xjewel man page on DragonFly

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JEWEL(6)							      JEWEL(6)

NAME
       xjewel - X windows droping jewels game

SYNOPSIS
       xjewel

DESCRIPTION
       Jewel is a droping block game akin to tetris.

       It  is played by controling the motion of blocks which continue to fall
       from the top of the screen.  One can move them left and right, as  well
       as  rotate  the	jewel segements.  The object is to get the most points
       before the grim reaper ends the fun.

       Death happens when the screen is no longer capable of holding any  more
       blocks.	 To make high scores more interesting, you are given but three
       attempts to get points -- use them wisely.

       As the game progresses, and more jewels are removed, the speed  of  the
       game will increase.  This is measured in seconds of delay between steps
       of block motion.

KEYS
       There are three sets of keys that can be used:
       ( or any combination )

       Option 1:

	       ┌─────────────────┬────────────────┬───────────────────┐
	       │       J	 │	  K	  │	    L	      │
	       └─────────────────┴────────────────┴───────────────────┘
		      |			 |		    |
		move block left	    rotate block     move block right

			   ┌──────────────┐
			   │  SPACE	  │ <- drop block
			   ────────────────

       Option 2:

	       ┌─────────────────┬────────────────┬───────────────────┐
	       │       4	 │	  5	  │	     6	      │
	       └─────────────────┴────────────────┴───────────────────┘
		      |			 |		     |
		move block left	    rotate block     move block right

			   ┌──────────────┐
			   │	0	  │ <- drop block
			   ────────────────

       Option 3: (cursor keypad)

				 ┌────────────────┐
				 │	  ↑	  │   - rotate block
				 ──────────────────
	       ────────────────────────────────────────────────────────

	       │       ←	 │	 ↓	  │	     →	      │
	       └─────────────────┴────────────────┴───────────────────┘
		      |			 |		     |
		move block left	    rotate block     move block right

ROTATIONS
       The folowing rotations are possible: ( there are no others )

	  ┌───────────┐		   ┌────────────┐	     ┌────────────┐
	  │    1      │		   │	 3	│	     │	    2	  │
	  ┌───────────┐		   ┌────────────┐	     ┌────────────┐
	  │    2      │	    ☞	   │	 1	│     ☞	     │	    3	  │
	  ┌───────────┐		   ┌────────────┐	     ┌────────────┐
	  │    3      │		   │	 2	│	     │	    1	  │
	  ─────────────		   ──────────────	     ──────────────

SCORING
       The basic way to get points is to unite the jewels to form triplet  (or
       higher)	matches.  This can be done in any direction, and can be accom‐
       plished in more than one part of the board at one time.	As the	jewels
       are  removed,  the  board falls to fill the spaces -- matches may again
       occur.

       These teritiary matches provide an interesting part to the game due  to
       the formula for calculating points:

	   (  300  (for	 base  triplet)	 +  150	 * (each additional jewel) ) *
       2^order

	   where order is the number of the repeition from which the match
	   occured.

       As a light at the end of the bleak tunnel, a WILD  CARD	is  available.
       The wild block will be given at infrequent intervals, and will give the
       user the points for one triplet by removing all the jewels of a partic‐
       ular shape/color.

       To  add	some interest to the game, points are awarded for dropping the
       block from a height above its resting place.  This is accumlated at  10
       points per level above the place it will rest.

STAGES
       There  are  no  changes	for  the  higher  levels,  although  the speed
       increases, proportionaly to the level.  Stage increases with  the  suc‐
       cessful	completion  of	the 50 jewels required per level.  The current
       status is shown in the REST field.

NOTES
       This game was originally written by Yoshihiro Satoh of HP.  I have made
       a modest attempt to replicate Domain/JewelBox under X.

       I  have	somewhat  rudely  taken the bitmaps from the original game and
       created this version.  I hold the copyright for the code, as I  created
       it,  but	 I  hold no claim to the bitmaps which were freely distributed
       with the Domain version.

       NOTE: I have attempted to reach the holder of the original copyright to
       ascertain  his  acceptance for the release of this game, he did not, or
       was not able to reply.

       REDISTRIBUTION in source or binary from is permited as long as adequate
       notation of the originators is retained, including the developer of the
       original Domain/Jewlbox, Yoshihiro Satoh.

       USE AT YOUR OWN RISK AND PERIL,	I  MAKE	 NO  CLAIM  OF	USEABILITY  OR
       WARANTY.

ORIGINAL NOTATIONS
       >Authors
       >-------
       >
       >   Programming	     Yoshihiro Satoh
       >   Font Design	     Yoshiharu Minami
       >   Document Writing  Nancy Paisner
       >
       >Copyright
       >---------
       >
       >  This software is in the Yoshihiro's Arcade Collections.
       >  Domain/JewelBox is a trade mark of Yoshihiro Satoh.
       >
       >  Copyright @ 1990 by Yoshihiro Satoh
       >  All rights are reserved by Yoshihiro Satoh.

       xjewel - Jewel for X11 Copyright 1992 by David Cooper

AUTHOR
       David Cooper
       Jose Guterman

SEE ALSO
BUGS
       It  does	 not  currently accept any X arguments, including the -display
       argument.

       The DISPLAY environment variable must be set for it to work.

X Version 11			 December 1992			      JEWEL(6)
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