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ROBOTS(6)							 BSD Games Manual							 ROBOTS(6)

NAME
robots -- fight off villainous robots SYNOPSIS
robots [-Asjtan] [scorefile] DESCRIPTION
robots pits you against evil robots, who are trying to kill you (which is why they are evil). Fortunately for you, even though they are evil, they are not very bright and have a habit of bumping into each other, thus destroying themselves. In order to survive, you must get them to kill each other off, since you have no offensive weaponry. Since you are stuck without offensive weaponry, you are endowed with one piece of defensive weaponry: a teleportation device. When two ro- bots run into each other or a junk pile, they die. If a robot runs into you, you die. When a robot dies, you get 10 points, and when all the robots die, you start on the next field. This keeps up until they finally get you. Robots are represented on the screen by a '+', the junk heaps from their collisions by a '*', and you (the good guy) by a '@'. The commands are: h move one square left l move one square right k move one square up j move one square down y move one square up and left u move one square up and right b move one square down and left n move one square down and right . (also space) do nothing for one turn HJKLBNYU run as far as possible in the given direction > do nothing for as long as possible t teleport to a random location w wait until you die or they all do q quit ^L redraw the screen All commands can be preceded by a count. If you use the 'w' command and survive to the next level, you will get a bonus of 10% for each robot which died after you decided to wait. If you die, however, you get nothing. For all other commands, the program will save you from typos by stopping short of being eaten. How- ever, with 'w' you take the risk of dying by miscalculation. Only five scores are allowed per user on the score file. If you make it into the score file, you will be shown the list at the end of the game. If an alternative score file is specified, that will be used instead of the standard file for scores. The options are -s Don't play, just show the score file. -j Jump, i.e., when you run, don't show any intermediate positions; only show things at the end. This is useful on slow terminals. -t Teleport automatically when you have no other option. This is a little disconcerting until you get used to it, and then it is very nice. -a Advance into the higher levels directly, skipping the lower, easier levels. -A Auto-bot mode. Lets the game play itself. -n Increase the number of games played by one. AUTHOR
Ken Arnold Christos Zoulas (autobot mode) FILES
/var/games/robots_roll the score file BUGS
Bugs? You crazy, man?!? BSD
May 31, 1993 BSD

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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-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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