Provided by:
sgt-puzzles_7983-1ubuntu2_i386 
NAME
solo ‐ puzzle game based on Sudoku
SYNOPSIS
solo [--generate n] [--print wxh [--with-solutions] [--scale n]
[--colour]] [game-parameters|game-ID|random-seed]
solo --version
DESCRIPTION
You have a square grid, which is divided into as many equally sized
sub-blocks as the grid has rows. Each square must be filled in with a
digit from 1 to the size of the grid, in such a way that
· every row contains only one occurrence of each digit
· every column contains only one occurrence of each digit
· every block contains only one occurrence of each digit.
· (optionally, by default off) each of the square’s two main
diagonals contains only one occurrence of each digit.
You are given some of the numbers as clues; your aim is to place the
rest of the numbers correctly.
Under the default settings, the sub-blocks are square or rectangular.
The default puzzle size is 3×3 (a 9×9 actual grid, divided into nine
3×3 blocks). You can also select sizes with rectangular blocks instead
of square ones, such as 2×3 (a 6×6 grid divided into six 3×2 blocks).
Alternatively, you can select ‘jigsaw’ mode, in which the sub-blocks
are arbitrary shapes which differ between individual puzzles.
If you select a puzzle size which requires more than 9 digits, the
additional digits will be letters of the alphabet. For example, if you
select 3×4 then the digits which go in your grid will be 1 to 9, plus
‘a’, ‘b’ and ‘c’.
I first saw this puzzle in Nikoli
(http://www.nikoli.co.jp/puzzles/1/index_text-e.htm), although it’s
also been popularised by various newspapers under the name ‘Sudoku’ or
‘Su Doku’. Howard Garns is considered the inventor of the modern form
of the puzzle, and it was first published in Dell Pencil Puzzles and
Word Games. A more elaborate treatment of the history of the puzzle can
be found on Wikipedia (http://en.wikipedia.org/wiki/Sudoku).
Solo controls
To play Solo, simply click the mouse in any empty square and then type
a digit or letter on the keyboard to fill that square. If you make a
mistake, click the mouse in the incorrect square and press Space to
clear it again (or use the Undo feature).
If you right-click in a square and then type a number, that number will
be entered in the square as a ‘pencil mark’. You can have pencil marks
for multiple numbers in the same square.
The game pays no attention to pencil marks, so exactly what you use
them for is up to you: you can use them as reminders that a particular
square needs to be re-examined once you know more about a particular
number, or you can use them as lists of the possible numbers in a given
square, or anything else you feel like.
To erase a single pencil mark, right-click in the square and type the
same number again.
All pencil marks in a square are erased when you left-click and type a
number, or when you left-click and press space. Right-clicking and
pressing space will also erase pencil marks.
(All the actions described below are also available.)
Solo parameters
Solo allows you to configure two separate dimensions of the puzzle grid
on the ‘Type’ menu: the number of columns, and the number of rows, into
which the main grid is divided. (The size of a block is the inverse of
this: for example, if you select 2 columns and 3 rows, each actual
block will have 3 columns and 2 rows.)
If you tick the ‘X’ checkbox, Solo will apply the optional extra
constraint that the two main diagonals of the grid also contain one of
every digit. (This is sometimes known as ‘Sudoku-X’ in newspapers.) In
this mode, the squares on the two main diagonals will be shaded
slightly so that you know it’s enabled.
If you tick the ‘Jigsaw’ checkbox, Solo will generate randomly shaped
sub-blocks. In this mode, the actual grid size will be taken to be the
product of the numbers entered in the ‘Columns’ and ‘Rows’ boxes. There
is no reason why you have to enter a number greater than 1 in both
boxes; Jigsaw mode has no constraint on the grid size, and it can even
be a prime number if you feel like it.
You can also configure the type of symmetry shown in the generated
puzzles. More symmetry makes the puzzles look prettier but may also
make them easier, since the symmetry constraints can force more clues
than necessary to be present. Completely asymmetric puzzles have the
freedom to contain as few clues as possible.
Finally, you can configure the difficulty of the generated puzzles.
Difficulty levels are judged by the complexity of the techniques of
deduction required to solve the puzzle: each level requires a mode of
reasoning which was not necessary in the previous one. In particular,
on difficulty levels ‘Trivial’ and ‘Basic’ there will be a square you
can fill in with a single number at all times, whereas at
‘Intermediate’ level and beyond you will have to make partial
deductions about the set of squares a number could be in (or the set of
numbers that could be in a square). At ‘Unreasonable’ level, even this
is not enough, and you will eventually have to make a guess, and then
backtrack if it turns out to be wrong.
Generating difficult puzzles is itself difficult: if you select one of
the higher difficulty levels, Solo may have to make many attempts at
generating a puzzle before it finds one hard enough for you. Be
prepared to wait, especially if you have also configured a large puzzle
size.
Common actions
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
actions are situated on the ‘File’ and ‘Edit’ menus instead.)
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.)
Load Loads a saved game from a file on disk.
Save Saves the current state of your game to a file on disk.
The Load and Save operations preserve your entire game history
(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.
Specifying games with the game ID
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:
· Descriptive game IDs tend to be longer in many puzzles (although
some, such as Cube (cube(6)), 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.
· 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.
· 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.
· 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 (above) 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
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.
Specifying game parameters on the command line
(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 cube(6)), 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.)
Unix command-line options
(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
printed on standard output. This is useful for gaining access to
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 w×h, 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 7×7 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).
SEE ALSO
Full documentation in /usr/share/doc/sgt‐puzzles/puzzles.txt.gz.