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1.1 root 1: .\" Copyright (c) 1980 Regents of the University of California.
2: .\" All rights reserved. The Berkeley software License Agreement
3: .\" specifies the terms and conditions for redistribution.
4: .\"
5: .\" @(#)snake.6 6.2 (Berkeley) 4/20/88
6: .\"
7: .TH SNAKE 6 "April 20, 1988"
8: .UC 4
9: .SH NAME
10: snake, snscore \- display chase game
11: .SH SYNOPSIS
12: .B snake
13: [
14: .B -w width
15: ] [
16: .B -l length
17: ]
18: .br
19: .B snscore
20: .SH DESCRIPTION
21: Snake is a display-based game which must be played on a CRT terminal.
22: The object of the game is to make as much money as possible without
23: getting eaten by the snake. The
24: .B \-l
25: and
26: .B \-w
27: options allow you to specify the length and width of the field.
28: By default the entire screen (except for the last column) is used.
29: .PP
30: You are represented on the screen by an I.
31: The snake is 6 squares long and is represented by S's.
32: The money is $, and an exit is #.
33: Your score is posted in the upper left hand corner.
34: .PP
35: You can move around using the same conventions as vi(1),
36: the h, j, k, and l keys work, as do the arrow keys.
37: Other possibilities include:
38: .IP sefc
39: These keys are like hjkl but form a directed pad around the d key.
40: .IP HJKL
41: These keys move you all the way in the indicated direction to the
42: same row or column as the money. This does
43: .I not
44: let you jump away from the snake, but rather saves you from having
45: to type a key repeatedly. The snake still gets all his turns.
46: .IP SEFC
47: Likewise for the upper case versions on the left.
48: .IP ATPB
49: These keys move you to the four edges of the screen.
50: Their position on the keyboard is the mnemonic, e.g.
51: P is at the far right of the keyboard.
52: .IP x
53: This lets you quit the game at any time.
54: .IP p
55: Points in a direction you might want to go.
56: .IP w
57: Space warp to get out of tight squeezes, at a price.
58: .PP
59: To earn money, move to the same square the money is on.
60: A new $ will appear when you earn the current one.
61: As you get richer, the snake gets hungrier.
62: To leave the game, move to the exit (#).
63: .PP
64: A record is kept of the personal best score of each player.
65: Scores are only counted if you leave at the exit,
66: getting eaten by the snake is worth nothing.
67: .PP
68: As in pinball, matching the last digit of your score to the number
69: which appears after the game is worth a bonus.
70: .PP
71: To see who wastes time playing snake, run
72: .I snscore .
73: .SH FILES
74: .nf
75: .ta \w'/usr/games/lib/snakerawscores 'u
76: /usr/games/lib/snakerawscores database of personal bests
77: /usr/games/lib/snake.log log of games played
78: .DT
79: .fi
80: .SH BUGS
81: .PP
82: When playing on a small screen,
83: it's hard to tell when you hit the edge of the screen.
84: .PP
85: The scoring function takes into account the size of the screen.
86: A perfect function to do this equitably has not been devised.
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