To play, click on a cell, then enter a digit value. If needed,
digit values greater than '9' can be entered by pressing the
corresponding letter from 'A' (10) to 'Z' (35). Digit values
greater than the largest polyomino ("room") on the board will be
ignored. Once on a cell, you can use the arrow keys to move
around the board. Press the space bar to remove an entry
(except those defined by the puzzle itself).
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 are highlighted with digit colors, and
completed rules are highlighted with tile 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: []).
Ripple Effect
(波及効果
Hakyuu Kouka) is a
Japanese logic puzzle published by
Nikoli.
In Ripple Effect, the puzzle board is divided a collection of
polyominos (or "rooms", i.e. joined sqares) of different sizes
and shapes. Each shape contains a number of square tiles, call the
number
n, where
n is at least 1. The rules
around these shapes are listed below.
-
For an n-tile polyomino, each of the digits from 1
to n must be represented.
-
In any of the 4 directions (up, down, left, right), there can
not be any two numbered digits d within d+1 tiles.
For example, there can not be two 3 digits within
a 4-tile span. In this way the effects of a number "ripple"
out a distance equivalent to the digit's value.
-
All blank cells must be filled in with their appropriate 1-n
values so that the above rules are not violated.
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>:<wall-descriptor-rows:
<wall-descriptor-columns>",
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.
The wall descriptors are a description of the true/false nature
of the walls for each row, and then each column. These are
denoted in hexadecimal value, which is a value from 0 to 15
denoted as 0-9,a-f for each collection of 4 walls, ignoring
the sides. As an example, if a grid is 8 columns wide, then
7 wall values are needed to define the walls between column
0 and 1, then 1 and 2, etc. These 7 values are described in
two-character hex values from 00 to fe. Extra unused bits
for the end of a row or column are ignored, and each new
row or column begins with a new hex pair or triplet. So if
the top row has a wall between columns 0 and 1, and between
columns 5 and 6, that would be binary value of 1000010, which
is represented as the hex pair of 84. An example
descriptor is as follows for entry 1:
'descr'.
For Ripple Effect 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!