Provided by: sgt-puzzles_20140928.r10274-1_amd64

#### NAME

```       sgt-twiddle - Rotational sliding block puzzle

```

#### SYNOPSIS

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

sgt-twiddle --version

```

#### DESCRIPTION

```       Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen (see  sgt-sixteen(6)):
you are given a grid of square tiles, each containing a number, and your aim is to arrange
the numbers into ascending order.

In basic Twiddle, your move is to rotate a square group of four tiles about  their  common
centre.  (Orientation is not significant in the basic puzzle, although you can select it.)
On more advanced settings, you can rotate a larger square group of tiles.

I first saw this type of puzzle in the GameCube game ‘Metroid Prime 2’. In the  Main  Gyro
Chamber  in  that  game,  there is a puzzle you solve to unlock a door, which is a special
case of Twiddle. I developed this game as a generalisation of that puzzle.

```

#### Twiddlecontrols

```       To play Twiddle, click the mouse in the centre of the square group you wish to rotate.  In
the  basic  mode, you rotate a 2×2 square, which means you have to click at a corner point
where four tiles meet.

In more advanced modes you might be rotating 3×3 or even more at a time; if  the  size  of
the  square  is  odd  then  you  simply click in the centre tile of the square you want to
rotate.

Clicking with the left mouse button rotates the group  anticlockwise.  Clicking  with  the
right button rotates it clockwise.

You  can  also  move an outline square around the grid with the cursor keys; the square is
the size above (2×2 by default, or larger). Pressing the return  key  or  space  bar  will
rotate the current square anticlockwise or clockwise respectively.

(All the actions described below are also available.)

```

#### Twiddleparameters

```       Twiddle provides several configuration options via the ‘Custom’ option on the ‘Type’ menu:

·      You can configure the width and height of the puzzle grid.

·      You can configure the size of square block that rotates at a time.

·      You  can  ask  for every square in the grid to be distinguishable (the default), or
you can ask for a simplified puzzle in which there are groups of identical numbers.
In the simplified puzzle your aim is just to arrange all the 1s into the first row,
all the 2s into the second row, and so on.

·      You can configure whether the orientation of tiles  matters.  If  you  ask  for  an
orientable  puzzle,  each  tile will have a triangle drawn in it. All the triangles
must be pointing upwards to complete the puzzle.

·      You can ask for a limited shuffling operation to  be  performed  on  the  grid.  By
default,  Twiddle  will  shuffle  the grid so much that any arrangement is about as
probable as any other. You can override this by  requesting  a  precise  number  of
shuffling  moves  to  be  performed.  Typically  your  aim is then to determine the
precise set of shuffling moves and invert them exactly, so that you answer (say)  a
four-move  shuffle with a four-move solution. Note that the more moves you ask for,
the more likely it is that solutions shorter than the target length will  turn  out
to be possible.

```

#### 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
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.
```