xref: /netbsd-src/games/tetris/tetris.6 (revision de1dfb1250df962f1ff3a011772cf58e605aed11)
1.\"	$NetBSD: tetris.6,v 1.10 2003/08/07 09:37:48 agc 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.Pp
100.Sh PLAY
101At the start of the game, a shape will appear at the top of the screen,
102falling one square at a time.
103The speed at which it falls is determined directly by the level:
104if you select level 2, the blocks will fall twice per second;
105at level 9, they fall 9 times per second.
106(As the game goes on, things speed up,
107no matter what your initial selection.)
108When this shape
109.Dq touches down
110on the bottom of the field, another will appear at the top.
111.Pp
112You can move shapes to the left or right, rotate them counterclockwise,
113or drop them to the bottom by pressing the appropriate keys.
114As you fit them together, completed horizontal rows vanish,
115and any blocks above fall down to fill in.
116When the blocks stack up to the top of the screen, the game is over.
117.Sh SCORING
118You get one point for every block you fit into the stack,
119and one point for every space a block falls when you hit the drop key.
120(Dropping the blocks is therefore a good way to increase your score.)
121Your total score is the product of the level of play
122and your accumulated
123.ie t points\(em200
124.el points -- 200
125points on level 3 gives you a score of 600.
126Each player gets at most one entry on any level,
127for a total of nine scores in the high scores file.
128Players who no longer have accounts are limited to one score.
129Also, scores over 5 years old are expired.
130The exception to these conditions is that the highest score on a given
131level is
132.Em always
133kept,
134so that following generations can pay homage to those who have
135wasted serious amounts of time.
136.Pp
137The score list is produced at the end of the game.
138The printout includes each player's overall ranking,
139name, score, and how many points were scored on what level.
140Scores which are the highest on a given level
141are marked with asterisks
142.Dq * .
143.Sh FILES
144.Bl -tag -width /var/games/tetris.scoresxx
145.It /var/games/tetris.scores
146high score file
147.El
148.Sh BUGS
149The higher levels are unplayable without a fast terminal connection.
150.Sh AUTHORS
151Adapted from a 1989 International Obfuscated C Code Contest winner by
152Chris Torek and Darren F. Provine.
153.Pp
154Manual adapted from the original entry written by Nancy L. Tinkham and
155Darren F. Provine.
156.Pp
157Code for previewing next shape added by Hubert Feyrer in 1999.
158