Provided by: sgt-puzzles_7703-1_i386

#### NAME

```       cube - tile manipulation puzzle game

```

#### SYNOPSIS

```       cube   [--generate  n]  [--print  wxh  [--with-solutions]  [--scale  n]
[--colour]] [game-parameters|game-ID|random-seed]

cube --version

```

#### DESCRIPTION

```       This is another one I originally saw as a web game. This one was a Java
game (http://www3.sympatico.ca/paulscott/cube/cube.htm), by Paul Scott.
You have a grid of 16 squares, six of which are  blue;  on  one  square
rests  a  cube.  Your  move  is  to use the arrow keys to roll the cube
through 90 degrees so that it moves to an adjacent square. If you  roll
the  cube on to a blue square, the blue square is picked up on one face
of the cube; if you roll a blue face of  the  cube  on  to  a  non-blue
square,  the blueness is put down again. (In general, whenever you roll
the cube, the two faces that come into contact swap colours.) Your  job
is  to  get all six blue squares on to the six faces of the cube at the
same time. Count your moves and try to do it in as few as possible.

Unlike the original Java game, my version has  an  additional  feature:
once you’ve mastered the game with a cube rolling on a square grid, you
can change to a triangular grid and  roll  any  of  a  tetrahedron,  an
octahedron or an icosahedron.

```

#### Cubecontrols

```       This game can be played with either the keyboard or the mouse.

Left-clicking  anywhere  on  the  window  will  move the cube (or other
solid) towards the mouse pointer.

The arrow keys can also used to roll the cube on its square grid in the
four cardinal directions. On the triangular grids, the mapping of arrow
keys to directions is more approximate. Vertical movement is disallowed
where  it  doesn’t make sense. The four keys surrounding the arrow keys
on the numeric keypad ("7", "9", "1", "3") can  be  used  for  diagonal
movement.

(All the actions described below are also available.)

```

#### Cubeparameters

```       These  parameters  are  available  from  the  "Custom..." option on the

Type of solid
Selects the solid to roll (and hence the  shape  of  the  grid):
tetrahedron, cube, octahedron, or icosahedron.

Width / top, Height / bottom
On  a  square  grid,  horizontal  and  vertical dimensions. On a
triangular grid, the number of triangles on the top  and  bottom
rows respectively.

```

#### Commonactions

```       These  actions  are all available from the "Game" menu and via keyboard
shortcuts, in addition to any game-specific actions.

(On Mac OS X, to conform with local  user  interface  standards,  these

New game ("N", Ctrl+"N")
Starts a new game, with a random initial state.

Restart game
Resets  the  current  game  to  its  initial state. (This can be
undone.)

Save   Saves the current state of your game to a file on disk.

(so you can save, reload, and still Undo and Redo things you had
done before saving).

Print  Where supported (currently only on Windows), brings up a  dialog
allowing  you  to  print an arbitrary number of puzzles randomly
generated from the current parameters, optionally including  the
current  puzzle. (Only for puzzles which make sense to print, of
course  -  it’s  hard  to  think   of   a   sensible   printable
representation of Fifteen!)

Undo ("U", Ctrl+"Z", Ctrl+"_")
Undoes  a  single move. (You can undo moves back to the start of
the session.)

Redo ("R", Ctrl+"R")
Redoes a previously undone move.

Copy   Copies the current state of your game to the clipboard  in  text
format,  so that you can paste it into (say) an e-mail client or
a web message board if you’re discussing the game  with  someone
else. (Not all games support this feature.)

Solve  Transforms  the puzzle instantly into its solved state. For some
games (Cube) this feature is not supported at all because it  is
of  no  particular  use.  For other games (such as Pattern), the
solved state can be used to give you information, if  you  can’t
see  how  a  solution can exist at all or you want to know where
you made a mistake. For still other  games  (such  as  Sixteen),
automatic  solution  tells  you  nothing about how to get to the
solution, but it does provide a useful way to get there  quickly
so   that   you   can   experiment   with  set-piece  moves  and
transformations.

Some games (such as Solo) are capable of solving a game  ID  you
have  typed  in from elsewhere. Other games (such as Rectangles)
cannot solve a game ID they didn’t  invent  themself,  but  when
they  did  invent  the  game  ID  they know what the solution is
already. Still other games (Pattern)  can  solve  some  external
game IDs, but only if they aren’t too difficult.

The "Solve" command adds the solved state to the end of the undo
chain for the puzzle. In other words, if you want to go back  to
solving  it yourself after seeing the answer, you can just press
Undo.

Quit ("Q", Ctrl+"Q")
Closes the application entirely.

```

#### SpecifyinggameswiththegameID

```       There are two ways to save a game specification out  of  a  puzzle  and
recreate  it  later, or recreate it in somebody else’s copy of the same
puzzle.

The "Specific" and "Random Seed" options from the "Game" menu  (or  the
"File" menu, on Mac OS X) each show a piece of text (a "game ID") which
is sufficient to reconstruct precisely the same game at a later date.

You can enter either of these pieces of text back into the program (via
the  same  "Specific"  or "Random Seed" menu options) at a later point,
and it will recreate the same game. You can also use either  one  as  a
command  line argument (on Windows or Unix); see below for more detail.

The difference between the two forms is that a descriptive game ID is a
literal  description of the initial state of the game, whereas a random
seed is just a piece of arbitrary text which was provided as  input  to
the random number generator used to create the puzzle. This means that:

o      Descriptive game IDs tend to be longer in many puzzles (although
some,  such as Cube (above), only need very short descriptions).
So a random seed is often a quicker way to note down the  puzzle
you’re currently playing, or to tell it to somebody else so they
can play the same one as you.

o      Any text at all  is  a  valid  random  seed.  The  automatically
generated  ones are fifteen-digit numbers, but anything will do;
you can type in your full name, or a word you just made up,  and
a  valid  puzzle  will be generated from it. This provides a way
for two or more people to race to complete the same puzzle:  you
think  of  a random seed, then everybody types it in at the same
time, and nobody  has  an  advantage  due  to  having  seen  the
generated puzzle before anybody else.

o      It is often possible to convert puzzles from other sources (such
as "nonograms" or "sudoku"  from  newspapers)  into  descriptive
game IDs suitable for use with these programs.

o      Random  seeds  are  not guaranteed to produce the same result if
you use them with a different version  of  the  puzzle  program.
This  is  because  the  generation  algorithm  might  have  been
improved or modified in later versions of  the  code,  and  will
therefore  produce  a  different  result  when  given  the  same
sequence of random numbers. Use a descriptive  game  ID  if  you
aren’t  sure  that  it  will  be used on the same version of the
program as yours.

(Use the "About" menu option to find out the version  number  of
the  program.  Programs  with the same version number running on
different platforms should still be random-seed compatible.)

A descriptive game ID starts with a piece of  text  which  encodes  the
parameters  of  the  current  game (such as grid size). Then there is a
colon, and after that is the description of the game’s initial state. A
random  seed  starts  with  a similar string of parameters, but then it
contains a hash sign followed by arbitrary data.

If you enter a descriptive game ID, the program will  not  be  able  to
show  you the random seed which generated it, since it wasn’t generated
from a random seed. If you enter a random seed,  however,  the  program
will  be  able  to  show  you the descriptive game ID derived from that
random seed.

Note that the game parameter strings are not always  identical  between
the  two  forms.  For some games, there will be parameter data provided
with the random seed which is not included in the descriptive game  ID.
This  is  because  that  parameter  information  is  only relevant when
generating puzzle grids, and is not important when playing them.  Thus,
for example, the difficulty level in Solo (solo(6)) is not mentioned in
the descriptive game ID.

These additional parameters are also not set permanently if you type in
a  game  ID.  For  example,  suppose  you  have  Solo set to "Advanced"
difficulty level, and then a friend wants your help  with  a  "Trivial"
puzzle;  so  the  friend  reads  out a random seed specifying "Trivial"
difficulty, and you type it in. The program will generate you the  same
"Trivial"  grid which your friend was having trouble with, but once you
have finished playing  it,  when  you  ask  for  a  new  game  it  will
automatically  go  back  to  the  "Advanced"  difficulty  which  it was
previously set on.

```

```       The "Type" menu,  if  present,  may  contain  a  list  of  preset  game
settings.  Selecting one of these will start a new random game with the
parameters specified.

The "Type" menu may also contain a "Custom" option which allows you  to
fine-tune  game  parameters.  The  parameters available are specific to
each game and are described in the following sections.

```

#### Specifyinggameparametersonthecommandline

```       (This section does not apply to the Mac OS X version.)

The games in this collection deliberately do not ever save  information
on  to  the computer they run on: they have no high score tables and no
saved preferences. (This is because I expect at least  some  people  to
play them at work, and those people will probably appreciate leaving as
little evidence as possible!)

However, if you do want to arrange for one of these games to default to
a  particular  set  of  parameters, you can specify them on the command
line.

The easiest way to do this is to set up the parameters you  want  using
the  "Type" menu (see above), and then to select "Random Seed" from the
"Game" or "File" menu (see above). The text in the "Game ID"  box  will
be composed of two parts, separated by a hash. The first of these parts
represents the game parameters (the  size  of  the  playing  area,  for
example, and anything else you set using the "Type" menu).

If  you run the game with just that parameter text on the command line,
it will start up with the settings you specified.

For example: if you run Cube (see above), select "Octahedron" from  the
"Type"  menu,  and  then  go  to  the game ID selection, you will see a
string of the form "o2x2#338686542711620". Take only  the  part  before
the  hash  ("o2x2"), and start Cube with that text on the command line:
"cube o2x2".

If you copy the entire game ID on to the command line,  the  game  will
start  up in the specific game that was described. This is occasionally
a more convenient way to start a particular game ID than by pasting  it
into the game ID selection box.

(You  could  also  retrieve  the  encoded  game  parameters  using  the
"Specific" menu option instead of "Random Seed", but  if  you  do  then
some  options,  such  as the difficulty level in Solo, will be missing.
See above for more details on this.)

```

#### Unixcommand-lineoptions

```       (This section only applies to the Unix port.)

In addition to being able to specify game  parameters  on  the  command
line (see above), there are various other options:

--game

--load These  options  respectively  determine whether the command-line
argument is treated as specifying game parameters or a save file
to  load.  Only  one  should  be  specified. If neither of these
options is specified, a guess is made based on the format of the
argument.

--generate n
If   this  option  is  specified,  instead  of  a  puzzle  being
displayed, a number of descriptive game IDs will be invented and
the game generation algorithms  without  necessarily  using  the
frontend.

If  game parameters are specified on the command-line, they will
be used to generate the game IDs; otherwise  a  default  set  of
parameters will be used.

The  most  common  use  of  this  option  is in conjunction with
--print, in which case its behaviour is slightly different;  see
below.

--print wxh
If   this  option  is  specified,  instead  of  a  puzzle  being
displayed, a printed representation  of  one  or  more  unsolved
puzzles is sent to standard output, in PostScript format.

On  each  page of puzzles, there will be w across and h down. If
there are more puzzles than wxh, more  than  one  page  will  be
printed.

If  --generate  has  also  been specified, the invented game IDs
will be used to generate the printed output. Otherwise,  a  list
of  game  IDs  is  expected  on  standard  input  (which  can be
descriptive or random seeds; see  above),  in  the  same  format
produced by --generate.

For example:

net --generate 12 --print 2x3 7x7w | lpr

will  generate  two  pages of printed Net puzzles (each of which
will have a 7x7 wrapping grid), and pipe the output to  the  lpr
command,  which  on  many  systems  will  send them to an actual
printer.

There are various  other  options  which  affect  printing;  see
below.

--version
Prints version information about the game, and then quits.

The following options are only meaningful if --print is also specified:

--with-solutions
The set of pages filled with unsolved puzzles will  be  followed
by the solutions to those puzzles.

--scale n
Adjusts how big each puzzle is when printed. Larger numbers make
puzzles bigger; the default is 1.0.

--colour
Puzzles will be printed in colour,  rather  than  in  black  and
white (if supported by the puzzle).

```

#### SEEALSO

```       Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz.
```