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- .TH GAMES 1
- .SH NAME
- 4s, 5s, juggle, mahjongg, memo, 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 -f
- ] [
- .B -b
- .I background
- ] [
- .B -t
- .I tileset
- ] [
- .B -l
- .I layout
- ]
- .br
- .B games/memo
- [
- .B -h
- ]
- .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.
- 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, for use with
- drawterm or in case selecting a tile obscures it completely;
- .RB -f
- causes mahjongg to indicate non-blocked tiles on mouse-over.
- 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.
- .LR U
- and
- .LR Bksp
- undo the last move,
- .LR C
- tries to solve the level.
- .TP
- .B memo
- Remove all tiles from the board.
- At first, pictures of various Bell Labs employees, Lucent Technologies' logo, and Glenda will appear.
- Memorize the sequence, then click to hide them and begin.
- Use the mouse to select two tiles.
- If they are the same, the tiles will disappear, otherwise the tiles will flip back and you will get a chance to try again.
- Button 3 generates a memu allowing you to restart, switch between easy and hard modes, and exit.
- The
- .B -h
- option sets the game to hard mode.
- Once the game has been completed, a message pops up with how long it took to win.
- Use the button 3 menu to choose a mode, or click to play again.
- .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 /lib/face/*
- tiles for
- .I memo
- .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.
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