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- .\" $NetBSD: tetris.6,v 1.10 2003/08/07 09:37:48 agc Exp $
- .\"
- .\" Copyright (c) 1992, 1993
- .\" The Regents of the University of California. All rights reserved.
- .\"
- .\" This code is derived from software contributed to Berkeley by
- .\" Nancy L. Tinkham and Darren F. Provine.
- .\"
- .\" Redistribution and use in source and binary forms, with or without
- .\" modification, are permitted provided that the following conditions
- .\" are met:
- .\" 1. Redistributions of source code must retain the above copyright
- .\" notice, this list of conditions and the following disclaimer.
- .\" 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. 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.
- .\"
- .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
- .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
- .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
- .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
- .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
- .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
- .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
- .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
- .\" SUCH DAMAGE.
- .\"
- .\" @(#)tetris.6 8.1 (Berkeley) 5/31/93
- .\"
- .Dd May 31, 1993
- .Dt TETRIS 6
- .Os
- .Sh NAME
- .Nm tetris
- .Nd the game of tetris
- .Sh SYNOPSIS
- .Nm
- .Op Fl ps
- .Op Fl k Ar keys
- .Op Fl l Ar level
- .Sh DESCRIPTION
- The
- .Nm
- command runs display-based game which must be played on a CRT terminal.
- The object is to fit the shapes together forming complete rows,
- which then vanish.
- When the shapes fill up to the top, the game ends.
- You can optionally select a level of play, or custom-select control keys.
- .Pp
- The default level of play is 2.
- .Pp
- The default control keys are as follows:
- .Pp
- .Bl -tag -width "xxspacexx" -compact -offset indent
- .It j
- move left
- .It k
- rotate 1/4 turn counterclockwise
- .It l
- move right
- .It Aq space
- drop
- .It p
- pause
- .It q
- quit
- .El
- .Pp
- The options are as follows:
- .Bl -tag -width indent
- .It Fl k
- The default control keys can be changed using the
- .Fl k
- option.
- The
- .Ar keys
- argument must have the six keys in order, and, remember to quote any
- space or tab characters from the shell.
- For example:
- .sp
- .Dl "tetris -l 2 -k 'jkl pq'"
- .sp
- will play the default games, i.e. level 2 and with the default
- control keys.
- The current key settings are displayed at the bottom of the screen
- during play.
- .It Fl l
- Select a level of play.
- .It Fl s
- Display the top scores.
- .It Fl p
- Switch on previewing of the shape that will appear next.
- .El
- .Pp
- .Sh PLAY
- At the start of the game, a shape will appear at the top of the screen,
- falling one square at a time.
- The speed at which it falls is determined directly by the level:
- if you select level 2, the blocks will fall twice per second;
- at level 9, they fall 9 times per second.
- (As the game goes on, things speed up,
- no matter what your initial selection.)
- When this shape
- .Dq touches down
- on the bottom of the field, another will appear at the top.
- .Pp
- You can move shapes to the left or right, rotate them counterclockwise,
- or drop them to the bottom by pressing the appropriate keys.
- As you fit them together, completed horizontal rows vanish,
- and any blocks above fall down to fill in.
- When the blocks stack up to the top of the screen, the game is over.
- .Sh SCORING
- You get one point for every block you fit into the stack,
- and one point for every space a block falls when you hit the drop key.
- (Dropping the blocks is therefore a good way to increase your score.)
- Your total score is the product of the level of play
- and your accumulated
- .ie t points\(em200
- .el points -- 200
- points on level 3 gives you a score of 600.
- Each player gets at most one entry on any level,
- for a total of nine scores in the high scores file.
- Players who no longer have accounts are limited to one score.
- Also, scores over 5 years old are expired.
- The exception to these conditions is that the highest score on a given
- level is
- .Em always
- kept,
- so that following generations can pay homage to those who have
- wasted serious amounts of time.
- .Pp
- The score list is produced at the end of the game.
- The printout includes each player's overall ranking,
- name, score, and how many points were scored on what level.
- Scores which are the highest on a given level
- are marked with asterisks
- .Dq * .
- .Sh FILES
- .Bl -tag -width @tetris_scorefile@xx
- .It @tetris_scorefile@
- high score file
- .El
- .Sh BUGS
- The higher levels are unplayable without a fast terminal connection.
- .Sh AUTHORS
- Adapted from a 1989 International Obfuscated C Code Contest winner by
- Chris Torek and Darren F. Provine.
- .Pp
- Manual adapted from the original entry written by Nancy L. Tinkham and
- Darren F. Provine.
- .Pp
- Code for previewing next shape added by Hubert Feyrer in 1999.
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