1BSD-FBG(6)                     BSD Games Manual                     BSD-FBG(6)
2

NAME

4     bsd-fbg — a falling block game
5

SYNOPSIS

7     bsd-fbg [-ps] [-k keys] [-l level]
8

DESCRIPTION

10     The bsd-fbg command runs a display-based game which must be played on a
11     CRT terminal.  The object is to fit the shapes together forming complete
12     rows, which then vanish.  When the shapes fill up to the top, the game
13     ends.  You can optionally select a level of play, or custom-select con‐
14     trol keys.
15
16     The default level of play is 2.
17
18     The default control keys are as follows:
19
20           j          move left
21           k          rotate 1/4 turn counterclockwise
22           l          move right
23           ⟨space⟩    drop
24           p          pause
25           q          quit
26
27     The options are as follows:
28
29     -k      The default control keys can be changed using the -k option.  The
30             keys argument must have the six keys in order, and, remember to
31             quote any space or tab characters from the shell.  For example:
32
33                   bsd-fbg -l 2 -k 'jkl pq'
34
35             will play the default games, i.e. level 2 and with the default
36             control keys.  The current key settings are displayed at the bot‐
37             tom of the screen during play.
38
39     -l      Select a level of play.
40
41     -s      Display the top scores.
42
43     -p      Switch on previewing of the shape that will appear next.
44

PLAY

46     At the start of the game, a shape will appear at the top of the screen,
47     falling one square at a time.  The speed at which it falls is determined
48     directly by the level: if you select level 2, the blocks will fall twice
49     per second; at level 9, they fall 9 times per second.  (As the game goes
50     on, things speed up, no matter what your initial selection.)  When this
51     shape “touches down” on the bottom of the field, another will appear at
52     the top.
53
54     You can move shapes to the left or right, rotate them counterclockwise,
55     or drop them to the bottom by pressing the appropriate keys.  As you fit
56     them together, completed horizontal rows vanish, and any blocks above
57     fall down to fill in.  When the blocks stack up to the top of the screen,
58     the game is over.
59

SCORING

61     You get one point for every block you fit into the stack, and one point
62     for every space a block falls when you hit the drop key.  (Dropping the
63     blocks is therefore a good way to increase your score.)  Your total score
64     is the product of the level of play and your accumulated points -- 200
65     points on level 3 gives you a score of 600.  Each player gets at most one
66     entry on any level, for a total of nine scores in the high scores file.
67     Players who no longer have accounts are limited to one score.  Also,
68     scores over 5 years old are expired.  The exception to these conditions
69     is that the highest score on a given level is always kept, so that fol‐
70     lowing generations can pay homage to those who have wasted serious
71     amounts of time.
72
73     The score list is produced at the end of the game.  The printout includes
74     each player's overall ranking, name, score, and how many points were
75     scored on what level.  Scores which are the highest on a given level are
76     marked with asterisks “*”.
77

FILES

79     /var/games/bsd-fbg.scores    high score file
80

BUGS

82     The higher levels are unplayable without a fast terminal connection.
83

AUTHORS

85     Adapted from a 1989 International Obfuscated C Code Contest winner by
86     Chris Torek and Darren F. Provine.
87
88     Manual adapted from the original entry written by Nancy L. Tinkham and
89     Darren F. Provine.
90
91     Code for previewing next shape added by Hubert Feyrer in 1999.
92
93BSD                              May 31, 1993                              BSD
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