the game of tetris
TABLE OF CONTENTS
tetris command runs a display-based game. The object
is to fit shapes together to form 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 control keys.
The default level of play is 2.
The default control keys are as follows:
- move left
- rotate 1/4 turn counterclockwise
- move right
The options are as follows:
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.
- Classic tetris mode, in which shapes rotate clockwise and are drawn with
- The default control keys can be changed using the
-k option. The keys argument
must have the six keys in order; remember to quote any space or tab
characters from the shell. For example:
tetris -l 2 -k 'jkl
will play the default game, i.e. level 2 with the default
control keys. The current key settings are displayed at the bottom of
the screen during play.
- Select a level of play.
- Switch on previewing of the shape that will appear next. This penalizes
- Display the top scores.
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.
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.) Completing a row rewards you
with a bonus corresponding to the number of simultaneous rows completed. 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 always kept, so that
following generations can pay homage to those who have wasted serious amounts
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 “*”.
- Name displayed in high score file.
Adapted from a 1989 International Obfuscated C Code Contest winner by
Chris Torek and Darren F.
- High score file.
Manual adapted from the original entry written by
Nancy L. Tinkham and Darren F.
Shape previewing code adapted from code by Hubert
The higher levels are unplayable without a fast terminal connection.