1SNAKE(6) Games Manual SNAKE(6)
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6 snake, snscore - display chase game
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9 /usr/games/snake [ -wn ] [ -ln ]
10 /usr/games/snscore
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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
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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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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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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)