Provided by: xjewel_1.6-25_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

       The numeric lock (key NumLock) of your keyboard must not be  active  in
       order to play this game!

       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.