Provided by: pingus_0.7.6-1.1build2_amd64 bug

NAME

       pingus - A puzzle game where you have to save penguins

SYNOPSIS

       pingus [OPTION]... [FILE]

DESCRIPTION

       Pingus  is  a side-scrolling puzzle game where the player has to guide a group of penguins
       from the entrance of a level to the exit, in between  the  path  is  blocked  by  numerous
       obstacles  and  dangers  that  the  player  has  to  overcome  by assigning actions to the
       penguins.

OPTIONS

   GENERAL OPTIONS
       -h, --help
              Displays this help

       -V, --version
              Print version number and exit

       -v, --verbose
              Enable info level log output

       -D, --debug
              Enable debug level log output

       -Q, --quiet
              Disable all log output

   DISPLAY OPTIONS
       -w, --window
              Start in Window Mode

       -f, --fullscreen
              Start in Fullscreen

       -r, --renderer=RENDERER
              Use the given renderer, defaults to sdl. Available renderers are:

              sdl    A simple software renderer based on SDL, this is the default and the  safest
                     options.

              opengl The  OpenGL  renderer will use hardware acceleration to render the graphics,
                     it is much faster then the SDL renderer and recommended  when  the  hardware
                     supports OpenGL.

              delta  The  delta  renderer  uses  SDL  for  rendering  and  doesn't  use  hardware
                     acceleration, it will however try to increase rendering performance by  only
                     re  rendering  screen  elements  that have changed. Using the delta renderer
                     will disable some effects such as  scrolling  background  to  allow  maximum
                     benefits.

       -g, --geometry=WIDTHxHEIGHT
              Set  the window resolution for pingus (default: 800x600). Note that --geometry only
              applies  to  the   window   resolution,   for   the   fullscreen   resolution   use
              --fullscreen-resolution

       -R, --fullscreen-resolution=WIDTHxHEIGHT
              Set the resolution used in fullscreen mode (default: 800x600)

       --software-cursor
              Enable software cursor

   GAME OPTIONS
       --no-auto-scrolling
              Disable  automatic  scrolling.  Automatic scrolling will cause the screen to scroll
              whenever the mouse reaches the border of the screen. Automatic scrolling will  only
              be active in fullscreen mode or when mouse-grab is enabled.

       --drag-drop-scrolling
              Enable  drag'n  drop  scrolling. By default Pingus will use a rubber-band scrolling
              where the scroll speed depends on how far away the cursor is from the position when
              the  mouse  button  has  been clicked. In drag&drop mode scrolling will behave more
              like in traditional GUI applications such as Gimp, where clicking the scroll button
              will 'pick up' the playfield and allow to move it around till it is released again.

   SOUND OPTIONS
       -s, --disable-sound
              Disable sound

       -m, --disable-music
              Disable music

   LANGUAGE OPTIONS
       -l, --language=LANG
              Select language to use with Pingus

       --list-languages
              List all available languages

   EDITOR OPTIONS
       -e, --editor
              Loads the level editor

   DIRECTORY OPTIONS
       -d, --datadir=DIR
              Load game datafiles from DIR

       -u, --userdir=DIR
              Load config files and store savegames in DIR

       -a, --addon=DIR
              Load game modifications from DIR. Files in DIR will be used instead of the files in
              found in the main datadir of  Pingus,  thus  allowing  to  modifications,  such  as
              sprites  replacements,  additional  levels,  etc. to the game, without changing the
              main data files.

       --no-cfg-file
              Don't read ~/.pingus/config

       -c, --config=FILE
              Read config from FILE

       --controller=FILE
              Uses the controller given in FILE

   DEBUG OPTIONS
       --developer-mode
              Enables some special features for developers

       -t, --speed=SPEED
              Set the game speed (0=fastest, >0=slower)

       -k, --fps=FPS
              Set the desired game framerate (frames per second)

       --tile-size=INT
              Set the size of the map tiles (default: 32)

KEYBOARD SHORTCUTS

   GAMEPLAY
       All gameplay related keyboard shortcuts are configurable via a controller config file, see
       --controller and controller/default.scm.

       W, A, S, D
              Scroll in the level

       Space  Hold to ast-forward

       P, R   Pause the game.

       S, F   Advance the game by a single frame.

       Backspace
              Activate armageddon.

       Escape Leave the current screen/level.

   ENGINE
       F10    Show/hide the FPS counter.

       AltReturn, F11
              Switch to fullscreen/window mode.

       Ctrlg  Toggle mouse grab, when active, the mouse can not leave the window.

       Ctrlo, F5
              Show the option menu.

       F12    Make a screenshot. Screenshots are stored in ~/.pingus/screenshots/.

       Ctrlm  Toggle the developer mode, see --developer-mode

       c (only in developer-mode)
              Show the collision map overlayed over the regular groundmap.

       k (only in developer-mode)
              Clear the screen for delta mode debugging.

ACTIONS

       Basher The  Basher will to a horizontal dig, leaving behind it a tunnel. It is not able to
              dig through metal.

       Blocker
              The Blocker will stop and stay in position, directing other penguins to turn around
              when they reach him.

       Bomber The Bomber will blow up on the spot and take a bit of surrounding ground with it.

       Bridger
              The Bridger will build a small bridge, useful for crossing small chasm.

       Climber
              The  Climber actions allows a Pingu to travel upwards a vertical wall. Unlike other
              actions the climber action is a permanent addition to the Pingus ability.

       Digger The Digger will dig a hole into the ground. It can't dig through metal.

       Floater
              The Floater action will give a penguin a small propeller that lets him gently glide
              down from great heights that would otherwise be deadly.

       Jumper The  Jumper  will  let the Pingu do a big leap forward, allowing him to cross chasm
              and small vertical obstacles.

       Miner  The Miner will dig a diagonal hole into the ground.

       Slider The Slider will make a tiny leap forward, gliding on its belly for a  short  while,
              allowing the Pingu to make it through narrow tunnels.

LEVEL EDITOR

       Pingus  comes with a build in level editor. The level editor can currently be used to edit
       level  files  (*.pingus)  as  well  as  prefabricated   objects   (*.prefabs).   Worldmaps
       (*.worldmap) can currently not be edited with the editor.

       All  Pingus  data files, except the sound and images, are raw text files and can be edited
       in a text editor if the editor isn't sufficient.

       If you want to submit a level to be included in the  next  release  follow  the  following
       naming convention:

       {theme}{number}-{nickname}.pingus

       Do  not  use  space  or  uppercase  in  the  levelname and keep the levelname simple (i.e.
       snow1-grumbel.pingus  not  pingus-go-on-a-long-journey-in-snowland-grumbel.pingus).    The
       filename  should  not  reflect  the actual level title, it simply should be unique and not
       conflict with other peoples levels. If you plan on building a  whole  levelset,  name  the
       levels after the levelset.

       To submit a level send it to <pingus-devel@nongnu.org>.

   PREFABS
       A  prefab,  short  for prefabricated object, is a group of objects that have been combined
       into a new single object. A classic case of a prefab would for example be a snowman, it is
       build  out  of  multiple  smaller  snowball objects and then saved as prefab to allow easy
       reuse in multiple levels. Unlike simple object groups, prefab are saved  as  reference  in
       the  level,  thus  if  the  prefab is updated, all levels will see the change. Like object
       groups prefabs can be  ungrouped  to  break  them  back  down  to  individual  objects  if
       individual  editing is needed, they are seizing to be prefabs at that point and changes to
       the .prefab file will no longer be reflected in the level.

       Prefabs behave pretty much like regular levels, to create a  prefab  simply  start  a  new
       level and insert the objects as usual, unlike regular levels the level size is ignored and
       thus you have to place your object around the center of the levels, marked by a cross,  to
       have the prefab function properly. To save a prefab as prefab instead of level you have to
       append .prefab suffix to the filename.

       Thumbnail  generation  for  prefabs  is   currently   done   offline   with   the   script
       ./tools/generate-prefab-images.sh available from the Pingus source tree.

   UI QUIRCKS
       The  Pingus  level  editor  is  best  used  with  a combination of mouse and keyboard, all
       essential functions have keyboard shortcuts.

       Unlike more traditional GUIs, the Pingus editor lacks scrollbars, so to  move  around  the
       level  or  the  object  list  on the right simply use the middle or right mouse button and
       drag&drop the list around.

       Objects from the object list can be inserted into the level by drag&dropping them over  to
       the level.

   KEYBOARD SHORTCUTS
       Delete, Backspace
              Delete all currently selected objects

       A      Select or unselect all objects

       D      Duplicate the currently selected objects

       I, K, J, L
              Move the current selection by one pixel, if Shift is held, move it by 32 pixel.

       PageUp, PageDown
              Raise or lower an object

       ShiftPageUp, ShiftPageDown
              Raise or lower an object to the top or bottom

       R, ShiftR
              Rotate an objects 90 degrees, if Shift is held rotate it the other way around

       F, ShiftV
              Flip an object horizontally

       V, ShiftF
              Flip an object vertically

       B, ShiftB
              Toggle  the  background color to make it easier to see small pixel errors. If shift
              is hold the color will be toggled in the opposite direction.

       +, =, -
              Increase/decrease the repeat value of selected objects,  this  will  only  have  an
              effect on objects having an repeat value (switchdoors, liquids, ...).

COPYRIGHT

       Copyright  (C)  1998-2011  Ingo  Ruhnke  <grumbel@gmail.com>  See  the  file AUTHORS for a
       complete list of contributors.  Pingus comes with ABSOLUTELY NO  WARRANTY.  This  is  free
       software,  and  you  are welcome to redistribute it under certain conditions; see the file
       COPYING for details.

SEE ALSO

       http://pingus.seul.org