xref: /minix/games/tetris/tetris.6 (revision 0a6a1f1d)
1.\"	$NetBSD: tetris.6,v 1.16 2015/02/19 08:51:14 wiz 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
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32.\"
33.\"	@(#)tetris.6	8.1 (Berkeley) 5/31/93
34.\"
35.Dd February 18, 2015
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 bps
44.Op Fl k Ar keys
45.Op Fl l Ar level
46.Sh DESCRIPTION
47The
48.Nm
49command runs display-based game which must be played on a CRT terminal.
50The object is to fit the shapes together forming 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 "xxspacexx" -compact -offset indent
60.It j
61move left
62.It k
63rotate 1/4 turn counterclockwise
64.It l
65move right
66.It Aq space
67drop
68.It p
69pause
70.It q
71quit
72.It n
73down
74.El
75.Pp
76The options are as follows:
77.Bl -tag -width indent
78.It Fl b
79By default, shapes are displayed colorfully if the user's CRT supports color.
80The
81.Fl b
82option can be used to restore the traditional black-and-white behavior.
83.It Fl k
84The default control keys can be changed using the
85.Fl k
86option.
87The
88.Ar keys
89argument must have the seven keys in order, and, remember to quote any
90space or tab characters from the shell.
91For example:
92.Pp
93.Dl "tetris -l 2 -k 'jkl pqn'"
94.Pp
95will play the default games, i.e. level 2 and with the default
96control keys.
97The current key settings are displayed at the bottom of the screen
98during play.
99.It Fl l
100Select a level of play.
101.It Fl s
102Display the top scores.
103.It Fl p
104Switch on previewing of the shape that will appear next.
105.El
106.Sh PLAY
107At the start of the game, a shape will appear at the top of the screen,
108falling one square at a time.
109The speed at which it falls is determined directly by the level:
110if you select level 2, the blocks will fall twice per second;
111at level 9, they fall 9 times per second.
112(As the game goes on, things speed up,
113no matter what your initial selection.)
114When this shape
115.Dq touches down
116on the bottom of the field, another will appear at the top.
117.Pp
118You can move shapes to the left or right, rotate them counterclockwise,
119or drop them to the bottom by pressing the appropriate keys.
120As you fit them together, completed horizontal rows vanish,
121and any blocks above fall down to fill in.
122When the blocks stack up to the top of the screen, the game is over.
123.Sh SCORING
124You get one point for every block you fit into the stack,
125and one point for every space a block falls when you hit the drop key.
126(Dropping the blocks is therefore a good way to increase your score.)
127Your total score is the product of the level of play
128and your accumulated
129.ie t points\(em200
130.el points -- 200
131points on level 3 gives you a score of 600.
132Each player gets at most one entry on any level,
133for a total of nine scores in the high scores file.
134Players who no longer have accounts are limited to one score.
135Also, scores over 5 years old are expired.
136The exception to these conditions is that the highest score on a given
137level is
138.Em always
139kept,
140so that following generations can pay homage to those who have
141wasted serious amounts of time.
142.Pp
143The score list is produced at the end of the game.
144The printout includes each player's overall ranking,
145name, score, and how many points were scored on what level.
146Scores which are the highest on a given level
147are marked with asterisks
148.Dq * .
149.Sh FILES
150.Bl -tag -width /var/games/tetris.scoresxx
151.It /var/games/tetris.scores
152high score file
153.El
154.Sh AUTHORS
155.An -nosplit
156Adapted from a 1989 International Obfuscated C Code Contest winner by
157.An Chris Torek
158and
159.An Darren F. Provine .
160.Pp
161Manual adapted from the original entry written by
162.An Nancy L. Tinkham
163and
164.An Darren F. Provine .
165.Pp
166Code for previewing next shape added by
167.An Hubert Feyrer
168in 1999.
169.Sh BUGS
170The higher levels are unplayable without a fast terminal connection.
171