1SNAKE(6)                         Games Manual                         SNAKE(6)
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NAME

6       snake, snscore - display chase game
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SYNOPSIS

9       /usr/games/snake [ -wn ] [ -ln ]
10       /usr/games/snscore
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DESCRIPTION

13       Snake  is  a  display-based game which must be played on a CRT terminal
14       from among those supported by vi(1).  The object of the game is to make
15       as  much  money as possible without getting eaten by the snake.  The -l
16       and -w options allow you to specify the length and width of the  field.
17       By default the entire screen (except for the last column) is used.
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19       You are represented on the screen by an I.  The snake is 6 squares long
20       and is represented by S's.  The money is $, and an  exit  is  #.   Your
21       score is posted in the upper left hand corner.
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23       You  can  move around using the same conventions as vi(1), the h, j, k,
24       and l keys work, as do the arrow keys.  Other possibilities include:
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26       sefc   These keys are like hjkl but form a directed pad  around  the  d
27              key.
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29       HJKL   These  keys  move  you all the way in the indicated direction to
30              the same row or column as the money.  This does not let you jump
31              away  from the snake, but rather saves you from having to type a
32              key repeatedly.  The snake still gets all his turns.
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34       SEFC   Likewise for the upper case versions on the left.
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36       ATPB   These keys move you to the four  edges  of  the  screen.   Their
37              position  on the keyboard is the mnemonic, e.g.  P is at the far
38              right of the keyboard.
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40       x      This lets you quit the game at any time.
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42       p      Points in a direction you might want to go.
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44       w      Space warp to get out of tight squeezes, at a price.
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46       !      Shell escape
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48       ^Z     Suspend the snake game, on systems which support it.   Otherwise
49              an interactive shell is started up.
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51       To  earn  money, move to the same square the money is on.  A new $ will
52       appear when you earn the current one.  As you  get  richer,  the  snake
53       gets hungrier.  To leave the game, move to the exit (#).
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55       A record is kept of the personal best score of each player.  Scores are
56       only counted if you leave at the exit, getting eaten by  the  snake  is
57       worth nothing.
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59       As  in  pinball,  matching  the  last digit of your score to the number
60       which appears after the game is worth a bonus.
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62       To see who wastes time playing snake, run /usr/games/snscore .
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FILES

65       /usr/games/lib/snakerawscores database of personal bests
66       /usr/games/lib/snake.log      log of games played
67       /usr/games/busy               program to determine if system too busy
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BUGS

70       When playing on a small screen, it's hard to tell when you hit the edge
71       of the screen.
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73       The scoring function takes into account the size of the screen.  A per‐
74       fect function to do this equitably has not been devised.
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784th Berkeley Distribution        May 20, 1985                         SNAKE(6)
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