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)