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4 | SNAKE(6) BSD Reference Manual SNAKE(6) | |
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7 | N\bNA\bAM\bME\bE | |
8 | snake, snscore - display chase game | |
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10 | S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS | |
11 | s\bsn\bna\bak\bke\be [ -\b-w\bw w\bwi\bid\bdt\bth\bh ] [ -\b-l\bl l\ble\ben\bng\bgt\bth\bh ] | |
12 | s\bsn\bns\bsc\bco\bor\bre\be | |
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14 | D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN | |
15 | Snake is a display-based game which must be played on a | |
16 | CRT terminal. The object of the game is to make as much | |
17 | money as possible without getting eaten by the snake. The | |
18 | -\b-l\bl and -\b-w\bw options allow you to specify the length and | |
19 | width of the field. By default the entire screen (except | |
20 | for the last column) is used. | |
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22 | You are represented on the screen by an I. The snake is 6 | |
23 | squares long and is represented by S's. The money is $, | |
24 | and an exit is #. Your score is posted in the upper left | |
25 | hand corner. | |
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27 | You can move around using the same conventions as vi(1), | |
28 | the h, j, k, and l keys work, as do the arrow keys. Other | |
29 | possibilities include: | |
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31 | sefc These keys are like hjkl but form a directed pad | |
32 | around the d key. | |
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34 | HJKL These keys move you all the way in the indicated | |
35 | direction to the same row or column as the money. | |
36 | This does _\bn_\bo_\bt let you jump away from the snake, but | |
37 | rather saves you from having to type a key repeat- | |
38 | edly. The snake still gets all his turns. | |
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40 | SEFC Likewise for the upper case versions on the left. | |
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42 | ATPB These keys move you to the four edges of the | |
43 | screen. Their position on the keyboard is the | |
44 | mnemonic, e.g. P is at the far right of the key- | |
45 | board. | |
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47 | x This lets you quit the game at any time. | |
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49 | p Points in a direction you might want to go. | |
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51 | w Space warp to get out of tight squeezes, at a | |
52 | price. | |
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54 | To earn money, move to the same square the money is on. A | |
55 | new $ will appear when you earn the current one. As you | |
56 | get richer, the snake gets hungrier. To leave the game, | |
57 | move to the exit (#). | |
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61 | 4th Berkeley Distribution May 31, 1993 1 | |
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70 | SNAKE(6) BSD Reference Manual SNAKE(6) | |
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73 | A record is kept of the personal best score of each | |
74 | player. Scores are only counted if you leave at the exit, | |
75 | getting eaten by the snake is worth nothing. | |
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77 | As in pinball, matching the last digit of your score to | |
78 | the number which appears after the game is worth a bonus. | |
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80 | To see who wastes time playing snake, run _\bs_\bn_\bs_\bc_\bo_\br_\be _\b. | |
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82 | F\bFI\bIL\bLE\bES\bS | |
83 | /usr/games/lib/snakerawscores database of personal bests | |
84 | /usr/games/lib/snake.log log of games played | |
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86 | B\bBU\bUG\bGS\bS | |
87 | When playing on a small screen, it's hard to tell when you | |
88 | hit the edge of the screen. | |
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90 | The scoring function takes into account the size of the | |
91 | screen. A perfect function to do this equitably has not | |
92 | been devised. | |
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127 | 4th Berkeley Distribution May 31, 1993 2 | |
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