games 6.6 KB

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