http://tetris.wiki/api.php?action=feedcontributions&user=68.222.41.105&feedformat=atomTetrisWiki - User contributions [en]2024-03-28T17:11:16ZUser contributionsMediaWiki 1.39.3http://tetris.wiki/index.php?title=Gameplay_of_Tetris&diff=915Gameplay of Tetris2006-12-15T00:10:41Z<p>68.222.41.105: m</p>
<hr />
<div>The action of ''Tetris'' happens within a machine called a [[tetrion]].<br />
<br />
The largest part of the tetrion consists of the [[playfield]] measuring ten by twenty spaces.<br />
It has other parts explained below.<br />
<br />
Randomly selected [[tetromino]]es, or shapes consisting of four square blocks, fall from the top of the playfield one at a time.<br />
Each tetromino enters the playfield with a given [[orientation]] and color depending on its shape.<br />
Part of the tetrion, called the [[piece preview]], shows the next pieces that will enter the playfield.<br />
<br />
The player can [[rotate]] the falling tetromino ninety degrees at a time within the plane of the playfield by pressing the counterclockwise or clockwise rotation buttons, provided the piece has room to rotate.<br />
Some versions of the game [[wall kick|nudge]] the tetromino away from the wall or other blocks in order to make room.<br />
<br />
The player can shift the falling tetromino sideways one space at a time by pressing the left or right arrow or [[DAS|holding it for quicker movement]], provided the piece has room to move. Pieces cannot shift through walls or other blocks.<br />
<br />
At the top left, or in some cases the bottom right, of the tetrion is an area called the [[hold piece|hold]] box where a player can store a tetromino for later use.<br />
At any time while a tetromino falls, the player can move it to the hold box, and any tetromino held earlier now moves to the top of the playfield.<br />
After moving a tetromino to the hold box, the player must then lock the resulting tetromino before holding again (see below).<br />
<br />
Each tetromino [[drop|moves downward]] slowly by itself.<br />
Generally a player can use some method to "drop" the tetromino, or make it move downward faster.<br />
Once the tetromino lands on the floor or other blocks, the piece will [[lock delay|delay]] shortly before locking in which time the player can move it.<br />
After locking, a player can no longer move the tetromino.<br />
<br />
When a tetromino locks and by doing so fills all empty spaces within one or more rows of the playfield, those full rows will [[line clear|clear.]]<br />
Remaining blocks above will move down by as many rows removed.<br />
<br />
If the playfield has not [[top out|filled up]] with blocks, the next piece enters.<br />
== See also ==<br />
*[[Glossary]]<br />
*[[General technique]]</div>68.222.41.105http://tetris.wiki/index.php?title=Gameplay_of_Tetris&diff=914Gameplay of Tetris2006-12-15T00:05:07Z<p>68.222.41.105: m</p>
<hr />
<div>The action of ''Tetris'' happens within a machine called a [[tetrion]].<br />
<br />
The largest part of the tetrion consists of the [[playfield]] measuring ten by twenty spaces.<br />
It has other parts explained below.<br />
<br />
Randomly selected [[tetromino]]es, or shapes consisting of four square blocks, fall from the top of the playfield one at a time.<br />
Each tetromino enters the playfield with a given [[orientation]] and color depending on its shape.<br />
Part of the tetrion, called the [[piece preview]], shows the next pieces that will enter the playfield.<br />
<br />
The player can [[rotate]] the falling tetromino ninety degrees at a time within the plane of the playfield by pressing the counterclockwise or clockwise rotation buttons, provided the piece has room to rotate.<br />
Some versions of the game [[wall kick|nudge]] the tetromino away from the wall or other blocks in order to make room.<br />
<br />
The player can shift the falling tetromino sideways one space at a time by pressing the left or right arrow or [[DAS|holding it for quicker movement]], provided the piece has room to move. Pieces cannot shift through walls or other blocks.<br />
<br />
At the top left, or in some cases the bottom right, of the tetrion is an area called the [[hold piece|hold]] box where a player can store a tetromino for later use.<br />
At any time while a tetromino falls, the player can move it to the hold box, and any tetromino held earlier now moves to the top of the playfield.<br />
After moving a tetromino to the hold box, the player must then lock the resulting tetromino before holding again (see below).<br />
<br />
Each tetromino [[drop|moves downward]] slowly by itself.<br />
Generally a player can use some method to "drop" the tetromino, or make it move downward faster.<br />
Once the tetromino lands on the floor or other blocks, the piece will [[lock delay|delay]] shortly before locking in which time the player can move it.<br />
After locking, a player can no longer move the tetromino.<br />
<br />
When a tetromino locks and by doing so fills all empty spaces within one more more rows of the playfield, those full rows will [[line clear|clear.]]<br />
Remaining blocks above will move down by as many rows removed.<br />
<br />
If the playfield has not [[top out|filled up]] with blocks, the next piece enters.<br />
== See also ==<br />
*[[Glossary]]<br />
*[[General technique]]</div>68.222.41.105http://tetris.wiki/index.php?title=Gameplay_of_Tetris&diff=913Gameplay of Tetris2006-12-15T00:03:13Z<p>68.222.41.105: copy edit</p>
<hr />
<div>The action of ''Tetris'' happens within a machine called a [[tetrion]].<br />
<br />
The largest part of the tetrion consists of the [[playfield]] measuring ten by twenty spaces.<br />
It has other parts explained below.<br />
<br />
Randomly selected [[tetromino]]es, or shapes consisting of four square blocks, fall from the top of the playfield one at a time.<br />
Each tetromino enters the playfield with a given [[orientation]] and color depending on its shape.<br />
The [[piece preview]] is a part of the tetrion that shows the next pieces that will enter the playfield.<br />
<br />
The player can [[rotate]] the falling tetromino ninety degrees at a time within the plane of the playfield by pressing the counterclockwise or clockwise rotation buttons, provided the piece has room to rotate.<br />
Some versions of the game [[wall kick|nudge]] the tetromino away from the wall or other blocks in order to make room.<br />
<br />
The player can shift the falling tetromino sideways one space at a time by pressing the left or right arrow or [[DAS|holding it for quicker movement]], provided the piece has room to move. Pieces cannot shift through walls or other blocks.<br />
<br />
At the top left, or in some cases the bottom right, of the tetrion is an area called the [[hold piece|hold]] box where a player can store a tetromino for later use.<br />
At any time while a tetromino falls, the player can move it to the hold box, and any tetromino held earlier now moves to the top of the playfield.<br />
After moving a tetromino to the hold box, the player must then lock the resulting tetromino before holding again (see below).<br />
<br />
Each tetromino [[drop|moves downward]] slowly by itself.<br />
Generally a player can use some method to "drop" the tetromino, or make it move downward faster.<br />
Once the tetromino lands on the floor or other blocks, the piece will [[lock delay|delay]] shortly before locking in which time the player can move it.<br />
After locking, a player can no longer move the tetromino.<br />
<br />
When a tetromino locks and by doing so fills all empty spaces within one more more rows of the playfield, those full rows will [[line clear|clear.]]<br />
Remaining blocks above will move down by as many rows removed.<br />
<br />
If the playfield has not [[top out|filled up]] with blocks, the next piece enters.<br />
== See also ==<br />
*[[Glossary]]<br />
*[[General technique]]</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Guideline&diff=4840Tetris Guideline2006-12-05T23:52:50Z<p>68.222.41.105: </p>
<hr />
<div>The '''<i>Tetris</i> guideline''' is the current specification that [[The Tetris Company]] enforces for making all new (2001 and later) ''Tetris'' games alike in form. The company revises the guideline annually. A mode labeled "standard" or just plain "Tetris" will adhere to the Guideline more closely than other modes.<br />
<br />
As of 2006, the Guideline is conjectured to encompass the following rules, learned through observation of the behavior of authentic ''Tetris'' games:<br />
*[[Playfield]] is 10 cells wide and at least 22 cells tall, where the top two are hidden or obstructed by the field frame<br />
*[[Tetromino]] colors<br />
**Cyan ''I'' <br />
**Yellow ''O''<br />
**Purple ''T''<br />
**Green ''S''<br />
**Red ''Z''<br />
**Blue ''J''<br />
**Orange ''L''<br />
*Six next-coming tetrominoes visible or at least three.<br />
*So-called [[Random Generator]] (also called "random bag" or "7 system")<br />
*Tetromino [[spawn]] locations<br />
**The ''I'' and ''O'' spawn in the middle columns<br />
**The rest spawn in the left-middle columns<br />
**The tetrominoes spawn horizontally and with their flat side pointed down.<br />
*Standard mappings for console and handheld gamepads:<br />
**Up, Down, Left, Right on joystick perform locking hard [[drop]], non-locking soft drop (except first frame locking in some games), left [[DAS|shift]], and right shift respectively.<br />
**Left fire button rotates 90 degrees counterclockwise, and right fire button rotates 90 degrees clockwise.<br />
*Super Rotation System ([[SRS]]) specifies tetromino rotation<br />
*[[Infinity]] based [[Drop#Gravity|lockdown]] behavior<br />
*"Hold piece": The player can press a button to send the falling tetromino to the hold box, and any tetromino that had been in the hold box moves to the top of the screen and begins falling. Hold cannot be used again until after the piece locks down. Games on platforms with fewer than eight usable buttons (such as [[iPod Tetris|the version on iPod]]) may skip this feature.<br />
*Terms used in the user manual: "Tetriminos" not "tetrominoes" or "tetrads" or "pieces", letter names not "square" or "stick", etc.<br />
*Player may only level up by clearing lines.<br />
*Game must include at least one of the songs Korobeiniki, Katjusha, or Kalinka.<br />
<br />
The combination of hold piece and Random Generator would appear to allow the player to [[Playing forever|play forever]].<br />
<br />
The extent to which the Guideline specifies the speed curve, the scoring system, and other aspects not listed on this page, is not yet known to the public.<br />
<br />
Although Guideline-compliant games share many traits, they also have [[Guideline compliant game differences|differences]] in many aspects as well. There are a few instances where a game will break a trait which is shared by all other games thought to be compliant. Examples of this include the lack of the hold function in iPod Tetris, and the inverted rotation button layout of TGM3 and TGM ACE.<br />
<br />
== See also ==<br />
*''[[Tetris Worlds]]'' and ''[[Tetris Deluxe]]'', considered by many to be the "reference" implementations of the Guideline<br />
*''[[Tetris DS]]'', another popular game that is compliant with the Guideline<br />
<br />
== References ==<br />
*[http://www.planetgamecube.com/specialArt.cfm?artid=11267 Planet GameCube: Tetris from the Top]: An interview with Henk Rogers some aspects of the Guideline<br />
*[http://www.blueplanetsoftware.com/news_edge.html Edge magazine's interview with Henk Rogers] Henk first reveals the existence of the Guideline.<br />
*[http://www.eamobile.com/Web/Catalog/US/en/game/mobile/ProductDetailOverviewView/product-24171;jsessionid=MOGAKOLDNNNF EA Tetris product page], with official names for some Guideline features</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_The_Grand_Master&diff=5323Tetris The Grand Master2006-12-02T00:36:14Z<p>68.222.41.105: /* Speed */</p>
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<div>{{Infobox |title = Tetris The Grand Master<br />
|developer = Arika<br />
|publisher = Capcom<br />
|released = 1998<br />
|platform = Arcade<br />
|title-scrn = Arika_tgm1_title.jpg<br />
|ingame-scrn = Arika_tgm1_ingame.jpg<br />
|preview = 1<br />
|playfield=10x20<br />
|hold = No<br />
|hard = No<br />
|SRS = [[TGM rotation]]<br />
}}<br />
'''''Tetris: The Grand Master''''' is the first arcade game in [[Arika]]'s [[TGM series]].<br />
== Gameplay ==<br />
TODO: I think we should possibly include one of those anatomy screenshot dealies that points everything out (score, grade, time, and level). Sort of like in the IRS patent. Maybe with a caption that says "beginners should care most about level, while advanced players care only about their time". Or something.<br />
<br />
Unlike typical tetris games where the goal is indefinite survival and a high score, TGM is a challenge where you have a finite opportunity to attain a high Grade. With the exception of the final grade of Grand Master, grade is derived from your score. This indirectly makes the grading system strongly favour survival, with a special emphasis on clearing non-singles late in the game during 20g.<br />
<br />
With only a small number of grades, there are often ties. The highscore table ranks a tied grade higher if it was attained faster. In practice, solid play will award players the highest rank of Grand Master. As such, for adequately skilled players the game becomes a time attack to level 999.<br />
<br />
== Level ==<br />
Level has a unique implementation in TGM. The level counter will increase by 1 for every piece that enters the well. It will also increase by 1 for each line cleared. The game ends once level 999 is reached.<br />
<br />
When you are about to increment the hundreds digit (eg. at level 399), only line clears will count towards your level. Level 998 is treated similarly, with a final line clear required to reach 999 and finish.<br />
<br />
== Speed ==<br />
[[ARE]] is fixed at 30 frames.<br />
<br />
[[DAS]] is fixed at 15 frames.<br />
<br />
Lock time is fixed at (somebody look this up).<br />
<br />
Line Clear time is fixed at (somebody look this up).<br />
<br />
[[drop|Gravity]] does not increase uniformly, unlike many other tetris games. It rises and falls, depending on the level, as follows:<br />
{| border="1"<br />
! Level || Speed<br />
|-<br />
| 0 to 199 || 1/64G to 1/1.8G<br />
|-<br />
| 200 to 299 || 1/64G to 1G<br />
|-<br />
| 300 to 399 || 2G to 4G<br />
|-<br />
| 400 to 499 || 3G to 5G<br />
|-<br />
| 500 to 999 || 20G<br />
|}<br />
<br />
The player can force constant 20G, by pressing ↓↓↓↓ ↓↓↓↓ C B A before starting the game, though this will exclude their play from the highscore list. Unlike [[TGM2]], the lockdown time, line clear time, ARE and DAS time do not change throughout the game.<br />
<br />
== Scoring ==<br />
TGM shares the same scoring gimmicks of many other Tetris games, though they are not quite implemented the same way:<br />
:*You receive more points for clearing more lines at once.<br />
:*Lines are worth more with each passing level. (The nature of "level" in TGM, however, means the amount of points a line is worth is constantly changing.)<br />
:*You receive points for forcing a piece down. (Though only when this results in cleared lines!)<br />
<br />
There are a few scoring gimmicks unique to TGM:<br />
:*You receive a combo bonus for clearing lines with consecutive pieces.<br />
:*You receive a bravo bonus for clearing the entire screen.<br />
<br />
Incidentally, for all players good enough to attain the rank of S9 score becomes irrelevant and the focus changes to a time attack rather than a score attack. Nevertheless, here is a more technical description of the scoring formula:<br />
<br />
Score = ((Level + Lines)/4 + Drop) x Lines x Combo x Bravo<br />
<br />
Where:<br />
*Level is the current level you are on.<br />
*Lines is the number of lines you just cleared.<br />
*(Level + Lines)/4 is rounded up.<br />
*Drop is the number of spaces you manually dropped the piece. The last space your piece falls does not contribute to this, however locking the piece once it has landed will add 1 to the Drop.<br />
*Combo returns to 1 by default every time a piece does not clear lines. Otherwise, it is :<br />
*:Combo = Combo - 1 + (2 x Lines - 1)<br />
*Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.<br />
<br />
== Grading ==<br />
In TGM1 grade is entirely determined by score. As you pass certain milestones, TGM will assign you the next grade:<br />
{| border="1"<br />
! Grade || Required Score || Grade || Required Score<br />
|- align="center"<br />
| 9 || 0 || S1 || 16,000<br />
|- align="center"<br />
| 8 || 400 || S2 || 22,000<br />
|- align="center"<br />
| 7 || 800 || S3 || 30,000<br />
|- align="center"<br />
| 6 || 1,400 || S4 || 40,000<br />
|- align="center"<br />
| 5 || 2,000 || S5 || 52,000<br />
|- align="center"<br />
| 4 || 3,500 || S6 || 66,000<br />
|- align="center"<br />
| 3 || 5,500 || S7 || 82,000<br />
|- align="center"<br />
| 2 || 8,000 || S8 || 100,000<br />
|- align="center"<br />
| 1 || 12,000 || S9 || 120,000<br />
|- align="center"<br />
| || || GM || 126,000<sup>*</sup><br />
|}<br />
<br />
<sup>*</sup>In addition to this, to achieve Grand Master rank the player must reach grade 1 before level 300, grade S4 before level 500, grade S9 before level 999, and level 999 at or before 13:30:00.<br />
<br />
{{Arika games}}</div>68.222.41.105http://tetris.wiki/index.php?title=General_technique&diff=987General technique2006-11-30T20:32:42Z<p>68.222.41.105: </p>
<hr />
<div>''Tetris'' is an abstract game with some elements of luck and a range of goals depending on the [[games|variant]], making it difficult to formulate definite strategies and tactics. In many variants, a player's success lies in how accurately, efficiently, and quickly he or she can perform. This remains especially true for matches against an opponent. Some variants remove the time element, making [[speed measurement|speed]] less important.<br />
<br />
Some techniques are common among many experts. Remember that beginner players will naturally take the route easiest to learn, which may not always be the best. In some cases, a player may need more than just one sitting to learn how to do something a different way. An important trait of a successful player is that he is able to change his ways and take the time to learn something better.<br />
*'''Stacking for tetrises.''' Almost all [[Tetris Guideline|authentic]] games reward the player for making [[line clear|tetrises]]. In most cases, clearing a single in order to move on to the next tetris is more efficient than building the single up to a double or triple. Although, in games with line clear delay, it is of course faster to clear one triple rather than clearing three singles to get to that upcoming tetris.<br />
*'''Clearing garbage.''' In a match against another player, the goal is to prevent yourself from [[top out|topping out]] and to make your opponent top out instead. Remember to look down and see what [[garbage]] you have to deal with. In a lot of cases, it is more beneficial remove this garbage than trying to send more to your opponent.<br />
*'''Dual rotation.''' Rotate both clockwise and anticlockwise, and when moving left and having to rotate ''I'', ''S'', and ''Z'', use anticlockwise-- inverse for right. The [[tetromino]] will need to move once less.<br />
*'''Open column preference.''' If you leave a side open for tetrises, use the right side. If you leave the middle open for tetrises, use the right-middle. Since non-''I'' and ''O'' tetrominoes spawn closer to the left, and the symmetrical ''I'' will be the only piece needing to go in the open column, placing the open column to the right will require the non-''I'' and ''O'' tetrominoes to move less.<br />
*'''Piece preview.''' Keep an eye on the [[piece preview|next piece]]s. They will help you prepare for how you should place the piece at hand.<br />
*'''Stack evenly.''' When garbage comes, you want to stay as close to the bottom as possible. Don't stack perfectly even, though. You want to be able to deal with ''Z''s and ''S''s.<br />
*'''Soft drop sparingly.''' Avoid situations where you must slide. If a situation occurs where it is necessary, for example the [[S and Z starts|first two tetrominoes are ''S'' and ''Z'']], try to stack so that you only need to soft drop and slide once instead of twice-- find a way to soft drop only when absolutely necessary. With respect to [[twist|t-spins]], you'll need to soft drop.<br />
*'''Smart holding.''' Don't excessively [[hold]] tetrominoes. Although holding is preferable to soft dropping, do it only when necessary. Hold ''I'' tetrominoes, but if the first tetrominoes come ''I'' then ''Z'', don't hold the ''I''. This will require a soft drop. If you have four rows lined up for a tetris, don't hold the ''I''. Use it unless some other reason justifies using a frame to hold it. If you get a tetromino that will result in a soft drop later, hold it, but next time stack better. Really, even experts hold a lot, but it's important when starting out not just to use it because you don't feel like thinking about how to place a piece. Learning to stack efficiently in these difficult situations where you don't immediately see somewhere that fits is very important.<br />
*'''Practice often and effectively.''' The best way to improve your ability is to practise often and to practise playing how you would like to play ideally. Push yourself!<br />
==External links==<br />
http://tetrisds.moero.info/index.php?%A5%C6%A5%C8%A5%EA%A5%DF%A5%CE%C1%E0%BA%EE%BA%C7%C5%AC%B2%BD<br />
[http://gamepeople.wordpress.com/2006/11/30/decision-tris/ Game People - Tetris Decision Play]</div>68.222.41.105http://tetris.wiki/index.php?title=General_technique&diff=986General technique2006-11-30T20:29:30Z<p>68.222.41.105: </p>
<hr />
<div>''Tetris'' is an abstract game with some elements of luck and a range of goals depending on the [[games|variant]], making it difficult to formulate definite strategies and tactics. In many variants, a player's success lies in how accurately, efficiently, and quickly he or she can perform. This remains especially true for matches against an opponent. Some variants remove the time element, making [[speed measurement|speed]] less important.<br />
<br />
Some techniques are common among many experts. Remember that beginner players will naturally take the route easiest to learn, which may not always be the best. In some cases, a player may need more than just one sitting to learn how to do something a different way. An important trait of a successful player is that he is able to change his ways and take the time to learn something better.<br />
*'''Stacking for tetrises.''' Almost all [[Tetris Guideline|authentic]] games reward the player for making [[line clear|tetrises]]. In most cases, clearing a single in order to move on to the next tetris is more efficient than building the single up to a double or triple. Although, in games with line clear delay, it is of course faster to clear one triple rather than clearing three singles to get to that upcoming tetris.<br />
*'''Clearing garbage.''' In a match against another player, the goal is to prevent yourself from [[top out|topping out]] and to make your opponent top out instead. Remember to look down and see what [[garbage]] you have to deal with. In a lot of cases, it is more beneficial remove this garbage than trying to send more to your opponent.<br />
*'''Dual rotation.''' Rotate both clockwise and anticlockwise, and when moving left and having to rotate ''I'', ''S'', and ''Z'', use anticlockwise-- inverse for right. The tetromino will need to move once less.<br />
*'''Open column preference.''' If you leave a side open for tetrises, use the right side. If you leave the middle open for tetrises, use the right-middle. Since non-''I'' and ''O'' tetrominoes spawn closer to the left, and the symmetrical ''I'' will be the only piece needing to go in the open column, placing the open column to the right will require the non-''I'' and ''O'' tetrominoes to move less.<br />
*'''Piece preview.''' Keep an eye on the [[piece preview|next piece]]s. They will help you prepare for how you should place the piece at hand.<br />
*'''Stack evenly.''' When garbage comes, you want to stay as close to the bottom as possible. Don't stack perfectly even, though. You want to be able to deal with ''Z''s and ''S''s.<br />
*'''Soft drop sparingly.''' Avoid situations where you must slide. If a situation occurs where it is necessary, for example the [[S and Z starts|first two tetrominoes are ''S'' and ''Z'']], try to stack so that you only need to soft drop and slide once instead of twice-- find a way to soft drop only when absolutely necessary. With respect to [[twist|t-spins]], you'll need to soft drop.<br />
*'''Smart holding.''' Don't excessively [[hold]] tetrominoes. Although holding is preferable to soft dropping, do it only when necessary. Hold ''I'' tetrominoes, but if the first tetrominoes come ''I'' then ''Z'', don't hold the ''I''. This will require a soft drop. If you have four rows lined up for a tetris, don't hold the ''I''. Use it unless some other reason justifies using a frame to hold it. If you get a tetromino that will result in a soft drop later, hold it, but next time stack better. Really, even experts hold a lot, but it's important when starting out not just to use it because you don't feel like thinking about how to place a piece. Learning to stack efficiently in these difficult situations where you don't immediately see somewhere that fits is very important.<br />
*'''Practice often and effectively.''' The best way to improve your ability is to practise often and to practise playing how you would like to play ideally. Push yourself!<br />
==External links==<br />
http://tetrisds.moero.info/index.php?%A5%C6%A5%C8%A5%EA%A5%DF%A5%CE%C1%E0%BA%EE%BA%C7%C5%AC%B2%BD<br />
[http://gamepeople.wordpress.com/2006/11/30/decision-tris/ Game People - Tetris Decision Play]</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_(Game_Boy)&diff=4606Tetris (Game Boy)2006-11-30T02:57:14Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = Tetris<br />
|developer = [[Bullet Proof Software]]<br />
|publisher = [[Nintendo]]<br />
|released = Jun,1989 (USA)<br />14, Jun 1989 (Japan)<br />1989 (Europe)<br />
|platform = Game Boy<br />
|preview = 1<br />
|playfield = 10x18<br />
|hold = No<br />
|hard = No<br />
|SRS = [[Nintendo Rotation System]], left-handed<br />
|title-scrn=Tetris_GB_title.png<br />
|ingame-scrn=Tetris_GB_play.png<br />
}}<br />
'''''Tetris''''', for Game Boy, is among the most played of [[Games|its namesake]]. [[Nintendo]], through the help of [[Henk Rogers]], purchased the license from [[Elektronorgtechnica|Elorg]] to package it with every new Game Boy system. (An exception was Japan, where the system did not come bundled with any games.) Because of this, many players of the Game Boy generation remain familar to this title, as it probably sold more than any other ''Tetris'' title so far. Having ''Tetris'' packaged with Game Boy may likewise have had something to do with Game Boy's success.<br />
<br />
This was the first widely distributed ''Tetris'' game to feature 2-player battles with garbage using the link cable.<br />
<br />
== Details ==<br />
<br />
Game Boy runs at 59.73 frames per second.<br />
<br />
* [[Drop#Soft drop|Soft drop]]: 1/3G<br />
* [[ARE]]: 2 frames (tetromino is invisible for first frame after it spawns)<br />
* ARE+[[line clear]]: 93 frames<br />
* [[DAS]]: ?<br />
<br />
Speed levels:<br />
{|<br />
! Level || Frames per row<br />
|-<br />
| 0 || 53<br />
|-<br />
| 1 || 49<br />
|-<br />
| 2 || 45<br />
|-<br />
| 3 || 41<br />
|-<br />
| 4 || 37<br />
|-<br />
| 5 || 33<br />
|-<br />
| 6 || 28<br />
|-<br />
| 7 || 22<br />
|-<br />
| 8 || 17<br />
|-<br />
| 9 || 11<br />
|-<br />
| 10 || 10<br />
|-<br />
| 11 || 9<br />
|-<br />
| 12 || 8<br />
|-<br />
| 13 || 7<br />
|-<br />
| 14 || 6<br />
|-<br />
| 15 || 6<br />
|-<br />
| 16 || 5<br />
|-<br />
| 17 || 5<br />
|-<br />
| 18 || 4<br />
|-<br />
| 19 || 4<br />
|-<br />
| 20 || 3<br />
|}<br />
This table is located at 1B06h in the ROM; each entry is one less than the actual number of frames. For example, level 1, or 49 = 31h frames, is stored as 30h.<br />
<br />
The "heart levels" (activated by holding Down+Start at the title screen) are as fast as the level plus 10, but unlike on [[Tetris (NES, Nintendo)|the NES version]], they don't improve the score.<br />
<br />
==See also==<br />
[[Games]]<br />
{{Nintendo games}}</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_(Game_Boy)&diff=4605Tetris (Game Boy)2006-11-30T02:56:11Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = Tetris<br />
|developer = [[Bullet Proof Software]]<br />
|publisher = [[Nintendo]]<br />
|released = Jun,1989 (USA)<br />14, Jun 1989 (Japan)<br />1989 (Europe)<br />
|platform = Game Boy<br />
|preview = 1<br />
|playfield = 10x18<br />
|hold = No<br />
|hard = No<br />
|SRS = [[Nintendo Rotation System]], left-handed<br />
|title-scrn=Tetris_GB_title.png<br />
|ingame-scrn=Tetris_GB_play.png<br />
}}<br />
'''''Tetris''''', for Game Boy, is among the most played of [[Games|its namesake]]. [[Nintendo]], through the help of [[Henk Rogers]], purchased the license from [[Elektronorgtechnica|Elorg]] to package it with every new Game Boy system. (An exception was Japan, where the system did not come bundled with any games.) Because of this, many players of the Game Boy generation remain familar to this title, as it probably sold more than any other ''Tetris'' title so far. Having ''Tetris'' packaged with Game Boy may likewise have had something to do with Game Boy's success.<br />
<br />
This was the first widely distributed ''Tetris'' game to feature 2-player battles with garbage using the link cable.<br />
<br clear="all"><br />
<br />
== Details ==<br />
<br />
Game Boy runs at 59.73 frames per second.<br />
<br />
* [[Drop#Soft drop|Soft drop]]: 1/3G<br />
* [[ARE]]: 2 frames (tetromino is invisible for first frame after it spawns)<br />
* ARE+[[line clear]]: 93 frames<br />
* [[DAS]]: ?<br />
<br />
Speed levels:<br />
{|<br />
! Level || Frames per row<br />
|-<br />
| 0 || 53<br />
|-<br />
| 1 || 49<br />
|-<br />
| 2 || 45<br />
|-<br />
| 3 || 41<br />
|-<br />
| 4 || 37<br />
|-<br />
| 5 || 33<br />
|-<br />
| 6 || 28<br />
|-<br />
| 7 || 22<br />
|-<br />
| 8 || 17<br />
|-<br />
| 9 || 11<br />
|-<br />
| 10 || 10<br />
|-<br />
| 11 || 9<br />
|-<br />
| 12 || 8<br />
|-<br />
| 13 || 7<br />
|-<br />
| 14 || 6<br />
|-<br />
| 15 || 6<br />
|-<br />
| 16 || 5<br />
|-<br />
| 17 || 5<br />
|-<br />
| 18 || 4<br />
|-<br />
| 19 || 4<br />
|-<br />
| 20 || 3<br />
|}<br />
This table is located at 1B06h in the ROM; each entry is one less than the actual number of frames. For example, level 1, or 49 = 31h frames, is stored as 30h.<br />
<br />
The "heart levels" (activated by holding Down+Start at the title screen) are as fast as the level plus 10, but unlike on [[Tetris (NES, Nintendo)|the NES version]], they don't improve the score.<br />
<br />
==See also==<br />
[[Games]]<br />
{{Nintendo games}}</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Worlds&diff=5604Tetris Worlds2006-11-29T22:05:34Z<p>68.222.41.105: /* Fusion mode */</p>
<hr />
<div>{{Infobox |title = Tetris Worlds<br />
|developer = Blue Planet Software <br />
|publisher = THQ<br />
|released = 24 Sep 2001 (US)<br />Japan: April 26, 2002 (GBA, BPS), December 20, 2002 (GCN): Success, <br />
|platform = Game Boy Advance, GameCube, PlayStation 2, Windows, Xbox<br />
|preview = 3 (GBA); 6 (other)<br />
|playfield = 10w x 22h<br />
|hard = Hard drop (with instant lock)<br />
|SRS = SRS 2001<br />
|hold = Hold, no IHS<br />
}}<br />
'''''Tetris Worlds''''' was one of the first games to follow the [[Tetris Guideline]].<br />
<br />
Like other Guideline games, ''Tetris Worlds'' has a relatively long [[lock delay]], a [[drop|hard drop]] without lock delay, and full [[SRS]]. It shows three [[piece preview|next pieces]] on GBA and six next pieces on other platforms.<br />
<br />
== Tetris mode ==<br />
Classic game with then newly standardized SRS.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points:<br />
{|<br />
|-<br />
! [[Line clear]] || Score<br />
|-<br />
| Single || 1<br />
|-<br />
| Double || 3<br />
|-<br />
| Triple || 5<br />
|-<br />
| Tetris || 8<br />
|-<br />
| Tetris B2B || 12<br />
|-<br />
| [[Twist|T-spin]] zero || 1<br />
|-<br />
| T-spin single || 3<br />
|-<br />
| T-spin double || 7<br />
|-<br />
| T-spin triple || 6<br />
|}<br />
<br />
== Square mode ==<br />
Much the same as ''[[The New Tetris]]'' (which see), except ''Tetris Worlds'' has a longer lock delay, no lock delay on hard drop instead of firm drop, full [[SRS]], and (on platforms other than GBA) five next pieces.<br />
<br />
Goal of each level ''L'' is to earn 10*''L'' points:<br />
{|<br />
! [[Line clear]] || Score<br />
|-<br />
| Single || 1<br />
|-<br />
| Double || 3<br />
|-<br />
| Triple || 5<br />
|-<br />
| Tetris || 8<br />
|-<br />
| 4x4 squares || See [[The New Tetris|TNT]]<br />
|-<br />
| T-spin zero || 1<br />
|-<br />
| T-spin single || 3<br />
|-<br />
| T-spin double || 7<br />
|-<br />
| T-spin triple || 6<br />
|}<br />
<br />
*T-spin line clear causes avalanche, just as in ''The New Tetris'', except using SRS T-spin rules<br />
*Extra lines after a T-spin avalanche: not determined<br />
<br />
== Cascade mode ==<br />
Nearly identical to the fan game ''[[Quadra]]''. After a line is cleared, each tetromino falls as a separate piece under the influence of gravity, and it is possible for pieces to fall and fill in gaps, creating a cascade.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points. The score for each step ''n'' of a cascade, where ''n'' = 1 to 20, and ''L'' lines are cleared:<br />
:(''L'' + ''n'') * 2 - 3<br />
For example, a tetris-double-single combo scores<br />
#(4 + 1) * 2 - 3 = 7 on first step<br />
#(2 + 2) * 2 - 3 = 5 on second step<br />
#(1 + 3) * 2 - 3 = 5 on third step<br />
for a total of 17 points.<br />
<br />
== Hotline mode ==<br />
Rows 5, 10, 14, 17, 19, and 20 (counting from the bottom up) are highlighted. Only lines cleared in these rows are counted toward the score.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points:<br />
{|<br />
!Row || Points<br />
|-<br />
|5 || 1<br />
|-<br />
|10 || 2<br />
|-<br />
|14 || 3<br />
|-<br />
|17 || 4<br />
|-<br />
|19 || 5<br />
|-<br />
|20 || 6<br />
|}<br />
<br />
== Sticky mode ==<br />
Much the same as ''[[The Next Tetris]]''. Some tetrominoes are multi-colored and break into smaller pieces of separate colors when they lock. Blocks of the same color glue themselves together; any contiguous group of the same color with 25 or more blocks disappears. Anything with nothing supporting it falls, just as in Cascade mode.<br />
<br />
Each level ''L'' starts with ''L'' + 1 rows of floating garbage on the screen, and the goal of each level is to clear the bottom line of garbage.<br />
<br />
== Fusion mode ==<br />
<br />
Tetrominoes and single, distinctive "atom" blocks fall. (The ratio is not listed in the manual.)<br />
<br />
Clearing a line containing an atom block will remove all blocks in the line ''except'' atom blocks, and it will cause a cascade on all rows of and above the atom block.<br />
Each level ''L'' starts with ''L'' + 1 rows of floating garbage on the screen, and the goal of each level ''L'' is to connect 2*''L'' atom blocks to the "Fusion" block initially located in one of the bottom corners of the playfield.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Worlds&diff=5603Tetris Worlds2006-11-29T22:04:04Z<p>68.222.41.105: /* Tetris mode */</p>
<hr />
<div>{{Infobox |title = Tetris Worlds<br />
|developer = Blue Planet Software <br />
|publisher = THQ<br />
|released = 24 Sep 2001 (US)<br />Japan: April 26, 2002 (GBA, BPS), December 20, 2002 (GCN): Success, <br />
|platform = Game Boy Advance, GameCube, PlayStation 2, Windows, Xbox<br />
|preview = 3 (GBA); 6 (other)<br />
|playfield = 10w x 22h<br />
|hard = Hard drop (with instant lock)<br />
|SRS = SRS 2001<br />
|hold = Hold, no IHS<br />
}}<br />
'''''Tetris Worlds''''' was one of the first games to follow the [[Tetris Guideline]].<br />
<br />
Like other Guideline games, ''Tetris Worlds'' has a relatively long [[lock delay]], a [[drop|hard drop]] without lock delay, and full [[SRS]]. It shows three [[piece preview|next pieces]] on GBA and six next pieces on other platforms.<br />
<br />
== Tetris mode ==<br />
Classic game with then newly standardized SRS.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points:<br />
{|<br />
|-<br />
! [[Line clear]] || Score<br />
|-<br />
| Single || 1<br />
|-<br />
| Double || 3<br />
|-<br />
| Triple || 5<br />
|-<br />
| Tetris || 8<br />
|-<br />
| Tetris B2B || 12<br />
|-<br />
| [[Twist|T-spin]] zero || 1<br />
|-<br />
| T-spin single || 3<br />
|-<br />
| T-spin double || 7<br />
|-<br />
| T-spin triple || 6<br />
|}<br />
<br />
== Square mode ==<br />
Much the same as ''[[The New Tetris]]'' (which see), except ''Tetris Worlds'' has a longer lock delay, no lock delay on hard drop instead of firm drop, full [[SRS]], and (on platforms other than GBA) five next pieces.<br />
<br />
Goal of each level ''L'' is to earn 10*''L'' points:<br />
{|<br />
! [[Line clear]] || Score<br />
|-<br />
| Single || 1<br />
|-<br />
| Double || 3<br />
|-<br />
| Triple || 5<br />
|-<br />
| Tetris || 8<br />
|-<br />
| 4x4 squares || See [[The New Tetris|TNT]]<br />
|-<br />
| T-spin zero || 1<br />
|-<br />
| T-spin single || 3<br />
|-<br />
| T-spin double || 7<br />
|-<br />
| T-spin triple || 6<br />
|}<br />
<br />
*T-spin line clear causes avalanche, just as in ''The New Tetris'', except using SRS T-spin rules<br />
*Extra lines after a T-spin avalanche: not determined<br />
<br />
== Cascade mode ==<br />
Nearly identical to the fan game ''[[Quadra]]''. After a line is cleared, each tetromino falls as a separate piece under the influence of gravity, and it is possible for pieces to fall and fill in gaps, creating a cascade.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points. The score for each step ''n'' of a cascade, where ''n'' = 1 to 20, and ''L'' lines are cleared:<br />
:(''L'' + ''n'') * 2 - 3<br />
For example, a tetris-double-single combo scores<br />
#(4 + 1) * 2 - 3 = 7 on first step<br />
#(2 + 2) * 2 - 3 = 5 on second step<br />
#(1 + 3) * 2 - 3 = 5 on third step<br />
for a total of 17 points.<br />
<br />
== Hotline mode ==<br />
Rows 5, 10, 14, 17, 19, and 20 (counting from the bottom up) are highlighted. Only lines cleared in these rows are counted toward the score.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points:<br />
{|<br />
!Row || Points<br />
|-<br />
|5 || 1<br />
|-<br />
|10 || 2<br />
|-<br />
|14 || 3<br />
|-<br />
|17 || 4<br />
|-<br />
|19 || 5<br />
|-<br />
|20 || 6<br />
|}<br />
<br />
== Sticky mode ==<br />
Much the same as ''[[The Next Tetris]]''. Some tetrominoes are multi-colored and break into smaller pieces of separate colors when they lock. Blocks of the same color glue themselves together; any contiguous group of the same color with 25 or more blocks disappears. Anything with nothing supporting it falls, just as in Cascade mode.<br />
<br />
Each level ''L'' starts with ''L'' + 1 rows of floating garbage on the screen, and the goal of each level is to clear the bottom line of garbage.<br />
<br />
== Fusion mode ==<br />
<br />
Tetrominoes and single, distinctive "atom" blocks fall. (The ratio is not listed in the manual.)<br />
<br />
Clearing a line containing an atom block will remove all blocks in the line ''except'' atom blocks, and it will cause a cascade on all lines above the atom block.<br />
Each level ''L'' starts with ''L'' + 1 rows of floating garbage on the screen, and the goal of each level ''L'' is to connect 2*''L'' atom blocks to the "Fusion" block initially located in one of the bottom corners of the playfield.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Worlds&diff=5602Tetris Worlds2006-11-29T22:03:12Z<p>68.222.41.105: /* Square mode */</p>
<hr />
<div>{{Infobox |title = Tetris Worlds<br />
|developer = Blue Planet Software <br />
|publisher = THQ<br />
|released = 24 Sep 2001 (US)<br />Japan: April 26, 2002 (GBA, BPS), December 20, 2002 (GCN): Success, <br />
|platform = Game Boy Advance, GameCube, PlayStation 2, Windows, Xbox<br />
|preview = 3 (GBA); 6 (other)<br />
|playfield = 10w x 22h<br />
|hard = Hard drop (with instant lock)<br />
|SRS = SRS 2001<br />
|hold = Hold, no IHS<br />
}}<br />
'''''Tetris Worlds''''' was one of the first games to follow the [[Tetris Guideline]].<br />
<br />
Like other Guideline games, ''Tetris Worlds'' has a relatively long [[lock delay]], a [[drop|hard drop]] without lock delay, and full [[SRS]]. It shows three [[piece preview|next pieces]] on GBA and six next pieces on other platforms.<br />
<br />
== Tetris mode ==<br />
Classic game with then newly standardized SRS.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points:<br />
{|<br />
|-<br />
! [[Line clear]] || Score<br />
|-<br />
| Single || 1<br />
|-<br />
| Double || 3<br />
|-<br />
| Triple || 5<br />
|-<br />
| Tetris || 8<br />
|-<br />
| Tetris back-to-back || 12<br />
|-<br />
| [[Twist|T-spin]] zero || 1<br />
|-<br />
| T-spin single || 3<br />
|-<br />
| T-spin double || 7<br />
|-<br />
| T-spin triple || 6<br />
|}<br />
<br />
== Square mode ==<br />
Much the same as ''[[The New Tetris]]'' (which see), except ''Tetris Worlds'' has a longer lock delay, no lock delay on hard drop instead of firm drop, full [[SRS]], and (on platforms other than GBA) five next pieces.<br />
<br />
Goal of each level ''L'' is to earn 10*''L'' points:<br />
{|<br />
! [[Line clear]] || Score<br />
|-<br />
| Single || 1<br />
|-<br />
| Double || 3<br />
|-<br />
| Triple || 5<br />
|-<br />
| Tetris || 8<br />
|-<br />
| 4x4 squares || See [[The New Tetris|TNT]]<br />
|-<br />
| T-spin zero || 1<br />
|-<br />
| T-spin single || 3<br />
|-<br />
| T-spin double || 7<br />
|-<br />
| T-spin triple || 6<br />
|}<br />
<br />
*T-spin line clear causes avalanche, just as in ''The New Tetris'', except using SRS T-spin rules<br />
*Extra lines after a T-spin avalanche: not determined<br />
<br />
== Cascade mode ==<br />
Nearly identical to the fan game ''[[Quadra]]''. After a line is cleared, each tetromino falls as a separate piece under the influence of gravity, and it is possible for pieces to fall and fill in gaps, creating a cascade.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points. The score for each step ''n'' of a cascade, where ''n'' = 1 to 20, and ''L'' lines are cleared:<br />
:(''L'' + ''n'') * 2 - 3<br />
For example, a tetris-double-single combo scores<br />
#(4 + 1) * 2 - 3 = 7 on first step<br />
#(2 + 2) * 2 - 3 = 5 on second step<br />
#(1 + 3) * 2 - 3 = 5 on third step<br />
for a total of 17 points.<br />
<br />
== Hotline mode ==<br />
Rows 5, 10, 14, 17, 19, and 20 (counting from the bottom up) are highlighted. Only lines cleared in these rows are counted toward the score.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points:<br />
{|<br />
!Row || Points<br />
|-<br />
|5 || 1<br />
|-<br />
|10 || 2<br />
|-<br />
|14 || 3<br />
|-<br />
|17 || 4<br />
|-<br />
|19 || 5<br />
|-<br />
|20 || 6<br />
|}<br />
<br />
== Sticky mode ==<br />
Much the same as ''[[The Next Tetris]]''. Some tetrominoes are multi-colored and break into smaller pieces of separate colors when they lock. Blocks of the same color glue themselves together; any contiguous group of the same color with 25 or more blocks disappears. Anything with nothing supporting it falls, just as in Cascade mode.<br />
<br />
Each level ''L'' starts with ''L'' + 1 rows of floating garbage on the screen, and the goal of each level is to clear the bottom line of garbage.<br />
<br />
== Fusion mode ==<br />
<br />
Tetrominoes and single, distinctive "atom" blocks fall. (The ratio is not listed in the manual.)<br />
<br />
Clearing a line containing an atom block will remove all blocks in the line ''except'' atom blocks, and it will cause a cascade on all lines above the atom block.<br />
Each level ''L'' starts with ''L'' + 1 rows of floating garbage on the screen, and the goal of each level ''L'' is to connect 2*''L'' atom blocks to the "Fusion" block initially located in one of the bottom corners of the playfield.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Worlds&diff=5601Tetris Worlds2006-11-29T22:02:13Z<p>68.222.41.105: /* Hotline mode */</p>
<hr />
<div>{{Infobox |title = Tetris Worlds<br />
|developer = Blue Planet Software <br />
|publisher = THQ<br />
|released = 24 Sep 2001 (US)<br />Japan: April 26, 2002 (GBA, BPS), December 20, 2002 (GCN): Success, <br />
|platform = Game Boy Advance, GameCube, PlayStation 2, Windows, Xbox<br />
|preview = 3 (GBA); 6 (other)<br />
|playfield = 10w x 22h<br />
|hard = Hard drop (with instant lock)<br />
|SRS = SRS 2001<br />
|hold = Hold, no IHS<br />
}}<br />
'''''Tetris Worlds''''' was one of the first games to follow the [[Tetris Guideline]].<br />
<br />
Like other Guideline games, ''Tetris Worlds'' has a relatively long [[lock delay]], a [[drop|hard drop]] without lock delay, and full [[SRS]]. It shows three [[piece preview|next pieces]] on GBA and six next pieces on other platforms.<br />
<br />
== Tetris mode ==<br />
Classic game with then newly standardized SRS.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points:<br />
{|<br />
|-<br />
! [[Line clear]] || Score<br />
|-<br />
| Single || 1<br />
|-<br />
| Double || 3<br />
|-<br />
| Triple || 5<br />
|-<br />
| Tetris || 8<br />
|-<br />
| Tetris back-to-back || 12<br />
|-<br />
| [[Twist|T-spin]] zero || 1<br />
|-<br />
| T-spin single || 3<br />
|-<br />
| T-spin double || 7<br />
|-<br />
| T-spin triple || 6<br />
|}<br />
<br />
== Square mode ==<br />
Much the same as ''[[The New Tetris]]'' (which see), except ''Tetris Worlds'' has a longer lock delay, no lock delay on hard drop instead of firm drop, full [[SRS]], and (on platforms other than GBA) five next pieces.<br />
<br />
Goal of each level ''L'' is to earn 10*''L'' points:<br />
{|<br />
! [[Line clear]] || Score<br />
|-<br />
| Single || 1<br />
|-<br />
| Double || 3<br />
|-<br />
| Triple || 5<br />
|-<br />
| Tetris || 8<br />
|-<br />
| 4x4 squares || As in ''The New Tetris''<br />
|-<br />
| T-spin zero || 1<br />
|-<br />
| T-spin single || 3<br />
|-<br />
| T-spin double || 7<br />
|-<br />
| T-spin triple || 6<br />
|}<br />
<br />
*T-spin line clear causes avalanche, just as in ''The New Tetris'', except using SRS T-spin rules<br />
*Extra lines after a T-spin avalanche: not determined<br />
<br />
== Cascade mode ==<br />
Nearly identical to the fan game ''[[Quadra]]''. After a line is cleared, each tetromino falls as a separate piece under the influence of gravity, and it is possible for pieces to fall and fill in gaps, creating a cascade.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points. The score for each step ''n'' of a cascade, where ''n'' = 1 to 20, and ''L'' lines are cleared:<br />
:(''L'' + ''n'') * 2 - 3<br />
For example, a tetris-double-single combo scores<br />
#(4 + 1) * 2 - 3 = 7 on first step<br />
#(2 + 2) * 2 - 3 = 5 on second step<br />
#(1 + 3) * 2 - 3 = 5 on third step<br />
for a total of 17 points.<br />
<br />
== Hotline mode ==<br />
Rows 5, 10, 14, 17, 19, and 20 (counting from the bottom up) are highlighted. Only lines cleared in these rows are counted toward the score.<br />
<br />
Goal of each level ''L'' is to earn 5*''L'' points:<br />
{|<br />
!Row || Points<br />
|-<br />
|5 || 1<br />
|-<br />
|10 || 2<br />
|-<br />
|14 || 3<br />
|-<br />
|17 || 4<br />
|-<br />
|19 || 5<br />
|-<br />
|20 || 6<br />
|}<br />
<br />
== Sticky mode ==<br />
Much the same as ''[[The Next Tetris]]''. Some tetrominoes are multi-colored and break into smaller pieces of separate colors when they lock. Blocks of the same color glue themselves together; any contiguous group of the same color with 25 or more blocks disappears. Anything with nothing supporting it falls, just as in Cascade mode.<br />
<br />
Each level ''L'' starts with ''L'' + 1 rows of floating garbage on the screen, and the goal of each level is to clear the bottom line of garbage.<br />
<br />
== Fusion mode ==<br />
<br />
Tetrominoes and single, distinctive "atom" blocks fall. (The ratio is not listed in the manual.)<br />
<br />
Clearing a line containing an atom block will remove all blocks in the line ''except'' atom blocks, and it will cause a cascade on all lines above the atom block.<br />
Each level ''L'' starts with ''L'' + 1 rows of floating garbage on the screen, and the goal of each level ''L'' is to connect 2*''L'' atom blocks to the "Fusion" block initially located in one of the bottom corners of the playfield.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_Ace&diff=6956Tetris The Grand Master Ace2006-11-29T21:56:00Z<p>68.222.41.105: /* Normal */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master Ace<br />
|developer = Arika<br />
|publisher = AQ INTERACTIVE<br />
|released = December 10, 2005 (Japan)<br />
|platform = Xbox 360<br />
|preview = 3<br />
|playfield = 10w x 22h<br />
|hold = Yes, with IHS<br />
|hard = Yes, with optional sonic drop only with TGM wallkicks (ARS2)<br />
|SRS = TGM style wallkick<br>Symmetry SRS<br />
}}<br />
'''Tetris The Grand Master Ace''', sometimes abbreviated '''TGM Ace''' or '''TGMA''' is Arika's second console Tetris game, and the first (and so far, only) [[TGM series|TGM]] brand console game.<br />
<br />
== Changes from previous entries in the series ==<br />
Numerous elements in the gameplay have undergone significant changes, mostly to adhere more closely to [[The Tetris Company]]'s [[Tetris Guideline]].<br />
<br />
=== Main mode ===<br />
While the main modes of the TGM series has always been a mode to reach level 999, which increases using Arika's own counting method, as fast as possible, this has been replaced with several modes in which the objective is to clear 150 lines. Each 10-line section has a time limit, in which the game automatically ends if the player fails to get through the section in time.<br />
<br />
=== Rotation ===<br />
TGM Ace originally featured a selection of two rotation rule options, [[SRS]] and ARS. While ARS offered the same initial stances, rotation rules and wallkicks as [[TGM3]], it also featured tetromino colors compliant with SRS instead of the Sega colors used in previous games. ARS also included a locking hard drop and a non-locking soft drop, instead of the non-locking hard drop and locking soft drop in [[TGM2]] and 3. In addition to this, soft drop speeds were reduced to around 0.5[[TGM legend#Gravity_Unit_.28G.29|G]] as well. These two changes essentially made [[Zangi-move]]s impossible. Finally, the lockdown behavior of the tetrominoes adhered to the [[Infinity]] behavior, allowing virtually unlimited lock delay resets. (The game had a limit, though, of 128 rotations or movements per piece before the piece automatically locked down.) <br />
<br />
Ichiro Mihara, developer of the TGM series, had connoted closely before the release of the game that another ruleset existed within the game. The hidden rule option, ARS2, was essentially ARS except with the locking roles of the hard and soft drops reversed. This allowed players to play in a similar manner to the previous games, with Zangi-moves reenabled, although the Infinity behavior and the block colors still could not be changed.<br />
<br />
According to Mihara, ARS2 was originally intended to be an unlockable element awarded only to players of the highest skill. Later on, however, the feature became unlocked for all players following a software update of the game. The conditions in which ARS2 was to be originally unlocked under remains unknown, although several players are said to have unlocked the feature before the update.<br />
<br />
== Online Exclusivity ==<br />
<br />
== Modes ==<br />
<br />
=== Offline ===<br />
<br />
==== Tetris ====<br />
The main single-player mode. The objective in all modes in this category is to clear 150 lines.<br />
===== Normal =====<br />
Starts off slow, eventually reaches 20G around level 14 and stays at a fixed lock time.<br />
<br />
===== High Speed 1 =====<br />
Starts off faster than the beginning of Normal mode, reaches 20G around level 6 and stays at a fixed lock time.<br />
===== High Speed 2 =====<br />
Fall speed is fixed at 20G, with a fixed lock time. Without an Xbox Live Gold account, this is the fastest mode that can be unlocked.<br />
<br />
===== Big =====<br />
All pieces are twice their normal sizes. The speed curve is similar or possibly identical to that of Normal mode. This mode cannot be used for online time attacks.<br />
===== Another =====<br />
Fall speed starts at 20G, with a decreasing lock time. This mode can be said to be the equivalent of Death or Shirase in TGM2/3, although the difficulty is lower due to the game's lock delay behavior. Clearing this mode will unlock Another 2.<br />
===== Another 2 =====<br />
The final mode currently known. The fall speed is fixed at 20G, with the lock time also fixed at the top speed of Another mode. Clearing this mode will not unlock any new modes or achievements. This mode also cannot be used for online time attacks, making its existence invisible to players who haven't unlocked them themselves.<br />
<br />
==== Doubles ====<br />
==== Match ====<br />
==== Eraser ====<br />
==== Levelstar ====<br />
==== Target ====<br />
<br />
=== Online ===<br />
==== Versus (Match) ====<br />
==== Tetris Road ====<br />
==== Promotional Exam (Japanese: 昇段審査) ====<br />
==== Time Attack ====<br />
<br />
== Aesthetics ==<br />
The game reuses several elements from [[TGM3]], the previous entry in the series. Block graphics are identical, with different block surfaces between SRS and ARS, and the backgrounds share a space theme also used in TGM3, although different images than the ones in TGM3 are used. Many musical tracks used in TGM3 also appear in TGM Ace.<br />
<br />
{{Arika games}}</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_The_Grand_Master_Ace&diff=6955Tetris The Grand Master Ace2006-11-29T21:53:45Z<p>68.222.41.105: /* Rotation */</p>
<hr />
<div>{{Infobox |title = Tetris The Grand Master Ace<br />
|developer = Arika<br />
|publisher = AQ INTERACTIVE<br />
|released = December 10, 2005 (Japan)<br />
|platform = Xbox 360<br />
|preview = 3<br />
|playfield = 10w x 22h<br />
|hold = Yes, with IHS<br />
|hard = Yes, with optional sonic drop only with TGM wallkicks (ARS2)<br />
|SRS = TGM style wallkick<br>Symmetry SRS<br />
}}<br />
'''Tetris The Grand Master Ace''', sometimes abbreviated '''TGM Ace''' or '''TGMA''' is Arika's second console Tetris game, and the first (and so far, only) [[TGM series|TGM]] brand console game.<br />
<br />
== Changes from previous entries in the series ==<br />
Numerous elements in the gameplay have undergone significant changes, mostly to adhere more closely to [[The Tetris Company]]'s [[Tetris Guideline]].<br />
<br />
=== Main mode ===<br />
While the main modes of the TGM series has always been a mode to reach level 999, which increases using Arika's own counting method, as fast as possible, this has been replaced with several modes in which the objective is to clear 150 lines. Each 10-line section has a time limit, in which the game automatically ends if the player fails to get through the section in time.<br />
<br />
=== Rotation ===<br />
TGM Ace originally featured a selection of two rotation rule options, [[SRS]] and ARS. While ARS offered the same initial stances, rotation rules and wallkicks as [[TGM3]], it also featured tetromino colors compliant with SRS instead of the Sega colors used in previous games. ARS also included a locking hard drop and a non-locking soft drop, instead of the non-locking hard drop and locking soft drop in [[TGM2]] and 3. In addition to this, soft drop speeds were reduced to around 0.5[[TGM legend#Gravity_Unit_.28G.29|G]] as well. These two changes essentially made [[Zangi-move]]s impossible. Finally, the lockdown behavior of the tetrominoes adhered to the [[Infinity]] behavior, allowing virtually unlimited lock delay resets. (The game had a limit, though, of 128 rotations or movements per piece before the piece automatically locked down.) <br />
<br />
Ichiro Mihara, developer of the TGM series, had connoted closely before the release of the game that another ruleset existed within the game. The hidden rule option, ARS2, was essentially ARS except with the locking roles of the hard and soft drops reversed. This allowed players to play in a similar manner to the previous games, with Zangi-moves reenabled, although the Infinity behavior and the block colors still could not be changed.<br />
<br />
According to Mihara, ARS2 was originally intended to be an unlockable element awarded only to players of the highest skill. Later on, however, the feature became unlocked for all players following a software update of the game. The conditions in which ARS2 was to be originally unlocked under remains unknown, although several players are said to have unlocked the feature before the update.<br />
<br />
== Online Exclusivity ==<br />
<br />
== Modes ==<br />
<br />
=== Offline ===<br />
<br />
==== Tetris ====<br />
The main single-player mode. The objective in all modes in this category is to clear 150 lines.<br />
===== Normal =====<br />
Starts off slow, eventually reaches 20G around level 14 and stays at a fixed lock time..<br />
===== High Speed 1 =====<br />
Starts off faster than the beginning of Normal mode, reaches 20G around level 6 and stays at a fixed lock time.<br />
===== High Speed 2 =====<br />
Fall speed is fixed at 20G, with a fixed lock time. Without an Xbox Live Gold account, this is the fastest mode that can be unlocked.<br />
<br />
===== Big =====<br />
All pieces are twice their normal sizes. The speed curve is similar or possibly identical to that of Normal mode. This mode cannot be used for online time attacks.<br />
===== Another =====<br />
Fall speed starts at 20G, with a decreasing lock time. This mode can be said to be the equivalent of Death or Shirase in TGM2/3, although the difficulty is lower due to the game's lock delay behavior. Clearing this mode will unlock Another 2.<br />
===== Another 2 =====<br />
The final mode currently known. The fall speed is fixed at 20G, with the lock time also fixed at the top speed of Another mode. Clearing this mode will not unlock any new modes or achievements. This mode also cannot be used for online time attacks, making its existence invisible to players who haven't unlocked them themselves.<br />
<br />
==== Doubles ====<br />
==== Match ====<br />
==== Eraser ====<br />
==== Levelstar ====<br />
==== Target ====<br />
<br />
=== Online ===<br />
==== Versus (Match) ====<br />
==== Tetris Road ====<br />
==== Promotional Exam (Japanese: 昇段審査) ====<br />
==== Time Attack ====<br />
<br />
== Aesthetics ==<br />
The game reuses several elements from [[TGM3]], the previous entry in the series. Block graphics are identical, with different block surfaces between SRS and ARS, and the backgrounds share a space theme also used in TGM3, although different images than the ones in TGM3 are used. Many musical tracks used in TGM3 also appear in TGM Ace.<br />
<br />
{{Arika games}}</div>68.222.41.105http://tetris.wiki/index.php?title=S_and_Z_cascade&diff=4125S and Z cascade2006-11-29T04:35:17Z<p>68.222.41.105: </p>
<hr />
<div>In [[games]] with [[recursive gravity]] that reward for [[cascades]] such as ''[[Tetris Worlds]]'' and ''[[Tetris Mania]]'', a simple way to rack up cascades is by using the ''S'' or ''Z'' [[tetromino]]es.<br />
{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |I| | | | | | | }}<br />
{{pfrow| | |I| | | | | | | }}<br />
{{pfrow| | |I| | | | | | | }}<br />
{{pfrow|I| |I| | | | | | | }}<br />
{{pfrow|I| | | | | | | | | }}<br />
{{pfrow|I| | | | | |G|G| | }}<br />
{{pfrow|I| | | |G|G|G|G|G|G}}<br />
{{pfrow|z|z| |G|G|G|G|G|G|G}}<br />
{{pfrow| |z|z|G|G|G|G|G|G|G}}<br />
{{pfrow|z|z| |G|G|G|G|G|G|G}}<br />
{{pfrow| |z|z|G|G|G|G|G|G|G}}<br />
{{pfrow|z|z| |G|G|G|G|G|G|G}}<br />
{{pfrow| |z|z|G|G|G|G|G|G|G}}<br />
{{pfrow|z|z| |G|G|G|G|G|G|G}}<br />
{{pfrow| |z|z|G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
''Tetris Worlds'' allowed for up to nine cascades before clearing the last levels, so players would fit an extra one in.<br />
{{pfstart}}<br />
{{pfrow| | | | | | | |i| | }}<br />
{{pfrow| | | | | | | |i| | }}<br />
{{pfrow| | | | | | | |i| | }}<br />
{{pfrow| | | | | | | |i| | }}<br />
{{pfrow|I| | | | | | | | |I}}<br />
{{pfrow|I| | | | | | | | |I}}<br />
{{pfrow|I| | | |G| | | | |I}}<br />
{{pfrow|I| | |G|G|G| | | |I}}<br />
{{pfrow|G|G|G|G|G|G|G| |s|s}}<br />
{{pfrow|G|G|G|G|G|G|G|s|s| }}<br />
{{pfrow|G|G|G|G|G|G|G| |s|s}}<br />
{{pfrow|G|G|G|G|G|G|G|s|s| }}<br />
{{pfrow|G|G|G|G|G|G|G| |s|s}}<br />
{{pfrow|G|G|G|G|G|G|G|s|s| }}<br />
{{pfrow|G|G|G|G|G|G|G| |S|S}}<br />
{{pfrow|G|G|G|G|G|G|G|s|S| }}<br />
{{pfrow| |G|G|G|G|G|G|g|g|g}}<br />
{{pfend}}</div>68.222.41.105http://tetris.wiki/index.php?title=Jewelry_Master&diff=1642Jewelry Master2006-11-29T04:20:57Z<p>68.222.41.105: /* Combining Gems */ copy edit</p>
<hr />
<div>'''Jewelry Master''' is a non-Tetris game for Windows PCs which was released by [[Arika]], known for its [[TGM]] series of games. While having different rules than Tetris, the game carries over many prominent gameplay features from TGM, such as [[IRS]] and [[drop|20G]].<br />
This wiki entry is based on the beta release on November 24, 2006. The beta test is limited to 5000 participants, less than 1000 of which are currently taken. Jewelry Master is expected to release in December, and will be localised in English for Western markets.<br />
<br />
==Version Update==<br />
The November 24 version of the game, v1.07, will become inaccessible as of November 30. The new version, v1.10, will be available for download on the same day. With the update the ranking board will be cleared.<br />
<br />
==How to Join the Beta==<br />
Yes, even you can be a part of the beta by following these 3 easy steps.<br />
<br />
===Step 1: Downloading the Game===<br />
http://www.arika.co.jp/special/special2.html<br />
Vist the Jewelry Master website and download 'JM.zip', linked with a green button at the bottom of the page. No installation is necessary; simply extract the contents to your desired folder.<br />
<br />
===Step 2: Registering an Account===<br />
http://hg.arika.co.jp:8081/JM_test/service/Entry<br />
In order to actually play the game, you will need to register for an account. On the page linked above, enter your email address in the first box and your desired user ID in the second box. An email will be sent to your inbox containing your password. You have 24 hours to log into the game or else your account will be deleted.<br />
<br />
===Step 3: Log In and Play===<br />
Start up JM.exe and enter your account information. You will have to do this every time you play. After playing a couple rounds, I suggest watching some good replays to get a feel for the game. Have fun!<br />
<br />
==Gameplay Basics==<br />
The general idea is to combine gem colours to create diamonds which you then clear in a large combo. Learn the rules of the game to help you accomplish this.<br />
===Segmented Pieces===<br />
{{main|Tetromino#Multimino}}<br />
Rather than always coming as a solid whole, pieces are often split into segments. While you are moving a piece it behaves as a solid group, though once the piece locks its segments will detach and fall if possible.<br />
<br />
===Lines===<br />
Lines must be composed entirely of blocks, not gems. Unlike Tetris, each piece segment that is part of the line will entirely disappear, even the bits that are not part of the line.<br />
===Enclosing the Gems===<br />
To enclose a gem, it must be completely surrounded in a section that is cut off from the top of the screen by any path. Note that enclosure allows for diagonal holes, so you only have to fence in the top, bottom, left, and right of the area the gems are located.<br />
===Combining Gems===<br />
Enclosing gems of different colors will create a new color. Clearing primary colored gems (red, green, and blue) yield the least points. Combining two of these will create a secondary colored gem of either cyan, magenta, or yellow. Clearing these yield more points than clearing primary gems. Enclosing all primary colored gems (by a combination of primary and/or secondary and/or diamond) will create a white gem (diamond), which is worth the most points when cleared.<br />
<br />
===Clearing Gems===<br />
If you enclose gems and they are all of the same colour they will clear. In fact, this causes all gems of that colour to clear even if they are outside the enclosure.<br />
<br />
==Game Modes==<br />
Jewelry Master features 3 game modes. Unlike TGM the goal is not a rank attack or time attack to level 999 but a score attack.<br />
===Normal Mode===<br />
Pieces fall at speeds similar to TGM's Master Modes. Gems here do not ever fuse and instead behave as individual blocks.<br />
===Hard Mode===<br />
Plays just like normal mode, except same-coloured gems will fuse together to form a larger solid irregularly shaped gem.<br />
===Death Mode===<br />
The fastest mode, starting immediately at 20g. Gems fuse together as in Hard Mode.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Mania&diff=6844Tetris Mania2006-11-29T02:21:51Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = Tetris Mania<br />
|released = US: September 1, 2006<br />
|platform = Mobile<br />
|publisher = EA Mobile<br />
|developer = EA Mobile<br />
|preview = 4<br />
|playfield =<br />
|hold = Yes<br />
|hard = Yes<br />
|SRS = [[SRS]]<br />
}}<br />
Cascade, sticky, and fusion. More tonight.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Mania&diff=6843Tetris Mania2006-11-29T02:21:31Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = Tetris Mania<br />
|released = US: September 1, 2006<br />
|platform = EA Mobile<br />
|developer = EA Mobile<br />
|preview = 4<br />
|playfield =<br />
|hold = Yes<br />
|hard = Yes<br />
|SRS = [[SRS]]<br />
}}<br />
Cascade, sticky, and fusion. More tonight.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetromino&diff=7122Tetromino2006-11-29T02:16:25Z<p>68.222.41.105: /* Multimino */</p>
<hr />
<div>A '''tetromino''', sometimes called ''tetramino'' or ''[[tetrimino]]'', is a four-squared [[polyomino]]. The seven tetrominoes are ''I'', ''O'', ''T'', ''S'', ''Z'', ''J'', and ''L''.<br />
<br />
== The basic tetrominoes ==<br />
===''I''===<br />
Other names include ''straight'', ''stick'', and ''long''. This is the only tetromino that can [[Line clear#Tetris|clear four lines]] outside of [[cascade]] games.<br />
{{pfstart}}<br />
{{pfrow | | | | | | | | | | }}<br />
{{pfrow | | | |i|i|i|i| | | }}<br />
<br />
{{pfend}}<br />
<br />
===''O''===<br />
Other names include ''square'' and ''block''.<br />
{{pfstart}}<br />
{{pfrow | | | | |o|o| | | | }}<br />
{{pfrow | | | | |o|o| | | | }}<br />
<br />
{{pfend}}<br />
<br />
===''T''===<br />
{{pfstart}}<br />
{{pfrow | | | | |t| | | | | }}<br />
{{pfrow | | | |t|t|t| | | | }}<br />
<br />
{{pfend}}<br />
<br />
===''S''===<br />
Other names include ''inverse skew'' and ''right snake''.<br />
{{pfstart}}<br />
{{pfrow | | | | |s|s| | | | }}<br />
{{pfrow | | | |s|s| | | | | }}<br />
<br />
{{pfend}}<br />
<br />
===''Z''===<br />
Other names include ''skew'' and ''left snake''.<br />
{{pfstart}}<br />
{{pfrow | | | |z|z| | | | | }}<br />
{{pfrow | | | | |z|z| | | | }}<br />
<br />
{{pfend}}<br />
<br />
===''J''===<br />
Other names include ''gamma'', ''inverse L'', or ''left gun''.<br />
{{pfstart}}<br />
{{pfrow | | | |j| | | | | | }}<br />
{{pfrow | | | |j|j|j| | | | }}<br />
<br />
{{pfend}}<br />
<br />
===''L''===<br />
Other names include ''right gun''.<br />
{{pfstart}}<br />
{{pfrow | | | | | |l| | | | }}<br />
{{pfrow | | | |l|l|l| | | | }}<br />
<br />
{{pfend}}<br />
<br />
== Multimino ==<br />
In ''[[The Next Tetris]]'', Sticky mode of ''[[Tetris Worlds]]'' and ''[[Tetris Mania]]'', and ''[[Jewelry Master]]'', some tetrominoes are ''multiminoes,'' that is, the tetromino itself is divided into visible components.<br />
Though the tetromino is moved and [[rotate]]d as a unit, once it [[Drop|locks]], the individual components fall.<br />
<br />
==See also==<br />
*[[Piece]]<br />
<br />
==External links==<br />
*[http://mathworld.wolfram.com/Tetromino.html Mathworld]<br />
*[http://en.wikipedia.org/wiki/Tetromino Wikipedia:Tetromino]<br />
*[http://www.arkmay.com/tetris/pieces.html The Tetris Taxonomy: The Pieces] (Adult audience)</div>68.222.41.105http://tetris.wiki/index.php?title=Jewelry_Master&diff=1639Jewelry Master2006-11-29T00:59:41Z<p>68.222.41.105: </p>
<hr />
<div>'''Jewelry Master''' is a non-Tetris game for Windows PCs which was released by [[Arika]], known for its [[TGM]] series of games. While having different rules than Tetris, the game carries over many prominent gameplay features from TGM, such as [[IRS]] and [[drop|20G]].<br />
This wiki entry is based on the beta release on November 24, 2006. The beta test is limited to 5000 participants, less than 1000 of which are currently taken. Jewelry Master is expected to release in December, and will be localised in English for Western markets.<br />
<br />
==Version Update==<br />
The November 24 version of the game, v1.07, will become inaccessible as of November 30. The new version, v1.10, will be available for download on the same day. With the update the ranking board will be cleared.<br />
<br />
==How to Join the Beta==<br />
Yes, even you can be a part of the beta by following these 3 easy steps.<br />
<br />
===Step 1: Downloading the Game===<br />
http://www.arika.co.jp/special/special2.html<br />
Vist the Jewelry Master website and download 'JM.zip', linked with a green button at the bottom of the page. No installation is necessary; simply extract the contents to your desired folder.<br />
<br />
===Step 2: Registering an Account===<br />
http://hg.arika.co.jp:8081/JM_test/service/Entry<br />
In order to actually play the game, you will need to register for an account. On the page linked above, enter your email address in the first box and your desired user ID in the second box. An email will be sent to your inbox containing your password. You have 24 hours to log into the game or else your account will be deleted.<br />
<br />
===Step 3: Log In and Play===<br />
Start up JM.exe and enter your account information. You will have to do this every time you play. After playing a couple rounds, I suggest watching some good replays to get a feel for the game. Have fun!<br />
<br />
==Gameplay Basics==<br />
The general idea is to combine gem colours to create diamonds which you then clear in a large combo. Learn the rules of the game to help you accomplish this.<br />
===Segmented Pieces===<br />
Rather than always coming as a solid whole, pieces are often split into segments. While you are moving a piece it behaves as a solid group, though once the piece locks its segments will detach and fall if possible.<br />
<br />
===Lines===<br />
Lines must be composed entirely of blocks, not gems. Unlike Tetris, each piece segment that is part of the line will entirely disappear, even the bits that are not part of the line.<br />
===Enclosing the Gems===<br />
To enclose a gem, it must be completely surrounded in a section that is cut off from the top of the screen by any path. Note that enclosure allows for diagonal holes, so you only have to fence in the top, bottom, left, and right of the area the gems are located.<br />
===Combining Gems===<br />
If you enclose gems of mixed colours, their colours will be combined. Mono-coloured gems come in Red, Green, and Blue varieties. Combining 2 of these will create a double-coloured gem of either Cyan, Magenta, or Yellow. If you enclose gems containing all of Red Green and Blue in some way, you will create a white gem (diamond). The more colours inside the gems, the more points they are worth when cleared.<br />
===Clearing Gems===<br />
If you enclose gems and they are all of the same colour they will clear. In fact, this causes all gems of that colour to clear even if they are outside the enclosure.<br />
<br />
==Game Modes==<br />
Jewelry Master features 3 game modes. Unlike TGM the goal is not a rank attack or time attack to level 999 but a score attack.<br />
===Normal Mode===<br />
Pieces fall at speeds similar to TGM's Master Modes. Gems here do not ever fuse and instead behave as individual blocks.<br />
===Hard Mode===<br />
Plays just like normal mode, except same-coloured gems will fuse together to form a larger solid irregularly shaped gem.<br />
===Death Mode===<br />
The fastest mode, starting immediately at 20g. Gems fuse together as in Hard Mode.</div>68.222.41.105http://tetris.wiki/index.php?title=Jewelry_Master&diff=1638Jewelry Master2006-11-29T00:59:21Z<p>68.222.41.105: </p>
<hr />
<div>'''Jewelry Master''' is a non-Tetris game for Windows PCs which was released by [[Arika]], known for its [[TGM]] series of games. While having different rules than Tetris, the game carries over many prominent gameplay features from TGM, such as [[IRS]] and [[20G]].<br />
This wiki entry is based on the beta release on November 24, 2006. The beta test is limited to 5000 participants, less than 1000 of which are currently taken. Jewelry Master is expected to release in December, and will be localised in English for Western markets.<br />
<br />
==Version Update==<br />
The November 24 version of the game, v1.07, will become inaccessible as of November 30. The new version, v1.10, will be available for download on the same day. With the update the ranking board will be cleared.<br />
<br />
==How to Join the Beta==<br />
Yes, even you can be a part of the beta by following these 3 easy steps.<br />
<br />
===Step 1: Downloading the Game===<br />
http://www.arika.co.jp/special/special2.html<br />
Vist the Jewelry Master website and download 'JM.zip', linked with a green button at the bottom of the page. No installation is necessary; simply extract the contents to your desired folder.<br />
<br />
===Step 2: Registering an Account===<br />
http://hg.arika.co.jp:8081/JM_test/service/Entry<br />
In order to actually play the game, you will need to register for an account. On the page linked above, enter your email address in the first box and your desired user ID in the second box. An email will be sent to your inbox containing your password. You have 24 hours to log into the game or else your account will be deleted.<br />
<br />
===Step 3: Log In and Play===<br />
Start up JM.exe and enter your account information. You will have to do this every time you play. After playing a couple rounds, I suggest watching some good replays to get a feel for the game. Have fun!<br />
<br />
==Gameplay Basics==<br />
The general idea is to combine gem colours to create diamonds which you then clear in a large combo. Learn the rules of the game to help you accomplish this.<br />
===Segmented Pieces===<br />
Rather than always coming as a solid whole, pieces are often split into segments. While you are moving a piece it behaves as a solid group, though once the piece locks its segments will detach and fall if possible.<br />
<br />
===Lines===<br />
Lines must be composed entirely of blocks, not gems. Unlike Tetris, each piece segment that is part of the line will entirely disappear, even the bits that are not part of the line.<br />
===Enclosing the Gems===<br />
To enclose a gem, it must be completely surrounded in a section that is cut off from the top of the screen by any path. Note that enclosure allows for diagonal holes, so you only have to fence in the top, bottom, left, and right of the area the gems are located.<br />
===Combining Gems===<br />
If you enclose gems of mixed colours, their colours will be combined. Mono-coloured gems come in Red, Green, and Blue varieties. Combining 2 of these will create a double-coloured gem of either Cyan, Magenta, or Yellow. If you enclose gems containing all of Red Green and Blue in some way, you will create a white gem (diamond). The more colours inside the gems, the more points they are worth when cleared.<br />
===Clearing Gems===<br />
If you enclose gems and they are all of the same colour they will clear. In fact, this causes all gems of that colour to clear even if they are outside the enclosure.<br />
<br />
==Game Modes==<br />
Jewelry Master features 3 game modes. Unlike TGM the goal is not a rank attack or time attack to level 999 but a score attack.<br />
===Normal Mode===<br />
Pieces fall at speeds similar to TGM's Master Modes. Gems here do not ever fuse and instead behave as individual blocks.<br />
===Hard Mode===<br />
Plays just like normal mode, except same-coloured gems will fuse together to form a larger solid irregularly shaped gem.<br />
===Death Mode===<br />
The fastest mode, starting immediately at 20g. Gems fuse together as in Hard Mode.</div>68.222.41.105http://tetris.wiki/index.php?title=User_talk:Colour_thief&diff=9799User talk:Colour thief2006-11-28T23:40:35Z<p>68.222.41.105: /* #tetris */</p>
<hr />
<div>== looks good ==<br />
<br />
the non-menued bold dates on the games page look good. i moved the bullet proof page as well as changed game & watch (amper) [[User:Nicholas|Nicholas]] 17:14, 16 March 2006 (EST)<br />
<br />
== #tetris ==<br />
<br />
Do you ever come online there? ''(One day, I will remember to sign these comments...)'' --[[User:Lardarse|Lardarse]] 14:31, 28 November 2006 (EST)<br />
:I hang out in #arika on quakenet, but no channel called #tetris.--[[User:Colour thief|Colour Thief]] 18:09, 28 November 2006 (EST)<br />
::He's talking about blockstats chat, and no, you don't. [[User:68.222.41.105|68.222.41.105]] 18:40, 28 November 2006 (EST)</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Mania&diff=6842Tetris Mania2006-11-28T21:26:47Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = Tetris Mania<br />
|released = US: September 1, 2006<br />
|platform = EA Mobile<br />
|developer = EA Mobile<br />
|publisher = Apple<br />
|preview = 4<br />
|playfield =<br />
|hold = Yes<br />
|hard = Yes<br />
|SRS = [[SRS]]<br />
}}<br />
Cascade, sticky, and fusion. More tonight.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Mania&diff=6841Tetris Mania2006-11-28T21:26:32Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = iPod Tetris<br />
|released = US: September 1, 2006<br />
|platform = EA Mobile<br />
|developer = EA Mobile<br />
|publisher = Apple<br />
|preview = 4<br />
|playfield =<br />
|hold = Yes<br />
|hard = Yes<br />
|SRS = [[SRS]]<br />
}}<br />
Cascade, sticky, and fusion. More tonight.</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Mania&diff=6840Tetris Mania2006-11-28T21:25:03Z<p>68.222.41.105: </p>
<hr />
<div>d by: EA Mobile<br />
Developed by: EA Mobile<br />
Genre: Puzzle<br />
Number of Players: 1<br />
Release Date:<br />
US: September 1, 2006</div>68.222.41.105http://tetris.wiki/index.php?title=List_of_games&diff=2235List of games2006-11-28T21:24:54Z<p>68.222.41.105: /* Official games licensed by The Tetris Company */</p>
<hr />
<div>==Official Tetris games pre-TTC==<br />
[[Legal disputes]] make the term ''official'' unclear for some early titles. To clarify, this list includes both licensed games and those developed under the pretense of having a license.<br />
<br />
<B>1985</B><br />
*[[Tetris (Electronica 60)]]<br />
<B>1986</B><br />
*[[Tetris (IBM PC)]]<br />
*[[Tetris (ZX Spectrum)]]<br />
<B>1987</B><br />
*[[Tetris (Amstrad CPC)]]<br />
*[[Tetris (Atari ST)]]<br />
*[[Tetris (Macintosh)]]<br />
<B>1988</B><br />
*[[Tetris (Amiga)]]<br />
*[[Tetris (Apple II)]]<br />
*[[Tetris (Atari)]]<br />
*[[Tetris (BBC Electron)]]<br />
*[[Tetris (Commodore 64)]]<br />
*[[Tetris (Famicom)]]<br />
*[[Tetris (J3100)]]<br />
*[[Tetris (MSX2)]]<br />
*[[Tetris (PC, Spectrum HoloByte)]]<br />
*[[Tetris (PC-8801)]]<br />
*[[Tetris (PC-9801)]]<br />
*[[Tetris (Sega)]]<br />
*[[Tetris (Sinclair Spectrum)]]<br />
*[[Tetris (Tandy)]]<br />
*[[Tetris (X68000)]]<br />
*[[Vs. Tetris]]<br />
<B>1989</B><br />
*[[Bloxeed]]<br />
*[[Flash Point]]<br />
*[[Tetris (FM Towns)]] <!-- FM Towns launched in early 1989, so this was probably released then--><br />
*[[Tetris (Game Boy)]]<br />
*[[Tetris (Game and Watch)]]<br />
*[[Tetris (Megadrive)]]<br />
*[[Tetris (Milton Bradley)]]<br />
*[[Tetris (NES, Nintendo)]]<br />
*[[Tetris (NES, Tengen)]]<br />
*[[Tetris (Sharp Wizard)]]<br />
<B>1990</B><br />
*[[Tetris (Microsoft Entertainment Pack for Windows)]]<br />
<B>1991</B><br />
*[[Super Tetris]] <!-- Spectrum Holobyte, Inc. --><br />
*[[Tetris (Tomy)]]<br />
*[[Tetris 2 and Bombliss]] <!-- NES version of the Super Tetris 2 game --><br />
<B>1992</B><br />
*[[Tetris (CD-i)]]<br />
*[[Tetris Classic]]<br />
*[[Super Tetris 2 and Bombliss]]<br />
<B>1993</B><br />
*[[Tetris Battle Gaiden]]<br />
<B>1994</B><br />
*[[Tetris and Dr Mario|Tetris & Dr. Mario]]<br />
*[[Super Tetris 3]]<br />
*[[Super Tetris 2 and Bombliss Limited Edition]]<br />
<B>1995</B><br />
*[[Super Bombliss]]<br />
*[[Tetris Plus]]<br />
*[[V-Tetris]]<br />
<B>1996</B><br />
*[[Tetris Blast]] <!-- USA Game Boy version of Bombliss from Super Tetris 2 --><br />
*[[Tetris S]]<br />
*[[Tetris X]]<br />
*[[Tetris Jr.]]<br />
<br />
==Official games licensed by The Tetris Company ==<br />
By 1997, [[The Tetris Company]] was up and running, and the [[Tetris Guideline]] started to take shape.<br />
<br />
<B>1997</B><br />
*[[Tetris Plus 2]]<br />
<B>1998</B><br />
*[[Magical Tetris Challenge]]<br />
*[[Tetris 4D]]<br />
*[[Tetris 64]]<br />
*[[Tetris DX]]<br />
*[[Tetris The Grand Master]]<br />
<B>1999</B><br />
*[[Kids Tetris]]<br />
*[[Super Bombliss Deluxe]]<br />
*[[The New Tetris]]<br />
*[[The Next Tetris]]<br />
*[[The Next Tetris DLX]]<br />
<B>2000</B><br />
*[[In-Flight Tetris]]<br />
*[[Pocket Tetris]]<br />
*[[Nintendo Mini Classics Tetris]]<br />
*[[Sega Tetris]]<br />
*[[Shockwave Tetris]]<!-- http://64.233.187.104/search?q=cache:jwlM82mhD0MJ:www.playlater.com/cls/Classics/+%22Shockwave+Tetris%22&hl=en&gl=us&ct=clnk&cd=6&client=firefox-a --><br />
*[[SuperLite 1500 Series: The Tetris]]<br />
*[[The Next Tetris - Online Edition]]<br />
*[[Tetris (Cassiopeia E-10)]]<br />
*[[Tetris Challenge]]<br />
*[[Tetris The Absolute The Grand Master 2]]<br />
*[[Tetris The Absolute The Grand Master 2 PLUS]]<br />
*[[Tetris with Cardcaptor Sakura Eternal Heart]]<br />
*[[Tetris (Radica)]]<br />
<B>2001</B><br />
*[[Groovin' Tetris]]<br />
*[[Mini Tetris]]<br />
*[[Mini Tetris 2]]<br />
*[[Tetris Worlds]]<br />
*[[Tetris Outdoor]]<br />
<B>2002</B><br />
*[[Bombliss]]<br />
*[[Tetris (yoomedia)]]<br />
*[[Tetris (Pokémon Mini)]]<br />
*[[Tetris Battle]]<br />
*[[Tetris Blue]]<br />
*[[Tetris Blue ~DX Version~]]<br />
*[[Tetris (Wonderswan Color)]]<br />
*[[Tetris Red]]<br />
*[[Tetris VS]]<br />
*[[Tetris VS (Dragon)]]<br />
*[[Tetris VS (Saru Banana)]]<br />
<B>2003</B><br />
*[[Tetris (Free2Play)]]<br />
*[[Tetris (GoPlayTV)]]<br />
*[[Minna no Soft Series: Tetris Advance]]<br />
*[[Tetris (Blue Lava Wireless)]]<br />
*[[Tetris Cascade]]<br />
*[[Tetris Deluxe]]<br />
*[[Tetris Kiwamemichi]]<br />
<B>2004</B><br />
*[[Lighted Tetris]]<br />
*[[Play TV Legends Tetris]]<br />
*[[Tetris Elements]]<br />
*[[Tetris Tournament for Prizes]]<br />
*[[Tetris Tower 3D]]<br />
*[[Tetris Classic]]<br />
<B>2005</B><br />
*[[Big Screen Tetris]]<br />
*[[Tetris The Grand Master 3 Terror-Instinct]]<br />
*[[Tetris The Grand Master Ace]]<br />
<B>2006</B><br />
*[[iPod Tetris]]<br />
*[[Mission Bombliss]]<br />
*[[Sega Ages 2500 Series Vol.28 Tetris Collection]]<br />
*[[Tetris Black]]<br />
*[[Tetris (Blackberry)]]<br />
*[[Tetris DS]]<br />
*[[Tetris Gold]]<br />
*[[Tetris Mania]]<br />
<B>Uncertain</B><br />
*[[Tetris (Oasys)]]<br />
*[[Tetris Payout]]<br />
*[[Tetris (Casio)]] <!-- "Casio Word Processor Application Soft" --><br />
*[[Tetris Jr. 2]]<br />
*[[Tetris Jr. III]]<br />
*[[Tetris 3 Minutes]] <!-- Japanese handheld --><br />
*[[Tetris (Sharp X1-Turbo)]]<br />
*[[Tetris (NEC PC-VA)]]<br />
*[[TETRIS.com]] <!-- Some sort of official Japanese handheld --><br />
<br />
==Other "-tris" games==<br />
Some games used the ''[[Tetris]]'' name or its '[[-tris]]' suffix in their titles, despite their distinctively different gameplay. Legal disputes make it unclear which early games used the name or suffix legally. The list below includes both licensed uses and uses by developers who have also made an official ''Tetris'' game.<br />
*[[Welltris]], 1989<br />
*[[Hatris]], 1990<br />
*[[Faces...Tris III]], 1991<br />
*[[Wordtris]], 1991<br />
*[[Tetris 2]], 1993<br />
*[[Tetris Flash]], 1993<br />
*[[Tetris Attack]], 1996<br />
*[[3D Tetris]], 1996<br />
*[[Tetrisphere]], 1997<br />
*[[Hatris (G-mode)]], 2006<br />
<br />
==Notable fan games==<br />
There are many fan made derivatives of ''Tetris''. Sometimes these games infringed on copyright and/or trademark, though nevertheless a number of them have fostered a large user base and have achieved some cultural importance. Other notables use of Tetris include: art medium (see [[Tetris Building]]), algorithmic exercises (see [[Tetris AI]]), and even testing equipment (as the game originally was made to do).<br />
<br />
*[[&#1058;&#1045;&#1058;&#1056;&#1048;&#1057; SEMIPRO-68k]] (aka Shimizu Tetris), 1989<br />
*[[Tetrinet]], 1997<br />
*[[Quadra]], 1999?<br />
*[[Heboris]], 2001<br />
*[[Heboris Unofficial expansion]], 2003?<br />
*[[DTET]], 2003?<br />
*[[Tetrinet2]], 2001<br />
*[[Tetris Building]], 1995, 2000, 2002<br />
<br />
== Tetris as easter eggs ==<br />
Due to its relative easiness to program, Tetris is often used as an easter egg.<br />
* [http://www.gnu.org/software/emacs/manual/emacs.html#Amusements emacs]<br />
* [http://www.eeggs.com/items/43501.html Mac OS X] (part of emacs)<br />
* [http://www.eeggs.com/items/47291.html µTorrent] ( since 1.4.2 build 432)<br />
* [http://www.buraks.com/mxegg/ Flash MX]<br />
* [http://www.eeggs.com/items/28801.html Hewlett-Packard oscilloscopes]<br />
<br />
==See also==<br />
*[[Main Page]]<br />
*[[Fan games]]</div>68.222.41.105http://tetris.wiki/index.php?title=Talk:Infinity&diff=8974Talk:Infinity2006-11-28T21:20:16Z<p>68.222.41.105: </p>
<hr />
<div>Where does TTC use the term infinity? What games can you turn it back to step reset? Are we talking about fan games? Specifics... [[User:68.222.41.105|68.222.41.105]] 00:20, 28 November 2006 (EST)<br />
:Henk Rogers uses it in an interview somewhere, in such a way that described it as official terminology and not just something he felt like calling it at the time. I'm not sure about the rest though. Infinity first appeared in Tetris Worlds and I can't recall a game offhand that let you turn it off.-[[User:Colour thief|Colour Thief]] 01:21, 28 November 2006 (EST)<br />
::Actually I just checked and "easy spin" is in fact an option that will turn it off in Tetris Worlds.-[[User:Colour thief|Colour Thief]] 12:18, 28 November 2006 (EST)<br />
<br />
Tetris Advance, Tetris: New Century (in Tetris Collection), and several console versions (GC, Xbox) of Tetris Worlds allows disabling of Infinity. I'm not sure what happens in Tetris Advance, but turning it off in T:NC will result in step reset behavior. [[User:133.27.17.52|133.27.17.52]] 04:05, 28 November 2006 (EST)<br />
:Worlds calls it "easy spin," so I'm not sure where everyone's getting "infinity." Advance is a bad example for guideline. NC calls it infinity? [[User:68.222.41.105|68.222.41.105]] 11:01, 28 November 2006 (EST)<br />
::Just checked and the word "infinity" is not in [http://www.blueplanetsoftware.com/news_edge.html this interview] or [http://www.nintendoworldreport.com/specialArt.cfm?artid=11267&CFID=20181665&CFTOKEN=8d7aa10988239e36-2F53D218-C09F-3E62-0554C73660EA775C this one]. [[User:68.222.41.105|68.222.41.105]] 11:10, 28 November 2006 (EST)<br />
:::Both G-mode [http://www.g-mode.jp/news/presstop/maind29.html 1] [http://www.g-mode.jp/news/2006/0316.html 2]and [http://mihara.sub.jp/top/blog/sb203/mihara.cgi?search=%A5%A4%A5%F3%A5%D5%A5%A3%A5%CB%A5%C6%A5%A3 Mihara ] (Note: Mihara's URL must be accessed directly from the address bar as all links are redirected to an unrelated site) make mentions of Infinity - not the Japanese translation of the word infinity (that would be 無限), but the literal English word itself spelled out, インフィニティ. Foreign terms spelt out without translation connotes a proper noun. G-mode's page also makes use of other "guideline words", such as Super Rotation, Ghost Block and Tetrimino. [http://ages.sega.jp/vol28/century.html Tetris: New Century] uses "Infinite" as the rule name for its lockdown behavior, which while not exactly "Infinity", is sure closer than "Easy Spin". Although Worlds is the first game which laid the guidelines down, it follows that it is also the earliest, and has some elements that were yet to be set in stone. Autorepeat of rotation by holding the rotation button down, and the behavior of the floor/wall regarding T-spin recognition were some things that got changed or removed; There is no reason to believe the term "Easy Spin" wasn't another element that got phased out - Has there been an explicit mention of the term in a 2006 or 2005 game?<br />
::::Great, you should put this kind of stuff into the article. It would read more accurately to use this info instead of saying that it's TTC's term. TGM3 uses "World" for "SRS," and that's certainly not a TTC term. Better to say that it's a term used by some recent Japanese games. Don't you think? [[User:68.222.41.105|68.222.41.105]] 16:20, 28 November 2006 (EST)</div>68.222.41.105http://tetris.wiki/index.php?title=Talk:Infinity&diff=8971Talk:Infinity2006-11-28T16:10:37Z<p>68.222.41.105: </p>
<hr />
<div>Where does TTC use the term infinity? What games can you turn it back to step reset? Are we talking about fan games? Specifics... [[User:68.222.41.105|68.222.41.105]] 00:20, 28 November 2006 (EST)<br />
:Henk Rogers uses it in an interview somewhere, in such a way that described it as official terminology and not just something he felt like calling it at the time. I'm not sure about the rest though. Infinity first appeared in Tetris Worlds and I can't recall a game offhand that let you turn it off.-[[User:Colour thief|Colour Thief]] 01:21, 28 November 2006 (EST)<br />
<br />
Tetris Advance, Tetris: New Century (in Tetris Collection), and several console versions (GC, Xbox) of Tetris Worlds allows disabling of Infinity. I'm not sure what happens in Tetris Advance, but turning it off in T:NC will result in step reset behavior. [[User:133.27.17.52|133.27.17.52]] 04:05, 28 November 2006 (EST)<br />
:Worlds calls it "easy spin," so I'm not sure where everyone's getting "infinity." Advance is a bad example for guideline. NC calls it infinity? [[User:68.222.41.105|68.222.41.105]] 11:01, 28 November 2006 (EST)<br />
::Just checked and the word "infinity" is not in [http://www.blueplanetsoftware.com/news_edge.html this interview] or [http://www.nintendoworldreport.com/specialArt.cfm?artid=11267&CFID=20181665&CFTOKEN=8d7aa10988239e36-2F53D218-C09F-3E62-0554C73660EA775C this one]. [[User:68.222.41.105|68.222.41.105]] 11:10, 28 November 2006 (EST)</div>68.222.41.105http://tetris.wiki/index.php?title=Talk:Infinity&diff=8970Talk:Infinity2006-11-28T16:10:21Z<p>68.222.41.105: </p>
<hr />
<div>Where does TTC use the term infinity? What games can you turn it back to step reset? Are we talking about fan games? Specifics... [[User:68.222.41.105|68.222.41.105]] 00:20, 28 November 2006 (EST)<br />
:Henk Rogers uses it in an interview somewhere, in such a way that described it as official terminology and not just something he felt like calling it at the time. I'm not sure about the rest though. Infinity first appeared in Tetris Worlds and I can't recall a game offhand that let you turn it off.-[[User:Colour thief|Colour Thief]] 01:21, 28 November 2006 (EST)<br />
<br />
Tetris Advance, Tetris: New Century (in Tetris Collection), and several console versions (GC, Xbox) of Tetris Worlds allows disabling of Infinity. I'm not sure what happens in Tetris Advance, but turning it off in T:NC will result in step reset behavior. [[User:133.27.17.52|133.27.17.52]] 04:05, 28 November 2006 (EST)<br />
:Worlds calls it "easy spin," so I'm not sure where everyone's getting "infinity." Advance is a bad example for guideline. NC calls it infinity? [[User:68.222.41.105|68.222.41.105]] 11:01, 28 November 2006 (EST)<br />
::Just checked and the word "infinity" is not in [http://www.blueplanetsoftware.com/news_edge.html this interview] or [http://www.nintendoworldreport.com/specialArt.cfm?artid=11267&CFID=20181665&CFTOKEN=8d7aa10988239e36-2F53D218-C09F-3E62-0554C73660EA775C this one].</div>68.222.41.105http://tetris.wiki/index.php?title=Minna_no_Soft_Series:_Tetris_Advance&diff=2953Minna no Soft Series: Tetris Advance2006-11-28T16:08:06Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = Minna no Soft Series: Tetris Advance<br />
|developer = Success<br />
|publisher = Success<br />
|released = December 28, 2003<br />
|platform = Gameboy Advance<br />
|preview = Six<br />
|playfield = 10w x 21h (20h visible)<br />
|hold = Yes, no IHS<br />
|hard = Yes<br />
|SRS = Nearly SRS<br>(I piece is different from [[Tetris Worlds]] and 3-wide pieces spawn at right-center and missing [[wall kick]]s)<br />
}}</div>68.222.41.105http://tetris.wiki/index.php?title=Minna_no_Soft_Series:_Tetris_Advance&diff=2952Minna no Soft Series: Tetris Advance2006-11-28T16:07:57Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = Minna no Soft Series: Tetris Advance<br />
|developer = Success<br />
|publisher = Success<br />
|released = December 28, 2003<br />
|platform = Gameboy Advance<br />
|preview = Six<br />
|playfield = 10w x 21h (20h visible)<br />
|hold = Yes, no IHS<br />
|hard = Yes<br />
|SRS = Nearly SRS<br>(I piece is different from [[Tetris Worlds]] and 3-wide pieces spawn at right-center and missing [[wall kicks]])<br />
}}</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_DX&diff=6738Tetris DX2006-11-28T16:05:29Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = Tetris DX<br />
|developer = Nintendo <br />
|publisher = Nintendo <br />
|released = 21, Oct 1998 (Japan)<br />31, Oct 1998 (USA)<br />1, Jul 1999 (Europe)<br />
|platform = Game Boy Color<br />
|preview = 1<br />
|playfield = 10x18<br />
|hold = No<br />
|hard = No<br />
|SRS = Bounding box, wall kick, SRS predecessor<br />
|title-scrn=Tetris_DX_title.png<br />
|ingame-scrn=Tetris_DX_play.png<br />
}}<br />
''Not to be confused with [[Tetris Deluxe]], a game released for western mobile phones.''<br />
<br />
'''Tetris DX''' was a Game Boy Color game as an enhancement of Nintendo's original [[Tetris (Game Boy)|Game Boy Tetris]], with two added gameplay modes (Ultra, lasting 3 minutes; and Vs. CPU, a match against the computer), a profile/save feature, and color graphics on [[Game Boy Color]] and above. In addition, the game's [[rotation system]] had a glitch which lets a player move any [[tetromino]] except ''O'' upward by holding the direction against a wall while rotating in the opposite direction.<br />
<br />
<br clear="all"><br />
== See also ==<br />
{{Nintendo games}}</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_Deluxe&diff=6778Tetris Deluxe2006-11-28T16:04:48Z<p>68.222.41.105: was released everywhere pretty much</p>
<hr />
<div>{{Infobox |title = Tetris Deluxe<br />
|developer = Blue Lava Wireless<br />
|publisher = Blue Lava Wireless<br />
|released = March 12, 2004<br />
|platform = Mobile<br />
|preview = Four<br />
|playfield = 10w x 22h (20h visible)<br />
|hold = Hold function<br />
|hard = Hard and soft drop<br />
|SRS = SRS 2004<br />
|boxart = <br />
|title-scrn=<br />
|ingame-scrn=<br />
}}<br />
''Not to be confused with [[Tetris DX]] released for the Game Boy Color.''<br />
<br />
Tetris Deluxe is a [[Guideline|Tetris Guideline]]-compliant game for western mobile phones. Blue Lava Wireless, formed by Henk Rogers, since sold the mobile ''Tetris'' license to Jamdat. ''Tetris Deluxe'' features endless "Marathon," "Ultra," which plays for three minutes, and "40 Lines." ''Tetris Deluxe'' counts lines the same as ''[[Tetris Worlds]]'':<br />
*Singles count as one<br />
*Doubles count as three<br />
*Triples count as five<br />
*Tetrises count as eight<br />
*Back to Back Tetrises count as twelve<br />
<br />
The levels increase every ten lines. Speed tops out at level fifteen, but levels continue to increase indefinitely. The game never exceeds 1g. By level fifteen, the tetrominoes appear to fall one row per frame.<br />
<br />
''to do: does ipod tetris count lines the same as deluxe?''</div>68.222.41.105http://tetris.wiki/index.php?title=Talk:Infinity&diff=8969Talk:Infinity2006-11-28T16:01:50Z<p>68.222.41.105: </p>
<hr />
<div>Where does TTC use the term infinity? What games can you turn it back to step reset? Are we talking about fan games? Specifics... [[User:68.222.41.105|68.222.41.105]] 00:20, 28 November 2006 (EST)<br />
:Henk Rogers uses it in an interview somewhere, in such a way that described it as official terminology and not just something he felt like calling it at the time. I'm not sure about the rest though. Infinity first appeared in Tetris Worlds and I can't recall a game offhand that let you turn it off.-[[User:Colour thief|Colour Thief]] 01:21, 28 November 2006 (EST)<br />
<br />
Tetris Advance, Tetris: New Century (in Tetris Collection), and several console versions (GC, Xbox) of Tetris Worlds allows disabling of Infinity. I'm not sure what happens in Tetris Advance, but turning it off in T:NC will result in step reset behavior. [[User:133.27.17.52|133.27.17.52]] 04:05, 28 November 2006 (EST)<br />
:Worlds calls it "easy spin," so I'm not sure where everyone's getting "infinity." Advance is a bad example for guideline. NC calls it infinity? [[User:68.222.41.105|68.222.41.105]] 11:01, 28 November 2006 (EST)</div>68.222.41.105http://tetris.wiki/index.php?title=Talk:Infinity&diff=8965Talk:Infinity2006-11-28T05:20:21Z<p>68.222.41.105: </p>
<hr />
<div>Where does TTC use the term infinity? What games can you turn it back to step reset? Are we talking about fan games? Specifics... [[User:68.222.41.105|68.222.41.105]] 00:20, 28 November 2006 (EST)</div>68.222.41.105http://tetris.wiki/index.php?title=Jewelry_Master&diff=1633Jewelry Master2006-11-28T05:17:33Z<p>68.222.41.105: /* Death Mode */ is it? i've seen a few sub 6 minute games</p>
<hr />
<div>This wiki entry is based on the beta release on November 24, 2006. It is limited to 5000 participants, less than 1000 of which are currently taken. Jewelry Master is expected to release in December, and will be localised in English for Western markets.<br />
<br />
==Version Update==<br />
The November 24 version of the game, v1.07, will become inaccessible as of November 30. The new version, v1.10, will be available for download on the same day. With the update the ranking board will be cleared.<br />
<br />
==How to Join the Beta==<br />
Yes, even you can be a part of the beta by following these 3 easy steps.<br />
<br />
===Step 1: Downloading the Game===<br />
http://www.arika.co.jp/special/special2.html<br />
Vist the Jewelry Master website and download 'JM.zip', linked with a green button at the bottom of the page. No installation is necessary; simply extract the contents to your desired folder.<br />
<br />
===Step 2: Registering an Account===<br />
http://hg.arika.co.jp:8081/JM_test/service/Entry<br />
In order to actually play the game, you will need to register for an account. On the page linked above, enter your email address in the first box and your desired user ID in the second box. An email will be sent to your inbox containing your password. You have 24 hours to log into the game or else your account will be deleted.<br />
<br />
===Step 3: Log In and Play===<br />
Start up JM.exe and enter your account information. You will have to do this every time you play. After playing a couple rounds, I suggest watching some good replays to get a feel for the game. Have fun!<br />
<br />
==Game Modes==<br />
Jewelry Master features 3 game modes. Unlike TGM the goal is not a rank attack or time attack to level 999 but a score attack.<br />
===Normal Mode===<br />
Pieces fall at speeds similar to TGM's Master Modes. Gems here do not ever fuse and instead behave as individual blocks.<br />
===Hard Mode===<br />
Plays just like normal mode, except same-coloured gems will fuse together to form a larger solid irregularly shaped gem.<br />
===Death Mode===<br />
The fastest mode, starting immediately at 20g. Gems fuse together as in Hard Mode.</div>68.222.41.105http://tetris.wiki/index.php?title=Jewelry_Master&diff=1625Jewelry Master2006-11-27T23:29:43Z<p>68.222.41.105: </p>
<hr />
<div>This entry is a stub. Please feel free to gush about how awesome this game is.<br />
<br />
http://www.arika.co.jp/special/special2.html<br />
<br />
Beta release on November 24, 2006. Expected release in December. Jewels, cascade, blah.</div>68.222.41.105http://tetris.wiki/index.php?title=Talk:Tetris_Guideline&diff=9590Talk:Tetris Guideline2006-11-27T02:37:44Z<p>68.222.41.105: </p>
<hr />
<div>== Tetris DS vs. the Guideline ==<br />
59.87.132.88 wrote:<br />
:TDS deviates from other compliant games in aspects like level counts, down key behavior, 20g, etc. For "follows closely", only TW would probably be eligible, as it itself defines the guidelines.<br />
We know from the interview with Henk that the Guideline is revised annually: "We have a minimum bar that we create every year". Perhaps the ability to cancel lock delay by pressing Up or Down in the landed state was added to the Guideline between 2002 and 2006. And yes, Henk claims that TDS is guideline compatible: "So we do things like make sure we've got compatibility with the guideline, so people can migrate from mobile to the Nintendo version." --[[User:Tepples|Tepples]] 23:44, 27 September 2006 (EDT)<br />
<br />
Where in the sentence did it say "compatible" at all? The term in the article was "follows closely" ''not'' "compatible". The guidelines appears to include recommended but non-mandatory elements, as a game can be guideline "compatible" without B2Bs, T-spin recognitions or even scores (TGMA apparently lacks all of them). Yet while "compatible", such a game would not be following the guidelines ''closely'' as it could be doing. As far as that is concerned, is the sentence even necessary? We have no means to know with certainty whether a certain idiosyncratic feature is an allowed deviation from the guideline, an updating of the guideline, or a mere oversight (or whether even certain elements are supposed to be non-mandatory.)<br />
:i sort of agree. in the interview, henk didn't even know if nintendo included t-spins. there's no telling how much a licensee goes by the books and how much he deviates. i too think tetris worlds and deluxe, the last games made by BPS, must be the most accurate. [[User:66.157.30.102|66.157.30.102]] 02:02, 29 September 2006 (EDT)</div>68.222.41.105http://tetris.wiki/index.php?title=Line_clear&diff=1729Line clear2006-11-26T17:07:44Z<p>68.222.41.105: </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 />
== 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. 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]] 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]] 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]] 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>68.222.41.105http://tetris.wiki/index.php?title=The_New_Tetris&diff=5717The New Tetris2006-11-26T17:06:57Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = The New Tetris<br />
|developer = H2O Entertainment<br />
|publisher = Nintendo of America<br />
|released = 02 Aug 1999 (US)<br />
|platform = Nintendo 64<br />
|hard = "Firm" drop (with lock delay)<br />
|SRS = Mild wall kick, SRS predecessor<br />
|preview=3<br />
|hold=yes<br />
|playfield=10w x 20h<br />
|title-scrn=TNT64 title.png<br />
|ingame-scrn=TNT64 play.png<br />
}}<br />
<br />
'''''The New Tetris''''' for N64 was developed by H2O and published by Nintendo.<br />
Like ''[[Tetrisphere]]'' before it, ''The New Tetris'' features a soundtrack by Neil Voss.<br />
<br />
It has lock delay, soft and firm drop, 4&times;4 squares, hold piece (though not [[TGM_legend#IHS|IHS]]), three next pieces, ghost piece (TLS), and milder wall kick than [[SRS]] (notably, [[Back to Back T-Spin Triple|T-spin triples]] don't work but lock delay is still abusable on no-garbage play).<br />
The speed never gets anywhere near 20G. [oh? roughly where does it top out?]<br />
Colors of some tetrominoes differ from those of the [[Tetris Guideline]]: L is magenta, T is yellow, and O is light gray.<br />
<br />
Top-out condition is the same as in Atari's ''[[Tetris (Atari)|Tet&#1103;is]]'' and the "push" mode of Nintendo's ''[[Tetris DS]]'': the game ends when one block is placed above the playfield's top row.<br />
<br />
''The New Tetris'' defines [[twist|twists]] (known in the manual as "spin moves") differently from the "T-spin" rule used in ''Tetris Worlds'', ''Tetris DS'', and other games that use SRS. In this game, a twist occurs when a tetromino locks in a position such that it cannot move left, right, or up without rotating.<br />
<br />
==Scoring system==<br />
*1 point per line cleared<br />
*1 bonus point if four lines cleared simultaneously (tetris)<br />
*5 bonus points when a 1&times;4 strip of silver square is cleared<br />
*10 bonus points when a 1&times;4 strip of gold square is cleared<br />
*no instant reward for<br />
**completing a 4x4 square<br />
**spin moves ([[twist|twists]])<br />
<br />
The greatest possible reward for a single move is therefore 85, as in the following case:<br />
{{pfstart}}<br />
{{pfrow| | | | | |I| | | | }}<br />
{{pfrow| | | | | |I| | | | }}<br />
{{pfrow| | | | | |I| | | | }}<br />
{{pfrow| | | | | |I| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|L|L|L|L|I|-|L|L|L|L}}<br />
{{pfrow|L|L|L|L|I|-|L|L|L|L}}<br />
{{pfrow|L|L|L|L|I|-|L|L|L|L}}<br />
{{pfrow|L|L|L|L|I|-|L|L|L|L}}<br />
{{pfend}}<br />
The total of 85 is made up of:<br />
*4 from the four lines cleared<br />
*1 as four were cleared simultaneously<br />
*10 &times; 8 = 80 as eight 1&times;4 strips of gold are cleared<br />
<br />
==Game modes==<br />
The game modes are:<br />
*'''Marathon''' &ndash; game continues indefinitely (or until only one player remains in multiplayer)<br />
*'''Ultra''' &ndash; a race to 150 lines<br />
*'''Sprint''' &ndash; a three minute countdown<br />
<br />
Each mode can be single player or multiplayer. In multiplayer mode up to four players can compete, with the option of no garbage, directed garbage or hot potato garbage.<br />
<br />
Garbage modes:<br />
*'''None''' &ndash; garbage is disabled<br />
*'''Directed''' &ndash; each player can choose the recipient of his or her garbage by using the left and right C buttons<br />
*'''Hot potato''' &ndash; one player is outlined in red and receives all garbage. When this player completes a line the hot potato moves to a random player (which could be the same one)<br />
<br />
In single player mode a computer-controlled opponent can be activated (which also forces garbage mode on), but even on the highest skill level it is not challenging to most players.<br />
<br />
'''Successor''': "Square Tetris" mode in ''[[Tetris Worlds]]''<br />
<br clear="all"><br />
==See also==<br />
*[[Square Platforming]]<br />
*[[Tactical_rotation|Tactical Rotation]]<br />
{{Nintendo games}}</div>68.222.41.105http://tetris.wiki/index.php?title=T-Spin&diff=3782T-Spin2006-11-26T17:05:39Z<p>68.222.41.105: </p>
<hr />
<div>#REDIRECT [[Twist]]</div>68.222.41.105http://tetris.wiki/index.php?title=Tactical_rotation&diff=6178Tactical rotation2006-11-26T17:05:18Z<p>68.222.41.105: /* Building a T monosquare quickly */</p>
<hr />
<div>''[[The New Tetris]]'' uses smooth falling animation for [[tetromino]]es.<br />
The way this implementation mixes the falling animation with collision detection means that when a tetromino must be moved under an overhang to reach a ledge, by the time it has moved left one space with no support it has dropped more than zero spaces. In some cases it can therefore not reach a ledge.<br />
<br />
Nothing can be done in the case of the O piece:<br />
{|<br />
|- valign="top" align="center"<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | |O|O| }}<br />
{{pfrow| | | | |G|G|G|O|O| }}<br />
{{pfrow| | |G| |G|G|G| | | }}<br />
{{pfrow| | |G|G|G|-|-| | | }}<br />
{{pfrow| | |G|G|G|-|-| | |G}}<br />
{{pfrow| |G|G|G|G|G|G| | |G}}<br />
{{pfrow|G|G|G|G|G|G|G| | |G}}<br />
{{pfend}}<br />
There is no problem getting the O piece to here<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | |O|O| }}<br />
{{pfrow| | | | |G|G|G|O|O| }}<br />
{{pfrow| | |G| |G|G|G| | | }}<br />
{{pfrow| | |G|G|G|-|-| | | }}<br />
{{pfrow| | |G|G|G|-|-| | |G}}<br />
{{pfrow| |G|G|G|G|G| | | |G}}<br />
{{pfrow|G|G|G|G|G|G| | | |G}}<br />
{{pfend}}<br />
But if the ledge is further under the overhang we have a problem<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G| | | }}<br />
{{pfrow| | |G| |G|G|G| | | }}<br />
{{pfrow| | |G|G|G| | |O|O| }}<br />
{{pfrow| | |G|G|G| | |O|O|G}}<br />
{{pfrow| |G|G|G|G|G| | | |G}}<br />
{{pfrow|G|G|G|G|G|G| | | |G}}<br />
{{pfend}}<br />
The piece can not move left until this point<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G| | | }}<br />
{{pfrow| | |G| |G|G|G| | | }}<br />
{{pfrow| | |G|G|G| | | | | }}<br />
{{pfrow| | |G|G|G| |O|O| |G}}<br />
{{pfrow| |G|G|G|G|G|O|O| |G}}<br />
{{pfrow|G|G|G|G|G|G| | | |G}}<br />
{{pfend}}<br />
It cannot move left two spaces before it has dropped more than zero spaces<br />
|}<br />
<br />
There are, however, ways of getting a piece other than O further under the overhang by making use of "tactical rotation": rotating the piece in the right direction at the right time.<br />
<br />
== Examples ==<br />
===Reaching under overhangs===<br />
====With S and Z pieces====<br />
{|<br />
|- valign="top" align="center"<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | |S|S| | | }}<br />
{{pfrow|G|G|G|G|S|S| | | | }}<br />
{{pfrow|G|-| | | | | | | | }}<br />
{{pfrow|G|-|-| | | | | | | }}<br />
{{pfrow|G|G|-| | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfend}}<br />
Hold left from here<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|G| |S|S| | | }}<br />
{{pfrow|G| | | |S|S| | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfend}}<br />
As soon as the piece starts moving left, rotate anticlockwise ''[check if direction matters]''<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|S| | | | | | | | }}<br />
{{pfrow|G|S|S| | | | | | | }}<br />
{{pfrow|G|G|S| | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfend}}<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | |L| | | }}<br />
{{pfrow| | | | |L|L|L| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|S|-|-| | | | | | }}<br />
{{pfrow|G|S|S|-| | | | | | }}<br />
{{pfrow|G|G|S|-| | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfend}}<br />
Now use the [[#L/J_shuffle]]<br />
|}<br />
<br />
====With I pieces====<br />
{|<br />
|- valign="top" align="center"<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | |I| | | }}<br />
{{pfrow|G|G|G|G|G| |I| | | }}<br />
{{pfrow|G|G|G|G|G| |I| | | }}<br />
{{pfrow|G|G|G|G|G| |I| | | }}<br />
{{pfrow|G|-| | | | | | | | }}<br />
{{pfrow|G|-| | | | | | | | }}<br />
{{pfrow|G|-| | | | | | | | }}<br />
{{pfrow|G|-| | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
Just holding left from here won't get the I piece in place<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|G|G| | | | | }}<br />
{{pfrow|G|G|G|G|G| | | | | }}<br />
{{pfrow|G|G|G|G|G|I|I|I|I| }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
Hold left from here<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|G|G| | | | | }}<br />
{{pfrow|G|G|G|G|G| | | | | }}<br />
{{pfrow|G|G|G|G|G| | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|I|I|I|I| | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
As long as the [[Drop#Gravity|gravity]] isn't too strong at this point in the game, you'll get to here (or a space further down)<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|G|G| | | | | }}<br />
{{pfrow|G|G|G|G|G| | | | | }}<br />
{{pfrow|G|G|G|G|G| | | | | }}<br />
{{pfrow|G|I| | | | | | | | }}<br />
{{pfrow|G|I| | | | | | | | }}<br />
{{pfrow|G|I| | | | | | | | }}<br />
{{pfrow|G|I| | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
Rotate the I piece into place<br />
|}<br />
<br />
====With L and J pieces====<br />
This is useful for completing [[Square Platforming#Spiral L monosquare|spiral L monosquares]] on the left and [[Square Platforming#Spiral J monosquare|spiral J monosquares]] on the right (in which case the move is reversed) if the space above the block is already occupied in such a way that the L cannot be overhung as in the second figure of the L/J shuffle below.<br />
{|<br />
|- valign="top" align="center"<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G|G| | |L| | | }}<br />
{{pfrow| |G|G|G|L|L|L| | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|-|-| | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfend}}<br />
Lower the L in this orientation<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G|G| | | | | | }}<br />
{{pfrow| |G|G|G| | |L| | | }}<br />
{{pfrow|G|G|G|G|L|L|L| | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfend}}<br />
Start to hold left<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G|G| | | | | | }}<br />
{{pfrow| |G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | |L| | | }}<br />
{{pfrow|G|G| | |L|L|L| | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfend}}<br />
Just as the L begins to move left, rotate anticlockwise<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G|G| | | | | | }}<br />
{{pfrow| |G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|L|L| | | | | }}<br />
{{pfrow|G|G| | |L| | | | | }}<br />
{{pfrow|G|G|G| |L| | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfend}}<br />
The L is moving through the corner piece: keep holding left and soft drop it into place<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G|G| | | | | | }}<br />
{{pfrow| |G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|L|L| | | | | | }}<br />
{{pfrow|G|G|G|L| | | | | | }}<br />
{{pfrow|G|G|G|L| | | | | | }}<br />
{{pfend}}<br />
Finished square<br />
|}<br />
With the opposite multisquares (L on the right or J on the left), the third piece requires some tactical rotation if there is not enough support underneath.<br />
{|<br />
|- valign="top" align="center"<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | |J| | | | }}<br />
{{pfrow| | | | | |J| | | | }}<br />
{{pfrow| |G|G| |J|J| | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|-| | | | | | | | }}<br />
{{pfrow|G|-|-|-| | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |G|G| |J| | | | | }}<br />
{{pfrow|G|G|G| |J| | | | | }}<br />
{{pfrow|G|G|G|J|J| | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
Lower the J piece in this orientation, holding left as soon as possible<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |G|G| | | | | | | }}<br />
{{pfrow|G|G|G| |J| | | | | }}<br />
{{pfrow|G|G|G| |J| | | | | }}<br />
{{pfrow|G| | |J|J| | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
The J starts moving left at this point &ndash; immediately rotate clockwise<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |G|G| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|J| | | | | | | | }}<br />
{{pfrow|G|J|J|J| | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
The piece in place<br />
|}<br />
If there is sufficient free space above the construction, an easier method can be used (shown [[#L/J_swing|below]]).<br />
<br />
=== L/J swing ===<br />
This is useful when building a [[Square Platforming#Spiral_L_monosquare|spiral L monosquare]] on the right or a [[Square Platforming#Spiral_J_monosquare|spiral J monosquare]] on the left as above, provided there is enough free space above the construction.<br />
<br />
{|<br />
|- valign="top" align="center"<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | |J| | | | }}<br />
{{pfrow| | | | | |J| | | | }}<br />
{{pfrow| | | | |J|J| | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|-| | | | | | | | }}<br />
{{pfrow|G|-|-|-| | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |J|J|J| | | | | | }}<br />
{{pfrow|G|G|G|J| | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G| | | | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
Firm drop to this position<br />
| width="25%" valign="middle" | Rotate clockwise twice in quick succession<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|J| | | | | | | | }}<br />
{{pfrow|G|J|J|J| | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfend}}<br />
The piece in place<br />
|}<br />
<br />
===L/J shuffle===<br />
This is useful for completing [[Square Platforming#Spiral L monosquare|spiral L monosquares]] on the left and [[Square Platforming#Spiral J monosquare|spiral J monosquares]] on the right (in which case the move is reversed).<br />
{|<br />
|- valign="top" align="center"<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | |L|L| | | | }}<br />
{{pfrow| | | | | |L| | | | }}<br />
{{pfrow| | | | | |L| | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|-|-| | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfend}}<br />
Once the L is clear of the overhang it needs to slide two positions left to lock in place. This can't be done just by holding left<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |L|L| | | | | }}<br />
{{pfrow|G|G|G|G|L| | | | | }}<br />
{{pfrow|G|G| | |L| | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfend}}<br />
Firm drop the L to hang off the edge<br />
| width="20%" valign="middle" | Hold left, rotate clockwise then anticlockwise in quick succession<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|L|L| | | | | }}<br />
{{pfrow|G|G| | |L| | | | | }}<br />
{{pfrow|G|G|G| |L| | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfend}}<br />
The L is moving through the corner piece. Keep holding left and soft drop, so it slides left as soon as it can.<br />
| width="20%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|L|L| | | | | | }}<br />
{{pfrow|G|G|G|L| | | | | | }}<br />
{{pfrow|G|G|G|L| | | | | | }}<br />
{{pfend}}<br />
Completed square<br />
|}<br />
<br />
===S/Z pop===<br />
This move is required for [[Square Platforming#ZLLZ_and_SJJS|ZLLZ/SJJS]], [[Square Platforming#TTLZ_and_TTJS|TTLZ/TTJS]] and [[Square Platforming#LJZI_and_JLSI|LJZI/JLSI]] multisquares. All rotations should be reversed for the right-hand versions.<br />
{|<br />
|- valign="top" align="center"<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |C| | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G| |G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
The space marked with [[Image:CTet.png]] must be free. The move is easiest if the space to [[Image:CTet.png]]'s left is also free...<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | |Z|Z| | | | }}<br />
{{pfrow| | | | | |Z|Z| | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G|-|-| | | | | | }}<br />
{{pfrow|G|G|-|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
That surely won't fit...<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |Z|Z| | | | | | }}<br />
{{pfrow|G|G|G|Z|Z| | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G| |G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Firm drop to here, then rotate in either direction<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|Z| | | | | | }}<br />
{{pfrow|G|G|Z|Z| | | | | | }}<br />
{{pfrow|G|G|Z|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Easy<br />
|}<br />
{|<br />
|- valign="top" align="center"<br />
| width="16%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |C| | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G| |G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
If the space indicated is taken there are two other ways<br />
| width="17%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G| |Z| | | | | }}<br />
{{pfrow|G|G|G|Z|Z| | | | | }}<br />
{{pfrow|G|G| |Z| | | | | | }}<br />
{{pfrow|G|G| |G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
The easiest is the S/Z wiggle: firm drop to here, then rotate clockwise then anticlockwise in quick succession<br />
| width="16%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G|Z| | | | | | }}<br />
{{pfrow|G|G|Z|Z| | | | | | }}<br />
{{pfrow|G|G|Z| | | | | | | }}<br />
{{pfrow|G|G| |G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
The Z piece is sliding down from this position. Firm drop it.<br />
| width="16%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G| | | | | | | }}<br />
{{pfrow|G|G|G|Z| | | | | | }}<br />
{{pfrow|G|G|Z|Z| | | | | | }}<br />
{{pfrow|G|G|Z|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Job done<br />
| width="18%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G|Z|Z| | | | | }}<br />
{{pfrow|G|G|G| |Z|Z| | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G| |G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
The second of the two rotations can be performed alone, but this isn't as quick or easy. To do it, rotate anticlockwise just after the Z is in this position...<br />
| width="17%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | |G| | | | | | | }}<br />
{{pfrow|G|G|G|Z|Z| | | | | }}<br />
{{pfrow|G|G| | |Z|Z| | | | }}<br />
{{pfrow|G|G| |G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
...before it gets to here<br />
|}<br />
<br />
=== Building a T monosquare quickly ===<br />
The quickest way to add the final piece of a [[Square Platforming#T_monosquare|T monosquare]] is to [[Twist#Twists_with_T_(or_T-Spin)|spin]] it into place:<br />
{|<br />
|- valign="top" align="center"<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | |T| | | | | }}<br />
{{pfrow| | | | |T|T| | | | }}<br />
{{pfrow| | | | |T| | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G|-|-| | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | |T| | | | | | }}<br />
{{pfrow| | | |T|T| | | | | }}<br />
{{pfrow| | | |T| | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G| |-|-| | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Firm drop the backwards-oriented T piece<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|T| | | | | | }}<br />
{{pfrow|G|G| |T|T| | | | | }}<br />
{{pfrow|G|G|G|T| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Rotate the piece twice quickly<br />
| width="25%" | {{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G|T| | | | | | }}<br />
{{pfrow|G|G|T|T| | | | | | }}<br />
{{pfrow|G|G|G|T| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Finished square<br />
|}<br />
If there is no free space above:<br />
{|<br />
|- valign="top" align="center"<br />
| width="25%" | {{pfstart}}<br />
{{pfrow|G|G|G|G| |T| | | | }}<br />
{{pfrow|G|G|G|G| |T|T| | | }}<br />
{{pfrow|G|G|G|G| |T| | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G|-|-| | | | | | }}<br />
{{pfrow|G|G|G|-| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
| width="25%" | {{pfstart}}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G|T| | | | | }}<br />
{{pfrow|G|G|G|G|T|T| | | | }}<br />
{{pfrow|G|G|G|G|T| | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G| | | | | | | | }}<br />
{{pfrow|G|G|G| | | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
With the T piece oriented backwards hold left and soft drop<br />
| width="25%" | {{pfstart}}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|T| | | | | | }}<br />
{{pfrow|G|G| |T|T| | | | | }}<br />
{{pfrow|G|G|G|T| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
It catches in the gap. Rotate the piece twice quickly<br />
| width="25%" | {{pfstart}}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfrow|G|G|G|T| | | | | | }}<br />
{{pfrow|G|G|T|T| | | | | | }}<br />
{{pfrow|G|G|G|T| | | | | | }}<br />
{{pfrow|G|G|G|G| | | | | | }}<br />
{{pfend}}<br />
Finished square<br />
|}</div>68.222.41.105http://tetris.wiki/index.php?title=General_technique&diff=984General technique2006-11-26T17:04:50Z<p>68.222.41.105: </p>
<hr />
<div>''Tetris'' is an abstract game with some elements of luck and a range of goals depending on the [[games|variant]], making it difficult to formulate definite strategies and tactics. In many variants, a player's success lies in how accurately, efficiently, and quickly he or she can perform. This remains especially true for matches against an opponent. Some variants remove the time element, making [[speed measurement|speed]] less important.<br />
<br />
Some techniques are common among many experts. Remember that beginner players will naturally take the route easiest to learn, which may not always be the best. In some cases, a player may need more than just one sitting to learn how to do something a different way. An important trait of a successful player is that he is able to change his ways and take the time to learn something better.<br />
*'''Stacking for tetrises.''' Almost all [[Tetris Guideline|authentic]] games reward the player for making [[line clear|tetrises]]. In most cases, clearing a single in order to move on to the next tetris is more efficient than building the single up to a double or triple. Although, in games with line clear delay, it is of course faster to clear one triple rather than clearing three singles to get to that upcoming tetris.<br />
*'''Clearing garbage.''' In a match against another player, the goal is to prevent yourself from [[top out|topping out]] and to make your opponent top out instead. Remember to look down and see what garbage you have to deal with. In a lot of cases, it is more beneficial remove this garbage than trying to send more to your opponent.<br />
*'''Dual rotation.''' Rotate both clockwise and anticlockwise, and when moving left and having to rotate ''I'', ''S'', and ''Z'', use anticlockwise-- inverse for right. The tetromino will need to move once less.<br />
*'''Open column preference.''' If you leave a side open for tetrises, use the right side. If you leave the middle open for tetrises, use the right-middle. Since non-''I'' and ''O'' tetrominoes spawn closer to the left, and the symmetrical ''I'' will be the only piece needing to go in the open column, placing the open column to the right will require the non-''I'' and ''O'' tetrominoes to move less.<br />
*'''Piece preview.''' Keep an eye on the [[piece preview|next piece]]s. They will help you prepare for how you should place the piece at hand.<br />
*'''Stack evenly.''' When garbage comes, you want to stay as close to the bottom as possible. Don't stack perfectly even, though. You want to be able to deal with ''Z''s and ''S''s.<br />
*'''Soft drop sparingly.''' Avoid situations where you must slide. If a situation occurs where it is necessary, for example the [[S and Z starts|first two tetrominoes are ''S'' and ''Z'']], try to stack so that you only need to soft drop and slide once instead of twice-- find a way to soft drop only when absolutely necessary. With respect to [[twist|t-spins]], you'll need to soft drop.<br />
*'''Smart holding.''' Don't excessively [[hold]] tetrominoes. Although holding is preferable to soft dropping, do it only when necessary. Hold ''I'' tetrominoes, but if the first tetrominoes come ''I'' then ''Z'', don't hold the ''I''. This will require a soft drop. If you have four rows lined up for a tetris, don't hold the ''I''. Use it unless some other reason justifies using a frame to hold it. If you get a tetromino that will result in a soft drop later, hold it, but next time stack better. Really, even experts hold a lot, but it's important when starting out not just to use it because you don't feel like thinking about how to place a piece. Learning to stack efficiently in these difficult situations where you don't immediately see somewhere that fits is very important.<br />
*'''Practice often and effectively.''' The best way to improve your ability is to practise often and to practise playing how you would like to play ideally. Push yourself!<br />
==External links==<br />
http://tetrisds.moero.info/index.php?%A5%C6%A5%C8%A5%EA%A5%DF%A5%CE%C1%E0%BA%EE%BA%C7%C5%AC%B2%BD</div>68.222.41.105http://tetris.wiki/index.php?title=T-Spin_Single_Triple_Single&diff=6027T-Spin Single Triple Single2006-11-26T17:04:36Z<p>68.222.41.105: /* See also */</p>
<hr />
<div>This stacking method, discovered by fiddlesworth, produces 12 garbage lines in ''[[Tetris DS]]'' standard vs. mode. It requires [[Hold piece]] and [[SRS]].<br />
<br />
You can perform this stack from an empty [[playfield]] if any of the following is true of the [[Random Generator|first bag of seven tetrominoes]]:<br />
*S before J<br />
*Z before L<br />
*J before S before T (hold the J)<br />
*L before Z before T (hold the L)<br />
It is especially useful if your [[S and Z starts|first tetromino is S or Z]], but it does have a speed penalty on games with a slow soft [[drop]].<br />
<br />
Start with an S&ndash;J or Z-L:<br />
{|<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |J|J| | | | | | | }}<br />
{{pfrow| |J| | | | | | | | }}<br />
{{pfrow| |J|S|S| | | | | | }}<br />
{{pfrow| |S|S| | | | | | | }}<br />
{{pfend}}<br />
Setup with S and J<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | |L|L| }}<br />
{{pfrow| | | | | | | | |L| }}<br />
{{pfrow| | | | | | |Z|Z|L| }}<br />
{{pfrow| | | | | | | |Z|Z| }}<br />
{{pfend}}<br />
Mirror image<br><br />
with Z and L<br />
|}<br />
<br />
Build it (S and J depicted)<br />
{|<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|I|J|J| | | | | |Z| }}<br />
{{pfrow|I|J| | | | |L|Z|Z| }}<br />
{{pfrow|I|J|S|S| | |L|Z|O|O}}<br />
{{pfrow|I|S|S| | | |L|L|O|O}}<br />
{{pfend}}<br />
O before Z<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|I|J|J| | | | |O|O| }}<br />
{{pfrow|I|J| | | | |L|O|O| }}<br />
{{pfrow|I|J|S|S| | |L|Z|Z| }}<br />
{{pfrow|I|S|S| | | |L|L|Z|Z}}<br />
{{pfend}}<br />
Z before O<br />
|}<br />
<br />
Soft-drop a T and spin it:<br />
{|<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|I|J|J| | | | | |Z| }}<br />
{{pfrow|I|J| | | |T|L|Z|Z| }}<br />
{{pfrow|I|J|S|S|T|T|L|Z|O|O}}<br />
{{pfrow|I|S|S| | |T|L|L|O|O}}<br />
{{pfend}}<br />
Soft-drop a T<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|I|J|J| | | | | |Z| }}<br />
{{pfrow|I|J| | | | |L|Z|Z| }}<br />
{{pfrow|I|J|S|S|T| |L|Z|O|O}}<br />
{{pfrow|I|S|S|T|T|T|L|L|O|O}}<br />
{{pfend}}<br />
Rotate right<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|I|J|J| | | | | |Z| }}<br />
{{pfrow|I|J| | | | |L|Z|Z| }}<br />
{{pfrow|I|J|S|S|T| |L|Z|O|O}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
T-spin single<br><br />
(2 garbage)<br />
|}<br />
<br />
Build it more. You'll need to soft-drop the S, and you'll need to switch the O and Z if you got Z before O in the first bag:<br />
{|<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|G|G|G| | | | | |G| }}<br />
{{pfrow|G|G| | | | |G|G|G| }}<br />
{{pfrow|G|G|G|G|G| |G|G|G|G}}<br />
{{pfend}}<br />
After single<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |O|O| | | | | | | }}<br />
{{pfrow|J|O|O| | |L|L| |Z|I}}<br />
{{pfrow|J|J|J| | | |L|Z|Z|I}}<br />
{{pfrow|G|G|G|S|S| |L|Z|G|I}}<br />
{{pfrow|G|G|S|S| | |G|G|G|I}}<br />
{{pfrow|G|G|G|G|G| |G|G|G|G}}<br />
{{pfend}}<br />
Drop J before O<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow|J|J| | | | | | | | }}<br />
{{pfrow|J|O|O| | |L|L| |Z|I}}<br />
{{pfrow|J|O|O| | | |L|Z|Z|I}}<br />
{{pfrow|G|G|G|S|S| |L|Z|G|I}}<br />
{{pfrow|G|G|S|S| | |G|G|G|I}}<br />
{{pfrow|G|G|G|G|G| |G|G|G|G}}<br />
{{pfend}}<br />
Or drop O before J<br />
|}<br />
<br />
<br />
Soft-drop a T and spin it twice:<br />
{|<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |O|O|T| | | | | | }}<br />
{{pfrow|J|O|O|T|T|L|L| |Z|I}}<br />
{{pfrow|J|J|J|T| | |L|Z|Z|I}}<br />
{{pfrow|G|G|G|S|S| |L|Z|G|I}}<br />
{{pfrow|G|G|S|S| | |G|G|G|I}}<br />
{{pfrow|G|G|G|G|G| |G|G|G|G}}<br />
{{pfend}}<br />
Soft drop T<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |O|O| | | | | | | }}<br />
{{pfrow|J|O|O| |T|L|L| |Z|I}}<br />
{{pfrow|J|J|J|T|T|T|L|Z|Z|I}}<br />
{{pfrow|G|G|G|S|S| |L|Z|G|I}}<br />
{{pfrow|G|G|S|S| | |G|G|G|I}}<br />
{{pfrow|G|G|G|G|G| |G|G|G|G}}<br />
{{pfend}}<br />
Rotate left<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |O|O| | | | | | | }}<br />
{{pfrow|J|O|O| | |L|L| |Z|I}}<br />
{{pfrow|J|J|J| | | |L|Z|Z|I}}<br />
{{pfrow|G|G|G|S|S|T|L|Z|G|I}}<br />
{{pfrow|G|G|S|S|T|T|G|G|G|I}}<br />
{{pfrow|G|G|G|G|G|T|G|G|G|G}}<br />
{{pfend}}<br />
S00per Rotation<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| |O|O| | | | | | | }}<br />
{{pfrow|J|O|O| | |L|L| |Z|I}}<br />
{{pfrow|J|J|J| | | |L|Z|Z|I}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
Back-to-back<br><br />
T-spin triple<br><br />
(7 garbage)<br />
|}<br />
<br />
And it leaves room for a back-to-back T-spin single (3 garbage).<br />
<br />
<br />
== References ==<br />
*[http://forums.nintendo.com/nintendo/board/message?board.id=tetris&message.id=30475 Fiddlesworth's post on Nintendo board]<br />
*[http://www.tetrisconcept.com/forum/viewtopic.php?p=3737#3737 Fiddlesworth's post on TC board]<br />
<br />
== See also ==<br />
*[[Twist]]<br />
*[[Back to Back T-Spin Triple]]<br />
*[[ST stacking]]<br />
*[[T-spin double triple]]</div>68.222.41.105http://tetris.wiki/index.php?title=ST_Stacking&diff=3932ST Stacking2006-11-26T17:04:12Z<p>68.222.41.105: </p>
<hr />
<div>'''ST stacking''' is a more-or-less sustainable (under [[Random Generator]]) method of stacking [[tetromino]]es to form successive 4-[[line clear]]s and [[Twist|T-spins]]. In ''[[Tetris DS]]'' standard mode, this stacking method achieves near maximum points per line. It's superficially similar to one of the [[Back to Back T-Spin Triple|T-spin triple]] setups but allegedly easier to learn.<br />
<br />
{|<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
First build this<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow|S| | | |G|G|G|G|G|G}}<br />
{{pfrow|S|S| |G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Drop an S<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow|S|T|T|T|G|G|G|G|G|G}}<br />
{{pfrow|S|S|T|G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Spin a T<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
T-spin double<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Leaves one row<br>of garbage<br />
|}<br />
<br />
{|<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<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}}<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 />
{{pfend}}<br />
Build more layers<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow|S|T|T|T|G|G|G|G|G|G}}<br />
{{pfrow|S|S|T|G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfrow| |G| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Another S and T<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfrow| |G| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
T-spin double<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfrow| |G| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Leaves another<br>identical row<br />
|}<br />
<br />
After a few rows of garbage have accumulated, use I tetrominoes to break it down:<br />
{|<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<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}}<br />
{{pfrow| |G| |G|G|G|G|G|G|G}}<br />
{{pfrow| |G| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Look at the mess<br><br />
in aisle 2!<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Aisle 2? "I" know<br><br />
what to do<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow|S|T|T|T|G|G|G|G|G|G}}<br />
{{pfrow|S|S|T|G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Another S and T<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
T-spin double<br />
|- valign="top"<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Build more<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfrow|I|G|I|G|G|G|G|G|G|G}}<br />
{{pfrow|I|G|I|G|G|G|G|G|G|G}}<br />
{{pfrow|I|G|I|G|G|G|G|G|G|G}}<br />
{{pfrow|I|G|I|G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Drop next I<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfrow|-|-|-|-|-|-|-|-|-|-}}<br />
{{pfend}}<br />
Tetorisu!<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | | | | | | | }}<br />
{{pfrow| | | | |G|G|G|G|G|G}}<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}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| | | |G|G|G|G|G|G|G}}<br />
{{pfrow| |S| |G|G|G|G|G|G|G}}<br />
{{pfend}}<br />
Ahh, that's better.<br />
|}<br />
<br />
== See also ==<br />
*[[Playing forever]], which describes and rigorously proves a sustainable method of making 4-line clears in games that do not specifically reward T-spins<br />
<br />
== References ==<br />
<br />
*[http://dtet.web.infoseek.co.jp/fumen/?v095@pcF3ibG3ibG3jbF3ibG3ibG3jbF3ibG3ibG3jbF3ib?G3ibG3jbF3ibG3pbA4G7eIKfBFgBvfBFbBvaBFWBvVBFRBA?RBfcF3ibG3ibG3jbF3ibG3ibG3jbF3ibG3ibG3lcARB7eIv?QBFMBvLBFHBvGBFCBJVBJbBIbBpcF3ibG3ibG3jbF3ibG3i?bG3jbF3ibG3ibG3bcIbB7eCvVBFRBARB JavaScript demonstration of ST stacking] (Japanese language, Microsoft Internet Explorer only)</div>68.222.41.105http://tetris.wiki/index.php?title=Tetris_(iPod)&diff=1550Tetris (iPod)2006-11-26T17:04:00Z<p>68.222.41.105: </p>
<hr />
<div>{{Infobox |title = iPod Tetris<br />
|released = 2006<br />
|platform = iPod<br />
|developer = Electronic Arts<br />
|publisher = Apple<br />
|preview = 3<br />
|hold = No<br />
|hard = Yes<br />
|SRS = [[SRS]]<br />
}}<br />
'''iPod Tetris''' is a [[Games|licensed Tetris game]] for Fifth-Generation iPods with software version 1.2 or later, available for 4.99 USD or 600 yen from iTunes Music Store. It is of note that this game breaks some of the Tetris Company's guidelines, the largest difference being the lack of a hold function.<br />
<br />
== Gameplay ==<br />
*Rotate touch wheel: Shift sideways<br />
*Prev: Rotate counterclockwise<br />
*Next: Rotate clockwise<br />
*Center Button: Soft drop<br />
*Play/Pause: Hard drop<br />
*Menu Button: Pause<br />
<br />
*[[ARE]]: No, however there is a short period after the piece enters the playfield where the game ignores player input. <br />
*Initial: no<br />
*Hold: no<br />
*[[Twist|T-spin]] bonus: yes<br />
*T-spin detection: 3-corner T, however the game recognizes a move as a T-spin only if no wallkick has taken place<br />
*Back-to-back bonus: Tetris only, not T-spin</div>68.222.41.105http://tetris.wiki/index.php?title=Rotate&diff=3876Rotate2006-11-26T17:03:52Z<p>68.222.41.105: </p>
<hr />
<div>In [[Tetris]] games, the player must '''rotate''' the [[tetromino|tetrominos]], changing their [[orientation]] so that they will fit into the well in advantageous positions. Official or quasi-official Tetris [[games]] give the player the ability to rotate a tetromino either clockwise or counterclockwise as many times as the player can before it [[Drop|locks]], with the exception of some earlier PC games which only allowed the player to rotate in one direction. All seven of the tetrominoes can be rotated, including the O piece (which has only one orientation).<br />
<br />
If there is no space for the piece in its new orientation, it does not rotate.<br />
However, many games try to nudge the piece when rotating it against the walls of the [[playfield]] or against other blocks.<br />
These nudges are called [[wall kick]]s.<br />
<br />
== See also ==<br />
*[[SRS]]<br />
*[[TGM rotation]]<br />
*[[Twist]]</div>68.222.41.105http://tetris.wiki/index.php?title=Super_Rotation_System&diff=3486Super Rotation System2006-11-26T17:02:35Z<p>68.222.41.105: /* Description */</p>
<hr />
<div>[[Image:SRS-pieces.png|thumb|All rotation states of all seven tetrominoes. From top to bottom: I, J, L, O, S, T, Z. The circle doesn't appear in the game; it helps to illustrate the axis on which each tetromino rotates.]]<br />
'''''Super Rotation System''''', or '''''SRS''''' is the current [[Tetris Guideline]] standard for how [[tetromino|tetrominoes]] behave, in a broad sense. SRS represents where and how tetrominoes spawn, how they [[rotate]], and what [[wall kick|wall kicks]] they may perform. In [[Tetris The Grand Master 3 Terror-Instinct|TI]], a player may choose between ''World'' and ''Classic'' rotation styles. ''World'' closely resembles SRS, and ''Classic'' closely resembles the rotation styles of its predecessors [[Tetris The Grand Master|TGM]] and [[Tetris The Absolute The Grand Master 2|TAP]]. [[Henk Rogers]], in his effort to unify all new Tetris games into the Tetris Guideline, required [[Arika]] to include SRS, which is called ''World'' in Ti. SRS traces its routes back to 1991 when [[BPS]] introduced its signature third and fourth [[orientation]]s for the ''S'', ''Z'', and ''I'' tetrominoes in their [[Tetris 2 and Bombliss|Tetris 2+Bombliss]]. Later would come flipped-side-up spawned ''T'', ''L'', and ''J'' tetrominoes and flexible new wall kicks. Probably the most accurate SRS finds itself in BPS's latest games [[Tetris Worlds]] and [[Tetris Deluxe]], which both feature exact same rotation styles.<br />
<br />
==Description==<br />
All tetrominoes exist inside a bounding square and rotate about the center of this square unless obstructed. Tetrominoes of width 3 (J, L, S, T, Z) are placed in the top two rows of the bounding square and (for J, L, and T) with the flat side down. I is placed in the top middle row.<br />
<br />
All tetrominoes spawn in 2 usually hidden rows at the top of the playfield. They are placed in the center of these rows, rounding to the left.<br />
<br />
Once a tetromino lands, it does not lock until the lock delay expires. The lock delay is reset whenever the tetromino is moved or rotated (even O, which ordinarily does not rotate). This controversial feature allows a single tetromino to be easily kept "alive" forever. To reduce the negative effects of this, newer Tetris games tend to have modes that reward play speed, such as points per minute or garbage per minute. These modes encourage use of the hard [[drop]] (generally mapped to Up), which has no lock delay.<br />
<br />
Wall kicks in SRS are extremely flexible compared to those of earlier games. Some rotations result in new positions that do not overlap the former position at all, allowing for highly controversial T-spin triples (see [[Twist]]).<br />
<br />
==20G==<br />
Since Henk Rogers has never been directly involved with a game boasting 20G, certain behaviors are likely undefined in the Tetris Guidelines. ''Tetris Worlds'' approaches 20G but reportedly never attains it. TGM3 and TGM ACE are the first and second games to support 20G and SRS, and ''[[Tetris DS]]'' (TDS) is the third. Though the rotations are identical, these games have different mobility restrictions due to their different order of processing events in between frames.<br />
<br />
In this example, Left is being held and then a clockwise rotation is initiated.<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | |}}<br />
{{pfrow|G|G|L|L|L| | | | | |}}<br />
{{pfrow|G|G|L| | | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | |L|L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|}<br />
<br />
The above example ends mid-frame... So the figure on the right is never actually rendered. It simply represents the internal game status after rotation has been processed.<br />
<br />
Now, if the game processes movement followed by gravity, the following scenario will happen (as found in TGM3).<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | |L|L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| |L|L| | | | | | | |}}<br />
{{pfrow|G|G|L| | | | | | | |}}<br />
{{pfrow|G|G|L| | | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|}<br />
<br />
On the other hand, if gravity is processed next, the following scenario will happen (as found in TDS). This could be the result of either movement processed after gravity, movement processed before rotation, or (most likely in the case of TDS) movement occurring one or more frames after both rotation and gravity due to slow [[DAS]].<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | |L|L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | |}}<br />
{{pfrow|G|G|L|L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G|G|L| | | | | | |}}<br />
{{pfend}}<br />
|}<br />
<br />
==External links==<br />
*[http://www.tetrisconcept.com/tdsg.txt Tetris DS Systems Guide]<br />
*[http://infinitespin.ytmnd.com/ Tetris is ridin' spinnaz]<br />
*[http://epictetris2.ytmnd.com/ T-SPIN]<br />
<br />
[[Category:Rotation systems]]</div>68.222.41.105http://tetris.wiki/index.php?title=Line_clear&diff=1728Line clear2006-11-26T17:02:16Z<p>68.222.41.105: /* See Also */</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 />
<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 [[twists|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 [[Twists|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 />
== 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. 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]] 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]] 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]] 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>68.222.41.105