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CUYO(6) 							   Games Manual 							   CUYO(6)

NAME
cuyo - Tetris-like game with many suprises SYNOPSIS
cuyo [-d] [-f] [-g widthxheight] [-h] [-?] [--version versions] [ld-file] cuyo -? DESCRIPTION
Use A, D, W and S or the arrow keys to move left, move right, turn and drop the falling piece. Try to put blobs of the same color together. (You don't need to form rows or columns. Any shape will do.) When enough blobs of the same color are connected, they explode. (What "enough" means depends on the level.) Try to make explosions next to the the grass (or whatever there is in the level instead of the grass). Then, it will explode, too. The level is finished when no grass is left. In some levels, you will need a chain reaction to get rid of the grass-equivalent. And many other things may happen in other levels. In two-player-mode, each time one player causes an explosion, the other one gets grey things (which explode when something else explodes next to them). If one player builds a too big tower, the other player may get one of his rows. OPTIONS
-d Debug mode. -f Fullscreen mode. -g widthxheight Set the window size. -h Print a short help message and exit with status 0. -? Print a short help message and exit with status 1. --version versions, --version=versions Activate special versions of levels and level tracks. versions is a comma-separated list of version specifiers. Version specifiers pertaining to difficulty setting, numbers of players, and level tracks can also be set from the main menu. See the cual(6) manpage for the relevant values. The other version specifiers which are actually used in levels are eco and geek. eco makes a very few levels less resource-hungry. In the consequence, they also become less beautiful. If you're trying to design own levels, you can pass the name of your .ld file (level description file) to test the level. If you do that, this will be the only available level. CREATING NEW LEVELS
The main work is to draw all those little icons. Then you have to create a level description file which tells cuyo how to put everything together. There is an example level with many comments. Its description file is example.ld. (It should be part of the cuyo distribution and probably lies in the same directory as the other cuyo level description files.) It is rather outdated but may still be a good starting point. Other Sources of information are: - Try man cual. Cual - the Cuyo Animation Language - is the format of level description files. - And of course, there are the level description files of the existing levels (files ending in .ld, probably located somewhere like /usr/share/games/cuyo/). SEE ALSO
cual(6) BUGS
The level description language is still under development. In the preferences dialog, some keys are not displayed correctly. The AI Player is not very intelligent. In particular, it doesn't understand most of the special features of the levels, and so, it some- times behaves very silly. See the TODO file for other bugs. AUTHORS
Mainly Immanuel Halupczok <cuyo@karimmi.de>. Other contributors to the source code: Bernhard R. Link, Mark Weyer, Bernhard Seckinger. Other contributors of levels: Daniela Lipps, Simon Huggenberger. 2012-1-27 CUYO(6)

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TETRIS(6)							 BSD Games Manual							 TETRIS(6)

NAME
tetris -- the game of tetris SYNOPSIS
tetris [-ps] [-k keys] [-l level] DESCRIPTION
The tetris command runs display-based game which must be played on a CRT terminal. The object is to fit the shapes together forming complete rows, which then vanish. When the shapes fill up to the top, the game ends. You can optionally select a level of play, or custom-select control keys. The default level of play is 2. The default control keys are as follows: j move left k rotate 1/4 turn counterclockwise l move right <space> drop p pause q quit The options are as follows: -k The default control keys can be changed using the -k option. The keys argument must have the six keys in order, and, remember to quote any space or tab characters from the shell. For example: tetris -l 2 -k 'jkl pq' will play the default games, i.e. level 2 and with the default control keys. The current key settings are displayed at the bottom of the screen during play. -l Select a level of play. -s Display the top scores. -p Switch on previewing of the shape that will appear next. PLAY
At the start of the game, a shape will appear at the top of the screen, falling one square at a time. The speed at which it falls is deter- mined directly by the level: if you select level 2, the blocks will fall twice per second; at level 9, they fall 9 times per second. (As the game goes on, things speed up, no matter what your initial selection.) When this shape ``touches down'' on the bottom of the field, another will appear at the top. You can move shapes to the left or right, rotate them counterclockwise, or drop them to the bottom by pressing the appropriate keys. As you fit them together, completed horizontal rows vanish, and any blocks above fall down to fill in. When the blocks stack up to the top of the screen, the game is over. SCORING
You get one point for every block you fit into the stack, and one point for every space a block falls when you hit the drop key. (Dropping the blocks is therefore a good way to increase your score.) Your total score is the product of the level of play and your accumulated points -- 200 points on level 3 gives you a score of 600. Each player gets at most one entry on any level, for a total of nine scores in the high scores file. Players who no longer have accounts are limited to one score. Also, scores over 5 years old are expired. The exception to these conditions is that the highest score on a given level is always kept, so that following generations can pay homage to those who have wasted serious amounts of time. The score list is produced at the end of the game. The printout includes each player's overall ranking, name, score, and how many points were scored on what level. Scores which are the highest on a given level are marked with asterisks ``*''. FILES
/var/games/tetris.scores high score file AUTHORS
Adapted from a 1989 International Obfuscated C Code Contest winner by Chris Torek and Darren F. Provine. Manual adapted from the original entry written by Nancy L. Tinkham and Darren F. Provine. Code for previewing next shape added by Hubert Feyrer in 1999. BUGS
The higher levels are unplayable without a fast terminal connection. BSD
May 31, 1993 BSD
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