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1.1 root 1: .\" Copyright (c) 1980 The Regents of the University of California.
2: .\" All rights reserved.
3: .\"
4: .\" Redistribution and use in source and binary forms are permitted provided
5: .\" that: (1) source distributions retain this entire copyright notice and
6: .\" comment, and (2) distributions including binaries display the following
7: .\" acknowledgement: ``This product includes software developed by the
8: .\" University of California, Berkeley and its contributors'' in the
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14: .\" THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED
15: .\" WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
16: .\" MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
17: .\"
18: .\" @(#)snake.6 6.4 (Berkeley) 6/23/90
19: .\"
20: .TH SNAKE 6 "June 23, 1990"
21: .UC 4
22: .SH NAME
23: snake, snscore \- display chase game
24: .SH SYNOPSIS
25: .B snake
26: [
27: .B -w width
28: ] [
29: .B -l length
30: ]
31: .br
32: .B snscore
33: .SH DESCRIPTION
34: Snake is a display-based game which must be played on a CRT terminal.
35: The object of the game is to make as much money as possible without
36: getting eaten by the snake. The
37: .B \-l
38: and
39: .B \-w
40: options allow you to specify the length and width of the field.
41: By default the entire screen (except for the last column) is used.
42: .PP
43: You are represented on the screen by an I.
44: The snake is 6 squares long and is represented by S's.
45: The money is $, and an exit is #.
46: Your score is posted in the upper left hand corner.
47: .PP
48: You can move around using the same conventions as vi(1),
49: the h, j, k, and l keys work, as do the arrow keys.
50: Other possibilities include:
51: .IP sefc
52: These keys are like hjkl but form a directed pad around the d key.
53: .IP HJKL
54: These keys move you all the way in the indicated direction to the
55: same row or column as the money. This does
56: .I not
57: let you jump away from the snake, but rather saves you from having
58: to type a key repeatedly. The snake still gets all his turns.
59: .IP SEFC
60: Likewise for the upper case versions on the left.
61: .IP ATPB
62: These keys move you to the four edges of the screen.
63: Their position on the keyboard is the mnemonic, e.g.
64: P is at the far right of the keyboard.
65: .IP x
66: This lets you quit the game at any time.
67: .IP p
68: Points in a direction you might want to go.
69: .IP w
70: Space warp to get out of tight squeezes, at a price.
71: .PP
72: To earn money, move to the same square the money is on.
73: A new $ will appear when you earn the current one.
74: As you get richer, the snake gets hungrier.
75: To leave the game, move to the exit (#).
76: .PP
77: A record is kept of the personal best score of each player.
78: Scores are only counted if you leave at the exit,
79: getting eaten by the snake is worth nothing.
80: .PP
81: As in pinball, matching the last digit of your score to the number
82: which appears after the game is worth a bonus.
83: .PP
84: To see who wastes time playing snake, run
85: .I snscore .
86: .SH FILES
87: .nf
88: .ta \w'/usr/games/lib/snakerawscores 'u
89: /usr/games/lib/snakerawscores database of personal bests
90: /usr/games/lib/snake.log log of games played
91: .DT
92: .fi
93: .SH BUGS
94: .PP
95: When playing on a small screen,
96: it's hard to tell when you hit the edge of the screen.
97: .PP
98: The scoring function takes into account the size of the screen.
99: A perfect function to do this equitably has not been devised.
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