To play, click on a cell to switch between light, dark, and the
default indeterminate state. A left-click turns it black, a
right-click turns to white, and a middle-click returns to
indeterminate. Once the mouse is pressed down, you can drag
the mouse to set multiple squares in one sequence.
Alternately, you can use the arrow keys to move
around the board, and press the space bar to toggle between
the states, or the '1' key to turn black, the '0' key to turn
white, or the backspace key to set back to indeterminate.
In Assist Mode (0), the default, only the existance of errors
or incomplete rooms is indicated. In Assist Mode (1), the
number of errors and incomplete rooms is indicated, see game rules.
In Assist Mode (2), errors and completed rules are highlighted
with digit colors. In some cases the solve difficulty will
greatly decrease in Assist Mode (2), so select depending upon
the level of challenge desired. The canvas border will turn
green if the grid is completed without error. You can press
the "undo" button on the bottom of the page to undo previous moves.
Below, enter puzzle code (0-0)
for one of a list of pre-defined puzzles, or a puzzle descriptor
(see "Puzzles" tab). The following puzzle codes have demos,
which will walk you through a solve to help you on the path to
mastery: []).
Choco Banana
(チヨコバナナ) is one of the
newer Japanese logic puzzle published by
Nikoli.
In Choco Banana, the puzzle board is initiated with some numbers
that must be separated into collections of squares, or rooms, that
contain the number of squares of that number. Sometimes rooms
must be created without knowing in advance how many squares are
contained. The following rules relate to these numbers and the
size and shape of the rooms that must be created.
-
A number indicates the number of cells of the area containing
this cell.
-
Black cells must form a rectangle when linked with their neighbors.
I.e. a collection of contiguous black cells could be of
combined size 2x3, or 1x4, or 1x1, etc. If it contains a
number it must be that combined size. For example a black
room with the number three could be a 1x3 or 3x1 collection
of black squares.
-
White cells must not form a rectangle when linked with
their neighbors. For example a white room with the number
three could only be an L-shape collection of three white
cells, though they could be in any orientation.
-
Rooms, or collections of cells, do not need to contain a
number.
Below select puzzle 0 to see a completed sample grid.
See the Game Play or Puzzles tab for how to invoke a demo.
Puzzles can be invoked by either a numerical entry from
0-0, or through a character
description of the puzzle itself, entered into the Display
form on the 'Game Play' tab. The numbered puzzles are
hand-crafted of varying difficulty, roughly easy to hard.
Puzzle 0 shows a completed correct puzzle.
To describe a puzzle, the character string must be of the
form: "WxH:<digit-descriptor>", where W is a number
indicating the width of the grid, and H the height.
The digit descriptor is a list of the pre-defined
digit contents, from left to right, then top to bottom.
Blank cells are represented with a '-' character. To assist
in the definition of a sparse board, a combination of b
consecutive blanks can be represented with a lowercase letter
from 'a' to 'z', corresponding to 1 to 26 consecutive blanks.
Digit values greater than '9' should be represented with
capital letters 'A' to 'Z' representing 10 to 35. A dot '.'
can be used as a visual separator, for example between rows.
An example descriptor is as follows for entry 1:
'descr'.
For Choco Banana there are 1 demo
puzzles that can be helpful to walk through solving methods.
They are puzzle codes [].
Enter them in the Game Play tab with the code number and there
will be added a demo panel to help with the solve.
This playground was written using javascript and is available open
source. All code is checked into the github repo at
ohmec/puzzles.
Feel free to file bugs there!