Manual Reference Pages - WANDERER (6)
wand - Runs the game "Wanderer".
wand [ -s | -e file | -m | -c | [ -f ] [ -r file ] | -v | -t file ]
Wanderer is a game similar to Boulderdash, Repton, XOR and others. A full
description of how to play the game is given upon execution. The hiscore table
holds only 15 scores, and the name displayed is taken from the environment
variable NAME. If you wish to have a different alias without changing this
variable, you can set the variable NEWNAME before playing by putting the
setenv NEWNAME "My name"
and then typing update. Also, the keys may be redefined by setting the
variable NEWKEYS in the same way - eg
setenv NEWKEYS aznm
in your .cshrc to get the keys a,z,n,m. Note that the order is important.
As well as these keys, ! will show the whole map, ~ will jump levels,
and ? will provide help.
By using the -r option you can record the moves you make in a game. Use
this facility to make solution files to mail to me with any screens you send.
The hiscore table editor is RESTRICTED under a password to prevent you all
deleting each others hiscores. If you can get into it, type the number of the
entry to delete it, and 0 to exit.
You can save games with the S key, and restore with R. If you want to put
the files in a specific place, you can set the environment variable SAVENAME
to the file - eg
setenv SAVENAME ~/.wanderersave
The help screen can be accessed by pressing ?.
The game consists of a number of screens which must be solved in succession
unless the password for a later screen is known. Passwords for the screens are
given on completion. To complete
a screen, you must collect all the treasure,
including all baby monsters, and then walk into the exit. A
full description of the objects in the game is available on the help
screen, by pressing ? during the game.
Also in the game are arrows, boulders and balloons, which move in different
directions, off of one another and slopes, and sometimes through each
other. These can sometimes be pushed, but more often than not they block your
way to the treasures.
By careful manipulation you should be able to make it to
the exit after collecting all of the treasure.
The thingys can be pushed in any direction by either you or by the boulders,
arrows, and balloons. They will remain stationary if not pushed.
Points are awarded for collecting treasure or earth or
for caging baby monsters or killing big monsters. Also for using the teleport
and a bonus for completing the screen. If you use the password to jump levels,
you do not recieve the bonus.
By pressing W you can redraw the screen, and # will switch between the
icon style and single character. ! wil display the map in icon mode, and ?
will display the help screen. Finally, ~ will prompt for a password to jump
levels. The masterpassword will give a prompt for the required level
number, and then respond with the correct password before jumping. If the file
cause a request for the required screen number. On no account may anyone
who has not given the masterpassword jump back a level.
The argument give is the file used for editing. If this cannot be read,
it is created. If it
cannot be created, a file in /tmp is used. Also, if the file can be read
but not written, a file in /tmp of the form /tmp/screen.XXXX is used
where XXXX is the current process id.
The wanderer keys move the cursor about the edit window,
where you can add any symbols requirse to the map. Pressing " will take the
next keypress literally, so this method may be used to add certain lower case
letters. A list of active characters is displayed down the righthand side
of the screen with their meanings.
To play the game, press either p to play with the iconic screen, or n
to play with the full screen. When you are in the game, you will recieve an
extra memory option on the righthand side of the screen. This allows you to
Pressing ( will start recording from the beginning of the memory, and )
will stop recording. At any point during recording, - will add a
playback when it reaches this point, without moving the memory pointer.
Pressing + will then continue playing, or & will start recording from this
point, leaving the previous data unaffected.
The play key is *. This will cause the recorded moves to be played back
until either (1) you reach a checkpoint ( press + to continue ), (2) you
reach the end of the recording, or (3) you die.
To extend the recording in memory, play through to the end
and then press &.
When in the editor, C-W will save the moves memory and C-R will load a file
into the memory. The number of moves available can be changed with m, and
the name of the screen with c.
Pressing C will run a check on the screen file to find any errors or possible
mistakes. Error messages starting **** are fatal, and should certainly be
fixed. Errors starting ++++ are only warnings about non-standard design.
After each message press any key to see the next. This test facility can be
used directly via the -t option.
When editing is finished, you can exit with q to save the screen, or x to
leave without a save. This will prompt for confirmation.
Steven Shipway. firstname.lastname@example.org
Later additions: editor added by email@example.com, help command by firstname.lastname@example.org
-s flag lists high-score chart.
-e flag enters editor.
-m flag enters hiscore table editor.
-c flag reads credits.
-f flag starts game with full screen play.
-v flag prints version.
-t flag tests screen.
-r flag records keypresses into given file.
dungeon, slay, adv, omega, hack, larn, moria, phantasia, /usr/games/*,
|Newwords+ Manual ||WAND (6) ||4 March 1988 |
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