xref: /netbsd/games/snake/snake/snake.6 (revision bf9ec67e)
1.\"	$NetBSD: snake.6,v 1.9 2001/04/02 22:47:30 wiz Exp $
2.\"
3.\" Copyright (c) 1980, 1993
4.\"	The Regents of the University of California.  All rights reserved.
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16.\"	This product includes software developed by the University of
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22.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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34.\"	@(#)snake.6	8.1 (Berkeley) 5/31/93
35.\"
36.Dd May 31, 1993
37.Dt SNAKE 6
38.Os
39.Sh NAME
40.Nm snake ,
41.Nm snscore
42.Nd display chase game
43.Sh SYNOPSIS
44.Nm
45.Op Fl w Ar width
46.Op Fl l Ar length
47.Op Fl t
48.br
49.Nm snscore
50.Sh DESCRIPTION
51.Nm
52is a display-based game which must be played on a CRT terminal.
53The object of the game is to make as much money as possible without
54getting eaten by the snake.  The
55.Fl l
56and
57.Fl w
58options allow you to specify the length and width of the field.
59By default the entire screen is used.  The
60.Fl t
61option makes the game assume you are on a slow terminal.
62.Pp
63You are represented on the screen by an I.
64The snake is 6 squares long and is represented by s's with an S at its head.
65The money is $, and an exit is #.
66Your score is posted in the upper left hand corner.
67.Pp
68You can move around using the same conventions as
69.Xr vi 1 ,
70the
71.Ic h ,
72.Ic j ,
73.Ic k ,
74and
75.Ic l
76keys work, as do the arrow keys.
77Other possibilities include:
78.Bl -tag -width indent
79.It Ic sefc
80These keys are like hjkl but form a directed pad around the d key.
81.It Ic HJKL
82These keys move you all the way in the indicated direction to the
83same row or column as the money.  This does
84.Em not
85let you jump away from the snake, but rather saves you from having
86to type a key repeatedly.  The snake still gets all his turns.
87.It Ic SEFC
88Likewise for the upper case versions on the left.
89.It Ic ATPB
90These keys move you to the four edges of the screen.
91Their position on the keyboard is the mnemonic, e.g.
92P is at the far right of the keyboard.
93.It Ic x
94This lets you quit the game at any time.
95.It Ic p
96Points in a direction you might want to go.
97.It Ic w
98Space warp to get out of tight squeezes, at a price.
99.El
100.Pp
101To earn money, move to the same square the money is on.
102A new $ will appear when you earn the current one.
103As you get richer, the snake gets hungrier.
104To leave the game, move to the exit (#).
105.Pp
106A record is kept of the personal best score of each player.
107Scores are only counted if you leave at the exit,
108getting eaten by the snake is worth nothing.
109.Pp
110As in pinball, matching the last digit of your score to the number
111which appears after the game is worth a bonus.
112.Pp
113To see who wastes time playing snake, run
114.Nm snscore .
115.Sh FILES
116.Bl -tag -width /var/games/snakerawscores -compact
117.It Pa /var/games/snakerawscores
118database of personal bests
119.It Pa /var/games/snake.log
120log of games played
121.El
122.Sh BUGS
123When playing on a small screen,
124it's hard to tell when you hit the edge of the screen.
125.Pp
126The scoring function takes into account the size of the screen.
127A perfect function to do this equitably has not been devised.
128