From 6983d479110f6d49c0041129064747899e4281fa Mon Sep 17 00:00:00 2001 From: CSRG Date: Sun, 14 May 1995 01:38:54 -0800 Subject: [PATCH 1/1] BSD 4_4_Lite2 development Work on file usr/share/man/cat6/phantasia.0 Work on file usr/share/man/cat6/pig.0 Work on file usr/share/man/cat6/pom.0 Work on file usr/share/man/cat6/quiz.0 Work on file usr/share/man/cat6/rain.0 Work on file usr/share/man/cat6/random.0 Work on file usr/share/man/cat6/robots.0 Work on file usr/share/man/cat6/rogue.0 Work on file usr/share/man/cat6/sail.0 Work on file usr/share/man/cat6/snake.0 Work on file usr/share/man/cat6/tetris.0 Work on file usr/share/man/cat6/trek.0 Work on file usr/share/man/cat6/worm.0 Work on file usr/share/man/cat6/worms.0 Work on file usr/share/man/cat6/wump.0 Work on file usr/share/man/cat6/xneko.0 Work on file usr/share/man/cat6/xroach.0 Synthesized-from: CSRG/cd3/4.4BSD-Lite2 --- usr/share/man/cat6/phantasia.0 | 1056 ++++++++++++++++++++++++++++++ usr/share/man/cat6/pig.0 | 15 + usr/share/man/cat6/pom.0 | 66 ++ usr/share/man/cat6/quiz.0 | 62 ++ usr/share/man/cat6/rain.0 | 66 ++ usr/share/man/cat6/random.0 | 25 + usr/share/man/cat6/robots.0 | 132 ++++ usr/share/man/cat6/rogue.0 | 132 ++++ usr/share/man/cat6/sail.0 | 1113 ++++++++++++++++++++++++++++++++ usr/share/man/cat6/snake.0 | 132 ++++ usr/share/man/cat6/tetris.0 | 89 +++ usr/share/man/cat6/trek.0 | 66 ++ usr/share/man/cat6/worm.0 | 66 ++ usr/share/man/cat6/worms.0 | 26 + usr/share/man/cat6/wump.0 | 132 ++++ usr/share/man/cat6/xneko.0 | 66 ++ usr/share/man/cat6/xroach.0 | 66 ++ 17 files changed, 3310 insertions(+) create mode 100644 usr/share/man/cat6/phantasia.0 create mode 100644 usr/share/man/cat6/pig.0 create mode 100644 usr/share/man/cat6/pom.0 create mode 100644 usr/share/man/cat6/quiz.0 create mode 100644 usr/share/man/cat6/rain.0 create mode 100644 usr/share/man/cat6/random.0 create mode 100644 usr/share/man/cat6/robots.0 create mode 100644 usr/share/man/cat6/rogue.0 create mode 100644 usr/share/man/cat6/sail.0 create mode 100644 usr/share/man/cat6/snake.0 create mode 100644 usr/share/man/cat6/tetris.0 create mode 100644 usr/share/man/cat6/trek.0 create mode 100644 usr/share/man/cat6/worm.0 create mode 100644 usr/share/man/cat6/worms.0 create mode 100644 usr/share/man/cat6/wump.0 create mode 100644 usr/share/man/cat6/xneko.0 create mode 100644 usr/share/man/cat6/xroach.0 diff --git a/usr/share/man/cat6/phantasia.0 b/usr/share/man/cat6/phantasia.0 new file mode 100644 index 0000000000..1f3c8645e3 --- /dev/null +++ b/usr/share/man/cat6/phantasia.0 @@ -0,0 +1,1056 @@ + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + +NNAAMMEE + phantasia - an interterminal fantasy game + +SSYYNNOOPPSSIISS + phantasia [ -HSabmpsx ] + +DDEESSCCRRIIPPTTIIOONN + _P_h_a_n_t_a_s_i_a 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 TTEERRMM variable in your environment. + + The options provide for a variety of functions to support + the game. They are: + + + --ss Invokes _p_h_a_n_t_a_s_i_a without header information. + + --mm Get a monster listing. + + --aa Get a listing of all character names on file. + + --xx Examine/change a particular character on file. + + --HH Print header only. + + --pp Purge old characters. + + --bb Show scoreboard of top characters per login. + + --SS 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 lleevveell zero are saved. Characters + unused for awhile will be purged. Characters are only + placed on the scoreboard when they die. + +AAUUTTHHOORR + Edward Estes, AT&T Information Systems, Skokie, IL + +PPAARRTTIICCUULLAARRSS + + + + + +4th Berkeley Distribution June 1, 1994 1 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + NNoorrmmaall PPllaayy + + 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 _v_i(1). To move to + a specific (x, y) coordinate, use the mmoovvee ('1') + command. The distance a character can move is calculated + by 1 plus 1.5 per lleevveell.. 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 ppllaayyeerrss + ('2') option. One may see the coordinates of those who + are the same distance or closer to the origin as he/she. + KKiinnggss,, and ccoouunncciill ooff tthhee wwiissee can see and can be seen by + everyone. A ppaallaannttiirr removes these restrictions. + + One can talk to other players with the ttaallkk ('3') option. + In general, this is a line or so of text. To remove a + current message, just type when prompted for a + message. + + The ssttaattss ('4') option shows additional characteristics of + a player. + + One may leave the game either with the qquuiitt ('5') option. + + One may rest by default. Resting lets one regain maximum + eenneerrggyy lleevveell,, and also lets one find mmaannaa (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 lleevveell and mmaaggiicc,, or to other stations in the + game ( vvaallaarr,, ccoouunncciill ooff tthhee wwiissee,, kkiinngg ). These are + described elsewhere. In general, a control-L will force + the redrawing of the screen. + + + +4th Berkeley Distribution June 1, 1994 2 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + Other things which may happen are more or less self- + explanatory. + + FFiigghhttiinngg MMoonnsstteerrss + + A player has several options while fighting monsters. + They are as follows: + + mmeelleeee Inflicts damage on the monster, based upon + ssttrreennggtthh.. Also decreases the monster's + ssttrreennggtthh some. + + sskkiirrmmiisshh Inflicts a little less damage than mmeelleeee,, + but decreases the monster's qquuiicckknneessss + instead. + + eevvaaddee Attempt to run away. Success is based upon + both the player's and the monster's bbrraaiinnss + and qquuiicckknneessss.. + + ssppeellll Several options for throwing spells + (described elsewhere). + + nniicckk Hits the monster one plus the player's + sswwoorrdd,, and gives the player 10% of the mon- + ster's eexxppeerriieennccee.. Decreases the monster's + eexxppeerriieennccee an amount proportional to the + amount granted. This also increases the + monster's quickness. Paralyzed monsters + wake up very fast when nicked. + + lluucckkoouutt This is essentially a battle of wits with + the monster. Success is based upon the + player's and the monster's bbrraaiinnss.. The + player gets credit for slaying the monster + if he/she succeeds. Otherwise, nothing + happens, and the chance to lluucckkoouutt is lost. + + CChhaarraacctteerr SSttaattiissttiiccss + + + ssttrreennggtthh determines how much damage a character can + inflict. + + qquuiicckknneessss determines how many chances a character + gets to make decisions while fighting. + + eenneerrggyy lleevveell specifies how much damage a character may + endure before dying. + + mmaaggiicc lleevveell determines which spells a character may + + + +4th Berkeley Distribution June 1, 1994 3 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + throw, and how effective those spells will + be. + + bbrraaiinnss basically, the character's intelligence; + used for various fighting options and + spells. + + mmaannaa used as a power source for throwing spells. + + eexxppeerriieennccee gained by fighting monsters and other char- + acters. + + lleevveell indicative of how much experience a charac- + ter has accumulated; progresses geometri- + cally as eexxppeerriieennccee increases. + + ppooiissoonn sickness which degrades a character's per- + formance (affects eenneerrggyy lleevveell and ssttrreennggtthh + ). + + ssiinn accumulated as a character does certain + nasty things; used only rarely in normal + play of the game. + + aaggee of player; roughly equivalent to number of + turns. As aaggee increases, many personal + statistics degenerate. + + CChhaarraacctteerr TTyyppeess + + Character statistics are rolled randomly from the above + list, according to character type. The types are as fol- + lows: + + mmaaggiicc uusseerr strong in mmaaggiicc lleevveell and bbrraaiinnss , weak in + other areas. Must rely on wits and magic + to survive. + + ffiigghhtteerr good in ssttrreennggtthh and eenneerrggyy lleevveell , fairly + good in other areas. This adds up to a + well-equipped fighter. + + eellff very high qquuiicckknneessss and above average mmaaggiicc + lleevveell are eellvveess selling points. + + ddwwaarrff very high ssttrreennggtthh and eenneerrggyy lleevveell , but + with a tendency to be rather slow and not + too bright. + + hhaallfflliinngg rather quick and smart, with high eenneerrggyy + lleevveell , but poor in mmaaggiicc and ssttrreennggtthh.. + + + +4th Berkeley Distribution June 1, 1994 4 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + Born with some eexxppeerriieennccee.. + + eexxppeerriimmeennttoo very mediocre in all areas. However, the + eexxppeerriimmeennttoo 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 lleevveell.. EExxppeerriimmeennttooeess'' characteristics + progress randomly as one of the other types. The progres- + sion as characters increase in lleevveell 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 rriinnggss can overcome the player, + and how much ppooiissoonn the player can withstand. + + SSppeellllss + + During the course of the game, the player may exercise + his/her magic powers. These cases are described below. + + ccllooaakk _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 20 (plus level 7) + _m_a_n_a _u_s_e_d_: 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 ppllaayyeerrss + option. Players cannot collect mmaannaa,, find + trading posts, or discover the ggrraaiill while + + + +4th Berkeley Distribution June 1, 1994 5 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + cloaked.Calling a monster uncloaks, as well + as choosing this option while cloaked. + + tteelleeppoorrtt _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 40 (plus level 12) + _m_a_n_a _u_s_e_d_: 30 per 75 moved + Used during normal play. Allows the player + too move with much more freedom than with + the mmoovvee option, at the price of expending + mana. The maximum distance possible to + move is based upon lleevveell and mmaaggiicc lleevveell.. + + ppoowweerr bbllaasstt _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: none + _m_a_n_a _u_s_e_d_: 5 times lleevveell + Used during inter-terminal battle. Damage + is based upon mmaaggiicc lleevveell and ssttrreennggtthh.. + Hits much harder than a normal hit. + + aallll oorr nnootthhiinngg _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: none + _m_a_n_a _u_s_e_d_: 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 qquuiicckknneessss and ssttrreennggtthh.. + Paralyzed monsters wake up much quicker as + a result of this spell. + + mmaaggiicc bboolltt _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 5 + _m_a_n_a _u_s_e_d_: variable + Used while combating monsters. Hits the + monster based upon the amount of mmaannaa + expended and mmaaggiicc lleevveell.. Guaranteed to + hit at least 10 per mmaannaa.. + + ffoorrccee ffiieelldd _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 15 + _m_a_n_a _u_s_e_d_: 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 + eenneerrggyy lleevveell.. + + ttrraannssffoorrmm _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 25 + _m_a_n_a _u_s_e_d_: 50 + Used during monster combat. Transforms the + monster randomly into one of the 100 mon- + sters from the monster file. + + iinnccrreeaassee mmiigghhtt _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 35 + + + +4th Berkeley Distribution June 1, 1994 6 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + _m_a_n_a _u_s_e_d_: 75 + Used during combat with monsters. + Increases strength up to a maximum. + + iinnvviissiibbiilliittyy _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 45 + _m_a_n_a _u_s_e_d_: 90 + Used while fighting monsters. Makes it + harder for the monster to hit, by temporar- + ily increasing the player's qquuiicckknneessss.. + This spell may be thrown several times, but + a maximum level will be reached. + + ttrraannssppoorrtt _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 60 + _m_a_n_a _u_s_e_d_: 125 + Used during monster combat. Transports the + monster away from the player. Success is + base upon player's mmaaggiicc and bbrraaiinnss,, and + the monster's eexxppeerriieennccee.. If it fails the + player is transported instead.60% of the + time, the monster will drop any treasure it + was carrying. + + ppaarraallyyzzee _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: 75 + _m_a_n_a _u_s_e_d_: 150 + Used during monster combat. "Freezes" the + monster by putting its qquuiicckknneessss slightly + negative. The monster will slowly wake up. + Success is based upon player's mmaaggiicc and + the monster's eexxppeerriieennccee.. If it fails, + nothing happens. + + ssppeecciiffyy _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y_: none + _m_a_n_a _u_s_e_d_: 1000 + Used during monster combat only by vvaallaarr or + ccoouunncciill ooff tthhee wwiissee.. Allows the player to + pick which monster to fight. + + MMoonnsstteerrss + + 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 eexxppeerriieennccee,, eenneerrggyy lleevveell,, and + bbrraaiinnss are multiplied by the size. SSttrreennggtthh is increase + 50% per size over one, and qquuiicckknneessss 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 fflloocckk%% in + the monster listing. Monsters outside the first ring may + carry treasure, as determined by their treasure type. + + + +4th Berkeley Distribution June 1, 1994 7 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + Flocking monsters, and bigger monsters increase the + chances of treasure. + + Certain monsters have special abilities; they are as fol- + lows: + + UUnniiccoorrnn can only be subdued if the player is in + possession of a vviirrggiinn.. + + MMooddnnaarr has random characteristics, including trea- + sure type. + + MMiimmiicc will pick another name from the list of + monsters in order to confuse. + + DDaarrkk LLoorrdd 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 eevvaaddee from the DDaarrkk LLoorrdd.. + + LLeeaannaann--SSiiddhhee also a very nasty person. She will perma- + nently sap ssttrreennggtthh from someone. + + SSaarruummaann wanders around with WWoorrmmttoonngguuee , who can + steal a ppaallaannttiirr.. Also, SSaarruummaann may turn a + player's gems into gold pieces, or scramble + her/his stats. + + TThhaauummaattuurrggiisstt can transport a player. + + BBaallrroogg inflicts damage by taking away eexxppeerriieennccee , + not eenneerrggyy.. + + VVoorrtteexx may take some mmaannaa.. + + NNaazzgguull may try to steal a rriinngg or neutralize part + of one's bbrraaiinnss.. + + TTiiaammaatt may take half a player's ggoolldd and ggeemmss and + escape. + + KKoobboolldd may get nasty and steal one gold piece and + run away. + + SShheelloobb may bite, inflicting the equivalent of one + ppooiissoonn.. + + AAssssoorrtteedd FFaaeerriieess + These are killed if attacking someone car- + rying hhoollyy wwaatteerr.. These are CClluurriiccaauunn,, FFiirr + DDaarrrriigg,, FFaacchhaann,, GGhhiillllee DDhhuu,, BBooggllee,, + + + +4th Berkeley Distribution June 1, 1994 8 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + KKiillllmmoouulliiss,, and BBwwccaa.. + + LLaammpprreeyy may bite, inflicting 1/2 of a ppooiissoonn.. + + SShhrriieekkeerr will call one of its (much bigger) buddies + if picked upon. + + BBoonnnnaaccoonn will become bored with battle, fart, and + run off. + + SSmmeeaaggooll will try to steal a rriinngg from a player, if + given the chance. + + SSuuccccuubbuuss may inflict damage through a ffoorrccee ffiieelldd.. + This subtracts from eenneerrggyy lleevveell instead of + any shield the player may have thrown up. + This is a very easy way to die. + + CCeerrbbeerruuss loves metal and will steal all the metal + treasures from a player if able. + + UUnnggoolliiaanntt can bite and poison. This inflicts five + ppooiissoonnss , and also takes one from the + player's qquuiicckknneessss.. + + JJaabbbbeerrwwoocckk may tire of battle, and leave after calling + one of his friends ( JJuubbjjuubb BBiirrdd or BBaannddeerr-- + ssnnaattcchh ). + + MMoorrggootthh actually MMooddnnaarr , but reserved for ccoouunncciill + ooff tthhee wwiissee,, vvaallaarr,, and eexx--vvaallaarr.. Fights + with MMoorrggootthh 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 ffoorrccee ffiieelldd works when bat- + tling MMoorrggootthh.. + + TTrroollll may regenerate its eenneerrggyy and ssttrreennggtthh + while in battle. + + WWrraaiitthh may make a player blind. + + TTrreeaassuurreess + + The various treasure types are as follows: + + TTyyppee zzeerroo _n_o_n_e + + TTyyppee oonnee _p_o_w_e_r _b_o_o_s_t_e_r - adds mana. + _d_r_u_i_d - adds experience. + + + +4th Berkeley Distribution June 1, 1994 9 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + _h_o_l_y _o_r_b - subtracts 0.25 sin. + + TTyyppee ttwwoo _a_m_u_l_e_t - protects from cursed treasure. + _h_o_l_y _w_a_t_e_r - kills aassssoorrtteedd ffaaeerriieess.. + _h_e_r_m_i_t - reduces sin by 25% and adds some + mana. + + TTyyppee tthhrreeee _s_h_i_e_l_d - adds to maximum eenneerrggyy lleevveell + _v_i_r_g_i_n - used to subdue a uunniiccoorrnn , or to + give much eexxppeerriieennccee (and some ssiinn ). + _a_t_h_e_l_a_s - subtracts one ppooiissoonn.. + + TTyyppee ffoouurr ((ssccrroollllss)) + _s_h_i_e_l_d - throws a bigger than normal ffoorrccee + ffiieelldd.. + _i_n_v_i_s_i_b_l_e - temporarily puts the finder's + qquuiicckknneessss to one million. + _t_e_n _f_o_l_d _s_t_r_e_n_g_t_h - multiplies finder's + strength by ten. + _p_i_c_k _m_o_n_s_t_e_r - allows finder to pick next + monster to battle. + _g_e_n_e_r_a_l _k_n_o_w_l_e_d_g_e - adds to finder's bbrraaiinnss + and mmaaggiicc lleevveell.. + + All the scrolls except ggeenneerraall kknnoowwlleeddggee automatically + call a monster. These preserve any spells that were + already in effect, but are only in effect while in battle. + + TTyyppee ffiivvee _d_a_g_g_e_r - adds to ssttrreennggtthh.. + _a_r_m_o_u_r - same as a sshhiieelldd,, but bigger. + _t_a_b_l_e_t - adds brains. + + TTyyppee ssiixx _p_r_i_e_s_t - rests to maximum; adds mmaannaa,, + bbrraaiinnss;; and halves ssiinn.. + _R_o_b_i_n _H_o_o_d - increases sshhiieelldd and adds per- + manently to ssttrreennggtthh.. + _a_x_e - like ddaaggggeerr,, but bigger. + + TTyyppee sseevveenn _c_h_a_r_m - protects from cursed treasure (used + before aammuulleett ); used in conjunction with + bblleessssiinngg to battle DDaarrkk LLoorrdd.. + _M_e_r_l_y_n - adds bbrraaiinnss,, mmaaggiicc,, and mmaannaa.. + _w_a_r _h_a_m_m_e_r - like an aaxxee,, but bigger. + + TTyyppee eeiigghhtt _h_e_a_l_i_n_g _p_o_t_i_o_n - sets ppooiissoonn to -2, or sub- + tracts two from ppooiissoonn,, whichever is bet- + ter. + _t_r_a_n_s_p_o_r_t_e_r - allows finder to move any- + where. + _s_w_o_r_d - like a wwaarr hhaammmmeerr , but bigger. + + + + +4th Berkeley Distribution June 1, 1994 10 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + TTyyppee nniinnee _g_o_l_d_e_n _c_r_o_w_n - allows the player to become + kkiinngg,, by going to (0,0). + _b_l_e_s_s_i_n_g - cuts ssiinn to 1/3, adds mmaannaa,, + rests to max., kills DDaarrkk LLoorrdd with a + cchhaarrmm,, and gives bearer first hit on all + monsters. + _q_u_i_c_k_s_i_l_v_e_r - adds to qquuiicckknneessss.. + + TTyyppee tteenn _e_l_v_e_n _b_o_o_t_s - adds permanently to qquuiicckk-- + nneessss.. + + TTyyppee eelleevveenn _p_a_l_a_n_t_i_r - allows one to see all the other + players; used by ccoouunncciill ooff tthhee wwiissee to + seek the ggrraaiill.. + + TTyyppee ttwweellvvee//tthhiirrtteeeenn + _r_i_n_g - 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 ggoolldd or ggeemmss.. These are + used at ttrraaddiinngg ppoossttss to buy things.A ggeemm is worth 1000 + gold pieces. Too much ggoolldd will slow a player down. One + may carry 1000 plus 200 per lleevveell of ggoolldd.. A ggeemm weighs + one half a gold piece. Monsters of treasure type 7 or + higher may carry ggeemmss.. + + 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 eenneerrggyy lleevveell + very low, and adds 0.25 ppooiissoonn.. + + RRiinnggss + + RRiinnggss are only carried by nnaazzgguullss and DDaarrkk LLoorrdd.. They + come in four different flavors. All rriinnggss rest the player + to maximum and cause him/her to hit much harder in battle + with monsters (assuming one has chosen to use the rriinngg for + battle.) + + Two types of rriinnggss are cursed and come either from nnaazzgguullss + or DDaarrkk LLoorrdd.. After a few times of using these types, the + player falls under the control of the rriinngg,, and strange, + random things will occur. Eventually, the player dies, + and gives his/her name to a monster on the file. Dying + before the rriinngg is used up also renames the monster. + + The two remaining types of rriinnggss are much more benign. + The one from a nnaazzgguull is good for a limited number of + + + +4th Berkeley Distribution June 1, 1994 11 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + battle rounds, and will save the player from death if it + was being used when he/she died. The one from DDaarrkk LLoorrdd + is the same, except that it never is used up. rriinnggss dis- + appear after saving someone from death. In general, + cursed rriinnggss 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 rriinngg is to have a monster steal it. + + KKiinngg + + A player may become kkiinngg bbyy ffiinnddiinngg aa _c_r_o_w_n and going to + (0,0). Players must have a lleevveell in the range of 10 to + 1000 to be able to find a _c_r_o_w_n_. When a player with one + or more _c_r_o_w_n_s reaches lleevveell 1000, the _c_r_o_w_n_s are con- + verted to _g_o_l_d_. + + Once a player is king, he/she may do certain things while + in the Lord's Chamber (0,0). These are exercised with the + ddeeccrreeee ('0') option. + + _t_r_a_n_s_p_o_r_t This is done to another player. It ran- + domly moves the affected player about. A + cchhaarrmm protects from transports. + + _c_u_r_s_e This is done to another player. It is + analogous to cursed treasure, but worse. + It inflicts two ppooiissoonn,, knocks eenneerrggyy lleevveell + very low, and degrades the maximum energy. + It also removes a ccllooaakk.. A bblleessssiinngg pro- + tects from king's curses. + + _e_n_e_r_g_y _v_o_i_d 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 mmaannaa,, eenneerrggyy,, and ggoolldd.. The energy + void disappears after being hit. + + _b_e_s_t_o_w This is also done to another player. The + king may wish to reward one or more loyal + subjects by sharing his/her riches ( ggoolldd + ). Or it is a convenient way to dispose of + some unwanted deadweight. + + _c_o_l_l_e_c_t _t_a_x_e_s Everyone pays 7% tax on all ggoolldd and ggeemmss + acquired, regardless of the existence of a + kkiinngg.. The king collects the accrued taxes + with this option. + + The kkiinngg may also tteelleeppoorrtt anywhere for free by using the + origin as a starting place. + + + + +4th Berkeley Distribution June 1, 1994 12 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + CCoouunncciill ooff tthhee WWiissee,, VVaallaarr + + A player automatically becomes a member of the ccoouunncciill ooff + tthhee wwiissee upon reaching level 3000. Members of the council + cannot have rriinnggss.. Members of the council have a few + extra options which they can exercise. These are exer- + cised iinntteerrvveennee ('8') option. All iinntteerrvveennee options cost + 1000 mana. One iinntteerrvveennee option is to _h_e_a_l another + player. This is just a quick way for that player to be + rested to maximum and lose a little ppooiissoonn.. The main pur- + pose in life for members of the council is to seek the + HHoollyy GGrraaiill.. This is done with a ppaallaannttiirr under the _s_e_e_k + _g_r_a_i_l 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 ssiinn,, or + else it's all over upon finding the grail. In order to + help members of the council on their quest, they may _t_e_l_e_- + _p_o_r_t with greater ease. + + + Upon finding the grail, the player advances to position of + vvaallaarr.. He/she may then exercise more and niftier options + under _i_n_t_e_r_v_e_n_t_i_o_n_. 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 vvaallaarr's + blessing has the same effect as the treasure _b_l_e_s_s_i_n_g_, + except that the affected player does not get his/her + _b_l_e_s_s_i_n_g flag set. All _i_n_t_e_r_v_e_n_t_i_o_n options which affect + other players age the player who uses them. VVaallaarrss are + essentially immortal, but are actually given five lives. + If these are used up, the player is left to die, and + becomes an eexx--vvaallaarr.. A vvaallaarr cannot _m_o_v_e_, _t_e_l_e_p_o_r_t_, or + call monsters. (An exception to this is if the _v_a_l_a_r + finds a _t_r_a_n_s_p_o_r_t_e_r_. This is to allow him/her to dispose + of excess _g_o_l_d_. Any monsters which a vvaallaarr 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. + + WWiizzaarrdd + + The _w_i_z_a_r_d is usually the owner of the game, and the one + who maintains the associated files. The _w_i_z_a_r_d is granted + special powers within the game, if it is invoked with the + '-S' option. Otherwise, the _w_i_z_a_r_d plays no different + from other players. The _w_i_z_a_r_d abilities are outlined + below. + + _c_h_a_n_g_e _p_l_a_y_e_r_s + When examining a player, (game invoked with '-x', + + + +4th Berkeley Distribution June 1, 1994 13 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + or use 'X' from within game), the _w_i_z_a_r_d may also + change the player. + + _i_n_t_e_r_v_e_n_t_i_o_n + The _w_i_z_a_r_d may do all the _i_n_t_e_r_v_e_n_t_i_o_n options. + One extra option, _v_a_p_o_r_i_z_e_, is added to kill any + offensive players. + + _s_u_p_e_r _c_h_a_r_a_c_t_e_r _t_y_p_e + An extra character type is added. This character + starts with the maximum possible in all statistics, + selected from the other character types. A ssuuppeerr + character's statistics also progress at the maximum + possible rate, selected from the other character + types. + + SSppeecciiaall PPllaacceess + + 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. + + _T_r_a_d_i_n_g _P_o_s_t_s 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. + + _L_o_r_d_'_s _C_h_a_m_b_e_r This is located at (0,0). Only players + with ccrroowwnnss may enter. + + _P_o_i_n_t _o_f _N_o _R_e_t_u_r_n + This is located beyond 1.2e+6 in any direc- + tion. The only way to return from here is + a ttrraannssppoorrtteerr or to have a vvaallaarr relocate + the player. + + _D_e_a_d _M_a_r_s_h_e_s This is a band located fairly distant from + the origin.The first fourteen monsters + (water monsters) can normally only be found + here. + + _V_a_l_h_a_l_a This place is where the vvaallaarr resides. It + is associated with no particular coordinate + on the playing grid. + + MMiisscceellllaanneeoouuss + + Once a player reaches lleevveell 5, the game will start to time + out waiting for input. This is to try to keep the game a + + + +4th Berkeley Distribution June 1, 1994 14 + + + + + + + + +PHANTASIA(6) BSD Reference Manual PHANTASIA(6) + + + bit faster paced. + + A _g_u_r_u will never be disgusted with your ssiinnss if they are + less than one. + + A _m_e_d_i_c wants half of a player's ggoolldd to be happy. Offer- + ing more than one has, or a negative amount will anger the + _m_e_d_i_c_, who will make the player worse (add one ppooiissoonn ). + + The HHoollyy GGrraaiill 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 mmaannaa and cchhaarrmmss a player may + posses, based upon lleevveell.. _Q_u_i_c_k_s_i_l_v_e_r is always limited + to to a maximum of 99. + + _B_o_o_k_s bought at a ttrraaddiinngg ppoosstt increase bbrraaiinnss,, based upon + the number bought. It is unwise, however to buy more than + 1/10 of one's lleevveell in books at a time. + + Players over level 10000 are automatically retired. + + A _b_l_i_n_d_n_e_s_s goes away in random time. + + Players with _c_r_o_w_n_s are identified with a '*' before their + character type. + + IInntteerr--tteerrmmiinnaall BBaattttllee + + When two player's coordinates correspond, they may engage + in battle. In general, the player with the highest qquuiicckk-- + nneessss 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: + + _f_i_g_h_t Inflicts damage upon other person. + + _r_u_n _a_w_a_y Escape from battle. Has a 75% chance of + working. + + _p_o_w_e_r _b_l_a_s_t Battle spell. + + _l_u_c_k_o_u_t 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 eexxppeerriieennccee + and treasures. RRiinnggss do not work for inter-terminal bat- + tle. + +BBUUGGSS + 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 + + + + + diff --git a/usr/share/man/cat6/pig.0 b/usr/share/man/cat6/pig.0 new file mode 100644 index 0000000000..1ea2df31e3 --- /dev/null +++ b/usr/share/man/cat6/pig.0 @@ -0,0 +1,15 @@ +PIG(6) BSD Reference Manual PIG(6) + +NNAAMMEE + ppiigg - eformatray inputway asway Igpay Atinlay + +SSYYNNOOPPSSIISS + ppiigg + +DDEESSCCRRIIPPTTIIOONN + Ethay iiggppaayy 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 diff --git a/usr/share/man/cat6/pom.0 b/usr/share/man/cat6/pom.0 new file mode 100644 index 0000000000..4c1c0e9901 --- /dev/null +++ b/usr/share/man/cat6/pom.0 @@ -0,0 +1,66 @@ + + + +POM(6) BSD Reference Manual POM(6) + + +NNAAMMEE + pom - display the phase of the moon + +SSYYNNOOPPSSIISS + ppoomm + +DDEESSCCRRIIPPTTIIOONN + The _p_o_m 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 + + + + + diff --git a/usr/share/man/cat6/quiz.0 b/usr/share/man/cat6/quiz.0 new file mode 100644 index 0000000000..7a25d554f7 --- /dev/null +++ b/usr/share/man/cat6/quiz.0 @@ -0,0 +1,62 @@ +QUIZ(6) BSD Reference Manual QUIZ(6) + +NNAAMMEE + qquuiizz - random knowledge tests + +SSYYNNOOPPSSIISS + qquuiizz [--tt] [--ii _f_i_l_e] [_q_u_e_s_t_i_o_n _a_n_s_w_e_r] + +DDEESSCCRRIIPPTTIIOONN + The qquuiizz utility tests your knowledge of random facts. It has a database + of subjects from which you can choose. With no arguments, qquuiizz displays + the list of available subjects. + + The options are as follows: + + --tt 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. + + --ii Specify an alternate index file. + + Subjects are divided into categories. You can pick any two categories + from the same subject. QQuuiizz 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, qquuiizz lets you try again. To see the right + answer, enter a blank line. + +IInnddeexx aanndd DDaattaa FFiillee SSyynnttaaxx + 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, qquuiizz will refrain from ask- + ing it. + +FFIILLEESS + /usr/share/games/quiz.db The default index and data files. + +BBUUGGSS + QQuuiizz is pretty cynical about certain subjects. + +4.4BSD May 31, 1993 1 diff --git a/usr/share/man/cat6/rain.0 b/usr/share/man/cat6/rain.0 new file mode 100644 index 0000000000..e4cd4d1fba --- /dev/null +++ b/usr/share/man/cat6/rain.0 @@ -0,0 +1,66 @@ + + + +RAIN(6) BSD Reference Manual RAIN(6) + + +NNAAMMEE + rain - animated raindrops display + +SSYYNNOOPPSSIISS + rain + +DDEESSCCRRIIPPTTIIOONN + _R_a_i_n'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 _t_e_r_m_c_a_p, the TERM environ- + ment variable must be set (and exported) to the type of + the terminal being used. + +FFIILLEESS + /etc/termcap + +AAUUTTHHOORR + Eric P. Scott + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +4th Berkeley Distribution May 31, 1993 1 + + + + + diff --git a/usr/share/man/cat6/random.0 b/usr/share/man/cat6/random.0 new file mode 100644 index 0000000000..378ccc1213 --- /dev/null +++ b/usr/share/man/cat6/random.0 @@ -0,0 +1,25 @@ +RANDOM(6) BSD Reference Manual RANDOM(6) + +NNAAMMEE + rraannddoomm - random lines from a file or random numbers + +SSYYNNOOPPSSIISS + rraannddoomm [--eerr] [_d_e_n_o_m_i_n_a_t_o_r] + +DDEESSCCRRIIPPTTIIOONN + RRaannddoomm reads lines from the standard input and copies them to the stan- + dard output with a probability of 1/denominator. The default value for + _d_e_n_o_m_i_n_a_t_o_r is 2. + + The options are as follows: + + --ee If the --ee option is specified, rraannddoomm does not read or write any- + thing, and simply exits with a random exit value of 0 to + _d_e_n_o_m_i_n_a_t_o_r - 1, inclusive. + + --rr The --rr option guarantees that the output is unbuffered. + +SSEEEE AALLSSOO + fortune(6) + +4th Berkeley Distribution March 31, 1994 1 diff --git a/usr/share/man/cat6/robots.0 b/usr/share/man/cat6/robots.0 new file mode 100644 index 0000000000..18281bbdb5 --- /dev/null +++ b/usr/share/man/cat6/robots.0 @@ -0,0 +1,132 @@ + + + +ROBOTS(6) BSD Reference Manual ROBOTS(6) + + +NNAAMMEE + robots - fight off villainous robots + +SSYYNNOOPPSSIISS + rroobboottss [ --ssjjttaa ] [ ssccoorreeffiillee ] + +DDEESSCCRRIIPPTTIIOONN + _R_o_b_o_t_s 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 `++', the junk + heaps from their collisions by a `**', and you (the good + guy) by a `@@'. + + The commands are: + + hh move one square left + ll move one square right + kk move one square up + jj move one square down + yy move one square up and left + uu move one square up and right + bb move one square down and left + nn move one square down and right + .. (also space) do nothing for one turn + HHJJKKLLBBNNYYUU run as far as possible in the given direction + >> do nothing for as long as possible + tt teleport to a random location + ww wait until you die or they all do + qq quit + ^^LL redraw the screen + + All commands can be preceded by a count. + + If you use the `ww' 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 `ww' 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 + + --ss Don't play, just show the score file. + + --jj Jump, _i_._e_., when you run, don't show any intermedi- + ate positions; only show things at the end. This + is useful on slow terminals. + + --tt 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. + + --aa Advance into the higher levels directly, skipping + the lower, easier levels. + +AAUUTTHHOORR + Ken Arnold + +FFIILLEESS + /usr/games/lib/robots_roll the score file + +BBUUGGSS + Bugs? You _c_r_a_z_y, man?!? + + + + + + + + + + + + + + + + + + + + + + + +4.3 Berkeley Distribution May 31, 1993 2 + + + + + diff --git a/usr/share/man/cat6/rogue.0 b/usr/share/man/cat6/rogue.0 new file mode 100644 index 0000000000..0d4301e2ab --- /dev/null +++ b/usr/share/man/cat6/rogue.0 @@ -0,0 +1,132 @@ + + + +ROGUE(6) BSD Reference Manual ROGUE(6) + + +NNAAMMEE + rogue - exploring The Dungeons of Doom + +SSYYNNOOPPSSIISS + //uussrr//ggaammeess//rroogguuee [ --rr ] [ _s_a_v_e___f_i_l_e ] [ --ss ] [ --dd ] + +DDEESSCCRRIIPPTTIIOONN + _R_o_g_u_e 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 ?? will give you a list of the available com- + mands and the command // 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, _r_o_g_u_e 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 _s_a_v_e___f_i_l_e is specified, rogue will be restored from the + specified saved game file. + + The --ss option will print out the list of scores. + + For more detailed directions, read the document _A _G_u_i_d_e _t_o + _t_h_e _D_u_n_g_e_o_n_s _o_f _D_o_o_m_. + +AAUUTTHHOORRSS + Timothy Stoehr, Michael C. Toy, Kenneth C. R. C. Arnold, + Glenn Wichman + +FFIILLEESS + /usr/games/lib/rogue_roll Score file + ~~/rogue.save Default save file + +SSEEEE AALLSSOO + Michael C. Toy and Kenneth C. R. C. Arnold, _A _g_u_i_d_e _t_o _t_h_e + _D_u_n_g_e_o_n_s _o_f _D_o_o_m + + + + +4th Berkeley Distribution May 31, 1993 1 + + + + + + + + +ROGUE(6) BSD Reference Manual ROGUE(6) + + +BBUUGGSS + Probably infinite, although none are known. However, that + Ice Monsters sometimes transfix you permanently is _n_o_t a + bug. It's a feature. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +4th Berkeley Distribution May 31, 1993 2 + + + + + diff --git a/usr/share/man/cat6/sail.0 b/usr/share/man/cat6/sail.0 new file mode 100644 index 0000000000..a85bf4218a --- /dev/null +++ b/usr/share/man/cat6/sail.0 @@ -0,0 +1,1113 @@ + + + +SAIL(6) BSD Reference Manual SAIL(6) + + +NNAAMMEE + sail - multi-user wooden ships and iron men + +SSYYNNOOPPSSIISS + ssaaiill [ --ss [ --ll ] ] [ --xx ] [ --bb ] [ nnuumm ] + +DDEESSCCRRIIPPTTIIOONN + _S_a_i_l is a computer version of Avalon Hill's game of fight- + ing sail originally developed by S. Craig Taylor. + + Players of _S_a_i_l 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 _S_a_i_l 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: + + --ss Print the names and ships of the top ten sailors. + + --ll Show the login name. Only effective with --ss. + + --xx Play the first available ship instead of prompting + for a choice. + + --bb No bells. + +IIMMPPLLEEMMEENNTTAATTIIOONN + _S_a_i_l is really two programs in one. Each player starts up + a process which runs his own ship. In addition, a _d_r_i_v_e_r + process is forked (by the first player) to run the com- + puter ships and take care of global bookkeeping. + + Because the _d_r_i_v_e_r 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 _S_a_i_l 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, _S_a_i_l 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, _S_a_i_l 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 _S_a_i_l temporary + file and its link file. + +CCOONNSSEEQQUUEENNCCEESS OOFF SSEEPPAARRAATTEE PPLLAAYYEERR AANNDD DDRRIIVVEERR PPRROOCCEESSSSEESS + 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. + +TTHHEE HHIISSTTOORRYY OOFF SSAAIILL + I wrote the first version of _S_a_i_l 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. _S_a_i_l 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 _S_a_i_l + 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 _S_a_i_l_. 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 + + + _S_a_i_l 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. + + + +4th Berkeley Distribution June 1, 1994 3 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + +HHIISSTTOORRIICCAALL IINNFFOO + 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 _S_a_i_l 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 + + + +4th Berkeley Distribution June 1, 1994 4 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + + 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. + +SSAAIILL PPAARRTTIICCUULLAARRSS + Ships in _S_a_i_l 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 + + + +4th Berkeley Distribution June 1, 1994 5 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + + 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: "#&". + +MMOOVVEEMMEENNTT + Movement is the most confusing part of _S_a_i_l 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 _S_a_i_l 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 _S_a_i_l prompts + you for a move, it prints three characters of import. + E.g., + move (7, 4): + + + +4th Berkeley Distribution June 1, 1994 6 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + + 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 _S_a_i_l 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 + + + +4th Berkeley Distribution June 1, 1994 7 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + + 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". + +WWIINNDDSSPPEEEEDD AANNDD DDIIRREECCTTIIOONN + 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. + +GGRRAAPPPPLLIINNGG AANNDD FFOOUULLIINNGG + 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. + +BBOOAARRDDIINNGG + Boarding was a very costly venture in terms of human life. + Boarding parties may be formed in _S_a_i_l 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. + +CCRREEWW QQUUAALLIITTYY + 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 + + + +4th Berkeley Distribution June 1, 1994 8 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + + offered twice the wages of the Royal Navy, British seamen + who liked the sea defected to America by the thousands. + + In _S_a_i_l_, 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. + +BBRROOAADDSSIIDDEESS + 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: + +RROOUUNNDD + Range of 10. Good for hull or rigging hits. + +DDOOUUBBLLEE + Range of 1. Extra good for hull or rigging hits. Double + takes two turns to load. + +CCHHAAIINN + Range of 3. Excellent for tearing down rigging. Cannot + damage hull or guns, though. + +GGRRAAPPEE + 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 + + + +4th Berkeley Distribution June 1, 1994 9 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + + 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. + +EEFFFFEECCTTIIVVEENNEESSSS OOFF FFIIRREE + 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 _P_e_l_l_e_w _v_s_. _T_h_e _D_r_o_i_t_s _d_e _L_'_H_o_m_m_e + takes advantage of this peculiar circumstance. + +RREEPPAAIIRRSS + 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. + +PPEECCUULLIIAARRIITTIIEESS OOFF CCOOMMPPUUTTEERR SSHHIIPPSS + Computer ships in _S_a_i_l 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 _D_r_i_v_e_r 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. + + + + + +4th Berkeley Distribution June 1, 1994 10 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + +HHOOWW TTOO PPLLAAYY + Commands are given to _S_a_i_l by typing a single character. + You will then be prompted for further input. A brief sum- + mary of the commands follows. + +CCOOMMMMAANNDD SSUUMMMMAARRYY + '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 + + +SSCCEENNAARRIIOOSS + Here is a summary of the scenarios in _S_a_i_l_: + + +RRaannggeerr vvss.. DDrraakkee:: + 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) + +TThhee BBaattttllee ooff FFllaammbboorroouugghh HHeeaadd:: + 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) + + + +4th Berkeley Distribution June 1, 1994 11 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + + (b) Serapis 44 gun Frigate (crack crew) (12 pts) + +AArrbbuutthhnnoott aanndd DDeess TToouucchheess:: + 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) + +SSuuffffrreenn aanndd HHuugghheess:: + 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) + +NNyymmpphhee vvss.. CClleeooppaattrree:: + 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) + +MMaarrss vvss.. HHeerrccuullee:: + 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) + +AAmmbbuussccaaddee vvss.. BBaaiioonnnnaaiissee:: + 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) + +CCoonnsstteellllaattiioonn vvss.. IInnssuurrggeenntt:: + Wind from the S, blowing a gale. + + + + +4th Berkeley Distribution June 1, 1994 12 + + + + + + + + +SAIL(6) BSD Reference Manual SAIL(6) + + + (a) Constellation 38 gun Corvette (elite crew) (17 pts) + (f) Insurgent 36 gun Corvette (average crew) (11 pts) + +CCoonnsstteellllaattiioonn vvss.. VVeennggeeaannccee:: + 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) + +TThhee BBaattttllee ooff LLiissssaa:: + 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) + +CCoonnssttiittuuttiioonn vvss.. GGuueerrrriieerree:: + 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) + +UUnniitteedd SSttaatteess vvss.. MMaacceeddoonniiaann:: + 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) + +CCoonnssttiittuuttiioonn vvss.. JJaavvaa:: + 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) + +CChheessaappeeaakkee vvss.. SShhaannnnoonn:: + 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) + +TThhee BBaattttllee ooff LLaakkee EErriiee:: + 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) + +WWaasspp vvss.. RReeiinnddeeeerr:: + 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) + +CCoonnssttiittuuttiioonn vvss.. CCyyaannee aanndd LLeevvaanntt:: + 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) + +PPeelllleeww vvss.. DDrrooiittss ddee LL''HHoommmmee:: + 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) + +AAllggeecciirraass:: + 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) + +LLaakkee CChhaammppllaaiinn:: + 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) + +LLaasstt VVooyyaaggee ooff tthhee UUSSSS PPrreessiiddeenntt:: + 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) + +HHoorrnnbblloowweerr aanndd tthhee NNaattiivviiddaadd:: + 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) + +CCuurrssee ooff tthhee FFllyyiinngg DDuuttcchhmmaann:: + 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) + +TThhee SSoouutthh PPaacciiffiicc:: + 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) + +HHoorrnnbblloowweerr aanndd tthhee bbaattttllee ooff RRoossaass bbaayy:: + 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) + + +CCaappee HHoorrnn:: + 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) + +NNeeww OOrrlleeaannss:: + 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) + +BBoottaannyy BBaayy:: + 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) + +VVooyyaaggee ttoo tthhee BBoottttoomm ooff tthhee SSeeaa:: + 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) + +FFrriiggaattee AAccttiioonn:: + 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) + +TThhee BBaattttllee ooff MMiiddwwaayy:: + 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) + + +SSttaarr TTrreekk:: + 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) + + +CCOONNCCLLUUSSIIOONN + _S_a_i_l has been a group effort. + + +AAUUTTHHOORR + Dave Riggle + +CCOO--AAUUTTHHOORR + Ed Wang + +RREEFFIITTTTIINNGG + Craig Leres + +CCOONNSSUULLTTAANNTTSS + Chris Guthrie + Captain Happy + Horatio Nelson + and many valiant others... + +RREEFFEERREENNCCEESS + 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 + +BBUUGGSS + 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 + + + + + diff --git a/usr/share/man/cat6/snake.0 b/usr/share/man/cat6/snake.0 new file mode 100644 index 0000000000..80fc779ad5 --- /dev/null +++ b/usr/share/man/cat6/snake.0 @@ -0,0 +1,132 @@ + + + +SNAKE(6) BSD Reference Manual SNAKE(6) + + +NNAAMMEE + snake, snscore - display chase game + +SSYYNNOOPPSSIISS + ssnnaakkee [ --ww wwiiddtthh ] [ --ll lleennggtthh ] + ssnnssccoorree + +DDEESSCCRRIIPPTTIIOONN + 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 + --ll and --ww 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 _n_o_t 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 _s_n_s_c_o_r_e _. + +FFIILLEESS + /usr/games/lib/snakerawscores database of personal bests + /usr/games/lib/snake.log log of games played + +BBUUGGSS + 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 + + + + + diff --git a/usr/share/man/cat6/tetris.0 b/usr/share/man/cat6/tetris.0 new file mode 100644 index 0000000000..c3056a3183 --- /dev/null +++ b/usr/share/man/cat6/tetris.0 @@ -0,0 +1,89 @@ +TETRIS(6) BSD Reference Manual TETRIS(6) + +NNAAMMEE + tteettrriiss - the game of tetris + +SSYYNNOOPPSSIISS + tteettrriiss [--ss] [--kk _k_e_y_s] [--ll _l_e_v_e_l] + +DDEESSCCRRIIPPTTIIOONN + The tteettrriiss 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 + drop + p pause + q quit + + The options are as follows: + + --kk The default control keys can be changed using the --kk --ooppttiioonn.. The + _k_e_y_s 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. + + --ll Select a level of play. + + --ss Display the top scores. + +PPLLAAYY + 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. + +SSCCOORRIINNGG + 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 _a_l_w_a_y_s 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 ``*''. + +FFIILLEESS + /var/games/tetris.scores high score file + +BBUUGGSS + The higher levels are unplayable without a fast terminal connection. + +AAUUTTHHOORRSS + 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 diff --git a/usr/share/man/cat6/trek.0 b/usr/share/man/cat6/trek.0 new file mode 100644 index 0000000000..254e72bfe3 --- /dev/null +++ b/usr/share/man/cat6/trek.0 @@ -0,0 +1,66 @@ + + + +TREK(6) BSD Reference Manual TREK(6) + + +NNAAMMEE + trek - trekkie game + +SSYYNNOOPPSSIISS + //uussrr//ggaammeess//ttrreekk [ [ --aa ] file ] + +DDEESSCCRRIIPPTTIIOONN + _T_r_e_k is a game of space glory and war. Below is a summary + of commands. For complete documentation, see _T_r_e_k by Eric + Allman. + + If a filename is given, a log of the game is written onto + that file. If the --aa 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. + +AAUUTTHHOORR + Eric Allman + +SSEEEE AALLSSOO + /usr/doc/trek + +CCOOMMMMAANNDD SSUUMMMMAARRYY + _a_b_a_n_d_o_n _c_apture + _c_loak _up/_down + _computer request; ... _d_amages + _d_e_s_t_r_u_c_t _d_ock + _h_e_l_p _impulse course distance + _lrscan _move course distance + _phasers _automatic amount + _phasers _manual amt1 course1 spread1 ... + _torpedo course [_yes] angle/_no + _r_a_m course distance _rest time + _s_h_e_l_l _s_hields _up/_down + _srscan [_yes/_no] + _s_tatus _t_e_r_m_i_n_a_t_e _yes/_no + _undock _visual course + _warp warp_factor + + + + + +4th Berkeley DistributionDecember 30, 1993 1 + + + + + diff --git a/usr/share/man/cat6/worm.0 b/usr/share/man/cat6/worm.0 new file mode 100644 index 0000000000..cb1eac25e1 --- /dev/null +++ b/usr/share/man/cat6/worm.0 @@ -0,0 +1,66 @@ + + + +WORM(6) BSD Reference Manual WORM(6) + + +NNAAMMEE + worm - play the growing worm game + +SSYYNNOOPPSSIISS + wwoorrmm [ _s_i_z_e ] + +DDEESSCCRRIIPPTTIIOONN + In _w_o_r_m_, 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. + +BBUUGGSS + 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 + + + + + diff --git a/usr/share/man/cat6/worms.0 b/usr/share/man/cat6/worms.0 new file mode 100644 index 0000000000..82dcb65aaa --- /dev/null +++ b/usr/share/man/cat6/worms.0 @@ -0,0 +1,26 @@ +WORMS(6) BSD Reference Manual WORMS(6) + +NNAAMMEE + wwoorrmmss - animate worms on a display terminal + +SSYYNNOOPPSSIISS + wwoorrmmss [--fftt] [--ll _l_e_n_g_t_h] [--nn _n_u_m_b_e_r] + +DDEESSCCRRIIPPTTIIOONN + A UNIX version of the DEC-2136 program ``worms''. + + The options are as follows: + + --ff Makes a ``field'' for the worm(s) to eat. + + --tt Makes each worm leave a trail behind it. + + --ll Specifies a length for each worm; the default is 16. + + --nn Specifies the number of worms; the default is 3. + +BBUUGGSS + The lower-right-hand character position will not be updated properly on a + terminal that wraps at the right margin. + + May 31, 1993 1 diff --git a/usr/share/man/cat6/wump.0 b/usr/share/man/cat6/wump.0 new file mode 100644 index 0000000000..77eb5eb7c1 --- /dev/null +++ b/usr/share/man/cat6/wump.0 @@ -0,0 +1,132 @@ + + + +WUMP(6) BSD Reference Manual WUMP(6) + + +NNAAMMEE + wump - hunt the wumpus in an underground cave + +SSYYNNOOPPSSIISS + wwuummpp [[--hh]] [[--aa aarrrroowwss]] [[--bb bbaattss]] [[--pp ppiittss]] [[--rr rroooommss]] [[--tt + ttuunnnneellss]] + +DDEESSCCRRIIPPTTIIOONN + The game _w_u_m_p is based on a fantasy game first presented + in the pages of _P_e_o_p_l_e_'_s _C_o_m_p_u_t_e_r _C_o_m_p_a_n_y 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: + + _-_a Specifies the number of magic arrows the adventurer + gets. The default is five. + + _-_b Specifies the number of rooms in the cave which + contain bats. The default is three. + + _-_h Play the hard version -- more pits, more bats, and + a generally more dangerous cave. + + _-_n Specifies the number of rooms in the cave which + contain bottomless pits. The default is three. + + _-_r Specifies the number of rooms in the cave. The + default cave size is twenty-five rooms. + + _-_t 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 _t_w_o 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! + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +4.4 Berkeley Distribution May 31, 1993 2 + + + + + diff --git a/usr/share/man/cat6/xneko.0 b/usr/share/man/cat6/xneko.0 new file mode 100644 index 0000000000..73ec20321b --- /dev/null +++ b/usr/share/man/cat6/xneko.0 @@ -0,0 +1,66 @@ + + + +XNEKO(6) BSD Reference Manual XNEKO(6) + + +NNAAMMEE + xneko - cat-and-mouse chase in an X window + +SSYYNNOOPPSSIISS + xneko [ --ddiissppllaayy _d_i_s_p_l_a_y ] [ --ggeeoommeettrryy _g_e_o_m_e_t_r_y ] [ --ttiittllee + _t_i_t_l_e ] [ --nnaammee _n_a_m_e ] [ --iiccoonniicc ] [ --ssppeeeedd _s_p_e_e_d ] [ + --ttiimmee _t_i_m_e ] [ --hheellpp ] + +DDEESSCCRRIIPPTTIIOONN + _X_n_e_k_o 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 _X(1)). The --ssppeeeedd + option controls the speed of the cat (the default is 16). + The --ttiimmee option controls the interval (in microseconds) + between updates of the _x_n_e_k_o window (the default is + 125000). The --hheellpp option provides a usage message and + exits. + + The word ``neko'' means ``cat'' in Japanese. + +SSEEEE AALLSSOO + X(1) + +AAUUTTHHOORR + Masayuki Koba, 1990 + + + + + + + + + + + + + + + + + + + + + + + + + + + +4.4BSD May 31, 1993 1 + + + + + diff --git a/usr/share/man/cat6/xroach.0 b/usr/share/man/cat6/xroach.0 new file mode 100644 index 0000000000..c5dc955c4f --- /dev/null +++ b/usr/share/man/cat6/xroach.0 @@ -0,0 +1,66 @@ + + + +XROACH(6) BSD Reference Manual XROACH(6) + + +NNAAMMEE + xroach - cockroaches hide under your windows + +SSYYNNOOPPSSIISS + xxrrooaacchh [-option .,..] + +DDEESSCCRRIIPPTTIIOONN + _X_r_o_a_c_h 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. + +OOPPTTIIOONNSS + --ddiissppllaayy _d_i_s_p_l_a_y___n_a_m_e + Drop the roaches on the given display. Make sure + the display is nearby, so you can hear the + screams. + + --rrcc _r_o_a_c_h___c_o_l_o_r + Use the given string as the color for the bugs + instead of the default "black". + + --ssppeeeedd _r_o_a_c_h___s_p_e_e_d + 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. + + --rrooaacchheess _n_u_m___r_o_a_c_h_e_s + This is the number of the little critters. Default + is 10. + +BBUUGGSS + As given by the -roaches option. Default is 10. + +CCOOPPYYRRIIGGHHTT + Copyright 1991 by J.T. Anderson + +AAUUTTHHOORRSS + J.T. Anderson (jta@locus.com) + +DDEEDDIICCAATTIIOONN + Greg McFarlane (gregm@otc.otca.oz.au) + +SSEEEE AALLSSOO + xroachmotel(1), xddt(1) + + + + + + + + +X Version 11 Release 4 April 19, 1994 1 + + + + + -- 2.20.1