


JEWEL(6)						 JEWEL(6)


NNAAMMEE
       xjewel - X windows droping jewels game


SSYYNNOOPPSSIISS
       xxjjeewweell


DDEESSCCRRIIPPTTIIOONN
       _J_e_w_e_l is a droping block game akin to tetris.

       It is played by controling the motion of blocks which con-
       tinue to fall from the top of the screen.   One	can  move
       them  left  and	right,	as well as rotate the jewel sege-
       ments.  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  inter-
       esting,	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 sec-
       onds of delay between steps of block motion.


KKEEYYSS
       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
		     ----------------






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JEWEL(6)						 JEWEL(6)


       Option 3: (cursor keypad)

			  +----------------+
			  |	   |^	   |   - rotate block
			  ------------------
	+-----------------+----------------+-------------------+
	|      <-	  |	  |v	   |	     ->	       |
	+-----------------+----------------+-------------------+
	       |		  |		      |
	 move block left     rotate block     move block right


RROOTTAATTIIOONNSS
       The folowing rotations are possible: ( there are no others
       )

    +-----------+	     +------------+	       +------------+
    |	 1	|	     |	   3	  |	       |      2	    |
    +-----------+	     +------------+	       +------------+
    |	 2	|     =>     |	   1	  |	=>     |      3	    |
    +-----------+	     +------------+	       +------------+
    |	 3	|	     |	   2	  |	       |      1	    |
    -------------	     --------------	       --------------


SSCCOORRIINNGG
       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.





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JEWEL(6)						 JEWEL(6)


SSTTAAGGEESS
       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.


NNOOTTEESS
       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 ver-
       sion.

       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 USE-
       ABILITY OR WARANTY.


OORRIIGGIINNAALL NNOOTTAATTIIOONNSS
       >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


AAUUTTHHOORR
       David Cooper



X Version 11		  December 1992				3





JEWEL(6)						 JEWEL(6)


       Jose Guterman

SSEEEE AALLSSOO
BBUUGGSS
       It  does	 not  currently accept any X arguments, including
       the -display argument.

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
















































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