445 lines
8.3 KiB
Text
445 lines
8.3 KiB
Text
.TH GAMES 1
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.SH NAME
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4s, 5s, blabs, catclock, doom, festoon, geigerstats, glendy, juggle, life, mandel, mahjongg, memo, midi, mines, mole, packet, sokoban, sudoku \- time wasters
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.SH SYNOPSIS
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.B games/4s
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.br
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.B games/5s
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.br
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.B games/blabs
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[
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.B -i
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] [
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.B -k
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.I k-floor
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] [
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.B -n
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.I track-length
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] [
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.B -w
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.I track-width
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] [
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.B -x
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.I gravity-x
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] [
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.B -y
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.I gravity-y
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]
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.br
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.B games/catclock
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.br
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.B games/doom
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.br
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.B games/festoon
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[
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.B -pet
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] [
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.I sentences
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[
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.I percent-invented-nouns
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] ]
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.br
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.B games/geigerstats
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[
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.B -d
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.I dev
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] [
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.B -v
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.I vol
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]
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.br
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.B games/glendy
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.br
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.B games/juggle
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[
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.B -d
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.I delay
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] [
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.B -h
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.I hands
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] [
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.I start
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]
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.I pattern
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.br
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.B games/life
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[
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.B -3
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] [
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.B -o
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] [
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.B -d
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.I delay
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] [
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.B -r
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.I rules
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] [
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.B -b
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]
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.I startfile
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.br
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.B games/mandel
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.br
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.B games/mahjongg
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[
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.B -c
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] [
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.B -f
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] [
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.B -b
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.I background
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] [
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.B -t
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.I tileset
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] [
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.B -l
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.I layout
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]
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.br
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.B games/memo
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[
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.B -h
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]
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.br
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.B games/midi
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.I midifile
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.br
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.B games/mines
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.br
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.B games/mole
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.br
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.B games/packet
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[
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.B -n
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.I nnode
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] [
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.B -o
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.I speed-offset
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] [
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.B -d
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.I decay
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] [
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.B -b
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.I speed-bonus
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] [
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.B -r
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.I regen-rate
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] [
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.B -t
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.I thick-factor
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] [
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.B -T
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.I display-threshold
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]
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.br
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.B games/sokoban
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[
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.I level
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]
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.br
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.B games/sudoku
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.SH DESCRIPTION
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There are a few games in
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.BR /bin/games :
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.TF mahjongg
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.PD
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.TP
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.BR 4s , " 5s"
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Try to fill complete rows using 4-square or 5-square tiles.
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Move tiles left or right by moving the mouse.
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Rotate tiles with buttons 1 and 3.
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Drop tiles for more points with button 2 or the space bar.
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Keys
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.L a
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and
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.L j
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move left,
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.L s
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and
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.L k
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rotate left,
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.L d
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and
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.L l
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rotate right,
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.L f
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and
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.L ;
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move right.
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.LR z ,
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.L p
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and
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.L Esc
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toggle suspend/resume.
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.LR q ,
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.L Del
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and
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.L control-D
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quit.
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.TP
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.B doom
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This is a port of id Software's DOOM I and II engine.
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In DOOM, players assume the role of a space marine, who became
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popularly known as "Doomguy", fighting their way through hordes
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of invading demons from Hell. Game data (WAD-files) for
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.B doom
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are not part of the distribution, but free WAD-files,
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like the shareware version, can be obtained on the net.
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.TP
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.B festoon
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Generate an official-looking but utterly nonsensical bureaucratic report as
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.L "pic | eqn | tbl | troff -mm"
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input.
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Options
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.BR -p ,
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.B -e
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and
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.B -t
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add gibberish diagrams, equations and tables.
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.TP
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.B glendy
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Don't let the rabbit escape.
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.TP
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.B juggle
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Display the juggling
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.I pattern
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using the optional initial
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.I start
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pattern.
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The number of hands involved (default 2) can be specified with
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.BR -h ,
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and
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.I delay
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can be used to speed up or slow down the action (default is 20).
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Try the pattern 333333441333333 or 333353505151512333333
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or YWUSQOMKIGECA
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(see
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.BR http://seehuhn.de/jong/theory.html ).
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.TP
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.B life
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Play the game of Life, given an initial position.
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There is a library of interesting initial positions;
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the library is consulted if
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.I startfile
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cannot be found.
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The
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.B -3
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and
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.B -o
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options select between rules known as
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.IR 34-life " and " lineosc ,
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while
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.B -o
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allows specifying the rules explicitly as an argument.
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The
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.B -d
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option allows specifying the delay in milliseconds between steps, and
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.B -b
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reverses the color scheme.
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.TP
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.B mahjongg
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Remove all tiles
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from the board. Click on tiles with the same face that
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are not blocked by others. A blocked tile is one that is partially or
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fully covered on top or has neighbouring tiles to the left and right.
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The game finishes when either all tiles are gone or there are no
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more moves left. The arguments are for changing background
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.RB ( -b ),
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tile
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.RB ( -t )
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and layout
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.RB ( -l )
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images;
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.RB -c
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selects a true-color buffer image, for use with
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drawterm or in case selecting a tile obscures it completely;
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.RB -f
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causes mahjongg to indicate non-blocked tiles on mouse-over.
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The
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.L N
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key will generate a new level,
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.L R
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restarts the current one.
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.L Q
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and
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.L Del
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quit,
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.L H
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gives a hint, either trying to match the currently selected tile, or if no tile is
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selected finding out the first available tile.
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.L U
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and
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.L Bksp
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undo the last move,
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.L C
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tries to solve the level.
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.TP
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.B memo
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Remove all tiles from the board.
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At first, pictures of various Bell Labs employees, Lucent Technologies' logo, and Glenda will appear.
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Memorize the sequence, then click to hide them and begin.
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Use the mouse to select two tiles.
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If they are the same, the tiles will disappear, otherwise the tiles will flip back and you will get a chance to try again.
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Button 3 generates a menu allowing you to restart, switch between easy and hard modes, and exit.
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The
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.B -h
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option sets the game to hard mode.
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Once the game has been completed, a message pops up with how long it took to win.
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Use the button 3 menu to choose a mode, or click to play again.
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.TP
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.B mole
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A molecular dynamics simulation based on the Lennard-Jones potential.
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.L r
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restarts the simulation.
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.L f
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redraws the screen.
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.L R
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reverses the simulation.
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.L q
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and
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.L Del
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quit the simulation.
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.TP
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.B sokoban
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Guide Glenda through a room full of walls, pebbles and holes to put
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the pebbles in. Your goal is to arrange all pebbles into holes by
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pushing them around, but you can only push a pebble if there is no
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wall or another pebble blocking the way.
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Arrow keys move Glenda up-down-left-right.
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.L N
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and
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.L P
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keys switch between
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the next and previous levels,
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.L R
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restarts the current level.
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.L Del
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and
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.L Q
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quit. Button 3 invokes a menu to restart the current level, load different level sets, and en- and disable animation of multi-step moves.
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Button 2 lets you change between levels.
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Button 1 lets you do multi-step moves and pushes,
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by clicking it on the destination where you want Glenda to go.
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Glenda will only move if it can reach the destination.
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For a multi-step push the pebble must be next to Glenda,
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the destination must be on the same row or column,
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and there must be a free place next to the destination
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where the pebble can be pushed to.
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Otherwise, if possible, Glenda will walk to the destination without pushing the pebble.
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.I Sokoban
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accepts a level file as its argument.
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.TP
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.B sudoku
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.I Sudoku
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is a puzzle game from Japan. The goal of the game is to
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fill the numbers 1 to 9 in all squares of the 9x9 board following a
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few simple rules: no digit should repeat on the same row and column,
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and no digit should repeat in the same 3x3 boxes outlined with thicker
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lines. The board is initially filled with a partial solution which
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can be used for inferring digits for the empty squares. The top row
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of the board contains the digits 1 through 9, clicking on one of those
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digits selects that number for placement on the board, clicking it
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again will deselect that digit. Clicking on an empty square will then
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affix the square with the selected digit or, if no digit is selected
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empty the square.
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.IP
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Button 3 presents a menu with the following options:
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.RS \w'\fLfireworksXX'u
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.TP \w'\fLOffsetXX'u
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.B New
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autogenerate a new, random board
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.TP
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.B Check
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mark in red any digits not placed according to the rules
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.TP
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.B Solve
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present the board's solution
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.TP
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.B Clear
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clear the board to its starting (or last loaded) state
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.TP
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.B Save
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save the current board to
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.B /tmp/sudoku-save
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.TP
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.B Load
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load the last saved board from
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.B /tmp/sudoku-save
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.TP
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.B Print
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print the current board and solution in a format
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suitable for addition in the
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.I sudoku
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library to
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.B /tmp/sudoku-board
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.TP
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.B Offline
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pretty-print the board for off-line solving to
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.B /tmp/sudoku-print
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.TP
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.B Exit
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quit the game
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.RE
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.IP
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Button 2 presents a list of
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.I sudoku
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boards of varying degrees of difficulty from
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.BR /sys/games/lib/sudoku/boards .
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.IP
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Pressing the
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.B Q
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key quits
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.IR sudoku .
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.SH FILES
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.TF /sys/games/lib/mahjongg/*
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.TP
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.B /sys/games/lib/[45]scores
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score files of
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.I 4s
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and
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.I 5s
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.TP
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.B /sys/games/lib/life/*
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interesting starting positions
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.TP
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.B /sys/games/lib/mahjongg/*
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image sprites, levels and backgrounds used by
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.I mahjongg
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.TP
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.B /lib/face/*
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tiles for
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.I memo
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.TP
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.B /sys/games/lib/sokoban/*
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image sprites and levels used by
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.I sokoban
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.TP
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.B /sys/games/lib/sudoku/*
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images and boards used by
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.I sudoku
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.TP
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.B $home/lib/doom/*
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.TP
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.B /sys/lib/doom/*
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.TP
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.B /sys/games/lib/doom/*
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doom WAD-files.
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.SH SOURCE
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.B /sys/src/games
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.SH BUGS
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In
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.I 4s
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and
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.IR 5s ,
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mouse warping (when the game is resumed,
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and when a new tile appears) does not happen when
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the mouse cursor is outside the game window.
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Those who prefer to use the keyboard without the mouse
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cursor blocking the view (or being warped all the time)
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may consider this a feature.
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.SH HISTORY
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.I Doom
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first appeared in 9front (May, 2011).
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.br
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.I Packet
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first appeared in 9front (August, 2011).
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