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NAME wand - Runs the game "Wanderer". SYNOPSIS wand [ -s | -e file | -m | -c | [ -f ] [ -r file ] | -v | -t file ] DESCRIPTION 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 command 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 impor- tant. 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 vari- able SAVENAME to the file - eg setenv SAVENAME ~/.wanderersave The help screen can be accessed by pressing '?'. THE GAME The game consists of a number of screens which must be solved in suc- cession 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 dif- ferent 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 lev- els, 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 pass- word before jumping. If the file 'no_pws' is readable in the screens directory, then pressing '~' will just cause a request for the required screen number. On no account may anyone who has not given the master- password jump back a level. THE EDITOR The argument is the file name 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 required 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 right- hand 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 'record' moves in a solution to be replayed after changes to the screen. Pressing '(' will start recording from the beginning of the memory, and ')' will stop recording. At any point during recording, '-' will add a 'checkpoint'. This will cause the program to return control to the user during 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 L 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. AUTHOR Steven Shipway. maujp()uk.ac.warwick.cu Later additions: editor added by play()nl.cwi, help command by jason()uucp.aeras FLAGS -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.