SuDoku One 0.92 User Guide

Index

Overview(top)

Normal game play is by using the stylus. If your device has the direction and select keys you may use those instead. Users of older models can set the Hardkey navigation option under the General Preferences screen. When this option is set the application and page up / down buttons substitute for the direction and select keys.

Overview

Initial Screen(top)

The screen you see after starting SuDoku One for the first time is the registration nag screen. This screen will be displayed once a day until you register.

Registration nag screen

If you have a registration code enter it in the dotted field and press Register, otherwise just press Not Yet. The main screen is then displayed.

However if your device is earlier than PalmOS 2.0 you will see the following:

Incompatible PalmOS Version

In this case your device is incapable of running SuDoku One version 0.92.

Main Screen(top)

Initial screen

Title Bar (top)

The bar at the top of the screen is referred to as the title bar.

SuDoku (top)

To follow the following you need to access the menus. If your device is earlier than PalmOS 3.5 you will need to tap on the menu symbol in the bottom left of the silk-screen area otherwise tap on SuDoku in the title bar.

  1. tap on Game Puzzle ID...
  2. enter a puzzle ID of 0 and tap OK
  3. tap OK on the Invalid Puzzle ID alert

This should result in the following display:

Puzzle ID 0

Time/Date (top)

The game time should now be counting up in seconds in the Time/Date area.

Tap in the Time/Date area to cycle through day time, day date, blank, and finally back to game time display.

Time/Date Display

Store/Recall(top)

Note that a name has appeared in the middle of the title bar in the Store/Recall area. This name will be the default used if you store or export the puzzle. The name is made up of the date with a number appended. The number increments for each puzzle you generate during a day.

Tapping in this area act as a shortcut to the Game->Store/Recall command. If the current game is stored its name will appear in inverse video. Tapping on an unstored game invokes the Game->Store command. Tapping on a stored game invokes the Game->Recall command.

Store/Recall Area

Tips (top)

Tapping on the information icon acts as a shortcut to the Help->Info command.

Buttons (top)

Game (top)

Game button

Tapping on the Game button acts as a shortcut to the Game->new commands. The letter in the button indicates the type of game. U indicates a user entered game. An E, M, H, or T will be shown for Easy, Medium, Hard, or Tough level preset puzzles respectively.

Hash (top)

Hash button

Tapping the hash button allows you to select a digit for one tap entry. Thereafter tapping squares will toggle between entering the selected digit and a blank.

Hint (top)

Hint button

Use the hint button to get help:

Hint Shows the cell the software would complete next
Show wrong Highlights cells with incorrect entries by flashing their squares
Remove wrong Blanks cells with incorrect entries

See the menu command Puzzle->Replace wrong for more details.

Popup (top)

Popup button

Use the popup button to select the popup type:

List appears centred adjacent to the entry cell; dismissed as soon as an entry is made
Sticky List appears centred adjacent to the entry cell; stays displayed until explicitly dismissed by tapping outside the board area
Box appears close to the entry cell but does not obscure any entries in its row, column, or box; dismissed as soon as an entry is made
Sticky Box appears close to the entry cell but does not obscure any entries in its row, column, or box; stays displayed until explicitly dismissed by tapping outside the board area

Pencil Marks (top)

Pencil mark button

In pencil marks mode digit entry is by toggling. i.e. if a digit isn't in the cell it is added; if it is in the cell it is removed.

There are two exceptions to this rule.

Use the Pencil marks button to select:

No pencil marks any pencil marks on display are cleared and pencil marks may not be entered
Manual pencil marks any pencil marks on display are unchanged and pencil marks may be entered manually.
Automatic pencil marks pencil marks are automatically refreshed as board entries are made.

Undo(top)

Undo button

The undo button is used to backtrack through your digit entries.

The undo history is cleared whenever the puzzle is known to be solvable from the current position (after a successful hint, check, solve, show, remove or replace wrong).

Check (top)

Check button

The check button is used to see if the puzzle can be solved given the current puzzle position.

A little bar will rotate within the Check button during a solution search.

See the menu command Puzzle->Solve for more details.

Board (top)

Clue Digits (top)

By default the clue digits are displayed in a large bold font in red. Tapping clue digits cycles through the following solving aids.

Tap a clue digit once to cross hatch that digit.

Cross hatch digit

Tap again to show legal cells for that digit.

Show legal squares

Tap again to show where that digit is present.

Show current squares

User Digits (top)

Tap on other cells to make entries using the current choice of popup.

Menus (top)

There are four menus

You gain access to the menus by tapping the menu icon in the bottom left of the silk-screen area or (for PalmOS 3.5 or later) by tapping SuDoku in the title bar.

Menu Game (top)

This menu is used to automatically generate preset puzzles, to blank the board to allow entry of user defined puzzles, to select puzzles by their ID, to store and recall games, and to view game statistics.

Game menu

Game->Easy, Medium, Hard, Tough (top)

Select Easy, Medium, Hard, or Tough to automatically generate a SuDoku puzzle. You will have to confirm this action:

New Game Alert

The levels are a little arbitrary but in general they should reflect the relative difficulty of solving the puzzle. It's not our fault that one person's easy is another persons hard and vice versa. Only the simplest techniques are required to solve easy puzzles. Additional techniques are required for medium. Hard introduces the need to be able to plan several stages ahead as well as requiring the other techniques. Some of the techniques required are given in the how to play guide at the onesir site.

All our automatically generated puzzles are true Sudoku puzzles with the following properties:

The following shows a newly generated easy level puzzle.

New game

Timing starts as soon as the puzzle is generated.

Regardless of whether the game time is displayed or not the current game time is always shown on the Stats screen.

We use the following terms:

Clue digits these define the puzzle and may not be altered (default large bold red)
User digits these are the digits you enter (default large blue)
Auto digits these are digits entered by the program when you request a solution (default small gold)
Pencil marks these are one or more digits you enter in a cell as an aide-memoir of the candidate digits for a cell (default black)

The visual distinction between clue digits, user digits, auto digits, and pencil marks depends upon the capabilities of your device and the preferences selected in menu Help->Display prefs.

To solve the puzzle you have to enter digits in the blank cells such that the same digit does not appear more than once in any one row, column, or 3x3 box.

Game->Blank (top)

Select Blank to clear the board so that you can enter your own puzzle. You will have to confirm this action.

Clear board alert

SET UP at the left of the title bar indicates that the game is in board set up mode for user game entry. In this mode you enter puzzle clue digits, perhaps those found in a puzzle in your daily newspaper. When you have completed entering clue digits select menu Puzzle->Freeze to start solving the puzzle.

Timing starts as soon as the puzzle is frozen.

Game->Puzzle ID (top)

Select Puzzle ID to select a puzzle by entering its ID. All automatically generated puzzles have a 10 digit ID. The ID of the current puzzle is shown on the Stats screen. User puzzles all have an ID of -1. If you enter the same ID on two different Palms the same puzzle should be generated on each.

Puzzle ID entry

If the ID is invalid you will be warned and will have the option to select the closest matching puzzle (if you were told the puzzle ID check that you entered it correctly).

To check that your device is compatible with other PalmOS devices enter a puzzle ID of 0 and let the software construct the closest match.

Invalid puzzle ID alert

It should be as shown below.

Puzzle ID 0

If you check on the Stats screen you will notice that the closest match has a puzzle ID of 1073743872. This is the ID you should record and pass on. When this ID is entered there will be no warning.

The term 'closest match' is unfortunate. The 'closest match' ID the program generates to an invalid puzzle ID may not be at all close in numerical terms.

Game->Store (top)

Select Store to store the current game. You need to register to use this function.

Registration required

Registered users see the following example screen.

Store game

You may name the game. We recommend that you use the default names until you decide upon a consistent naming strategy. You can always rename the game later.

The full game state is recorded.

Each stored game takes up 700 bytes of RAM, i.e. if you store 115 games you will double the amount of RAM occupied by SuDoku One.

N.B. Once you have stored or recalled a game its name will be displayed inverted in the title bar. You need not store the game again unless you want to make a copy. When the game's name is inverted it indicates that the game will automatically be stored just before you start a new game.

In particular such games are stored just prior to:

If a stored game of that name already exists you may replace it or choose another name.

Game exists alert

Game->Recall (top)

Select Recall to re-load a previously stored game. You need to register to use this function.

Registration required

Registered users see the following example screen.

Select game

You may also use this screen to rename and delete stored games.

Rename game

You will need to confirm game deletion.

Delete Game Alert

Game->Stats (top)

Select Stats to view play statistics. The first screen displayed deals with the current game.

Count Incremented
Moves Every time a digit is selected (toggles included)
Undos Every time the Undo button is tapped
Checks Every time the Check button is tapped
Hints Every time the Hint function is requested
Shows Every time the Show wrong function is requested
Removes Every time the Remove wrong function is requested
Replaces Every time the Replace wrong function is requested
Solves Every time the Solve function is requested
Resets Every time the Reset function is requested. The other counts are zeroed

Stats screen - game

A game is considered played when you have entered at least 5 moves. Automatically generating a puzzle or entering the clue digits does not increment the played count.

A game is considered solved when you enter the final correct digit. Once a game is solved the statistics are no longer updated. If you want to play the puzzle again use Puzzle->Reset which resets the puzzle to its base state.

Historical data is kept separately for User, Easy, Medium, Hard, and Tough level games - consisting of the games played, solved, and time taken.

Stats screen - User

Totals are given on the All screen.

Versions of SuDoku One earlier than 0.8 did not record time statistics. This means that the average solution times will be incorrect if you have solved games in prior versions of SuDoku One. To correct this situation you should select the Reset Stats option on the All screen.

Stats screen - All

You will need to confirm the Reset Stats request.

Reset Stats Alert

Menu Puzzle (top)

This menu is used to manipulate user generated puzzles, to reset puzzles to their initial state, to export and import puzzles, to replace wrong entries with the correct values, and to solve puzzles.

Puzzle menu

Puzzle->Freeze, Unfreeze (top)

You may only freeze and unfreeze user generated puzzles. If you use this command on an automatically generated puzzle the following will be displayed:

Freeze/Unfreeze Alert

When you wish to enter your own puzzle you start by blanking the board and then enter the clue digits by tapping on the screen cells. When all the clues have been entered use freeze to fix those digits in place. The frozen digits will be displayed in bold and may not be altered. If you make a mistake unfreeze allows you to edit the board before freezing it again.

N.B. in board SET UP mode pencil marks are not allowed and you are only allowed to enter legal digits for the cell.

You will have to confirm the action of re-freezing an already frozen user puzzle:

Puzzle Already Frozen

Puzzle->Reset (top)

Use reset to restore an automatically generated puzzle to its initial state and a user puzzle to its frozen state. You may need to do this if you get hopelessly lost in your search for a solution.

You will have to confirm the action of resetting an unfrozen user puzzle as this is equivalent to blanking the puzzle:

Puzzle Not Frozen

Puzzle->Export (top)

Select Export to export the current puzzle. You need to register to use this function.

Registration required alert

Registered users see the following example screen.

Export puzzle screen

You may name the puzzle. We recommend that you use the default names until you decide upon a consistent naming strategy. You can always rename the puzzle later.

Use export to export the current puzzle as a memo, SD/MMC card file, or to beam it to another device.

An alert will be shown if you select Card or Beam and your device does not have this feature:

Feature not present

If the puzzle can not be saved to your chosen destination the following example alert will be shown:

Save failed alert

Normally this will only occur when saving to SD/MMC cards. The most likely problem is that no card is present. If you know a card is present check that your chosen puzzle name conforms to any standards expected by your card. Alphanumeric names of up to eight characters should always be safe.

Puzzles are saved to a directory named /PALM/SuDoku on your SD/MMC card. If this directory does not exist it will be created. If an ordinary file exists with the name /PALM/SuDoku then the directory will not be created and you will not be able to save puzzles to that SD/MMC card.

Beamed puzzles are transferred to the receiving devices default text application (for PalmOS devices this is normally memo pad).

Whatever the destination the content will be plain text in the following example format.

SuDoku 05-07-06#1
Puzzle ID: 1664621579
378625941
921483675
6541792--
296814357
-83957126
-17362489
165238794
8--746512
7425918--
--8-25941
921-8---5
6--------
----14-5-
---9-7---
-1-36----
---------
8---4-512
74259-8--

The second block of nine rows of digits is only present if the puzzle is frozen and contains the clue digits. All automatically generated puzzles are considered to be frozen.

The memo will be named in the form "SuDoku YY-MM-DD#n" as shown in the following example.

Memo Pad Screen

Puzzle->Import(top)

Select Import to re-load a previously exported puzzle. You need to register to use this function.

Registration required alert

Registered users see the following example screen.

Select puzzle screen

You may also use this screen to delete and rename exported puzzles.

Every SD/MMC card file in the /PALM/SuDoku directory will appear in this list as will every memo starting with the text "SuDoku ".

The contents of the file/memo will be validated after you select an entry and tap OK.

The following alert will be shown if the data is invalid:

Invalid data alert

If you have thousands of memos it may take several seconds to find all those starting with "SuDoku ".

SD/MMC card entries will be highlighted with a little SD/MMC card symbol at the right hand edge of the screen.

Puzzle->Replace wrong (top)

Use replace wrong to replace all incorrect entries with the correct ones.

User puzzles must be frozen to use Hint, Show wrong, Remove wrong, and Replace wrong. If the puzzle isn't frozen the following alert will be given:

Puzzle not frozen alert

If Show, Remove, or Replace wrong is used and there are no incorrect entries the following alert will be given:

No wrong entries alert

Puzzle->Solve (top)

Use solve to complete the current puzzle. A little bar will rotate within the Check button during the Solve process. Use Undo to cancel the Solve.

The digits filled in by the solve process are termed Auto digits and will be highlighted as per the preferences set in Help->Display prefs.

The default for non-box symbols is gold.

Solve symbol digits

For boxes the auto digits are displayed as small centred boxes.

Solve symbol boxes

If a user puzzle has been entered incorrectly there may be no solution for the clue digits in which case the following will be shown:

No Solution for Clues

If you have made incorrect entries there may be no solution from the given position in which case the following will be shown:

No Solution

If you have the same digit more than once in any row, column, or box, the first such mistake found will be highlighted by flashing squares. The flashing will stop after 10 seconds or when you tap anywhere on the screen.

Menu Prefs (top)

This menu provides access to the preferences screens.

Prefs menu

Prefs->General prefs (top)

The default preferences (shown checked below) mean that by default the game is played in the same fashion as earlier versions of SuDoku One.

General Prefs Screen

The following preferences are available:

Display at top left

If this is checked the popup list is displayed at a fixed position at the top left of the screen. Otherwise the popup list appears centred to the left of the tapped cell. Note, the positioning of the popup box is unaffected.

Only show valid digits

If this is checked the popup only contains digits that are currently legal for the tapped cell, i.e. it only contains digits not already in the cell's row, column, or box. Otherwise all digits are present in the popup.

There is one exception to this rule. If you have used pencil marks and one of the digits is no longer legal for the cell it will still be in the popup (so that it can be removed by toggling). Such digits are indicated by a hyphen '-'.

Validate digit entry

If this is checked invalid entries are rejected with a beep. Otherwise invalid entries are allowed. N.B. this setting is irrelevant if the "Only show valid digits" preference is checked.

Dotted pencil marks

If this is checked pencil marks are represented by dots as shown below.

Dotted Pencil Marks

This is equivalent to the following non-dotted pencil marks.

Normal Pencil Marks

The position of a dot within the cell indicates the particular pencil mark, e.g.

..
...
  .
represents pencil marks 1, 3, 4, 5, 6, 9.

Symmetric puzzles

If this is checked the automatically generated puzzles will have rotational symmetry in the clue cells (a bit like the blocked off squares in a crossword puzzle).

Solver ignores marks

If this is checked the software ignores pencil marks as far a solution checking is concerned.

Hardkey navigation

If this is checked use page up / down for up / down. Use outer hard keys for select. Use inner hard keys for left / right.

Auto off minutes

After the chosen number of minutes of inactivity your device will be switched off.

Prefs->Display prefs (top)

The default preferences are shown checked below.

Display Prefs Screen

The following preferences are available:

Monochrome

If this is checked the display will be limited to monochrome.

Large fonts

If this is checked the largest fonts your device supports will be used.

Symbols

Symbol selection

Use this to select whether you want to play with digits ...

Symbol digit

letters ...

Symbol letter

maths ...

Symbol math

or boxes (PalmOS 3.5 or later devices only)

Symbol box

Left handed

Use this to select a main game display more suitable for left handed players:

Left Handed Display

Rectangles

Tap a rectangle to change the appearance of the labeled object. Provided your device supports this feature (PalmOS 3.5 or later) the following example screen will be displayed:

RGB setting screen

Use the sliders to alter the red, green, and blue components of the selected objects. If your display is limited to grey scale the sliders will all be set to the same setting.

Click on RGB at the bottom right of the screen to optionally use the palette selection screen.

Palette setting screen

Menu Help (top)

This menu provides access to the information, registration, and about screens.

Help menu

Help->Info(top)

Use Info to view on-screen help.

Info screen

Help->Register (top)

Use Register to enter your registration code.

Registration screen

Upon entering a legal code the following will be displayed.

Registration OK alert

If you enter an illegal code the following will be displayed.

Registration failed alert

If you are already registered the following will be displayed.

Already registered screen

Help->About (top)

Use About to view SuDoku details.

About Screen

Game Play (top)

To solve the puzzle you have to fill all the blank cells with digits while obeying the following rules:

Note that digits in bold are clue digits and cannot be altered.

To enter a digit into a cell tap the cell with your stylus. A popup will be displayed showing digits and a blank. The digits will be determined by the preferences you have chosen. Tap your selection to make the entry. Tap outside the board to cancel the command.

You can choose to use a popup list ...

Popup pick list

... or a popup box.

Popup pick list

After a few entries the screen will contain a mixture of bold and non-bold digits.

Mid game 1

Remember that the bold digits are the clue digits and that the non-bold digits are ones that you have entered.

Or if you have been using pencil marks ...

Mid game 2

After a while you may be worried that you have made a mistake in solving the puzzle. Tap the Check button. If the digits already entered are correct than the following will be displayed.

Puzzle solvable alert

If you have gone wrong somewhere and the puzzle is no longer solvable the following will be displayed.

Puzzle not solvable alert

Tap the Undo button to back track through your history of digit entries.

The last 64 changes are held in the undo list. When there is nothing left to undo the following is displayed.

Nothing to undo alert

When you successfully complete a puzzle the following will be displayed.

Congrats

If this is not displayed use Check to check the solution.

Bad Solution

If you have the same digit more than once in any row, column, or box, the first such mistake found will be highlighted by flashing squares. The flashing will stop after 10 seconds or when you tap anywhere on the screen.

Finally, the point of the exercise, a completed puzzle.

A completed puzzle

Once a game is completed you will need to use undo or a menu option to start a new game.

Puzzle Solved Alert

Cheats (top)

Any help the program gives which is not available to the pencil and paper player will be considered cheating by Sudoku purists.

The following functions fall into this category:

Function Action
General Preferences - Only show valid digits Limits popups to the display of digits not in the current row, column, or box
General Preferences - Validate digit entry Beeps and rejects invalid digit entries
Clue Digits - Tap 1, 2, 3 times Cross hatch, show legal cells, show present cells
Hint Button - Hint Shows the cell the software would complete next
Hint Button - Show wrong Shows incorrect entries
Hint Button - Remove wrong Removes incorrect entries
Pencil Marks Button - Auto pencil marks Automatically fills in pencil marks to show valid digits for the cells
Check Button Checks to see if the current board is solvable
Menu Puzzle - Replace Wrong Replaces incorrect entries with the correct ones
Menu Puzzle - Solve Solves the puzzle

You must decide for yourself what type of cheats are acceptable.