SGTโ€TRACKS(6)

๐Ÿ’– sgt-tracks โ€” the manual page, but make it make sense ๐Ÿ’–

okay bestie, welcome to sgt-tracks(6), which lives in the Games corner of your manual pages. It's a path-finding railway track puzzle and honestly? it's giving "cozy little brain teaser that ruins your whole afternoon" in the best way. ๐ŸŒธ


โœจ NAME โœจ

sgt-tracks โ€” a path-finding railway track puzzle ๐Ÿš‚


๐ŸŽ€ SYNOPSIS ๐ŸŽ€

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

๐Ÿฆ‹ DESCRIPTION ๐Ÿฆ‹

So here's the sitch, bestie: you get a grid of squares, okay? and some of those squares already have train tracks in them. Your whole job is to complete the track from A to B so that every row and every column ends up containing the exact same number of track segments as the clues say it should. Those clues? They live at the top and to the right of the grid. no cap.

And here's the rules energy you need to vibe with:

  • All you've got to work with are straight rails and 90 degree curved rails. that's it, that's the whole palette.
  • The track may not cross itself. periodt. absolutely not.

Tracks</p purple> was contributed to this collection by James Harvey. ๐Ÿ‘‘ (ty king, we love a contributor)


๐Ÿš‚ Tracks controls (the hands-on part)

okay so how do you actually play this thing:

  • Left-clicking on an edge between two squares adds a track segment between the two squares. boom, rail laid. ๐Ÿ”ฅ
  • Right-clicking on an edge adds a cross on the edge โ€” that's you saying no track is possible here.
  • Left-clicking in a square adds a colour indicator, which means "bestie I KNOW this square has to contain a track, I just don't know which edges it crosses yet and I'm not stressing about it." ๐Ÿ’…
  • Right-clicking in a square adds a cross, indicating it contains no track segment.
  • Left- or right-dragging between squares lets you lay a straight line of is-track or is-not-track indicators โ€” super useful for filling in whole rows or columns to match the clue. efficiency queen behavior. โœจ

(All the actions described below are also available.)


๐ŸŒˆ Tracks parameters ๐ŸŒˆ

These goodies are available from the โ€˜Custom...โ€™ option on the โ€˜Typeโ€™ menu:

  • Width, Height โ€” the size of the grid, measured in squares. ๐Ÿ“
  • Difficulty โ€” controls the difficulty of the generated puzzle. At Tricky level you're required to make more deductions regarding disregarding moves that would lead to impossible crossings later. like, you have to think ahead. spooky but iconic.
  • Disallow consecutive 1 clues โ€” controls whether the Tracks game generation permits two adjacent rows or columns to have a 1 clue, or permits the row or column of the track's endpoint to have a 1 clue. By default this is not permitted, to avoid long straight boring segments of track and make the games more twiddly and interesting. If you want to restore the possibility, turn this option off. ๐ŸŽ€

๐Ÿ’… Common actions ๐Ÿ’…

These are all available from the โ€˜Gameโ€™ menu and via keyboard shortcuts, on top of any game-specific actions you've got going on.

๐Ÿ“ On Mac OS X, to conform with local user interface standards, these actions are situated on the โ€˜Fileโ€™ and โ€˜Editโ€™ menus instead.
  • New game (N, Ctrl+N) โ€” starts a new game, with a random initial state. fresh start, fresh me. ๐Ÿฆ‹
  • Restart game โ€” resets the current game to its initial state. (This can be undone, so no take-backs anxiety.) ๐Ÿ”„
  • 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 โ€” so you can save, reload, and still Undo and Redo things you had done before saving. we stan persistence. ๐Ÿ’พ

  • 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–จ๏ธ
  • Undo (U, Ctrl+Z, Ctrl+_, *) โ€” undoes a single move. (You can undo moves back to the start of the session.) ๐Ÿ˜Œ
  • Redo (R, Ctrl+R, #) โ€” redoes a previously undone move.
  • Copy โ€” copies the current state of your game to the clipboard in text format, so 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.) ๐Ÿ“‹
  • Solve โ€” transforms the puzzle instantly into its solved state. okay so this one needs a whole paragraph, stay with me:

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. no spoilers permanently, bestie. โœจ

  • Quit (Q, Ctrl+Q) โ€” closes the application entirely. bye babe ๐Ÿซถ
  • 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. ๐Ÿ›ก๏ธ


๐ŸŒธ Specifying games with the game ID ๐ŸŒธ

There are two ways to save a game specification out of a puzzle and recreate it later โ€” or recreate it in somebody else's copy of the same puzzle. sharing is caring fr fr.

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. ๐Ÿ“
  • 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. ๐Ÿ
  • 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. ๐Ÿ“ฐ
  • 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. ๐Ÿ”ฎ

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. ๐Ÿ’ซ


๐Ÿ‘‘ The โ€˜Typeโ€™ menu ๐Ÿ‘‘

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.

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. ๐ŸŽ€

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

(heads up bestie: this whole section does not apply to the Mac OS X version, okay? ๐ŸŽ)

So here's the tea โ˜• โ€” the games in this collection deliberately never save anything onto the computer they run on. No high score tables, no saved preferences, nothing. Zero. Nada. โœจ

Why? Because the author expects at least some people to be playing these games at work ๐Ÿ’€ and those people will probably really appreciate leaving as little evidence as possible. Iconic behaviour honestly, protect the girlies playing Net on company time ๐Ÿซถ

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

The easiest way to pull this off:

  1. Set up the parameters you want using the โ€˜Typeโ€™ menu (see above ๐Ÿ‘†).
  2. Then select โ€˜Random Seedโ€™ from the โ€˜Gameโ€™ or โ€˜Fileโ€™ menu (also see above ๐Ÿ‘†).

The text sitting in the โ€˜Game IDโ€™ box is composed of two parts, separated by a hash. The first of those parts represents the game parameters โ€” 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. Slay. ๐Ÿ’…

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 will 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.

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. No cap. ๐Ÿ”ฅ

(You could also retrieve the encoded game parameters using the โ€˜Specificโ€™ menu option instead of โ€˜Random Seedโ€™, but if you do, then some options โ€” such as the difficulty level in Solo โ€” will be missing. See above for more details on this. ๐Ÿ™ˆ)

๐Ÿง Unix command-line options ๐Ÿง

(this section only applies to the Unix port, bestie โ€” sorry to everyone else ๐ŸŒˆ)

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

  • --game โ€” treats the command-line argument as specifying game parameters.
  • --load โ€” treats the command-line argument as specifying a save file to load.

Only one of these should be specified โ€” pick a lane ๐ŸŽ€. If neither of these options is specified, a guess is made based on the format of the argument.

  • --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. Poof. Gone. โœจ
  • --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 iconic.

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. twelve of them!! ๐Ÿ˜ญ๐Ÿ’–

  • --version โ€” prints version information about the game, and then quits. Bye bestie 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. (The answer key era ๐ŸŽ€)
  • --scale n โ€” adjusts how big each puzzle is when printed. Larger numbers make puzzles bigger; the default is 1.0.
  • --colour โ€” puzzles will be printed in colour, rather than in black and white (if supported by the puzzle). ๐ŸŒˆโœจ we love a glow-up.

๐Ÿ‘‘ SEE ALSO ๐Ÿ‘‘

Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz. Go read it, it's giving comprehensive. ๐Ÿ“š


And that's the whole vibe check, bestie โ€” this was sgt-tracks from the sgt-puzzles collection, dated July 2025, and you absolutely ate reading the entire page. Periodt. ๐Ÿ’…๐ŸŒธ๐Ÿฆ‹

๐Ÿ“ฆ where this page comes from