1 .\" $NetBSD: tetris.6,v 1.4 1997/09/01 23:26:11 mikel Exp $
3 .\" Copyright (c) 1992, 1993
4 .\" The Regents of the University of California. All rights reserved.
6 .\" This code is derived from software contributed to Berkeley by
7 .\" Nancy L. Tinkham and Darren F. Provine.
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19 .\" This product includes software developed by the University of
20 .\" California, Berkeley and its contributors.
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37 .\" @(#)tetris.6 8.1 (Berkeley) 5/31/93
44 .Nd the game of tetris
53 command runs display-based game which must be played on a CRT terminal.
54 The object is to fit the shapes together forming complete rows,
56 When the shapes fill up to the top, the game ends.
57 You can optionally select a level of play, or custom-select control keys.
59 The default level of play is 2.
61 The default control keys are as follows:
63 .Bl -tag -width "<space>" -compact -offset indent
67 rotate 1/4 turn counterclockwise
78 The options are as follows:
79 .Bl -tag -width indent
81 The default control keys can be changed using the
86 argument must have the six keys in order, and, remember to quote any
87 space or tab characters from the shell.
90 .Dl "tetris -l 2 -k 'jkl pq'"
92 will play the default games, i.e. level 2 and with the default
94 The current key settings are displayed at the bottom of the screen
97 Select a level of play.
99 Display the top scores.
103 At the start of the game, a shape will appear at the top of the screen,
104 falling one square at a time.
105 The speed at which it falls is determined directly by the level:
106 if you select level 2, the blocks will fall twice per second;
107 at level 9, they fall 9 times per second.
108 (As the game goes on, things speed up,
109 no matter what your initial selection.)
112 on the bottom of the field, another will appear at the top.
114 You can move shapes to the left or right, rotate them counterclockwise,
115 or drop them to the bottom by pressing the appropriate keys.
116 As you fit them together, completed horizontal rows vanish,
117 and any blocks above fall down to fill in.
118 When the blocks stack up to the top of the screen, the game is over.
120 You get one point for every block you fit into the stack,
121 and one point for every space a block falls when you hit the drop key.
122 (Dropping the blocks is therefore a good way to increase your score.)
123 Your total score is the product of the level of play
127 points on level 3 gives you a score of 600.
128 Each player gets at most one entry on any level,
129 for a total of nine scores in the high scores file.
130 Players who no longer have accounts are limited to one score.
131 Also, scores over 5 years old are expired.
132 The exception to these conditions is that the highest score on a given
136 so that following generations can pay homage to those who have
137 wasted serious amounts of time.
139 The score list is produced at the end of the game.
140 The printout includes each player's overall ranking,
141 name, score, and how many points were scored on what level.
142 Scores which are the highest on a given level
143 are marked with asterisks
146 .Bl -tag -width /var/games/tetris.scoresxx
147 .It /var/games/tetris.scores
151 The higher levels are unplayable without a fast terminal connection.
153 Adapted from a 1989 International Obfuscated C Code Contest winner by
154 Chris Torek and Darren F. Provine.
156 Manual adapted from the original entry written by Nancy L. Tinkham and