Provided by: cuyo_1.8.6-1_i386
cuyo - Tetris-like game with many suprises
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).
CREATING OWN LEVELS
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
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 <firstname.lastname@example.org>
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)