games man page on Plan9

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GAMES(1)							      GAMES(1)

       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/life startfile
       games/mahjongg [ -c ] [ -f ] [ -b background ] [ -t tileset ] [ -l lay‐
       out ]
       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

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