fix problematic HTML caused by certain trailing backslashes

In cases that are **outside of a markdown code block**,
a markdown line with ending in a tailing "\" can generate
problematic HTML.

We certain trailing backslashes outside of a markdown code block
with "<br>" HTML elements, or in some cases eliminated the
need for a trailing backslash.

In a few cases some unnecessary trailing backslashes inside
of a markdown code block were removed.

The following markdown files were changed in this commit:

```
1990/dds/README.md
1990/jaw/README.md
1991/ant/README.md
1991/rince/README.md
1991/westley/README.md
1992/vern/README.md
1992/westley/README.md
1998/schweikh1/README.md
2004/anonymous/README.md
2005/sykes/README.md
2006/toledo2/README.md
2011/toledo/README.md
2012/endoh2/README.md
2012/tromp/README.md
2013/robison/README.md
2015/hou/README.md
2015/howe/README.md
2015/schweikhardt/README.md
2018/burton1/README.md
2018/burton2/README.md
2018/ferguson/README.md
2018/vokes/README.md
2020/ferguson1/README.md
```

Performed `make www` to test these changes.
This commit is contained in:
Landon Curt Noll committed 2024-04-17 00:25:09 -07:00
1 parent 1785da1728
commit 4c3649a3c1
47 files changed
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@@ -28,48 +28,48 @@ and non-zero).
### Variables:
* **WAIT**\
* **WAIT**<br>
positive or negative integer that changes how long to wait for
a key press prior to moving again. < 0 blocks which allows
for complete control over movement at your own pace. Default
231; you can move faster by holding down or rapidly pressing an
arrow key.
* **WALLS**\
* **WALLS**<br>
whether the walls are passable or impassable. Default passable,
1; 0 makes walls impassable where you die if you hit a wall.
* **EVADE**\
* **EVADE**<br>
how many movements the Snake moves before the bug (well
insect; see notes below about why bugs) will move to
another location in the field. Default 300; 0 disables.
* **SIZE**\
* **SIZE**<br>
initial size of the Snake. Note that it grows by one per
move so at the default 5 it will not initially be 5
characters long! < 0 is likely an immediate win.
* **MAXSIZE**\
* **MAXSIZE**<br>
the maximum size the Snake can become before the game is
won. < 0 is the maximum size based on terminal dimensions;
any other size will be capped based on the terminal
dimensions to prevent problems. Note that when **SIZE+GROW >=
MAXSIZE** you win _before_ you grow to the full size!
* **GROW**\
* **GROW**<br>
size to grow every time you eat a bug. Default 5; negative
values are allowed. 'Negativity' creates for fun gameplay modes with
enough creativity. See [gameplay.html](gameplay.html)
GitHub) as well as [play.sh](play.sh) for some examples.
* **SHED**\
* **SHED**<br>
every **SHED** movements you will grow (> 0), shrink (< 0) or
stay the same length (0) by the **SHEDS** (below) value. Again
with creativity you can create some fun gameplay modes. NOTE:
the concept of shedding in this game is a misnomer; see notes
below.
* **SHEDS**\
* **SHEDS**<br>
every **SHED** movements will impact what this value means: grow
(> 0), shrink (< 0) or not at all (0). Exception: if the snake
eats a bug the counter isn't incremented. Again with creativity
@@ -80,7 +80,7 @@ and non-zero).
NOTE: the concept of shedding in this game is a misnomer; see
notes below.
* **CANNIBAL**\
* **CANNIBAL**<br>
whether you can go through the Snake or not. Default is 0
(cannot - die if you try).
@@ -160,7 +160,7 @@ Here are some other features of the game:
* A drawing/practising mode (**WAIT** < 0 makes `timeout()` block).
* Computer plays the game (**WAIT=0**).\
* Computer plays the game (**WAIT=0**).<br>
- **EPILEPSY/STIMULATION OVERLOAD WARNING** included in the relevant
section (this goes for a low **EVADE** value too).