tetris.6.in 5.2 KB

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  1. .\" $NetBSD: tetris.6,v 1.10 2003/08/07 09:37:48 agc Exp $
  2. .\"
  3. .\" Copyright (c) 1992, 1993
  4. .\" The Regents of the University of California. All rights reserved.
  5. .\"
  6. .\" This code is derived from software contributed to Berkeley by
  7. .\" Nancy L. Tinkham and Darren F. Provine.
  8. .\"
  9. .\" Redistribution and use in source and binary forms, with or without
  10. .\" modification, are permitted provided that the following conditions
  11. .\" are met:
  12. .\" 1. Redistributions of source code must retain the above copyright
  13. .\" notice, this list of conditions and the following disclaimer.
  14. .\" 2. Redistributions in binary form must reproduce the above copyright
  15. .\" notice, this list of conditions and the following disclaimer in the
  16. .\" documentation and/or other materials provided with the distribution.
  17. .\" 3. Neither the name of the University nor the names of its contributors
  18. .\" may be used to endorse or promote products derived from this software
  19. .\" without specific prior written permission.
  20. .\"
  21. .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
  22. .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  23. .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
  24. .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
  25. .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
  26. .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
  27. .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
  28. .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
  29. .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
  30. .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
  31. .\" SUCH DAMAGE.
  32. .\"
  33. .\" @(#)tetris.6 8.1 (Berkeley) 5/31/93
  34. .\"
  35. .Dd May 31, 1993
  36. .Dt TETRIS 6
  37. .Os
  38. .Sh NAME
  39. .Nm tetris
  40. .Nd the game of tetris
  41. .Sh SYNOPSIS
  42. .Nm
  43. .Op Fl ps
  44. .Op Fl k Ar keys
  45. .Op Fl l Ar level
  46. .Sh DESCRIPTION
  47. The
  48. .Nm
  49. command runs display-based game which must be played on a CRT terminal.
  50. The object is to fit the shapes together forming complete rows,
  51. which then vanish.
  52. When the shapes fill up to the top, the game ends.
  53. You can optionally select a level of play, or custom-select control keys.
  54. .Pp
  55. The default level of play is 2.
  56. .Pp
  57. The default control keys are as follows:
  58. .Pp
  59. .Bl -tag -width "xxspacexx" -compact -offset indent
  60. .It j
  61. move left
  62. .It k
  63. rotate 1/4 turn counterclockwise
  64. .It l
  65. move right
  66. .It Aq space
  67. drop
  68. .It p
  69. pause
  70. .It q
  71. quit
  72. .El
  73. .Pp
  74. The options are as follows:
  75. .Bl -tag -width indent
  76. .It Fl k
  77. The default control keys can be changed using the
  78. .Fl k
  79. option.
  80. The
  81. .Ar keys
  82. argument must have the six keys in order, and, remember to quote any
  83. space or tab characters from the shell.
  84. For example:
  85. .sp
  86. .Dl "tetris -l 2 -k 'jkl pq'"
  87. .sp
  88. will play the default games, i.e. level 2 and with the default
  89. control keys.
  90. The current key settings are displayed at the bottom of the screen
  91. during play.
  92. .It Fl l
  93. Select a level of play.
  94. .It Fl s
  95. Display the top scores.
  96. .It Fl p
  97. Switch on previewing of the shape that will appear next.
  98. .El
  99. .Pp
  100. .Sh PLAY
  101. At the start of the game, a shape will appear at the top of the screen,
  102. falling one square at a time.
  103. The speed at which it falls is determined directly by the level:
  104. if you select level 2, the blocks will fall twice per second;
  105. at level 9, they fall 9 times per second.
  106. (As the game goes on, things speed up,
  107. no matter what your initial selection.)
  108. When this shape
  109. .Dq touches down
  110. on the bottom of the field, another will appear at the top.
  111. .Pp
  112. You can move shapes to the left or right, rotate them counterclockwise,
  113. or drop them to the bottom by pressing the appropriate keys.
  114. As you fit them together, completed horizontal rows vanish,
  115. and any blocks above fall down to fill in.
  116. When the blocks stack up to the top of the screen, the game is over.
  117. .Sh SCORING
  118. You get one point for every block you fit into the stack,
  119. and one point for every space a block falls when you hit the drop key.
  120. (Dropping the blocks is therefore a good way to increase your score.)
  121. Your total score is the product of the level of play
  122. and your accumulated
  123. .ie t points\(em200
  124. .el points -- 200
  125. points on level 3 gives you a score of 600.
  126. Each player gets at most one entry on any level,
  127. for a total of nine scores in the high scores file.
  128. Players who no longer have accounts are limited to one score.
  129. Also, scores over 5 years old are expired.
  130. The exception to these conditions is that the highest score on a given
  131. level is
  132. .Em always
  133. kept,
  134. so that following generations can pay homage to those who have
  135. wasted serious amounts of time.
  136. .Pp
  137. The score list is produced at the end of the game.
  138. The printout includes each player's overall ranking,
  139. name, score, and how many points were scored on what level.
  140. Scores which are the highest on a given level
  141. are marked with asterisks
  142. .Dq * .
  143. .Sh FILES
  144. .Bl -tag -width @tetris_scorefile@xx
  145. .It @tetris_scorefile@
  146. high score file
  147. .El
  148. .Sh BUGS
  149. The higher levels are unplayable without a fast terminal connection.
  150. .Sh AUTHORS
  151. Adapted from a 1989 International Obfuscated C Code Contest winner by
  152. Chris Torek and Darren F. Provine.
  153. .Pp
  154. Manual adapted from the original entry written by Nancy L. Tinkham and
  155. Darren F. Provine.
  156. .Pp
  157. Code for previewing next shape added by Hubert Feyrer in 1999.