Commit | Line | Data |
---|---|---|
e3758c96 C |
1 | .TH SNAKE 6 |
2 | .UC 4 | |
3 | .SH NAME | |
4 | snake, snscore \- display chase game | |
5 | .SH SYNOPSIS | |
6 | .B /usr/games/snake | |
7 | [ | |
8 | .BI \-w n | |
9 | ] [ | |
10 | .BI \-l n | |
11 | ] | |
12 | .br | |
13 | .B /usr/games/snscore | |
14 | .SH DESCRIPTION | |
15 | Snake is a display-based game which must be played on a CRT terminal | |
16 | from among those supported by vi(1). | |
17 | The object of the game is to make as much money as possible without | |
18 | getting eaten by the snake. | |
19 | The | |
20 | .B \-l | |
21 | and | |
22 | .B \-w | |
23 | options allow you to specify the length and width of the field. | |
24 | By default the entire screen (except for the last column) is used. | |
25 | .PP | |
26 | You are represented on the screen by an I. | |
27 | The snake is 6 squares long and is represented by S's. | |
28 | The money is $, and an exit is #. | |
29 | Your score is posted in the upper left hand corner. | |
30 | .PP | |
31 | You can move around using the same conventions as vi(1), | |
32 | the h, j, k, and l keys work, as do the arrow keys. | |
33 | Other possibilities include: | |
34 | .IP sefc | |
35 | These keys are like hjkl but form a directed pad around the d key. | |
36 | .IP HJKL | |
37 | These keys move you all the way in the indicated direction to the | |
38 | same row or column as the money. | |
39 | This does | |
40 | .I not | |
41 | let you jump away from the snake, but rather saves you from having | |
42 | to type a key repeatedly. | |
43 | The snake still gets all his turns. | |
44 | .IP SEFC | |
45 | Likewise for the upper case versions on the left. | |
46 | .IP ATPB | |
47 | These keys move you to the four edges of the screen. | |
48 | Their position on the keyboard is the mnemonic, e.g. | |
49 | P is at the far right of the keyboard. | |
50 | .IP x | |
51 | This lets you quit the game at any time. | |
52 | .IP p | |
53 | Points in a direction you might want to go. | |
54 | .IP w | |
55 | Space warp to get out of tight squeezes, at a price. | |
56 | .IP ! | |
57 | Shell escape | |
58 | .IP ^Z | |
59 | Suspend the snake game, on systems which support it. | |
60 | Otherwise an interactive shell is started up. | |
61 | .PP | |
62 | To earn money, move to the same square the money is on. | |
63 | A new $ will appear when you earn the current one. | |
64 | As you get richer, the snake gets hungrier. | |
65 | To leave the game, move to the exit (#). | |
66 | .PP | |
67 | A record is kept of the personal best score of each player. | |
68 | Scores are only counted if you leave at the exit, | |
69 | getting eaten by the snake is worth nothing. | |
70 | .PP | |
71 | As in pinball, matching the last digit of your score to the number | |
72 | which appears after the game is worth a bonus. | |
73 | .PP | |
74 | To see who wastes time playing snake, run | |
75 | .I /usr/games/snscore . | |
76 | .SH FILES | |
77 | .nf | |
78 | .ta \w'/usr/games/lib/snakerawscores 'u | |
79 | /usr/games/lib/snakerawscores database of personal bests | |
80 | /usr/games/lib/snake.log log of games played | |
81 | /usr/games/busy program to determine if system too busy | |
82 | .DT | |
83 | .fi | |
84 | .SH BUGS | |
85 | .PP | |
86 | When playing on a small screen, | |
87 | it's hard to tell when you hit the edge of the screen. | |
88 | .PP | |
89 | The scoring function takes into account the size of the screen. | |
90 | A perfect function to do this equitably has not been devised. |