To play, click on a cell to toggle from light to dark. Alternately,
you can use the arrow keys to move around the board, and press
the space bar to toggle, or the '1' key to turn black, or the '0'
key to turn white.
In Assist Mode (0), the default, only the existance of errors
is indicated. In Assist Mode (1), the number of errors is
indicated, be they duplicate digits per row or column, adjacent
blackened cells, or stranded "rivers" of white cells. In Assist
Mode (2), these errors are highlighted with 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 click 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: []).
Hitori
(ひとりしてくれ
Hitori ni shite kure; literally "leave me alone")
is a Japanese logic puzzle published by
Nikoli.
The rules for Hitori are listed here.
-
No single digit can exist "enabled" in a single row or column.
In this player, disabled cells are turned black.
-
There can be no two disabled cells adjacent to another horizontally
or vertically (diagonally adjacent is OK).
-
The enabled (white) cells must all form one contiguous "river"
of cells, connected to each other in the vertical or horizontal
direction. A river is not considered connected if it only flows
through diagonally adjacent white cells.
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:<descriptor>", where W is a number indicating
the width of the grid, and H the height. The descriptor is a
definition of the grid contents from left to right, then top
to bottom. A dot '.' can be used as a visual separator,
for example between rows. Cell contents for values greater than
'9' should use capital 'A' to 'Z' for 10 through 35. An example
descriptor is as follows for entry 1:
'descr'.
For Hitori 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!