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This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
3163 lines
134 KiB
Text
3163 lines
134 KiB
Text
Simon Tatham's Portable Puzzle Collection
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=========================================
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This is a collection of small one-player puzzle games.
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This manual is copyright 2004-2014 Simon Tatham. All rights reserved. You
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may distribute this documentation under the MIT licence. See appendix A for
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the licence text in full.
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Chapter 1: Introduction
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-----------------------
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I wrote this collection because I thought there should be more small
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desktop toys available: little games you can pop up in a window and
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play for two or three minutes while you take a break from whatever
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else you were doing. And I was also annoyed that every time I found
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a good game on (say) Unix, it wasn't available the next time I was
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sitting at a Windows machine, or vice versa; so I arranged that
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everything in my personal puzzle collection will happily run on
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both, and have more recently done a port to Mac OS X as well. When I
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find (or perhaps invent) further puzzle games that I like, they'll
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be added to this collection and will immediately be available on
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both platforms. And if anyone feels like writing any other front
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ends - PocketPC, Mac OS pre-10, or whatever it might be - then all
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the games in this framework will immediately become available on
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another platform as well.
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The actual games in this collection were mostly not my invention;
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they are re-implementations of existing game concepts within my
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portable puzzle framework. I do not claim credit, in general, for
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inventing the rules of any of these puzzles. (I don't even claim
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authorship of all the code; some of the puzzles have been submitted
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by other authors.)
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This collection is distributed under the MIT licence (see appendix
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A). This means that you can do pretty much anything you like with
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the game binaries or the code, except pretending you wrote them
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yourself, or suing me if anything goes wrong.
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The most recent versions, and source code, can be found at
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http://www.chiark.greenend.org.uk/~sgtatham/puzzles/.
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Please report bugs to anakin@pobox.com. You might find it helpful to
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read this article before reporting a bug:
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http://www.chiark.greenend.org.uk/~sgtatham/bugs.html
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Patches are welcome. Especially if they provide a new front end (to
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make all these games run on another platform), or a new game.
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Chapter 2: Common features
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--------------------------
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This chapter describes features that are common to all the games.
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2.1 Common actions
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These actions are all available from the `Game' menu and via
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keyboard shortcuts, in addition to any game-specific actions.
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(On Mac OS X, to conform with local user interface standards, these
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actions are situated on the `File' and `Edit' menus instead.)
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_New game_ (`N', Ctrl+`N')
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Starts a new game, with a random initial state.
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_Restart game_
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Resets the current game to its initial state. (This can be
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undone.)
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_Load_
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Loads a saved game from a file on disk.
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_Save_
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Saves the current state of your game to a file on disk.
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The Load and Save operations preserve your entire game history
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(so you can save, reload, and still Undo and Redo things you had
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done before saving).
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_Print_
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Where supported (currently only on Windows), brings up a dialog
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allowing you to print an arbitrary number of puzzles randomly
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generated from the current parameters, optionally including
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the current puzzle. (Only for puzzles which make sense to
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print, of course - it's hard to think of a sensible printable
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representation of Fifteen!)
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_Undo_ (`U', Ctrl+`Z', Ctrl+`_')
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Undoes a single move. (You can undo moves back to the start of
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the session.)
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_Redo_ (`R', Ctrl+`R')
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Redoes a previously undone move.
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_Copy_
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Copies the current state of your game to the clipboard in text
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format, so that you can paste it into (say) an e-mail client or
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a web message board if you're discussing the game with someone
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else. (Not all games support this feature.)
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_Solve_
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Transforms the puzzle instantly into its solved state. For some
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games (Cube) this feature is not supported at all because it is
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of no particular use. For other games (such as Pattern), the
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solved state can be used to give you information, if you can't
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see how a solution can exist at all or you want to know where
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you made a mistake. For still other games (such as Sixteen),
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automatic solution tells you nothing about how to _get_ to
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the solution, but it does provide a useful way to get there
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quickly so that you can experiment with set-piece moves and
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transformations.
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Some games (such as Solo) are capable of solving a game ID you
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have typed in from elsewhere. Other games (such as Rectangles)
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cannot solve a game ID they didn't invent themself, but when
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they did invent the game ID they know what the solution is
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already. Still other games (Pattern) can solve _some_ external
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game IDs, but only if they aren't too difficult.
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The `Solve' command adds the solved state to the end of the undo
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chain for the puzzle. In other words, if you want to go back to
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solving it yourself after seeing the answer, you can just press
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Undo.
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_Quit_ (`Q', Ctrl+`Q')
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Closes the application entirely.
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2.2 Specifying games with the game ID
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There are two ways to save a game specification out of a puzzle and
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recreate it later, or recreate it in somebody else's copy of the
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same puzzle.
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The `Specific' and `Random Seed' options from the `Game' menu (or
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the `File' menu, on Mac OS X) each show a piece of text (a `game
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ID') which is sufficient to reconstruct precisely the same game at a
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later date.
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You can enter either of these pieces of text back into the program
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(via the same `Specific' or `Random Seed' menu options) at a later
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point, and it will recreate the same game. You can also use either
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one as a command line argument (on Windows or Unix); see section 2.4
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for more detail.
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The difference between the two forms is that a descriptive game ID
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is a literal _description_ of the initial state of the game, whereas
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a random seed is just a piece of arbitrary text which was provided
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as input to the random number generator used to create the puzzle.
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This means that:
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- Descriptive game IDs tend to be longer in many puzzles
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(although some, such as Cube (chapter 4), only need very short
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descriptions). So a random seed is often a _quicker_ way to
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note down the puzzle you're currently playing, or to tell it to
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somebody else so they can play the same one as you.
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- Any text at all is a valid random seed. The automatically
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generated ones are fifteen-digit numbers, but anything will do;
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you can type in your full name, or a word you just made up, and
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a valid puzzle will be generated from it. This provides a way
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for two or more people to race to complete the same puzzle:
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you think of a random seed, then everybody types it in at the
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same time, and nobody has an advantage due to having seen the
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generated puzzle before anybody else.
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- It is often possible to convert puzzles from other sources (such
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as `nonograms' or `sudoku' from newspapers) into descriptive
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game IDs suitable for use with these programs.
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- Random seeds are not guaranteed to produce the same result
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if you use them with a different _version_ of the puzzle
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program. This is because the generation algorithm might have
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been improved or modified in later versions of the code, and
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will therefore produce a different result when given the same
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sequence of random numbers. Use a descriptive game ID if you
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aren't sure that it will be used on the same version of the
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program as yours.
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(Use the `About' menu option to find out the version number of
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the program. Programs with the same version number running on
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different platforms should still be random-seed compatible.)
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A descriptive game ID starts with a piece of text which encodes the
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_parameters_ of the current game (such as grid size). Then there is
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a colon, and after that is the description of the game's initial
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state. A random seed starts with a similar string of parameters, but
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then it contains a hash sign followed by arbitrary data.
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If you enter a descriptive game ID, the program will not be able
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to show you the random seed which generated it, since it wasn't
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generated _from_ a random seed. If you _enter_ a random seed,
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however, the program will be able to show you the descriptive game
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ID derived from that random seed.
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Note that the game parameter strings are not always identical
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between the two forms. For some games, there will be parameter
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data provided with the random seed which is not included in the
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descriptive game ID. This is because that parameter information is
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only relevant when _generating_ puzzle grids, and is not important
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when playing them. Thus, for example, the difficulty level in Solo
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(chapter 11) is not mentioned in the descriptive game ID.
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These additional parameters are also not set permanently if you type
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in a game ID. For example, suppose you have Solo set to `Advanced'
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difficulty level, and then a friend wants your help with a `Trivial'
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puzzle; so the friend reads out a random seed specifying `Trivial'
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difficulty, and you type it in. The program will generate you the
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same `Trivial' grid which your friend was having trouble with, but
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once you have finished playing it, when you ask for a new game it
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will automatically go back to the `Advanced' difficulty which it was
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previously set on.
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2.3 The `Type' menu
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The `Type' menu, if present, may contain a list of preset game
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settings. Selecting one of these will start a new random game with
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the parameters specified.
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The `Type' menu may also contain a `Custom' option which allows you
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to fine-tune game parameters. The parameters available are specific
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to each game and are described in the following sections.
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2.4 Specifying game parameters on the command line
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(This section does not apply to the Mac OS X version.)
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The games in this collection deliberately do not ever save
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information on to the computer they run on: they have no high score
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tables and no saved preferences. (This is because I expect at least
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some people to play them at work, and those people will probably
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appreciate leaving as little evidence as possible!)
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However, if you do want to arrange for one of these games to default
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to a particular set of parameters, you can specify them on the
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command line.
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The easiest way to do this is to set up the parameters you want
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using the `Type' menu (see section 2.3), and then to select `Random
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Seed' from the `Game' or `File' menu (see section 2.2). The text
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in the `Game ID' box will be composed of two parts, separated by a
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hash. The first of these parts represents the game parameters (the
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size of the playing area, for example, and anything else you set
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using the `Type' menu).
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If you run the game with just that parameter text on the command
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line, it will start up with the settings you specified.
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For example: if you run Cube (see chapter 4), select `Octahedron'
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from the `Type' menu, and then go to the game ID selection, you
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will see a string of the form `o2x2#338686542711620'. Take only the
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part before the hash (`o2x2'), and start Cube with that text on the
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command line: `PREFIX-cube o2x2'.
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If you copy the _entire_ game ID on to the command line, the game
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will start up in the specific game that was described. This is
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occasionally a more convenient way to start a particular game ID
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than by pasting it into the game ID selection box.
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(You could also retrieve the encoded game parameters using the
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`Specific' menu option instead of `Random Seed', but if you do then
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some options, such as the difficulty level in Solo, will be missing.
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See section 2.2 for more details on this.)
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2.5 Unix command-line options
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(This section only applies to the Unix port.)
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In addition to being able to specify game parameters on the command
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line (see section 2.4), there are various other options:
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--game
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--load
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These options respectively determine whether the command-line
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argument is treated as specifying game parameters or a save
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file to load. Only one should be specified. If neither of these
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options is specified, a guess is made based on the format of the
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argument.
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--generate _n_
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If this option is specified, instead of a puzzle being
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displayed, a number of descriptive game IDs will be invented and
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printed on standard output. This is useful for gaining access
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to the game generation algorithms without necessarily using the
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frontend.
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If game parameters are specified on the command-line, they will
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be used to generate the game IDs; otherwise a default set of
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parameters will be used.
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The most common use of this option is in conjunction with `--
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print', in which case its behaviour is slightly different; see
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below.
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--print _w_x_h_
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If this option is specified, instead of a puzzle being
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displayed, a printed representation of one or more unsolved
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puzzles is sent to standard output, in PostScript format.
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On each page of puzzles, there will be _w_ across and _h_ down.
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If there are more puzzles than _w_x_h_, more than one page will
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be printed.
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If `--generate' has also been specified, the invented game
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IDs will be used to generate the printed output. Otherwise,
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a list of game IDs is expected on standard input (which can
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be descriptive or random seeds; see section 2.2), in the same
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format produced by `--generate'.
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For example:
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PREFIX-net --generate 12 --print 2x3 7x7w | lpr
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will generate two pages of printed Net puzzles (each of which
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will have a 7x7 wrapping grid), and pipe the output to the `lpr'
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command, which on many systems will send them to an actual
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printer.
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There are various other options which affect printing; see
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below.
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--save _file-prefix_ [ --save-suffix _file-suffix_ ]
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If this option is specified, instead of a puzzle being
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displayed, saved-game files for one or more unsolved puzzles are
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written to files constructed from the supplied prefix and/or
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suffix.
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If `--generate' has also been specified, the invented game
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IDs will be used to generate the printed output. Otherwise,
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a list of game IDs is expected on standard input (which can
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be descriptive or random seeds; see section 2.2), in the same
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format produced by `--generate'.
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For example:
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PREFIX-net --generate 12 --save game --save-suffix .sav
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will generate twelve Net saved-game files with the names
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game0.sav to game11.sav.
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--version
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Prints version information about the game, and then quits.
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The following options are only meaningful if `--print' is also
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specified:
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--with-solutions
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The set of pages filled with unsolved puzzles will be followed
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by the solutions to those puzzles.
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--scale _n_
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Adjusts how big each puzzle is when printed. Larger numbers make
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puzzles bigger; the default is 1.0.
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--colour
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Puzzles will be printed in colour, rather than in black and
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white (if supported by the puzzle).
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Chapter 3: Net
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--------------
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(_Note:_ the Windows version of this game is called NETGAME.EXE to
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avoid clashing with Windows's own NET.EXE.)
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I originally saw this in the form of a Flash game called
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FreeNet [1], written by Pavils Jurjans; there are several other
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implementations under the name NetWalk. The computer prepares a
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network by connecting up the centres of squares in a grid, and then
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shuffles the network by rotating every tile randomly. Your job is
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to rotate it all back into place. The successful solution will be
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an entirely connected network, with no closed loops. As a visual
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aid, all tiles which are connected to the one in the middle are
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highlighted.
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[1] http://www.jurjans.lv/stuff/net/FreeNet.htm
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3.1 Net controls
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This game can be played with either the keyboard or the mouse. The
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controls are:
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_Select tile_: mouse pointer, arrow keys
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_Rotate tile anticlockwise_: left mouse button, `A' key
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_Rotate tile clockwise_: right mouse button, `D' key
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_Rotate tile by 180 degrees_: `F' key
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_Lock (or unlock) tile_: middle mouse button, shift-click, `S' key
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You can lock a tile once you're sure of its orientation. You
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can also unlock it again, but while it's locked you can't
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accidentally turn it.
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The following controls are not necessary to complete the game, but
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may be useful:
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_Shift grid_: Shift + arrow keys
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On grids that wrap, you can move the origin of the grid, so
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that tiles that were on opposite sides of the grid can be seen
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together.
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_Move centre_: Ctrl + arrow keys
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You can change which tile is used as the source of highlighting.
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(It doesn't ultimately matter which tile this is, as every tile
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will be connected to every other tile in a correct solution,
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but it may be helpful in the intermediate stages of solving the
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puzzle.)
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_Jumble tiles_: `J' key
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This key turns all tiles that are not locked to random
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orientations.
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(All the actions described in section 2.1 are also available.)
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3.2 Net parameters
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These parameters are available from the `Custom...' option on the
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`Type' menu.
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_Width_, _Height_
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Size of grid in tiles.
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_Walls wrap around_
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If checked, flow can pass from the left edge to the right edge,
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and from top to bottom, and vice versa.
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_Barrier probability_
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A number between 0.0 and 1.0 controlling whether an immovable
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barrier is placed between two tiles to prevent flow between
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them (a higher number gives more barriers). Since barriers
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are immovable, they act as constraints on the solution (i.e.,
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hints).
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The grid generation in Net has been carefully arranged so that
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the barriers are independent of the rest of the grid. This
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means that if you note down the random seed used to generate
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the current puzzle (see section 2.2), change the _Barrier
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probability_ parameter, and then re-enter the same random seed,
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you should see exactly the same starting grid, with the only
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change being the number of barriers. So if you're stuck on a
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particular grid and need a hint, you could start up another
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instance of Net, set up the same parameters but a higher barrier
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probability, and enter the game seed from the original Net
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window.
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_Ensure unique solution_
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Normally, Net will make sure that the puzzles it presents have
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only one solution. Puzzles with ambiguous sections can be more
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difficult and more subtle, so if you like you can turn off this
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feature and risk having ambiguous puzzles. (Also, finding _all_
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the possible solutions can be an additional challenge for an
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advanced player.)
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Chapter 4: Cube
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---------------
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This is another one I originally saw as a web game. This one was a
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Java game [2], by Paul Scott. You have a grid of 16 squares, six of
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which are blue; on one square rests a cube. Your move is to use the
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arrow keys to roll the cube through 90 degrees so that it moves to
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an adjacent square. If you roll the cube on to a blue square, the
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blue square is picked up on one face of the cube; if you roll a blue
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face of the cube on to a non-blue square, the blueness is put down
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again. (In general, whenever you roll the cube, the two faces that
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come into contact swap colours.) Your job is to get all six blue
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squares on to the six faces of the cube at the same time. Count your
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moves and try to do it in as few as possible.
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Unlike the original Java game, my version has an additional feature:
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once you've mastered the game with a cube rolling on a square grid,
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you can change to a triangular grid and roll any of a tetrahedron,
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an octahedron or an icosahedron.
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[2] http://www3.sympatico.ca/paulscott/cube/cube.htm
|
|
|
|
4.1 Cube controls
|
|
|
|
This game can be played with either the keyboard or the mouse.
|
|
|
|
Left-clicking anywhere on the window will move the cube (or other
|
|
solid) towards the mouse pointer.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
4.2 Cube parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Type of solid_
|
|
|
|
Selects the solid to roll (and hence the shape of the grid):
|
|
tetrahedron, cube, octahedron, or icosahedron.
|
|
|
|
_Width / top_, _Height / bottom_
|
|
|
|
On a square grid, horizontal and vertical dimensions. On a
|
|
triangular grid, the number of triangles on the top and bottom
|
|
rows respectively.
|
|
|
|
Chapter 5: Fifteen
|
|
------------------
|
|
|
|
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_).
|
|
|
|
5.1 Fifteen controls
|
|
|
|
This game can be controlled with the mouse or the keyboard.
|
|
|
|
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.
|
|
|
|
The arrow keys will move a tile adjacent to the space in the
|
|
direction indicated (moving the space in the _opposite_ direction).
|
|
|
|
Pressing `h' will make a suggested move. Pressing `h' enough times
|
|
will solve the game, but it may scramble your progress while doing
|
|
so.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
5.2 Fifteen parameters
|
|
|
|
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!)
|
|
|
|
Chapter 6: Sixteen
|
|
------------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
6.1 Sixteen controls
|
|
|
|
Left-clicking on an arrow will move the appropriate row or column in
|
|
the direction indicated. Right-clicking will move it in the opposite
|
|
direction.
|
|
|
|
Alternatively, use the cursor keys to move the position indicator
|
|
around the edge of the grid, and use the return key to move the
|
|
row/column in the direction indicated.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
6.2 Sixteen parameters
|
|
|
|
The parameters available from the `Custom...' option on the `Type'
|
|
menu are:
|
|
|
|
- _Width_ and _Height_, which are self-explanatory.
|
|
|
|
- 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.
|
|
|
|
Chapter 7: Twiddle
|
|
------------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
7.1 Twiddle controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Clicking with the left mouse button rotates the group anticlockwise.
|
|
Clicking with the right button rotates it clockwise.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
7.2 Twiddle parameters
|
|
|
|
Twiddle provides several configuration options via the `Custom'
|
|
option on the `Type' menu:
|
|
|
|
- You can configure the width and height of the puzzle grid.
|
|
|
|
- You can configure the size of square block that rotates at a
|
|
time.
|
|
|
|
- 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.
|
|
|
|
- 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.
|
|
|
|
- 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.
|
|
|
|
Chapter 8: Rectangles
|
|
---------------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
[3] http://www.nikoli.co.jp/en/puzzles/shikaku.html (beware of
|
|
Flash)
|
|
|
|
[4]
|
|
https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en
|
|
|
|
8.1 Rectangles controls
|
|
|
|
This game is played with the mouse or cursor keys.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
When a rectangle of the correct size is completed, it will be
|
|
shaded.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
8.2 Rectangles parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid, in squares.
|
|
|
|
_Expansion factor_
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
_Ensure unique solution_
|
|
|
|
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.
|
|
|
|
Chapter 9: Netslide
|
|
-------------------
|
|
|
|
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.
|
|
|
|
As in Sixteen, control is with the mouse or cursor keys. See section
|
|
6.1.
|
|
|
|
The available game parameters have similar meanings to those in Net
|
|
(see section 3.2) and Sixteen (see section 6.2).
|
|
|
|
Netslide was contributed to this collection by Richard Boulton.
|
|
|
|
Chapter 10: Pattern
|
|
-------------------
|
|
|
|
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.
|
|
|
|
I first saw this puzzle form around 1995, under the name
|
|
`nonograms'. I've seen it in various places since then, under
|
|
different names.
|
|
|
|
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.
|
|
|
|
10.1 Pattern controls
|
|
|
|
This game is played with the mouse.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
10.2 Pattern parameters
|
|
|
|
The only options available from the `Custom...' option on the `Type'
|
|
menu are _Width_ and _Height_, which are self-explanatory.
|
|
|
|
Chapter 11: Solo
|
|
----------------
|
|
|
|
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
|
|
|
|
- every row contains only one occurrence of each digit
|
|
|
|
- every column contains only one occurrence of each digit
|
|
|
|
- every block contains only one occurrence of each digit.
|
|
|
|
- (optionally, by default off) each of the square's two main
|
|
diagonals contains only one occurrence of each digit.
|
|
|
|
You are given some of the numbers as clues; your aim is to place the
|
|
rest of the numbers correctly.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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].
|
|
|
|
[5] http://www.nikoli.co.jp/en/puzzles/sudoku.html (beware of Flash)
|
|
|
|
[6] http://en.wikipedia.org/wiki/Sudoku
|
|
|
|
11.1 Solo controls
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
To erase a single pencil mark, right-click in the square and type
|
|
the same number again.
|
|
|
|
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.
|
|
|
|
Alternatively, use the cursor keys to move the mark around the grid.
|
|
Pressing the return key toggles the mark (from a normal mark to a
|
|
pencil mark), and typing a number in is entered in the square in the
|
|
appropriate way; typing in a 0 or using the space bar will clear a
|
|
filled square.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
11.2 Solo parameters
|
|
|
|
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.)
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Chapter 12: Mines
|
|
-----------------
|
|
|
|
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.
|
|
|
|
This game needs no introduction; popularised by Windows, it is
|
|
perhaps the single best known desktop puzzle game in existence.
|
|
|
|
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.
|
|
|
|
12.1 Mines controls
|
|
|
|
This game is played with the mouse.
|
|
|
|
If you left-click in a covered square, it will be uncovered.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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).
|
|
|
|
All the actions described in section 2.1 are also available.
|
|
|
|
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.
|
|
|
|
(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.)
|
|
|
|
12.2 Mines parameters
|
|
|
|
The options available from the `Custom...' option on the `Type' menu
|
|
are:
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Mines_
|
|
|
|
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.
|
|
|
|
Beware of setting the mine count too high. At very high
|
|
densities, the program may spend forever searching for a
|
|
solvable grid.
|
|
|
|
_Ensure solubility_
|
|
|
|
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.
|
|
|
|
Chapter 13: Same Game
|
|
---------------------
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Same Game was contributed to this collection by James Harvey.
|
|
|
|
13.1 Same Game controls
|
|
|
|
This game can be played with either the keyboard or the mouse.
|
|
|
|
If you left-click an unselected region, it becomes selected
|
|
(possibly clearing the current selection).
|
|
|
|
If you left-click the selected region, it will be removed (and the
|
|
rest of the grid shuffled immediately).
|
|
|
|
If you right-click the selected region, it will be unselected.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
13.2 Same Game parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_No. of colours_
|
|
|
|
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.
|
|
|
|
_Scoring system_
|
|
|
|
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.
|
|
|
|
_Ensure solubility_
|
|
|
|
If this option is ticked (the default state), generated grids
|
|
will be guaranteed to have at least one solution.
|
|
|
|
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.
|
|
|
|
Chapter 14: Flip
|
|
----------------
|
|
|
|
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.
|
|
|
|
Each square contains a small diagram showing which other squares
|
|
change when you flip it.
|
|
|
|
14.1 Flip controls
|
|
|
|
This game can be played with either the keyboard or the mouse.
|
|
|
|
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.
|
|
|
|
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.)
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
14.2 Flip parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Shape type_
|
|
|
|
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.
|
|
|
|
Chapter 15: Guess
|
|
-----------------
|
|
|
|
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.
|
|
|
|
Each guess gets marked with the number of correctly-coloured pegs
|
|
in the correct places (in black), and also the number of correctly-
|
|
coloured pegs in the wrong places (in white).
|
|
|
|
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.
|
|
|
|
Guess was contributed to this collection by James Harvey.
|
|
|
|
15.1 Guess controls
|
|
|
|
This game can be played with either the keyboard or the mouse.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
15.2 Guess parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu. The default game matches the parameters for the board
|
|
game `Mastermind'.
|
|
|
|
_Colours_
|
|
|
|
Number of colours the solution is chosen from; from 2 to 10
|
|
(more is harder).
|
|
|
|
_Pegs per guess_
|
|
|
|
Number of pegs per guess (more is harder).
|
|
|
|
_Guesses_
|
|
|
|
Number of guesses you have to find the solution in (fewer is
|
|
harder).
|
|
|
|
_Allow blanks_
|
|
|
|
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.
|
|
|
|
Note that this doesn't allow blank pegs in the solution; if you
|
|
really wanted that, use one extra colour.
|
|
|
|
_Allow duplicates_
|
|
|
|
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.
|
|
|
|
Chapter 16: Pegs
|
|
----------------
|
|
|
|
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.
|
|
|
|
This game, best known as `Peg Solitaire', is possibly one of the
|
|
oldest puzzle games still commonly known.
|
|
|
|
16.1 Pegs controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
You can also use the cursor keys to move a position indicator around
|
|
the board. Pressing the return key while over a peg, followed by a
|
|
cursor key, will jump the peg in that direction (if that is a legal
|
|
move).
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
16.2 Pegs parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in holes.
|
|
|
|
_Board type_
|
|
|
|
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).
|
|
|
|
Chapter 17: Dominosa
|
|
--------------------
|
|
|
|
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.
|
|
|
|
This puzzle is widely credited to O. S. Adler, and takes part of its
|
|
name from those initials.
|
|
|
|
17.1 Dominosa controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
17.2 Dominosa parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Maximum number on dominoes_
|
|
|
|
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.
|
|
|
|
_Ensure unique solution_
|
|
|
|
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.
|
|
|
|
Chapter 18: Untangle
|
|
--------------------
|
|
|
|
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.
|
|
|
|
I originally saw this in the form of a Flash game called Planarity
|
|
[7], written by John Tantalo.
|
|
|
|
[7] http://planarity.net
|
|
|
|
18.1 Untangle controls
|
|
|
|
To move a point, click on it with the left mouse button and drag it
|
|
into a new position.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
18.2 Untangle parameters
|
|
|
|
There is only one parameter available from the `Custom...' option on
|
|
the `Type' menu:
|
|
|
|
_Number of points_
|
|
|
|
Controls the size of the puzzle, by specifying the number of
|
|
points in the generated graph.
|
|
|
|
Chapter 19: Black Box
|
|
---------------------
|
|
|
|
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.
|
|
|
|
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:
|
|
|
|
- A beam that hits a ball head-on is absorbed and will never re-
|
|
emerge. This includes beams that meet a ball on the first rank
|
|
of the arena.
|
|
|
|
- A beam with a ball in its front-left square and no ball ahead of
|
|
it gets deflected 90 degrees to the right.
|
|
|
|
- A beam with a ball in its front-right square and no ball ahead
|
|
of it gets similarly deflected to the left.
|
|
|
|
- A beam that would re-emerge from its entry location is
|
|
considered to be `reflected'.
|
|
|
|
- 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'.
|
|
|
|
Beams that are reflected appear as a `R'; beams that hit balls head-
|
|
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).
|
|
|
|
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.
|
|
|
|
Here is a diagram showing how the positions of balls can create each
|
|
of the beam behaviours shown above:
|
|
|
|
1RHR----
|
|
|..O.O...|
|
|
2........3
|
|
|........|
|
|
|........|
|
|
3........|
|
|
|......O.|
|
|
H........|
|
|
|.....O..|
|
|
12-RR---
|
|
|
|
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).
|
|
|
|
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):
|
|
|
|
--------
|
|
|........|
|
|
|........|
|
|
|..O..O..|
|
|
|...xx...|
|
|
|...xx...|
|
|
|..O..O..|
|
|
|........|
|
|
|........|
|
|
--------
|
|
|
|
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.
|
|
|
|
Black Box was contributed to this collection by James Harvey.
|
|
|
|
19.1 Black Box controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Locations in the arena may be locked against modification by right-
|
|
clicking; whole rows and columns may be similarly locked by right-
|
|
clicking in the laser square above/below that column, or to the
|
|
left/right of that row.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
19.2 Black Box parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares. There are 2 x _Width_ x _Height_ lasers
|
|
per grid, two per row and two per column.
|
|
|
|
_No. of balls_
|
|
|
|
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.
|
|
|
|
Chapter 20: Slant
|
|
-----------------
|
|
|
|
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:
|
|
|
|
- The diagonal lines never form a loop.
|
|
|
|
- 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.)
|
|
|
|
Credit for this puzzle goes to Nikoli [8].
|
|
|
|
[8] http://www.nikoli.co.jp/ja/puzzles/gokigen_naname (in Japanese)
|
|
|
|
20.1 Slant controls
|
|
|
|
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).
|
|
|
|
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.)
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
20.2 Slant parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Difficulty_
|
|
|
|
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.
|
|
|
|
Chapter 21: Light Up
|
|
--------------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
To win the game, you must satisfy the following conditions:
|
|
|
|
- All non-black squares are lit.
|
|
|
|
- No light is lit by another light.
|
|
|
|
- All numbered black squares have exactly that number of lights
|
|
adjacent to them (in the four squares above, below, and to the
|
|
side).
|
|
|
|
Non-numbered black squares may have any number of lights adjacent to
|
|
them.
|
|
|
|
Credit for this puzzle goes to Nikoli [9].
|
|
|
|
Light Up was contributed to this collection by James Harvey.
|
|
|
|
[9] http://www.nikoli.co.jp/en/puzzles/akari.html (beware of Flash)
|
|
|
|
21.1 Light Up controls
|
|
|
|
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.
|
|
|
|
You may not place a light in a marked square, nor place a mark in a
|
|
lit square.
|
|
|
|
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.
|
|
|
|
Thus, the grid is solved when all non-black squares have yellow
|
|
highlights and there are no red lights.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
21.2 Light Up parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_%age of black squares_
|
|
|
|
Rough percentage of black squares in the grid.
|
|
|
|
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.
|
|
|
|
_Symmetry_
|
|
|
|
Allows you to specify the required symmetry of the black squares
|
|
in the grid. (This does not affect the difficulty of the puzzles
|
|
noticeably.)
|
|
|
|
_Difficulty_
|
|
|
|
`Easy' means that the puzzles should be soluble without
|
|
backtracking or guessing, `Hard' means that some guesses will
|
|
probably be necessary.
|
|
|
|
Chapter 22: Map
|
|
---------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
22.1 Map controls
|
|
|
|
To colour a region, click the left mouse button on an existing
|
|
region of the desired colour and drag that colour into the new
|
|
region.
|
|
|
|
(The program will always ensure the starting puzzle has at least one
|
|
region of each colour, so that this is always possible!)
|
|
|
|
If you need to clear a region, you can drag from an empty region, or
|
|
from the puzzle boundary if there are no empty regions left.
|
|
|
|
Dragging a colour using the _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.)
|
|
|
|
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.
|
|
|
|
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'.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
22.2 Map parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Regions_
|
|
|
|
Number of regions in the generated map.
|
|
|
|
_Difficulty_
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Chapter 23: Loopy
|
|
-----------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Credit for the basic puzzle idea goes to Nikoli [10].
|
|
|
|
Loopy was originally contributed to this collection by Mike Pinna,
|
|
and subsequently enhanced to handle various types of non-square grid
|
|
by Lambros Lambrou.
|
|
|
|
[10] http://www.nikoli.co.jp/en/puzzles/slitherlink.html (beware of
|
|
Flash)
|
|
|
|
23.1 Loopy controls
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
23.2 Loopy parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
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.
|
|
|
|
_Grid type_
|
|
|
|
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.
|
|
|
|
_Difficulty_
|
|
|
|
Controls the difficulty of the generated puzzle.
|
|
|
|
Chapter 24: Inertia
|
|
-------------------
|
|
|
|
You are a small green ball sitting in a grid full of obstacles. Your
|
|
aim is to collect all the gems without running into any mines.
|
|
|
|
You can move the ball in any orthogonal _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.
|
|
|
|
Running into a mine is fatal. Even if you picked up the last gem in
|
|
the same move which then hit a mine, the game will count you as dead
|
|
rather than victorious.
|
|
|
|
This game was originally implemented for Windows by Ben Olmstead
|
|
[11], who was kind enough to release his source code on request so
|
|
that it could be re-implemented for this collection.
|
|
|
|
[11] http://xn13.com/
|
|
|
|
24.1 Inertia controls
|
|
|
|
You can move the ball in any of the eight directions using the
|
|
numeric keypad. Alternatively, if you click the left mouse button
|
|
on the grid, the ball will begin a move in the general direction of
|
|
where you clicked.
|
|
|
|
If you use the `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.
|
|
|
|
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.
|
|
|
|
24.2 Inertia parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
Chapter 25: Tents
|
|
-----------------
|
|
|
|
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:
|
|
|
|
- There are exactly as many tents as trees.
|
|
|
|
- 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.
|
|
|
|
- No two tents are adjacent horizontally, vertically _or
|
|
diagonally_.
|
|
|
|
- The number of tents in each row, and in each column, matches the
|
|
numbers given round the sides of the grid.
|
|
|
|
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.
|
|
|
|
25.1 Tents controls
|
|
|
|
Left-clicking in a blank square will place a tent in it. Right-
|
|
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.
|
|
|
|
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.)
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
25.2 Tents parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Difficulty_
|
|
|
|
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.
|
|
|
|
Chapter 26: Bridges
|
|
-------------------
|
|
|
|
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:
|
|
|
|
- Bridges run horizontally or vertically.
|
|
|
|
- The number of bridges terminating at any island is equal to the
|
|
number written in that island.
|
|
|
|
- Two bridges may run in parallel between the same two islands,
|
|
but no more than two may do so.
|
|
|
|
- No bridge crosses another bridge.
|
|
|
|
- All the islands are connected together.
|
|
|
|
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.
|
|
|
|
Credit for this puzzle goes to Nikoli [12].
|
|
|
|
Bridges was contributed to this collection by James Harvey.
|
|
|
|
[12] http://www.nikoli.co.jp/en/puzzles/hashiwokakero.html (beware
|
|
of Flash)
|
|
|
|
26.1 Bridges controls
|
|
|
|
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.)
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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-
|
|
bridge' marker. Pressing the return key followed by a cursor key
|
|
will also lay a bridge in that direction.
|
|
|
|
You can mark an island as finished by pressing the space bar or by
|
|
pressing the return key twice.
|
|
|
|
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.
|
|
|
|
Violations of the puzzle rules will be marked in red:
|
|
|
|
- An island with too many bridges will be highlighted in red.
|
|
|
|
- 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.
|
|
|
|
- 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.
|
|
|
|
- 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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
26.2 Bridges parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Difficulty_
|
|
|
|
Difficulty level of puzzle.
|
|
|
|
_Allow loops_
|
|
|
|
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.
|
|
|
|
_Max. bridges per direction_
|
|
|
|
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.
|
|
|
|
_%age of island squares_
|
|
|
|
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.
|
|
|
|
_Expansion factor (%age)_
|
|
|
|
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.
|
|
|
|
High expansion factors usually mean easier puzzles with fewer
|
|
possible islands; low expansion factors can create lots of
|
|
tightly-packed islands.
|
|
|
|
Chapter 27: Unequal
|
|
-------------------
|
|
|
|
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:
|
|
|
|
- Each row contains only one occurrence of each digit
|
|
|
|
- Each column contains only one occurrence of each digit
|
|
|
|
- All the clue signs are satisfied.
|
|
|
|
There are two modes for this game, `Unequal' and `Adjacent'.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
At the time of writing, the `Unequal' mode of this puzzle is
|
|
appearing in the Guardian weekly under the name `Futoshiki'.
|
|
|
|
Unequal was contributed to this collection by James Harvey.
|
|
|
|
27.1 Unequal controls
|
|
|
|
Unequal shares much of its control system with Solo.
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
To erase a single pencil mark, right-click in the square and type
|
|
the same number again.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
27.2 Unequal parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Mode_
|
|
|
|
Mode of the puzzle (`Unequal' or `Adjacent')
|
|
|
|
_Size (s*s)_
|
|
|
|
Size of grid.
|
|
|
|
_Difficulty_
|
|
|
|
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.
|
|
|
|
Chapter 28: Galaxies
|
|
--------------------
|
|
|
|
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.
|
|
|
|
This puzzle was invented by Nikoli [13], under the name `Tentai
|
|
Show'; its name is commonly translated into English as `Spiral
|
|
Galaxies'.
|
|
|
|
Galaxies was contributed to this collection by James Harvey.
|
|
|
|
[13] http://www.nikoli.co.jp/en/puzzles/astronomical_show.html
|
|
|
|
28.1 Galaxies controls
|
|
|
|
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.
|
|
|
|
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.)
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
28.2 Galaxies parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Difficulty_
|
|
|
|
Controls the difficulty of the generated puzzle. More difficult
|
|
puzzles require more complex deductions, and the `Unreasonable'
|
|
difficulty level may require backtracking.
|
|
|
|
Chapter 29: Filling
|
|
-------------------
|
|
|
|
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.
|
|
|
|
(`Connected region', for the purposes of this game, does not count
|
|
diagonally separated squares as adjacent.)
|
|
|
|
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).
|
|
|
|
Credit for this puzzle goes to Nikoli [14].
|
|
|
|
Filling was contributed to this collection by Jonas Koelker.
|
|
|
|
[14] http://www.nikoli.co.jp/en/puzzles/fillomino.html
|
|
|
|
29.1 Filling controls
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
29.2 Filling parameters
|
|
|
|
Filling allows you to configure the number of rows and columns of
|
|
the grid, through the `Type' menu.
|
|
|
|
Chapter 30: Keen
|
|
----------------
|
|
|
|
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:
|
|
|
|
- Each row contains only one occurrence of each digit
|
|
|
|
- Each column contains only one occurrence of each digit
|
|
|
|
- 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:
|
|
|
|
- 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.
|
|
|
|
- A multiplication clue (e.g. `60*'), similarly, means that
|
|
the product of the digits in the block must be the given
|
|
number.
|
|
|
|
- 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.
|
|
|
|
- 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.
|
|
|
|
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).
|
|
|
|
This puzzle appears in the Times under the name `KenKen'.
|
|
|
|
30.1 Keen controls
|
|
|
|
Keen shares much of its control system with Solo (and Unequal).
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
To erase a single pencil mark, right-click in the square and type
|
|
the same number again.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Pressing M will fill in a full set of pencil marks in every square
|
|
that does not have a main digit in it.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
30.2 Keen parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Grid size_
|
|
|
|
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!).
|
|
|
|
_Difficulty_
|
|
|
|
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.
|
|
|
|
_Multiplication only_
|
|
|
|
If this is enabled, all boxes will be multiplication boxes. With
|
|
this rule, the puzzle is known as `Inshi No Heya'.
|
|
|
|
Chapter 31: Towers
|
|
------------------
|
|
|
|
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.
|
|
|
|
Your task is to build a tower on every square, in such a way that:
|
|
|
|
- Each row contains every possible height of tower once
|
|
|
|
- Each column contains every possible height of tower once
|
|
|
|
- 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.
|
|
|
|
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.
|
|
|
|
This puzzle appears on the web under various names, particularly
|
|
`Skyscrapers', but I don't know who first invented it.
|
|
|
|
31.1 Towers controls
|
|
|
|
Towers shares much of its control system with Solo, Unequal and
|
|
Keen.
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
To erase a single pencil mark, right-click in the square and type
|
|
the same number again.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Pressing M will fill in a full set of pencil marks in every square
|
|
that does not have a main digit in it.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
31.2 Towers parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Grid size_
|
|
|
|
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!).
|
|
|
|
_Difficulty_
|
|
|
|
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.
|
|
|
|
Chapter 32: Singles
|
|
-------------------
|
|
|
|
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:
|
|
|
|
- No number occurs more than once in any row or column.
|
|
|
|
- No black square is horizontally or vertically adjacent to any
|
|
other black square.
|
|
|
|
- The remaining white squares must all form one contiguous region
|
|
(connected by edges, not just touching at corners).
|
|
|
|
Credit for this puzzle goes to Nikoli [15] who call it Hitori.
|
|
|
|
Singles was contributed to this collection by James Harvey.
|
|
|
|
[15] http://www.nikoli.com/en/puzzles/hitori.html (beware of Flash)
|
|
|
|
32.1 Singles controls
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
32.2 Singles parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Difficulty_
|
|
|
|
Controls the difficulty of the generated puzzle.
|
|
|
|
Chapter 33: Magnets
|
|
-------------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Credit for this puzzle goes to Janko [16].
|
|
|
|
Magnets was contributed to this collection by James Harvey.
|
|
|
|
[16] http://www.janko.at/Raetsel/Magnete/index.htm
|
|
|
|
33.1 Magnets controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Left-clicking a clue will mark it as done (grey it out), or unmark
|
|
it if it is already marked.
|
|
|
|
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-
|
|
clicking.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
33.2 Magnets parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
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.
|
|
|
|
(Grids with at least one odd dimension tend to be easier to
|
|
solve.)
|
|
|
|
_Difficulty_
|
|
|
|
Controls the difficulty of the generated puzzle. At Tricky
|
|
level, you are required to make more deductions about empty
|
|
dominoes and row/column counts.
|
|
|
|
_Strip clues_
|
|
|
|
If true, some of the clues around the grid are removed at
|
|
generation time, making the puzzle more difficult.
|
|
|
|
Chapter 34: Signpost
|
|
--------------------
|
|
|
|
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.
|
|
|
|
By convention the first and last numbers are shown; one or more
|
|
interim numbers may also appear at the beginning.
|
|
|
|
Credit for this puzzle goes to Janko [17], who call it `Pfeilpfad'
|
|
(`arrow path').
|
|
|
|
Signpost was contributed to this collection by James Harvey.
|
|
|
|
[17] http://janko.at/Raetsel/Pfeilpfad/index.htm
|
|
|
|
34.1 Signpost controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
When you left-click or right-click in a square, the legal squares to
|
|
connect it to will be shown.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
34.2 Signpost parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Force start/end to corners_
|
|
|
|
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).
|
|
|
|
Chapter 35: Range
|
|
-----------------
|
|
|
|
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:
|
|
|
|
- no square with a number is coloured black.
|
|
|
|
- no two black squares are adjacent (horizontally or vertically).
|
|
|
|
- for any two white squares, there is a path between them using
|
|
only white squares.
|
|
|
|
- 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).
|
|
|
|
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.
|
|
|
|
Credit for this puzzle goes to Nikoli, who have variously called it
|
|
`Kurodoko', `Kuromasu' or `Where is Black Cells'. [18].
|
|
|
|
Range was contributed to this collection by Jonas Koelker.
|
|
|
|
[18] http://www.nikoli.co.jp/en/puzzles/where_is_black_cells.html
|
|
|
|
35.1 Range controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
35.2 Range parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
Chapter 36: Pearl
|
|
-----------------
|
|
|
|
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.)
|
|
|
|
Some of the squares contain black and white circles, which are clues
|
|
that the loop must satisfy.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(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.)
|
|
|
|
Credit for this puzzle goes to Nikoli, who call it `Masyu'. [19]
|
|
|
|
Thanks to James Harvey for assistance with the implementation.
|
|
|
|
[19] http://www.nikoli.co.jp/en/puzzles/masyu.html (beware of Flash)
|
|
|
|
36.1 Pearl controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.)
|
|
|
|
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.
|
|
|
|
Pressing Control-Shift-arrowkey or Shift-arrowkey simulates a left
|
|
or right click, respectively, on the edge in the direction of the
|
|
key.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
36.2 Pearl parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
Chapter 37: Undead
|
|
------------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.)
|
|
|
|
This puzzle type was invented by David Millar, under the name
|
|
`Haunted Mirror Maze'. See [20] for more details.
|
|
|
|
Undead was contributed to this collection by Steffen Bauer.
|
|
|
|
[20] http://www.janko.at/Raetsel/Spukschloss/index.htm
|
|
|
|
37.1 Undead controls
|
|
|
|
Undead has a similar control system to Solo, Unequal and Keen.
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
To erase a single pencil mark, right-click in the square and type
|
|
the same letter again.
|
|
|
|
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-
|
|
clicking and pressing space will also erase pencil marks.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
Left-clicking a clue will mark it as done (grey it out), or unmark
|
|
it if it is already marked.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
37.2 Undead parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Difficulty_
|
|
|
|
Controls the difficulty of the generated puzzle.
|
|
|
|
Chapter 38: Unruly
|
|
------------------
|
|
|
|
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.
|
|
|
|
This puzzle type was invented by Adolfo Zanellati, under the name
|
|
`Tohu wa Vohu'. See [21] for more details.
|
|
|
|
Unruly was contributed to this collection by Lennard Sprong.
|
|
|
|
[21] http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm
|
|
|
|
38.1 Unruly controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
38.2 Unruly parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares. (Note that the rules of the game
|
|
require both the width and height to be even numbers.)
|
|
|
|
_Difficulty_
|
|
|
|
Controls the difficulty of the generated puzzle.
|
|
|
|
_Unique rows and columns_
|
|
|
|
If enabled, no two rows are permitted to have exactly the same
|
|
pattern, and likewise columns. (A row and a column can match,
|
|
though.)
|
|
|
|
Chapter 39: Flood
|
|
-----------------
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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).
|
|
|
|
39.1 Flood controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
39.2 Flood parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of the grid, in squares.
|
|
|
|
_Colours_
|
|
|
|
Number of colours used to fill the grid. Must be at least 3
|
|
(with two colours there would only be one legal move at any
|
|
stage, hence no choice to make at all), and at most 10.
|
|
|
|
_Extra moves permitted_
|
|
|
|
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.
|
|
|
|
(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!)
|
|
|
|
Chapter 40: Tracks
|
|
------------------
|
|
|
|
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.
|
|
|
|
There are only straight and 90 degree curved rails, and the track
|
|
may not cross itself.
|
|
|
|
Tracks was contributed to this collection by James Harvey.
|
|
|
|
40.1 Tracks controls
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
40.2 Tracks parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of the grid, in squares.
|
|
|
|
_Difficulty_
|
|
|
|
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.
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|
|
|
_Disallow consecutive 1 clues_
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|
|
|
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.
|
|
|
|
Chapter 41: Palisade
|
|
--------------------
|
|
|
|
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).
|
|
|
|
Credit for this puzzle goes to Nikoli, who call it `Five Cells'.
|
|
[22].
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|
|
|
Palisade was contributed to this collection by Jonas Koelker.
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|
|
|
[22] http://nikoli.co.jp/en/puzzles/five_cells.html
|
|
|
|
41.1 Palisade controls
|
|
|
|
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-
|
|
arrowkey to switch off an edge. Repeat an action to perform its
|
|
inverse.
|
|
|
|
(All the actions described in section 2.1 are also available.)
|
|
|
|
41.2 Palisade parameters
|
|
|
|
These parameters are available from the `Custom...' option on the
|
|
`Type' menu.
|
|
|
|
_Width_, _Height_
|
|
|
|
Size of grid in squares.
|
|
|
|
_Region size_
|
|
|
|
The size of the regions into which the grid must be subdivided.
|
|
|
|
Appendix A: Licence
|
|
-------------------
|
|
|
|
This software is copyright 2004-2014 Simon Tatham.
|
|
|
|
Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
|
|
Koelker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou, Bernd
|
|
Schmidt, Steffen Bauer, Lennard Sprong and Rogier Goossens.
|
|
|
|
Permission is hereby granted, free of charge, to any person
|
|
obtaining a copy of this software and associated documentation files
|
|
(the `Software'), to deal in the Software without restriction,
|
|
including without limitation the rights to use, copy, modify, merge,
|
|
publish, distribute, sublicense, and/or sell copies of the Software,
|
|
and to permit persons to whom the Software is furnished to do so,
|
|
subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be
|
|
included in all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED `AS IS', WITHOUT WARRANTY OF ANY KIND,
|
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
|
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
|
|
BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
|
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
|
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
|