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-rw-r--r--games/atc/atc.694
-rw-r--r--games/battlestar/battlestar.68
-rw-r--r--games/canfield/canfield/canfield.68
-rw-r--r--games/factor/factor.64
-rw-r--r--games/fortune/fortune/fortune.64
-rw-r--r--games/fortune/strfile/strfile.82
-rw-r--r--games/morse/morse.62
-rw-r--r--games/phantasia/phantasia.614
-rw-r--r--games/piano/piano.62
-rw-r--r--games/pom/pom.62
-rw-r--r--games/sail/sail.662
-rw-r--r--games/wump/wump.62
12 files changed, 102 insertions, 102 deletions
diff --git a/games/atc/atc.6 b/games/atc/atc.6
index 335994d..8251371 100644
--- a/games/atc/atc.6
+++ b/games/atc/atc.6
@@ -44,7 +44,7 @@
.in +\\n(I\\n(IRu
.ti -\\n(I\\n(IRu
..
-.\" Copyright (c) 1986 Ed James. All rights reserved.
+.\" Copyright (c) 1986 Ed James. All rights reserved.
.\"
.TH ATC 6 "May 31, 1993"
.UC
@@ -85,14 +85,14 @@ Same as
.B \-s.
.TP
.B \-p
-Print the path to the special directory where
+Print the path to the special directory where
.I atc
expects to find its private files. This is used during the
installation of the program.
.TP
.B "\-g game"
Play the named game. If the game listed is not one of the
-ones printed from the
+ones printed from the
.B \-l
option, the default game is played.
.TP
@@ -104,37 +104,37 @@ Same as
Set the random seed. The purpose of this flag is questionable.
.SH GOALS
.LP
-Your goal in
+Your goal in
.I atc
-is to keep the game going as long as possible.
+is to keep the game going as long as possible.
There is no winning state, except to beat the times of other players.
You will need to: launch planes at airports (by instructing them to
increase their altitude); land planes at airports (by instructing them to
go to altitude zero when exactly over the airport); and maneuver planes
-out of exit points.
+out of exit points.
.LP
Several things will cause the end of the game.
-Each plane has a destination (see information area), and
+Each plane has a destination (see information area), and
sending a plane to the wrong destination is an error.
Planes can run out of fuel, or can collide. Collision is defined as
adjacency in any of the three dimensions. A plane leaving the arena
in any other way than through its destination exit is an error as well.
.LP
Scores are sorted in order of the number of planes safe. The other
-statistics are provided merely for fun. There is no penalty for
+statistics are provided merely for fun. There is no penalty for
taking longer than another player (except in the case of ties).
.LP
Suspending a game is not permitted. If you get a talk message, tough.
When was the last time an Air Traffic Controller got called away to
-the phone?
+the phone?
.SH "THE DISPLAY"
.LP
-Depending on the terminal you run
+Depending on the terminal you run
.I atc
-on, the screen will be divided into 4 areas.
+on, the screen will be divided into 4 areas.
It should be stressed that the terminal driver portion of the
game was designed to be reconfigurable, so the display format can vary
-depending the version you are playing. The descriptions here are based
+depending the version you are playing. The descriptions here are based
on the ASCII version
of the game. The game rules and input format, however,
should remain consistent.
@@ -144,7 +144,7 @@ Control-L redraws the screen, should it become muddled.
The first screen area is the radar display, showing the relative locations
of the planes, airports, standard entry/exit points, radar
beacons, and "lines" which simply serve to aid you in guiding
-the planes.
+the planes.
.IP
Planes are shown as a single letter with an altitude. If
the numerical altitude is a single digit, then it represents
@@ -154,7 +154,7 @@ planes and the jets. On ASCII terminals, prop planes are
represented by a upper case letter, jets by a lower case letter.
.IP
Airports are shown as a number and some indication of the direction
-planes must be going to land at the airport.
+planes must be going to land at the airport.
On ASCII terminals, this is one of '^', '>', '<', and 'v', to indicate
north (0 degrees), east (90), west (270) and south (180), respectively.
The planes will also
@@ -164,9 +164,9 @@ Beacons are represented as circles or asterisks and a number.
Their purpose is to offer a place of easy reference to the plane pilots.
See 'the delay command' under the input section of this manual.
.IP
-Entry/exit points are displayed as numbers along the border of the
+Entry/exit points are displayed as numbers along the border of the
radar screen. Planes will enter the arena from these points without
-warning. These points have a direction associated with them, and
+warning. These points have a direction associated with them, and
planes will always enter the arena from this direction. On the
ASCII version of
.I atc,
@@ -174,7 +174,7 @@ this direction is not displayed. It will become apparent
what this direction is as the game progresses.
.IP
Incoming planes will always enter at the same altitude: 7000 feet.
-For a plane to successfully depart through an entry/exit point,
+For a plane to successfully depart through an entry/exit point,
it must be flying at 9000 feet.
It is not necessary for the planes to be flying in any particular
direction when they leave the arena (yet).
@@ -183,12 +183,12 @@ direction when they leave the arena (yet).
The second area of the display is the information area, which lists
the time (number of updates since start), and the number of planes you
have directed safely out of the arena.
-Below this is a list of planes currently in the air, followed by a
+Below this is a list of planes currently in the air, followed by a
blank line, and then a list of planes on the ground (at airports).
-Each line lists the plane name and its current altitude,
+Each line lists the plane name and its current altitude,
an optional asterisk indicating low fuel, the plane's destination,
and the plane's current command. Changing altitude is not considered
-to be a command and is therefore not displayed. The following are
+to be a command and is therefore not displayed. The following are
some possible information lines:
.IP
B4*A0: Circle @ b1
@@ -200,11 +200,11 @@ feet. It is low on fuel (note the '*'). It's destination is
Airport #0.
The next command it expects
to do is circle when it reaches Beacon #1.
-The second example shows a jet named 'g' at 7000 feet, destined for
+The second example shows a jet named 'g' at 7000 feet, destined for
Exit #4. It is just now executing a turn to 225 degrees (South-West).
.SS "INPUT AREA"
.IP
-The third area of the display is the input area. It is here that
+The third area of the display is the input area. It is here that
your input is reflected. See the INPUT heading of this manual
for more details.
.SS "AUTHOR AREA"
@@ -215,7 +215,7 @@ This area is used simply to give credit where credit is due. :-)
A command completion interface is built into
the game. At any time, typing '?' will list possible input characters.
Typing a backspace (your erase character) backs up, erasing the last part
-of the command. When a command is complete, a return enters it, and
+of the command. When a command is complete, a return enters it, and
any semantic checking is done at that time. If no errors are detected,
the command is sent to the appropriate plane. If an error is discovered
during the check, the offending statement will be underscored and a
@@ -223,25 +223,25 @@ during the check, the offending statement will be underscored and a
.LP
The command syntax is broken into two parts:
.I "Immediate Only"
-and
+and
.I Delayable
commands.
.I "Immediate Only"
commands happen on the next
-update.
+update.
.I Delayable
commands also happen on the next update unless they
-are followed by an optional predicate called the
-.I Delay
+are followed by an optional predicate called the
+.I Delay
command.
.LP
-In the following tables, the syntax
+In the following tables, the syntax
.B [0\-9]
-means any single digit, and
+means any single digit, and
.B <dir>
refers to the keys around the 's' key, namely ``wedcxzaq''.
In absolute references, 'q' refers to North-West or 315 degrees, and 'w'
-refers to North, or 0 degrees.
+refers to North, or 0 degrees.
In relative references, 'q' refers to -45 degrees or 45 degrees left, and 'w'
refers to 0 degrees, or no change in direction.
.LP
@@ -290,7 +290,7 @@ line of dashes if there is no command.
.RE
.B "\- u Unmark:"
.RS
-Same as ignore, but if a delayed command is processed,
+Same as ignore, but if a delayed command is processed,
the plane will become marked. This is useful if you want
to forget about a plane during part, but not all, of its
journey.
@@ -383,11 +383,11 @@ The airport number.
.RE
.SS THE DELAY COMMAND
.LP
-The
+The
.B Delay
(a/@)
-command may be appended to any
-.B Delayable
+command may be appended to any
+.B Delayable
command. It allows the controller to instruct a plane to do an action
when the plane reaches a particular beacon (or other objects in future
versions).
@@ -412,10 +412,10 @@ The beacon number.
.RE
.SS "MARKING, UNMARKING AND IGNORING"
.LP
-Planes are
+Planes are
.B marked
when they enter the arena. This means they are displayed in highlighted
-mode on the radar display. A plane may also be either
+mode on the radar display. A plane may also be either
.B unmarked
or
.B ignored.
@@ -425,18 +425,18 @@ plane is drawn in unhighlighted mode, and a line of dashes is displayed in
the command field of the information area. The plane will remain this
way until a mark command has been issued. Any other command will be issued,
but the command line will return to a line of dashes when the command
-is completed.
+is completed.
.LP
An
.B ignored
plane is treated the same as an unmarked plane, except that it will
-automatically switch to
+automatically switch to
.B marked
status when a delayed command has been processed. This is useful if
you want to forget about a plane for a while, but its flight path has
not yet been completely set.
.LP
-As with all of the commands, marking, unmarking and ignoring will take effect
+As with all of the commands, marking, unmarking and ignoring will take effect
at the beginning of the next update. Do not be surprised if the plane does
not immediately switch to unhighlighted mode.
.SS EXAMPLES
@@ -473,7 +473,7 @@ Planes flying at an altitude of 0 crash if they are not over an airport.
Planes waiting at airports can only be told to take off (climb in altitude).
.SH "NEW GAMES"
.LP
-The
+The
.B Game_List
file lists the currently available play fields. New field description
file names must be placed in this file to be 'playable'. If a player
@@ -485,7 +485,7 @@ must be set. These variables are set with the syntax:
.IP
variable = number;
.LP
-Variable may be one of:
+Variable may be one of:
.B update,
indicating the number of seconds between forced updates;
.B newplane,
@@ -509,7 +509,7 @@ line: [ (x1 y1) (x2 y2) ] ... ;
.LP
For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
Airports and exits require a third value, a direction, which is one
-of
+of
.B wedcxzaq.
For airports, this is the direction that planes must be going to take
off and land, and for exits, this is the direction that planes will going
@@ -518,7 +518,7 @@ when they
the arena. This may not seem intuitive, but as there is no restriction on
direction of exit, this is appropriate.
Lines are slightly different, since they need two coordinate pairs to
-specify the line endpoints. These endpoints must be enclosed in
+specify the line endpoints. These endpoints must be enclosed in
square brackets.
.LP
All statements are semi-colon (;) terminated. Multiple item statements
@@ -528,8 +528,8 @@ and terminate with a newline.
The coordinates are between zero and width-1 and height-1
inclusive. All of the exit coordinates must lie on the borders, and
all of the beacons and airports must lie inside of the borders.
-Line endpoints may be anywhere within the field, so long as
-the lines are horizontal, vertical or
+Line endpoints may be anywhere within the field, so long as
+the lines are horizontal, vertical or
.B "exactly diagonal."
.SS "FIELD FILE EXAMPLE"
.RS
@@ -564,7 +564,7 @@ line: [ ( 1 1 ) ( 6 6 ) ]
.RE
.SH FILES
.LP
-Files are kept in a special directory. See the OPTIONS for a way to
+Files are kept in a special directory. See the OPTIONS for a way to
print this path out.
.TP \w'/usr/share/games/atc/Game_List\ \ \ 'u
/var/games/atc_score
@@ -583,7 +583,7 @@ of a game written for some unknown PC many years ago, maybe.
The screen sometimes refreshes after you have quit.
.LP
Yet Another Curses Bug was discovered during the development of this game.
-If your curses library clrtobot.o is version 5.1 or earlier,
+If your curses library clrtobot.o is version 5.1 or earlier,
you will have erase problems with the backspace operator in the input
window.
diff --git a/games/battlestar/battlestar.6 b/games/battlestar/battlestar.6
index 814c299..72f71bf 100644
--- a/games/battlestar/battlestar.6
+++ b/games/battlestar/battlestar.6
@@ -61,7 +61,7 @@ heavens...
One to bring good luck and simple feats of wonder,
Two to wash the lands and churn the waves asunder,
Three to rule the world and purge the skies with thunder.
-
+
.fi
.PP
In those times great wizards were known and their powers were beyond
@@ -90,7 +90,7 @@ fleet of battlestars was reduced to a single ship.
throw <object> <direction>
! <shell esc>
-
+
.fi
.SH "IMPLIED OBJECTS"
.nf
@@ -117,7 +117,7 @@ fleet of battlestars was reduced to a single ship.
>-: get
knife:
Taken.
-
+
.fi
.PP
Notice that the "shadow" of the next word stays around if you
@@ -144,7 +144,7 @@ always printed in R, L, A, & B relative directions.
I wrote Battlestar in 1979 in order to experiment with the niceties of
the C Language.
Most interesting things that happen in the game are hardwired into the
-code, so don't
+code, so don't
send me any hate mail about it! Instead, enjoy art for art's sake!
.SH AUTHOR
David Riggle
diff --git a/games/canfield/canfield/canfield.6 b/games/canfield/canfield/canfield.6
index 0d7c7fe..37de31b 100644
--- a/games/canfield/canfield/canfield.6
+++ b/games/canfield/canfield/canfield.6
@@ -45,7 +45,7 @@ If you have never played solitaire before, it is recommended
that you consult a solitaire instruction book. In
Canfield, tableau cards may be built on each other downward
in alternate colors. An entire pile must be moved as a unit
-in building. Top cards of the piles are available
+in building. Top cards of the piles are available
to be played on foundations, but never into empty spaces.
.PP
Spaces must be filled from the stock. The top card of
@@ -64,8 +64,8 @@ available.
The command 'c' causes
.I canfield
to maintain card counting statistics
-on the bottom of the screen.
-When properly used this can greatly increase one's chances of
+on the bottom of the screen.
+When properly used this can greatly increase one's chances of
winning.
.PP
The rules for betting are somewhat less strict than
@@ -114,5 +114,5 @@ It is impossible to cheat.
.SH AUTHORS
Originally written: Steve Levine
.br
-Further random hacking by: Steve Feldman, Kirk McKusick,
+Further random hacking by: Steve Feldman, Kirk McKusick,
Mikey Olson, and Eric Allman.
diff --git a/games/factor/factor.6 b/games/factor/factor.6
index 576e952..f5e23e5 100644
--- a/games/factor/factor.6
+++ b/games/factor/factor.6
@@ -84,7 +84,7 @@ utility prints primes in ascending order, one per line, starting at or above
and continuing until, but not including
.B stop.
The
-.B start
+.B start
value must be at least 0 and not greater than
.B stop.\&
The
@@ -114,7 +114,7 @@ The input line must not be longer than 255 characters.
.B \-h
Print the results in hexadecimal rather than decimal.
.SH DIAGNOSTICS
-Out of range or invalid input results in `ouch' being
+Out of range or invalid input results in `ouch' being
written to standard error.
.SH BUGS
.I Factor
diff --git a/games/fortune/fortune/fortune.6 b/games/fortune/fortune/fortune.6
index e0bd604..8d16fb6 100644
--- a/games/fortune/fortune/fortune.6
+++ b/games/fortune/fortune/fortune.6
@@ -154,7 +154,7 @@ fortune 90% funny 10% not-funny
.Pp
will pick out 90% of its fortunes from
.Em funny
-(the
+(the
.Dq 10% not-funny
is unnecessary, since 10% is all that's left).
The
@@ -174,7 +174,7 @@ fortune 50% funny 50% not-funny
.It Pa /usr/games/fortune
.Pp
.It Pa /usr/share/games/fortune/*
-the fortunes databases (those files ending
+the fortunes databases (those files ending
.Dq -o
contain the
.Bf -symbolic
diff --git a/games/fortune/strfile/strfile.8 b/games/fortune/strfile/strfile.8
index 7c715a4..0ac3090 100644
--- a/games/fortune/strfile/strfile.8
+++ b/games/fortune/strfile/strfile.8
@@ -1,7 +1,7 @@
.\" Copyright (c) 1989, 1991, 1993
.\" The Regents of the University of California. All rights reserved.
.\"
-.\"
+.\"
.\" This code is derived from software contributed to Berkeley by
.\" Ken Arnold.
.\"
diff --git a/games/morse/morse.6 b/games/morse/morse.6
index 9ae31b0..d22e1dd 100644
--- a/games/morse/morse.6
+++ b/games/morse/morse.6
@@ -98,7 +98,7 @@ Not all prosigns have corresponding characters. Use
for
.Em AS ,
.Ql @
-for
+for
.Em SK ,
.Ql *
for
diff --git a/games/phantasia/phantasia.6 b/games/phantasia/phantasia.6
index 062f449..ceae5a9 100644
--- a/games/phantasia/phantasia.6
+++ b/games/phantasia/phantasia.6
@@ -31,7 +31,7 @@ They are:
.PP
.TP .5i
.B \-s
-Invokes
+Invokes
.I phantasia
without header information.
.TP .5i
@@ -745,7 +745,7 @@ but bigger.
.TP 1.5i
.B Type six
.I priest
-\- rests to maximum; adds
+\- rests to maximum; adds
.B mana, brains;
and halves
.B sin.
@@ -815,7 +815,7 @@ with a
and gives bearer first hit on all monsters.
.br
.I quicksilver
-\- adds to
+\- adds to
.B quickness.
.TP 1.5i
.B Type ten
@@ -928,7 +928,7 @@ reaches
are converted to
.I gold.
.PP
-Once a player is king, he/she may do certain things while in
+Once a player is king, he/she may do certain things while in
the Lord's Chamber (0,0). These are exercised with the
.B decree
('0') option.
@@ -980,7 +980,7 @@ The king collects the accrued taxes with this option.
.PP
The
.B king
-may also
+may also
.B teleport
anywhere for free by using the origin as a starting place.
.sh "Council of the Wise, Valar"
@@ -1044,7 +1044,7 @@ who uses them.
are essentially immortal, but are actually given five lives.
If these are used up, the player is left to die, and becomes an
.B ex-valar.
-A
+A
.B valar
cannot
.I move, teleport,
@@ -1174,7 +1174,7 @@ is always limited to a maximum of 99.
.I Books
bought at a
.B trading post
-increase
+increase
.B brains,
based upon the number bought.
It is unwise, however to buy more than 1/10 of one's
diff --git a/games/piano/piano.6 b/games/piano/piano.6
index f6813f28..8078b6c 100644
--- a/games/piano/piano.6
+++ b/games/piano/piano.6
@@ -37,7 +37,7 @@ to generate
.It Fl V
The
.Fl V
-option is for
+option is for
.Nm
usage.
.It Fl i Ar string
diff --git a/games/pom/pom.6 b/games/pom/pom.6
index 00dae12..1a5325b 100644
--- a/games/pom/pom.6
+++ b/games/pom/pom.6
@@ -42,5 +42,5 @@ pom \- display the phase of the moon
The
.I pom
utility displays the current phase of the moon.
-Useful for selecting software completion target dates and predicting
+Useful for selecting software completion target dates and predicting
managerial behavior.
diff --git a/games/sail/sail.6 b/games/sail/sail.6
index 26787c4..14e71de 100644
--- a/games/sail/sail.6
+++ b/games/sail/sail.6
@@ -63,7 +63,7 @@ players or the computer. They may re-enact one of the many
historical sea battles recorded in the game, or they can choose
a fictional battle.
.PP
-As a sea captain in the
+As a sea captain in the
.I Sail
Navy, the player has complete control over the workings of his ship.
He must order every maneuver, change the set of his sails, and judge the
@@ -100,7 +100,7 @@ must calculate moves for each ship it controls, the
more ships the computer is playing, the slower the game will appear.
.PP
If a player joins a game in progress, he will synchronize
-with the other players (a rather slow process for everyone), and
+with the other players (a rather slow process for everyone), and
then he may play along with the rest.
.PP
To implement a multi-user game in Version 7 UNIX, which was the operating
@@ -113,7 +113,7 @@ shared file. For example,
.I Sail
uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
corresponding file names for the other scenarios. To provide exclusive
-access to the temporary file,
+access to the temporary file,
.I Sail
uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
Processes do a busy wait in the loop
@@ -125,7 +125,7 @@ Processes do a busy wait in the loop
.br
.sp
until they are able to create a link to a file named "/tmp/#saillock.??".
-The "??" correspond to the scenario number of the game. Since UNIX
+The "??" correspond to the scenario number of the game. Since UNIX
guarantees that a link will point to only one file, the process that succeeds
in linking will have exclusive access to the temporary file.
.PP
@@ -147,10 +147,10 @@ The most noticeable effect this communication has on the game is the
delay in moving. Suppose a player types a move for his ship and hits
return. What happens then? The player process saves up messages to
be written to the temporary file in a buffer. Every 7 seconds or so, the
-player process gets exclusive access to the temporary file and writes
+player process gets exclusive access to the temporary file and writes
out its buffer to the file. The driver, running asynchronously, must
read in the movement command, process it, and write out the results. This
-takes two exclusive accesses to the temporary file. Finally, when the player
+takes two exclusive accesses to the temporary file. Finally, when the player
process gets around to doing another 7 second update, the results of the
move are displayed on the screen. Hence, every movement requires four
exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
@@ -167,7 +167,7 @@ sail around quite quickly.
If the player types several movement commands between two 7 second updates,
only the last movement command typed will be seen by the driver. Movement
commands within the same update "overwrite" each other, in a sense.
-.SH THE HISTORY OF SAIL
+.SH THE HISTORY OF SAIL
I wrote the first version of
.I Sail
on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
@@ -177,7 +177,7 @@ tremendous rewrite from the top down, I got the first working version up by
1981. There were several annoying bugs concerning firing broadsides and
finding angles.
.I Sail
-uses no floating point, by the way, so the direction routines are rather
+uses no floating point, by the way, so the direction routines are rather
tricky.
Ed Wang rewrote my angle() routine in 1981 to be more correct (although
it still doesn't work perfectly), and he added code to let a player select
@@ -207,7 +207,7 @@ result was very much cleaner and (?) faster. He added window movement
commands and find ship commands.
.SH HISTORICAL INFO
Old Square Riggers were very maneuverable ships capable of intricate
-sailing. Their only disadvantage was an inability to sail very
+sailing. Their only disadvantage was an inability to sail very
close to the wind. The design of a wooden ship allowed only for the
guns to bear to the left and right sides. A few guns of small
aspect (usually 6 or 9 pounders) could point forward, but their
@@ -278,7 +278,7 @@ or boat actions. They could hit hard and get away fast.
Lastly, there were the corvettes, sloops, and brigs. These were smaller
ships mounting typically fewer than 20 guns. A corvette was only slightly
smaller than a frigate, so one might have up to 30 guns. Sloops were used
-for carrying dispatches or passengers. Brigs were something you built for
+for carrying dispatches or passengers. Brigs were something you built for
land-locked lakes.
.SH SAIL PARTICULARS
Ships in
@@ -288,7 +288,7 @@ the ship, and the other represents the stern. Ships have nationalities
and numbers. The first ship of a nationality is number 0, the second
number 1, etc. Therefore, the first British ship in a game would be
printed as "b0". The second Brit would be "b1", and the fifth Don
-would be "s4".
+would be "s4".
.PP
Ships can set normal sails, called Battle Sails, or bend on extra canvas
called Full Sails. A ship under full sail is a beautiful sight indeed,
@@ -322,7 +322,7 @@ be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
The ultimate example is, of course, an exploding Brit captured by an
American: "#&".
.SH MOVEMENT
-Movement is the most confusing part of
+Movement is the most confusing part of
.I Sail
to many. Ships can head in 8 directions:
.nf
@@ -339,15 +339,15 @@ at all for two turns, it will begin to drift. If a ship has begun to
drift, then it must move forward before it turns, if it plans to do
more than make a right or left turn, which is always possible.
.PP
-Movement commands to
+Movement commands to
.I Sail
are a string of forward moves and turns. An example is "l3". It will
turn a ship left and then move it ahead 3 spaces. In the drawing above,
-the "b0" made 7 successive left turns. When
+the "b0" made 7 successive left turns. When
.I Sail
-prompts you for a move, it prints three characters of import. E.g.,
+prompts you for a move, it prints three characters of import. E.g.,
.nf
- move (7, 4):
+ move (7, 4):
.fi
The first number is the maximum number of moves you can make,
including turns. The second number is the maximum number of turns
@@ -383,7 +383,7 @@ if you turn closer to the wind, you most likely won't be able to sail the
full allowance printed in the "move" prompt.
.PP
Old sailing captains had to keep an eye constantly on the wind. Captains
-in
+in
.I Sail
are no different. A ship's ability to move depends on its attitude to the
wind. The best angle possible is to have the wind off your quarter, that is,
@@ -397,7 +397,7 @@ sail speeds are given first, and full sail speeds are given in parenthesis.
-^-3(6)
/|\\
| 4(7)
- 3(6)
+ 3(6)
.fi
Pretend the bow of your ship (the "^") is pointing upward and the wind is
@@ -436,7 +436,7 @@ The number of fouls and grapples you have are displayed on the upper
right of the screen.
.SH BOARDING
Boarding was a very costly venture in terms of human life. Boarding parties
-may be formed in
+may be formed in
.I Sail
to either board an enemy ship or to defend your own ship against attack.
Men organized as Defensive Boarding Parties fight twice as hard to save
@@ -447,10 +447,10 @@ number of men sent.
.SH CREW QUALITY
The British seaman was world renowned for his sailing abilities. American
sailors, however, were actually the best seamen in the world. Because the
-American Navy offered twice the wages of the Royal Navy, British seamen
+American Navy offered twice the wages of the Royal Navy, British seamen
who liked the sea defected to America by the thousands.
.PP
-In
+In
.I Sail,
crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
and outfight all other sailors. "Crack" crews are next. "Mundane" crews
@@ -483,10 +483,10 @@ ship:
.nf
Load D! R!
- Hull 9
+ Hull 9
Crew 4 4 2
- Guns 4 4
- Carr 2 2
+ Guns 4 4
+ Carr 2 2
Rigg 5 5 5 5
.fi
@@ -508,14 +508,14 @@ mere opportunity to fire them does not guarantee any hits. Many factors
influence the destructive force of a broadside. First of all, and the chief
factor, is distance. It is harder to hit a ship at range ten than it is
to hit one sloshing alongside. Next is raking. Raking fire, as
-mentioned before,
+mentioned before,
can sometimes dismast a ship at range ten. Next, crew size and quality affects
the damage done by a broadside. The number of guns firing also bears on the
point,
so to speak. Lastly, weather affects the accuracy of a broadside. If the
seas are high (5 or 6), then the lower gunports of ships of the line can't
even be opened to run out the guns. This gives frigates and other flush
-decked vessels an advantage in a storm. The scenario
+decked vessels an advantage in a storm. The scenario
.I Pellew vs. The Droits de L'Homme
takes advantage of this peculiar circumstance.
.SH REPAIRS
@@ -523,7 +523,7 @@ Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
two points per three turns. The message "Repairs Completed" will be
printed if no more repairs can be made.
.SH PECULIARITIES OF COMPUTER SHIPS
-Computer ships in
+Computer ships in
.I Sail
follow all the rules above with a few exceptions. Computer ships never
repair damage. If they did, the players could never beat them. They
@@ -536,7 +536,7 @@ A.I. distance function and a depth first search to find the maximum "score."
It seems to work fairly well, although I'll be the first to admit it isn't
perfect.
.SH HOW TO PLAY
-Commands are given to
+Commands are given to
.I Sail
by typing a single character. You will then be prompted for further
input. A brief summary of the commands follows.
@@ -547,7 +547,7 @@ input. A brief summary of the commands follows.
'f' Fire broadsides if they bear
'l' Reload
'L' Unload broadsides (to change ammo)
- 'm' Move
+ 'm' Move
'i' Print the closest ship
'I' Print all ships
'F' Find a particular ship or ships (e.g. "a?" for all Americans)
@@ -572,7 +572,7 @@ input. A brief summary of the commands follows.
.fi
.br
.SH SCENARIOS
-Here is a summary of the scenarios in
+Here is a summary of the scenarios in
.I Sail:
.br
@@ -868,7 +868,7 @@ has been a group effort.
.SH AUTHOR
Dave Riggle
.SH CO-AUTHOR
-Ed Wang
+Ed Wang
.SH REFITTING
Craig Leres
.SH CONSULTANTS
diff --git a/games/wump/wump.6 b/games/wump/wump.6
index 61bf26e..4ad38a8 100644
--- a/games/wump/wump.6
+++ b/games/wump/wump.6
@@ -45,7 +45,7 @@ wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]
.ft R
.SH DESCRIPTION
The game
-.I wump
+.I wump
is based on a fantasy game first presented in the pages of
.I "People's Computer Company"
in 1973.
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