http://tetris.wiki/api.php?action=feedcontributions&user=65.6.70.210&feedformat=atomTetrisWiki - User contributions [en]2024-03-29T12:35:09ZUser contributionsMediaWiki 1.39.3http://tetris.wiki/index.php?title=History&diff=1432History2007-01-05T23:52:47Z<p>65.6.70.210: m</p>
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<div>[[Alexey Pajitnov]], in the spring of 1985, first programmed ''Tetris'' while working for the Soviet Academy of Sciences at their Computer Center in Moscow. Pajitnov, an enthusiast of puzzle games, shaped his favorite game, [[pentomino puzzle|pentominoes]] into his programming. After long hours of working on the game (said by coworker Mikhail Kulagin to have "smoked an enormous amount of cigarettes"), Pajitnov's game of pentaminoes transformed into [[tetromino]]es. Also different from pentaminoes, they now fell into a well, where a player would have to arrange in a specific way. This [[Tetris (Electronica 60)|first version]], which Pajitnov created using Pascal on the Electronica 60, consisted of brackets and of black and white graphics, with pieces made up of brackets. Pajitnov's friend [[Vadim Gerasimov]] would later port this to [[Tetris (IBM PC)|IBM PC]]. The game quickly made its way through the Computer Center. By the summer of 1985, Alexey distributed the first color version of ''Tetris'' to his friends outside the Computer Center. They distributed it to their friends, and soon later the game, Pajitnov would say, "Tetris, in two weeks, was in every single computer in Moscow." It further reached the outskirts of the Soviet Union and eventually throughout Europe. Because the idea of intellectual property rights did not exist in Soviet Russia, as anything Pajitnov had made belonged to the state, he did not receive even a bonus for his work.<br />
<br />
[[Robert Stein]] of [[Andromeda Software]] first encountered Tetris while at he Hungary Institute of Technology in 1986. Because they did not own the game, they referred him to the Soviet Academy of Science's Computer Center. The Computer Center, an organization made up of mathematicians, astronomers, physicists, and so on, had no prior initiative to market any game. The Computer Center sent Pajitnov to deal with Steins request. According to Pajitnov, Stein proposed "something like one hundred thousand pounds" in advance, to which Pajitnov replied the Computer Center was interested. This led Stein to believe that he had secured the rights to everything. Stein went to [[Mirrorsoft]], a British-based company headed by Robert Maxwell, and representative Jim Mackonochie signed a deal to produce the game in the United Kingdom. Mirrorsoft enveloped the game in red packaging to draw on Russia's mystic. They also spelled its title alternatively in Russia as well as its English counterpart with a Russian character (the reverse R). Nearing launch, Mirrorsoft received a telex from [[Electronorgtechnica]] stating they were preparing to market the game illegally since Elorg did not give them permission. Elorg was a government department established to deal with foreign trade of software. When Stein met with Elorg on May tenth, 1988, he explained he did not even know they existed. He managed to clear a deal for rights to ''Tetris'' on the personal computer. In its first year, [[Tetris (PC, Spectrum HoloByte)|Mirrorsoft's version]] sold over 100,000 copies in America alone.<br />
<br />
Mirrorsoft contacted Atari Games about making a video game console version. Representative Randy Broweleit, thinking Mirrosoft held the rights to the game, signed a contract. Atari tried improving the game's graphics, making the tetrominoes look three-demensional. [[Henk Rogers]], who travelled throughout the world looking for games to produce on the Japanese market, met Broweleit at an American trade show.<br />
<br />
By October of 1988, Elorg had assigned Nikoli Belikov to examine their original agreement with Andromeda Software, who still have neglected its terms of payment. During this time, Nintendo was preparing to release its Game Boy and wanted to package ''Tetris'' along with it. Howard Lincoln, chairmen of Nintendo of America, showed Rogers a prototype of ''Tetris'' playing on the Game Boy. <br />
<br />
Rogers went straight to who he believed to have the rights to ''Tetris'', Robert Stein. According to Rogers, he believed they agreed on about 25,000 dollars, but after exchanging faxes for what he thought to be about three months, Stein continually saying he was going to Russia, Rogers became suspicious he was dealing with someone else. Andromeda sent telexes to Elorg proposing new licensing agreements, but Belikov replied that they must first honor the original agreement, then they could negotiate further. Running out of time, in February of 1989, Rogers took a plane to Moscow.<br />
<br />
Happened as it was, Stein would meet with Elorg that same week. Without Stein's knowing, Mirrorsoft secretly sent Kevin Maxwell to meet with Elorg the same day Stein was sent to meet. Henk Rogers had no meeting, though he went in feeling confident, as he had prior experience dealing with other cultures. He found the people unfriendly and the help desk at the hotel he was staying at, Intourist Hotel, could not help him locate Elorg. The next day, February twenty-first of 1989, Rogers hired an interpreter, who helped him find Elorg. Although against Russia's policy, Rogers met with Elorg's Belikov off-hand. Rogers told Belikov that he was selling ''Tetris'' very successfully in Japan, to which Belikov replied that Elorg has yet to give video game console rights to anyone. The rights had only been given to Andromeda Software, and only for personal computers. After realizing this, Rogers explained his connection with Nintendo, which at the time possessed seventy percent of the world's gaming market at the time. Since Stein and Maxwell were coming, Belikov arranged for Rogers to meet with him the next day. He also arranged to meet with Stein the next day, and then saw Mirrosoft's Kevin Maxwell.<br />
<br />
Belikov confronted Maxwell with Roger's [[Tetris (Famicom)|Famicon cartridge]], to which Maxwell said it was a pirated version. He said Mirrorsoft did not have the rights to console versions, but Mirrosoft did in fact earlier sell console rights to Atari. Maxwell told Belikov he would make him an offer on console rights after returning to the UK. <br />
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That night, Rogers befriended Pajitnov and started discussing the future of ''Tetris''. The next morning, Belikov added a clause to Stein's contract, which specifically excluded console rights. To distract Stein from the new clause, Belikov increased expenses as a penalty for missed payments, which he was ready to lower. Stein, so focused on just getting the rights, neglected to see the new clause.<br />
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Belikov next met with Rogers about handheld rights. Rogers presented himself as an honest, reliable businessman, contrasting to Stein. Pajitnov supported him, preferring Rogers because he saw Maxwell as someone who looked down upon everyone. After signing the deal for handheld rights, Elorg proposed Rogers to make them an offer for the still untapped console rights.<br />
<br />
Atari, with their unknowingly faulty agreement with Mirrosoft, built 500,000 ''Tetris'' games, a huge investment for their first day launch, most of which went to advertisement, even taking a full page ad in ''USA Today''. Howard Lincoln of NOA, after finding Elorg wanted to make a deal for console rights, secretly without telling all but one NOA employee (told them they were going to Japan) left for Russia with president of NOA, Minoru Arakawa. They signed a deal for 500,000 in guaranteed royalties as well as fifty cents on every cartridge. This was Nintendo's chance to harm their competitor, Atari. Meanwhile, by the twenty-third of March in 1989, Keven Maxwell, son of Robert Maxwell (who had ties in the Russian government), was sending threatening telexes to Belikov, which could have made a difference if not for Russia being on the horizon of political change.<br />
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Nintendo immediately sent a cease and desist letter to Atari advising them to stop any marketing or production of ''Tetris'' because they had sole rights to the game. Atari's legal consultants assured them that they in fact doubtlessly had sole rights, so they sued Nintendo in return. Nintendo provided Belikov as their key witness. The court date was set for November thirteenth, 1989. Before this, the state committee for computer technology told Belikov that if he lost the lawsuit, a special commission would be created that would look into how much money he had lost the soviet state. He joined Rogers in San Fransisco where they waited to testify. The judge spared them the witness stand and granted all video game rights to Nintendo.<br />
<br />
Atari's [[Tetris (NES, Tengen)|hundred thousand cartridges]] were now worthless. To date, Nintendo dealers across the world have sold eight million copies of [[Tetris (NES, Nintendo)|their NES version of ''Tetris'']]. On November fifth, 1989, Robert Maxwell disappeared, leaving Mirrorsoft near bankrupt, and Atari still hurting.<br />
<br />
''Tetris'' accounted largely for the Game Boy's success, but Pajitnov had yet to receive anything for his game. He was still working for the Computer Center. After his game's huge success, he lost interest in scientific programming, and with the help of Henk Rogers, he and his family moved to Seattle. He established a company to develop games, and in 1996 gave up working for himself and joined Microsoft to make games. That same year, the original set of ''Tetris'' rights expired, and he started receiving royalties for the TETRIS trademark through [[The Tetris Company]]. He regularly returns to Moscow and thinks of one day returning to live there.<br />
<br />
==References==<br />
*Sheff, David (1993). Game Over, New York: Random House. ISBN 0966961706<br />
*''Tetris: From Russia with Love''. Magnus Temple. BBC Four. Feb. 2004.<br />
==External links==<br />
*[http://vadim.oversigma.com/Tetris.htm Vadim Gerasimov's ''Tetris Story'']<br />
*[http://www.atarihq.com/tsr/special/tetrishist.html ''Tetris: a history'' (Apparently drawing largly from ''Game Over'')]<br />
*[http://en.wikipedia.org/wiki/Tetris Wikipedia's Tetris article]<br />
*[http://www.bbc.co.uk/dna/h2g2/A938874 h2g2's Tetris article]<br />
*[http://gamepeople.wordpress.com/2006/11/30/decision-tris/ Decision based gaming article]<br />
*[http://video.google.com/videoplay?docid=4662636869909322164&q=tetris ''Tetris: From Russia with Love'' on Google video]</div>65.6.70.210http://tetris.wiki/index.php?title=SuperLite_1500_Series:_The_Tetris&diff=5162SuperLite 1500 Series: The Tetris2007-01-04T18:04:22Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = SuperLite 1500 Series: The Tetris<br />
|developer = <br />
|publisher = <br />
|released = July 19, 2000<br />
|platform = <br />
}}</div>65.6.70.210http://tetris.wiki/index.php?title=The_Next_Tetris&diff=7183The Next Tetris2007-01-04T18:00:04Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = The Next Tetris<br />
|developer = Blue Planet Software<br />
|publisher = Hasbro Interactive<br />
|released = 07 Jan 1999 (Japan)<br / >16, Jun 1999 (USA)<br / >Oct 1999 (UK)<br />May 31, 1999 (PS)<br />
|platform = PlayStation, Windows<br />
|preview = Two<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = ?<br />
|SRS = ?<br />
}}<br />
<br />
Multiple releases and publishers[http://www.gamefaqs.com/search/index.html?game=next+tetris&platform=0]. Introduced [[infinity]].</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_Tournament_for_Prizes&diff=6992Tetris Tournament for Prizes2007-01-04T17:51:46Z<p>65.6.70.210: wish i could've played this one =/</p>
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<div>{{Infobox |title = Tetris Tournament for Prizes<br />
|developer = Atlas Mobile<br />
|publisher = Blue Lava Wireless <br />
|released = Feb 4, 2004<br />
|platform = Mobile<br />
|hard= Yes<br />
|SRS=Yes<br />
|playfield=10x18 visible<br />
|preview=Three<br />
|hold=Yes<br />
}}<br />
<br />
"You can opt for two types of competition. In a head-to-head match you try to outscore an opponent. Each day, the player with the best winning percentage wins a prize. If direct competition isn't your thing, you can opt for a progressive tournament. In this mode, you try to score the highest point total for the day."[http://www.gamespot.com/mobile/puzzle/tetristournamentforprizes/review.html]</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_Cascade&diff=6709Tetris Cascade2007-01-04T17:45:17Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = Tetris Cascade<br />
|developer = Blue Lava Wireless <br />
|publisher = Blue Lava Wireless <br />
|released = Jun 13, 2003 <br />
|platform = Mobile<br />
|preview = <br />
|playfield = 1<br />
|hard = <br />
|SRS = <br />
|hold = <br />
}}</div>65.6.70.210http://tetris.wiki/index.php?title=The_Next_Tetris&diff=7182The Next Tetris2007-01-04T17:42:17Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = The Next Tetris<br />
|developer = Blue Planet Software<br />
|publisher = Hasbro Interactive<br />
|released = 07 Jan 1999 (Japan)<br / >16, Jun 1999 (USA)<br / >Oct 1999 (UK)<br />May 31, 1999 (PS)<br />
|platform = PlayStation, Windows<br />
|preview = Two<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = ?<br />
|SRS = ?<br />
}}<br />
<br />
Multiple releases and publishers[http://www.gamefaqs.com/search/index.html?game=next+tetris&platform=0].</div>65.6.70.210http://tetris.wiki/index.php?title=Magical_Tetris_Challenge&diff=2921Magical Tetris Challenge2007-01-04T17:35:31Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = Magical Tetris Challenge<br />
|developer = Capcom<br />
|publisher = Capcom<br />
|released = 17.02.2000(Game Boy) 1999 (N64) 26.11.1999(Playstation)<br /><br />
Japan: November 20, 1998 (Nintendo 64)<br />
|platform = Gameboy Color, Nintendo 64, Playstation<br />
|preview = Two<br />
|playfield = 10x18 visible<br />
|hold = No<br />
|hard = ?<br />
|SRS = Original<br />
}}</div>65.6.70.210http://tetris.wiki/index.php?title=Magical_Tetris_Challenge&diff=2920Magical Tetris Challenge2007-01-04T17:35:11Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = Magical Tetris Challenge<br />
|developer = Capcom<br />
|publisher = Capcom<br />
|released = 17.02.2000(Game Boy) 1999 (N64) 26.11.1999(Playstation)<br /><br />
Japan: November 20, 1998 (Nintendo 64)<br />
|platform = Gameboy Color, Nintendo 64, Playstation<br />
|preview = Two<br />
|playfield = 10x18 visible<br />
|hold = No<br />
|hard = No<br />
|SRS = Original<br />
}}</div>65.6.70.210http://tetris.wiki/index.php?title=Line_clear&diff=1734Line clear2007-01-04T17:27:52Z<p>65.6.70.210: </p>
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<div>The object of Tetris is to last as long as possible before the screen fills up with [[tetromino|tetrominoes]]. To do this, you must assemble the tetrominoes to form one or more rows of blocks that span the entire [[playing field]], called a '''''line clear'''''. When you do so, the row will disappear, causing the ones above it to settle.<br />
== Types of line clears ==<br />
===Single===<br />
A ''single'' is the act of clearing one line at a time:<br />
{|<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |g|g|g|g|g|g|g|g|t|t}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|}<br />
===Double===<br />
A ''double'' is when two lines are cleared at once:<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfrow|g|g|g|g|z|z|g|g|g|g}}<br />
{{pfrow|g|g|g|g|z|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfend}}<br />
|}<br />
===Triple===<br />
A ''triple'' is three lines cleared simultaneously. Most games allow only I, L, and J tetrominoes to complete a triple, but newer games with [[SRS]] allow S, Z, and T tetrominoes to [[twist]] into seemingly impossible positions.<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|g|g|l|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfend}}<br />
|}<br />
===Tetris===<br />
A ''tetris'' is four lines cleared simultaneously. In most games, this can only be done with an "I" tetromino.<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|}<br />
===<span id="Hurdle">Hurdle / Split</span>===<br />
In ''Tetris DS'' mission mode, the act of clearing two or three lines separated by one or more rows with gaps is called a ''hurdle''. In the 1998 Sega Tetris, this move was called a split and it launched a special attack in VS mode. Any tetromino that can complete a triple can complete a hurdle:<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|g|g|l|l|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|}<br />
===Back-to-Back===<br />
''Back-to-Back'' clears are any combination of two or more "difficult" line clears without an "easy" line clear between them.<br />
The recent games ''[[Tetris Worlds]]'' and ''[[Tetris DS]]'' consider a 4-line clear ("tetris") or a [[Twist|T-spin]] line clear to be difficult. In certain Tetris game modes, you can earn extra [[points]] or deal an additional line of [[garbage]] by clearing ''Back-to-Back''.<br />
All types of "difficult" clears share the same state variable.<br />
For example, a player can clear a line with a T-Spin Single using the T tetromino, then clear four lines with an I tetromino, still earning him a ''Back-to-Back'' tetris.<br />
===Combo===<br />
A ''combo'' refers to making a line clear with one piece and sequentially making another clear with the next piece, and so on. Lacking in recent games, developers experimented with the concept in ''[[TGM]]'' and ''[[Magical Tetris Challenge]]'', both released in 1998.<br />
== Line clear gravity ==<br />
After a line clear, the blocks above the line move down.<br />
How they move down depends on the game.<br />
=== Naive ===<br />
Most Tetris games use naive gravity. Here, the blocks above a cleared line move down by exactly the number of cleared lines below them. This can often leave floating blocks, unconnected to anything, after a line is cleared. Most tetromino based games use naive gravity.<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|j|j|j|g|g|g|g|g|g|g}}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Drop J<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Line clear<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Naive gravity<br />
|}<br />
=== Sticky ===<br />
The playfield is divided into connected segments using [http://en.wikipedia.org/wiki/Flood_fill flood fill]. Any blocks that are adjacent horizontally or vertically are marked as one segment, that is, they are treated as having "stuck" together. Each segment falls independently until it meets the floor or another block. Additional line clears may result.<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|j|j|j|g|g|g|g|g|g|g}}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Drop J<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Line clear<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|z| | | | | |o|o| | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Mark segments<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|z| |g|g|g|g|o|o|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Segment [[image:OTet.png|O]] lands<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow|z|g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Segment [[image:ZTet.png|Z]] lands<br />
|-<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
Line clear #2<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |l|l|l|l|l|l|l|l}}<br />
{{pfrow| |l|l|l|l|l|l| |l|l}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfend}}<br />
Mark segments<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |l|l|l|l|l|l|l|l}}<br />
{{pfrow| |l|l|l|l|l|l| |l|l}}<br />
{{pfend}}<br />
Segment [[image:LTet.png|L]] lands<br />
|}<br />
Games that use sticky gravity:<br />
*''[[Super Scope 6]]'' Blastris A<br />
*''[[Tetris Blast]]'' and ''Bombliss''<br />
*''[[The Next Tetris]]'' (modifies rule such that only blocks of a single color can form a segment)<br />
**Re-released as ''Tetris Worlds'' Sticky<br />
*''[[Lockjaw: The Overdose]]''<br />
=== Cascade ===<br />
When each piece locks, its connections to other blocks in the piece are stored. After lines are cleared, each piece is marked as a separate segment, and then each segment falls independently until it meets the floor or another block, as in Sticky.<br />
Games that use cascade gravity:<br />
*''[[Tetris 2]]'' (Tetris Flash)<br />
*''[[Quadra]]''<br />
*''Tetris Worlds'' Cascade and Fusion<br />
*''Tetris DS'' Touch<br />
Non-tetromino games:<br />
*''[[Dr. Mario]]''<br />
== Delay ==<br />
Some games impose a line clear delay after each piece that completes one or more lines and/or a line gravity delay every time blocks move down by one row.<br />
For example, ''[[Tetris The Grand Master]]'' and ''[[Tetris DS]]'' wait about 667 ms + 16 ms per row.<br />
In games with a large line clear delay and scoring based on play time, it is to the player's advantage to make multiple lines at once (triple or tetris) so that less time is spent in line clear delay.<br />
==See Also==<br />
*[[Twist]]<br />
*[[Back to Back T-Spin Triple]]</div>65.6.70.210http://tetris.wiki/index.php?title=Line_clear&diff=1733Line clear2007-01-04T17:26:11Z<p>65.6.70.210: /* Combo */</p>
<hr />
<div>The object of Tetris is to last as long as possible before the screen fills up with [[tetromino|tetrominoes]]. To do this, you must assemble the tetrominoes to form one or more rows of blocks that span the entire [[playing field]], called a '''''line clear'''''. When you do so, the row will disappear, causing the ones above it to settle.<br />
== Types of line clears ==<br />
===Single===<br />
<br />
A ''single'' is the act of clearing one line at a time:<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |g|g|g|g|g|g|g|g|t|t}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|}<br />
<br />
<br />
===Double===<br />
<br />
A ''double'' is when two lines are cleared at once:<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfrow|g|g|g|g|z|z|g|g|g|g}}<br />
{{pfrow|g|g|g|g|z|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfend}}<br />
|}<br />
<br />
<br />
===Triple===<br />
<br />
A ''triple'' is three lines cleared simultaneously. Most games allow only I, L, and J tetrominoes to complete a triple, but newer games with [[SRS]] allow S, Z, and T tetrominoes to [[twist]] into seemingly impossible positions.<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|g|g|l|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfend}}<br />
|}<br />
<br />
===Tetris===<br />
<br />
A ''tetris'' is four lines cleared simultaneously. In most games, this can only be done with an "I" tetromino.<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|}<br />
<br />
===<span id="Hurdle">Hurdle / Split</span>===<br />
In ''Tetris DS'' mission mode, the act of clearing two or three lines separated by one or more rows with gaps is called a ''hurdle''. In the 1998 Sega Tetris, this move was called a split and it launched a special attack in VS mode. Any tetromino that can complete a triple can complete a hurdle:<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|g|g|l|l|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|}<br />
<br />
===Back-to-Back===<br />
<br />
''Back-to-Back'' clears are any combination of two or more "difficult" line clears without an "easy" line clear between them.<br />
The recent games ''[[Tetris Worlds]]'' and ''[[Tetris DS]]'' consider a 4-line clear ("tetris") or a [[Twist|T-spin]] line clear to be difficult. In certain Tetris game modes, you can earn extra [[points]] or deal an additional line of [[garbage]] by clearing ''Back-to-Back''.<br />
<br />
All types of "difficult" clears share the same state variable.<br />
For example, a player can clear a line with a T-Spin Single using the T tetromino, then clear four lines with an I tetromino, still earning him a ''Back-to-Back'' tetris.<br />
<br />
===Combo===<br />
<br />
A ''combo'' refers to making a line clear with one piece and sequentially making another clear with the next piece, and so on. Lacking in recent games, developers experimented with the concept in ''[[TGM]]'' and ''[[Magical Tetris Challenge]]'', both released in 1998.<br />
<br />
== Line clear gravity ==<br />
After a line clear, the blocks above the line move down.<br />
How they move down depends on the game.<br />
<br />
=== Naive ===<br />
Most Tetris games use naive gravity. Here, the blocks above a cleared line move down by exactly the number of cleared lines below them. This can often leave floating blocks, unconnected to anything, after a line is cleared. Most tetromino based games use naive gravity.<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|j|j|j|g|g|g|g|g|g|g}}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Drop J<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Line clear<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Naive gravity<br />
|}<br />
<br />
=== Sticky ===<br />
The playfield is divided into connected segments using [http://en.wikipedia.org/wiki/Flood_fill flood fill]. Any blocks that are adjacent horizontally or vertically are marked as one segment, that is, they are treated as having "stuck" together. Each segment falls independently until it meets the floor or another block. Additional line clears may result.<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|j|j|j|g|g|g|g|g|g|g}}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Drop J<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Line clear<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|z| | | | | |o|o| | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Mark segments<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|z| |g|g|g|g|o|o|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Segment [[image:OTet.png|O]] lands<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow|z|g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Segment [[image:ZTet.png|Z]] lands<br />
|-<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
Line clear #2<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |l|l|l|l|l|l|l|l}}<br />
{{pfrow| |l|l|l|l|l|l| |l|l}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfend}}<br />
Mark segments<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |l|l|l|l|l|l|l|l}}<br />
{{pfrow| |l|l|l|l|l|l| |l|l}}<br />
{{pfend}}<br />
Segment [[image:LTet.png|L]] lands<br />
|}<br />
<br />
Games that use sticky gravity:<br />
*''[[Super Scope 6]]'' Blastris A<br />
*''[[Tetris Blast]]'' and ''Bombliss''<br />
*''[[The Next Tetris]]'' (modifies rule such that only blocks of a single color can form a segment)<br />
**Re-released as ''Tetris Worlds'' Sticky<br />
*''[[Lockjaw: The Overdose]]''<br />
<br />
=== Cascade ===<br />
When each piece locks, its connections to other blocks in the piece are stored. After lines are cleared, each piece is marked as a separate segment, and then each segment falls independently until it meets the floor or another block, as in Sticky.<br />
<br />
Games that use cascade gravity:<br />
*''[[Tetris 2]]'' (Tetris Flash)<br />
*''[[Quadra]]''<br />
*''Tetris Worlds'' Cascade and Fusion<br />
*''Tetris DS'' Touch<br />
<br />
Non-tetromino games:<br />
*''[[Dr. Mario]]''<br />
<br />
== Delay ==<br />
Some games impose a line clear delay after each piece that completes one or more lines and/or a line gravity delay every time blocks move down by one row.<br />
For example, ''[[Tetris The Grand Master]]'' and ''[[Tetris DS]]'' wait about 667 ms + 16 ms per row.<br />
In games with a large line clear delay and scoring based on play time, it is to the player's advantage to make multiple lines at once (triple or tetris) so that less time is spent in line clear delay.<br />
<br />
==See Also==<br />
*[[Twist]]<br />
*[[Back to Back T-Spin Triple]]</div>65.6.70.210http://tetris.wiki/index.php?title=Line_clear&diff=1732Line clear2007-01-04T17:25:08Z<p>65.6.70.210: /* Types of line clears */</p>
<hr />
<div>The object of Tetris is to last as long as possible before the screen fills up with [[tetromino|tetrominoes]]. To do this, you must assemble the tetrominoes to form one or more rows of blocks that span the entire [[playing field]], called a '''''line clear'''''. When you do so, the row will disappear, causing the ones above it to settle.<br />
== Types of line clears ==<br />
===Single===<br />
<br />
A ''single'' is the act of clearing one line at a time:<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |g|g|g|g|g|g|g|g|t|t}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow |g| |g| |g| | | | |t}}<br />
{{pfrow |g|g|g|g|g|g| |g|g|t}}<br />
{{pfend}}<br />
|}<br />
<br />
<br />
===Double===<br />
<br />
A ''double'' is when two lines are cleared at once:<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfrow|g|g|g|g|z|z|g|g|g|g}}<br />
{{pfrow|g|g|g|g|z|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | |g}}<br />
{{pfrow|g|g| |g| |z| |g|g|g}}<br />
{{pfend}}<br />
|}<br />
<br />
<br />
===Triple===<br />
<br />
A ''triple'' is three lines cleared simultaneously. Most games allow only I, L, and J tetrominoes to complete a triple, but newer games with [[SRS]] allow S, Z, and T tetrominoes to [[twist]] into seemingly impossible positions.<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|g|g|l|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g| | }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfend}}<br />
|}<br />
<br />
===Tetris===<br />
<br />
A ''tetris'' is four lines cleared simultaneously. In most games, this can only be done with an "I" tetromino.<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|i|g|g|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow| | |g|g|g|g|g|g| |g}}<br />
{{pfrow|g| |g|g|g|g|g|g| |g}}<br />
{{pfrow|g|g|g|g|g|g|g|g| |g}}<br />
{{pfend}}<br />
|}<br />
<br />
===<span id="Hurdle">Hurdle / Split</span>===<br />
In ''Tetris DS'' mission mode, the act of clearing two or three lines separated by one or more rows with gaps is called a ''hurdle''. In the 1998 Sega Tetris, this move was called a split and it launched a special attack in VS mode. Any tetromino that can complete a triple can complete a hurdle:<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|g|g|l|l|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|g|g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |g|g| }}<br />
{{pfrow|g|g| | |g|g|g| |g|g}}<br />
{{pfrow| |g|g|l|g|g|g|g|g|g}}<br />
{{pfend}}<br />
|}<br />
<br />
===Back-to-Back===<br />
<br />
''Back-to-Back'' clears are any combination of two or more "difficult" line clears without an "easy" line clear between them.<br />
The recent games ''[[Tetris Worlds]]'' and ''[[Tetris DS]]'' consider a 4-line clear ("tetris") or a [[Twist|T-spin]] line clear to be difficult. In certain Tetris game modes, you can earn extra [[points]] or deal an additional line of [[garbage]] by clearing ''Back-to-Back''.<br />
<br />
All types of "difficult" clears share the same state variable.<br />
For example, a player can clear a line with a T-Spin Single using the T tetromino, then clear four lines with an I tetromino, still earning him a ''Back-to-Back'' tetris.<br />
<br />
===Combo===<br />
<br />
A ''combo'' refers to making a line clear with one piece and sequentially making another clear with the next piece, and so on. Lacking in recent games, developers experimented with the concept in [[TGM]] and [[Magical Tetris Challenge]], both released in 1998.<br />
<br />
== Line clear gravity ==<br />
After a line clear, the blocks above the line move down.<br />
How they move down depends on the game.<br />
<br />
=== Naive ===<br />
Most Tetris games use naive gravity. Here, the blocks above a cleared line move down by exactly the number of cleared lines below them. This can often leave floating blocks, unconnected to anything, after a line is cleared. Most tetromino based games use naive gravity.<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|j|j|j|g|g|g|g|g|g|g}}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Drop J<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Line clear<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Naive gravity<br />
|}<br />
<br />
=== Sticky ===<br />
The playfield is divided into connected segments using [http://en.wikipedia.org/wiki/Flood_fill flood fill]. Any blocks that are adjacent horizontally or vertically are marked as one segment, that is, they are treated as having "stuck" together. Each segment falls independently until it meets the floor or another block. Additional line clears may result.<br />
<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|j|j|j|g|g|g|g|g|g|g}}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Drop J<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|j| | | | | |g|g| | }}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Line clear<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|z| | | | | |o|o| | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g| | |g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Mark segments<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|z| |g|g|g|g|o|o|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow| |g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Segment [[image:OTet.png|O]] lands<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow|z|g|g|g|g|g|g|g|g|g}}<br />
{{pfend}}<br />
Segment [[image:ZTet.png|Z]] lands<br />
|-<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |g|g|g|g|g|g|g|g}}<br />
{{pfrow| |g|g|g|g|g|g| |g|g}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
Line clear #2<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |l|l|l|l|l|l|l|l}}<br />
{{pfrow| |l|l|l|l|l|l| |l|l}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfend}}<br />
Mark segments<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |l|l|l|l|l|l|l|l}}<br />
{{pfrow| |l|l|l|l|l|l| |l|l}}<br />
{{pfend}}<br />
Segment [[image:LTet.png|L]] lands<br />
|}<br />
<br />
Games that use sticky gravity:<br />
*''[[Super Scope 6]]'' Blastris A<br />
*''[[Tetris Blast]]'' and ''Bombliss''<br />
*''[[The Next Tetris]]'' (modifies rule such that only blocks of a single color can form a segment)<br />
**Re-released as ''Tetris Worlds'' Sticky<br />
*''[[Lockjaw: The Overdose]]''<br />
<br />
=== Cascade ===<br />
When each piece locks, its connections to other blocks in the piece are stored. After lines are cleared, each piece is marked as a separate segment, and then each segment falls independently until it meets the floor or another block, as in Sticky.<br />
<br />
Games that use cascade gravity:<br />
*''[[Tetris 2]]'' (Tetris Flash)<br />
*''[[Quadra]]''<br />
*''Tetris Worlds'' Cascade and Fusion<br />
*''Tetris DS'' Touch<br />
<br />
Non-tetromino games:<br />
*''[[Dr. Mario]]''<br />
<br />
== Delay ==<br />
Some games impose a line clear delay after each piece that completes one or more lines and/or a line gravity delay every time blocks move down by one row.<br />
For example, ''[[Tetris The Grand Master]]'' and ''[[Tetris DS]]'' wait about 667 ms + 16 ms per row.<br />
In games with a large line clear delay and scoring based on play time, it is to the player's advantage to make multiple lines at once (triple or tetris) so that less time is spent in line clear delay.<br />
<br />
==See Also==<br />
*[[Twist]]<br />
*[[Back to Back T-Spin Triple]]</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_4D&diff=6610Tetris 4D2007-01-04T17:19:35Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = Tetris 4D<br />
|developer = Bullet Proof Software<br />
|publisher = Bullet Proof Software<br />
|released = 30 Nov 1998 (us), 23 Dec 1998 (jp)<br />
|platform = Dreamcast<br />
|preview = 1<br />
|playfield = 10x20<br />
|hard = No<br />
|hold = No<br />
|SRS = SRS without extra orientations & wall kicks.<br />
}}<br />
http://www.youtube.com/watch?v=cmwWIndQXag</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_4D&diff=6609Tetris 4D2007-01-04T17:19:07Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = Tetris 4D<br />
|developer = Bullet Proof Software<br />
|publisher = Bullet Proof Software<br />
|released = 30 Nov 1998 (us), 23 Dec 1998 (jp)<br />
|platform = Dreamcast<br />
|playfield = 10x20<br />
|hard = No<br />
|hold = No<br />
|SRS = SRS without extra orientations & wall kicks.<br />
}}<br />
http://www.youtube.com/watch?v=cmwWIndQXag</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_4D&diff=6608Tetris 4D2007-01-04T17:18:33Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = Tetris 4D<br />
|developer = Bullet Proof Software<br />
|publisher = Bullet Proof Software<br />
|released = 30 Nov 1998 (us), 23 Dec 1998 (jp)<br />
|platform = Dreamcast<br />
|playfield = 10x20<br />
|SRS = SRS without extra orientations & wall kicks.<br />
}}<br />
http://www.youtube.com/watch?v=cmwWIndQXag</div>65.6.70.210http://tetris.wiki/index.php?title=3D_Tetris&diff=2003D Tetris2007-01-04T17:09:48Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = 3D Tetris<br />
|developer = T&E Soft<br />
|publisher = Nintendo <br />
|released = Oct 3, 1997<br />
|platform = Virtual Boy<br />
}}<br />
<br />
One of two [[games]] that appear on the Virtual Boy. The other being [[V-Tetris]].</div>65.6.70.210http://tetris.wiki/index.php?title=Tetrisphere&diff=7078Tetrisphere2007-01-04T17:08:22Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = Tetrisphere<br />
|developer = H2O Interactive<br />
|publisher = Nintendo<br />
|released = Aug 11, 1997<br />
|platform = Nintendo 64<br />
|preview = Three<br />
|hold = No<br />
|hard = No<br />
|SRS = Original<br />
}}<br />
The game largely deviated from normal ''Tetris'' gameplay, yet it received high ratings from critics.</div>65.6.70.210http://tetris.wiki/index.php?title=Tetrisphere&diff=7077Tetrisphere2007-01-04T17:07:48Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = Tetrisphere<br />
|developer = H2O Interactive<br />
|publisher = Nintendo<br />
|released = Aug 11, 1997<br />
|platform = Nintendo 64<br />
|preview = Three<br />
|hold = No<br />
|hard = No<br />
|SRS = Semi Sega. Pieces spawn right-middle.<br />
}}<br />
The game largely deviated from normal ''Tetris'' gameplay, yet it received high ratings from critics.</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_Plus&diff=6913Tetris Plus2007-01-04T17:04:01Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = Tetris plus<br />
|developer = Atlus<br />
|publisher = Jaleco Entertainment<br />
|released = <br />
Gameboy:<br />
27 Dec 1996 (Japan)<br/><br />
Aug 1997 (USA)<br/><br />
<br />
Playstation:<br/><br />
06 Sep 1996 (Japan)<br/><br />
18 Nov 1996 (USA)<br/><br />
Oct 1997 (UK)<br />
<br />
Saturn:<br /><br />
August 30, 1996 (Japan)<br />
|platform = Gameboy, Playstation, Saturn<br />
|preview = Three<br />
|playfield = 10x20<br />
|hold = No<br />
|hard = No<br />
|SRS = Semi Sega. Pieces spawn right-middle.<br />
}}<br />
http://www.youtube.com/watch?v=wOiQmQWADQM</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_Plus&diff=6912Tetris Plus2007-01-04T17:02:31Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = Tetris plus<br />
|developer = Atlus<br />
|publisher = Jaleco Entertainment<br />
|released = <br />
Gameboy:<br />
27 Dec 1996 (Japan)<br/><br />
Aug 1997 (USA)<br/><br />
<br />
Playstation:<br/><br />
06 Sep 1996 (Japan)<br/><br />
18 Nov 1996 (USA)<br/><br />
Oct 1997 (UK)<br />
<br />
Saturn:<br /><br />
August 30, 1996 (Japan)<br />
|platform = Gameboy, Playstation, Saturn<br />
|preview = Three<br />
|hold = No<br />
|hard = No<br />
|SRS = Semi Sega. Pieces spawn right-middle.<br />
}}<br />
http://www.youtube.com/watch?v=wOiQmQWADQM</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_Blast&diff=6680Tetris Blast2007-01-04T17:00:57Z<p>65.6.70.210: </p>
<hr />
<div>{{Infobox |title = Tetris Blast<br />
|developer = BPS<br />
|publisher = Nintendo<br />
|released = Jan 1, 1996<br />
|platform = Game Boy<br />
|boxart = GB_Blast_Box_Front.jpg<br />
|title-scrn = GB_Blast_SS1.gif<br />
|ingame-scrn = GB_Blast_SS2.gif<br />
|hold = no<br />
|hard = no<br />
|preview = 1 to 4 depending on mode<br />
|playfield = 10w x 17h<br />
|SRS = BPS rotation<br>([[SRS]] predecessor)<br />
}}<br />
'''''Tetris Blast''''' is the North American version of ''Bombliss''. It features many unique ''Tetris'' modes mainly dealing with clearing the screen of all blocks by using bombs which were both given at the start as well as in the tetrominoes. In addition to the [[tetromino]]es of other ''Tetris'' [[games]], ''Tetris Blast'' also uses dominoes and triminoes.<br />
<br />
== Game play ==<br />
Each falling piece contains at least one bomb. Most contain one bomb, not in a position horizontally or vertically between other blocks (for example not in the center of an L, J, or T), but every eighth piece is made entirely of bombs. When rows of the playfield are filled, they do not [[line clear|disappear as in other games]]; the bombs within the row explode depending on how many rows are filled at one time. It is possible for rows to be filled with no bombs, which increases the size of the next explosion.<br />
<br />
''Tetris Blast'' uses the sticky style of line clear gravity, allowing pieces unconnected to anything to fall. This allows chain reactions.<br />
<br />
<br />
Whenever a piece enters the playfield, four bombs arranged into the shape of an O tetromino will become a larger bomb. Unlike in ''[[The New Tetris]]'', these transformations happen only after the field has settled after explosions and gravity, meaning that large bombs can be formed only in rows that still have a gap. Unlike in ''[[Lumines]]'', large bombs cannot be made of overlapping blocks.<br />
<br />
== Explosion size table ==<br />
Explosions happen when a row is filled containing a bomb, or when another explosion reaches the bomb. Each explosion is in the shape of a rectangle centered about the center of the bomb.<br />
{|<br />
! Number of lines || Size of explosion<br>(width x height) || Score<br />
|-<br />
| 1 || 7x1 || +0<br />
|-<br />
| 2 || 7x3 || +0<br />
|-<br />
| 3 || 7x5 || +2<br />
|-<br />
| 4 || 7x7 || +4<br />
|-<br />
| 5 || 9x9 || +10<br />
|-<br />
| 6 || 11x11 || +40<br />
|-<br />
| 7 || 11x11 || +100<br />
|-<br />
| 8 || 13x13 || +200<br />
|-<br />
| 9 || 13x13 || +300<br />
|-<br />
| 10 || 15x15 || +400<br />
|-<br />
| 11 || 15x15 || +500<br />
|-<br />
| 12 || 15x15 || +600<br />
|-<br />
| 13 || 15x15 || +700<br />
|-<br />
| 14 || 15x15 || +800<br />
|-<br />
| 15 || 15x15 || +900<br />
|-<br />
| 16+ || 15x15 || +999<br />
|-<br />
| Large bomb || 10x8 || +1<br />
|}<br />
<br />
== External Links ==<br />
*[http://www.blockstats.org/games/gb_blast.html Blockstats Tetris Blast Page]</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_Blast&diff=6679Tetris Blast2007-01-04T17:00:32Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = Tetris Blast<br />
|developer = BPS<br />
|publisher = Nintendo<br />
|released = Jan 1, 1996<br />
|platform = Super Game Boy<br />
|boxart = GB_Blast_Box_Front.jpg<br />
|title-scrn = GB_Blast_SS1.gif<br />
|ingame-scrn = GB_Blast_SS2.gif<br />
|hold = no<br />
|hard = no<br />
|preview = 1 to 4 depending on mode<br />
|playfield = 10w x 17h<br />
|SRS = BPS rotation<br>([[SRS]] predecessor)<br />
}}<br />
'''''Tetris Blast''''' is the North American version of ''Bombliss''. It features many unique ''Tetris'' modes mainly dealing with clearing the screen of all blocks by using bombs which were both given at the start as well as in the tetrominoes. In addition to the [[tetromino]]es of other ''Tetris'' [[games]], ''Tetris Blast'' also uses dominoes and triminoes.<br />
<br />
== Game play ==<br />
Each falling piece contains at least one bomb. Most contain one bomb, not in a position horizontally or vertically between other blocks (for example not in the center of an L, J, or T), but every eighth piece is made entirely of bombs. When rows of the playfield are filled, they do not [[line clear|disappear as in other games]]; the bombs within the row explode depending on how many rows are filled at one time. It is possible for rows to be filled with no bombs, which increases the size of the next explosion.<br />
<br />
''Tetris Blast'' uses the sticky style of line clear gravity, allowing pieces unconnected to anything to fall. This allows chain reactions.<br />
<br />
<br />
Whenever a piece enters the playfield, four bombs arranged into the shape of an O tetromino will become a larger bomb. Unlike in ''[[The New Tetris]]'', these transformations happen only after the field has settled after explosions and gravity, meaning that large bombs can be formed only in rows that still have a gap. Unlike in ''[[Lumines]]'', large bombs cannot be made of overlapping blocks.<br />
<br />
== Explosion size table ==<br />
Explosions happen when a row is filled containing a bomb, or when another explosion reaches the bomb. Each explosion is in the shape of a rectangle centered about the center of the bomb.<br />
{|<br />
! Number of lines || Size of explosion<br>(width x height) || Score<br />
|-<br />
| 1 || 7x1 || +0<br />
|-<br />
| 2 || 7x3 || +0<br />
|-<br />
| 3 || 7x5 || +2<br />
|-<br />
| 4 || 7x7 || +4<br />
|-<br />
| 5 || 9x9 || +10<br />
|-<br />
| 6 || 11x11 || +40<br />
|-<br />
| 7 || 11x11 || +100<br />
|-<br />
| 8 || 13x13 || +200<br />
|-<br />
| 9 || 13x13 || +300<br />
|-<br />
| 10 || 15x15 || +400<br />
|-<br />
| 11 || 15x15 || +500<br />
|-<br />
| 12 || 15x15 || +600<br />
|-<br />
| 13 || 15x15 || +700<br />
|-<br />
| 14 || 15x15 || +800<br />
|-<br />
| 15 || 15x15 || +900<br />
|-<br />
| 16+ || 15x15 || +999<br />
|-<br />
| Large bomb || 10x8 || +1<br />
|}<br />
<br />
== External Links ==<br />
*[http://www.blockstats.org/games/gb_blast.html Blockstats Tetris Blast Page]</div>65.6.70.210http://tetris.wiki/index.php?title=Tetris_(NES,_Tengen)&diff=6525Tetris (NES, Tengen)2007-01-04T16:56:19Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = Tetяis<br />
|developer = Tengen<br />
|publisher = Tengen<br />
|released = 1989 (Cancelled)<br />
|platform = NES<br />
|boxart = NES_Tengen_Box_Front.jpg<br />
|title-scrn = Tetyais title.png<br />
|ingame-scrn = Tetyais play.png<br />
|hard=no<br />
|SRS=Atari<br />
|preview=1<br />
|hold=no<br />
|playfield=10w x 20h<br />
}}<br />
'''''Tet&#1103;is: The Soviet Mind Game''''' is a pirate-original tetromino game for NES published by Tengen, the home video game division of Atari Games (now part of Midway). Much of the gameplay mechanics and the graphical style were lifted from [[Tetris (Atari)|the arcade ''Tetris'' by Atari Games]]. This Game Pak is rare because it was recalled after Andromeda Software, which at the time was [[Elorg]]'s Western agent for the Tetris brand, lost the game console rights (see [[History]]).<br />
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The game gives line clearing bonuses only after completing each 30 lines.<br />
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== Rotation rules ==<br />
[[Image:Tengen-pieces.png|200px]]<br />
*Pieces spawn with left side of bounding box at column 5 and top at row 22.<br />
*Rotations in all states touch left and top of bounding box. Exception: vertical I, which is placed in the second column from the left.<br />
*No wall kick.<br />
*All tetrominoes become the same color when they lock, due to limitations of the NES picture memory. This color varies from level to level.<br />
<br />
== External links ==<br />
*[http://www.classicgaming.com/rotw/ttetris.shtml Classic Gamings Tengen Tetris Page]<br />
*[http://www.blockstats.org/games/NES_Tengen.html Blockstats Tengen Tetris Page]</div>65.6.70.210http://tetris.wiki/index.php?title=Sega_Tetris&diff=4192Sega Tetris2007-01-04T16:50:18Z<p>65.6.70.210: </p>
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<div>{{Infobox |title = Sega Tetris<br />
|developer = Wow Entertainment<br />
|publisher = Sega <br />
|released = November 23, 2000 (jp)<br />
|platform = Dreamcast<br />
|preview = 1<br />
|playfield = 10x18<br />
|hold = No<br />
|hard = No<br />
|SRS = Sega Rotation<br />
}}<br />
Contained online playability.</div>65.6.70.210http://tetris.wiki/index.php?title=User_talk:GraemeMcRae&diff=9913User talk:GraemeMcRae2007-01-04T06:01:28Z<p>65.6.70.210: </p>
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<div>Hello, I'm Graeme McRae. My web page is [http://mcraeclan.com mcraeclan.com]. I am drawing up some graphics that show all the various ways that four tetris pieces can exactly cover a 4x4 square.<br />
:Hey, welcome aboard. Drawing up 4x4 squares? Have you seen [[Square_Platforming|this]], though? [[User:65.6.70.210|65.6.70.210]] 01:01, 4 January 2007 (EST)</div>65.6.70.210