X Window System Chess Board

xboard

X Window System Chess Board

XBoard is a graphical chessboard that can serve as a user interface for chess programs, for the Internet Chess Server, or for electronic mail correspondence chess. It supports all major forms of chess, such as international chess, xiangqi and shogi. XBoard can also be used by itself as viewer for stored chess games.
A Pacman clone running on Debian 8 GNU/Linux

kapman

Pac-Man clone

Kapman is a clone of the well known game Pac-Man. You must go through the levels escaping ghosts in a maze. You lose a life when a ghost eats you, but you can eat the ghosts for a few seconds when eating an energizer. You win points when eating pills, energizers, and bonus, and you win one life for each 10,000 points. When you have eaten all the pills and energizers of a level, you go to the next level, and the player and ghost speeds increase.
Java programming game based on battle tanks

robocode

Java programming game based on battle tanks

Robocode is a Java programming game where the goal is to develop a robot battle tank to battle against other tanks. The robot battles are running in real-time and on-screen. The motto of Robocode is: Build the best, destroy the rest!
Game where you control a marble with the mouse

enigma

Game where you control a marble with the mouse

Enigma is a puzzle game similar to Oxyd on the Atari ST or Rock'n'Roll on the Amiga and good old Marble Madness. It also has Sokoban levels, and some interesting twists on the original sokoban concept.
Atari 2600 Emulator for SDL & the X Window System

stella

Atari 2600 Emulator for SDL & the X Window System

Stella is a portable emulator of the old Atari 2600 video-game console. You can play most Atari 2600 games with it.
Mastermind™ clone for GNOME

gnome-mastermind

Mastermind™ clone for GNOME

The goal of this board game is to break a code using obscure hints. The game is played by 2 players: the codemaker (the computer) and the codebreaker. The computer generates a combination of 4 colors. The codebreaker has to guess that pattern (both order and colors) with the least number of tries. At each turn, the codebreaker tries a pattern and the computer provides feedback by placing pegs in the score grid. A white peg indicates a right color but wrong position; a colored peg means that both color and position are correctly guessed.