Tetris Payout: Difference between revisions

From TetrisWiki
Jump to navigation Jump to search
Arcorann (talk | contribs)
it's in mame now, so let's create a page
 
→‎Gameplay: removed a detail sourced from one person's anecdote in a forum post. there's no evidence that covering the previews was a regular occurrence. also updated previews from 11 to 12 based on gameplay videos
 
(5 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{Infobox |title = Tetris Payout
{{Infobox |title = Tetris Payout
|developer =  
|developer = BWB
|publisher = Barcrest
|publisher = Barcrest
|released = 1990
|released = January? 1990
|platform = Arcade
|platform = Arcade
|preview = 11
|preview = 11
Line 9: Line 9:
|hard = No
|hard = No
|system =  
|system =  
|boxart =  
|boxart = Tetris_Payout_flyer.png
|title-scrn =  
|title-scrn = Tetris_Payout_title.png
|ingame-scrn =  
|ingame-scrn = Tetris_Payout_ingame.png
|caption =  
|caption = ''Tetris Payout'' flyer
}}
}}


'''''Tetris Payout''''' is a skill with prize machine published by Barcrest.
'''''Tetris Payout''''' is a skill with prize machine published by Barcrest. Reskinned versions of the game were published under the titles '''''Prize Tetris''''' and '''''Blox'''''.
 
Reskinned versions of the game were published under the titles ''Prize Tetris'' and ''Blox''.


== Gameplay ==
== Gameplay ==
Line 27: Line 25:
The playfield is 18 rows high, but locking a piece above row 15 (partial lock out) will result in the game ending. The top out line is not marked.
The playfield is 18 rows high, but locking a piece above row 15 (partial lock out) will result in the game ending. The top out line is not marked.


The game provides 11 previews, however many operators would tape over the preview pane in order to make it harder for players to win consistently.
The game provides 12 previews, but the 12th is mostly offscreen and is only visible by a few pixels. Depending on the monitor, it may or may not be visible on the original arcade cabinets.


== Scoring ==
== Scoring ==
Scoring is based on the height of the cleared row or rows, with higher rows scoring more points up to the tenth row. There appears to be more than one scoring table (further research on this is pending). Rows from the 11th row and above do not score points.
Scoring is based on the height of the cleared row or rows, with higher rows scoring more points up to the tenth row. There appears to be more than one scoring table (further research pending). Rows from the 11th row and above do not score points.
 
== Rotation system ==
 
The following diagrams for the JLT piece orientations have their left-most orientation as their initial orientation, and clockwise rotations are applied going to the right.
 
For the J, L, and T pieces, the piece rotates around its center.
 
{|
|<playfield>
.O.
.C.
OO.
</playfield>
| width="10" |
|<playfield>
O..
OCO
...
</playfield>
| width="10" |
|<playfield>
.OO
.C.
.O.
</playfield>
| width="10" |
|<playfield>
...
OCO
..O
</playfield>
|}
 
{|
|<playfield>
.T.
.C.
.TT
</playfield>
| width="10" |
|<playfield>
...
TCT
T..
</playfield>
| width="10" |
|<playfield>
TT.
.C.
.T.
</playfield>
| width="10" |
|<playfield>
..T
TCT
...
</playfield>
|}
 
{|
|<playfield>
.S.
.CS
.S.
</playfield>
| width="10" |
|<playfield>
...
SCS
.S.
</playfield>
| width="10" |
|<playfield>
.S.
SC.
.S.
</playfield>
| width="10" |
|<playfield>
.S.
SCS
...
</playfield>
|}
 
The O piece has a single rotation state.
<playfield>
JJ
JJ
</playfield>
S, Z, and I are "2-state" with a 3/4-tall initial orientation, but these pieces exhibit a special property:
Counterclockwise rotations from the vertical state will bias the piece to the left, and from the horizontal state will bias the piece to the right.
The opposite is true of clockwise rotations: rotation from the vertical state will bias the piece to the right, and from the horizontal state will bias the piece to the left.
 
So this S piece:
<playfield>
...
.CL
LL.
</playfield>
Could rotate to either of these states:
{|
|<playfield>
L..
LC.
.L.
</playfield>
| width="10" |
|<playfield>
.L.
.CL
..L
</playfield>
|}
 
Same goes for the Z and I pieces.
 
This Z piece:
<playfield>
...
IC.
.II
</playfield>
Rotates to either:
{|
|<playfield>
.I.
IC.
I..
</playfield>
| width="10" |
|<playfield>
..I
.CI
.I.
</playfield>
|}
 
This I piece:
<playfield>
....
ZCCZ
....
....
</playfield>
Rotates to either:
{|
|<playfield>
.Z..
.C..
.Z..
.Z..
</playfield>
| width="10" |
|<playfield>
..Z.
..C.
..Z.
..Z.
</playfield>
|}
 
When using only counterclockwise or only clockwise rotations with these pieces, nothing special occurs. However, alternate presses of these rotation buttons will add up the individual biases and cause the piece to drift.
For example:
 
The I-piece is rotated clockwise, and then counterclockwise. The piece is biased to the right, and then again, which causes the piece to end up one cell to the right of where it was originally.
 
{|
|<playfield>
.....
ZZCZ.
.....
.....
</playfield>
| width="10" |
|<playfield>
..Z..
..C..
..Z..
..Z..
</playfield>
| width="10" |
|<playfield>
.....
-ZCZZ
.....
.....
</playfield>
|}
 
Notice that the rotation center is always the same in this diagram.
 
No wallkicks are currently known.
 
== External links ==
* [https://www.youtube.com/watch?v=Z3pYAf88zaY Gameplay video]


[[Category:Games]]
[[Category:Official Tetris games]]

Latest revision as of 16:11, 28 May 2024

Tetris Payout
Tetris Payout flyer
Developer(s)BWB
Publisher(s)Barcrest
Platform(s)Arcade
ReleaseJanuary? 1990
Gameplay info
Next pieces11
Playfield size10 × 15 (plus 3 rows vanish zone)
Hold pieceNo
Hard dropNo

Tetris Payout is a skill with prize machine published by Barcrest. Reskinned versions of the game were published under the titles Prize Tetris and Blox.

Gameplay

The aim of the game is to score as many points as possible within the time limit (about 2 minutes, further research pending). The game has two modes:

  • "Practise" mode, which allows the player to practice at a reduced cost but without any prizes, and
  • "Skill With Prizes" mode, which gives the player a payout for sufficiently high scores.

The playfield is 18 rows high, but locking a piece above row 15 (partial lock out) will result in the game ending. The top out line is not marked.

The game provides 12 previews, but the 12th is mostly offscreen and is only visible by a few pixels. Depending on the monitor, it may or may not be visible on the original arcade cabinets.

Scoring

Scoring is based on the height of the cleared row or rows, with higher rows scoring more points up to the tenth row. There appears to be more than one scoring table (further research pending). Rows from the 11th row and above do not score points.

Rotation system

The following diagrams for the JLT piece orientations have their left-most orientation as their initial orientation, and clockwise rotations are applied going to the right.

For the J, L, and T pieces, the piece rotates around its center.

.O.
.C.
OO.
O..
OCO
...
.OO
.C.
.O.
...
OCO
..O
.T.
.C.
.TT
...
TCT
T..
TT.
.C.
.T.
..T
TCT
...
.S.
.CS
.S.
...
SCS
.S.
.S.
SC.
.S.
.S.
SCS
...

The O piece has a single rotation state.

JJ
JJ

S, Z, and I are "2-state" with a 3/4-tall initial orientation, but these pieces exhibit a special property: Counterclockwise rotations from the vertical state will bias the piece to the left, and from the horizontal state will bias the piece to the right. The opposite is true of clockwise rotations: rotation from the vertical state will bias the piece to the right, and from the horizontal state will bias the piece to the left.

So this S piece:

...
.CL
LL.

Could rotate to either of these states:

L..
LC.
.L.
.L.
.CL
..L

Same goes for the Z and I pieces.

This Z piece:

...
IC.
.II

Rotates to either:

.I.
IC.
I..
..I
.CI
.I.

This I piece:

....
ZCCZ
....
....

Rotates to either:

.Z..
.C..
.Z..
.Z..
..Z.
..C.
..Z.
..Z.

When using only counterclockwise or only clockwise rotations with these pieces, nothing special occurs. However, alternate presses of these rotation buttons will add up the individual biases and cause the piece to drift. For example:

The I-piece is rotated clockwise, and then counterclockwise. The piece is biased to the right, and then again, which causes the piece to end up one cell to the right of where it was originally.

.....
ZZCZ.
.....
.....
..Z..
..C..
..Z..
..Z..
.....
-ZCZZ
.....
.....

Notice that the rotation center is always the same in this diagram.

No wallkicks are currently known.

External links