/* auto-generated by genhelp.sh */ /* DO NOT EDIT! */ const int help_chapteroffsets[] = { 0, 3444, 5494, 6741, 9273, 12186, 15719, 16242, 18364, 24608, 28403, 30866, 32386, 35415, 37100, 39375, 40121, 45547, 47920, 50233, 53696, 55959, 58223, 60361, 65571, 69487, 71990, 73785, 77720, 81246, 82630, 85127, 88171, 90199, 92763, 96037, 97720, 100094, 101951, }; const char help_text[] = "#Chapter 3: Net " "\n" "(_Note:_ the Windows version of this game is called NETGAME.EXE to " "avoid clashing with Windows's own NET.EXE.) " "\n" "I originally saw this in the form of a Flash game called " "FreeNet [1], written by Pavils Jurjans; there are several other " "implementations under the name NetWalk. The computer prepares a " "network by connecting up the centres of squares in a grid, and then " "shuffles the network by rotating every tile randomly. Your job is " "to rotate it all back into place. The successful solution will be " "an entirely connected network, with no closed loops. As a visual " "aid, all tiles which are connected to the one in the middle are " "highlighted. " "\n" "[1] http://www.jurjans.lv/stuff/net/FreeNet.htm " "\n" "\n#3.1 Net controls " "\n" "This game can be played with either the keyboard or the mouse. The " "controls are: " "\n" "_Select tile_: mouse pointer, arrow keys " "\n" "_Rotate tile anticlockwise_: left mouse button, `A' key " "\n" "_Rotate tile clockwise_: right mouse button, `D' key " "\n" "_Rotate tile by 180 degrees_: `F' key " "\n" "_Lock (or unlock) tile_: middle mouse button, shift-click, `S' key " "\n" "You can lock a tile once you're sure of its orientation. You " "can also unlock it again, but while it's locked you can't " "accidentally turn it. " "\n" "The following controls are not necessary to complete the game, but " "may be useful: " "\n" "_Shift grid_: Shift + arrow keys " "\n" "On grids that wrap, you can move the origin of the grid, so " "that tiles that were on opposite sides of the grid can be seen " "together. " "\n" "_Move centre_: Ctrl + arrow keys " "\n" "You can change which tile is used as the source of highlighting. " "(It doesn't ultimately matter which tile this is, as every tile " "will be connected to every other tile in a correct solution, " "but it may be helpful in the intermediate stages of solving the " "puzzle.) " "\n" "_Jumble tiles_: `J' key " "\n" "This key turns all tiles that are not locked to random " "orientations. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#3.2 Net parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in tiles. " "\n" "_Walls wrap around_ " "\n" "If checked, flow can pass from the left edge to the right edge, " "and from top to bottom, and vice versa. " "\n" "_Barrier probability_ " "\n" "A number between 0.0 and 1.0 controlling whether an immovable " "barrier is placed between two tiles to prevent flow between " "them (a higher number gives more barriers). Since barriers " "are immovable, they act as constraints on the solution (i.e., " "hints). " "\n" "The grid generation in Net has been carefully arranged so that " "the barriers are independent of the rest of the grid. This " "means that if you note down the random seed used to generate " "the current puzzle (see section 2.2), change the _Barrier " "probability_ parameter, and then re-enter the same random seed, " "you should see exactly the same starting grid, with the only " "change being the number of barriers. So if you're stuck on a " "particular grid and need a hint, you could start up another " "instance of Net, set up the same parameters but a higher barrier " "probability, and enter the game seed from the original Net " "window. " "\n" "_Ensure unique solution_ " "\n" "Normally, Net will make sure that the puzzles it presents have " "only one solution. Puzzles with ambiguous sections can be more " "difficult and more subtle, so if you like you can turn off this " "feature and risk having ambiguous puzzles. (Also, finding _all_ " "the possible solutions can be an additional challenge for an " "advanced player.) " "\n" "#Chapter 4: Cube " "\n" "This is another one I originally saw as a web game. This one was a " "Java game [2], by Paul Scott. You have a grid of 16 squares, six of " "which are blue; on one square rests a cube. Your move is to use the " "arrow keys to roll the cube through 90 degrees so that it moves to " "an adjacent square. If you roll the cube on to a blue square, the " "blue square is picked up on one face of the cube; if you roll a blue " "face of the cube on to a non-blue square, the blueness is put down " "again. (In general, whenever you roll the cube, the two faces that " "come into contact swap colours.) Your job is to get all six blue " "squares on to the six faces of the cube at the same time. Count your " "moves and try to do it in as few as possible. " "\n" "Unlike the original Java game, my version has an additional feature: " "once you've mastered the game with a cube rolling on a square grid, " "you can change to a triangular grid and roll any of a tetrahedron, " "an octahedron or an icosahedron. " "\n" "[2] http://www3.sympatico.ca/paulscott/cube/cube.htm " "\n" "\n#4.1 Cube controls " "\n" "This game can be played with either the keyboard or the mouse. " "\n" "Left-clicking anywhere on the window will move the cube (or other " "solid) towards the mouse pointer. " "\n" "The arrow keys can also used to roll the cube on its square grid in " "the four cardinal directions. On the triangular grids, the mapping " "of arrow keys to directions is more approximate. Vertical movement " "is disallowed where it doesn't make sense. The four keys surrounding " "the arrow keys on the numeric keypad (`7', `9', `1', `3') can be " "used for diagonal movement. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#4.2 Cube parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Type of solid_ " "\n" "Selects the solid to roll (and hence the shape of the grid): " "tetrahedron, cube, octahedron, or icosahedron. " "\n" "_Width / top_, _Height / bottom_ " "\n" "On a square grid, horizontal and vertical dimensions. On a " "triangular grid, the number of triangles on the top and bottom " "rows respectively. " "\n" "#Chapter 5: Fifteen " "\n" "The old ones are the best: this is the good old `15-puzzle' with " "sliding tiles. You have a 4x4 square grid; 15 squares contain " "numbered tiles, and the sixteenth is empty. Your move is to choose a " "tile next to the empty space, and slide it into the space. The aim " "is to end up with the tiles in numerical order, with the space in " "the bottom right (so that the top row reads 1,2,3,4 and the bottom " "row reads 13,14,15,_space_). " "\n" "\n#5.1 Fifteen controls " "\n" "This game can be controlled with the mouse or the keyboard. " "\n" "A left-click with the mouse in the row or column containing the " "empty space will move as many tiles as necessary to move the space " "to the mouse pointer. " "\n" "The arrow keys will move a tile adjacent to the space in the " "direction indicated (moving the space in the _opposite_ direction). " "\n" "Pressing `h' will make a suggested move. Pressing `h' enough times " "will solve the game, but it may scramble your progress while doing " "so. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#5.2 Fifteen parameters " "\n" "The only options available from the `Custom...' option on the `Type' " "menu are _Width_ and _Height_, which are self-explanatory. (Once " "you've changed these, it's not a `15-puzzle' any more, of course!) " "\n" "#Chapter 6: Sixteen " "\n" "Another sliding tile puzzle, visually similar to Fifteen (see " "chapter 5) but with a different type of move. This time, there is no " "hole: all 16 squares on the grid contain numbered squares. Your move " "is to shift an entire row left or right, or shift an entire column " "up or down; every time you do that, the tile you shift off the grid " "re-appears at the other end of the same row, in the space you just " "vacated. To win, arrange the tiles into numerical order (1,2,3,4 on " "the top row, 13,14,15,16 on the bottom). When you've done that, try " "playing on different sizes of grid. " "\n" "I _might_ have invented this game myself, though only by accident " "if so (and I'm sure other people have independently invented it). I " "thought I was imitating a screensaver I'd seen, but I have a feeling " "that the screensaver might actually have been a Fifteen-type puzzle " "rather than this slightly different kind. So this might be the one " "thing in my puzzle collection which represents creativity on my part " "rather than just engineering. " "\n" "\n#6.1 Sixteen controls " "\n" "Left-clicking on an arrow will move the appropriate row or column in " "the direction indicated. Right-clicking will move it in the opposite " "direction. " "\n" "Alternatively, use the cursor keys to move the position indicator " "around the edge of the grid, and use the return key to move the " "row/column in the direction indicated. " "\n" "You can also move the tiles directly. Move the cursor onto a tile, " "hold Control and press an arrow key to move the tile under the " "cursor and move the cursor along with the tile. Or, hold Shift to " "move only the tile. Pressing Enter simulates holding down Control " "(press Enter again to release), while pressing Space simulates " "holding down shift. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#6.2 Sixteen parameters " "\n" "The parameters available from the `Custom...' option on the `Type' " "menu are: " "\n" "- _Width_ and _Height_, which are self-explanatory. " "\n" "- You can ask for a limited shuffling operation to be performed on " "the grid. By default, Sixteen will shuffle the grid in such a " "way that any arrangement is about as probable as any other. You " "can override this by requesting a precise number of shuffling " "moves to be performed. Typically your aim is then to determine " "the precise set of shuffling moves and invert them exactly, " "so that you answer (say) a four-move shuffle with a four-move " "solution. Note that the more moves you ask for, the more likely " "it is that solutions shorter than the target length will turn " "out to be possible. " "\n" "#Chapter 7: Twiddle " "\n" "Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen " "(see chapter 6): you are given a grid of square tiles, each " "containing a number, and your aim is to arrange the numbers into " "ascending order. " "\n" "In basic Twiddle, your move is to rotate a square group of four " "tiles about their common centre. (Orientation is not significant " "in the basic puzzle, although you can select it.) On more advanced " "settings, you can rotate a larger square group of tiles. " "\n" "I first saw this type of puzzle in the GameCube game `Metroid " "Prime 2'. In the Main Gyro Chamber in that game, there is a puzzle " "you solve to unlock a door, which is a special case of Twiddle. I " "developed this game as a generalisation of that puzzle. " "\n" "\n#7.1 Twiddle controls " "\n" "To play Twiddle, click the mouse in the centre of the square group " "you wish to rotate. In the basic mode, you rotate a 2x2 square, " "which means you have to click at a corner point where four tiles " "meet. " "\n" "In more advanced modes you might be rotating 3x3 or even more at a " "time; if the size of the square is odd then you simply click in the " "centre tile of the square you want to rotate. " "\n" "Clicking with the left mouse button rotates the group anticlockwise. " "Clicking with the right button rotates it clockwise. " "\n" "You can also move an outline square around the grid with the cursor " "keys; the square is the size above (2x2 by default, or larger). " "Pressing the return key or space bar will rotate the current square " "anticlockwise or clockwise respectively. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#7.2 Twiddle parameters " "\n" "Twiddle provides several configuration options via the `Custom' " "option on the `Type' menu: " "\n" "- You can configure the width and height of the puzzle grid. " "\n" "- You can configure the size of square block that rotates at a " "time. " "\n" "- You can ask for every square in the grid to be distinguishable " "(the default), or you can ask for a simplified puzzle in which " "there are groups of identical numbers. In the simplified puzzle " "your aim is just to arrange all the 1s into the first row, all " "the 2s into the second row, and so on. " "\n" "- You can configure whether the orientation of tiles matters. If " "you ask for an orientable puzzle, each tile will have a triangle " "drawn in it. All the triangles must be pointing upwards to " "complete the puzzle. " "\n" "- You can ask for a limited shuffling operation to be performed " "on the grid. By default, Twiddle will shuffle the grid so much " "that any arrangement is about as probable as any other. You can " "override this by requesting a precise number of shuffling moves " "to be performed. Typically your aim is then to determine the " "precise set of shuffling moves and invert them exactly, so that " "you answer (say) a four-move shuffle with a four-move solution. " "Note that the more moves you ask for, the more likely it is that " "solutions shorter than the target length will turn out to be " "possible. " "\n" "#Chapter 8: Rectangles " "\n" "You have a grid of squares, with numbers written in some (but " "not all) of the squares. Your task is to subdivide the grid into " "rectangles of various sizes, such that (a) every rectangle contains " "exactly one numbered square, and (b) the area of each rectangle is " "equal to the number written in its numbered square. " "\n" "Credit for this game goes to the Japanese puzzle magazine Nikoli [3] " "; I've also seen a Palm implementation at Puzzle Palace [4]. Unlike " "Puzzle Palace's implementation, my version automatically generates " "random grids of any size you like. The quality of puzzle design is " "therefore not quite as good as hand-crafted puzzles would be, but on " "the plus side you get an inexhaustible supply of puzzles tailored to " "your own specification. " "\n" "[3] http://www.nikoli.co.jp/en/puzzles/shikaku.html (beware of " "Flash) " "\n" "[4] " "https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en " "\n" "\n#8.1 Rectangles controls " "\n" "This game is played with the mouse or cursor keys. " "\n" "Left-click any edge to toggle it on or off, or left-click and " "drag to draw an entire rectangle (or line) on the grid in one go " "(removing any existing edges within that rectangle). Right-clicking " "and dragging will allow you to erase the contents of a rectangle " "without affecting its edges. " "\n" "Alternatively, use the cursor keys to move the position indicator " "around the board. Pressing the return key then allows you to use the " "cursor keys to drag a rectangle out from that position, and pressing " "the return key again completes the rectangle. Using the space bar " "instead of the return key allows you to erase the contents of a " "rectangle without affecting its edges, as above. Pressing escape " "cancels a drag. " "\n" "When a rectangle of the correct size is completed, it will be " "shaded. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#8.2 Rectangles parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid, in squares. " "\n" "_Expansion factor_ " "\n" "This is a mechanism for changing the type of grids generated by " "the program. Some people prefer a grid containing a few large " "rectangles to one containing many small ones. So you can ask " "Rectangles to essentially generate a _smaller_ grid than the " "size you specified, and then to expand it by adding rows and " "columns. " "\n" "The default expansion factor of zero means that Rectangles will " "simply generate a grid of the size you ask for, and do nothing " "further. If you set an expansion factor of (say) 0.5, it means " "that each dimension of the grid will be expanded to half again " "as big after generation. In other words, the initial grid will " "be 2/3 the size in each dimension, and will be expanded to its " "full size without adding any more rectangles. " "\n" "Setting an expansion factor of around 0.5 tends to make the " "game more difficult, and also (in my experience) rewards a " "less deductive and more intuitive playing style. If you set it " "_too_ high, though, the game simply cannot generate more than a " "few rectangles to cover the entire grid, and the game becomes " "trivial. " "\n" "_Ensure unique solution_ " "\n" "Normally, Rectangles will make sure that the puzzles it presents " "have only one solution. Puzzles with ambiguous sections can be " "more difficult and more subtle, so if you like you can turn off " "this feature and risk having ambiguous puzzles. Also, finding " "_all_ the possible solutions can be an additional challenge for " "an advanced player. Turning off this option can also speed up " "puzzle generation. " "\n" "#Chapter 9: Netslide " "\n" "This game combines the grid generation of Net (see chapter 3) with " "the movement of Sixteen (see chapter 6): you have a Net grid, but " "instead of rotating tiles back into place you have to slide them " "into place by moving a whole row at a time. " "\n" "As in Sixteen, control is with the mouse or cursor keys. See section " "6.1. " "\n" "The available game parameters have similar meanings to those in Net " "(see section 3.2) and Sixteen (see section 6.2). " "\n" "Netslide was contributed to this collection by Richard Boulton. " "\n" "#Chapter 10: Pattern " "\n" "You have a grid of squares, which must all be filled in either black " "or white. Beside each row of the grid are listed the lengths of the " "runs of black squares on that row; above each column are listed the " "lengths of the runs of black squares in that column. Your aim is to " "fill in the entire grid black or white. " "\n" "I first saw this puzzle form around 1995, under the name " "`nonograms'. I've seen it in various places since then, under " "different names. " "\n" "Normally, puzzles of this type turn out to be a meaningful picture " "of something once you've solved them. However, since this version " "generates the puzzles automatically, they will just look like random " "groupings of squares. (One user has suggested that this is actually " "a _good_ thing, since it prevents you from guessing the colour of " "squares based on the picture, and forces you to use logic instead.) " "The advantage, though, is that you never run out of them. " "\n" "\n#10.1 Pattern controls " "\n" "This game is played with the mouse. " "\n" "Left-click in a square to colour it black. Right-click to colour it " "white. If you make a mistake, you can middle-click, or hold down " "Shift while clicking with any button, to colour the square in the " "default grey (meaning `undecided') again. " "\n" "You can click and drag with the left or right mouse button to colour " "a vertical or horizontal line of squares black or white at a time " "(respectively). If you click and drag with the middle button, or " "with Shift held down, you can colour a whole rectangle of squares " "grey. " "\n" "You can also move around the grid with the cursor keys. Pressing the " "return key will cycle the current cell through empty, then black, " "then white, then empty, and the space bar does the same cycle in " "reverse. " "\n" "Moving the cursor while holding Control will colour the moved-over " "squares black. Holding Shift will colour the moved-over squares " "white, and holding both will colour them grey. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#10.2 Pattern parameters " "\n" "The only options available from the `Custom...' option on the `Type' " "menu are _Width_ and _Height_, which are self-explanatory. " "\n" "#Chapter 11: Solo " "\n" "You have a square grid, which is divided into as many equally sized " "sub-blocks as the grid has rows. Each square must be filled in with " "a digit from 1 to the size of the grid, in such a way that " "\n" "- every row contains only one occurrence of each digit " "\n" "- every column contains only one occurrence of each digit " "\n" "- every block contains only one occurrence of each digit. " "\n" "- (optionally, by default off) each of the square's two main " "diagonals contains only one occurrence of each digit. " "\n" "You are given some of the numbers as clues; your aim is to place the " "rest of the numbers correctly. " "\n" "Under the default settings, the sub-blocks are square or " "rectangular. The default puzzle size is 3x3 (a 9x9 actual grid, " "divided into nine 3x3 blocks). You can also select sizes with " "rectangular blocks instead of square ones, such as 2x3 (a 6x6 grid " "divided into six 3x2 blocks). Alternatively, you can select `jigsaw' " "mode, in which the sub-blocks are arbitrary shapes which differ " "between individual puzzles. " "\n" "Another available mode is `killer'. In this mode, clues are not " "given in the form of filled-in squares; instead, the grid is divided " "into `cages' by coloured lines, and for each cage the game tells " "you what the sum of all the digits in that cage should be. Also, " "no digit may appear more than once within a cage, even if the cage " "crosses the boundaries of existing regions. " "\n" "If you select a puzzle size which requires more than 9 digits, the " "additional digits will be letters of the alphabet. For example, if " "you select 3x4 then the digits which go in your grid will be 1 to 9, " "plus `a', `b' and `c'. This cannot be selected for killer puzzles. " "\n" "I first saw this puzzle in Nikoli [5], although it's also been " "popularised by various newspapers under the name `Sudoku' or `Su " "Doku'. Howard Garns is considered the inventor of the modern form of " "the puzzle, and it was first published in _Dell Pencil Puzzles and " "Word Games_. A more elaborate treatment of the history of the puzzle " "can be found on Wikipedia [6]. " "\n" "[5] http://www.nikoli.co.jp/en/puzzles/sudoku.html (beware of Flash) " "\n" "[6] http://en.wikipedia.org/wiki/Sudoku " "\n" "\n#11.1 Solo controls " "\n" "To play Solo, simply click the mouse in any empty square and then " "type a digit or letter on the keyboard to fill that square. If you " "make a mistake, click the mouse in the incorrect square and press " "Space to clear it again (or use the Undo feature). " "\n" "If you _right_-click in a square and then type a number, that " "number will be entered in the square as a `pencil mark'. You can " "have pencil marks for multiple numbers in the same square. Squares " "containing filled-in numbers cannot also contain pencil marks. " "\n" "The game pays no attention to pencil marks, so exactly what you " "use them for is up to you: you can use them as reminders that a " "particular square needs to be re-examined once you know more about " "a particular number, or you can use them as lists of the possible " "numbers in a given square, or anything else you feel like. " "\n" "To erase a single pencil mark, right-click in the square and type " "the same number again. " "\n" "All pencil marks in a square are erased when you left-click and type " "a number, or when you left-click and press space. Right-clicking and " "pressing space will also erase pencil marks. " "\n" "Alternatively, use the cursor keys to move the mark around the grid. " "Pressing the return key toggles the mark (from a normal mark to a " "pencil mark), and typing a number in is entered in the square in the " "appropriate way; typing in a 0 or using the space bar will clear a " "filled square. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#11.2 Solo parameters " "\n" "Solo allows you to configure two separate dimensions of the puzzle " "grid on the `Type' menu: the number of columns, and the number of " "rows, into which the main grid is divided. (The size of a block is " "the inverse of this: for example, if you select 2 columns and 3 " "rows, each actual block will have 3 columns and 2 rows.) " "\n" "If you tick the `X' checkbox, Solo will apply the optional extra " "constraint that the two main diagonals of the grid also contain " "one of every digit. (This is sometimes known as `Sudoku-X' in " "newspapers.) In this mode, the squares on the two main diagonals " "will be shaded slightly so that you know it's enabled. " "\n" "If you tick the `Jigsaw' checkbox, Solo will generate randomly " "shaped sub-blocks. In this mode, the actual grid size will be taken " "to be the product of the numbers entered in the `Columns' and `Rows' " "boxes. There is no reason why you have to enter a number greater " "than 1 in both boxes; Jigsaw mode has no constraint on the grid " "size, and it can even be a prime number if you feel like it. " "\n" "If you tick the `Killer' checkbox, Solo will generate a set of " "of cages, which are randomly shaped and drawn in an outline of a " "different colour. Each of these regions contains a smaller clue " "which shows the digit sum of all the squares in this region. " "\n" "You can also configure the type of symmetry shown in the generated " "puzzles. More symmetry makes the puzzles look prettier but may also " "make them easier, since the symmetry constraints can force more " "clues than necessary to be present. Completely asymmetric puzzles " "have the freedom to contain as few clues as possible. " "\n" "Finally, you can configure the difficulty of the generated puzzles. " "Difficulty levels are judged by the complexity of the techniques " "of deduction required to solve the puzzle: each level requires a " "mode of reasoning which was not necessary in the previous one. In " "particular, on difficulty levels `Trivial' and `Basic' there will be " "a square you can fill in with a single number at all times, whereas " "at `Intermediate' level and beyond you will have to make partial " "deductions about the _set_ of squares a number could be in (or the " "set of numbers that could be in a square). At `Unreasonable' level, " "even this is not enough, and you will eventually have to make a " "guess, and then backtrack if it turns out to be wrong. " "\n" "Generating difficult puzzles is itself difficult: if you select one " "of the higher difficulty levels, Solo may have to make many attempts " "at generating a puzzle before it finds one hard enough for you. Be " "prepared to wait, especially if you have also configured a large " "puzzle size. " "\n" "#Chapter 12: Mines " "\n" "You have a grid of covered squares, some of which contain mines, but " "you don't know which. Your job is to uncover every square which does " "_not_ contain a mine. If you uncover a square containing a mine, you " "lose. If you uncover a square which does not contain a mine, you " "are told how many mines are contained within the eight surrounding " "squares. " "\n" "This game needs no introduction; popularised by Windows, it is " "perhaps the single best known desktop puzzle game in existence. " "\n" "This version of it has an unusual property. By default, it will " "generate its mine positions in such a way as to ensure that you " "never need to _guess_ where a mine is: you will always be able " "to deduce it somehow. So you will never, as can happen in other " "versions, get to the last four squares and discover that there are " "two mines left but you have no way of knowing for sure where they " "are. " "\n" "\n#12.1 Mines controls " "\n" "This game is played with the mouse. " "\n" "If you left-click in a covered square, it will be uncovered. " "\n" "If you right-click in a covered square, it will place a flag which " "indicates that the square is believed to be a mine. Left-clicking in " "a marked square will not uncover it, for safety. You can right-click " "again to remove a mark placed in error. " "\n" "If you left-click in an _uncovered_ square, it will `clear around' " "the square. This means: if the square has exactly as many flags " "surrounding it as it should have mines, then all the covered squares " "next to it which are _not_ flagged will be uncovered. So once you " "think you know the location of all the mines around a square, you " "can use this function as a shortcut to avoid having to click on each " "of the remaining squares one by one. " "\n" "If you uncover a square which has _no_ mines in the surrounding " "eight squares, then it is obviously safe to uncover those squares in " "turn, and so on if any of them also has no surrounding mines. This " "will be done for you automatically; so sometimes when you uncover a " "square, a whole new area will open up to be explored. " "\n" "You can also use the cursor keys to move around the minefield. " "Pressing the return key in a covered square uncovers it, and in " "an uncovered square will clear around it (so it acts as the left " "button), pressing the space bar in a covered square will place a " "flag (similarly, it acts as the right button). " "\n" "All the actions described in section 2.1 are also available. " "\n" "Even Undo is available, although you might consider it cheating to " "use it. If you step on a mine, the program will only reveal the mine " "in question (unlike most other implementations, which reveal all of " "them). You can then Undo your fatal move and continue playing if you " "like. The program will track the number of times you died (and Undo " "will not reduce that counter), so when you get to the end of the " "game you know whether or not you did it without making any errors. " "\n" "(If you really want to know the full layout of the grid, which other " "implementations will show you after you die, you can always use the " "Solve menu option.) " "\n" "\n#12.2 Mines parameters " "\n" "The options available from the `Custom...' option on the `Type' menu " "are: " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Mines_ " "\n" "Number of mines in the grid. You can enter this as an absolute " "mine count, or alternatively you can put a % sign on the end " "in which case the game will arrange for that proportion of the " "squares in the grid to be mines. " "\n" "Beware of setting the mine count too high. At very high " "densities, the program may spend forever searching for a " "solvable grid. " "\n" "_Ensure solubility_ " "\n" "When this option is enabled (as it is by default), Mines will " "ensure that the entire grid can be fully deduced starting " "from the initial open space. If you prefer the riskier grids " "generated by other implementations, you can switch off this " "option. " "\n" "#Chapter 13: Same Game " "\n" "You have a grid of coloured squares, which you have to clear by " "highlighting contiguous regions of more than one coloured square; " "the larger the region you highlight, the more points you get (and " "the faster you clear the arena). " "\n" "If you clear the grid you win. If you end up with nothing but single " "squares (i.e., there are no more clickable regions left) you lose. " "\n" "Removing a region causes the rest of the grid to shuffle up: blocks " "that are suspended will fall down (first), and then empty columns " "are filled from the right. " "\n" "Same Game was contributed to this collection by James Harvey. " "\n" "\n#13.1 Same Game controls " "\n" "This game can be played with either the keyboard or the mouse. " "\n" "If you left-click an unselected region, it becomes selected " "(possibly clearing the current selection). " "\n" "If you left-click the selected region, it will be removed (and the " "rest of the grid shuffled immediately). " "\n" "If you right-click the selected region, it will be unselected. " "\n" "The cursor keys move a cursor around the grid. Pressing the Space or " "Enter keys while the cursor is in an unselected region selects it; " "pressing Space or Enter again removes it as above. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#13.2 Same Game parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_No. of colours_ " "\n" "Number of different colours used to fill the grid; the more " "colours, the fewer large regions of colour and thus the more " "difficult it is to successfully clear the grid. " "\n" "_Scoring system_ " "\n" "Controls the precise mechanism used for scoring. With the " "default system, `(n-2)^2', only regions of three squares or more " "will score any points at all. With the alternative `(n-1)^2' " "system, regions of two squares score a point each, and larger " "regions score relatively more points. " "\n" "_Ensure solubility_ " "\n" "If this option is ticked (the default state), generated grids " "will be guaranteed to have at least one solution. " "\n" "If you turn it off, the game generator will not try to guarantee " "soluble grids; it will, however, still ensure that there are at " "least 2 squares of each colour on the grid at the start (since a " "grid with exactly one square of a given colour is _definitely_ " "insoluble). Grids generated with this option disabled may " "contain more large areas of contiguous colour, leading to " "opportunities for higher scores; they can also take less time to " "generate. " "\n" "#Chapter 14: Flip " "\n" "You have a grid of squares, some light and some dark. Your aim is to " "light all the squares up at the same time. You can choose any square " "and flip its state from light to dark or dark to light, but when you " "do so, other squares around it change state as well. " "\n" "Each square contains a small diagram showing which other squares " "change when you flip it. " "\n" "\n#14.1 Flip controls " "\n" "This game can be played with either the keyboard or the mouse. " "\n" "Left-click in a square to flip it and its associated squares, or use " "the cursor keys to choose a square and the space bar or Enter key to " "flip. " "\n" "If you use the `Solve' function on this game, it will mark some of " "the squares in red. If you click once in every square with a red " "mark, the game should be solved. (If you click in a square _without_ " "a red mark, a red mark will appear in it to indicate that you will " "need to reverse that operation to reach the solution.) " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#14.2 Flip parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Shape type_ " "\n" "This control determines the shape of the region which is flipped " "by clicking in any given square. The default setting, `Crosses', " "causes every square to flip itself and its four immediate " "neighbours (or three or two if it's at an edge or corner). The " "other setting, `Random', causes a random shape to be chosen for " "every square, so the game is different every time. " "\n" "#Chapter 15: Guess " "\n" "You have a set of coloured pegs, and have to reproduce a " "predetermined sequence of them (chosen by the computer) within a " "certain number of guesses. " "\n" "Each guess gets marked with the number of correctly-coloured pegs " "in the correct places (in black), and also the number of correctly-\n" "coloured pegs in the wrong places (in white). " "\n" "This game is also known (and marketed, by Hasbro, mainly) as a board " "game `Mastermind', with 6 colours, 4 pegs per row, and 10 guesses. " "However, this version allows custom settings of number of colours " "(up to 10), number of pegs per row, and number of guesses. " "\n" "Guess was contributed to this collection by James Harvey. " "\n" "\n#15.1 Guess controls " "\n" "This game can be played with either the keyboard or the mouse. " "\n" "With the mouse, drag a coloured peg from the tray on the left-hand " "side to its required position in the current guess; pegs may also " "be dragged from current and past guesses to copy them elsewhere. To " "remove a peg, drag it off its current position to somewhere invalid. " "\n" "Right-clicking in the current guess adds a `hold' marker; pegs that " "have hold markers will be automatically added to the next guess " "after marking. " "\n" "Alternatively, with the keyboard, the up and down cursor keys can " "be used to select a peg colour, the left and right keys to select a " "peg position, and the space bar or Enter key to place a peg of the " "selected colour in the chosen position. `D' or Backspace removes a " "peg, and Space adds a hold marker. " "\n" "Pressing `h' or `?' will fill the current guess with a suggested " "guess. Using this is not recommended for 10 or more pegs as it is " "slow. " "\n" "When the guess is complete, the smaller feedback pegs will be " "highlighted; clicking on these (or moving the peg cursor to them " "with the arrow keys and pressing the space bar or Enter key) will " "mark the current guess, copy any held pegs to the next guess, and " "move the `current guess' marker. " "\n" "If you correctly position all the pegs the solution will be " "displayed below; if you run out of guesses (or select `Solve...') " "the solution will also be revealed. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#15.2 Guess parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. The default game matches the parameters for the board " "game `Mastermind'. " "\n" "_Colours_ " "\n" "Number of colours the solution is chosen from; from 2 to 10 " "(more is harder). " "\n" "_Pegs per guess_ " "\n" "Number of pegs per guess (more is harder). " "\n" "_Guesses_ " "\n" "Number of guesses you have to find the solution in (fewer is " "harder). " "\n" "_Allow blanks_ " "\n" "Allows blank pegs to be given as part of a guess (makes it " "easier, because you know that those will never be counted as " "part of the solution). This is turned off by default. " "\n" "Note that this doesn't allow blank pegs in the solution; if you " "really wanted that, use one extra colour. " "\n" "_Allow duplicates_ " "\n" "Allows the solution (and the guesses) to contain colours more " "than once; this increases the search space (making things " "harder), and is turned on by default. " "\n" "#Chapter 16: Pegs " "\n" "A number of pegs are placed in holes on a board. You can remove a " "peg by jumping an adjacent peg over it (horizontally or vertically) " "to a vacant hole on the other side. Your aim is to remove all but " "one of the pegs initially present. " "\n" "This game, best known as `Peg Solitaire', is possibly one of the " "oldest puzzle games still commonly known. " "\n" "\n#16.1 Pegs controls " "\n" "To move a peg, drag it with the mouse from its current position to " "its final position. If the final position is exactly two holes away " "from the initial position, is currently unoccupied by a peg, and " "there is a peg in the intervening square, the move will be permitted " "and the intervening peg will be removed. " "\n" "Vacant spaces which you can move a peg into are marked with holes. A " "space with no peg and no hole is not available for moving at all: it " "is an obstacle which you must work around. " "\n" "You can also use the cursor keys to move a position indicator around " "the board. Pressing the return key while over a peg, followed by a " "cursor key, will jump the peg in that direction (if that is a legal " "move). " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#16.2 Pegs parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in holes. " "\n" "_Board type_ " "\n" "Controls whether you are given a board of a standard shape or " "a randomly generated shape. The two standard shapes currently " "supported are `Cross' and `Octagon' (also commonly known as the " "English and European traditional board layouts respectively). " "Selecting `Random' will give you a different board shape every " "time (but always one that is known to have a solution). " "\n" "#Chapter 17: Dominosa " "\n" "A normal set of dominoes - that is, one instance of every " "(unordered) pair of numbers from 0 to 6 - has been arranged " "irregularly into a rectangle; then the number in each square has " "been written down and the dominoes themselves removed. Your task is " "to reconstruct the pattern by arranging the set of dominoes to match " "the provided array of numbers. " "\n" "This puzzle is widely credited to O. S. Adler, and takes part of its " "name from those initials. " "\n" "\n#17.1 Dominosa controls " "\n" "Left-clicking between any two adjacent numbers places a domino " "covering them, or removes one if it is already present. Trying to " "place a domino which overlaps existing dominoes will remove the ones " "it overlaps. " "\n" "Right-clicking between two adjacent numbers draws a line between " "them, which you can use to remind yourself that you know those two " "numbers are _not_ covered by a single domino. Right-clicking again " "removes the line. " "\n" "You can also use the cursor keys to move a cursor around the grid. " "When the cursor is half way between two adjacent numbers, pressing " "the return key will place a domino covering those numbers, or " "pressing the space bar will lay a line between the two squares. " "Repeating either action removes the domino or line. " "\n" "Pressing a number key will highlight all occurrences of that number. " "Pressing that number again will clear the highlighting. Up to two " "different numbers can be highlighted at any given time. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#17.2 Dominosa parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Maximum number on dominoes_ " "\n" "Controls the size of the puzzle, by controlling the size of the " "set of dominoes used to make it. Dominoes with numbers going " "up to N will give rise to an (N+2) x (N+1) rectangle; so, in " "particular, the default value of 6 gives an 8x7 grid. " "\n" "_Ensure unique solution_ " "\n" "Normally, Dominosa will make sure that the puzzles it presents " "have only one solution. Puzzles with ambiguous sections can be " "more difficult and sometimes more subtle, so if you like you " "can turn off this feature. Also, finding _all_ the possible " "solutions can be an additional challenge for an advanced player. " "Turning off this option can also speed up puzzle generation. " "\n" "#Chapter 18: Untangle " "\n" "You are given a number of points, some of which have lines drawn " "between them. You can move the points about arbitrarily; your aim is " "to position the points so that no line crosses another. " "\n" "I originally saw this in the form of a Flash game called Planarity " "[7], written by John Tantalo. " "\n" "[7] http://planarity.net " "\n" "\n#18.1 Untangle controls " "\n" "To move a point, click on it with the left mouse button and drag it " "into a new position. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#18.2 Untangle parameters " "\n" "There is only one parameter available from the `Custom...' option on " "the `Type' menu: " "\n" "_Number of points_ " "\n" "Controls the size of the puzzle, by specifying the number of " "points in the generated graph. " "\n" "#Chapter 19: Black Box " "\n" "A number of balls are hidden in a rectangular arena. You have to " "deduce the positions of the balls by firing lasers positioned at the " "edges of the arena and observing how their beams are deflected. " "\n" "Beams will travel straight from their origin until they hit the " "opposite side of the arena (at which point they emerge), unless " "affected by balls in one of the following ways: " "\n" "- A beam that hits a ball head-on is absorbed and will never re-\n" "emerge. This includes beams that meet a ball on the first rank " "of the arena. " "\n" "- A beam with a ball in its front-left square and no ball ahead of " "it gets deflected 90 degrees to the right. " "\n" "- A beam with a ball in its front-right square and no ball ahead " "of it gets similarly deflected to the left. " "\n" "- A beam that would re-emerge from its entry location is " "considered to be `reflected'. " "\n" "- A beam which would get deflected before entering the arena by a " "ball to the front-left or front-right of its entry point is also " "considered to be `reflected'. " "\n" "Beams that are reflected appear as a `R'; beams that hit balls head-\n" "on appear as `H'. Otherwise, a number appears at the firing point " "and the location where the beam emerges (this number is unique to " "that shot). " "\n" "You can place guesses as to the location of the balls, based on the " "entry and exit patterns of the beams; once you have placed enough " "balls a button appears enabling you to have your guesses checked. " "\n" "Here is a diagram showing how the positions of balls can create each " "of the beam behaviours shown above: " "\n" "1RHR----\n" "|..O.O...|\n" "2........3\n" "|........|\n" "|........|\n" "3........|\n" "|......O.|\n" "H........|\n" "|.....O..|\n" "12-RR---\n" "\n" "As shown, it is possible for a beam to receive multiple reflections " "before re-emerging (see turn 3). Similarly, a beam may be reflected " "(possibly more than once) before receiving a hit (the `H' on the " "left side of the example). " "\n" "Note that any layout with more than 4 balls may have a non-unique " "solution. The following diagram illustrates this; if you know the " "board contains 5 balls, it is impossible to determine where the " "fifth ball is (possible positions marked with an x): " "\n" "--------\n" "|........|\n" "|........|\n" "|..O..O..|\n" "|...xx...|\n" "|...xx...|\n" "|..O..O..|\n" "|........|\n" "|........|\n" "--------\n" "\n" "For this reason, when you have your guesses checked, the game " "will check that your solution _produces the same results_ as the " "computer's, rather than that your solution is identical to the " "computer's. So in the above example, you could put the fifth ball at " "_any_ of the locations marked with an x, and you would still win. " "\n" "Black Box was contributed to this collection by James Harvey. " "\n" "\n#19.1 Black Box controls " "\n" "To fire a laser beam, left-click in a square around the edge of " "the arena. The results will be displayed immediately. Clicking or " "holding the left button on one of these squares will highlight the " "current go (or a previous go) to confirm the exit point for that " "laser, if applicable. " "\n" "To guess the location of a ball, left-click within the arena and a " "black circle will appear marking the guess; click again to remove " "the guessed ball. " "\n" "Locations in the arena may be locked against modification by right-\n" "clicking; whole rows and columns may be similarly locked by right-\n" "clicking in the laser square above/below that column, or to the " "left/right of that row. " "\n" "The cursor keys may also be used to move around the grid. Pressing " "the Enter key will fire a laser or add a new ball-location guess, " "and pressing Space will lock a cell, row, or column. " "\n" "When an appropriate number of balls have been guessed, a button will " "appear at the top-left corner of the grid; clicking that (with mouse " "or cursor) will check your guesses. " "\n" "If you click the `check' button and your guesses are not correct, " "the game will show you the minimum information necessary to " "demonstrate this to you, so you can try again. If your ball " "positions are not consistent with the beam paths you already know " "about, one beam path will be circled to indicate that it proves you " "wrong. If your positions match all the existing beam paths but are " "still wrong, one new beam path will be revealed (written in red) " "which is not consistent with your current guesses. " "\n" "If you decide to give up completely, you can select Solve to reveal " "the actual ball positions. At this point, correctly-placed balls " "will be displayed as filled black circles, incorrectly-placed balls " "as filled black circles with red crosses, and missing balls as " "filled red circles. In addition, a red circle marks any laser you " "had already fired which is not consistent with your ball layout " "(just as when you press the `check' button), and red text marks " "any laser you _could_ have fired in order to distinguish your ball " "layout from the correct one. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#19.2 Black Box parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. There are 2 x _Width_ x _Height_ lasers " "per grid, two per row and two per column. " "\n" "_No. of balls_ " "\n" "Number of balls to place in the grid. This can be a single " "number, or a range (separated with a hyphen, like `2-6'), " "and determines the number of balls to place on the grid. " "The `reveal' button is only enabled if you have guessed an " "appropriate number of balls; a guess using a different number " "to the original solution is still acceptable, if all the beam " "inputs and outputs match. " "\n" "#Chapter 20: Slant " "\n" "You have a grid of squares. Your aim is to draw a diagonal line " "through each square, and choose which way each line slants so that " "the following conditions are met: " "\n" "- The diagonal lines never form a loop. " "\n" "- Any point with a circled number has precisely that many lines " "meeting at it. (Thus, a 4 is the centre of a cross shape, " "whereas a zero is the centre of a diamond shape - or rather, a " "partial diamond shape, because a zero can never appear in the " "middle of the grid because that would immediately cause a loop.) " "\n" "Credit for this puzzle goes to Nikoli [8]. " "\n" "[8] http://www.nikoli.co.jp/ja/puzzles/gokigen_naname (in Japanese) " "\n" "\n#20.1 Slant controls " "\n" "Left-clicking in a blank square will place a \\ in it (a line leaning " "to the left, i.e. running from the top left of the square to the " "bottom right). Right-clicking in a blank square will place a / in it " "(leaning to the right, running from top right to bottom left). " "\n" "Continuing to click either button will cycle between the three " "possible square contents. Thus, if you left-click repeatedly in a " "blank square it will change from blank to \\ to / back to blank, and " "if you right-click repeatedly the square will change from blank to / " "to \\ back to blank. (Therefore, you can play the game entirely with " "one button if you need to.) " "\n" "You can also use the cursor keys to move around the grid. Pressing " "the return or space keys will place a \\ or a /, respectively, and " "will then cycle them as above. You can also press / or \\ to place a " "/ or \\, respectively, independent of what is already in the cursor " "square. Backspace removes any line from the cursor square. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#20.2 Slant parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. At Hard " "level, you are required to do deductions based on knowledge of " "_relationships_ between squares rather than always being able to " "deduce the exact contents of one square at a time. (For example, " "you might know that two squares slant in the same direction, " "even if you don't yet know what that direction is, and this " "might enable you to deduce something about still other squares.) " "Even at Hard level, guesswork and backtracking should never be " "necessary. " "\n" "#Chapter 21: Light Up " "\n" "You have a grid of squares. Some are filled in black; some of the " "black squares are numbered. Your aim is to `light up' all the empty " "squares by placing light bulbs in some of them. " "\n" "Each light bulb illuminates the square it is on, plus all squares " "in line with it horizontally or vertically unless a black square is " "blocking the way. " "\n" "To win the game, you must satisfy the following conditions: " "\n" "- All non-black squares are lit. " "\n" "- No light is lit by another light. " "\n" "- All numbered black squares have exactly that number of lights " "adjacent to them (in the four squares above, below, and to the " "side). " "\n" "Non-numbered black squares may have any number of lights adjacent to " "them. " "\n" "Credit for this puzzle goes to Nikoli [9]. " "\n" "Light Up was contributed to this collection by James Harvey. " "\n" "[9] http://www.nikoli.co.jp/en/puzzles/akari.html (beware of Flash) " "\n" "\n#21.1 Light Up controls " "\n" "Left-clicking in a non-black square will toggle the presence of a " "light in that square. Right-clicking in a non-black square toggles a " "mark there to aid solving; it can be used to highlight squares that " "cannot be lit, for example. " "\n" "You may not place a light in a marked square, nor place a mark in a " "lit square. " "\n" "The game will highlight obvious errors in red. Lights lit by other " "lights are highlighted in this way, as are numbered squares which do " "not (or cannot) have the right number of lights next to them. " "\n" "Thus, the grid is solved when all non-black squares have yellow " "highlights and there are no red lights. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#21.2 Light Up parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_%age of black squares_ " "\n" "Rough percentage of black squares in the grid. " "\n" "This is a hint rather than an instruction. If the grid generator " "is unable to generate a puzzle to this precise specification, it " "will increase the proportion of black squares until it can. " "\n" "_Symmetry_ " "\n" "Allows you to specify the required symmetry of the black squares " "in the grid. (This does not affect the difficulty of the puzzles " "noticeably.) " "\n" "_Difficulty_ " "\n" "`Easy' means that the puzzles should be soluble without " "backtracking or guessing, `Hard' means that some guesses will " "probably be necessary. " "\n" "#Chapter 22: Map " "\n" "You are given a map consisting of a number of regions. Your task is " "to colour each region with one of four colours, in such a way that " "no two regions sharing a boundary have the same colour. You are " "provided with some regions already coloured, sufficient to make the " "remainder of the solution unique. " "\n" "Only regions which share a length of border are required to be " "different colours. Two regions which meet at only one _point_ (i.e. " "are diagonally separated) may be the same colour. " "\n" "I believe this puzzle is original; I've never seen an implementation " "of it anywhere else. The concept of a four-colouring puzzle was " "suggested by Owen Dunn; credit must also go to Nikoli and to Verity " "Allan for inspiring the train of thought that led to me realising " "Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor " "for many detailed suggestions. " "\n" "\n#22.1 Map controls " "\n" "To colour a region, click the left mouse button on an existing " "region of the desired colour and drag that colour into the new " "region. " "\n" "(The program will always ensure the starting puzzle has at least one " "region of each colour, so that this is always possible!) " "\n" "If you need to clear a region, you can drag from an empty region, or " "from the puzzle boundary if there are no empty regions left. " "\n" "Dragging a colour using the _right_ mouse button will stipple the " "region in that colour, which you can use as a note to yourself that " "you think the region _might_ be that colour. A region can contain " "stipples in multiple colours at once. (This is often useful at the " "harder difficulty levels.) " "\n" "You can also use the cursor keys to move around the map: the colour " "of the cursor indicates the position of the colour you would drag " "(which is not obvious if you're on a region's boundary, since it " "depends on the direction from which you approached the boundary). " "Pressing the return key starts a drag of that colour, as above, " "which you control with the cursor keys; pressing the return key " "again finishes the drag. The space bar can be used similarly to " "create a stippled region. Double-pressing the return key (without " "moving the cursor) will clear the region, as a drag from an empty " "region does: this is useful with the cursor mode if you have filled " "the entire map in but need to correct the layout. " "\n" "If you press L during play, the game will toggle display of a number " "in each region of the map. This is useful if you want to discuss a " "particular puzzle instance with a friend - having an unambiguous " "name for each region is much easier than trying to refer to them all " "by names such as `the one down and right of the brown one on the top " "border'. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#22.2 Map parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Regions_ " "\n" "Number of regions in the generated map. " "\n" "_Difficulty_ " "\n" "In `Easy' mode, there should always be at least one region whose " "colour can be determined trivially. In `Normal' and `Hard' " "modes, you will have to use increasingly complex logic to deduce " "the colour of some regions. However, it will always be possible " "without having to guess or backtrack. " "\n" "In `Unreasonable' mode, the program will feel free to generate " "puzzles which are as hard as it can possibly make them: the " "only constraint is that they should still have a unique " "solution. Solving Unreasonable puzzles may require guessing and " "backtracking. " "\n" "#Chapter 23: Loopy " "\n" "You are given a grid of dots, marked with yellow lines to indicate " "which dots you are allowed to connect directly together. Your aim is " "to use some subset of those yellow lines to draw a single unbroken " "loop from dot to dot within the grid. " "\n" "Some of the spaces between the lines contain numbers. These numbers " "indicate how many of the lines around that space form part of the " "loop. The loop you draw must correctly satisfy all of these clues to " "be considered a correct solution. " "\n" "In the default mode, the dots are arranged in a grid of squares; " "however, you can also play on triangular or hexagonal grids, or even " "more exotic ones. " "\n" "Credit for the basic puzzle idea goes to Nikoli [10]. " "\n" "Loopy was originally contributed to this collection by Mike Pinna, " "and subsequently enhanced to handle various types of non-square grid " "by Lambros Lambrou. " "\n" "[10] http://www.nikoli.co.jp/en/puzzles/slitherlink.html (beware of " "Flash) " "\n" "\n#23.1 Loopy controls " "\n" "Click the left mouse button on a yellow line to turn it black, " "indicating that you think it is part of the loop. Click again to " "turn the line yellow again (meaning you aren't sure yet). " "\n" "If you are sure that a particular line segment is _not_ part of the " "loop, you can click the right mouse button to remove it completely. " "Again, clicking a second time will turn the line back to yellow. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#23.2 Loopy parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid, measured in number of regions across and down. For " "square grids, it's clear how this is counted; for other types of " "grid you may have to think a bit to see how the dimensions are " "measured. " "\n" "_Grid type_ " "\n" "Allows you to choose between a selection of types of tiling. " "Some have all the faces the same but may have multiple different " "types of vertex (e.g. the _Cairo_ or _Kites_ mode); others " "have all the vertices the same but may have different types of " "face (e.g. the _Great Hexagonal_). The square, triangular and " "honeycomb grids are fully regular, and have all their vertices " "_and_ faces the same; this makes them the least confusing to " "play. " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. " "\n" "#Chapter 24: Inertia " "\n" "You are a small green ball sitting in a grid full of obstacles. Your " "aim is to collect all the gems without running into any mines. " "\n" "You can move the ball in any orthogonal _or diagonal_ direction. " "Once the ball starts moving, it will continue until something stops " "it. A wall directly in its path will stop it (but if it is moving " "diagonally, it will move through a diagonal gap between two other " "walls without stopping). Also, some of the squares are `stops'; when " "the ball moves on to a stop, it will stop moving no matter what " "direction it was going in. Gems do _not_ stop the ball; it picks " "them up and keeps on going. " "\n" "Running into a mine is fatal. Even if you picked up the last gem in " "the same move which then hit a mine, the game will count you as dead " "rather than victorious. " "\n" "This game was originally implemented for Windows by Ben Olmstead " "[11], who was kind enough to release his source code on request so " "that it could be re-implemented for this collection. " "\n" "[11] http://xn13.com/ " "\n" "\n#24.1 Inertia controls " "\n" "You can move the ball in any of the eight directions using the " "numeric keypad. Alternatively, if you click the left mouse button " "on the grid, the ball will begin a move in the general direction of " "where you clicked. " "\n" "If you use the `Solve' function on this game, the program will " "compute a path through the grid which collects all the remaining " "gems and returns to the current position. A hint arrow will appear " "on the ball indicating the direction in which you should move to " "begin on this path. If you then move in that direction, the arrow " "will update to indicate the next direction on the path. You can " "also press Space to automatically move in the direction of the hint " "arrow. If you move in a different direction from the one shown " "by the arrow, arrows will be shown only if the puzzle is still " "solvable. " "\n" "All the actions described in section 2.1 are also available. In " "particular, if you do run into a mine and die, you can use the Undo " "function and resume playing from before the fatal move. The game " "will keep track of the number of times you have done this. " "\n" "\n#24.2 Inertia parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "#Chapter 25: Tents " "\n" "You have a grid of squares, some of which contain trees. Your aim is " "to place tents in some of the remaining squares, in such a way that " "the following conditions are met: " "\n" "- There are exactly as many tents as trees. " "\n" "- The tents and trees can be matched up in such a way that each " "tent is directly adjacent (horizontally or vertically, but not " "diagonally) to its own tree. However, a tent may be adjacent to " "other trees as well as its own. " "\n" "- No two tents are adjacent horizontally, vertically _or " "diagonally_. " "\n" "- The number of tents in each row, and in each column, matches the " "numbers given round the sides of the grid. " "\n" "This puzzle can be found in several places on the Internet, and was " "brought to my attention by e-mail. I don't know who I should credit " "for inventing it. " "\n" "\n#25.1 Tents controls " "\n" "Left-clicking in a blank square will place a tent in it. Right-\n" "clicking in a blank square will colour it green, indicating that you " "are sure it _isn't_ a tent. Clicking either button in an occupied " "square will clear it. " "\n" "If you _drag_ with the right button along a row or column, every " "blank square in the region you cover will be turned green, and no " "other squares will be affected. (This is useful for clearing the " "remainder of a row once you have placed all its tents.) " "\n" "You can also use the cursor keys to move around the grid. Pressing " "the return key over an empty square will place a tent, and pressing " "the space bar over an empty square will colour it green; either key " "will clear an occupied square. Holding Shift and pressing the cursor " "keys will colour empty squares green. Holding Control and pressing " "the cursor keys will colour green both empty squares and squares " "with tents. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#25.2 Tents parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. More difficult " "puzzles require more complex deductions, but at present none " "of the available difficulty levels requires guesswork or " "backtracking. " "\n" "#Chapter 26: Bridges " "\n" "You have a set of islands distributed across the playing area. " "Each island contains a number. Your aim is to connect the islands " "together with bridges, in such a way that: " "\n" "- Bridges run horizontally or vertically. " "\n" "- The number of bridges terminating at any island is equal to the " "number written in that island. " "\n" "- Two bridges may run in parallel between the same two islands, " "but no more than two may do so. " "\n" "- No bridge crosses another bridge. " "\n" "- All the islands are connected together. " "\n" "There are some configurable alternative modes, which involve " "changing the parallel-bridge limit to something other than 2, and " "introducing the additional constraint that no sequence of bridges " "may form a loop from one island back to the same island. The rules " "stated above are the default ones. " "\n" "Credit for this puzzle goes to Nikoli [12]. " "\n" "Bridges was contributed to this collection by James Harvey. " "\n" "[12] http://www.nikoli.co.jp/en/puzzles/hashiwokakero.html (beware " "of Flash) " "\n" "\n#26.1 Bridges controls " "\n" "To place a bridge between two islands, click the mouse down on one " "island and drag it towards the other. You do not need to drag all " "the way to the other island; you only need to move the mouse far " "enough for the intended bridge direction to be unambiguous. (So you " "can keep the mouse near the starting island and conveniently throw " "bridges out from it in many directions.) " "\n" "Doing this again when a bridge is already present will add another " "parallel bridge. If there are already as many bridges between the " "two islands as permitted by the current game rules (i.e. two by " "default), the same dragging action will remove all of them. " "\n" "If you want to remind yourself that two islands definitely _do not_ " "have a bridge between them, you can right-drag between them in the " "same way to draw a `non-bridge' marker. " "\n" "If you think you have finished with an island (i.e. you have placed " "all its bridges and are confident that they are in the right " "places), you can mark the island as finished by left-clicking on it. " "This will highlight it and all the bridges connected to it, and you " "will be prevented from accidentally modifying any of those bridges " "in future. Left-clicking again on a highlighted island will unmark " "it and restore your ability to modify it. " "\n" "You can also use the cursor keys to move around the grid: if " "possible the cursor will always move orthogonally, otherwise it " "will move towards the nearest island to the indicated direction. " "Holding Control and pressing a cursor key will lay a bridge in that " "direction (if available); Shift and a cursor key will lay a `non-\n" "bridge' marker. Pressing the return key followed by a cursor key " "will also lay a bridge in that direction. " "\n" "You can mark an island as finished by pressing the space bar or by " "pressing the return key twice. " "\n" "By pressing a number key, you can jump to the nearest island with " "that number. Letters `a', ..., `f' count as 10, ..., 15 and `0' as " "16. " "\n" "Violations of the puzzle rules will be marked in red: " "\n" "- An island with too many bridges will be highlighted in red. " "\n" "- An island with too few bridges will be highlighted in red if it " "is definitely an error (as opposed to merely not being finished " "yet): if adding enough bridges would involve having to cross " "another bridge or remove a non-bridge marker, or if the island " "has been highlighted as complete. " "\n" "- A group of islands and bridges may be highlighted in red if it " "is a closed subset of the puzzle with no way to connect it to " "the rest of the islands. For example, if you directly connect " "two 1s together with a bridge and they are not the only two " "islands on the grid, they will light up red to indicate that " "such a group cannot be contained in any valid solution. " "\n" "- If you have selected the (non-default) option to disallow loops " "in the solution, a group of bridges which forms a loop will be " "highlighted. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#26.2 Bridges parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Difficulty_ " "\n" "Difficulty level of puzzle. " "\n" "_Allow loops_ " "\n" "This is set by default. If cleared, puzzles will be generated in " "such a way that they are always soluble without creating a loop, " "and solutions which do involve a loop will be disallowed. " "\n" "_Max. bridges per direction_ " "\n" "Maximum number of bridges in any particular direction. The " "default is 2, but you can change it to 1, 3 or 4. In general, " "fewer is easier. " "\n" "_%age of island squares_ " "\n" "Gives a rough percentage of islands the generator will try and " "lay before finishing the puzzle. Certain layouts will not manage " "to lay enough islands; this is an upper bound. " "\n" "_Expansion factor (%age)_ " "\n" "The grid generator works by picking an existing island at random " "(after first creating an initial island somewhere). It then " "decides on a direction (at random), and then works out how far " "it could extend before creating another island. This parameter " "determines how likely it is to extend as far as it can, rather " "than choosing somewhere closer. " "\n" "High expansion factors usually mean easier puzzles with fewer " "possible islands; low expansion factors can create lots of " "tightly-packed islands. " "\n" "#Chapter 27: Unequal " "\n" "You have a square grid; each square may contain a digit from 1 to " "the size of the grid, and some squares have clue signs between them. " "Your aim is to fully populate the grid with numbers such that: " "\n" "- Each row contains only one occurrence of each digit " "\n" "- Each column contains only one occurrence of each digit " "\n" "- All the clue signs are satisfied. " "\n" "There are two modes for this game, `Unequal' and `Adjacent'. " "\n" "In `Unequal' mode, the clue signs are greater-than symbols " "indicating one square's value is greater than its neighbour's. In " "this mode not all clues may be visible, particularly at higher " "difficulty levels. " "\n" "In `Adjacent' mode, the clue signs are bars indicating one square's " "value is numerically adjacent (i.e. one higher or one lower) than " "its neighbour. In this mode all clues are always visible: absence of " "a bar thus means that a square's value is definitely not numerically " "adjacent to that neighbour's. " "\n" "In `Trivial' difficulty level (available via the `Custom' game type " "selector), there are no greater-than signs in `Unequal' mode; the " "puzzle is to solve the Latin square only. " "\n" "At the time of writing, the `Unequal' mode of this puzzle is " "appearing in the Guardian weekly under the name `Futoshiki'. " "\n" "Unequal was contributed to this collection by James Harvey. " "\n" "\n#27.1 Unequal controls " "\n" "Unequal shares much of its control system with Solo. " "\n" "To play Unequal, simply click the mouse in any empty square and then " "type a digit or letter on the keyboard to fill that square. If you " "make a mistake, click the mouse in the incorrect square and press " "Space to clear it again (or use the Undo feature). " "\n" "If you _right_-click in a square and then type a number, that " "number will be entered in the square as a `pencil mark'. You can " "have pencil marks for multiple numbers in the same square. Squares " "containing filled-in numbers cannot also contain pencil marks. " "\n" "The game pays no attention to pencil marks, so exactly what you " "use them for is up to you: you can use them as reminders that a " "particular square needs to be re-examined once you know more about " "a particular number, or you can use them as lists of the possible " "numbers in a given square, or anything else you feel like. " "\n" "To erase a single pencil mark, right-click in the square and type " "the same number again. " "\n" "All pencil marks in a square are erased when you left-click and type " "a number, or when you left-click and press space. Right-clicking and " "pressing space will also erase pencil marks. " "\n" "As for Solo, the cursor keys can be used in conjunction with the " "digit keys to set numbers or pencil marks. You can also use the `M' " "key to auto-fill every numeric hint, ready for removal as required, " "or the `H' key to do the same but also to remove all obvious hints. " "\n" "Alternatively, use the cursor keys to move the mark around the grid. " "Pressing the return key toggles the mark (from a normal mark to a " "pencil mark), and typing a number in is entered in the square in the " "appropriate way; typing in a 0 or using the space bar will clear a " "filled square. " "\n" "Left-clicking a clue will mark it as done (grey it out), or unmark " "it if it is already marked. Holding Control or Shift and pressing " "an arrow key likewise marks any clue adjacent to the cursor in the " "given direction. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#27.2 Unequal parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Mode_ " "\n" "Mode of the puzzle (`Unequal' or `Adjacent') " "\n" "_Size (s*s)_ " "\n" "Size of grid. " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. At Trivial " "level, there are no greater-than signs; the puzzle is to solve " "the Latin square only. At Recursive level (only available via " "the `Custom' game type selector) backtracking will be required, " "but the solution should still be unique. The levels in between " "require increasingly complex reasoning to avoid having to " "backtrack. " "\n" "#Chapter 28: Galaxies " "\n" "You have a rectangular grid containing a number of dots. Your aim is " "to draw edges along the grid lines which divide the rectangle into " "regions in such a way that every region is 180-degree rotationally " "symmetric, and contains exactly one dot which is located at its " "centre of symmetry. " "\n" "This puzzle was invented by Nikoli [13], under the name `Tentai " "Show'; its name is commonly translated into English as `Spiral " "Galaxies'. " "\n" "Galaxies was contributed to this collection by James Harvey. " "\n" "[13] http://www.nikoli.co.jp/en/puzzles/astronomical_show.html " "\n" "\n#28.1 Galaxies controls " "\n" "Left-click on any grid line to draw an edge if there isn't one " "already, or to remove one if there is. When you create a valid " "region (one which is closed, contains exactly one dot, is 180-degree " "symmetric about that dot, and contains no extraneous edges inside " "it) it will be highlighted automatically; so your aim is to have the " "whole grid highlighted in that way. " "\n" "During solving, you might know that a particular grid square belongs " "to a specific dot, but not be sure of where the edges go and which " "other squares are connected to the dot. In order to mark this so you " "don't forget, you can right-click on the dot and drag, which will " "create an arrow marker pointing at the dot. Drop that in a square of " "your choice and it will remind you which dot it's associated with. " "You can also right-click on existing arrows to pick them up and move " "them, or destroy them by dropping them off the edge of the grid. " "(Also, if you're not sure which dot an arrow is pointing at, you can " "pick it up and move it around to make it clearer. It will swivel " "constantly as you drag it, to stay pointed at its parent dot.) " "\n" "You can also use the cursor keys to move around the grid squares and " "lines. Pressing the return key when over a grid line will draw or " "clear its edge, as above. Pressing the return key when over a dot " "will pick up an arrow, to be dropped the next time the return key " "is pressed; this can also be used to move existing arrows around, " "removing them by dropping them on a dot or another arrow. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#28.2 Galaxies parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. More difficult " "puzzles require more complex deductions, and the `Unreasonable' " "difficulty level may require backtracking. " "\n" "#Chapter 29: Filling " "\n" "You have a grid of squares, some of which contain digits, and the " "rest of which are empty. Your job is to fill in digits in the empty " "squares, in such a way that each connected region of squares all " "containing the same digit has an area equal to that digit. " "\n" "(`Connected region', for the purposes of this game, does not count " "diagonally separated squares as adjacent.) " "\n" "For example, it follows that no square can contain a zero, and that " "two adjacent squares can not both contain a one. No region has an " "area greater than 9 (because then its area would not be a single " "digit). " "\n" "Credit for this puzzle goes to Nikoli [14]. " "\n" "Filling was contributed to this collection by Jonas Koelker. " "\n" "[14] http://www.nikoli.co.jp/en/puzzles/fillomino.html " "\n" "\n#29.1 Filling controls " "\n" "To play Filling, simply click the mouse in any empty square and " "then type a digit on the keyboard to fill that square. By dragging " "the mouse, you can select multiple squares to fill with a single " "keypress. If you make a mistake, click the mouse in the incorrect " "square and press 0, Space, Backspace or Enter to clear it again (or " "use the Undo feature). " "\n" "You can also move around the grid with the cursor keys; typing a " "digit will fill the square containing the cursor with that number; " "typing 0 will clear it. You can also select multiple squares for " "numbering or clearing with the return and arrow keys, before typing " "a digit to fill or clear the highlighted squares (as above). The " "space bar adds and removes single squares to and from the selection. " "Backspace and escape remove all squares from the selection. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#29.2 Filling parameters " "\n" "Filling allows you to configure the number of rows and columns of " "the grid, through the `Type' menu. " "\n" "#Chapter 30: Keen " "\n" "You have a square grid; each square may contain a digit from 1 to " "the size of the grid. The grid is divided into blocks of varying " "shape and size, with arithmetic clues written in them. Your aim is " "to fully populate the grid with digits such that: " "\n" "- Each row contains only one occurrence of each digit " "\n" "- Each column contains only one occurrence of each digit " "\n" "- The digits in each block can be combined to form the number " "stated in the clue, using the arithmetic operation given in the " "clue. That is: " "\n" "- An addition clue means that the sum of the digits in the " "block must be the given number. For example, `15+' means the " "contents of the block adds up to fifteen. " "\n" "- A multiplication clue (e.g. `60*'), similarly, means that " "the product of the digits in the block must be the given " "number. " "\n" "- A subtraction clue will always be written in a block of " "size two, and it means that one of the digits in the block " "is greater than the other by the given amount. For example, " "`2-' means that one of the digits in the block is 2 more " "than the other, or equivalently that one digit minus the " "other one is 2. The two digits could be either way round, " "though. " "\n" "- A division clue (e.g. `3/'), similarly, is always in a block " "of size two and means that one digit divided by the other is " "equal to the given amount. " "\n" "Note that a block may contain the same digit more than once " "(provided the identical ones are not in the same row and " "column). This rule is precisely the opposite of the rule in " "Solo's `Killer' mode (see chapter 11). " "\n" "This puzzle appears in the Times under the name `KenKen'. " "\n" "\n#30.1 Keen controls " "\n" "Keen shares much of its control system with Solo (and Unequal). " "\n" "To play Keen, simply click the mouse in any empty square and then " "type a digit on the keyboard to fill that square. If you make a " "mistake, click the mouse in the incorrect square and press Space to " "clear it again (or use the Undo feature). " "\n" "If you _right_-click in a square and then type a number, that " "number will be entered in the square as a `pencil mark'. You can " "have pencil marks for multiple numbers in the same square. Squares " "containing filled-in numbers cannot also contain pencil marks. " "\n" "The game pays no attention to pencil marks, so exactly what you " "use them for is up to you: you can use them as reminders that a " "particular square needs to be re-examined once you know more about " "a particular number, or you can use them as lists of the possible " "numbers in a given square, or anything else you feel like. " "\n" "To erase a single pencil mark, right-click in the square and type " "the same number again. " "\n" "All pencil marks in a square are erased when you left-click and type " "a number, or when you left-click and press space. Right-clicking and " "pressing space will also erase pencil marks. " "\n" "As for Solo, the cursor keys can be used in conjunction with the " "digit keys to set numbers or pencil marks. Use the cursor keys to " "move a highlight around the grid, and type a digit to enter it in " "the highlighted square. Pressing return toggles the highlight into a " "mode in which you can enter or remove pencil marks. " "\n" "Pressing M will fill in a full set of pencil marks in every square " "that does not have a main digit in it. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#30.2 Keen parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Grid size_ " "\n" "Specifies the size of the grid. Lower limit is 3; upper limit is " "9 (because the user interface would become more difficult with " "`digits' bigger than 9!). " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. At Unreasonable " "level, some backtracking will be required, but the solution " "should still be unique. The remaining levels require " "increasingly complex reasoning to avoid having to backtrack. " "\n" "_Multiplication only_ " "\n" "If this is enabled, all boxes will be multiplication boxes. With " "this rule, the puzzle is known as `Inshi No Heya'. " "\n" "#Chapter 31: Towers " "\n" "You have a square grid. On each square of the grid you can build " "a tower, with its height ranging from 1 to the size of the grid. " "Around the edge of the grid are some numeric clues. " "\n" "Your task is to build a tower on every square, in such a way that: " "\n" "- Each row contains every possible height of tower once " "\n" "- Each column contains every possible height of tower once " "\n" "- Each numeric clue describes the number of towers that can be " "seen if you look into the square from that direction, assuming " "that shorter towers are hidden behind taller ones. For example, " "in a 5x5 grid, a clue marked `5' indicates that the five tower " "heights must appear in increasing order (otherwise you would " "not be able to see all five towers), whereas a clue marked `1' " "indicates that the tallest tower (the one marked 5) must come " "first. " "\n" "In harder or larger puzzles, some towers will be specified for you " "as well as the clues round the edge, and some edge clues may be " "missing. " "\n" "This puzzle appears on the web under various names, particularly " "`Skyscrapers', but I don't know who first invented it. " "\n" "\n#31.1 Towers controls " "\n" "Towers shares much of its control system with Solo, Unequal and " "Keen. " "\n" "To play Towers, simply click the mouse in any empty square and then " "type a digit on the keyboard to fill that square with a tower of " "the given height. If you make a mistake, click the mouse in the " "incorrect square and press Space to clear it again (or use the Undo " "feature). " "\n" "If you _right_-click in a square and then type a number, that " "number will be entered in the square as a `pencil mark'. You can " "have pencil marks for multiple numbers in the same square. A square " "containing a tower cannot also contain pencil marks. " "\n" "The game pays no attention to pencil marks, so exactly what you " "use them for is up to you: you can use them as reminders that a " "particular square needs to be re-examined once you know more about " "a particular number, or you can use them as lists of the possible " "numbers in a given square, or anything else you feel like. " "\n" "To erase a single pencil mark, right-click in the square and type " "the same number again. " "\n" "All pencil marks in a square are erased when you left-click and type " "a number, or when you left-click and press space. Right-clicking and " "pressing space will also erase pencil marks. " "\n" "As for Solo, the cursor keys can be used in conjunction with the " "digit keys to set numbers or pencil marks. Use the cursor keys to " "move a highlight around the grid, and type a digit to enter it in " "the highlighted square. Pressing return toggles the highlight into a " "mode in which you can enter or remove pencil marks. " "\n" "Pressing M will fill in a full set of pencil marks in every square " "that does not have a main digit in it. " "\n" "Left-clicking a clue will mark it as done (grey it out), or unmark " "it if it is already marked. Holding Control or Shift and pressing an " "arrow key likewise marks any clue in the given direction. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#31.2 Towers parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Grid size_ " "\n" "Specifies the size of the grid. Lower limit is 3; upper limit is " "9 (because the user interface would become more difficult with " "`digits' bigger than 9!). " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. At Unreasonable " "level, some backtracking will be required, but the solution " "should still be unique. The remaining levels require " "increasingly complex reasoning to avoid having to backtrack. " "\n" "#Chapter 32: Singles " "\n" "You have a grid of white squares, all of which contain numbers. Your " "task is to colour some of the squares black (removing the number) so " "as to satisfy all of the following conditions: " "\n" "- No number occurs more than once in any row or column. " "\n" "- No black square is horizontally or vertically adjacent to any " "other black square. " "\n" "- The remaining white squares must all form one contiguous region " "(connected by edges, not just touching at corners). " "\n" "Credit for this puzzle goes to Nikoli [15] who call it Hitori. " "\n" "Singles was contributed to this collection by James Harvey. " "\n" "[15] http://www.nikoli.com/en/puzzles/hitori.html (beware of Flash) " "\n" "\n#32.1 Singles controls " "\n" "Left-clicking on an empty square will colour it black; left-clicking " "again will restore the number. Right-clicking will add a circle " "(useful for indicating that a cell is definitely not black). " "\n" "You can also use the cursor keys to move around the grid. Pressing " "the return or space keys will turn a square black or add a circle " "respectively, and pressing the key again will restore the number or " "remove the circle. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#32.2 Singles parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. " "\n" "#Chapter 33: Magnets " "\n" "A rectangular grid has been filled with a mixture of magnets (that " "is, dominoes with one positive end and one negative end) and blank " "dominoes (that is, dominoes with two neutral poles). These dominoes " "are initially only seen in silhouette. Around the grid are placed a " "number of clues indicating the number of positive and negative poles " "contained in certain columns and rows. " "\n" "Your aim is to correctly place the magnets and blank dominoes such " "that all the clues are satisfied, with the additional constraint " "that no two similar magnetic poles may be orthogonally adjacent " "(since they repel). Neutral poles do not repel, and can be adjacent " "to any other pole. " "\n" "Credit for this puzzle goes to Janko [16]. " "\n" "Magnets was contributed to this collection by James Harvey. " "\n" "[16] http://www.janko.at/Raetsel/Magnete/index.htm " "\n" "\n#33.1 Magnets controls " "\n" "Left-clicking on an empty square places a magnet at that position " "with the positive pole on the square and the negative pole on the " "other half of the magnet; left-clicking again reverses the polarity, " "and a third click removes the magnet. " "\n" "Right-clicking on an empty square places a blank domino there. " "Right-clicking again places two question marks on the domino, " "signifying `this cannot be blank' (which can be useful to note " "deductions while solving), and right-clicking again empties the " "domino. " "\n" "Left-clicking a clue will mark it as done (grey it out), or unmark " "it if it is already marked. " "\n" "You can also use the cursor keys to move a cursor around the grid. " "Pressing the return key will lay a domino with a positive pole at " "that position; pressing again reverses the polarity and then removes " "the domino, as with left-clicking. Using the space bar allows " "placement of blank dominoes and cannot-be-blank hints, as for right-\n" "clicking. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#33.2 Magnets parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. There will be half _Width_ x _Height_ " "dominoes in the grid: if this number is odd then one square will " "be blank. " "\n" "(Grids with at least one odd dimension tend to be easier to " "solve.) " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. At Tricky " "level, you are required to make more deductions about empty " "dominoes and row/column counts. " "\n" "_Strip clues_ " "\n" "If true, some of the clues around the grid are removed at " "generation time, making the puzzle more difficult. " "\n" "#Chapter 34: Signpost " "\n" "You have a grid of squares; each square (except the last one) " "contains an arrow, and some squares also contain numbers. Your job " "is to connect the squares to form a continuous list of numbers " "starting at 1 and linked in the direction of the arrows - so the " "arrow inside the square with the number 1 will point to the square " "containing the number 2, which will point to the square containing " "the number 3, etc. Each square can be any distance away from the " "previous one, as long as it is somewhere in the direction of the " "arrow. " "\n" "By convention the first and last numbers are shown; one or more " "interim numbers may also appear at the beginning. " "\n" "Credit for this puzzle goes to Janko [17], who call it `Pfeilpfad' " "(`arrow path'). " "\n" "Signpost was contributed to this collection by James Harvey. " "\n" "[17] http://janko.at/Raetsel/Pfeilpfad/index.htm " "\n" "\n#34.1 Signpost controls " "\n" "To play Signpost, you connect squares together by dragging from " "one square to another, indicating that they are adjacent in the " "sequence. Drag with the left button from a square to its successor, " "or with the right button from a square to its predecessor. " "\n" "If you connect together two squares in this way and one of them has " "a number in it, the appropriate number will appear in the other " "square. If you connect two non-numbered squares, they will be " "assigned temporary algebraic labels: on the first occasion, they " "will be labelled `a' and `a+1', and then `b' and `b+1', and so on. " "Connecting more squares on to the ends of such a chain will cause " "them all to be labelled with the same letter. " "\n" "When you left-click or right-click in a square, the legal squares to " "connect it to will be shown. " "\n" "The arrow in each square starts off black, and goes grey once you " "connect the square to its successor. Also, each square which needs " "a predecessor has a small dot in the bottom left corner, which " "vanishes once you link a square to it. So your aim is always to " "connect a square with a black arrow to a square with a dot. " "\n" "To remove any links for a particular square (both incoming and " "outgoing), left-drag it off the grid. To remove a whole chain, " "right-drag any square in the chain off the grid. " "\n" "You can also use the cursor keys to move around the grid squares " "and lines. Pressing the return key when over a square starts a link " "operation, and pressing the return key again over a square will " "finish the link, if allowable. Pressing the space bar over a square " "will show the other squares pointing to it, and allow you to form a " "backward link, and pressing the space bar again cancels this. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#34.2 Signpost parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Force start/end to corners_ " "\n" "If true, the start and end squares are always placed in opposite " "corners (the start at the top left, and the end at the bottom " "right). If false the start and end squares are placed randomly " "(although always both shown). " "\n" "#Chapter 35: Range " "\n" "You have a grid of squares; some squares contain numbers. Your job " "is to colour some of the squares black, such that several criteria " "are satisfied: " "\n" "- no square with a number is coloured black. " "\n" "- no two black squares are adjacent (horizontally or vertically). " "\n" "- for any two white squares, there is a path between them using " "only white squares. " "\n" "- for each square with a number, that number denotes the total " "number of white squares reachable from that square going in a " "straight line in any horizontal or vertical direction until " "hitting a wall or a black square; the square with the number is " "included in the total (once). " "\n" "For instance, a square containing the number one must have four " "black squares as its neighbours by the last criterion; but then it's " "impossible for it to be connected to any outside white square, which " "violates the second to last criterion. So no square will contain the " "number one. " "\n" "Credit for this puzzle goes to Nikoli, who have variously called it " "`Kurodoko', `Kuromasu' or `Where is Black Cells'. [18]. " "\n" "Range was contributed to this collection by Jonas Koelker. " "\n" "[18] http://www.nikoli.co.jp/en/puzzles/where_is_black_cells.html " "\n" "\n#35.1 Range controls " "\n" "Click with the left button to paint a square black, or with the " "right button to mark a square with a dot to indicate that you are " "sure it should _not_ be painted black. Repeated clicking with either " "button will cycle the square through the three possible states " "(filled, dotted or empty) in opposite directions. " "\n" "You can also use the cursor keys to move around the grid squares. " "Pressing Return does the same as clicking with the left button, " "while pressing Space does the same as a right button click. Moving " "with the cursor keys while holding Shift will place dots in all " "squares that are moved through. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#35.2 Range parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "#Chapter 36: Pearl " "\n" "You have a grid of squares. Your job is to draw lines between the " "centres of horizontally or vertically adjacent squares, so that the " "lines form a single closed loop. In the resulting grid, some of the " "squares that the loop passes through will contain corners, and some " "will be straight horizontal or vertical lines. (And some squares can " "be completely empty - the loop doesn't have to pass through every " "square.) " "\n" "Some of the squares contain black and white circles, which are clues " "that the loop must satisfy. " "\n" "A black circle in a square indicates that that square is a corner, " "but neither of the squares adjacent to it in the loop is also a " "corner. " "\n" "A white circle indicates that the square is a straight edge, but _at " "least one_ of the squares adjacent to it in the loop is a corner. " "\n" "(In both cases, the clue only constrains the two squares adjacent " "_in the loop_, that is, the squares that the loop passes into after " "leaving the clue square. The squares that are only adjacent _in the " "grid_ are not constrained.) " "\n" "Credit for this puzzle goes to Nikoli, who call it `Masyu'. [19] " "\n" "Thanks to James Harvey for assistance with the implementation. " "\n" "[19] http://www.nikoli.co.jp/en/puzzles/masyu.html (beware of Flash) " "\n" "\n#36.1 Pearl controls " "\n" "Click with the left button on a grid edge to draw a segment of the " "loop through that edge, or to remove a segment once it is drawn. " "\n" "Drag with the left button through a series of squares to draw more " "than one segment of the loop in one go. Alternatively, drag over an " "existing part of the loop to undraw it, or to undraw part of it and " "then go in a different direction. " "\n" "Click with the right button on a grid edge to mark it with a cross, " "indicating that you are sure the loop does not go through that edge. " "(For instance, if you have decided which of the squares adjacent " "to a white clue has to be a corner, but don't yet know which way " "the corner turns, you might mark the one way it _can't_ go with a " "cross.) " "\n" "Alternatively, use the cursor keys to move the cursor. Use the Enter " "key to begin and end keyboard `drag' operations. Use the Space, " "Escape or Backspace keys to cancel the drag. Or, hold Control while " "dragging with the cursor keys to toggle segments as you move between " "squares. " "\n" "Pressing Control-Shift-arrowkey or Shift-arrowkey simulates a left " "or right click, respectively, on the edge in the direction of the " "key. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#36.2 Pearl parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "#Chapter 37: Undead " "\n" "You are given a grid of squares, some of which contain diagonal " "mirrors. Every square which is not a mirror must be filled with one " "of three types of undead monster: a ghost, a vampire, or a zombie. " "\n" "Vampires can be seen directly, but are invisible when reflected in " "mirrors. Ghosts are the opposite way round: they can be seen in " "mirrors, but are invisible when looked at directly. Zombies are " "visible by any means. " "\n" "You are also told the total number of each type of monster in the " "grid. Also around the edge of the grid are written numbers, which " "indicate how many monsters can be seen if you look into the grid " "along a row or column starting from that position. (The diagonal " "mirrors are reflective on both sides. If your reflected line of " "sight crosses the same monster more than once, the number will count " "it each time it is visible, not just once.) " "\n" "This puzzle type was invented by David Millar, under the name " "`Haunted Mirror Maze'. See [20] for more details. " "\n" "Undead was contributed to this collection by Steffen Bauer. " "\n" "[20] http://www.janko.at/Raetsel/Spukschloss/index.htm " "\n" "\n#37.1 Undead controls " "\n" "Undead has a similar control system to Solo, Unequal and Keen. " "\n" "To play Undead, click the mouse in any empty square and then type " "a letter on the keyboard indicating the type of monster: `G' for " "a ghost, `V' for a vampire, or `Z' for a zombie. If you make a " "mistake, click the mouse in the incorrect square and press Space to " "clear it again (or use the Undo feature). " "\n" "If you _right_-click in a square and then type a letter, the " "corresponding monster will be shown in reduced size in that square, " "as a `pencil mark'. You can have pencil marks for multiple monsters " "in the same square. A square containing a full-size monster cannot " "also contain pencil marks. " "\n" "The game pays no attention to pencil marks, so exactly what you " "use them for is up to you: you can use them as reminders that a " "particular square needs to be re-examined once you know more about " "a particular monster, or you can use them as lists of the possible " "monster in a given square, or anything else you feel like. " "\n" "To erase a single pencil mark, right-click in the square and type " "the same letter again. " "\n" "All pencil marks in a square are erased when you left-click and type " "a monster letter, or when you left-click and press Space. Right-\n" "clicking and pressing space will also erase pencil marks. " "\n" "As for Solo, the cursor keys can be used in conjunction with the " "letter keys to place monsters or pencil marks. Use the cursor keys " "to move a highlight around the grid, and type a monster letter to " "enter it in the highlighted square. Pressing return toggles the " "highlight into a mode in which you can enter or remove pencil marks. " "\n" "If you prefer plain letters of the alphabet to cute monster " "pictures, you can press `A' to toggle between showing the monsters " "as monsters or showing them as letters. " "\n" "Left-clicking a clue will mark it as done (grey it out), or unmark " "it if it is already marked. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#37.2 Undead parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. " "\n" "#Chapter 38: Unruly " "\n" "You are given a grid of squares, which you must colour either black " "or white. Some squares are provided as clues; the rest are left for " "you to fill in. Each row and column must contain the same number " "of black and white squares, and no row or column may contain three " "consecutive squares of the same colour. " "\n" "This puzzle type was invented by Adolfo Zanellati, under the name " "`Tohu wa Vohu'. See [21] for more details. " "\n" "Unruly was contributed to this collection by Lennard Sprong. " "\n" "[21] http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm " "\n" "\n#38.1 Unruly controls " "\n" "To play Unruly, click the mouse in a square to change its colour. " "Left-clicking an empty square will turn it black, and right-clicking " "will turn it white. Keep clicking the same button to cycle through " "the three possible states for the square. If you middle-click in a " "square it will be reset to empty. " "\n" "You can also use the cursor keys to move around the grid. Pressing " "the return or space keys will turn an empty square black or white " "respectively (and then cycle the colours in the same way as the " "mouse buttons), and pressing Backspace will reset a square to empty. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#38.2 Unruly parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. (Note that the rules of the game " "require both the width and height to be even numbers.) " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle. " "\n" "_Unique rows and columns_ " "\n" "If enabled, no two rows are permitted to have exactly the same " "pattern, and likewise columns. (A row and a column can match, " "though.) " "\n" "#Chapter 39: Flood " "\n" "You are given a grid of squares, coloured at random in multiple " "colours. In each move, you can flood-fill the top left square in a " "colour of your choice (i.e. every square reachable from the starting " "square by an orthogonally connected path of squares all the same " "colour will be filled in the new colour). As you do this, more and " "more of the grid becomes connected to the starting square. " "\n" "Your aim is to make the whole grid the same colour, in as few moves " "as possible. The game will set a limit on the number of moves, based " "on running its own internal solver. You win if you can make the " "whole grid the same colour in that many moves or fewer. " "\n" "I saw this game (with a fixed grid size, fixed number of colours, " "and fixed move limit) at http://floodit.appspot.com (no longer " "accessible). " "\n" "\n#39.1 Flood controls " "\n" "To play Flood, click the mouse in a square. The top left corner and " "everything connected to it will be flood-filled with the colour of " "the square you clicked. Clicking a square the same colour as the top " "left corner has no effect, and therefore does not count as a move. " "\n" "You can also use the cursor keys to move a cursor (outline black " "square) around the grid. Pressing the return key will fill the top " "left corner in the colour of the square under the cursor. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#39.2 Flood parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of the grid, in squares. " "\n" "_Colours_ " "\n" "Number of colours used to fill the grid. Must be at least 3\n" "(with two colours there would only be one legal move at any " "stage, hence no choice to make at all), and at most 10. " "\n" "_Extra moves permitted_ " "\n" "Controls the difficulty of the puzzle, by increasing the move " "limit. In each new grid, Flood will run an internal solver to " "generate its own solution, and then the value in this field " "will be added to the length of Flood's solution to generate the " "game's move limit. So a value of 0 requires you to be just as " "efficient as Flood's automated solver, and a larger value makes " "it easier. " "\n" "(Note that Flood's internal solver will not necessarily find the " "shortest possible solution, though I believe it's pretty close. " "For a real challenge, set this value to 0 and then try to solve " "a grid in _strictly fewer_ moves than the limit you're given!) " "\n" "#Chapter 40: Tracks " "\n" "You are given a grid of squares, some of which are filled with train " "tracks. You need to complete the track from A to B so that the " "rows and columns contain the same number of track segments as are " "indicated in the clues to the top and right of the grid. " "\n" "There are only straight and 90 degree curved rails, and the track " "may not cross itself. " "\n" "Tracks was contributed to this collection by James Harvey. " "\n" "\n#40.1 Tracks controls " "\n" "Left-clicking on an edge between two squares adds a track segment " "between the two squares. Right-clicking on an edge adds a cross on " "the edge, indicating no track is possible there. " "\n" "Left-clicking in a square adds a colour indicator showing that " "you know the square must contain a track, even if you don't know " "which edges it crosses yet. Right-clicking in a square adds a cross " "indicating it contains no track segment. " "\n" "Left- or right-dragging between squares allows you to lay a straight " "line of is-track or is-not-track indicators, useful for filling in " "rows or columns to match the clue. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#40.2 Tracks parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of the grid, in squares. " "\n" "_Difficulty_ " "\n" "Controls the difficulty of the generated puzzle: at Tricky " "level, you are required to make more deductions regarding " "disregarding moves that would lead to impossible crossings " "later. " "\n" "_Disallow consecutive 1 clues_ " "\n" "Controls whether the Tracks game generation permits two adjacent " "rows or columns to have a 1 clue, or permits the row or column " "of the track's endpoint to have a 1 clue. By default this is " "not permitted, to avoid long straight boring segments of track " "and make the games more twiddly and interesting. If you want to " "restore the possibility, turn this option off. " "\n" "#Chapter 41: Palisade " "\n" "You're given a grid of squares, some of which contain numbers. Your " "goal is to subdivide the grid into contiguous regions, all of the " "same (given) size, such that each square containing a number is " "adjacent to exactly that many edges (including those between the " "inside and the outside of the grid). " "\n" "Credit for this puzzle goes to Nikoli, who call it `Five Cells'. " "[22]. " "\n" "Palisade was contributed to this collection by Jonas Koelker. " "\n" "[22] http://nikoli.co.jp/en/puzzles/five_cells.html " "\n" "\n#41.1 Palisade controls " "\n" "Left-click to place an edge. Right-click to indicate `no edge'. " "Alternatively, the arrow keys will move a keyboard cursor. Holding " "Control while pressing an arrow key will place an edge. Press Shift-\n" "arrowkey to switch off an edge. Repeat an action to perform its " "inverse. " "\n" "(All the actions described in section 2.1 are also available.) " "\n" "\n#41.2 Palisade parameters " "\n" "These parameters are available from the `Custom...' option on the " "`Type' menu. " "\n" "_Width_, _Height_ " "\n" "Size of grid in squares. " "\n" "_Region size_ " "\n" "The size of the regions into which the grid must be subdivided. " "\n" ; const int help_maxlen = 6244; const int help_numchapters = 39;