Tetris (Electronika 60): Difference between revisions

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|ingame-scrn = Original_Tetris_Gameplay.png
|ingame-scrn = Original_Tetris_Gameplay.png
|preview = 1
|preview = 1
|playfield=10x20
|playfield=10 × 20
|hold = No
|hold = No
|hard = Yes, locking
|hard = Yes
|system = [[Original Rotation System]]
|system = [[Original Rotation System]]
}}
}}
The original '''''Tetris''''' was programmed by [[Alexey Pajitnov]] using the programming language Pascal on an Electronica 60 - an unauthorized Soviet clone of a Digital Equipment Corp. PDP-11 computer. The game has monochrome graphics, and in the first revision of the game, the blocks in the [[tetromino]]s are represented by a pair of delete/rubout characters (character code 177); however, the rendering of this character code as a rectangle was a feature specific to the Soviet clone machines, an actual PDP-11 would instead display nothing. A later revision was made where the blocks are represented by a pair of square brackets instead.  
The original '''''Tetris''''' was programmed by [[Alexey Pajitnov]] using the programming language Pascal on an Electronica 60 - an unauthorized Soviet clone of a Digital Equipment Corp. PDP-11 computer. The game has monochrome graphics, and in the first revision of the game, the blocks in the [[tetromino]]s are represented by a pair of delete/rubout characters (character code 177); however, the rendering of this character code as a rectangle was a feature specific to the Soviet clone machines, an actual PDP-11 would instead display nothing. A later revision was made where the blocks are represented by a pair of square brackets instead.  


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==See also==
==See also==
*[[Game]]s
*[[Tetris The Grand Master 3 Terror-Instinct]], where the bracket-based representation of the blocks are given tribute to in (pieces turn into brackets after the player reaches Level 1000 in Shirase mode)
*[[Tetris The Grand Master 3 Terror-Instinct]], where the bracket-based representation of the blocks are given tribute to in (pieces turn into brackets after the player reaches Level 1000 in Shirase mode)
==External links==
==External links==
*[http://www.youtube.com/watch?v=O0gAgQQHFcQ Video of the game running on a Soviet DVK computer, played by Sergey Frolov]
*[http://www.youtube.com/watch?v=O0gAgQQHFcQ Video of the game running on a Soviet DVK computer, played by Sergey Frolov]
*[https://lab.dyne.org/OriginalTetrisHowto Original Tetris Emulation Howto]
*[https://lab.dyne.org/OriginalTetrisHowto Original Tetris Emulation Howto]
*[https://www.youtube.com/watch?v=xrZYJ5Bn-xg Video tutorial with package link]
*[https://www.youtube.com/watch?v=xrZYJ5Bn-xg Video tutorial with package link]
[[Category:Games List]]
 
[[Category:Official Tetris games]]
[[Category:Classic computer games]]
[[Category:Classic computer games]]

Revision as of 06:37, 8 September 2019

Tetris
Developer(s)Alexey Pajitnov
Platform(s)Electronica 60
Release1985, USSR
Gameplay info
Next pieces1
Playfield size10 × 20
Hold pieceNo
Hard dropYes
Rotation systemOriginal Rotation System

The original Tetris was programmed by Alexey Pajitnov using the programming language Pascal on an Electronica 60 - an unauthorized Soviet clone of a Digital Equipment Corp. PDP-11 computer. The game has monochrome graphics, and in the first revision of the game, the blocks in the tetrominos are represented by a pair of delete/rubout characters (character code 177); however, the rendering of this character code as a rectangle was a feature specific to the Soviet clone machines, an actual PDP-11 would instead display nothing. A later revision was made where the blocks are represented by a pair of square brackets instead.

Scoring

  • Points are awarded for each tetromino successfully dropped into place.
    • At level 0, the potential point score for each tetromino starts at 19, and decreases by 1 every time the tetromino descends a row due to gravity. As can be seen, an I tetromino falling freely from the top of the playfield to the bottom will descend 19 rows and score 0; it is never possible to score less than 0.
    • Playing at higher levels awards an additional 3 x (Level + 1) points per tetromino.
    • Playing with the preview disabled awards an additional 5 points per tetromino.
  • 3 digits are provided for score display; when 999 is exceeded, the counter rolls back to 0 and a tally of symbols appear in order to keep track of thousands.

Bugs

It is sometimes possible to manipulate a tetromino after performing a hard drop, even though it is supposed to be locking. Doing so will leave a trail of blocks behind, which, although visible to the player, are not recognized by the game as actually being there. This can lead to a variety of unusual scenarios, for example, visibly complete rows will not clear, and tetrominos can be dropped through the stack.

See also

External links