3 4s, 5s, blabs, catclock, doom, festoon, geigerstats, glendy, juggle, life, mandel, mahjongg, memo, midi, mines, mole, packet, sokoban, sudoku \- time wasters
39 .I percent-invented-nouns
122 There are a few games in
128 Try to fill complete rows using 4-square or 5-square tiles.
129 Move tiles left or right by moving the mouse.
130 Rotate tiles with buttons 1 and 3.
131 Drop tiles for more points with button 2 or the space bar.
153 toggle suspend/resume.
161 This is a port of id Software's DOOM I and II engine.
162 In DOOM, players assume the role of a space marine, who became
163 popularly known as "Doomguy", fighting their way through hordes
164 of invading demons from Hell. Game data (WAD-files) for
166 are not part of the distribution, but free WAD-files,
167 like the shareware version, can be obtained on the net.
170 Generate an official-looking but utterly nonsensical bureaucratic report as
171 .L "pic | eqn | tbl | troff -mm"
178 add gibberish diagrams, equations and tables.
181 Don't let the rabbit escape.
186 using the optional initial
189 The number of hands involved (default 2) can be specified with
193 can be used to speed up or slow down the action (default is 20).
194 Try the pattern 333333441333333 or 333353505151512333333
197 .BR http://seehuhn.de/jong/theory.html ).
200 Play the game of Life, given an initial position.
201 There is a library of interesting initial positions;
202 the library is consulted if
208 from the board. Click on tiles with the same face that
209 are not blocked by others. A blocked tile is one that is partially or
210 fully covered on top or has neighbouring tiles to the left and right.
211 The game finishes when either all tiles are gone or there are no
212 more moves left. The arguments are for changing background
220 selects a true-color buffer image, for use with
221 drawterm or in case selecting a tile obscures it completely;
223 causes mahjongg to indicate non-blocked tiles on mouse-over.
226 key will generate a new level,
228 restarts the current one.
234 gives a hint, either trying to match the currently selected tile, or if no tile is
235 selected finding out the first available tile.
241 tries to solve the level.
244 Remove all tiles from the board.
245 At first, pictures of various Bell Labs employees, Lucent Technologies' logo, and Glenda will appear.
246 Memorize the sequence, then click to hide them and begin.
247 Use the mouse to select two tiles.
248 If they are the same, the tiles will disappear, otherwise the tiles will flip back and you will get a chance to try again.
249 Button 3 generates a memu allowing you to restart, switch between easy and hard modes, and exit.
252 option sets the game to hard mode.
253 Once the game has been completed, a message pops up with how long it took to win.
254 Use the button 3 menu to choose a mode, or click to play again.
257 Guide Glenda through a room full of walls, pebbles and holes to put
258 the pebbles in. Your goal is to arrange all pebbles into holes by
259 pushing them around, but you can only push a pebble if there is no
260 wall or another pebble blocking the way.
261 Arrow keys move Glenda up-down-left-right.
266 the next and previous levels,
268 restarts the current level.
272 quit. Button 3 invokes a menu to restart the current level, load different level sets, and en- and disable animation of multi-step moves.
273 Button 2 lets you change between levels.
274 Button 1 lets you do multi-step moves and pushes,
275 by clicking it on the destination where you want Glenda to go.
276 Glenda will only move if it can reach the destination.
277 For a multi-step push the pebble must be next to Glenda,
278 the destination must be on the same row or column,
279 and there must be a free place next to the destination
280 where the pebble can be pushed to.
281 Otherwise, if possible, Glenda will walk to the destination without pushing the pebble.
283 accepts a level file as its argument.
287 is a puzzle game from Japan. The goal of the game is to
288 fill the numbers 1 to 9 in all squares of the 9x9 board following a
289 few simple rules: no digit should repeat on the same row and column,
290 and no digit should repeat in the same 3x3 boxes outlined with thicker
291 lines. The board is initially filled with a partial solution which
292 can be used for inferring digits for the empty squares. The top row
293 of the board contains the digits 1 through 9, clicking on one of those
294 digits selects that number for placement on the board, clicking it
295 again will deselect that digit. Clicking on an empty square will then
296 affix the square with the selected digit or, if no digit is selected
299 Button 3 presents a menu with the following options:
300 .RS \w'\fLfireworksXX'u
303 autogenerate a new, random board
306 mark in red any digits not placed according to the rules
309 present the board's solution
312 clear the board to its starting (or last loaded) state
315 save the current board to
319 load the last saved board from
323 print the current board and solution in a format
324 suitable for addition in the
330 pretty-print the board for off-line solving to
337 Button 2 presents a list of
339 boards of varying degrees of difficulty from
340 .BR /sys/games/lib/sudoku/boards .
347 .TF /sys/games/lib/mahjongg/*
349 .B /sys/games/lib/[45]scores
355 .B /sys/games/lib/life/*
356 interesting starting positions
358 .B /sys/games/lib/mahjongg/*
359 image sprites, levels and backgrounds used by
366 .B /sys/games/lib/sokoban/*
367 image sprites and levels used by
370 .B /sys/games/lib/sudoku/*
371 images and boards used by
378 .B /sys/games/lib/doom/*
387 mouse warping (when the game is resumed,
388 and when a new tile appears) does not happen when
389 the mouse cursor is outside the game window.
390 Those who prefer to use the keyboard without the mouse
391 cursor blocking the view (or being warped all the time)
392 may consider this a feature.
395 first appeared in 9front (May, 2011).
398 first appeared in 9front (August, 2011).