How to Play
Pocket Aargon is a collection of puzzles involving lasers, tools
(mirrors, refractors, splitters, etc), and coins. The goal of every
puzzle is to make all the coins spin, by reflecting the laser beams into
coins of the same color.
Here's a screenshot from the built-in tutorial that illustrates this.

Each puzzle is called a "level", and puzzles are organized into
collections called "level packs". Pocket Aargon comes with several
built-in level packs, and it's easy to install more packs, and even create your own
level packs and beam them to your friends.
Here's what the first "Beginner Level" looks like:

Your goal is to spin the white coin. Do this by moving
the mirror into the beam, either by dragging it, or by tapping the mirror to
select it and then tapping an empty cell. Tap the mirror several more
times to rotate it, and you're done! If only all the puzzles were this
easy....

If you want to start a level over, tap the red arrow,
normally located in the lower left corner of the playfield. There is
no "undo" command.
After you've solved a level, you can tap the green arrow
(normally located in the lower right corner) to advance to the next level in
the pack.
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How to Move Pieces
If a piece is movable, there are two basic ways to move a piece: simply drag it to an empty
cell, or tap on the piece to select it and then tap on an empty cell.
You can also swap two pieces by dragging one piece on top of the other.
Both pieces must be movable, or the swap will not be allowed.
Selected pieces are highlighted as follows, as long as "Show movable
selections" is enabled on the "Game Settings" screen. To select a
piece, either tap it, or use your device's hardware buttons to move the
selection rectangle.
| Movable Piece |
Non-Movable Piece |
 |
 |
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How to Rotate Pieces
If a piece is rotatable, simply tap it once to select it, and then tap it
again to rotate it. NOTE: Not all pieces are rotatable; it
depends on the individual puzzle. You can also select a piece by using
your device's hardware buttons to move the selection rectangle.
The direction of rotation (clockwise or counter-clockwise) is determined
by the state of the Rotation Control,
which normally appears at the bottom of the screen.
| Clockwise |
Counter-Clockwise |
 |
 |
In addition, selected pieces
are highlighted as follows, as long as "Show movable selections" is enabled
on the "Game Settings" screen:
| Clockwise |
Counter-Clockwise |
 |
 |
Alternatively, you can turn off the Rotation Control and rotate pieces
by tapping either the left or right side of the piece. Selected
pieces will be highlighted as shown below.
| Rotatable Piece |
Non-Rotatable Piece |
 |
 |
See the "Game Settings" screen (from the Options menu) to
turn the
Rotation Control off or on.
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Summary of Pieces
Note: any or all of the following pieces may be movable or
rotatable in a given puzzle. Lasers and coins are usually not
movable, whereas the other pieces usually are movable. However,
some puzzles will allow lasers or even coins to be moved, or they may
not allow some of the other pieces to be moved, so be prepared for
anything.
A
laser is the source of a beam, and it always generates the same color
(e.g., white, red, green, blue, cyan, magenta, or yellow). This laser is
not rotatable.
A
rotatable laser, other than being rotatable,
is exactly like a regular laser.
The rotation
control determines which direction a selected rotatable piece will rotate
when tapped. If you turn off this
control, then rotation is controlled by tapping either the left or right side
of a piece.
The
left (red) arrow is used to return to the "Level" screen, either to start the level over
again, or to select a new level.
The
right (green) arrow is used to advance to the next level in the pack. You must have
previously solved the current level first. However, you can always return to the "Level"
screen and
select any available level.
A coin must be hit by a single beam of matching
color in order to spin. The exception is a black coin (found in harder
levels), which will always spin as long as it is not hit by any beams.
A block is the general term for any obstruction
that prevents a beam from passing through it. Beams can usually pass
between the corners of blocks however. Blocks are rarely movable.
Dynamite will explode on contact with any beams, disabling the nearest
laser, and usually requiring you to restart the level. Tap the
left (red) arrow to restart.
A
mirror is used to reflect a beam by 90 degrees. For example, it
can turn a vertical beam into a horizontal beam, either left or right.
A
double-sided mirror is the same as a
mirror except that it is reflective on both sides, so it can reflect two
separate beams, one on either side.
A
slitted double-sided mirror is
like a regular double-sided mirror, except that it has a slit that allows a
beam to pass through the mirror length-wise.
A
refractor is a used to refract light by 45
degrees. For example, it can turn a vertical beam into a diagonal beam,
either left or right.
A
splitter splits a beam into two new perpendicular
beams. For example, a vertical beam striking the tip of a splitter will
become two white beams -- one to the left and one to the right.
An
angled splitter (also known as a "three-way")
splits a beam into two angled beams. Unlike a regular splitter, this
piece can also merge two angled beams back into one. In other words, it
is bi-directional -- it can be used to split or combine beams.
A
one-way allows a beam to pass through in only ONE direction (the
direction the piece is pointing). A beam striking the one-way from any
other direction will be stopped.
A
prism is one of the more complex pieces in Aargon. It can
either split a beam into its component colors, or combine colors into a new
beam. See Creating Colors for some
examples. In addition, a prism can simply be used like a mirror for
blue light, and as a refractor for green light; it has no bending properties
for red light.
A
color converter converts beams from one
color to another. The converted color depends on both the beam and
the direction of the converter.
Examples of all the possible color conversions are in the
Creating Colors section.
A
filter allows only certain colors to pass through.
For example, a red filter does not allow any green or blue to pass through
(only red), and a cyan filter does not allow any red to pass through (only
green and/or blue).
A polarizer is like a filter, but in addition,
it allows beams to pass through at only one angle.
A
selector refracts only certain colors in a beam.
For example, a blue selector hit by a white beam would refract blue at a
45-degree angle, but it would leave the red and green (i.e., yellow)
components of the beam untouched. Also, like a prism, a selector only
works at a specific angle.
A
complex selector is like a regular selector, but it
also acts as a filter in the opposite direction, and as a refractor in another
direction. As the name implies, this is a complex piece. It is not
used in any of the standard (built-in) level packs.
[Back to the Index]
Creating Colors
Beams other than red, green or blue are made up of some combination of
those colors. Here is a diagram and a table demonstrating the
combinations that Aargon supports.

|
Cyan |
Magenta |
Yellow |
White |
| Green |
Blue |
Red |
Blue |
Red |
Green |
Red |
Green |
Blue |
Some Aargon puzzles will require specific colors that your lasers don't
provide, so you must figure out how to split, combine, filter or
convert the
beams as needed.
On the left, a white beam must be split with a prism to create the
necessary red, green and blue beams. On the right, green and blue
beams must be combined with a prism to create a cyan beam.

Other ways to create a color, like red from white, include the use of a
filter (left), and a selector (right).

Other ways to create a new color, like cyan from green and
blue, include simply aiming green and blue beams at each other (left), and
using the angled splitter as a combining tool (right).

Note that even if the cyan coin was next to the green laser (left), you could still use a mirror to bounce the cyan beam back
through the angled splitter (right).

And here are examples
of all the possible color conversions you can make with a color converter.

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Differences from Aargon
Deluxe
Since handhelds have smaller screens than PCs, Pocket Aargon uses a 10x10
playfield (Aargon Deluxe uses a 16x11 playfield). This means that Aargon
Deluxe Expansion Packs are not compatible with Pocket Aargon. However,
most of the Aargon Deluxe levels have been reformatted and built into Pocket
Aargon, along with 30 entirely new levels.
Due to the smaller screen size, there is no separate "toolbox" area to
hold all your movable pieces. Instead, all the movable pieces are laid
out on the playfield, usually along one or more sides. In addition,
special controls like Clean, Restart, Undo, Redo, etc. have been removed.
If you need to restart a level, tap the left (red) arrow and then tap "Play"
again.
There is no mouse pointer to indicate whether a
piece is movable, rotatable, both, or neither. And there are no left and
right mouse buttons, so you can only rotate one direction at a time.
However, there are Game Settings you can adjust that can help (see
Rotation Control). In Aargon Deluxe, you
could use your mouse pointer to inspect whether a piece was movable or rotatable; in
Pocket Aargon, you either have to select the piece first -- either by tapping
it or by moving the selection rectangle around with buttons -- or just try
moving/rotating it.
Before purchasing Pocket Aargon, you can only play the built-in
"Beginner Levels". After purchasing, you will be able to play any level;
unlike Aargon Deluxe, none of the levels will be locked. And even though you cannot advance
directly to the next puzzle before solving the current puzzle, you can always
jump back to the "Level" screen and skip to any level you want.
Pocket Aargon automatically saves all your solutions. You can jump
back to any level you have already solved and tap the "Solution" button to see
your solution. This feature is not available in Aargon Deluxe.
Finally, there are no Mines or Slimes in Pocket Aargon.
Very few levels in Aargon Deluxe used these objects, so they were left out.
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Installing Packs
Pocket Aargon's expansion pack format makes it easy to download and add new
puzzles to your device. Each pack is a single PDB file that works on any
Pocket Aargon device (Palm or Pocket PC), and it contains all the levels
and artwork required by that pack. Demo packs (i.e., free packs) can
also be beamed directly between devices.
On Palm devices, a pack is available as soon as it is installed or
received. No other steps are required. However, if Pocket Aargon
is already running, you may need to restart (or go back to the
"Title" screen) before it will show up in Pocket Aargon's list of packs.
On Pocket PC devices, an extra step is required to send or receive packs.
After you have received a pack, you must go to the Options menu and select
"Import Pack", and then locate the pack (i.e., the PDB file you just
received) to import it into Pocket Aargon's list of packs.
Similarly, if
you wish to send a pack from a Pocket PC device, you must first select "Export Pack" from the
Options
menu to create the necessary PDB file, and then send the file using whatever built-in
"Send" or "Beam" functionality your device provides. For example, from the
Pocket PC File Explorer, you
can choose either "Send via E-mail..." or "Beam File..."
once you've located the PDB file.
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Removing Packs
To remove a pack, go to the "Pack" screen, either from the Game menu, or by
tapping the Back button until it appears. Then from the list of packs,
choose "Edit Packs" from the bottom of the pack list.
Now simply select the pack you want to delete, and tap the Delete button.
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Creating Packs
Go to the "Pack" screen, either from the Game menu, or by tapping the Back
button until it appears. Then from the list of packs, choose "Edit
Packs" from the bottom of the pack list. The following screen will
appear.

Now tap the "New" button and enter a name for the pack. It will be
added to the list of packs, and you can also enter a description for the pack
underneath the list. Leave all the checkboxes (Demo, Read-only, and
Tutorial) unchecked until you are done adding levels to your pack.
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Creating Levels
Before you can create a level, you must create or select the pack that will
contain the level. Also, if the pack is marked "Read-only", you will not
be allowed to add or modify any levels in the pack.
Now go to the "Level" screen, either from the Game menu, or by tapping the
red arrow on the playfield screen. Then from the list of levels, choose
"Edit Levels" from the bottom of the level list. The following screen
will appear.

Now tap the "New" button and enter a name for the level.
It will be added to the list of levels, and you can also enter a description
for the level underneath the list. When you tap OK, you will return to
the "Level" screen.

Tap the "Edit" button to start adding pieces to the new level.
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Adding Pieces
After creating a new level and tapping the "Edit" button to begin adding
pieces, you will see an empty playfield.

Tap a cell and then type a space, or simply hold your stylus
on the cell for a moment (also known as "tap-and-hold"), and a playfield menu
will appear.

Since every level needs at least one laser source, select
Source to add a laser to the currently selected cell. A laser with the
default position (vertical) and default color (white) will be created.

To change the properties of the laser (e.g., its rotatability,
color, etc), once again type a space (or tap-and-hold your stylus on the cell)
to bring up a second playfield menu.

Continue this process until you have all the pieces you want.
Use the "Copy" and "Paste" commands in the playfield menu to
quickly create copies of
common pieces.
Also, even though there is only one "Block" command on the
playfield menu, several block styles are available. To select a
different style, make the block rotatable, then "rotate" the block until the
desired style appears, and then make the block non-rotatable again.
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Saving Changes
When you're done editing a level, tap the red arrow to return the "Level"
screen. If you made any changes, a "Save" button will appear. You
must save your changes before switching to another level or pack, or the
changes will be discarded.
It's also a good idea to test the level and make sure it's solvable.
Click the "Test" button to do that.
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Sharing Packs
Once all your levels are done and tested, return to the "Pack" screen,
select "Edit Packs" from the pack list, and update the pack's settings.
For example, if this is a free pack (i.e., purchase is not required and/or
sharing is allowed), then check the "Demo" checkbox.
Also, unless you want to let other people to edit your levels, now is the
time to check the "Read-only" checkbox.
Finally, if the pack is actually a tutorial pack rather than a puzzle pack,
check the "Tutorial" checkbox.
Your pack is now ready to share with others. A "Beam" button will
appear on the "Pack" screen. If you also want to transfer the
pack to a desktop computer, synchronize your
device with the PC, and then look for a PDB file with the same name as the
pack in the "Backup" folder of your Palm directory. If you have a Palm
OS 5 device and a laptop running Windows XP, you can also beam packs directly
to and from your laptop.
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Credits
Pocket Aargon was designed and developed by
Jeff Parsons of
DoubleBit Software, based on the
game concept, level designs, and artwork of
Aargon Deluxe, in cooperation with
Twilight Games.
Pocket Aargon "Pocket Levels" were created by Steve Verreault of
Twilight Games.
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