such as Solo) are capable of solving a game ID you have
154 typed in from elsewhere. Other games (such as Rectangles) cannot
155 solve a game ID they didn't invent themself, but when they did
156 invent the game ID they know what the solution is already. Still
157 other games (Pattern) can solve \e{some} external game IDs, but only
158 if they aren't too difficult.
160 The \q{Solve} command adds the solved state to the end of the undo
161 chain for the puzzle. In other words, if you want to go back to
162 solving it yourself after seeing the answer, you can just press Undo.
166 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
168 \dd Closes the application entirely.
170 \H{common-id} Specifying games with the \ii{game ID}
172 There are two ways to save a game specification out of a puzzle and
173 recreate it later, or recreate it in somebody else's copy of the
176 The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
177 \I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
178 show a piece of text (a \q{game ID}) which is sufficient to
179 reconstruct precisely the same game at a later date.
181 You can enter either of these pieces of text back into the program
182 (via the same \q{Specific} or \q{Random Seed} menu options) at a
183 later point, and it will recreate the same game. You can also use
184 either one as a \i{command line} argument (on Windows or Unix); see
185 \k{common-cmdline} for more detail.
187 The difference between the two forms is that a descriptive game ID
188 is a literal \e{description} of the \i{initial state} of the game,
189 whereas a random seed is just a piece of arbitrary text which was
190 provided as input to the random number generator used to create the
191 puzzle. This means that:
193 \b Descriptive game IDs tend to be longer in many puzzles (although
194 some, such as Cube (\k{cube}), only need very short descriptions).
195 So a random seed is often a \e{quicker} way to note down the puzzle
196 you're currently playing, or to tell it to somebody else so they can
197 play the same one as you.
199 \b Any text at all is a valid random seed. The automatically
200 generated ones are fifteen-digit numbers, but anything will do; you
201 can type in your full name, or a word you just made up, and a valid
202 puzzle will be generated from it. This provides a way for two or
203 more people to race to complete the same puzzle: you think of a
204 random seed, then everybody types it in at the same time, and nobody
205 has an advantage due to having seen the generated puzzle before
208 \b It is often possible to convert puzzles from other sources (such
209 as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
210 game IDs suitable for use with these programs.
212 \b Random seeds are not guaranteed to produce the same result if you
213 use them with a different \i\e{version} of the puzzle program. This
214 is because the generation algorithm might have been improved or
215 modified in later versions of the code, and will therefore produce a
216 different result when given the same sequence of random numbers. Use
217 a descriptive game ID if you aren't sure that it will be used on the
218 same version of the program as yours.
220 \lcont{(Use the \q{About} menu option to find out the version number
221 of the program. Programs with the same version number running on
222 different platforms should still be random-seed compatible.)}
224 \I{ID format}A descriptive game ID starts with a piece of text which
225 encodes the \i\e{parameters} of the current game (such as grid
226 size). Then there is a colon, and after that is the description of
227 the game's initial state. A random seed starts with a similar string
228 of parameters, but then it contains a hash sign followed by
231 If you enter a descriptive game ID, the program will not be able to
232 show you the random seed which generated it, since it wasn't
233 generated \e{from} a random seed. If you \e{enter} a random seed,
234 however, the program will be able to show you the descriptive game
235 ID derived from that random seed.
237 Note that the game parameter strings are not always identical
238 between the two forms. For some games, there will be parameter data
239 provided with the random seed which is not included in the
240 descriptive game ID. This is because that parameter information is
241 only relevant when \e{generating} puzzle grids, and is not important
242 when playing them. Thus, for example, the difficulty level in Solo
243 (\k{solo}) is not mentioned in the descriptive game ID.
245 These additional parameters are also not set permanently if you type
246 in a game ID. For example, suppose you have Solo set to \q{Advanced}
247 difficulty level, and then a friend wants your help with a
248 \q{Trivial} puzzle; so the friend reads out a random seed specifying
249 \q{Trivial} difficulty, and you type it in. The program will
250 generate you the same \q{Trivial} grid which your friend was having
251 trouble with, but once you have finished playing it, when you ask
252 for a new game it will automatically go back to the \q{Advanced}
253 difficulty which it was previously set on.
255 \H{common-type} The \q{Type} menu
257 The \I{Type menu}\q{Type} menu, if present, may contain a list of
258 \i{preset} game settings. Selecting one of these will start a new
259 random game with the parameters specified.
261 The \q{Type} menu may also contain a \q{\i{Custom}} option which
262 allows you to fine-tune game \i{parameters}. The parameters
263 available are specific to each game and are described in the
266 \H{common-cmdline} Specifying game parameters on the \i{command line}
268 (This section does not apply to the \i{Mac OS X} version.)
270 The games in this collection deliberately do not ever save
271 information on to the computer they run on: they have no high score
272 tables and no saved preferences. (This is because I expect at least
273 some people to play them at work, and those people will probably
274 appreciate leaving as little evidence as possible!)
276 However, if you do want to arrange for one of these games to
277 \I{default parameters, specifying}default to a particular set of
278 parameters, you can specify them on the command line.
280 The easiest way to do this is to set up the parameters you want
281 using the \q{Type} menu (see \k{common-type}), and then to select
282 \q{Random Seed} from the \q{Game} or \q{File} menu (see
283 \k{common-id}). The text in the \q{Game ID} box will be composed of
284 two parts, separated by a hash. The first of these parts represents
285 the game parameters (the size of the playing area, for example, and
286 anything else you set using the \q{Type} menu).
288 If you run the game with just that parameter text on the command
289 line, it will start up with the settings you specified.
291 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
292 from the \q{Type} menu, and then go to the game ID selection, you
293 will see a string of the form \cq{o2x2#338686542711620}. Take only
294 the part before the hash (\cq{o2x2}), and start Cube with that text
295 on the command line: \cq{cube o2x2}.
297 If you copy the \e{entire} game ID on to the command line, the game
298 will start up in the specific game that was described. This is
299 occasionally a more convenient way to start a particular game ID
300 than by pasting it into the game ID selection box.
302 (You could also retrieve the encoded game parameters using the
303 \q{Specific} menu option instead of \q{Random Seed}, but if you do
304 then some options, such as the difficulty level in Solo, will be
305 missing. See \k{common-id} for more details on this.)
307 \H{common-unix-cmdline} \i{Unix} \i{command-line} options
309 (This section only applies to the Unix port.)
311 In addition to being able to specify game parameters on the command
312 line (see \k{common-cmdline}), there are various other options:
318 \dd These options respectively determine whether the command-line
319 argument is treated as specifying game parameters or a \i{save} file
320 to \i{load}. Only one should be specified. If neither of these options
321 is specified, a guess is made based on the format of the argument.
323 \dt \cw{--generate }\e{n}
325 \dd If this option is specified, instead of a puzzle being displayed,
326 a number of descriptive game IDs will be \I{generating game IDs}invented
327 and printed on standard output. This is useful for gaining access to
328 the game generation algorithms without necessarily using the frontend.
332 If game parameters are specified on the command-line, they will be
333 used to generate the game IDs; otherwise a default set of parameters
336 The most common use of this option is in conjunction with \c{--print},
337 in which case its behaviour is slightly different; see below.
341 \dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
343 \dd If this option is specified, instead of a puzzle being displayed,
344 a printed representation of one or more unsolved puzzles is sent to
345 standard output, in \i{PostScript} format.
349 On each page of puzzles, there will be \e{w} across and \e{h} down. If
350 there are more puzzles than \e{w}\by\e{h}, more than one page will be
353 If \c{--generate} has also been specified, the invented game IDs will
354 be used to generate the printed output. Otherwise, a list of game IDs
355 is expected on standard input (which can be descriptive or random
356 seeds; see \k{common-id}), in the same format produced by
361 \c net --generate 12 --print 2x3 7x7w | lpr
363 will generate two pages of printed Net puzzles (each of which will
364 have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr}
365 command, which on many systems will send them to an actual printer.
367 There are various other options which affect printing; see below.
371 \dt \cw{--save }\e{file-prefix} [ \cw{--save-suffix }\e{file-suffix} ]
373 \dd If this option is specified, instead of a puzzle being
374 displayed, saved-game files for one or more unsolved puzzles are
375 written to files constructed from the supplied prefix and/or suffix.
379 If \c{--generate} has also been specified, the invented game IDs will
380 be used to generate the printed output. Otherwise, a list of game IDs
381 is expected on standard input (which can be descriptive or random
382 seeds; see \k{common-id}), in the same format produced by
387 \c net --generate 12 --save game --save-suffix .sav
389 will generate twelve Net saved-game files with the names
390 \cw{game0.sav} to \cw{game11.sav}.
396 \dd Prints version information about the game, and then quits.
398 The following options are only meaningful if \c{--print} is also
401 \dt \cw{--with-solutions}
403 \dd The set of pages filled with unsolved puzzles will be followed by
404 the solutions to those puzzles.
406 \dt \cw{--scale }\e{n}
408 \dd Adjusts how big each puzzle is when printed. Larger numbers make
409 puzzles bigger; the default is 1.0.
413 \dd Puzzles will be printed in colour, rather than in black and white
414 (if supported by the puzzle).
419 \cfg{winhelp-topic}{games.net}
421 (\e{Note:} the \i{Windows} version of this game is called
422 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.)
424 I originally saw this in the form of a Flash game called \i{FreeNet}
425 \k{FreeNet}, written by Pavils Jurjans; there are several other
426 implementations under the name \i{NetWalk}. The computer prepares a
427 network by connecting up the centres of squares in a grid, and then
428 shuffles the network by rotating every tile randomly. Your job is to
429 rotate it all back into place. The successful solution will be an
430 entirely connected network, with no closed loops. \#{The latter
431 clause means that there are no closed paths within the network.
432 Could this be clearer? "No closed paths"?} As a visual aid,
433 all tiles which are connected to the one in the middle are
436 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
438 \H{net-controls} \i{Net controls}
440 \IM{Net controls} controls, for Net
441 \IM{Net controls} keys, for Net
442 \IM{Net controls} shortcuts (keyboard), for Net
444 This game can be played with either the keyboard or the mouse. The
447 \dt \e{Select tile}: mouse pointer, arrow keys
449 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
451 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
453 \dt \e{Rotate tile by 180 degrees}: \q{F} key
455 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
457 \dd You can lock a tile once you're sure of its orientation. You can
458 also unlock it again, but while it's locked you can't accidentally
461 The following controls are not necessary to complete the game, but may
464 \dt \e{Shift grid}: Shift + arrow keys
466 \dd On grids that wrap, you can move the origin of the grid, so that
467 tiles that were on opposite sides of the grid can be seen together.
469 \dt \e{Move centre}: Ctrl + arrow keys
471 \dd You can change which tile is used as the source of highlighting.
472 (It doesn't ultimately matter which tile this is, as every tile will
473 be connected to every other tile in a correct solution, but it may be
474 helpful in the intermediate stages of solving the puzzle.)
476 \dt \e{Jumble tiles}: \q{J} key
478 \dd This key turns all tiles that are not locked to random
481 (All the actions described in \k{common-actions} are also available.)
483 \H{net-params} \I{parameters, for Net}Net parameters
485 These parameters are available from the \q{Custom...} option on the
488 \dt \e{Width}, \e{Height}
490 \dd Size of grid in tiles.
492 \dt \e{Walls wrap around}
494 \dd If checked, flow can pass from the left edge to the right edge,
495 and from top to bottom, and vice versa.
497 \dt \e{Barrier probability}
499 \dd A number between 0.0 and 1.0 controlling whether an immovable
500 barrier is placed between two tiles to prevent flow between them (a
501 higher number gives more barriers). Since barriers are immovable, they
502 act as constraints on the solution (i.e., hints).
506 The grid generation in Net has been carefully arranged so that the
507 barriers are independent of the rest of the grid. This means that if
508 you note down the random seed used to generate the current puzzle
509 (see \k{common-id}), change the \e{Barrier probability} parameter,
510 and then re-enter the same random seed, you should see exactly the
511 same starting grid, with the only change being the number of
512 barriers. So if you're stuck on a particular grid and need a hint,
513 you could start up another instance of Net, set up the same
514 parameters but a higher barrier probability, and enter the game seed
515 from the original Net window.
519 \dt \e{Ensure unique solution}
521 \dd Normally, Net will make sure that the puzzles it presents have
522 only one solution. Puzzles with ambiguous sections can be more
523 difficult and more subtle, so if you like you can turn off this
524 feature and risk having ambiguous puzzles. (Also, finding \e{all}
525 the possible solutions can be an additional challenge for an
531 \cfg{winhelp-topic}{games.cube}
533 This is another one I originally saw as a web game. This one was a
534 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
535 squares, six of which are blue; on one square rests a cube. Your move
536 is to use the arrow keys to roll the cube through 90 degrees so that
537 it moves to an adjacent square. If you roll the cube on to a blue
538 square, the blue square is picked up on one face of the cube; if you
539 roll a blue face of the cube on to a non-blue square, the blueness is
540 put down again. (In general, whenever you roll the cube, the two faces
541 that come into contact swap colours.) Your job is to get all six blue
542 squares on to the six faces of the cube at the same time. Count your
543 moves and try to do it in as few as possible.
545 Unlike the original Java game, my version has an additional feature:
546 once you've mastered the game with a cube rolling on a square grid,
547 you can change to a triangular grid and roll any of a tetrahedron, an
548 octahedron or an icosahedron.
550 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
552 \H{cube-controls} \i{Cube controls}
554 \IM{Cube controls} controls, for Cube
555 \IM{Cube controls} keys, for Cube
556 \IM{Cube controls} shortcuts (keyboard), for Cube
558 This game can be played with either the keyboard or the mouse.
560 Left-clicking anywhere on the window will move the cube (or other
561 solid) towards the mouse pointer.
563 The arrow keys can also used to roll the cube on its square grid in
564 the four cardinal directions.
565 On the triangular grids, the mapping of arrow keys to directions is
566 more approximate. Vertical movement is disallowed where it doesn't
567 make sense. The four keys surrounding the arrow keys on the numeric
568 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
570 (All the actions described in \k{common-actions} are also available.)
572 \H{cube-params} \I{parameters, for Cube}Cube parameters
574 These parameters are available from the \q{Custom...} option on the
577 \dt \e{Type of solid}
579 \dd Selects the solid to roll (and hence the shape of the grid):
580 tetrahedron, cube, octahedron, or icosahedron.
582 \dt \e{Width / top}, \e{Height / bottom}
584 \dd On a square grid, horizontal and vertical dimensions. On a
585 triangular grid, the number of triangles on the top and bottom rows
589 \C{fifteen} \i{Fifteen}
591 \cfg{winhelp-topic}{games.fifteen}
593 The old ones are the best: this is the good old \q{\i{15-puzzle}}
594 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
595 contain numbered tiles, and the sixteenth is empty. Your move is to
596 choose a tile next to the empty space, and slide it into the space.
597 The aim is to end up with the tiles in numerical order, with the
598 space in the bottom right (so that the top row reads 1,2,3,4 and the
599 bottom row reads 13,14,15,\e{space}).
601 \H{fifteen-controls} \i{Fifteen controls}
603 \IM{Fifteen controls} controls, for Fifteen
604 \IM{Fifteen controls} keys, for Fifteen
605 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
607 This game can be controlled with the mouse or the keyboard.
609 A left-click with the mouse in the row or column containing the empty
610 space will move as many tiles as necessary to move the space to the
613 The arrow keys will move a tile adjacent to the space in the direction
614 indicated (moving the space in the \e{opposite} direction).
616 (All the actions described in \k{common-actions} are also available.)
618 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
620 The only options available from the \q{Custom...} option on the \q{Type}
621 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
622 you've changed these, it's not a \q{15-puzzle} any more, of course!)
625 \C{sixteen} \i{Sixteen}
627 \cfg{winhelp-topic}{games.sixteen}
629 Another sliding tile puzzle, visually similar to Fifteen (see
630 \k{fifteen}) but with a different type of move. This time, there is no
631 hole: all 16 squares on the grid contain numbered squares. Your move
632 is to shift an entire row left or right, or shift an entire column up
633 or down; every time you do that, the tile you shift off the grid
634 re-appears at the other end of the same row, in the space you just
635 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
636 the top row, 13,14,15,16 on the bottom). When you've done that, try
637 playing on different sizes of grid.
639 I \e{might} have invented this game myself, though only by accident if
640 so (and I'm sure other people have independently invented it). I
641 thought I was imitating a screensaver I'd seen, but I have a feeling
642 that the screensaver might actually have been a Fifteen-type puzzle
643 rather than this slightly different kind. So this might be the one
644 thing in my puzzle collection which represents creativity on my part
645 rather than just engineering.
647 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
649 Left-clicking on an arrow will move the appropriate row or column in
650 the direction indicated. Right-clicking will move it in the opposite
653 Alternatively, use the cursor keys to move the position indicator
654 around the edge of the grid, and use the return key to move the
655 row/column in the direction indicated.
657 (All the actions described in \k{common-actions} are also available.)
659 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
661 The parameters available from the \q{Custom...} option on the
664 \b \e{Width} and \e{Height}, which are self-explanatory.
666 \b You can ask for a limited shuffling operation to be performed on
667 the grid. By default, Sixteen will shuffle the grid in such a way
668 that any arrangement is about as probable as any other. You can
669 override this by requesting a precise number of shuffling moves to
670 be performed. Typically your aim is then to determine the precise
671 set of shuffling moves and invert them exactly, so that you answer
672 (say) a four-move shuffle with a four-move solution. Note that the
673 more moves you ask for, the more likely it is that solutions shorter
674 than the target length will turn out to be possible.
677 \C{twiddle} \i{Twiddle}
679 \cfg{winhelp-topic}{games.twiddle}
681 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
682 (see \k{sixteen}): you are given a grid of square tiles, each
683 containing a number, and your aim is to arrange the numbers into
686 In basic Twiddle, your move is to rotate a square group of four
687 tiles about their common centre. (Orientation is not significant in
688 the basic puzzle, although you can select it.) On more advanced
689 settings, you can rotate a larger square group of tiles.
691 I first saw this type of puzzle in the GameCube game \q{Metroid
692 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
693 you solve to unlock a door, which is a special case of Twiddle. I
694 developed this game as a generalisation of that puzzle.
696 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
698 To play Twiddle, click the mouse in the centre of the square group
699 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
700 which means you have to click at a corner point where four tiles
703 In more advanced modes you might be rotating 3\by\.3 or even more at
704 a time; if the size of the square is odd then you simply click in
705 the centre tile of the square you want to rotate.
707 Clicking with the left mouse button rotates the group anticlockwise.
708 Clicking with the right button rotates it clockwise.
710 (All the actions described in \k{common-actions} are also available.)
712 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
714 Twiddle provides several configuration options via the \q{Custom}
715 option on the \q{Type} menu:
717 \b You can configure the width and height of the puzzle grid.
719 \b You can configure the size of square block that rotates at a time.
721 \b You can ask for every square in the grid to be distinguishable
722 (the default), or you can ask for a simplified puzzle in which there
723 are groups of identical numbers. In the simplified puzzle your aim
724 is just to arrange all the 1s into the first row, all the 2s into
725 the second row, and so on.
727 \b You can configure whether the orientation of tiles matters. If
728 you ask for an orientable puzzle, each tile will have a triangle
729 drawn in it. All the triangles must be pointing upwards to complete
732 \b You can ask for a limited shuffling operation to be performed on
733 the grid. By default, Twiddle will shuffle the grid so much that any
734 arrangement is about as probable as any other. You can override this
735 by requesting a precise number of shuffling moves to be performed.
736 Typically your aim is then to determine the precise set of shuffling
737 moves and invert them exactly, so that you answer (say) a four-move
738 shuffle with a four-move solution. Note that the more moves you ask
739 for, the more likely it is that solutions shorter than the target
740 length will turn out to be possible.
743 \C{rectangles} \i{Rectangles}
745 \cfg{winhelp-topic}{games.rectangles}
747 You have a grid of squares, with numbers written in some (but not all)
748 of the squares. Your task is to subdivide the grid into rectangles of
749 various sizes, such that (a) every rectangle contains exactly one
750 numbered square, and (b) the area of each rectangle is equal to the
751 number written in its numbered square.
753 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
754 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
755 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
756 implementation, my version automatically generates random grids of
757 any size you like. The quality of puzzle design is therefore not
758 quite as good as hand-crafted puzzles would be, but on the plus side
759 you get an inexhaustible supply of puzzles tailored to your own
762 \B{nikoli-rect} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}
764 \B{puzzle-palace-rect} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}
766 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
768 This game is played with the mouse or cursor keys.
770 Left-click any edge to toggle it on or off, or left-click and drag to draw
771 an entire rectangle (or line) on the grid in one go (removing any existing
772 edges within that rectangle). Right-clicking and dragging will allow you
773 to erase the contents of a rectangle without affecting its edges.
775 Alternatively, use the cursor keys to move the position indicator
776 around the board. Pressing the return key then allows you to use the
777 cursor keys to drag a rectangle out from that position, and pressing
778 the return key again completes the rectangle. Using the space bar
779 instead of the return key allows you to erase the contents of a
780 rectangle without affecting its edges, as above.
782 When a rectangle of the correct size is completed, it will be shaded.
784 (All the actions described in \k{common-actions} are also available.)
786 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
788 These parameters are available from the \q{Custom...} option on the
791 \dt \e{Width}, \e{Height}
793 \dd Size of grid, in squares.
795 \dt \e{Expansion factor}
797 \dd This is a mechanism for changing the type of grids generated by
798 the program. Some people prefer a grid containing a few large
799 rectangles to one containing many small ones. So you can ask
800 Rectangles to essentially generate a \e{smaller} grid than the size
801 you specified, and then to expand it by adding rows and columns.
805 The default expansion factor of zero means that Rectangles will
806 simply generate a grid of the size you ask for, and do nothing
807 further. If you set an expansion factor of (say) 0.5, it means that
808 each dimension of the grid will be expanded to half again as big
809 after generation. In other words, the initial grid will be 2/3 the
810 size in each dimension, and will be expanded to its full size
811 without adding any more rectangles.
813 Setting an expansion factor of around 0.5 tends to make the game
814 more difficult, and also (in my experience) rewards a less deductive
815 and more intuitive playing style. If you set it \e{too} high,
816 though, the game simply cannot generate more than a few rectangles
817 to cover the entire grid, and the game becomes trivial.
821 \dt \e{Ensure unique solution}
823 \dd Normally, Rectangles will make sure that the puzzles it presents
824 have only one solution. Puzzles with ambiguous sections can be more
825 difficult and more subtle, so if you like you can turn off this
826 feature and risk having ambiguous puzzles. Also, finding \e{all} the
827 possible solutions can be an additional challenge for an advanced
828 player. Turning off this option can also speed up puzzle generation.
831 \C{netslide} \i{Netslide}
833 \cfg{winhelp-topic}{games.netslide}
835 This game combines the grid generation of Net (see \k{net}) with the
836 movement of Sixteen (see \k{sixteen}): you have a Net grid, but
837 instead of rotating tiles back into place you have to slide them
838 into place by moving a whole row at a time.
840 As in Sixteen, \I{controls, for Netslide}control is with the mouse or
841 cursor keys. See \k{sixteen-controls}.
843 \I{parameters, for Netslide}The available game parameters have similar
844 meanings to those in Net (see \k{net-params}) and Sixteen (see
847 Netslide was contributed to this collection by Richard Boulton.
850 \C{pattern} \i{Pattern}
852 \cfg{winhelp-topic}{games.pattern}
854 You have a grid of squares, which must all be filled in either black
855 or white. Beside each row of the grid are listed the lengths of the
856 runs of black squares on that row; above each column are listed the
857 lengths of the runs of black squares in that column. Your aim is to
858 fill in the entire grid black or white.
860 I first saw this puzzle form around 1995, under the name
861 \q{\i{nonograms}}. I've seen it in various places since then, under
864 Normally, puzzles of this type turn out to be a meaningful picture
865 of something once you've solved them. However, since this version
866 generates the puzzles automatically, they will just look like random
867 groupings of squares. (One user has suggested that this is actually
868 a \e{good} thing, since it prevents you from guessing the colour of
869 squares based on the picture, and forces you to use logic instead.)
870 The advantage, though, is that you never run out of them.
872 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
874 This game is played with the mouse.
876 Left-click in a square to colour it black. Right-click to colour it
877 white. If you make a mistake, you can middle-click, or hold down
878 Shift while clicking with any button, to colour the square in the
879 default grey (meaning \q{undecided}) again.
881 You can click and drag with the left or right mouse button to colour
882 a vertical or horizontal line of squares black or white at a time
883 (respectively). If you click and drag with the middle button, or
884 with Shift held down, you can colour a whole rectangle of squares
887 You can also move around the grid with the cursor keys. Pressing the
888 return key will cycle the current cell through empty --> black -->
889 white --> empty, and the space bar does the same cycle in reverse.
891 (All the actions described in \k{common-actions} are also available.)
893 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
895 The only options available from the \q{Custom...} option on the \q{Type}
896 menu are \e{Width} and \e{Height}, which are self-explanatory.
901 \cfg{winhelp-topic}{games.solo}
903 You have a square grid, which is divided into as many equally sized
904 sub-blocks as the grid has rows. Each square must be filled in with
905 a digit from 1 to the size of the grid, in such a way that
907 \b every row contains only one occurrence of each digit
909 \b every column contains only one occurrence of each digit
911 \b every block contains only one occurrence of each digit.
913 \b (optionally, by default off) each of the square's two main
914 diagonals contains only one occurrence of each digit.
916 You are given some of the numbers as clues; your aim is to place the
917 rest of the numbers correctly.
919 Under the default settings, the sub-blocks are square or
920 rectangular. The default puzzle size is 3\by\.3 (a 9\by\.9 actual
921 grid, divided into nine 3\by\.3 blocks). You can also select sizes
922 with rectangular blocks instead of square ones, such as 2\by\.3 (a
923 6\by\.6 grid divided into six 3\by\.2 blocks). Alternatively, you
924 can select \q{jigsaw} mode, in which the sub-blocks are arbitrary
925 shapes which differ between individual puzzles.
927 If you select a puzzle size which requires more than 9 digits, the
928 additional digits will be letters of the alphabet. For example, if
929 you select 3\by\.4 then the digits which go in your grid will be 1
930 to 9, plus \cq{a}, \cq{b} and \cq{c}.
932 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's
933 also been popularised by various newspapers under the name
934 \q{Sudoku} or \q{Su Doku}. Howard Garns is considered the inventor
935 of the modern form of the puzzle, and it was first published in
936 \e{Dell Pencil Puzzles and Word Games}. A more elaborate treatment
937 of the history of the puzzle can be found on Wikipedia
940 \B{nikoli-solo} \W{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}
942 \B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
944 \H{solo-controls} \I{controls, for Solo}Solo controls
946 To play Solo, simply click the mouse in any empty square and then
947 type a digit or letter on the keyboard to fill that square. If you
948 make a mistake, click the mouse in the incorrect square and press
949 Space to clear it again (or use the Undo feature).
951 If you \e{right}-click in a square and then type a number, that
952 number will be entered in the square as a \q{pencil mark}. You can
953 have pencil marks for multiple numbers in the same square. Squares
954 containing filled-in numbers cannot also contain pencil marks.
956 The game pays no attention to pencil marks, so exactly what you use
957 them for is up to you: you can use them as reminders that a
958 particular square needs to be re-examined once you know more about a
959 particular number, or you can use them as lists of the possible
960 numbers in a given square, or anything else you feel like.
962 To erase a single pencil mark, right-click in the square and type
963 the same number again.
965 All pencil marks in a square are erased when you left-click and type
966 a number, or when you left-click and press space. Right-clicking and
967 pressing space will also erase pencil marks.
969 Alternatively, use the cursor keys to move the mark around the grid.
970 Pressing the return key toggles the mark (from a normal mark to a
971 pencil mark), and typing a number in is entered in the square in the
972 appropriate way; typing in a 0 or using the space bar will clear a
975 (All the actions described in \k{common-actions} are also available.)
977 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
979 Solo allows you to configure two separate dimensions of the puzzle
980 grid on the \q{Type} menu: the number of columns, and the number of
981 rows, into which the main grid is divided. (The size of a block is
982 the inverse of this: for example, if you select 2 columns and 3 rows,
983 each actual block will have 3 columns and 2 rows.)
985 If you tick the \q{X} checkbox, Solo will apply the optional extra
986 constraint that the two main diagonals of the grid also contain one
987 of every digit. (This is sometimes known as \q{Sudoku-X} in
988 newspapers.) In this mode, the squares on the two main diagonals
989 will be shaded slightly so that you know it's enabled.
991 If you tick the \q{Jigsaw} checkbox, Solo will generate randomly
992 shaped sub-blocks. In this mode, the actual grid size will be taken
993 to be the product of the numbers entered in the \q{Columns} and
994 \q{Rows} boxes. There is no reason why you have to enter a number
995 greater than 1 in both boxes; Jigsaw mode has no constraint on the
996 grid size, and it can even be a prime number if you feel like it.
998 You can also configure the type of symmetry shown in the generated
999 puzzles. More symmetry makes the puzzles look prettier but may also
1000 make them easier, since the symmetry constraints can force more
1001 clues than necessary to be present. Completely asymmetric puzzles
1002 have the freedom to contain as few clues as possible.
1004 Finally, you can configure the difficulty of the generated puzzles.
1005 Difficulty levels are judged by the complexity of the techniques of
1006 deduction required to solve the puzzle: each level requires a mode
1007 of reasoning which was not necessary in the previous one. In
1008 particular, on difficulty levels \q{Trivial} and \q{Basic} there
1009 will be a square you can fill in with a single number at all times,
1010 whereas at \q{Intermediate} level and beyond you will have to make
1011 partial deductions about the \e{set} of squares a number could be in
1012 (or the set of numbers that could be in a square).
1013 \#{Advanced, Extreme?}
1014 At \q{Unreasonable} level, even this is not enough, and you will
1015 eventually have to make a guess, and then backtrack if it turns out
1018 Generating difficult puzzles is itself difficult: if you select one
1019 of the higher difficulty levels, Solo may have to make many attempts
1020 at generating a puzzle before it finds one hard enough for you. Be
1021 prepared to wait, especially if you have also configured a large
1027 \cfg{winhelp-topic}{games.mines}
1029 You have a grid of covered squares, some of which contain mines, but
1030 you don't know which. Your job is to uncover every square which does
1031 \e{not} contain a mine. If you uncover a square containing a mine,
1032 you lose. If you uncover a square which does not contain a mine, you
1033 are told how many mines are contained within the eight surrounding
1036 This game needs no introduction; popularised by Windows, it is
1037 perhaps the single best known desktop puzzle game in existence.
1039 This version of it has an unusual property. By default, it will
1040 generate its mine positions in such a way as to ensure that you
1041 never need to \e{guess} where a mine is: you will always be able to
1042 deduce it somehow. So you will never, as can happen in other
1043 versions, get to the last four squares and discover that there are
1044 two mines left but you have no way of knowing for sure where they
1047 \H{mines-controls} \I{controls, for Mines}Mines controls
1049 This game is played with the mouse.
1051 If you left-click in a covered square, it will be uncovered.
1053 If you right-click in a covered square, it will place a flag which
1054 indicates that the square is believed to be a mine. Left-clicking in
1055 a marked square will not uncover it, for safety. You can right-click
1056 again to remove a mark placed in error.
1058 If you left-click in an \e{uncovered} square, it will \q{clear
1059 around} the square. This means: if the square has exactly as many
1060 flags surrounding it as it should have mines, then all the covered
1061 squares next to it which are \e{not} flagged will be uncovered. So
1062 once you think you know the location of all the mines around a
1063 square, you can use this function as a shortcut to avoid having to
1064 click on each of the remaining squares one by one.
1066 If you uncover a square which has \e{no} mines in the surrounding
1067 eight squares, then it is obviously safe to uncover those squares in
1068 turn, and so on if any of them also has no surrounding mines. This
1069 will be done for you automatically; so sometimes when you uncover a
1070 square, a whole new area will open up to be explored.
1072 You can also use the cursor keys to move around the minefield.
1073 Pressing the return key in a covered square uncovers it, and in an
1074 uncovered square will clear around it (so it acts as the left button),
1075 pressing the space bar in a covered square will place a flag
1076 (similarly, it acts as the right button).
1078 All the actions described in \k{common-actions} are also available.
1080 Even Undo is available, although you might consider it cheating to
1081 use it. If you step on a mine, the program will only reveal the mine
1082 in question (unlike most other implementations, which reveal all of
1083 them). You can then Undo your fatal move and continue playing if you
1084 like. The program will track the number of times you died (and Undo
1085 will not reduce that counter), so when you get to the end of the
1086 game you know whether or not you did it without making any errors.
1088 (If you really want to know the full layout of the grid, which other
1089 implementations will show you after you die, you can always use the
1092 \H{mines-parameters} \I{parameters, for Mines}Mines parameters
1094 The options available from the \q{Custom...} option on the \q{Type}
1097 \dt \e{Width}, \e{Height}
1099 \dd Size of grid in squares.
1103 \dd Number of mines in the grid. You can enter this as an absolute
1104 mine count, or alternatively you can put a \cw{%} sign on the end in
1105 which case the game will arrange for that proportion of the squares
1106 in the grid to be mines.
1110 Beware of setting the mine count too high. At very high densities,
1111 the program may spend forever searching for a solvable grid.
1115 \dt \e{Ensure solubility}
1117 \dd When this option is enabled (as it is by default), Mines will
1118 ensure that the entire grid can be fully deduced starting from the
1119 initial open space. If you prefer the riskier grids generated by
1120 other implementations, you can switch off this option.
1123 \C{samegame} \i{Same Game}
1125 \cfg{winhelp-topic}{games.samegame}
1127 You have a grid of coloured squares, which you have to clear by
1128 highlighting contiguous regions of more than one coloured square;
1129 the larger the region you highlight, the more points you get (and
1130 the faster you clear the arena).
1132 If you clear the grid you win. If you end up with nothing but
1133 single squares (i.e., there are no more clickable regions left) you
1136 Removing a region causes the rest of the grid to shuffle up:
1137 blocks that are suspended will fall down (first), and then empty
1138 columns are filled from the right.
1140 Same Game was contributed to this collection by James Harvey.
1142 \H{samegame-controls} \i{Same Game controls}
1144 \IM{Same Game controls} controls, for Same Game
1145 \IM{Same Game controls} keys, for Same Game
1146 \IM{Same Game controls} shortcuts (keyboard), for Same Game
1148 This game can be played with either the keyboard or the mouse.
1150 If you left-click an unselected region, it becomes selected (possibly
1151 clearing the current selection).
1153 If you left-click the selected region, it will be removed (and the
1154 rest of the grid shuffled immediately).
1156 If you right-click the selected region, it will be unselected.
1158 The cursor keys move a cursor around the grid. Pressing the Space or
1159 Enter keys while the cursor is in an unselected region selects it;
1160 pressing Space or Enter again removes it as above.
1162 (All the actions described in \k{common-actions} are also available.)
1164 \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1166 These parameters are available from the \q{Custom...} option on the
1169 \dt \e{Width}, \e{Height}
1171 \dd Size of grid in squares.
1173 \dt \e{No. of colours}
1175 \dd Number of different colours used to fill the grid; the more colours,
1176 the fewer large regions of colour and thus the more difficult it is to
1177 successfully clear the grid.
1179 \dt \e{Scoring system}
1181 \dd Controls the precise mechanism used for scoring. With the default
1182 system, \q{(n-2)^2}, only regions of three squares or more will score
1183 any points at all. With the alternative \q{(n-1)^2} system, regions of
1184 two squares score a point each, and larger regions score relatively
1187 \dt \e{Ensure solubility}
1189 \dd If this option is ticked (the default state), generated grids
1190 will be guaranteed to have at least one solution.
1194 If you turn it off, the game generator will not try to guarantee
1195 soluble grids; it will, however, still ensure that there are at
1196 least 2 squares of each colour on the grid at the start (since a
1197 grid with exactly one square of a given colour is \e{definitely}
1198 insoluble). Grids generated with this option disabled may contain
1199 more large areas of contiguous colour, leading to opportunities for
1200 higher scores; they can also take less time to generate.
1207 \cfg{winhelp-topic}{games.flip}
1209 You have a grid of squares, some light and some dark. Your aim is to
1210 light all the squares up at the same time. You can choose any square
1211 and flip its state from light to dark or dark to light, but when you
1212 do so, other squares around it change state as well.
1214 Each square contains a small diagram showing which other squares
1215 change when you flip it.
1217 \H{flip-controls} \i{Flip controls}
1219 \IM{Flip controls} controls, for Flip
1220 \IM{Flip controls} keys, for Flip
1221 \IM{Flip controls} shortcuts (keyboard), for Flip
1223 This game can be played with either the keyboard or the mouse.
1225 Left-click in a square to flip it and its associated squares, or
1226 use the cursor keys to choose a square and the space bar or Enter
1229 If you use the \q{Solve} function on this game, it will mark some of
1230 the squares in red. If you click once in every square with a red
1231 mark, the game should be solved. (If you click in a square
1232 \e{without} a red mark, a red mark will appear in it to indicate
1233 that you will need to reverse that operation to reach the solution.)
1235 (All the actions described in \k{common-actions} are also available.)
1237 \H{flip-parameters} \I{parameters, for flip}Flip parameters
1239 These parameters are available from the \q{Custom...} option on the
1242 \dt \e{Width}, \e{Height}
1244 \dd Size of grid in squares.
1248 \dd This control determines the shape of the region which is flipped
1249 by clicking in any given square. The default setting, \q{Crosses},
1250 causes every square to flip itself and its four immediate neighbours
1251 (or three or two if it's at an edge or corner). The other setting,
1252 \q{Random}, causes a random shape to be chosen for every square, so
1253 the game is different every time.
1258 \cfg{winhelp-topic}{games.guess}
1260 You have a set of coloured pegs, and have to reproduce a
1261 predetermined sequence of them (chosen by the computer) within a
1262 certain number of guesses.
1264 Each guess gets marked with the number of correctly-coloured pegs
1265 in the correct places (in black), and also the number of
1266 correctly-coloured pegs in the wrong places (in white).
1268 This game is also known (and marketed, by Hasbro, mainly) as
1269 a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1270 and 10 guesses. However, this version allows custom settings of number
1271 of colours (up to 10), number of pegs per row, and number of guesses.
1273 Guess was contributed to this collection by James Harvey.
1275 \H{guess-controls} \i{Guess controls}
1277 \IM{Guess controls} controls, for Guess
1278 \IM{Guess controls} keys, for Guess
1279 \IM{Guess controls} shortcuts (keyboard), for Guess
1281 This game can be played with either the keyboard or the mouse.
1283 With the mouse, drag a coloured peg from the tray on the left-hand
1284 side to its required position in the current guess; pegs may also be
1285 dragged from current and past guesses to copy them elsewhere. To
1286 remove a peg, drag it off its current position to somewhere invalid.
1288 Right-clicking in the current guess adds a \q{hold} marker; pegs
1289 that have hold markers will be automatically added to the next guess
1292 Alternatively, with the keyboard, the up and down cursor keys can be
1293 used to select a peg colour, the left and right keys to select a
1294 peg position, and the space bar or Enter key to place a peg of the
1295 selected colour in the chosen position. \q{D} or Backspace removes a
1296 peg, and \q{H} adds a hold marker.
1298 When the guess is complete, the smaller feedback pegs will be highlighted;
1299 clicking on these (or moving the peg cursor to them with the arrow keys
1300 and pressing the space bar or Enter key) will mark the current guess,
1301 copy any held pegs to the next guess, and move the \q{current guess}
1304 If you correctly position all the pegs the solution will be displayed
1305 below; if you run out of guesses (or select \q{Solve...}) the solution
1306 will also be revealed.
1308 (All the actions described in \k{common-actions} are also available.)
1310 \H{guess-parameters} \I{parameters, for Guess}Guess parameters
1312 These parameters are available from the \q{Custom...} option on the
1313 \q{Type} menu. The default game matches the parameters for the
1314 board game \q{Mastermind}.
1318 \dd Number of colours the solution is chosen from; from 2 to 10
1321 \dt \e{Pegs per guess}
1323 \dd Number of pegs per guess (more is harder).
1327 \dd Number of guesses you have to find the solution in (fewer is harder).
1329 \dt \e{Allow blanks}
1331 \dd Allows blank pegs to be given as part of a guess (makes it easier, because
1332 you know that those will never be counted as part of the solution). This
1333 is turned off by default.
1335 Note that this doesn't allow blank pegs in the solution; if you really wanted
1336 that, use one extra colour.
1338 \dt \e{Allow duplicates}
1340 \dd Allows the solution (and the guesses) to contain colours more than once;
1341 this increases the search space (making things harder), and is turned on by
1347 \cfg{winhelp-topic}{games.pegs}
1349 A number of pegs are placed in holes on a board. You can remove a
1350 peg by jumping an adjacent peg over it (horizontally or vertically)
1351 to a vacant hole on the other side. Your aim is to remove all but one
1352 of the pegs initially present.
1354 This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1355 possibly one of the oldest puzzle games still commonly known.
1357 \H{pegs-controls} \i{Pegs controls}
1359 \IM{Pegs controls} controls, for Pegs
1361 To move a peg, drag it with the mouse from its current position to
1362 its final position. If the final position is exactly two holes away
1363 from the initial position, is currently unoccupied by a peg, and
1364 there is a peg in the intervening square, the move will be permitted
1365 and the intervening peg will be removed.
1367 Vacant spaces which you can move a peg into are marked with holes. A
1368 space with no peg and no hole is not available for moving at all: it
1369 is an obstacle which you must work around.
1371 You can also use the cursor keys to move a position indicator around
1372 the board. Pressing the return key while over a peg, followed by a
1373 cursor key, will jump the peg in that direction (if that is a legal
1376 (All the actions described in \k{common-actions} are also available.)
1378 \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1380 These parameters are available from the \q{Custom...} option on the
1383 \dt \e{Width}, \e{Height}
1385 \dd Size of grid in holes.
1389 \dd Controls whether you are given a board of a standard shape or a
1390 randomly generated shape. The two standard shapes currently
1391 supported are \q{Cross} and \q{Octagon} (also commonly known as the
1392 English and European traditional board layouts respectively).
1393 Selecting \q{Random} will give you a different board shape every
1394 time (but always one that is known to have a solution).
1397 \C{dominosa} \i{Dominosa}
1399 \cfg{winhelp-topic}{games.dominosa}
1401 A normal set of dominoes \dash that is, one instance of every
1402 (unordered) pair of numbers from 0 to 6 \dash has been arranged
1403 irregularly into a rectangle; then the number in each square has
1404 been written down and the dominoes themselves removed. Your task is
1405 to reconstruct the pattern by arranging the set of dominoes to match
1406 the provided array of numbers.
1408 This puzzle is widely credited to O. S. Adler, and takes part of its
1409 name from those initials.
1411 \H{dominosa-controls} \i{Dominosa controls}
1413 \IM{Dominosa controls} controls, for Dominosa
1415 Left-clicking between any two adjacent numbers places a domino
1416 covering them, or removes one if it is already present. Trying to
1417 place a domino which overlaps existing dominoes will remove the ones
1420 Right-clicking between two adjacent numbers draws a line between
1421 them, which you can use to remind yourself that you know those two
1422 numbers are \e{not} covered by a single domino. Right-clicking again
1425 (All the actions described in \k{common-actions} are also available.)
1427 \H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1429 These parameters are available from the \q{Custom...} option on the
1432 \dt \e{Maximum number on dominoes}
1434 \dd Controls the size of the puzzle, by controlling the size of the
1435 set of dominoes used to make it. Dominoes with numbers going up to N
1436 will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1437 the default value of 6 gives an 8\by\.7 grid.
1439 \dt \e{Ensure unique solution}
1441 \dd Normally, Dominosa will make sure that the puzzles it presents
1442 have only one solution. Puzzles with ambiguous sections can be more
1443 difficult and sometimes more subtle, so if you like you can turn off
1444 this feature. Also, finding \e{all} the possible solutions can be an
1445 additional challenge for an advanced player. Turning off this option
1446 can also speed up puzzle generation.
1449 \C{untangle} \i{Untangle}
1451 \cfg{winhelp-topic}{games.untangle}
1453 You are given a number of points, some of which have lines drawn
1454 between them. You can move the points about arbitrarily; your aim is
1455 to position the points so that no line crosses another.
1457 I originally saw this in the form of a Flash game called \i{Planarity}
1458 \k{Planarity}, written by John Tantalo.
1460 \B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1462 \H{untangle-controls} \i{Untangle controls}
1464 \IM{Untangle controls} controls, for Untangle
1466 To move a point, click on it with the left mouse button and drag it
1467 into a new position.
1469 (All the actions described in \k{common-actions} are also available.)
1471 \H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1473 There is only one parameter available from the \q{Custom...} option
1474 on the \q{Type} menu:
1476 \dt \e{Number of points}
1478 \dd Controls the size of the puzzle, by specifying the number of
1479 points in the generated graph.
1482 \C{blackbox} \i{Black Box}
1484 \cfg{winhelp-topic}{games.blackbox}
1486 A number of balls are hidden in a rectangular arena. You have to
1487 deduce the positions of the balls by firing lasers from positions
1488 on the edge of the arena and observing how they are deflected.
1490 Lasers will fire straight until they hit the opposite side of the
1491 arena (at which point they emerge), unless affected by balls in one of
1494 \b A laser that hits a ball head-on is absorbed and will never re-emerge.
1495 This includes lasers that meet a ball on the first rank of the arena.
1497 \b A laser with a ball to its front-left square gets deflected 90 degrees
1500 \b A laser with a ball to its front-right square gets similarly deflected
1503 \b A laser that would re-emerge from the entry location is considered to be
1506 \b A laser which would get deflected before entering the arena (down the
1507 \q{firing range}) by a ball to the front-left or front-right of its
1508 entry point is also considered to be \q{reflected}.
1510 Lasers that are reflected appear as a \q{R}; lasers that hit balls
1511 dead-on appear as \q{H}. Otherwise, a number appears at the firing point
1512 and the location where the laser emerges (this number is unique to
1515 You can place guesses as to the location of the balls, based on the
1516 entry and exit patterns of the lasers; once you have placed enough
1517 balls a button appears enabling you to have your guesses checked.
1519 Here is a diagram showing how the positions of balls can create each
1520 of the laser behaviours shown above:
1533 As shown, it is possible for a ball to receive multiple reflections
1534 before re-emerging (see turn 3). Similarly, a ball may be reflected
1535 (possibly more than once) before receiving a hit (the \q{H} on the
1536 left side of the example).
1538 Note that any layout with more that 4 balls may have a non-unique
1539 solution. The following diagram illustrates this; if you know the
1540 board contains 5 balls, it is impossible to determine where the fifth
1541 ball is (possible positions marked with an x):
1554 For this reason when you have your guesses checked the game will
1555 check that your solution \e{produces the same results} as the
1556 computer's, rather than that your solution is identical to the
1557 computer's. So in the above example, you could put the fifth ball at
1558 \e{any} of the locations marked with an x, and you would still win.
1560 Black Box was contributed to this collection by James Harvey.
1562 \H{blackbox-controls} \i{Black Box controls}
1564 \IM{Black Box controls}controls, for Black Box
1566 To fire a laser, left-click in a square around the side of the arena.
1567 The results will be displayed immediately. Lasers may not be fired
1568 twice (because the results will never change). Holding down the left
1569 button will highlight the current go (or a previous go) to confirm the
1570 exit point for that laser, if applicable.
1572 To guess the location of a ball, left-click within the arena and a
1573 black circle will appear marking the guess; to remove the guessed ball
1576 Locations in the arena may be locked against modification by
1577 right-clicking; whole rows and columns may be similarly locked by
1578 right-clicking in the laser firing range above/below that column, or
1579 to the left/right of that row.
1581 When an appropriate number of balls have been guessed a button will
1582 appear at the top-left corner of the grid; clicking that will mark
1585 If you click the \q{mark} button and your guesses are not correct,
1586 the game will show you as little information as possible to
1587 demonstrate this to you, so you can try again. If your ball
1588 positions are not consistent with the laser paths you already know
1589 about, one laser path will be circled to indicate that it proves you
1590 wrong. If your positions match all the existing laser paths but are
1591 still wrong, one new laser path will be revealed (written in red)
1592 which is not consistent with your current guesses.
1594 If you decide to give up completely, you can select Solve to reveal
1595 the actual ball positions. At this point, correctly-placed balls
1596 will be displayed as filled black circles; incorrectly-placed balls
1597 are displayed as filled black circles with red crosses, and missing
1598 balls are filled red circles. In addition, a red circle marks any
1599 laser you had already fired which is not consistent with your ball
1600 layout (just as when you press the mark button), and red text marks
1601 any laser you \e{could} have fired in order to distinguish your ball
1602 layout from the right one.
1604 (All the actions described in \k{common-actions} are also available.)
1606 \H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1608 These parameters are available from the \q{Custom...} option on the
1611 \dt \e{Width}, \e{Height}
1613 \dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
1614 per grid, two per row and two per column.
1616 \dt \e{No. of balls}
1618 \dd Number of balls to place in the grid. This can be a single number,
1619 or a range (separated with a hyphen, like \q{2-6}), and determines the
1620 number of balls to place on the grid. The \q{reveal} button is only
1621 enabled if you have guessed an appropriate number of balls; a guess
1622 using a different number to the original solution is still acceptable,
1623 if all the laser inputs and outputs match.
1628 \cfg{winhelp-topic}{games.slant}
1630 You have a grid of squares. Your aim is to draw a diagonal line
1631 through each square, and choose which way each line slants so that
1632 the following conditions are met:
1634 \b The diagonal lines never form a loop.
1636 \b Any point with a circled number has precisely that many lines
1637 meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1638 zero is the centre of a diamond shape \dash or rather, a partial
1639 diamond shape, because a zero can never appear in the middle of the
1640 grid because that would immediately cause a loop.)
1642 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1645 \W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1648 \H{slant-controls} \i{Slant controls}
1650 \IM{Slant controls} controls, for Slant
1652 Left-clicking in a blank square will place a \cw{\\} in it (a line
1653 leaning to the left, i.e. running from the top left of the square to
1654 the bottom right). Right-clicking in a blank square will place a
1655 \cw{/} in it (leaning to the right, running from top right to bottom
1658 Continuing to click either button will cycle between the three
1659 possible square contents. Thus, if you left-click repeatedly in a
1660 blank square it will change from blank to \cw{\\} to \cw{/} back to
1661 blank, and if you right-click repeatedly the square will change from
1662 blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1663 the game entirely with one button if you need to.)
1665 You can also use the cursor keys to move around the grid. Pressing the
1666 return or space keys will place a \cw{\\} or a \cw{/}, respectively,
1667 and will then cycle them as above.
1669 (All the actions described in \k{common-actions} are also available.)
1671 \H{slant-parameters} \I{parameters, for Slant}Slant parameters
1673 These parameters are available from the \q{Custom...} option on the
1676 \dt \e{Width}, \e{Height}
1678 \dd Size of grid in squares.
1682 \dd Controls the difficulty of the generated puzzle. At Hard level,
1683 you are required to do deductions based on knowledge of
1684 \e{relationships} between squares rather than always being able to
1685 deduce the exact contents of one square at a time. (For example, you
1686 might know that two squares slant in the same direction, even if you
1687 don't yet know what that direction is, and this might enable you to
1688 deduce something about still other squares.) Even at Hard level,
1689 guesswork and backtracking should never be necessary.
1692 \C{lightup} \i{Light Up}
1694 \cfg{winhelp-topic}{games.lightup}
1696 You have a grid of squares. Some are filled in black; some of the
1697 black squares are numbered. Your aim is to \q{light up} all the
1698 empty squares by placing light bulbs in some of them.
1700 Each light bulb illuminates the square it is on, plus all squares in
1701 line with it horizontally or vertically unless a black square is
1704 To win the game, you must satisfy the following conditions:
1706 \b All non-black squares are lit.
1708 \b No light is lit by another light.
1710 \b All numbered black squares have exactly that number of lights adjacent to
1711 them (in the four squares above, below, and to the side).
1713 Non-numbered black squares may have any number of lights adjacent to them.
1715 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1717 Light Up was contributed to this collection by James Harvey.
1720 \W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1723 \H{lightup-controls} \i{Light Up controls}
1725 \IM{Light Up controls} controls, for Light Up
1727 Left-clicking in a non-black square will toggle the presence of a light
1728 in that square. Right-clicking in a non-black square toggles a mark there to aid
1729 solving; it can be used to highlight squares that cannot be lit, for example.
1731 You may not place a light in a marked square, nor place a mark in a lit square.
1733 The game will highlight obvious errors in red. Lights lit by other
1734 lights are highlighted in this way, as are numbered squares which
1735 do not (or cannot) have the right number of lights next to them.
1737 Thus, the grid is solved when all non-black squares have yellow
1738 highlights and there are no red lights.
1740 (All the actions described in \k{common-actions} are also available.)
1742 \H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1744 These parameters are available from the \q{Custom...} option on the
1747 \dt \e{Width}, \e{Height}
1749 \dd Size of grid in squares.
1751 \dt \e{%age of black squares}
1753 \dd Rough percentage of black squares in the grid.
1757 This is a hint rather than an instruction. If the grid generator is
1758 unable to generate a puzzle to this precise specification, it will
1759 increase the proportion of black squares until it can.
1765 \dd Allows you to specify the required symmetry of the black squares
1766 in the grid. (This does not affect the difficulty of the puzzles
1771 \dd \q{Easy} means that the puzzles should be soluble without
1772 backtracking or guessing, \q{Hard} means that some guesses will
1773 probably be necessary.
1778 \cfg{winhelp-topic}{games.map}
1780 You are given a map consisting of a number of regions. Your task is
1781 to colour each region with one of four colours, in such a way that
1782 no two regions sharing a boundary have the same colour. You are
1783 provided with some regions already coloured, sufficient to make the
1784 remainder of the solution unique.
1786 Only regions which share a length of border are required to be
1787 different colours. Two regions which meet at only one \e{point}
1788 (i.e. are diagonally separated) may be the same colour.
1790 I believe this puzzle is original; I've never seen an implementation
1791 of it anywhere else. The concept of a \i{four-colouring} puzzle was
1792 suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1793 Allan for inspiring the train of thought that led to me realising
1794 Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1795 for many detailed suggestions.
1797 \H{map-controls} \i{Map controls}
1799 \IM{Map controls} controls, for Map
1801 To colour a region, click the left mouse button on an existing
1802 region of the desired colour and drag that colour into the new
1805 (The program will always ensure the starting puzzle has at least one
1806 region of each colour, so that this is always possible!)
1808 If you need to clear a region, you can drag from an empty region, or
1809 from the puzzle boundary if there are no empty regions left.
1811 Dragging a colour using the \e{right} mouse button will stipple the
1812 region in that colour, which you can use as a note to yourself that
1813 you think the region \e{might} be that colour. A region can contain
1814 stipples in multiple colours at once. (This is often useful at the
1815 harder difficulty levels.)
1817 You can also use the cursor keys to move around the map: the colour of
1818 the cursor indicates the position of the colour you would drag (which
1819 is not obvious if you're on a region's boundary, since it depends on the
1820 direction from which you approached the boundary). Pressing the return
1821 key starts a drag of that colour, as above, which you control with the
1822 cursor keys; pressing the return key again finishes the drag. The
1823 space bar can be used similarly to create a stippled region.
1824 Double-pressing the return key (without moving the cursor) will clear
1825 the region, as a drag from an empty region does: this is useful with
1826 the cursor mode if you have filled the entire map in but need to
1829 If you press L during play, the game will toggle display of a number
1830 in each region of the map. This is useful if you want to discuss a
1831 particular puzzle instance with a friend \dash having an unambiguous
1832 name for each region is much easier than trying to refer to them all
1833 by names such as \q{the one down and right of the brown one on the
1836 (All the actions described in \k{common-actions} are also available.)
1838 \H{map-parameters} \I{parameters, for Map}Map parameters
1840 These parameters are available from the \q{Custom...} option on the
1843 \dt \e{Width}, \e{Height}
1845 \dd Size of grid in squares.
1849 \dd Number of regions in the generated map.
1853 \dd In \q{Easy} mode, there should always be at least one region
1854 whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1855 modes, you will have to use increasingly complex logic to deduce the
1856 colour of some regions. However, it will always be possible without
1857 having to guess or backtrack.
1861 In \q{Unreasonable} mode, the program will feel free to generate
1862 puzzles which are as hard as it can possibly make them: the only
1863 constraint is that they should still have a unique solution. Solving
1864 Unreasonable puzzles may require guessing and backtracking.
1871 \cfg{winhelp-topic}{games.loopy}
1873 You are given a grid of dots, marked with yellow lines to indicate
1874 which dots you are allowed to connect directly together. Your aim is
1875 to use some subset of those yellow lines to draw a single unbroken
1876 loop from dot to dot within the grid.
1878 Some of the spaces between the lines contain numbers. These numbers
1879 indicate how many of the lines around that space form part of the
1880 loop. The loop you draw must correctly satisfy all of these clues to
1881 be considered a correct solution.
1883 In the default mode, the dots are arranged in a grid of squares;
1884 however, you can also play on triangular or hexagonal grids, or even
1887 Credit for the basic puzzle idea goes to \i{Nikoli}
1890 Loopy was originally contributed to this collection by Mike Pinna,
1891 and subsequently enhanced to handle various types of non-square grid
1895 \W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1898 \H{loopy-controls} \i{Loopy controls}
1900 \IM{Loopy controls} controls, for Loopy
1902 Click the left mouse button on a yellow line to turn it black,
1903 indicating that you think it is part of the loop. Click again to
1904 turn the line yellow again (meaning you aren't sure yet).
1906 If you are sure that a particular line segment is \e{not} part of
1907 the loop, you can click the right mouse button to remove it
1908 completely. Again, clicking a second time will turn the line back to
1911 (All the actions described in \k{common-actions} are also available.)
1913 \H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1915 These parameters are available from the \q{Custom...} option on the
1918 \dt \e{Width}, \e{Height}
1920 \dd Size of grid, measured in number of regions across and down. For
1921 square grids, it's clear how this is counted; for other types of
1922 grid you may have to think a bit to see how the dimensions are
1927 \dd Allows you to choose between a selection of types of tiling.
1928 Some have all the faces the same but may have multiple different
1929 types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have
1930 all the vertices the same but may have differnt types of face (e.g.
1931 the \e{Great Hexagonal}). The square, triangular and honeycomb grids
1932 are fully regular, and have all their vertices \e{and} faces the
1933 same; this makes them the least confusing to play.
1937 \dd Controls the difficulty of the generated puzzle.
1938 \#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
1939 when are backtracking/guesswork required, if ever?}
1942 \C{inertia} \i{Inertia}
1944 \cfg{winhelp-topic}{games.inertia}
1946 You are a small green ball sitting in a grid full of obstacles. Your
1947 aim is to collect all the gems without running into any mines.
1949 You can move the ball in any orthogonal \e{or diagonal} direction.
1950 Once the ball starts moving, it will continue until something stops
1951 it. A wall directly in its path will stop it (but if it is moving
1952 diagonally, it will move through a diagonal gap between two other
1953 walls without stopping). Also, some of the squares are \q{stops};
1954 when the ball moves on to a stop, it will stop moving no matter what
1955 direction it was going in. Gems do \e{not} stop the ball; it picks
1956 them up and keeps on going.
1958 Running into a mine is fatal. Even if you picked up the last gem in
1959 the same move which then hit a mine, the game will count you as dead
1960 rather than victorious.
1962 This game was originally implemented for Windows by Ben Olmstead
1963 \k{bem}, who was kind enough to release his source code on request
1964 so that it could be re-implemented for this collection.
1966 \B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1968 \H{inertia-controls} \i{Inertia controls}
1970 \IM{Inertia controls} controls, for Inertia
1971 \IM{Inertia controls} keys, for Inertia
1972 \IM{Inertia controls} shortcuts (keyboard), for Inertia
1974 You can move the ball in any of the eight directions using the
1975 numeric keypad. Alternatively, if you click the left mouse button on
1976 the grid, the ball will begin a move in the general direction of
1979 If you use the \q{Solve} function on this game, the program will
1980 compute a path through the grid which collects all the remaining
1981 gems and returns to the current position. A hint arrow will appear
1982 on the ball indicating the direction in which you should move to
1983 begin on this path. If you then move in that direction, the arrow
1984 will update to indicate the next direction on the path. You can also
1985 press Space to automatically move in the direction of the hint
1986 arrow. If you move in a different direction from the one shown by
1987 the arrow, the hint arrows will stop appearing because you have
1988 strayed from the provided path; you can then use \q{Solve} again to
1989 generate a new path if you want to.
1991 All the actions described in \k{common-actions} are also available.
1992 In particular, if you do run into a mine and die, you can use the
1993 Undo function and resume playing from before the fatal move. The
1994 game will keep track of the number of times you have done this.
1996 \H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
1998 These parameters are available from the \q{Custom...} option on the
2001 \dt \e{Width}, \e{Height}
2003 \dd Size of grid in squares.
2008 \cfg{winhelp-topic}{games.tents}
2010 You have a grid of squares, some of which contain trees. Your aim is
2011 to place tents in some of the remaining squares, in such a way that
2012 the following conditions are met:
2014 \b There are exactly as many tents as trees.
2016 \b The tents and trees can be matched up in such a way that each
2017 tent is directly adjacent (horizontally or vertically, but not
2018 diagonally) to its own tree. However, a tent may be adjacent to
2019 other trees as well as its own.
2021 \b No two tents are adjacent horizontally, vertically \e{or
2024 \b The number of tents in each row, and in each column, matches the
2025 numbers given round the sides of the grid.
2027 This puzzle can be found in several places on the Internet, and was
2028 brought to my attention by e-mail. I don't know who I should credit
2031 \H{tents-controls} \i{Tents controls}
2033 \IM{Tents controls} controls, for Tents
2035 Left-clicking in a blank square will place a tent in it.
2036 Right-clicking in a blank square will colour it green, indicating
2037 that you are sure it \e{isn't} a tent. Clicking either button in an
2038 occupied square will clear it.
2040 If you \e{drag} with the right button along a row or column, every
2041 blank square in the region you cover will be turned green, and no
2042 other squares will be affected. (This is useful for clearing the
2043 remainder of a row once you have placed all its tents.)
2045 You can also use the cursor keys to move around the grid. Pressing the
2046 return key over an empty square will place a tent, and pressing the
2047 space bar over an empty square will colour it green; either key will
2048 clear an occupied square.
2050 (All the actions described in \k{common-actions} are also available.)
2052 \H{tents-parameters} \I{parameters, for Tents}Tents parameters
2054 These parameters are available from the \q{Custom...} option on the
2057 \dt \e{Width}, \e{Height}
2059 \dd Size of grid in squares.
2063 \dd Controls the difficulty of the generated puzzle. More difficult
2064 puzzles require more complex deductions, but at present none of the
2065 available difficulty levels requires guesswork or backtracking.
2068 \C{bridges} \i{Bridges}
2070 \cfg{winhelp-topic}{games.bridges}
2072 You have a set of islands distributed across the playing area. Each
2073 island contains a number. Your aim is to connect the islands
2074 together with bridges, in such a way that:
2076 \b Bridges run horizontally or vertically.
2078 \b The number of bridges terminating at any island is equal to the
2079 number written in that island.
2081 \b Two bridges may run in parallel between the same two islands, but
2082 no more than two may do so.
2084 \b No bridge crosses another bridge.
2086 \b All the islands are connected together.
2088 There are some configurable alternative modes, which involve
2089 changing the parallel-bridge limit to something other than 2, and
2090 introducing the additional constraint that no sequence of bridges
2091 may form a loop from one island back to the same island. The rules
2092 stated above are the default ones.
2094 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
2096 Bridges was contributed to this collection by James Harvey.
2099 \W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
2101 \H{bridges-controls} \i{Bridges controls}
2103 \IM{Bridges controls} controls, for Bridges
2105 To place a bridge between two islands, click the mouse down on one
2106 island and drag it towards the other. You do not need to drag all
2107 the way to the other island; you only need to move the mouse far
2108 enough for the intended bridge direction to be unambiguous. (So you
2109 can keep the mouse near the starting island and conveniently throw
2110 bridges out from it in many directions.)
2112 Doing this again when a bridge is already present will add another
2113 parallel bridge. If there are already as many bridges between the
2114 two islands as permitted by the current game rules (i.e. two by
2115 default), the same dragging action will remove all of them.
2117 If you want to remind yourself that two islands definitely \e{do
2118 not} have a bridge between them, you can right-drag between them in
2119 the same way to draw a \q{non-bridge} marker.
2121 If you think you have finished with an island (i.e. you have placed
2122 all its bridges and are confident that they are in the right
2123 places), you can mark the island as finished by left-clicking on it.
2124 This will highlight it and all the bridges connected to it, and you
2125 will be prevented from accidentally modifying any of those bridges
2126 in future. Left-clicking again on a highlighted island will unmark
2127 it and restore your ability to modify it.
2129 Violations of the puzzle rules will be marked in red:
2131 \b An island with too many bridges will be highlighted in red.
2133 \b An island with too few bridges will be highlighted in red if it
2134 is definitely an error (as opposed to merely not being finished
2135 yet): if adding enough bridges would involve having to cross another
2136 bridge or remove a non-bridge marker, or if the island has been
2137 highlighted as complete.
2139 \b A group of islands and bridges may be highlighted in red if it is
2140 a closed subset of the puzzle with no way to connect it to the rest
2141 of the islands. For example, if you directly connect two 1s together
2142 with a bridge and they are not the only two islands on the grid,
2143 they will light up red to indicate that such a group cannot be
2144 contained in any valid solution.
2146 \b If you have selected the (non-default) option to disallow loops
2147 in the solution, a group of bridges which forms a loop will be
2150 (All the actions described in \k{common-actions} are also available.)
2152 \H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2154 These parameters are available from the \q{Custom...} option on the
2157 \dt \e{Width}, \e{Height}
2159 \dd Size of grid in squares.
2163 \dd Difficulty level of puzzle.
2167 \dd This is set by default. If cleared, puzzles will be generated in
2168 such a way that they are always soluble without creating a loop, and
2169 solutions which do involve a loop will be disallowed.
2171 \dt \e{Max. bridges per direction}
2173 \dd Maximum number of bridges in any particular direction. The
2174 default is 2, but you can change it to 1, 3 or 4. In general, fewer
2177 \dt \e{%age of island squares}
2179 \dd Gives a rough percentage of islands the generator will try and
2180 lay before finishing the puzzle. Certain layouts will not manage to
2181 lay enough islands; this is an upper bound.
2183 \dt \e{Expansion factor (%age)}
2185 \dd The grid generator works by picking an existing island at random
2186 (after first creating an initial island somewhere). It then decides
2187 on a direction (at random), and then works out how far it could
2188 extend before creating another island. This parameter determines how
2189 likely it is to extend as far as it can, rather than choosing
2192 High expansion factors usually mean easier puzzles with fewer
2193 possible islands; low expansion factors can create lots of
2194 tightly-packed islands.
2197 \C{unequal} \i{Unequal}
2199 \cfg{winhelp-topic}{games.unequal}
2201 You have a square grid; each square may contain a digit from 1 to
2202 the size of the grid, and some squares have greater-than signs between
2203 them. Your aim is to fully populate the grid with numbers such that:
2205 \b Each row contains only one occurrence of each digit
2207 \b Each column contains only one occurrence of each digit
2209 \b All the greater-than signs are satisfied.
2211 In \q{Trivial} mode (available via the \q{Custom} game type
2212 selector), there are no greater-than signs; the puzzle is to solve
2213 the \i{Latin square} only.
2215 At the time of writing, this puzzle is appearing in the Guardian
2216 weekly under the name \q{\i{Futoshiki}}.
2218 Unequal was contributed to this collection by James Harvey.
2220 \H{unequal-controls} \i{Unequal controls}
2222 \IM{Unequal controls} controls, for Unequal
2224 Unequal shares much of its control system with Solo.
2226 To play Unequal, simply click the mouse in any empty square and then
2227 type a digit or letter on the keyboard to fill that square. If you
2228 make a mistake, click the mouse in the incorrect square and press
2229 Space to clear it again (or use the Undo feature).
2231 If you \e{right}-click in a square and then type a number, that
2232 number will be entered in the square as a \q{pencil mark}. You can
2233 have pencil marks for multiple numbers in the same square. Squares
2234 containing filled-in numbers cannot also contain pencil marks.
2236 The game pays no attention to pencil marks, so exactly what you use
2237 them for is up to you: you can use them as reminders that a
2238 particular square needs to be re-examined once you know more about a
2239 particular number, or you can use them as lists of the possible
2240 numbers in a given square, or anything else you feel like.
2242 To erase a single pencil mark, right-click in the square and type
2243 the same number again.
2245 All pencil marks in a square are erased when you left-click and type
2246 a number, or when you left-click and press space. Right-clicking and
2247 pressing space will also erase pencil marks.
2249 As for Solo, the cursor keys can be used in conjunction with the digit
2250 keys to set numbers or pencil marks. You can also use the 'M' key to
2251 auto-fill every numeric hint, ready for removal as required, or the 'H'
2252 key to do the same but also to remove all obvious hints.
2254 Alternatively, use the cursor keys to move the mark around the grid.
2255 Pressing the return key toggles the mark (from a normal mark to a
2256 pencil mark), and typing a number in is entered in the square in the
2257 appropriate way; typing in a 0 or using the space bar will clear a
2260 (All the actions described in \k{common-actions} are also available.)
2262 \H{unequal-parameters} \I{parameters, for Unequal}Unequal parameters
2264 These parameters are available from the \q{Custom...} option on the
2273 \dd Controls the difficulty of the generated puzzle. At Trivial
2274 level, there are no greater-than signs; the puzzle is to solve the
2275 Latin square only. At Recursive level (only available via the
2276 \q{Custom} game type selector) backtracking will be required, but
2277 the solution should still be unique. The levels in between require
2278 increasingly complex reasoning to avoid having to backtrack.
2282 \C{galaxies} \i{Galaxies}
2284 \cfg{winhelp-topic}{games.galaxies}
2286 You have a rectangular grid containing a number of dots. Your aim is
2287 to draw edges along the grid lines which divide the rectangle into
2288 regions in such a way that every region is 180\u00b0{-degree}
2289 rotationally symmetric, and contains exactly one dot which is
2290 located at its centre of symmetry.
2292 This puzzle was invented by \i{Nikoli} \k{nikoli-galaxies}, under
2293 the name \q{Tentai Show}; its name is commonly translated into
2294 English as \q{Spiral Galaxies}.
2296 Galaxies was contributed to this collection by James Harvey.
2298 \B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show/}
2300 \H{galaxies-controls} \i{Galaxies controls}
2302 \IM{Galaxies controls} controls, for Galaxies
2304 Left-click on any grid line to draw an edge if there isn't one
2305 already, or to remove one if there is. When you create a valid
2306 region (one which is closed, contains exactly one dot, is
2307 180\u00b0{-degree} symmetric about that dot, and contains no
2308 extraneous edges inside it) it will be highlighted automatically; so
2309 your aim is to have the whole grid highlighted in that way.
2311 During solving, you might know that a particular grid square belongs
2312 to a specific dot, but not be sure of where the edges go and which
2313 other squares are connected to the dot. In order to mark this so you
2314 don't forget, you can right-click on the dot and drag, which will
2315 create an arrow marker pointing at the dot. Drop that in a square of
2316 your choice and it will remind you which dot it's associated with.
2317 You can also right-click on existing arrows to pick them up and move
2318 them, or destroy them by dropping them off the edge of the grid.
2319 (Also, if you're not sure which dot an arrow is pointing at, you can
2320 pick it up and move it around to make it clearer. It will swivel
2321 constantly as you drag it, to stay pointed at its parent dot.)
2323 You can also use the cursor keys to move around the grid squares and
2324 lines. Pressing the return key when over a grid line will draw or
2325 clear its edge, as above. Pressing the return key when over a dot will
2326 pick up an arrow, to be dropped the nest time the return key is
2327 pressed; this can also be used to move existing arrows around, removing
2328 them by dropping them on a dot or another arrow.
2330 (All the actions described in \k{common-actions} are also available.)
2332 \H{galaxies-parameters} \I{parameters, for Galaxies}Galaxies parameters
2334 These parameters are available from the \q{Custom...} option on the
2337 \dt \e{Width}, \e{Height}
2339 \dd Size of grid in squares.
2343 \dd Controls the difficulty of the generated puzzle. More difficult
2344 puzzles require more complex deductions, and the \q{Unreasonable}
2345 difficulty level may require backtracking.
2349 \C{filling} \i{Filling}
2351 \cfg{winhelp-topic}{games.filling}
2353 You have a grid of squares, some of which contain digits, and the
2354 rest of which are empty. Your job is to fill in digits in the empty
2355 squares, in such a way that each connected region of squares all
2356 containing the same digit has an area equal to that digit.
2358 (\q{Connected region}, for the purposes of this game, does not count
2359 diagonally separated squares as adjacent.)
2361 For example, it follows that no square can contain a zero, and that
2362 two adjacent squares can not both contain a one. No region has an
2363 area greater than 9 (because then its area would not be a single
2366 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
2368 Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
2370 \B{nikoli-fillomino}
2371 \W{http://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino/}
2373 \H{filling-controls} \I{controls, for Filling}Filling controls
2375 To play Filling, simply click the mouse in any empty square and then
2376 type a digit on the keyboard to fill that square. By dragging the
2377 mouse, you can select multiple squares to fill with a single keypress.
2378 If you make a mistake, click the mouse in the incorrect square and
2379 press 0, Space, Backspace or Enter to clear it again (or use the Undo
2382 You can also move around the grid with the cursor keys; typing a digit will
2383 fill the square containing the cursor with that number, or typing 0, Space,
2384 or Enter will clear it. You can also select multiple squares for numbering
2385 or clearing by using the return key, before typing a digit to fill in the
2386 highlighted squares (as above).
2388 (All the actions described in \k{common-actions} are also available.)
2390 \H{filling-parameters} \I{parameters, for Filling}Filling parameters
2392 Filling allows you to configure the number of rows and columns of the
2393 grid, through the \q{Type} menu.
2397 \A{licence} \I{MIT licence}\ii{Licence}
2399 This software is \i{copyright} 2004-2008 Simon Tatham.
2401 Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
2402 K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl and Lambros
2405 Permission is hereby granted, free of charge, to any person
2406 obtaining a copy of this software and associated documentation files
2407 (the \q{Software}), to deal in the Software without restriction,
2408 including without limitation the rights to use, copy, modify, merge,
2409 publish, distribute, sublicense, and/or sell copies of the Software,
2410 and to permit persons to whom the Software is furnished to do so,
2411 subject to the following conditions:
2413 The above copyright notice and this permission notice shall be
2414 included in all copies or substantial portions of the Software.
2416 THE SOFTWARE IS PROVIDED \q{AS IS}, WITHOUT WARRANTY OF ANY KIND,
2417 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2418 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2419 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2420 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2421 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2422 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2425 \IM{command-line}{command line} command line
2427 \IM{default parameters, specifying} default parameters, specifying
2428 \IM{default parameters, specifying} preferences, specifying default
2433 \IM{generating game IDs} generating game IDs
2434 \IM{generating game IDs} game ID, generating
2436 \IM{specific} \q{Specific}, menu option
2437 \IM{custom} \q{Custom}, menu option
2439 \IM{game ID} game ID
2440 \IM{game ID} ID, game
2441 \IM{ID format} ID format
2442 \IM{ID format} format, ID
2443 \IM{ID format} game ID, format
2446 \IM{keys} shortcuts (keyboard)
2448 \IM{initial state} initial state
2449 \IM{initial state} state, initial
2451 \IM{MIT licence} MIT licence
2452 \IM{MIT licence} licence, MIT