SGTโ€PATTERN(6)

๐ŸŒธ SGT-PATTERN(6) ๐ŸŒธ

okay so hi bestie ๐Ÿ’– you've wandered into the manual page for sgt-pattern, section 6, the Games corner of the manual. it's literally a Pattern puzzle and I'm gonna walk you through every single bit of it, no gatekeeping, no cap โœจ

๐ŸŽ€ NAME ๐ŸŽ€

sgt-pattern โ€” Pattern puzzle

๐Ÿ“œ SYNOPSIS ๐Ÿ“œ

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

sgt-pattern --version

๐Ÿ’… DESCRIPTION ๐Ÿ’…

Picture this: you've got a whole grid of squares, right, and every single one of them has to get filled in โ€” either black or white, no in-between, no "eh I'll decide later" (well, sort of, we'll get there ๐Ÿ™ˆ).

Next to each row of the grid, listed in order, you get the lengths of the runs of black squares on that row. And above each column, again in order, you get the lengths of the runs of black squares in that column. Your whole entire mission, should you choose to accept it, is to fill in the full grid black or white. That's it. That's the puzzle ๐Ÿซถ

I first saw this puzzle form around 1995, and back then it went by the name โ€˜nonogramsโ€™. I've bumped into it in all kinds of places since then, wearing all kinds of different names. it's giving versatile icon behavior honestly ๐Ÿ‘‘

Normally, puzzles of this type turn out to be a meaningful picture of something once you've solved them. HOWEVER โ€” since this version generates the puzzles automatically, they'll just look like random groupings of squares. One user has suggested that this is actually a good thing, because it stops you from guessing the colour of squares based on the picture and forces you to use actual logic instead ๐Ÿ’€. The advantage though? You never, ever run out of them. infinite content, we love to see it ๐ŸŒˆ

๐Ÿ–ฑ๏ธ Pattern controls ๐Ÿ–ฑ๏ธ

This game is played with the mouse, bestie.

  • Left-click in a square to colour it black.
  • Right-click to colour it white.
  • Made a mistake? no biggie, middle-click, or hold down Shift while clicking with any button, to colour the square in the default grey again (that's the โ€˜undecidedโ€™ vibe).

You can also click and drag with the left or right mouse button to colour a vertical or horizontal line of squares black or white at a time (respectively, so left = black, right = white). And if you click and drag with the middle button, or with Shift held down, you can colour a whole rectangle of squares grey ๐ŸŽจ

You can also move around the grid with the cursor keys ๐Ÿฆ‹. Pressing the return key cycles the current cell through empty, then black, then white, then empty, and the space bar does the same cycle in reverse.

Move the cursor while holding Control and it'll colour the moved-over squares black. Hold Shift and it colours the moved-over squares white, and hold both and they go grey ๐Ÿ’…

(All the actions described below are also available.)

๐ŸŽ›๏ธ Pattern parameters ๐ŸŽ›๏ธ

The only options available from the โ€˜Custom...โ€™ option on the โ€˜Typeโ€™ menu are Width and Height, which are honestly self-explanatory. you know. the width. and the height. iconic ๐Ÿ’–

๐Ÿ•น๏ธ Common actions ๐Ÿ•น๏ธ

These actions are all available from the โ€˜Gameโ€™ menu and via keyboard shortcuts, on top of whatever game-specific actions exist โœจ

(On Mac OS X, to conform with local user interface standards, these actions are situated on the โ€˜Fileโ€™ and โ€˜Editโ€™ menus instead. different platform, different layout, same energy ๐Ÿ“)

  • New game (โ€˜Nโ€™, Ctrl+โ€˜Nโ€™) โ€” Starts a new game, with a random initial state. fresh start, blank slate, main character energy ๐Ÿ‘‘
  • Restart game โ€” Resets the current game to its initial state. (And yes, this can be undone ๐Ÿ™ˆ.)
  • Load โ€” Loads a saved game from a file on disk.
  • Save โ€” 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). it remembers everything. no notes ๐Ÿ’…

  • Print โ€” 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 โ€“ it's hard to think of a sensible printable representation of Fifteen! ๐Ÿ˜ญ)
  • Undo (โ€˜Uโ€™, Ctrl+โ€˜Zโ€™, Ctrl+โ€˜_โ€™, โ€˜*โ€™) โ€” Undoes a single move. (You can undo moves back to the start of the session. yes, all the way back. you cannot hide from your choices ๐ŸŒธ)
  • Redo (โ€˜Rโ€™, Ctrl+โ€˜Rโ€™, โ€˜#โ€™) โ€” Redoes a previously undone move.
  • Copy โ€” 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 โ€” 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 โ€˜Solveโ€™ 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. peeked at the answer key? undo it and pretend you didn't ๐Ÿ™ˆ๐Ÿ’–

  • Quit (โ€˜Qโ€™, Ctrl+โ€˜Qโ€™) โ€” Closes the application entirely. bye bestie ๐Ÿฆ‹
  • Preferences โ€” Where supported, brings up a dialog allowing you to configure personal preferences about a particular game. Some of these preferences will be specific to a particular game; others will be common to all games.

One option common to all games allows you to turn off the one-key shortcuts like โ€˜Nโ€™ for new game or โ€˜Qโ€™ for quit, so that there's less chance of hitting them by accident. You can still access the same shortcuts with the Ctrl key. safety first, periodt โœจ


๐Ÿ”‘ Specifying games with the game ID ๐Ÿ”‘

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. sharing is caring ๐Ÿซถ

The โ€˜Specificโ€™ and โ€˜Random Seedโ€™ options from the โ€˜Gameโ€™ menu (or the โ€˜Fileโ€™ menu, on Mac OS X) each show a piece of text (a โ€˜game IDโ€™) 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 โ€˜Specificโ€™ or โ€˜Random Seedโ€™ 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. fair fight, love that for us ๐Ÿ”ฅ
  • It is often possible to convert puzzles from other sources (such as โ€˜nonogramsโ€™ or โ€˜sudokuโ€™ 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 โ€˜Aboutโ€™ 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. it's a one-way street, bestie ๐Ÿšฆ

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 โ€˜Advancedโ€™ difficulty level, and then a friend wants your help with a โ€˜Trivialโ€™ puzzle; so the friend reads out a random seed specifying โ€˜Trivialโ€™ difficulty, and you type it in. The program will generate you the same โ€˜Trivialโ€™ 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 โ€˜Advancedโ€™ difficulty which it was previously set on. your settings snapped right back to where they were. the way that it just... remembers ๐Ÿ’œ


๐Ÿ—‚๏ธ The โ€˜Typeโ€™ menu ๐Ÿ—‚๏ธ

The โ€˜Typeโ€™ 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. one click, new puzzle, chef's kiss ๐Ÿ‘‘

The โ€˜Typeโ€™ menu may also contain a โ€˜Customโ€™ option which allows you to fine-tune game parameters. The parameters available are specific to each game and are described in the following sections.

๐Ÿ’… Specifying game parameters on the command line ๐Ÿ’…

Heads up bestie: this section does not apply to the Mac OS X version. ๐ŸŽ๐Ÿšซ

Okay so here's the thing about the games in this collection โ€” they deliberately never save anything onto the computer they run on. No high score tables. No saved preferences. Nothing. Zero. Zip. (The reason? I figure at least some of y'all are playing these at work, and those people will probably appreciate leaving as little evidence as possible! ๐Ÿ•ต๏ธโ™€๏ธโœจ)

But listen โ€” if you do want one of these games to default to a particular set of parameters, you can absolutely just specify them on the command line. Slay.

The easiest way to do this: set up the parameters you want using the โ€˜Typeโ€™ menu (see above), then pick โ€˜Random Seedโ€™ from the โ€˜Gameโ€™ or โ€˜Fileโ€™ menu (also see above). The text sitting in the โ€˜Game IDโ€™ box is made of two parts, separated by a hash. The first part is the one that represents the game parameters (the size of the playing area, for example, and anything else you set using the โ€˜Typeโ€™ menu).

If you run the game with just that parameter text on the command line, it will start up with the settings you specified. Periodt. ๐Ÿ’ซ

For example: if you run Cube (see sgt-cube(6)), select โ€˜Octahedronโ€™ from the โ€˜Typeโ€™ menu, and then go to the game ID selection, you'll 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. ๐ŸŽ€

If you copy the entire game ID onto the command line, the game will start up in that specific game that was described. Sometimes that's highkey a more convenient way to start a particular game ID than pasting it into the game ID selection box.

(You could also retrieve the encoded game parameters using the โ€˜Specificโ€™ menu option instead of โ€˜Random Seedโ€™, but if you do, some options โ€” like the difficulty level in Solo โ€” will be missing. See above for more details on this.)


๐Ÿ’ป Unix command-line options ๐Ÿ’ป

This section only applies to the Unix port, bestie. ๐Ÿ˜Œ

So in addition to being able to specify game parameters on the command line (see above), there are various other options:

  • --game
  • --load โ€” these two 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. ๐Ÿค”
  • --generate n โ€” 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. ๐Ÿ‘€

  • --delete-prefs โ€” this option causes the puzzle to delete the configuration file in which its user preferences were stored, if there is one. ๐Ÿ—‘๏ธ (saying goodbye, respectfully)
  • --print wxh โ€” 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 wร—*h*, 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 7ร—7 wrapping grid), and pipe the output to the lpr command, which on many systems will send them to an actual printer. ๐Ÿ–จ๏ธโœจ

There are various other options which affect printing; see below.

  • --save file-prefix [ --save-suffix file-suffix ] โ€” 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. ๐Ÿฆ‹

  • --version โ€” prints version information about the game, and then quits. ๐Ÿ‘‘

The following options are only meaningful if --print is also specified:

  • --with-solutions โ€” the set of pages filled with unsolved puzzles will be followed by the solutions to those puzzles. ๐Ÿ’ก
  • --scale n โ€” adjusts how big each puzzle is when printed. Larger numbers make puzzles bigger; the default is 1.0. ๐Ÿ“
  • --colour โ€” puzzles will be printed in colour, rather than in black and white (if supported by the puzzle). ๐ŸŒˆ

๐ŸŒธ SEE ALSO ๐ŸŒธ

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


and that's a wrap, bestie!! ๐Ÿ’– this was sgtโ€pattern from the sgtโ€puzzles collection, dated July 2025 โ€” no cap, go read the gzipped lore if you want the whole saga ๐Ÿซถโœจ

๐Ÿ“ฆ where this page comes from