glenda.party
term% ls -F
term% cat index.txt
GAMES(1)                    General Commands Manual                   GAMES(1)



NAME
       4s,  5s,  festoon, juggle, life, mahjongg, memo, sokoban, sudoku - time
       wasters

SYNOPSIS
       games/4s
       games/5s
       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 ]
       games/sudoku

DESCRIPTION
       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.

       festoon
              Generate  an  official-looking  but  utterly nonsensical bureau‐
              cratic report as input.  Options -p, -e and -t add gibberish di‐
              agrams, 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‐
              huhn.de/jong/theory.html).

       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.

       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  (-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  be‐
              gin.   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.

       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.  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
              square.

              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
                          rules

                  Solve   present the board's solution

                  Clear   clear the board to its  starting  (or  last  loaded)
                          state

                  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
                          /tmp/sudoku-board

                  Offline pretty-print  the  board  for  off-line  solving  to
                          /tmp/sudoku-print

                  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.

FILES
       /sys/games/lib/[45]scores
              score files of 4s and 5s

       /sys/games/lib/life/*
              interesting starting positions

       /sys/games/lib/mahjongg/*
              image sprites, levels and backgrounds used by mahjongg

       /lib/face/*
              tiles for memo

       /sys/games/lib/sokoban/*
              image sprites and levels used by sokoban

       /sys/games/lib/sudoku/*
              images and boards used by sudoku

SOURCE
       /sys/src/games

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.



                                                                      GAMES(1)