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diff --git a/apps/plugins/puzzles/src/puzzles.but b/apps/plugins/puzzles/src/puzzles.but
index ee519b8aa1..0eb3511cc0 100644
--- a/apps/plugins/puzzles/src/puzzles.but
+++ b/apps/plugins/puzzles/src/puzzles.but
@@ -36,7 +36,7 @@
36 36
37This is a collection of small one-player puzzle games. 37This is a collection of small one-player puzzle games.
38 38
39\copyright This manual is copyright 2004-2014 Simon Tatham. All rights 39\copyright This manual is copyright 2004-2024 Simon Tatham. All rights
40reserved. You may distribute this documentation under the MIT licence. 40reserved. You may distribute this documentation under the MIT licence.
41See \k{licence} for the licence text in full. 41See \k{licence} for the licence text in full.
42 42
@@ -130,12 +130,12 @@ current puzzle. (Only for puzzles which make sense to print, of
130course \dash it's hard to think of a sensible printable representation 130course \dash it's hard to think of a sensible printable representation
131of Fifteen!) 131of Fifteen!)
132 132
133\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_}) 133\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_}, \q{*})
134 134
135\dd Undoes a single move. (You can undo moves back to the start of the 135\dd Undoes a single move. (You can undo moves back to the start of the
136session.) 136session.)
137 137
138\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R}) 138\dt \ii\e{Redo} (\q{R}, Ctrl+\q{R}, \q{#})
139 139
140\dd Redoes a previously undone move. 140\dd Redoes a previously undone move.
141 141
@@ -177,6 +177,22 @@ solving it yourself after seeing the answer, you can just press Undo.
177 177
178\dd Closes the application entirely. 178\dd Closes the application entirely.
179 179
180\dt \i\e{Preferences}
181
182\dd Where supported, brings up a dialog allowing you to configure
183personal preferences about a particular game. Some of these
184preferences will be specific to a particular game; others will be
185common to all games.
186
187\lcont{
188
189One option common to all games allows you to turn off the one-key
190shortcuts like \q{N} for new game or \q{Q} for quit, so that there's
191less chance of hitting them by accident. You can still access the same
192shortcuts with the Ctrl key.
193
194}
195
180\H{common-id} Specifying games with the \ii{game ID} 196\H{common-id} Specifying games with the \ii{game ID}
181 197
182There are two ways to save a game specification out of a puzzle and 198There are two ways to save a game specification out of a puzzle and
@@ -348,6 +364,11 @@ in which case its behaviour is slightly different; see below.
348 364
349} 365}
350 366
367\dt \cw{--delete-prefs}
368
369\dd This option causes the puzzle to delete the configuration file in
370which its user preferences were stored, if there is one.
371
351\dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h} 372\dt \I{printing, on Unix}\cw{--print }\e{w}\cw{x}\e{h}
352 373
353\dd If this option is specified, instead of a puzzle being displayed, 374\dd If this option is specified, instead of a puzzle being displayed,
@@ -535,6 +556,16 @@ feature and risk having ambiguous puzzles. (Also, finding \e{all}
535the possible solutions can be an additional challenge for an 556the possible solutions can be an additional challenge for an
536advanced player.) 557advanced player.)
537 558
559\H{net-prefs} \I{preferences, for Net}Net user preferences
560
561On platforms that support user preferences, the \q{Preferences} option
562on the \q{Game} menu will let you configure when loops are highlighted
563as errors. By default, they're always highlighted; by changing this
564option, you can ask for a loop to be highlighted only if every tile
565forming part of the loop is locked. This avoids the loop highlighting
566acting as a spoiler for available deductions about squares you haven't
567even looked at yet.
568
538 569
539\C{cube} \i{Cube} 570\C{cube} \i{Cube}
540 571
@@ -601,7 +632,8 @@ respectively.
601\cfg{winhelp-topic}{games.fifteen} 632\cfg{winhelp-topic}{games.fifteen}
602 633
603The old ones are the best: this is the good old \q{\i{15-puzzle}} 634The old ones are the best: this is the good old \q{\i{15-puzzle}}
604with sliding tiles. You have a 4\by\.4 square grid; 15 squares 635with sliding tiles, which dates from the 1870s.
636You have a 4\by\.4 square grid; 15 squares
605contain numbered tiles, and the sixteenth is empty. Your move is to 637contain numbered tiles, and the sixteenth is empty. Your move is to
606choose a tile next to the empty space, and slide it into the space. 638choose a tile next to the empty space, and slide it into the space.
607The aim is to end up with the tiles in numerical order, with the 639The aim is to end up with the tiles in numerical order, with the
@@ -620,8 +652,9 @@ A left-click with the mouse in the row or column containing the empty
620space will move as many tiles as necessary to move the space to the 652space will move as many tiles as necessary to move the space to the
621mouse pointer. 653mouse pointer.
622 654
623The arrow keys will move a tile adjacent to the space in the direction 655By default, the arrow keys will move a tile adjacent to the space in
624indicated (moving the space in the \e{opposite} direction). 656the direction indicated (moving the space in the \e{opposite}
657direction).
625 658
626Pressing \q{h} will make a suggested move. Pressing \q{h} enough 659Pressing \q{h} will make a suggested move. Pressing \q{h} enough
627times will solve the game, but it may scramble your progress while 660times will solve the game, but it may scramble your progress while
@@ -635,6 +668,18 @@ The only options available from the \q{Custom...} option on the \q{Type}
635menu are \e{Width} and \e{Height}, which are self-explanatory. (Once 668menu are \e{Width} and \e{Height}, which are self-explanatory. (Once
636you've changed these, it's not a \q{15-puzzle} any more, of course!) 669you've changed these, it's not a \q{15-puzzle} any more, of course!)
637 670
671\H{fifteen-prefs} \I{preferences, for Fifteen}Fifteen user preferences
672
673On platforms that support user preferences, the \q{Preferences} option
674on the \q{Game} menu will let you configure the sense of the arrow
675keys. With the default setting, \q{Move the tile}, the arrow key you
676press indicates the direction that you want a tile to move, so that
677(for example) if you want to move the tile left of the gap rightwards
678into the gap, you'd press Right. With the opposite setting, \q{Move
679the gap}, the behaviour of the arrow keys is reversed, and you would
680press Left to move the tile left of the gap into the gap, so that the
681\e{gap} ends up one square left of where it was.
682
638 683
639\C{sixteen} \i{Sixteen} 684\C{sixteen} \i{Sixteen}
640 685
@@ -785,8 +830,7 @@ quite as good as hand-crafted puzzles would be, but on the plus side
785you get an inexhaustible supply of puzzles tailored to your own 830you get an inexhaustible supply of puzzles tailored to your own
786specification. 831specification.
787 832
788\B{nikoli-rect} \W{http://www.nikoli.co.jp/en/puzzles/shikaku.html}\cw{http://www.nikoli.co.jp/en/puzzles/shikaku.html} 833\B{nikoli-rect} \W{https://www.nikoli.co.jp/en/puzzles/shikaku/}\cw{https://www.nikoli.co.jp/en/puzzles/shikaku/}
789(beware of Flash)
790 834
791\B{puzzle-palace-rect} \W{https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en} 835\B{puzzle-palace-rect} \W{https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}
792 836
@@ -880,10 +924,10 @@ Netslide was contributed to this collection by Richard Boulton.
880\cfg{winhelp-topic}{games.pattern} 924\cfg{winhelp-topic}{games.pattern}
881 925
882You have a grid of squares, which must all be filled in either black 926You have a grid of squares, which must all be filled in either black
883or white. Beside each row of the grid are listed the lengths of the 927or white. Beside each row of the grid are listed, in order, the
884runs of black squares on that row; above each column are listed the 928lengths of the runs of black squares on that row; above each column
885lengths of the runs of black squares in that column. Your aim is to 929are listed, in order, the lengths of the runs of black squares in that
886fill in the entire grid black or white. 930column. Your aim is to fill in the entire grid black or white.
887 931
888I first saw this puzzle form around 1995, under the name 932I first saw this puzzle form around 1995, under the name
889\q{\i{nonograms}}. I've seen it in various places since then, under 933\q{\i{nonograms}}. I've seen it in various places since then, under
@@ -977,8 +1021,7 @@ of the modern form of the puzzle, and it was first published in
977of the history of the puzzle can be found on Wikipedia 1021of the history of the puzzle can be found on Wikipedia
978\k{wikipedia-solo}. 1022\k{wikipedia-solo}.
979 1023
980\B{nikoli-solo} \W{http://www.nikoli.co.jp/en/puzzles/sudoku.html}\cw{http://www.nikoli.co.jp/en/puzzles/sudoku.html} 1024\B{nikoli-solo} \W{https://www.nikoli.co.jp/en/puzzles/sudoku/}\cw{https://www.nikoli.co.jp/en/puzzles/sudoku/}
981(beware of Flash)
982 1025
983\B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku} 1026\B{wikipedia-solo} \W{http://en.wikipedia.org/wiki/Sudoku}\cw{http://en.wikipedia.org/wiki/Sudoku}
984 1027
@@ -1337,10 +1380,15 @@ after marking.
1337 1380
1338Alternatively, with the keyboard, the up and down cursor keys can be 1381Alternatively, with the keyboard, the up and down cursor keys can be
1339used to select a peg colour, the left and right keys to select a 1382used to select a peg colour, the left and right keys to select a
1340peg position, and the space bar or Enter key to place a peg of the 1383peg position, and the Enter key to place a peg of the
1341selected colour in the chosen position. \q{D} or Backspace removes a 1384selected colour in the chosen position. \q{D} or Backspace removes a
1342peg, and Space adds a hold marker. 1385peg, and Space adds a hold marker.
1343 1386
1387The number keys can also be used to insert pegs: \q{1} inserts the
1388top-most colour, \q{2} the second one, and so forth. These also
1389move the peg cursor to the right. Pressing \q{L} will label the
1390pegs with their numbers.
1391
1344Pressing \q{h} or \q{?} will fill the current guess with a suggested 1392Pressing \q{h} or \q{?} will fill the current guess with a suggested
1345guess. Using this is not recommended for 10 or more pegs as it is 1393guess. Using this is not recommended for 10 or more pegs as it is
1346slow. 1394slow.
@@ -1395,6 +1443,13 @@ that, use one extra colour.
1395this increases the search space (making things harder), and is turned on by 1443this increases the search space (making things harder), and is turned on by
1396default. 1444default.
1397 1445
1446\H{guess-prefs} \I{preferences, for Guess}Guess user preferences
1447
1448On platforms that support user preferences, the \q{Preferences} option
1449on the \q{Game} menu will let you configure whether pegs are labelled
1450with their numbers. Unlike the \q{L} key, this will persist between
1451games.
1452
1398 1453
1399\C{pegs} \i{Pegs} 1454\C{pegs} \i{Pegs}
1400 1455
@@ -1442,8 +1497,9 @@ These parameters are available from the \q{Custom...} option on the
1442 1497
1443\dd Controls whether you are given a board of a standard shape or a 1498\dd Controls whether you are given a board of a standard shape or a
1444randomly generated shape. The two standard shapes currently 1499randomly generated shape. The two standard shapes currently
1445supported are \q{Cross} and \q{Octagon} (also commonly known as the 1500supported are \q{Cross} (in various sizes) and \q{Octagon}.
1446English and European traditional board layouts respectively). 1501The 7\by\.7 Cross is the traditional English board layout.
1502The Octagon is the traditional French one.
1447Selecting \q{Random} will give you a different board shape every 1503Selecting \q{Random} will give you a different board shape every
1448time (but always one that is known to have a solution). 1504time (but always one that is known to have a solution).
1449 1505
@@ -1530,6 +1586,11 @@ I originally saw this in the form of a Flash game called \i{Planarity}
1530To move a point, click on it with the left mouse button and drag it 1586To move a point, click on it with the left mouse button and drag it
1531into a new position. 1587into a new position.
1532 1588
1589The cursor keys may also be used to navigate amongst the
1590points. Pressing the Enter key will toggle dragging the
1591currently-highlighted point. Pressing Tab or Space will cycle through
1592all the points.
1593
1533(All the actions described in \k{common-actions} are also available.) 1594(All the actions described in \k{common-actions} are also available.)
1534 1595
1535\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters 1596\H{untangle-parameters} \I{parameters, for Untangle}Untangle parameters
@@ -1714,7 +1775,7 @@ grid because that would immediately cause a loop.)
1714Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}. 1775Credit for this puzzle goes to \i{Nikoli} \k{nikoli-slant}.
1715 1776
1716\B{nikoli-slant} 1777\B{nikoli-slant}
1717\W{http://www.nikoli.co.jp/ja/puzzles/gokigen_naname}\cw{http://www.nikoli.co.jp/ja/puzzles/gokigen_naname} 1778\W{https://www.nikoli.co.jp/ja/puzzles/gokigen_naname/}\cw{https://www.nikoli.co.jp/ja/puzzles/gokigen_naname/}
1718(in Japanese) 1779(in Japanese)
1719 1780
1720\H{slant-controls} \i{Slant controls} 1781\H{slant-controls} \i{Slant controls}
@@ -1763,6 +1824,12 @@ don't yet know what that direction is, and this might enable you to
1763deduce something about still other squares.) Even at Hard level, 1824deduce something about still other squares.) Even at Hard level,
1764guesswork and backtracking should never be necessary. 1825guesswork and backtracking should never be necessary.
1765 1826
1827\H{slant-prefs} \I{preferences, for Slant}Slant user preferences
1828
1829On platforms that support user preferences, the \q{Preferences} option
1830on the \q{Game} menu will let you configure which way round the mouse
1831buttons work.
1832
1766 1833
1767\C{lightup} \i{Light Up} 1834\C{lightup} \i{Light Up}
1768 1835
@@ -1792,8 +1859,7 @@ Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
1792Light Up was contributed to this collection by James Harvey. 1859Light Up was contributed to this collection by James Harvey.
1793 1860
1794\B{nikoli-lightup} 1861\B{nikoli-lightup}
1795\W{http://www.nikoli.co.jp/en/puzzles/akari.html}\cw{http://www.nikoli.co.jp/en/puzzles/akari.html} 1862\W{https://www.nikoli.co.jp/en/puzzles/akari/}\cw{https://www.nikoli.co.jp/en/puzzles/akari/}
1796(beware of Flash)
1797 1863
1798\H{lightup-controls} \i{Light Up controls} 1864\H{lightup-controls} \i{Light Up controls}
1799 1865
@@ -1847,6 +1913,12 @@ noticeably.)
1847backtracking or guessing, \q{Hard} means that some guesses will 1913backtracking or guessing, \q{Hard} means that some guesses will
1848probably be necessary. 1914probably be necessary.
1849 1915
1916\H{lightup-prefs} \I{preferences, for Light Up}Light Up user preferences
1917
1918On platforms that support user preferences, the \q{Preferences} option
1919on the \q{Game} menu will let you configure whether \q{this is not a
1920light} marks are shown when the square is also lit.
1921
1850 1922
1851\C{map} \i{Map} 1923\C{map} \i{Map}
1852 1924
@@ -1856,7 +1928,7 @@ You are given a map consisting of a number of regions. Your task is
1856to colour each region with one of four colours, in such a way that 1928to colour each region with one of four colours, in such a way that
1857no two regions sharing a boundary have the same colour. You are 1929no two regions sharing a boundary have the same colour. You are
1858provided with some regions already coloured, sufficient to make the 1930provided with some regions already coloured, sufficient to make the
1859remainder of the solution unique. 1931remainder of the solution unique, and these cannot be changed.
1860 1932
1861Only regions which share a length of border are required to be 1933Only regions which share a length of border are required to be
1862different colours. Two regions which meet at only one \e{point} 1934different colours. Two regions which meet at only one \e{point}
@@ -1864,9 +1936,9 @@ different colours. Two regions which meet at only one \e{point}
1864 1936
1865I believe this puzzle is original; I've never seen an implementation 1937I believe this puzzle is original; I've never seen an implementation
1866of it anywhere else. The concept of a \i{four-colouring} puzzle was 1938of it anywhere else. The concept of a \i{four-colouring} puzzle was
1867suggested by Owen Dunn; credit must also go to Nikoli and to Verity 1939suggested by Alexandra Lanes; credit must also go to Nikoli and to Verity
1868Allan for inspiring the train of thought that led to me realising 1940Allan for inspiring the train of thought that led to me realising
1869Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor 1941Alex's suggestion was a viable puzzle. Thanks also to Gareth Taylor
1870for many detailed suggestions. 1942for many detailed suggestions.
1871 1943
1872\H{map-controls} \i{Map controls} 1944\H{map-controls} \i{Map controls}
@@ -1940,6 +2012,12 @@ Unreasonable puzzles may require guessing and backtracking.
1940 2012
1941} 2013}
1942 2014
2015\H{map-prefs} \I{preferences, for Map}Map user preferences
2016
2017On platforms that support user preferences, the \q{Preferences} option
2018on the \q{Game} menu will let you configure the style of the victory
2019flash and also whether the regions start out labelled with numbers.
2020
1943 2021
1944\C{loopy} \i{Loopy} 2022\C{loopy} \i{Loopy}
1945 2023
@@ -1967,8 +2045,7 @@ and subsequently enhanced to handle various types of non-square grid
1967by Lambros Lambrou. 2045by Lambros Lambrou.
1968 2046
1969\B{nikoli-loopy} 2047\B{nikoli-loopy}
1970\W{http://www.nikoli.co.jp/en/puzzles/slitherlink.html}\cw{http://www.nikoli.co.jp/en/puzzles/slitherlink.html} 2048\W{https://www.nikoli.co.jp/en/puzzles/slitherlink/}\cw{https://www.nikoli.co.jp/en/puzzles/slitherlink/}
1971(beware of Flash)
1972 2049
1973\H{loopy-controls} \i{Loopy controls} 2050\H{loopy-controls} \i{Loopy controls}
1974 2051
@@ -2013,6 +2090,34 @@ same; this makes them the least confusing to play.
2013\#{FIXME: what distinguishes Easy, Medium, and Hard? In particular, 2090\#{FIXME: what distinguishes Easy, Medium, and Hard? In particular,
2014when are backtracking/guesswork required, if ever?} 2091when are backtracking/guesswork required, if ever?}
2015 2092
2093\H{loopy-prefs} \I{preferences, for Loopy}Loopy user preferences
2094
2095On platforms that support user preferences, the \q{Preferences} option
2096on the \q{Game} menu will let you configure the following things:
2097
2098\q{Draw excluded grid lines faintly}. This is on by default: when a
2099line of the grid has been explicitly excluded from the solution by
2100right-clicking it, the line is still drawn, just in a faint grey
2101colour. If you turn this option off, excluded lines are not drawn at
2102all.
2103
2104\q{Auto-follow unique paths of edges}. This is off by default. When
2105it's on, clicking to change the status of a single grid line will
2106potentially propagate the change along multiple lines, if one or both
2107ends of the line you clicked connect to only one other line. (The idea
2108is that if two lines meet at a vertex and no other lines do at all,
2109then those lines are either both part of the loop or neither, so
2110there's no reason you should have to click separately to toggle each
2111one.)
2112
2113In the mode \q{Based on grid only}, the effects of a click will only
2114propagate across vertices that have degree 2 in the underlying grid.
2115For example, in the square grid, the effect will \e{only} occur at the
2116four grid corners.
2117
2118In the mode \q{Based on grid and game state}, the propagation will
2119also take account of edges you've already excluded from the solution,
2120so that it will do even more work for you.
2016 2121
2017\C{inertia} \i{Inertia} 2122\C{inertia} \i{Inertia}
2018 2123
@@ -2171,8 +2276,7 @@ Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}.
2171Bridges was contributed to this collection by James Harvey. 2276Bridges was contributed to this collection by James Harvey.
2172 2277
2173\B{nikoli-bridges} 2278\B{nikoli-bridges}
2174\W{http://www.nikoli.co.jp/en/puzzles/hashiwokakero.html}\cw{http://www.nikoli.co.jp/en/puzzles/hashiwokakero.html} 2279\W{https://www.nikoli.co.jp/en/puzzles/Hashiwokakero/}\cw{https://www.nikoli.co.jp/en/puzzles/Hashiwokakero/}
2175(beware of Flash)
2176 2280
2177\H{bridges-controls} \i{Bridges controls} 2281\H{bridges-controls} \i{Bridges controls}
2178 2282
@@ -2217,6 +2321,9 @@ By pressing a number key, you can jump to the nearest island with that
2217number. Letters \q{a}, ..., \q{f} count as 10, ..., 15 and \q{0} as 2321number. Letters \q{a}, ..., \q{f} count as 10, ..., 15 and \q{0} as
221816. 232216.
2219 2323
2324The \q{G} key will draw a grey line between each pair of islands that
2325could be connected with a bridge or non-bridge but are currently not.
2326
2220Violations of the puzzle rules will be marked in red: 2327Violations of the puzzle rules will be marked in red:
2221 2328
2222\b An island with too many bridges will be highlighted in red. 2329\b An island with too many bridges will be highlighted in red.
@@ -2288,6 +2395,13 @@ tightly-packed islands.
2288 2395
2289} 2396}
2290 2397
2398\H{bridges-prefs} \I{preferences, for Bridges}Bridges user preferences
2399
2400On platforms that support user preferences, the \q{Preferences} option
2401on the \q{Game} menu will let you configure whether possible bridge
2402locations are shown. Unlike the \q{G} key, this will persist between
2403games.
2404
2291 2405
2292\C{unequal} \i{Unequal} 2406\C{unequal} \i{Unequal}
2293 2407
@@ -2416,7 +2530,7 @@ English as \q{Spiral Galaxies}.
2416 2530
2417Galaxies was contributed to this collection by James Harvey. 2531Galaxies was contributed to this collection by James Harvey.
2418 2532
2419\B{nikoli-galaxies} \W{http://www.nikoli.co.jp/en/puzzles/astronomical_show.html}\cw{http://www.nikoli.co.jp/en/puzzles/astronomical_show.html} 2533\B{nikoli-galaxies} \W{https://www.nikoli.co.jp/en/puzzles/tentai_show/}\cw{https://www.nikoli.co.jp/en/puzzles/tentai_show/}
2420 2534
2421\H{galaxies-controls} \i{Galaxies controls} 2535\H{galaxies-controls} \i{Galaxies controls}
2422 2536
@@ -2489,7 +2603,7 @@ Credit for this puzzle goes to \i{Nikoli} \k{nikoli-fillomino}.
2489Filling was contributed to this collection by Jonas K\u00F6{oe}lker. 2603Filling was contributed to this collection by Jonas K\u00F6{oe}lker.
2490 2604
2491\B{nikoli-fillomino} 2605\B{nikoli-fillomino}
2492\W{http://www.nikoli.co.jp/en/puzzles/fillomino.html}\cw{http://www.nikoli.co.jp/en/puzzles/fillomino.html} 2606\W{https://www.nikoli.co.jp/en/puzzles/fillomino/}\cw{https://www.nikoli.co.jp/en/puzzles/fillomino/}
2493 2607
2494\H{filling-controls} \I{controls, for Filling}Filling controls 2608\H{filling-controls} \I{controls, for Filling}Filling controls
2495 2609
@@ -2718,6 +2832,14 @@ level, some backtracking will be required, but the solution should
2718still be unique. The remaining levels require increasingly complex 2832still be unique. The remaining levels require increasingly complex
2719reasoning to avoid having to backtrack. 2833reasoning to avoid having to backtrack.
2720 2834
2835\H{towers-prefs} \I{preferences, for Towers}Towers user preferences
2836
2837On platforms that support user preferences, the \q{Preferences} option
2838on the \q{Game} menu will let you configure the style of the game
2839display. If you don't like the three-dimensional mode, selecting
2840\q{2D} will switch to a simpler display style in which towers are
2841shown by just writing their height in the square.
2842
2721 2843
2722\C{singles} \i{Singles} 2844\C{singles} \i{Singles}
2723 2845
@@ -2741,8 +2863,7 @@ Credit for this puzzle goes to \i{Nikoli} \k{nikoli-hitori} who call it
2741Singles was contributed to this collection by James Harvey. 2863Singles was contributed to this collection by James Harvey.
2742 2864
2743\B{nikoli-hitori} 2865\B{nikoli-hitori}
2744\W{http://www.nikoli.com/en/puzzles/hitori.html}\cw{http://www.nikoli.com/en/puzzles/hitori.html} 2866\W{https://www.nikoli.co.jp/en/puzzles/hitori/}\cw{https://www.nikoli.co.jp/en/puzzles/hitori/}
2745(beware of Flash)
2746 2867
2747\H{singles-controls} \i{Singles controls} 2868\H{singles-controls} \i{Singles controls}
2748 2869
@@ -2750,7 +2871,9 @@ Singles was contributed to this collection by James Harvey.
2750 2871
2751Left-clicking on an empty square will colour it black; left-clicking again 2872Left-clicking on an empty square will colour it black; left-clicking again
2752will restore the number. Right-clicking will add a circle (useful for 2873will restore the number. Right-clicking will add a circle (useful for
2753indicating that a cell is definitely not black). 2874indicating that a cell is definitely not black). Clicking outside the
2875grid will toggle whether black squares completely hide the numbers on
2876them, or display them in dark grey.
2754 2877
2755You can also use the cursor keys to move around the grid. Pressing the 2878You can also use the cursor keys to move around the grid. Pressing the
2756return or space keys will turn a square black or add a circle respectively, 2879return or space keys will turn a square black or add a circle respectively,
@@ -2771,6 +2894,12 @@ These parameters are available from the \q{Custom...} option on the
2771 2894
2772\dd Controls the difficulty of the generated puzzle. 2895\dd Controls the difficulty of the generated puzzle.
2773 2896
2897\H{Singles-prefs} \I{preferences, for Singles}Singles user preferences
2898
2899On platforms that support user preferences, the \q{Preferences} option
2900on the \q{Game} menu will let you configure whether numbers on black
2901squares are visible. Unlike clicking outside the grid, this will
2902persist between games.
2774 2903
2775\C{magnets} \i{Magnets} 2904\C{magnets} \i{Magnets}
2776 2905
@@ -2925,6 +3054,13 @@ These parameters are available from the \q{Custom...} option on the
2925(the start at the top left, and the end at the bottom right). If false the start 3054(the start at the top left, and the end at the bottom right). If false the start
2926and end squares are placed randomly (although always both shown). 3055and end squares are placed randomly (although always both shown).
2927 3056
3057\H{signpost-prefs} \I{preferences, for Signpost}Signpost user preferences
3058
3059On platforms that support user preferences, the \q{Preferences} option
3060on the \q{Game} menu will let you configure the style of the victory
3061effect.
3062
3063
2928\C{range} \i{Range} 3064\C{range} \i{Range}
2929 3065
2930\cfg{winhelp-topic}{games.range} 3066\cfg{winhelp-topic}{games.range}
@@ -2959,7 +3095,7 @@ it \q{Kurodoko}, \q{Kuromasu} or \q{Where is Black Cells}.
2959Range was contributed to this collection by Jonas K\u00F6{oe}lker. 3095Range was contributed to this collection by Jonas K\u00F6{oe}lker.
2960 3096
2961\B{nikoli-range} 3097\B{nikoli-range}
2962\W{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells.html}\cw{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells.html} 3098\W{https://www.nikoli.co.jp/en/puzzles/kurodoko/}\cw{https://www.nikoli.co.jp/en/puzzles/kurodoko/}
2963 3099
2964\H{range-controls} \I{controls, for Range}Range controls 3100\H{range-controls} \I{controls, for Range}Range controls
2965 3101
@@ -2987,6 +3123,13 @@ These parameters are available from the \q{Custom...} option on the
2987 3123
2988\dd Size of grid in squares. 3124\dd Size of grid in squares.
2989 3125
3126\H{range-prefs} \I{preferences, for Range}Range user preferences
3127
3128On platforms that support user preferences, the \q{Preferences} option
3129on the \q{Game} menu will let you configure which way round the mouse
3130buttons work.
3131
3132
2990\C{pearl} \i{Pearl} 3133\C{pearl} \i{Pearl}
2991 3134
2992\cfg{winhelp-topic}{games.pearl} 3135\cfg{winhelp-topic}{games.pearl}
@@ -3019,8 +3162,7 @@ Credit for this puzzle goes to \i{Nikoli}, who call it \q{Masyu}.
3019Thanks to James Harvey for assistance with the implementation. 3162Thanks to James Harvey for assistance with the implementation.
3020 3163
3021\B{nikoli-pearl} 3164\B{nikoli-pearl}
3022\W{http://www.nikoli.co.jp/en/puzzles/masyu.html}\cw{http://www.nikoli.co.jp/en/puzzles/masyu.html} 3165\W{https://www.nikoli.co.jp/en/puzzles/masyu/}\cw{https://www.nikoli.co.jp/en/puzzles/masyu/}
3023(beware of Flash)
3024 3166
3025\H{pearl-controls} \I{controls, for Pearl}Pearl controls 3167\H{pearl-controls} \I{controls, for Pearl}Pearl controls
3026 3168
@@ -3054,6 +3196,41 @@ right click, respectively, on the edge in the direction of the key.
3054These parameters are available from the \q{Custom...} option on the 3196These parameters are available from the \q{Custom...} option on the
3055\q{Type} menu. 3197\q{Type} menu.
3056 3198
3199\dt \e{Width}, \e{Height}
3200
3201\dd Size of grid in squares.
3202
3203\dt \e{Difficulty}
3204
3205\dd Controls the difficulty of the generated puzzle.
3206
3207\dt \e{Allow unsoluble}
3208
3209\dd If this is set, then the game will be generated in the simplest
3210way: every clue square that can possibly be provided will be shown,
3211and the generator will not check whether the puzzle can be uniquely
3212solved.
3213
3214\lcont{
3215
3216This speeds up game generation, and allows much larger grids to be
3217played. At least one possible solution will still always exist, but
3218there's no guarantee that it will be unique, or that it will be
3219possible to deduce it step by step.
3220
3221}
3222
3223\H{pearl-prefs} \I{preferences, for Pearl}Pearl user preferences
3224
3225On platforms that support user preferences, the \q{Preferences} option
3226on the \q{Game} menu will let you configure the style of the game
3227display. \q{Traditional} is the default mode, in which the loop runs
3228between centres of grid squares, and each clue occupies a square.
3229\q{Loopy-style} is an alternative mode that looks more like Loopy
3230(\k{loopy}), in which the loop runs between grid \e{vertices}, and the
3231clues also occupy vertices.
3232
3233
3057\C{undead} \i{Undead} 3234\C{undead} \i{Undead}
3058 3235
3059\cfg{winhelp-topic}{games.undead} 3236\cfg{winhelp-topic}{games.undead}
@@ -3088,12 +3265,13 @@ Undead was contributed to this collection by Steffen Bauer.
3088Undead has a similar control system to Solo, Unequal and Keen. 3265Undead has a similar control system to Solo, Unequal and Keen.
3089 3266
3090To play Undead, click the mouse in any empty square and then type a 3267To play Undead, click the mouse in any empty square and then type a
3091letter on the keyboard indicating the type of monster: \q{G} for a 3268letter or number on the keyboard indicating the type of monster:
3092ghost, \q{V} for a vampire, or \q{Z} for a zombie. If you make a 3269\q{G} or \q{1} for a ghost, \q{V} or \q{2} for a vampire,
3270or \q{Z} or \q{3} for a zombie. If you make a
3093mistake, click the mouse in the incorrect square and press Space to 3271mistake, click the mouse in the incorrect square and press Space to
3094clear it again (or use the Undo feature). 3272clear it again (or use the Undo feature).
3095 3273
3096If you \e{right}-click in a square and then type a letter, the 3274If you \e{right}-click in a square and then type a letter or number, the
3097corresponding monster will be shown in reduced size in that square, as 3275corresponding monster will be shown in reduced size in that square, as
3098a \q{pencil mark}. You can have pencil marks for multiple monsters in 3276a \q{pencil mark}. You can have pencil marks for multiple monsters in
3099the same square. A square containing a full-size monster cannot also 3277the same square. A square containing a full-size monster cannot also
@@ -3106,7 +3284,7 @@ monster, or you can use them as lists of the possible monster in a
3106given square, or anything else you feel like. 3284given square, or anything else you feel like.
3107 3285
3108To erase a single pencil mark, right-click in the square and type 3286To erase a single pencil mark, right-click in the square and type
3109the same letter again. 3287the same letter or number again.
3110 3288
3111All pencil marks in a square are erased when you left-click and type a 3289All pencil marks in a square are erased when you left-click and type a
3112monster letter, or when you left-click and press Space. Right-clicking 3290monster letter, or when you left-click and press Space. Right-clicking
@@ -3114,7 +3292,7 @@ and pressing space will also erase pencil marks.
3114 3292
3115As for Solo, the cursor keys can be used in conjunction with the letter 3293As for Solo, the cursor keys can be used in conjunction with the letter
3116keys to place monsters or pencil marks. Use the cursor keys to move a 3294keys to place monsters or pencil marks. Use the cursor keys to move a
3117highlight around the grid, and type a monster letter to enter it in 3295highlight around the grid, and type a monster letter or number to enter it in
3118the highlighted square. Pressing return toggles the highlight into a 3296the highlighted square. Pressing return toggles the highlight into a
3119mode in which you can enter or remove pencil marks. 3297mode in which you can enter or remove pencil marks.
3120 3298
@@ -3140,6 +3318,13 @@ These parameters are available from the \q{Custom...} option on the
3140 3318
3141\dd Controls the difficulty of the generated puzzle. 3319\dd Controls the difficulty of the generated puzzle.
3142 3320
3321\H{undead-prefs} \I{preferences, for Undead}Undead user preferences
3322
3323On platforms that support user preferences, the \q{Preferences} option
3324on the \q{Game} menu will let you configure whether Undead uses letters
3325or pictures to represent monsters.
3326
3327
3143\C{unruly} \i{Unruly} 3328\C{unruly} \i{Unruly}
3144 3329
3145\cfg{winhelp-topic}{games.unruly} 3330\cfg{winhelp-topic}{games.unruly}
@@ -3329,15 +3514,20 @@ Credit for this puzzle goes to \i{Nikoli}, who call it \q{Five Cells}.
3329Palisade was contributed to this collection by Jonas K\u00F6{oe}lker. 3514Palisade was contributed to this collection by Jonas K\u00F6{oe}lker.
3330 3515
3331\B{nikoli-palisade} 3516\B{nikoli-palisade}
3332\W{http://nikoli.co.jp/en/puzzles/five_cells.html}\cw{http://nikoli.co.jp/en/puzzles/five_cells.html} 3517\W{https://www.nikoli.co.jp/en/puzzles/five_cells/}\cw{https://www.nikoli.co.jp/en/puzzles/five_cells/}
3333 3518
3334\H{palisade-controls} \I{controls, for Palisade}Palisade controls 3519\H{palisade-controls} \I{controls, for Palisade}Palisade controls
3335 3520
3336Left-click to place an edge. Right-click to indicate \q{no edge}. 3521Left-click to place an edge. Right-click to indicate \q{no edge}.
3337Alternatively, the arrow keys will move a keyboard cursor. Holding 3522
3338Control while pressing an arrow key will place an edge. Press 3523Alternatively, the arrow keys will move a keyboard cursor. Depending
3339Shift-arrowkey to switch off an edge. Repeat an action to perform 3524on the \q{Cursor mode} preference (see \k{palisade-prefs}), the cursor
3340its inverse. 3525will either navigate among the grid squares, or along their
3526borders. In \q{Full-grid} mode, hold Control while pressing an arrow
3527key to place an edge, and press Shift-arrowkey to switch off an
3528edge. In \q{Half-grid} mode, press Enter to place an edge, and Space
3529to switch off an edge. In either mode, you can repeat an action to
3530perform its inverse.
3341 3531
3342(All the actions described in \k{common-actions} are also available.) 3532(All the actions described in \k{common-actions} are also available.)
3343 3533
@@ -3354,14 +3544,71 @@ These parameters are available from the \q{Custom...} option on the
3354 3544
3355\dd The size of the regions into which the grid must be subdivided. 3545\dd The size of the regions into which the grid must be subdivided.
3356 3546
3547\H{palisade-prefs} \I{preferences, for Palisade}Palisade user preferences
3548
3549On platforms that support user preferences, the \q{Preferences} option
3550on the \q{Game} menu will let you configure the behavior of the cursor
3551keys to either navigate among full grid squares, or along the borders
3552of the grid squares.
3553
3554\C{mosaic} \i{Mosaic}
3555
3556\cfg{winhelp-topic}{games.mosaic}
3557
3558You are given a grid of squares, which you must colour either black or
3559white.
3560
3561Some squares contain clue numbers. Each clue tells you the number of
3562black squares in the 3\times\.3 region surrounding the clue \dash
3563\e{including} the clue square itself.
3564
3565This game is variously known in other locations as: ArtMosaico, Count
3566and Darken, Cuenta Y Sombrea, Fill-a-Pix, Fill-In, Komsu Karala,
3567Magipic, Majipiku, Mosaico, Mosaik, Mozaiek, Nampre Puzzle,
3568Nurie-Puzzle, Oekaki-Pix, Voisimage.
3569
3570Mosaic was contributed to this collection by Didi Kohen. Colour design
3571by Michal Shomer. The implementation is loosely based on
3572\W{https://github.com/mordechaim/Mosaic}\cw{github.com/mordechaim/Mosaic}.
3573
3574\H{mosaic-controls} \I{controls, for Mosaic}Mosaic controls
3575
3576To play Mosaic, click the mouse in a square to change its colour.
3577Left-clicking an empty square will turn it black, and right-clicking
3578will turn it white. Keep clicking the same button to cycle through the
3579three possible states for the square.
3580
3581If you hold down the mouse button and drag, you can colour multiple
3582cells in a single action.
3583
3584You can also use the cursor keys to move around the grid. Pressing the
3585return or space keys will turn an empty square black or white
3586respectively (and then cycle the colours in the same way as the mouse
3587buttons), and pressing Backspace will reset a square to empty.
3588
3589\H{Mosaic-parameters} \I{parameters, for Mosaic}Mosaic parameters
3590
3591These parameters are available from the \q{Custom...} option on the
3592\q{Type} menu.
3593
3594\dt \e{Width}, \e{Height}
3595
3596\dd Size of grid in squares.
3597
3598\dt \e{Aggressive generation}
3599
3600\dd With this option set, the game generator will try harder to
3601eliminate unnecessary clues on the board. This slows down generation,
3602so it's not recommended for boards larger than, say, 30\times\.30.
3603
3357\A{licence} \I{MIT licence}\ii{Licence} 3604\A{licence} \I{MIT licence}\ii{Licence}
3358 3605
3359This software is \i{copyright} 2004-2014 Simon Tatham. 3606This software is \i{copyright} 2004-2024 Simon Tatham.
3360 3607
3361Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas 3608Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
3362K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou, 3609K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou,
3363Bernd Schmidt, Steffen Bauer, Lennard Sprong, Rogier Goossens, Michael 3610Bernd Schmidt, Steffen Bauer, Lennard Sprong, Rogier Goossens, Michael
3364Quevillon and Asher Gordon. 3611Quevillon, Asher Gordon, Didi Kohen, and Ben Harris.
3365 3612
3366Permission is hereby granted, free of charge, to any person 3613Permission is hereby granted, free of charge, to any person
3367obtaining a copy of this software and associated documentation files 3614obtaining a copy of this software and associated documentation files