SGTโSINGLES(6)
๐ SGT-SINGLES(6) ๐
okay bestie so this is sgt-singles, and it lives in section 6 of the manual, aka the Games section ๐ฎโจ. Buckle up, it's giving puzzle girlie and we're gonna go through literally everything.
โจ NAME โจ
sgt-singles โ Number-removing puzzle ๐งฉ
๐ฆ SYNOPSIS ๐ฆ
sgt-singles [--generate n] [--print wxh [--with-solutions] [--scale n]
[--colour]] [game-parameters|game-ID|random-seed]
sgt-singles --version
๐ธ DESCRIPTION ๐ธ
So picture this: you got a grid of white squares, right, and every single one of them has a number in it. Your whole job is to colour some of those squares black (which, yes, removes the number, bye number ๐) so that all of these conditions get satisfied:
- No number occurs more than once in any row or column. ๐ซ๐
- No black square is horizontally or vertically adjacent to any other black square. ๐คโ๏ธ๐ค
- The remaining white squares must all form one contiguous region (connected by edges, not just touching at corners). ๐ (and no cap, corners don't count)
Credit for this puzzle goes to Nikoli (https://www.nikoli.co.jp/en/puzzles/hitori/), who call it Hitori.
Singles was contributed to this collection by James Harvey. ty for your service king ๐ซถ
๐ Singles controls ๐
- Left-clicking on an empty square will colour it black; left-clicking again will restore the number. ๐ฑ๏ธ๐ค
- Right-clicking will add a circle (useful for indicating that a cell is definitely not black). โญ
- Clicking outside the grid will toggle whether black squares completely hide the numbers on them, or display them in dark grey. ๐
You can also use the cursor keys to move around the grid. Pressing the return or space keys will turn a square black or add a circle respectively, and pressing the key again will restore the number or remove the circle. โจ๏ธโจ
(All the actions described below are also available.)
๐ Singles parameters ๐
These parameters are available from the โCustom...โ option on the โTypeโ menu.
- Width, Height โ Size of grid in squares. ๐
- Difficulty โ Controls the difficulty of the generated puzzle. ๐ฅ
๐ง Singles user preferences ๐ง
On platforms that support user preferences, the โPreferencesโ option on the โGameโ menu will let you configure whether numbers on black squares are visible. Unlike clicking outside the grid, this will persist between games. ๐พ (she remembers, periodt)
๐ Common actions ๐
These actions are all available from the โGameโ 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 โFileโ and โEditโ menus instead. ๐)
- New game (
N,Ctrl+N) โ Starts a new game, with a random initial state. ๐ - Restart game โ Resets the current game to its initial state. (This can be undone.) โฉ๏ธ
- Load โ Loads a saved game from a file on disk. ๐
- Save โ Saves the current state of your game to a file on disk. ๐พ
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). lowkey iconic tbh
- 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!) ๐จ๏ธ๐ญ
- Undo (
U,Ctrl+Z,Ctrl+_,*) โ Undoes a single move. (You can undo moves back to the start of the session.) โช - Redo (
R,Ctrl+R,#) โ Redoes a previously undone move. โฉ - 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.) ๐
- 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. ๐ช
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. ๐ค
The โSolveโ 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. ๐ซฃ
- Quit (
Q,Ctrl+Q) โ Closes the application entirely. ๐ - 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. โ๏ธ
One option common to all games allows you to turn off the one-key shortcuts like โNโ for new game or โQโ for quit, so that there's less chance of hitting them by accident. You can still access the same shortcuts with the Ctrl key. ๐ก๏ธ (no more accidental quitting bestie, we've all been there ๐)
๐ Specifying games with the game ID ๐
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 โSpecificโ and โRandom Seedโ options from the โGameโ menu (or the โFileโ menu, on Mac OS X) each show a piece of text (a โgame IDโ) which is sufficient to reconstruct precisely the same game at a later date. ๐ชช
You can enter either of these pieces of text back into the program (via the same โSpecificโ or โRandom 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. Which means:
- 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. โ๏ธ - 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. ๐ (fair fight era, we love to see it)
- It is often possible to convert puzzles from other sources (such as โnonogramsโ or โsudokuโ from newspapers) into descriptive game IDs suitable for use with these programs. ๐ฐโจ
- 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. โ ๏ธ
(Use the โAboutโ 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.) ๐ข
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. : and #, got it ๐
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. ๐ฏ
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 โAdvancedโ difficulty level, and then a friend wants your help with a โTrivialโ puzzle; so the friend reads out a random seed specifying โTrivialโ difficulty, and you type it in. The program will generate you the same โTrivialโ 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 โAdvancedโ difficulty which it was previously set on. ๐ (your settings said "not today bestie", and honestly, respect)
๐ The โTypeโ menu ๐
The โTypeโ 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. ๐ฒ
The โTypeโ menu may also contain a โCustomโ option which allows you to fine-tune game parameters. The parameters available are specific to each game and are described in the following sections. ๐๏ธ
โจ Specifying game parameters on the command line โจ
okay bestie, quick heads-up first: this section? not applicable to the Mac OS X version. the Mac said no ๐
Now the tea ๐ต โ the games in this collection deliberately never ever save info onto the computer they run on. No high score tables. No saved preferences. Nothing. Zero evidence left behind. Why? Because the author fully expects at least some people to be playing them at work, and those people will probably appreciate leaving as little evidence as possible ๐๐
But!! if you do want to arrange for one of these games to default to a particular set of parameters, you can totally just specify them on the command line. slay.
The easiest way to do it: set up the parameters you want using the โTypeโ menu (see above), then select โRandom Seedโ from the โGameโ menu or the โFileโ menu (also see above). The text chilling in the โGame IDโ box will be composed of two parts, separated by a hash. The first of those parts is the game parameters โ the size of the playing area, for example, and anything else you set using the โTypeโ menu. ๐
If you run the game with just that parameter text on the command line, it will start up with the settings you specified. iconic behaviour honestly.
For example: if you run Cube (see sgt-cube(6)), select โOctahedronโ from the โTypeโ menu, and then go to the game ID selection, you'll see a string of the form โo2x2#338686542711620โ. Take only the part before the hash (โo2x2โ), and start Cube with that text on the command line:
sgt-cube o2x2
If you copy the entire game ID onto 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. convenient queen energy ๐
(You could also retrieve the encoded game parameters using the โSpecificโ menu option instead of โRandom Seedโ, but if you do then some options, such as the difficulty level in Solo, will be missing ๐ซ See above for more details on this.)
๐ป Unix command-line options ๐ป
this section only applies to the Unix port. Mac users, love u, this ain't for u ๐ซถ
In addition to being able to specify game parameters on the command line (see above โ๏ธ), there are various other options:
--game/--loadโ these options respectively determine whether the command-line argument is treated as specifying game parameters, or as 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.--generaten โ if this option is specified, then instead of a puzzle being displayed, a number of descriptive game IDs get 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.--delete-prefsโ this option causes the puzzle to delete the configuration file in which its user preferences were stored, if there is one. bye-bye prefs ๐--printwxh โ if this option is specified, then 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--generatehas 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 7ร7 wrapping grid), and pipe the output to the lpr command, which on many systems will send them to an actual printer. ๐จ๏ธโจ
There are various other options which affect printing; see below.
--savefile-prefix [--save-suffixfile-suffix ] โ if this option is specified, then 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--generatehas 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. twelve whole files, no cap ๐
--versionโ prints version information about the game, and then quits.
The following options are only meaningful if --print is also specified:
--with-solutionsโ the set of pages filled with unsolved puzzles will be followed by the solutions to those puzzles. (no peeking unless u asked for it ๐)--scalen โ adjusts how big each puzzle is when printed. Larger numbers make puzzles bigger; the default is1.0.--colourโ puzzles will be printed in colour, rather than in black and white (if supported by the puzzle). ๐ lowkey the best flag ngl
๐ธ SEE ALSO ๐ธ
- Full documentation in
/usr/share/doc/sgt-puzzles/puzzles.txt.gz.
and that's the whole page, bestie!! ๐ tysm for reading, u ate that fr fr ๐
this lil ray of sunshine came to u from sgt-singles (sgt-puzzles), dated July 2025, filed under SGT-SINGLES(6) โ go forth and puzzle, mwah ๐ฆโจ
๐ฆ where this page comes from
- ubuntu stonking: sgt-puzzles 20250730.a7c7826-1 ยท MIT
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms