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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. |
| 48 | |
| 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. |
| 53 | |
| 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. |
| 76 | |
| 77 | As in pinball, matching the last digit of your score to |
| 78 | the number which appears after the game is worth a bonus. |
| 79 | |
| 80 | To see who wastes time playing snake, run _\bs_\bn_\bs_\bc_\bo_\br_\be _\b. |
| 81 | |
| 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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