1 \title Simon Tatham's Portable Puzzle Collection
3 \cfg{winhelp-filename}{puzzles.hlp}
4 \cfg{winhelp-contents-titlepage}{Contents}
6 \cfg{text-filename}{puzzles.txt}
8 \cfg{html-contents-filename}{index.html}
9 \cfg{html-template-filename}{%k.html}
10 \cfg{html-index-filename}{docindex.html}
11 \cfg{html-leaf-level}{1}
12 \cfg{html-contents-depth-0}{1}
13 \cfg{html-contents-depth-1}{2}
14 \cfg{html-leaf-contains-contents}{true}
16 \cfg{info-filename}{puzzles.info}
18 \cfg{ps-filename}{puzzles.ps}
19 \cfg{pdf-filename}{puzzles.pdf}
23 \define{dash} \u2013{-}
25 This is a collection of small one-player puzzle games.
27 \copyright This manual is copyright 2004-5 Simon Tatham. All rights
28 reserved. You may distribute this documentation under the MIT licence.
29 See \k{licence} for the licence text in full.
31 \cfg{html-local-head}{<meta name="AppleTitle" content="Puzzles Help">}
33 \versionid $Id: puzzles.but 6513 2006-01-08 18:18:11Z jacob $
35 \C{intro} Introduction
37 I wrote this collection because I thought there should be more small
38 desktop toys available: little games you can pop up in a window and
39 play for two or three minutes while you take a break from whatever
40 else you were doing. And I was also annoyed that every time I found
41 a good game on (say) \i{Unix}, it wasn't available the next time I
42 was sitting at a \i{Windows} machine, or vice versa; so I arranged
43 that everything in my personal puzzle collection will happily run on
44 both, and have more recently done a port to \i{Mac OS X} as well. When I
45 find (or perhaps invent) further puzzle games that I like, they'll
46 be added to this collection and will immediately be available on
47 both platforms. And if anyone feels like writing any other front
48 ends \dash PocketPC, Mac OS pre-10, or whatever it might be \dash
49 then all the games in this framework will immediately become
50 available on another platform as well.
52 The actual games in this collection were mostly not my invention; they
53 are re-implementations of existing game concepts within my portable
54 puzzle framework. I do not claim credit, in general, for inventing the
55 rules of any of these puzzles. (I don't even claim authorship of all
56 the code; some of the puzzles have been submitted by other authors.)
58 This collection is distributed under the \i{MIT licence} (see
59 \k{licence}). This means that you can do pretty much anything you like
60 with the game binaries or the code, except pretending you wrote them
61 yourself, or suing me if anything goes wrong.
63 The most recent versions, and \i{source code}, can be found at
64 \I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}.
66 Please report \I{feedback}\i{bugs} to
67 \W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}.
68 You might find it helpful to read this article before reporting a bug:
70 \W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}
72 \ii{Patches} are welcome. Especially if they provide a new front end
73 (to make all these games run on another platform), or a new game.
76 \C{common} \ii{Common features}
78 This chapter describes features that are common to all the games.
80 \H{common-actions} \I{controls}Common actions
82 These actions are all available from the \I{Game menu}\q{Game} menu
83 and via \I{keys}keyboard shortcuts, in addition to any game-specific
86 (On \i{Mac OS X}, to conform with local user interface standards, these
87 actions are situated on the \I{File menu}\q{File} and \I{Edit
88 menu}\q{Edit} menus instead.)
90 \dt \ii\e{New game} (\q{N}, Ctrl+\q{N})
92 \dd Starts a new game, with a random initial state.
94 \dt \ii\e{Restart game}
96 \dd Resets the current game to its initial state. (This can be undone.)
100 \dd Loads a saved game from a file on disk.
104 \dd Saves the current state of your game to a file on disk.
108 The Load and Save operations should preserve your entire game
109 history (so you can save, reload, and still Undo and Redo things you
110 had done before saving).
114 \dt \I{printing, on Windows}\e{Print}
116 \dd Where supported (currently only on Windows), brings up a dialog
117 allowing you to print an arbitrary number of puzzles randomly
118 generated from the current parameters, optionally including the
119 current puzzle. (Only for puzzles which make sense to print, of
120 course - it's hard to think of a sensible printable representation
123 \dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_})
125 \dd Undoes a single move. (You can undo moves back to the start of the
128 \dt \ii\e{Redo} (\q{R}, Ctrl+\q{R})
130 \dd Redoes a previously undone move.
134 \dd Copies the current state of your game to the clipboard in text
135 format, so that you can paste it into (say) an e-mail client or a
136 web message board if you're discussing the game with someone else.
137 (Not all games support this feature.)
141 \dd Transforms the puzzle instantly into its solved state. For some
142 games (Cube) this feature is not supported at all because it is of
143 no particular use. For other games (such as Pattern), the solved
144 state can be used to give you information, if you can't see how a
145 solution can exist at all or you want to know where you made a
146 mistake. For still other games (such as Sixteen), automatic solution
147 tells you nothing about how to \e{get} to the solution, but it does
148 provide a useful way to get there quickly so that you can experiment
149 with set-piece moves and transformations.
153 Some games (such as Solo) are capable of solving a game ID you have
154 typed in from elsewhere. Other games (such as Rectangles) cannot
155 solve a game ID they didn't invent themself, but when they did
156 invent the game ID they know what the solution is already. Still
157 other games (Pattern) can solve \e{some} external game IDs, but only
158 if they aren't too difficult.
160 The \q{Solve} command adds the solved state to the end of the undo
161 chain for the puzzle. In other words, if you want to go back to
162 solving it yourself after seeing the answer, you can just press Undo.
166 \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q})
168 \dd Closes the application entirely.
170 \H{common-id} Specifying games with the \ii{game ID}
172 There are two ways to save a game specification out of a puzzle and
173 recreate it later, or recreate it in somebody else's copy of the
176 The \q{\i{Specific}} and \q{\i{Random Seed}} options from the
177 \I{Game menu}\q{Game} menu (or the \q{File} menu, on \i{Mac OS X}) each
178 show a piece of text (a \q{game ID}) which is sufficient to
179 reconstruct precisely the same game at a later date.
181 You can enter either of these pieces of text back into the program
182 (via the same \q{Specific} or \q{Random Seed} menu options) at a
183 later point, and it will recreate the same game. You can also use
184 either one as a \i{command line} argument (on Windows or Unix); see
185 \k{common-cmdline} for more detail.
187 The difference between the two forms is that a descriptive game ID
188 is a literal \e{description} of the \i{initial state} of the game,
189 whereas a random seed is just a piece of arbitrary text which was
190 provided as input to the random number generator used to create the
191 puzzle. This means that:
193 \b Descriptive game IDs tend to be longer in many puzzles (although
194 some, such as Cube (\k{cube}), only need very short descriptions).
195 So a random seed is often a \e{quicker} way to note down the puzzle
196 you're currently playing, or to tell it to somebody else so they can
197 play the same one as you.
199 \b Any text at all is a valid random seed. The automatically
200 generated ones are fifteen-digit numbers, but anything will do; you
201 can type in your full name, or a word you just made up, and a valid
202 puzzle will be generated from it. This provides a way for two or
203 more people to race to complete the same puzzle: you think of a
204 random seed, then everybody types it in at the same time, and nobody
205 has an advantage due to having seen the generated puzzle before
208 \b It is often possible to convert puzzles from other sources (such
209 as \q{nonograms} or \q{sudoku} from newspapers) into descriptive
210 game IDs suitable for use with these programs.
212 \b Random seeds are not guaranteed to produce the same result if you
213 use them with a different \i\e{version} of the puzzle program. This
214 is because the generation algorithm might have been improved or
215 modified in later versions of the code, and will therefore produce a
216 different result when given the same sequence of random numbers. Use
217 a descriptive game ID if you aren't sure that it will be used on the
218 same version of the program as yours.
220 \lcont{(Use the \q{About} menu option to find out the version number
221 of the program. Programs with the same version number running on
222 different platforms should still be random-seed compatible.)}
224 \I{ID format}A descriptive game ID starts with a piece of text which
225 encodes the \i\e{parameters} of the current game (such as grid
226 size). Then there is a colon, and after that is the description of
227 the game's initial state. A random seed starts with a similar string
228 of parameters, but then it contains a hash sign followed by
231 If you enter a descriptive game ID, the program will not be able to
232 show you the random seed which generated it, since it wasn't
233 generated \e{from} a random seed. If you \e{enter} a random seed,
234 however, the program will be able to show you the descriptive game
235 ID derived from that random seed.
237 Note that the game parameter strings are not always identical
238 between the two forms. For some games, there will be parameter data
239 provided with the random seed which is not included in the
240 descriptive game ID. This is because that parameter information is
241 only relevant when \e{generating} puzzle grids, and is not important
242 when playing them. Thus, for example, the difficulty level in Solo
243 (\k{solo}) is not mentioned in the descriptive game ID.
245 These additional parameters are also not set permanently if you type
246 in a game ID. For example, suppose you have Solo set to \q{Advanced}
247 difficulty level, and then a friend wants your help with a
248 \q{Trivial} puzzle; so the friend reads out a random seed specifying
249 \q{Trivial} difficulty, and you type it in. The program will
250 generate you the same \q{Trivial} grid which your friend was having
251 trouble with, but once you have finished playing it, when you ask
252 for a new game it will automatically go back to the \q{Advanced}
253 difficulty which it was previously set on.
255 \H{common-type} The \q{Type} menu
257 The \I{Type menu}\q{Type} menu, if present, may contain a list of
258 \i{preset} game settings. Selecting one of these will start a new
259 random game with the parameters specified.
261 The \q{Type} menu may also contain a \q{\i{Custom}} option which
262 allows you to fine-tune game \i{parameters}. The parameters
263 available are specific to each game and are described in the
266 \H{common-cmdline} Specifying game parameters on the \i{command line}
268 (This section does not apply to the \i{Mac OS X} version.)
270 The games in this collection deliberately do not ever save
271 information on to the computer they run on: they have no high score
272 tables and no saved preferences. (This is because I expect at least
273 some people to play them at work, and those people will probably
274 appreciate leaving as little evidence as possible!)
276 However, if you do want to arrange for one of these games to
277 \I{default parameters, specifying}default to a particular set of
278 parameters, you can specify them on the command line.
280 The easiest way to do this is to set up the parameters you want
281 using the \q{Type} menu (see \k{common-type}), and then to select
282 \q{Random Seed} from the \q{Game} or \q{File} menu (see
283 \k{common-id}). The text in the \q{Game ID} box will be composed of
284 two parts, separated by a hash. The first of these parts represents
285 the game parameters (the size of the playing area, for example, and
286 anything else you set using the \q{Type} menu).
288 If you run the game with just that parameter text on the command
289 line, it will start up with the settings you specified.
291 For example: if you run Cube (see \k{cube}), select \q{Octahedron}
292 from the \q{Type} menu, and then go to the game ID selection, you
293 will see a string of the form \cq{o2x2#338686542711620}. Take only
294 the part before the hash (\cq{o2x2}), and start Cube with that text
295 on the command line: \cq{cube o2x2}.
297 If you copy the \e{entire} game ID on to the command line, the game
298 will start up in the specific game that was described. This is
299 occasionally a more convenient way to start a particular game ID
300 than by pasting it into the game ID selection box.
302 (You could also retrieve the encoded game parameters using the
303 \q{Specific} menu option instead of \q{Random Seed}, but if you do
304 then some options, such as the difficulty level in Solo, will be
305 missing. See \k{common-id} for more details on this.)
307 \H{common-unix-cmdline} \i{Unix} \i{command-line} options
309 (This section only applies to the Unix port.)
311 In addition to specifying game parameters on the command line (see
312 \k{common-cmdline}), you can also specify various options:
314 \dt \cw{--generate }\e{n}
316 \dd If this option is specified, instead of a puzzle being displayed,
317 a number of descriptive game IDs will be \I{generating game IDs}invented
318 and printed on standard output. This is useful for gaining access to
319 the game generation algorithms without necessarily using the frontend.
323 If game parameters are specified on the command-line, they will be
324 used to generate the game IDs; otherwise a default set of parameters
327 The most common use of this option is in conjunction with \c{--print},
328 in which case its behaviour is slightly different; see below.
332 \dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
334 \dd If this option is specified, instead of a puzzle being displayed,
335 a printed representation of one or more unsolved puzzles is sent to
336 standard output, in \i{PostScript} format.
340 On each page of puzzles, there will be \e{w} across and \e{h} down. If
341 there are more puzzles than \e{w}\by\e{h}, more than one page will be
344 If \c{--generate} has also been specified, the invented game IDs will
345 be used to generate the printed output. Otherwise, a list of game IDs
346 is expected on standard input (which can be descriptive or random
347 seeds; see \k{common-id}), in the same format produced by
352 \c net --generate 12 --print 2x3 7x7w | lpr
354 will generate two pages of printed Net puzzles (each of which will
355 have a 7\by\.7 wrapping grid), and pipe the output to the \c{lpr}
356 command, which on many systems will send them to an actual printer.
358 There are various other options which affect printing; see below.
364 \dd Prints version information about the game, and then quits.
366 The following options are only meaningful if \c{--print} is also
369 \dt \cw{--with-solutions}
371 \dd The set of pages filled with unsolved puzzles will be followed by
372 the solutions to those puzzles.
374 \dt \cw{--scale }\e{n}
376 \dd Adjusts how big each puzzle is when printed. Larger numbers make
377 puzzles bigger; the default is 1.0.
381 \dd Puzzles will be printed in colour, rather than in black and white
382 (if supported by the puzzle).
387 \cfg{winhelp-topic}{games.net}
389 (\e{Note:} the \i{Windows} version of this game is called
390 \i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.
391 Similarly the Debian version is called \i\cw{netgame} to avoid
392 clashing with Samba's \cw{net}.)
394 I originally saw this in the form of a Flash game called \i{FreeNet}
395 \k{FreeNet}, written by Pavils Jurjans; there are several other
396 implementations under the name \i{NetWalk}. The computer prepares a
397 network by connecting up the centres of squares in a grid, and then
398 shuffles the network by rotating every tile randomly. Your job is to
399 rotate it all back into place. The successful solution will be an
400 entirely connected network, with no closed loops. \#{The latter
401 clause means that there are no closed paths within the network.
402 Could this be clearer? "No closed paths"?} As a visual aid,
403 all tiles which are connected to the one in the middle are
406 \B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm}
408 \H{net-controls} \i{Net controls}
410 \IM{Net controls} controls, for Net
411 \IM{Net controls} keys, for Net
412 \IM{Net controls} shortcuts (keyboard), for Net
414 This game can be played with either the keyboard or the mouse. The
417 \dt \e{Select tile}: mouse pointer, arrow keys
419 \dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key
421 \dt \e{Rotate tile clockwise}: right mouse button, \q{D} key
423 \dt \e{Rotate tile by 180 degrees}: \q{F} key
425 \dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key
427 \dd You can lock a tile once you're sure of its orientation. You can
428 also unlock it again, but while it's locked you can't accidentally
431 The following controls are not necessary to complete the game, but may
434 \dt \e{Shift grid}: Shift + arrow keys
436 \dd On grids that wrap, you can move the origin of the grid, so that
437 tiles that were on opposite sides of the grid can be seen together.
439 \dt \e{Move centre}: Ctrl + arrow keys
441 \dd You can change which tile is used as the source of highlighting.
442 (It doesn't ultimately matter which tile this is, as every tile will
443 be connected to every other tile in a correct solution, but it may be
444 helpful in the intermediate stages of solving the puzzle.)
446 \dt \e{Jumble tiles}: \q{J} key
448 \dd This key turns all tiles that are not locked to random
451 (All the actions described in \k{common-actions} are also available.)
453 \H{net-params} \I{parameters, for Net}Net parameters
455 These parameters are available from the \q{Custom...} option on the
458 \dt \e{Width}, \e{Height}
460 \dd Size of grid in tiles.
462 \dt \e{Walls wrap around}
464 \dd If checked, flow can pass from the left edge to the right edge,
465 and from top to bottom, and vice versa.
467 \dt \e{Barrier probability}
469 \dd A number between 0.0 and 1.0 controlling whether an immovable
470 barrier is placed between two tiles to prevent flow between them (a
471 higher number gives more barriers). Since barriers are immovable, they
472 act as constraints on the solution (i.e., hints).
476 The grid generation in Net has been carefully arranged so that the
477 barriers are independent of the rest of the grid. This means that if
478 you note down the random seed used to generate the current puzzle
479 (see \k{common-id}), change the \e{Barrier probability} parameter,
480 and then re-enter the same random seed, you should see exactly the
481 same starting grid, with the only change being the number of
482 barriers. So if you're stuck on a particular grid and need a hint,
483 you could start up another instance of Net, set up the same
484 parameters but a higher barrier probability, and enter the game seed
485 from the original Net window.
489 \dt \e{Ensure unique solution}
491 \dd Normally, Net will make sure that the puzzles it presents have
492 only one solution. Puzzles with ambiguous sections can be more
493 difficult and more subtle, so if you like you can turn off this
494 feature and risk having ambiguous puzzles. (Also, finding \e{all}
495 the possible solutions can be an additional challenge for an
501 \cfg{winhelp-topic}{games.cube}
503 This is another one I originally saw as a web game. This one was a
504 Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16
505 squares, six of which are blue; on one square rests a cube. Your move
506 is to use the arrow keys to roll the cube through 90 degrees so that
507 it moves to an adjacent square. If you roll the cube on to a blue
508 square, the blue square is picked up on one face of the cube; if you
509 roll a blue face of the cube on to a non-blue square, the blueness is
510 put down again. (In general, whenever you roll the cube, the two faces
511 that come into contact swap colours.) Your job is to get all six blue
512 squares on to the six faces of the cube at the same time. Count your
513 moves and try to do it in as few as possible.
515 Unlike the original Java game, my version has an additional feature:
516 once you've mastered the game with a cube rolling on a square grid,
517 you can change to a triangular grid and roll any of a tetrahedron, an
518 octahedron or an icosahedron.
520 \B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm}
522 \H{cube-controls} \i{Cube controls}
524 \IM{Cube controls} controls, for Cube
525 \IM{Cube controls} keys, for Cube
526 \IM{Cube controls} shortcuts (keyboard), for Cube
528 This game can be played with either the keyboard or the mouse.
530 Left-clicking anywhere on the window will move the cube (or other
531 solid) towards the mouse pointer.
533 The arrow keys can also used to roll the cube on its square grid in
534 the four cardinal directions.
535 On the triangular grids, the mapping of arrow keys to directions is
536 more approximate. Vertical movement is disallowed where it doesn't
537 make sense. The four keys surrounding the arrow keys on the numeric
538 keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement.
540 (All the actions described in \k{common-actions} are also available.)
542 \H{cube-params} \I{parameters, for Cube}Cube parameters
544 These parameters are available from the \q{Custom...} option on the
547 \dt \e{Type of solid}
549 \dd Selects the solid to roll (and hence the shape of the grid):
550 tetrahedron, cube, octahedron, or icosahedron.
552 \dt \e{Width / top}, \e{Height / bottom}
554 \dd On a square grid, horizontal and vertical dimensions. On a
555 triangular grid, the number of triangles on the top and bottom rows
559 \C{fifteen} \i{Fifteen}
561 \cfg{winhelp-topic}{games.fifteen}
563 The old ones are the best: this is the good old \q{\i{15-puzzle}}
564 with sliding tiles. You have a 4\by\.4 square grid; 15 squares
565 contain numbered tiles, and the sixteenth is empty. Your move is to
566 choose a tile next to the empty space, and slide it into the space.
567 The aim is to end up with the tiles in numerical order, with the
568 space in the bottom right (so that the top row reads 1,2,3,4 and the
569 bottom row reads 13,14,15,\e{space}).
571 \H{fifteen-controls} \i{Fifteen controls}
573 \IM{Fifteen controls} controls, for Fifteen
574 \IM{Fifteen controls} keys, for Fifteen
575 \IM{Fifteen controls} shortcuts (keyboard), for Fifteen
577 This game can be controlled with the mouse or the keyboard.
579 A left-click with the mouse in the row or column containing the empty
580 space will move as many tiles as necessary to move the space to the
583 The arrow keys will move a tile adjacent to the space in the direction
584 indicated (moving the space in the \e{opposite} direction).
586 (All the actions described in \k{common-actions} are also available.)
588 \H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters
590 The only options available from the \q{Custom...} option on the \q{Type}
591 menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
592 you've changed these, it's not a \q{15-puzzle} any more, of course!)
595 \C{sixteen} \i{Sixteen}
597 \cfg{winhelp-topic}{games.sixteen}
599 Another sliding tile puzzle, visually similar to Fifteen (see
600 \k{fifteen}) but with a different type of move. This time, there is no
601 hole: all 16 squares on the grid contain numbered squares. Your move
602 is to shift an entire row left or right, or shift an entire column up
603 or down; every time you do that, the tile you shift off the grid
604 re-appears at the other end of the same row, in the space you just
605 vacated. To win, arrange the tiles into numerical order (1,2,3,4 on
606 the top row, 13,14,15,16 on the bottom). When you've done that, try
607 playing on different sizes of grid.
609 I \e{might} have invented this game myself, though only by accident if
610 so (and I'm sure other people have independently invented it). I
611 thought I was imitating a screensaver I'd seen, but I have a feeling
612 that the screensaver might actually have been a Fifteen-type puzzle
613 rather than this slightly different kind. So this might be the one
614 thing in my puzzle collection which represents creativity on my part
615 rather than just engineering.
617 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
619 This game is played with the mouse. Left-clicking on an arrow will
620 move the appropriate row or column in the direction indicated.
621 Right-clicking will move it in the opposite direction.
623 (All the actions described in \k{common-actions} are also available.)
625 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
627 The parameters available from the \q{Custom...} option on the
630 \b \e{Width} and \e{Height}, which are self-explanatory.
632 \b You can ask for a limited shuffling operation to be performed on
633 the grid. By default, Sixteen will shuffle the grid in such a way
634 that any arrangement is about as probable as any other. You can
635 override this by requesting a precise number of shuffling moves to
636 be performed. Typically your aim is then to determine the precise
637 set of shuffling moves and invert them exactly, so that you answer
638 (say) a four-move shuffle with a four-move solution. Note that the
639 more moves you ask for, the more likely it is that solutions shorter
640 than the target length will turn out to be possible.
643 \C{twiddle} \i{Twiddle}
645 \cfg{winhelp-topic}{games.twiddle}
647 Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen
648 (see \k{sixteen}): you are given a grid of square tiles, each
649 containing a number, and your aim is to arrange the numbers into
652 In basic Twiddle, your move is to rotate a square group of four
653 tiles about their common centre. (Orientation is not significant in
654 the basic puzzle, although you can select it.) On more advanced
655 settings, you can rotate a larger square group of tiles.
657 I first saw this type of puzzle in the GameCube game \q{Metroid
658 Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle
659 you solve to unlock a door, which is a special case of Twiddle. I
660 developed this game as a generalisation of that puzzle.
662 \H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls
664 To play Twiddle, click the mouse in the centre of the square group
665 you wish to rotate. In the basic mode, you rotate a 2\by\.2 square,
666 which means you have to click at a corner point where four tiles
669 In more advanced modes you might be rotating 3\by\.3 or even more at
670 a time; if the size of the square is odd then you simply click in
671 the centre tile of the square you want to rotate.
673 Clicking with the left mouse button rotates the group anticlockwise.
674 Clicking with the right button rotates it clockwise.
676 (All the actions described in \k{common-actions} are also available.)
678 \H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters
680 Twiddle provides several configuration options via the \q{Custom}
681 option on the \q{Type} menu:
683 \b You can configure the width and height of the puzzle grid.
685 \b You can configure the size of square block that rotates at a time.
687 \b You can ask for every square in the grid to be distinguishable
688 (the default), or you can ask for a simplified puzzle in which there
689 are groups of identical numbers. In the simplified puzzle your aim
690 is just to arrange all the 1s into the first row, all the 2s into
691 the second row, and so on.
693 \b You can configure whether the orientation of tiles matters. If
694 you ask for an orientable puzzle, each tile will have a triangle
695 drawn in it. All the triangles must be pointing upwards to complete
698 \b You can ask for a limited shuffling operation to be performed on
699 the grid. By default, Twiddle will shuffle the grid so much that any
700 arrangement is about as probable as any other. You can override this
701 by requesting a precise number of shuffling moves to be performed.
702 Typically your aim is then to determine the precise set of shuffling
703 moves and invert them exactly, so that you answer (say) a four-move
704 shuffle with a four-move solution. Note that the more moves you ask
705 for, the more likely it is that solutions shorter than the target
706 length will turn out to be possible.
709 \C{rectangles} \i{Rectangles}
711 \cfg{winhelp-topic}{games.rectangles}
713 You have a grid of squares, with numbers written in some (but not all)
714 of the squares. Your task is to subdivide the grid into rectangles of
715 various sizes, such that (a) every rectangle contains exactly one
716 numbered square, and (b) the area of each rectangle is equal to the
717 number written in its numbered square.
719 Credit for this game goes to the Japanese puzzle magazine \i{Nikoli}
720 \k{nikoli-rect}; I've also seen a Palm implementation at \i{Puzzle
721 Palace} \k{puzzle-palace-rect}. Unlike Puzzle Palace's
722 implementation, my version automatically generates random grids of
723 any size you like. The quality of puzzle design is therefore not
724 quite as good as hand-crafted puzzles would be, but on the plus side
725 you get an inexhaustible supply of puzzles tailored to your own
728 \B{nikoli-rect} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}
730 \B{puzzle-palace-rect} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}
732 \H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls
734 This game is played with the mouse.
736 Left-click any edge to toggle it on or off, or click and drag to draw
737 an entire rectangle (or line) on the grid in one go (removing any
738 existing edges within that rectangle).
740 When a rectangle of the correct size is completed, it will be shaded.
742 (All the actions described in \k{common-actions} are also available.)
744 \H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters
746 These parameters are available from the \q{Custom...} option on the
749 \dt \e{Width}, \e{Height}
751 \dd Size of grid, in squares.
753 \dt \e{Expansion factor}
755 \dd This is a mechanism for changing the type of grids generated by
756 the program. Some people prefer a grid containing a few large
757 rectangles to one containing many small ones. So you can ask
758 Rectangles to essentially generate a \e{smaller} grid than the size
759 you specified, and then to expand it by adding rows and columns.
763 The default expansion factor of zero means that Rectangles will
764 simply generate a grid of the size you ask for, and do nothing
765 further. If you set an expansion factor of (say) 0.5, it means that
766 each dimension of the grid will be expanded to half again as big
767 after generation. In other words, the initial grid will be 2/3 the
768 size in each dimension, and will be expanded to its full size
769 without adding any more rectangles.
771 Setting an expansion factor of around 0.5 tends to make the game
772 more difficult, and also (in my experience) rewards a less deductive
773 and more intuitive playing style. If you set it \e{too} high,
774 though, the game simply cannot generate more than a few rectangles
775 to cover the entire grid, and the game becomes trivial.
779 \dt \e{Ensure unique solution}
781 \dd Normally, Rectangles will make sure that the puzzles it presents
782 have only one solution. Puzzles with ambiguous sections can be more
783 difficult and more subtle, so if you like you can turn off this
784 feature and risk having ambiguous puzzles. Also, finding \e{all} the
785 possible solutions can be an additional challenge for an advanced
786 player. Turning off this option can also speed up puzzle generation.
789 \C{netslide} \i{Netslide}
791 \cfg{winhelp-topic}{games.netslide}
793 This game combines the grid generation of Net (see \k{net}) with the
794 movement of Sixteen (see \k{sixteen}): you have a Net grid, but
795 instead of rotating tiles back into place you have to slide them
796 into place by moving a whole row at a time.
798 As in Sixteen, \I{controls, for Netslide}control is with the mouse.
799 See \k{sixteen-controls}.
801 \I{parameters, for Netslide}The available game parameters have similar
802 meanings to those in Net (see \k{net-params}) and Sixteen (see
805 Netslide was contributed to this collection by Richard Boulton.
808 \C{pattern} \i{Pattern}
810 \cfg{winhelp-topic}{games.pattern}
812 You have a grid of squares, which must all be filled in either black
813 or white. Beside each row of the grid are listed the lengths of the
814 runs of black squares on that row; above each column are listed the
815 lengths of the runs of black squares in that column. Your aim is to
816 fill in the entire grid black or white.
818 I first saw this puzzle form around 1995, under the name
819 \q{\i{nonograms}}. I've seen it in various places since then, under
822 Normally, puzzles of this type turn out to be a meaningful picture
823 of something once you've solved them. However, since this version
824 generates the puzzles automatically, they will just look like random
825 groupings of squares. (One user has suggested that this is actually
826 a \e{good} thing, since it prevents you from guessing the colour of
827 squares based on the picture, and forces you to use logic instead.)
828 The advantage, though, is that you never run out of them.
830 \H{pattern-controls} \I{controls, for Pattern}Pattern controls
832 This game is played with the mouse.
834 Left-click in a square to colour it black. Right-click to colour it
835 white. If you make a mistake, you can middle-click, or hold down
836 Shift while clicking with any button, to colour the square in the
837 default grey (meaning \q{undecided}) again.
839 You can click and drag with the left or right mouse button to colour
840 a vertical or horizontal line of squares black or white at a time
841 (respectively). If you click and drag with the middle button, or
842 with Shift held down, you can colour a whole rectangle of squares
845 (All the actions described in \k{common-actions} are also available.)
847 \H{pattern-parameters} \I{parameters, for Pattern}Pattern parameters
849 The only options available from the \q{Custom...} option on the \q{Type}
850 menu are \e{Width} and \e{Height}, which are self-explanatory.
855 \cfg{winhelp-topic}{games.solo}
857 You have a square grid, which is divided into square or rectangular
858 blocks. Each square must be filled in with a digit from 1 to the
859 size of the grid, in such a way that
861 \b every row contains only one occurrence of each digit
863 \b every column contains only one occurrence of each digit
865 \b every block contains only one occurrence of each digit.
867 You are given some of the numbers as clues; your aim is to place the
868 rest of the numbers correctly.
870 The default puzzle size is 3\by\.3 (a 9\by\.9 actual grid, divided
871 into nine 3\by\.3 blocks). You can also select sizes with
872 rectangular blocks instead of square ones, such as 2\by\.3 (a
873 6\by\.6 grid divided into six 3\by\.2 blocks).
875 If you select a puzzle size which requires more than 9 digits, the
876 additional digits will be letters of the alphabet. For example, if
877 you select 3\by\.4 then the digits which go in your grid will be 1
878 to 9, plus \cq{a}, \cq{b} and \cq{c}.
880 I first saw this puzzle in \i{Nikoli} \k{nikoli-solo}, although it's also
881 been popularised by various newspapers under the name \q{\i{Sudoku}} or
884 \B{nikoli-solo} \W{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/1/index_text-e.htm}
886 \H{solo-controls} \I{controls, for Solo}Solo controls
888 To play Solo, simply click the mouse in any empty square and then
889 type a digit or letter on the keyboard to fill that square. If you
890 make a mistake, click the mouse in the incorrect square and press
891 Space to clear it again (or use the Undo feature).
893 If you \e{right}-click in a square and then type a number, that
894 number will be entered in the square as a \q{pencil mark}. You can
895 have pencil marks for multiple numbers in the same square.
897 The game pays no attention to pencil marks, so exactly what you use
898 them for is up to you: you can use them as reminders that a
899 particular square needs to be re-examined once you know more about a
900 particular number, or you can use them as lists of the possible
901 numbers in a given square, or anything else you feel like.
903 To erase a single pencil mark, right-click in the square and type
904 the same number again.
906 All pencil marks in a square are erased when you left-click and type
907 a number, or when you left-click and press space. Right-clicking and
908 pressing space will also erase pencil marks.
910 (All the actions described in \k{common-actions} are also available.)
912 \H{solo-parameters} \I{parameters, for Solo}Solo parameters
914 Solo allows you to configure two separate dimensions of the puzzle
915 grid on the \q{Type} menu: the number of columns, and the number of
916 rows, into which the main grid is divided. (The size of a block is
917 the inverse of this: for example, if you select 2 columns and 3 rows,
918 each actual block will have 3 columns and 2 rows.)
920 You can also configure the type of symmetry shown in the generated
921 puzzles. More symmetry makes the puzzles look prettier but may also
922 make them easier, since the symmetry constraints can force more
923 clues than necessary to be present. Completely asymmetric puzzles
924 have the freedom to contain as few clues as possible.
926 Finally, you can configure the difficulty of the generated puzzles.
927 Difficulty levels are judged by the complexity of the techniques of
928 deduction required to solve the puzzle: each level requires a mode
929 of reasoning which was not necessary in the previous one. In
930 particular, on difficulty levels \q{Trivial} and \q{Basic} there
931 will be a square you can fill in with a single number at all times,
932 whereas at \q{Intermediate} level and beyond you will have to make
933 partial deductions about the \e{set} of squares a number could be in
934 (or the set of numbers that could be in a square).
935 \#{Advanced, Extreme?}
936 At \q{Unreasonable} level, even this is not enough, and you will
937 eventually have to make a guess, and then backtrack if it turns out
940 Generating difficult puzzles is itself difficult: if you select one
941 of the higher difficulty levels, Solo may have to make many attempts
942 at generating a puzzle before it finds one hard enough for you. Be
943 prepared to wait, especially if you have also configured a large
949 \cfg{winhelp-topic}{games.mines}
951 You have a grid of covered squares, some of which contain mines, but
952 you don't know which. Your job is to uncover every square which does
953 \e{not} contain a mine. If you uncover a square containing a mine,
954 you lose. If you uncover a square which does not contain a mine, you
955 are told how many mines are contained within the eight surrounding
958 This game needs no introduction; popularised by Windows, it is
959 perhaps the single best known desktop puzzle game in existence.
961 This version of it has an unusual property. By default, it will
962 generate its mine positions in such a way as to ensure that you
963 never need to \e{guess} where a mine is: you will always be able to
964 deduce it somehow. So you will never, as can happen in other
965 versions, get to the last four squares and discover that there are
966 two mines left but you have no way of knowing for sure where they
969 \H{mines-controls} \I{controls, for Mines}Mines controls
971 This game is played with the mouse.
973 If you left-click in a covered square, it will be uncovered.
975 If you right-click in a covered square, it will place a flag which
976 indicates that the square is believed to be a mine. Left-clicking in
977 a marked square will not uncover it, for safety. You can right-click
978 again to remove a mark placed in error.
980 If you left-click in an \e{uncovered} square, it will \q{clear
981 around} the square. This means: if the square has exactly as many
982 flags surrounding it as it should have mines, then all the covered
983 squares next to it which are \e{not} flagged will be uncovered. So
984 once you think you know the location of all the mines around a
985 square, you can use this function as a shortcut to avoid having to
986 click on each of the remaining squares one by one.
988 If you uncover a square which has \e{no} mines in the surrounding
989 eight squares, then it is obviously safe to uncover those squares in
990 turn, and so on if any of them also has no surrounding mines. This
991 will be done for you automatically; so sometimes when you uncover a
992 square, a whole new area will open up to be explored.
994 All the actions described in \k{common-actions} are also available.
996 Even Undo is available, although you might consider it cheating to
997 use it. If you step on a mine, the program will only reveal the mine
998 in question (unlike most other implementations, which reveal all of
999 them). You can then Undo your fatal move and continue playing if you
1000 like. The program will track the number of times you died (and Undo
1001 will not reduce that counter), so when you get to the end of the
1002 game you know whether or not you did it without making any errors.
1004 (If you really want to know the full layout of the grid, which other
1005 implementations will show you after you die, you can always use the
1008 \H{mines-parameters} \I{parameters, for Mines}Mines parameters
1010 The options available from the \q{Custom...} option on the \q{Type}
1013 \dt \e{Width}, \e{Height}
1015 \dd Size of grid in squares.
1019 \dd Number of mines in the grid. You can enter this as an absolute
1020 mine count, or alternatively you can put a \cw{%} sign on the end in
1021 which case the game will arrange for that proportion of the squares
1022 in the grid to be mines.
1026 Beware of setting the mine count too high. At very high densities,
1027 the program may spend forever searching for a solvable grid.
1031 \dt \e{Ensure solubility}
1033 \dd When this option is enabled (as it is by default), Mines will
1034 ensure that the entire grid can be fully deduced starting from the
1035 initial open space. If you prefer the riskier grids generated by
1036 other implementations, you can switch off this option.
1039 \C{samegame} \i{Same Game}
1041 \cfg{winhelp-topic}{games.samegame}
1043 You have a grid of coloured squares, which you have to clear by
1044 highlighting contiguous regions of more than one coloured square;
1045 the larger the region you highlight, the more points you get (and
1046 the faster you clear the arena).
1048 If you clear the grid you win. If you end up with nothing but
1049 single squares (i.e., there are no more clickable regions left) you
1052 Removing a region causes the rest of the grid to shuffle up:
1053 blocks that are suspended will fall down (first), and then empty
1054 columns are filled from the right.
1056 Same Game was contributed to this collection by James Harvey.
1058 \H{samegame-controls} \i{Same Game controls}
1060 \IM{Same Game controls} controls, for Same Game
1061 \IM{Same Game controls} keys, for Same Game
1062 \IM{Same Game controls} shortcuts (keyboard), for Same Game
1064 This game can be played with either the keyboard or the mouse.
1066 If you left-click an unselected region, it becomes selected (possibly
1067 clearing the current selection).
1069 If you left-click the selected region, it will be removed (and the
1070 rest of the grid shuffled immediately).
1072 If you right-click the selected region, it will be unselected.
1074 The cursor keys move a cursor around the grid. Pressing the Space or
1075 Enter keys while the cursor is in an unselected region selects it;
1076 pressing Space or Enter again removes it as above.
1078 (All the actions described in \k{common-actions} are also available.)
1080 \H{samegame-parameters} \I{parameters, for Same Game}Same Game parameters
1082 These parameters are available from the \q{Custom...} option on the
1085 \dt \e{Width}, \e{Height}
1087 \dd Size of grid in squares.
1089 \dt \e{No. of colours}
1091 \dd Number of different colours used to fill the grid; the more colours,
1092 the fewer large regions of colour and thus the more difficult it is to
1093 successfully clear the grid.
1095 \dt \e{Scoring system}
1097 \dd Controls the precise mechanism used for scoring. With the default
1098 system, \q{(n-2)^2}, only regions of three squares or more will score
1099 any points at all. With the alternative \q{(n-1)^2} system, regions of
1100 two squares score a point each, and larger regions score relatively
1103 \dt \e{Ensure solubility}
1105 \dd If this option is ticked (the default state), generated grids
1106 will be guaranteed to have at least one solution.
1110 If you turn it off, the game generator will not try to guarantee
1111 soluble grids; it will, however, still ensure that there are at
1112 least 2 squares of each colour on the grid at the start (since a
1113 grid with exactly one square of a given colour is \e{definitely}
1114 insoluble). Grids generated with this option disabled may contain
1115 more large areas of contiguous colour, leading to opportunities for
1116 higher scores; they can also take less time to generate.
1123 \cfg{winhelp-topic}{games.flip}
1125 (\e{Note:} the Debian version of this game is called \i\cw{flipgame} to
1126 avoid clashing with the text conversion program \cw{flip}.)
1128 You have a grid of squares, some light and some dark. Your aim is to
1129 light all the squares up at the same time. You can choose any square
1130 and flip its state from light to dark or dark to light, but when you
1131 do so, other squares around it change state as well.
1133 Each square contains a small diagram showing which other squares
1134 change when you flip it.
1136 \H{flip-controls} \i{Flip controls}
1138 \IM{Flip controls} controls, for Flip
1139 \IM{Flip controls} keys, for Flip
1140 \IM{Flip controls} shortcuts (keyboard), for Flip
1142 This game can be played with either the keyboard or the mouse.
1144 Left-click in a square to flip it and its associated squares, or
1145 use the cursor keys to choose a square and the space bar or Enter
1148 If you use the \q{Solve} function on this game, it will mark some of
1149 the squares in red. If you click once in every square with a red
1150 mark, the game should be solved. (If you click in a square
1151 \e{without} a red mark, a red mark will appear in it to indicate
1152 that you will need to reverse that operation to reach the solution.)
1154 (All the actions described in \k{common-actions} are also available.)
1156 \H{flip-parameters} \I{parameters, for flip}Flip parameters
1158 These parameters are available from the \q{Custom...} option on the
1161 \dt \e{Width}, \e{Height}
1163 \dd Size of grid in squares.
1167 \dd This control determines the shape of the region which is flipped
1168 by clicking in any given square. The default setting, \q{Crosses},
1169 causes every square to flip itself and its four immediate neighbours
1170 (or three or two if it's at an edge or corner). The other setting,
1171 \q{Random}, causes a random shape to be chosen for every square, so
1172 the game is different every time.
1177 \cfg{winhelp-topic}{games.guess}
1179 You have a set of coloured pegs, and have to reproduce a
1180 predetermined sequence of them (chosen by the computer) within a
1181 certain number of guesses.
1183 Each guess gets marked with the number of correctly-coloured pegs
1184 in the correct places (in black), and also the number of
1185 correctly-coloured pegs in the wrong places (in white).
1187 This game is also known (and marketed, by Hasbro, mainly) as
1188 a board game \q{\i{Mastermind}}, with 6 colours, 4 pegs per row,
1189 and 10 guesses. However, this version allows custom settings of number
1190 of colours (up to 10), number of pegs per row, and number of guesses.
1192 Guess was contributed to this collection by James Harvey.
1194 \H{guess-controls} \i{Guess controls}
1196 \IM{Guess controls} controls, for Guess
1197 \IM{Guess controls} keys, for Guess
1198 \IM{Guess controls} shortcuts (keyboard), for Guess
1200 This game can be played with either the keyboard or the mouse.
1202 With the mouse, drag a coloured peg from the tray on the left-hand
1203 side to its required position in the current guess; pegs may also be
1204 dragged from current and past guesses to copy them elsewhere. To
1205 remove a peg, drag it off its current position to somewhere invalid.
1207 Right-clicking in the current guess adds a \q{hold} marker; pegs
1208 that have hold markers will be automatically added to the next guess
1211 Alternatively, with the keyboard, the up and down cursor keys can be
1212 used to select a peg colour, the left and right keys to select a
1213 peg position, and the space bar or Enter key to place a peg of the
1214 selected colour in the chosen position. \q{D} or Backspace removes a
1215 peg, and \q{H} adds a hold marker.
1217 When the guess is complete, the smaller feedback pegs will be highlighted;
1218 clicking on these (or moving the peg cursor to them with the arrow keys
1219 and pressing the space bar or Enter key) will mark the current guess,
1220 copy any held pegs to the next guess, and move the \q{current guess}
1223 If you correctly position all the pegs the solution will be displayed
1224 below; if you run out of guesses (or select \q{Solve...}) the solution
1225 will also be revealed.
1227 (All the actions described in \k{common-actions} are also available.)
1229 \H{guess-parameters} \I{parameters, for Guess}Guess parameters
1231 These parameters are available from the \q{Custom...} option on the
1232 \q{Type} menu. The default game matches the parameters for the
1233 board game \q{Mastermind}.
1237 \dd Number of colours the solution is chosen from; from 2 to 10
1240 \dt \e{Pegs per guess}
1242 \dd Number of pegs per guess (more is harder).
1246 \dd Number of guesses you have to find the solution in (fewer is harder).
1248 \dt \e{Allow blanks}
1250 \dd Allows blank pegs to be given as part of a guess (makes it easier, because
1251 you know that those will never be counted as part of the solution). This
1252 is turned off by default.
1254 Note that this doesn't allow blank pegs in the solution; if you really wanted
1255 that, use one extra colour.
1257 \dt \e{Allow duplicates}
1259 \dd Allows the solution (and the guesses) to contain colours more than once;
1260 this increases the search space (making things harder), and is turned on by
1266 \cfg{winhelp-topic}{games.pegs}
1268 A number of pegs are placed in holes on a board. You can remove a
1269 peg by jumping an adjacent peg over it (horizontally or vertically)
1270 to a vacant hole on the other side. Your aim is to remove all but one
1271 of the pegs initially present.
1273 This game, best known as \I{Solitaire, Peg}\q{Peg Solitaire}, is
1274 possibly one of the oldest puzzle games still commonly known.
1276 \H{pegs-controls} \i{Pegs controls}
1278 \IM{Pegs controls} controls, for Pegs
1280 To move a peg, drag it with the mouse from its current position to
1281 its final position. If the final position is exactly two holes away
1282 from the initial position, is currently unoccupied by a peg, and
1283 there is a peg in the intervening square, the move will be permitted
1284 and the intervening peg will be removed.
1286 Vacant spaces which you can move a peg into are marked with holes. A
1287 space with no peg and no hole is not available for moving at all: it
1288 is an obstacle which you must work around.
1290 (All the actions described in \k{common-actions} are also available.)
1292 \H{pegs-parameters} \I{parameters, for Pegs}Pegs parameters
1294 These parameters are available from the \q{Custom...} option on the
1297 \dt \e{Width}, \e{Height}
1299 \dd Size of grid in holes.
1303 \dd Controls whether you are given a board of a standard shape or a
1304 randomly generated shape. The two standard shapes currently
1305 supported are \q{Cross} and \q{Octagon} (also commonly known as the
1306 English and European traditional board layouts respectively).
1307 Selecting \q{Random} will give you a different board shape every
1308 time (but always one that is known to have a solution).
1311 \C{dominosa} \i{Dominosa}
1313 \cfg{winhelp-topic}{games.dominosa}
1315 A normal set of dominoes \dash that is, one instance of every
1316 (unordered) pair of numbers from 0 to 6 \dash has been arranged
1317 irregularly into a rectangle; then the number in each square has
1318 been written down and the dominoes themselves removed. Your task is
1319 to reconstruct the pattern by arranging the set of dominoes to match
1320 the provided array of numbers.
1322 This puzzle is widely credited to O. S. Adler, and takes part of its
1323 name from those initials.
1325 \H{dominosa-controls} \i{Dominosa controls}
1327 \IM{Dominosa controls} controls, for Dominosa
1329 Left-clicking between any two adjacent numbers places a domino
1330 covering them, or removes one if it is already present. Trying to
1331 place a domino which overlaps existing dominoes will remove the ones
1334 Right-clicking between two adjacent numbers draws a line between
1335 them, which you can use to remind yourself that you know those two
1336 numbers are \e{not} covered by a single domino. Right-clicking again
1339 (All the actions described in \k{common-actions} are also available.)
1341 \H{dominosa-parameters} \I{parameters, for Dominosa}Dominosa parameters
1343 These parameters are available from the \q{Custom...} option on the
1346 \dt \e{Maximum number on dominoes}
1348 \dd Controls the size of the puzzle, by controlling the size of the
1349 set of dominoes used to make it. Dominoes with numbers going up to N
1350 will give rise to an (N+2) \by (N+1) rectangle; so, in particular,
1351 the default value of 6 gives an 8\by\.7 grid.
1353 \dt \e{Ensure unique solution}
1355 \dd Normally, Dominosa will make sure that the puzzles it presents
1356 have only one solution. Puzzles with ambiguous sections can be more
1357 difficult and sometimes more subtle, so if you like you can turn off
1358 this feature. Also, finding \e{all} the possible solutions can be an
1359 additional challenge for an advanced player. Turning off this option
1360 can also speed up puzzle generation.
1363 \C{untangle} \i{Untangle}
1365 \cfg{winhelp-topic}{games.untangle}
1367 You are given a number of points, some of which have lines drawn
1368 between them. You can move the points about arbitrarily; your aim is
1369 to position the points so that no line crosses another.
1371 I originally saw this in the form of a Flash game called \i{Planarity}
1372 \k{Planarity}, written by John Tantalo.
1374 \B{Planarity} \W{http://home.cwru.edu/~jnt5/Planarity}\cw{http://home.cwru.edu/~jnt5/Planarity}
1376 \H{untangle-controls} \i{Untangle controls}
1378 \IM{Untangle controls} controls, for Untangle
1380 To move a point, click on it with the left mouse button and drag it
1381 into a new position.
1383 (All the actions described in \k{common-actions} are also available.)
1385 \H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
1387 There is only one parameter available from the \q{Custom...} option
1388 on the \q{Type} menu:
1390 \dt \e{Number of points}
1392 \dd Controls the size of the puzzle, by specifying the number of
1393 points in the generated graph.
1396 \C{blackbox} \i{Black Box}
1398 \cfg{winhelp-topic}{games.blackbox}
1400 (\e{Note:} the Debian version of this game is called \i\cw{blackboxgame} to
1401 avoid clashing with the window manager \cw{blackbox}.)
1403 A number of balls are hidden in a rectangular arena. You have to
1404 deduce the positions of the balls by firing lasers from positions
1405 on the edge of the arena and observing how they are deflected.
1407 Lasers will fire straight until they hit the opposite side of the
1408 arena (at which point they emerge), unless affected by balls in one of
1411 \b A laser that hits a ball head-on is absorbed and will never re-emerge.
1412 This includes lasers that meet a ball on the first rank of the arena.
1414 \b A laser with a ball to its front-left square gets deflected 90 degrees
1417 \b A laser with a ball to its front-right square gets similarly deflected
1420 \b A laser that would re-emerge from the entry location is considered to be
1423 \b A laser which would get deflected before entering the arena (down the
1424 \q{firing range}) by a ball to the front-left or front-right of its
1425 entry point is also considered to be \q{reflected}.
1427 Lasers that are reflected appear as a \q{R}; lasers that hit balls
1428 dead-on appear as \q{H}. Otherwise, a number appears at the firing point
1429 and the location where the laser emerges (this number is unique to
1432 You can place guesses as to the location of the balls, based on the
1433 entry and exit patterns of the lasers; once you have placed enough
1434 balls a button appears enabling you to have your guesses checked.
1436 Here is a diagram showing how the positions of balls can create each
1437 of the laser behaviours shown above:
1450 As shown, it is possible for a ball to receive multiple reflections
1451 before re-emerging (see turn 3). Similarly, a ball may be reflected
1452 (possibly more than once) before receiving a hit (the \q{H} on the
1453 left side of the example).
1455 Note that any layout with more that 4 balls may have a non-unique
1456 solution. The following diagram illustrates this; if you know the
1457 board contains 5 balls, it is impossible to determine where the fifth
1458 ball is (possible positions marked with an x):
1471 For this reason when you have your guesses checked the game will
1472 check that your solution \e{produces the same results} as the
1473 computer's, rather than that your solution is identical to the
1474 computer's. So in the above example, you could put the fifth ball at
1475 \e{any} of the locations marked with an x, and you would still win.
1477 Black Box was contributed to this collection by James Harvey.
1479 \H{blackbox-controls} \i{Black Box controls}
1481 \IM{Black Box controls}controls, for Black Box
1483 To fire a laser, left-click in a square around the side of the arena.
1484 The results will be displayed immediately. Lasers may not be fired
1485 twice (because the results will never change). Holding down the left
1486 button will highlight the current go (or a previous go) to confirm the
1487 exit point for that laser, if applicable.
1489 To guess the location of a ball, left-click within the arena and a
1490 black circle will appear marking the guess; to remove the guessed ball
1493 Locations in the arena may be locked against modification by
1494 right-clicking; whole rows and columns may be similarly locked by
1495 right-clicking in the laser firing range above/below that column, or
1496 to the left/right of that row.
1498 When an appropriate number of balls have been guessed a button will
1499 appear at the top-left corner of the grid; clicking that will mark
1502 If you click the \q{mark} button and your guesses are not correct,
1503 the game will show you as little information as possible to
1504 demonstrate this to you, so you can try again. If your ball
1505 positions are not consistent with the laser paths you already know
1506 about, one laser path will be circled to indicate that it proves you
1507 wrong. If your positions match all the existing laser paths but are
1508 still wrong, one new laser path will be revealed (written in red)
1509 which is not consistent with your current guesses.
1511 If you decide to give up completely, you can select Solve to reveal
1512 the actual ball positions. At this point, correctly-placed balls
1513 will be displayed as filled black circles; incorrectly-placed balls
1514 are displayed as filled black circles with red crosses, and missing
1515 balls are filled red circles. In addition, a red circle marks any
1516 laser you had already fired which is not consistent with your ball
1517 layout (just as when you press the mark button), and red text marks
1518 any laser you \e{could} have fired in order to distinguish your ball
1519 layout from the right one.
1521 (All the actions described in \k{common-actions} are also available.)
1523 \H{blackbox-parameters} \I{parameters, for Black Box}Black Box parameters
1525 These parameters are available from the \q{Custom...} option on the
1528 \dt \e{Width}, \e{Height}
1530 \dd Size of grid in squares. There are 2 \by \e{Width} \by \e{Height} lasers
1531 per grid, two per row and two per column.
1533 \dt \e{No. of balls}
1535 \dd Number of balls to place in the grid. This can be a single number,
1536 or a range (separated with a hyphen, like \q{2-6}), and determines the
1537 number of balls to place on the grid. The \q{reveal} button is only
1538 enabled if you have guessed an appropriate number of balls; a guess
1539 using a different number to the original solution is still acceptable,
1540 if all the laser inputs and outputs match.
1545 \cfg{winhelp-topic}{games.slant}
1547 You have a grid of squares. Your aim is to draw a diagonal line
1548 through each square, and choose which way each line slants so that
1549 the following conditions are met:
1551 \b The diagonal lines never form a loop.
1553 \b Any point with a circled number has precisely that many lines
1554 meeting at it. (Thus, a 4 is the centre of a cross shape, whereas a
1555 zero is the centre of a diamond shape \dash or rather, a partial
1556 diamond shape, because a zero can never appear in the middle of the
1557 grid because that would immediately cause a loop.)
1559 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1562 \W{http://www.nikoli.co.jp/puzzles/39/index.htm}\cw{http://www.nikoli.co.jp/puzzles/39/index.htm}
1565 \H{slant-controls} \i{Slant controls}
1567 \IM{Slant controls} controls, for Slant
1569 Left-clicking in a blank square will place a \cw{\\} in it (a line
1570 leaning to the left, i.e. running from the top left of the square to
1571 the bottom right). Right-clicking in a blank square will place a
1572 \cw{/} in it (leaning to the right, running from top right to bottom
1575 Continuing to click either button will cycle between the three
1576 possible square contents. Thus, if you left-click repeatedly in a
1577 blank square it will change from blank to \cw{\\} to \cw{/} back to
1578 blank, and if you right-click repeatedly the square will change from
1579 blank to \cw{/} to \cw{\\} back to blank. (Therefore, you can play
1580 the game entirely with one button if you need to.)
1582 (All the actions described in \k{common-actions} are also available.)
1584 \H{slant-parameters} \I{parameters, for Slant}Slant parameters
1586 These parameters are available from the \q{Custom...} option on the
1589 \dt \e{Width}, \e{Height}
1591 \dd Size of grid in squares.
1595 \dd Controls the difficulty of the generated puzzle. At Hard level,
1596 you are required to do deductions based on knowledge of
1597 \e{relationships} between squares rather than always being able to
1598 deduce the exact contents of one square at a time. (For example, you
1599 might know that two squares slant in the same direction, even if you
1600 don't yet know what that direction is, and this might enable you to
1601 deduce something about still other squares.) Even at Hard level,
1602 guesswork and backtracking should never be necessary.
1605 \C{lightup} \i{Light Up}
1607 \cfg{winhelp-topic}{games.lightup}
1609 You have a grid of squares. Some are filled in black; some of the
1610 black squares are numbered. Your aim is to \q{light up} all the
1611 empty squares by placing light bulbs in some of them.
1613 Each light bulb illuminates the square it is on, plus all squares in
1614 line with it horizontally or vertically unless a black square is
1617 To win the game, you must satisfy the following conditions:
1619 \b All non-black squares are lit.
1621 \b No light is lit by another light.
1623 \b All numbered black squares have exactly that number of lights adjacent to
1624 them (in the four squares above, below, and to the side).
1626 Non-numbered black squares may have any number of lights adjacent to them.
1628 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1630 Light Up was contributed to this collection by James Harvey.
1633 \W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
1636 \H{lightup-controls} \i{Light Up controls}
1638 \IM{Light Up controls} controls, for Light Up
1640 Left-clicking in a non-black square will toggle the presence of a light
1641 in that square. Right-clicking in a non-black square toggles a mark there to aid
1642 solving; it can be used to highlight squares that cannot be lit, for example.
1644 You may not place a light in a marked square, nor place a mark in a lit square.
1646 The game will highlight obvious errors in red. Lights lit by other
1647 lights are highlighted in this way, as are numbered squares which
1648 do not (or cannot) have the right number of lights next to them.
1650 Thus, the grid is solved when all non-black squares have yellow
1651 highlights and there are no red lights.
1653 (All the actions described in \k{common-actions} are also available.)
1655 \H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
1657 These parameters are available from the \q{Custom...} option on the
1660 \dt \e{Width}, \e{Height}
1662 \dd Size of grid in squares.
1664 \dt \e{%age of black squares}
1666 \dd Rough percentage of black squares in the grid.
1670 This is a hint rather than an instruction. If the grid generator is
1671 unable to generate a puzzle to this precise specification, it will
1672 increase the proportion of black squares until it can.
1678 \dd Allows you to specify the required symmetry of the black squares
1679 in the grid. (This does not affect the difficulty of the puzzles
1684 \dd \q{Easy} means that the puzzles should be soluble without
1685 backtracking or guessing, \q{Hard} means that some guesses will
1686 probably be necessary.
1691 \cfg{winhelp-topic}{games.map}
1693 You are given a map consisting of a number of regions. Your task is
1694 to colour each region with one of four colours, in such a way that
1695 no two regions sharing a boundary have the same colour. You are
1696 provided with some regions already coloured, sufficient to make the
1697 remainder of the solution unique.
1699 Only regions which share a length of border are required to be
1700 different colours. Two regions which meet at only one \e{point}
1701 (i.e. are diagonally separated) may be the same colour.
1703 I believe this puzzle is original; I've never seen an implementation
1704 of it anywhere else. The concept of a \i{four-colouring} puzzle was
1705 suggested by Owen Dunn; credit must also go to Nikoli and to Verity
1706 Allan for inspiring the train of thought that led to me realising
1707 Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1708 for many detailed suggestions.
1710 \H{map-controls} \i{Map controls}
1712 \IM{Map controls} controls, for Map
1714 To colour a region, click the left mouse button on an existing
1715 region of the desired colour and drag that colour into the new
1718 (The program will always ensure the starting puzzle has at least one
1719 region of each colour, so that this is always possible!)
1721 If you need to clear a region, you can drag from an empty region, or
1722 from the puzzle boundary if there are no empty regions left.
1724 Dragging a colour using the \e{right} mouse button will stipple the
1725 region in that colour, which you can use as a note to yourself that
1726 you think the region \e{might} be that colour. A region can contain
1727 stipples in multiple colours at once. (This is often useful at the
1728 harder difficulty levels.)
1730 If you press L during play, the game will toggle display of a number
1731 in each region of the map. This is useful if you want to discuss a
1732 particular puzzle instance with a friend \dash having an unambiguous
1733 name for each region is much easier than trying to refer to them all
1734 by names such as \q{the one down and right of the brown one on the
1737 (All the actions described in \k{common-actions} are also available.)
1739 \H{map-parameters} \I{parameters, for Map}Map parameters
1741 These parameters are available from the \q{Custom...} option on the
1744 \dt \e{Width}, \e{Height}
1746 \dd Size of grid in squares.
1750 \dd Number of regions in the generated map.
1754 \dd In \q{Easy} mode, there should always be at least one region
1755 whose colour can be determined trivially. In \q{Normal} and \q{Hard}
1756 modes, you will have to use increasingly complex logic to deduce the
1757 colour of some regions. However, it will always be possible without
1758 having to guess or backtrack.
1762 In \q{Unreasonable} mode, the program will feel free to generate
1763 puzzles which are as hard as it can possibly make them: the only
1764 constraint is that they should still have a unique solution. Solving
1765 Unreasonable puzzles may require guessing and backtracking.
1772 \cfg{winhelp-topic}{games.loopy}
1774 You are given a grid of dots. Your aim is to draw a single unbroken
1775 loop from dot to dot within the grid.
1777 Some of the square spaces between the dots contain numbers. These
1778 numbers indicate how many of the four edges of that square are part
1779 of the loop. The loop you draw must correctly satisfy all of these
1780 clues to be considered a correct solution.
1782 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-loopy}.
1784 Loopy was contributed to this collection by Mike Pinna.
1787 \W{http://www.nikoli.co.jp/puzzles/3/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/3/index-e.htm}
1790 \H{loopy-controls} \i{Loopy controls}
1792 \IM{Loopy controls} controls, for Loopy
1794 Click the left mouse button between two dots to add a line segment
1795 connecting them. Click again to remove that line segment.
1797 If you are sure that a particular line segment is \e{not} part of
1798 the loop, you can click the right mouse button to add a small cross
1799 indicating this. Click again to remove the cross.
1801 (All the actions described in \k{common-actions} are also available.)
1803 \H{loopy-parameters} \I{parameters, for Loopy}Loopy parameters
1805 These parameters are available from the \q{Custom...} option on the
1808 \dt \e{Width}, \e{Height}
1810 \dd Size of grid in squares.
1812 \dt \e{Recursion depth}
1814 \dd Determines how much guesswork and backtracking you will need to
1815 do to solve the puzzle. When this is set to zero (as it is for all
1816 of the \q{Easy} options in the menu), you should always be able to
1817 deduce the state of an edge without having to guess. If you increase
1818 it, you will have to guess more and more.
1822 Setting a high value for this option is liable to consume a lot of
1823 CPU time and memory. Be warned!
1828 \C{inertia} \i{Inertia}
1830 \cfg{winhelp-topic}{games.inertia}
1832 You are a small green ball sitting in a grid full of obstacles. Your
1833 aim is to collect all the gems without running into any mines.
1835 You can move the ball in any orthogonal \e{or diagonal} direction.
1836 Once the ball starts moving, it will continue until something stops
1837 it. A wall directly in its path will stop it (but if it is moving
1838 diagonally, it will move through a diagonal gap between two other
1839 walls without stopping). Also, some of the squares are \q{stops};
1840 when the ball moves on to a stop, it will stop moving no matter what
1841 direction it was going in. Gems do \e{not} stop the ball; it picks
1842 them up and keeps on going.
1844 Running into a mine is fatal. Even if you picked up the last gem in
1845 the same move which then hit a mine, the game will count you as dead
1846 rather than victorious.
1848 This game was originally implemented for Windows by Ben Olmstead
1849 \k{bem}, who was kind enough to release his source code on request
1850 so that it could be re-implemented for this collection.
1852 \B{bem} \W{http://xn13.com/}\cw{http://xn13.com/}
1854 \H{inertia-controls} \i{Inertia controls}
1856 \IM{Inertia controls} controls, for Inertia
1857 \IM{Inertia controls} keys, for Inertia
1858 \IM{Inertia controls} shortcuts (keyboard), for Inertia
1860 You can move the ball in any of the eight directions using the
1861 numeric keypad. Alternatively, if you click the left mouse button on
1862 the grid, the ball will begin a move in the general direction of
1865 If you use the \q{Solve} function on this game, the program will
1866 compute a path through the grid which collects all the remaining
1867 gems and returns to the current position. A hint arrow will appear
1868 on the ball indicating the direction in which you should move to
1869 begin on this path. If you then move in that direction, the arrow
1870 will update to indicate the next direction on the path. You can also
1871 press Space to automatically move in the direction of the hint
1872 arrow. If you move in a different direction from the one shown by
1873 the arrow, the hint arrows will stop appearing because you have
1874 strayed from the provided path; you can then use \q{Solve} again to
1875 generate a new path if you want to.
1877 All the actions described in \k{common-actions} are also available.
1878 In particular, if you do run into a mine and die, you can use the
1879 Undo function and resume playing from before the fatal move. The
1880 game will keep track of the number of times you have done this.
1882 \H{inertia-parameters} \I{parameters, for Inertia}Inertia parameters
1884 These parameters are available from the \q{Custom...} option on the
1887 \dt \e{Width}, \e{Height}
1889 \dd Size of grid in squares.
1894 \cfg{winhelp-topic}{games.tents}
1896 You have a grid of squares, some of which contain trees. Your aim is
1897 to place tents in some of the remaining squares, in such a way that
1898 the following conditions are met:
1900 \b There are exactly as many tents as trees.
1902 \b The tents and trees can be matched up in such a way that each
1903 tent is directly adjacent (horizontally or vertically, but not
1904 diagonally) to its own tree. However, a tent may be adjacent to
1905 other trees as well as its own.
1907 \b No two tents are adjacent horizontally, vertically \e{or
1910 \b The number of tents in each row, and in each column, matches the
1911 numbers given round the sides of the grid.
1913 This puzzle can be found in several places on the Internet, and was
1914 brought to my attention by e-mail. I don't know who I should credit
1917 \H{tents-controls} \i{Tents controls}
1919 \IM{Tents controls} controls, for Tents
1921 Left-clicking in a blank square will place a tent in it.
1922 Right-clicking in a blank square will colour it green, indicating
1923 that you are sure it \e{isn't} a tent. Clicking either button in an
1924 occupied square will clear it.
1926 If you \e{drag} with the right button along a row or column, every
1927 blank square in the region you cover will be turned green, and no
1928 other squares will be affected. (This is useful for clearing the
1929 remainder of a row once you have placed all its tents.)
1931 (All the actions described in \k{common-actions} are also available.)
1933 \H{tents-parameters} \I{parameters, for Tents}Tents parameters
1935 These parameters are available from the \q{Custom...} option on the
1938 \dt \e{Width}, \e{Height}
1940 \dd Size of grid in squares.
1944 \dd Controls the difficulty of the generated puzzle. More difficult
1945 puzzles require more complex deductions, but at present none of the
1946 available difficulty levels requires guesswork or backtracking.
1949 \C{bridges} \i{Bridges}
1951 \cfg{winhelp-topic}{games.bridges}
1953 You have a set of islands distributed across the playing area. Each
1954 island contains a number. Your aim is to connect the islands
1955 together with bridges, in such a way that:
1957 \b Bridges run horizontally or vertically.
1959 \b The number of bridges terminating at any island is equal to the
1960 number written in that island.
1962 \b Two bridges may run in parallel between the same two islands, but
1963 no more than two may do so.
1965 \b No bridge crosses another bridge.
1967 \b All the islands are connected together.
1969 There are some configurable alternative modes, which involve
1970 changing the parallel-bridge limit to something other than 2, and
1971 introducing the additional constraint that no sequence of bridges
1972 may form a loop from one island back to the same island. The rules
1973 stated above are the default ones.
1975 Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
1977 Bridges was contributed to this collection by James Harvey.
1980 \W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm}
1982 \H{bridges-controls} \i{Bridges controls}
1984 \IM{Bridges controls} controls, for Bridges
1986 To place a bridge between two islands, click the mouse down on one
1987 island and drag it towards the other. You do not need to drag all
1988 the way to the other island; you only need to move the mouse far
1989 enough for the intended bridge direction to be unambiguous. (So you
1990 can keep the mouse near the starting island and conveniently throw
1991 bridges out from it in many directions.)
1993 Doing this again when a bridge is already present will add another
1994 parallel bridge. If there are already as many bridges between the
1995 two islands as permitted by the current game rules (i.e. two by
1996 default), the same dragging action will remove all of them.
1998 If you want to remind yourself that two islands definitely \e{do
1999 not} have a bridge between them, you can right-drag between them in
2000 the same way to draw a \q{non-bridge} marker.
2002 If you think you have finished with an island (i.e. you have placed
2003 all its bridges and are confident that they are in the right
2004 places), you can mark the island as finished by left-clicking on it.
2005 This will highlight it and all the bridges connected to it, and you
2006 will be prevented from accidentally modifying any of those bridges
2007 in future. Left-clicking again on a highlighted island will unmark
2008 it and restore your ability to modify it.
2010 Violations of the puzzle rules will be marked in red:
2012 \b An island with too many bridges will be highlighted in red.
2014 \b An island with too few bridges will be highlighted in red if it
2015 is definitely an error (as opposed to merely not being finished
2016 yet): if adding enough bridges would involve having to cross another
2017 bridge or remove a non-bridge marker, or if the island has been
2018 highlighted as complete.
2020 \b A group of islands and bridges may be highlighted in red if it is
2021 a closed subset of the puzzle with no way to connect it to the rest
2022 of the islands. For example, if you directly connect two 1s together
2023 with a bridge and they are not the only two islands on the grid,
2024 they will light up red to indicate that such a group cannot be
2025 contained in any valid solution.
2027 \b If you have selected the (non-default) option to disallow loops
2028 in the solution, a group of bridges which forms a loop will be
2031 (All the actions described in \k{common-actions} are also available.)
2033 \H{bridges-parameters} \I{parameters, for Bridges}Bridges parameters
2035 These parameters are available from the \q{Custom...} option on the
2038 \dt \e{Width}, \e{Height}
2040 \dd Size of grid in squares.
2044 \dd Difficulty level of puzzle.
2048 \dd This is set by default. If cleared, puzzles will be generated in
2049 such a way that they are always soluble without creating a loop, and
2050 solutions which do involve a loop will be disallowed.
2052 \dt \e{Max. bridges per direction}
2054 \dd Maximum number of bridges in any particular direction. The
2055 default is 2, but you can change it to 1, 3 or 4. In general, fewer
2058 \dt \e{%age of island squares}
2060 \dd Gives a rough percentage of islands the generator will try and
2061 lay before finishing the puzzle. Certain layouts will not manage to
2062 lay enough islands; this is an upper bound.
2064 \dt \e{Expansion factor (%age)}
2066 \dd The grid generator works by picking an existing island at random
2067 (after first creating an initial island somewhere). It then decides
2068 on a direction (at random), and then works out how far it could
2069 extend before creating another island. This parameter determines how
2070 likely it is to extend as far as it can, rather than choosing
2073 High expansion factors usually mean easier puzzles with fewer
2074 possible islands; low expansion factors can create lots of
2075 tightly-packed islands.
2078 \A{licence} \I{MIT licence}\ii{Licence}
2080 This software is \i{copyright} 2004-2006 Simon Tatham.
2082 Portions copyright Richard Boulton, James Harvey and Mike Pinna.
2084 Permission is hereby granted, free of charge, to any person
2085 obtaining a copy of this software and associated documentation files
2086 (the "Software"), to deal in the Software without restriction,
2087 including without limitation the rights to use, copy, modify, merge,
2088 publish, distribute, sublicense, and/or sell copies of the Software,
2089 and to permit persons to whom the Software is furnished to do so,
2090 subject to the following conditions:
2092 The above copyright notice and this permission notice shall be
2093 included in all copies or substantial portions of the Software.
2095 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
2096 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
2097 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
2098 NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
2099 BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
2100 ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2101 CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
2104 \IM{command-line}{command line} command line
2106 \IM{default parameters, specifying} default parameters, specifying
2107 \IM{default parameters, specifying} preferences, specifying default
2112 \IM{generating game IDs} generating game IDs
2113 \IM{generating game IDs} game ID, generating
2115 \IM{specific} \q{Specific}, menu option
2116 \IM{custom} \q{Custom}, menu option
2118 \IM{game ID} game ID
2119 \IM{game ID} ID, game
2120 \IM{ID format} ID format
2121 \IM{ID format} format, ID
2122 \IM{ID format} game ID, format
2125 \IM{keys} shortcuts (keyboard)
2127 \IM{initial state} initial state
2128 \IM{initial state} state, initial
2130 \IM{MIT licence} MIT licence
2131 \IM{MIT licence} licence, MIT