4s, 5s, festoon, juggle, life, mahjongg, memo, sokoban, sudoku - time
games/festoon [ -pet ] [ sentences [ percent-invented-nouns ] ]
games/juggle [ -d delay ] [ -h hands ] [ start ] pattern
games/mahjongg [ -c ] [ -f ] [ -b background ] [ -t tileset ] [ -l lay‐
games/memo [ -h ]
games/sokoban [ level ]
There are a few games in /bin/games:
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 and move left, and rotate left, and rotate
right, and move right. and toggle suspend/resume. and quit.
Generate an official-looking but utterly nonsensical bureau‐
cratic report as input. Options -p, -e and -t add gibberish
diagrams, equations and tables.
juggle Display the juggling pattern using the optional initial start
pattern. The number of hands involved (default 2) can be speci‐
fied with -h, and delay can be used to speed up or slow down the
action (default is 20). Try the pattern 333333441333333 or
333353505151512333333 or YWUSQOMKIGECA (see http://see‐
life Play the game of Life, given an initial position. There is a
library of interesting initial positions; the library is con‐
sulted if startfile cannot be found.
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 (-b), tile (-t) and layout (-l) images; -c
selects a true-color buffer image, for use with drawterm or in
case selecting a tile obscures it completely; -f causes mahjongg
to indicate non-blocked tiles on mouse-over. The key will gen‐
erate a new level, restarts the current one. and quit, gives a
hint, either trying to match the currently selected tile, or if
no tile is selected finding out the first available tile. and
undo the last move, tries to solve the level.
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 -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.
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. and keys switch between the
next and previous levels, restarts the current level. and quit.
Button 3 invokes a menu to restart the current level, load dif‐
ferent 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 desti‐
nation 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 destina‐
tion where the pebble can be pushed to. Otherwise, if possible,
Glenda will walk to the destination without pushing the pebble.
Sokoban accepts a level file as its argument.
sudoku 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 follow‐
ing 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
Button 3 presents a menu with the following options:
New autogenerate a new, random board
Check mark in red any digits not placed according to the
Solve present the board's solution
Clear clear the board to its starting (or last loaded)
Save save the current board to /tmp/sudoku-save
Load load the last saved board from /tmp/sudoku-save
Print print the current board and solution in a format
suitable for addition in the sudoku library to
Offline pretty-print the board for off-line solving to
Exit quit the game
Button 2 presents a list of sudoku boards of varying degrees of
difficulty from /sys/games/lib/sudoku/boards.
Pressing the Q key quits sudoku.
score files of 4s and 5s
interesting starting positions
image sprites, levels and backgrounds used by mahjongg
tiles for memo
image sprites and levels used by sokoban
images and boards used by sudoku
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