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Colours of tetrominoes in various Tetris games
Some people refer to the pieces by the colour in which they are drawn in a particular
implementation of the Tetris game, but prior to TTC`s standardization in the early
2000s, those colours varied from implementation to implementation so this is
not very sensible. For example, the cyan piece is a different shape in nearly every
version of the game below.
On most implementations, players may press a button to accelerate the current
piece`s descent, rather than waiting for it to fall. When a player locks a piece
in this way, many such versions award a number of points based on the height the
piece fell before locking. If a piece is manually dropped x lines and locked
before the button is released, these versions will typically award either x
points, or (level + 1)*x points. If a piece is not accelerated at all the
player will gain no points for that piece unless a line is made.
Scoring in the arcade version
In the arcade game, there are three events which contribute to your score: placing
tetrominoes, clearing rows, and completing rounds.
The score for placing a tetromino depends on the height at which the piece lands,
the level of a rainbow indicator next to the player`s score, and whether the piece
was dropped by accelerating it down. Let h be the height from the bottom
of the play area to the block (0-20), let k be the number of bars shown on
the rainbow indicator plus one (1-10), and let d be 1 if the piece fell at
the normal rate or 2 if it was accelerated. The score for the piece is computed
as d ( k + hk ).
You get one bar on the rainbow indicator for every four lines cleared, up to
the maximum height of 9 bars. The rainbow bars are cumulative between rounds, but
you have to complete the round in order to keep the bars gained -- if you lose a
round and choose to continue the game, you forfeit any bars gained during that round.
As you start the game you score a constant value of 1 for each piece you let
fall or 2 for each piece accelerated downward. As you get further along and the
pieces fall faster, you get a larger base score for each piece plus a bonus that
increases the higher you build your puzzle. The down side to building up the puzzle,
of course, is that it becomes increasingly difficult to clear lines.
The score for clearing lines is straightforward: 50 points for a single, 150
for a double, 400 for a triple, and 900 for a quadruple (a "tetris").
Upon clearing the required number of lines for a round, you are granted a bonus
for the number of empty lines above the top of the puzzle. Let e be the number
of empty lines (1-20). The bonus score for completing the round is computed as 5e
+ 5e (ranging from 10-2100 points).
In addition, if you are playing a two-player game, the first player to complete
the round gets an extra bonus of 2000 points.
Variations
Tetris has been subject to many changes throughout releases since the 1980s.
It is difficult to place a standard on the game, as newer releases frequently progress
it either to make the game better or to keep players interested. Newer Tetris games
have made the trend of pace rather than endurance. Older releases such as Game Boy
or NES Tetris offer records according to points. Since the meter for points
is set to only a certain number of digits, these game`s records can be "maxed out"
by an experienced player. The next big Game Boy release after Tetris,
Tetris DX, in marathon mode ? comparable to mode A in previous releases ?
allowed an additional digit for the point meter. Even so, players still maxed it
to 9,999,999 after hours of play. For The New Tetris, world record competitors
have spent over 12 hours playing the same game [4]. It is probably for this
reason of seemingly everlasting play that in both Tetris DX and The New
Tetris, the new modes s print and ultra were added. These modes require the
player to act under a timer ? either to gain the most lines or points in that
time. Recent releases like Tetris Worlds did away completely with point records.
This particular game made records by how fast a certain number of lines could be
cleared depending on the level. A drawback of this deviation, along with some other
newer features, is that many traditional players rejected these advances all together.
Critics of Tetris Worlds said it was broken due to how a piece is able to
hover over the bottom for as long as a player needs [5]; although, players of
the game generally do not mind this feature because exploiting it will only hinder
play, which is unfavorable to making a record time. Tetris LLC has been juggling
different features with different modes of play in past years trying to satisfy
traditional and newer players alike.
There are many different modes of play added in recent years. Modes appearing
in more than one major release include: classic marathon (game A), sprint (otherwise
game B or 40 lines), ultra, square, and cascade.
The field dimension of Tetris is perhaps the least deviated among releases, with
the exception of some releases on handheld platforms with small screens. (For example,
the Tetris Jr. keychain has 8 columns and 12 rows.) It is almost always
10 blocks wide by 20 blocks high. However, the original Tetris for Game Boy
is a major exception with 10 by 18. The field height was probably decreased to fit
within the Game Boy screen. As a result, Tetris for Game Boy was more difficult
compared to its NES counterpart. Although, it is fair to add that Game Boy Tetris
also is subject to faster speeds at lower levels.
Blocks spawn traditionally in center most columns horizontally at topmost and
second topmost row. The I tetromino occupies columns 4, 5, 6, and 7, the
O tetromino occupies columns 5 and 6, and the remaining 5 tetrominoes occupy
columns 4, 5 and 6 (or in some especially older versions 5, 6, and 7).
In traditional games, a level-up would occur once every ten lines are cleared.
During a level-up, the blocks fall slightly faster, and typically more points are
given. In some newer games such as Tetris Worlds, the number of lines required
vary upon each new level. The fall speed also varies but is usually no more than
20 milliseconds faster for each step per level. For example, NES Tetris operates
at 60 frames per second. At level 0, a piece falls one step every 48 frames, and
at level 19, a piece falls one step every 2 frames. This means for each level, pieces
fall 16 milliseconds faster per step. Level increments will either terminate at
a certain point (Game Boy Tetris will top off at level 20) or will increase
forever yet not increase in speed after a certain point. NES Tetris will
level up in until the speed of level 29 (due to frame restrictions, pieces are not
capable of dropping faster than this), but tool-assisted emulation will show that
the level indicator will incre ase indefinitely-- eventually glitching the meter
so that it must use hex values. Modern games such as Tetris: the Grand Master
or Tetris Worlds, at their highest levels, opt to drop a piece more than
once per frame. Pieces will appear to reach the bottom as soon as they spawn. As
a result, a hover or slide feature is often implemented into these games to help
deal with an otherwise unplayable fall speed. In some games, the hover time is regenerated
after a piece is moved or rotated.
Soft drops were first implemented in Nintendo releases of Tetris so that pieces
would be able to drop faster while not lock as to slide into gaps. The other option
is hard dropping, which is mainly featured in PC Tetris games such as Microsoft
Tetris. Here, a piece falls and locks in one frame. Newer Tetris games feature
both options. Some games have their locking roles reversed, with soft dropping making
the pieces drop faster and locking down, and hard dropping making the pieces drop
instantly but not lock.
Single rotation is an older restriction that has since been ruled out in nearly
every new official release by the favor of dual rotation, which uses two buttons
(one for clockwise and one for counter clockwise rotation). In traditional games,
the unsymmetrical vertical orientation I-, Z-, and S-pieces will fill the same columns
for each clockwise and counter clockwise rotation. Some games vary this by allowing
two possible column orientations-- one for counter clockwise and one for clockwise
rotations. Double rotation, only seen in progressive clones such as Quadra,
rotates the piece twice.
Piece preview allows a look at the next spawn. This feature has been implemented
since the earliest games, though in those early games, having the preview turned
on made the score increase more slowly.
Newest features
Newer versions of Tetris add different scoring goals not present in traditional
Tetris. As achieving these goals while not topping out becomes more difficult, these
games usually add a few features to help the player.
The New Tetris and The Next Tetris were the first official Tetris
games to feature multiple piece previews, showing 3 in advance. Tetris Worlds
for PCs and game consoles added 5 more, while the GBA version retained the 3 piece
preview. Tetris DS uses the 6-piece preview.
The "phantom piece" (referred to in some versions, such as the "Tetris Mania"
cell phone game, as the "ghost") is a feature that shows an obscuration in the shape
of the current piece over where that piece would drop. The feature disposes with
the old problem of misdrops and is relatively new.
Hold piece is an optional ability to reserve a piece for later use, allowing
a player to either avoid undesirable pieces or save desirable ones, usually the
I piece or a piece needed to complete another goal. Some clones featured it as a
powerup that the player could earn and use once. A hold piece available to the player
at all times was first featured in The New Tetris. Games that have hold piece
generally activate it when the player presses both rotate buttons simultaneously
or when the player presses a dedicated button, depending on the game. When hold
piece is activated, it causes the falling piece to move to the top and trade places
with the hold piece. However, the feature cannot be activated twice in a row; a
piece released from the hold must be dropped into the well.
Initial rotation and Initial hold are features that make the game accept rotation/hold
button inputs while the next piece is still in the preview area. With initial rotation,
when the player holds down the rotation button after the previous piece has locked
down but before the next piece comes into the well, the next piece will come into
the well in an already rotated state. Initial hold works similarly, as the piece
will be already swapped with the hold piece when it enters the well. Initial rotation
and Initial hold first appeared in the Tetris: The Grand Master series.
Tetris DS features wireless on-line play through the Nintendo Wi-Fi Connection
system. This new version also takes advantage of the touch screen in the added "Touch
Mode," which has no time limit. Instead, every block is already placed in a tall
tower, and the player uses the stylus from the Nintendo DS to shift blocks left
and right and, in earlier towers, rotate blocks. The goal is to clear enough lines
so that a cage of balloons reaches the ground. (This mode is themed on the NES video
game Balloon Fight, hence the cage of balloons.)
Tetris DS also introduces the Metroid-themed "Catch Mode."
In this mode, the pieces still fall downward, but the stack is moved and rotated
instead. As the falling pieces bump against the stack, they get clustered into it.
To clear blocks, there must be a solid area of the stack that`s 4x4 or larger. When
this happens, the blocks glow and the music changes. After ten seconds or upon pressing
the X button, these blocks disappear and shoot a laser beam in a plus-shape,
the horizontal part equal to the number of rows cleared and the vertical equal to
the columns. This laser beam will destroy falling blocks and Metroid enemies
in its path. The parts of the stack not hit by the laser beam will be pulled in
towards the center of the stack after the laser beam dies. If a piece falls below
of the bottom screen, the stack hits a falling block while rotating, or the stack
hits a Metroid, the stack loses Energy. The player loses if the stack runs out of
Energy or if the stack becomes so l arge that it can no longer fit on the bottom
screen.
The Tetris arcade game offered different "puzzles" for selected rounds. The first
three rounds are played normally, with no obstacles. At the start of round 4, eight
bricks are placed vertically along each side of the well. Round 5 begins with ten
bricks scattered throughout the bottom five rows. Round 6 begins with twenty bricks
arranged in a pyramid. In rounds 7 through 9, the well starts out empty but single
bricks will appear at random on top of your puzzle each time a piece lands that
does not clear any lines, potentially thwarting any advance planning you may have
done. In rounds 10 through 12, incomplete lines will randomly pop up underneath
your puzzle, pushing the puzzle upward, when a piece lands without clearing any
lines. Rounds 13 through 15 begin with more blocks arranged in predetermined patterns,
and the cycle continues throughout the remaining rounds in the game in groups of
three.
Tetris variants
- Main article: Tetris variants
A number of Tetris variants exist. Some feature alternate rules and pieces,
and others have completely different gameplay. A large number of ports exist
for different platforms. The most popular online client for Tetris is Tetris
DS.
Is it possible to play forever?
Normally, players lose for the following reasons:
- They can no longer keep up with the increasing speed, or
- A specific implementation of the game without very responsive control fails
to keep up with itself when the pieces` downward velocity exceeds the maximum
lateral velocity the player can apply to a tetromino. In other words, the possibilities
for tetrominoes` movement are limited to the shape of a triangle in the game
arena on faster levels. Some players may consider this situation a design flaw;
however, it may be reasoned that this is an inherent challenge for the game.
Altering this aspect, such as by assigning numerical placements, would change
the dynamics of the game approach.
The question Would it be possible to play forever? was first encountered
in a thesis by John Brzustowski in 1988 and more recently investigated in published
articles by Walter Kosters, a player is inevitably doomed to lose.
Tetris on the Nintendo Game Boy system.
The reason has to do with the S and Z tetrominoes. If a player receives a large
sequence of S tetrominoes, the na ve gravity used by the standard game eventually
forces the player to leave a hole in a corner.
Suppose that player then receives a large sequence of Z tetrominoes. Eventually,
that player will be forced to leave a hole in the opposite corner without clearing
the previous hole. Back and forth, the holes will necessarily stack to the top.
Since the pieces are distributed randomly, this sequence will eventually occur.
If played long enough, and the random number generator is theoretically perfect,
any player will lose the game. [6]
Practically, this may not occur. A good player may survive over 150 consecutive
S and Z tetrominoes. On an implementation with a theoretically perfect random number
generator, the probability at any given time of the next 150 tetrominoes being only
S and Z is one in (7/2)150 (approximately 4 10-81). This
number has the same order of magnitude as the number of atoms in the known universe.
[7] Most implementations use a pseudorandom number generator to generate
the sequence of tetrominoes, and such an S ?Z sequence is almost certainly not
contained in the sequence produced by the 32-bit linear congruential generator
in many implementations (which has roughly 4.2 109 states). In fact,
newer Tetris brand games from 2001 and later tend to follow a new guideline
such that the randomizer generates all seven tetrominoes in a permutation at
one time, guaranteeing an even distribution over the short term.
Several of the subproblems of Tetris have been shown to be NP-complete on
a playing field of size n.
Music
- The theme tune used in the Game Boy edition of Tetris (Music A) has
become very widely known, to the point that Level 20 in Tetris DS is based on
the original gameboy version and uses that theme (The only retro presentation
in Tetris DS to be based on a game boy game). It is a Russian folk tune called
" Korobeiniki" or "Korobeyniki."
- Music A in the NES version is "Dance Of The Sugar Plum Fairy," a tune noted
to be scene 14c of act two of The Nutcracker, which was composed by Tchaikovsky.
- Music B in the Tengen version is the Kalinka, a famous Russian song
written by Ivan Petrovich Larionov
- Music C in the Game Boy version is an arrangement of Johann Sebastian Bach`s
French Suite No. 3 In B Minor, BWV 814, IV. Menuett - Trio.
Effect of Tetris on the brain
According to Richard Haier, et al. prolonged Tetris activity can also lead to
more efficient brain activity. When first playing Tetris, brain function and
activity increases, along with greater cerebral energy consumption, measured by
glucose metabolic rate. As Tetris players become more proficient, their brains
show a reduced consumption of glucose, indicating more efficient brain activity.
[7]
Notes
In order to meet Wikipedia`s quality standards, this article`s trivia section
requires cleanup.Content in the trivia section should be integrated into
other appropriate areas of the article.
- Until the Sega Saturn, Tetris never (legally) appeared on a Sega
system in the US. This led Sega to further expand the Columns series.
- Tetris JR was hinted at being the last Nintendo Game & Watch
game but Nintendo canceled it, fearing that it would cannibalize Game Boy
hardware sales. Years later a Tetris JR would appear as a keychain game.
- Tetris was referenced prominently in the video-game oriented cartoon
Captain N: The Game Master. It was also referenced in the Muppet Babies
episode " It`s Just a Pretendo" and The Simpsons episode " Strong Arms
of the Ma".
- In the NES game Zoda`s Revenge: StarTropics II, "tetrads"
were featured heavily in the storyline as mystical stones the player was required
to collect. It, and its prequel, StarTropics, also had an islander,
Chief Coracola, whose middle name is "Tetris".
- In the European exclusive video game, Asterix & Obelix XXL, a
certain part of a level requires the player to solve a Tetris-base puzzle to
enter the next room.
- Also in the Game Boy Edition, when playing the A-Type Game, reaching 100,000
to 149,999 points will get you an animation of a small rocket lifting off. At
150,000 to 199,999 points, a slightly larger rocket will be rewarded. From 200,000
to 999,999 you will get the largest rocket from Mode A, which is a large Russian-styled
rocket. When playing Mode B, completing the game at any of the level 9 stages
rewards you with dancers and musicians. Completing level 9 with the height setting
at 5 gets a large NASA-styled shuttle, which may be a reference to the abandoned
Soviet Buran shuttle, which was later in development than the original US
shuttle.
- A Tetris hybrid called Joy Joy Block appeared on the Neo-Geo
arcade system in 1992. The rules of the game was similar to Tetris, only
in order to win the game, a balloon had to be released into the air via the
removal of blocks in the Tetris manner. A reference to this game appears in
the video game Neo Geo Battle Coliseum, where a character named Ai has attacks
that reference this game, including a move where the Tetris-like Joy Joy blocks
fall from the sky.
- In Resident Evil 3, Jill Valentine must solve a puzzle involving
lining up a series of Tetris-like shapes to form a corresponding pattern.
- In God of War, Kratos must complete a Tetris-like puzzle to retrieve
an item. The T, L and I pieces are included in the puzzle.
- In Mario Party 3, there is a minigame called "Mario Puzzle Party" that
seems very loosely based on the Tetris formula.
- The famous artist Sam Francis dedicated 13 paintings to the Tetris game.
- Allusions to Tetris are made in the movie Police Academy: Mission to Moscow,
as the Russians are depicted in the movie as trying to hypnotize Americans through
the use of a puzzle videogame referred to as "The Game" in the movie.
- Tetris was referenced in the Family Guy episode "Prick Up Your Ears".
To meet Wikipedia`s content policies, the external links section for this
article may require cleanup.
This article may contain excessive or inappropriate external links. See Wikipedia`s
external links guidelines for further information. Please improve the article
or discuss proposed changes on the talk page.
Please remove this tag after the section has been cleaned. This article has been
tagged since October 2006.
- Tetris.com, official site maintained by The Tetris Company
- Repcred - Respect - Video of the different Tetris endings ( Flash)
- Twin Galaxies Scoreboard for Tetris High Scores
- The Father of Tetris
- Original PC version of Tetris: information and download
- Tetris Concept, with various information relating to Tetris
- Tetris is officially considered hard, a mathematical analysis
- Tetris Dreams, Scientific American summarizes a study of the phenomenon
of "Tetris Dreams"
- Tetris: a history
- h2g2 article on Tetris
- One of the biggest Tetris games 2000 square meters
- Tetris Page located at NES HQ
- Tetris reviewed for Apple`s iPod
- Pravda, The game of Tetris was invented in the USSR 20 years ago
- MobyGames
- BBC documentary on Tetris`s origins
- Death 800: Video of a player reaching level 800 on the difficult "T.A.
Death" mode of Tetris: The Absolute
Retrieved from "http://en.wikipedia.org/wiki/Tetris"
Categories: Articles with large trivia sections
Wikipedia external links cleanup
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- Amiga games
- Amstrad CPC games
- Apple IIGS games
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- Handheld electronic games
- IPod games
- Mobile phone games
- MSX games
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- PlayStation 2 games
- Tetris
- WonderSwan Color games
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