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+PHANTASIA(6) BSD Reference Manual PHANTASIA(6)
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+N\bNA\bAM\bME\bE
+ phantasia - an interterminal fantasy game
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ phantasia [ -HSabmpsx ]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bP_\bh_\ba_\bn_\bt_\ba_\bs_\bi_\ba is a role playing game which allows players to
+ roll up characters of various types to fight monsters and
+ other players. Progression of characters is based upon
+ gaining experience from fighting monsters (and other play-
+ ers).
+
+ Most of the game is menu driven and self-explanatory (more
+ or less). The screen is cursor updated, so be sure to set
+ up the T\bTE\bER\bRM\bM variable in your environment.
+
+ The options provide for a variety of functions to support
+ the game. They are:
+
+
+ -\b-s\bs Invokes _\bp_\bh_\ba_\bn_\bt_\ba_\bs_\bi_\ba without header information.
+
+ -\b-m\bm Get a monster listing.
+
+ -\b-a\ba Get a listing of all character names on file.
+
+ -\b-x\bx Examine/change a particular character on file.
+
+ -\b-H\bH Print header only.
+
+ -\b-p\bp Purge old characters.
+
+ -\b-b\bb Show scoreboard of top characters per login.
+
+ -\b-S\bS Turn on wizard options, if allowed, if running as
+ ``root''.
+
+ The characters are saved on a common file, in order to
+ make the game interactive between players. The characters
+ are given a password in order to retrieve them later.
+ Only characters above l\ble\bev\bve\bel\bl zero are saved. Characters
+ unused for awhile will be purged. Characters are only
+ placed on the scoreboard when they die.
+
+A\bAU\bUT\bTH\bHO\bOR\bR
+ Edward Estes, AT&T Information Systems, Skokie, IL
+
+P\bPA\bAR\bRT\bTI\bIC\bCU\bUL\bLA\bAR\bRS\bS
+
+
+
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+ N\bNo\bor\brm\bma\bal\bl P\bPl\bla\bay\by
+
+ A number of the player's more important statistics are
+ almost always displayed on the screen, with maximums
+ (where applicable) in parentheses.
+
+ The character is placed randomly near the center of a
+ cartesian system. Most commands are selected with a sin-
+ gle letter or digit. For example, one may move by hitting
+ 'W', 'S', 'N', or 'E', (lower case may also be used, at no
+ time is the game case dependent). One may also use 'H',
+ 'J', 'K', 'L', for movement, similar to _\bv_\bi(1). To move to
+ a specific (x, y) coordinate, use the m\bmo\bov\bve\be ('1')
+ command. The distance a character can move is calculated
+ by 1 plus 1.5 per l\ble\bev\bve\bel\bl.\b. Moving in a compass direction
+ will move the player the maximum allowed distance in that
+ direction.
+
+ A player may see who else is playing by using the p\bpl\bla\bay\bye\ber\brs\bs
+ ('2') option. One may see the coordinates of those who
+ are the same distance or closer to the origin as he/she.
+ K\bKi\bin\bng\bgs\bs,\b, and c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be can see and can be seen by
+ everyone. A p\bpa\bal\bla\ban\bnt\bti\bir\br removes these restrictions.
+
+ One can talk to other players with the t\bta\bal\blk\bk ('3') option.
+ In general, this is a line or so of text. To remove a
+ current message, just type <return> when prompted for a
+ message.
+
+ The s\bst\bta\bat\bts\bs ('4') option shows additional characteristics of
+ a player.
+
+ One may leave the game either with the q\bqu\bui\bit\bt ('5') option.
+
+ One may rest by default. Resting lets one regain maximum
+ e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl,\b, and also lets one find m\bma\ban\bna\ba (more is found
+ for larger levels and further distances from the origin).
+
+ One may call a monster by hitting '9' or 'C'.
+
+ Use 'X' to examine other players.
+
+ One may quit or execute a sub-shell by hitting interrupt.
+ Quitting during battle results in death for obvious rea-
+ sons.
+
+ Several other options become available as the player pro-
+ gresses in l\ble\bev\bve\bel\bl and m\bma\bag\bgi\bic\bc,\b, or to other stations in the
+ game ( v\bva\bal\bla\bar\br,\b, c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be,\b, k\bki\bin\bng\bg ). These are
+ described elsewhere. In general, a control-L will force
+ the redrawing of the screen.
+
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+ Other things which may happen are more or less self-
+ explanatory.
+
+ F\bFi\big\bgh\bht\bti\bin\bng\bg M\bMo\bon\bns\bst\bte\ber\brs\bs
+
+ A player has several options while fighting monsters.
+ They are as follows:
+
+ m\bme\bel\ble\bee\be Inflicts damage on the monster, based upon
+ s\bst\btr\bre\ben\bng\bgt\bth\bh.\b. Also decreases the monster's
+ s\bst\btr\bre\ben\bng\bgt\bth\bh some.
+
+ s\bsk\bki\bir\brm\bmi\bis\bsh\bh Inflicts a little less damage than m\bme\bel\ble\bee\be,\b,
+ but decreases the monster's q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs
+ instead.
+
+ e\bev\bva\bad\bde\be Attempt to run away. Success is based upon
+ both the player's and the monster's b\bbr\bra\bai\bin\bns\bs
+ and q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs.\b.
+
+ s\bsp\bpe\bel\bll\bl Several options for throwing spells
+ (described elsewhere).
+
+ n\bni\bic\bck\bk Hits the monster one plus the player's
+ s\bsw\bwo\bor\brd\bd,\b, and gives the player 10% of the mon-
+ ster's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be.\b. Decreases the monster's
+ e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be an amount proportional to the
+ amount granted. This also increases the
+ monster's quickness. Paralyzed monsters
+ wake up very fast when nicked.
+
+ l\blu\buc\bck\bko\bou\but\bt This is essentially a battle of wits with
+ the monster. Success is based upon the
+ player's and the monster's b\bbr\bra\bai\bin\bns\bs.\b. The
+ player gets credit for slaying the monster
+ if he/she succeeds. Otherwise, nothing
+ happens, and the chance to l\blu\buc\bck\bko\bou\but\bt is lost.
+
+ C\bCh\bha\bar\bra\bac\bct\bte\ber\br S\bSt\bta\bat\bti\bis\bst\bti\bic\bcs\bs
+
+
+ s\bst\btr\bre\ben\bng\bgt\bth\bh determines how much damage a character can
+ inflict.
+
+ q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs determines how many chances a character
+ gets to make decisions while fighting.
+
+ e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl specifies how much damage a character may
+ endure before dying.
+
+ m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl determines which spells a character may
+
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+ throw, and how effective those spells will
+ be.
+
+ b\bbr\bra\bai\bin\bns\bs basically, the character's intelligence;
+ used for various fighting options and
+ spells.
+
+ m\bma\ban\bna\ba used as a power source for throwing spells.
+
+ e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be gained by fighting monsters and other char-
+ acters.
+
+ l\ble\bev\bve\bel\bl indicative of how much experience a charac-
+ ter has accumulated; progresses geometri-
+ cally as e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be increases.
+
+ p\bpo\boi\bis\bso\bon\bn sickness which degrades a character's per-
+ formance (affects e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl and s\bst\btr\bre\ben\bng\bgt\bth\bh
+ ).
+
+ s\bsi\bin\bn accumulated as a character does certain
+ nasty things; used only rarely in normal
+ play of the game.
+
+ a\bag\bge\be of player; roughly equivalent to number of
+ turns. As a\bag\bge\be increases, many personal
+ statistics degenerate.
+
+ C\bCh\bha\bar\bra\bac\bct\bte\ber\br T\bTy\byp\bpe\bes\bs
+
+ Character statistics are rolled randomly from the above
+ list, according to character type. The types are as fol-
+ lows:
+
+ m\bma\bag\bgi\bic\bc u\bus\bse\ber\br strong in m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl and b\bbr\bra\bai\bin\bns\bs , weak in
+ other areas. Must rely on wits and magic
+ to survive.
+
+ f\bfi\big\bgh\bht\bte\ber\br good in s\bst\btr\bre\ben\bng\bgt\bth\bh and e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl , fairly
+ good in other areas. This adds up to a
+ well-equipped fighter.
+
+ e\bel\blf\bf very high q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs and above average m\bma\bag\bgi\bic\bc
+ l\ble\bev\bve\bel\bl are e\bel\blv\bve\bes\bs selling points.
+
+ d\bdw\bwa\bar\brf\bf very high s\bst\btr\bre\ben\bng\bgt\bth\bh and e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl , but
+ with a tendency to be rather slow and not
+ too bright.
+
+ h\bha\bal\blf\bfl\bli\bin\bng\bg rather quick and smart, with high e\ben\bne\ber\brg\bgy\by
+ l\ble\bev\bve\bel\bl , but poor in m\bma\bag\bgi\bic\bc and s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
+
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+ Born with some e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be.\b.
+
+ e\bex\bxp\bpe\ber\bri\bim\bme\ben\bnt\bto\bo very mediocre in all areas. However, the
+ e\bex\bxp\bpe\ber\bri\bim\bme\ben\bnt\bto\bo may be placed almost anywhere
+ within the playing grid.
+
+ The possible ranges for starting statistics are summarized
+ in the following table.
+
+ Type Strength Quick Mana Energy Brains Magic
+ ------------------------------------------------------------------
+ Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
+ Fighter 40-55 30-35 30-50 45-70 25-45 3-6
+ Elf 35-45 32-38 45-90 30-50 40-65 4-7
+ Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
+ Halfling 20-25 34 25-45 55-90 40-75 1-4
+ Experimento 25 27 100 35 25 2
+
+ Not only are the starting characteristics different for
+ the different character types, the characteristics
+ progress at different rates for the different types as the
+ character goes up in l\ble\bev\bve\bel\bl.\b. E\bEx\bxp\bpe\ber\bri\bim\bme\ben\bnt\bto\boe\bes\bs'\b' characteristics
+ progress randomly as one of the other types. The progres-
+ sion as characters increase in l\ble\bev\bve\bel\bl is summarized in the
+ following table.
+
+ Type Strength Mana Energy Brains Magic
+ ------------------------------------------------------
+ Mag. User 2.0 75 20 6 2.75
+ Fighter 3.0 40 30 3.0 1.5
+ Elf 2.5 65 25 4.0 2.0
+ Dwarf 5 30 35 2.5 1
+ Halfling 2.0 30 30 4.5 1
+
+ The character type also determines how much gold a player
+ may carry, how long until r\bri\bin\bng\bgs\bs can overcome the player,
+ and how much p\bpo\boi\bis\bso\bon\bn the player can withstand.
+
+ S\bSp\bpe\bel\bll\bls\bs
+
+ During the course of the game, the player may exercise
+ his/her magic powers. These cases are described below.
+
+ c\bcl\blo\boa\bak\bk _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 20 (plus level 7)
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 35 plus 3 per rest period
+ Used during normal play. Prevents monsters
+ from finding the character, as well as hid-
+ ing the player from other players. His/her
+ coordinates show up as '?' in the p\bpl\bla\bay\bye\ber\brs\bs
+ option. Players cannot collect m\bma\ban\bna\ba,\b, find
+ trading posts, or discover the g\bgr\bra\bai\bil\bl while
+
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+ cloaked.Calling a monster uncloaks, as well
+ as choosing this option while cloaked.
+
+ t\bte\bel\ble\bep\bpo\bor\brt\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 40 (plus level 12)
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 30 per 75 moved
+ Used during normal play. Allows the player
+ too move with much more freedom than with
+ the m\bmo\bov\bve\be option, at the price of expending
+ mana. The maximum distance possible to
+ move is based upon l\ble\bev\bve\bel\bl and m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl.\b.
+
+ p\bpo\bow\bwe\ber\br b\bbl\bla\bas\bst\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: none
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 5 times l\ble\bev\bve\bel\bl
+ Used during inter-terminal battle. Damage
+ is based upon m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl and s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
+ Hits much harder than a normal hit.
+
+ a\bal\bll\bl o\bor\br n\bno\bot\bth\bhi\bin\bng\bg _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: none
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 1
+ Used while combating monsters. Has a 25%
+ chance of working. If it works it hits the
+ monster just enough to kill it. If it
+ fails, it doesn't hit the monster, and dou-
+ bles the monster's q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs and s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
+ Paralyzed monsters wake up much quicker as
+ a result of this spell.
+
+ m\bma\bag\bgi\bic\bc b\bbo\bol\blt\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 5
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: variable
+ Used while combating monsters. Hits the
+ monster based upon the amount of m\bma\ban\bna\ba
+ expended and m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl.\b. Guaranteed to
+ hit at least 10 per m\bma\ban\bna\ba.\b.
+
+ f\bfo\bor\brc\bce\be f\bfi\bie\bel\bld\bd _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 15
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 30
+ Used during monster combat. Throws up a
+ shield to protect from damage. The shield
+ is added to actual energy level, and is a
+ fixed number, based upon maximum energy.
+ Normally, damage occurs first to the
+ shield, and then to the players actual
+ e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl.\b.
+
+ t\btr\bra\ban\bns\bsf\bfo\bor\brm\bm _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 25
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 50
+ Used during monster combat. Transforms the
+ monster randomly into one of the 100 mon-
+ sters from the monster file.
+
+ i\bin\bnc\bcr\bre\bea\bas\bse\be m\bmi\big\bgh\bht\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 35
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+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 75
+ Used during combat with monsters.
+ Increases strength up to a maximum.
+
+ i\bin\bnv\bvi\bis\bsi\bib\bbi\bil\bli\bit\bty\by _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 45
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 90
+ Used while fighting monsters. Makes it
+ harder for the monster to hit, by temporar-
+ ily increasing the player's q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs.\b.
+ This spell may be thrown several times, but
+ a maximum level will be reached.
+
+ t\btr\bra\ban\bns\bsp\bpo\bor\brt\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 60
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 125
+ Used during monster combat. Transports the
+ monster away from the player. Success is
+ base upon player's m\bma\bag\bgi\bic\bc and b\bbr\bra\bai\bin\bns\bs,\b, and
+ the monster's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be.\b. If it fails the
+ player is transported instead.60% of the
+ time, the monster will drop any treasure it
+ was carrying.
+
+ p\bpa\bar\bra\bal\bly\byz\bze\be _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 75
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 150
+ Used during monster combat. "Freezes" the
+ monster by putting its q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs slightly
+ negative. The monster will slowly wake up.
+ Success is based upon player's m\bma\bag\bgi\bic\bc and
+ the monster's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be.\b. If it fails,
+ nothing happens.
+
+ s\bsp\bpe\bec\bci\bif\bfy\by _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: none
+ _\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 1000
+ Used during monster combat only by v\bva\bal\bla\bar\br or
+ c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be.\b. Allows the player to
+ pick which monster to fight.
+
+ M\bMo\bon\bns\bst\bte\ber\brs\bs
+
+ Monsters get bigger as one moves farther from the origin
+ (0,0). Rings of distance 125 from the origin determine
+ the size. A monster's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be,\b, e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl,\b, and
+ b\bbr\bra\bai\bin\bns\bs are multiplied by the size. S\bSt\btr\bre\ben\bng\bgt\bth\bh is increase
+ 50% per size over one, and q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs remains the same,
+ regardless of size.
+
+ Also, nastier monsters are found as one progress farther
+ out from the origin. Monsters also may flock. The per-
+ cent chance of that happening is designated as f\bfl\blo\boc\bck\bk%\b% in
+ the monster listing. Monsters outside the first ring may
+ carry treasure, as determined by their treasure type.
+
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+ Flocking monsters, and bigger monsters increase the
+ chances of treasure.
+
+ Certain monsters have special abilities; they are as fol-
+ lows:
+
+ U\bUn\bni\bic\bco\bor\brn\bn can only be subdued if the player is in
+ possession of a v\bvi\bir\brg\bgi\bin\bn.\b.
+
+ M\bMo\bod\bdn\bna\bar\br has random characteristics, including trea-
+ sure type.
+
+ M\bMi\bim\bmi\bic\bc will pick another name from the list of
+ monsters in order to confuse.
+
+ D\bDa\bar\brk\bk L\bLo\bor\brd\bd very nasty person. Does not like to be hit
+ (especially nicked), and many spells do not
+ work well (or at all) against him. One can
+ always e\bev\bva\bad\bde\be from the D\bDa\bar\brk\bk L\bLo\bor\brd\bd.\b.
+
+ L\bLe\bea\ban\bna\ban\bn-\b-S\bSi\bid\bdh\bhe\be also a very nasty person. She will perma-
+ nently sap s\bst\btr\bre\ben\bng\bgt\bth\bh from someone.
+
+ S\bSa\bar\bru\bum\bma\ban\bn wanders around with W\bWo\bor\brm\bmt\bto\bon\bng\bgu\bue\be , who can
+ steal a p\bpa\bal\bla\ban\bnt\bti\bir\br.\b. Also, S\bSa\bar\bru\bum\bma\ban\bn may turn a
+ player's gems into gold pieces, or scramble
+ her/his stats.
+
+ T\bTh\bha\bau\bum\bma\bat\btu\bur\brg\bgi\bis\bst\bt can transport a player.
+
+ B\bBa\bal\blr\bro\bog\bg inflicts damage by taking away e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be ,
+ not e\ben\bne\ber\brg\bgy\by.\b.
+
+ V\bVo\bor\brt\bte\bex\bx may take some m\bma\ban\bna\ba.\b.
+
+ N\bNa\baz\bzg\bgu\bul\bl may try to steal a r\bri\bin\bng\bg or neutralize part
+ of one's b\bbr\bra\bai\bin\bns\bs.\b.
+
+ T\bTi\bia\bam\bma\bat\bt may take half a player's g\bgo\bol\bld\bd and g\bge\bem\bms\bs and
+ escape.
+
+ K\bKo\bob\bbo\bol\bld\bd may get nasty and steal one gold piece and
+ run away.
+
+ S\bSh\bhe\bel\blo\bob\bb may bite, inflicting the equivalent of one
+ p\bpo\boi\bis\bso\bon\bn.\b.
+
+ A\bAs\bss\bso\bor\brt\bte\bed\bd F\bFa\bae\ber\bri\bie\bes\bs
+ These are killed if attacking someone car-
+ rying h\bho\bol\bly\by w\bwa\bat\bte\ber\br.\b. These are C\bCl\blu\bur\bri\bic\bca\bau\bun\bn,\b, F\bFi\bir\br
+ D\bDa\bar\brr\bri\big\bg,\b, F\bFa\bac\bch\bha\ban\bn,\b, G\bGh\bhi\bil\bll\ble\be D\bDh\bhu\bu,\b, B\bBo\bog\bgl\ble\be,\b,
+
+
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+
+ K\bKi\bil\bll\blm\bmo\bou\bul\bli\bis\bs,\b, and B\bBw\bwc\bca\ba.\b.
+
+ L\bLa\bam\bmp\bpr\bre\bey\by may bite, inflicting 1/2 of a p\bpo\boi\bis\bso\bon\bn.\b.
+
+ S\bSh\bhr\bri\bie\bek\bke\ber\br will call one of its (much bigger) buddies
+ if picked upon.
+
+ B\bBo\bon\bnn\bna\bac\bco\bon\bn will become bored with battle, fart, and
+ run off.
+
+ S\bSm\bme\bea\bag\bgo\bol\bl will try to steal a r\bri\bin\bng\bg from a player, if
+ given the chance.
+
+ S\bSu\buc\bcc\bcu\bub\bbu\bus\bs may inflict damage through a f\bfo\bor\brc\bce\be f\bfi\bie\bel\bld\bd.\b.
+ This subtracts from e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl instead of
+ any shield the player may have thrown up.
+ This is a very easy way to die.
+
+ C\bCe\ber\brb\bbe\ber\bru\bus\bs loves metal and will steal all the metal
+ treasures from a player if able.
+
+ U\bUn\bng\bgo\bol\bli\bia\ban\bnt\bt can bite and poison. This inflicts five
+ p\bpo\boi\bis\bso\bon\bns\bs , and also takes one from the
+ player's q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs.\b.
+
+ J\bJa\bab\bbb\bbe\ber\brw\bwo\boc\bck\bk may tire of battle, and leave after calling
+ one of his friends ( J\bJu\bub\bbj\bju\bub\bb B\bBi\bir\brd\bd or B\bBa\ban\bnd\bde\ber\br-\b-
+ s\bsn\bna\bat\btc\bch\bh ).
+
+ M\bMo\bor\brg\bgo\bot\bth\bh actually M\bMo\bod\bdn\bna\bar\br , but reserved for c\bco\bou\bun\bnc\bci\bil\bl
+ o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be,\b, v\bva\bal\bla\bar\br,\b, and e\bex\bx-\b-v\bva\bal\bla\bar\br.\b. Fights
+ with M\bMo\bor\brg\bgo\bot\bth\bh end when either he or the
+ player dies.His characteristics are calcu-
+ lated based upon the player's. The player
+ is given the chance to ally with him. No
+ magic, except f\bfo\bor\brc\bce\be f\bfi\bie\bel\bld\bd works when bat-
+ tling M\bMo\bor\brg\bgo\bot\bth\bh.\b.
+
+ T\bTr\bro\bol\bll\bl may regenerate its e\ben\bne\ber\brg\bgy\by and s\bst\btr\bre\ben\bng\bgt\bth\bh
+ while in battle.
+
+ W\bWr\bra\bai\bit\bth\bh may make a player blind.
+
+ T\bTr\bre\bea\bas\bsu\bur\bre\bes\bs
+
+ The various treasure types are as follows:
+
+ T\bTy\byp\bpe\be z\bze\ber\bro\bo _\bn_\bo_\bn_\be
+
+ T\bTy\byp\bpe\be o\bon\bne\be _\bp_\bo_\bw_\be_\br _\bb_\bo_\bo_\bs_\bt_\be_\br - adds mana.
+ _\bd_\br_\bu_\bi_\bd - adds experience.
+
+
+
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+ _\bh_\bo_\bl_\by _\bo_\br_\bb - subtracts 0.25 sin.
+
+ T\bTy\byp\bpe\be t\btw\bwo\bo _\ba_\bm_\bu_\bl_\be_\bt - protects from cursed treasure.
+ _\bh_\bo_\bl_\by _\bw_\ba_\bt_\be_\br - kills a\bas\bss\bso\bor\brt\bte\bed\bd f\bfa\bae\ber\bri\bie\bes\bs.\b.
+ _\bh_\be_\br_\bm_\bi_\bt - reduces sin by 25% and adds some
+ mana.
+
+ T\bTy\byp\bpe\be t\bth\bhr\bre\bee\be _\bs_\bh_\bi_\be_\bl_\bd - adds to maximum e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl
+ _\bv_\bi_\br_\bg_\bi_\bn - used to subdue a u\bun\bni\bic\bco\bor\brn\bn , or to
+ give much e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be (and some s\bsi\bin\bn ).
+ _\ba_\bt_\bh_\be_\bl_\ba_\bs - subtracts one p\bpo\boi\bis\bso\bon\bn.\b.
+
+ T\bTy\byp\bpe\be f\bfo\bou\bur\br (\b(s\bsc\bcr\bro\bol\bll\bls\bs)\b)
+ _\bs_\bh_\bi_\be_\bl_\bd - throws a bigger than normal f\bfo\bor\brc\bce\be
+ f\bfi\bie\bel\bld\bd.\b.
+ _\bi_\bn_\bv_\bi_\bs_\bi_\bb_\bl_\be - temporarily puts the finder's
+ q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs to one million.
+ _\bt_\be_\bn _\bf_\bo_\bl_\bd _\bs_\bt_\br_\be_\bn_\bg_\bt_\bh - multiplies finder's
+ strength by ten.
+ _\bp_\bi_\bc_\bk _\bm_\bo_\bn_\bs_\bt_\be_\br - allows finder to pick next
+ monster to battle.
+ _\bg_\be_\bn_\be_\br_\ba_\bl _\bk_\bn_\bo_\bw_\bl_\be_\bd_\bg_\be - adds to finder's b\bbr\bra\bai\bin\bns\bs
+ and m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl.\b.
+
+ All the scrolls except g\bge\ben\bne\ber\bra\bal\bl k\bkn\bno\bow\bwl\ble\bed\bdg\bge\be automatically
+ call a monster. These preserve any spells that were
+ already in effect, but are only in effect while in battle.
+
+ T\bTy\byp\bpe\be f\bfi\biv\bve\be _\bd_\ba_\bg_\bg_\be_\br - adds to s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
+ _\ba_\br_\bm_\bo_\bu_\br - same as a s\bsh\bhi\bie\bel\bld\bd,\b, but bigger.
+ _\bt_\ba_\bb_\bl_\be_\bt - adds brains.
+
+ T\bTy\byp\bpe\be s\bsi\bix\bx _\bp_\br_\bi_\be_\bs_\bt - rests to maximum; adds m\bma\ban\bna\ba,\b,
+ b\bbr\bra\bai\bin\bns\bs;\b; and halves s\bsi\bin\bn.\b.
+ _\bR_\bo_\bb_\bi_\bn _\bH_\bo_\bo_\bd - increases s\bsh\bhi\bie\bel\bld\bd and adds per-
+ manently to s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
+ _\ba_\bx_\be - like d\bda\bag\bgg\bge\ber\br,\b, but bigger.
+
+ T\bTy\byp\bpe\be s\bse\bev\bve\ben\bn _\bc_\bh_\ba_\br_\bm - protects from cursed treasure (used
+ before a\bam\bmu\bul\ble\bet\bt ); used in conjunction with
+ b\bbl\ble\bes\bss\bsi\bin\bng\bg to battle D\bDa\bar\brk\bk L\bLo\bor\brd\bd.\b.
+ _\bM_\be_\br_\bl_\by_\bn - adds b\bbr\bra\bai\bin\bns\bs,\b, m\bma\bag\bgi\bic\bc,\b, and m\bma\ban\bna\ba.\b.
+ _\bw_\ba_\br _\bh_\ba_\bm_\bm_\be_\br - like an a\bax\bxe\be,\b, but bigger.
+
+ T\bTy\byp\bpe\be e\bei\big\bgh\bht\bt _\bh_\be_\ba_\bl_\bi_\bn_\bg _\bp_\bo_\bt_\bi_\bo_\bn - sets p\bpo\boi\bis\bso\bon\bn to -2, or sub-
+ tracts two from p\bpo\boi\bis\bso\bon\bn,\b, whichever is bet-
+ ter.
+ _\bt_\br_\ba_\bn_\bs_\bp_\bo_\br_\bt_\be_\br - allows finder to move any-
+ where.
+ _\bs_\bw_\bo_\br_\bd - like a w\bwa\bar\br h\bha\bam\bmm\bme\ber\br , but bigger.
+
+
+
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+ T\bTy\byp\bpe\be n\bni\bin\bne\be _\bg_\bo_\bl_\bd_\be_\bn _\bc_\br_\bo_\bw_\bn - allows the player to become
+ k\bki\bin\bng\bg,\b, by going to (0,0).
+ _\bb_\bl_\be_\bs_\bs_\bi_\bn_\bg - cuts s\bsi\bin\bn to 1/3, adds m\bma\ban\bna\ba,\b,
+ rests to max., kills D\bDa\bar\brk\bk L\bLo\bor\brd\bd with a
+ c\bch\bha\bar\brm\bm,\b, and gives bearer first hit on all
+ monsters.
+ _\bq_\bu_\bi_\bc_\bk_\bs_\bi_\bl_\bv_\be_\br - adds to q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs.\b.
+
+ T\bTy\byp\bpe\be t\bte\ben\bn _\be_\bl_\bv_\be_\bn _\bb_\bo_\bo_\bt_\bs - adds permanently to q\bqu\bui\bic\bck\bk-\b-
+ n\bne\bes\bss\bs.\b.
+
+ T\bTy\byp\bpe\be e\bel\ble\bev\bve\ben\bn _\bp_\ba_\bl_\ba_\bn_\bt_\bi_\br - allows one to see all the other
+ players; used by c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be to
+ seek the g\bgr\bra\bai\bil\bl.\b.
+
+ T\bTy\byp\bpe\be t\btw\bwe\bel\blv\bve\be/\b/t\bth\bhi\bir\brt\bte\bee\ben\bn
+ _\br_\bi_\bn_\bg - allows one to hit much harder in
+ battle, etc.
+
+ Any treasure type 10-13 monsters may instead carry a type
+ nine treasure.
+
+ A monster may also be carrying g\bgo\bol\bld\bd or g\bge\bem\bms\bs.\b. These are
+ used at t\btr\bra\bad\bdi\bin\bng\bg p\bpo\bos\bst\bts\bs to buy things.A g\bge\bem\bm is worth 1000
+ gold pieces. Too much g\bgo\bol\bld\bd will slow a player down. One
+ may carry 1000 plus 200 per l\ble\bev\bve\bel\bl of g\bgo\bol\bld\bd.\b. A g\bge\bem\bm weighs
+ one half a gold piece. Monsters of treasure type 7 or
+ higher may carry g\bge\bem\bms\bs.\b.
+
+ The chance of a cursed treasure is based upon treasure
+ type. The more valuable treasures have a greater chance
+ of being cursed. A cursed treasure knocks e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl
+ very low, and adds 0.25 p\bpo\boi\bis\bso\bon\bn.\b.
+
+ R\bRi\bin\bng\bgs\bs
+
+ R\bRi\bin\bng\bgs\bs are only carried by n\bna\baz\bzg\bgu\bul\bls\bs and D\bDa\bar\brk\bk L\bLo\bor\brd\bd.\b. They
+ come in four different flavors. All r\bri\bin\bng\bgs\bs rest the player
+ to maximum and cause him/her to hit much harder in battle
+ with monsters (assuming one has chosen to use the r\bri\bin\bng\bg for
+ battle.)
+
+ Two types of r\bri\bin\bng\bgs\bs are cursed and come either from n\bna\baz\bzg\bgu\bul\bls\bs
+ or D\bDa\bar\brk\bk L\bLo\bor\brd\bd.\b. After a few times of using these types, the
+ player falls under the control of the r\bri\bin\bng\bg,\b, and strange,
+ random things will occur. Eventually, the player dies,
+ and gives his/her name to a monster on the file. Dying
+ before the r\bri\bin\bng\bg is used up also renames the monster.
+
+ The two remaining types of r\bri\bin\bng\bgs\bs are much more benign.
+ The one from a n\bna\baz\bzg\bgu\bul\bl is good for a limited number of
+
+
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+ battle rounds, and will save the player from death if it
+ was being used when he/she died. The one from D\bDa\bar\brk\bk L\bLo\bor\brd\bd
+ is the same, except that it never is used up. r\bri\bin\bng\bgs\bs dis-
+ appear after saving someone from death. In general,
+ cursed r\bri\bin\bng\bgs\bs occur much more often than normal ones. It
+ is usually not a good idea to pick one up. The only way
+ to get rid of a r\bri\bin\bng\bg is to have a monster steal it.
+
+ K\bKi\bin\bng\bg
+
+ A player may become k\bki\bin\bng\bg b\bby\by f\bfi\bin\bnd\bdi\bin\bng\bg a\ba _\bc_\br_\bo_\bw_\bn and going to
+ (0,0). Players must have a l\ble\bev\bve\bel\bl in the range of 10 to
+ 1000 to be able to find a _\bc_\br_\bo_\bw_\bn_\b. When a player with one
+ or more _\bc_\br_\bo_\bw_\bn_\bs reaches l\ble\bev\bve\bel\bl 1000, the _\bc_\br_\bo_\bw_\bn_\bs are con-
+ verted to _\bg_\bo_\bl_\bd_\b.
+
+ Once a player is king, he/she may do certain things while
+ in the Lord's Chamber (0,0). These are exercised with the
+ d\bde\bec\bcr\bre\bee\be ('0') option.
+
+ _\bt_\br_\ba_\bn_\bs_\bp_\bo_\br_\bt This is done to another player. It ran-
+ domly moves the affected player about. A
+ c\bch\bha\bar\brm\bm protects from transports.
+
+ _\bc_\bu_\br_\bs_\be This is done to another player. It is
+ analogous to cursed treasure, but worse.
+ It inflicts two p\bpo\boi\bis\bso\bon\bn,\b, knocks e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl
+ very low, and degrades the maximum energy.
+ It also removes a c\bcl\blo\boa\bak\bk.\b. A b\bbl\ble\bes\bss\bsi\bin\bng\bg pro-
+ tects from king's curses.
+
+ _\be_\bn_\be_\br_\bg_\by _\bv_\bo_\bi_\bd The king may put a number of these scat-
+ tered about his/her kingdom as he/she
+ pleases. If a player hits one, he/she
+ loses m\bma\ban\bna\ba,\b, e\ben\bne\ber\brg\bgy\by,\b, and g\bgo\bol\bld\bd.\b. The energy
+ void disappears after being hit.
+
+ _\bb_\be_\bs_\bt_\bo_\bw This is also done to another player. The
+ king may wish to reward one or more loyal
+ subjects by sharing his/her riches ( g\bgo\bol\bld\bd
+ ). Or it is a convenient way to dispose of
+ some unwanted deadweight.
+
+ _\bc_\bo_\bl_\bl_\be_\bc_\bt _\bt_\ba_\bx_\be_\bs Everyone pays 7% tax on all g\bgo\bol\bld\bd and g\bge\bem\bms\bs
+ acquired, regardless of the existence of a
+ k\bki\bin\bng\bg.\b. The king collects the accrued taxes
+ with this option.
+
+ The k\bki\bin\bng\bg may also t\bte\bel\ble\bep\bpo\bor\brt\bt anywhere for free by using the
+ origin as a starting place.
+
+
+
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+ C\bCo\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be W\bWi\bis\bse\be,\b, V\bVa\bal\bla\bar\br
+
+ A player automatically becomes a member of the c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf
+ t\bth\bhe\be w\bwi\bis\bse\be upon reaching level 3000. Members of the council
+ cannot have r\bri\bin\bng\bgs\bs.\b. Members of the council have a few
+ extra options which they can exercise. These are exer-
+ cised i\bin\bnt\bte\ber\brv\bve\ben\bne\be ('8') option. All i\bin\bnt\bte\ber\brv\bve\ben\bne\be options cost
+ 1000 mana. One i\bin\bnt\bte\ber\brv\bve\ben\bne\be option is to _\bh_\be_\ba_\bl another
+ player. This is just a quick way for that player to be
+ rested to maximum and lose a little p\bpo\boi\bis\bso\bon\bn.\b. The main pur-
+ pose in life for members of the council is to seek the
+ H\bHo\bol\bly\by G\bGr\bra\bai\bil\bl.\b. This is done with a p\bpa\bal\bla\ban\bnt\bti\bir\br under the _\bs_\be_\be_\bk
+ _\bg_\br_\ba_\bi_\bl option. The distance cited by the seek is accurate
+ within 10%, in order not to make it too easy to find the
+ grail. A player must have infinitesimally small s\bsi\bin\bn,\b, or
+ else it's all over upon finding the grail. In order to
+ help members of the council on their quest, they may _\bt_\be_\bl_\be_\b-
+ _\bp_\bo_\br_\bt with greater ease.
+
+
+ Upon finding the grail, the player advances to position of
+ v\bva\bal\bla\bar\br.\b. He/she may then exercise more and niftier options
+ under _\bi_\bn_\bt_\be_\br_\bv_\be_\bn_\bt_\bi_\bo_\bn_\b. These include all of the council mem-
+ bers' options plus the ability to move other players
+ about, bless them, and throw monsters at them. A v\bva\bal\bla\bar\br's
+ blessing has the same effect as the treasure _\bb_\bl_\be_\bs_\bs_\bi_\bn_\bg_\b,
+ except that the affected player does not get his/her
+ _\bb_\bl_\be_\bs_\bs_\bi_\bn_\bg flag set. All _\bi_\bn_\bt_\be_\br_\bv_\be_\bn_\bt_\bi_\bo_\bn options which affect
+ other players age the player who uses them. V\bVa\bal\bla\bar\brs\bs are
+ essentially immortal, but are actually given five lives.
+ If these are used up, the player is left to die, and
+ becomes an e\bex\bx-\b-v\bva\bal\bla\bar\br.\b. A v\bva\bal\bla\bar\br cannot _\bm_\bo_\bv_\be_\b, _\bt_\be_\bl_\be_\bp_\bo_\br_\bt_\b, or
+ call monsters. (An exception to this is if the _\bv_\ba_\bl_\ba_\br
+ finds a _\bt_\br_\ba_\bn_\bs_\bp_\bo_\br_\bt_\be_\br_\b. This is to allow him/her to dispose
+ of excess _\bg_\bo_\bl_\bd_\b. Any monsters which a v\bva\bal\bla\bar\br encounters are
+ based upon his/her size. Only one valar may exist at a
+ time. The current valar is replaced when another player
+ finds the grail. The valar is then bumped back to the
+ council of the wise.
+
+ W\bWi\biz\bza\bar\brd\bd
+
+ The _\bw_\bi_\bz_\ba_\br_\bd is usually the owner of the game, and the one
+ who maintains the associated files. The _\bw_\bi_\bz_\ba_\br_\bd is granted
+ special powers within the game, if it is invoked with the
+ '-S' option. Otherwise, the _\bw_\bi_\bz_\ba_\br_\bd plays no different
+ from other players. The _\bw_\bi_\bz_\ba_\br_\bd abilities are outlined
+ below.
+
+ _\bc_\bh_\ba_\bn_\bg_\be _\bp_\bl_\ba_\by_\be_\br_\bs
+ When examining a player, (game invoked with '-x',
+
+
+
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+ or use 'X' from within game), the _\bw_\bi_\bz_\ba_\br_\bd may also
+ change the player.
+
+ _\bi_\bn_\bt_\be_\br_\bv_\be_\bn_\bt_\bi_\bo_\bn
+ The _\bw_\bi_\bz_\ba_\br_\bd may do all the _\bi_\bn_\bt_\be_\br_\bv_\be_\bn_\bt_\bi_\bo_\bn options.
+ One extra option, _\bv_\ba_\bp_\bo_\br_\bi_\bz_\be_\b, is added to kill any
+ offensive players.
+
+ _\bs_\bu_\bp_\be_\br _\bc_\bh_\ba_\br_\ba_\bc_\bt_\be_\br _\bt_\by_\bp_\be
+ An extra character type is added. This character
+ starts with the maximum possible in all statistics,
+ selected from the other character types. A s\bsu\bup\bpe\ber\br
+ character's statistics also progress at the maximum
+ possible rate, selected from the other character
+ types.
+
+ S\bSp\bpe\bec\bci\bia\bal\bl P\bPl\bla\bac\bce\bes\bs
+
+ Certain regions of the playing grid have different names.
+ In general, this is only to give the player some idea of
+ his/her present location. Some special places do exist.
+
+ _\bT_\br_\ba_\bd_\bi_\bn_\bg _\bP_\bo_\bs_\bt_\bs These are located at |x| == |y| == n*n*100
+ for n = 1, 2...1000. Trading posts farther
+ out have more things for sale. Be careful
+ about cheating the merchants there, as they
+ have short tempers. Merchants are dishon-
+ est about 5% of the time.
+
+ _\bL_\bo_\br_\bd_\b'_\bs _\bC_\bh_\ba_\bm_\bb_\be_\br This is located at (0,0). Only players
+ with c\bcr\bro\bow\bwn\bns\bs may enter.
+
+ _\bP_\bo_\bi_\bn_\bt _\bo_\bf _\bN_\bo _\bR_\be_\bt_\bu_\br_\bn
+ This is located beyond 1.2e+6 in any direc-
+ tion. The only way to return from here is
+ a t\btr\bra\ban\bns\bsp\bpo\bor\brt\bte\ber\br or to have a v\bva\bal\bla\bar\br relocate
+ the player.
+
+ _\bD_\be_\ba_\bd _\bM_\ba_\br_\bs_\bh_\be_\bs This is a band located fairly distant from
+ the origin.The first fourteen monsters
+ (water monsters) can normally only be found
+ here.
+
+ _\bV_\ba_\bl_\bh_\ba_\bl_\ba This place is where the v\bva\bal\bla\bar\br resides. It
+ is associated with no particular coordinate
+ on the playing grid.
+
+ M\bMi\bis\bsc\bce\bel\bll\bla\ban\bne\beo\bou\bus\bs
+
+ Once a player reaches l\ble\bev\bve\bel\bl 5, the game will start to time
+ out waiting for input. This is to try to keep the game a
+
+
+
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+ bit faster paced.
+
+ A _\bg_\bu_\br_\bu will never be disgusted with your s\bsi\bin\bns\bs if they are
+ less than one.
+
+ A _\bm_\be_\bd_\bi_\bc wants half of a player's g\bgo\bol\bld\bd to be happy. Offer-
+ ing more than one has, or a negative amount will anger the
+ _\bm_\be_\bd_\bi_\bc_\b, who will make the player worse (add one p\bpo\boi\bis\bso\bon\bn ).
+
+ The H\bHo\bol\bly\by G\bGr\bra\bai\bil\bl does little for those who are not ready to
+ behold it. Whenever anyone finds it, it moves. It is
+ always located within 1e+6 in any compass direction of the
+ origin.
+
+ There is a maximum amount of m\bma\ban\bna\ba and c\bch\bha\bar\brm\bms\bs a player may
+ posses, based upon l\ble\bev\bve\bel\bl.\b. _\bQ_\bu_\bi_\bc_\bk_\bs_\bi_\bl_\bv_\be_\br is always limited
+ to to a maximum of 99.
+
+ _\bB_\bo_\bo_\bk_\bs bought at a t\btr\bra\bad\bdi\bin\bng\bg p\bpo\bos\bst\bt increase b\bbr\bra\bai\bin\bns\bs,\b, based upon
+ the number bought. It is unwise, however to buy more than
+ 1/10 of one's l\ble\bev\bve\bel\bl in books at a time.
+
+ Players over level 10000 are automatically retired.
+
+ A _\bb_\bl_\bi_\bn_\bd_\bn_\be_\bs_\bs goes away in random time.
+
+ Players with _\bc_\br_\bo_\bw_\bn_\bs are identified with a '*' before their
+ character type.
+
+ I\bIn\bnt\bte\ber\br-\b-t\bte\ber\brm\bmi\bin\bna\bal\bl B\bBa\bat\btt\btl\ble\be
+
+ When two player's coordinates correspond, they may engage
+ in battle. In general, the player with the highest q\bqu\bui\bic\bck\bk-\b-
+ n\bne\bes\bss\bs gets the first hit. If the two players are severely
+ mis-matched, the stronger player is drastically handi-
+ capped for the battle. In order to protect from being
+ stuck in an infinite loop, the player waiting for response
+ may time out. Options for battle are:
+
+ _\bf_\bi_\bg_\bh_\bt Inflicts damage upon other person.
+
+ _\br_\bu_\bn _\ba_\bw_\ba_\by Escape from battle. Has a 75% chance of
+ working.
+
+ _\bp_\bo_\bw_\be_\br _\bb_\bl_\ba_\bs_\bt Battle spell.
+
+ _\bl_\bu_\bc_\bk_\bo_\bu_\bt One-time chance to try to win against the
+ foe.Has a 10% chance of working.
+
+ Sometimes waits for the other player may be excessive,
+ because he/she may be battling a monster. Upon slaying a
+
+
+
+4th Berkeley Distribution June 1, 1994 15
+
+
+
+
+
+
+
+
+PHANTASIA(6) BSD Reference Manual PHANTASIA(6)
+
+
+ player in battle the winner gets the other's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be
+ and treasures. R\bRi\bin\bng\bgs\bs do not work for inter-terminal bat-
+ tle.
+
+B\bBU\bUG\bGS\bS
+ All screen formats assume at least 24 lines by at least 80
+ columns. No provisions are made for when any of the data
+ items get too big for the allotted space on the screen.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4th Berkeley Distribution June 1, 1994 16
+
+
+
+
+
--- /dev/null
+PIG(6) BSD Reference Manual PIG(6)
+
+N\bNA\bAM\bME\bE
+ p\bpi\big\bg - eformatray inputway asway Igpay Atinlay
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ p\bpi\big\bg
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ Ethay i\big\bgp\bpa\bay\by utilityway eadsray ethay andardstay inputway andway iteswray
+ itway outway otay andardstay outputway inway Igpay Atinlay.
+
+ Usefulway orfay eneratinggay onthlymay eportsray.
+
+4.4BSD June 10, 1993 1
--- /dev/null
+
+
+
+POM(6) BSD Reference Manual POM(6)
+
+
+N\bNA\bAM\bME\bE
+ pom - display the phase of the moon
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ p\bpo\bom\bm
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ The _\bp_\bo_\bm utility displays the current phase of the moon.
+ Useful for selecting software completion target dates and
+ predicting managerial behavior.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4.4 Berkeley Distribution May 31, 1993 1
+
+
+
+
+
--- /dev/null
+QUIZ(6) BSD Reference Manual QUIZ(6)
+
+N\bNA\bAM\bME\bE
+ q\bqu\bui\biz\bz - random knowledge tests
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ q\bqu\bui\biz\bz [-\b-t\bt] [-\b-i\bi _\bf_\bi_\bl_\be] [_\bq_\bu_\be_\bs_\bt_\bi_\bo_\bn _\ba_\bn_\bs_\bw_\be_\br]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ The q\bqu\bui\biz\bz utility tests your knowledge of random facts. It has a database
+ of subjects from which you can choose. With no arguments, q\bqu\bui\biz\bz displays
+ the list of available subjects.
+
+ The options are as follows:
+
+ -\b-t\bt Use tutorial mode, in which questions are repeated later if you
+ didn't get them right the first time, and new questions are pre-
+ sented less frequently to help you learn the older ones.
+
+ -\b-i\bi Specify an alternate index file.
+
+ Subjects are divided into categories. You can pick any two categories
+ from the same subject. Q\bQu\bui\biz\bz will ask questions from the first category
+ and it expects answers from the second category. For example, the com-
+ mand ``quiz victim killer'' asks questions which are the names of vic-
+ tims, and expects you to answer with the cause of their untimely demise,
+ whereas the command ``quiz killer victim'' works the other way around.
+
+ If you get the answer wrong, q\bqu\bui\biz\bz lets you try again. To see the right
+ answer, enter a blank line.
+
+I\bIn\bnd\bde\bex\bx a\ban\bnd\bd D\bDa\bat\bta\ba F\bFi\bil\ble\be S\bSy\byn\bnt\bta\bax\bx
+ The index and data files have a similar syntax. Lines in them consist of
+ several categories separated by colons. The categories are regular ex-
+ pressions formed using the following meta-characters:
+
+ pat|pat alternate patterns
+ {pat} optional pattern
+ [pat] delimiters, as in pat[pat|pat]pat
+
+ In an index file, each line represents a subject. The first category in
+ each subject is the pathname of the data file for the subject. The re-
+ maining categories are regular expressions for the titles of each catego-
+ ry in the subject.
+
+ In data files, each line represents a question/answer set. Each category
+ is the information for the question/answer for that category.
+
+ The backslash character (``\'') is used to quote syntactically signifi-
+ cant characters, or at the end of a line to signify that a continuation
+ line follows.
+
+ If either a question or its answer is empty, q\bqu\bui\biz\bz will refrain from ask-
+ ing it.
+
+F\bFI\bIL\bLE\bES\bS
+ /usr/share/games/quiz.db The default index and data files.
+
+B\bBU\bUG\bGS\bS
+ Q\bQu\bui\biz\bz is pretty cynical about certain subjects.
+
+4.4BSD May 31, 1993 1
--- /dev/null
+
+
+
+RAIN(6) BSD Reference Manual RAIN(6)
+
+
+N\bNA\bAM\bME\bE
+ rain - animated raindrops display
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ rain
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bR_\ba_\bi_\bn's display is modeled after the VAX/VMS program of the
+ same name. The terminal has to be set for 9600 baud to
+ obtain the proper effect.
+
+ As with all programs that use _\bt_\be_\br_\bm_\bc_\ba_\bp, the TERM environ-
+ ment variable must be set (and exported) to the type of
+ the terminal being used.
+
+F\bFI\bIL\bLE\bES\bS
+ /etc/termcap
+
+A\bAU\bUT\bTH\bHO\bOR\bR
+ Eric P. Scott
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4th Berkeley Distribution May 31, 1993 1
+
+
+
+
+
--- /dev/null
+RANDOM(6) BSD Reference Manual RANDOM(6)
+
+N\bNA\bAM\bME\bE
+ r\bra\ban\bnd\bdo\bom\bm - random lines from a file or random numbers
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ r\bra\ban\bnd\bdo\bom\bm [-\b-e\ber\br] [_\bd_\be_\bn_\bo_\bm_\bi_\bn_\ba_\bt_\bo_\br]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ R\bRa\ban\bnd\bdo\bom\bm reads lines from the standard input and copies them to the stan-
+ dard output with a probability of 1/denominator. The default value for
+ _\bd_\be_\bn_\bo_\bm_\bi_\bn_\ba_\bt_\bo_\br is 2.
+
+ The options are as follows:
+
+ -\b-e\be If the -\b-e\be option is specified, r\bra\ban\bnd\bdo\bom\bm does not read or write any-
+ thing, and simply exits with a random exit value of 0 to
+ _\bd_\be_\bn_\bo_\bm_\bi_\bn_\ba_\bt_\bo_\br - 1, inclusive.
+
+ -\b-r\br The -\b-r\br option guarantees that the output is unbuffered.
+
+S\bSE\bEE\bE A\bAL\bLS\bSO\bO
+ fortune(6)
+
+4th Berkeley Distribution March 31, 1994 1
--- /dev/null
+
+
+
+ROBOTS(6) BSD Reference Manual ROBOTS(6)
+
+
+N\bNA\bAM\bME\bE
+ robots - fight off villainous robots
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ r\bro\bob\bbo\bot\bts\bs [ -\b-s\bsj\bjt\bta\ba ] [ s\bsc\bco\bor\bre\bef\bfi\bil\ble\be ]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bR_\bo_\bb_\bo_\bt_\bs pits you against evil robots, who are trying to
+ kill you (which is why they are evil). Fortunately for
+ you, even though they are evil, they are not very bright
+ and have a habit of bumping into each other, thus destroy-
+ ing themselves. In order to survive, you must get them to
+ kill each other off, since you have no offensive weaponry.
+
+ Since you are stuck without offensive weaponry, you are
+ endowed with one piece of defensive weaponry: a teleporta-
+ tion device. When two robots run into each other or a
+ junk pile, they die. If a robot runs into you, you die.
+ When a robot dies, you get 10 points, and when all the
+ robots die, you start on the next field. This keeps up
+ until they finally get you.
+
+ Robots are represented on the screen by a `+\b+', the junk
+ heaps from their collisions by a `*\b*', and you (the good
+ guy) by a `@\b@'.
+
+ The commands are:
+
+ h\bh move one square left
+ l\bl move one square right
+ k\bk move one square up
+ j\bj move one square down
+ y\by move one square up and left
+ u\bu move one square up and right
+ b\bb move one square down and left
+ n\bn move one square down and right
+ .\b. (also space) do nothing for one turn
+ H\bHJ\bJK\bKL\bLB\bBN\bNY\bYU\bU run as far as possible in the given direction
+ >\b> do nothing for as long as possible
+ t\bt teleport to a random location
+ w\bw wait until you die or they all do
+ q\bq quit
+ ^\b^L\bL redraw the screen
+
+ All commands can be preceded by a count.
+
+ If you use the `w\bw' command and survive to the next level,
+ you will get a bonus of 10% for each robot which died
+ after you decided to wait. If you die, however, you get
+ nothing. For all other commands, the program will save
+ you from typos by stopping short of being eaten. However,
+
+
+
+4.3 Berkeley Distribution May 31, 1993 1
+
+
+
+
+
+
+
+
+ROBOTS(6) BSD Reference Manual ROBOTS(6)
+
+
+ with `w\bw' you take the risk of dying by miscalculation.
+
+ Only five scores are allowed per user on the score file.
+ If you make it into the score file, you will be shown the
+ list at the end of the game. If an alternate score file
+ is specified, that will be used instead of the standard
+ file for scores.
+
+ The options are
+
+ -\b-s\bs Don't play, just show the score file.
+
+ -\b-j\bj Jump, _\bi_\b._\be_\b., when you run, don't show any intermedi-
+ ate positions; only show things at the end. This
+ is useful on slow terminals.
+
+ -\b-t\bt Teleport automatically when you have no other
+ option. This is a little disconcerting until you
+ get used to it, and then it is very nice.
+
+ -\b-a\ba Advance into the higher levels directly, skipping
+ the lower, easier levels.
+
+A\bAU\bUT\bTH\bHO\bOR\bR
+ Ken Arnold
+
+F\bFI\bIL\bLE\bES\bS
+ /usr/games/lib/robots_roll the score file
+
+B\bBU\bUG\bGS\bS
+ Bugs? You _\bc_\br_\ba_\bz_\by, man?!?
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4.3 Berkeley Distribution May 31, 1993 2
+
+
+
+
+
--- /dev/null
+
+
+
+ROGUE(6) BSD Reference Manual ROGUE(6)
+
+
+N\bNA\bAM\bME\bE
+ rogue - exploring The Dungeons of Doom
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ /\b/u\bus\bsr\br/\b/g\bga\bam\bme\bes\bs/\b/r\bro\bog\bgu\bue\be [ -\b-r\br ] [ _\bs_\ba_\bv_\be_\b__\bf_\bi_\bl_\be ] [ -\b-s\bs ] [ -\b-d\bd ]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bR_\bo_\bg_\bu_\be is a computer fantasy game with a new twist. It is
+ crt oriented and the object of the game is to survive the
+ attacks of various monsters and get a lot of gold, rather
+ than the puzzle solving orientation of most computer fan-
+ tasy games.
+
+ To get started you really only need to know two commands.
+ The command ?\b? will give you a list of the available com-
+ mands and the command /\b/ will identify the things you see
+ on the screen.
+
+ To win the game (as opposed to merely playing to beat
+ other people's high scores) you must locate the Amulet of
+ Yendor which is somewhere below the 20th level of the dun-
+ geon and get it out. Nobody has achieved this yet and if
+ somebody does, they will probably go down in history as a
+ hero among heroes.
+
+ When the game ends, either by your death, when you quit,
+ or if you (by some miracle) manage to win, _\br_\bo_\bg_\bu_\be will give
+ you a list of the top-ten scorers. The scoring is based
+ entirely upon how much gold you get. There is a 10%
+ penalty for getting yourself killed.
+
+ If _\bs_\ba_\bv_\be_\b__\bf_\bi_\bl_\be is specified, rogue will be restored from the
+ specified saved game file.
+
+ The -\b-s\bs option will print out the list of scores.
+
+ For more detailed directions, read the document _\bA _\bG_\bu_\bi_\bd_\be _\bt_\bo
+ _\bt_\bh_\be _\bD_\bu_\bn_\bg_\be_\bo_\bn_\bs _\bo_\bf _\bD_\bo_\bo_\bm_\b.
+
+A\bAU\bUT\bTH\bHO\bOR\bRS\bS
+ Timothy Stoehr, Michael C. Toy, Kenneth C. R. C. Arnold,
+ Glenn Wichman
+
+F\bFI\bIL\bLE\bES\bS
+ /usr/games/lib/rogue_roll Score file
+ ~\b~/rogue.save Default save file
+
+S\bSE\bEE\bE A\bAL\bLS\bSO\bO
+ Michael C. Toy and Kenneth C. R. C. Arnold, _\bA _\bg_\bu_\bi_\bd_\be _\bt_\bo _\bt_\bh_\be
+ _\bD_\bu_\bn_\bg_\be_\bo_\bn_\bs _\bo_\bf _\bD_\bo_\bo_\bm
+
+
+
+
+4th Berkeley Distribution May 31, 1993 1
+
+
+
+
+
+
+
+
+ROGUE(6) BSD Reference Manual ROGUE(6)
+
+
+B\bBU\bUG\bGS\bS
+ Probably infinite, although none are known. However, that
+ Ice Monsters sometimes transfix you permanently is _\bn_\bo_\bt a
+ bug. It's a feature.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4th Berkeley Distribution May 31, 1993 2
+
+
+
+
+
--- /dev/null
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+N\bNA\bAM\bME\bE
+ sail - multi-user wooden ships and iron men
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ s\bsa\bai\bil\bl [ -\b-s\bs [ -\b-l\bl ] ] [ -\b-x\bx ] [ -\b-b\bb ] [ n\bnu\bum\bm ]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bS_\ba_\bi_\bl is a computer version of Avalon Hill's game of fight-
+ ing sail originally developed by S. Craig Taylor.
+
+ Players of _\bS_\ba_\bi_\bl take command of an old fashioned Man of
+ War and fight other players or the computer. They may re-
+ enact one of the many historical sea battles recorded in
+ the game, or they can choose a fictional battle.
+
+ As a sea captain in the _\bS_\ba_\bi_\bl Navy, the player has complete
+ control over the workings of his ship. He must order
+ every maneuver, change the set of his sails, and judge the
+ right moment to let loose the terrible destruction of his
+ broadsides. In addition to fighting the enemy, he must
+ harness the powers of the wind and sea to make them work
+ for him. The outcome of many battles during the age of
+ sail was decided by the ability of one captain to hold the
+ `weather gage.'
+
+ The flags are:
+
+ -\b-s\bs Print the names and ships of the top ten sailors.
+
+ -\b-l\bl Show the login name. Only effective with -\b-s\bs.
+
+ -\b-x\bx Play the first available ship instead of prompting
+ for a choice.
+
+ -\b-b\bb No bells.
+
+I\bIM\bMP\bPL\bLE\bEM\bME\bEN\bNT\bTA\bAT\bTI\bIO\bON\bN
+ _\bS_\ba_\bi_\bl is really two programs in one. Each player starts up
+ a process which runs his own ship. In addition, a _\bd_\br_\bi_\bv_\be_\br
+ process is forked (by the first player) to run the com-
+ puter ships and take care of global bookkeeping.
+
+ Because the _\bd_\br_\bi_\bv_\be_\br must calculate moves for each ship it
+ controls, the more ships the computer is playing, the
+ slower the game will appear.
+
+ If a player joins a game in progress, he will synchronize
+ with the other players (a rather slow process for every-
+ one), and then he may play along with the rest.
+
+ To implement a multi-user game in Version 7 UNIX, which
+
+
+
+4th Berkeley Distribution June 1, 1994 1
+
+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ was the operating system _\bS_\ba_\bi_\bl was first written under, the
+ communicating processes must use a common temporary file
+ as a place to read and write messages. In addition, a
+ locking mechanism must be provided to ensure exclusive
+ access to the shared file. For example, _\bS_\ba_\bi_\bl uses a tem-
+ porary file named /tmp/#sailsink.21 for scenario 21, and
+ corresponding file names for the other scenarios. To pro-
+ vide exclusive access to the temporary file, _\bS_\ba_\bi_\bl uses a
+ technique stolen from an old game called "pubcaves" by
+ Jeff Cohen. Processes do a busy wait in the loop
+
+ for (n = 0; link(sync_file, sync_lock) < 0 && n < 30;
+ n++)
+ sleep(2);
+
+ until they are able to create a link to a file named
+ "/tmp/#saillock.??". The "??" correspond to the scenario
+ number of the game. Since UNIX guarantees that a link
+ will point to only one file, the process that succeeds in
+ linking will have exclusive access to the temporary file.
+
+ Whether or not this really works is open to speculation.
+ When ucbmiro was rebooted after a crash, the file system
+ check program found 3 links between the _\bS_\ba_\bi_\bl temporary
+ file and its link file.
+
+C\bCO\bON\bNS\bSE\bEQ\bQU\bUE\bEN\bNC\bCE\bES\bS O\bOF\bF S\bSE\bEP\bPA\bAR\bRA\bAT\bTE\bE P\bPL\bLA\bAY\bYE\bER\bR A\bAN\bND\bD D\bDR\bRI\bIV\bVE\bER\bR P\bPR\bRO\bOC\bCE\bES\bSS\bSE\bES\bS
+ When players do something of global interest, such as mov-
+ ing or firing, the driver must coordinate the action with
+ the other ships in the game. For example, if a player
+ wants to move in a certain direction, he writes a message
+ into the temporary file requesting the driver to move his
+ ship. Each ``turn,'' the driver reads all the messages
+ sent from the players and decides what happened. It then
+ writes back into the temporary file new values of vari-
+ ables, etc.
+
+ The most noticeable effect this communication has on the
+ game is the delay in moving. Suppose a player types a
+ move for his ship and hits return. What happens then?
+ The player process saves up messages to be written to the
+ temporary file in a buffer. Every 7 seconds or so, the
+ player process gets exclusive access to the temporary file
+ and writes out its buffer to the file. The driver, run-
+ ning asynchronously, must read in the movement command,
+ process it, and write out the results. This takes two
+ exclusive accesses to the temporary file. Finally, when
+ the player process gets around to doing another 7 second
+ update, the results of the move are displayed on the
+ screen. Hence, every movement requires four exclusive
+ accesses to the temporary file (anywhere from 7 to 21
+
+
+
+4th Berkeley Distribution June 1, 1994 2
+
+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ seconds depending upon asynchrony) before the player sees
+ the results of his moves.
+
+ In practice, the delays are not as annoying as they would
+ appear. There is room for "pipelining" in the movement.
+ After the player writes out a first movement message, a
+ second movement command can then be issued. The first
+ message will be in the temporary file waiting for the
+ driver, and the second will be in the file buffer waiting
+ to be written to the file. Thus, by always typing moves a
+ turn ahead of the time, the player can sail around quite
+ quickly.
+
+ If the player types several movement commands between two
+ 7 second updates, only the last movement command typed
+ will be seen by the driver. Movement commands within the
+ same update "overwrite" each other, in a sense.
+
+T\bTH\bHE\bE H\bHI\bIS\bST\bTO\bOR\bRY\bY O\bOF\bF S\bSA\bAI\bIL\bL
+ I wrote the first version of _\bS_\ba_\bi_\bl on a PDP 11/70 in the
+ fall of 1980. Needless to say, the code was horrendous,
+ not portable in any sense of the word, and didn't work.
+ The program was not very modular and had fseeks() and
+ fwrites() every few lines. After a tremendous rewrite
+ from the top down, I got the first working version up by
+ 1981. There were several annoying bugs concerning firing
+ broadsides and finding angles. _\bS_\ba_\bi_\bl uses no floating
+ point, by the way, so the direction routines are rather
+ tricky. Ed Wang rewrote my angle() routine in 1981 to be
+ more correct (although it still doesn't work perfectly),
+ and he added code to let a player select which ship he
+ wanted at the start of the game (instead of the first one
+ available).
+
+ Captain Happy (Craig Leres) is responsible for making _\bS_\ba_\bi_\bl
+ portable for the first time. This was no easy task, by
+ the way. Constants like 2 and 10 were very frequent in
+ the code. I also became famous for using "Riggle Memorial
+ Structures" in _\bS_\ba_\bi_\bl_\b. Many of my structure references are
+ so long that they run off the line printer page. Here is
+ an example, if you promise not to laugh.
+
+ specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
+
+
+ _\bS_\ba_\bi_\bl received its fourth and most thorough rewrite in the
+ summer and fall of 1983. Ed Wang rewrote and modularized
+ the code (a monumental feat) almost from scratch.
+ Although he introduced many new bugs, the final result was
+ very much cleaner and (?) faster. He added window move-
+ ment commands and find ship commands.
+
+
+
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+SAIL(6) BSD Reference Manual SAIL(6)
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+
+H\bHI\bIS\bST\bTO\bOR\bRI\bIC\bCA\bAL\bL I\bIN\bNF\bFO\bO
+ Old Square Riggers were very maneuverable ships capable of
+ intricate sailing. Their only disadvantage was an inabil-
+ ity to sail very close to the wind. The design of a
+ wooden ship allowed only for the guns to bear to the left
+ and right sides. A few guns of small aspect (usually 6 or
+ 9 pounders) could point forward, but their effect was
+ small compared to a 68 gun broadside of 24 or 32 pounders.
+ The guns bear approximately like so:
+
+ \
+ b----------------
+ ---0
+ \
+ \
+ \ up to a range of ten (for round shot)
+ \
+ \
+ \
+
+ An interesting phenomenon occurred when a broadside was
+ fired down the length of an enemy ship. The shot tended
+ to bounce along the deck and did several times more dam-
+ age. This phenomenon was called a rake. Because the bows
+ of a ship are very strong and present a smaller target
+ than the stern, a stern rake (firing from the stern to the
+ bow) causes more damage than a bow rake.
+
+ b
+ 00 ---- Stern rake!
+ a
+
+ Most ships were equipped with carronades, which were very
+ large, close range cannons. American ships from the revo-
+ lution until the War of 1812 were almost entirely armed
+ with carronades.
+
+ The period of history covered in _\bS_\ba_\bi_\bl is approximately
+ from the 1770's until the end of Napoleonic France in
+ 1815. There are many excellent books about the age of
+ sail. My favorite author is Captain Frederick Marryat.
+ More contemporary authors include C.S. Forester and
+ Alexander Kent.
+
+ Fighting ships came in several sizes classed by armament.
+ The mainstays of any fleet were its "Ships of the Line",
+ or "Line of Battle Ships". They were so named because
+ these ships fought together in great lines. They were
+ close enough for mutual support, yet every ship could fire
+ both its broadsides. We get the modern words "ocean
+ liner," or "liner," and "battleship" from "ship of the
+
+
+
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+
+ line." The most common size was the the 74 gun two decked
+ ship of the line. The two gun decks usually mounted 18
+ and 24 pounder guns.
+
+ The pride of the fleet were the first rates. These were
+ huge three decked ships of the line mounting 80 to 136
+ guns. The guns in the three tiers were usually 18, 24,
+ and 32 pounders in that order from top to bottom.
+
+ Various other ships came next. They were almost all
+ "razees," or ships of the line with one deck sawed off.
+ They mounted 40-64 guns and were a poor cross between a
+ frigate and a line of battle ship. They neither had the
+ speed of the former nor the firepower of the latter.
+
+ Next came the "eyes of the fleet." Frigates came in many
+ sizes mounting anywhere from 32 to 44 guns. They were
+ very handy vessels. They could outsail anything bigger
+ and outshoot anything smaller. Frigates didn't fight in
+ lines of battle as the much bigger 74's did. Instead,
+ they harassed the enemy's rear or captured crippled ships.
+ They were much more useful in missions away from the
+ fleet, such as cutting out expeditions or boat actions.
+ They could hit hard and get away fast.
+
+ Lastly, there were the corvettes, sloops, and brigs.
+ These were smaller ships mounting typically fewer than 20
+ guns. A corvette was only slightly smaller than a
+ frigate, so one might have up to 30 guns. Sloops were
+ used for carrying dispatches or passengers. Brigs were
+ something you built for land-locked lakes.
+
+S\bSA\bAI\bIL\bL P\bPA\bAR\bRT\bTI\bIC\bCU\bUL\bLA\bAR\bRS\bS
+ Ships in _\bS_\ba_\bi_\bl are represented by two characters. One
+ character represents the bow of the ship, and the other
+ represents the stern. Ships have nationalities and num-
+ bers. The first ship of a nationality is number 0, the
+ second number 1, etc. Therefore, the first British ship
+ in a game would be printed as "b0". The second Brit would
+ be "b1", and the fifth Don would be "s4".
+
+ Ships can set normal sails, called Battle Sails, or bend
+ on extra canvas called Full Sails. A ship under full sail
+ is a beautiful sight indeed, and it can move much faster
+ than a ship under Battle Sails. The only trouble is, with
+ full sails set, there is so much tension on sail and rig-
+ ging that a well aimed round shot can burst a sail into
+ ribbons where it would only cause a little hole in a loose
+ sail. For this reason, rigging damage is doubled on a
+ ship with full sails set. Don't let that discourage you
+ from using full sails. I like to keep them up right into
+
+
+
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+SAIL(6) BSD Reference Manual SAIL(6)
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+ the heat of battle. A ship with full sails set has a cap-
+ ital letter for its nationality. E.g., a Frog, "f0", with
+ full sails set would be printed as "F0".
+
+ When a ship is battered into a listing hulk, the last man
+ aboard "strikes the colors." This ceremony is the ship's
+ formal surrender. The nationality character of a surren-
+ dered ship is printed as "!". E.g., the Frog of our last
+ example would soon be "!0".
+
+ A ship has a random chance of catching fire or sinking
+ when it reaches the stage of listing hulk. A sinking ship
+ has a "~" printed for its nationality, and a ship on fire
+ and about to explode has a "#" printed.
+
+ Captured ships become the nationality of the prize crew.
+ Therefore, if an American ship captures a British ship,
+ the British ship will have an "a" printed for its nation-
+ ality. In addition, the ship number is changed to
+ "&","'", "(", ,")", "*", or "+" depending upon the origi-
+ nal number, be it 0,1,2,3,4, or 5. E.g., the "b0" cap-
+ tured by an American becomes the "a&". The "s4" captured
+ by a Frog becomes the "f*".
+
+ The ultimate example is, of course, an exploding Brit cap-
+ tured by an American: "#&".
+
+M\bMO\bOV\bVE\bEM\bME\bEN\bNT\bT
+ Movement is the most confusing part of _\bS_\ba_\bi_\bl to many.
+ Ships can head in 8 directions:
+
+ 0 0 0
+ b b b0 b b b 0b b
+ 0 0 0
+
+ The stern of a ship moves when it turns. The bow remains
+ stationary. Ships can always turn, regardless of the wind
+ (unless they are becalmed). All ships drift when they
+ lose headway. If a ship doesn't move forward at all for
+ two turns, it will begin to drift. If a ship has begun to
+ drift, then it must move forward before it turns, if it
+ plans to do more than make a right or left turn, which is
+ always possible.
+
+ Movement commands to _\bS_\ba_\bi_\bl are a string of forward moves
+ and turns. An example is "l3". It will turn a ship left
+ and then move it ahead 3 spaces. In the drawing above,
+ the "b0" made 7 successive left turns. When _\bS_\ba_\bi_\bl prompts
+ you for a move, it prints three characters of import.
+ E.g.,
+ move (7, 4):
+
+
+
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+ The first number is the maximum number of moves you can
+ make, including turns. The second number is the maximum
+ number of turns you can make. Between the numbers is
+ sometimes printed a quote "'". If the quote is present,
+ it means that your ship has been drifting, and you must
+ move ahead to regain headway before you turn (see note
+ above). Some of the possible moves for the example above
+ are as follows:
+
+ move (7, 4): 7
+ move (7, 4): 1
+ move (7, 4): d /* drift, or do nothing */
+ move (7, 4): 6r
+ move (7, 4): 5r1
+ move (7, 4): 4r1r
+ move (7, 4): l1r1r2
+ move (7, 4): 1r1r1r1
+
+ Because square riggers performed so poorly sailing into
+ the wind, if at any point in a movement command you turn
+ into the wind, the movement stops there. E.g.,
+
+ move (7, 4): l1l4
+ Movement Error;
+ Helm: l1l
+
+ Moreover, whenever you make a turn, your movement
+ allowance drops to min(what's left, what you would have at
+ the new attitude). In short, if you turn closer to the
+ wind, you most likely won't be able to sail the full
+ allowance printed in the "move" prompt.
+
+ Old sailing captains had to keep an eye constantly on the
+ wind. Captains in _\bS_\ba_\bi_\bl are no different. A ship's abil-
+ ity to move depends on its attitude to the wind. The best
+ angle possible is to have the wind off your quarter, that
+ is, just off the stern. The direction rose on the side of
+ the screen gives the possible movements for your ship at
+ all positions to the wind. Battle sail speeds are given
+ first, and full sail speeds are given in parenthesis.
+
+ 0 1(2)
+ \|/
+ -^-3(6)
+ /|\
+ | 4(7)
+ 3(6)
+
+ Pretend the bow of your ship (the "^") is pointing upward
+ and the wind is blowing from the bottom to the top of the
+ page. The numbers at the bottom "3(6)" will be your speed
+
+
+
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+
+ under battle or full sails in such a situation. If the
+ wind is off your quarter, then you can move "4(7)". If
+ the wind is off your beam, "3(6)". If the wind is off
+ your bow, then you can only move "1(2)". Facing into the
+ wind, you can't move at all. Ships facing into the wind
+ were said to be "in irons".
+
+W\bWI\bIN\bND\bDS\bSP\bPE\bEE\bED\bD A\bAN\bND\bD D\bDI\bIR\bRE\bEC\bCT\bTI\bIO\bON\bN
+ The windspeed and direction is displayed as a little
+ weather vane on the side of the screen. The number in the
+ middle of the vane indicates the wind speed, and the + to
+ - indicates the wind direction. The wind blows from the +
+ sign (high pressure) to the - sign (low pressure). E.g.,
+
+ |
+ 3
+ +
+
+ The wind speeds are 0 = becalmed, 1 = light breeze, 2 =
+ moderate breeze, 3 = fresh breeze, 4 = strong breeze, 5 =
+ gale, 6 = full gale, 7 = hurricane. If a hurricane shows
+ up, all ships are destroyed.
+
+G\bGR\bRA\bAP\bPP\bPL\bLI\bIN\bNG\bG A\bAN\bND\bD F\bFO\bOU\bUL\bLI\bIN\bNG\bG
+ If two ships collide, they run the risk of becoming tan-
+ gled together. This is called "fouling." Fouled ships
+ are stuck together, and neither can move. They can unfoul
+ each other if they want to. Boarding parties can only be
+ sent across to ships when the antagonists are either
+ fouled or grappled.
+
+ Ships can grapple each other by throwing grapnels into the
+ rigging of the other.
+
+ The number of fouls and grapples you have are displayed on
+ the upper right of the screen.
+
+B\bBO\bOA\bAR\bRD\bDI\bIN\bNG\bG
+ Boarding was a very costly venture in terms of human life.
+ Boarding parties may be formed in _\bS_\ba_\bi_\bl to either board an
+ enemy ship or to defend your own ship against attack. Men
+ organized as Defensive Boarding Parties fight twice as
+ hard to save their ship as men left unorganized.
+
+ The boarding strength of a crew depends upon its quality
+ and upon the number of men sent.
+
+C\bCR\bRE\bEW\bW Q\bQU\bUA\bAL\bLI\bIT\bTY\bY
+ The British seaman was world renowned for his sailing
+ abilities. American sailors, however, were actually the
+ best seamen in the world. Because the American Navy
+
+
+
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+SAIL(6) BSD Reference Manual SAIL(6)
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+ offered twice the wages of the Royal Navy, British seamen
+ who liked the sea defected to America by the thousands.
+
+ In _\bS_\ba_\bi_\bl_\b, crew quality is quantized into 5 energy levels.
+ "Elite" crews can outshoot and outfight all other sailors.
+ "Crack" crews are next. "Mundane" crews are average, and
+ "Green" and "Mutinous" crews are below average. A good
+ rule of thumb is that "Crack" or "Elite" crews get one
+ extra hit per broadside compared to "Mundane" crews.
+ Don't expect too much from "Green" crews.
+
+B\bBR\bRO\bOA\bAD\bDS\bSI\bID\bDE\bES\bS
+ Your two broadsides may be loaded with four kinds of shot:
+ grape, chain, round, and double. You have guns and car-
+ ronades in both the port and starboard batteries. Car-
+ ronades only have a range of two, so you have to get in
+ close to be able to fire them. You have the choice of
+ firing at the hull or rigging of another ship. If the
+ range of the ship is greater than 6, then you may only
+ shoot at the rigging.
+
+ The types of shot and their advantages are:
+
+R\bRO\bOU\bUN\bND\bD
+ Range of 10. Good for hull or rigging hits.
+
+D\bDO\bOU\bUB\bBL\bLE\bE
+ Range of 1. Extra good for hull or rigging hits. Double
+ takes two turns to load.
+
+C\bCH\bHA\bAI\bIN\bN
+ Range of 3. Excellent for tearing down rigging. Cannot
+ damage hull or guns, though.
+
+G\bGR\bRA\bAP\bPE\bE
+ Range of 1. Sometimes devastating against enemy crews.
+
+ On the side of the screen is displayed some vital informa-
+ tion about your ship:
+
+ Load D! R!
+ Hull 9
+ Crew 4 4 2
+ Guns 4 4
+ Carr 2 2
+ Rigg 5 5 5 5
+
+ "Load" shows what your port (left) and starboard (right)
+ broadsides are loaded with. A "!" after the type of shot
+ indicates that it is an initial broadside. Initial
+
+
+
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+SAIL(6) BSD Reference Manual SAIL(6)
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+ broadside were loaded with care before battle and before
+ the decks ran red with blood. As a consequence, initial
+ broadsides are a little more effective than broadsides
+ loaded later. A "*" after the type of shot indicates that
+ the gun crews are still loading it, and you cannot fire
+ yet. "Hull" shows how much hull you have left. "Crew"
+ shows your three sections of crew. As your crew dies off,
+ your ability to fire decreases. "Guns" and "Carr" show
+ your port and starboard guns. As you lose guns, your
+ ability to fire decreases. "Rigg" shows how much rigging
+ you have on your 3 or 4 masts. As rigging is shot away,
+ you lose mobility.
+
+E\bEF\bFF\bFE\bEC\bCT\bTI\bIV\bVE\bEN\bNE\bES\bSS\bS O\bOF\bF F\bFI\bIR\bRE\bE
+ It is very dramatic when a ship fires its thunderous
+ broadsides, but the mere opportunity to fire them does not
+ guarantee any hits. Many factors influence the destruc-
+ tive force of a broadside. First of all, and the chief
+ factor, is distance. It is harder to hit a ship at range
+ ten than it is to hit one sloshing alongside. Next is
+ raking. Raking fire, as mentioned before, can sometimes
+ dismast a ship at range ten. Next, crew size and quality
+ affects the damage done by a broadside. The number of
+ guns firing also bears on the point, so to speak. Lastly,
+ weather affects the accuracy of a broadside. If the seas
+ are high (5 or 6), then the lower gunports of ships of the
+ line can't even be opened to run out the guns. This gives
+ frigates and other flush decked vessels an advantage in a
+ storm. The scenario _\bP_\be_\bl_\bl_\be_\bw _\bv_\bs_\b. _\bT_\bh_\be _\bD_\br_\bo_\bi_\bt_\bs _\bd_\be _\bL_\b'_\bH_\bo_\bm_\bm_\be
+ takes advantage of this peculiar circumstance.
+
+R\bRE\bEP\bPA\bAI\bIR\bRS\bS
+ Repairs may be made to your Hull, Guns, and Rigging at the
+ slow rate of two points per three turns. The message
+ "Repairs Completed" will be printed if no more repairs can
+ be made.
+
+P\bPE\bEC\bCU\bUL\bLI\bIA\bAR\bRI\bIT\bTI\bIE\bES\bS O\bOF\bF C\bCO\bOM\bMP\bPU\bUT\bTE\bER\bR S\bSH\bHI\bIP\bPS\bS
+ Computer ships in _\bS_\ba_\bi_\bl follow all the rules above with a
+ few exceptions. Computer ships never repair damage. If
+ they did, the players could never beat them. They play
+ well enough as it is. As a consolation, the computer
+ ships can fire double shot every turn. That fluke is a
+ good reason to keep your distance. The _\bD_\br_\bi_\bv_\be_\br figures out
+ the moves of the computer ships. It computes them with a
+ typical A.I. distance function and a depth first search to
+ find the maximum "score." It seems to work fairly well,
+ although I'll be the first to admit it isn't perfect.
+
+
+
+
+
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+H\bHO\bOW\bW T\bTO\bO P\bPL\bLA\bAY\bY
+ Commands are given to _\bS_\ba_\bi_\bl by typing a single character.
+ You will then be prompted for further input. A brief sum-
+ mary of the commands follows.
+
+C\bCO\bOM\bMM\bMA\bAN\bND\bD S\bSU\bUM\bMM\bMA\bAR\bRY\bY
+ 'f' Fire broadsides if they bear
+ 'l' Reload
+ 'L' Unload broadsides (to change ammo)
+ 'm' Move
+ 'i' Print the closest ship
+ 'I' Print all ships
+ 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
+ 's' Send a message around the fleet
+ 'b' Attempt to board an enemy ship
+ 'B' Recall boarding parties
+ 'c' Change set of sail
+ 'r' Repair
+ 'u' Attempt to unfoul
+ 'g' Grapple/ungrapple
+ 'v' Print version number of game
+ '^L' Redraw screen
+ 'Q' Quit
+
+ 'C' Center your ship in the window
+ 'U' Move window up
+ 'D','N' Move window down
+ 'H' Move window left
+ 'J' Move window right
+ 'S' Toggle window to follow your ship or stay where it is
+
+
+S\bSC\bCE\bEN\bNA\bAR\bRI\bIO\bOS\bS
+ Here is a summary of the scenarios in _\bS_\ba_\bi_\bl_\b:
+
+
+R\bRa\ban\bng\bge\ber\br v\bvs\bs.\b. D\bDr\bra\bak\bke\be:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (a) Ranger 19 gun Sloop (crack crew) (7 pts)
+ (b) Drake 17 gun Sloop (crack crew) (6 pts)
+
+T\bTh\bhe\be B\bBa\bat\btt\btl\ble\be o\bof\bf F\bFl\bla\bam\bmb\bbo\bor\bro\bou\bug\bgh\bh H\bHe\bea\bad\bd:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ This is John Paul Jones' first famous battle. Aboard the
+ Bonhomme Richard, he was able to overcome the Serapis's
+ greater firepower by quickly boarding her.
+
+ (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
+
+
+
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+ (b) Serapis 44 gun Frigate (crack crew) (12 pts)
+
+A\bAr\brb\bbu\but\bth\bhn\bno\bot\bt a\ban\bnd\bd D\bDe\bes\bs T\bTo\bou\buc\bch\bhe\bes\bs:\b:
+ Wind from the N, blowing a gale.
+
+ (b) America 64 gun Ship of the Line (crack crew) (20 pts)
+ (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
+ (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
+ (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
+ (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
+ (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts)
+ (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
+ (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
+
+S\bSu\buf\bff\bfr\bre\ben\bn a\ban\bnd\bd H\bHu\bug\bgh\bhe\bes\bs:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
+ (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
+ (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
+ (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
+ (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
+ (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
+ (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
+ (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
+
+N\bNy\bym\bmp\bph\bhe\be v\bvs\bs.\b. C\bCl\ble\beo\bop\bpa\bat\btr\bre\be:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
+ (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
+
+M\bMa\bar\brs\bs v\bvs\bs.\b. H\bHe\ber\brc\bcu\bul\ble\be:\b:
+ Wind from the S, blowing a fresh breeze.
+ (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
+ (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
+
+A\bAm\bmb\bbu\bus\bsc\bca\bad\bde\be v\bvs\bs.\b. B\bBa\bai\bio\bon\bnn\bna\bai\bis\bse\be:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
+ (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
+
+C\bCo\bon\bns\bst\bte\bel\bll\bla\bat\bti\bio\bon\bn v\bvs\bs.\b. I\bIn\bns\bsu\bur\brg\bge\ben\bnt\bt:\b:
+ Wind from the S, blowing a gale.
+
+
+
+
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+ (a) Constellation 38 gun Corvette (elite crew) (17 pts)
+ (f) Insurgent 36 gun Corvette (average crew) (11 pts)
+
+C\bCo\bon\bns\bst\bte\bel\bll\bla\bat\bti\bio\bon\bn v\bvs\bs.\b. V\bVe\ben\bng\bge\bea\ban\bnc\bce\be:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) Constellation 38 gun Corvette (elite crew) (17 pts)
+ (f) Vengeance 40 gun Frigate (average crew) (15 pts)
+
+T\bTh\bhe\be B\bBa\bat\btt\btl\ble\be o\bof\bf L\bLi\bis\bss\bsa\ba:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (b) Amphion 32 gun Frigate (elite crew) (13 pts)
+ (b) Active 38 gun Frigate (elite crew) (18 pts)
+ (b) Volage 22 gun Frigate (elite crew) (11 pts)
+ (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
+ (f) Favorite 40 gun Frigate (average crew) (15 pts)
+ (f) Flore 40 gun Frigate (average crew) (15 pts)
+ (f) Danae 40 gun Frigate (crack crew) (17 pts)
+ (f) Bellona 32 gun Frigate (green crew) (9 pts)
+ (f) Corona 40 gun Frigate (green crew) (12 pts)
+ (f) Carolina 32 gun Frigate (green crew) (7 pts)
+
+C\bCo\bon\bns\bst\bti\bit\btu\but\bti\bio\bon\bn v\bvs\bs.\b. G\bGu\bue\ber\brr\bri\bie\ber\bre\be:\b:
+ Wind from the SW, blowing a gale.
+
+ (a) Constitution 44 gun Corvette (elite crew) (24 pts)
+ (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
+
+U\bUn\bni\bit\bte\bed\bd S\bSt\bta\bat\bte\bes\bs v\bvs\bs.\b. M\bMa\bac\bce\bed\bdo\bon\bni\bia\ban\bn:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) United States 44 gun Frigate (elite crew) (24 pts)
+ (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
+
+C\bCo\bon\bns\bst\bti\bit\btu\but\bti\bio\bon\bn v\bvs\bs.\b. J\bJa\bav\bva\ba:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) Constitution 44 gun Corvette (elite crew) (24 pts)
+ (b) Java 38 gun Corvette (crack crew) (19 pts)
+
+C\bCh\bhe\bes\bsa\bap\bpe\bea\bak\bke\be v\bvs\bs.\b. S\bSh\bha\ban\bnn\bno\bon\bn:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
+ (b) Shannon 38 gun Frigate (elite crew) (17 pts)
+
+T\bTh\bhe\be B\bBa\bat\btt\btl\ble\be o\bof\bf L\bLa\bak\bke\be E\bEr\bri\bie\be:\b:
+ Wind from the S, blowing a light breeze.
+
+
+
+
+4th Berkeley Distribution June 1, 1994 13
+
+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
+ (a) Niagara 20 gun Sloop (elite crew) (12 pts)
+ (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
+ (b) Detroit 19 gun Sloop (crack crew) (7 pts)
+ (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
+
+W\bWa\bas\bsp\bp v\bvs\bs.\b. R\bRe\bei\bin\bnd\bde\bee\ber\br:\b:
+ Wind from the S, blowing a light breeze.
+
+ (a) Wasp 20 gun Sloop (elite crew) (12 pts)
+ (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
+
+C\bCo\bon\bns\bst\bti\bit\btu\but\bti\bio\bon\bn v\bvs\bs.\b. C\bCy\bya\ban\bne\be a\ban\bnd\bd L\bLe\bev\bva\ban\bnt\bt:\b:
+ Wind from the S, blowing a moderate breeze.
+
+ (a) Constitution 44 gun Corvette (elite crew) (24
+ pts) (b) Cyane 24 gun Sloop (crack crew) (11
+ pts) (b) Levant 20 gun Sloop (crack crew) (10
+ pts)
+
+P\bPe\bel\bll\ble\bew\bw v\bvs\bs.\b. D\bDr\bro\boi\bit\bts\bs d\bde\be L\bL'\b'H\bHo\bom\bmm\bme\be:\b:
+ Wind from the N, blowing a gale.
+
+ (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
+ (b) Amazon 36 gun Frigate (crack crew) (14 pts)
+ (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
+
+A\bAl\blg\bge\bec\bci\bir\bra\bas\bs:\b:
+ Wind from the SW, blowing a moderate breeze.
+
+ (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
+ (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
+ (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
+ (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
+ (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
+ (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
+ (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
+ (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
+ (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
+ (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
+
+L\bLa\bak\bke\be C\bCh\bha\bam\bmp\bpl\bla\bai\bin\bn:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
+ (a) Eagle 20 gun Sloop (crack crew) (11 pts)
+ (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
+ (a) Preble 7 gun Brig (crack crew) (4 pts)
+ (b) Confiance 37 gun Frigate (crack crew) (14 pts)
+ (b) Linnet 16 gun Sloop (elite crew) (10 pts)
+
+
+
+4th Berkeley Distribution June 1, 1994 14
+
+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ (b) Chubb 11 gun Brig (crack crew) (5 pts)
+
+L\bLa\bas\bst\bt V\bVo\boy\bya\bag\bge\be o\bof\bf t\bth\bhe\be U\bUS\bSS\bS P\bPr\bre\bes\bsi\bid\bde\ben\bnt\bt:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (a) President 44 gun Frigate (elite crew) (24 pts)
+ (b) Endymion 40 gun Frigate (crack crew) (17 pts)
+ (b) Pomone 44 gun Frigate (crack crew) (20 pts)
+ (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
+
+H\bHo\bor\brn\bnb\bbl\blo\bow\bwe\ber\br a\ban\bnd\bd t\bth\bhe\be N\bNa\bat\bti\biv\bvi\bid\bda\bad\bd:\b:
+ Wind from the E, blowing a gale.
+
+ A scenario for you Horny fans. Remember, he sank the
+ Natividad against heavy odds and winds. Hint: don't try
+ to board the Natividad, her crew is much bigger, albeit
+ green.
+
+ (b) Lydia 36 gun Frigate (elite crew) (13 pts)
+ (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
+
+C\bCu\bur\brs\bse\be o\bof\bf t\bth\bhe\be F\bFl\bly\byi\bin\bng\bg D\bDu\but\btc\bch\bhm\bma\ban\bn:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ Just for fun, take the Piece of cake.
+
+ (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
+ (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
+
+T\bTh\bhe\be S\bSo\bou\but\bth\bh P\bPa\bac\bci\bif\bfi\bic\bc:\b:
+ Wind from the S, blowing a strong breeze.
+
+ (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
+ (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
+ (s) Australian 32 gun Frigate (average crew) (9 pts)
+ (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
+
+H\bHo\bor\brn\bnb\bbl\blo\bow\bwe\ber\br a\ban\bnd\bd t\bth\bhe\be b\bba\bat\btt\btl\ble\be o\bof\bf R\bRo\bos\bsa\bas\bs b\bba\bay\by:\b:
+ Wind from the E, blowing a fresh breeze.
+
+ The only battle Hornblower ever lost. He was able to dismast one
+ ship and stern rake the others though. See if you can do as well.
+
+ (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
+ (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
+ (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
+ (f) Napoleon 74 gun Ship of the Line (green crew) (20 pts)
+
+
+
+
+
+4th Berkeley Distribution June 1, 1994 15
+
+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+C\bCa\bap\bpe\be H\bHo\bor\brn\bn:\b:
+ Wind from the NE, blowing a strong breeze.
+
+ (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
+ (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
+ (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
+ (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
+ (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
+
+N\bNe\bew\bw O\bOr\brl\ble\bea\ban\bns\bs:\b:
+ Wind from the SE, blowing a fresh breeze.
+
+ Watch that little Cypress go!
+
+ (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
+ (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
+ (b) Cypress 44 gun Frigate (elite crew) (14 pts)
+
+B\bBo\bot\bta\ban\bny\by B\bBa\bay\by:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
+ (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
+ (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
+
+V\bVo\boy\bya\bag\bge\be t\bto\bo t\bth\bhe\be B\bBo\bot\btt\bto\bom\bm o\bof\bf t\bth\bhe\be S\bSe\bea\ba:\b:
+ Wind from the NW, blowing a fresh breeze.
+
+ This one is dedicated to Richard Basehart and David Hedison.
+
+ (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
+ (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
+ (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
+ (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
+
+F\bFr\bri\big\bga\bat\bte\be A\bAc\bct\bti\bio\bon\bn:\b:
+ Wind from the E, blowing a fresh breeze.
+
+ (a) Killdeer 40 gun Frigate (average crew) (15 pts)
+ (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
+ (s) Curlew 38 gun Frigate (crack crew) (16 pts)
+
+T\bTh\bhe\be B\bBa\bat\btt\btl\ble\be o\bof\bf M\bMi\bid\bdw\bwa\bay\by:\b:
+ Wind from the E, blowing a moderate breeze.
+
+ (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
+ (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
+ (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
+ (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
+ (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
+
+
+
+4th Berkeley Distribution June 1, 1994 16
+
+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
+
+
+S\bSt\bta\bar\br T\bTr\bre\bek\bk:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
+ (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
+ (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
+ (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
+ (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
+ (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
+ (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
+ (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
+
+
+C\bCO\bON\bNC\bCL\bLU\bUS\bSI\bIO\bON\bN
+ _\bS_\ba_\bi_\bl has been a group effort.
+
+
+A\bAU\bUT\bTH\bHO\bOR\bR
+ Dave Riggle
+
+C\bCO\bO-\b-A\bAU\bUT\bTH\bHO\bOR\bR
+ Ed Wang
+
+R\bRE\bEF\bFI\bIT\bTT\bTI\bIN\bNG\bG
+ Craig Leres
+
+C\bCO\bON\bNS\bSU\bUL\bLT\bTA\bAN\bNT\bTS\bS
+ Chris Guthrie
+ Captain Happy
+ Horatio Nelson
+ and many valiant others...
+
+R\bRE\bEF\bFE\bER\bRE\bEN\bNC\bCE\bES\bS
+ Wooden Ships & Iron Men, by Avalon Hill
+ Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
+ Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
+ The Complete Works of Captain Frederick Marryat, (about 20) especially
+ Mr. Midshipman Easy
+ Peter Simple
+ Jacob Faithful
+ Japhet in Search of a Father
+ Snarleyyow, or The Dog Fiend
+ Frank Mildmay, or The Naval Officer
+
+B\bBU\bUG\bGS\bS
+ Probably a few, and please report them to "rig-
+ gle@ernie.berkeley.edu" and "edward@ucbarpa.berkeley.edu"
+
+
+
+4th Berkeley Distribution June 1, 1994 17
+
+
+
+
+
--- /dev/null
+
+
+
+SNAKE(6) BSD Reference Manual SNAKE(6)
+
+
+N\bNA\bAM\bME\bE
+ snake, snscore - display chase game
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ s\bsn\bna\bak\bke\be [ -\b-w\bw w\bwi\bid\bdt\bth\bh ] [ -\b-l\bl l\ble\ben\bng\bgt\bth\bh ]
+ s\bsn\bns\bsc\bco\bor\bre\be
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ Snake is a display-based game which must be played on a
+ CRT terminal. The object of the game is to make as much
+ money as possible without getting eaten by the snake. The
+ -\b-l\bl and -\b-w\bw options allow you to specify the length and
+ width of the field. By default the entire screen (except
+ for the last column) is used.
+
+ You are represented on the screen by an I. The snake is 6
+ squares long and is represented by S's. The money is $,
+ and an exit is #. Your score is posted in the upper left
+ hand corner.
+
+ You can move around using the same conventions as vi(1),
+ the h, j, k, and l keys work, as do the arrow keys. Other
+ possibilities include:
+
+ sefc These keys are like hjkl but form a directed pad
+ around the d key.
+
+ HJKL These keys move you all the way in the indicated
+ direction to the same row or column as the money.
+ This does _\bn_\bo_\bt let you jump away from the snake, but
+ rather saves you from having to type a key repeat-
+ edly. The snake still gets all his turns.
+
+ SEFC Likewise for the upper case versions on the left.
+
+ ATPB These keys move you to the four edges of the
+ screen. Their position on the keyboard is the
+ mnemonic, e.g. P is at the far right of the key-
+ board.
+
+ x This lets you quit the game at any time.
+
+ p Points in a direction you might want to go.
+
+ w Space warp to get out of tight squeezes, at a
+ price.
+
+ To earn money, move to the same square the money is on. A
+ new $ will appear when you earn the current one. As you
+ get richer, the snake gets hungrier. To leave the game,
+ move to the exit (#).
+
+
+
+4th Berkeley Distribution May 31, 1993 1
+
+
+
+
+
+
+
+
+SNAKE(6) BSD Reference Manual SNAKE(6)
+
+
+ A record is kept of the personal best score of each
+ player. Scores are only counted if you leave at the exit,
+ getting eaten by the snake is worth nothing.
+
+ As in pinball, matching the last digit of your score to
+ the number which appears after the game is worth a bonus.
+
+ To see who wastes time playing snake, run _\bs_\bn_\bs_\bc_\bo_\br_\be _\b.
+
+F\bFI\bIL\bLE\bES\bS
+ /usr/games/lib/snakerawscores database of personal bests
+ /usr/games/lib/snake.log log of games played
+
+B\bBU\bUG\bGS\bS
+ When playing on a small screen, it's hard to tell when you
+ hit the edge of the screen.
+
+ The scoring function takes into account the size of the
+ screen. A perfect function to do this equitably has not
+ been devised.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4th Berkeley Distribution May 31, 1993 2
+
+
+
+
+
--- /dev/null
+TETRIS(6) BSD Reference Manual TETRIS(6)
+
+N\bNA\bAM\bME\bE
+ t\bte\bet\btr\bri\bis\bs - the game of tetris
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ t\bte\bet\btr\bri\bis\bs [-\b-s\bs] [-\b-k\bk _\bk_\be_\by_\bs] [-\b-l\bl _\bl_\be_\bv_\be_\bl]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ The t\bte\bet\btr\bri\bis\bs command runs display-based game which must be played on a CRT
+ terminal. The object is to fit the shapes together forming complete
+ rows, which then vanish. When the shapes fill up to the top, the game
+ ends. You can optionally select a level of play, or custom-select con-
+ trol keys.
+
+ The default level of play is 2.
+
+ The default control keys are as follows:
+
+ j move left
+ k rotate 1/4 turn counterclockwise
+ l move right
+ <space> drop
+ p pause
+ q quit
+
+ The options are as follows:
+
+ -\b-k\bk The default control keys can be changed using the -\b-k\bk -\b-o\bop\bpt\bti\bio\bon\bn.\b. The
+ _\bk_\be_\by_\bs argument must have the six keys in order, and, remember to
+ quote any space or tab characters from the shell. For example:
+
+ tetris -l 2 -k 'jkl pq'
+
+ will play the default games, i.e. level 2 and with the default
+ control keys. The current key settings are displayed at the bot-
+ tom of the screen during play.
+
+ -\b-l\bl Select a level of play.
+
+ -\b-s\bs Display the top scores.
+
+P\bPL\bLA\bAY\bY
+ At the start of the game, a shape will appear at the top of the screen,
+ falling one square at a time. The speed at which it falls is determined
+ directly by the level: if you select level 2, the blocks will fall twice
+ per second; at level 9, they fall 9 times per second. (As the game goes
+ on, things speed up, no matter what your initial selection.) When this
+ shape ``touches down'' on the bottom of the field, another will appear at
+ the top.
+
+ You can move shapes to the left or right, rotate them counterclockwise,
+ or drop them to the bottom by pressing the appropriate keys. As you fit
+ them together, completed horizontal rows vanish, and any blocks above
+ fall down to fill in. When the blocks stack up to the top of the screen,
+ the game is over.
+
+S\bSC\bCO\bOR\bRI\bIN\bNG\bG
+ You get one point for every block you fit into the stack, and one point
+ for every space a block falls when you hit the drop key. (Dropping the
+ blocks is therefore a good way to increase your score.) Your total score
+ is the product of the level of play and your accumulated points -- 200
+ points on level 3 gives you a score of 600. Each player gets at most one
+ entry on any level, for a total of nine scores in the high scores file.
+ Players who no longer have accounts are limited to one score. Also,
+ scores over 5 years old are expired. The exception to these conditions
+ is that the highest score on a given level is _\ba_\bl_\bw_\ba_\by_\bs kept, so that fol-
+ lowing generations can pay homage to those who have wasted serious
+ amounts of time.
+
+ The score list is produced at the end of the game. The printout includes
+ each player's overall ranking, name, score, and how many points were
+ scored on what level. Scores which are the highest on a given level are
+ marked with asterisks ``*''.
+
+F\bFI\bIL\bLE\bES\bS
+ /var/games/tetris.scores high score file
+
+B\bBU\bUG\bGS\bS
+ The higher levels are unplayable without a fast terminal connection.
+
+A\bAU\bUT\bTH\bHO\bOR\bRS\bS
+ Adapted from a 1989 International Obfuscated C Code Contest winner by
+ Chris Torek and Darren F. Provine.
+
+ Manual adapted from the original entry written by Nancy L. Tinkham and
+ Darren F. Provine.
+
+4.4BSD May 31, 1993 2
--- /dev/null
+
+
+
+TREK(6) BSD Reference Manual TREK(6)
+
+
+N\bNA\bAM\bME\bE
+ trek - trekkie game
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ /\b/u\bus\bsr\br/\b/g\bga\bam\bme\bes\bs/\b/t\btr\bre\bek\bk [ [ -\b-a\ba ] file ]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bT_\br_\be_\bk is a game of space glory and war. Below is a summary
+ of commands. For complete documentation, see _\bT_\br_\be_\bk by Eric
+ Allman.
+
+ If a filename is given, a log of the game is written onto
+ that file. If the -\b-a\ba flag is given before the filename,
+ that file is appended to, not truncated.
+
+ The game will ask you what length game you would like.
+ Valid responses are "short", "medium", and "long". You
+ may also type "restart", which restarts a previously saved
+ game. You will then be prompted for the skill, to which
+ you must respond "novice", "fair", "good", "expert", "com-
+ modore", or "impossible". You should normally start out
+ with a novice and work up.
+
+ In general, throughout the game, if you forget what is
+ appropriate the game will tell you what it expects if you
+ just type in a question mark.
+
+A\bAU\bUT\bTH\bHO\bOR\bR
+ Eric Allman
+
+S\bSE\bEE\bE A\bAL\bLS\bSO\bO
+ /usr/doc/trek
+
+C\bCO\bOM\bMM\bMA\bAN\bND\bD S\bSU\bUM\bMM\bMA\bAR\bRY\bY
+ _\ba_\bb_\ba_\bn_\bd_\bo_\bn _\bc_\bapture
+ _\bc_\bloak _\bup/_\bdown
+ _\bcomputer request; ... _\bd_\bamages
+ _\bd_\be_\bs_\bt_\br_\bu_\bc_\bt _\bd_\bock
+ _\bh_\be_\bl_\bp _\bimpulse course distance
+ _\blrscan _\bmove course distance
+ _\bphasers _\bautomatic amount
+ _\bphasers _\bmanual amt1 course1 spread1 ...
+ _\btorpedo course [_\byes] angle/_\bno
+ _\br_\ba_\bm course distance _\brest time
+ _\bs_\bh_\be_\bl_\bl _\bs_\bhields _\bup/_\bdown
+ _\bsrscan [_\byes/_\bno]
+ _\bs_\btatus _\bt_\be_\br_\bm_\bi_\bn_\ba_\bt_\be _\byes/_\bno
+ _\bundock _\bvisual course
+ _\bwarp warp_factor
+
+
+
+
+
+4th Berkeley Distribution\bDecember 30, 1993 1
+
+
+
+
+
--- /dev/null
+
+
+
+WORM(6) BSD Reference Manual WORM(6)
+
+
+N\bNA\bAM\bME\bE
+ worm - play the growing worm game
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ w\bwo\bor\brm\bm [ _\bs_\bi_\bz_\be ]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ In _\bw_\bo_\br_\bm_\b, you are a little worm, your body is the "o"'s on
+ the screen and your head is the "@". You move with the
+ hjkl keys (as in the game snake). If you don't press any
+ keys, you continue in the direction you last moved. The
+ upper case HJKL keys move you as if you had pressed sev-
+ eral (9 for HL and 5 for JK) of the corresponding lower
+ case key (unless you run into a digit, then it stops).
+
+ On the screen you will see a digit, if your worm eats the
+ digit is will grow longer, the actual amount longer
+ depends on which digit it was that you ate. The object of
+ the game is to see how long you can make the worm grow.
+
+ The game ends when the worm runs into either the sides of
+ the screen, or itself. The current score (how much the
+ worm has grown) is kept in the upper left corner of the
+ screen.
+
+ The optional argument, if present, is the initial length
+ of the worm.
+
+B\bBU\bUG\bGS\bS
+ If the initial length of the worm is set to less than one
+ or more than 75, various strange things happen.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4th Berkeley Distribution May 31, 1993 1
+
+
+
+
+
--- /dev/null
+WORMS(6) BSD Reference Manual WORMS(6)
+
+N\bNA\bAM\bME\bE
+ w\bwo\bor\brm\bms\bs - animate worms on a display terminal
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ w\bwo\bor\brm\bms\bs [-\b-f\bft\bt] [-\b-l\bl _\bl_\be_\bn_\bg_\bt_\bh] [-\b-n\bn _\bn_\bu_\bm_\bb_\be_\br]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ A UNIX version of the DEC-2136 program ``worms''.
+
+ The options are as follows:
+
+ -\b-f\bf Makes a ``field'' for the worm(s) to eat.
+
+ -\b-t\bt Makes each worm leave a trail behind it.
+
+ -\b-l\bl Specifies a length for each worm; the default is 16.
+
+ -\b-n\bn Specifies the number of worms; the default is 3.
+
+B\bBU\bUG\bGS\bS
+ The lower-right-hand character position will not be updated properly on a
+ terminal that wraps at the right margin.
+
+ May 31, 1993 1
--- /dev/null
+
+
+
+WUMP(6) BSD Reference Manual WUMP(6)
+
+
+N\bNA\bAM\bME\bE
+ wump - hunt the wumpus in an underground cave
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ w\bwu\bum\bmp\bp [\b[-\b-h\bh]\b] [\b[-\b-a\ba a\bar\brr\bro\bow\bws\bs]\b] [\b[-\b-b\bb b\bba\bat\bts\bs]\b] [\b[-\b-p\bp p\bpi\bit\bts\bs]\b] [\b[-\b-r\br r\bro\boo\bom\bms\bs]\b] [\b[-\b-t\bt
+ t\btu\bun\bnn\bne\bel\bls\bs]\b]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ The game _\bw_\bu_\bm_\bp is based on a fantasy game first presented
+ in the pages of _\bP_\be_\bo_\bp_\bl_\be_\b'_\bs _\bC_\bo_\bm_\bp_\bu_\bt_\be_\br _\bC_\bo_\bm_\bp_\ba_\bn_\by in 1973. In
+ Hunt the Wumpus you are placed in a cave built of many
+ different rooms, all interconnected by tunnels. Your
+ quest is to find and shoot the evil Wumpus that resides
+ elsewhere in the cave without running into any pits or
+ using up your limited supply of arrows.
+
+ The options are as follows:
+
+ _\b-_\ba Specifies the number of magic arrows the adventurer
+ gets. The default is five.
+
+ _\b-_\bb Specifies the number of rooms in the cave which
+ contain bats. The default is three.
+
+ _\b-_\bh Play the hard version -- more pits, more bats, and
+ a generally more dangerous cave.
+
+ _\b-_\bn Specifies the number of rooms in the cave which
+ contain bottomless pits. The default is three.
+
+ _\b-_\br Specifies the number of rooms in the cave. The
+ default cave size is twenty-five rooms.
+
+ _\b-_\bt Specifies the number of tunnels connecting each
+ room in the cave to another room. Beware, too many
+ tunnels in a small cave can easily cause it to col-
+ lapse! The default cave room has three tunnels to
+ other rooms.
+
+ While wandering through the cave you'll notice that, while
+ there are tunnels everywhere, there are some mysterious
+ quirks to the cave topology, including some tunnels that
+ go from one room to another, but not necessarily back!
+ Also, most pesky of all are the rooms that are home to
+ large numbers of bats, which, upon being disturbed, will
+ en masse grab you and move you to another portion of the
+ cave (including those housing bottomless pits, sure death
+ for unwary explorers).
+
+ Fortunately, you're not going into the cave without any
+ weapons or tools, and in fact your biggest aids are your
+
+
+
+4.4 Berkeley Distribution May 31, 1993 1
+
+
+
+
+
+
+
+
+WUMP(6) BSD Reference Manual WUMP(6)
+
+
+ senses; you can often smell the rather odiferous Wumpus up
+ to _\bt_\bw_\bo rooms away, and you can always feel the drafts cre-
+ ated by the occasional bottomless pit and hear the rustle
+ of the bats in caves they might be sleeping within.
+
+ To kill the wumpus, you'll need to shoot it with one of
+ your magic arrows. Fortunately, you don't have to be in
+ the same room as the creature, and can instead shoot the
+ arrow from as far as three or four rooms away!
+
+ When you shoot an arrow, you do so by typing in a list of
+ rooms that you'd like it to travel to. If at any point in
+ its travels it cannot find a tunnel to the room you spec-
+ ify from the room it's in, it will instead randomly fly
+ down one of the tunnels, possibly, if you're real unlucky,
+ even flying back into the room you're in and hitting you!
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+4.4 Berkeley Distribution May 31, 1993 2
+
+
+
+
+
--- /dev/null
+
+
+
+XNEKO(6) BSD Reference Manual XNEKO(6)
+
+
+N\bNA\bAM\bME\bE
+ xneko - cat-and-mouse chase in an X window
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ xneko [ -\b-d\bdi\bis\bsp\bpl\bla\bay\by _\bd_\bi_\bs_\bp_\bl_\ba_\by ] [ -\b-g\bge\beo\bom\bme\bet\btr\bry\by _\bg_\be_\bo_\bm_\be_\bt_\br_\by ] [ -\b-t\bti\bit\btl\ble\be
+ _\bt_\bi_\bt_\bl_\be ] [ -\b-n\bna\bam\bme\be _\bn_\ba_\bm_\be ] [ -\b-i\bic\bco\bon\bni\bic\bc ] [ -\b-s\bsp\bpe\bee\bed\bd _\bs_\bp_\be_\be_\bd ] [
+ -\b-t\bti\bim\bme\be _\bt_\bi_\bm_\be ] [ -\b-h\bhe\bel\blp\bp ]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bX_\bn_\be_\bk_\bo displays a window in which a cat chases your
+ ``mouse'' cursor.
+
+ All options except the last three above behave in the
+ standard manner for X applications (see _\bX(1)). The -\b-s\bsp\bpe\bee\bed\bd
+ option controls the speed of the cat (the default is 16).
+ The -\b-t\bti\bim\bme\be option controls the interval (in microseconds)
+ between updates of the _\bx_\bn_\be_\bk_\bo window (the default is
+ 125000). The -\b-h\bhe\bel\blp\bp option provides a usage message and
+ exits.
+
+ The word ``neko'' means ``cat'' in Japanese.
+
+S\bSE\bEE\bE A\bAL\bLS\bSO\bO
+ X(1)
+
+A\bAU\bUT\bTH\bHO\bOR\bR
+ Masayuki Koba, 1990
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+4.4BSD May 31, 1993 1
+
+
+
+
+
--- /dev/null
+
+
+
+XROACH(6) BSD Reference Manual XROACH(6)
+
+
+N\bNA\bAM\bME\bE
+ xroach - cockroaches hide under your windows
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ x\bxr\bro\boa\bac\bch\bh [-option .,..]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bX_\br_\bo_\ba_\bc_\bh displays disgusting cockroaches on your root win-
+ dow. These creepy crawlies scamper around until they find
+ a window to hide under. Whenever you move or iconify a
+ window, the exposed beetles again scamper for cover.
+
+O\bOP\bPT\bTI\bIO\bON\bNS\bS
+ -\b-d\bdi\bis\bsp\bpl\bla\bay\by _\bd_\bi_\bs_\bp_\bl_\ba_\by_\b__\bn_\ba_\bm_\be
+ Drop the roaches on the given display. Make sure
+ the display is nearby, so you can hear the
+ screams.
+
+ -\b-r\brc\bc _\br_\bo_\ba_\bc_\bh_\b__\bc_\bo_\bl_\bo_\br
+ Use the given string as the color for the bugs
+ instead of the default "black".
+
+ -\b-s\bsp\bpe\bee\bed\bd _\br_\bo_\ba_\bc_\bh_\b__\bs_\bp_\be_\be_\bd
+ Use the given speed for the insects instead of the
+ default 20.0. For example, in winter the speed
+ should be set to 5.0. In summer, 30.0 might be
+ about right.
+
+ -\b-r\bro\boa\bac\bch\bhe\bes\bs _\bn_\bu_\bm_\b__\br_\bo_\ba_\bc_\bh_\be_\bs
+ This is the number of the little critters. Default
+ is 10.
+
+B\bBU\bUG\bGS\bS
+ As given by the -roaches option. Default is 10.
+
+C\bCO\bOP\bPY\bYR\bRI\bIG\bGH\bHT\bT
+ Copyright 1991 by J.T. Anderson
+
+A\bAU\bUT\bTH\bHO\bOR\bRS\bS
+ J.T. Anderson (jta@locus.com)
+
+D\bDE\bED\bDI\bIC\bCA\bAT\bTI\bIO\bON\bN
+ Greg McFarlane (gregm@otc.otca.oz.au)
+
+S\bSE\bEE\bE A\bAL\bLS\bSO\bO
+ xroachmotel(1), xddt(1)
+
+
+
+
+
+
+
+
+X Version 11 Release 4 April 19, 1994 1
+
+
+
+
+