frotz

package: frotz

title: frotz(6)

text:
# frotz(6)

## NAME
frotz - interpreter for Infocom and other Z-Machine games

## SYNOPSIS
frotz [options] file

## DESCRIPTION
Frotz is a Z-Machine interpreter. The Z-machine is a virtual machine designed by Infocom to run all of their text adventures. It went through multiple revisions during the lifetime of the company, and two further revisions (V7 and V8) were created by Graham Nelson after the company's demise. The specification is now quite well documented; this version of Frotz supports version 1.0.

This version of Frotz fully supports all these versions of the Z-Machine except for version 6. Version 6 is semi-supported by displaying the outlines of V6 graphics with the picture number in the bottom-right corner.

This port supports old-style sound effects through the OSS sound driver.

## OPTIONS
-a

Watch attribute setting. Setting and clearing of attributes on objects will be noted in debugging messages.

-A

Watch attribute testing. Every time the z-machine tests an attribute value, the test and the result will be reported.

-b <colorname>

Sets the default background color. <colorname> corresponds to one of the Z-machine colors, which are as follows:

black red green yellow blue magenta cyan white

If color support is disabled or not available on your terminal, this option does nothing.

-c N

Sets the number of context lines used. By default, after a ``[MORE]'' prompt, and assuming there is enough output pending, Frotz will allow all the currently visible lines to scroll off the screen before prompting again. This switch specifies how many lines of text Frotz will hold over and display at the top of the next screen.

-d

Disable color.

-e

Enable sound. If you've disabled sound in a config file and want to hear sound effects, use this.

-f <colorname>

Sets the default foreground color. <colorname> corresponds to one of the Z-machine colors, which are as follows

black red green yellow blue magenta cyan white

If color support is disabled or is not available on your terminal, this option does nothing.

-F

Force color mode. If you've disabled color in a config file and want to Frotz to display colors, use this.

-h N

Manually sets the screen height. Though most curses libraries are intelligent enough to determine the current width from the terminal, it may sometimes be necessary to use this option to override the default.

-i

Ignore fatal errors. If a Z-Machine interpreter encounters a zcode error such as division-by-zero or addressing an illegal object, the proper response is to abort execution. This is done because the zcode program doesn't have a clear idea of what is going on. There are some games out there that cause fatal errors because the authors were careless and used an interpreter that didn't properly check for errors. This option is intended to get around such bugs, but be warned that Strange Things may happen if fatal errors are not caught.

-l N

Sets the left margin, for those who might have specific formatting needs.

-o

Watch object movement. This option enables debugging messages from the interpreter which describe the moving of objects in the object tree.

-O

Watch object location. These debugging messages detail the locations of objects in the object tree.

-p

Plain ASCII output only. This inhibits the output of accented letters and other characters from the Latin-1 character set, replacing them with reasonable alternatives. This may be necessary on devices lacking these characters.

-P

Alter the piracy opcode. The piracy opcode was never used by Infocom. This switch is really only useful for those who like to toy around with Z-code.

-q

Quiet. Turns off sound effects. Useful when running Frotz on a remote machine and you don't want to bother whoever's near the console with weird noises.

-Q

No Quetzal. By default, Frotz uses the new Quetzal save format when you save your game. If for some reason you want to save and restore using the old Frotz format, use this flag.

-r N

Sets the right margin.

-s N

Set the random number seed value. The given seed value is used as the initial seed value on every restart. This is helpful for testing games like Curses which make random decisions before the first input (such that the hot key Alt-S does not really help).

-S N

Set the transcript width. By default your transscript files are formatted to a width of 80 columns per line, regardless of the current screen width. This switch allows you to change this setting. In particular, use -S 0 to deactivate automatic line splitting in transscript files.

-t

Sets the z-machine's Tandy bit, which may affect the behavior of certain Infocom games. For example, Zork I pretends not to have sequels, and Witness has its language toned down.

-u N

Sets the number of slots available for Frotz's multiple undo hotkey (see below). This defaults to twenty, which should be sufficient for most purposes. Setting too high a number here may be dangerous on machines with limited memory.

-w N

Manually sets the screen width. Again, this should not be necessary except in special circumstances.

-x

Expand the abbreviations "g", "x", and "z" to "again", "examine", and "wait". This switch is for use iwth old Infocom games that lack these common abbreviations which were introduced in later games. Use it with caution: A few games might use "g", "x" or "z" for different purposes.

-Z N

Error checking mode.

0 = don't report errors.

1 = report first instance of an error.

2 = report all errors.

3 = exit after any error.

Default is 1 (report first instance of an error).

## CONFIGURATION FILES
On startup, frotz will first check the system's frotz.conf then $HOME/.frotzrc for configuration information. The configuration file uses a simple

<variable> <whitespace> <value> syntax.

Color names may be any of the following:

black | red | green | blue | magenta | cyan | white

ascii on | off

Use plain ASCII only. Default is "off".

background <colorname>

Set background color. Default is terminal's default background color.

color yes | no

Use color text. Default is "yes" if supported.

errormode never | once | always | fatal

Set error reporting mode.

never Don't report any errors except for fatal ones.

once Report only the first instance of an error.

always Report every instance of an error.

fatal Abort on any error, even non-fatal ones.

Default is "once".

expand_abb on | off

Expand abbreviations. Default is off. Expand the abbreviations "g", "x", and "z" to "again", "examine", and "wait". This switch is for use with old Infocom games that lack these common abbreviations which were introduced in later games. Use it with caution. A few games might use the "g", "x", or "z" for different purposes.

foreground <colorname>

Set foreground color. Default is terminal's default forground color.

ignore_fatal on | off

Ignore fatal errors. If a Z-Machine interpreter encounters a zcode error such as division-by-zero or addressing an illegal object, the proper response is to abort execution. This is done because the zcode program doesn't have a clear idea of what is going on. There are some games out there that cause fatal errors because the authors were careless and used an interpreter that didn't properly check for errors. This option is intended to get around such bugs, but be warned that Strange Things may happen if fatal errors are not caught.

Default is "off"

piracy on | off

Alter the piracy opcode. Default is off. The piracy opcode was never used by Infocom. This option is only useful for those who like to toy around with Z-code.

quetzal on | off

Use Quetzal save format. Default is on. If for some reason you want to save or restore using the old Frotz format, set this to "off".

randseed <integer>

Set random number seed. Default comes from the Unix epoch.

sound on | off

Turn sound effects on or off. Default is "on".

tandy on | off

Set the machine's Tandy bit. This may affect the behavior of certain Infocom games. For example, Zork I pretends not to have sequels, and Witness has its language toned down. Default is "off".

undo_slots <integer>

Set number of undo slots. Default is 500.

zcode_path /path/to/zcode/files:/another/path

Set path to search for zcode game files. This is just like the $PATH environmental variable except that you can't put environmental variables in the path or use other shortcuts. For example, "$HOME/games/zcode" is illegal because the shell can't interpret that $HOME variable.

The following options are really only useful for weird terminals, weird curses libraries or if you want to force a certain look (like play in 40-column mode).

context_lines <integer>

Set the number of context lines used. By default, after a ``[MORE]'' prompt, and assuming there is enough output pending, frotz will allow all the currently visible lines to scroll off the screen before prompting again. This switch specifies how many lines of text frotz will hold over and display at the top of the next screen. Default is "0".

left_margin <integer>

Set the left margin. This is for those who might have special formatting needs.

right_margin <integer>

Set the right margin. This is for those who might have special formatting needs.

screen_height <integer>

Manually set screen height. Most curses libraries are intelligent enough to determine the current width of the terminal. You may need to use this option to override the default.

screen_width <integer>

Manually set screen width. Again, this should not be necessary except in special circumstances.

script_width <integer>

Set the transcript width. Default is 80 columns per line, regardless of the current screen width. This switch allows you to change this setting. You may set this to "0" to deactivate automatic line-splitting in transcript files.

The following options are mainly useful for debugging or cheating.

attrib_set on | off

Watch attribute setting. Setting and clearing of attributes on objects will be noted in debugging messages. Default is "off"

attrib_test on | off

Watch attribute testing. Every time the z-machine tests an attribute value, the test and the result will be reported. Default is "off".

obj_loc on | off

Watch object location. These debugging messages detail the locations of objects in the object tree. Default is "off".

obj_move on | off

Watch object movement. This option enables debugging messages from the interpreter which describe the movement of objects in the object tree. Default is "off".

## ENVIRONMENT
If the ZCODE_PATH environmental variable is defined, frotz will search that path for game files. If that doesn't exist, INFOCOM_PATH will be searched.

Latest information on Unix Frotz is here:

http://www.cs.csubak.edu/~dgriffi/proj/frotz/

The latest release of Unix Frotz is here:

ftp://ftp.ifarchive.org/if-archive/infocom/interpreters/frotz/

See this website for a list of mirrors:

http://www.ifarchive.org

See this website for more information on Infocom past, present, and future; and where to get new Z-Machine games and the old ones by Infocom:

http://www.csd.uwo.ca/Infocom/

Frotz for other platforms:

http://www.geocities.com/SiliconValley/Heights/3222/frotz.html

## CAVEATS
The Z Machine itself has trouble with the concept of resizing a terminal. It assumes that once the screen height and width are set, they will never change; even across saves. This made sense when 24x80 terminals were the norm and graphical user interfaces were mostly unknown. I'm fairly sure there's a way around this problem, but for now, don't resize an xterm in which frotz is running. Also, you should try to make sure the terminal on which you restore a saved game has the same dimensions as the one on which you saved the game.

You can use a path like "/usr/local/games/zcode:$HOME/zcode" with $ZCODE_PATH or $INFOCOM_PATH because the shell will digest that $HOME variable for you before setting $ZCODE_PATH. While processing frotz.conf and $HOME/.frotzrc, a shell is not used. Therefore you cannot use environmental variables in the "zcodepath" option within the config files.

This manpage is not intended to tell users HOW to play interactive fiction. Refer to the file HOW_TO_PLAY included in the Unix Frotz documentation or visit one of the following sites:

http://www.csd.uwo.ca/Infocom/faq.html

http://www.cs.csubak.edu/~dgriffi/proj/frotz/HOW_TO_PLAY

http://www.ifarchive.org

## BUGS
This program has no bugs. no bugs. no bugs. no *WHAP* thank you.

## AUTHORS
Frotz was written by Stefan Jokisch in 1995-7.

The Unix port was done by Galen Hazelwood.

Currently the Unix port is maintained by David Griffith.

## SEE ALSO
dfrotz(6) nitfol(6) rezrov(6) jzip(6) xzip(6) inform(1)


galaxis

package: galaxis

title: galaxis(6)

text:
# galaxis(6)

## NAME
galaxis - rescue lifeboats lost in interstellar space

## SYNOPSIS
galaxis

## DESCRIPTION
Lifeboats from a crippled interstellar liner are adrift in a starfield. To find them, you can place probes that look in all eight compass directions and tell you how many lifeboats they see. If you drop a probe directly on a lifeboat it will be revealed immediately. Your objective: find the lifeboats as quickly as possible, before the stranded passengers run out of oxygen!

This is a UNIX-hosted, curses-based clone of the nifty little Macintosh freeware game Galaxis. It doesn't have the super-simple, point-and-click interface of the original, but compensates by automating away some of the game's simpler deductions.

To run it, simply type `galaxis'. The game screen includes a description of all commands, including `?' for detailed help.

## AUTHORS
The Macintosh game was designed and written by Christian Franz <cfranz@iiic.ethz.ch>. This version was cloned by Eric S. Raymond <esr@snark.thyrsus.com>. See ESR's home page at http://www.catb.org/~esr/ for updates and other resources.

## BUGS
This really ought to be an X game, but that would have been too much like work.


gamine

package: gamine

title: gamine(6)

summary: a simple game for young children

text:
# gamine(6)

## NAME
gamine — a simple game for young children

## SYNOPSIS
gamine

## DESCRIPTION
This manual page documents briefly the gamine and program.

Gamine is a game designed for 2 years old children but is suitable for older. The player uses it's mouse to draw colored dot and line on the screen.

This manual page was written for the Debian distribution (but may be used by others).

## OPTION
The gamine command accept no special parameter.


gemrb

package: gemrb

title: gemrb(6)

text:
# gemrb(6)

## NAME
GemRB - emulator for Infinity Engine-based games

## SYNOPSIS
gemrb [-c CONFIG-FILE]

torment

## DESCRIPTION
GemRB is an emulator for Infinity Engine-based games, fine RPGs like Baldur's Gate, Icewind Dale and Planescape: Torment.

GemRB reimplements only the game engine. To actually play anything, you have to have the data from the original game(s), installed or unpackaged where GemRB can find it. See the GamePath and CDn settings in the engine configuration file below. A full install is recommended.

## OPTIONS
-c FILE

Use the specified configuration file FILE instead of the default gemrb.cfg. Note: You can also use the program's name as a mean to select the configuration file. For example, if the program's name is torment instead of gemrb, the engine first seaches for torment.cfg and only if it's not found it searches for gemrb.cfg.

To use this feature, just create a symbolic link torment pointing to the gemrb binary and then run torment instead.

## CONFIGURATION
A configuration file consists of pairs PARAMETER=VALUE, each on its own line. The case of PARAMETER is not significant, GameType is the same as GAMETYPE. If the same PARAMETER is defined more than once, only the last occurence is used.

Empty lines and lines starting with `#' (hash sign) are ignored.

At least the GameType and GamePath parameters need to be changed. That is often enough, so do not fiddle with the other paths too much.

## General Parameters:
GameType=(auto|bg1|bg2|iwd|iwd2|how|pst)

Type of the game. The value is a name of subdirectory in override/ and GUIScripts/ directories with game type-specific files and scripts. It is at present also used for various tweaks hardcoded in the GemRB engine. To autodetect the game type, use "auto".

GameName=STRING

Arbitrary name of the game. It will be displayed in the window's title bar.

Encoding=(default|polish|czech)

Specify language used in the game data. Except of polish version of BG1, it's safe to leave it commented out.

GUIEnhancements=INT

The value is a bitfield. Setit to 1 to enable a few GUI enhancements, mostly in BG2. Set to 2 or 3 to try to autoidentify items on transfer (if the character has enough lore). Disabled by default.

EndianSwitch=(0|1)

Set this to 1 if you are running GemRB on a big-endian machine. Disabled by default.

MultipleQuickSaves=(0|1)

EXPERIMENTAL. Set this to 1 if you want GemRB to keep multiple quicksaves around. Disabled by default.

MaxPartySize=INT

EXPERIMENTAL: Set this to 1-10 if you want more party members or enforce fewer. 6 by default. NOTE: You need to choose a big enough resolution, so there will be enough room for all the party portraits! Does nothing for PST and IWD2.

## Video Parameters:
Width=INT

Game window width (in pixels). WARNING: This is not arbitrary but depends on the game data. For custom resolutions the widescreen mod needs to be used.

Height=INT

Game window height (in pixels). WARNING: This is not arbitrary but depends on the game data. For custom resolutions the widescreen mod needs to be used.

Bpp=INT

Color depth of the game window (in bits per pixel).

Fullscreen=(0|1)

Whether the game should run in fullscreen mode.

TooltipDelay=INT

Delay (in miliseconds) before tooltips are displayed when the mouse is not moving. A reasonable number for this option is e.g. 500. The default is 100.

SkipIntroVideos=(0|1)

If set to 1, the intro and logo videos are skipped to save developer's nerves. The default is 0.

FogOfWar=(0|1)

If set to 1, the unexplored parts of an area are blacked out. It is enabled by default.

## Audio Parameters:
AudioDriver=(openal|sdlaudio|none)

Use the specified plugin as the audio driver. The default is openal, while none will disable all audio.

VolumeAmbients=INT

Volume of ambient sounds in percents. The default is 100.

VolumeMovie=INT

Volume during movie playback in percents. The default is 100.

VolumeMusic=INT

Volume of background music in percents. The default is 100.

VolumeSFX=INT

Volume of sound effects in percents. The default is 100.

VolumeVoices=INT

Volume of PC or NPC voices in percents. The default is 100.

## Path parameters:
CaseSensitive=(0|1)

When this parameter is set to 1, the engine will try to find files regardless of their names' case at the cost of a slight speed penalty. This is especially important when using game files on CD-ROMs, where the files can't be renamed. Like many Windows programs, the original games use inconsistent mix of lower/upper case letters for naming and referencing their files. Set this parameter to 1 on Unix-like systems.

GamePath=PATH

Path to the directory where the original game is installed. If you can't install the game under MS Windows or with WINE, you can try to unpack the data files with the unshield program found at http://synce.sourceforge.net.

CD1=PATH

CD2=PATH

CDn=...

Path to the data files for the game's particular CDs or any other data sources.

CachePath=PATH

User-writable directory where the engine caches uncompressed and temporary files. Defaults to a subdirectory of the current directory.

GemRBPath=PATH

Path to the GemRB installation. (To be obsoleted; preset at build time).

GUIScriptsPath=PATH

Path to the directory with scripts controlling the game's GUI. (To be obsoleted; preset at build time).

GemRBOverridePath=PATH

Path where GemRB looks for its game override directory. It defaults to GemRBPath. GemRB reuses some of the unused files from the original or replaces them and this is the where they can be found. The path is preset at build time. This directory has the highest priority when searching, so putting files in the game override will not affect them. Use another directory and add it as ModPath to the GemRB config.

GemRBUnhardcodedPath=PATH

Path where GemRB looks for its unhardcoded engine data. It defaults to GemRBPath. The original games hardcoded this information in the engine. The path is preset at build time.

The following variables do not need to be altered, unless you are doing something really special!

SavePath=PATH

Path to the directory with save games. Note that this directory has to contain save/ and/or eventually mpsave/ subdirectories and that only these subdirectories contain the actual saved games. SavePath defaults to GamePath.

GameDataPath=PATH

Path to the original game's installed data files, relative to GamePath. Usually it's data.

GameOverridePath=PATH

Path to the original game's override dir, relative to GamePath. Usually it's override. Original games use this directory to place last-minute patches.

GameCharactersPath=PATH

Path to the original game's installed data files, relative to GamePath. Usually it's characters.

GamePortraitsPath=PATH

Path to the original game's installed data files, relative to GamePath. Usually it's portraits.

GameScriptsPath=PATH

Path to the original game's installed data files, relative to GamePath. Usually it's scripts.

GameSoundsPath=PATH

Path to the original game's installed data files, relative to GamePath. Usually it's sounds.

ModPath=PATH

Path where GemRB looks for additional engine override files. It is not set by default. This directory has precedence over GemRBOverridePath.

CustomFontPath=PATH

Path where GemRB looks for additional font files. It is meant to be used with the TTF font plugin and fonts.2da as a way to specify where to look for system or other external fonts. Check the online documentation for the details. It is not set by default.

## Input Parameters:
DoubleClickDelay=INT

Milisecond threshold for detecting a double click. The default is 250.

RepeatKeyDelay=INT

Milisecond threshold for detecting a repeated key press. The default is 250.

UseSoftKeyboard=(0|1)

Toggles use of software keyboard on devices that support one. It pops up when text input is required. Disabled by default.

NumFingScroll=(2|3|4)

Number of fingers for multitouch to trigger scrolling. The default is 2.

NumFingKboard=(2|3|4)

Number of fingers for multitouch to open up the software keyboard. The default is 3. The value should not be equal to NumFingScroll above.

NumFingInfo=(2|3|4)

Number of fingers for multitouch to emulate a special keypress (alt, tab). The default is 2.

MouseFeedback=(0-3)

Bitfield with reserved bits for disabling the mouse.

Show mouse+tooltips = 0 (default)

Hide mouse = 1

Hide tooltips = 2

Hide mouse+tooltips = 3

## Development parameters:
EnableCheatKeys=(0|1)

This parameter is meant for developers. If set to 1, certain keys allow you to inspect the internal state of objects, do forbidden things, etc. The keys are listed in the CheatKeys.txt file. Do NOT use this option unless you want to make your hands dirty :-). The default is 0.

DrawFPS=(0|1)

This parameter is meant for developers. If set to 1, the current FPS (Frames per Second) value is drawn in the top left window corner. The default is 0.

ScriptDebugMode=(n)

This parameter is meant for developers. It is a combination of bit values 1 - count references,

2 - display cutscene warnings,

4 - display variable warnings,

8 - display action warnings,

16 - display trigger warnings.

The default is 0.

DelayPlugin=FILENAME

Named plugin will be loaded after other (nondelayed) plugins were loaded. FILENAME is a name without path, but with extension, for example libNullSound.so or libNullSound.dll. You can use this parameter more than once.

SkipPlugin=FILENAME

Named plugin will not be loaded. FILENAME is a name without path, but with extension, for example libNullSound.so or libNullSound.dll. You can use this parameter more than once.

SaveAsOriginal=(0|1)

Set this parameter to 1, if you want to keep the save game compatible with the original engine. It is enabled by default.

KeepCache=(0|1)

Set this parameter to 1, if you want to keep the cache after exiting GemRB. It is disabled by default.

IgnoreOriginalINI=(0|1)

Set this parameter to 1, if you want to ignore the settings from the original configuration files - baldur.ini / icewind.ini / torment.ini. It is disabled by default.

## FILES
/etc/gemrb/gemrb.cfg

system-wide configuration file

/usr/share/gemrb/override/

directory with GemRB-distributed data files. These used to be hardcoded in the original engine. The files are sorted into directories for specific games.

/usr/share/gemrb/GUIScripts/

directory with Python scripts providing GUI setup and interaction. The files are sorted into directories for specific games.

~/.gemrb/gemrb.cfg

~/.gemrb/override/

~/.gemrb/GUIScripts/

user's own configuration and data files.

~/.gemrb/cache/

cache directory

## BUGS
Many. GemRB is still in an early development stage and not nearly complete.

If you stumble over something which is supposed to work, either make a bug report at http://sourceforge.net/projects/gemrb or come to the official IRC channel #GemRB at FreeNode.

## AUTHOR
The GemRB Project development team at http://gemrb.org

## COPYING
Copyright (C) 2003-2011 The GemRB Project

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.


ggz-config

package: ggz-base-libs

title: ggz-config(6)

summary: GGZ Gaming Zone configuration manager

text:
# ggz-config(6)

## NAME
ggz-config - GGZ Gaming Zone configuration manager

## SYNOPSIS
Query Mode:

ggz-config [--configdir] [--gamedir] [--datadir] [--protocol] [--version]

Install Mode:

ggz-config --install --modfile=FILENAME [--destdir] [--force]

Uninstall Mode:

ggz-config --remove --modfile=FILENAME

Repair Mode:

ggz-config --check

## DESCRIPTION
The program ggz-config is a central tool and part of the client libraries package of the GGZ Gaming Zone. It can be used for several purposes. Primarily it is used to maintain the ggz.modules configuration file by installing and removing game module information. This is done with the --install and --remove modes of operation.

Additionally, the program can query the installation settings of the GGZ client libraries to assist in configuring the build process of a client or game module.

## OPTIONS
Query Mode Options

-c, --configdir

Output location of the GGZ client libraries configuration directory and exit. This value will usually be @ggzconfdir@ and is where the file ggz.modules is located.

-g, --gamedir

Output location of the executable game modules and exit. Game modules in this directory are all game clients which are not installed into a standard PATH directory, mostly because they only run when invoked by a GGZ core client. As a special module, the game client wrapper ggzwrap is installed into this place. The gamedir is usually @ggzexecmoddir@.

-d, --datadir

Output location of game module data directory and exit. This is where games look for their graphics and level data. This will likely resolve to @ggzdatadir@.

-p, --protocol

Query GGZ_CS_PROTO_VERSION - version of core protocol between the GGZ server and any GGZ core clients.

-h, --help

Output help information and exit.

-u, --usage

Print some ggz-config usage scenarios for quick reference.

-v, --version

Output version information and exit.

Install Mode Options

--install

Specifies that we are installing a game module description.

--modfile=FILENAME

Specifies the source module description file. FILENAME will often be named module.dsc, but this is merely a convention.

--force

Overwrite an existing module entry of the same name, author and version rather than returning an error.

-D, --destdir

Specifies that the $DESTDIR environment variable contains a directory to prepend to the path for the GGZ module configuration file (ggz.modules). The only known purpose for this is for creating binary packages of GGZ games.

Uninstall Mode Options

--remove

Specifies that we are removing a game module description.

--modfile=FILENAME

Specifies the source module description file.

## FILES
@ggzconfdir@/ggz.modules

Game module registry for all GGZ Gaming Zone core clients.

## ENVIRONMENT VARIABLES
DESTDIR

Used during install process, most commonly by the build sequence of binary packages such as rpm or dpkg.

## BUGS
The program is currently unable to detect many problems that could arise with an invalid ggz.modules file.

Probably others, too numerous to mention.

## AUTHORS
The GGZ Development Team <ggz-dev@mail.ggzgamingzone.org>

## SEE ALSO
ggz.modules(5), ggz(7)


glaxium

package: glaxium

title: glaxium(6)

summary: 3d spaceship shoot-em-up

text:
# glaxium(6)

## glaxium
glaxium - 3d spaceship shoot-em-up

## SYNOPSIS
glaxium [options]

## DESCRIPTION
This manual page briefly documents glaxium command. This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

glaxium is a 3d 'shoot-em-up' game inspired by games such as Space Invaders and Galaxian.

The goal is to destroy as many opposing ships as possible while avoiding being destroyed yourself. The the screen shows your current shield status; if it drops to empty, you will lose. The triangles in the lower-right hand side of the screen show how many times you may fire your special weapon.

Use the following keys to control your ship:

arrow keys or joystick

Move the ship

w, z

Fire the normal weapon

x

Fire the special weapon (you may fire this only a limited number of times)

p

Pause

q, Escape

Quit

d

Display the current FPS count.

## OPTIONS
All options begin with a single dash ('-') A summary of options is included below.

-f

Run in fullscreen mode.

-1

Use a resolution of 500x400 pixels.

-2

Use a resolution of 640x480 pixels.

-3

Use a resolution of 800x600 pixels. This is the default.

-4

Use a resolution of 1024x768 pixels.

## SEE ALSO
/usr/share/doc/glaxium/README

## AUTHOR
Xavier Hosxe <xhosxe@free.fr>

This manual page was written by Daniel Burrows <dburrows@debian.org>, for the Debian GNU/Linux system (but may be used by others).


title: gnome-2048(6)

summary: Obtain the highest possible tile

text:
# gnome-2048(6)

## NAME
GNOME 2048 - Obtain the highest possible tile

## SYNOPSIS
gnome-2048 [OPTION...]

## DESCRIPTION
2048 is a highly addictive single-player game. Gameplay consists of joining numbers in a grid for obtaining bigger values.

Use your keyboard’s arrow keys or gestures to slide all tiles in the desired direction. Be careful: all tiles slide to their farthest possible positions, you cannot slide just one tile or one row or column. Tiles with the same value are joined when slided one over the other. After your turn, one new tile is added to the game.

Gnome 2048 only adds tiles of value 2, as opposed to the original 2048 game. Also, it allows you to play on grids of various size.

## OPTIONS
--cli=<command>

Play in the terminal. See “--cli=help” for documentation.

-s, --size=<size>

Changes the size of the grid. Size must be between 2 and 9, or in the form 2x3.

-v, --version

Prints the program version and exits.

This program also accepts the standard GTK+ options.

## AUTHORS
gnome-2048 was written by Juan R. García Blanco and is maintained by Arnaud Bonatti.

This manual page was written by Arnaud Bonatti <arnaud.bonatti@gmail.com>.


sol

package: gnome-games-aisleriot

title: sol(6)

text:
# sol(6)

## NAME
AisleRiot - a collection of card games which are easy to play with the aid of a mouse.

## SYNOPSIS
sol [options]

## DESCRIPTION
This manual page documents briefly the sol command. For more information, please refer to the excellent GNOME help for AisleRiot

AisleRiot (also known as Solitaire or sol) is a collection of card games which are easy to play with the aid of a mouse. The rules for the games have been coded for your pleasure in the GNOME scripting language (Scheme).

The following games can be selected from within the program, or by using a command line switch:

Peek, Auld Lang Syne, Fortunes, Seahaven, King Albert, First Law, Straight Up, Jumbo, Accordion, Ten Across, Plait, Lady Jane, Gypsy, Neighbor, Jamestown, Osmosis, Kings Audience, Glenwood, Gay Gordons, Monte Carlo, Kansas, Camelot, Fourteen, Scorpion, Isabel, Escalator, Agnes, Bristol, Quatorze, Bear River, Gold Mine, Athena, Spiderette, Chessboard, Backbone, Yukon, Union Square, Eight Off, Napoleons Tomb, Forty Thieves, Streets And Alleys, Maze, Clock, Pileon, Canfield, Thirteen, Bakers Game, Triple Peaks, Easthaven, Terrace, Aunt Mary, Carpet, Sir Tommy, Diamond Mine, Yield, Labyrinth, Thieves, Saratoga, Cruel, Block Ten, Will O The Wisp, Odessa, Eagle Wing, Treize, Zebra, Cover, Elevator, Fortress, Giant, Spider, Gaps, Bakers Dozen, Whitehead, Freecell, Helsinki, Spider Three Decks, Scuffle, Poker, Klondike Three Decks, Valentine, Royal East, Thumb And Pouch, Klondike, Doublets, Template, Golf, Westhaven, Beleaguered Castle, Hopscotch, Eliminator, Aunt Mary, Hamilton, Wall

## OPTIONS
AisleRiot accepts the following options, besides the usual Gtk+/GNOME switches:

-v, --variation=NAME

Select the game to play

--display=DISPLAY

X display to use

## USAGE
This text is taken verbatim from the AisleRiot Manual V2.12.

Moving the cards is reasonably obvious. Assuming you have a right-handed mouse, left-click on a card and drag it somewhere. Release the mouse button to deposit the card.

If a card can be moved to the foundation(s), you do not need to drag it. You can double-click on it and it will move. If a sequence of cards can be moved to the foundations, you can generally move the sequence as one move.

Double clicking a card will send it to a foundation, if that is possible. This is useful for cleaning up large numbers of cards at the end of a successful game.

In games which have a stock pile you can redeal it by clicking on the empty space where it was. Be warned that some games only let you do this a limited number of time. Watch for the Redeals Left message at the bottom of the window.

A useful tip to know is that right-clicking on a face-up card which is partially obscured by a card laid over it will raise it so that you can see what it is.

There is an alternative way to move cards. By selecting Click to move from the Control menu you can click once to pick up a card and then click again to place it. This can be faster than dragging and will be easier on your hand since you don't have to hold the mouse down. However, it may take a while to get used to.

Some games have options to change the way the game is played. For example Klondike can be played with either single card deals or three-card deals. In these games there is a separate menu with the game's name. You can only change the rules of the game at the beginning of the game -- the menu will be inactive during the game.

Statistics on how well you have done at a particular game are available by selecting Statistics from the Game menu. Only games where you actually start moving cards are counted. The statistics are here for your own enjoyment, there are numerous ways to cheat and it is unwise to make comparisons.

## HOMEPAGE
https://wiki.gnome.org/Apps/Aisleriot

## AUTHOR
This manual page was written by Martin Ferrari <martin.ferrari@gmail.com>, for the Debian system (but may be used by others). You can find the list of authors and more information about AisleRiot in /usr/share/doc/aisleriot.


gnome-chess

package: gnome-games-chess

title: gnome-chess(6)

summary: A simple chess application for GNOME

text:
# gnome-chess(6)

## NAME
gnome-chess — A simple chess application for GNOME

## SYNOPSIS
gnome-chess

## DESCRIPTION
gnome-chess is a chess application, previously known as glchess. It supports both CECP- and UCI-compatible artificial intelligences.

More information can be found at https://wiki.gnome.org/Apps/Chess

## SEE ALSO
gnuchess(6), crafty(6), amy(6), faile(6), xboard(6).

## AUTHOR
GNOME Chess and this manual page were written by Robert Ancell bob27@users.sourceforge.net. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 2 any later version published by the Free Software Foundation.

On Debian systems, the complete text of the GNU General Public License can be found in /usr/share/common-licenses/GPL.


five-or-more

package: gnome-games-five-or-more

title: five-or-more(6)

text:
# five-or-more(6)

## NAME
Five or More - GNOME port of the once-popular Colour Lines game

## SYNOPSIS
five-or-more [OPTION...]

## DESCRIPTION
five-or-more is the GNOME port of the once popular Windows game called Colour Lines. The game's objective is to align as often as possible five or more objects of the same colour and shape causing them to disappear.

## OPTIONS
This program only accepts the standard GNOME and GTK options.

## AUTHORS
five-or-more was written by Robert Szokovacs <szo@appaloosacorp.hu> and Szabolcs Ban <shooby@gnome.hu>.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


four-in-a-row

package: gnome-games-four-in-a-row

title: four-in-a-row(6)

summary: four-in-a-row game for GNOME

text:
# four-in-a-row(6)

## NAME
Four-in-a-Row - four-in-a-row game for GNOME

## SYNOPSIS
four-in-a-row [OPTION...]

## DESCRIPTION
The object of the game is to build a line of four of your marbles while trying to stop your opponent (human or computer) building a line of his or her own. A line can be horizontal, vertical or diagonal.

## OPTIONS
This program only accepts the standard GNOME and GTK options.

## AUTHORS
four-in-a-row was written by Tim Musson <trmusson@ihug.co.nz> and David Neary <bolsh@gimp.org>.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


iagno

package: gnome-games-iagno

title: iagno(6)

summary: A disk flipping strategy board game

text:
# iagno(6)

## NAME
GNOME Reversi - A disk flipping strategy board game

## SYNOPSIS
iagno [OPTION...]

## DESCRIPTION
Reversi is a two-player strategy game, played on an 8 by 8 board. Players use tiles that are dark on one side and light on the other.

The object of reversi is to flip your opponent’s tiles to your color, while your opponent is trying to flip your tiles to his own color. Opponent’s tiles are flipped when trapped between an already placed tile of your color and the tile you add. Who finishes with more tiles wins!

GNOME Reversi allows you to play both a classic reversi game, and the reversed variant, where the goal is to finish with less tile than your opponent.

## OPTIONS
--alternative-start

--random-start

--usual-start

Reversi can be played with two different initial positions.

The options --usual-start and --alternative-start permit to directly choose which initial position will be used.

The option --random-start is for choosing one randomly.

The three options disable setting the mode from the window.

You should only use one of these options at the same time.

--classic

--reverse

GNOME Reversi includes two games played with the same mechanisms.

The option --classic challenges to finish with more pieces.

The option --reverse challenges to finish with less pieces.

You should only use one of these options at the same time.

-f, --fast-moves

Play with reduced delay before the computer moves.

--first

--second

--two-players

Sets the game mode.

The options --first and --second are for a one-player game, where the player plays respectively first and second.

The option --two-players is for a two-players game mode.

You should only use one of these options at the same time.

-h, --help

Prints the command line options and exits.

-l, --level=<level>

Changes the computer's AI level (1-3).

1 is the easiest, 2 is good, 3 is the hardest.

--mute

--unmute

Turn off/on the sound.

If the two options are given, the game is muted.

-s, --size=<size>

Changes the size of the board. The size must be at least 4.

This option is for debugging only. The AI may not perform optimally.

-v, --version

Prints the program version and exits.

This program also accepts the standard GTK+ options.

## AUTHORS
iagno was written by Ian Peters and Arnaud Bonatti.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).


gnome-klotski

package: gnome-games-klotski

title: gnome-klotski(6)

summary: Sliding block puzzles game for GNOME

text:
# gnome-klotski(6)

## NAME
Klotski - Sliding block puzzles game for GNOME

## SYNOPSIS
gnome-klotski [OPTION...]

## DESCRIPTION
gnome-klotski is a clone of the Klotski game. The objective is to move the patterned block to the area bordered by green markers.

## OPTIONS
-v, --version

Print release version and exit

This program also accepts the standard GNOME and GTK options.

## AUTHORS
gnome-klotski was written by Lars Rydlinge.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


lightsoff

package: gnome-games-lightsoff

title: lightsoff(6)

summary: Turn off all the lights

text:
# lightsoff(6)

## NAME
LightsOff - Turn off all the lights

## SYNOPSIS
lightsoff [OPTION...]

## DESCRIPTION
Lights Off is a collection of light switch puzzles. Clicking on a light toggles it either on or off, but also toggles all the surrounding lights, too. Your objective is simple: turn off all the lights!

Players who delight in turning off lights will enjoy the huge number of levels.

## OPTIONS
-v, --version

Prints the program version and exits.

This program also accepts the standard GTK+ options.

## AUTHORS
lightsoff was written by Tim Horton and various other people.

This manual page was written by Arnaud Bonatti for the GNOME project.


gnome-mahjongg

package: gnome-games-mahjongg

title: gnome-mahjongg(6)

text:
# gnome-mahjongg(6)

## NAME
Mahjongg - A matching game played with Mahjongg tiles

## SYNOPSIS
mahjongg [OPTION...]

## DESCRIPTION
GNOME Mahjongg, or Mahjongg for short, is a solitaire (one player) version of the classic Eastern tile game, Mahjongg.

## OPTIONS
-v, --version

Print release version and exit

This program also accepts the standard GNOME and GTK options.

## AUTHORS
mahjongg was written by Francisco Bustamante, Max Watson and many others.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-mines

package: gnome-games-mines

title: gnome-mines(6)

summary: The popular logic puzzle minesweeper

text:
# gnome-mines(6)

## NAME
Mines - The popular logic puzzle minesweeper

## SYNOPSIS
gnome-mines [OPTION...]

## DESCRIPTION
gnome-mines is a puzzle game where you locate mines floating in an ocean using only your brain and a little bit of luck.

## OPTIONS
-v, --version

Print release version and exit

--small

--medium

--big

Start the game with a small (8 by 8), medium (16 by 16) or big (30 by 16) board. If more than one of these options is given, the biggest size is selected.

This program also accepts the standard GNOME and GTK options.

## AUTHORS
gnome-mines was written by Szekeres Istvan and others.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-nibbles

package: gnome-games-nibbles

title: gnome-nibbles(6)

summary: A worm game for GNOME

text:
# gnome-nibbles(6)

## NAME
Nibbles - A worm game for GNOME

## SYNOPSIS
gnome-nibbles [OPTION...]

## DESCRIPTION
gnome-nibbles is a game where the user controls a snake. The snake moves around the board, eating diamonds while avoiding the walls placed around it.

The game can be played against the computer or against other players.

## OPTIONS
-d, --disable-fakes

Disable fake bonuses; cannot be set with --enable-fakes

-e, --enable-fakes

Enable fake bonuses; cannot be set with --disable-fakes

-l, --level=NUMBER

Start at given level (1-26)

-n, --nibbles=NUMBER

Set number of nibbles (4-6)

-p, --players=NUMBER

Set number of players (1-4)

-p, --speed=NUMBER

Set worms speed (4-1: 4 for slowest and 1 for fastest)

--start

Start playing immediately

--mute

--unmute

Turn off/on the sound;

If the two options are given, the game is muted

-v, --version

Print release version and exit

This program also accepts the standard GNOME and GTK options.

## AUTHORS
gnome-nibbles was written by Sean MacIsaac, Ian Peters and Andreas Røsdal.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


quadrapassel

package: gnome-games-quadrapassel

title: quadrapassel(6)

summary: Tetris-like game for GNOME

text:
# quadrapassel(6)

## NAME
Quadrapassel - Tetris-like game for GNOME

## SYNOPSIS
quadrapassel [OPTION...]

## DESCRIPTION
Quadrapassel comes from the classic falling-block game, Tetris. The goal of the game is to create complete horizontal lines of blocks, which will disappear.

## OPTIONS
-l, --level=LEVEL

Set starting level (1 or greater)

This program also accepts the standard GNOME and GTK options.

## AUTHORS
quadrapassel was written by J. Marcin Gorycki <janusz.gorycki@intel.com>.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-robots

package: gnome-games-robots

title: gnome-robots(6)

summary: Based on classic BSD Robots

text:
# gnome-robots(6)

## NAME
Robots - Based on classic BSD Robots

## SYNOPSIS
gnome-robots [OPTION...]

## DESCRIPTION
gnome-robots is a game where you try and avoid a band of marauding robots which are, for no adequately explained reason, trying to kill you. It is based on the text-based robots game which can be found on a number of UNIX systems.

## AUTHORS
gnome-robots was written by Mark Rae <m.rae@inpharmatica.co.uk>.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).


gnome-sudoku

package: gnome-games-sudoku

title: gnome-sudoku(6)

text:
# gnome-sudoku(6)

## NAME
gnome-sudoku — puzzle game for the popular Japanese sudoku logic puzzle

## DESCRIPTION
This manual page documents briefly the gnome-sudoku command.

This manual page was written for the Ubuntu distribution because the original program does not have a manual page.

gnome-sudoku a simple player for the sudoku number logic puzzle. GNOME Sudoku generates unique, symmetrical puzzles and rates their difficulty. Games can be played or printed, so GNOME Sudoku can be used to print out a set of puzzles to take with you or to play a puzzle at a time on screen. All games persist across sessions and you can resume any old game at any time, as well as replay any game you've already won. More information about GNOME Sudoku can be found at http://gnome-sudoku.sf.net

## AUTHOR
This manual page was written by Thomas Mills Hinkle <Thomas_Hinkle@alumni.brown.edu> for the Ubuntu system (but may be used by others). Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 2 any later version published by the Free Software Foundation.

On Debian systems, the complete text of the GNU General Public License can be found in /usr/share/common-licenses/GPL.


tali

package: gnome-games-tali

title: tali(6)

text:
# tali(6)

## NAME
Tali - A variation on poker with dice and less money.

## SYNOPSIS
tali [OPTION...]

## DESCRIPTION
GNOME Tali is a sort of poker with dice and less money. You roll five dice three times and try to create the best hand. Your two rerolls may include any or all of your dice.

## OPTIONS
-d, --delay

Delay computer moves

-t, --thoughts

Display computer thoughts

-n, --computers=NUMBER

Number of computer opponents

-p, --humans=NUMBER

Number of human opponents

-g, --game=STRING

Game choice: Regular or Colours

This program also accepts the standard GNOME and GTK options.

## AUTHORS
tali was written by Scott Heavner.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-taquin

package: gnome-games-taquin

title: gnome-taquin(6)

summary: A sliding puzzle game for GNOME.

text:
# gnome-taquin(6)

## NAME
Taquin - A sliding puzzle game for GNOME.

## SYNOPSIS
gnome-taquin [OPTION...]

## DESCRIPTION
Taquin is a computer version of the 15-puzzle and other sliding puzzles.

The object of Taquin is to move tiles so that they reach their places,

either indicated with numbers, or with parts of a great image.

## OPTIONS
-h, --help

Prints the command line options and exits.

--fifteen

--sixteen

Sets the puzzle game launched.

The option --fifteen is for a classical 15-Puzzle, whereas the --sixteen option is for a more contemporary puzzle.

You should only use one of these options at the same time.

-s, --size=<size>

Sets the puzzle edges' size.

The game is intended to be played in size 3 to 5.

It accepts value from 2 to 9; 2 is for debug only, whereas 6 or more sizes are just not verified working.

--mute

--unmute

Turn off/on the sound.

If the two options are given, the game is muted.

-v, --version

Prints the program version and exits.

This program also accepts the standard GTK+ options.

## AUTHORS
Taquin was written by Arnaud Bonatti.

This manual page was written by Arnaud Bonatti <arnaud.bonatti@gmail.com>, for the GNOME project.


gnome-tetravex

package: gnome-games-tetravex

title: gnome-tetravex(6)

summary: A simple puzzle game for GNOME

text:
# gnome-tetravex(6)

## NAME
Tetravex - A simple puzzle game for GNOME

## SYNOPSIS
gnome-tetravex [OPTION...]

## DESCRIPTION
GNOME Tetravex is a simple puzzle where pieces must be positioned so that the same numbers are touching each other. Your game is timed, these times are stored in a system-wide scoreboard.

## OPTIONS
--cli=COMMAND

Play in the terminal (see “--cli=help”)

-c, --colors=NUMBER

Set number of colors (2-10)

-p, --paused

Start the game paused

-r, --restore

Restore last game, if any

-s, --size=SIZE

Set size of board (2-6)

-v, --version

Print release version and exit

This program also accepts the standard GNOME and GTK options.

## AUTHORS
gnome-tetravex was written by Lars Rydlinge.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-hearts

package: gnome-hearts

title: gnome-hearts(6)

summary: play a game of hearts

text:
# gnome-hearts(6)

## NAME
gnome-hearts — play a game of hearts

## USAGE
gnome-hearts [--show-cards]

Gnome hearts is an implementation of the classic card game for the GNOME desktop, featuring configurable rulesets and editable computer opponents to satisfy widely diverging playing styles.

The full documentation is written in DocBook XML and can be accessed through the GNOME help system.

## OPTIONS
--show-cards

Show all the card faces when playing the game. Useful for debugging your own AI players.

## FILES
$XDG_CONFIG_HOME/gnome-hearts/gnome-hearts.cfg

This file stores the configuration for gnome-hearts. It is automatically created when you start the game for the first time. On most systems, $XDG_CONFIG_HOME points to ~/.config

## AUTHOR
Gnome Hearts was written by Sander Marechal

This manual page was written by Sander Marechal <s.marechal@jejik.com>. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts and no Back-Cover Texts.


quod

package: gnome-quod

title: quod(6)

text:
# quod(6)

## NAME
quod - Board game for two players focused to draw a square to win

## SYNOPSIS
quod

## DESCRIPTION
quod is the board game, was invented by G. Keith Still, has simple rules, but playing well requires sophisticated strategy. The goal of the game is to place pieces on a grid so that they make a square. The player who makes a square first wins. Squares can be any size and orientation, and players have a limited supply of blocking pieces, which adds to the complexity and interest.

quod is played on a 11 x 11 square grid board with the four outer corners missing. Players take turns placing pieces on the board. Each player begins the game with 20 attacking (colored) pieces, and 6 blocking (white) pieces. The object of the game is to out-maneuver your opponent and be the first to outline a square, called a quod , by capturing its four corners with your colored attacking pieces. The blocking pieces are used to block your opponent's squares, but don't count towards making a square of your own.

On each turn you place one attacking piece on the board. Optionally, before placing the attacking piece, you can place any number of blocking pieces, up to the six allotted. If both players run out of attacking pieces before either has made a quod , the player with the most unplayed blocking pieces is declared the winner. If each has the same amount of blocking pieces (or if neither has any), the game is declared a draw.

Gnome Quod is the GTK+ version of this game. It has two levels of difficulty ( Easy and Hard ). The attack coins are placed with Left mouse button. The block coins are placed with Right mouse button.

## FILES
~/.config/gnome-quod/options.xml

The game configuration file.

~/.local/share/gnome-quod/

The path for SVG background images. For detailed information read README file.

~/.local/share/gnome-quod/README

Read it, if you want to add custom background images.

~/.local/share/gnome-quod/statistics.xml

The game statistics file.

## REPORTING BUGS
If you find any bugs, please report them (or better yet, fix them and send a patch) to author Vlad Volodin.

## AUTHOR
Written by Vlad Volodin <vest.84@gmail.com>


bearoffdump

package: gnubg-data

title: bearoffdump(6)

text:
# bearoffdump(6)

## NAME
bearoffdump - dump a position from the GNU Backgammon bearoff database

## SYNOPSIS
bearoffdump file id

## DESCRIPTION
bearoffdump takes the path to a GNU Backgammon bearoff database and a position number and dumps the bearoff information for that position. It can be called on either the one-sided bearoff database, normally /usr/share/gnubg/gnubg_os0.bd; or the two-sided bearoff database, normally /usr/share/gnubg/gnubg_ts0.bd. The output from the former includes the probabilities of bearing off all checkers in varying numbers of moves. The latter only gives the probability of winning and doubling cube equity.

The id is difficult to derive if you don't know GNU Backgammon internals. Each possible combinatorial position of checkers and points is assigned a position number, id divided by that number is the player position, and id modulo that number is the opponent position. The number of points and checkers is set when building the bearoff database and are shown by bearoffdump when run with any id.

## SEE ALSO
gnubg(6)

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others <bug-gnubg@gnu.org>.

This manual page was written by Russ Allbery <rra@debian.org>, for the Debian GNU/Linux system (but may be used by others). It may be redistributed and/or modified under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation (the same license as GNU Backgammon).


gnubg

title: gnubg(6)

summary: GNU Backgammon program

text:
# gnubg(6)

## NAME
gnubg - GNU Backgammon program

## SYNOPSIS
gnubg -bcdlpqrStvw [file.sgf]

## DESCRIPTIONS
GNU Backgammon gnubg (6) plays and analyses backgammon games and matches. It is able to play and analyse both money games and tournament matches, evaluate and roll out positions, and more.

## OPTIONS
-b, --no-bearoff Do not use bearoff database

-c, --commands=FILE Evaluate commands in FILE and exit

-d, --debug Turn on debug

-l, --lang=LANG Set language to LANG

-p, --python=FILE Evaluate Python code in FILE and exit

-q, --quiet Disable sound effects

-r, --no-rc Do not read .gnubgrc and .gnubgautorc commands

-S, --splash Show GTK splash screen

-t, --tty Start on tty instead of using window system

-v, --version Show version information and exit

-w, --window-system-only Ignore tty input when using window system

-D, --datadir Specify location of general data

-P, --pkgdatadir Specify location of program specific data

-O, --docdir Specify location of program documentation

-s, --prefsdir Specify location of user's preferences directory

## FILES
~/.gnubg/gnubgautorc, ~/.gnubg/gnubg.db, ~/.gnubg/gnubg.gtkrc

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others. Bug reports go to <bug-gnubg@gnu.org>.

Manual written by Christian Anthon


makebearoff

title: makebearoff(6)

text:
# makebearoff(6)

## NAME
makebearoff - generate a GNU Backgammon bearoff database

## SYNOPSIS
makebearoff [-HCcgnvh] -f filename [-t PxC] [-o P] [-s cache-size] [-O filename]

## DESCRIPTION
makebearoff generates GNU Backgammon bearoff databases, which are used to improve play in the endgame. It can generate either two-sided (exact) databases that tell precisely the chance of winning or one-sided (approximate) databases that provide a variety of probabilities looking at each side independently.

Bearoff databases can get quite large and can take a significant amount of time to generate for large numbers of chequers and/or points.

## OPTIONS
-f filename, --outfile filename

Write the bearoff database to filename. This option must be given.

-t PxC, --two-sided PxC

Generate a two-sided bearoff database for P points and C chequers for each player. Be warned that the size of the database grows rapidly with larger numbers of points and chequers.

-o P, --one-sided P

Generate a one-sided bearoff database for P points. One-sided bearoff databases are always generated for up to fifteen chequers.

-s N, --xhash-size N

Use a memory cache of size N while building the database. If the cache is smaller than the database size, database generation will be slower due to disk writes.

-O filename, --old-bearoff filename

Reuse an already generated bearoff database. Any needed data already in this database will just be copied without regenerating it.

-H, --no-header

Do not write the normal bearoff database header.

-C, --no-cubeful

Do not calculate cubeful equities for two-sided databases.

-c, --no-compress

Do not compress one-sided databases.

-g, --no-gammons

Do not include gammon distributions in one-sided databases.

-n, --normal-dist

Rather than storing exact probabilities, approximate probabilities in a one-sided database with a normal distribution.

-v, --version

Show version information and exit.

-h, --help

Display usage and exit.

## EXAMPLES
To generate a two-sided database for up to eight chequers on six points:

```
    makebearoff -t 6x8 -f gnubg_ts.bd
```

Note that this database is 72MB in size. To generate a one-sided database for up to fifteen chequers on ten points:

```
    makebearoff -o 10 -f gnubg_os.bd
```

Note that this database is 118MB in size.

## SEE ALSO
gnubg(6), bearoffdump(6)

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others <bug-gnubg@gnu.org>.

This manual page was written by Russ Allbery <rra@debian.org>, for the Debian GNU/Linux system (but may be used by others). It may be redistributed and/or modified under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation (the same license as GNU Backgammon).


makehyper

title: makehyper(6)

text:
# makehyper(6)

## NAME
makehyper - generate a GNU Backgammon Hypergammon position database

## SYNOPSIS
makehyper [-nvh] [-f filename] [-r filename] [-c chequers] [-t threshold]

## DESCRIPTION
Hypergammon is a variation of backgammon with a much reduced number of chequers (usually three). It's possible to fully analyse this simplified game and generate a database of position evaluations in order to play perfectly. makehyper generates such a position evaluation database.

Since many of the positions are in contact, it's not possible to generate the database in one pass; instead, makehyper iterates until the position evaluation converges. The convergence threshold can be changed with the -t option.

## OPTIONS
-f filename, --outfile filename

Write the hypergammon database to filename. Default is "hyper<number of chequers>.bd", the name expected by GNU Backgammon when using the database.

-r filename, --restart filename

Restart calculation of the database from the given file, which should be a checkpoint from an earlier run.

-c chequers, --chequers chequers

Set the number of chequers in the game. The default is 3, for normal 3-chequer hypergammon.

-n, --no-checkpoint

Do not write a checkpoint file after each iteration.

-t threshold, --threshold threshold

Set the convergence threshold. The default is 1e-5.

-v, --version

Show version information and exit.

-h, --help

Display usage and exit.

## SEE ALSO
gnubg(6)

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others <bug-gnubg@gnu.org>.

This manual page was written by Russ Allbery <rra@debian.org>, for the Debian GNU/Linux system (but may be used by others). It may be redistributed and/or modified under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation (the same license as GNU Backgammon).


makeweights

title: makeweights(6)

text:
# makeweights(6)

## NAME
makeweights - generate a GNU Backgammon binary weights file

## SYNOPSIS
makeweights [[-f] output [input]]

## DESCRIPTION
makeweights generates GNU Backgammon binary weights file from a text input file. By default, it reads input from standard input and writes output to standard output, but input and output files may be specified on the command line. It is only of interest if you want to regenerate the gnubg.wd database from a modified gnubg.weights file.

## OPTIONS
-f

This option may be given for compatibility with the options of other GNU Backgammon programs but is ignored.

## EXAMPLES
To generate gnubg.wd from gnubg.weights:

```
    makeweights gnubg.wd gnubg.weights
```

## SEE ALSO
gnubg(6)

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others <bug-gnubg@gnu.org>.

This manual page was written by Russ Allbery <rra@debian.org>, for the Debian GNU/Linux system (but may be used by others). It may be redistributed and/or modified under the terms of version 3 or later of the GNU General Public License as published by the Free Software Foundation (the same license as GNU Backgammon).


gnubik

package: gnubik

title: gnubik(6)

text:
# gnubik(6)

## NAME
gnubik - an interactive, graphic Magic cube program.

## SYNOPSIS
gnubik [window_system_options] [-hvs] [-z n[,m[,p]]] [-a m]

## DESCRIPTION
This is a program which displays a 3 dimensional image of a magic cube, as introduced to the world by its Hungarian inventor, Erno Rubik. The user rotates the blocks of the cube, and attempts to solve the puzzle, by moving all the blocks to their correct positions and orientations, resulting in a cube with a single colour on each face.

## OPERATION
The user interacts with the program in the following ways:

### Viewing the Cube
The viewing position may be altered using the arrow keys or by using the mouse. The left and right arrow keys rotate the cube about the vertical axis. The up and down keys rotate the cube about the horizontal axis. Holding down the shift key whilst pressing the left and right arrow keys rotates the cube about the z axis.

To rotate the cube using the mouse, hold down button 1 and move the mouse anywhere on the window. If your mouse has a scroll wheel, you can use this to rotate the cube about the z axis.

### Performing Rotations
Rotations are performed using the mouse. To manipulate the cube, place the mouse cursor on a square in the cube, against the edge facing the direction you want to move, and click button 1.

The mouse cursor will indicate the direction of rotation.

## OPTIONS
The following options may be specified on the command line at invocation.

-z n,m,p

Draws a cube of size n x m x p, where n,m and p are positive. The default size is 3 x 3 x 3.

-a m

When rotating parts of the cube, show m intermediate positions. The default for this value is 2. Setting to a higher value, will give smoother animations, but will result in a slower program.

-s

Starts with the cube already solved. By default, it starts in a random position.

-h

Display a help message and exit.

-v

Display version number and then exit.

## IMPLEMENTATION
The code for gnubik is written in C and Scheme. It uses the Mesa/OpenGL graphics library, and the Gtk+ library and Guile. As such, it should be easy to generate a version for any system complying with these standards.

## BUGS
The rendering process is slower than it could be, since display lists aren't currently used. The entire image is re-rendered, during each refresh, regardless of which components have changed their appearance.

## COPYRIGHT
Copyright (C) 1998, 2011 John Darrington.

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.


gnugo

package: gnugo-core

title: gnugo(6)

summary: The \s-1GNU\s0 program to play the game of Go

text:
# gnugo(6)

## NAME
gnugo - The GNU program to play the game of Go

## SYNOPSIS
gnugo [--boardsize <num>] [--color <color>] [--handicap <num>] [--komi <num>] [--quiet] [-v, --version] [-h, --help] [--help debug] [--copyright] [--mode <mode>] [--replay <color>] [-l, --infile <filename>] [-L, --until <move>] [-o, --outfile <filename>] [--printsgf <filename>] [-D, --depth <num>] [-B, --backfill_depth <num>] [--score [estimate⎪finish⎪aftermath] ] [-a, --allpats] [-T, --printboard] [-d, --debug <level>] [-w, --worms] [-m, --moyo <level>] [-b, --benchmark num] [-t, --trace] [-r, --seed num]

## DESCRIPTION
GNU Go plays a game of Go against the user. It has many other features: it can play against itself or another program, analyse and score a recorded game. GNU Go is compliant with Go modem protocol, load and save game in the Smart Game format.

GNU Go default is a simple alpha-numeric board display, but you can use a client such as CGoban.

The game of Go

Go is a game of strategy between two players usually played on a 19x19 grid called goban. The two players put black and white stones on the goban to enclose territory. Go was invented about 4000 years ago in ancient China. Other names for this game are (Chinese) Wei Chi, (Korean) Baduk and (Ing) Goe.

Playing a game in ASCII mode

To start a game with default options, just invoke "gnugo". The board will be drawn at your terminal using ASCII letters. In this mode, you can get help on available commands by the h key. To play as Black with 4 stones handicap, with a 0.5 komi, recording the game in the file record.sgf:

```
 gnugo --color black --handicap 4 --komi 0.5 -o record.sgf
```

Playing a game with CGoban

CGoban is a general purpose client program by Bill Shubert for playing Go. It runs under X Window System with a beautiful resizeable graphic display. To use GNU Go under X Window System, obtain the most recent version of CGoban from Bill Shubert's web site

http://www.igoweb.org/~wms/comp/cgoban/index.html

Start CGoban. When the CGoban Control panel comes up, select `Go Modem.' You will get the Go Modem Protocol Setup. Choose one (or both) of the players to be ``Program,'' and fill out the box to the path to gnugo. After clicking OK, you get the Game Setup window. Choose ``Rules Set'' to be Japanese (otherwise handicaps won't work). Set the board size and handicap if you want. Click OK and you are ready to go.

In the Go Modem Protocol Setup window, when you specify the path to GNU Go, you can give it command line options, such as --quiet to suppress most messages. Since the Go Modem Protocol preempts standard I/O, other messages are sent to stderr, even if they are not error messages. These will appear in the terminal from which you started CGoban.

Scoring system

The game stops when both players pass. GNU Go will attempt to compute and report the score to you. It may occasionally make mistakes due to wrong evaluation of the status of a group. You can check the score as follows. In ASCII mode, at the end of the game, stones believed dead are marked in lower case letters, and you have the option of toggling their status before counting. Using CGoban, you may use CGoban's counting facility to count the game using either Japanese or Chinese rules.

Viewing a stored game

gnugo -l filename.sgf --mode ascii

loads filename.sgf and lets you navigate through the game by using the commands forward, back, goto and last. It is not possible to navigate through variations in ascii mode. You may also use CGoban to view stored games. CGoban can navigate variations.

Documentation

The files in the doc directory contain detailed documentation about debugging options and internal program structure. Other documentation may be found in comments throughout the source code.

Go Modem Protocol

The Go Modem Protocol is a standard interface between Go programs and graphical display.

The Go Modem Protocol was developed by Bruce Wilcox with input from David Fotland, Anders Kierulf and others. Any Go program *should* use this protocol since it is standard. Since CGoban supports this protocol, the user interface for any Go program can be done entirely through CGoban. Using the Go Modem Protocol, you can play with another computer running a different program (even on a different operating system) using a modem, a serial cable or over the internet if the other program also supports the protocol. You can also communicate with the Go servers using CGoban.

Smart Game Format

Games (with comments, variations and other features) can be stored in the Smart Game Format (SGF). This format originated in Anders Kierulf's program Smart Go. Martin Muller and Arno Hollosi developed the current standard, which may be found at

http://www.red-bean.com/sgf/

GNU Go supports the Smart Game Format.

## OPTIONS
Main options

--mode mode

force the playing mode (ascii', gtp or gmp). Default is ASCII. If no terminal is detected GMP (Go Modem Protocol) will be assumed.

--replay color

replay the game generating moves for color, where color is white, black, or both. (requires -l)

--quiet

Don't print copyright and other informational messages.

-l, --infile file

Load the SGF file (to score or analyze a recorded game).

-L, --until move

Stop loading just before move is played (e.g. 154 or L10).

-o, --outfile file

Save the played game to file in SGF format.

Game Options:

--boardsize num

Set the board size to use (1-19). Default is 19, other common formats are 13 and 9.

--color color

Choose your color (black or white). Black plays first, White gets the komi compensation.

--handicap num

Set the number of handicap stones.

--komi num

Set the komi (points given to white player to compensate advantage of the first move, usually 5.5 or 0.5). Default is 5.5.

Informative Output:

-v, --version

Display the version of GNU Go.

-h, --help

Display help message.

--help debug

Display help about debugging options.

--copyright

Display copyright notice.

Debugging and advanced options:

-T, --printboard

Show board each move.

--level num

Level of play. (default 10; smaller=faster, weaker).

-b, --benchmark num

Benchmarking mode - can be used with -l.

-t, --trace

Verbose tracing (use twice or more to trace reading).

-r, --seed num

Set random number seed.

--score [estimate⎪finish⎪aftermath]

Count or estimate territory of the input file. Usage:

gnugo --score estimate -l filename

Loads the SGF file and estimates the score by measuring the influence. Use with -L if you want the estimate somewhere else than at the end of the file.

gnugo --score finish -l filename

Loads the SGF file and gnugo continues to play by itself up to the very end. Then the winner is determined by counting the territory.

gnugo --score aftermath -l filename

Similar to --score finish except that a more accurate but slower algorithm is used to determine the final status of the groups.

If the option -o outputfilename is provided, the results will also be written as comment at the end of the output file.

--printsgf outfile

Load SGF file, output final position (requires -l).

## BUGS
If you find a bug, please send the SGF output file to gnugo@gnu.org together with a description of the bug.


gnujump

package: gnujump

title: gnujump(6)

summary: a xjump clone

text:
# gnujump(6)

## NAME
GNUjump - a xjump clone

## SYNOPSIS
sdljump [ REPLAY ] [ OPTIONS ]

sdljump [ --help ]

## DESCRIPTION
GNUjump GNUjump is part of the GNU project.

GNUjump is a clone of the simple yet addictive game Xjump, adding new features like multiplaying, unlimited FPS, smooth floor falling, themable graphics etc...

The goal in this game is to jump to the next floor so you don't fall down. As you go upper in the Falling Tower the floors will fall faster. Try to survive longer than anyone.

To make the multiplayer games last longer, you can choose to have more than one live, but the final result will be divided by the number of lives consumed.

## OPTIONS
If you give a replay file as an argument, the program will play it and quit.

-w screenwidth, --width screenwidth

Forces the screen width to screenwidth units.

-h screenheigth, --heigth screenheigth

Forces the screen height to screenheigth units.

-b bitsperpixel, --bpp bitsperpixel

Sets the screen bitdepth to bitsperpixel.

-f , --fullscreen

Force fullscreen mode.

-s , --software

Force software rendering.

-o , --opengl

Force OpenGL rendering.

-a , --antialias

Force antialiasing for rotating sprites.

-n , --no-aa

Disables antialiasing for rotating sprites.

-? , --help

Displays the help screen.

## HIGHSCORES
The mode tab in the Highscores might seem strange at first, but it is quite simple: it represents the Game Mode options set in that match. Each letter represents an option:

1st Letter: The FPS limiter

s: GNUjump default - An arbitrary FPS limit.

x: Xjump - 40 fps, the xjump default

2nd Letter: The player rotation

s: GNUjump default - full rotation.

x: Xjump rotation mode

n: No rotation

3rd Letter: The falling floors scroll mode.

s: GNUjump default - Soft

x: Xjump - Hard

## COPYRIGHT

Copyright (C) 2005

Juan Pedro Bol�ar Puente <magnicida@gmail.com>

This is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version without ANY WARRANTIES.

## AUTHOR
GNUjump was written by Juan Pedro Bol�ar Puente <magnicida@gmail.com>


greed

package: greed

title: greed(6)

text:
# greed(6)

## NAME
greed - eat a game field until you run out of moves

## SYNOPSIS
greed [-s]

## DESCRIPTION
The object of Greed is to erase as much of the screen as possible by moving around in a grid of numbers. To move your cursor, simply use your arrow keys or the the 'hjklyubn' keys or your numeric keypad (with Num Lock on). Your location is signified by the @ symbol. The following diagram shows how the basic movemebt keys work.

```
y k u  7 8 9

 \|/    \|/
h-+-l  4-+-6

 /|\    /|\
b j n  1 2 3
```

When you move in a direction, you erase N number of grid squares in that direction, N being the first number in that direction. Your score reflects the total number of squares eaten.

Greed will not let you make a move that would have placed you off the grid or over a previously eaten square. If no valid moves exist, your game ends.

Other Greed commands are 'Ctrl-L' to redraw the screen, 'p' to toggle the highlighting of the possible moves, and 'q' to quit.

The only command line option to Greed is '-s' to output the high score file.

## ENVIRONMENT
The environment variable GREEDOPTS can override the default color set, which will be parsed as a string of the form:

```
	<c1><c2><c3><c4><c5><c6><c7><c8><c9>[:[p]]
```

where <cn> is a character decribing the color for digit n. The color letters are read as follows:

```
	b = blue,
	g = green,
	c = cyan,
	r = red,
	m = magenta,
	y = yellow,
	w = white.
```

In addition, capitalizing a letter turns on the A_BOLD attribute for that letter.

If the string ends with a trailing :, letters following are taken as game options. At present, only 'p' (equivalent to an initial 'p' command) is defined.

## FILES
/usr/lib/games/greed.hs

Default location of Greed high scores.

~/.greedscores

Where they're put if the default location cannot be written to..

## AUTHORS
Originally written by Matt Day. Maintained by <esr@snark.thyrsus.com>. See ESR's home page at http://www.catb.org/~esr/ for updates and other resources.

## BUGS
This really ought to be an X game, but that would have been too much like work.


gtans

package: gtans

title: gtans(6)

summary: Tangram game for X

text:
# gtans(6)

## NAME
gtans - Tangram game for X

## SYNOPSIS
gtans [no options]

## DESCRIPTION
Gtans is a tangram game that runs in X. Tangram is a kind of puzzle game where the player has to arrange a set of pieces to match a given shape.

## OPTIONS
No command-line options

Use the graphical interface to customize the program. See below.

## USAGE
move the pieces (known as tans) until they match the figure drawn on the right window. You must always use the seven tans and they should not be laid on top of one another.

To move a tan, click and drag it with left mouse button, for rotation click AROUND it. You can flip the selected tan by right-clicking. This is usefull for the parallelogram tan (all positions can not be reached by rotating only).

If you are a beginner to Tangram you should try the first 10 figures. The other ones are not sorted, some of them are very difficult (to my taste).

When a figure has been solved the background color of the silhouette area changes. The solved figures are remembered by saving a status file in the user's directory (~/.gtans/afile.figures.status for a figure file called afile.figures)

Show a tan This button shows the position of a tan. Each further click will display an other tan.

Show outline Draw the figure in the main area. This makes the game much easier.

Preferences Most of this menu's options allow you to change the colors used by the game. For the main area you may choose textures (pixmap files) instead of colors. Some sample files are supplied (I can't remember where I found them) but as the complete pathname is saved in the config file you can choose a file located anywhere (for example in /usr/share/pixmaps/). On a 8 bits display the colors may not be exactly what you want (GTK tries to find the best matching color).

Preferences/Tans size/Increase Makes the tans 5 % bigger relatively to the game area. If you resize the window the tans size will be scaled.

Preferences/Tans size/Decrease Makes the tans 4.76 % smaller

Preferences/Accuracy Changes the precision of the comparison between the tans position and the solution. A lower accuracy makes the game more easy.

Preferences/Rotation Step by step allows only rotation by increment of 11.5 degrees. Continuous rotation makes the game more difficult and you probably shouldn't use it unless you really dislike step by step rotation.

Preferences/Figures file Allows you to choose another figures file.

Preferences/Save config Save a config file in the user's home directory.

Misc/Clear figure status Set the current figure as unsolved.

Misc/Clear all figures status Set all the loaded figures (i.e. from the current figure file) as unsolved.

## FILES
~/.gtans/.gtansrc Configuration options for gtans. All of these options can be set from the interface, there should be no need to edit this file.

~/.gtans/somename.figures.status Status files (for each figures file the user played with) remenbering which figures where solved.

## SEE ALSO
The gtans homepage at <http://altern.org/bwt>. Additional information and documentation can also be found in /usr/share/doc/gtans/ .

## AUTHOR
The author of gtans is Philippe Banwarth <bwt@altern.org>


gtkballs

package: gtkballs

title: gtkballs(6x)

summary: A simple logic game

text:
# gtkballs(6x)

## NAME
gtkballs - A simple logic game

## SYNOPSIS
gtkballs [options]

## DESCRIPTION
This manual page documents GtkBalls. GtkBalls is a simple logic game. The goal of this game is to make the highest score by matching a number of balls of the same color in a horizontal, vertical or diagonal line. For further information on how to play this game refer to the rules section in this manual page.

## OPTIONS
--display [hostname:dpy]

Specify what display GtkBalls should use. See X (1x) for more information on the syntax of hostname and display.

## RULES
The standard play area of GtkBalls is a 9x9 grid (it can be changed through "Rules" option in ingame menu). When GtkBalls is first started a number of balls are placed in a random manner on the grid. Balls are in different colors (and/or shape). You may move balls on the grid by selecting them and selecting an empty square on the grid as destination for the ball you selected. Balls will only move if they are not blocked by other balls. Each time you move a ball, unless you score some points, new balls appear in a random manner on the grid. If the grid is full then the game is lost. However this is bound to happen, your goal is to make the highest score. In order to do this you must make lines in a vertical, horizontal or diagonal way with balls of the same color. By default a line must have at least five balls of the same color (it can also be changed through "Rules" option in ingame menu). Making a line of minimum amount of the balls, specifed in rules, will earn you twice the points for your score. If you make lines over minimum amount of the balls it will earn you even more points. In order to help you decide which ball you are going to move, there is an indicator on top of the grid that shows what colors the next balls that will appear on the grid will be.

## USING THE INTERFACE
GtkBalls is a graphical program using the Gtk+ windowing toolkit. This section describes it's user interface.

### THE GAME MENU
New

Selecting this menu entry will abandon the current game and start a new one or start another game if you just finished one. You may use the keyboard shortcut CTRL-N to do this also.

Rules

Selecting this menu entry will open "Rules" dialog box, where you can set board width and height, number of different objects to appear on the board, number of objects that will appear on the board after each turn and number of objects that must form the line to eliminate it. You may use the keyboard shortcut CTRL-R to do this also.

Save

Selecting this menu entry will open "Save game" dialog box, where you can save current game to play it later. You may use the keyboard shortcut CTRL-S to do this also.

Load

Selecting this menu entry will open "Load game" dialog box, where you can load previously saved game. You may use the keyboard shortcut CTRL-L to do this also.

Hall Of Fame

Selecting this menu entry will open a dialog box showing the high scores. Only the ten best scores are shown. This dialog also displays the name of the person who achieved a high score and it's date. You may use the keyboard shortcut CTRL-H to do this also.

Quit

Selecting this menu entry will quit GtkBalls. You may use the keyboard shortcut CTRL-Q to do the same thing.

### THE EDIT MENU
Undo

Selecting this menu entry will undo your last move. You may use the keyboard shortcut CTRL-U to do this also.

### THE SETTINGS MENU
Preferences

Selecting this menu entry will open the "Preferences" dialog box. You may use the keyboard shortcut CTRL-P to open it also. This dialog box allows you to set some options. Click on a check box to activate or deactivate them. Click on the theme name to select it. Then click on the Apply button to save your settings or click on Ok button to save your settings and close this dialog box. You can disable the showing of footprints, path of the ball, color of the next balls indicator, animation of disappearing of the ball and set time limit per move from this dialog box.

### THE HELP MENU
Rules

Selecting this menu entry will display a dialog box describing rules of the game. You may use the keyboard shortcut F1 to open it also.

About

Selecting this menu entry will display a dialog with the logo and the copyright information of GtkBalls. You may use the keyboard shortcut CTRL-A to open it also. For more details on the license, click on the Show license button. This will open another dialog box where you can read the GNU General Public License.

## SEE ALSO
The GtkBalls web site at: http://gtkballs.antex.ru

## AUTHORS
GtkBalls was created by Eugene Morozov <jmv@online.ru>. This manual page was created by Christoph Thompson <obituary@freshmeat.net>. Current maintainer of GtkBalls and this manual page is drF_ckoff <dfo@antex.ru>.

## COPYRIGHT
GtkBalls is copyright 1998, 1999 Eugene V. Morozov under the terms of the GNU General Public License. GtkBalls is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the license, or (at your option) any later version.


heroes

package: heroes-sdl

title: heroes(6)

text:
# heroes(6)

## NAME
Heroes - a game like Nibbles or Tron, just better

## SYNOPSIS
heroes [OPTIONS]...

## DESCRIPTION
Heroes is a game similar to the "Tron" and "Nibbles" games of yore but includes many graphical improvements and new game features.

Mandatory arguments to long options are mandatory for short options too.

### General options:
-v, --version

display version number

-h, --help

display this help

-q, --quiet

don't print warning messages

-Q, --really-quiet

don't even print error messages

-v, --verbose=CHANNELS

enable or disable debugging channels (see --list=debug for available channels)

-l, --list=WORD

show some internal information; WORD can be 'debug', 'resources', 'sound-drivers' or 'sound-tracks'

### Sound options:
-d, --driver=N[,OPTIONS]

use Nth driver for sound output (0:autodetect) (see --list=sound-drivers for available Ns)

-S, --no-sound

disable sound

-X, --no-sfx

disable sound-effects

-m, --mono

non-stereo output

-8, --8bits

8bits sound output

-i, --high-quality

high quality mixer

### Display options:
-G, --gfx-options=OPTIONS

pass OPTIONS to the display driver

-F, --full-screen

full screen mode

-2, --double

stretch the display twofold

-3, --triple

stretch the display threefold

-4, --quadruple

stretch the display fourfold

-e, --even-lines

display only even-lines

### Miscellaneous options:
--cpu-off

disable computer opponents

--default-scores

restore default scores file

--default-options

restore default options file

--default-saves

restore default saves file

-s, --swap-sides

swap sides in two player mode

--no-double-fx

disable combination of rotozoom and waves

-g, --go

skip the introduction

-J, --no-joystick

disable joystick handling

These options can be set in your file ~/.heroes/heroesrc (which is read before parsing other command line options) using a line like the following:

Options: -gs -d3,buffer=11,count=4

Visit http://heroes.sourceforge.net/ for news, documentation, and updates.

## REPORTING BUGS
Report bugs to <heroes-bugs@lists.sourceforge.net>.

## COPYRIGHT
Copyright © 2002 Alexandre Duret-Lutz, Romuald Genevois, Alexandre Liverneaux and Philippe Meisburger.

This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

## SEE ALSO
The full documentation for Heroes is maintained as a Texinfo manual. If the info and Heroes programs are properly installed at your site, the command

info Heroes

should give you access to the complete manual.


heroeslvl

title: heroeslvl(6)

summary: inspect Heroes' level files

text:
# heroeslvl(6)

## NAME
heroeslvl - inspect Heroes' level files

## SYNOPSIS
heroeslvl [OPTIONS]... levels

## DESCRIPTION
Heroeslvl is a tool used to inspect Heroes' level files.

Mandatory arguments to long options are mandatory for short options too.

-v, --version

display version number

-h, --help

display this help

-p, --print=WHAT

select information to display. WHAT should be one or more of these characters:

d

print square directions

f

print filename

h

print header

i

print tile details

t

print square type map

T

print type keys

w

print square wall map

@

print tunnels

-i, --indent

indent everything but the filename

When no options are given, the default is -ipfh.

## REPORTING BUGS
Report bugs to <heroes-bugs@lists.sourceforge.net>.

## COPYRIGHT
Copyright © 2002 Alexandre Duret-Lutz.

This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.


hex-a-hop

package: hex-a-hop

title: hex-a-hop(6)

summary: puzzle game based on hexagonal tiles

text:
# hex-a-hop(6)

## NAME
hex-a-hop - puzzle game based on hexagonal tiles

## DESCRIPTION
Hex‐a‐hop is a puzzle game based on hexagonal tiles. There is no time limit and no real‐time element.

The objective is simply to destroy all the green hexagonal tiles on each of the 100 levels. As you progress through the game, more types of tiles are introduced which make things more difficult and interesting.

## USAGE
You can move the character around with the keys Q,W,E,A,S,D, or with the numeric keypad. Alternatively, you can use the mouse and click on the tile you'd like to move to.

Use 'U', backspace or the right mouse button to undo mistakes. The 'Esc' key (or middle mouse button) brings up a menu from which you can restart if you get stuck.

Your goal is to break all the green tiles. You mainly do this by jumping on them. They will crack when you land on them, and only disintegrate when you jump off. Try not to trap yourself!

During the game, you will be given hints and instructions on what to do. Use the cursor keys or click on the arrows to scroll through the help pages. More pages will be added as you progress through the game, as new tiles will keep appearing.

You can choose which level to attempt next from the map screen. Silver levels are ones you've cleared. Black levels are ones you haven't completed yet, but are available to play.

There is no time limit and no real‐time element, so take as long as you like.

## SEE ALSO
You can find more about the game on its homepage: http://hexahop.sourceforge.net/

In Debian's version, game data is stored in the directory $HOME/.hex-a-hop/. If the environment variable $HOME is not set, it'll use /tmp/ instead.

## AUTHOR
The game has been written by Tom Beaumont, and is distributed under the GNU General Public License, either version 2 of the License, or (at your option) any later version.


holotz-castle

package: holotz-castle

title: holotz-castle(6)

text:
# holotz-castle(6)

## NAME
holotz-castle - platform game with high dosis of mistery

## SYNOPSIS
holotz-castle [-f] [-w] [--fps nn] [-mWWxHHxBPP]

## DESCRIPTION
A great mistery is hidden beyond the walls of Holotz's Castle. ¿Will you be able to help Ybelle and Ludar to scape alive from the castle?

Test your dexterity with this tremendously exciting platform game!

## USAGE
You'll get an options' menu as soon as the game starts, with the following options:

- Continue Game: You can continue playing the game if you have interrupted it with escape key.

- New Game: You can start playing the game right from the beginning.

- Help: You get a general help text on the game. You can use escape key for leaving that screen.

- Options: You'll get a new menu from which you can set video, sound, dificulty and language options. You can leave each menu by using the escape key.

- Load: You can continue playing the game from a previously saved adventure.

- Save: With this option you can save the current adventure.

- Exit: Leave the game.

During the game, you can use the following keys:

- Arrow keys: Move character

- Space key: Jump / Skip dialog

- Enter/Return key: Skip dialog sequence

- F1: Display help text while playing

- Escape key: Hides help screen.

Aside from that the game easy to play, no need for a manual!

## OPTIONS
These command line options are available:

-f Full Screen.

-w Windowed.

--fps nn Run the game at nn frames per second (fps).

-mWWxHHxBPP Run in video mode set by WW pixels of width, HH pixels of height and BPP bits per pixel (eg. -m640x480x16).

## AUTHOR
This manual page was written for the Debian GNU/Linux system by Miriam Ruiz <little_miry@yahoo.es> (but may be used by others, of course)


holotz-castle-editor

package: holotz-castle-editor

title: holotz-castle-editor(6)

summary: editor for holotz\-castle game

text:
# holotz-castle-editor(6)

## NAME
holotz-castle-editor - editor for holotz-castle game

## SYNOPSIS
holotz-castle-editor [-f] [-w] [--fps nn] [-mWWxHHxBPP] [-r RR] [-c CC] [-t theme] <story> <nr>

## DESCRIPTION
A great mistery is hidden beyond the walls of Holotz's Castle. ¿Will you be able to help Ybelle and Ludar to scape alive from the castle?

Use the editor to design new levels for this game!

## USAGE
You can use the following keys while working with the editor:

- Page Down: Next level in the story (or a new one if it doesn't exist).

- Page Up: Previous level in the story.

- 'c': Increase the number of columns from the right.

- CTRL-'c': Increase the number of columns from the left

- SHIFT-'c': Decrease the number of columns from the right.

- SHIFT-CTRL-'c': Decrease the number of columns from the left.

- 'r': Increase the number of rows from below.

- CTRL-'r': Increase the number of rows from above.

- SHIFT-'r': Decrease the number of rows from below.

- SHIFT-CTRL-r: Decrease the number of rows from Above.

- '+': Increase level time.

- '-': Decrease level time.

- '1': Select 'floor' tool.

- '2': Select 'continuous floor' tool.

- '3': Select 'stairs' tool.

- '4': Select 'bar' tool.

- '5': Select 'breakable floor' tool.

- '6': Select 'key' tool.

- '7': Select 'rope' tool

- '8': Select 'starting character's position' tool.

- '9': Select 'exit position' tool.

- '0': Select 'enemy' tool.

- 's': Save.

- CTRL-'q': Quit editor.

- Arrow keys: Move around in the map.

- 'g': Increase gravity strength.

- SHIFT-'g': Decrease gravity strength.

- 'x': Increase main character's speed in axis.

- SHIFT-'x': Decrease main character's speed in X axis.

- 'y': Increase main character's speed in Y axis.

- SHIFT-'y': Decrease main character's speed in Y axis.

- 'j': Increase the number of cells that the player can jump vertically.

- SHIFT-'j': Decrease the number of cells that the player can jump vertically.

Other features:

- When adding an item to the map, if you press CTRL key it is adjusted to a cell.

- To adjust a rope's lenght, you select it and, while still pressing mouse button, press ALT key and drag the mouse vertically until getting the desired length. - To adjust a rope's oscillation amplitude, you must select it and, keeping mouse button pressed, press SHIFT key. Real time amplitude is not shown, as it is determined taking into account the distance in vertical to the rope when releasing mouse button.

## OPTIONS
These command line options are available:

-f Full Screen.

-w Windowed.

--fps nn Run the game at nn frames per second (fps).

-mWWxHHxBPP Run in video mode set by WW pixels of width, HH pixels of height and BPP bits per pixel (eg. -m640x480x16).

-r RR Crete map with RR rows of height.

-c CC Crete map with CC columns of width.

-t theme Use theme named 'theme'.

<story> <nr> Load level nr of the story called 'story'.

## AUTHOR
This manual page was written for the Debian GNU/Linux system by Miriam Ruiz <little_miry@yahoo.es> (but may be used by others, of course)