ATANKS(6) atanks ATANKS(6)NAME
atanks - obliterate each other with oversize weapons
SYNOPSIS
atanks [options]
DESCRIPTION
Atomic Tanks is a multi-player game in which you attempt to destroy other tanks while trying to protect your own. You earn money for
destroying other tanks; with this money you can buy upgrades and better weapons for your tank.
This game is similar Scorched Earth or the Worms series of games.
OPTIONS -v, --verbose
display extra information while running
-h display a brief message showing which options can be used
-fs run Atomic Tanks in full screen mode
--windowed
run Atomic Tanks in a window (this is the default)
-d, --depth 16|32
set th the color depth to either 16 or 32 bits
-w, --width width
set the window width (default is 800)
--height height
set the window height (default is 600)
AUTHOR
Atomic Tanks was written by Tom Hudson <tom@singular.org.uk>. This manual page was written by Graham Wilson <graham@debian.org> for the
Debian project, but may be used by others.
17 April 2004 ATANKS(6)
Check Out this Related Man Page
SNAKE(6) BSD Games Manual SNAKE(6)NAME
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