3 4s, 5s, festoon, juggle, life, mahjongg, memo, sokoban, sudoku \- time wasters
15 .I percent-invented-nouns
61 There are a few games in
67 Try to fill complete rows using 4-square or 5-square tiles.
68 Move tiles left or right by moving the mouse.
69 Rotate tiles with buttons 1 and 3.
70 Drop tiles for more points with button 2 or the space bar.
92 toggle suspend/resume.
100 Generate an official-looking but utterly nonsensical bureaucratic report as
101 .L "pic | eqn | tbl | troff -mm"
108 add gibberish diagrams, equations and tables.
113 using the optional initial
116 The number of hands involved (default 2) can be specified with
120 can be used to speed up or slow down the action (default is 20).
121 Try the pattern 333333441333333 or 333353505151512333333
124 .BR http://seehuhn.de/jong/theory.html ).
127 Play the game of Life, given an initial position.
128 There is a library of interesting initial positions;
129 the library is consulted if
135 from the board. Click on tiles with the same face that
136 are not blocked by others. A blocked tile is one that is partially or
137 fully covered on top or has neighbouring tiles to the left and right.
138 The game finishes when either all tiles are gone or there are no
139 more moves left. The arguments are for changing background
147 selects a true-color buffer image, for use with
148 drawterm or in case selecting a tile obscures it completely;
150 causes mahjongg to indicate non-blocked tiles on mouse-over.
153 key will generate a new level,
155 restarts the current one.
161 gives a hint, either trying to match the currently selected tile, or if no tile is
162 selected finding out the first available tile.
168 tries to solve the level.
171 Remove all tiles from the board.
172 At first, pictures of various Bell Labs employees, Lucent Technologies' logo, and Glenda will appear.
173 Memorize the sequence, then click to hide them and begin.
174 Use the mouse to select two tiles.
175 If they are the same, the tiles will disappear, otherwise the tiles will flip back and you will get a chance to try again.
176 Button 3 generates a memu allowing you to restart, switch between easy and hard modes, and exit.
179 option sets the game to hard mode.
180 Once the game has been completed, a message pops up with how long it took to win.
181 Use the button 3 menu to choose a mode, or click to play again.
184 Guide Glenda through a room full of walls, pebbles and holes to put
185 the pebbles in. Your goal is to arrange all pebbles into holes by
186 pushing them around, but you can only push a pebble if there is no
187 wall or another pebble blocking the way.
188 Arrow keys move Glenda up-down-left-right.
193 the next and previous levels,
195 restarts the current level.
199 quit. Button 3 invokes a menu to restart the current level, load different level sets, and en- and disable animation of multi-step moves.
200 Button 2 lets you change between levels.
201 Button 1 lets you do multi-step moves and pushes,
202 by clicking it on the destination where you want Glenda to go.
203 Glenda will only move if it can reach the destination.
204 For a multi-step push the pebble must be next to Glenda,
205 the destination must be on the same row or column,
206 and there must be a free place next to the destination
207 where the pebble can be pushed to.
208 Otherwise, if possible, Glenda will walk to the destination without pushing the pebble.
210 accepts a level file as its argument.
214 is a puzzle game from Japan. The goal of the game is to
215 fill the numbers 1 to 9 in all squares of the 9x9 board following a
216 few simple rules: no digit should repeat on the same row and column,
217 and no digit should repeat in the same 3x3 boxes outlined with thicker
218 lines. The board is initially filled with a partial solution which
219 can be used for inferring digits for the empty squares. The top row
220 of the board contains the digits 1 through 9, clicking on one of those
221 digits selects that number for placement on the board, clicking it
222 again will deselect that digit. Clicking on an empty square will then
223 affix the square with the selected digit or, if no digit is selected
226 Button 3 presents a menu with the following options:
227 .RS \w'\fLfireworksXX'u
230 autogenerate a new, random board
233 mark in red any digits not placed according to the rules
236 present the board's solution
239 clear the board to its starting (or last loaded) state
242 save the current board to
246 load the last saved board from
250 print the current board and solution in a format
251 suitable for addition in the
257 pretty-print the board for off-line solving to
264 Button 2 presents a list of
266 boards of varying degrees of difficulty from
267 .BR /sys/games/lib/sudoku/boards .
274 .TF /sys/games/lib/mahjongg/*
276 .B /sys/games/lib/[45]scores
282 .B /sys/games/lib/life/*
283 interesting starting positions
285 .B /sys/games/lib/mahjongg/*
286 image sprites, levels and backgrounds used by
293 .B /sys/games/lib/sokoban/*
294 image sprites and levels used by
297 .B /sys/games/lib/sudoku/*
298 images and boards used by
307 mouse warping (when the game is resumed,
308 and when a new tile appears) does not happen when
309 the mouse cursor is outside the game window.
310 Those who prefer to use the keyboard without the mouse
311 cursor blocking the view (or being warped all the time)
312 may consider this a feature.