Provided by: sgt-puzzles_20140928.r10274-1_amd64

NAME

```       sgt-inertia - Gem-collecting puzzle

```

SYNOPSIS

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

sgt-inertia --version

```

DESCRIPTION

```       You are a small green ball sitting in a grid full of obstacles. Your aim is to collect all
the gems without running into any mines.

You  can  move  the  ball  in  any  orthogonal or diagonal direction. Once the ball starts
moving, it will continue until something stops it. A wall directly in its path  will  stop
it  (but if it is moving diagonally, it will move through a diagonal gap between two other
walls without stopping). Also, some of the squares are ‘stops’; when the ball moves on  to
a stop, it will stop moving no matter what direction it was going in. Gems do not stop the
ball; it picks them up and keeps on going.

Running into a mine is fatal. Even if you picked up the last gem in the  same  move  which
then hit a mine, the game will count you as dead rather than victorious.

This  game  was originally implemented for Windows by Ben Olmstead (http://xn13.com/), who
was kind enough to release his source code on request so that it could  be  re-implemented
for this collection.

```

Inertiacontrols

```       You  can  move  the  ball  in  any  of  the  eight  directions  using  the numeric keypad.
Alternatively, if you click the left mouse button on the grid, the ball will begin a  move
in the general direction of where you clicked.

If  you use the ‘Solve’ function on this game, the program will compute a path through the
grid which collects all the remaining gems and returns to the  current  position.  A  hint
arrow  will  appear on the ball indicating the direction in which you should move to begin
on this path. If you then move in that direction, the arrow will update  to  indicate  the
next  direction  on  the  path.  You  can  also  press  Space to automatically move in the
direction of the hint arrow. If you move in a different direction from the  one  shown  by
the  arrow, the hint arrows will stop appearing because you have strayed from the provided
path; you can then use ‘Solve’ again to generate a new path if you want to.

All the actions described below are also available. In particular, if you do  run  into  a
mine and die, you can use the Undo function and resume playing from before the fatal move.
The game will keep track of the number of times you have done this.

```

Inertiaparameters

```       These parameters are available from the ‘Custom...’ option on the ‘Type’ menu.

Width, Height
Size of grid in squares.

```

Commonactions

```       These actions are all available from the  ‘Game’  menu  and  via  keyboard  shortcuts,  in

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

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.

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.

```

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:

·      Descriptive game IDs tend to be longer in many puzzles (although some, such as Cube
(sgt-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 (sgt-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 sgt-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: ‘sgt-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  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:

sgt-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.

--save file-prefix [ --save-suffix file-suffix ]
If this option is specified, instead of a puzzle being displayed, saved-game  files
for one or more unsolved puzzles are written to files constructed from the supplied
prefix and/or suffix.

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:

sgt-net --generate 12 --save game --save-suffix .sav

will generate twelve Net saved-game files with the names game0.sav to game11.sav.

--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.
```