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''The New Tetris'' defines [[twist]]s (known in the manual as "spin moves") differently from the T-spin rule used in ''[[Tetris Worlds]]'', ''Tetris DS'', and other games that use SRS. In this game, a twist occurs when a tetromino locks in a position such that it cannot move left, right, or up without rotating. This is known as immobile spin detection.
''The New Tetris'' defines [[twist]]s (known in the manual as "spin moves") differently from the T-spin rule used in ''[[Tetris Worlds]]'', ''Tetris DS'', and other games that use SRS. In this game, a twist occurs when a tetromino locks in a position such that it cannot move left, right, or up without rotating. This is known as immobile spin detection.


== Tetromino behavior ==
=== Details ===


*[[ARE]]: ca. 500 ms
*[[ARE]]: ca. 500 ms
Line 40: Line 40:
But surprisingly for a game co-developed by BPS, its handling of J, L, S, and Z in free space is more like [[Tetris (Atari)|Atari Games' arcade game]] and [[Tetris (NES, Tengen)|its unlicensed NES port]] than like BPS's previous games.
But surprisingly for a game co-developed by BPS, its handling of J, L, S, and Z in free space is more like [[Tetris (Atari)|Atari Games' arcade game]] and [[Tetris (NES, Tengen)|its unlicensed NES port]] than like BPS's previous games.


Wall kick is yet to be fully described.
{| class="wikitable"
|+Wall kick tests
! 
!Counter-clockwise
!Clockwise
|-
| 1 || one space down || one space down
|-
| 2 || one space left || one space right
|-
| 3 || one space right || one space left
|-
| 4 || one space up || one space up
|}
 
The wall kick system along with the basic rotations allows for twists not possible in most other games; see [[Tactical rotation]] for practical uses of the kicks.


== Squares ==
== Squares ==

Revision as of 23:39, 17 January 2020

The New Tetris
The New Tetris boxart.jpg
North American cover art
Developer(s)H2O Entertainment
Publisher(s)Nintendo of America
Platform(s)Nintendo 64
Release
  • US: July 31, 1999
  • EU: October 15, 1999
Gameplay info
Next pieces3
Playfield size10 × 20
Hold pieceYes
Hard drop"Firm" drop (with lock delay)
Rotation systemMild wall kick, SRS predecessor
TNT64 title.png
TNT64 play.png

The New Tetris for N64 was developed by H2O and published by Nintendo. Like Tetrisphere before it, The New Tetris features a soundtrack by Neil Voss.

Gameplay

It has lock delay, soft and firm drop, 4×4 squares, hold piece (though not IHS), three next pieces, ghost piece (TLS), and milder wall kick than SRS (notably, T-spin triples don't work but lock delay is still abusable on no-garbage play).

Top out condition is the same as in Tetris (Atari) and the "push" mode of Nintendo's Tetris DS, the game ends when at least one block is placed above the playfield's top row.

The New Tetris defines twists (known in the manual as "spin moves") differently from the T-spin rule used in Tetris Worlds, Tetris DS, and other games that use SRS. In this game, a twist occurs when a tetromino locks in a position such that it cannot move left, right, or up without rotating. This is known as immobile spin detection.

Details

  • ARE: ca. 500 ms
  • Randomizer: Preliminary data is consistent with a 63-piece bag.
  • Entry position: rows 21-22, centered, JLSTZ rounded to the right
  • Lock delay: ca. 500 ms, step reset, no manual lock
  • DAS: ca. 10 frames, repeating 5 frames
  • Up: Firm drop, not locking
  • Down: Soft drop, not locking
  • Top out: tetromino locks with a block in row 21
The New Tetris: Rotations in free space. Top row: I, O. Next rows: J, L, S, T, Z.

The rotation system of The New Tetris is a predecessor to SRS, with somewhat flexible wall kicks and floor kicks. But surprisingly for a game co-developed by BPS, its handling of J, L, S, and Z in free space is more like Atari Games' arcade game and its unlicensed NES port than like BPS's previous games.

Wall kick tests
  Counter-clockwise Clockwise
1 one space down one space down
2 one space left one space right
3 one space right one space left
4 one space up one space up

The wall kick system along with the basic rotations allows for twists not possible in most other games; see Tactical rotation for practical uses of the kicks.

Squares

Main article: Square Platforming

A 4x4 block square made out of four tetrominoes becomes a monolithic square of the same size.

  • A square is entirely within the playfield.
  • If things are projecting out of a 4x4 block region, it is not a square.
  • If it has a hole in it, it is not a square.
  • If it contains blocks that form part of a tetromino or square that was partially removed, it is not a square.
Monosquare
A 4x4 block square made out of four identical tetrominoes.
Multisquare
Any other 4x4 block square made out of four tetrominoes.

Details

If a tetromino forms two overlapping squares at once, the gold wins over silver, the top wins over the bottom, and the left wins over the right. It is not known whether the top-right wins over the bottom-left.

The following diagrams use The New Tetris colors, which are not the same as the later Tetris Guideline colors:

     I
  T  I
GGT  I
GGTT I

Drop O, L, I

GG  II
GGT II
GGT II
GGTTII

Drop O, I

GGTTII
GGTTII
GGTTII
GGTTII

Drop another L

CCCCII
CCCCII
CCCCII
CCCCII

Prefers the square
on the left to the
square on the right

         T
       TTT
        GG
        GG
      IIII
      IIII

Two I, an O,
and an L

      TTTT
      TTTT
        GG
        GG
      IIII
      IIII

Drop L

      TTTT
      TTTT
      GGGG
      GGGG
      IIII
      IIII

Slide in an O

      CCCC
      CCCC
      CCCC
      CCCC
      IIII
      IIII

Prefers the top
square to the
bottom square

    II
 J  II
 J  II
JJ  II

Drop J, I, I

JJ III
JJ III
JJ III
JJ III

Another J and I

JJIIII
JJIIII
JJIIII
JJIIII

Drop another I

JJCCCC
JJCCCC
JJCCCC
JJCCCC

Prefers gold
over silver

GG
GG
TTT
T
TTT
T

Drop L, L, O

GGGG
GGGG
TTT
T
TTTT
TTTT

Drop O and
slide in L

GGGG
GGGG
TTTT
TTTT
TTTT
TTTT

Slide in L

GGGG
GGGG
CCCC
CCCC
CCCC
CCCC

Prefers gold over
silver vertically

The playfield is stored as a matrix of 10 columns by 20 rows. Each entry has 4 bits for color, 1 bit for right connection, 1 bit for down connection, 1 bit for left connection, 1 bit for up connection, and 1 bit for being part of a tetromino that was broken by a line clear.

Before and after checking for line clears, the engine scans the playfield top to bottom, left to right, looking for monosquares and marking them as gold. Then it makes a second pass, looking for multisquares and marking them as silver. To see if there is a square in the 4x4 cell region whose lower left corner is column x of row y:

  1. Make sure that the left edge isn't connected to anything. That is, make sure that the blocks at (x, y), (x, y + 1), (x, y + 2), and (x, y + 3) don't have their left connection bit set to true. Do the same for the other four edges.
  2. Make sure that all cells in the region are filled with blocks.
  3. Make sure that all blocks in the region belong to whole tetrominoes (not tetrominoes with a block broken off, and not pieces of squares that have already been marked).
  4. In the first pass, make sure that all blocks in the region are the same color.

Side note: The author of The New Tetris claims that the game used a different, unspecified, secret algorithm to detect squares.

Scoring

  • 1 point per line cleared
  • 1 bonus point if four lines cleared simultaneously (tetris)
  • 5 points when a 1×4 strip of silver square is cleared
  • 10 points when a 1×4 strip of gold square is cleared
  • no instant reward for
    • completing a 4x4 square
    • spin moves (twists)

So a tetris with all four lines of a silver square is worth 25 points (4 + 1 + 5 * 4), and a tetris with all four lines of a gold square is worth 45 points (4 + 1 + 10 * 4). The greatest possible reward for a single move is therefore 85, as in the following case:

     I
     I
     I
     I
LLLLI-LLLL
LLLLI-LLLL
LLLLI-LLLL
LLLLI-LLLL


The total of 85 is made up of:

  • 4 from the four lines cleared
  • 1 as four were cleared simultaneously
  • 10 × 8 = 80 as eight 1×4 strips of gold are cleared

Game modes

The game modes are:

  • Marathon - game continues indefinitely (or until only one player remains in multiplayer)
  • Ultra - a race to 150 lines
  • Sprint - a three minute countdown

Each mode can be single player or multiplayer. In multiplayer mode up to four players can compete, with the option of no garbage, directed garbage or hot potato garbage.

Garbage modes:

  • None - garbage is disabled
  • Directed - each player can choose the recipient of his or her garbage by using the left and right C buttons
  • Hot potato_ - one player is outlined in red and receives all garbage. When this player completes a line the hot potato moves to a random player (which could be the same one)

In single player mode a computer-controlled opponent can be activated (which also forces garbage mode on), but even on the highest skill level it is not challenging to stronger players. The CPU opponent's name is randomly selected from a set in the ROM; "Nachanca" has been seen to exploit infinity to completely prevent topping out.

Codes

Enter the code in the name entry screen to activate the desired effect.

  • 2FAST4U - Make your pieces fall faster.
  • AI2EZ4U - The CPU's pieces will fall faster.
  • 01DERS - Reset line totals and reset wonders.
  • 1N175R4M - Reset high scores.
  • Select the song "Haluci" in the audio options screen, then enter HALUCI as your name in One Player mode. Restarting the game is required to disable the code.

See also

External links