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pacman(6) [centos man page]

PACMAN(6)                                                          Games Manual                                                          PACMAN(6)

pacman - the game of pacman SYNOPSIS
pacman [grey] DESCRIPTION
Pacman is an old action game. You are Pacman, and you are supposed to eat all the small dots to get to the next level. You are also supposed to keep away from the ghosts, if they take you, you lose one life, unless you have eaten a large dot, then you can, for a limited amount of time, chase and eat the ghosts. There is also bonus available, for a limited amount of time. An X gives just points, but a little pacman gives an extra life. You use either keyboard or mouse. Default from start is keyboard. Keyboard mode: To move use arrows, to quit, press q, to use mouse, press m. Mouse mode: To move, move mouse, to quit, press RButton, to use keyboard, press LButton. Details: When pacman has moved to a new place, if you want it to change it's moving direction, hit key/move mouse until it has moved. OPTIONS
grey To start in grey mode instead of the default color. ENVIRONMENT
DISPLAY To get default display. AUTHOR
Roar Thronaes, This man page written by Joerg Wunsch, PACMAN(6)

Check Out this Related Man Page

SNAKE(6)							 BSD Games Manual							  SNAKE(6)

snake, snscore -- display chase game SYNOPSIS
snake [-w width] [-l length] [-t] snscore DESCRIPTION
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 -l and -w options allow you to specify the length and width of the field. By default the entire screen is used. The -t option makes the game assume you are on a slow terminal. You are represented on the screen by an I. The snake is 6 squares long and is represented by s's with an S at its head. 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 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. 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 keyboard. 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 (#). 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 snscore. FILES
/var/games/snakerawscores database of personal bests /var/games/snake.log log of games played BUGS
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. BSD
May 31, 1993 BSD
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