162 lines
5.4 KiB
Groff
162 lines
5.4 KiB
Groff
.\" $NetBSD: tetris.6,v 1.14 2014/07/15 16:17:15 wiz Exp $
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.\"
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.\" Copyright (c) 1992, 1993
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.\" The Regents of the University of California. All rights reserved.
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.\"
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.\" This code is derived from software contributed to Berkeley by
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.\" Nancy L. Tinkham and Darren F. Provine.
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.\"
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.\" Redistribution and use in source and binary forms, with or without
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.\" modification, are permitted provided that the following conditions
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.\" are met:
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.\" 1. Redistributions of source code must retain the above copyright
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.\" notice, this list of conditions and the following disclaimer.
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.\" 2. Redistributions in binary form must reproduce the above copyright
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.\" notice, this list of conditions and the following disclaimer in the
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.\" documentation and/or other materials provided with the distribution.
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.\" 3. Neither the name of the University nor the names of its contributors
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.\" may be used to endorse or promote products derived from this software
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.\" without specific prior written permission.
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.\"
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.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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.\" SUCH DAMAGE.
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.\"
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.\" @(#)tetris.6 8.1 (Berkeley) 5/31/93
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.\"
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.Dd July 13, 2014
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.Dt TETRIS 6
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.Os
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.Sh NAME
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.Nm tetris
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.Nd the game of tetris
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.Sh SYNOPSIS
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.Nm
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.Op Fl bps
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.Op Fl k Ar keys
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.Op Fl l Ar level
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.Sh DESCRIPTION
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The
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.Nm
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command runs display-based game which must be played on a CRT terminal.
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The object is to fit the shapes together forming complete rows,
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which then vanish.
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When the shapes fill up to the top, the game ends.
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You can optionally select a level of play, or custom-select control keys.
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.Pp
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The default level of play is 2.
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.Pp
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The default control keys are as follows:
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.Pp
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.Bl -tag -width "xxspacexx" -compact -offset indent
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.It j
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move left
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.It k
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rotate 1/4 turn counterclockwise
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.It l
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move right
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.It Aq space
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drop
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.It p
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pause
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.It q
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quit
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.El
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.Pp
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The options are as follows:
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.Bl -tag -width indent
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.It Fl b
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By default, shapes are displayed colorfully if the user's CRT supports color.
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The
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.Fl b
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option can be used to restore the traditional black-and-white behavior.
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.It Fl k
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The default control keys can be changed using the
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.Fl k
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option.
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The
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.Ar keys
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argument must have the six keys in order, and, remember to quote any
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space or tab characters from the shell.
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For example:
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.sp
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.Dl "tetris -l 2 -k 'jkl pq'"
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.sp
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will play the default games, i.e. level 2 and with the default
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control keys.
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The current key settings are displayed at the bottom of the screen
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during play.
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.It Fl l
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Select a level of play.
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.It Fl s
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Display the top scores.
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.It Fl p
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Switch on previewing of the shape that will appear next.
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.El
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.Sh PLAY
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At the start of the game, a shape will appear at the top of the screen,
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falling one square at a time.
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The speed at which it falls is determined directly by the level:
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if you select level 2, the blocks will fall twice per second;
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at level 9, they fall 9 times per second.
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(As the game goes on, things speed up,
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no matter what your initial selection.)
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When this shape
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.Dq touches down
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on the bottom of the field, another will appear at the top.
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.Pp
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You can move shapes to the left or right, rotate them counterclockwise,
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or drop them to the bottom by pressing the appropriate keys.
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As you fit them together, completed horizontal rows vanish,
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and any blocks above fall down to fill in.
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When the blocks stack up to the top of the screen, the game is over.
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.Sh SCORING
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You get one point for every block you fit into the stack,
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and one point for every space a block falls when you hit the drop key.
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(Dropping the blocks is therefore a good way to increase your score.)
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Your total score is the product of the level of play
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and your accumulated
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.ie t points\(em200
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.el points -- 200
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points on level 3 gives you a score of 600.
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Each player gets at most one entry on any level,
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for a total of nine scores in the high scores file.
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Players who no longer have accounts are limited to one score.
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Also, scores over 5 years old are expired.
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The exception to these conditions is that the highest score on a given
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level is
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.Em always
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kept,
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so that following generations can pay homage to those who have
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wasted serious amounts of time.
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.Pp
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The score list is produced at the end of the game.
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The printout includes each player's overall ranking,
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name, score, and how many points were scored on what level.
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Scores which are the highest on a given level
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are marked with asterisks
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.Dq * .
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.Sh FILES
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.Bl -tag -width /var/games/tetris.scoresxx
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.It /var/games/tetris.scores
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high score file
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.El
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.Sh AUTHORS
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Adapted from a 1989 International Obfuscated C Code Contest winner by
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Chris Torek and Darren F. Provine.
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.Pp
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Manual adapted from the original entry written by Nancy L. Tinkham and
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Darren F. Provine.
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.Pp
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Code for previewing next shape added by Hubert Feyrer in 1999.
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.Sh BUGS
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The higher levels are unplayable without a fast terminal connection.
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