Tetris (Sega): Difference between revisions

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{{Infobox |title = Tetris
{{Infobox |title = Tetris
|developer = Sega
|developer = Sega
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|SRS = Sega Rotation (no wallkicks)
|SRS = Sega Rotation (no wallkicks)
}}
}}
Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the [[TGM series]], [[Tetris Plus]] series, [[ТЕТРИС SEMIPRO-68k|Shimizu Tetris]] and, to less extent, [[DTET]]. It was one of the first games to instate [[lock delay]], improving maneuverability greatly at high speeds compared to games which did not have the feature.
Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the [[TGM series]], [[Tetris Plus]] series, [[ТЕТРИС SEMIPRO-68k|Shimizu Tetris]] and, to less extent, [[DTET]]. It was one of the first games to instate [[lock delay]], improving maneuverability greatly at high speeds compared to games which did not have the feature.
==Gameplay specifics==
==Gameplay specifics==
Being an early game, there was only one rotation button, which rotated counterclockwise. The game also contained no wallkicks and no hard drop. However, many of the elements that exist in later games can already be seen here, such as 1G [[DAS]] movement, [[lock delay]], [[ARE]], and rotation/movement processed before gravity - allowing for [[TGM legend#Synchro|synchro]] moves to be performed at 1G fall speed. One rule element not commonly seen in recent games is the existence of the field ceiling. The field height is fixed at 20 cells, and any rotation that would exceed that height would fail.
Being an early game, there was only one rotation button, which rotated counterclockwise. The game also contained no wallkicks and no hard drop. However, many of the elements that exist in later games can already be seen here, such as 1G [[DAS]] movement, [[lock delay]], [[ARE]], and rotation/movement processed before gravity - allowing for [[TGM legend#Synchro|synchro]] moves to be performed at 1G fall speed. One rule element not commonly seen in recent games is the existence of the field ceiling. The field height is fixed at 20 cells, and any rotation that would exceed that height would fail.

Revision as of 04:54, 4 November 2007

bocdeleltalt

Tetris
Developer(s)Sega
Publisher(s)Sega
Platform(s)Arcade
Release1988
Gameplay info
Next pieces1
Playfield size10x20
Hold pieceNo
Hard dropNo

Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the TGM series, Tetris Plus series, Shimizu Tetris and, to less extent, DTET. It was one of the first games to instate lock delay, improving maneuverability greatly at high speeds compared to games which did not have the feature.

Gameplay specifics

Being an early game, there was only one rotation button, which rotated counterclockwise. The game also contained no wallkicks and no hard drop. However, many of the elements that exist in later games can already be seen here, such as 1G DAS movement, lock delay, ARE, and rotation/movement processed before gravity - allowing for synchro moves to be performed at 1G fall speed. One rule element not commonly seen in recent games is the existence of the field ceiling. The field height is fixed at 20 cells, and any rotation that would exceed that height would fail.

It was one of the first games released in Japan to popularize the "marathon" play model of playing endlessly against increasing speed for survival, as opposed to beating levels or clearing a predefined number of lines.

Details

  • Speed levels, in frames per row
Level Light Standard Heavy Oni
0 48 48 40 30
1 32 24 20 15
2 24 18 16 12
3 18 15 12 10
4 14 12 10 8
5 12 10 8 6
6 10 8 6 4
7 8 6 4 2
8 6 4 2 1
9 4 2 1 1
10 12 10 10 8
11 10 8 8 6
12 8 6 6 4
13 6 4 4 2
14 4 2 2 1
15 2 1 1 1

Current piece speed is located at C7000Ah in the RAM.

  • Level advancement requirements

There are 2 ways to increase a level.

  1. Erase 4 lines.
  2. Put any tetromino after the "level timer" reaches to certain value. (Level will not increase if line clear happen.)

The "level timer" will increase every 256 frames. If the level increases, the timer will be reset in 0.

Level Required time
0 14
1 9
2 9
3 9
4 9
5 9
6 9
7 9
8 9
9 14
10 14
11 9
12 9
13 9
14 9
15 14

Current level timer is stored at C72336h in the RAM.

Power-on Pattern

One characteristic of this version of Tetris was the existence of a "Power-on pattern". This referred to the game's behavior that the string of pieces it dealt in the very first game after starting up the system was always the same. This was most probably caused by the state of the randomization seed in the system. After its discovery, players began constructing gameplay plans around the power-on pattern in order to max out the score in the least lines possible. Sega's 1999 version of Tetris (Arcade, Dreamcast) pays tribute to the power-on pattern, by dealing the sequence in the final level of the single-player game.

Availability

A fairly accurate representation of the game, along with Tetris: New Century, Flash Point and Bloxeed, can be obtained in the Japanese PS2 game Sega Ages 2500 Series Vol.28 Tetris Collection.