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Sudoku Tool 1.0
Sudoku Tool is a sudoku game that helps you to solve sudoku puzzles. more>>
Sudoku Tool is a sudoku game that helps you to solve sudoku puzzles. Sudoku Tool can generate puzzles randomly or puzzles can be entered manually.
Some of the features include random puzzle generation, pencil marks, and the ability to save games.
Manual Setup:
The game starts in initialization mode. In this mode, you are setting up the a puzzle that you got from a newspaper, online, ... You are manually setting up the puzzle.
To select a location, click a square with the left mouse button and type in the number you want to place 1-9, or 0 or space to remove a value you placed there previously. You can also change other values by simply typing a new number.
When you have the puzzle set up the way you want, click the Start Game button to start playing.
Random Game:
To have a game randomly generated for you, click the Setup New Game button. A new window pops up asking you to select either "Manual" or "Random". Select "random" and a new game will appear.
To build, use:
make -f Makefile.[system]
<<lessSome of the features include random puzzle generation, pencil marks, and the ability to save games.
Manual Setup:
The game starts in initialization mode. In this mode, you are setting up the a puzzle that you got from a newspaper, online, ... You are manually setting up the puzzle.
To select a location, click a square with the left mouse button and type in the number you want to place 1-9, or 0 or space to remove a value you placed there previously. You can also change other values by simply typing a new number.
When you have the puzzle set up the way you want, click the Start Game button to start playing.
Random Game:
To have a game randomly generated for you, click the Setup New Game button. A new window pops up asking you to select either "Manual" or "Random". Select "random" and a new game will appear.
To build, use:
make -f Makefile.[system]
Download (1.5MB)
Added: 2006-08-21 License: GPL (GNU General Public License) Price:
1164 downloads
Sudoku Savant 1.1
Sudoku Savant is a simple GUI-driven application to solve and generate Sudoku puzzles through logical means. more>>
Sudoku Savant is a simple GUI-driven application to solve and generate Sudoku puzzles through logical means.
Sudoku Savant generates and solves standard Sudoku puzzles with anything from 3x3 to 5x6 or 6x5 grids, using the following strategies:
- Singletons
- Locked candidates
- Number subsets
- X-Wings, Swordfish and Jellyfish
- Both Simple and Multi-Colouring.
These strategies should be enough to provide a step by step solution for any Sudoku puzzle that you are likely to find in a newspaper or magazine, although Savant can also resort to "trial and error" if presented with something really pathologically nasty. (This will at least confirm that the puzzles solution is unique.)
You may also parameterise or turn off the more advanced strategies, to see whether they were really needed.
Finally, Sudoku Savant lets you solve the puzzle by hand, providing hints, cell colouring, up to 4 pencil marks per cell, and the ability to high-light any incorrect moves. A partially completed puzzle can be saved in a simple text format so that you can continue solving it later.
<<lessSudoku Savant generates and solves standard Sudoku puzzles with anything from 3x3 to 5x6 or 6x5 grids, using the following strategies:
- Singletons
- Locked candidates
- Number subsets
- X-Wings, Swordfish and Jellyfish
- Both Simple and Multi-Colouring.
These strategies should be enough to provide a step by step solution for any Sudoku puzzle that you are likely to find in a newspaper or magazine, although Savant can also resort to "trial and error" if presented with something really pathologically nasty. (This will at least confirm that the puzzles solution is unique.)
You may also parameterise or turn off the more advanced strategies, to see whether they were really needed.
Finally, Sudoku Savant lets you solve the puzzle by hand, providing hints, cell colouring, up to 4 pencil marks per cell, and the ability to high-light any incorrect moves. A partially completed puzzle can be saved in a simple text format so that you can continue solving it later.
Download (0.14MB)
Added: 2006-07-18 License: GPL (GNU General Public License) Price:
1197 downloads
Sudoku solver 0.1
Sudoku solver application was created for solving a Sudoku with a backtracking algorithm. more>>
Sudoku solver application was created for solving a Sudoku with a backtracking algorithm. Instead of using a 9 x 9 matrix, it extends the matrix to 10 x 36 (10 rows, 36 columns), storing information in the extra cells.
The last row is used for keeping track of how many cells, for the current column, are still available.
The columns 9-17 (0-based) are used for storing the numbers which are still available in rows 0-8.
The columns 18-26 are used for storing the numbers which are still available in columns 0-8.
The columns 27-35 are used for storing the numbers which are still available in each square (counting from left to right and from top to bottom).
<<lessThe last row is used for keeping track of how many cells, for the current column, are still available.
The columns 9-17 (0-based) are used for storing the numbers which are still available in rows 0-8.
The columns 18-26 are used for storing the numbers which are still available in columns 0-8.
The columns 27-35 are used for storing the numbers which are still available in each square (counting from left to right and from top to bottom).
Download (MB)
Added: 2007-08-20 License: GPL (GNU General Public License) Price:
1712 downloads
A Sudoku Solver in C 1.11
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. more>>
A Sudoku Solver in C is a console-based Linux program, written in C language, that solves Su Doku puzzles using deductive logic. It will only resort to trial-and-error and backtracking approaches upon exhausting its deductive moves.
Puzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
<<lessPuzzles must be of the standard 9x9 variety using the (ASCII) characters 1 through 9 for the puzzle symbols. Puzzles should be submitted as 81 character strings which, when read left-to-right will fill a 9x9 Sudoku grid from left-to-right and top-to-bottom. In the puzzle specification, the characters 1 - 9 represent the puzzle givens or clues. Any other non-blank character represents an unsolved cell.
The puzzle solving algorithm is home grown. I did not borrow any of the usual techniques from the literature, e.g. Donald Knuths "Dancing Links." Instead I rolled my own from scratch as a personal challenge. As such, its performance can only be blamed on yours truly. Still, I feel it is quite fast. On a 333 MHz Pentium II Linux box it solves typical medium force puzzles in approximately 800 microseconds or about 1,200 puzzles per second, give or take. On an Athlon XP 3000 it solves about 6,600 puzzles per sec. (Solving time is dependent upon degree of difficulty, so YMMV.)
Description of Algorithm:
The puzzle algorithm initially assumes every unsolved cell can assume every possible value. It then uses the placement of the givens to refine the choices available to each cell. I call this the markup phase.
After markup completes, the algorithm then looks for singleton cells with values that, due to constraints imposed by the row, column, or 3x3 region, may only assume one possible value. Once these cells are assigned values, the algorithm returns to the markup phase to apply these changes to the remaining candidate solutions. The markup/singleton phases alternate until either no more changes occur, or the puzzle is solved. I call the markup/singleton elimination loop the Simple Solver because in a large percentage of cases it solves the puzzle.
If the simple solver portion of the algorithm doesnt produce a solution, then more advanced deductive rules are applied.
Ive implemented two additional rules as part of the deductive puzzle solver. The first is subset elimination wherein a row/column/region is scanned for X number of cells with X number of matching candidate solutions. If such subsets (or tuples) are found in the row, column, or region, then the candidates values from the subset may be eliminated from all other unsolved cells within the row, column, or region, respectively.
The next deductive rule examines each region looking for candidate values that exclusively align themselves along a single row or column, i.e. a vector. If such candidate values are found, then they may be eliminated from the cells outside of the region that are part of the aligned row or column.
Note that each of the advanced deductive rules calls all preceeding rules, in order, if that advanced rule has effected a change in puzzle markup.
Finally, if no solution is found after iteratively applying all deductive rules, then we begin trial-and-error using recursion for backtracking. A working copy is created from our puzzle, and using this copy the first cell with the smallest number of candidate solutions is chosen. One of the solutions values is assigned to that cell, and the solver algorithm is called using this working copy as its starting point. Eventually, either a solution, or an impasse is reached.
If we reach an impasse, the recursion unwinds and the next trial solution is attempted. If a solution is found (at any point) the values for the solution are added to a list. Again, so long as we are examining all possibilities, the recursion unwinds so that the next trial may be attempted. It is in this manner that we enumerate puzzles with multiple solutions.
Note that it is certainly possible to add to the list of applied deductive rules. The techniques known as "X-Wing" and "Swordfish" come to mind. On the other hand, adding these additional rules will, in all likelihood, slow the solver down by adding to the computational burden while producing very few results. Ive seen the law of diminishing returns even in some of the existing rules, e.g. in subset elimination I only look at two and three valued subsets because taking it any further than that degraded performance.
Enhancements:
- Code optimization has resulted in a 30% increase in speed.
Download (0.025MB)
Added: 2006-03-27 License: GPL (GNU General Public License) Price:
1332 downloads
Rush Hour Puzzle Solver 0.2.7
Rush Hour Puzzle Solver project is a Rush Hour puzzle solver that illustrates the solution with PostScript. more>>
Rush Hour Puzzle Solver project is a Rush Hour puzzle solver that illustrates the solution with PostScript.
Rush Hour Puzzle Solver is a small C++ program that reads a Rush Hour board from a text file and produces a nice PostScript file that shows the shortest solution.
<<lessRush Hour Puzzle Solver is a small C++ program that reads a Rush Hour board from a text file and produces a nice PostScript file that shows the shortest solution.
Download (0.45MB)
Added: 2006-12-20 License: Freely Distributable Price:
1058 downloads
PuzzleTron 0.9
PuzzleTron is a crossplatform tool to create webbrowser based puzzles from pictures. more>>
PuzzleTron is a crossplatform tool to create webbrowser based puzzles from pictures. PuzzleTron works on Linux, MacOSX, Windows.
Create and Share puzzles with your friends - PuzzleTron has a function to upload your puzzle to PuzzletTon.com site (Web Publish) then simple email link to community.
<<lessCreate and Share puzzles with your friends - PuzzleTron has a function to upload your puzzle to PuzzletTon.com site (Web Publish) then simple email link to community.
Download (1.1MB)
Added: 2006-05-08 License: Freeware Price:
1264 downloads
Sudoku Generator (for Linux) 1.1
Free Sudoku for Linux (KDE/Qt version) generator has 3 levels of difficulties. You may print created Sudoku grid or play on computer screen. No instal... more>> <<less
Download (101KB)
Added: 2009-04-03 License: Freeware Price: Free
229 downloads
Sudokut 0.3
Sudokut is a command line solver for Sudoku puzzles. more>>
Sudokut is a command line solver for Sudoku puzzles. When supplied with a Sudoku string or file, it returns all possible solutions.
Sudokut takes approximately half a second to solve a medium force Sudoku by using an efficient algorithm that is guaranteed to find all the solutions. It accepts many options that implement various features (validity check, diff, suggestions, and probing).
Enhancements:
- two new solving techniques are supported: naked triplets reduction, hidden triplets reduction
- new -u option to test the unicity of the solution
- new -m option to modify the string
<<lessSudokut takes approximately half a second to solve a medium force Sudoku by using an efficient algorithm that is guaranteed to find all the solutions. It accepts many options that implement various features (validity check, diff, suggestions, and probing).
Enhancements:
- two new solving techniques are supported: naked triplets reduction, hidden triplets reduction
- new -u option to test the unicity of the solution
- new -m option to modify the string
Download (0.027MB)
Added: 2006-09-15 License: BSD License Price:
1134 downloads
Cryptogram Puzzle Tool 4.2.0
Cryptogram Puzzle Tool helps solve the simple cryptogram puzzles that appear in the daily newspapers. more>>
Cryptogram Puzzle Tool project helps solve the simple cryptogram puzzles that appear in the daily newspapers. While these puzzles can often be solved almost by inspection, CPT4 provides a handy tool for the ones that turn out to be not quite so easy.
If you just want a little bookkeeping help, CPT4 will instantly update all occurrences of the new assignments as well as provide frequency and used/not-used letter lists as you drag-and-drop or key in suspected solution letters. But if youd rather have the computer do the work, the automatic solution algorithm will usually come very close to a complete solution in just a few seconds.
Bonus: CPT4 can also create new puzzles: simply key in or load plaintext from a file, and select the Encrypt item from the Options menu.
Installing / Building / Running:
Start by unpacking in a directory where you have write permissions; all tar files create and populate a cpt4/ directory and contain sample puzzles as well as various information.
For the source distribution, change to the cpt4 directory and just type make. You may get a few warnings while compiling do_hart.c, but otherwise the executables cpt4 and do_hart should be built after a short time and a few intermediate steps. If this does not happen and you are not knowledgeable about such things, you might try the shared library executable distribution instead.
For the 4.1.x shared library executables, you may need to supply a font alias file in a location that the precompiled Pango routines can find; the easiest way to do this is to just copy the two files .pangorc and pangox.aliases from the installation directory into to your $HOME directory. If you use the source distributions, of course, you will need to have a complete Pango installation before you start.
Once you have the executables, try out the program by changing to the installation directory and issuing the command line:
./cpt4
Use the File->Load menu item to load one of the samples (xxxxx.cpt) and play with the controls. Try the Options->Hart Solution menu item to see the automatic solution in action.
If the puzzle text is uncomfortably small or large on your system, you can specify a different font on the command line like this:
./cpt4 -large
./cpt4 -small
With the 4.0.x and 4.1.x versions (but not the 4.2.x versions) you can also specify a font by name like this:
./cpt4 -font="font-name"
For the 4.0.1 versions (with GTK 1.2), the font MUST be monospaced and is expected to be iso8859-1; other characters sets may also work but might produce a different effect. The font-name for these versions of cpt4 must be an X logical font name such as "*clean-bold-r*--16*".
For the 4.1.x versions (with Pango), monospaced fonts will generally produce more pleasing results, but proportional fonts of sufficiently small size may also work; the main requirement is that the ASCII characters ! through ~ be portrayed as expected. Font-name for these versions must be a Pango font name, such as "courier bold 11", "sans 8", "Times 8", and so forth.
If you want just want to run CPT4 from the command line, it is sufficient to put a soft link to cpt4 from somewhere in your PATH and leave both the cpt4 and do_hart executables in the installation directory. For example, as root:
cd /usr/bin
ln -s /home/johndoe/cpt4/cpt4
A 32x32 CPT4 icon in .xpm format is included in all distributions for use in desktop shortcuts.
Enhancements:
- This release changes fixed width font logic, including special cursor logic using the fixed fonts, to preprocessed fonts supplied as C header files, instead of using Pango routines and arbitrary fonts.
- It has been updated to use glib 2.6.1, Gtk+2.6.1, Pango 1.8.0, atk 1.9.0, and associated packages as supplied in Slackware 10.0. Functionality is virtually unchanged.
<<lessIf you just want a little bookkeeping help, CPT4 will instantly update all occurrences of the new assignments as well as provide frequency and used/not-used letter lists as you drag-and-drop or key in suspected solution letters. But if youd rather have the computer do the work, the automatic solution algorithm will usually come very close to a complete solution in just a few seconds.
Bonus: CPT4 can also create new puzzles: simply key in or load plaintext from a file, and select the Encrypt item from the Options menu.
Installing / Building / Running:
Start by unpacking in a directory where you have write permissions; all tar files create and populate a cpt4/ directory and contain sample puzzles as well as various information.
For the source distribution, change to the cpt4 directory and just type make. You may get a few warnings while compiling do_hart.c, but otherwise the executables cpt4 and do_hart should be built after a short time and a few intermediate steps. If this does not happen and you are not knowledgeable about such things, you might try the shared library executable distribution instead.
For the 4.1.x shared library executables, you may need to supply a font alias file in a location that the precompiled Pango routines can find; the easiest way to do this is to just copy the two files .pangorc and pangox.aliases from the installation directory into to your $HOME directory. If you use the source distributions, of course, you will need to have a complete Pango installation before you start.
Once you have the executables, try out the program by changing to the installation directory and issuing the command line:
./cpt4
Use the File->Load menu item to load one of the samples (xxxxx.cpt) and play with the controls. Try the Options->Hart Solution menu item to see the automatic solution in action.
If the puzzle text is uncomfortably small or large on your system, you can specify a different font on the command line like this:
./cpt4 -large
./cpt4 -small
With the 4.0.x and 4.1.x versions (but not the 4.2.x versions) you can also specify a font by name like this:
./cpt4 -font="font-name"
For the 4.0.1 versions (with GTK 1.2), the font MUST be monospaced and is expected to be iso8859-1; other characters sets may also work but might produce a different effect. The font-name for these versions of cpt4 must be an X logical font name such as "*clean-bold-r*--16*".
For the 4.1.x versions (with Pango), monospaced fonts will generally produce more pleasing results, but proportional fonts of sufficiently small size may also work; the main requirement is that the ASCII characters ! through ~ be portrayed as expected. Font-name for these versions must be a Pango font name, such as "courier bold 11", "sans 8", "Times 8", and so forth.
If you want just want to run CPT4 from the command line, it is sufficient to put a soft link to cpt4 from somewhere in your PATH and leave both the cpt4 and do_hart executables in the installation directory. For example, as root:
cd /usr/bin
ln -s /home/johndoe/cpt4/cpt4
A 32x32 CPT4 icon in .xpm format is included in all distributions for use in desktop shortcuts.
Enhancements:
- This release changes fixed width font logic, including special cursor logic using the fixed fonts, to preprocessed fonts supplied as C header files, instead of using Pango routines and arbitrary fonts.
- It has been updated to use glib 2.6.1, Gtk+2.6.1, Pango 1.8.0, atk 1.9.0, and associated packages as supplied in Slackware 10.0. Functionality is virtually unchanged.
Download (0.060MB)
Added: 2006-08-18 License: GPL (GNU General Public License) Price:
1170 downloads
sudoku-perl 1.50
sudoku-perl is a Sudoku player that offers a board, assistance, and solving using a (text based) ANSI screen. more>>
sudoku-perl is a Sudoku player that offers a board, assistance, and solving using a (text based) ANSI screen. sudoku-perl offers a simple alphanumeric board display that supports the 9x9 matrix.
It does not generate a Sudoku puzzle; for this, the user must look on the Internet, newspapers, Sudoku booklets, etc. and take over the sudoku initial setting from there.
However, it assists the user in solving the Sudoku by providing some functions, up to and including solving the Sudoku from the current board setting.
<<lessIt does not generate a Sudoku puzzle; for this, the user must look on the Internet, newspapers, Sudoku booklets, etc. and take over the sudoku initial setting from there.
However, it assists the user in solving the Sudoku by providing some functions, up to and including solving the Sudoku from the current board setting.
Download (0.020MB)
Added: 2006-10-07 License: Artistic License Price:
1116 downloads
sudokumat 5.1
sudokumat is a software that allows to easily create and solve sudokus of different levels of difficulty. more>>
sudokumat project allows you to easily create and solve sudokus of different levels of difficulty.
It is possible to create your own "pdf-sudoku-book" with as many sudokus as you want.
Sudokumat solves every sudoku within milliseconds.
<<lessIt is possible to create your own "pdf-sudoku-book" with as many sudokus as you want.
Sudokumat solves every sudoku within milliseconds.
Download (1.4MB)
Added: 2007-03-14 License: Freeware Price:
956 downloads
sudoku solver by darsie 1.6
sudoku solver by darsie is a console-based sudoku solver. more>>
sudoku solver by darsie project is a console-based sudoku solver.
sudoku solver by darsie is a console program that reads data from stdin (typically redirected from a file) and prints a possibly partial result. Definitive numbers are printed all over their fields.
Other fields contain the numbers that are not yet excluded.
Three solving rules are implemented and most sudokus are solved in a few milliseconds.
Usage:
sudoku<<less
sudoku solver by darsie is a console program that reads data from stdin (typically redirected from a file) and prints a possibly partial result. Definitive numbers are printed all over their fields.
Other fields contain the numbers that are not yet excluded.
Three solving rules are implemented and most sudokus are solved in a few milliseconds.
Usage:
sudoku<<less
Download (0.035MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1029 downloads
Sudoku Sensei 2.00
Sudoku Sensei is a sudoku explainer C/C++ library with sample programs. more>>
Sudoku Sensei project is a sudoku "explainer" C/C++ library with sample programs.
It can list the logical steps taken. It can generate new Sudokus and rank their difficulty. It supports not only 9x9 grids, but MxN, samurai, or any layout you can describe.
The core is a C/C++ library.
It includes sample programs.
Enhancements:
- This release adds a Graphical User Interface with a manual and a tutorial.
<<lessIt can list the logical steps taken. It can generate new Sudokus and rank their difficulty. It supports not only 9x9 grids, but MxN, samurai, or any layout you can describe.
The core is a C/C++ library.
It includes sample programs.
Enhancements:
- This release adds a Graphical User Interface with a manual and a tutorial.
Download (0.14MB)
Added: 2007-08-17 License: GPL (GNU General Public License) Price:
804 downloads
Polygon Puzzle 1.7
Polygon Puzzle is a tessellation puzzle inspired by Beat The Computer. more>>
Polygon Puzzle project is a tessellation puzzle inspired by Beat The Computer. Pieces of connecting regular polygons are arranged to fit into predefined trays.
The mathematical names of the shapes are polyhexes, polyominoes, and polyiamonds.
Enhancements:
- Two new puzzle trays with more sophisticated color schemes were added.
- Minor changes were made to error handling along with a small bugfix and support for the wheel mouse under Windows XP.
<<lessThe mathematical names of the shapes are polyhexes, polyominoes, and polyiamonds.
Enhancements:
- Two new puzzle trays with more sophisticated color schemes were added.
- Minor changes were made to error handling along with a small bugfix and support for the wheel mouse under Windows XP.
Download (0.018MB)
Added: 2006-12-12 License: GPL (GNU General Public License) Price:
1048 downloads
Einstein Puzzle 2.0
Einstein puzzle is a free cross-platform open source remake of old DOS game Sherlock. more>>
Einstein puzzle is a free cross-platform open source remake of old DOS game Sherlock which was inspired by Albert Einsteins puzzle.
Einstein said that only those with an intelligence quotient of 98 percentile and higher should be able to solve it.
The game goal is to open all cards in square of 6x6 cards. For this, a number of hints describing relations between card positions are given. Use them to find the correct layout.
Einstein 2.0 features sound support, full internalization, Russian localization, reengineered resource subsystem to allow custom graphics themes and in-game rules browser.
<<lessEinstein said that only those with an intelligence quotient of 98 percentile and higher should be able to solve it.
The game goal is to open all cards in square of 6x6 cards. For this, a number of hints describing relations between card positions are given. Use them to find the correct layout.
Einstein 2.0 features sound support, full internalization, Russian localization, reengineered resource subsystem to allow custom graphics themes and in-game rules browser.
Download (0.70MB)
Added: 2005-10-19 License: GPL (GNU General Public License) Price:
1482 downloads
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