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1 | /* auto-generated by genhelp.sh */ | ||
2 | /* DO NOT EDIT! */ | ||
3 | const int help_chapteroffsets[] = { | ||
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43 | }; | ||
44 | |||
45 | const char help_text[] = | ||
46 | "#Chapter 3: Net " | ||
47 | "\n" | ||
48 | "(_Note:_ the Windows version of this game is called NETGAME.EXE to " | ||
49 | "avoid clashing with Windows's own NET.EXE.) " | ||
50 | "\n" | ||
51 | "I originally saw this in the form of a Flash game called " | ||
52 | "FreeNet [1], written by Pavils Jurjans; there are several other " | ||
53 | "implementations under the name NetWalk. The computer prepares a " | ||
54 | "network by connecting up the centres of squares in a grid, and then " | ||
55 | "shuffles the network by rotating every tile randomly. Your job is " | ||
56 | "to rotate it all back into place. The successful solution will be " | ||
57 | "an entirely connected network, with no closed loops. As a visual " | ||
58 | "aid, all tiles which are connected to the one in the middle are " | ||
59 | "highlighted. " | ||
60 | "\n" | ||
61 | "[1] http://www.jurjans.lv/stuff/net/FreeNet.htm " | ||
62 | "\n" | ||
63 | "\n#3.1 Net controls " | ||
64 | "\n" | ||
65 | "This game can be played with either the keyboard or the mouse. The " | ||
66 | "controls are: " | ||
67 | "\n" | ||
68 | "_Select tile_: mouse pointer, arrow keys " | ||
69 | "\n" | ||
70 | "_Rotate tile anticlockwise_: left mouse button, `A' key " | ||
71 | "\n" | ||
72 | "_Rotate tile clockwise_: right mouse button, `D' key " | ||
73 | "\n" | ||
74 | "_Rotate tile by 180 degrees_: `F' key " | ||
75 | "\n" | ||
76 | "_Lock (or unlock) tile_: middle mouse button, shift-click, `S' key " | ||
77 | "\n" | ||
78 | "You can lock a tile once you're sure of its orientation. You " | ||
79 | "can also unlock it again, but while it's locked you can't " | ||
80 | "accidentally turn it. " | ||
81 | "\n" | ||
82 | "The following controls are not necessary to complete the game, but " | ||
83 | "may be useful: " | ||
84 | "\n" | ||
85 | "_Shift grid_: Shift + arrow keys " | ||
86 | "\n" | ||
87 | "On grids that wrap, you can move the origin of the grid, so " | ||
88 | "that tiles that were on opposite sides of the grid can be seen " | ||
89 | "together. " | ||
90 | "\n" | ||
91 | "_Move centre_: Ctrl + arrow keys " | ||
92 | "\n" | ||
93 | "You can change which tile is used as the source of highlighting. " | ||
94 | "(It doesn't ultimately matter which tile this is, as every tile " | ||
95 | "will be connected to every other tile in a correct solution, " | ||
96 | "but it may be helpful in the intermediate stages of solving the " | ||
97 | "puzzle.) " | ||
98 | "\n" | ||
99 | "_Jumble tiles_: `J' key " | ||
100 | "\n" | ||
101 | "This key turns all tiles that are not locked to random " | ||
102 | "orientations. " | ||
103 | "\n" | ||
104 | "(All the actions described in section 2.1 are also available.) " | ||
105 | "\n" | ||
106 | "\n#3.2 Net parameters " | ||
107 | "\n" | ||
108 | "These parameters are available from the `Custom...' option on the " | ||
109 | "`Type' menu. " | ||
110 | "\n" | ||
111 | "_Width_, _Height_ " | ||
112 | "\n" | ||
113 | "Size of grid in tiles. " | ||
114 | "\n" | ||
115 | "_Walls wrap around_ " | ||
116 | "\n" | ||
117 | "If checked, flow can pass from the left edge to the right edge, " | ||
118 | "and from top to bottom, and vice versa. " | ||
119 | "\n" | ||
120 | "_Barrier probability_ " | ||
121 | "\n" | ||
122 | "A number between 0.0 and 1.0 controlling whether an immovable " | ||
123 | "barrier is placed between two tiles to prevent flow between " | ||
124 | "them (a higher number gives more barriers). Since barriers " | ||
125 | "are immovable, they act as constraints on the solution (i.e., " | ||
126 | "hints). " | ||
127 | "\n" | ||
128 | "The grid generation in Net has been carefully arranged so that " | ||
129 | "the barriers are independent of the rest of the grid. This " | ||
130 | "means that if you note down the random seed used to generate " | ||
131 | "the current puzzle (see section 2.2), change the _Barrier " | ||
132 | "probability_ parameter, and then re-enter the same random seed, " | ||
133 | "you should see exactly the same starting grid, with the only " | ||
134 | "change being the number of barriers. So if you're stuck on a " | ||
135 | "particular grid and need a hint, you could start up another " | ||
136 | "instance of Net, set up the same parameters but a higher barrier " | ||
137 | "probability, and enter the game seed from the original Net " | ||
138 | "window. " | ||
139 | "\n" | ||
140 | "_Ensure unique solution_ " | ||
141 | "\n" | ||
142 | "Normally, Net will make sure that the puzzles it presents have " | ||
143 | "only one solution. Puzzles with ambiguous sections can be more " | ||
144 | "difficult and more subtle, so if you like you can turn off this " | ||
145 | "feature and risk having ambiguous puzzles. (Also, finding _all_ " | ||
146 | "the possible solutions can be an additional challenge for an " | ||
147 | "advanced player.) " | ||
148 | "\n" | ||
149 | "#Chapter 4: Cube " | ||
150 | "\n" | ||
151 | "This is another one I originally saw as a web game. This one was a " | ||
152 | "Java game [2], by Paul Scott. You have a grid of 16 squares, six of " | ||
153 | "which are blue; on one square rests a cube. Your move is to use the " | ||
154 | "arrow keys to roll the cube through 90 degrees so that it moves to " | ||
155 | "an adjacent square. If you roll the cube on to a blue square, the " | ||
156 | "blue square is picked up on one face of the cube; if you roll a blue " | ||
157 | "face of the cube on to a non-blue square, the blueness is put down " | ||
158 | "again. (In general, whenever you roll the cube, the two faces that " | ||
159 | "come into contact swap colours.) Your job is to get all six blue " | ||
160 | "squares on to the six faces of the cube at the same time. Count your " | ||
161 | "moves and try to do it in as few as possible. " | ||
162 | "\n" | ||
163 | "Unlike the original Java game, my version has an additional feature: " | ||
164 | "once you've mastered the game with a cube rolling on a square grid, " | ||
165 | "you can change to a triangular grid and roll any of a tetrahedron, " | ||
166 | "an octahedron or an icosahedron. " | ||
167 | "\n" | ||
168 | "[2] http://www3.sympatico.ca/paulscott/cube/cube.htm " | ||
169 | "\n" | ||
170 | "\n#4.1 Cube controls " | ||
171 | "\n" | ||
172 | "This game can be played with either the keyboard or the mouse. " | ||
173 | "\n" | ||
174 | "Left-clicking anywhere on the window will move the cube (or other " | ||
175 | "solid) towards the mouse pointer. " | ||
176 | "\n" | ||
177 | "The arrow keys can also used to roll the cube on its square grid in " | ||
178 | "the four cardinal directions. On the triangular grids, the mapping " | ||
179 | "of arrow keys to directions is more approximate. Vertical movement " | ||
180 | "is disallowed where it doesn't make sense. The four keys surrounding " | ||
181 | "the arrow keys on the numeric keypad (`7', `9', `1', `3') can be " | ||
182 | "used for diagonal movement. " | ||
183 | "\n" | ||
184 | "(All the actions described in section 2.1 are also available.) " | ||
185 | "\n" | ||
186 | "\n#4.2 Cube parameters " | ||
187 | "\n" | ||
188 | "These parameters are available from the `Custom...' option on the " | ||
189 | "`Type' menu. " | ||
190 | "\n" | ||
191 | "_Type of solid_ " | ||
192 | "\n" | ||
193 | "Selects the solid to roll (and hence the shape of the grid): " | ||
194 | "tetrahedron, cube, octahedron, or icosahedron. " | ||
195 | "\n" | ||
196 | "_Width / top_, _Height / bottom_ " | ||
197 | "\n" | ||
198 | "On a square grid, horizontal and vertical dimensions. On a " | ||
199 | "triangular grid, the number of triangles on the top and bottom " | ||
200 | "rows respectively. " | ||
201 | "\n" | ||
202 | "#Chapter 5: Fifteen " | ||
203 | "\n" | ||
204 | "The old ones are the best: this is the good old `15-puzzle' with " | ||
205 | "sliding tiles. You have a 4x4 square grid; 15 squares contain " | ||
206 | "numbered tiles, and the sixteenth is empty. Your move is to choose a " | ||
207 | "tile next to the empty space, and slide it into the space. The aim " | ||
208 | "is to end up with the tiles in numerical order, with the space in " | ||
209 | "the bottom right (so that the top row reads 1,2,3,4 and the bottom " | ||
210 | "row reads 13,14,15,_space_). " | ||
211 | "\n" | ||
212 | "\n#5.1 Fifteen controls " | ||
213 | "\n" | ||
214 | "This game can be controlled with the mouse or the keyboard. " | ||
215 | "\n" | ||
216 | "A left-click with the mouse in the row or column containing the " | ||
217 | "empty space will move as many tiles as necessary to move the space " | ||
218 | "to the mouse pointer. " | ||
219 | "\n" | ||
220 | "The arrow keys will move a tile adjacent to the space in the " | ||
221 | "direction indicated (moving the space in the _opposite_ direction). " | ||
222 | "\n" | ||
223 | "Pressing `h' will make a suggested move. Pressing `h' enough times " | ||
224 | "will solve the game, but it may scramble your progress while doing " | ||
225 | "so. " | ||
226 | "\n" | ||
227 | "(All the actions described in section 2.1 are also available.) " | ||
228 | "\n" | ||
229 | "\n#5.2 Fifteen parameters " | ||
230 | "\n" | ||
231 | "The only options available from the `Custom...' option on the `Type' " | ||
232 | "menu are _Width_ and _Height_, which are self-explanatory. (Once " | ||
233 | "you've changed these, it's not a `15-puzzle' any more, of course!) " | ||
234 | "\n" | ||
235 | "#Chapter 6: Sixteen " | ||
236 | "\n" | ||
237 | "Another sliding tile puzzle, visually similar to Fifteen (see " | ||
238 | "chapter 5) but with a different type of move. This time, there is no " | ||
239 | "hole: all 16 squares on the grid contain numbered squares. Your move " | ||
240 | "is to shift an entire row left or right, or shift an entire column " | ||
241 | "up or down; every time you do that, the tile you shift off the grid " | ||
242 | "re-appears at the other end of the same row, in the space you just " | ||
243 | "vacated. To win, arrange the tiles into numerical order (1,2,3,4 on " | ||
244 | "the top row, 13,14,15,16 on the bottom). When you've done that, try " | ||
245 | "playing on different sizes of grid. " | ||
246 | "\n" | ||
247 | "I _might_ have invented this game myself, though only by accident " | ||
248 | "if so (and I'm sure other people have independently invented it). I " | ||
249 | "thought I was imitating a screensaver I'd seen, but I have a feeling " | ||
250 | "that the screensaver might actually have been a Fifteen-type puzzle " | ||
251 | "rather than this slightly different kind. So this might be the one " | ||
252 | "thing in my puzzle collection which represents creativity on my part " | ||
253 | "rather than just engineering. " | ||
254 | "\n" | ||
255 | "\n#6.1 Sixteen controls " | ||
256 | "\n" | ||
257 | "Left-clicking on an arrow will move the appropriate row or column in " | ||
258 | "the direction indicated. Right-clicking will move it in the opposite " | ||
259 | "direction. " | ||
260 | "\n" | ||
261 | "Alternatively, use the cursor keys to move the position indicator " | ||
262 | "around the edge of the grid, and use the return key to move the " | ||
263 | "row/column in the direction indicated. " | ||
264 | "\n" | ||
265 | "You can also move the tiles directly. Move the cursor onto a tile, " | ||
266 | "hold Control and press an arrow key to move the tile under the " | ||
267 | "cursor and move the cursor along with the tile. Or, hold Shift to " | ||
268 | "move only the tile. Pressing Enter simulates holding down Control " | ||
269 | "(press Enter again to release), while pressing Space simulates " | ||
270 | "holding down shift. " | ||
271 | "\n" | ||
272 | "(All the actions described in section 2.1 are also available.) " | ||
273 | "\n" | ||
274 | "\n#6.2 Sixteen parameters " | ||
275 | "\n" | ||
276 | "The parameters available from the `Custom...' option on the `Type' " | ||
277 | "menu are: " | ||
278 | "\n" | ||
279 | "- _Width_ and _Height_, which are self-explanatory. " | ||
280 | "\n" | ||
281 | "- You can ask for a limited shuffling operation to be performed on " | ||
282 | "the grid. By default, Sixteen will shuffle the grid in such a " | ||
283 | "way that any arrangement is about as probable as any other. You " | ||
284 | "can override this by requesting a precise number of shuffling " | ||
285 | "moves to be performed. Typically your aim is then to determine " | ||
286 | "the precise set of shuffling moves and invert them exactly, " | ||
287 | "so that you answer (say) a four-move shuffle with a four-move " | ||
288 | "solution. Note that the more moves you ask for, the more likely " | ||
289 | "it is that solutions shorter than the target length will turn " | ||
290 | "out to be possible. " | ||
291 | "\n" | ||
292 | "#Chapter 7: Twiddle " | ||
293 | "\n" | ||
294 | "Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen " | ||
295 | "(see chapter 6): you are given a grid of square tiles, each " | ||
296 | "containing a number, and your aim is to arrange the numbers into " | ||
297 | "ascending order. " | ||
298 | "\n" | ||
299 | "In basic Twiddle, your move is to rotate a square group of four " | ||
300 | "tiles about their common centre. (Orientation is not significant " | ||
301 | "in the basic puzzle, although you can select it.) On more advanced " | ||
302 | "settings, you can rotate a larger square group of tiles. " | ||
303 | "\n" | ||
304 | "I first saw this type of puzzle in the GameCube game `Metroid " | ||
305 | "Prime 2'. In the Main Gyro Chamber in that game, there is a puzzle " | ||
306 | "you solve to unlock a door, which is a special case of Twiddle. I " | ||
307 | "developed this game as a generalisation of that puzzle. " | ||
308 | "\n" | ||
309 | "\n#7.1 Twiddle controls " | ||
310 | "\n" | ||
311 | "To play Twiddle, click the mouse in the centre of the square group " | ||
312 | "you wish to rotate. In the basic mode, you rotate a 2x2 square, " | ||
313 | "which means you have to click at a corner point where four tiles " | ||
314 | "meet. " | ||
315 | "\n" | ||
316 | "In more advanced modes you might be rotating 3x3 or even more at a " | ||
317 | "time; if the size of the square is odd then you simply click in the " | ||
318 | "centre tile of the square you want to rotate. " | ||
319 | "\n" | ||
320 | "Clicking with the left mouse button rotates the group anticlockwise. " | ||
321 | "Clicking with the right button rotates it clockwise. " | ||
322 | "\n" | ||
323 | "You can also move an outline square around the grid with the cursor " | ||
324 | "keys; the square is the size above (2x2 by default, or larger). " | ||
325 | "Pressing the return key or space bar will rotate the current square " | ||
326 | "anticlockwise or clockwise respectively. " | ||
327 | "\n" | ||
328 | "(All the actions described in section 2.1 are also available.) " | ||
329 | "\n" | ||
330 | "\n#7.2 Twiddle parameters " | ||
331 | "\n" | ||
332 | "Twiddle provides several configuration options via the `Custom' " | ||
333 | "option on the `Type' menu: " | ||
334 | "\n" | ||
335 | "- You can configure the width and height of the puzzle grid. " | ||
336 | "\n" | ||
337 | "- You can configure the size of square block that rotates at a " | ||
338 | "time. " | ||
339 | "\n" | ||
340 | "- You can ask for every square in the grid to be distinguishable " | ||
341 | "(the default), or you can ask for a simplified puzzle in which " | ||
342 | "there are groups of identical numbers. In the simplified puzzle " | ||
343 | "your aim is just to arrange all the 1s into the first row, all " | ||
344 | "the 2s into the second row, and so on. " | ||
345 | "\n" | ||
346 | "- You can configure whether the orientation of tiles matters. If " | ||
347 | "you ask for an orientable puzzle, each tile will have a triangle " | ||
348 | "drawn in it. All the triangles must be pointing upwards to " | ||
349 | "complete the puzzle. " | ||
350 | "\n" | ||
351 | "- You can ask for a limited shuffling operation to be performed " | ||
352 | "on the grid. By default, Twiddle will shuffle the grid so much " | ||
353 | "that any arrangement is about as probable as any other. You can " | ||
354 | "override this by requesting a precise number of shuffling moves " | ||
355 | "to be performed. Typically your aim is then to determine the " | ||
356 | "precise set of shuffling moves and invert them exactly, so that " | ||
357 | "you answer (say) a four-move shuffle with a four-move solution. " | ||
358 | "Note that the more moves you ask for, the more likely it is that " | ||
359 | "solutions shorter than the target length will turn out to be " | ||
360 | "possible. " | ||
361 | "\n" | ||
362 | "#Chapter 8: Rectangles " | ||
363 | "\n" | ||
364 | "You have a grid of squares, with numbers written in some (but " | ||
365 | "not all) of the squares. Your task is to subdivide the grid into " | ||
366 | "rectangles of various sizes, such that (a) every rectangle contains " | ||
367 | "exactly one numbered square, and (b) the area of each rectangle is " | ||
368 | "equal to the number written in its numbered square. " | ||
369 | "\n" | ||
370 | "Credit for this game goes to the Japanese puzzle magazine Nikoli [3] " | ||
371 | "; I've also seen a Palm implementation at Puzzle Palace [4]. Unlike " | ||
372 | "Puzzle Palace's implementation, my version automatically generates " | ||
373 | "random grids of any size you like. The quality of puzzle design is " | ||
374 | "therefore not quite as good as hand-crafted puzzles would be, but on " | ||
375 | "the plus side you get an inexhaustible supply of puzzles tailored to " | ||
376 | "your own specification. " | ||
377 | "\n" | ||
378 | "[3] http://www.nikoli.co.jp/en/puzzles/shikaku.html (beware of " | ||
379 | "Flash) " | ||
380 | "\n" | ||
381 | "[4] " | ||
382 | "https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en " | ||
383 | "\n" | ||
384 | "\n#8.1 Rectangles controls " | ||
385 | "\n" | ||
386 | "This game is played with the mouse or cursor keys. " | ||
387 | "\n" | ||
388 | "Left-click any edge to toggle it on or off, or left-click and " | ||
389 | "drag to draw an entire rectangle (or line) on the grid in one go " | ||
390 | "(removing any existing edges within that rectangle). Right-clicking " | ||
391 | "and dragging will allow you to erase the contents of a rectangle " | ||
392 | "without affecting its edges. " | ||
393 | "\n" | ||
394 | "Alternatively, use the cursor keys to move the position indicator " | ||
395 | "around the board. Pressing the return key then allows you to use the " | ||
396 | "cursor keys to drag a rectangle out from that position, and pressing " | ||
397 | "the return key again completes the rectangle. Using the space bar " | ||
398 | "instead of the return key allows you to erase the contents of a " | ||
399 | "rectangle without affecting its edges, as above. Pressing escape " | ||
400 | "cancels a drag. " | ||
401 | "\n" | ||
402 | "When a rectangle of the correct size is completed, it will be " | ||
403 | "shaded. " | ||
404 | "\n" | ||
405 | "(All the actions described in section 2.1 are also available.) " | ||
406 | "\n" | ||
407 | "\n#8.2 Rectangles parameters " | ||
408 | "\n" | ||
409 | "These parameters are available from the `Custom...' option on the " | ||
410 | "`Type' menu. " | ||
411 | "\n" | ||
412 | "_Width_, _Height_ " | ||
413 | "\n" | ||
414 | "Size of grid, in squares. " | ||
415 | "\n" | ||
416 | "_Expansion factor_ " | ||
417 | "\n" | ||
418 | "This is a mechanism for changing the type of grids generated by " | ||
419 | "the program. Some people prefer a grid containing a few large " | ||
420 | "rectangles to one containing many small ones. So you can ask " | ||
421 | "Rectangles to essentially generate a _smaller_ grid than the " | ||
422 | "size you specified, and then to expand it by adding rows and " | ||
423 | "columns. " | ||
424 | "\n" | ||
425 | "The default expansion factor of zero means that Rectangles will " | ||
426 | "simply generate a grid of the size you ask for, and do nothing " | ||
427 | "further. If you set an expansion factor of (say) 0.5, it means " | ||
428 | "that each dimension of the grid will be expanded to half again " | ||
429 | "as big after generation. In other words, the initial grid will " | ||
430 | "be 2/3 the size in each dimension, and will be expanded to its " | ||
431 | "full size without adding any more rectangles. " | ||
432 | "\n" | ||
433 | "Setting an expansion factor of around 0.5 tends to make the " | ||
434 | "game more difficult, and also (in my experience) rewards a " | ||
435 | "less deductive and more intuitive playing style. If you set it " | ||
436 | "_too_ high, though, the game simply cannot generate more than a " | ||
437 | "few rectangles to cover the entire grid, and the game becomes " | ||
438 | "trivial. " | ||
439 | "\n" | ||
440 | "_Ensure unique solution_ " | ||
441 | "\n" | ||
442 | "Normally, Rectangles will make sure that the puzzles it presents " | ||
443 | "have only one solution. Puzzles with ambiguous sections can be " | ||
444 | "more difficult and more subtle, so if you like you can turn off " | ||
445 | "this feature and risk having ambiguous puzzles. Also, finding " | ||
446 | "_all_ the possible solutions can be an additional challenge for " | ||
447 | "an advanced player. Turning off this option can also speed up " | ||
448 | "puzzle generation. " | ||
449 | "\n" | ||
450 | "#Chapter 9: Netslide " | ||
451 | "\n" | ||
452 | "This game combines the grid generation of Net (see chapter 3) with " | ||
453 | "the movement of Sixteen (see chapter 6): you have a Net grid, but " | ||
454 | "instead of rotating tiles back into place you have to slide them " | ||
455 | "into place by moving a whole row at a time. " | ||
456 | "\n" | ||
457 | "As in Sixteen, control is with the mouse or cursor keys. See section " | ||
458 | "6.1. " | ||
459 | "\n" | ||
460 | "The available game parameters have similar meanings to those in Net " | ||
461 | "(see section 3.2) and Sixteen (see section 6.2). " | ||
462 | "\n" | ||
463 | "Netslide was contributed to this collection by Richard Boulton. " | ||
464 | "\n" | ||
465 | "#Chapter 10: Pattern " | ||
466 | "\n" | ||
467 | "You have a grid of squares, which must all be filled in either black " | ||
468 | "or white. Beside each row of the grid are listed the lengths of the " | ||
469 | "runs of black squares on that row; above each column are listed the " | ||
470 | "lengths of the runs of black squares in that column. Your aim is to " | ||
471 | "fill in the entire grid black or white. " | ||
472 | "\n" | ||
473 | "I first saw this puzzle form around 1995, under the name " | ||
474 | "`nonograms'. I've seen it in various places since then, under " | ||
475 | "different names. " | ||
476 | "\n" | ||
477 | "Normally, puzzles of this type turn out to be a meaningful picture " | ||
478 | "of something once you've solved them. However, since this version " | ||
479 | "generates the puzzles automatically, they will just look like random " | ||
480 | "groupings of squares. (One user has suggested that this is actually " | ||
481 | "a _good_ thing, since it prevents you from guessing the colour of " | ||
482 | "squares based on the picture, and forces you to use logic instead.) " | ||
483 | "The advantage, though, is that you never run out of them. " | ||
484 | "\n" | ||
485 | "\n#10.1 Pattern controls " | ||
486 | "\n" | ||
487 | "This game is played with the mouse. " | ||
488 | "\n" | ||
489 | "Left-click in a square to colour it black. Right-click to colour it " | ||
490 | "white. If you make a mistake, you can middle-click, or hold down " | ||
491 | "Shift while clicking with any button, to colour the square in the " | ||
492 | "default grey (meaning `undecided') again. " | ||
493 | "\n" | ||
494 | "You can click and drag with the left or right mouse button to colour " | ||
495 | "a vertical or horizontal line of squares black or white at a time " | ||
496 | "(respectively). If you click and drag with the middle button, or " | ||
497 | "with Shift held down, you can colour a whole rectangle of squares " | ||
498 | "grey. " | ||
499 | "\n" | ||
500 | "You can also move around the grid with the cursor keys. Pressing the " | ||
501 | "return key will cycle the current cell through empty, then black, " | ||
502 | "then white, then empty, and the space bar does the same cycle in " | ||
503 | "reverse. " | ||
504 | "\n" | ||
505 | "Moving the cursor while holding Control will colour the moved-over " | ||
506 | "squares black. Holding Shift will colour the moved-over squares " | ||
507 | "white, and holding both will colour them grey. " | ||
508 | "\n" | ||
509 | "(All the actions described in section 2.1 are also available.) " | ||
510 | "\n" | ||
511 | "\n#10.2 Pattern parameters " | ||
512 | "\n" | ||
513 | "The only options available from the `Custom...' option on the `Type' " | ||
514 | "menu are _Width_ and _Height_, which are self-explanatory. " | ||
515 | "\n" | ||
516 | "#Chapter 11: Solo " | ||
517 | "\n" | ||
518 | "You have a square grid, which is divided into as many equally sized " | ||
519 | "sub-blocks as the grid has rows. Each square must be filled in with " | ||
520 | "a digit from 1 to the size of the grid, in such a way that " | ||
521 | "\n" | ||
522 | "- every row contains only one occurrence of each digit " | ||
523 | "\n" | ||
524 | "- every column contains only one occurrence of each digit " | ||
525 | "\n" | ||
526 | "- every block contains only one occurrence of each digit. " | ||
527 | "\n" | ||
528 | "- (optionally, by default off) each of the square's two main " | ||
529 | "diagonals contains only one occurrence of each digit. " | ||
530 | "\n" | ||
531 | "You are given some of the numbers as clues; your aim is to place the " | ||
532 | "rest of the numbers correctly. " | ||
533 | "\n" | ||
534 | "Under the default settings, the sub-blocks are square or " | ||
535 | "rectangular. The default puzzle size is 3x3 (a 9x9 actual grid, " | ||
536 | "divided into nine 3x3 blocks). You can also select sizes with " | ||
537 | "rectangular blocks instead of square ones, such as 2x3 (a 6x6 grid " | ||
538 | "divided into six 3x2 blocks). Alternatively, you can select `jigsaw' " | ||
539 | "mode, in which the sub-blocks are arbitrary shapes which differ " | ||
540 | "between individual puzzles. " | ||
541 | "\n" | ||
542 | "Another available mode is `killer'. In this mode, clues are not " | ||
543 | "given in the form of filled-in squares; instead, the grid is divided " | ||
544 | "into `cages' by coloured lines, and for each cage the game tells " | ||
545 | "you what the sum of all the digits in that cage should be. Also, " | ||
546 | "no digit may appear more than once within a cage, even if the cage " | ||
547 | "crosses the boundaries of existing regions. " | ||
548 | "\n" | ||
549 | "If you select a puzzle size which requires more than 9 digits, the " | ||
550 | "additional digits will be letters of the alphabet. For example, if " | ||
551 | "you select 3x4 then the digits which go in your grid will be 1 to 9, " | ||
552 | "plus `a', `b' and `c'. This cannot be selected for killer puzzles. " | ||
553 | "\n" | ||
554 | "I first saw this puzzle in Nikoli [5], although it's also been " | ||
555 | "popularised by various newspapers under the name `Sudoku' or `Su " | ||
556 | "Doku'. Howard Garns is considered the inventor of the modern form of " | ||
557 | "the puzzle, and it was first published in _Dell Pencil Puzzles and " | ||
558 | "Word Games_. A more elaborate treatment of the history of the puzzle " | ||
559 | "can be found on Wikipedia [6]. " | ||
560 | "\n" | ||
561 | "[5] http://www.nikoli.co.jp/en/puzzles/sudoku.html (beware of Flash) " | ||
562 | "\n" | ||
563 | "[6] http://en.wikipedia.org/wiki/Sudoku " | ||
564 | "\n" | ||
565 | "\n#11.1 Solo controls " | ||
566 | "\n" | ||
567 | "To play Solo, simply click the mouse in any empty square and then " | ||
568 | "type a digit or letter on the keyboard to fill that square. If you " | ||
569 | "make a mistake, click the mouse in the incorrect square and press " | ||
570 | "Space to clear it again (or use the Undo feature). " | ||
571 | "\n" | ||
572 | "If you _right_-click in a square and then type a number, that " | ||
573 | "number will be entered in the square as a `pencil mark'. You can " | ||
574 | "have pencil marks for multiple numbers in the same square. Squares " | ||
575 | "containing filled-in numbers cannot also contain pencil marks. " | ||
576 | "\n" | ||
577 | "The game pays no attention to pencil marks, so exactly what you " | ||
578 | "use them for is up to you: you can use them as reminders that a " | ||
579 | "particular square needs to be re-examined once you know more about " | ||
580 | "a particular number, or you can use them as lists of the possible " | ||
581 | "numbers in a given square, or anything else you feel like. " | ||
582 | "\n" | ||
583 | "To erase a single pencil mark, right-click in the square and type " | ||
584 | "the same number again. " | ||
585 | "\n" | ||
586 | "All pencil marks in a square are erased when you left-click and type " | ||
587 | "a number, or when you left-click and press space. Right-clicking and " | ||
588 | "pressing space will also erase pencil marks. " | ||
589 | "\n" | ||
590 | "Alternatively, use the cursor keys to move the mark around the grid. " | ||
591 | "Pressing the return key toggles the mark (from a normal mark to a " | ||
592 | "pencil mark), and typing a number in is entered in the square in the " | ||
593 | "appropriate way; typing in a 0 or using the space bar will clear a " | ||
594 | "filled square. " | ||
595 | "\n" | ||
596 | "(All the actions described in section 2.1 are also available.) " | ||
597 | "\n" | ||
598 | "\n#11.2 Solo parameters " | ||
599 | "\n" | ||
600 | "Solo allows you to configure two separate dimensions of the puzzle " | ||
601 | "grid on the `Type' menu: the number of columns, and the number of " | ||
602 | "rows, into which the main grid is divided. (The size of a block is " | ||
603 | "the inverse of this: for example, if you select 2 columns and 3 " | ||
604 | "rows, each actual block will have 3 columns and 2 rows.) " | ||
605 | "\n" | ||
606 | "If you tick the `X' checkbox, Solo will apply the optional extra " | ||
607 | "constraint that the two main diagonals of the grid also contain " | ||
608 | "one of every digit. (This is sometimes known as `Sudoku-X' in " | ||
609 | "newspapers.) In this mode, the squares on the two main diagonals " | ||
610 | "will be shaded slightly so that you know it's enabled. " | ||
611 | "\n" | ||
612 | "If you tick the `Jigsaw' checkbox, Solo will generate randomly " | ||
613 | "shaped sub-blocks. In this mode, the actual grid size will be taken " | ||
614 | "to be the product of the numbers entered in the `Columns' and `Rows' " | ||
615 | "boxes. There is no reason why you have to enter a number greater " | ||
616 | "than 1 in both boxes; Jigsaw mode has no constraint on the grid " | ||
617 | "size, and it can even be a prime number if you feel like it. " | ||
618 | "\n" | ||
619 | "If you tick the `Killer' checkbox, Solo will generate a set of " | ||
620 | "of cages, which are randomly shaped and drawn in an outline of a " | ||
621 | "different colour. Each of these regions contains a smaller clue " | ||
622 | "which shows the digit sum of all the squares in this region. " | ||
623 | "\n" | ||
624 | "You can also configure the type of symmetry shown in the generated " | ||
625 | "puzzles. More symmetry makes the puzzles look prettier but may also " | ||
626 | "make them easier, since the symmetry constraints can force more " | ||
627 | "clues than necessary to be present. Completely asymmetric puzzles " | ||
628 | "have the freedom to contain as few clues as possible. " | ||
629 | "\n" | ||
630 | "Finally, you can configure the difficulty of the generated puzzles. " | ||
631 | "Difficulty levels are judged by the complexity of the techniques " | ||
632 | "of deduction required to solve the puzzle: each level requires a " | ||
633 | "mode of reasoning which was not necessary in the previous one. In " | ||
634 | "particular, on difficulty levels `Trivial' and `Basic' there will be " | ||
635 | "a square you can fill in with a single number at all times, whereas " | ||
636 | "at `Intermediate' level and beyond you will have to make partial " | ||
637 | "deductions about the _set_ of squares a number could be in (or the " | ||
638 | "set of numbers that could be in a square). At `Unreasonable' level, " | ||
639 | "even this is not enough, and you will eventually have to make a " | ||
640 | "guess, and then backtrack if it turns out to be wrong. " | ||
641 | "\n" | ||
642 | "Generating difficult puzzles is itself difficult: if you select one " | ||
643 | "of the higher difficulty levels, Solo may have to make many attempts " | ||
644 | "at generating a puzzle before it finds one hard enough for you. Be " | ||
645 | "prepared to wait, especially if you have also configured a large " | ||
646 | "puzzle size. " | ||
647 | "\n" | ||
648 | "#Chapter 12: Mines " | ||
649 | "\n" | ||
650 | "You have a grid of covered squares, some of which contain mines, but " | ||
651 | "you don't know which. Your job is to uncover every square which does " | ||
652 | "_not_ contain a mine. If you uncover a square containing a mine, you " | ||
653 | "lose. If you uncover a square which does not contain a mine, you " | ||
654 | "are told how many mines are contained within the eight surrounding " | ||
655 | "squares. " | ||
656 | "\n" | ||
657 | "This game needs no introduction; popularised by Windows, it is " | ||
658 | "perhaps the single best known desktop puzzle game in existence. " | ||
659 | "\n" | ||
660 | "This version of it has an unusual property. By default, it will " | ||
661 | "generate its mine positions in such a way as to ensure that you " | ||
662 | "never need to _guess_ where a mine is: you will always be able " | ||
663 | "to deduce it somehow. So you will never, as can happen in other " | ||
664 | "versions, get to the last four squares and discover that there are " | ||
665 | "two mines left but you have no way of knowing for sure where they " | ||
666 | "are. " | ||
667 | "\n" | ||
668 | "\n#12.1 Mines controls " | ||
669 | "\n" | ||
670 | "This game is played with the mouse. " | ||
671 | "\n" | ||
672 | "If you left-click in a covered square, it will be uncovered. " | ||
673 | "\n" | ||
674 | "If you right-click in a covered square, it will place a flag which " | ||
675 | "indicates that the square is believed to be a mine. Left-clicking in " | ||
676 | "a marked square will not uncover it, for safety. You can right-click " | ||
677 | "again to remove a mark placed in error. " | ||
678 | "\n" | ||
679 | "If you left-click in an _uncovered_ square, it will `clear around' " | ||
680 | "the square. This means: if the square has exactly as many flags " | ||
681 | "surrounding it as it should have mines, then all the covered squares " | ||
682 | "next to it which are _not_ flagged will be uncovered. So once you " | ||
683 | "think you know the location of all the mines around a square, you " | ||
684 | "can use this function as a shortcut to avoid having to click on each " | ||
685 | "of the remaining squares one by one. " | ||
686 | "\n" | ||
687 | "If you uncover a square which has _no_ mines in the surrounding " | ||
688 | "eight squares, then it is obviously safe to uncover those squares in " | ||
689 | "turn, and so on if any of them also has no surrounding mines. This " | ||
690 | "will be done for you automatically; so sometimes when you uncover a " | ||
691 | "square, a whole new area will open up to be explored. " | ||
692 | "\n" | ||
693 | "You can also use the cursor keys to move around the minefield. " | ||
694 | "Pressing the return key in a covered square uncovers it, and in " | ||
695 | "an uncovered square will clear around it (so it acts as the left " | ||
696 | "button), pressing the space bar in a covered square will place a " | ||
697 | "flag (similarly, it acts as the right button). " | ||
698 | "\n" | ||
699 | "All the actions described in section 2.1 are also available. " | ||
700 | "\n" | ||
701 | "Even Undo is available, although you might consider it cheating to " | ||
702 | "use it. If you step on a mine, the program will only reveal the mine " | ||
703 | "in question (unlike most other implementations, which reveal all of " | ||
704 | "them). You can then Undo your fatal move and continue playing if you " | ||
705 | "like. The program will track the number of times you died (and Undo " | ||
706 | "will not reduce that counter), so when you get to the end of the " | ||
707 | "game you know whether or not you did it without making any errors. " | ||
708 | "\n" | ||
709 | "(If you really want to know the full layout of the grid, which other " | ||
710 | "implementations will show you after you die, you can always use the " | ||
711 | "Solve menu option.) " | ||
712 | "\n" | ||
713 | "\n#12.2 Mines parameters " | ||
714 | "\n" | ||
715 | "The options available from the `Custom...' option on the `Type' menu " | ||
716 | "are: " | ||
717 | "\n" | ||
718 | "_Width_, _Height_ " | ||
719 | "\n" | ||
720 | "Size of grid in squares. " | ||
721 | "\n" | ||
722 | "_Mines_ " | ||
723 | "\n" | ||
724 | "Number of mines in the grid. You can enter this as an absolute " | ||
725 | "mine count, or alternatively you can put a % sign on the end " | ||
726 | "in which case the game will arrange for that proportion of the " | ||
727 | "squares in the grid to be mines. " | ||
728 | "\n" | ||
729 | "Beware of setting the mine count too high. At very high " | ||
730 | "densities, the program may spend forever searching for a " | ||
731 | "solvable grid. " | ||
732 | "\n" | ||
733 | "_Ensure solubility_ " | ||
734 | "\n" | ||
735 | "When this option is enabled (as it is by default), Mines will " | ||
736 | "ensure that the entire grid can be fully deduced starting " | ||
737 | "from the initial open space. If you prefer the riskier grids " | ||
738 | "generated by other implementations, you can switch off this " | ||
739 | "option. " | ||
740 | "\n" | ||
741 | "#Chapter 13: Same Game " | ||
742 | "\n" | ||
743 | "You have a grid of coloured squares, which you have to clear by " | ||
744 | "highlighting contiguous regions of more than one coloured square; " | ||
745 | "the larger the region you highlight, the more points you get (and " | ||
746 | "the faster you clear the arena). " | ||
747 | "\n" | ||
748 | "If you clear the grid you win. If you end up with nothing but single " | ||
749 | "squares (i.e., there are no more clickable regions left) you lose. " | ||
750 | "\n" | ||
751 | "Removing a region causes the rest of the grid to shuffle up: blocks " | ||
752 | "that are suspended will fall down (first), and then empty columns " | ||
753 | "are filled from the right. " | ||
754 | "\n" | ||
755 | "Same Game was contributed to this collection by James Harvey. " | ||
756 | "\n" | ||
757 | "\n#13.1 Same Game controls " | ||
758 | "\n" | ||
759 | "This game can be played with either the keyboard or the mouse. " | ||
760 | "\n" | ||
761 | "If you left-click an unselected region, it becomes selected " | ||
762 | "(possibly clearing the current selection). " | ||
763 | "\n" | ||
764 | "If you left-click the selected region, it will be removed (and the " | ||
765 | "rest of the grid shuffled immediately). " | ||
766 | "\n" | ||
767 | "If you right-click the selected region, it will be unselected. " | ||
768 | "\n" | ||
769 | "The cursor keys move a cursor around the grid. Pressing the Space or " | ||
770 | "Enter keys while the cursor is in an unselected region selects it; " | ||
771 | "pressing Space or Enter again removes it as above. " | ||
772 | "\n" | ||
773 | "(All the actions described in section 2.1 are also available.) " | ||
774 | "\n" | ||
775 | "\n#13.2 Same Game parameters " | ||
776 | "\n" | ||
777 | "These parameters are available from the `Custom...' option on the " | ||
778 | "`Type' menu. " | ||
779 | "\n" | ||
780 | "_Width_, _Height_ " | ||
781 | "\n" | ||
782 | "Size of grid in squares. " | ||
783 | "\n" | ||
784 | "_No. of colours_ " | ||
785 | "\n" | ||
786 | "Number of different colours used to fill the grid; the more " | ||
787 | "colours, the fewer large regions of colour and thus the more " | ||
788 | "difficult it is to successfully clear the grid. " | ||
789 | "\n" | ||
790 | "_Scoring system_ " | ||
791 | "\n" | ||
792 | "Controls the precise mechanism used for scoring. With the " | ||
793 | "default system, `(n-2)^2', only regions of three squares or more " | ||
794 | "will score any points at all. With the alternative `(n-1)^2' " | ||
795 | "system, regions of two squares score a point each, and larger " | ||
796 | "regions score relatively more points. " | ||
797 | "\n" | ||
798 | "_Ensure solubility_ " | ||
799 | "\n" | ||
800 | "If this option is ticked (the default state), generated grids " | ||
801 | "will be guaranteed to have at least one solution. " | ||
802 | "\n" | ||
803 | "If you turn it off, the game generator will not try to guarantee " | ||
804 | "soluble grids; it will, however, still ensure that there are at " | ||
805 | "least 2 squares of each colour on the grid at the start (since a " | ||
806 | "grid with exactly one square of a given colour is _definitely_ " | ||
807 | "insoluble). Grids generated with this option disabled may " | ||
808 | "contain more large areas of contiguous colour, leading to " | ||
809 | "opportunities for higher scores; they can also take less time to " | ||
810 | "generate. " | ||
811 | "\n" | ||
812 | "#Chapter 14: Flip " | ||
813 | "\n" | ||
814 | "You have a grid of squares, some light and some dark. Your aim is to " | ||
815 | "light all the squares up at the same time. You can choose any square " | ||
816 | "and flip its state from light to dark or dark to light, but when you " | ||
817 | "do so, other squares around it change state as well. " | ||
818 | "\n" | ||
819 | "Each square contains a small diagram showing which other squares " | ||
820 | "change when you flip it. " | ||
821 | "\n" | ||
822 | "\n#14.1 Flip controls " | ||
823 | "\n" | ||
824 | "This game can be played with either the keyboard or the mouse. " | ||
825 | "\n" | ||
826 | "Left-click in a square to flip it and its associated squares, or use " | ||
827 | "the cursor keys to choose a square and the space bar or Enter key to " | ||
828 | "flip. " | ||
829 | "\n" | ||
830 | "If you use the `Solve' function on this game, it will mark some of " | ||
831 | "the squares in red. If you click once in every square with a red " | ||
832 | "mark, the game should be solved. (If you click in a square _without_ " | ||
833 | "a red mark, a red mark will appear in it to indicate that you will " | ||
834 | "need to reverse that operation to reach the solution.) " | ||
835 | "\n" | ||
836 | "(All the actions described in section 2.1 are also available.) " | ||
837 | "\n" | ||
838 | "\n#14.2 Flip parameters " | ||
839 | "\n" | ||
840 | "These parameters are available from the `Custom...' option on the " | ||
841 | "`Type' menu. " | ||
842 | "\n" | ||
843 | "_Width_, _Height_ " | ||
844 | "\n" | ||
845 | "Size of grid in squares. " | ||
846 | "\n" | ||
847 | "_Shape type_ " | ||
848 | "\n" | ||
849 | "This control determines the shape of the region which is flipped " | ||
850 | "by clicking in any given square. The default setting, `Crosses', " | ||
851 | "causes every square to flip itself and its four immediate " | ||
852 | "neighbours (or three or two if it's at an edge or corner). The " | ||
853 | "other setting, `Random', causes a random shape to be chosen for " | ||
854 | "every square, so the game is different every time. " | ||
855 | "\n" | ||
856 | "#Chapter 15: Guess " | ||
857 | "\n" | ||
858 | "You have a set of coloured pegs, and have to reproduce a " | ||
859 | "predetermined sequence of them (chosen by the computer) within a " | ||
860 | "certain number of guesses. " | ||
861 | "\n" | ||
862 | "Each guess gets marked with the number of correctly-coloured pegs " | ||
863 | "in the correct places (in black), and also the number of correctly-\n" | ||
864 | "coloured pegs in the wrong places (in white). " | ||
865 | "\n" | ||
866 | "This game is also known (and marketed, by Hasbro, mainly) as a board " | ||
867 | "game `Mastermind', with 6 colours, 4 pegs per row, and 10 guesses. " | ||
868 | "However, this version allows custom settings of number of colours " | ||
869 | "(up to 10), number of pegs per row, and number of guesses. " | ||
870 | "\n" | ||
871 | "Guess was contributed to this collection by James Harvey. " | ||
872 | "\n" | ||
873 | "\n#15.1 Guess controls " | ||
874 | "\n" | ||
875 | "This game can be played with either the keyboard or the mouse. " | ||
876 | "\n" | ||
877 | "With the mouse, drag a coloured peg from the tray on the left-hand " | ||
878 | "side to its required position in the current guess; pegs may also " | ||
879 | "be dragged from current and past guesses to copy them elsewhere. To " | ||
880 | "remove a peg, drag it off its current position to somewhere invalid. " | ||
881 | "\n" | ||
882 | "Right-clicking in the current guess adds a `hold' marker; pegs that " | ||
883 | "have hold markers will be automatically added to the next guess " | ||
884 | "after marking. " | ||
885 | "\n" | ||
886 | "Alternatively, with the keyboard, the up and down cursor keys can " | ||
887 | "be used to select a peg colour, the left and right keys to select a " | ||
888 | "peg position, and the space bar or Enter key to place a peg of the " | ||
889 | "selected colour in the chosen position. `D' or Backspace removes a " | ||
890 | "peg, and Space adds a hold marker. " | ||
891 | "\n" | ||
892 | "Pressing `h' or `?' will fill the current guess with a suggested " | ||
893 | "guess. Using this is not recommended for 10 or more pegs as it is " | ||
894 | "slow. " | ||
895 | "\n" | ||
896 | "When the guess is complete, the smaller feedback pegs will be " | ||
897 | "highlighted; clicking on these (or moving the peg cursor to them " | ||
898 | "with the arrow keys and pressing the space bar or Enter key) will " | ||
899 | "mark the current guess, copy any held pegs to the next guess, and " | ||
900 | "move the `current guess' marker. " | ||
901 | "\n" | ||
902 | "If you correctly position all the pegs the solution will be " | ||
903 | "displayed below; if you run out of guesses (or select `Solve...') " | ||
904 | "the solution will also be revealed. " | ||
905 | "\n" | ||
906 | "(All the actions described in section 2.1 are also available.) " | ||
907 | "\n" | ||
908 | "\n#15.2 Guess parameters " | ||
909 | "\n" | ||
910 | "These parameters are available from the `Custom...' option on the " | ||
911 | "`Type' menu. The default game matches the parameters for the board " | ||
912 | "game `Mastermind'. " | ||
913 | "\n" | ||
914 | "_Colours_ " | ||
915 | "\n" | ||
916 | "Number of colours the solution is chosen from; from 2 to 10 " | ||
917 | "(more is harder). " | ||
918 | "\n" | ||
919 | "_Pegs per guess_ " | ||
920 | "\n" | ||
921 | "Number of pegs per guess (more is harder). " | ||
922 | "\n" | ||
923 | "_Guesses_ " | ||
924 | "\n" | ||
925 | "Number of guesses you have to find the solution in (fewer is " | ||
926 | "harder). " | ||
927 | "\n" | ||
928 | "_Allow blanks_ " | ||
929 | "\n" | ||
930 | "Allows blank pegs to be given as part of a guess (makes it " | ||
931 | "easier, because you know that those will never be counted as " | ||
932 | "part of the solution). This is turned off by default. " | ||
933 | "\n" | ||
934 | "Note that this doesn't allow blank pegs in the solution; if you " | ||
935 | "really wanted that, use one extra colour. " | ||
936 | "\n" | ||
937 | "_Allow duplicates_ " | ||
938 | "\n" | ||
939 | "Allows the solution (and the guesses) to contain colours more " | ||
940 | "than once; this increases the search space (making things " | ||
941 | "harder), and is turned on by default. " | ||
942 | "\n" | ||
943 | "#Chapter 16: Pegs " | ||
944 | "\n" | ||
945 | "A number of pegs are placed in holes on a board. You can remove a " | ||
946 | "peg by jumping an adjacent peg over it (horizontally or vertically) " | ||
947 | "to a vacant hole on the other side. Your aim is to remove all but " | ||
948 | "one of the pegs initially present. " | ||
949 | "\n" | ||
950 | "This game, best known as `Peg Solitaire', is possibly one of the " | ||
951 | "oldest puzzle games still commonly known. " | ||
952 | "\n" | ||
953 | "\n#16.1 Pegs controls " | ||
954 | "\n" | ||
955 | "To move a peg, drag it with the mouse from its current position to " | ||
956 | "its final position. If the final position is exactly two holes away " | ||
957 | "from the initial position, is currently unoccupied by a peg, and " | ||
958 | "there is a peg in the intervening square, the move will be permitted " | ||
959 | "and the intervening peg will be removed. " | ||
960 | "\n" | ||
961 | "Vacant spaces which you can move a peg into are marked with holes. A " | ||
962 | "space with no peg and no hole is not available for moving at all: it " | ||
963 | "is an obstacle which you must work around. " | ||
964 | "\n" | ||
965 | "You can also use the cursor keys to move a position indicator around " | ||
966 | "the board. Pressing the return key while over a peg, followed by a " | ||
967 | "cursor key, will jump the peg in that direction (if that is a legal " | ||
968 | "move). " | ||
969 | "\n" | ||
970 | "(All the actions described in section 2.1 are also available.) " | ||
971 | "\n" | ||
972 | "\n#16.2 Pegs parameters " | ||
973 | "\n" | ||
974 | "These parameters are available from the `Custom...' option on the " | ||
975 | "`Type' menu. " | ||
976 | "\n" | ||
977 | "_Width_, _Height_ " | ||
978 | "\n" | ||
979 | "Size of grid in holes. " | ||
980 | "\n" | ||
981 | "_Board type_ " | ||
982 | "\n" | ||
983 | "Controls whether you are given a board of a standard shape or " | ||
984 | "a randomly generated shape. The two standard shapes currently " | ||
985 | "supported are `Cross' and `Octagon' (also commonly known as the " | ||
986 | "English and European traditional board layouts respectively). " | ||
987 | "Selecting `Random' will give you a different board shape every " | ||
988 | "time (but always one that is known to have a solution). " | ||
989 | "\n" | ||
990 | "#Chapter 17: Dominosa " | ||
991 | "\n" | ||
992 | "A normal set of dominoes - that is, one instance of every " | ||
993 | "(unordered) pair of numbers from 0 to 6 - has been arranged " | ||
994 | "irregularly into a rectangle; then the number in each square has " | ||
995 | "been written down and the dominoes themselves removed. Your task is " | ||
996 | "to reconstruct the pattern by arranging the set of dominoes to match " | ||
997 | "the provided array of numbers. " | ||
998 | "\n" | ||
999 | "This puzzle is widely credited to O. S. Adler, and takes part of its " | ||
1000 | "name from those initials. " | ||
1001 | "\n" | ||
1002 | "\n#17.1 Dominosa controls " | ||
1003 | "\n" | ||
1004 | "Left-clicking between any two adjacent numbers places a domino " | ||
1005 | "covering them, or removes one if it is already present. Trying to " | ||
1006 | "place a domino which overlaps existing dominoes will remove the ones " | ||
1007 | "it overlaps. " | ||
1008 | "\n" | ||
1009 | "Right-clicking between two adjacent numbers draws a line between " | ||
1010 | "them, which you can use to remind yourself that you know those two " | ||
1011 | "numbers are _not_ covered by a single domino. Right-clicking again " | ||
1012 | "removes the line. " | ||
1013 | "\n" | ||
1014 | "You can also use the cursor keys to move a cursor around the grid. " | ||
1015 | "When the cursor is half way between two adjacent numbers, pressing " | ||
1016 | "the return key will place a domino covering those numbers, or " | ||
1017 | "pressing the space bar will lay a line between the two squares. " | ||
1018 | "Repeating either action removes the domino or line. " | ||
1019 | "\n" | ||
1020 | "Pressing a number key will highlight all occurrences of that number. " | ||
1021 | "Pressing that number again will clear the highlighting. Up to two " | ||
1022 | "different numbers can be highlighted at any given time. " | ||
1023 | "\n" | ||
1024 | "(All the actions described in section 2.1 are also available.) " | ||
1025 | "\n" | ||
1026 | "\n#17.2 Dominosa parameters " | ||
1027 | "\n" | ||
1028 | "These parameters are available from the `Custom...' option on the " | ||
1029 | "`Type' menu. " | ||
1030 | "\n" | ||
1031 | "_Maximum number on dominoes_ " | ||
1032 | "\n" | ||
1033 | "Controls the size of the puzzle, by controlling the size of the " | ||
1034 | "set of dominoes used to make it. Dominoes with numbers going " | ||
1035 | "up to N will give rise to an (N+2) x (N+1) rectangle; so, in " | ||
1036 | "particular, the default value of 6 gives an 8x7 grid. " | ||
1037 | "\n" | ||
1038 | "_Ensure unique solution_ " | ||
1039 | "\n" | ||
1040 | "Normally, Dominosa will make sure that the puzzles it presents " | ||
1041 | "have only one solution. Puzzles with ambiguous sections can be " | ||
1042 | "more difficult and sometimes more subtle, so if you like you " | ||
1043 | "can turn off this feature. Also, finding _all_ the possible " | ||
1044 | "solutions can be an additional challenge for an advanced player. " | ||
1045 | "Turning off this option can also speed up puzzle generation. " | ||
1046 | "\n" | ||
1047 | "#Chapter 18: Untangle " | ||
1048 | "\n" | ||
1049 | "You are given a number of points, some of which have lines drawn " | ||
1050 | "between them. You can move the points about arbitrarily; your aim is " | ||
1051 | "to position the points so that no line crosses another. " | ||
1052 | "\n" | ||
1053 | "I originally saw this in the form of a Flash game called Planarity " | ||
1054 | "[7], written by John Tantalo. " | ||
1055 | "\n" | ||
1056 | "[7] http://planarity.net " | ||
1057 | "\n" | ||
1058 | "\n#18.1 Untangle controls " | ||
1059 | "\n" | ||
1060 | "To move a point, click on it with the left mouse button and drag it " | ||
1061 | "into a new position. " | ||
1062 | "\n" | ||
1063 | "(All the actions described in section 2.1 are also available.) " | ||
1064 | "\n" | ||
1065 | "\n#18.2 Untangle parameters " | ||
1066 | "\n" | ||
1067 | "There is only one parameter available from the `Custom...' option on " | ||
1068 | "the `Type' menu: " | ||
1069 | "\n" | ||
1070 | "_Number of points_ " | ||
1071 | "\n" | ||
1072 | "Controls the size of the puzzle, by specifying the number of " | ||
1073 | "points in the generated graph. " | ||
1074 | "\n" | ||
1075 | "#Chapter 19: Black Box " | ||
1076 | "\n" | ||
1077 | "A number of balls are hidden in a rectangular arena. You have to " | ||
1078 | "deduce the positions of the balls by firing lasers positioned at the " | ||
1079 | "edges of the arena and observing how their beams are deflected. " | ||
1080 | "\n" | ||
1081 | "Beams will travel straight from their origin until they hit the " | ||
1082 | "opposite side of the arena (at which point they emerge), unless " | ||
1083 | "affected by balls in one of the following ways: " | ||
1084 | "\n" | ||
1085 | "- A beam that hits a ball head-on is absorbed and will never re-\n" | ||
1086 | "emerge. This includes beams that meet a ball on the first rank " | ||
1087 | "of the arena. " | ||
1088 | "\n" | ||
1089 | "- A beam with a ball in its front-left square and no ball ahead of " | ||
1090 | "it gets deflected 90 degrees to the right. " | ||
1091 | "\n" | ||
1092 | "- A beam with a ball in its front-right square and no ball ahead " | ||
1093 | "of it gets similarly deflected to the left. " | ||
1094 | "\n" | ||
1095 | "- A beam that would re-emerge from its entry location is " | ||
1096 | "considered to be `reflected'. " | ||
1097 | "\n" | ||
1098 | "- A beam which would get deflected before entering the arena by a " | ||
1099 | "ball to the front-left or front-right of its entry point is also " | ||
1100 | "considered to be `reflected'. " | ||
1101 | "\n" | ||
1102 | "Beams that are reflected appear as a `R'; beams that hit balls head-\n" | ||
1103 | "on appear as `H'. Otherwise, a number appears at the firing point " | ||
1104 | "and the location where the beam emerges (this number is unique to " | ||
1105 | "that shot). " | ||
1106 | "\n" | ||
1107 | "You can place guesses as to the location of the balls, based on the " | ||
1108 | "entry and exit patterns of the beams; once you have placed enough " | ||
1109 | "balls a button appears enabling you to have your guesses checked. " | ||
1110 | "\n" | ||
1111 | "Here is a diagram showing how the positions of balls can create each " | ||
1112 | "of the beam behaviours shown above: " | ||
1113 | "\n" | ||
1114 | "1RHR----\n" | ||
1115 | "|..O.O...|\n" | ||
1116 | "2........3\n" | ||
1117 | "|........|\n" | ||
1118 | "|........|\n" | ||
1119 | "3........|\n" | ||
1120 | "|......O.|\n" | ||
1121 | "H........|\n" | ||
1122 | "|.....O..|\n" | ||
1123 | "12-RR---\n" | ||
1124 | "\n" | ||
1125 | "As shown, it is possible for a beam to receive multiple reflections " | ||
1126 | "before re-emerging (see turn 3). Similarly, a beam may be reflected " | ||
1127 | "(possibly more than once) before receiving a hit (the `H' on the " | ||
1128 | "left side of the example). " | ||
1129 | "\n" | ||
1130 | "Note that any layout with more than 4 balls may have a non-unique " | ||
1131 | "solution. The following diagram illustrates this; if you know the " | ||
1132 | "board contains 5 balls, it is impossible to determine where the " | ||
1133 | "fifth ball is (possible positions marked with an x): " | ||
1134 | "\n" | ||
1135 | "--------\n" | ||
1136 | "|........|\n" | ||
1137 | "|........|\n" | ||
1138 | "|..O..O..|\n" | ||
1139 | "|...xx...|\n" | ||
1140 | "|...xx...|\n" | ||
1141 | "|..O..O..|\n" | ||
1142 | "|........|\n" | ||
1143 | "|........|\n" | ||
1144 | "--------\n" | ||
1145 | "\n" | ||
1146 | "For this reason, when you have your guesses checked, the game " | ||
1147 | "will check that your solution _produces the same results_ as the " | ||
1148 | "computer's, rather than that your solution is identical to the " | ||
1149 | "computer's. So in the above example, you could put the fifth ball at " | ||
1150 | "_any_ of the locations marked with an x, and you would still win. " | ||
1151 | "\n" | ||
1152 | "Black Box was contributed to this collection by James Harvey. " | ||
1153 | "\n" | ||
1154 | "\n#19.1 Black Box controls " | ||
1155 | "\n" | ||
1156 | "To fire a laser beam, left-click in a square around the edge of " | ||
1157 | "the arena. The results will be displayed immediately. Clicking or " | ||
1158 | "holding the left button on one of these squares will highlight the " | ||
1159 | "current go (or a previous go) to confirm the exit point for that " | ||
1160 | "laser, if applicable. " | ||
1161 | "\n" | ||
1162 | "To guess the location of a ball, left-click within the arena and a " | ||
1163 | "black circle will appear marking the guess; click again to remove " | ||
1164 | "the guessed ball. " | ||
1165 | "\n" | ||
1166 | "Locations in the arena may be locked against modification by right-\n" | ||
1167 | "clicking; whole rows and columns may be similarly locked by right-\n" | ||
1168 | "clicking in the laser square above/below that column, or to the " | ||
1169 | "left/right of that row. " | ||
1170 | "\n" | ||
1171 | "The cursor keys may also be used to move around the grid. Pressing " | ||
1172 | "the Enter key will fire a laser or add a new ball-location guess, " | ||
1173 | "and pressing Space will lock a cell, row, or column. " | ||
1174 | "\n" | ||
1175 | "When an appropriate number of balls have been guessed, a button will " | ||
1176 | "appear at the top-left corner of the grid; clicking that (with mouse " | ||
1177 | "or cursor) will check your guesses. " | ||
1178 | "\n" | ||
1179 | "If you click the `check' button and your guesses are not correct, " | ||
1180 | "the game will show you the minimum information necessary to " | ||
1181 | "demonstrate this to you, so you can try again. If your ball " | ||
1182 | "positions are not consistent with the beam paths you already know " | ||
1183 | "about, one beam path will be circled to indicate that it proves you " | ||
1184 | "wrong. If your positions match all the existing beam paths but are " | ||
1185 | "still wrong, one new beam path will be revealed (written in red) " | ||
1186 | "which is not consistent with your current guesses. " | ||
1187 | "\n" | ||
1188 | "If you decide to give up completely, you can select Solve to reveal " | ||
1189 | "the actual ball positions. At this point, correctly-placed balls " | ||
1190 | "will be displayed as filled black circles, incorrectly-placed balls " | ||
1191 | "as filled black circles with red crosses, and missing balls as " | ||
1192 | "filled red circles. In addition, a red circle marks any laser you " | ||
1193 | "had already fired which is not consistent with your ball layout " | ||
1194 | "(just as when you press the `check' button), and red text marks " | ||
1195 | "any laser you _could_ have fired in order to distinguish your ball " | ||
1196 | "layout from the correct one. " | ||
1197 | "\n" | ||
1198 | "(All the actions described in section 2.1 are also available.) " | ||
1199 | "\n" | ||
1200 | "\n#19.2 Black Box parameters " | ||
1201 | "\n" | ||
1202 | "These parameters are available from the `Custom...' option on the " | ||
1203 | "`Type' menu. " | ||
1204 | "\n" | ||
1205 | "_Width_, _Height_ " | ||
1206 | "\n" | ||
1207 | "Size of grid in squares. There are 2 x _Width_ x _Height_ lasers " | ||
1208 | "per grid, two per row and two per column. " | ||
1209 | "\n" | ||
1210 | "_No. of balls_ " | ||
1211 | "\n" | ||
1212 | "Number of balls to place in the grid. This can be a single " | ||
1213 | "number, or a range (separated with a hyphen, like `2-6'), " | ||
1214 | "and determines the number of balls to place on the grid. " | ||
1215 | "The `reveal' button is only enabled if you have guessed an " | ||
1216 | "appropriate number of balls; a guess using a different number " | ||
1217 | "to the original solution is still acceptable, if all the beam " | ||
1218 | "inputs and outputs match. " | ||
1219 | "\n" | ||
1220 | "#Chapter 20: Slant " | ||
1221 | "\n" | ||
1222 | "You have a grid of squares. Your aim is to draw a diagonal line " | ||
1223 | "through each square, and choose which way each line slants so that " | ||
1224 | "the following conditions are met: " | ||
1225 | "\n" | ||
1226 | "- The diagonal lines never form a loop. " | ||
1227 | "\n" | ||
1228 | "- Any point with a circled number has precisely that many lines " | ||
1229 | "meeting at it. (Thus, a 4 is the centre of a cross shape, " | ||
1230 | "whereas a zero is the centre of a diamond shape - or rather, a " | ||
1231 | "partial diamond shape, because a zero can never appear in the " | ||
1232 | "middle of the grid because that would immediately cause a loop.) " | ||
1233 | "\n" | ||
1234 | "Credit for this puzzle goes to Nikoli [8]. " | ||
1235 | "\n" | ||
1236 | "[8] http://www.nikoli.co.jp/ja/puzzles/gokigen_naname (in Japanese) " | ||
1237 | "\n" | ||
1238 | "\n#20.1 Slant controls " | ||
1239 | "\n" | ||
1240 | "Left-clicking in a blank square will place a \\ in it (a line leaning " | ||
1241 | "to the left, i.e. running from the top left of the square to the " | ||
1242 | "bottom right). Right-clicking in a blank square will place a / in it " | ||
1243 | "(leaning to the right, running from top right to bottom left). " | ||
1244 | "\n" | ||
1245 | "Continuing to click either button will cycle between the three " | ||
1246 | "possible square contents. Thus, if you left-click repeatedly in a " | ||
1247 | "blank square it will change from blank to \\ to / back to blank, and " | ||
1248 | "if you right-click repeatedly the square will change from blank to / " | ||
1249 | "to \\ back to blank. (Therefore, you can play the game entirely with " | ||
1250 | "one button if you need to.) " | ||
1251 | "\n" | ||
1252 | "You can also use the cursor keys to move around the grid. Pressing " | ||
1253 | "the return or space keys will place a \\ or a /, respectively, and " | ||
1254 | "will then cycle them as above. You can also press / or \\ to place a " | ||
1255 | "/ or \\, respectively, independent of what is already in the cursor " | ||
1256 | "square. Backspace removes any line from the cursor square. " | ||
1257 | "\n" | ||
1258 | "(All the actions described in section 2.1 are also available.) " | ||
1259 | "\n" | ||
1260 | "\n#20.2 Slant parameters " | ||
1261 | "\n" | ||
1262 | "These parameters are available from the `Custom...' option on the " | ||
1263 | "`Type' menu. " | ||
1264 | "\n" | ||
1265 | "_Width_, _Height_ " | ||
1266 | "\n" | ||
1267 | "Size of grid in squares. " | ||
1268 | "\n" | ||
1269 | "_Difficulty_ " | ||
1270 | "\n" | ||
1271 | "Controls the difficulty of the generated puzzle. At Hard " | ||
1272 | "level, you are required to do deductions based on knowledge of " | ||
1273 | "_relationships_ between squares rather than always being able to " | ||
1274 | "deduce the exact contents of one square at a time. (For example, " | ||
1275 | "you might know that two squares slant in the same direction, " | ||
1276 | "even if you don't yet know what that direction is, and this " | ||
1277 | "might enable you to deduce something about still other squares.) " | ||
1278 | "Even at Hard level, guesswork and backtracking should never be " | ||
1279 | "necessary. " | ||
1280 | "\n" | ||
1281 | "#Chapter 21: Light Up " | ||
1282 | "\n" | ||
1283 | "You have a grid of squares. Some are filled in black; some of the " | ||
1284 | "black squares are numbered. Your aim is to `light up' all the empty " | ||
1285 | "squares by placing light bulbs in some of them. " | ||
1286 | "\n" | ||
1287 | "Each light bulb illuminates the square it is on, plus all squares " | ||
1288 | "in line with it horizontally or vertically unless a black square is " | ||
1289 | "blocking the way. " | ||
1290 | "\n" | ||
1291 | "To win the game, you must satisfy the following conditions: " | ||
1292 | "\n" | ||
1293 | "- All non-black squares are lit. " | ||
1294 | "\n" | ||
1295 | "- No light is lit by another light. " | ||
1296 | "\n" | ||
1297 | "- All numbered black squares have exactly that number of lights " | ||
1298 | "adjacent to them (in the four squares above, below, and to the " | ||
1299 | "side). " | ||
1300 | "\n" | ||
1301 | "Non-numbered black squares may have any number of lights adjacent to " | ||
1302 | "them. " | ||
1303 | "\n" | ||
1304 | "Credit for this puzzle goes to Nikoli [9]. " | ||
1305 | "\n" | ||
1306 | "Light Up was contributed to this collection by James Harvey. " | ||
1307 | "\n" | ||
1308 | "[9] http://www.nikoli.co.jp/en/puzzles/akari.html (beware of Flash) " | ||
1309 | "\n" | ||
1310 | "\n#21.1 Light Up controls " | ||
1311 | "\n" | ||
1312 | "Left-clicking in a non-black square will toggle the presence of a " | ||
1313 | "light in that square. Right-clicking in a non-black square toggles a " | ||
1314 | "mark there to aid solving; it can be used to highlight squares that " | ||
1315 | "cannot be lit, for example. " | ||
1316 | "\n" | ||
1317 | "You may not place a light in a marked square, nor place a mark in a " | ||
1318 | "lit square. " | ||
1319 | "\n" | ||
1320 | "The game will highlight obvious errors in red. Lights lit by other " | ||
1321 | "lights are highlighted in this way, as are numbered squares which do " | ||
1322 | "not (or cannot) have the right number of lights next to them. " | ||
1323 | "\n" | ||
1324 | "Thus, the grid is solved when all non-black squares have yellow " | ||
1325 | "highlights and there are no red lights. " | ||
1326 | "\n" | ||
1327 | "(All the actions described in section 2.1 are also available.) " | ||
1328 | "\n" | ||
1329 | "\n#21.2 Light Up parameters " | ||
1330 | "\n" | ||
1331 | "These parameters are available from the `Custom...' option on the " | ||
1332 | "`Type' menu. " | ||
1333 | "\n" | ||
1334 | "_Width_, _Height_ " | ||
1335 | "\n" | ||
1336 | "Size of grid in squares. " | ||
1337 | "\n" | ||
1338 | "_%age of black squares_ " | ||
1339 | "\n" | ||
1340 | "Rough percentage of black squares in the grid. " | ||
1341 | "\n" | ||
1342 | "This is a hint rather than an instruction. If the grid generator " | ||
1343 | "is unable to generate a puzzle to this precise specification, it " | ||
1344 | "will increase the proportion of black squares until it can. " | ||
1345 | "\n" | ||
1346 | "_Symmetry_ " | ||
1347 | "\n" | ||
1348 | "Allows you to specify the required symmetry of the black squares " | ||
1349 | "in the grid. (This does not affect the difficulty of the puzzles " | ||
1350 | "noticeably.) " | ||
1351 | "\n" | ||
1352 | "_Difficulty_ " | ||
1353 | "\n" | ||
1354 | "`Easy' means that the puzzles should be soluble without " | ||
1355 | "backtracking or guessing, `Hard' means that some guesses will " | ||
1356 | "probably be necessary. " | ||
1357 | "\n" | ||
1358 | "#Chapter 22: Map " | ||
1359 | "\n" | ||
1360 | "You are given a map consisting of a number of regions. Your task is " | ||
1361 | "to colour each region with one of four colours, in such a way that " | ||
1362 | "no two regions sharing a boundary have the same colour. You are " | ||
1363 | "provided with some regions already coloured, sufficient to make the " | ||
1364 | "remainder of the solution unique. " | ||
1365 | "\n" | ||
1366 | "Only regions which share a length of border are required to be " | ||
1367 | "different colours. Two regions which meet at only one _point_ (i.e. " | ||
1368 | "are diagonally separated) may be the same colour. " | ||
1369 | "\n" | ||
1370 | "I believe this puzzle is original; I've never seen an implementation " | ||
1371 | "of it anywhere else. The concept of a four-colouring puzzle was " | ||
1372 | "suggested by Owen Dunn; credit must also go to Nikoli and to Verity " | ||
1373 | "Allan for inspiring the train of thought that led to me realising " | ||
1374 | "Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor " | ||
1375 | "for many detailed suggestions. " | ||
1376 | "\n" | ||
1377 | "\n#22.1 Map controls " | ||
1378 | "\n" | ||
1379 | "To colour a region, click the left mouse button on an existing " | ||
1380 | "region of the desired colour and drag that colour into the new " | ||
1381 | "region. " | ||
1382 | "\n" | ||
1383 | "(The program will always ensure the starting puzzle has at least one " | ||
1384 | "region of each colour, so that this is always possible!) " | ||
1385 | "\n" | ||
1386 | "If you need to clear a region, you can drag from an empty region, or " | ||
1387 | "from the puzzle boundary if there are no empty regions left. " | ||
1388 | "\n" | ||
1389 | "Dragging a colour using the _right_ mouse button will stipple the " | ||
1390 | "region in that colour, which you can use as a note to yourself that " | ||
1391 | "you think the region _might_ be that colour. A region can contain " | ||
1392 | "stipples in multiple colours at once. (This is often useful at the " | ||
1393 | "harder difficulty levels.) " | ||
1394 | "\n" | ||
1395 | "You can also use the cursor keys to move around the map: the colour " | ||
1396 | "of the cursor indicates the position of the colour you would drag " | ||
1397 | "(which is not obvious if you're on a region's boundary, since it " | ||
1398 | "depends on the direction from which you approached the boundary). " | ||
1399 | "Pressing the return key starts a drag of that colour, as above, " | ||
1400 | "which you control with the cursor keys; pressing the return key " | ||
1401 | "again finishes the drag. The space bar can be used similarly to " | ||
1402 | "create a stippled region. Double-pressing the return key (without " | ||
1403 | "moving the cursor) will clear the region, as a drag from an empty " | ||
1404 | "region does: this is useful with the cursor mode if you have filled " | ||
1405 | "the entire map in but need to correct the layout. " | ||
1406 | "\n" | ||
1407 | "If you press L during play, the game will toggle display of a number " | ||
1408 | "in each region of the map. This is useful if you want to discuss a " | ||
1409 | "particular puzzle instance with a friend - having an unambiguous " | ||
1410 | "name for each region is much easier than trying to refer to them all " | ||
1411 | "by names such as `the one down and right of the brown one on the top " | ||
1412 | "border'. " | ||
1413 | "\n" | ||
1414 | "(All the actions described in section 2.1 are also available.) " | ||
1415 | "\n" | ||
1416 | "\n#22.2 Map parameters " | ||
1417 | "\n" | ||
1418 | "These parameters are available from the `Custom...' option on the " | ||
1419 | "`Type' menu. " | ||
1420 | "\n" | ||
1421 | "_Width_, _Height_ " | ||
1422 | "\n" | ||
1423 | "Size of grid in squares. " | ||
1424 | "\n" | ||
1425 | "_Regions_ " | ||
1426 | "\n" | ||
1427 | "Number of regions in the generated map. " | ||
1428 | "\n" | ||
1429 | "_Difficulty_ " | ||
1430 | "\n" | ||
1431 | "In `Easy' mode, there should always be at least one region whose " | ||
1432 | "colour can be determined trivially. In `Normal' and `Hard' " | ||
1433 | "modes, you will have to use increasingly complex logic to deduce " | ||
1434 | "the colour of some regions. However, it will always be possible " | ||
1435 | "without having to guess or backtrack. " | ||
1436 | "\n" | ||
1437 | "In `Unreasonable' mode, the program will feel free to generate " | ||
1438 | "puzzles which are as hard as it can possibly make them: the " | ||
1439 | "only constraint is that they should still have a unique " | ||
1440 | "solution. Solving Unreasonable puzzles may require guessing and " | ||
1441 | "backtracking. " | ||
1442 | "\n" | ||
1443 | "#Chapter 23: Loopy " | ||
1444 | "\n" | ||
1445 | "You are given a grid of dots, marked with yellow lines to indicate " | ||
1446 | "which dots you are allowed to connect directly together. Your aim is " | ||
1447 | "to use some subset of those yellow lines to draw a single unbroken " | ||
1448 | "loop from dot to dot within the grid. " | ||
1449 | "\n" | ||
1450 | "Some of the spaces between the lines contain numbers. These numbers " | ||
1451 | "indicate how many of the lines around that space form part of the " | ||
1452 | "loop. The loop you draw must correctly satisfy all of these clues to " | ||
1453 | "be considered a correct solution. " | ||
1454 | "\n" | ||
1455 | "In the default mode, the dots are arranged in a grid of squares; " | ||
1456 | "however, you can also play on triangular or hexagonal grids, or even " | ||
1457 | "more exotic ones. " | ||
1458 | "\n" | ||
1459 | "Credit for the basic puzzle idea goes to Nikoli [10]. " | ||
1460 | "\n" | ||
1461 | "Loopy was originally contributed to this collection by Mike Pinna, " | ||
1462 | "and subsequently enhanced to handle various types of non-square grid " | ||
1463 | "by Lambros Lambrou. " | ||
1464 | "\n" | ||
1465 | "[10] http://www.nikoli.co.jp/en/puzzles/slitherlink.html (beware of " | ||
1466 | "Flash) " | ||
1467 | "\n" | ||
1468 | "\n#23.1 Loopy controls " | ||
1469 | "\n" | ||
1470 | "Click the left mouse button on a yellow line to turn it black, " | ||
1471 | "indicating that you think it is part of the loop. Click again to " | ||
1472 | "turn the line yellow again (meaning you aren't sure yet). " | ||
1473 | "\n" | ||
1474 | "If you are sure that a particular line segment is _not_ part of the " | ||
1475 | "loop, you can click the right mouse button to remove it completely. " | ||
1476 | "Again, clicking a second time will turn the line back to yellow. " | ||
1477 | "\n" | ||
1478 | "(All the actions described in section 2.1 are also available.) " | ||
1479 | "\n" | ||
1480 | "\n#23.2 Loopy parameters " | ||
1481 | "\n" | ||
1482 | "These parameters are available from the `Custom...' option on the " | ||
1483 | "`Type' menu. " | ||
1484 | "\n" | ||
1485 | "_Width_, _Height_ " | ||
1486 | "\n" | ||
1487 | "Size of grid, measured in number of regions across and down. For " | ||
1488 | "square grids, it's clear how this is counted; for other types of " | ||
1489 | "grid you may have to think a bit to see how the dimensions are " | ||
1490 | "measured. " | ||
1491 | "\n" | ||
1492 | "_Grid type_ " | ||
1493 | "\n" | ||
1494 | "Allows you to choose between a selection of types of tiling. " | ||
1495 | "Some have all the faces the same but may have multiple different " | ||
1496 | "types of vertex (e.g. the _Cairo_ or _Kites_ mode); others " | ||
1497 | "have all the vertices the same but may have different types of " | ||
1498 | "face (e.g. the _Great Hexagonal_). The square, triangular and " | ||
1499 | "honeycomb grids are fully regular, and have all their vertices " | ||
1500 | "_and_ faces the same; this makes them the least confusing to " | ||
1501 | "play. " | ||
1502 | "\n" | ||
1503 | "_Difficulty_ " | ||
1504 | "\n" | ||
1505 | "Controls the difficulty of the generated puzzle. " | ||
1506 | "\n" | ||
1507 | "#Chapter 24: Inertia " | ||
1508 | "\n" | ||
1509 | "You are a small green ball sitting in a grid full of obstacles. Your " | ||
1510 | "aim is to collect all the gems without running into any mines. " | ||
1511 | "\n" | ||
1512 | "You can move the ball in any orthogonal _or diagonal_ direction. " | ||
1513 | "Once the ball starts moving, it will continue until something stops " | ||
1514 | "it. A wall directly in its path will stop it (but if it is moving " | ||
1515 | "diagonally, it will move through a diagonal gap between two other " | ||
1516 | "walls without stopping). Also, some of the squares are `stops'; when " | ||
1517 | "the ball moves on to a stop, it will stop moving no matter what " | ||
1518 | "direction it was going in. Gems do _not_ stop the ball; it picks " | ||
1519 | "them up and keeps on going. " | ||
1520 | "\n" | ||
1521 | "Running into a mine is fatal. Even if you picked up the last gem in " | ||
1522 | "the same move which then hit a mine, the game will count you as dead " | ||
1523 | "rather than victorious. " | ||
1524 | "\n" | ||
1525 | "This game was originally implemented for Windows by Ben Olmstead " | ||
1526 | "[11], who was kind enough to release his source code on request so " | ||
1527 | "that it could be re-implemented for this collection. " | ||
1528 | "\n" | ||
1529 | "[11] http://xn13.com/ " | ||
1530 | "\n" | ||
1531 | "\n#24.1 Inertia controls " | ||
1532 | "\n" | ||
1533 | "You can move the ball in any of the eight directions using the " | ||
1534 | "numeric keypad. Alternatively, if you click the left mouse button " | ||
1535 | "on the grid, the ball will begin a move in the general direction of " | ||
1536 | "where you clicked. " | ||
1537 | "\n" | ||
1538 | "If you use the `Solve' function on this game, the program will " | ||
1539 | "compute a path through the grid which collects all the remaining " | ||
1540 | "gems and returns to the current position. A hint arrow will appear " | ||
1541 | "on the ball indicating the direction in which you should move to " | ||
1542 | "begin on this path. If you then move in that direction, the arrow " | ||
1543 | "will update to indicate the next direction on the path. You can " | ||
1544 | "also press Space to automatically move in the direction of the hint " | ||
1545 | "arrow. If you move in a different direction from the one shown " | ||
1546 | "by the arrow, arrows will be shown only if the puzzle is still " | ||
1547 | "solvable. " | ||
1548 | "\n" | ||
1549 | "All the actions described in section 2.1 are also available. In " | ||
1550 | "particular, if you do run into a mine and die, you can use the Undo " | ||
1551 | "function and resume playing from before the fatal move. The game " | ||
1552 | "will keep track of the number of times you have done this. " | ||
1553 | "\n" | ||
1554 | "\n#24.2 Inertia parameters " | ||
1555 | "\n" | ||
1556 | "These parameters are available from the `Custom...' option on the " | ||
1557 | "`Type' menu. " | ||
1558 | "\n" | ||
1559 | "_Width_, _Height_ " | ||
1560 | "\n" | ||
1561 | "Size of grid in squares. " | ||
1562 | "\n" | ||
1563 | "#Chapter 25: Tents " | ||
1564 | "\n" | ||
1565 | "You have a grid of squares, some of which contain trees. Your aim is " | ||
1566 | "to place tents in some of the remaining squares, in such a way that " | ||
1567 | "the following conditions are met: " | ||
1568 | "\n" | ||
1569 | "- There are exactly as many tents as trees. " | ||
1570 | "\n" | ||
1571 | "- The tents and trees can be matched up in such a way that each " | ||
1572 | "tent is directly adjacent (horizontally or vertically, but not " | ||
1573 | "diagonally) to its own tree. However, a tent may be adjacent to " | ||
1574 | "other trees as well as its own. " | ||
1575 | "\n" | ||
1576 | "- No two tents are adjacent horizontally, vertically _or " | ||
1577 | "diagonally_. " | ||
1578 | "\n" | ||
1579 | "- The number of tents in each row, and in each column, matches the " | ||
1580 | "numbers given round the sides of the grid. " | ||
1581 | "\n" | ||
1582 | "This puzzle can be found in several places on the Internet, and was " | ||
1583 | "brought to my attention by e-mail. I don't know who I should credit " | ||
1584 | "for inventing it. " | ||
1585 | "\n" | ||
1586 | "\n#25.1 Tents controls " | ||
1587 | "\n" | ||
1588 | "Left-clicking in a blank square will place a tent in it. Right-\n" | ||
1589 | "clicking in a blank square will colour it green, indicating that you " | ||
1590 | "are sure it _isn't_ a tent. Clicking either button in an occupied " | ||
1591 | "square will clear it. " | ||
1592 | "\n" | ||
1593 | "If you _drag_ with the right button along a row or column, every " | ||
1594 | "blank square in the region you cover will be turned green, and no " | ||
1595 | "other squares will be affected. (This is useful for clearing the " | ||
1596 | "remainder of a row once you have placed all its tents.) " | ||
1597 | "\n" | ||
1598 | "You can also use the cursor keys to move around the grid. Pressing " | ||
1599 | "the return key over an empty square will place a tent, and pressing " | ||
1600 | "the space bar over an empty square will colour it green; either key " | ||
1601 | "will clear an occupied square. Holding Shift and pressing the cursor " | ||
1602 | "keys will colour empty squares green. Holding Control and pressing " | ||
1603 | "the cursor keys will colour green both empty squares and squares " | ||
1604 | "with tents. " | ||
1605 | "\n" | ||
1606 | "(All the actions described in section 2.1 are also available.) " | ||
1607 | "\n" | ||
1608 | "\n#25.2 Tents parameters " | ||
1609 | "\n" | ||
1610 | "These parameters are available from the `Custom...' option on the " | ||
1611 | "`Type' menu. " | ||
1612 | "\n" | ||
1613 | "_Width_, _Height_ " | ||
1614 | "\n" | ||
1615 | "Size of grid in squares. " | ||
1616 | "\n" | ||
1617 | "_Difficulty_ " | ||
1618 | "\n" | ||
1619 | "Controls the difficulty of the generated puzzle. More difficult " | ||
1620 | "puzzles require more complex deductions, but at present none " | ||
1621 | "of the available difficulty levels requires guesswork or " | ||
1622 | "backtracking. " | ||
1623 | "\n" | ||
1624 | "#Chapter 26: Bridges " | ||
1625 | "\n" | ||
1626 | "You have a set of islands distributed across the playing area. " | ||
1627 | "Each island contains a number. Your aim is to connect the islands " | ||
1628 | "together with bridges, in such a way that: " | ||
1629 | "\n" | ||
1630 | "- Bridges run horizontally or vertically. " | ||
1631 | "\n" | ||
1632 | "- The number of bridges terminating at any island is equal to the " | ||
1633 | "number written in that island. " | ||
1634 | "\n" | ||
1635 | "- Two bridges may run in parallel between the same two islands, " | ||
1636 | "but no more than two may do so. " | ||
1637 | "\n" | ||
1638 | "- No bridge crosses another bridge. " | ||
1639 | "\n" | ||
1640 | "- All the islands are connected together. " | ||
1641 | "\n" | ||
1642 | "There are some configurable alternative modes, which involve " | ||
1643 | "changing the parallel-bridge limit to something other than 2, and " | ||
1644 | "introducing the additional constraint that no sequence of bridges " | ||
1645 | "may form a loop from one island back to the same island. The rules " | ||
1646 | "stated above are the default ones. " | ||
1647 | "\n" | ||
1648 | "Credit for this puzzle goes to Nikoli [12]. " | ||
1649 | "\n" | ||
1650 | "Bridges was contributed to this collection by James Harvey. " | ||
1651 | "\n" | ||
1652 | "[12] http://www.nikoli.co.jp/en/puzzles/hashiwokakero.html (beware " | ||
1653 | "of Flash) " | ||
1654 | "\n" | ||
1655 | "\n#26.1 Bridges controls " | ||
1656 | "\n" | ||
1657 | "To place a bridge between two islands, click the mouse down on one " | ||
1658 | "island and drag it towards the other. You do not need to drag all " | ||
1659 | "the way to the other island; you only need to move the mouse far " | ||
1660 | "enough for the intended bridge direction to be unambiguous. (So you " | ||
1661 | "can keep the mouse near the starting island and conveniently throw " | ||
1662 | "bridges out from it in many directions.) " | ||
1663 | "\n" | ||
1664 | "Doing this again when a bridge is already present will add another " | ||
1665 | "parallel bridge. If there are already as many bridges between the " | ||
1666 | "two islands as permitted by the current game rules (i.e. two by " | ||
1667 | "default), the same dragging action will remove all of them. " | ||
1668 | "\n" | ||
1669 | "If you want to remind yourself that two islands definitely _do not_ " | ||
1670 | "have a bridge between them, you can right-drag between them in the " | ||
1671 | "same way to draw a `non-bridge' marker. " | ||
1672 | "\n" | ||
1673 | "If you think you have finished with an island (i.e. you have placed " | ||
1674 | "all its bridges and are confident that they are in the right " | ||
1675 | "places), you can mark the island as finished by left-clicking on it. " | ||
1676 | "This will highlight it and all the bridges connected to it, and you " | ||
1677 | "will be prevented from accidentally modifying any of those bridges " | ||
1678 | "in future. Left-clicking again on a highlighted island will unmark " | ||
1679 | "it and restore your ability to modify it. " | ||
1680 | "\n" | ||
1681 | "You can also use the cursor keys to move around the grid: if " | ||
1682 | "possible the cursor will always move orthogonally, otherwise it " | ||
1683 | "will move towards the nearest island to the indicated direction. " | ||
1684 | "Holding Control and pressing a cursor key will lay a bridge in that " | ||
1685 | "direction (if available); Shift and a cursor key will lay a `non-\n" | ||
1686 | "bridge' marker. Pressing the return key followed by a cursor key " | ||
1687 | "will also lay a bridge in that direction. " | ||
1688 | "\n" | ||
1689 | "You can mark an island as finished by pressing the space bar or by " | ||
1690 | "pressing the return key twice. " | ||
1691 | "\n" | ||
1692 | "By pressing a number key, you can jump to the nearest island with " | ||
1693 | "that number. Letters `a', ..., `f' count as 10, ..., 15 and `0' as " | ||
1694 | "16. " | ||
1695 | "\n" | ||
1696 | "Violations of the puzzle rules will be marked in red: " | ||
1697 | "\n" | ||
1698 | "- An island with too many bridges will be highlighted in red. " | ||
1699 | "\n" | ||
1700 | "- An island with too few bridges will be highlighted in red if it " | ||
1701 | "is definitely an error (as opposed to merely not being finished " | ||
1702 | "yet): if adding enough bridges would involve having to cross " | ||
1703 | "another bridge or remove a non-bridge marker, or if the island " | ||
1704 | "has been highlighted as complete. " | ||
1705 | "\n" | ||
1706 | "- A group of islands and bridges may be highlighted in red if it " | ||
1707 | "is a closed subset of the puzzle with no way to connect it to " | ||
1708 | "the rest of the islands. For example, if you directly connect " | ||
1709 | "two 1s together with a bridge and they are not the only two " | ||
1710 | "islands on the grid, they will light up red to indicate that " | ||
1711 | "such a group cannot be contained in any valid solution. " | ||
1712 | "\n" | ||
1713 | "- If you have selected the (non-default) option to disallow loops " | ||
1714 | "in the solution, a group of bridges which forms a loop will be " | ||
1715 | "highlighted. " | ||
1716 | "\n" | ||
1717 | "(All the actions described in section 2.1 are also available.) " | ||
1718 | "\n" | ||
1719 | "\n#26.2 Bridges parameters " | ||
1720 | "\n" | ||
1721 | "These parameters are available from the `Custom...' option on the " | ||
1722 | "`Type' menu. " | ||
1723 | "\n" | ||
1724 | "_Width_, _Height_ " | ||
1725 | "\n" | ||
1726 | "Size of grid in squares. " | ||
1727 | "\n" | ||
1728 | "_Difficulty_ " | ||
1729 | "\n" | ||
1730 | "Difficulty level of puzzle. " | ||
1731 | "\n" | ||
1732 | "_Allow loops_ " | ||
1733 | "\n" | ||
1734 | "This is set by default. If cleared, puzzles will be generated in " | ||
1735 | "such a way that they are always soluble without creating a loop, " | ||
1736 | "and solutions which do involve a loop will be disallowed. " | ||
1737 | "\n" | ||
1738 | "_Max. bridges per direction_ " | ||
1739 | "\n" | ||
1740 | "Maximum number of bridges in any particular direction. The " | ||
1741 | "default is 2, but you can change it to 1, 3 or 4. In general, " | ||
1742 | "fewer is easier. " | ||
1743 | "\n" | ||
1744 | "_%age of island squares_ " | ||
1745 | "\n" | ||
1746 | "Gives a rough percentage of islands the generator will try and " | ||
1747 | "lay before finishing the puzzle. Certain layouts will not manage " | ||
1748 | "to lay enough islands; this is an upper bound. " | ||
1749 | "\n" | ||
1750 | "_Expansion factor (%age)_ " | ||
1751 | "\n" | ||
1752 | "The grid generator works by picking an existing island at random " | ||
1753 | "(after first creating an initial island somewhere). It then " | ||
1754 | "decides on a direction (at random), and then works out how far " | ||
1755 | "it could extend before creating another island. This parameter " | ||
1756 | "determines how likely it is to extend as far as it can, rather " | ||
1757 | "than choosing somewhere closer. " | ||
1758 | "\n" | ||
1759 | "High expansion factors usually mean easier puzzles with fewer " | ||
1760 | "possible islands; low expansion factors can create lots of " | ||
1761 | "tightly-packed islands. " | ||
1762 | "\n" | ||
1763 | "#Chapter 27: Unequal " | ||
1764 | "\n" | ||
1765 | "You have a square grid; each square may contain a digit from 1 to " | ||
1766 | "the size of the grid, and some squares have clue signs between them. " | ||
1767 | "Your aim is to fully populate the grid with numbers such that: " | ||
1768 | "\n" | ||
1769 | "- Each row contains only one occurrence of each digit " | ||
1770 | "\n" | ||
1771 | "- Each column contains only one occurrence of each digit " | ||
1772 | "\n" | ||
1773 | "- All the clue signs are satisfied. " | ||
1774 | "\n" | ||
1775 | "There are two modes for this game, `Unequal' and `Adjacent'. " | ||
1776 | "\n" | ||
1777 | "In `Unequal' mode, the clue signs are greater-than symbols " | ||
1778 | "indicating one square's value is greater than its neighbour's. In " | ||
1779 | "this mode not all clues may be visible, particularly at higher " | ||
1780 | "difficulty levels. " | ||
1781 | "\n" | ||
1782 | "In `Adjacent' mode, the clue signs are bars indicating one square's " | ||
1783 | "value is numerically adjacent (i.e. one higher or one lower) than " | ||
1784 | "its neighbour. In this mode all clues are always visible: absence of " | ||
1785 | "a bar thus means that a square's value is definitely not numerically " | ||
1786 | "adjacent to that neighbour's. " | ||
1787 | "\n" | ||
1788 | "In `Trivial' difficulty level (available via the `Custom' game type " | ||
1789 | "selector), there are no greater-than signs in `Unequal' mode; the " | ||
1790 | "puzzle is to solve the Latin square only. " | ||
1791 | "\n" | ||
1792 | "At the time of writing, the `Unequal' mode of this puzzle is " | ||
1793 | "appearing in the Guardian weekly under the name `Futoshiki'. " | ||
1794 | "\n" | ||
1795 | "Unequal was contributed to this collection by James Harvey. " | ||
1796 | "\n" | ||
1797 | "\n#27.1 Unequal controls " | ||
1798 | "\n" | ||
1799 | "Unequal shares much of its control system with Solo. " | ||
1800 | "\n" | ||
1801 | "To play Unequal, simply click the mouse in any empty square and then " | ||
1802 | "type a digit or letter on the keyboard to fill that square. If you " | ||
1803 | "make a mistake, click the mouse in the incorrect square and press " | ||
1804 | "Space to clear it again (or use the Undo feature). " | ||
1805 | "\n" | ||
1806 | "If you _right_-click in a square and then type a number, that " | ||
1807 | "number will be entered in the square as a `pencil mark'. You can " | ||
1808 | "have pencil marks for multiple numbers in the same square. Squares " | ||
1809 | "containing filled-in numbers cannot also contain pencil marks. " | ||
1810 | "\n" | ||
1811 | "The game pays no attention to pencil marks, so exactly what you " | ||
1812 | "use them for is up to you: you can use them as reminders that a " | ||
1813 | "particular square needs to be re-examined once you know more about " | ||
1814 | "a particular number, or you can use them as lists of the possible " | ||
1815 | "numbers in a given square, or anything else you feel like. " | ||
1816 | "\n" | ||
1817 | "To erase a single pencil mark, right-click in the square and type " | ||
1818 | "the same number again. " | ||
1819 | "\n" | ||
1820 | "All pencil marks in a square are erased when you left-click and type " | ||
1821 | "a number, or when you left-click and press space. Right-clicking and " | ||
1822 | "pressing space will also erase pencil marks. " | ||
1823 | "\n" | ||
1824 | "As for Solo, the cursor keys can be used in conjunction with the " | ||
1825 | "digit keys to set numbers or pencil marks. You can also use the `M' " | ||
1826 | "key to auto-fill every numeric hint, ready for removal as required, " | ||
1827 | "or the `H' key to do the same but also to remove all obvious hints. " | ||
1828 | "\n" | ||
1829 | "Alternatively, use the cursor keys to move the mark around the grid. " | ||
1830 | "Pressing the return key toggles the mark (from a normal mark to a " | ||
1831 | "pencil mark), and typing a number in is entered in the square in the " | ||
1832 | "appropriate way; typing in a 0 or using the space bar will clear a " | ||
1833 | "filled square. " | ||
1834 | "\n" | ||
1835 | "Left-clicking a clue will mark it as done (grey it out), or unmark " | ||
1836 | "it if it is already marked. Holding Control or Shift and pressing " | ||
1837 | "an arrow key likewise marks any clue adjacent to the cursor in the " | ||
1838 | "given direction. " | ||
1839 | "\n" | ||
1840 | "(All the actions described in section 2.1 are also available.) " | ||
1841 | "\n" | ||
1842 | "\n#27.2 Unequal parameters " | ||
1843 | "\n" | ||
1844 | "These parameters are available from the `Custom...' option on the " | ||
1845 | "`Type' menu. " | ||
1846 | "\n" | ||
1847 | "_Mode_ " | ||
1848 | "\n" | ||
1849 | "Mode of the puzzle (`Unequal' or `Adjacent') " | ||
1850 | "\n" | ||
1851 | "_Size (s*s)_ " | ||
1852 | "\n" | ||
1853 | "Size of grid. " | ||
1854 | "\n" | ||
1855 | "_Difficulty_ " | ||
1856 | "\n" | ||
1857 | "Controls the difficulty of the generated puzzle. At Trivial " | ||
1858 | "level, there are no greater-than signs; the puzzle is to solve " | ||
1859 | "the Latin square only. At Recursive level (only available via " | ||
1860 | "the `Custom' game type selector) backtracking will be required, " | ||
1861 | "but the solution should still be unique. The levels in between " | ||
1862 | "require increasingly complex reasoning to avoid having to " | ||
1863 | "backtrack. " | ||
1864 | "\n" | ||
1865 | "#Chapter 28: Galaxies " | ||
1866 | "\n" | ||
1867 | "You have a rectangular grid containing a number of dots. Your aim is " | ||
1868 | "to draw edges along the grid lines which divide the rectangle into " | ||
1869 | "regions in such a way that every region is 180-degree rotationally " | ||
1870 | "symmetric, and contains exactly one dot which is located at its " | ||
1871 | "centre of symmetry. " | ||
1872 | "\n" | ||
1873 | "This puzzle was invented by Nikoli [13], under the name `Tentai " | ||
1874 | "Show'; its name is commonly translated into English as `Spiral " | ||
1875 | "Galaxies'. " | ||
1876 | "\n" | ||
1877 | "Galaxies was contributed to this collection by James Harvey. " | ||
1878 | "\n" | ||
1879 | "[13] http://www.nikoli.co.jp/en/puzzles/astronomical_show.html " | ||
1880 | "\n" | ||
1881 | "\n#28.1 Galaxies controls " | ||
1882 | "\n" | ||
1883 | "Left-click on any grid line to draw an edge if there isn't one " | ||
1884 | "already, or to remove one if there is. When you create a valid " | ||
1885 | "region (one which is closed, contains exactly one dot, is 180-degree " | ||
1886 | "symmetric about that dot, and contains no extraneous edges inside " | ||
1887 | "it) it will be highlighted automatically; so your aim is to have the " | ||
1888 | "whole grid highlighted in that way. " | ||
1889 | "\n" | ||
1890 | "During solving, you might know that a particular grid square belongs " | ||
1891 | "to a specific dot, but not be sure of where the edges go and which " | ||
1892 | "other squares are connected to the dot. In order to mark this so you " | ||
1893 | "don't forget, you can right-click on the dot and drag, which will " | ||
1894 | "create an arrow marker pointing at the dot. Drop that in a square of " | ||
1895 | "your choice and it will remind you which dot it's associated with. " | ||
1896 | "You can also right-click on existing arrows to pick them up and move " | ||
1897 | "them, or destroy them by dropping them off the edge of the grid. " | ||
1898 | "(Also, if you're not sure which dot an arrow is pointing at, you can " | ||
1899 | "pick it up and move it around to make it clearer. It will swivel " | ||
1900 | "constantly as you drag it, to stay pointed at its parent dot.) " | ||
1901 | "\n" | ||
1902 | "You can also use the cursor keys to move around the grid squares and " | ||
1903 | "lines. Pressing the return key when over a grid line will draw or " | ||
1904 | "clear its edge, as above. Pressing the return key when over a dot " | ||
1905 | "will pick up an arrow, to be dropped the next time the return key " | ||
1906 | "is pressed; this can also be used to move existing arrows around, " | ||
1907 | "removing them by dropping them on a dot or another arrow. " | ||
1908 | "\n" | ||
1909 | "(All the actions described in section 2.1 are also available.) " | ||
1910 | "\n" | ||
1911 | "\n#28.2 Galaxies parameters " | ||
1912 | "\n" | ||
1913 | "These parameters are available from the `Custom...' option on the " | ||
1914 | "`Type' menu. " | ||
1915 | "\n" | ||
1916 | "_Width_, _Height_ " | ||
1917 | "\n" | ||
1918 | "Size of grid in squares. " | ||
1919 | "\n" | ||
1920 | "_Difficulty_ " | ||
1921 | "\n" | ||
1922 | "Controls the difficulty of the generated puzzle. More difficult " | ||
1923 | "puzzles require more complex deductions, and the `Unreasonable' " | ||
1924 | "difficulty level may require backtracking. " | ||
1925 | "\n" | ||
1926 | "#Chapter 29: Filling " | ||
1927 | "\n" | ||
1928 | "You have a grid of squares, some of which contain digits, and the " | ||
1929 | "rest of which are empty. Your job is to fill in digits in the empty " | ||
1930 | "squares, in such a way that each connected region of squares all " | ||
1931 | "containing the same digit has an area equal to that digit. " | ||
1932 | "\n" | ||
1933 | "(`Connected region', for the purposes of this game, does not count " | ||
1934 | "diagonally separated squares as adjacent.) " | ||
1935 | "\n" | ||
1936 | "For example, it follows that no square can contain a zero, and that " | ||
1937 | "two adjacent squares can not both contain a one. No region has an " | ||
1938 | "area greater than 9 (because then its area would not be a single " | ||
1939 | "digit). " | ||
1940 | "\n" | ||
1941 | "Credit for this puzzle goes to Nikoli [14]. " | ||
1942 | "\n" | ||
1943 | "Filling was contributed to this collection by Jonas Koelker. " | ||
1944 | "\n" | ||
1945 | "[14] http://www.nikoli.co.jp/en/puzzles/fillomino.html " | ||
1946 | "\n" | ||
1947 | "\n#29.1 Filling controls " | ||
1948 | "\n" | ||
1949 | "To play Filling, simply click the mouse in any empty square and " | ||
1950 | "then type a digit on the keyboard to fill that square. By dragging " | ||
1951 | "the mouse, you can select multiple squares to fill with a single " | ||
1952 | "keypress. If you make a mistake, click the mouse in the incorrect " | ||
1953 | "square and press 0, Space, Backspace or Enter to clear it again (or " | ||
1954 | "use the Undo feature). " | ||
1955 | "\n" | ||
1956 | "You can also move around the grid with the cursor keys; typing a " | ||
1957 | "digit will fill the square containing the cursor with that number; " | ||
1958 | "typing 0 will clear it. You can also select multiple squares for " | ||
1959 | "numbering or clearing with the return and arrow keys, before typing " | ||
1960 | "a digit to fill or clear the highlighted squares (as above). The " | ||
1961 | "space bar adds and removes single squares to and from the selection. " | ||
1962 | "Backspace and escape remove all squares from the selection. " | ||
1963 | "\n" | ||
1964 | "(All the actions described in section 2.1 are also available.) " | ||
1965 | "\n" | ||
1966 | "\n#29.2 Filling parameters " | ||
1967 | "\n" | ||
1968 | "Filling allows you to configure the number of rows and columns of " | ||
1969 | "the grid, through the `Type' menu. " | ||
1970 | "\n" | ||
1971 | "#Chapter 30: Keen " | ||
1972 | "\n" | ||
1973 | "You have a square grid; each square may contain a digit from 1 to " | ||
1974 | "the size of the grid. The grid is divided into blocks of varying " | ||
1975 | "shape and size, with arithmetic clues written in them. Your aim is " | ||
1976 | "to fully populate the grid with digits such that: " | ||
1977 | "\n" | ||
1978 | "- Each row contains only one occurrence of each digit " | ||
1979 | "\n" | ||
1980 | "- Each column contains only one occurrence of each digit " | ||
1981 | "\n" | ||
1982 | "- The digits in each block can be combined to form the number " | ||
1983 | "stated in the clue, using the arithmetic operation given in the " | ||
1984 | "clue. That is: " | ||
1985 | "\n" | ||
1986 | "- An addition clue means that the sum of the digits in the " | ||
1987 | "block must be the given number. For example, `15+' means the " | ||
1988 | "contents of the block adds up to fifteen. " | ||
1989 | "\n" | ||
1990 | "- A multiplication clue (e.g. `60*'), similarly, means that " | ||
1991 | "the product of the digits in the block must be the given " | ||
1992 | "number. " | ||
1993 | "\n" | ||
1994 | "- A subtraction clue will always be written in a block of " | ||
1995 | "size two, and it means that one of the digits in the block " | ||
1996 | "is greater than the other by the given amount. For example, " | ||
1997 | "`2-' means that one of the digits in the block is 2 more " | ||
1998 | "than the other, or equivalently that one digit minus the " | ||
1999 | "other one is 2. The two digits could be either way round, " | ||
2000 | "though. " | ||
2001 | "\n" | ||
2002 | "- A division clue (e.g. `3/'), similarly, is always in a block " | ||
2003 | "of size two and means that one digit divided by the other is " | ||
2004 | "equal to the given amount. " | ||
2005 | "\n" | ||
2006 | "Note that a block may contain the same digit more than once " | ||
2007 | "(provided the identical ones are not in the same row and " | ||
2008 | "column). This rule is precisely the opposite of the rule in " | ||
2009 | "Solo's `Killer' mode (see chapter 11). " | ||
2010 | "\n" | ||
2011 | "This puzzle appears in the Times under the name `KenKen'. " | ||
2012 | "\n" | ||
2013 | "\n#30.1 Keen controls " | ||
2014 | "\n" | ||
2015 | "Keen shares much of its control system with Solo (and Unequal). " | ||
2016 | "\n" | ||
2017 | "To play Keen, simply click the mouse in any empty square and then " | ||
2018 | "type a digit on the keyboard to fill that square. If you make a " | ||
2019 | "mistake, click the mouse in the incorrect square and press Space to " | ||
2020 | "clear it again (or use the Undo feature). " | ||
2021 | "\n" | ||
2022 | "If you _right_-click in a square and then type a number, that " | ||
2023 | "number will be entered in the square as a `pencil mark'. You can " | ||
2024 | "have pencil marks for multiple numbers in the same square. Squares " | ||
2025 | "containing filled-in numbers cannot also contain pencil marks. " | ||
2026 | "\n" | ||
2027 | "The game pays no attention to pencil marks, so exactly what you " | ||
2028 | "use them for is up to you: you can use them as reminders that a " | ||
2029 | "particular square needs to be re-examined once you know more about " | ||
2030 | "a particular number, or you can use them as lists of the possible " | ||
2031 | "numbers in a given square, or anything else you feel like. " | ||
2032 | "\n" | ||
2033 | "To erase a single pencil mark, right-click in the square and type " | ||
2034 | "the same number again. " | ||
2035 | "\n" | ||
2036 | "All pencil marks in a square are erased when you left-click and type " | ||
2037 | "a number, or when you left-click and press space. Right-clicking and " | ||
2038 | "pressing space will also erase pencil marks. " | ||
2039 | "\n" | ||
2040 | "As for Solo, the cursor keys can be used in conjunction with the " | ||
2041 | "digit keys to set numbers or pencil marks. Use the cursor keys to " | ||
2042 | "move a highlight around the grid, and type a digit to enter it in " | ||
2043 | "the highlighted square. Pressing return toggles the highlight into a " | ||
2044 | "mode in which you can enter or remove pencil marks. " | ||
2045 | "\n" | ||
2046 | "Pressing M will fill in a full set of pencil marks in every square " | ||
2047 | "that does not have a main digit in it. " | ||
2048 | "\n" | ||
2049 | "(All the actions described in section 2.1 are also available.) " | ||
2050 | "\n" | ||
2051 | "\n#30.2 Keen parameters " | ||
2052 | "\n" | ||
2053 | "These parameters are available from the `Custom...' option on the " | ||
2054 | "`Type' menu. " | ||
2055 | "\n" | ||
2056 | "_Grid size_ " | ||
2057 | "\n" | ||
2058 | "Specifies the size of the grid. Lower limit is 3; upper limit is " | ||
2059 | "9 (because the user interface would become more difficult with " | ||
2060 | "`digits' bigger than 9!). " | ||
2061 | "\n" | ||
2062 | "_Difficulty_ " | ||
2063 | "\n" | ||
2064 | "Controls the difficulty of the generated puzzle. At Unreasonable " | ||
2065 | "level, some backtracking will be required, but the solution " | ||
2066 | "should still be unique. The remaining levels require " | ||
2067 | "increasingly complex reasoning to avoid having to backtrack. " | ||
2068 | "\n" | ||
2069 | "_Multiplication only_ " | ||
2070 | "\n" | ||
2071 | "If this is enabled, all boxes will be multiplication boxes. With " | ||
2072 | "this rule, the puzzle is known as `Inshi No Heya'. " | ||
2073 | "\n" | ||
2074 | "#Chapter 31: Towers " | ||
2075 | "\n" | ||
2076 | "You have a square grid. On each square of the grid you can build " | ||
2077 | "a tower, with its height ranging from 1 to the size of the grid. " | ||
2078 | "Around the edge of the grid are some numeric clues. " | ||
2079 | "\n" | ||
2080 | "Your task is to build a tower on every square, in such a way that: " | ||
2081 | "\n" | ||
2082 | "- Each row contains every possible height of tower once " | ||
2083 | "\n" | ||
2084 | "- Each column contains every possible height of tower once " | ||
2085 | "\n" | ||
2086 | "- Each numeric clue describes the number of towers that can be " | ||
2087 | "seen if you look into the square from that direction, assuming " | ||
2088 | "that shorter towers are hidden behind taller ones. For example, " | ||
2089 | "in a 5x5 grid, a clue marked `5' indicates that the five tower " | ||
2090 | "heights must appear in increasing order (otherwise you would " | ||
2091 | "not be able to see all five towers), whereas a clue marked `1' " | ||
2092 | "indicates that the tallest tower (the one marked 5) must come " | ||
2093 | "first. " | ||
2094 | "\n" | ||
2095 | "In harder or larger puzzles, some towers will be specified for you " | ||
2096 | "as well as the clues round the edge, and some edge clues may be " | ||
2097 | "missing. " | ||
2098 | "\n" | ||
2099 | "This puzzle appears on the web under various names, particularly " | ||
2100 | "`Skyscrapers', but I don't know who first invented it. " | ||
2101 | "\n" | ||
2102 | "\n#31.1 Towers controls " | ||
2103 | "\n" | ||
2104 | "Towers shares much of its control system with Solo, Unequal and " | ||
2105 | "Keen. " | ||
2106 | "\n" | ||
2107 | "To play Towers, simply click the mouse in any empty square and then " | ||
2108 | "type a digit on the keyboard to fill that square with a tower of " | ||
2109 | "the given height. If you make a mistake, click the mouse in the " | ||
2110 | "incorrect square and press Space to clear it again (or use the Undo " | ||
2111 | "feature). " | ||
2112 | "\n" | ||
2113 | "If you _right_-click in a square and then type a number, that " | ||
2114 | "number will be entered in the square as a `pencil mark'. You can " | ||
2115 | "have pencil marks for multiple numbers in the same square. A square " | ||
2116 | "containing a tower cannot also contain pencil marks. " | ||
2117 | "\n" | ||
2118 | "The game pays no attention to pencil marks, so exactly what you " | ||
2119 | "use them for is up to you: you can use them as reminders that a " | ||
2120 | "particular square needs to be re-examined once you know more about " | ||
2121 | "a particular number, or you can use them as lists of the possible " | ||
2122 | "numbers in a given square, or anything else you feel like. " | ||
2123 | "\n" | ||
2124 | "To erase a single pencil mark, right-click in the square and type " | ||
2125 | "the same number again. " | ||
2126 | "\n" | ||
2127 | "All pencil marks in a square are erased when you left-click and type " | ||
2128 | "a number, or when you left-click and press space. Right-clicking and " | ||
2129 | "pressing space will also erase pencil marks. " | ||
2130 | "\n" | ||
2131 | "As for Solo, the cursor keys can be used in conjunction with the " | ||
2132 | "digit keys to set numbers or pencil marks. Use the cursor keys to " | ||
2133 | "move a highlight around the grid, and type a digit to enter it in " | ||
2134 | "the highlighted square. Pressing return toggles the highlight into a " | ||
2135 | "mode in which you can enter or remove pencil marks. " | ||
2136 | "\n" | ||
2137 | "Pressing M will fill in a full set of pencil marks in every square " | ||
2138 | "that does not have a main digit in it. " | ||
2139 | "\n" | ||
2140 | "Left-clicking a clue will mark it as done (grey it out), or unmark " | ||
2141 | "it if it is already marked. Holding Control or Shift and pressing an " | ||
2142 | "arrow key likewise marks any clue in the given direction. " | ||
2143 | "\n" | ||
2144 | "(All the actions described in section 2.1 are also available.) " | ||
2145 | "\n" | ||
2146 | "\n#31.2 Towers parameters " | ||
2147 | "\n" | ||
2148 | "These parameters are available from the `Custom...' option on the " | ||
2149 | "`Type' menu. " | ||
2150 | "\n" | ||
2151 | "_Grid size_ " | ||
2152 | "\n" | ||
2153 | "Specifies the size of the grid. Lower limit is 3; upper limit is " | ||
2154 | "9 (because the user interface would become more difficult with " | ||
2155 | "`digits' bigger than 9!). " | ||
2156 | "\n" | ||
2157 | "_Difficulty_ " | ||
2158 | "\n" | ||
2159 | "Controls the difficulty of the generated puzzle. At Unreasonable " | ||
2160 | "level, some backtracking will be required, but the solution " | ||
2161 | "should still be unique. The remaining levels require " | ||
2162 | "increasingly complex reasoning to avoid having to backtrack. " | ||
2163 | "\n" | ||
2164 | "#Chapter 32: Singles " | ||
2165 | "\n" | ||
2166 | "You have a grid of white squares, all of which contain numbers. Your " | ||
2167 | "task is to colour some of the squares black (removing the number) so " | ||
2168 | "as to satisfy all of the following conditions: " | ||
2169 | "\n" | ||
2170 | "- No number occurs more than once in any row or column. " | ||
2171 | "\n" | ||
2172 | "- No black square is horizontally or vertically adjacent to any " | ||
2173 | "other black square. " | ||
2174 | "\n" | ||
2175 | "- The remaining white squares must all form one contiguous region " | ||
2176 | "(connected by edges, not just touching at corners). " | ||
2177 | "\n" | ||
2178 | "Credit for this puzzle goes to Nikoli [15] who call it Hitori. " | ||
2179 | "\n" | ||
2180 | "Singles was contributed to this collection by James Harvey. " | ||
2181 | "\n" | ||
2182 | "[15] http://www.nikoli.com/en/puzzles/hitori.html (beware of Flash) " | ||
2183 | "\n" | ||
2184 | "\n#32.1 Singles controls " | ||
2185 | "\n" | ||
2186 | "Left-clicking on an empty square will colour it black; left-clicking " | ||
2187 | "again will restore the number. Right-clicking will add a circle " | ||
2188 | "(useful for indicating that a cell is definitely not black). " | ||
2189 | "\n" | ||
2190 | "You can also use the cursor keys to move around the grid. Pressing " | ||
2191 | "the return or space keys will turn a square black or add a circle " | ||
2192 | "respectively, and pressing the key again will restore the number or " | ||
2193 | "remove the circle. " | ||
2194 | "\n" | ||
2195 | "(All the actions described in section 2.1 are also available.) " | ||
2196 | "\n" | ||
2197 | "\n#32.2 Singles parameters " | ||
2198 | "\n" | ||
2199 | "These parameters are available from the `Custom...' option on the " | ||
2200 | "`Type' menu. " | ||
2201 | "\n" | ||
2202 | "_Width_, _Height_ " | ||
2203 | "\n" | ||
2204 | "Size of grid in squares. " | ||
2205 | "\n" | ||
2206 | "_Difficulty_ " | ||
2207 | "\n" | ||
2208 | "Controls the difficulty of the generated puzzle. " | ||
2209 | "\n" | ||
2210 | "#Chapter 33: Magnets " | ||
2211 | "\n" | ||
2212 | "A rectangular grid has been filled with a mixture of magnets (that " | ||
2213 | "is, dominoes with one positive end and one negative end) and blank " | ||
2214 | "dominoes (that is, dominoes with two neutral poles). These dominoes " | ||
2215 | "are initially only seen in silhouette. Around the grid are placed a " | ||
2216 | "number of clues indicating the number of positive and negative poles " | ||
2217 | "contained in certain columns and rows. " | ||
2218 | "\n" | ||
2219 | "Your aim is to correctly place the magnets and blank dominoes such " | ||
2220 | "that all the clues are satisfied, with the additional constraint " | ||
2221 | "that no two similar magnetic poles may be orthogonally adjacent " | ||
2222 | "(since they repel). Neutral poles do not repel, and can be adjacent " | ||
2223 | "to any other pole. " | ||
2224 | "\n" | ||
2225 | "Credit for this puzzle goes to Janko [16]. " | ||
2226 | "\n" | ||
2227 | "Magnets was contributed to this collection by James Harvey. " | ||
2228 | "\n" | ||
2229 | "[16] http://www.janko.at/Raetsel/Magnete/index.htm " | ||
2230 | "\n" | ||
2231 | "\n#33.1 Magnets controls " | ||
2232 | "\n" | ||
2233 | "Left-clicking on an empty square places a magnet at that position " | ||
2234 | "with the positive pole on the square and the negative pole on the " | ||
2235 | "other half of the magnet; left-clicking again reverses the polarity, " | ||
2236 | "and a third click removes the magnet. " | ||
2237 | "\n" | ||
2238 | "Right-clicking on an empty square places a blank domino there. " | ||
2239 | "Right-clicking again places two question marks on the domino, " | ||
2240 | "signifying `this cannot be blank' (which can be useful to note " | ||
2241 | "deductions while solving), and right-clicking again empties the " | ||
2242 | "domino. " | ||
2243 | "\n" | ||
2244 | "Left-clicking a clue will mark it as done (grey it out), or unmark " | ||
2245 | "it if it is already marked. " | ||
2246 | "\n" | ||
2247 | "You can also use the cursor keys to move a cursor around the grid. " | ||
2248 | "Pressing the return key will lay a domino with a positive pole at " | ||
2249 | "that position; pressing again reverses the polarity and then removes " | ||
2250 | "the domino, as with left-clicking. Using the space bar allows " | ||
2251 | "placement of blank dominoes and cannot-be-blank hints, as for right-\n" | ||
2252 | "clicking. " | ||
2253 | "\n" | ||
2254 | "(All the actions described in section 2.1 are also available.) " | ||
2255 | "\n" | ||
2256 | "\n#33.2 Magnets parameters " | ||
2257 | "\n" | ||
2258 | "These parameters are available from the `Custom...' option on the " | ||
2259 | "`Type' menu. " | ||
2260 | "\n" | ||
2261 | "_Width_, _Height_ " | ||
2262 | "\n" | ||
2263 | "Size of grid in squares. There will be half _Width_ x _Height_ " | ||
2264 | "dominoes in the grid: if this number is odd then one square will " | ||
2265 | "be blank. " | ||
2266 | "\n" | ||
2267 | "(Grids with at least one odd dimension tend to be easier to " | ||
2268 | "solve.) " | ||
2269 | "\n" | ||
2270 | "_Difficulty_ " | ||
2271 | "\n" | ||
2272 | "Controls the difficulty of the generated puzzle. At Tricky " | ||
2273 | "level, you are required to make more deductions about empty " | ||
2274 | "dominoes and row/column counts. " | ||
2275 | "\n" | ||
2276 | "_Strip clues_ " | ||
2277 | "\n" | ||
2278 | "If true, some of the clues around the grid are removed at " | ||
2279 | "generation time, making the puzzle more difficult. " | ||
2280 | "\n" | ||
2281 | "#Chapter 34: Signpost " | ||
2282 | "\n" | ||
2283 | "You have a grid of squares; each square (except the last one) " | ||
2284 | "contains an arrow, and some squares also contain numbers. Your job " | ||
2285 | "is to connect the squares to form a continuous list of numbers " | ||
2286 | "starting at 1 and linked in the direction of the arrows - so the " | ||
2287 | "arrow inside the square with the number 1 will point to the square " | ||
2288 | "containing the number 2, which will point to the square containing " | ||
2289 | "the number 3, etc. Each square can be any distance away from the " | ||
2290 | "previous one, as long as it is somewhere in the direction of the " | ||
2291 | "arrow. " | ||
2292 | "\n" | ||
2293 | "By convention the first and last numbers are shown; one or more " | ||
2294 | "interim numbers may also appear at the beginning. " | ||
2295 | "\n" | ||
2296 | "Credit for this puzzle goes to Janko [17], who call it `Pfeilpfad' " | ||
2297 | "(`arrow path'). " | ||
2298 | "\n" | ||
2299 | "Signpost was contributed to this collection by James Harvey. " | ||
2300 | "\n" | ||
2301 | "[17] http://janko.at/Raetsel/Pfeilpfad/index.htm " | ||
2302 | "\n" | ||
2303 | "\n#34.1 Signpost controls " | ||
2304 | "\n" | ||
2305 | "To play Signpost, you connect squares together by dragging from " | ||
2306 | "one square to another, indicating that they are adjacent in the " | ||
2307 | "sequence. Drag with the left button from a square to its successor, " | ||
2308 | "or with the right button from a square to its predecessor. " | ||
2309 | "\n" | ||
2310 | "If you connect together two squares in this way and one of them has " | ||
2311 | "a number in it, the appropriate number will appear in the other " | ||
2312 | "square. If you connect two non-numbered squares, they will be " | ||
2313 | "assigned temporary algebraic labels: on the first occasion, they " | ||
2314 | "will be labelled `a' and `a+1', and then `b' and `b+1', and so on. " | ||
2315 | "Connecting more squares on to the ends of such a chain will cause " | ||
2316 | "them all to be labelled with the same letter. " | ||
2317 | "\n" | ||
2318 | "When you left-click or right-click in a square, the legal squares to " | ||
2319 | "connect it to will be shown. " | ||
2320 | "\n" | ||
2321 | "The arrow in each square starts off black, and goes grey once you " | ||
2322 | "connect the square to its successor. Also, each square which needs " | ||
2323 | "a predecessor has a small dot in the bottom left corner, which " | ||
2324 | "vanishes once you link a square to it. So your aim is always to " | ||
2325 | "connect a square with a black arrow to a square with a dot. " | ||
2326 | "\n" | ||
2327 | "To remove any links for a particular square (both incoming and " | ||
2328 | "outgoing), left-drag it off the grid. To remove a whole chain, " | ||
2329 | "right-drag any square in the chain off the grid. " | ||
2330 | "\n" | ||
2331 | "You can also use the cursor keys to move around the grid squares " | ||
2332 | "and lines. Pressing the return key when over a square starts a link " | ||
2333 | "operation, and pressing the return key again over a square will " | ||
2334 | "finish the link, if allowable. Pressing the space bar over a square " | ||
2335 | "will show the other squares pointing to it, and allow you to form a " | ||
2336 | "backward link, and pressing the space bar again cancels this. " | ||
2337 | "\n" | ||
2338 | "(All the actions described in section 2.1 are also available.) " | ||
2339 | "\n" | ||
2340 | "\n#34.2 Signpost parameters " | ||
2341 | "\n" | ||
2342 | "These parameters are available from the `Custom...' option on the " | ||
2343 | "`Type' menu. " | ||
2344 | "\n" | ||
2345 | "_Width_, _Height_ " | ||
2346 | "\n" | ||
2347 | "Size of grid in squares. " | ||
2348 | "\n" | ||
2349 | "_Force start/end to corners_ " | ||
2350 | "\n" | ||
2351 | "If true, the start and end squares are always placed in opposite " | ||
2352 | "corners (the start at the top left, and the end at the bottom " | ||
2353 | "right). If false the start and end squares are placed randomly " | ||
2354 | "(although always both shown). " | ||
2355 | "\n" | ||
2356 | "#Chapter 35: Range " | ||
2357 | "\n" | ||
2358 | "You have a grid of squares; some squares contain numbers. Your job " | ||
2359 | "is to colour some of the squares black, such that several criteria " | ||
2360 | "are satisfied: " | ||
2361 | "\n" | ||
2362 | "- no square with a number is coloured black. " | ||
2363 | "\n" | ||
2364 | "- no two black squares are adjacent (horizontally or vertically). " | ||
2365 | "\n" | ||
2366 | "- for any two white squares, there is a path between them using " | ||
2367 | "only white squares. " | ||
2368 | "\n" | ||
2369 | "- for each square with a number, that number denotes the total " | ||
2370 | "number of white squares reachable from that square going in a " | ||
2371 | "straight line in any horizontal or vertical direction until " | ||
2372 | "hitting a wall or a black square; the square with the number is " | ||
2373 | "included in the total (once). " | ||
2374 | "\n" | ||
2375 | "For instance, a square containing the number one must have four " | ||
2376 | "black squares as its neighbours by the last criterion; but then it's " | ||
2377 | "impossible for it to be connected to any outside white square, which " | ||
2378 | "violates the second to last criterion. So no square will contain the " | ||
2379 | "number one. " | ||
2380 | "\n" | ||
2381 | "Credit for this puzzle goes to Nikoli, who have variously called it " | ||
2382 | "`Kurodoko', `Kuromasu' or `Where is Black Cells'. [18]. " | ||
2383 | "\n" | ||
2384 | "Range was contributed to this collection by Jonas Koelker. " | ||
2385 | "\n" | ||
2386 | "[18] http://www.nikoli.co.jp/en/puzzles/where_is_black_cells.html " | ||
2387 | "\n" | ||
2388 | "\n#35.1 Range controls " | ||
2389 | "\n" | ||
2390 | "Click with the left button to paint a square black, or with the " | ||
2391 | "right button to mark a square with a dot to indicate that you are " | ||
2392 | "sure it should _not_ be painted black. Repeated clicking with either " | ||
2393 | "button will cycle the square through the three possible states " | ||
2394 | "(filled, dotted or empty) in opposite directions. " | ||
2395 | "\n" | ||
2396 | "You can also use the cursor keys to move around the grid squares. " | ||
2397 | "Pressing Return does the same as clicking with the left button, " | ||
2398 | "while pressing Space does the same as a right button click. Moving " | ||
2399 | "with the cursor keys while holding Shift will place dots in all " | ||
2400 | "squares that are moved through. " | ||
2401 | "\n" | ||
2402 | "(All the actions described in section 2.1 are also available.) " | ||
2403 | "\n" | ||
2404 | "\n#35.2 Range parameters " | ||
2405 | "\n" | ||
2406 | "These parameters are available from the `Custom...' option on the " | ||
2407 | "`Type' menu. " | ||
2408 | "\n" | ||
2409 | "_Width_, _Height_ " | ||
2410 | "\n" | ||
2411 | "Size of grid in squares. " | ||
2412 | "\n" | ||
2413 | "#Chapter 36: Pearl " | ||
2414 | "\n" | ||
2415 | "You have a grid of squares. Your job is to draw lines between the " | ||
2416 | "centres of horizontally or vertically adjacent squares, so that the " | ||
2417 | "lines form a single closed loop. In the resulting grid, some of the " | ||
2418 | "squares that the loop passes through will contain corners, and some " | ||
2419 | "will be straight horizontal or vertical lines. (And some squares can " | ||
2420 | "be completely empty - the loop doesn't have to pass through every " | ||
2421 | "square.) " | ||
2422 | "\n" | ||
2423 | "Some of the squares contain black and white circles, which are clues " | ||
2424 | "that the loop must satisfy. " | ||
2425 | "\n" | ||
2426 | "A black circle in a square indicates that that square is a corner, " | ||
2427 | "but neither of the squares adjacent to it in the loop is also a " | ||
2428 | "corner. " | ||
2429 | "\n" | ||
2430 | "A white circle indicates that the square is a straight edge, but _at " | ||
2431 | "least one_ of the squares adjacent to it in the loop is a corner. " | ||
2432 | "\n" | ||
2433 | "(In both cases, the clue only constrains the two squares adjacent " | ||
2434 | "_in the loop_, that is, the squares that the loop passes into after " | ||
2435 | "leaving the clue square. The squares that are only adjacent _in the " | ||
2436 | "grid_ are not constrained.) " | ||
2437 | "\n" | ||
2438 | "Credit for this puzzle goes to Nikoli, who call it `Masyu'. [19] " | ||
2439 | "\n" | ||
2440 | "Thanks to James Harvey for assistance with the implementation. " | ||
2441 | "\n" | ||
2442 | "[19] http://www.nikoli.co.jp/en/puzzles/masyu.html (beware of Flash) " | ||
2443 | "\n" | ||
2444 | "\n#36.1 Pearl controls " | ||
2445 | "\n" | ||
2446 | "Click with the left button on a grid edge to draw a segment of the " | ||
2447 | "loop through that edge, or to remove a segment once it is drawn. " | ||
2448 | "\n" | ||
2449 | "Drag with the left button through a series of squares to draw more " | ||
2450 | "than one segment of the loop in one go. Alternatively, drag over an " | ||
2451 | "existing part of the loop to undraw it, or to undraw part of it and " | ||
2452 | "then go in a different direction. " | ||
2453 | "\n" | ||
2454 | "Click with the right button on a grid edge to mark it with a cross, " | ||
2455 | "indicating that you are sure the loop does not go through that edge. " | ||
2456 | "(For instance, if you have decided which of the squares adjacent " | ||
2457 | "to a white clue has to be a corner, but don't yet know which way " | ||
2458 | "the corner turns, you might mark the one way it _can't_ go with a " | ||
2459 | "cross.) " | ||
2460 | "\n" | ||
2461 | "Alternatively, use the cursor keys to move the cursor. Use the Enter " | ||
2462 | "key to begin and end keyboard `drag' operations. Use the Space, " | ||
2463 | "Escape or Backspace keys to cancel the drag. Or, hold Control while " | ||
2464 | "dragging with the cursor keys to toggle segments as you move between " | ||
2465 | "squares. " | ||
2466 | "\n" | ||
2467 | "Pressing Control-Shift-arrowkey or Shift-arrowkey simulates a left " | ||
2468 | "or right click, respectively, on the edge in the direction of the " | ||
2469 | "key. " | ||
2470 | "\n" | ||
2471 | "(All the actions described in section 2.1 are also available.) " | ||
2472 | "\n" | ||
2473 | "\n#36.2 Pearl parameters " | ||
2474 | "\n" | ||
2475 | "These parameters are available from the `Custom...' option on the " | ||
2476 | "`Type' menu. " | ||
2477 | "\n" | ||
2478 | "#Chapter 37: Undead " | ||
2479 | "\n" | ||
2480 | "You are given a grid of squares, some of which contain diagonal " | ||
2481 | "mirrors. Every square which is not a mirror must be filled with one " | ||
2482 | "of three types of undead monster: a ghost, a vampire, or a zombie. " | ||
2483 | "\n" | ||
2484 | "Vampires can be seen directly, but are invisible when reflected in " | ||
2485 | "mirrors. Ghosts are the opposite way round: they can be seen in " | ||
2486 | "mirrors, but are invisible when looked at directly. Zombies are " | ||
2487 | "visible by any means. " | ||
2488 | "\n" | ||
2489 | "You are also told the total number of each type of monster in the " | ||
2490 | "grid. Also around the edge of the grid are written numbers, which " | ||
2491 | "indicate how many monsters can be seen if you look into the grid " | ||
2492 | "along a row or column starting from that position. (The diagonal " | ||
2493 | "mirrors are reflective on both sides. If your reflected line of " | ||
2494 | "sight crosses the same monster more than once, the number will count " | ||
2495 | "it each time it is visible, not just once.) " | ||
2496 | "\n" | ||
2497 | "This puzzle type was invented by David Millar, under the name " | ||
2498 | "`Haunted Mirror Maze'. See [20] for more details. " | ||
2499 | "\n" | ||
2500 | "Undead was contributed to this collection by Steffen Bauer. " | ||
2501 | "\n" | ||
2502 | "[20] http://www.janko.at/Raetsel/Spukschloss/index.htm " | ||
2503 | "\n" | ||
2504 | "\n#37.1 Undead controls " | ||
2505 | "\n" | ||
2506 | "Undead has a similar control system to Solo, Unequal and Keen. " | ||
2507 | "\n" | ||
2508 | "To play Undead, click the mouse in any empty square and then type " | ||
2509 | "a letter on the keyboard indicating the type of monster: `G' for " | ||
2510 | "a ghost, `V' for a vampire, or `Z' for a zombie. If you make a " | ||
2511 | "mistake, click the mouse in the incorrect square and press Space to " | ||
2512 | "clear it again (or use the Undo feature). " | ||
2513 | "\n" | ||
2514 | "If you _right_-click in a square and then type a letter, the " | ||
2515 | "corresponding monster will be shown in reduced size in that square, " | ||
2516 | "as a `pencil mark'. You can have pencil marks for multiple monsters " | ||
2517 | "in the same square. A square containing a full-size monster cannot " | ||
2518 | "also contain pencil marks. " | ||
2519 | "\n" | ||
2520 | "The game pays no attention to pencil marks, so exactly what you " | ||
2521 | "use them for is up to you: you can use them as reminders that a " | ||
2522 | "particular square needs to be re-examined once you know more about " | ||
2523 | "a particular monster, or you can use them as lists of the possible " | ||
2524 | "monster in a given square, or anything else you feel like. " | ||
2525 | "\n" | ||
2526 | "To erase a single pencil mark, right-click in the square and type " | ||
2527 | "the same letter again. " | ||
2528 | "\n" | ||
2529 | "All pencil marks in a square are erased when you left-click and type " | ||
2530 | "a monster letter, or when you left-click and press Space. Right-\n" | ||
2531 | "clicking and pressing space will also erase pencil marks. " | ||
2532 | "\n" | ||
2533 | "As for Solo, the cursor keys can be used in conjunction with the " | ||
2534 | "letter keys to place monsters or pencil marks. Use the cursor keys " | ||
2535 | "to move a highlight around the grid, and type a monster letter to " | ||
2536 | "enter it in the highlighted square. Pressing return toggles the " | ||
2537 | "highlight into a mode in which you can enter or remove pencil marks. " | ||
2538 | "\n" | ||
2539 | "If you prefer plain letters of the alphabet to cute monster " | ||
2540 | "pictures, you can press `A' to toggle between showing the monsters " | ||
2541 | "as monsters or showing them as letters. " | ||
2542 | "\n" | ||
2543 | "Left-clicking a clue will mark it as done (grey it out), or unmark " | ||
2544 | "it if it is already marked. " | ||
2545 | "\n" | ||
2546 | "(All the actions described in section 2.1 are also available.) " | ||
2547 | "\n" | ||
2548 | "\n#37.2 Undead parameters " | ||
2549 | "\n" | ||
2550 | "These parameters are available from the `Custom...' option on the " | ||
2551 | "`Type' menu. " | ||
2552 | "\n" | ||
2553 | "_Width_, _Height_ " | ||
2554 | "\n" | ||
2555 | "Size of grid in squares. " | ||
2556 | "\n" | ||
2557 | "_Difficulty_ " | ||
2558 | "\n" | ||
2559 | "Controls the difficulty of the generated puzzle. " | ||
2560 | "\n" | ||
2561 | "#Chapter 38: Unruly " | ||
2562 | "\n" | ||
2563 | "You are given a grid of squares, which you must colour either black " | ||
2564 | "or white. Some squares are provided as clues; the rest are left for " | ||
2565 | "you to fill in. Each row and column must contain the same number " | ||
2566 | "of black and white squares, and no row or column may contain three " | ||
2567 | "consecutive squares of the same colour. " | ||
2568 | "\n" | ||
2569 | "This puzzle type was invented by Adolfo Zanellati, under the name " | ||
2570 | "`Tohu wa Vohu'. See [21] for more details. " | ||
2571 | "\n" | ||
2572 | "Unruly was contributed to this collection by Lennard Sprong. " | ||
2573 | "\n" | ||
2574 | "[21] http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm " | ||
2575 | "\n" | ||
2576 | "\n#38.1 Unruly controls " | ||
2577 | "\n" | ||
2578 | "To play Unruly, click the mouse in a square to change its colour. " | ||
2579 | "Left-clicking an empty square will turn it black, and right-clicking " | ||
2580 | "will turn it white. Keep clicking the same button to cycle through " | ||
2581 | "the three possible states for the square. If you middle-click in a " | ||
2582 | "square it will be reset to empty. " | ||
2583 | "\n" | ||
2584 | "You can also use the cursor keys to move around the grid. Pressing " | ||
2585 | "the return or space keys will turn an empty square black or white " | ||
2586 | "respectively (and then cycle the colours in the same way as the " | ||
2587 | "mouse buttons), and pressing Backspace will reset a square to empty. " | ||
2588 | "\n" | ||
2589 | "(All the actions described in section 2.1 are also available.) " | ||
2590 | "\n" | ||
2591 | "\n#38.2 Unruly parameters " | ||
2592 | "\n" | ||
2593 | "These parameters are available from the `Custom...' option on the " | ||
2594 | "`Type' menu. " | ||
2595 | "\n" | ||
2596 | "_Width_, _Height_ " | ||
2597 | "\n" | ||
2598 | "Size of grid in squares. (Note that the rules of the game " | ||
2599 | "require both the width and height to be even numbers.) " | ||
2600 | "\n" | ||
2601 | "_Difficulty_ " | ||
2602 | "\n" | ||
2603 | "Controls the difficulty of the generated puzzle. " | ||
2604 | "\n" | ||
2605 | "_Unique rows and columns_ " | ||
2606 | "\n" | ||
2607 | "If enabled, no two rows are permitted to have exactly the same " | ||
2608 | "pattern, and likewise columns. (A row and a column can match, " | ||
2609 | "though.) " | ||
2610 | "\n" | ||
2611 | "#Chapter 39: Flood " | ||
2612 | "\n" | ||
2613 | "You are given a grid of squares, coloured at random in multiple " | ||
2614 | "colours. In each move, you can flood-fill the top left square in a " | ||
2615 | "colour of your choice (i.e. every square reachable from the starting " | ||
2616 | "square by an orthogonally connected path of squares all the same " | ||
2617 | "colour will be filled in the new colour). As you do this, more and " | ||
2618 | "more of the grid becomes connected to the starting square. " | ||
2619 | "\n" | ||
2620 | "Your aim is to make the whole grid the same colour, in as few moves " | ||
2621 | "as possible. The game will set a limit on the number of moves, based " | ||
2622 | "on running its own internal solver. You win if you can make the " | ||
2623 | "whole grid the same colour in that many moves or fewer. " | ||
2624 | "\n" | ||
2625 | "I saw this game (with a fixed grid size, fixed number of colours, " | ||
2626 | "and fixed move limit) at http://floodit.appspot.com (no longer " | ||
2627 | "accessible). " | ||
2628 | "\n" | ||
2629 | "\n#39.1 Flood controls " | ||
2630 | "\n" | ||
2631 | "To play Flood, click the mouse in a square. The top left corner and " | ||
2632 | "everything connected to it will be flood-filled with the colour of " | ||
2633 | "the square you clicked. Clicking a square the same colour as the top " | ||
2634 | "left corner has no effect, and therefore does not count as a move. " | ||
2635 | "\n" | ||
2636 | "You can also use the cursor keys to move a cursor (outline black " | ||
2637 | "square) around the grid. Pressing the return key will fill the top " | ||
2638 | "left corner in the colour of the square under the cursor. " | ||
2639 | "\n" | ||
2640 | "(All the actions described in section 2.1 are also available.) " | ||
2641 | "\n" | ||
2642 | "\n#39.2 Flood parameters " | ||
2643 | "\n" | ||
2644 | "These parameters are available from the `Custom...' option on the " | ||
2645 | "`Type' menu. " | ||
2646 | "\n" | ||
2647 | "_Width_, _Height_ " | ||
2648 | "\n" | ||
2649 | "Size of the grid, in squares. " | ||
2650 | "\n" | ||
2651 | "_Colours_ " | ||
2652 | "\n" | ||
2653 | "Number of colours used to fill the grid. Must be at least 3\n" | ||
2654 | "(with two colours there would only be one legal move at any " | ||
2655 | "stage, hence no choice to make at all), and at most 10. " | ||
2656 | "\n" | ||
2657 | "_Extra moves permitted_ " | ||
2658 | "\n" | ||
2659 | "Controls the difficulty of the puzzle, by increasing the move " | ||
2660 | "limit. In each new grid, Flood will run an internal solver to " | ||
2661 | "generate its own solution, and then the value in this field " | ||
2662 | "will be added to the length of Flood's solution to generate the " | ||
2663 | "game's move limit. So a value of 0 requires you to be just as " | ||
2664 | "efficient as Flood's automated solver, and a larger value makes " | ||
2665 | "it easier. " | ||
2666 | "\n" | ||
2667 | "(Note that Flood's internal solver will not necessarily find the " | ||
2668 | "shortest possible solution, though I believe it's pretty close. " | ||
2669 | "For a real challenge, set this value to 0 and then try to solve " | ||
2670 | "a grid in _strictly fewer_ moves than the limit you're given!) " | ||
2671 | "\n" | ||
2672 | "#Chapter 40: Tracks " | ||
2673 | "\n" | ||
2674 | "You are given a grid of squares, some of which are filled with train " | ||
2675 | "tracks. You need to complete the track from A to B so that the " | ||
2676 | "rows and columns contain the same number of track segments as are " | ||
2677 | "indicated in the clues to the top and right of the grid. " | ||
2678 | "\n" | ||
2679 | "There are only straight and 90 degree curved rails, and the track " | ||
2680 | "may not cross itself. " | ||
2681 | "\n" | ||
2682 | "Tracks was contributed to this collection by James Harvey. " | ||
2683 | "\n" | ||
2684 | "\n#40.1 Tracks controls " | ||
2685 | "\n" | ||
2686 | "Left-clicking on an edge between two squares adds a track segment " | ||
2687 | "between the two squares. Right-clicking on an edge adds a cross on " | ||
2688 | "the edge, indicating no track is possible there. " | ||
2689 | "\n" | ||
2690 | "Left-clicking in a square adds a colour indicator showing that " | ||
2691 | "you know the square must contain a track, even if you don't know " | ||
2692 | "which edges it crosses yet. Right-clicking in a square adds a cross " | ||
2693 | "indicating it contains no track segment. " | ||
2694 | "\n" | ||
2695 | "Left- or right-dragging between squares allows you to lay a straight " | ||
2696 | "line of is-track or is-not-track indicators, useful for filling in " | ||
2697 | "rows or columns to match the clue. " | ||
2698 | "\n" | ||
2699 | "(All the actions described in section 2.1 are also available.) " | ||
2700 | "\n" | ||
2701 | "\n#40.2 Tracks parameters " | ||
2702 | "\n" | ||
2703 | "These parameters are available from the `Custom...' option on the " | ||
2704 | "`Type' menu. " | ||
2705 | "\n" | ||
2706 | "_Width_, _Height_ " | ||
2707 | "\n" | ||
2708 | "Size of the grid, in squares. " | ||
2709 | "\n" | ||
2710 | "_Difficulty_ " | ||
2711 | "\n" | ||
2712 | "Controls the difficulty of the generated puzzle: at Tricky " | ||
2713 | "level, you are required to make more deductions regarding " | ||
2714 | "disregarding moves that would lead to impossible crossings " | ||
2715 | "later. " | ||
2716 | "\n" | ||
2717 | "_Disallow consecutive 1 clues_ " | ||
2718 | "\n" | ||
2719 | "Controls whether the Tracks game generation permits two adjacent " | ||
2720 | "rows or columns to have a 1 clue, or permits the row or column " | ||
2721 | "of the track's endpoint to have a 1 clue. By default this is " | ||
2722 | "not permitted, to avoid long straight boring segments of track " | ||
2723 | "and make the games more twiddly and interesting. If you want to " | ||
2724 | "restore the possibility, turn this option off. " | ||
2725 | "\n" | ||
2726 | "#Chapter 41: Palisade " | ||
2727 | "\n" | ||
2728 | "You're given a grid of squares, some of which contain numbers. Your " | ||
2729 | "goal is to subdivide the grid into contiguous regions, all of the " | ||
2730 | "same (given) size, such that each square containing a number is " | ||
2731 | "adjacent to exactly that many edges (including those between the " | ||
2732 | "inside and the outside of the grid). " | ||
2733 | "\n" | ||
2734 | "Credit for this puzzle goes to Nikoli, who call it `Five Cells'. " | ||
2735 | "[22]. " | ||
2736 | "\n" | ||
2737 | "Palisade was contributed to this collection by Jonas Koelker. " | ||
2738 | "\n" | ||
2739 | "[22] http://nikoli.co.jp/en/puzzles/five_cells.html " | ||
2740 | "\n" | ||
2741 | "\n#41.1 Palisade controls " | ||
2742 | "\n" | ||
2743 | "Left-click to place an edge. Right-click to indicate `no edge'. " | ||
2744 | "Alternatively, the arrow keys will move a keyboard cursor. Holding " | ||
2745 | "Control while pressing an arrow key will place an edge. Press Shift-\n" | ||
2746 | "arrowkey to switch off an edge. Repeat an action to perform its " | ||
2747 | "inverse. " | ||
2748 | "\n" | ||
2749 | "(All the actions described in section 2.1 are also available.) " | ||
2750 | "\n" | ||
2751 | "\n#41.2 Palisade parameters " | ||
2752 | "\n" | ||
2753 | "These parameters are available from the `Custom...' option on the " | ||
2754 | "`Type' menu. " | ||
2755 | "\n" | ||
2756 | "_Width_, _Height_ " | ||
2757 | "\n" | ||
2758 | "Size of grid in squares. " | ||
2759 | "\n" | ||
2760 | "_Region size_ " | ||
2761 | "\n" | ||
2762 | "The size of the regions into which the grid must be subdivided. " | ||
2763 | "\n" | ||
2764 | ; | ||
2765 | |||
2766 | const int help_maxlen = 6244; | ||
2767 | const int help_numchapters = 39; | ||