|
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 a and j move left, s and k rotate left, d and
l rotate right, f and ; move right. z, p and Esc
| |
| |
toggle suspend/resume. q, Del and control–D quit.
|
|
festoon Generate an official–looking but utterly nonsensical bureaucratic
report as pic | eqn | tbl | troff –mm 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
specified 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://seehuhn.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 consulted
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 N key will generate
a new level, R restarts the current one. Q
and Del quit, H gives a hint, either trying to match the currently
selected tile, or if no tile is selected finding out the first
available tile. U and Bksp undo the last move, C 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.
|
|
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. N and P keys
| |
| |
switch between the next and previous levels, R restarts the current
level. Del and 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. 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
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.
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
Offlinepretty–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.
|
|
|