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[unix-history] / games / snake / snake / snake.6
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1.\" Copyright (c) 1980 The Regents of the University of California.
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14.\" This product includes software developed by the University of
15.\" California, Berkeley and its contributors.
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20.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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32.\" @(#)snake.6 6.4 (Berkeley) 6/23/90
33.\"
34.TH SNAKE 6 "June 23, 1990"
35.UC 4
36.SH NAME
37snake, snscore \- display chase game
38.SH SYNOPSIS
39.B snake
40[
41.B -w width
42] [
43.B -l length
44]
45.br
46.B snscore
47.SH DESCRIPTION
48Snake is a display-based game which must be played on a CRT terminal.
49The object of the game is to make as much money as possible without
50getting eaten by the snake. The
51.B \-l
52and
53.B \-w
54options allow you to specify the length and width of the field.
55By default the entire screen (except for the last column) is used.
56.PP
57You are represented on the screen by an I.
58The snake is 6 squares long and is represented by S's.
59The money is $, and an exit is #.
60Your score is posted in the upper left hand corner.
61.PP
62You can move around using the same conventions as vi(1),
63the h, j, k, and l keys work, as do the arrow keys.
64Other possibilities include:
65.IP sefc
66These keys are like hjkl but form a directed pad around the d key.
67.IP HJKL
68These keys move you all the way in the indicated direction to the
69same row or column as the money. This does
70.I not
71let you jump away from the snake, but rather saves you from having
72to type a key repeatedly. The snake still gets all his turns.
73.IP SEFC
74Likewise for the upper case versions on the left.
75.IP ATPB
76These keys move you to the four edges of the screen.
77Their position on the keyboard is the mnemonic, e.g.
78P is at the far right of the keyboard.
79.IP x
80This lets you quit the game at any time.
81.IP p
82Points in a direction you might want to go.
83.IP w
84Space warp to get out of tight squeezes, at a price.
85.PP
86To earn money, move to the same square the money is on.
87A new $ will appear when you earn the current one.
88As you get richer, the snake gets hungrier.
89To leave the game, move to the exit (#).
90.PP
91A record is kept of the personal best score of each player.
92Scores are only counted if you leave at the exit,
93getting eaten by the snake is worth nothing.
94.PP
95As in pinball, matching the last digit of your score to the number
96which appears after the game is worth a bonus.
97.PP
98To see who wastes time playing snake, run
78ed81a3 99.I snscore
100\&.
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101.SH FILES
102.nf
78ed81a3 103.ta \w'/var/games/snakerawscores 'u
104/var/games/snakerawscores database of personal bests
105/var/games/snake.log log of games played
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106.DT
107.fi
108.SH BUGS
109.PP
110When playing on a small screen,
111it's hard to tell when you hit the edge of the screen.
112.PP
113The scoring function takes into account the size of the screen.
114A perfect function to do this equitably has not been devised.