games 6.0 KB

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  1. .TH GAMES 1
  2. .SH NAME
  3. 4s, 5s, juggle, mahjongg, memo, sokoban, sudoku \- time wasters
  4. .SH SYNOPSIS
  5. .B games/4s
  6. .br
  7. .B games/5s
  8. .br
  9. .B games/juggle
  10. [
  11. .B -d
  12. .I delay
  13. ] [
  14. .B -h
  15. .I hands
  16. ] [
  17. .I start
  18. ]
  19. .I pattern
  20. .br
  21. .B games/mahjongg
  22. [
  23. .B -c
  24. ] [
  25. .B -f
  26. ] [
  27. .B -b
  28. .I background
  29. ] [
  30. .B -t
  31. .I tileset
  32. ] [
  33. .B -l
  34. .I layout
  35. ]
  36. .br
  37. .B games/memo
  38. [
  39. .B -h
  40. ]
  41. .br
  42. .B games/sokoban
  43. [
  44. .I level
  45. ]
  46. .br
  47. .B games/sudoku
  48. .SH DESCRIPTION
  49. There are a few games in
  50. .BR /bin/games :
  51. .TP \w'\fLfireworksXX'u
  52. .BR 4s , " 5s"
  53. Try to fill complete rows using 4-square or 5-square tiles.
  54. Move tiles left or right by moving the mouse.
  55. Rotate tiles with buttons 1 and 3.
  56. Drop tiles for more points with button 2 or the space bar.
  57. Keys
  58. .LR a
  59. and
  60. .LR j
  61. move left,
  62. .LR s
  63. and
  64. .LR k
  65. rotate left,
  66. .LR d
  67. and
  68. .LR l
  69. rotate right,
  70. .LR f
  71. and
  72. .LR ;
  73. move right.
  74. .LR z ,
  75. .LR p
  76. and
  77. .LR Esc
  78. toggle suspend/resume.
  79. .LR q ,
  80. .LR Del
  81. and
  82. .LR control-D
  83. quit.
  84. .TP
  85. .B juggle
  86. Display the juggling
  87. .I pattern
  88. using the optional initial
  89. .I start
  90. pattern.
  91. The number of hands involved (default 2) can be specified with
  92. .BR -h ,
  93. and
  94. .I delay
  95. can be used to speed up or slow down the action (default is 20).
  96. Try the pattern 333333441333333 or 333353505151512333333
  97. or YWUSQOMKIGECA
  98. (see
  99. .IR http://seehuhn.de/jong/theory.html ).
  100. .TP
  101. .B mahjongg
  102. Remove all tiles
  103. from the board. Click on tiles with the same face that
  104. are not blocked by others. A blocked tile is one that is partially or
  105. fully covered on top or has neighbouring tiles to the left and right.
  106. The game finishes when either all tiles are gone or there are no
  107. more moves left. The arguments are for changing background
  108. .RB (-b),
  109. tile
  110. .RB (-t)
  111. and layout
  112. .RB (-l)
  113. images;
  114. .RB -c
  115. selects a true-color buffer image, for use with
  116. drawterm or in case selecting a tile obscures it completely;
  117. .RB -f
  118. causes mahjongg to indicate non-blocked tiles on mouse-over.
  119. The
  120. .LR N
  121. key will generate a new level,
  122. .LR R
  123. restarts the current one.
  124. .LR Q
  125. and
  126. .LR Del
  127. quit,
  128. .LR H
  129. gives a hint, either trying to match the currently selected tile, or if no tile is
  130. selected finding out the first available tile.
  131. .LR U
  132. and
  133. .LR Bksp
  134. undo the last move,
  135. .LR C
  136. tries to solve the level.
  137. .TP
  138. .B memo
  139. Remove all tiles from the board.
  140. At first, pictures of various Bell Labs employees, Lucent Technologies' logo, and Glenda will appear.
  141. Memorize the sequence, then click to hide them and begin.
  142. Use the mouse to select two tiles.
  143. If they are the same, the tiles will disappear, otherwise the tiles will flip back and you will get a chance to try again.
  144. Button 3 generates a memu allowing you to restart, switch between easy and hard modes, and exit.
  145. The
  146. .B -h
  147. option sets the game to hard mode.
  148. Once the game has been completed, a message pops up with how long it took to win.
  149. Use the button 3 menu to choose a mode, or click to play again.
  150. .TP
  151. .B sokoban
  152. Guide Glenda through a room full of walls, pebbles and holes to put
  153. the pebbles in. Your goal is to arrange all pebbles into holes by
  154. pushing them around, but you can only push a pebble if there is no
  155. wall or another pebble blocking the way.
  156. Arrow keys move Glenda up-down-left-right.
  157. .LR N
  158. and
  159. .LR P
  160. keys switch between
  161. the next and previous levels,
  162. .LR R
  163. restarts the current level.
  164. .LR Del
  165. and
  166. .LR Q
  167. quit. Button 3 invokes a menu to restart the current level, load different level sets, and en- and disable animation of multi-step moves.
  168. Button 2 lets you change between levels.
  169. Button 1 lets you do multi-step moves and pushes,
  170. by clicking it on the destination where you want Glenda to go.
  171. Glenda will only move if it can reach the destination.
  172. For a multi-step push the pebble must be next to Glenda,
  173. the destination must be on the same row or column,
  174. and there must be a free place next to the destination
  175. where the pebble can be pushed to.
  176. Otherwise, if possible, Glenda will walk to the destination without pushing the pebble.
  177. .I Sokoban
  178. accepts a level file as its argument.
  179. .TP
  180. .B sudoku
  181. .I Sudoku
  182. is a puzzle game from Japan. The goal of the game is to
  183. fill the numbers 1 to 9 in all squares of the 9x9 board following a
  184. few simple rules: no digit should repeat on the same row and column,
  185. and no digit should repeat in the same 3x3 boxes outlined with thicker
  186. lines. The board is initially filled with a partial solution which
  187. can be used for inferring digits for the empty squares. The top row
  188. of the board contains the digits 1 through 9, clicking on one of those
  189. digits selects that number for placement on the board, clicking it
  190. again will deselect that digit. Clicking on an empty square will then
  191. affix the square with the selected digit or, if no digit is selected
  192. empty the square.
  193. .IP
  194. Button 3 presents a menu with the following options:
  195. .RS \w'\fLfireworksXX'u
  196. .TP \w'\fLOffsetXX'u
  197. .B New
  198. autogenerate a new, random board
  199. .TP
  200. .B Check
  201. mark in red any digits not placed according to the rules
  202. .TP
  203. .B Solve
  204. present the board's solution
  205. .TP
  206. .B Clear
  207. clear the board to its starting (or last loaded) state
  208. .TP
  209. .B Save
  210. save the current board to
  211. .I /tmp/sudoku-save
  212. .TP
  213. .B Load
  214. load the last saved board from
  215. .I /tmp/sudoku-save
  216. .TP
  217. .B Print
  218. print the current board and solution in a format
  219. suitable for addition in the sudoku library to
  220. .I /tmp/sudoku-board
  221. .TP
  222. .B Offline
  223. pretty-print the board for off-line solving to
  224. .I /tmp/sudoku-print
  225. .TP
  226. .B Exit
  227. quit the game
  228. .RE
  229. .IP
  230. Button 2 presents a list of sudoku boards from
  231. .I /sys/games/lib/sudoku/boards
  232. with varying degree of difficulty.
  233. .IP
  234. Pressing the
  235. .B Q
  236. key quits sudoku
  237. .SH FILES
  238. .TP
  239. .B /sys/games/lib/[45]scores
  240. score files of
  241. .I 4s
  242. and
  243. .I 5s
  244. .TP
  245. .B /sys/games/lib/mahjongg/*
  246. image sprites, levels and backgrounds used by
  247. .I mahjongg
  248. .TP
  249. .B /lib/face/*
  250. tiles for
  251. .I memo
  252. .TP
  253. .B /sys/games/lib/sokoban/*
  254. image sprites and levels used by
  255. .I sokoban
  256. .TP
  257. .B /sys/games/lib/sudoku/*
  258. images and boards used by
  259. .I sudoku
  260. .SH SOURCE
  261. .B /sys/src/games
  262. .SH BUGS
  263. In 4s and 5s mouse warping (when the game is resumed,
  264. and when a new tile appears) does not happen when
  265. the mouse cursor is outside the game window.
  266. Those who prefer to use the keyboard without the mouse
  267. cursor blocking the view (or being warped all the time)
  268. may consider this a feature.