Tetris (Electronika 60): Difference between revisions
m Simonlc moved page Tetris (Electronica 60) to Tetris (Electronika 60): Use the more accepted spelling |
No edit summary |
||
Line 2: | Line 2: | ||
|developer = [[Alexey Pajitnov]] | |developer = [[Alexey Pajitnov]] | ||
|released = 1985, USSR | |released = 1985, USSR | ||
|platform = | |platform = Electronika 60 | ||
|boxart = Original_Tetris.png | |boxart = Original_Tetris.png | ||
|title-scrn = Original_Tetris_Title.png | |title-scrn = Original_Tetris_Title.png | ||
Line 13: | Line 13: | ||
}} | }} | ||
The original '''''Tetris''''' was programmed by [[Alexey Pajitnov]] using the programming language Pascal on an | The original '''''Tetris''''' was programmed by [[Alexey Pajitnov]] using the programming language Pascal on an Electronika 60 (Russian: Электроника 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. | ||
==Scoring== | ==Scoring== |
Revision as of 03:29, 23 September 2019
Tetris | |
---|---|
Developer(s) | Alexey Pajitnov |
Platform(s) | Electronika 60 |
Release | 1985, USSR |
Gameplay info | |
Next pieces | 1 |
Playfield size | 10 × 20 |
Hold piece | No |
Hard drop | Yes |
Rotation system | Original Rotation System |
The original Tetris was programmed by Alexey Pajitnov using the programming language Pascal on an Electronika 60 (Russian: Электроника 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
- 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)