.TH GAMES 1 .SH NAME mahjongg, sokoban, sudoku \- time wasters .SH SYNOPSIS .B games/4s .br .B games/5s .br .B games/juggle [ .B -d .I delay ] [ .B -h .I hands ] [ .I start ] .I pattern .br .B games/mahjongg [ .B -c ] [ .B -b .I background ] [ .B -t .I tileset ] [ .B -l .I layout ] .br .B games/sokoban [ .I level ] .br .B games/sudoku .SH DESCRIPTION There are a few games in .BR /bin/games : .TP \w'\fLfireworksXX'u .BR 4s , " 5s" Try to fill complete rows using 4-square or 5-square tiles. Move tiles left or right by moving the mouse. Rotate tiles with buttons 1 and 3. Drop tiles for more points with button 2 or the space bar. Move the mouse out of or back into the play area to suspend or resume the game. Keys .LR a and .LR j move left, .LR s and .LR k rotate left, .LR d and .LR l rotate right, .LR f and .LR ; move right. .LR z , .LR p and .LR Esc toggle suspend/resume. .LR q , .LR Del and .LR control-D quit. .TP .B juggle Display the juggling .I pattern using the optional initial .I start pattern. The number of hands involved (default 2) can be specified with .BR -h , and .I delay can be used to speed up or slow down the action (default is 20). Try the pattern 333333441333333 or 333353505151512333333 or YWUSQOMKIGECA (see .IR http://seehuhn.de/jong/theory.html ). .TP .B mahjongg Remove all tiles from the board. Click on tiles with the same face that are not blocked by others. A blocked tile is one that is partially or fully covered on top or has neighbouring tiles to the left and right. The game finishes when either all tiles are gone or there are no more moves left. The arguments are for changing background .RB (-b), tile .RB (-t) and layout .RB (-l) images; .RB -c selects a true-color buffer image, use with drawterm or in case selecting a tile obscures it completely. The .LR N key will generate a new level, .LR R restarts the current one. .LR Q and .LR Del quit, .LR H gives a hint, either trying to match the currently selected tile, or if no tile is selected finding out the first available tile. .TP .B sokoban Guide Glenda through a room full of walls, pebbles and holes to put the pebbles in. Your goal is to arrange all pebbles into holes by pushing them around, but you can only push a pebble if there is no wall or another pebble blocking the way. Arrow keys move Glenda up-down-left-right. .LR N and .LR P keys switch between the next and previous levels, .LR R restarts the current level. .LR Del and .LR Q quit. Button 3 invokes a menu to restart the current level, load different level sets, and en- and disable animation of multi-step moves. Button 2 lets you change between levels. Button 1 lets you do multi-step moves and pushes, by clicking it on the destination where you want Glenda to go. Glenda will only move if it can reach the destination. For a multi-step push the pebble must be next to Glenda, the destination must be on the same row or column, and there must be a free place next to the destination where the pebble can be pushed to. Otherwise, if possible, Glenda will walk to the destination without pushing the pebble. .I Sokoban accepts a level file as its argument. .TP .B sudoku .I Sudoku is a puzzle game from Japan. The goal of the game is to fill the numbers 1 to 9 in all squares of the 9x9 board following a few simple rules: no digit should repeat on the same row and column, and no digit should repeat in the same 3x3 boxes outlined with thicker lines. The board is initially filled with a partial solution which can be used for inferring digits for the empty squares. The top row of the board contains the digits 1 through 9, clicking on one of those digits selects that number for placement on the board, clicking it again will deselect that digit. Clicking on an empty square will then affix the square with the selected digit or, if no digit is selected empty the square. .IP Button 3 presents a menu with the following options: .RS \w'\fLfireworksXX'u .TP \w'\fLOffsetXX'u .B New autogenerate a new, random board .TP .B Check mark in red any digits not placed according to the rules .TP .B Solve present the board's solution .TP .B Clear clear the board to its starting (or last loaded) state .TP .B Save save the current board to .I /tmp/sudoku-save .TP .B Load load the last saved board from .I /tmp/sudoku-save .TP .B Print print the current board and solution in a format suitable for addition in the sudoku library to .I /tmp/sudoku-board .TP .B Offline pretty-print the board for off-line solving to .I /tmp/sudoku-print .TP .B Exit quit the game .RE .IP Button 2 presents a list of sudoku boards from .I /sys/games/lib/sudoku/boards with varying degree of difficulty. .IP Pressing the .B Q key quits sudoku .SH FILES .TP .B /sys/games/lib/[45]scores score files of .I 4s and .I 5s .TP .B /sys/games/lib/mahjongg/* image sprites, levels and backgrounds used by .I mahjongg .TP .B /sys/games/lib/sokoban/* image sprites and levels used by .I sokoban .TP .B /sys/games/lib/sudoku/* images and boards used by .I sudoku .SH SOURCE .B /sys/src/games .SH BUGS In 4s and 5s mouse warping (when the game is resumed, and when a new tile appears) does not happen when the mouse cursor is outside the game window. Those who prefer to use the keyboard without the mouse cursor blocking the view (or being warped all the time) may consider this a feature.