sgt-sixteen(6)


NAME

   sgt-sixteen - Toroidal sliding block puzzle

SYNOPSIS

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

   sgt-sixteen --version

DESCRIPTION

   Another sliding tile puzzle, visually  similar  to  Fifteen  (see  sgt-
   fifteen(6))  but  with a different type of move. This time, there is no
   hole: all 16 squares on the grid contain numbered squares. Your move is
   to  shift  an entire row left or right, or shift an entire column up or
   down; every time you do that, the tile  you  shift  off  the  grid  re-
   appears  at  the  other  end  of  the  same  row, in the space you just
   vacated. To win, arrange the tiles into numerical order (1,2,3,4 on the
   top row, 13,14,15,16 on the bottom). When you've done that, try playing
   on different sizes of grid.

   I might have invented this game myself, though only by accident  if  so
   (and I'm sure other people have independently invented it). I thought I
   was imitating a screensaver I'd seen, but I have  a  feeling  that  the
   screensaver  might actually have been a Fifteen-type puzzle rather than
   this slightly different kind. So this might be  the  one  thing  in  my
   puzzle  collection  which  represents creativity on my part rather than
   just engineering.

Sixteen controls

   Left-clicking on an arrow will move the appropriate row  or  column  in
   the  direction  indicated.  Right-clicking will move it in the opposite
   direction.

   Alternatively, use the cursor  keys  to  move  the  position  indicator
   around  the  edge  of  the  grid,  and  use  the return key to move the
   row/column in the direction indicated.

   (All the actions described below are also available.)

Sixteen parameters

   The parameters available from the 'Custom...' option on the 'Type' menu
   are:

   *      Width and Height, which are self-explanatory.

   *      You can ask for a limited shuffling operation to be performed on
          the grid. By default, Sixteen will shuffle the grid  in  such  a
          way  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.

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  (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
   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 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.)

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  wh, 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 77 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).

SEE ALSO

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





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