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TETRIS(6)			  Games	Manual			     TETRIS(6)

NAME
       tetris -- the game of tetris

SYNOPSIS
       tetris [-cps] [-k keys] [-l level]

DESCRIPTION
       The  tetris  command  runs  a display-based game.  The object is	to fit
       shapes together to form 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:

       -c      Classic tetris mode, in which shapes rotate clockwise  and  are
	       drawn with "[]".

       -k keys
	       The  default  control  keys can be changed using	the -k option.
	       The keys	argument must have the six keys	in order; remember  to
	       quote any space or tab characters from the shell.  For example:

		     tetris -l 2 -k 'jkl pq'

	       will  play the default game, i.e. level 2 with the default con-
	       trol keys.  The current key settings are	displayed at the  bot-
	       tom of the screen during	play.

       -l level
	       Select a	level of play.

       -p      Switch  on previewing of	the shape that will appear next.  This
	       penalizes your score.

       -s      Display the top scores.

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	selec-
       tion.)  When this shape "touches	down" on the bottom of the field,  an-
       other 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  in-
       cludes  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.

       Shape previewing	code adapted from code by Hubert Feyrer.

BUGS
       The higher levels are unplayable	without	a fast terminal	connection.

FreeBSD	ports 15.0		 May 31, 1993			     TETRIS(6)

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