/* auto-generated by genhelp.sh */ /* DO NOT EDIT! */ 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" ; const char quick_help_text[] = "Rotate each tile to reassemble the network.";