Provided by: xjewel_1.6-21ubuntu1_i386 bug

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 right
                  |     |________ rotate block
                  |______________ move block left

                +---------+
                |  SPACE  | <---- drop block
                +---------+

       Option 2:
                +---+ +---+ +---+
                | 4 | | 5 | | 6 |
                +---+ +---+ +---+
                  ^     ^     ^
                  |     |     |__ move block right
                  |     |________ rotate block
                  |______________ move block left

                +---------+
                |    0    | <---- drop block
                +---------+

       Option 3: (cursor keypad)

                      +---+
                      | ^ | <----  rotate block
                      +---+
                +---+ +---+ +---+
                | < | | V | | > |
                +---+ +---+ +---+
                  ^     ^     ^
                  |     |     |__ move block right
                  |     |________ drop block
                  |______________ move block left

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
       accomplished 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
       particular 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
       successful 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.