Provided by: cuyo_1.8.6-1_i386 bug


       cuyo - Tetris-like game with many suprises


       cuyo [ld-file]


       Use  A, D, W and S or the arrow keys to move left, move right, turn and
       drop the falling piece. Try to put blobs of the  same  color  togehter.
       (You  don’t  need  to  form  rows or columns. Any shape will do.)  When
       enough blobs of the same  color  are  connected,  they  explode.  (What
       "enough"  means  depends on the level.)  Try to make explosions next to
       the the grass (or whatever there is in the level instead of the grass).
       Then,  it  will  explode,  too.  The level is finished when no grass is
       In some levels, you will need a chain reaction to get rid of the grass-
       equivalent. And many other things may happen in other levels.
       In two-player-mode, each time one player causes an explosion, the other
       one gets grey things (which explode when something else  explodes  next
       to  them).  If one player builds a too big tower, the other player gets
       one of his rows.


       Not really. If you’re trying to design own levels, you might  be  happy
       to  know that you can pass the name of your .ld file (level description
       file) to test the level (instead of having to change main.ld).


       The main work is to draw all those  little  icons.  Then  you  have  to
       create  a level description file which tells cuyo how to put everything
       together. Up to now there’s no complete  documentation,  and  moreover,
       the  level description language is still under development and probably
       rather buggy.

       The best way to start is probably to look at the file example.ld, which
       is a level description file of an example level with many comments. (It
       should be part of the cuyo distribution and lies probably in  the  same
       directory as the other cuyo level description files.)

       Other Sources of information are:

       - Try man cual. Cual - the Cuyo Animation Language - is the language in
         which animations and special features are programmed.

       - And of course, there are the level description files of the  existing
         levels (files ending in .ld).




       The level description language is still under development.
       In the preferences dialog, some keys are not displayed correctly.
       The  AI  Player  is  not  very  intelligent.  In particular, it doesn’t
       understand most of the special features  of  the  levels,  and  so,  it
       sometimes behaves very silly.
       See the TODO file for other bugs.


       Mainly Immanuel Herrmann <>
       Some  of  the porting to QT2, doing some automake-stuff and things like
       this: Bernhard Link
       Level  design:  Bernhard  Link,  Bernhard  Seckinger,  Daniela   Lipps,
       Immanuel Herrmann, Mark Weyer, Simon Huggenberger

                                  Dec 6, 2002                          CUYO(6)