diff --git a/games/arithmetic/arithmetic.6 b/games/arithmetic/arithmetic.6 index f2b2a504e499..6f69260bfa67 100644 --- a/games/arithmetic/arithmetic.6 +++ b/games/arithmetic/arithmetic.6 @@ -33,72 +33,74 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)arithmetic.6 6.6 (Berkeley) 6/23/90 -.\" $Id: arithmetic.6,v 1.2 1993/08/01 07:47:43 mycroft Exp $ +.\" $Id: arithmetic.6,v 1.3 1993/08/05 01:46:15 jtc Exp $ .\" -.TH ARITHMETIC 6 "June 23, 1990" +.Dd June 23, 1990 +.Dt ARITHMETIC 6 .UC 4 -.SH NAME -arithmetic \- quiz on simple arithmetic -.SH SYNOPSIS -.B arithmetic -.B [ -\-o +\-x/ -.B ] -.B [ -\-r range -.B ] -.SH DESCRIPTION -.I Arithmetic +.Sh NAME +.Nm arithmetic +.Nd quiz on simple arithmetic +.Sh SYNOPSIS +.Nm arithmetic +.Op Fl o Ar +\-x/ +.Op Fl r Ar range +.Sh DESCRIPTION +.Nm Arithmetic asks you to solve problems in simple arithmetic. Each question must be answered correctly before going on to the next. After every 20 problems, it prints the score so far and the time taken. You can quit at any time by typing the interrupt or end-of-file character. -.PP +.Pp The options are as follows: -.TP -\-o +.Bl -tag -width indent +.It Fl o By default, -.I arithmetic +.Nm arithmetic asks questions on addition of numbers from 0 to 10, and corresponding subtraction. By supplying one or more of the characters -.BR +\-x/ , +.Ar +\-x/ , you can ask for problems in addition, subtraction, multiplication, and division, respectively. If you give one of these characters more than once, that kind of problem will be asked correspondingly more often. -.TP -\-r +.It Fl r If a -.I range +.Ar range is supplied, -.I arithmetic +.Nm arithmetic selects the numbers in its problems in the following way. For addition and multiplication, the numbers to be added or multiplied are between 0 and -.IR range , +.Ar range , inclusive. For subtraction and division, both the required result and the number to divide by or subtract will be between 0 and -.IR range . +.Ar range . (Of course, -.I arithmetic +.Nm arithmetic will not ask you to divide by 0.) The default .I range is 10. -.PP +.El +.Pp When you get a problem wrong, -.I arithmetic +.Nm arithmetic will remember the numbers involved, and will tend to select those numbers more often than others, in problems of the same sort. Eventually it will forgive and forget. -.PP -.I Arithmetic +.Pp +.Nm Arithmetic cannot be persuaded to tell you the right answer. You must work it out for yourself. -.SH DIAGNOSTICS -``What?'' if you get a question wrong. -``Right!'' if you get it right. -``Please type a number.'' if arithmetic doesn't understand what you typed. -.SH "SEE ALSO" -bc(1), dc(1) +.Sh DIAGNOSTICS +.Dq What? +if you get a question wrong. +.Dq Right! +if you get it right. +.Dq Please type a number. +if arithmetic doesn't understand what you typed. +.Sh SEE ALSO +.Xr bc 1 , +.Xr dc 1 diff --git a/games/banner/banner.6 b/games/banner/banner.6 index 0305eece4f78..8cbea03ed775 100644 --- a/games/banner/banner.6 +++ b/games/banner/banner.6 @@ -30,44 +30,44 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)banner.6 6.4 (Berkeley) 6/23/90 -.\" $Id: banner.6,v 1.2 1993/08/01 07:47:32 mycroft Exp $ +.\" $Id: banner.6,v 1.3 1993/08/05 01:46:28 jtc Exp $ .\" -.TH BANNER 6 "June 23, 1990" -.UC -.SH NAME -banner \- print large banner on printer -.SH SYNOPSIS -.B /usr/games/banner -[ -.BI \-w n -] -message ... -.SH DESCRIPTION -.I Banner +.Dd June 23, 1990 +.Dt BANNER 6 +.Os +.Sh NAME +.Nm banner +.Nd print large banner on printer +.Sh SYNOPSIS +.Nm banner +.Op Fl w Op Ar n +.Ar message ... +.Sh DESCRIPTION +.Nm Banner prints a large, high quality banner on the standard output. If the message is omitted, it prompts for and reads one line of its standard input. If -.B \-w +.Fl w is given, the output is scrunched down from a width of 132 to -.I n , +.Ar n , suitable for a narrow terminal. If -.I n +.Ar n is omitted, it defaults to 80. -.PP +.Pp The output should be printed on a hard-copy device, up to 132 columns wide, with no breaks between the pages. The volume is great enough that you may want a printer or a fast hardcopy terminal, but if you are patient, a decwriter or other 300 baud terminal will do. -.SH BUGS +.Sh BUGS Several ASCII characters are not defined, notably <, >, [, ], \\, ^, _, {, }, |, and ~. Also, the characters ", ', and & are funny looking (but in a useful way.) -.PP +.Pp The -.B \-w +.Fl w option is implemented by skipping some rows and columns. The smaller it gets, the grainier the output. Sometimes it runs letters together. -.SH AUTHOR +.Sh AUTHOR Mark Horton diff --git a/games/bcd/bcd.6 b/games/bcd/bcd.6 index 1a04ee0a6152..c15542faea3f 100644 --- a/games/bcd/bcd.6 +++ b/games/bcd/bcd.6 @@ -30,23 +30,39 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)bcd.6 6.7 (Berkeley) 6/23/90 -.\" $Id: bcd.6,v 1.2 1993/08/01 07:47:24 mycroft Exp $ +.\" $Id: bcd.6,v 1.3 1993/08/05 01:46:31 jtc Exp $ .\" -.TH "BCD" 6 "June 23, 1990" -.UC 7 -.SH NAME -bcd \- format input as punch cards +.Dd June 23, 1990 +.Dt BCD 6 +.Os +.Sh NAME +.Nm bcd +.Nd format input as punch cards .br -ppt \- format input as paper tape +.Nm ppt +.Nd format input as paper tape .br -morse \- format input as morse code -.SH SYNOPSIS -\fBbcd\fP [string ...] +.Nm morse +.Nd format input as morse code +.Sh SYNOPSIS +.Nm bcd +.Op Ar string ... .br -\fBppt\fP [string ...] +.Nm ppt +.Op Ar string ... .br -\fBmorse\fP [-s] [string ...] -.SH DESCRIPTION -\fIBcd\fP, \fIppt\fP and \fImorse\fP convert command line arguments, if -provided, or standard input into a form familiar to old-timers. The -\fI-s\fP option for morse produces dots and dashes rather than words. +.Nm morse +.Op Fl s +.Op Ar string ... +.Sh DESCRIPTION +.Nm Bcd , +.Nm ppt +and +.Nm morse +convert command line arguments, if provided, or standard input into a form +familiar to old-timers. +The +.Fl s +option for +.Nm morse +produces dots and dashes rather than words. diff --git a/games/caesar/caesar.6 b/games/caesar/caesar.6 index 891d2af2a9a9..76dc20a6a08b 100644 --- a/games/caesar/caesar.6 +++ b/games/caesar/caesar.6 @@ -30,43 +30,41 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)caesar.6 5.3 (Berkeley) 11/11/90 -.\" $Id: caesar.6,v 1.2 1993/08/01 07:47:21 mycroft Exp $ +.\" $Id: caesar.6,v 1.3 1993/08/05 01:46:33 jtc Exp $ .\" -.TH CAESAR 6 "November 11, 1990" -.UC 7 -.SH NAME -caesar \- decrypt caesar cyphers -.SH SYNOPSIS -.B caesar -[ -.B rotation -] -.SH DESCRIPTION +.Dd November 11, 1990 +.Dt CAESAR 6 +.Os +.Sh NAME +.Nm caesar +.Nd decrypt caesar cyphers +.Sh SYNOPSIS +.Nm caesar +.Op Ar rotation +.Sh DESCRIPTION The -.I caesar +.Nm caesar utility attempts to decrypt caesar cyphers using English letter frequency statistics. -.I Caesar +.Nm Caesar reads from the standard input and writes to the standard output. -.PP +.Pp The optional numerical argument -.I rotation +.Ar rotation may be used to specify a specific rotation value. -.PP +.Pp The frequency (from most common to least) of English letters is as follows: -.sp -.RS +.Bd -filled -offset indent ETAONRISHDLFCMUGPYWBVKXJQZ -.RE -.PP +.Ed +.Pp Their frequencies as a percentage are as follows: -.sp -.RS +.Bd -filled -offset indent E(13), T(10.5), A(8.1), O(7.9), N(7.1), R(6.8), I(6.3), S(6.1), H(5.2), D(3.8), L(3.4), F(2.9), C(2.7), M(2.5), U(2.4), G(2), P(1.9), Y(1.9), W(1.5), B(1.4), V(.9), K(.4), X(.15), J(.13), Q(.11), Z(.07). -.RE -.PP +.Ed +.Pp Rotated postings to USENET and some of the databases used by the -.IR fortune (6) +.Xr fortune 6 program are rotated by 13 characters. diff --git a/games/factor/factor.6 b/games/factor/factor.6 index 5c068b9f876b..4bf869d6f991 100644 --- a/games/factor/factor.6 +++ b/games/factor/factor.6 @@ -33,85 +33,93 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)factor.6 5.3 (Berkeley) 6/23/90 -.\" $Id: factor.6,v 1.2 1993/08/01 07:47:05 mycroft Exp $ +.\" $Id: factor.6,v 1.3 1993/08/05 01:46:37 jtc Exp $ .\" .\" .\" By: Landon Curt Noll chongo@toad.com, ...!{sun,tolsoft}!hoptoad!chongo .\" .\" chongo /\oo/\ .\" -.TH FACTOR 6 "June 23, 1990" -.UC 7 -.SH NAME -factor, primes \- factor a number, generate primes -.SH SYNOPSIS -.B factor -[ number ] ... -.PP -.B primes -[ start [ stop ]] -.SH DESCRIPTION +.Dd June 23, 1990 +.Dt FACTOR 6 +.Os +.Sh NAME +.Nm factor , +.Nm primes +.Nd +factor a number, generate primes +.Sh SYNOPSIS +.Nm factor +.Op Ar number ... +.br +.Nm primes +.Op Ar start Op Ar stop +.Sh DESCRIPTION The -.I factor +.Nm factor utility will factor integers between -2147483648 and 2147483647 inclusive. -When a number is factored, it is printed, followed by a ``:'', +When a number is factored, it is printed, followed by a +.Dq \: , and the list of factors on a single line. Factors are listed in ascending order, and are preceded by a space. If a factor divides a value more than once, it will be printed more than once. -.PP +.Pp When -.I factor +.Nm factor is invoked with one or more arguments, each argument will be factored. -.PP +.Pp When -.I factor +.Nm factor is invoked with no arguments, -.I factor +.Nm factor reads numbers, one per line, from standard input, until end of file or error. Leading white-space and empty lines are ignored. Numbers may be preceded by a single - or +. Numbers are terminated by a non-digit character (such as a newline). After a number is read, it is factored. Input lines must not be longer than 255 characters. -.PP +.Pp The -.I primes +.Nm primes utility prints primes in ascending order, one per line, starting at or above -.B start +.Ar start and continuing until, but not including -.B stop. +.Ar stop . The -.B start +.Ar start value must be at least 0 and not greater than -.B stop.\& +.Ar stop . The -.B stop +.Ar stop value must not be greater than 4294967295. The default value of -.B stop +.Ar stop is 4294967295. -.PP +.Pp When the -.I primes +.Nm primes utility is invoked with no arguments, -.B start +.Ar start is read from standard input. -.B Stop +.Ar stop is taken to be 4294967295. The -.B start +.Ar start value may be preceded by a single +. The -.B start +.Ar start value is terminated by a non-digit character (such as a newline). The input line must not be longer than 255 characters. -.SH DIAGNOSTICS -Out of range or invalid input results in `ouch' being -written to standard error. -.SH BUGS -.I Factor -cannot handle the ``10 most wanted'' factor list, -.I primes +.Sh DIAGNOSTICS +Out of range or invalid input results in +.Sq ouch +being written to standard error. +.Sh BUGS +.Nm Factor +cannot handle the +.Dq 10 most wanted +factor list, +.Nm primes won't get you a world record. diff --git a/games/fish/fish.6 b/games/fish/fish.6 index 755fa32b2d09..788b0e632381 100644 --- a/games/fish/fish.6 +++ b/games/fish/fish.6 @@ -30,34 +30,37 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)fish.6 6.2 (Berkeley) 1/18/91 -.\" $Id: fish.6,v 1.2 1993/08/01 07:47:02 mycroft Exp $ +.\" $Id: fish.6,v 1.3 1993/08/05 01:46:41 jtc Exp $ .\" -.TH FISH 6 "January 18, 1991" -.UC 4 -.SH NAME -fish \- play ``Go Fish'' -.SH SYNOPSIS -.ft B -fish [\-p] -.ft R -.SH DESCRIPTION -.I Fish +.Dd January 18, 1991 +.Dt FISH 6 +.Os +.Sh NAME +.Nm fish +.Nd play ``Go Fish'' +.Sh SYNOPSIS +.Nm fish +.Op Fl p +.Sh DESCRIPTION +.Nm Fish is the game -.IR "Go Fish" , +.Dq Go Fish , a traditional children's card game. -.PP +.Pp The computer deals the player and itself seven cards, and places the rest of the deck face-down (figuratively). -The object of the game is to collect ``books'', or all of the members -of a single rank. -For example, collecting four 2's would give the player a ``book of -2's''. -.PP +The object of the game is to collect +.Dq books , +or all of the members of a single rank. +For example, collecting four 2's would give the player a +.Dq book of 2's . +.Pp The options are as follows: -.TP -\-p +.Bl -tag -width indent +.It Fl p Professional mode. -.PP +.El +.Pp The computer makes a random decision as to who gets to start the game, and then the computer and player take turns asking each other for cards of a specified rank. @@ -66,20 +69,21 @@ them up to the asking player. A player must have at least one of the cards of the rank they request in their hand. When a player asks for a rank of which the other player has no -cards, the asker is told to ``Go Fish!''. +cards, the asker is told to +.Dq Go Fish! . Then, the asker draws a card from the non-dealt cards. If they draw the card they asked for, they continue their turn, asking for more ranks from the other player. Otherwise, the other player gets a turn. -.PP +.Pp When a player completes a book, either by getting cards from the other player or drawing from the deck, they set those cards aside and the rank is no longer in play. -.PP +.Pp The game ends when either player no longer has any cards in their hand. The player with the most books wins. -.PP -.I Fish +.Pp +.Nm Fish provides instructions as to what input it accepts. -.SH BUGS +.Sh BUGS The computer cheats only rarely. diff --git a/games/hangman/hangman.6 b/games/hangman/hangman.6 index f749c7c48978..8488db77a8a1 100644 --- a/games/hangman/hangman.6 +++ b/games/hangman/hangman.6 @@ -30,22 +30,27 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)hangman.6 6.3 (Berkeley) 6/23/90 -.\" $Id: hangman.6,v 1.2 1993/08/01 07:46:49 mycroft Exp $ +.\" $Id: hangman.6,v 1.3 1993/08/05 01:46:45 jtc Exp $ .\" -.TH HANGMAN 6 "June 23, 1990" -.UC 4 -.SH NAME -hangman \- Computer version of the game hangman -.SH SYNOPSIS -.B /usr/games/hangman -.SH DESCRIPTION +.Dd June 23, 1990 +.Dt HANGMAN 6 +.Os +.Sh NAME +.Nm hangman +.Nd Computer version of the game hangman +.Sh SYNOPSIS +.Nm /usr/games/hangman +.Sh DESCRIPTION In -.I hangman, +.Nm hangman, the computer picks a word from the on-line word list and you must try to guess it. The computer keeps track of which letters have been guessed and how many wrong guesses you have made on the screen in a graphic fashion. -.SH FILES -/usr/dict/words On-line word list -.SH AUTHOR +.Sh FILES +.Bl -tag -width /usr/dict/words -compact +.It Pa /usr/dict/words +On-line word list +.El +.Sh AUTHOR Ken Arnold diff --git a/games/number/number.6 b/games/number/number.6 index 01ae980b6957..a35b1c9f9771 100644 --- a/games/number/number.6 +++ b/games/number/number.6 @@ -30,24 +30,26 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)number.6 6.4 (Berkeley) 6/23/90 -.\" $Id: number.6,v 1.2 1993/08/01 07:46:35 mycroft Exp $ +.\" $Id: number.6,v 1.3 1993/08/05 01:46:49 jtc Exp $ .\" -.TH NUMBER 6 "June 23, 1990" -.UC 4 -.SH NAME -number \- convert Arabic numerals to English -.SH SYNOPSIS -.B number -[ # ] -.SH DESCRIPTION +.Dd June 23, 1990 +.Dt NUMBER 6 +.Os +.Sh NAME +.Nm number +.Nd convert Arabic numerals to English +.Sh SYNOPSIS +.Nm number +.Op # +.Sh DESCRIPTION The -.I number +.Nm number utility prints the English equivalent of the specified number to the standard output. If no argument is specified, -.I number +.Nm number reads a number from the standard input. -.SH BUGS -.I Number +.Sh BUGS +.Nm Number doesn't understand exponents. diff --git a/games/pom/pom.6 b/games/pom/pom.6 index b805e0155613..17598fc12bb5 100644 --- a/games/pom/pom.6 +++ b/games/pom/pom.6 @@ -30,17 +30,19 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)pom.6 5.2 (Berkeley) 6/23/90 -.\" $Id: pom.6,v 1.2 1993/08/01 07:46:31 mycroft Exp $ +.\" $Id: pom.6,v 1.3 1993/08/05 01:46:54 jtc Exp $ .\" -.TH POM 6 "June 23, 1990" -.UC 7 -.SH NAME -pom \- display the phase of the moon -.SH SYNOPSIS -.B pom -.SH DESCRIPTION +.Dd June 23, 1990 +.Dt POM 6 +.Os +.Sh NAME +.Nm pom +.Nd display the phase of the moon +.Sh SYNOPSIS +.Nm pom +.Sh DESCRIPTION The -.I pom +.Nm pom utility displays the current phase of the moon. Useful for selecting software completion target dates and predicting managerial behavior. diff --git a/games/rain/rain.6 b/games/rain/rain.6 index 7050bbbba4fd..c85910cbef6a 100644 --- a/games/rain/rain.6 +++ b/games/rain/rain.6 @@ -30,26 +30,30 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)rain.6 6.3 (Berkeley) 6/23/90 -.\" $Id: rain.6,v 1.2 1993/08/01 07:46:24 mycroft Exp $ +.\" $Id: rain.6,v 1.3 1993/08/05 01:47:01 jtc Exp $ .\" -.TH RAIN 6 "June 23, 1990" -.UC 4 -.SH NAME -rain \- animated raindrops display -.SH SYNOPSIS -rain -.SH DESCRIPTION -.PP -.ad b -.IR Rain 's -display is modeled after the VAX/VMS program of the same name. +.Dd June 23, 1990 +.Dt RAIN 6 +.Os +.Sh NAME +.Nm rain +.Nd animated raindrops display +.Sh SYNOPSIS +.Nm /usr/games/rain +.Sh DESCRIPTION +.Nm Rain 's +display is modeled after the +.Tn VAX/VMS +program of the same name. The terminal has to be set for 9600 baud to obtain the proper effect. -.PP +.Pp As with all programs that use -.IR termcap , -the TERM environment -variable must be set (and exported) to the type of the terminal being used. -.SH FILES -/etc/termcap -.SH AUTHOR +.Tn termcap , +the +.Ev TERM +environment variable must be set (and exported) to the type of the +terminal being used. +.Sh FILES +.Pa /etc/termcap +.Sh AUTHOR Eric P. Scott diff --git a/games/snake/snake/snake.6 b/games/snake/snake/snake.6 index d699c65eefe7..9ad9172fd637 100644 --- a/games/snake/snake/snake.6 +++ b/games/snake/snake/snake.6 @@ -30,85 +30,94 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)snake.6 6.4 (Berkeley) 6/23/90 -.\" $Id: snake.6,v 1.2 1993/08/01 07:46:09 mycroft Exp $ +.\" $Id: snake.6,v 1.3 1993/08/05 01:47:07 jtc Exp $ .\" -.TH SNAKE 6 "June 23, 1990" -.UC 4 -.SH NAME -snake, snscore \- display chase game -.SH SYNOPSIS -.B snake -[ -.B -w width -] [ -.B -l length -] +.Dd June 23, 1990 +.Dt SNAKE 6 +.Os +.Sh NAME +.Nm snake , +.Nm snscore +.Nd display chase game +.Sh SYNOPSIS +.Nm snake +.Op Fl w Ar width +.Op Fl l Ar length .br -.B snscore -.SH DESCRIPTION -Snake is a display-based game which must be played on a CRT terminal. +.Nm snscore +.Sh DESCRIPTION +.Nm Snake +is a display-based game which must be played on a CRT terminal. The object of the game is to make as much money as possible without getting eaten by the snake. The -.B \-l +.Fl l and -.B \-w +.Fl w options allow you to specify the length and width of the field. By default the entire screen (except for the last column) is used. -.PP +.Pp 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. -.PP -You can move around using the same conventions as vi(1), -the h, j, k, and l keys work, as do the arrow keys. +.Pp +You can move around using the same conventions as +.Xr vi 1 , +the +.Ic h , +.Ic j , +.Ic k , +and +.Ic l +keys work, as do the arrow keys. Other possibilities include: -.IP sefc +.Bl -tag -width indent +.It Ic sefc These keys are like hjkl but form a directed pad around the d key. -.IP HJKL +.It Ic HJKL These keys move you all the way in the indicated direction to the -same row or column as the money. This does -.I not +same row or column as the money. This does +.Em not let you jump away from the snake, but rather saves you from having to type a key repeatedly. The snake still gets all his turns. -.IP SEFC +.It Ic SEFC Likewise for the upper case versions on the left. -.IP ATPB +.It Ic 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 keyboard. -.IP x +.It Ic x This lets you quit the game at any time. -.IP p +.It Ic p Points in a direction you might want to go. -.IP w +.It Ic w Space warp to get out of tight squeezes, at a price. -.PP +.El +.Pp 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 (#). -.PP +.Pp 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. -.PP +.Pp As in pinball, matching the last digit of your score to the number which appears after the game is worth a bonus. -.PP +.Pp To see who wastes time playing snake, run -.I snscore . -.SH FILES -.nf -.ta \w'/usr/games/lib/snakerawscores 'u -/usr/games/lib/snakerawscores database of personal bests -/usr/games/lib/snake.log log of games played -.DT -.fi -.SH BUGS -.PP +.Nm snscore . +.Sh FILES +.Bl -tag -width /usr/games/lib/snakerawscores -compact +.It Pa /usr/games/lib/snakerawscores +database of personal bests +.It Pa /usr/games/lib/snake.log +log of games played +.El +.Sh BUGS When playing on a small screen, it's hard to tell when you hit the edge of the screen. -.PP +.Pp The scoring function takes into account the size of the screen. A perfect function to do this equitably has not been devised. diff --git a/games/worm/worm.6 b/games/worm/worm.6 index b7f2f958ec3e..20e9f62b2c3b 100644 --- a/games/worm/worm.6 +++ b/games/worm/worm.6 @@ -30,38 +30,37 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)worm.6 6.3 (Berkeley) 6/23/90 -.\" $Id: worm.6,v 1.2 1993/08/01 07:46:00 mycroft Exp $ +.\" $Id: worm.6,v 1.3 1993/08/05 01:47:14 jtc Exp $ .\" -.TH WORM 6 "June 23, 1990" -.UC 4 -.SH NAME -worm \- Play the growing worm game -.SH SYNOPSIS -.B worm -[ -.I size -] -.SH DESCRIPTION -.PP +.Dd June 23, 1990 +.Dt WORM 6 +.Os +.Sh NAME +.Nm worm +.Nd Play the growing worm game +.Sh SYNOPSIS +.Nm worm +.Op Ar size +.Sh DESCRIPTION In -.I worm, +.Nm worm, 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 several (9 for HL and 5 for JK) of the corresponding lower case key (unless you run into a digit, then it stops). -.PP +.Pp 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. -.PP +.Pp 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. -.PP +.Pp The optional argument, if present, is the initial length of the worm. -.SH BUGS +.Sh BUGS If the initial length of the worm is set to less than one or more than 75, various strange things happen. diff --git a/games/worms/worms.6 b/games/worms/worms.6 index 39ba26fcec6b..7f11acbcc0e1 100644 --- a/games/worms/worms.6 +++ b/games/worms/worms.6 @@ -30,43 +30,39 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)worms.6 6.4 (Berkeley) 6/23/90 -.\" $Id: worms.6,v 1.2 1993/08/01 07:45:57 mycroft Exp $ +.\" $Id: worms.6,v 1.3 1993/08/05 01:47:21 jtc Exp $ .\" -.UC 7 -.TH WORMS 6 "June 23, 1990" -.UC 4 -.SH NAME -worms \- animate worms on a display terminal -.SH SYNOPSIS -.B worms -[ -.B \-ft -] [ -.B \-length -# ] [ -.B \-number -# ] -.SH DESCRIPTION -.ad b +.Dd June 23, 1990 +.Dt WORMS 6 +.Os +.Sh NAME +.Nm worms +.Nd animate worms on a display terminal +.Sh SYNOPSIS +.Nm worms +.Op Fl ft +.Op Fl length Ar # +.Op Fl number Ar # +.Sh DESCRIPTION Brian Horn (cithep!bdh) showed me a -.I TOPS-20 +.Tn TOPS-20 program on the DEC-2136 machine called -.IR WORM , +.Nm WORM , and suggested that I write a similar program that would run under -.IR Unix . +.Ux . I did, and no apologies. -.PP +.Pp The options are as follows: -.TP -.I -f +.Bl -tag -width indent +.It Fl f makes a ``field'' for the worm(s) to eat. -.TP -.I -t +.It Fl t causes each worm to leave a trail behind it. -.PP +.El +.Pp You can figure out the rest by yourself. -.SH AUTHOR +.Sh AUTHOR Eric P. Scott -.SH BUGS +.Sh BUGS The lower-right-hand character position will not be updated properly on a terminal that wraps at the right margin. diff --git a/games/wump/wump.6 b/games/wump/wump.6 index 4c161065519a..d28b5900a40e 100644 --- a/games/wump/wump.6 +++ b/games/wump/wump.6 @@ -33,56 +33,58 @@ .\" SUCH DAMAGE. .\" .\" from: @(#)wump.6 6.3 (Berkeley) 6/23/90 -.\" $Id: wump.6,v 1.2 1993/08/01 07:45:54 mycroft Exp $ +.\" $Id: wump.6,v 1.3 1993/08/05 01:47:28 jtc Exp $ .\" -.TH WUMP 6 "June 23, 1990" -.UC 7 -.SH NAME -wump \- hunt the wumpus in an underground cave -.SH SYNOPSIS -.ft B -wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels] -.ft R -.SH DESCRIPTION +.Dd June 23, 1990 +.Dt WUMP 6 +.Os +.Sh NAME +.Nm wump +.Nd hunt the wumpus in an underground cave +.Sh SYNOPSIS +.Nm wump +.Op Fl h +.Op Fl a Ar arrows +.Op Fl b Ar bats +.Op Fl p Ar pits +.Op Fl r Ar rooms +.Op Fl t Ar tunnels +.Sh DESCRIPTION The game -.I wump +.Nm wump is based on a fantasy game first presented in the pages of -.I "People's Computer Company" +.Em People's Computer Company 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. -.PP +.Pp The options are as follows: -.TP -.I -a +.Bl -tag -width indent +.It Fl a Specifies the number of magic arrows the adventurer gets. The default is five. -.TP -.I -b +.It Fl b Specifies the number of rooms in the cave which contain bats. The default is three. -.TP -.I -h +.It Fl h Play the hard version -- more pits, more bats, and a generally more dangerous cave. -.TP -.I -n +.It Fl p Specifies the number of rooms in the cave which contain bottomless pits. The default is three. -.TP -.I -r +.It Fl r Specifies the number of rooms in the cave. The default cave size is twenty-five rooms. -.TP -.I -t +.It Fl 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 collapse! The default cave room has three tunnels to other rooms. -.PP +.El +.Pp 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! @@ -90,19 +92,19 @@ 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). -.PP +.Pp Fortunately, you're not going into the cave without any weapons or tools, and in fact your biggest aids are your senses; you can often smell the rather odiferous Wumpus up to -.I two +.Em two rooms away, and you can always feel the drafts created by the occasional bottomless pit and hear the rustle of the bats in caves they might be sleeping within. -.PP +.Pp 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! -.PP +.Pp 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