TETRIS(6)                      BSD Games Manual
TETRIS(6)

NNAAMMEE
     tteettrriiss — the game of tetris

SSYYNNOOPPSSIISS
     tteettrriiss [--ppss] [--kk _k_e_y_s]
     [--ll _l_e_v_e_l]

DDEESSCCRRIIPPTTIIOONN
     The tteettrriiss command runs display-based game
     which must be played on a CRT terminal.  The object is
     to fit the shapes together forming complete rows, which
     then vanish.  When the shapes fill up to the top, the
     game ends.  You can optionally select a level of play,
     or custom-select con‐ trol keys.

     The default level of play is 2.

     The default control keys are as follows:

           j          move left k          rotate 1/4 turn
           counterclockwise l          move right ⟨space⟩
           drop p          pause q          quit

     The options are as follows:

     --kk      The default control keys can be changed
     using the --kk option.  The
             _k_e_y_s argument must have the six keys in
             order, and, remember to quote any space or tab
             characters from the shell.  For example:

                   tetris -l 2 -k 'jkl pq'

             will play the default games, i.e. level 2 and
             with the default control keys.  The current key
             settings are displayed at the bot‐ tom of the
             screen during play.

     --ll      Select a level of play.

     --ss      Display the top scores.

     --pp      Switch on previewing of the shape that will
     appear next.

PPLLAAYY
     At the start of the game, a shape will appear at the top
     of the screen, falling one square at a time.  The speed
     at which it falls is determined directly by the level:
     if you select level 2, the blocks will fall twice
     per second; at level 9, they fall 9 times per second.
     (As the game goes on, things speed up, no matter what your
     initial selection.)  When this shape “touches down” on
     the bottom of the field, another will appear at the top.

     You can move shapes to the left or right, rotate them
     counterclockwise, or drop them to the bottom by pressing
     the appropriate keys.  As you fit them together, completed
     horizontal rows vanish, and any blocks above fall down
     to fill in.  When the blocks stack up to the top of the
     screen, the game is over.

SSCCOORRIINNGG
     You get one point for every block you fit into the stack,
     and one point for every space a block falls when you
     hit the drop key.  (Dropping the blocks is therefore a
     good way to increase your score.)  Your total score is
     the product of the level of play and your accumulated
     points -- 200 points on level 3 gives you a score of
     600.  Each player gets at most one entry on any level,
     for a total of nine scores in the high scores file.
     Players who no longer have accounts are limited to
     one score.  Also, scores over 5 years old are expired.
     The exception to these conditions is that the highest
     score on a given level is _a_l_w_a_y_s kept, so
     that fol‐ lowing generations can pay homage to those
     who have wasted serious amounts of time.

     The score list is produced at the end of the game.
     The printout includes each player's overall ranking, name,
     score, and how many points were scored on what level.
     Scores which are the highest on a given level are marked
     with asterisks “*”.

FFIILLEESS
     /home/.tetris-bsd.scores    high score file

BBUUGGSS
     The higher levels are unplayable without a fast terminal
     connection.

AAUUTTHHOORRSS
     Adapted from a 1989 International Obfuscated C Code
     Contest winner by Chris Torek and Darren F. Provine.

     Manual adapted from the original entry written by Nancy
     L. Tinkham and Darren F. Provine.

     Code for previewing next shape added by Hubert Feyrer
     in 1999.

BSD                              May 31, 1993
BSD
