1 .\" $NetBSD: tetris.6,v 1.16 2015/02/19 08:51:14 wiz 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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10 .\" modification, are permitted provided that the following conditions
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33 .\" @(#)tetris.6 8.1 (Berkeley) 5/31/93
40 .Nd the game of tetris
49 command runs display-based game which must be played on a CRT terminal.
50 The object is to fit the shapes together forming complete rows,
52 When the shapes fill up to the top, the game ends.
53 You can optionally select a level of play, or custom-select control keys.
55 The default level of play is 2.
57 The default control keys are as follows:
59 .Bl -tag -width "xxspacexx" -compact -offset indent
63 rotate 1/4 turn counterclockwise
76 The options are as follows:
77 .Bl -tag -width indent
79 By default, shapes are displayed colorfully if the user's CRT supports color.
82 option can be used to restore the traditional black-and-white behavior.
84 The default control keys can be changed using the
89 argument must have the seven keys in order, and, remember to quote any
90 space or tab characters from the shell.
93 .Dl "tetris -l 2 -k 'jkl pqn'"
95 will play the default games, i.e. level 2 and with the default
97 The current key settings are displayed at the bottom of the screen
100 Select a level of play.
102 Display the top scores.
104 Switch on previewing of the shape that will appear next.
107 At the start of the game, a shape will appear at the top of the screen,
108 falling one square at a time.
109 The speed at which it falls is determined directly by the level:
110 if you select level 2, the blocks will fall twice per second;
111 at level 9, they fall 9 times per second.
112 (As the game goes on, things speed up,
113 no matter what your initial selection.)
116 on the bottom of the field, another will appear at the top.
118 You can move shapes to the left or right, rotate them counterclockwise,
119 or drop them to the bottom by pressing the appropriate keys.
120 As you fit them together, completed horizontal rows vanish,
121 and any blocks above fall down to fill in.
122 When the blocks stack up to the top of the screen, the game is over.
124 You get one point for every block you fit into the stack,
125 and one point for every space a block falls when you hit the drop key.
126 (Dropping the blocks is therefore a good way to increase your score.)
127 Your total score is the product of the level of play
131 points on level 3 gives you a score of 600.
132 Each player gets at most one entry on any level,
133 for a total of nine scores in the high scores file.
134 Players who no longer have accounts are limited to one score.
135 Also, scores over 5 years old are expired.
136 The exception to these conditions is that the highest score on a given
140 so that following generations can pay homage to those who have
141 wasted serious amounts of time.
143 The score list is produced at the end of the game.
144 The printout includes each player's overall ranking,
145 name, score, and how many points were scored on what level.
146 Scores which are the highest on a given level
147 are marked with asterisks
150 .Bl -tag -width /var/games/tetris.scoresxx
151 .It /var/games/tetris.scores
156 Adapted from a 1989 International Obfuscated C Code Contest winner by
159 .An Darren F. Provine .
161 Manual adapted from the original entry written by
164 .An Darren F. Provine .
166 Code for previewing next shape added by
170 The higher levels are unplayable without a fast terminal connection.