| 1 | .\" Copyright (c) 1980, 1993 |
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| 32 | .\" @(#)snake.6 8.1 (Berkeley) 5/31/93 |
| 33 | .\" $FreeBSD: src/games/snake/snake/snake.6,v 1.4.2.1 2001/07/22 11:01:23 dd Exp $ |
| 34 | .\" $DragonFly: src/games/snake/snake/snake.6,v 1.4 2007/03/27 10:08:02 swildner Exp $ |
| 35 | .\" |
| 36 | .Dd May 31, 1993 |
| 37 | .Dt SNAKE 6 |
| 38 | .Os |
| 39 | .Sh NAME |
| 40 | .Nm snake , |
| 41 | .Nm snscore |
| 42 | .Nd display chase game |
| 43 | .Sh SYNOPSIS |
| 44 | .Nm |
| 45 | .Op Fl w Ar width |
| 46 | .Op Fl l Ar length |
| 47 | .Op Fl t |
| 48 | .br |
| 49 | .Nm snscore |
| 50 | .Sh DESCRIPTION |
| 51 | .Nm Snake |
| 52 | is a display-based game which must be played on a CRT terminal. |
| 53 | The object of the game is to make as much money as possible without |
| 54 | getting eaten by the snake. |
| 55 | The |
| 56 | .Fl l |
| 57 | and |
| 58 | .Fl w |
| 59 | options allow you to specify the length and width of the field. |
| 60 | By default the entire screen is used. |
| 61 | The |
| 62 | .Fl t |
| 63 | option makes the game assume you are on a slow terminal. |
| 64 | .Pp |
| 65 | You are represented on the screen by an I. |
| 66 | The snake is 6 squares long and is represented by s's with an S at its head. |
| 67 | The money is $, and an exit is #. |
| 68 | Your score is posted in the upper left hand corner. |
| 69 | .Pp |
| 70 | You can move around using the same conventions as |
| 71 | .Xr vi 1 , |
| 72 | the |
| 73 | .Ic h , |
| 74 | .Ic j , |
| 75 | .Ic k , |
| 76 | and |
| 77 | .Ic l |
| 78 | keys work, as do the arrow keys. |
| 79 | Other possibilities include: |
| 80 | .Bl -tag -width indent |
| 81 | .It Ic sefc |
| 82 | These keys are like hjkl but form a directed pad around the d key. |
| 83 | .It Ic HJKL |
| 84 | These keys move you all the way in the indicated direction to the |
| 85 | same row or column as the money. |
| 86 | This does |
| 87 | .Em not |
| 88 | let you jump away from the snake, but rather saves you from having |
| 89 | to type a key repeatedly. |
| 90 | The snake still gets all his turns. |
| 91 | .It Ic SEFC |
| 92 | Likewise for the upper case versions on the left. |
| 93 | .It Ic ATPB |
| 94 | These keys move you to the four edges of the screen. |
| 95 | Their position on the keyboard is the mnemonic, e.g., |
| 96 | P is at the far right of the keyboard. |
| 97 | .It Ic x |
| 98 | This lets you quit the game at any time. |
| 99 | .It Ic p |
| 100 | Points in a direction you might want to go. |
| 101 | .It Ic w |
| 102 | Space warp to get out of tight squeezes, at a price. |
| 103 | .El |
| 104 | .Pp |
| 105 | To earn money, move to the same square the money is on. |
| 106 | A new $ will appear when you earn the current one. |
| 107 | As you get richer, the snake gets hungrier. |
| 108 | To leave the game, move to the exit (#). |
| 109 | .Pp |
| 110 | A record is kept of the personal best score of each player. |
| 111 | Scores are only counted if you leave at the exit, |
| 112 | getting eaten by the snake is worth nothing. |
| 113 | .Pp |
| 114 | As in pinball, matching the last digit of your score to the number |
| 115 | which appears after the game is worth a bonus. |
| 116 | .Pp |
| 117 | To see who wastes time playing snake, run |
| 118 | .Nm snscore . |
| 119 | .Sh FILES |
| 120 | .Bl -tag -width ".Pa /var/games/snakerawscores" -compact |
| 121 | .It Pa /var/games/snakerawscores |
| 122 | database of personal bests |
| 123 | .It Pa /var/games/snake.log |
| 124 | log of games played |
| 125 | .El |
| 126 | .Sh BUGS |
| 127 | When playing on a small screen, |
| 128 | it's hard to tell when you hit the edge of the screen. |
| 129 | .Pp |
| 130 | The scoring function takes into account the size of the screen. |
| 131 | A perfect function to do this equitably has not been devised. |