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 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:  February 22, 2025






 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:  February 22, 2025