1.\" $NetBSD: tetris.6,v 1.11 2005/09/15 02:09:42 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 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 May 31, 1993 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 ps 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.El 73.Pp 74The options are as follows: 75.Bl -tag -width indent 76.It Fl k 77The default control keys can be changed using the 78.Fl k 79option. 80The 81.Ar keys 82argument must have the six keys in order, and, remember to quote any 83space or tab characters from the shell. 84For example: 85.sp 86.Dl "tetris -l 2 -k 'jkl pq'" 87.sp 88will play the default games, i.e. level 2 and with the default 89control keys. 90The current key settings are displayed at the bottom of the screen 91during play. 92.It Fl l 93Select a level of play. 94.It Fl s 95Display the top scores. 96.It Fl p 97Switch on previewing of the shape that will appear next. 98.El 99.Sh PLAY 100At the start of the game, a shape will appear at the top of the screen, 101falling one square at a time. 102The speed at which it falls is determined directly by the level: 103if you select level 2, the blocks will fall twice per second; 104at level 9, they fall 9 times per second. 105(As the game goes on, things speed up, 106no matter what your initial selection.) 107When this shape 108.Dq touches down 109on the bottom of the field, another will appear at the top. 110.Pp 111You can move shapes to the left or right, rotate them counterclockwise, 112or drop them to the bottom by pressing the appropriate keys. 113As you fit them together, completed horizontal rows vanish, 114and any blocks above fall down to fill in. 115When the blocks stack up to the top of the screen, the game is over. 116.Sh SCORING 117You get one point for every block you fit into the stack, 118and one point for every space a block falls when you hit the drop key. 119(Dropping the blocks is therefore a good way to increase your score.) 120Your total score is the product of the level of play 121and your accumulated 122.ie t points\(em200 123.el points -- 200 124points on level 3 gives you a score of 600. 125Each player gets at most one entry on any level, 126for a total of nine scores in the high scores file. 127Players who no longer have accounts are limited to one score. 128Also, scores over 5 years old are expired. 129The exception to these conditions is that the highest score on a given 130level is 131.Em always 132kept, 133so that following generations can pay homage to those who have 134wasted serious amounts of time. 135.Pp 136The score list is produced at the end of the game. 137The printout includes each player's overall ranking, 138name, score, and how many points were scored on what level. 139Scores which are the highest on a given level 140are marked with asterisks 141.Dq * . 142.Sh FILES 143.Bl -tag -width /var/games/tetris.scoresxx 144.It /var/games/tetris.scores 145high score file 146.El 147.Sh AUTHORS 148Adapted from a 1989 International Obfuscated C Code Contest winner by 149Chris Torek and Darren F. Provine. 150.Pp 151Manual adapted from the original entry written by Nancy L. Tinkham and 152Darren F. Provine. 153.Pp 154Code for previewing next shape added by Hubert Feyrer in 1999. 155.Sh BUGS 156The higher levels are unplayable without a fast terminal connection. 157