xref: /original-bsd/games/tetris/tetris.6 (revision f66f3413)
1.\" Copyright (c) 1992 The Regents of the University of California.
2.\" All rights reserved.
3.\"
4.\" This code is derived from software contributed to Berkeley by
5.\" Nancy L. Tinkham and Darren F. Provine.
6.\"
7.\" %sccs.include.redist.man%
8.\"
9.\"	@(#)tetris.6	5.2 (Berkeley) 12/23/92
10.\"
11.Dd ""
12.Dt TETRIS 6
13.Os
14.Sh NAME
15.Nm tetris
16.Nd the game of tetris
17.Sh SYNOPSIS
18.Nm
19.Op Fl s
20.Op Fl k Ar keys
21.Op Fl l Ar level
22.Sh DESCRIPTION
23The
24.Nm
25command runs display-based game which must be played on a CRT terminal.
26The object is to fit the shapes together forming complete rows,
27which then vanish.
28When the shapes fill up to the top, the game ends.
29You can optionally select a level of play, or custom-select control keys.
30.Pp
31The default level of play is 2.
32.Pp
33The default control keys are as follows:
34.Pp
35.Bl -tag -width "<space>" -compact -offset indent
36.It j
37move left
38.It k
39rotate 1/4 turn counterclockwise
40.It l
41move right
42.It <space>
43drop
44.It p
45pause
46.It q
47quit
48.El
49.Pp
50The options are as follows:
51.Bl -tag -width indent
52.It Fl k
53The default control keys can be changed using the
54.Fl k option.
55The
56.Ar keys
57argument must have the six keys in order, and, remember to quote any
58space or tab characters from the shell.
59For example:
60.sp
61.Dl "tetris -l 2 -k 'jkl pq'"
62.sp
63will play the default games, i.e. level 2 and with the default
64control keys.
65The current key settings are displayed at the bottom of the screen
66during play.
67.It Fl l
68Select a level of play.
69.It Fl s
70Display the top scores.
71.El
72.Pp
73.Sh PLAY
74At the start of the game, a shape will appear at the top of the screen,
75falling one square at a time.
76The speed at which it falls is determined directly by the level:
77if you select level 2, the blocks will fall twice per second;
78at level 9, they fall 9 times per second.
79(As the game goes on, things speed up,
80no matter what your initial selection.)
81When this shape
82.Dq "touches down"
83on the bottom of the field, another will appear at the top.
84.Pp
85You can move shapes to the left or right, rotate them counterclockwise,
86or drop them to the bottom by pressing the appropriate keys.
87As you fit them together, completed horizontal rows vanish,
88and any blocks above fall down to fill in.
89When the blocks stack up to the top of the screen, the game is over.
90.Sh SCORING
91You get one point for every block you fit into the stack,
92and one point for every space a block falls when you hit the drop key.
93(Dropping the blocks is therefore a good way to increase your score.)
94Your total score is the product of the level of play
95and your accumulated
96.ie t points\(em200
97.el points -- 200
98points on level 3 gives you a score of 600.
99Each player gets at most one entry on any level,
100for a total of nine scores in the high scores file.
101Players who no longer have accounts are limited to one score.
102Also, scores over 5 years old are expired.
103The exception to these conditions is that the highest score on a given
104level is
105.Em always
106kept,
107so that following generations can pay homage to those who have
108wasted serious amounts of time.
109.Pp
110The score list is produced at the end of the game.
111The printout includes each player's overall ranking,
112name, score, and how many points were scored on what level.
113Scores which are the highest on a given level
114are marked with asterisks
115.Dq * .
116.Sh FILES
117.Bl -tag -width /var/games/tetris.scoresxx
118.It /var/games/tetris.scores
119high score file
120.El
121.Sh BUGS
122The higher levels are unplayable without a fast terminal connection.
123.Sh AUTHORS
124Adapted from a 1989 International Obfuscated C Code Contest winner by
125Chris Torek and Darren F. Provine.
126.Pp
127Manual adapted from the original entry written by Nancy L. Tinkham and
128Darren F. Provine.
129