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|publisher=Atari Games
 
|publisher=Atari Games
 
|released=1988
 
|released=1988
|platform=JAMMA (arcade) with Atari 8-bit custom PCB
+
|platform= Arcade
|preview=1<br>(one extra during line delay)
+
|preview=1 (one extra during line delay)
 
|playfield=10 &times; 20
 
|playfield=10 &times; 20
|hold=no
+
|hold=No
|hard=no
+
|hard=No
 
|title-scrn=Atetris title.png
 
|title-scrn=Atetris title.png
 
|ingame-scrn=Atetris play.png
 
|ingame-scrn=Atetris play.png
|system =Atari}}
+
|system =Atari
 +
|boxart = Tetris_(Atari)_flyer.jpg
 +
|caption = Arcade flyer
 +
}}
  
 
'''''Tetris''''' is an arcade game published by Atari Games.
 
'''''Tetris''''' is an arcade game published by Atari Games.
  
== Gameplay and Rounds ==
+
== Gameplay ==
The game is based around "rounds", where a set number of lines are required to clear the round, and the playfield is reset after clearing the round.
+
The game is based around rounds. The player progresses by clearing the target line count for the current round. When the round ends, the playfield is cleared and the next round starts.
  
Groups of 3 rounds have the same gimmick:
+
=== Scoring ===
* Rounds 1-3: No gimmick.
+
 
* Rounds 4-6: Starting configuration of blocks.
+
Next to each player's score is a horizontal bar called the rainbow meter.
* Rounds 7-9: Single blocks spawn on the field. Their appearance can be delayed by clearing lines.
+
Every four lines cleared adds 1 to the rainbow meter.
* Rounds 10-12: Garbage appears on the field.
+
If the player [[top out|tops out]] and continues, the rainbow meter is set the way it was before the player added.
* Rounds 13-15: Starting configuration of blocks.
+
 
* Rounds 16-18: Starting configuration of blocks, based on high score initials.
+
The score for each [[tetromino]] that the player places is ''d''*min(''r''*(''r'' + ''h''),250), where
* Rounds 19-21: Single blocks spawn with round 4-6 configrations.
+
*''d'' = 1 for normal gravity or 2 for soft [[drop]] when the tetromino lands
* Rounds 22-24: Garbage spawns with round 4-6 configurations.
+
*''r'' = the number of bars on the rainbow meter plus 1
* Rounds 25-27: Single blocks and garbage spawn simultaneously.
+
*''h'' = the row on which the tetromino was placed, minus 1 (0 = bottom)
After round 27 gimmicks loop through rounds 16-27.
+
  
 
{| class="wikitable"
 
{| class="wikitable"
! Round
+
|+ Line clear scores
! Lines required
+
! Line clear || Points
! Notes
+
 
|-
 
|-
|1 || 5 || Easy mode starting round.
+
| 1 (single) || 50
 
|-
 
|-
|2 || 10 ||
+
| 2 (double) || 150
 
|-
 
|-
|3 || 12 ||
+
| 3 (triple) || 400
 
|-
 
|-
|4 || 10 || Normal mode starting round. Start with a column of 8 blocks on each side of the playfield.
+
| 4 (tetris) || 900
 +
|}
 +
 
 +
After finishing each round, the game awards a "BONUS FOR LOW PUZZLE" of up to 2100 points based on the number of empty rows above the highest block left in the playfield.
 +
The formula is 5*''e''*(''e'' + 1), where ''e'' is the number of empty rows, which corresponds to 10 points for the first line, 20 points for the second line, 30 points for the third line, and so on, with 10 more points for each line.
 +
 
 +
In a two-player game, finishing the level before the other player gives a 2,000 point bonus.
 +
This bonus is awarded both for skill and for putting more money into the machine.
 +
 
 +
=== Rotation system ===
 +
[[image:Atetris-pieces.png|210px|thumb|left]]
 +
 
 +
The rotation rules are identical to those of [[Tetris (NES, Tengen)|the game's NES port]], except the tetrominoes are colored differently, and they do not change color once they lock. In addition, the player can rotate the tetrominoes only counterclockwise (columns in order 0, 3, 2, 1).
 +
 
 +
Because basic rotation can fail when a piece is against the right wall, but not when the same piece is against the left wall, this game will wallkick one square to the left if basic rotation fails.  If that fails the piece will not rotate.  This allows for a few very unique wallkicks.
 +
<br clear="all"/>
 +
 
 +
=== Rounds ===
 +
{| class="wikitable"
 +
! Round
 +
! Lines required
 +
! Gimmick*
 +
! Notes
 
|-
 
|-
|5 || 13 ||Start with 10 blocks scattered across the bottom 5 rows.
+
| 1
 +
| 5
 +
| rowspan="3" valign="top" | No gimmick
 +
| Easy mode starting round.
 
|-
 
|-
|6 || 16 ||Start with blocks in a pyramid formation.
+
| 2
 +
| 10
 +
|  
 
|-
 
|-
|7 || 12 || Hard mode starting round. One block spawns on the surface of the stack every 8 pieces where no line is cleared.
+
| 3
 +
| 12
 +
|  
 
|-
 
|-
|8 || 15 ||One block spawns on the surface of the stack every 5 pieces where no line is cleared.
+
| 4
 +
| 10
 +
| rowspan="3" valign="top" | Starting configuration of blocks.
 +
| Normal mode starting round. Start with a column of 8 blocks on each side of the playfield.
 
|-
 
|-
|9 || 18 ||One block spawns on the surface of the stack every 3 pieces where no line is cleared.
+
| 5
 +
| 13
 +
| Start with 10 blocks scattered across the bottom 5 rows.
 
|-
 
|-
|10 || 12 ||A row of garbage appears every 8 pieces.
+
| 6
 +
| 16
 +
| Start with blocks in a pyramid formation.
 
|-
 
|-
|11 || 15 ||A row of garbage appears every 6 pieces.
+
| 7
 +
| 12
 +
| rowspan="3" valign="top" | Single blocks spawn on the field. Their appearance can be delayed by clearing lines.
 +
| Hard mode starting round. One block spawns on the surface of the stack every 8 pieces where no line is cleared.
 
|-
 
|-
|12 || 18 ||A row of garbage appears every 3 pieces.
+
| 8
 +
| 15
 +
| One block spawns on the surface of the stack every 5 pieces where no line is cleared.
 
|-
 
|-
|13 || 12 || Start with two triangles, one on each side
+
| 9
 +
| 18
 +
| One block spawns on the surface of the stack every 3 pieces where no line is cleared.
 
|-
 
|-
|14 || 15 || Start with six blocks, two each on rows 2, 4 and 6 from the bottom.
+
| 10
 +
| 12
 +
| rowspan="3" valign="top" | Garbage appears on the field.
 +
| A row of garbage appears every 8 pieces.
 
|-
 
|-
|15 || 18 || Start with four diagonal lines of blocks.
+
| 11
 +
| 15
 +
| A row of garbage appears every 6 pieces.
 
|-
 
|-
|16 || 12 || Start with blocks forming the initials of the first high score.
+
| 12
 +
| 18
 +
| A row of garbage appears every 3 pieces.
 
|-
 
|-
|17 || 15 || Start with blocks forming the initials of the second high score.
+
| 13
 +
| 12
 +
| rowspan="3" valign="top" | Starting configuration of blocks.
 +
| Start with two triangles, one on each side
 
|-
 
|-
|18 || 18 || Start with blocks forming the initials of the third high score.
+
| 14
 +
| 15
 +
| Start with six blocks, two each on rows 2, 4 and 6 from the bottom.
 
|-
 
|-
|19 || 12 || Starting position from round 4, one block spawns on the surface of the stack every 8 pieces where no line is cleared.
+
| 15
 +
| 18
 +
| Start with four diagonal lines of blocks.
 
|-
 
|-
|20 || 15 || Starting position from round 5, one block spawns on the surface of the stack every 6 pieces where no line is cleared.
+
| 16
 +
| 12
 +
| rowspan="3" valign="top" | Starting configuration of blocks, based on high score initials.
 +
| Start with blocks forming the initials of the first high score.
 
|-
 
|-
|21 || 18 || Starting position from round 6, one block spawns on the surface of the stack every 3 pieces where no line is cleared.
+
| 17
 +
| 15
 +
| Start with blocks forming the initials of the second high score.
 
|-
 
|-
|22 || 12 || Starting position from round 4, a row of garbage appears every 8 pieces where no line is cleared.
+
| 18
 +
| 18
 +
| Start with blocks forming the initials of the third high score.
 
|-
 
|-
|23 || 15 || Starting position from round 5, a row of garbage appears every 6 (?) pieces where no line is cleared.
+
| 19
 +
| 12
 +
| rowspan="3" valign="top" | Single blocks spawn with round 4-6 configurations.
 +
| Starting position from round 4, one block spawns on the surface of the stack every 8 pieces where no line is cleared.
 
|-
 
|-
|24 || 18 || Starting position from round 6, a row of garbage appears every 3 pieces where no line is cleared.
+
| 20
 +
| 15
 +
| Starting position from round 5, one block spawns on the surface of the stack every 6 pieces where no line is cleared.
 
|-
 
|-
|25 || 12 || A row of garbage appears and one block spawns on the surface of the stack every 8 pieces where no line is cleared.
+
| 21
 +
| 18
 +
| Starting position from round 6, one block spawns on the surface of the stack every 3 pieces where no line is cleared.
 
|-
 
|-
|26 || 15 || A row of garbage appears and one block spawns on the surface of the stack every 6 pieces where no line is cleared.
+
| 22
 +
| 12
 +
| rowspan="3" valign="top" | Garbage spawns with round 4-6 configurations.
 +
| Starting position from round 4, a row of garbage appears every 8 pieces where no line is cleared.
 
|-
 
|-
|27 || 18 || A row of garbage appears and one block spawns on the surface of the stack every 3 pieces where no line is cleared.
+
| 23
|}
+
| 15
 
+
| Starting position from round 5, a row of garbage appears every 6 (?) pieces where no line is cleared.
 
+
==Rotation rules==
+
[[image:Atetris-pieces.png|210px]]
+
 
+
The rotation rules are identical to those of [[Tetris (NES, Tengen)|the game's NES port]], except the tetrominoes are colored differently, and they do not change color once they lock. In addition, the player can rotate the tetrominoes only counterclockwise (columns in order 0, 3, 2, 1).
+
 
+
Because basic rotation can fail when a piece is against the right wall, but not when the same piece is against the left wall, this game will wallkick one square to the left if basic rotation fails.  If that fails the piece will not rotate.  This allows for a few very unique wallkicks.
+
 
+
== Scoring ==
+
 
+
Next to each player's score is a horizontal bar called the rainbow meter.
+
Every four lines cleared adds 1 to the rainbow meter.
+
If the player [[top out|tops out]] and continues, the rainbow meter is set the way it was before the player added.
+
 
+
The score for each [[tetromino]] that the player places is ''d''*min(''r''*(''r'' + ''h''),250), where
+
*''d'' = 1 for normal gravity or 2 for soft [[drop]] when the tetromino lands
+
*''r'' = the number of bars on the rainbow meter plus 1
+
*''h'' = the row on which the tetromino was placed, minus 1 (0 = bottom)
+
 
+
Line clear scores:
+
{|
+
! Line clear || Points
+
 
|-
 
|-
| 1 (single) || 50
+
| 24
 +
| 18
 +
| Starting position from round 6, a row of garbage appears every 3 pieces where no line is cleared.
 
|-
 
|-
| 2 (double) || 150
+
| 25
 +
| 12
 +
| rowspan="3" valign="top" | Single blocks and garbage spawn simultaneously.
 +
| A row of garbage appears and one block spawns on the surface of the stack every 8 pieces where no line is cleared.
 
|-
 
|-
| 3 (triple) || 400
+
| 26
 +
| 15
 +
| A row of garbage appears and one block spawns on the surface of the stack every 6 pieces where no line is cleared.
 
|-
 
|-
| 4 (tetris) || 900
+
| 27
 +
| 18
 +
| A row of garbage appears and one block spawns on the surface of the stack every 3 pieces where no line is cleared.
 
|}
 
|}
 
+
<nowiki>*</nowiki> After round 27 gimmicks loop through rounds 16-27.
After finishing each round, the game awards a "BONUS FOR LOW PUZZLE" of up to 2100 points based on the number of empty rows above the highest block left in the playfield.
+
The formula is 5*''e''*(''e'' + 1), where ''e'' is the number of empty rows.
+
 
+
In a two-player game, finishing the level before the other player gives a 2,000 point bonus.
+
This bonus is awarded both for skill and for putting more money into the machine.
+
  
 
==Trivia==
 
==Trivia==
Line 132: Line 189:
  
 
==See also==
 
==See also==
*[[Game]]s
+
* ''[[Vs. Tetris]]''
 +
* [[Tetris (NES, Tengen)|''Tetris'' (NES, Tengen)]]
  
 
==External links==
 
==External links==

Latest revision as of 15:32, 18 August 2019

Tetяis
Tetris (Atari) flyer.jpg
Arcade flyer
Developer(s) Atari Games
Publisher(s) Atari Games
Release date(s) 1988
Platform(s) Arcade
Gameplay Info
Next pieces 1 (one extra during line delay)
Playfield dimensions 10 × 20
Hold piece No
Hard drop No
Rotation system Atari
Atetris title.png Atetris play.png

Tetris is an arcade game published by Atari Games.

Gameplay

The game is based around rounds. The player progresses by clearing the target line count for the current round. When the round ends, the playfield is cleared and the next round starts.

Scoring

Next to each player's score is a horizontal bar called the rainbow meter. Every four lines cleared adds 1 to the rainbow meter. If the player tops out and continues, the rainbow meter is set the way it was before the player added.

The score for each tetromino that the player places is d*min(r*(r + h),250), where

  • d = 1 for normal gravity or 2 for soft drop when the tetromino lands
  • r = the number of bars on the rainbow meter plus 1
  • h = the row on which the tetromino was placed, minus 1 (0 = bottom)
Line clear scores
Line clear Points
1 (single) 50
2 (double) 150
3 (triple) 400
4 (tetris) 900

After finishing each round, the game awards a "BONUS FOR LOW PUZZLE" of up to 2100 points based on the number of empty rows above the highest block left in the playfield. The formula is 5*e*(e + 1), where e is the number of empty rows, which corresponds to 10 points for the first line, 20 points for the second line, 30 points for the third line, and so on, with 10 more points for each line.

In a two-player game, finishing the level before the other player gives a 2,000 point bonus. This bonus is awarded both for skill and for putting more money into the machine.

Rotation system

Atetris-pieces.png

The rotation rules are identical to those of the game's NES port, except the tetrominoes are colored differently, and they do not change color once they lock. In addition, the player can rotate the tetrominoes only counterclockwise (columns in order 0, 3, 2, 1).

Because basic rotation can fail when a piece is against the right wall, but not when the same piece is against the left wall, this game will wallkick one square to the left if basic rotation fails. If that fails the piece will not rotate. This allows for a few very unique wallkicks.

Rounds

Round Lines required Gimmick* Notes
1 5 No gimmick Easy mode starting round.
2 10
3 12
4 10 Starting configuration of blocks. Normal mode starting round. Start with a column of 8 blocks on each side of the playfield.
5 13 Start with 10 blocks scattered across the bottom 5 rows.
6 16 Start with blocks in a pyramid formation.
7 12 Single blocks spawn on the field. Their appearance can be delayed by clearing lines. Hard mode starting round. One block spawns on the surface of the stack every 8 pieces where no line is cleared.
8 15 One block spawns on the surface of the stack every 5 pieces where no line is cleared.
9 18 One block spawns on the surface of the stack every 3 pieces where no line is cleared.
10 12 Garbage appears on the field. A row of garbage appears every 8 pieces.
11 15 A row of garbage appears every 6 pieces.
12 18 A row of garbage appears every 3 pieces.
13 12 Starting configuration of blocks. Start with two triangles, one on each side
14 15 Start with six blocks, two each on rows 2, 4 and 6 from the bottom.
15 18 Start with four diagonal lines of blocks.
16 12 Starting configuration of blocks, based on high score initials. Start with blocks forming the initials of the first high score.
17 15 Start with blocks forming the initials of the second high score.
18 18 Start with blocks forming the initials of the third high score.
19 12 Single blocks spawn with round 4-6 configurations. Starting position from round 4, one block spawns on the surface of the stack every 8 pieces where no line is cleared.
20 15 Starting position from round 5, one block spawns on the surface of the stack every 6 pieces where no line is cleared.
21 18 Starting position from round 6, one block spawns on the surface of the stack every 3 pieces where no line is cleared.
22 12 Garbage spawns with round 4-6 configurations. Starting position from round 4, a row of garbage appears every 8 pieces where no line is cleared.
23 15 Starting position from round 5, a row of garbage appears every 6 (?) pieces where no line is cleared.
24 18 Starting position from round 6, a row of garbage appears every 3 pieces where no line is cleared.
25 12 Single blocks and garbage spawn simultaneously. A row of garbage appears and one block spawns on the surface of the stack every 8 pieces where no line is cleared.
26 15 A row of garbage appears and one block spawns on the surface of the stack every 6 pieces where no line is cleared.
27 18 A row of garbage appears and one block spawns on the surface of the stack every 3 pieces where no line is cleared.

* After round 27 gimmicks loop through rounds 16-27.

Trivia

  • The game's platform did not support sprites. The whole game ran in "text" mode, just as many of the early PC versions of Tetris did.
  • Except in copyright notices and in the name Vadim Gerasimov, all letter 'R's appeared as a Cyrillic letter Ya ('Я').

See also

External links

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This page was last modified on 18 August 2019, at 15:32. - Disclaimers - About TetrisWiki