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- ;;; DO NOT MODIFY THIS FILE
- (if (featurep 'games-autoloads) (error "Already loaded"))
-
- ;;;### (autoloads (blackbox) "blackbox" "games/blackbox.el")
-
- (autoload 'blackbox "blackbox" "\
- Play blackbox. Optional prefix argument is the number of balls;
- the default is 4.
-
- What is blackbox?
-
- Blackbox is a game of hide and seek played on an 8 by 8 grid (the
- Blackbox). Your opponent (Emacs, in this case) has hidden several
- balls (usually 4) within this box. By shooting rays into the box and
- observing where they emerge it is possible to deduce the positions of
- the hidden balls. The fewer rays you use to find the balls, the lower
- your score.
-
- Overview of play:
-
- \\<blackbox-mode-map>To play blackbox, type \\[blackbox]. An optional prefix argument
- specifies the number of balls to be hidden in the box; the default is
- four.
-
- The cursor can be moved around the box with the standard cursor
- movement keys.
-
- To shoot a ray, move the cursor to the edge of the box and press SPC.
- The result will be determined and the playfield updated.
-
- You may place or remove balls in the box by moving the cursor into the
- box and pressing \\[bb-romp].
-
- When you think the configuration of balls you have placed is correct,
- press \\[bb-done]. You will be informed whether you are correct or
- not, and be given your score. Your score is the number of letters and
- numbers around the outside of the box plus five for each incorrectly
- placed ball. If you placed any balls incorrectly, they will be
- indicated with `x', and their actual positions indicated with `o'.
-
- Details:
-
- There are three possible outcomes for each ray you send into the box:
-
- Detour: the ray is deflected and emerges somewhere other than
- where you sent it in. On the playfield, detours are
- denoted by matching pairs of numbers -- one where the
- ray went in, and the other where it came out.
-
- Reflection: the ray is reflected and emerges in the same place
- it was sent in. On the playfield, reflections are
- denoted by the letter `R'.
-
- Hit: the ray strikes a ball directly and is absorbed. It does
- not emerge from the box. On the playfield, hits are
- denoted by the letter `H'.
-
- The rules for how balls deflect rays are simple and are best shown by
- example.
-
- As a ray approaches a ball it is deflected ninety degrees. Rays can
- be deflected multiple times. In the diagrams below, the dashes
- represent empty box locations and the letter `O' represents a ball.
- The entrance and exit points of each ray are marked with numbers as
- described under \"Detour\" above. Note that the entrance and exit
- points are always interchangeable. `*' denotes the path taken by the
- ray.
-
- Note carefully the relative positions of the ball and the ninety
- degree deflection it causes.
-
- 1
- - * - - - - - - - - - - - - - - - - - - - - - -
- - * - - - - - - - - - - - - - - - - - - - - - -
- 1 * * - - - - - - - - - - - - - - - O - - - - O -
- - - O - - - - - - - O - - - - - - - * * * * - -
- - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
- - - - - - - - - - - - * - - - - - - - O - * - -
- - - - - - - - - - - - * - - - - - - - - * * - -
- - - - - - - - - - - - * - - - - - - - - * - O -
- 2 3
-
- As mentioned above, a reflection occurs when a ray emerges from the same point
- it was sent in. This can happen in several ways:
-
-
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - O - - - - - O - O - - - - - - - - - - -
- R * * * * - - - - - - - * - - - - O - - - - - - -
- - - - - O - - - - - - * - - - - R - - - - - - - -
- - - - - - - - - - - - * - - - - - - - - - - - -
- - - - - - - - - - - - * - - - - - - - - - - - -
- - - - - - - - - R * * * * - - - - - - - - - - - -
- - - - - - - - - - - - - O - - - - - - - - - - -
-
- In the first example, the ray is deflected downwards by the upper
- ball, then left by the lower ball, and finally retraces its path to
- its point of origin. The second example is similar. The third
- example is a bit anomalous but can be rationalized by realizing the
- ray never gets a chance to get into the box. Alternatively, the ray
- can be thought of as being deflected downwards and immediately
- emerging from the box.
-
- A hit occurs when a ray runs straight into a ball:
-
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - O - - -
- - - - - - - - - - - - - O - - - H * * * * - - - -
- - - - - - - - - H * * * * O - - - - - - * - - - -
- - - - - - - - - - - - - O - - - - - - O - - - -
- H * * * O - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
-
- Be sure to compare the second example of a hit with the first example of
- a reflection." t nil)
-
- ;;;***
-
- ;;;### (autoloads (conx-load conx conx-region conx-buffer) "conx" "games/conx.el")
-
- (autoload 'conx-buffer "conx" "\
- Absorb the text in the current buffer into the tree." t nil)
-
- (autoload 'conx-region "conx" "\
- Absorb the text in the current region into the tree." t nil)
-
- (autoload 'conx "conx" "\
- Generate some random sentences in the *conx* buffer." t nil)
-
- (autoload 'conx-load "conx" "\
- Load in a CONX database written by the \\[conx-save] command.
- This clears the database currently in memory." t nil)
-
- ;;;***
-
- ;;;### (autoloads (shuffle-vector cookie-snarf cookie-insert cookie) "cookie1" "games/cookie1.el")
-
- (autoload 'cookie "cookie1" "\
- Return a random phrase from PHRASE-FILE. When the phrase file
- is read in, display STARTMSG at beginning of load, ENDMSG at end." nil nil)
-
- (autoload 'cookie-insert "cookie1" "\
- Insert random phrases from PHRASE-FILE; COUNT of them. When the phrase file
- is read in, display STARTMSG at beginning of load, ENDMSG at end." nil nil)
-
- (autoload 'cookie-snarf "cookie1" "\
- Reads in the PHRASE-FILE, returns it as a vector of strings.
- Emit STARTMSG and ENDMSG before and after. Caches the result; second
- and subsequent calls on the same file won't go to disk." nil nil)
-
- (autoload 'shuffle-vector "cookie1" "\
- Randomly permute the elements of VECTOR (all permutations equally likely)" nil nil)
-
- ;;;***
-
- ;;;### (autoloads (decipher-mode decipher) "decipher" "games/decipher.el")
-
- (autoload 'decipher "decipher" "\
- Format a buffer of ciphertext for cryptanalysis and enter Decipher mode." t nil)
-
- (autoload 'decipher-mode "decipher" "\
- Major mode for decrypting monoalphabetic substitution ciphers.
- Lower-case letters enter plaintext.
- Upper-case letters are commands.
-
- The buffer is made read-only so that normal Emacs commands cannot
- modify it.
-
- The most useful commands are:
- \\<decipher-mode-map>
- \\[decipher-digram-list] Display a list of all digrams & their frequency
- \\[decipher-frequency-count] Display the frequency of each ciphertext letter
- \\[decipher-adjacency-list] Show adjacency list for current letter (lists letters appearing next to it)
- \\[decipher-make-checkpoint] Save the current cipher alphabet (checkpoint)
- \\[decipher-restore-checkpoint] Restore a saved cipher alphabet (checkpoint)" t nil)
-
- ;;;***
-
- ;;;### (autoloads (dissociated-press) "dissociate" "games/dissociate.el")
-
- (autoload 'dissociated-press "dissociate" "\
- Dissociate the text of the current buffer.
- Output goes in buffer named *Dissociation*,
- which is redisplayed each time text is added to it.
- Every so often the user must say whether to continue.
- If ARG is positive, require ARG chars of continuity.
- If ARG is negative, require -ARG words of continuity.
- Default is 2." t nil)
-
- ;;;***
-
- ;;;### (autoloads (doctor) "doctor" "games/doctor.el")
-
- (autoload 'doctor "doctor" "\
- Switch to *doctor* buffer and start giving psychotherapy." t nil)
-
- ;;;***
-
- ;;;### (autoloads (dunnet) "dunnet" "games/dunnet.el")
-
- (autoload 'dunnet "dunnet" "\
- Switch to *dungeon* buffer and start game." t nil)
-
- ;;;***
-
- ;;;### (autoloads (flame) "flame" "games/flame.el")
-
- (autoload 'flame "flame" "\
- Generate ARG (default 1) sentences of half-crazed gibberish." t nil)
-
- ;;;***
-
- ;;;### (autoloads (gomoku) "gomoku" "games/gomoku.el")
-
- (autoload 'gomoku "gomoku" "\
- Start a Gomoku game between you and Emacs.
- If a game is in progress, this command allow you to resume it.
- If optional arguments N and M are given, an N by M board is used.
-
- You and Emacs play in turn by marking a free square. You mark it with X
- and Emacs marks it with O. The winner is the first to get five contiguous
- marks horizontally, vertically or in diagonal.
- You play by moving the cursor over the square you choose and hitting
- \\<gomoku-mode-map>\\[gomoku-human-plays].
- Use \\[describe-mode] for more info." t nil)
-
- ;;;***
-
- ;;;### (autoloads (hanoi) "hanoi" "games/hanoi.el")
-
- (autoload 'hanoi "hanoi" "\
- Towers of Hanoi diversion. Argument is number of rings." t nil)
-
- ;;;***
-
- ;;;### (autoloads (life) "life" "games/life.el")
-
- (autoload 'life "life" "\
- Run Conway's Life simulation.
- The starting pattern is randomly selected. Prefix arg (optional first
- arg non-nil from a program) is the number of seconds to sleep between
- generations (this defaults to 1)." t nil)
-
- ;;;***
-
- ;;;### (autoloads (mpuz) "mpuz" "games/mpuz.el")
-
- (autoload 'mpuz "mpuz" "\
- Multiplication puzzle with GNU Emacs." t nil)
-
- ;;;***
-
- ;;;### (autoloads (snarf-spooks spook) "spook" "games/spook.el")
-
- (autoload 'spook "spook" "\
- Adds that special touch of class to your outgoing mail." t nil)
-
- (autoload 'snarf-spooks "spook" "\
- Return a vector containing the lines from `spook-phrases-file'." nil nil)
-
- ;;;***
-
- ;;;### (autoloads (tetris) "tetris" "games/tetris.el")
-
- (autoload 'tetris "tetris" "\
- Tetris
-
- Shapes drop from the top of the screen, and the user has to move and
- rotate the shape to fit in with those at the bottom of the screen so
- as to form complete rows.
-
- tetris-mode keybindings:
- \\<tetris-mode-map>
- \\[tetris-start-game] Starts a new game of Tetris
- \\[tetris-end-game] Terminates the current game
- \\[tetris-move-left] Moves the shape one square to the left
- \\[tetris-move-right] Moves the shape one square to the right
- \\[tetris-rotate-prev] Rotates the shape clockwise
- \\[tetris-rotate-next] Rotates the shape anticlockwise
- \\[tetris-move-bottom] Drops the shape to the bottom of the playing area
-
- " t nil)
-
- ;;;***
-
- ;;;### (autoloads (xmine-mode) "xmine" "games/xmine.el")
-
- (autoload 'xmine-mode "xmine" "\
- A mode for playing the well known mine searching game.
-
- `\\<annotation-local-map-default>\\[xmine-activate-function-button1]' or `\\<xmine-keymap>\\[xmine-key-action1]' unhides a tile,
- `\\<annotation-local-map-default>\\[xmine-activate-function-button2]' or `\\<xmine-keymap>\\[xmine-key-action2]' unhides all neighbours of a tile,
- `\\<annotation-local-map-default>\\[xmine-activate-function-button3]' or `\\<xmine-keymap>\\[xmine-key-action3]' (un)flagges a tile to hold a mine.
-
- `\\[xmine-key-new]' starts a new game.
- `\\[xmine-key-quit]' ends a game.
-
- All keybindings (with alternatives) currently in effect:
- \\{xmine-keymap}
-
- The rules are quite easy: You start by unhiding (random) tiles. An unhidden
- tile showing a number tells you something about the number of mines in it's
- neighborhood, where the neighborhood are all 8 tiles (or less if it's
- at a border) around the tile.
-
- E.g. a \"1\" shows you that there is only one mine in the neighborhood of
- this tile. Empty tiles have no mines around them, and empty tiles in
- the neighborhood of another empty tile are all automatically unhidden
- if you unhide one of them. You need to find a strategy to use the
- information you have from the numbers to \"flag\" the tiles with mines
- under them and unhide all other tiles. If you correctly made this
- without accidently unhiding a mine, you've won.
-
- If you are sure you have correctly flagged all mines around a unhidden tile,
- you can use Button-2 or \\[xmine-key-action2] on it to unhide all it's
- neighbors. But beware: If you made a mistake by flagging the wrong mines,
- you'll blow up!
-
- Have Fun." t nil)
-
- (fset 'xmine 'xmine-mode)
-
- ;;;***
-
- ;;;### (autoloads (psychoanalyze-pinhead apropos-zippy insert-zippyism yow) "yow" "games/yow.el")
-
- (autoload 'yow "yow" "\
- Return or display a random Zippy quotation. With prefix arg, insert it." t nil)
-
- (autoload 'insert-zippyism "yow" "\
- Prompt with completion for a known Zippy quotation, and insert it at point." t nil)
-
- (autoload 'apropos-zippy "yow" "\
- Return a list of all Zippy quotes matching REGEXP.
- If called interactively, display a list of matches." t nil)
-
- (autoload 'psychoanalyze-pinhead "yow" "\
- Zippy goes to the analyst." t nil)
-
- ;;;***
-
- (provide 'games-autoloads)
-