Playfield: Difference between revisions
*>Lardarse m Reverted edits by 124.114.55.202 (Talk); changed back to last version by Nicholas |
*>Rosti LFC Added TAP Doubles to exceptions of a 10-wide field. |
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*[[Tetris Wristwatch]]: 6 w | *[[Tetris Wristwatch]]: 6 w | ||
*[[Tetripz]]: 11 w | *[[Tetripz]]: 11 w | ||
*[[TAP|TAP Doubles Mode]]: 14w | |||
Columns are conventionally numbered from left to right, and rows from bottom to top. | Columns are conventionally numbered from left to right, and rows from bottom to top. |
Revision as of 12:26, 7 January 2008
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The playfield is the grid into which tetrominoes fall, also called the "well" (common in older games) or the "matrix" (especially in more recent Tetris brand games). The playfield is surrounded by a frame called the tetrion, which controls the overall behavior of tetrominoes.
The vast majority of tetromino based game use a playfield 10 blocks wide and between 16 and 24 blocks tall. Notable exceptions are the following:
- Abandoned Bricks: 9 w
- Gnometris: 11 w
- Tetrinet: 12 w
- Tetris Jr.: 8 w
- Tetris Wristwatch: 6 w
- Tetripz: 11 w
- TAP Doubles Mode: 14w
Columns are conventionally numbered from left to right, and rows from bottom to top.
Vanish zone
The Tetris Guideline specifies a playfield 10 blocks wide by at least 22 blocks tall, where the tetrominoes are started in rows 21 and 22. (Tetris Worlds and Lockjaw are known to use a 24-row playfield.) Most games hide rows 21 and up. Tetrominoes may land and lock partially within the "vanish zone"; they reappear once a line is cleared below them.