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WARP(6) 										  WARP(6)

NAME
       warp - a real-time space war game

SYNOPSIS
       warp [options]

DESCRIPTION
       Warp is a real-time space war game that requires skill and quick thinking.  "Real-time" in
       this context means that the enemies keep moving (and  shooting)	even  if  you  don't.	A
       unique  feature	of  warp  is that blast propagates; it is unhealthy to remain near things
       that are in the process of blowing up.  If a given universe is above a critical density it
       may  chain  react.   Scoring  is  like many popular arcade games--there are multiple waves
       which get harder and harder as you go along.  Nobody has ever  maxed  out  the  scoreboard
       without cheating.

       Unlike  many  space-war	games, warp is not simply a shooting gallery.  Along with phasers
       and photon torpedoes, you have tractor beams and a cloaking device.  Skill  in  navigation
       is  important.	It helps to be schizophrenic, because you must manage an Enterprise and a
       Base simultaneously.  And enemies do not simply shoot back.  You can get tailed, absorbed,
       snuck  up  upon,  hemmed  in, rammed, loved to death, reprimanded for destroying civilized
       life, dragged around, robbed, damaged and eaten.  And if you should happen to get bored by
       the  enemies  (a trifle unlikely), you can always watch the interesting star patterns.  In
       fact, you'll have to, since your tactics will depend upon what kind of universe	you  find
       yourself in.

       Warp  is  played in a double wraparound universe, i.e. the bottom is connected to the top,
       and the right is connected to the left.	You need a crt with random cursor addressing  and
       at least 24 lines by 80 columns.  For more information about about how to play, simply run
       warp and say "y" when it asks if you want to see the instructions.  There is also  a  sin-
       gle-page command summary that you can get while playing by typing a "?".

       Command line options include:

       -b   Put  warp  into beginner mode.  Makes the difficulty increase more slowly, but penal-
	    izes you for it.

       -d<n>
	    Sets the initial difficulty to n.

       -l   Play a low-speed game.  Changes the basic cycle time from  1  second  to  2  seconds.
	    This switch is automatically set at baud rates below 2400.	You may want to set it at
	    higher speeds if your terminal cannot keep up with the output.   (This  should  never
	    happen  on	BSD  systems, which have an IOCTL call to determine output queue length.)
	    Because this makes the game easier, a  separate  scoreboard  is  kept  for	low-speed
	    games.

       -m   Terminal  has a meta key which turns on the eighth bit.  Ordinarily the eighth bit is
	    stripped in order to ignore parity.  Metacharacters will appear to the keymap as pre-
	    fixed  with  a ^A, and will subsequently have the same effect as a control character,
	    unless otherwise mapped.

       -s   Just prints out the scoreboards and saved games and then exits.

       -v   Prints out the version number.

       -x   Play an experimental game.	This causes warp to ignore any saved game,  and  disables
	    the  ability  to  save  the current game.  Thus you can play around with something or
	    show warp to someone without jeopardizing a currently saved game.

ENVIRONMENT
       WARPMACRO
	    If defined, names a file containing keyboard mappings and macros.	If  not  defined,
	    the  value %X/Kbmap.%{TERM} is assumed.  The macro file contains lines of the follow-
	    ing form:

	    <keystroke-sequence> <whitespace> <canonical-keystroke-sequence>

	    You may use certain % interpolations and ^<letter> control characters.  For  possible
	    %  interpolations  see warp.h.  Sequences in the canonical-keystroke-sequence bounded
	    by ^(...^) are subject to reinterpretation via the keymap.	This file has  two  major
	    uses.   First, you can set up your commands to use any kind of prefix key your termi-
	    nal might have, or change the key bindings in any other way you choose.  Second,  you
	    can define arbitrary macros, such as this:

	    # define Corbamite maneuver =    DDllllll

AUTHOR
       Larry Wall <lwall@sdcrdcf.UUCP>

FILES
       ~/.fullname, if full names aren't in /etc/passwd

DIAGNOSTICS
       Generally self-documenting, as they say.

BUGS
       Addicting.   At	the  end of a wave, all you have to do to keep going is hit a space.  You
       see the message "Hit space to continue" and automatically  hit  space.	About  2  seconds
       later  you  remember  you  wanted  to go home, but by then it's too late to escape without
       penalty.

       You can't kill a backgrounded warp process directly, because it is  running  setuid.   You
       have to use the killer built in to warp.

       Now  that  there  is a space amoeba, there ought to be tribbles.  But it might be too much
       trouble...

											  WARP(6)
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