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Provided by: sgt-puzzles_6879-1_i386

 

NAME

        twiddle - tile manipulation puzzle game
 

SYNOPSIS

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

DESCRIPTION

        Twiddle is a tile-rearrangement puzzle,  visually  similar  to  Sixteen
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.
        To  play Twiddle, click the mouse in the centre of the square group you
        wish to rotate. In the basic mode, you rotate a 2x2 square, which means
        you have to click at a corner point where four tiles meet.
 
        In  more  advanced  modes  you  might be rotating 3x3 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.
 
        (All the actions described below are also available.)
        Twiddle provides several configuration options via the "Custom"  option
        on the "Type" menu:
 
        o      You can configure the width and height of the puzzle grid.
 
        o      You  can  configure  the  size of square block that rotates at a
               time.
 
        o      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.
 
        o      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  com‐
               plete the puzzle.
 
        o      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 over‐
               ride this by requesting a precise number of shuffling  moves  to
               be  performed.  Typically your aim is then to determine the pre‐
               cise 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.
        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 should 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 representa‐
               tion 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  transforma‐
               tions.
 
               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.
        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
(cube(6)),  only  need  very  short  descrip‐
               tions). 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 gener‐
               ated 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 gener‐
               ated 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 pro‐
               gram 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 ran‐
        dom 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 gener‐
        ating  puzzle  grids, and is not important when playing them. Thus, for
(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"  diffi‐
        culty 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  fin‐
        ished  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  set‐
        tings.  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.
        (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 exam‐
        ple, 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.
 
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.)
        (This section only applies to the Unix port.)
 
        In addition to specifying game parameters  on  the  command  line  (see
        above), you can also specify various options:
 
        --generate n
               If  this  option  is  specified,  instead of a puzzle being dis‐
               played, 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 dis‐
               played, 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 descrip‐
               tive 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).
        Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz.
 

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