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RaysRays is a puzzle game where it is your goal to try and find hidden mirrors located in a grid by using rays of light. DownloadRays v1.03 (32-bit)
Rays v1.03 (64-bit)
Version historyv1.03 (15-Apr-2012)- Merged the fixed and random modes. - Added the 'hidden node count' mode. - Added the game instructions on this webpage. v1.02 (04-Oct-2011) - Added 64-bit compatibility. v1.01 (01-Oct-2011) - Added compatibility for Windows Vista and Windows 7. v1.00 (27-Sep-2004) - Initial version. InstructionsGame playRays is a puzzle game where it is your goal to try and find hidden mirrors located in a grid by using rays of light. You can shoot rays of light from the side to get clues where the mirrors are located. To shoot a ray, use the left mouse button to click on any of the side cells. This will fill in the cell with information. The colour of the cell denotes whether the ray of light ends in another cell (green) or bounces back to its starting cell (orange). There are also 2 numbers. The first number is the ray number. The first ray you shoot is nr 1, the second is nr 2 etc. The second number tells you how many times the ray encountered a mirror before ending in the same or another side cell. The currently selected ray has a hash pattern. When the ray exits at another cell, clicking of them will mark both cells. There is no penalty for clicking known side-cells, only unknown side-cells. Mirrors can be hit either head on, or at an angle. Mirrors work from all directions, so you don't have to worry about where a ray hits a mirror. When a mirror is directly in the path of a ray of light, the ray will bounce back the same way it came. When a mirror is bordering the light path, the ray will change direction 90 degrees and continue from there. When a ray encounters multiple mirrors at the same time, the ray will always bounce back as if it had only encountered 1 mirror head on. When there is a head on mirror, the amount of bounces is always 1. When there are 2 angled mirrors it counts as 2 bounces. Further, it's important to note that when a mirror is against a wall, any ray (head on, or at an angle) enountering that mirror will immediately bounce back. You can mark the non-side cells in the grid by using the left mouse button. When you click an unknown cell, it will turn green. This means the cell is empty and does not contain a mirror, i.e., rays can pass through the cell unimpeded. When you click a green cell, it will turn red. This means the cell contains a mirror, i.e., rays cannot pass through the cell. When you click a red cell, the cell will become unknown again. There is no penalty for clicking non-side cells. Once you think you have the solution, click the right mouse button, and choose 'Check result' from the menu. The game only looks at your marked red cells, so you don't actually need to paint the other cells green. However, it makes it a lot easier for yourself when you do, so you know which cells are empty. Try to win the game with as little amount of rays as possible. Menu options Right click the mouse button to show the menu. New game Start a new game. Set width Set the amount of columns. This can be any amount in the range [1, 100]. Set height Set the amount of rows. This can be any amount in the range [1, 100]. Set minimum nodes Set the minimum amount of nodes in the grid. This can be any amount in the range [1, 1000], but not more than 10% of the total amount of cells in the grid. Set maximum nodes Set the maximum amount of nodes in the grid. This can be any amount in the range [1, 1000], but not more than 10% of the total amount of cells in the grid. Hidden node count Set this to keep it a mystery as to how many nodes (mirrors) there are in the grid. Simple graphics style This toggles between a simple mono-colour and a more graphical style. Check result Check whether you've found the correct solution. Quit This quits the game. Example game 1 1. Let's start a very simple game with a grid of 4 x 5. 2. Let's click the top center side-cell to get some information. As we can see, ray nr 1 encounters 1 mirror and bounces back to itself. This is not enough information to know where the mirror is located. 3. Let's click the neighbouring side-cell. As we can see, ray nr 2 encounters 1 mirror and ends in the left wall. Note that the game automatically gave us information at which cell the ray ends. In this case it's the second row of the left wall. 4. We can use the information from the previous step to know where one of the mirrors is located. Because only 1 mirror was encountered and the ray ends at an angle of 90 degrees compared to our starting ray it means it must have hit a mirror at an angle. So, we mark the mirror and all the other safe cells the ray passed through as safe. 5. Actually, we can mark more cells as safe. Namely, all the neighbouring cells of the ray's path. We can do this because any mirror at these locations would have resulted in our ray bouncing off of them. 6. Let's try clicking another side cell to gain some more information. We'll choose the top right column side-cell by clicking the left mouse button on it. As we can see, ray nr 3 encounters 1 mirror and bounces back to itself. This doesn't give us enough information to know where exactly the second mirror is. 7. Let's try clicking yet another side cell to gain some more information. We'll choose the top row of the left wall. 8. Now we know where the second mirror is located. Because the ray ends in the top wall it has taken a 90 degrees angle. Therefore, the mirror was hit at an angle. We'll use the left mouse button to mark the mirror. Also, for completeness sake we'll mark the safe paths. 9. Use right mouse button and select 'Check result' from the menu. Result : Success! Example game 2 Here is another example of a game which has just ended. For clarification, all the cells have been properly set. Use this to better learn the exact behaviour of the mirrors. Example game 3 Here is another example of a game which has just ended. For clarification, all the cells have been properly set. Use this to better learn the exact behaviour of the mirrors. |