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JEWEL(6)			 Games Manual			      JEWEL(6)

NAME
       xjewel -	X windows droping jewels game

SYNOPSIS
       xjewel

DESCRIPTION
       Jewel is	a droping block	game akin to tetris.

       It  is played by	controling the motion of blocks	which continue to fall
       from the	top of the screen.  One	can move them left and right, as  well
       as  rotate  the	jewel segements.  The object is	to get the most	points
       before the grim reaper ends the fun.

       Death happens when the screen is	no longer capable of holding any  more
       blocks.	 To make high scores more interesting, you are given but three
       attempts	to get points -- use them wisely.

       As the game progresses, and more	jewels are removed, the	speed  of  the
       game will increase.  This is measured in	seconds	of delay between steps
       of block	motion.

KEYS
       There are three sets of keys that can be	used:
       ( or any	combination )

       Option 1:
	     +------------------+----------------+-------------------+
	     |	      J		|	 K	 |	   L	     |
	     +------------------+----------------+-------------------+
		     |			|		   |
	       move block left	   rotate block	    move block right
			  +---------------+
			  |   SPACE	  | <- drop block
			  -----------------

       Option 2:

	     +------------------+----------------+-------------------+
	     |	      4		|	 5	 |	    6	     |
	     +------------------+----------------+-------------------+
		     |			|		    |
	       move block left	   rotate block	    move block right
			  +---------------+
			  |	0	  | <- drop block
			  -----------------

       Option 3: (cursor keypad)

				+----------------+
				|	 ^	 |   - rotate block
				------------------
	     +------------------+----------------+-------------------+
	     |	     <-		|	v	 |	   ->	     |
	     +------------------+----------------+-------------------+
		     |			|		    |
	       move block left	   rotate block	    move block right

ROTATIONS
       The folowing rotations are possible: ( there are	no others )

	 --------------		   --------------	     --------------
	 |     1      |		   |	 3	|	     |	    2	  |
	 +------------+		   +------------+	     +------------+
	 |     2      |	    =>	   |	 1	|     =>     |	    3	  |
	 +------------+		   +------------+	     +------------+
	 |     3      |		   |	 2	|	     |	    1	  |
	 --------------		   --------------	     --------------

SCORING
       The  basic way to get points is to unite	the jewels to form triplet (or
       higher) matches.	 This can be done in any direction, and	can be	accom-
       plished	in more	than one part of the board at one time.	 As the	jewels
       are removed, the	board falls to fill the	spaces --  matches  may	 again
       occur.

       These  teritiary	matches	provide	an interesting part to the game	due to
       the formula for calculating points:

	   ( 300 (for base triplet) + 150 * (each additional jewel) ) *	 2^or-
       der

	   where order is the number of	the repeition from which the match
	   occured.

       As  a  light  at	the end	of the bleak tunnel, a WILD CARD is available.
       The wild	block will be given at infrequent intervals, and will give the
       user the	points for one triplet by removing all the jewels of a partic-
       ular shape/color.

       To add some interest to the game, points	are awarded for	 dropping  the
       block  from a height above its resting place.  This is accumlated at 10
       points per level	above the place	it will	rest.

STAGES
       There are no changes for	the higher  levels,  although  the  speed  in-
       creases,	proportionaly to the level.  Stage increases with the success-
       ful completion of the 50	jewels required	per level.  The	current	status
       is shown	in the REST field.

NOTES
       This game was originally	written	by Yoshihiro Satoh of HP.  I have made
       a modest	attempt	to replicate Domain/JewelBox under X.

       I  have	somewhat  rudely  taken	the bitmaps from the original game and
       created this version.  I	hold the copyright for the code, as I  created
       it,  but	 I  hold no claim to the bitmaps which were freely distributed
       with the	Domain version.

       NOTE: I have attempted to reach the holder of the original copyright to
       ascertain his acceptance	for the	release	of this	game, he did  not,  or
       was not able to reply.

       REDISTRIBUTION in source	or binary from is permited as long as adequate
       notation	of the originators is retained,	including the developer	of the
       original	Domain/Jewlbox,	Yoshihiro Satoh.

       USE  AT	YOUR  OWN  RISK	 AND  PERIL,  I	MAKE NO	CLAIM OF USEABILITY OR
       WARANTY.

ORIGINAL NOTATIONS
       >Authors
       >-------
       >
       >   Programming	     Yoshihiro Satoh
       >   Font	Design	     Yoshiharu Minami
       >   Document Writing  Nancy Paisner
       >
       >Copyright
       >---------
       >
       >  This software	is in the Yoshihiro's Arcade Collections.
       >  Domain/JewelBox is a trade mark of Yoshihiro Satoh.
       >
       >  Copyright @ 1990 by Yoshihiro	Satoh
       >  All rights are reserved by Yoshihiro Satoh.

       xjewel -	Jewel for X11 Copyright	1992 by	David Cooper

AUTHOR
       David Cooper
       Jose Guterman

SEE ALSO
BUGS
       It does not currently accept any	X arguments,  including	 the  -display
       argument.

       The DISPLAY environment variable	must be	set for	it to work.

X Version 11			 December 1992			      JEWEL(6)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=xjewel&sektion=6&manpath=FreeBSD+Ports+14.3.quarterly>

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