bionic (6) gfpoken.6.gz

Provided by: gfpoken_1-2build1_amd64 bug

NAME

       gfpoken - Recreate a grid of mirrors from clues

SYNOPSIS

       gfpoken

INTRODUCTION

       Suddenly,  you  attain  consciousness.   You  are faced by a grid of tiny squares, all alike, and a sign,
       which reads as follows:

       ACHTUNG!  ALLES LOOKENSPEEPERS!  Das rollenballenmachine ist nicht fuer  gefingerpoken  und  widgetmoven.
       Ist  easy  flippen  der  mirrorwerk,  losenballen  und  shovenmirroren mit slippensliden.  Ist nicht fuer
       gewerken bei das dumpkopfen.  Das rubbernecken sichtseeren keepen das cotten-pickenen hans in das pockets
       muss; relaxen und watchen das rollenballen.

       Unable  to decipher it, you begin rolling balls at the grid, having nothing better to do. And thus begins
       your pathetic adventure deep into the bowels of Nihilism.

DESCRIPTION

       The idea for this game comes from a Windows game called "Marble," by Analogue Software.  GFingerPoken  is
       basically Marble, rewritten from scratch for GTK.

       The  game starts with the configuration dialog.  Here you can set the relative abundance of the different
       mirror types, the size of the grid, the amount of mirrors in it, and how much the mirror  density  should
       vary.

       In the top left, there are load and save buttons to load and save existing games.  The save button is not
       visible if no game is in progress.  Press OK when you're happy with the  settings  to  start  the  actual
       game.

       You  can  throw balls into the grid by clicking around the edges.  There are 4 of them, but they all work
       the same way.  You'll see your ball roll through the empty corridor, then you'll see a white in arrow and
       an out arrow.  Your job is to drag the mirrors from the side into the maze and set up your maze to be the
       same as the output indicates, i.e., so your ball always goes out where the arrow says  it  should.    You
       have to use all of the mirrors on the side.  If an item has a some arrows in the center, it is flippable;
       click on it, and it will change between its states.  Furthermore, every time these items are  hit  within
       the  maze,  either yours or the computer's, they will be flipped also.  So your maze must be synchronized
       with the invisible one.  When you think that your maze perfectly matches  the  output,  click  the  check
       button and see if you were right.

       If  you  right-click  on  a  grid  square, you will cycle through a picture that appears in the corner: a
       circle, a triangle, a square, and nothing.  These symbols do nothing, but you can use  them  to  indicate
       what  you  think  may  be  in the square.  For example, a circle could mean you think nothing is there, a
       triangle something is there, and a square that you're pretty sure whatever's there is right.

       The button in the top left lets you abort the current game and start a new one.  This is what you  should
       do  if  you  want to save the game.  If you want to continue playing after saving, cancel the creation of
       the new game.

MIRROR TYPES

       Simple mirrors
              The ball rolls toward it.  The ball hits it.  The ball  rolls  in  a  different  direction.   Very
              simple.  They are shaped / and  .

       Flipping mirrors
              The  ball  hits it and rolls in a different direction, but then the mirror changes shape according
              to its little indicator.  There are two cycle mirrors which go between /  and   shapes,  and  four
              cycle mirrors which cycle this way: / o  o .  (The little "o" representing a box, coming up next.)

              This  is  where  the  game  begins to get devious.  Your setup must match the functionality of the
              invisible one exactly.  Meaning you have to get the alignment  of  these  precisely  perfect.   To
              change the alignment of one, click on it.

       Box and sink
              Basically  they  are  opposites.  A box will repel the ball in the opposite direction that it came
              from, and a sink will "eat" the ball, resulting in NO output arrow.

       Axial mirrors
              They will let the ball come through on one axis (i.e. vertically or horizontally)  but  bounce  it
              back on the other.  There are both simple and flipping axial mirrors for your amusement.

       Rotators
              These are quite similar to normal mirrors, only they redirect the ball in a different sort of way.
              There are clockwise and counterclockwise varieties as well as a flipper.

       One Way Mirrors
              Only one order away from pure evil, one way mirrors will boggle the mind  for  centuries  if  used
              liberally.   They  are just like normal static mirrors, except they only let the ball travel right
              through it in two (perpendicular) directions and bounce it off in the other two.  These can  cause
              an  infinite  loop if used wrecklessly, which the random computer is fairly likely to do.  In that
              case, there is no output arrow, just like when the ball falls into a sink.

       PURE EVIL
              There are two varieties: fllipping one way mirrors, and moving mirrors.  Flipping one way  mirrors
              can  flip  in  either  a  clockwise or counterclockwise direction.  Moving mirrors, when hit, will
              travel one square in the direction they were hit, after being hit, so your ball will travel as  if
              a simple mirror had been where the mirror was just sitting.

NETWORK GAME

       Network  games  work  a  lot  like single player games.  To setup a network game, you must be in the game
       window (so create a game, the settings don't matter).  Then click the "start network game" button.   That
       opens  a new dialog window.  You can leave the type at "Auto" unless you've picked out who you want to be
       client and server.  Auto will try client first, and if it doesn't work it will go to server.  Server gets
       to  choose  the level layout and also gets to go first, so you could give it to your opponent if you want
       to be nice.  Going first isn't really an advantage though, as you'll soon find out.  You should  probably
       leave  the  port  unless  it's  used so it can become a defacto standard.  If you are server, the address
       restricts connections to only ones originating from this address; if you are client, it will  connect  to
       this address.  Similarly, server sets the port to listen on and client connects to this port.

       Also,  you'll  have to choose the game type.  The server overrides whatever the client has.  With "Shared
       board," both players manipulate the same board and both see changes made immediately.  (It's  graphically
       much  cooler.)  Players take turns manipulating the board.  With "Individual boards," each player has his
       own board and cannot see the other player's board.  Players each perform one manipulation to their  board
       simultaneously.  Otherwise, the games are similar.

       A manipulation consists of these steps:

       1) Rearrange the pieces however you'd like.  (This includes moving them in and out of the sidebar.)  This
       may be zero rearrangements.

       2) Perform exactly one test (i.e. click along the border to toss in a ball)

       3) Again perform as many rearrangements as you'd like.

       4) Click on the right arrow to indicate that you're done.

       Either before or after a manipulation, if the board is potentially solvable,  you  may  click  the  check
       button if you think it's solved.  If you're right, you win; if you're wrong, you lose.

       Note that you *must* perform a manipulation during each of your turns, which should discourage a standoff
       in shared board mode.

       Finally, the half balls that appear next to the board are your history.   The  whole  reason  for  the  4
       different  ball  colors  is  to  differentiate  your  last 4 moves in the history.  So the black in arrow
       superimposed atop the purple ball half should have a corresponding black out arrow also superimposed atop
       a purple ball half.  If not, that part of the history must have been erased because another out move went
       on top of it, or perhaps because the ball was eaten somehow and thus never came out.

SEE ALSO

       "blinkenlights" in the Jargon File.

AUTHOR

       This manual page was written by Bas Wijnen <wijnen@debian.org>, based on documentation by Martin Hock.

                                                                                                      GFPOKEN(6)