     XPIPEMAN(1)                                                     XPIPEMAN(1)
                                    18 July 1998

     NAME
          xpipeman - connect the tiles to preserve the flow

     SYNOPSIS
          xpipeman [-levelsdir <path>] [-scorefile <path>] [-nosound] [-lang
          <locale>] [-noshm] [-display <xserver>]

     DESCRIPTION
          XPipeman is a game of skill requiring the user to connect together
          pieces of a "pipe" to allow a "liquid" to flow through without leaking
          out.  The words "pipe" and "liquid" are in quotes because as XPipeman
          progresses, the game tiles take on the shape of electricity through
          circuit traces, spark through fuse cord and other items similar to
          liquid through pipes.

          The liquid flows out of a tile marked "Start", "S" or some comparable
          designation.  The object is to connect as many pipe tiles to the start
          tile as possible. The pipe tiles must be arranged so that liquid may
          flow undisturbed from the start tile.  There is no designated place to
          end; simply keep the flow continuing as long as possible.  A random
          sequence of pipe tiles is generated and displayed down the right hand
          side of the gameboard.  This is called the Tile Pool.  The next tile
          that can be placed appears on the bottom right of the gameboard.  The
          word "Next" usually appears above the position of the next tile (the
          appearance of the XPipeman game board varies over time).  Once a tile
          has been placed, then next tile is placed in the "Next" position.
          When the game begins, a flow meter starts to count down the time
          before the flow initiates.  The flow meter can be seen in a vertical
          bar just to the left of the tile pool.  The look of the flow meter
          changes over time however the means by which it counts down will
          always be intuitive.  XPipeman is played in levels.  The rules for
          each level are the same, but the artwork for each level is different.
          Also, successive levels become increasingly harder through a reduction
          in the time-to-flow and increase in the number of unusable (obstacle)
          tile positions.  To progress to the next level, the liquid must pass
          through a minimum number of tiles.  The minimum increases with each
          level.  The remaining number of tiles for the current level is
          indicated at the top of the game board.  Pipe tiles may be placed
          using the mouse.  The left mouse button places the next tile under the
          cursor.  The right mouse button confirms the placement and moves a new
          pipe tile into the "next" position.  Pipe tiles can not be placed on
          obstacles, the start tile or tiles through which the liquid has
          already passed.  Once a pipe tile has been confirmed, it can not be
          moved (but may be overwritten).  Some tiles are unidirectional.  These
          tiles will be marked with an arrow or by some other means.  The game
          ends when the minimum number of pipe tiles have not been met for a
          level.  The number of levels is limited although it is very difficult
          to exhaust them.  The tab key may be pressed to speed up the flow.  If
          the flow has not started, then the flow will begin (at normal speed).
          The cursor must be over the playfield when the tab key is pressed.

                                        - 1 -        Formatted:  January 5, 2001

     XPIPEMAN(1)                                                     XPIPEMAN(1)
                                    18 July 1998

     RESOURCES
          xpipeman.scorefile
               Specified the file in which high scores are saved.  A default
               value is compiled into the game (often
               "/opt/xpipeman/xpipescores").
          xpipeman.levelsdir
               Path to XPipeman game directory.  This directory contains the
               specifications for the level artwork and other information.  A
               default value is compiled into the game (often "/opt/xpipeman").

     OPTIONS
          XPipeman accepts command line options -scorefile and -levelsdir to set
          the X resources of the same name.  If sound has been compiled into the
          game, the "-nosound" option will disable it.  If the X server is named
          ":<x>.<y>" or "unix:<x>.<y>" and if the targeted X server has an 8 or
          16 bit depth, then the MIT-SHM (shared memory) extension will be used.
          32 bit depths will not use the extension due to shared memory segment
          size limits imposed by UnixWare 7.  The "-noshm" option may be used to
          force the extension to be ignored.

     SCORING
          Each tile dispensed (entering the next position) deducts 2 points.
          The start tile is counted as dispensed.  Four points are earned for
          each tile through which the flow passes.  If the flow passes through
          the tile twice, 16 points are earned.  For each pipe tile which is
          overwritten by another pipe tile, 8 points are deducted.  Negative
          scores are possible.

     AUTHOR
          XPipeman3 is a completely rewriten version of XPipeman2 by Larry Plona
          (ljp@tiac.net).  XPipeman2 was an updated verion the orginal XPipeman
          game.  The original was written by Nigel Paver.  XPipeman3 does not
          contain any of the original XPipeman code.

                                        - 2 -        Formatted:  January 5, 2001