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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.