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Test Your Knowledge in Computers #390
Difficulty: Medium
SdlBasic is a multiplatform interpreter for BASIC which can be used to make games in 2d style amos for linux and windows.
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snake(6) [bsd man page]

SNAKE(6)							   Games Manual 							  SNAKE(6)

NAME
snake, snscore - display chase game SYNOPSIS
/usr/games/snake [ -wn ] [ -ln ] /usr/games/snscore DESCRIPTION
Snake is a display-based game which must be played on a CRT terminal from among those supported by vi(1). The object of the game is to make as much money as possible without getting eaten by the snake. The -l and -w options allow you to specify the length and width of the field. By default the entire screen (except for the last column) is used. You are represented on the screen by an I. The snake is 6 squares long and is represented by S's. The money is $, and an exit is #. Your score is posted in the upper left hand corner. You can move around using the same conventions as vi(1), the h, j, k, and l keys work, as do the arrow keys. Other possibilities include: sefc These keys are like hjkl but form a directed pad around the d key. HJKL These keys move you all the way in the indicated direction to the same row or column as the money. This does not let you jump away from the snake, but rather saves you from having to type a key repeatedly. The snake still gets all his turns. SEFC Likewise for the upper case versions on the left. ATPB These keys move you to the four edges of the screen. Their position on the keyboard is the mnemonic, e.g. P is at the far right of the keyboard. x This lets you quit the game at any time. p Points in a direction you might want to go. w Space warp to get out of tight squeezes, at a price. ! Shell escape ^Z Suspend the snake game, on systems which support it. Otherwise an interactive shell is started up. To earn money, move to the same square the money is on. A new $ will appear when you earn the current one. As you get richer, the snake gets hungrier. To leave the game, move to the exit (#). A record is kept of the personal best score of each player. Scores are only counted if you leave at the exit, getting eaten by the snake is worth nothing. As in pinball, matching the last digit of your score to the number which appears after the game is worth a bonus. To see who wastes time playing snake, run /usr/games/snscore . FILES
/usr/games/lib/snakerawscores database of personal bests /usr/games/lib/snake.log log of games played /usr/games/busy program to determine if system too busy BUGS
When playing on a small screen, it's hard to tell when you hit the edge of the screen. The scoring function takes into account the size of the screen. A perfect function to do this equitably has not been devised. 4th Berkeley Distribution May 20, 1985 SNAKE(6)

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GREED(6)							       Games								  GREED(6)

NAME
greed - eat a game field until you run out of moves SYNOPSIS
greed [-s] DESCRIPTION
The object of Greed is to erase as much of the screen as possible by moving around in a grid of numbers. To move your cursor, simply use your arrow keys or the the 'hjklyubn' keys or your numberic Your location is signified by the @ symbol. When you move in a direction, you erase N number of grid squares in that direction, N being the first number in that direction. Your score reflects the total number of squares eaten. Greed will not let you make a move that would have placed you off the grid or over a previously eaten square. If no valid moves exist, your game ends. Other Greed commands are 'Ctrl-L' to redraw the screen, 'p' to toggle the highlighting of the possible moves, and 'q' to quit. The only ommand line option to Greed is '-s' to output the high score file. ENVIRONMENT
Greed will detect color curses(3) support at compilation time. If you have it, Greed will generate the board in color, one color to each of the digit values. This will also enable checking of an environment variable GREEDOPTS to override the default color set, which will be parsed as a string of the form: <c1><c2><c3><c4><c5><c6><c7><c8><c9>[:[p]] where <cn> is a character decribing the color for digit n. The color letters are read as follows: b = blue, g = green, c = cyan, r = red, m = magenta, y = yellow, w = white. In addition, capitalizing a letter turns on the A_BOLD attribute for that letter. If the string ends with a trailing :, letters following are taken as game options. At present, only 'p' (equivalent to an initial 'p' command) is defined. FILES
/var/games/greed/greed.hs Default location of Greed high scores. AUTHORS
Originally written by Matt Day. Maintained by esr@snark.thyrsus.com. See ESR's home page at http://www.catb.org/~esr/ for updates and other resources. BUGS
This really ought to be an X game, but that would have been too much like work. greed 11/24/2011 GREED(6)

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