Commit | Line | Data |
---|---|---|
984263bc MD |
1 | .\" Copyright (c) 1990, 1993 |
2 | .\" The Regents of the University of California. All rights reserved. | |
3 | .\" | |
4 | .\" This code is derived from software contributed to Berkeley by | |
5 | .\" Ed James. | |
6 | .\" | |
7 | .\" Redistribution and use in source and binary forms, with or without | |
8 | .\" modification, are permitted provided that the following conditions | |
9 | .\" are met: | |
10 | .\" 1. Redistributions of source code must retain the above copyright | |
11 | .\" notice, this list of conditions and the following disclaimer. | |
12 | .\" 2. Redistributions in binary form must reproduce the above copyright | |
13 | .\" notice, this list of conditions and the following disclaimer in the | |
14 | .\" documentation and/or other materials provided with the distribution. | |
6693db17 | 15 | .\" 3. Neither the name of the University nor the names of its contributors |
984263bc MD |
16 | .\" may be used to endorse or promote products derived from this software |
17 | .\" without specific prior written permission. | |
18 | .\" | |
19 | .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND | |
20 | .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
21 | .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
22 | .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE | |
23 | .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
24 | .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS | |
25 | .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) | |
26 | .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT | |
27 | .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY | |
28 | .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF | |
29 | .\" SUCH DAMAGE. | |
30 | .\" | |
31 | .\" @(#)atc.6 8.1 (Berkeley) 5/31/93 | |
32 | .\" $FreeBSD: src/games/atc/atc.6,v 1.6.2.1 2001/07/22 11:32:34 dd Exp $ | |
8a7bdfea | 33 | .\" $DragonFly: src/games/atc/atc.6,v 1.5 2008/05/02 02:05:03 swildner Exp $ |
984263bc | 34 | .\" |
984263bc MD |
35 | .\" Copyright (c) 1986 Ed James. All rights reserved. |
36 | .\" | |
1a3c4bd7 SW |
37 | .Dd May 31, 1993 |
38 | .Dt ATC 6 | |
39 | .Os | |
40 | .Sh NAME | |
41 | .Nm atc | |
42 | .Nd air traffic controller game | |
43 | .Sh SYNOPSIS | |
44 | .Nm | |
45 | .Op Fl u?lstp | |
46 | .Op Fl gf Ar game | |
47 | .Op Fl r Ar seed | |
48 | .Sh DESCRIPTION | |
49 | .Nm | |
984263bc | 50 | lets you try your hand at the nerve wracking duties of the air traffic |
1a3c4bd7 | 51 | controller without endangering the lives of millions of travelers each year. |
984263bc MD |
52 | Your responsibilities require you to direct the flight of jets |
53 | and prop planes into and out of the flight arena and airports. | |
54 | The speed (update time) and frequency of the planes depend on the | |
55 | difficulty of the chosen arena. | |
1a3c4bd7 SW |
56 | .Sh OPTIONS |
57 | .Bl -tag -width ".Fl u" | |
58 | .It Fl u | |
984263bc | 59 | Print the usage line and exit. |
1a3c4bd7 | 60 | .It Fl \&? |
984263bc | 61 | Same as |
1a3c4bd7 SW |
62 | .Fl u . |
63 | .It Fl l | |
984263bc MD |
64 | Print a list of available games and exit. |
65 | The first game name printed is the default game. | |
1a3c4bd7 | 66 | .It Fl s |
984263bc | 67 | Print the score list (formerly the Top Ten list). |
1a3c4bd7 | 68 | .It Fl t |
984263bc | 69 | Same as |
1a3c4bd7 SW |
70 | .Fl s . |
71 | .It Fl p | |
984263bc | 72 | Print the path to the special directory where |
1a3c4bd7 SW |
73 | .Nm |
74 | expects to find its private files. | |
75 | This is used during the installation of the program. | |
76 | .It Fl g Ar game | |
77 | Play the named game. | |
78 | If the game listed is not one of the ones printed from the | |
79 | .Fl l | |
984263bc | 80 | option, the default game is played. |
1a3c4bd7 | 81 | .It Fl f Ar game |
984263bc | 82 | Same as |
1a3c4bd7 SW |
83 | .Fl g . |
84 | .It Fl r Ar seed | |
85 | Set the random seed. | |
86 | The purpose of this flag is questionable. | |
87 | .El | |
88 | .Sh GOALS | |
984263bc | 89 | Your goal in |
1a3c4bd7 | 90 | .Nm |
984263bc MD |
91 | is to keep the game going as long as possible. |
92 | There is no winning state, except to beat the times of other players. | |
93 | You will need to: launch planes at airports (by instructing them to | |
94 | increase their altitude); land planes at airports (by instructing them to | |
95 | go to altitude zero when exactly over the airport); and maneuver planes | |
96 | out of exit points. | |
1a3c4bd7 | 97 | .Pp |
984263bc MD |
98 | Several things will cause the end of the game. |
99 | Each plane has a destination (see information area), and | |
100 | sending a plane to the wrong destination is an error. | |
1a3c4bd7 SW |
101 | Planes can run out of fuel, or can collide. |
102 | Collision is defined as adjacency in all three dimensions. | |
103 | A plane leaving the arena | |
984263bc | 104 | in any other way than through its destination exit is an error as well. |
1a3c4bd7 SW |
105 | .Pp |
106 | Scores are sorted in order of the number of planes safe. | |
107 | The other statistics are provided merely for fun. | |
108 | There is no penalty for | |
984263bc | 109 | taking longer than another player (except in the case of ties). |
1a3c4bd7 SW |
110 | .Pp |
111 | Suspending a game is not permitted. | |
112 | If you get a talk message, tough. | |
113 | When was the last time an Air Traffic Controller got called away to the phone? | |
114 | .Sh THE DISPLAY | |
984263bc | 115 | Depending on the terminal you run |
1a3c4bd7 | 116 | .Nm |
984263bc MD |
117 | on, the screen will be divided into 4 areas. |
118 | It should be stressed that the terminal driver portion of the | |
119 | game was designed to be reconfigurable, so the display format can vary | |
1a3c4bd7 SW |
120 | depending on the version you are playing. |
121 | The descriptions here are based on the ASCII version of the game. | |
122 | The game rules and input format, however, should remain consistent. | |
984263bc | 123 | Control-L redraws the screen, should it become muddled. |
1a3c4bd7 | 124 | .Ss RADAR |
984263bc MD |
125 | The first screen area is the radar display, showing the relative locations |
126 | of the planes, airports, standard entry/exit points, radar | |
1a3c4bd7 | 127 | beacons, and ``lines'' which simply serve to aid you in guiding |
984263bc | 128 | the planes. |
1a3c4bd7 SW |
129 | .Pp |
130 | Planes are shown as a single letter with an altitude. | |
131 | If the numerical altitude is a single digit, then it represents | |
984263bc | 132 | thousands of feet. |
1a3c4bd7 SW |
133 | Some distinction is made between the prop planes and the jets. |
134 | On ASCII terminals, prop planes are | |
a74cbce9 | 135 | represented by an upper case letter, jets by a lower case letter. |
1a3c4bd7 | 136 | .Pp |
984263bc MD |
137 | Airports are shown as a number and some indication of the direction |
138 | planes must be going to land at the airport. | |
1a3c4bd7 | 139 | On ASCII terminals, this is one of '^', '\*[Gt]', '\*[Lt]', and 'v', to indicate |
984263bc | 140 | north (0 degrees), east (90), west (270) and south (180), respectively. |
1a3c4bd7 SW |
141 | The planes will also take off in this direction. |
142 | .Pp | |
984263bc MD |
143 | Beacons are represented as circles or asterisks and a number. |
144 | Their purpose is to offer a place of easy reference to the plane pilots. | |
1a3c4bd7 SW |
145 | See |
146 | .Sx THE DELAY COMMAND | |
147 | section below. | |
148 | .Pp | |
984263bc | 149 | Entry/exit points are displayed as numbers along the border of the |
1a3c4bd7 SW |
150 | radar screen. |
151 | Planes will enter the arena from these points without warning. | |
152 | These points have a direction associated with them, and | |
153 | planes will always enter the arena from this direction. | |
154 | On the ASCII version of | |
155 | .Nm , | |
156 | this direction is not displayed. | |
157 | It will become apparent what this direction is as the game progresses. | |
158 | .Pp | |
984263bc MD |
159 | Incoming planes will always enter at the same altitude: 7000 feet. |
160 | For a plane to successfully depart through an entry/exit point, | |
161 | it must be flying at 9000 feet. | |
162 | It is not necessary for the planes to be flying in any particular | |
163 | direction when they leave the arena (yet). | |
1a3c4bd7 | 164 | .Ss INFORMATION AREA |
984263bc MD |
165 | The second area of the display is the information area, which lists |
166 | the time (number of updates since start), and the number of planes you | |
167 | have directed safely out of the arena. | |
168 | Below this is a list of planes currently in the air, followed by a | |
169 | blank line, and then a list of planes on the ground (at airports). | |
170 | Each line lists the plane name and its current altitude, | |
171 | an optional asterisk indicating low fuel, the plane's destination, | |
1a3c4bd7 SW |
172 | and the plane's current command. |
173 | Changing altitude is not considered | |
174 | to be a command and is therefore not displayed. | |
175 | The following are some possible information lines: | |
1a3c4bd7 SW |
176 | .Bd -literal -offset indent |
177 | B4*A0: Circle @ b1 | |
178 | g7 E4: 225 | |
179 | .Ed | |
180 | .Pp | |
181 | The first example shows a prop plane named `B' that is flying at 4000 feet. | |
182 | It is low on fuel (note the `*'). | |
183 | Its destination is Airport #0. | |
184 | The next command it expects to do is circle when it reaches Beacon #1. | |
185 | The second example shows a jet named `g' at 7000 feet, destined for | |
186 | Exit #4. | |
187 | It is just now executing a turn to 225 degrees (South-West). | |
188 | .Ss INPUT AREA | |
189 | The third area of the display is the input area. | |
190 | It is here that your input is reflected. | |
191 | See the | |
192 | .Sx INPUT | |
193 | heading of this manual for more details. | |
194 | .Ss AUTHOR AREA | |
984263bc | 195 | This area is used simply to give credit where credit is due. :-) |
1a3c4bd7 SW |
196 | .Sh INPUT |
197 | A command completion interface is built into the game. | |
198 | At any time, typing `?' will list possible input characters. | |
984263bc | 199 | Typing a backspace (your erase character) backs up, erasing the last part |
1a3c4bd7 SW |
200 | of the command. |
201 | When a command is complete, a return enters it, and | |
202 | any semantic checking is done at that time. | |
203 | If no errors are detected, the command is sent to the appropriate plane. | |
204 | If an error is discovered | |
984263bc MD |
205 | during the check, the offending statement will be underscored and a |
206 | (hopefully) descriptive message will be printed under it. | |
1a3c4bd7 | 207 | .Pp |
984263bc | 208 | The command syntax is broken into two parts: |
1a3c4bd7 | 209 | .Em Immediate Only |
984263bc | 210 | and |
1a3c4bd7 | 211 | .Em Delayable |
984263bc | 212 | commands. |
1a3c4bd7 SW |
213 | .Em Immediate Only |
214 | commands happen on the next update. | |
215 | .Em Delayable | |
984263bc MD |
216 | commands also happen on the next update unless they |
217 | are followed by an optional predicate called the | |
1a3c4bd7 | 218 | .Em Delay |
984263bc | 219 | command. |
1a3c4bd7 | 220 | .Pp |
984263bc | 221 | In the following tables, the syntax |
1a3c4bd7 | 222 | .Em [0\-9] |
984263bc | 223 | means any single digit, and |
1a3c4bd7 SW |
224 | .Aq Em dir |
225 | refers to a direction, given by the keys around the `s' key: ``wedcxzaq''. | |
226 | In absolute references, `q' refers to North-West or 315 degrees, and `w' | |
984263bc | 227 | refers to North, or 0 degrees. |
1a3c4bd7 | 228 | In relative references, `q' refers to \-45 degrees or 45 degrees left, and `w' |
984263bc | 229 | refers to 0 degrees, or no change in direction. |
1a3c4bd7 SW |
230 | .Pp |
231 | All commands start with a plane letter. | |
232 | This indicates the recipient of the command. | |
233 | Case is ignored. | |
234 | .Ss IMMEDIATE ONLY COMMANDS | |
235 | .Bl -tag -width "aaaa" | |
236 | .It "a [ cd+- ]" Em number | |
237 | Altitude: Change a plane's altitude, possibly requesting takeoff. | |
238 | `+' and `-' are the same as `c' and `d'. | |
239 | .Bl -tag -width "aaaaaaaaaa" -compact | |
240 | .It a Em number | |
241 | Climb or descend to the given altitude (in thousands of feet). | |
242 | .It ac Em number | |
243 | Climb: relative altitude change. | |
244 | .It ad Em number | |
245 | Descend: relative altitude change. | |
246 | .El | |
247 | .It m | |
248 | Mark: Display in highlighted mode. | |
249 | Plane and command information is displayed normally. | |
250 | .It i | |
251 | Ignore: Do not display highlighted. | |
252 | Command is displayed as a line of dashes if there is no command. | |
253 | .It u | |
254 | Unmark: Same as ignore, but if a delayed command is processed, | |
255 | the plane will become marked. | |
256 | This is useful if you want to forget about a plane during part, | |
257 | but not all, of its journey. | |
258 | .El | |
259 | .Ss DELAYABLE COMMANDS | |
260 | .Bl -tag -width "aaaa" | |
261 | .It "c [ lr ]" | |
262 | Circle: Have the plane circle. | |
263 | .Bl -tag -width "aaaaaaaaaa" -compact | |
264 | .It cl | |
265 | Left: Circle counterclockwise. | |
266 | .It cr | |
267 | Right: Circle clockwise (default). | |
268 | .El | |
269 | .It "t [ l-r+LR ] [ dir ] or tt [ abe* ]" Em number | |
270 | Turn: Change direction. | |
271 | .Bl -tag -width "aaaaaaaaaa" -compact | |
272 | .It "t\*[Lt]dir\*[Gt]" | |
273 | Turn to direction: Turn to the absolute compass heading given. | |
984263bc | 274 | The shortest turn will be taken. |
1a3c4bd7 SW |
275 | .It "tl [ dir ]" |
276 | Left: Turn counterclockwise: 45 degrees by default, or the amount | |
277 | specified in | |
278 | .Aq dir | |
279 | (not | |
280 | .Em to | |
281 | .Aq dir . ) | |
282 | `w' (0 degrees) is no turn. | |
283 | `e' is 45 degrees; `q' gives \-45 degrees counterclockwise, that is, | |
284 | 45 degrees clockwise. | |
285 | .It "t- [ dir ]" | |
286 | Same as left. | |
287 | .It "tr [ dir ]" | |
288 | Right: Turn clockwise, 45 degrees by default, or the amount specified in | |
289 | .Aq dir . | |
290 | .It "t+ [ dir ]" | |
291 | Same as right. | |
292 | .It tL | |
293 | Hard left: Turn counterclockwise 90 degrees. | |
294 | .It tR | |
295 | Hard right: Turn clockwise 90 degrees. | |
296 | .It "tt [abe*]" | |
297 | Towards: Turn towards a beacon, airport or exit. | |
298 | The turn is just an estimate. | |
299 | .It "tta" Em number | |
300 | Turn towards the given airport. | |
301 | .It "ttb" Em number | |
302 | Turn towards the specified beacon. | |
303 | .It "tte" Em number | |
304 | Turn towards an exit. | |
305 | .It "tt*" Em number | |
306 | Same as ttb. | |
307 | .El | |
308 | .El | |
309 | .Ss THE DELAY COMMAND | |
984263bc | 310 | The |
1a3c4bd7 SW |
311 | .Em Delay |
312 | (a/@) command may be appended to any | |
313 | .Em Delayable | |
314 | command. | |
315 | It allows the controller to instruct a plane to do an action when the | |
316 | plane reaches a particular beacon (or other objects in future versions). | |
317 | .Bl -tag -width "aaaa" | |
318 | .It ab Em number | |
319 | Do the delayable command when the plane reaches the specified beacon. | |
320 | The `b' for ``beacon'' is redundant to allow for expansion. | |
321 | `@' can be used instead of `a'. | |
322 | .El | |
323 | .Ss MARKING, UNMARKING AND IGNORING | |
984263bc | 324 | Planes are |
1a3c4bd7 SW |
325 | .Em marked |
326 | by default when they enter the arena. | |
327 | This means they are displayed in highlighted mode on the radar display. | |
328 | A plane may also be either | |
329 | .Em unmarked | |
984263bc | 330 | or |
1a3c4bd7 | 331 | .Em ignored . |
984263bc | 332 | An |
1a3c4bd7 | 333 | .Em ignored |
984263bc | 334 | plane is drawn in unhighlighted mode, and a line of dashes is displayed in |
1a3c4bd7 SW |
335 | the command field of the information area. |
336 | The plane will remain this way until a mark command has been issued. | |
337 | Any other command will be issued, but the command line will return to a | |
338 | line of dashes when the command is completed. | |
339 | .Pp | |
984263bc | 340 | An |
1a3c4bd7 SW |
341 | .Em unmarked |
342 | plane is treated the same as an | |
343 | .Em ignored | |
344 | plane, except that it will automatically switch to | |
345 | .Em marked | |
346 | status when a delayed command has been processed. | |
347 | This is useful if you want to forget about a plane for a while, but its | |
348 | flight path has not yet been completely set. | |
349 | .Pp | |
984263bc | 350 | As with all of the commands, marking, unmarking and ignoring will take effect |
1a3c4bd7 SW |
351 | at the beginning of the next update. |
352 | Do not be surprised if the plane does | |
984263bc | 353 | not immediately switch to unhighlighted mode. |
1a3c4bd7 SW |
354 | .Ss EXAMPLES |
355 | .Bl -tag -width gtte4ab2 -offset indent | |
356 | .It atlab1 | |
357 | Plane A: turn left at beacon #1 | |
358 | .It cc | |
359 | Plane C: circle | |
360 | .It gtte4ab2 | |
361 | Plane G: turn towards exit #4 at beacon #2 | |
362 | .It ma+2 | |
363 | Plane M: altitude: climb 2000 feet | |
364 | .It stq | |
365 | Plane S: turn to 315 | |
366 | .It xi | |
367 | Plane X: ignore | |
368 | .El | |
369 | .Sh OTHER INFORMATION | |
370 | .Bl -bullet | |
371 | .It | |
984263bc | 372 | Jets move every update; prop planes move every other update. |
1a3c4bd7 SW |
373 | .It |
374 | All planes turn at most 90 degrees per movement. | |
375 | .It | |
984263bc | 376 | Planes enter at 7000 feet and leave at 9000 feet. |
1a3c4bd7 | 377 | .It |
984263bc | 378 | Planes flying at an altitude of 0 crash if they are not over an airport. |
1a3c4bd7 | 379 | .It |
984263bc | 380 | Planes waiting at airports can only be told to take off (climb in altitude). |
1a3c4bd7 SW |
381 | .It |
382 | Pressing return (that is, entering an empty command) will perform the | |
383 | next update immediately. | |
384 | This allows you to ``fast forward'' | |
385 | the game clock if nothing interesting is happening. | |
386 | .El | |
387 | .Sh NEW GAMES | |
984263bc | 388 | The |
1a3c4bd7 SW |
389 | .Pa Game_List |
390 | file lists the currently available play fields. | |
391 | New field description file names must be placed in this file to be playable. | |
392 | If a player specifies a game not in this file, his score will not be logged. | |
393 | .Pp | |
394 | The game field description files are broken into two parts. | |
395 | The first part is the definition section. | |
396 | Here, the four tunable game parameters must be set. | |
397 | These variables are set with the syntax: | |
398 | .Pp | |
399 | .Dl "variable = number;" | |
400 | .Pp | |
984263bc | 401 | Variable may be one of: |
1a3c4bd7 | 402 | .Li update , |
984263bc | 403 | indicating the number of seconds between forced updates; |
1a3c4bd7 | 404 | .Li newplane , |
984263bc | 405 | indicating (about) the number of updates between new plane entries; |
1a3c4bd7 SW |
406 | .Li width , |
407 | indicating the width of the play field; or | |
408 | .Li height , | |
984263bc | 409 | indicating the height of the play field. |
1a3c4bd7 | 410 | .Pp |
984263bc MD |
411 | The second part of the field description files describes the locations |
412 | of the exits, the beacons, the airports and the lines. | |
413 | The syntax is as follows: | |
1a3c4bd7 SW |
414 | .Bd -literal -offset indent |
415 | .Bl -tag -width airport: -compact | |
416 | .It beacon : | |
417 | (x y) ... ; | |
418 | .It airport : | |
419 | (x y direction) ... ; | |
420 | .It exit : | |
421 | (x y direction) ... ; | |
422 | .It line : | |
423 | [ (x1 y1) (x2 y2) ] ... ; | |
424 | .El | |
425 | .Ed | |
426 | .Pp | |
984263bc | 427 | For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis). |
1a3c4bd7 SW |
428 | Airports and exits require a third value, which is one of the directions |
429 | .Em wedcxzaq . | |
984263bc | 430 | For airports, this is the direction that planes must be going to take |
1a3c4bd7 SW |
431 | off and land, and for exits, this is the direction that planes will be |
432 | going when they | |
433 | .Em enter | |
434 | the arena. | |
435 | This may not seem intuitive, but as there is no restriction on | |
984263bc MD |
436 | direction of exit, this is appropriate. |
437 | Lines are slightly different, since they need two coordinate pairs to | |
1a3c4bd7 SW |
438 | specify the line endpoints. |
439 | These endpoints must be enclosed in square brackets. | |
440 | .Pp | |
441 | All statements are semi-colon (;) terminated. | |
442 | Multiple item statements accumulate. | |
443 | Each definition must occur exactly once, before any item statements. | |
444 | Comments begin with a hash (#) symbol and terminate with a newline. | |
445 | The coordinates are between zero and width-1 and height-1 inclusive. | |
446 | All of the exit coordinates must lie on the borders, and | |
984263bc MD |
447 | all of the beacons and airports must lie inside of the borders. |
448 | Line endpoints may be anywhere within the field, so long as | |
449 | the lines are horizontal, vertical or | |
1a3c4bd7 SW |
450 | .Em exactly |
451 | diagonal. | |
452 | .Ss FIELD FILE EXAMPLE | |
453 | .Bd -literal | |
984263bc MD |
454 | # This is the default game. |
455 | ||
456 | update = 5; | |
457 | newplane = 5; | |
458 | width = 30; | |
459 | height = 21; | |
460 | ||
461 | exit: ( 12 0 x ) ( 29 0 z ) ( 29 7 a ) ( 29 17 a ) | |
462 | ( 9 20 e ) ( 0 13 d ) ( 0 7 d ) ( 0 0 c ) ; | |
463 | ||
464 | beacon: ( 12 7 ) ( 12 17 ) ; | |
465 | ||
466 | airport: ( 20 15 w ) ( 20 18 d ) ; | |
467 | ||
468 | line: [ ( 1 1 ) ( 6 6 ) ] | |
469 | [ ( 12 1 ) ( 12 6 ) ] | |
470 | [ ( 13 7 ) ( 28 7 ) ] | |
471 | [ ( 28 1 ) ( 13 16 ) ] | |
472 | [ ( 1 13 ) ( 11 13 ) ] | |
473 | [ ( 12 8 ) ( 12 16 ) ] | |
474 | [ ( 11 18 ) ( 10 19 ) ] | |
475 | [ ( 13 17 ) ( 28 17 ) ] | |
476 | [ ( 1 7 ) ( 11 7 ) ] ; | |
1a3c4bd7 SW |
477 | |
478 | .Ed | |
479 | .Sh FILES | |
480 | Files are kept in a special directory. | |
481 | See the | |
482 | .Sx OPTIONS | |
483 | section for a way to print this path out. | |
484 | It is normally | |
485 | .Pa /usr/share/games/atc . | |
486 | .Pp | |
487 | This directory contains the file | |
488 | .Pa Game_List , | |
489 | which holds the list of playable games, as well as the games themselves. | |
490 | .Pp | |
491 | The scores are kept in | |
492 | .Pa /var/games/atc_score . | |
493 | .Sh AUTHORS | |
984263bc | 494 | Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames |
1a3c4bd7 | 495 | .Pp |
984263bc MD |
496 | This game is based on someone's description of the overall flavor |
497 | of a game written for some unknown PC many years ago, maybe. | |
1a3c4bd7 | 498 | .Sh BUGS |
984263bc | 499 | The screen sometimes refreshes after you have quit. |