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       pingus - A puzzle game where you have to save penguins


       pingus [OPTION]... [FILE]


       Pingus  is a side-scrolling puzzle game where the player has to guide a
       group of penguins from the entrance of a level to the exit, in  between
       the  path  is blocked by numerous obstacles and dangers that the player
       has to overcome by assigning actions to the penguins.


       -h, --help
              Displays this help

       -V, --version
              Print version number and exit

       -v, --verbose
              Enable info level log output

       -D, --debug
              Enable debug level log output

       -Q, --quiet
              Disable all log output

       -w, --window
              Start in Window Mode

       -f, --fullscreen
              Start in Fullscreen

       -r, --renderer=RENDERER
              Use the given renderer, defaults  to  sdl.  Available  renderers

              sdl    A  simple  software  renderer  based  on SDL, this is the
                     default and the safest options.

              opengl The OpenGL renderer will  use  hardware  acceleration  to
                     render  the  graphics,  it  is  much  faster then the SDL
                     renderer  and  recommended  when  the  hardware  supports

              delta  The delta renderer uses SDL for rendering and doesn't use
                     hardware acceleration, it will however  try  to  increase
                     rendering   performance   by  only  re  rendering  screen
                     elements that have changed. Using the delta renderer will
                     disable  some  effects  such  as  scrolling background to
                     allow maximum benefits.

       -g, --geometry=WIDTHxHEIGHT
              Set the window resolution for pingus  (default:  800x600).  Note
              that  --geometry  only applies to the window resolution, for the
              fullscreen resolution use --fullscreen-resolution

       -R, --fullscreen-resolution=WIDTHxHEIGHT
              Set the resolution used in fullscreen mode (default: 800x600)

              Enable software cursor

              Disable automatic scrolling. Automatic scrolling will cause  the
              screen  to  scroll  whenever the mouse reaches the border of the
              screen. Automatic scrolling will only be  active  in  fullscreen
              mode or when mouse-grab is enabled.

              Enable  drag'n  drop  scrolling.  By  default  Pingus will use a
              rubber-band scrolling where the scroll speed depends on how  far
              away  the  cursor is from the position when the mouse button has
              been clicked. In drag&drop mode scrolling will behave more  like
              in traditional GUI applications such as Gimp, where clicking the
              scroll button will 'pick up' the playfield and allow to move  it
              around till it is released again.

       -s, --disable-sound
              Disable sound

       -m, --disable-music
              Disable music

       -l, --language=LANG
              Select language to use with Pingus

              List all available languages

       -e, --editor
              Loads the level editor

       -d, --datadir=DIR
              Load game datafiles from DIR

       -u, --userdir=DIR
              Load config files and store savegames in DIR

       -a, --addon=DIR
              Load  game  modifications  from  DIR.  Files in DIR will be used
              instead of the files in found in the  main  datadir  of  Pingus,
              thus  allowing  to  modifications, such as sprites replacements,
              additional levels, etc. to the game, without changing  the  main
              data files.

              Don't read ~/.pingus/config

       -c, --config=FILE
              Read config from FILE

              Uses the controller given in FILE

              Enables some special features for developers

       -t, --speed=SPEED
              Set the game speed (0=fastest, >0=slower)

       -k, --fps=FPS
              Set the desired game framerate (frames per second)

              Set the size of the map tiles (default: 32)


       All   gameplay  related  keyboard  shortcuts  are  configurable  via  a
       controller config file, see --controller and controller/default.scm.

       W, A, S, D
              Scroll in the level

       Space  Hold to ast-forward

       P, R   Pause the game.

       S, F   Advance the game by a single frame.

              Activate armageddon.

       Escape Leave the current screen/level.

       F10    Show/hide the FPS counter.

       AltReturn, F11
              Switch to fullscreen/window mode.

       Ctrlg  Toggle mouse grab, when active, the  mouse  can  not  leave  the

       Ctrlo, F5
              Show the option menu.

       F12    Make     a     screenshot.    Screenshots    are    stored    in

       Ctrlm  Toggle the developer mode, see --developer-mode

       c (only in developer-mode)
              Show the collision map overlayed over the regular groundmap.

       k (only in developer-mode)
              Clear the screen for delta mode debugging.


       Basher The Basher will to a horizontal dig, leaving behind it a tunnel.
              It is not able to dig through metal.

              The  Blocker  will  stop  and  stay in position, directing other
              penguins to turn around when they reach him.

       Bomber The Bomber  will  blow  up  on  the  spot  and  take  a  bit  of
              surrounding ground with it.

              The Bridger will build a small bridge, useful for crossing small

              The Climber actions allows a Pingu to travel upwards a  vertical
              wall.  Unlike  other  actions  the climber action is a permanent
              addition to the Pingus ability.

       Digger The Digger will dig a hole into the ground. It can't dig through

              The  Floater  action  will give a penguin a small propeller that
              lets him  gently  glide  down  from  great  heights  that  would
              otherwise be deadly.

       Jumper The  Jumper  will  let the Pingu do a big leap forward, allowing
              him to cross chasm and small vertical obstacles.

       Miner  The Miner will dig a diagonal hole into the ground.

       Slider The Slider will make a tiny leap forward, gliding on  its  belly
              for  a short while, allowing the Pingu to make it through narrow


       Pingus comes with a  build  in  level  editor.  The  level  editor  can
       currently   be   used  to  edit  level  files  (*.pingus)  as  well  as
       prefabricated objects (*.prefabs). Worldmaps (*.worldmap) can currently
       not be edited with the editor.

       All  Pingus data files, except the sound and images, are raw text files
       and can be edited in a text editor if the editor isn't sufficient.

       If you want to submit a level to be included in the next release follow
       the following naming convention:


       Do  not  use space or uppercase in the levelname and keep the levelname
       simple            (i.e.            snow1-grumbel.pingus             not
       pingus-go-on-a-long-journey-in-snowland-grumbel.pingus).   The filename
       should not reflect the actual level title, it simply should  be  unique
       and  not  conflict with other peoples levels. If you plan on building a
       whole levelset, name the levels after the levelset.

       To submit a level send it to <>.

       A prefab, short for prefabricated object, is a group  of  objects  that
       have been combined into a new single object. A classic case of a prefab
       would for example be a snowman, it is build  out  of  multiple  smaller
       snowball  objects  and  then  saved  as  prefab  to allow easy reuse in
       multiple levels. Unlike simple  object  groups,  prefab  are  saved  as
       reference  in the level, thus if the prefab is updated, all levels will
       see the change. Like object groups prefabs can be  ungrouped  to  break
       them  back  down to individual objects if individual editing is needed,
       they are seizing to be prefabs at that point and changes to the .prefab
       file will no longer be reflected in the level.

       Prefabs  behave  pretty  much  like  regular levels, to create a prefab
       simply start a new level  and  insert  the  objects  as  usual,  unlike
       regular  levels  the  level  size is ignored and thus you have to place
       your object around the center of the levels, marked by a cross, to have
       the  prefab  function  properly.  To save a prefab as prefab instead of
       level you have to append .prefab suffix to the filename.

       Thumbnail generation for prefabs is currently  done  offline  with  the
       script  ./tools/  available  from  the  Pingus
       source tree.

       The Pingus level editor is best used with a combination  of  mouse  and
       keyboard, all essential functions have keyboard shortcuts.

       Unlike more traditional GUIs, the Pingus editor lacks scrollbars, so to
       move around the level or the object list on the right  simply  use  the
       middle or right mouse button and drag&drop the list around.

       Objects  from  the  object  list  can  be  inserted  into  the level by
       drag&dropping them over to the level.

       Delete, Backspace
              Delete all currently selected objects

       A      Select or unselect all objects

       D      Duplicate the currently selected objects

       I, K, J, L
              Move the current selection by one pixel, if Shift is held,  move
              it by 32 pixel.

       PageUp, PageDown
              Raise or lower an object

       ShiftPageUp, ShiftPageDown
              Raise or lower an object to the top or bottom

       R, ShiftR
              Rotate  an  objects  90  degrees, if Shift is held rotate it the
              other way around

       F, ShiftV
              Flip an object horizontally

       V, ShiftF
              Flip an object vertically

       B, ShiftB
              Toggle the background color to make it easier to see small pixel
              errors.  If  shift  is  hold  the  color  will be toggled in the
              opposite direction.

       +, =, -
              Increase/decrease the repeat value  of  selected  objects,  this
              will  only  have  an  effect  on  objects having an repeat value
              (switchdoors, liquids, ...).


       Copyright (C) 1998-2011 Ingo Ruhnke <>  See  the  file
       AUTHORS  for  a  complete  list  of  contributors.   Pingus  comes with
       ABSOLUTELY NO WARRANTY. This is free software, and you are  welcome  to
       redistribute  it  under  certain  conditions;  see the file COPYING for


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