1.\" $OpenBSD: tetris.6,v 1.21 2017/06/19 06:04:16 bentley 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 November 16, 2017 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 cps 44.Op Fl k Ar keys 45.Op Fl l Ar level 46.Sh DESCRIPTION 47The 48.Nm 49command runs a display-based game. 50The object is to fit shapes together to form complete rows, 51which then vanish. 52When the shapes fill up to the top, the game ends. 53You can optionally select a level of play or custom-select control keys. 54.Pp 55The default level of play is 2. 56.Pp 57The default control keys are as follows: 58.Pp 59.Bl -tag -width "<space>" -compact -offset indent 60.It j 61move left 62.It k 63rotate 1/4 turn counterclockwise 64.It l 65move right 66.It <space> 67drop 68.It p 69pause 70.It q 71quit 72.El 73.Pp 74The options are as follows: 75.Bl -tag -width indent 76.It Fl c 77Classic tetris mode, in which shapes rotate clockwise and are drawn with 78.Dq [] . 79.It Fl k Ar keys 80The default control keys can be changed using the 81.Fl k 82option. 83The 84.Ar keys 85argument must have the six keys in order; remember to quote any 86space or tab characters from the shell. 87For example: 88.sp 89.Dl "tetris -l 2 -k 'jkl pq'" 90.sp 91will play the default game, i.e. level 2 with the default 92control keys. 93The current key settings are displayed at the bottom of the screen 94during play. 95.It Fl l Ar level 96Select a level of play. 97.It Fl p 98Switch on previewing of the shape that will appear next. 99This penalizes your score. 100.It Fl s 101Display the top scores. 102.El 103.Sh PLAY 104At the start of the game, a shape will appear at the top of the screen, 105falling one square at a time. 106The speed at which it falls is determined directly by the level: 107if you select level 2, the blocks will fall twice per second; 108at level 9, they fall 9 times per second. 109(As the game goes on, things speed up, 110no matter what your initial selection.) 111When this shape 112.Dq "touches down" 113on the bottom of the field, another will appear at the top. 114.Pp 115You can move shapes to the left or right, rotate them counterclockwise, 116or drop them to the bottom by pressing the appropriate keys. 117As you fit them together, completed horizontal rows vanish, 118and any blocks above fall down to fill in. 119When the blocks stack up to the top of the screen, the game is over. 120.Sh SCORING 121You get one point for every block you fit into the stack, 122and one point for every space a block falls when you hit the drop key. 123(Dropping the blocks is therefore a good way to increase your score.) 124Completing a row rewards you with a bonus corresponding to the number 125of simultaneous rows completed. 126Your total score is the product of the level of play 127and your accumulated 128points \(em 200 129points on level 3 gives you a score of 600. 130Each player gets at most one entry on any level, 131for a total of nine scores in the high scores file. 132Players who no longer have accounts are limited to one score. 133Also, scores over 5 years old are expired. 134The exception to these conditions is that the highest score on a given 135level is 136.Em always 137kept, 138so that following generations can pay homage to those who have 139wasted serious amounts of time. 140.Pp 141The score list is produced at the end of the game. 142The printout includes each player's overall ranking, 143name, score, and how many points were scored on what level. 144Scores which are the highest on a given level 145are marked with asterisks 146.Dq * . 147.Sh ENVIRONMENT 148.Bl -tag -width $HOME/.tetris.scores 149.It Ev LOGNAME 150Name displayed in high score file. 151.El 152.Sh FILES 153.Bl -tag -width $HOME/.tetris.scores 154.It Pa $HOME/.tetris.scores 155High score file. 156.El 157.Sh AUTHORS 158.An -nosplit 159Adapted from a 1989 International Obfuscated C Code Contest winner by 160.An Chris Torek 161and 162.An Darren F. Provine . 163.Pp 164Manual adapted from the original entry written by 165.An Nancy L. Tinkham 166and 167.An Darren F. Provine . 168.Pp 169Shape previewing code adapted from code by 170.An Hubert Feyrer . 171.Sh BUGS 172The higher levels are unplayable without a fast terminal connection. 173