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phear(6) [debian man page]

PHEAR(6)							   Games Manual 							  PHEAR(6)

phear - enter the cavez of phear SYNOPSIS
phear [-e <level filename>] | [level name] OPTIONS
This program has several arguments: -e Start editor instead of game on a specific level. level name Name of the level to play, f.ex 01 level filename Filename of the level to edit. f.ex /usr/share/phear/data/levels/01 DESCRIPTION
This is a boulder dash type of game, for terminals. You walk around in a ASCII underground cave system, where you need to keep clear of boulders falling down while you are digging through the dirt searching for diamonds. To play you have to know these keys: right - move right left - move left up - move up down - move down b - place bomb t - detonate bombs q - leave game By picking up a diamond (*) you get 10 points, picking up money ($) gives you 100 points. You get one extra life for every 1000 points you score. Move around with the arrow keys or the 2-4-8-6 keys. Press 'k' to commit suicide if you should get stuck. Got the bombs (%)? Great! Press 'b' to place them, and 't' to detonate them all at once. Note that the bombs you place will act just like stones, affected by gravity, rolling, and so on.. Watch out for monsters (M) -- if they catch you, you will die. To fight back, drop stones on them or blow them up using your bombs. Pressing 's' will enable/disable sound, 'w' will highlight your current position. EDITOR
The editor has its own keys you need to know: 0-9 - Keys 0-9 places objects s - Saves the map l - Enables lock-mode (lets you draw continuously using the arrow-keys) q - Quits the editor AUTHOR
Cavez of Phear was written by Tom Rune Flo <>. This manual page was written by Hakon Nessjoen <>, with parts of it written by Tom Rune Flo <>, for the Debian project (and may be used by others). November 30, 2011 PHEAR(6)

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TETRIS(6)							 BSD Games Manual							 TETRIS(6)

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-bsd.scores high score file BUGS
The higher levels are unplayable without a fast terminal connection. 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. BSD
May 31, 1993 BSD
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