-.\" $NetBSD: atc.6,v 1.15 2002/09/26 18:31:58 wiz Exp $
+.\" $NetBSD: atc.6,v 1.22 2005/09/15 02:09:41 wiz Exp $
.\"
.\" Copyright (c) 1990, 1993
.\" The Regents of the University of California. All rights reserved.
.\" 2. Redistributions in binary form must reproduce the above copyright
.\" notice, this list of conditions and the following disclaimer in the
.\" documentation and/or other materials provided with the distribution.
-.\" 3. All advertising materials mentioning features or use of this software
-.\" must display the following acknowledgement:
-.\" This product includes software developed by the University of
-.\" California, Berkeley and its contributors.
-.\" 4. Neither the name of the University nor the names of its contributors
+.\" 3. Neither the name of the University nor the names of its contributors
.\" may be used to endorse or promote products derived from this software
.\" without specific prior written permission.
.\"
.\"
.\" Copyright (c) 1986 Ed James. All rights reserved.
.\"
-.Dd May 31, 1993
+.Dd January 1, 2004
.Dt ATC 6
.Os
.Sh NAME
If you get a talk message, tough.
When was the last time an Air Traffic Controller got called away to the phone?
.Sh THE DISPLAY
-.Pp
Depending on the terminal you run
.Nm
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.
+depending on 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.
Control-L redraws the screen, should it become muddled.
These points have a direction associated with them, and
planes will always enter the arena from this direction.
On the ascii version of
-.Nm "" ,
+.Nm ,
this direction is not displayed.
It will become apparent what this direction is as the game progresses.
.Pp
to be a command and is therefore not displayed.
The following are some possible information lines:
.Pp
-.Bd -literal -unfilled -offset indent
+.Bd -literal -offset indent
B4*A0: Circle @ b1
g7 E4: 225
.Ed
.It
Jets move every update; prop planes move every other update.
.It
-All planes turn a most 90 degrees per movement.
+All planes turn at most 90 degrees per movement.
.It
Planes enter at 7000 feet and leave at 9000 feet.
.It
Planes flying at an altitude of 0 crash if they are not over an airport.
.It
Planes waiting at airports can only be told to take off (climb in altitude).
+.It
+Pressing return (that is, entering an empty command) will perform the
+next update immediately.
+This allows you to ``fast forward''
+the game clock if nothing interesting is happening.
.El
.Sh NEW GAMES
The
Airports and exits require a third value, which is one of the directions
.Em 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
-when they
+off and land, and for exits, this is the direction that planes will be
+going when they
.Em enter
the arena.
This may not seem intuitive, but as there is no restriction on
.Em exactly
diagonal.
.Ss FIELD FILE EXAMPLE
-.Bd -literal -unfilled
+.Bd -literal
# This is the default game.
update = 5;
.Pp
The scores are kept in
.Pa /var/games/atc_score .
-.Sh AUTHOR
+.Sh AUTHORS
Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
.Pp
This game is based on someone's description of the overall flavor