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PHANTASIA(6)

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NAME    [Toc]    [Back]

     phantasia - an interterminal fantasy game

SYNOPSIS    [Toc]    [Back]

     phantasia [-abHmpSsx]

DESCRIPTION    [Toc]    [Back]

     phantasia is a role-playing game that allows players to roll
up characters
  of  various types to fight monsters and other players.
Progression
     of characters is based upon gaining experience from fighting
monsters
     (and other players).

     Most  of  the game is menu-driven and self-explanatory (more
or less).

     The options provide for a variety of  functions  to  support
the game.  They
     are:

           -a   Get a listing of all character names on file.

           -b   Show scoreboard of top characters per login.

           -H   Print header only.

           -m   Get a monster listing.

           -p   Purge old characters.

           -S   Turn on wizard options, if allowed, if running as
root.

           -s   Invoke phantasia without header information.

           -x   Examine/change a particular character on file.

     The characters are saved on a common file, in order to  make
the game interactive
  between players.  Each character is given a password which allows
 later retrieval.  Only characters above level zero  are
saved.  Characters
  unused  for  a while will be purged.  Characters are
only placed on
     the scoreboard when they die.

PARTICULARS    [Toc]    [Back]

   Normal Play
     A number of the player's more important statistics  are  almost always displayed
  on  the  screen, with maximums (where applicable) in
parentheses.

     The character is placed randomly near the center of a Cartesian system.
     Most  commands  are  selected with a single letter or digit.
For example,
     one may move by hitting `W', `S', `N', or `E',  (lower  case
may also be
     used;  at no time is the game case-dependent).  One may also
use `H', `J',
     `K', and `L' for movement, as with vi(1).   The  move  (`1')
command is for
     moving  to  a  specific  (x,  y) coordinate.  The distance a
character can
     move is calculated by 1 plus 1.5 per  level.   Moving  in  a
compass direction
  will  move  the player the maximum allowed distance in
that direction.

     A player may see who else is playing by  using  the  players
(`2') option.
     One  may  see the coordinates of those who are the same distance or closer
     to the origin as the player.  Kings and council of the  wise
can see and
     can  be seen by everyone.  A palantir removes these restrictions.

     One can talk to other players with the  talk  (`3')  option.
In general,
     this  is  a  line or so of text.  To remove the current message, just type
     <return> when prompted for a message.

     The stats (`4') option shows additional characteristics of a
player.

     One may leave the game with the quit (`5') option.

     One  may  rest  by default.  Resting lets one regain maximum
energy level,
     and also lets one find mana.  More mana is found  at  larger
levels and
     further distances from the origin.

     One may call a monster by hitting `9' or `C'.

     `X' can be used to examine other players.

     One  may  quit  or execute a sub-shell by hitting interrupt.
Quitting during
 battle results in death, for obvious reasons.

     Several other options become available as  the  player  progresses in level
     and  magic, or to other stations in the game (valar, council
of the wise,
     king).  These are described elsewhere.  In general,  a  control-L will
     force the redrawing of the screen.

     Other things which may happen are more or less self-explanatory.

   Fighting Monsters    [Toc]    [Back]
     A player has several options while fighting monsters.   They
are as follows:


           melee      Inflicts  damage on the monster, based upon
strength.  Also
 decreases the monster's strength some.

           skirmish  Inflicts a little less  damage  than  melee,
but decreases
                     the monster's quickness instead.

           evade      Attempt to run away.  Success is based upon
both the
                     player's  and  the  monster's   brains   and
quickness.

           spell      Several  options  for  throwing spells (described elsewhere).


           nick      Hits  the  monster  one  plus  the  player's
sword, and gives
                     the  player 10% of the monster's experience.
Decreases
                     the monster's experience an  amount  proportional to the
                     amount  granted.   This  also  increases the
monster's quickness.
  Paralyzed monsters wake up very  fast
when nicked.

           luckout    This  is  essentially a battle of wits with
the monster.
                     Success is based upon the player's  and  the
monster's
                     brains.   The player gets credit for slaying
the monster
                     if he/she succeeds.  Otherwise, nothing happens, and the
                     chance to luckout is lost.

   Character Statistics    [Toc]    [Back]

           strength       determines  how much damage a character
can inflict.

           quickness     determines how many chances a  character
gets to make
                         decisions while fighting.

           energy  level   specifies  how much damage a character
may endure before
 dying.

           magic level   determines which spells a character  may
throw, and
                         how effective those spells will be.

           brains        basically, the character's intelligence;
used for
                         various fighting options and spells.

           mana          used as  a  power  source  for  throwing
spells.

           experience     gained  by  fighting monsters and other
characters.

           level         indicative  of  how  much  experience  a
character has accumulated;
  progresses  geometrically as
experience increases.


           poison        sickness which  degrades  a  character's
performance
                         (affects energy level and strength).

           sin            accumulated as a character does certain
nasty things;
                         used only rarely in normal play  of  the
game.

           age            of player; roughly equivalent to number
of turns.  As
                         age increases, many personal  statistics
degenerate.

   Character Types    [Toc]    [Back]
     Character  statistics  are  rolled  randomly  from the above
list, according
     to character type.  The types are as follows:

           magic user   strong in magic level and brains, weak in
other areas.
                        Must rely on wits and magic to survive.

           fighter      good in strength and energy level, fairly
good in other
  areas.   This  adds  up  to  a  wellequipped fighter.

           elf           very  high  quickness  and above average
magic level.

           dwarf        very high strength and energy level,  but
with a tendency
  to  be  rather  slow  and  not too
bright.

           halfling     rather quick and smart, with high  energy
level, but
                        poor  in  magic  and strength.  Born with
some
                        experience.

           experimento  very mediocre in all areas.  However, the
experimento
                        may  be placed almost anywhere within the
playing grid.

     The possible ranges for starting statistics  are  summarized
in the following
 table.

     Type           Strength    Quick     Mana    Energy   Brains
Magic
     ------------------------------------------------------------------
     Mag.  User       10-15      30-35    50-100   30-45    60-85
5-9
     Fighter        40-55      30-35    30-50     45-70     25-45
3-6
     Elf             35-45      32-38    45-90     30-50    40-65
4-7
     Dwarf          50-70      25-30    25-45     60-100    20-40
2-5
     Halfling        20-25       34      25-45     55-90    40-75
1-4
     Experimento       25        27       100        35        25
2

     Not  only are the starting characteristics different for the
different
     character types, but the characteristics progress at different rates for
     the  different  types  as  the  character  goes up in level.
Experimentoes'
     characteristics progress randomly as one of the other types.
The progression
  as  characters  increase in level is summarized in
the following
     table.

     Type        Strength   Mana   Energy   Brains   Magic
     ------------------------------------------------------
     Mag. User     2.0       75      20      6       2.75
     Fighter       3.0       40      30      3.0     1.5
     Elf           2.5       65      25      4.0     2.0
     Dwarf         5         30      35      2.5     1
     Halfling      2.0       30      30      4.5     1

     The character type also determines how much  gold  a  player
may carry, how
     long  until  rings  can  overcome  the  player, and how much
poison the player
     can withstand.

   Spells    [Toc]    [Back]
     During the course of  the  game,  the  player  may  exercise
his/her magic powers.
  These cases are described below.

           cloak            magic level necessary: 20 (plus level
7)
                           mana used: 35 plus 3 per rest period
                           Used  during  normal  play.   Prevents
monsters from
                           finding the character, as well as hiding the player
                           from other players.   His/her  coordinates show up as
                           '?'  in  the  players option.  Players
cannot collect
                           mana, find trading posts, or  discover
the grail
                           while  cloaked.  Calling a monster uncloaks, as does
                           choosing this option while cloaked.

           teleport        magic level necessary: 40 (plus  level
12)
                           mana used: 30 per 75 moved
                           Used  during  normal play.  Allows the
player to move
                           with much more freedom than  with  the
move option,
                           at  the  price of expending mana.  The
maximum distance
 possible to move is  based  upon
level and
                           magic level.

           power blast     magic level necessary: none
                           mana used: 5 times level
                           Used   during  inter-terminal  battle.
Damage is based
                           upon magic level and  strength.   Hits
much harder
                           than a normal hit.

           all or nothing  magic level necessary: none
                           mana used: 1
                           Used  while combating monsters.  Has a
25% chance of
                           working.  If it works it hits the monster just
                           enough  to  kill  it.  If it fails, it
doesn't hit the
                           monster,  and  doubles  the  monster's
quickness and
                           strength.   Paralyzed monsters wake up
much quicker
                           as a result of this spell.

           magic bolt      magic level necessary: 5
                           mana used: variable
                           Used while combating  monsters.   Hits
the monster
                           based upon the amount of mana expended
and magic
                           level.  Guaranteed to hit at least  10
per mana.

           force field     magic level necessary: 15
                           mana used: 30
                           Used during monster combat.  Throws up
a shield to
                           protect from damage.   The  shield  is
added to actual
                           energy  level,  and is a fixed number,
based upon
                           maximum energy.  Normally, damage  occurs first to
                           the shield and then to the players actual energy
                           level.

           transform       magic level necessary: 25
                           mana used: 50
                           Used during  monster  combat.   Transforms the monster
                           randomly  into one of the 100 monsters
from the monster
 file.

           increase might  magic level necessary: 35
                           mana used: 75
                           Used during combat with monsters.  Increases
                           strength up to a maximum.

           invisibility    magic level necessary: 45
                           mana used: 90
                           Used  while  fighting monsters.  Makes
it harder for
                           the monster to hit, by temporarily increasing the
                           player's quickness.  This spell may be
thrown several
 times, but a maximum  level  will
be reached.

           transport       magic level necessary: 60
                           mana used: 125
                           Used  during  monster  combat.  Transports the monster
                           away  from  the  player.   Success  is
based upon player's
  magic  and  brains, and the monster's
                           experience.  If it fails the player is
transported
                           instead.  60% of the time, the monster
will drop
                           any treasure it was carrying.

           paralyze        magic level necessary: 75
                           mana used: 150
                           Used    during     monster     combat.
``Freezes'' the monster
 by putting its quickness slightly
negative.
                           The monster will slowly wake up.  Success is based
                           upon  player's magic and the monster's
experience.
                           If it fails, nothing happens.

           specify         magic level necessary: none
                           mana used: 1000
                           Used during  monster  combat  only  by
valar or council
                           of  the  wise.   Allows  the player to
pick which monster
 to fight.

   Monsters    [Toc]    [Back]
     Monsters get bigger farther from the origin (0,0).  Rings of
distance 125
     from the origin determine the size.  A monster's experience,
energy
     level, and brains are multiplied by the size.   Strength  is
increased 50%
     per  size  over one, and quickness remains the same, regardless of size.

     Nastier monsters are found as  one  progresses  farther  out
from the origin.
     Monsters also may flock.  The percent chance of that happening is designated
 as flock% in the monster  listing.   Monsters  outside
the first ring
     may  carry  treasure,  as determined by their treasure type.
Flocking monsters,
 and bigger monsters, increase the  chances  of  treasure.

     Certain monsters have special abilities, as follows:

     Unicorn            can  only  be subdued if the player is in
possession of a
                       virgin.

     Modnar             has  random  characteristics,   including
treasure type.

     Mimic              will  pick  another name from the list of
monsters in order
 to confuse.

     Dark Lord         very nasty person.  Does not  like  to  be
hit (especially
                       nicked),  and many spells do not work well
(or at all)
                       against him.  One can  always  evade  from
the Dark Lord.

     Leanan-Sidhe      also a very nasty person.  She will permanently sap
                       strength from someone.

     Saruman           wanders around with  Wormtongue,  who  can
steal a
                       palantir.   Also, Saruman may turn a player's gems into
                       gold pieces, or scramble her/his stats.

     Thaumaturgist     can transport a player.

     Balrog            inflicts damage by taking away experience,
not energy.

     Vortex            may take some mana.

     Nazgul            may try to steal a ring or neutralize part
of one's
                       brains.

     Tiamat            may take half a player's gold and gems and
escape.

     Kobold            may get nasty and steal one gold piece and
run away.

     Shelob            may bite, inflicting the equivalent of one
poison.

     Assorted Faeries  These are killed if attacking someone carrying holy
                       water.  These are Cluricaun,  Fir  Darrig,
Fachan, Ghille
                       Dhu, Bogle, Killmoulis, and Bwca.

     Lamprey           may bite, inflicting 1/2 of a poison.

     Shrieker          will call one of its (much bigger) buddies
if picked
                       upon.

     Bonnacon          will become bored with battle,  fart,  and
run off.

     Smeagol           will try to steal a ring from a player, if
given the
                       chance.

     Succubus          may inflict damage through a force  field.
This subtracts
  from  energy  level instead of any
shield the
                       player may have thrown up.  This is a very
easy way to
                       die.

     Cerberus           loves  metal and will steal all the metal
treasures from
                       a player if able.

     Ungoliant         can bite and poison.  This  inflicts  five
poisons, and
                       also   takes   one   from   the   player's
quickness.

     Jabberwock        may tire of battle, and leave after  calling one of his
                       friends (Jubjub Bird or Bandersnatch).

     Morgoth            actually Modnar, but reserved for council
of the wise,
                       valar, and ex-valar.  Fights with  Morgoth
end when either
  he  or the player dies.  His characteristics are
                       calculated based upon the  player's.   The
player is given
  the chance to ally with him.  No magic
except force
                       field works when battling Morgoth.

     Troll             may regenerate  its  energy  and  strength
while in battle.

     Wraith            may make a player blind.

   Treasures    [Toc]    [Back]
     The various treasure types are as follows:

     Type zero             none

     Type one              power booster - adds mana.
                           druid - adds experience.
                           holy orb - subtracts 0.25 sin.

     Type  two               amulet  - protects from cursed treasure.
                           holy water - kills assorted faeries.
                           hermit - reduces sin by 25%  and  adds
some mana.

     Type three            shield - adds to maximum energy level.
                           virgin - used to subdue a unicorn,  or
to give much
                           experience (and some sin).
                           athelas - subtracts one poison.

     Type  four  (scrolls)   shield - throws a bigger than normal
force field.
                           invisible - temporarily puts the finder's quickness
                           to one million.
                           ten  fold  strength - multiplies finder's strength by
                           ten.
                           pick monster - allows finder  to  pick
next monster
                           to battle.
                           general  knowledge  - adds to finder's
brains and
                           magic level.

                           All   the   scrolls   except   general
knowledge automatically
  call a monster.  These preserve
any spells
                           that were already in effect,  but  are
only in effect
                           while in battle.

     Type five             dagger - adds to strength.
                           armour - same as a shield, but bigger.
                           tablet - adds brains.

     Type six              priest - rests to maximum; adds  mana,
brains; and
                           halves sin.
                           Robin Hood - increases shield and adds
permanently
                           to strength.
                           axe - like dagger, but bigger.

     Type seven            charm - protects from cursed  treasure
(used before
                           amulet);   used  in  conjunction  with
blessing to battle
 Dark Lord.
                           Merlyn - adds brains, magic, and mana.
                           war  hammer - like an axe, but bigger.

     Type eight            healing potion - sets poison to -2, or
subtracts
                           two  from poison, whichever is better.
                           transporter - allows  finder  to  move
anywhere.
                           sword - like a war hammer, but bigger.

     Type nine             golden crown - allows  the  player  to
become king by
                           going to (0,0).
                           blessing - cuts sin to 1/3, adds mana,
rests to
                           maximum, kills Dark Lord with a charm,
and gives
                           bearer first hit on all monsters.
                           quicksilver - adds to quickness.

     Type  ten               elven  boots  -  adds permanently to
quickness.

     Type eleven           palantir - allows one to see  all  the
other players;
                           used  by  council  of the wise to seek
the grail.

     Type twelve/thirteen  ring - allows one to hit  much  harder
in battle,
                           etc.

     Any  treasure  type  10-13 monsters may instead carry a type
nine treasure.

     A monster may also be carrying gold or gems.  These are used
at trading
     posts  to buy things.  A gem is worth 1000 gold pieces.  Too
much gold
     will slow a player down.  One may carry 1000  plus  200  per
level of gold.
     A  gem  weighs  one half a gold piece.  Monsters of treasure
type 7 or higher
 may carry gems.

     The chance of a cursed treasure is based upon treasure type.
The more
     valuable treasures have a greater chance of being cursed.  A
cursed treasure
 knocks energy level very low and adds 0.25 poison.

   Rings    [Toc]    [Back]
     Rings are only carried by nazguls and Dark Lords.  They come
in four different
  flavors.   All  rings rest the player to maximum and
cause him/her
     to hit much harder in battle  with  monsters  (assuming  the
ring is being
     used for battle.)

     Two  types  of rings are cursed and come either from nazguls
or Dark Lords.
     After a few times of using these types, the player falls under the control
  of  the  ring,  and strange, random things will occur.
Eventually, the
     player dies, and gives his/her name  to  a  monster  on  the
file.  Dying before
 the ring is used up also renames the monster.

     The  two remaining types of rings are much more benign.  The
one from a
     nazgul is good for a limited number of  battle  rounds,  and
will save the
     player  from  death  if  it was being used when he/she died.
The one from
     Dark Lord is the same, except that  it  never  is  used  up.
rings disappear
     after  saving  someone from death.  In general, cursed rings
occur much
     more often than normal ones.  It is usually not a good  idea
to pick one
     up.   The only way to get rid of a ring is to have a monster
steal it.

   King    [Toc]    [Back]
     A player may become king by finding a  crown  and  going  to
(0,0).  Players
     must  have  a level in the range of 10 to 1000 to be able to
find a crown.
     When a player with one or more crowns  reaches  level  1000,
the crowns are
     converted to gold.

     Once a player is king, he/she may do certain things while in
the Lord's
     Chamber (0,0).  These are exercised with  the  decree  ('0')
option.

     transport       This is done to another player.  It randomly
moves the affected
 player about.  A charm  protects  from
transports.

     curse          This is done to another player.  It is analogous to cursed
                    treasure, but worse.  It inflicts two poison,
knocks
                    energy level very low, and degrades the maximum energy.
                    It also removes a cloak.  A blessing protects
from king's
                    curses.

     energy  void    The king may put a number of these scattered
about his/her
                    kingdom as he/she pleases.  If a player  hits
one, he/she
                    loses  mana,  energy,  and  gold.  The energy
void disappears
                    after being hit.

     bestow         This is also done  to  another  player.   The
king may wish to
                    reward  one or more loyal subjects by sharing
his/her riches
 (gold).  Or it is a convenient way to dispose of some
                    unwanted deadweight.

     collect taxes  Everyone pays 7% tax on all gold and gems acquired, regardless
 of the existence  of  a  king.   The
king collects
                    the accrued taxes with this option.

     The  king  may  also teleport anywhere for free by using the
origin as a
     starting place.

   Council of the Wise, Valar
     A player automatically becomes a member of  the  council  of
the wise upon
     reaching  level  3000.   Members  of the council cannot have
rings.  Members
     of the council have a few extra options which they can exercise.  These
     are   exercised   with  the  intervene  (`8')  option.   All
intervene options
     cost 1000 mana.  One intervene option  is  to  heal  another
player.  This is
     just a quick way for that player to be rested to maximum and
lose a little
 poison.  The main purpose in life  for  members  of  the
council is to
     seek the Holy Grail.  This is done with a palantir under the
seek grail
     option.  The distance cited by the seek is  accurate  within
10%, in order
     not  to  make  it too easy to find the grail.  A player must
have infinitesimally
 small sin, or else it's all  over  upon  finding  the
grail.  In order
     to  help  members  of  the  council on their quest, they may
teleport with
     greater ease.

     Upon finding the grail, the player advances to  position  of
valar.  He/she
     may   then   exercise   more   and   niftier  options  under
intervention.  These include
 all of the council members' options plus  the  ability
to move other
     players  about,  bless  them, and throw monsters at them.  A
valar's blessing
 has the same effect as  the  treasure  blessing,  except
that the affected
  player  does  not  get  his/her  blessing flag set.  All
intervention options
 which affect other players age  the  player  who  uses
them.  Valars
     are essentially immortal, but are actually given five lives.
If these
     are used up, the player is  left  to  die,  and  becomes  an
ex-valar.  A valar
     cannot  move,  teleport, or call monsters.  (An exception to
this is if the
     valar finds a transporter.) This is to allow him/her to dispose of excess
     gold.   Any monsters which a valar encounters are based upon
his/her size.
     Only one valar may exist at a time.  The  current  valar  is
replaced when
     another  player  finds  the grail.  The valar is then bumped
back to the
     council of the wise.

   Wizard    [Toc]    [Back]
     The wizard is usually the owner of the game and the one  who
maintains the
     associated  files.   The  wizard  is  granted special powers
within the game,
     if it is invoked with the -S option.  Otherwise, the  wizard
plays no different
  from  other  players.  The wizard abilities are outlined below.

     change players        When examining a player, (game invoked
with -x, or
                           `X'  is  used  from  within game), the
wizard may also
                           change the player.

     intervention          The wizard may do all the intervention
options.
                           One  extra  option, vaporize, is added
to kill any
                           offensive players.

     super character type  An  extra  character  type  is  added.
This character
                           starts  with  the  maximum possible in
all statistics,
                           selected  from  the  other   character
types.  A super
                           character's  statistics  also progress
at the maximum
                           possible rate, selected from the other
character
                           types.

   Special Places    [Toc]    [Back]
     Certain  regions  of  the playing grid have different names.
In general,
     this is only to give the player some idea of his/her present
location.
     Some special places do exist.

     Trading  Posts   These  are located at |x| == |y| == n*n*100
for n = 1, 2,
                    ..., 1000.  Trading posts  farther  out  have
more things for
                    sale.   Be  careful  about  cheating the merchants there, as
                    they have short tempers.  Merchants are  dishonest about 5%
                    of the time.

     Lord's Chamber
                    This  is located at (0,0).  Only players with
crowns may
                    enter.

     Point of No Return
                    This is located beyond 1.2e+6 in  any  direction.  The only
                    way  to  return from here is a transporter or
to have a
                    valar relocate the player.

     Dead Marshes   This is a band located  fairly  distant  from
the origin.
                    The  first fourteen monsters (water monsters)
can normally
                    only be found here.

     Valhala        This place is where the valar resides.  It is
associated
                    with  no particular coordinate on the playing
grid.

   Miscellaneous    [Toc]    [Back]
     Once a player reaches level 5, the game will start  to  time
out waiting
     for  input.   This  is to try to keep the game a bit fasterpaced.

     A guru will never be disgusted with your sins  if  they  are
less than one.

     A medic wants half of a player's gold to be happy.  Offering
more than
     one has, or a negative amount will anger the medic, who will
make the
     player worse (add one poison).

     The  Holy  Grail  does little for those who are not ready to
behold it.
     Whenever anyone finds it, it moves.  It  is  always  located
within 1e+6 in
     any compass direction of the origin.

     There  is  a  maximum amount of mana and charms a player may
possess, based
     upon level.  Quicksilver is always limited to a  maximum  of
99.

     Books  bought  at a trading post increase brains, based upon
the number
     bought.  It is unwise, however to  buy  more  than  1/10  of
one's level in
     books at a time.

     Players over level 10000 are automatically retired.

     A blindness goes away in random time.

     Players  with  crowns are identified with a '*' before their
character
     type.

   Inter-terminal Battle    [Toc]    [Back]
     When two player's coordinates correspond, they may engage in
battle.  In
     general,  the  player  with  the  highest quickness gets the
first hit.  If
     the two players are severely mismatched, the stronger player
is drastically
  handicapped for the battle.  In order to protect from
being stuck
     in an infinite loop, the player  waiting  for  response  may
time out.  Options
 for battle are:

     fight        Inflicts damage upon other person.

     run  away     Escape from battle.  Has a 75% chance of working.

     power blast  Battle spell.

     luckout      One-time chance to try to win against the  foe.
Has a 10%
                  chance of working.

     Sometimes  waits  for the other player may be excessive, because he/she may
     be battling a monster.  Upon slaying a player in battle  the
winner gets
     the other's experience and treasures.  Rings do not work for
inter-terminal
 battle.

AUTHORS    [Toc]    [Back]

     Edward Estes, AT&T Information Systems, Skokie, IL

BUGS    [Toc]    [Back]

     All screen formats assume at least 24 lines by at  least  80
columns.  No
     provisions  are  made for when any of the data items get too
big for the
     allotted space on the screen.

OpenBSD     3.6                           April      1,      2001
[ Back ]
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