The New Tetris: Difference between revisions
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{{Infobox |title = The New Tetris | {{Infobox |title = The New Tetris | ||
|developer = H2O Entertainment | |developer = [[Blue Planet Software]] <br /> H2O Entertainment | ||
|publisher = Nintendo of America | |publisher = Nintendo of America | ||
|released = | |released = {{release|US|July 31, 1999|EU|October 15, 1999}} | ||
|platform = Nintendo 64 | |platform = Nintendo 64 | ||
|hard = | |hard = Yes (sonic drop) | ||
| | |system = Original with mild wall kick, SRS predecessor | ||
|preview=3 | |preview=3 | ||
|hold= | |hold=Yes | ||
|playfield= | |playfield=10 × 20 | ||
|title-scrn= | |boxart = The_New_Tetris_boxart.jpg | ||
|ingame-scrn= | |caption = North American cover art | ||
|title-scrn=The_New_Tetris_title_HQ.png | |||
|ingame-scrn=The_New_Tetris_ingame_HQ.png | |||
}} | }} | ||
'''''The New Tetris''''' for | '''''The New Tetris''''' is a game for the Nintendo 64 that was developed by H2O and published by Nintendo. | ||
Like ''[[Tetrisphere]]'' before it, ''The New Tetris'' features a soundtrack by Neil Voss. | Like ''[[Tetrisphere]]'' before it, ''The New Tetris'' features a soundtrack by Neil Voss. | ||
== Gameplay == | |||
''The New Tetris'' introduces several new gameplay mechanics that will eventually become key components of the [[Tetris Guideline]], such as multiple [[piece preview]]s, [[Hold piece|hold piece]], [[Ghost piece|ghost piece]], and wall kicks for pieces. | |||
Top | [[Top out]] condition is the same as in Atari's [[Tetris (Atari)|''Tetris'']] 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 [[twist | ''The New Tetris'' defines [[twist]]s (known in the manual as "spin moves") differently from the T-spin rule used in ''Tetris'' 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 | *[[ARE]]: ca. 500 ms | ||
*Randomizer: Preliminary [http://www.tetrisconcept.com/forum/viewtopic.php?p=16610#16610 data] is consistent with a 63-piece bag. | |||
*Entry position: rows 21-22, centered, JLSTZ rounded to the right | *Entry position: rows 21-22, centered, JLSTZ rounded to the right | ||
*[[Lock delay]]: ca. 500 ms, step reset | *[[Lock delay]]: ca. 500 ms, step reset, no manual lock | ||
*[[DAS]]: ca. 10 frames, repeating 5 frames | *[[DAS]]: ca. 10 frames, repeating 5 frames | ||
*Up: [[Drop#Hard drop|Firm drop]], not locking | *Up: [[Drop#Hard drop|Firm drop]], not locking | ||
*Down: [[Drop#Soft drop|Soft drop]] | *Down: [[Drop#Soft drop|Soft drop]], not locking | ||
*[[Top out]]: tetromino locks with a block in row 21 | *[[Top out]]: tetromino locks with a block in row 21 | ||
[[image:TNT64-pieces.png|thumb|The New Tetris: Rotations in free space. Top row: I, O. Next rows: J, L, S, T, Z.]] | [[image:TNT64-pieces.png|thumb|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 flexible [[wall kick]]s and [[floor kick]]s. | The rotation system of ''The New Tetris'' is a predecessor to [[SRS]], with somewhat flexible [[wall kick]]s and [[floor kick]]s. | ||
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. | |||
{| 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 == | ||
{{main|Square | {{main|Square Tetris}} | ||
A 4x4 block square made out of four [[tetromino]]es 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 | ;Monosquare | ||
:A 4x4 block square made out of four identical | :A 4x4 block square made out of four identical tetrominoes. | ||
;Multisquare | ;Multisquare | ||
:Any other 4x4 block square made out of four tetrominoes. | :Any other 4x4 block square made out of four tetrominoes. | ||
Line 49: | Line 73: | ||
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. | 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 | The following diagrams use ''The New Tetris'' colors, which are not the same as the later Guideline piece colors: | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| | |<playfield> | ||
I | |||
T I | |||
GGT I | |||
GGTT I | |||
</playfield> | |||
Drop O, L, I | Drop O, L, I | ||
| | |<playfield> | ||
GG II | |||
GGT II | |||
GGT II | |||
GGTTII | |||
</playfield> | |||
Drop O, I | Drop O, I | ||
| | |<playfield> | ||
GGTTII | |||
GGTTII | |||
GGTTII | |||
GGTTII | |||
</playfield> | |||
Drop another L | Drop another L | ||
| | |<playfield> | ||
CCCCII | |||
CCCCII | |||
CCCCII | |||
CCCCII | |||
</playfield> | |||
Prefers the square<br>on the left to the<br>square on the right | Prefers the square<br>on the left to the<br>square on the right | ||
|} | |} | ||
Line 85: | Line 109: | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| | |<playfield> | ||
T | |||
TTT | |||
GG | |||
GG | |||
IIII | |||
IIII | |||
</playfield> | |||
Two I, an O,<br>and an L | Two I, an O,<br>and an L | ||
| | |<playfield> | ||
TTTT | |||
TTTT | |||
GG | |||
GG | |||
IIII | |||
IIII | |||
</playfield> | |||
Drop L | Drop L | ||
| | |<playfield> | ||
TTTT | |||
TTTT | |||
GGGG | |||
GGGG | |||
IIII | |||
IIII | |||
</playfield> | |||
Slide in an O | Slide in an O | ||
| | |<playfield> | ||
CCCC | |||
CCCC | |||
CCCC | |||
CCCC | |||
IIII | |||
IIII | |||
</playfield> | |||
Prefers the top<br>square to the<br>bottom square | Prefers the top<br>square to the<br>bottom square | ||
|} | |} | ||
Line 125: | Line 149: | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| | |<playfield> | ||
II | |||
J II | |||
J II | |||
JJ II | |||
</playfield> | |||
Drop J, I, I | Drop J, I, I | ||
| | |<playfield> | ||
JJ III | |||
JJ III | |||
JJ III | |||
JJ III | |||
</playfield> | |||
Another J and I | Another J and I | ||
| | |<playfield> | ||
JJIIII | |||
JJIIII | |||
JJIIII | |||
JJIIII | |||
</playfield> | |||
Drop another I | Drop another I | ||
| | |<playfield> | ||
JJCCCC | |||
JJCCCC | |||
JJCCCC | |||
JJCCCC | |||
</playfield> | |||
Prefers gold<br>over silver | Prefers gold<br>over silver | ||
|} | |} | ||
Line 157: | Line 181: | ||
{| | {| | ||
|- valign="top" | |- valign="top" | ||
| | |<playfield> | ||
GG | |||
GG | |||
TTT | |||
T | |||
TTT | |||
T | |||
</playfield> | |||
Drop L, L, O | Drop L, L, O | ||
| | |<playfield> | ||
GGGG | |||
GGGG | |||
TTT | |||
T | |||
TTTT | |||
TTTT | |||
</playfield> | |||
Drop O and<br>slide in L | Drop O and<br>slide in L | ||
| | |<playfield> | ||
GGGG | |||
GGGG | |||
TTTT | |||
TTTT | |||
TTTT | |||
TTTT | |||
</playfield> | |||
Slide in L | Slide in L | ||
| | |<playfield> | ||
GGGG | |||
GGGG | |||
CCCC | |||
CCCC | |||
CCCC | |||
CCCC | |||
</playfield> | |||
Prefers gold over<br>silver vertically | Prefers gold over<br>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. | 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 clear | Before and after checking for [[line clear]]s, 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. | Then it makes a second pass, looking for multisquares and marking them as silver. | ||
To see if there is a square in the 4x4 | To see if there is a square in the 4x4 cell region whose lower left corner is column x of row y: | ||
# 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. | # 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. | ||
# Make sure that all | # Make sure that all cells in the region are filled with blocks. | ||
# Make sure that all blocks in the region belong to whole tetrominoes (not tetrominoes with a block broken off, and not pieces of | # 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). | ||
# In the first pass, make sure that all blocks in the region are the same color. | # In the first pass, make sure that all blocks in the region are the same type and color. | ||
''Side note: The author of The New Tetris claims that the game used a different, unspecified, secret algorithm to detect squares.'' | |||
== Scoring == | == Scoring == | ||
*1 point per line cleared | *1 point per line cleared | ||
*1 bonus point if four lines cleared simultaneously | *1 bonus point if four lines cleared simultaneously | ||
*5 | *5 points when a 1×4 strip of silver square is cleared | ||
*10 | *10 points when a 1×4 strip of gold square is cleared | ||
*no instant reward for | *no instant reward for | ||
**completing a 4x4 square | **completing a 4x4 square | ||
**spin moves ([[twist|twists]]) | **spin moves ([[twist|twists]]) | ||
Tetrises 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: | The greatest possible reward for a single move is therefore 85, as in the following case: | ||
<playfield> | |||
I | |||
I | |||
I | |||
I | |||
LLLLI-LLLL | |||
LLLLI-LLLL | |||
LLLLI-LLLL | |||
LLLLI-LLLL | |||
</playfield> | |||
The total of 85 is made up of: | The total of 85 is made up of: | ||
*4 from the four lines cleared | *4 from the four lines cleared | ||
Line 235: | Line 261: | ||
==Game modes== | ==Game modes== | ||
The game modes are: | The game modes are: | ||
*'''Marathon''' | *'''Marathon''' - game continues indefinitely (or until only one player remains in multiplayer) | ||
*'''Ultra''' | *'''Ultra''' - a race to 150 lines | ||
*'''Sprint''' | *'''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. | 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: | Garbage modes: | ||
*'''None''' | *'''None''' - garbage is disabled | ||
*'''Directed''' | *'''Directed''' - each player can choose the recipient of his or her garbage by using the left and right C buttons | ||
*'''Hot | *'''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) | ||
The attack table shows below: | |||
{| class="wikitable" | |||
|+ Attack Table | |||
|- | |||
! Type !! Double !! Triple !! Tetris and above | |||
|- | |||
| Sent || 1 || 2 || Lines cleared | |||
|} | |||
Each Line contains 1×4 strip of the square would sent 1 more line, and there are no differences between silver and gold. The player can't see the remaining pending line(s) amount, but it could be canceled, and there is a garbage cap of 5. | |||
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. | 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== | ==See also== | ||
*[[Square | * [[Square Tetris]] | ||
*[[Tactical rotation]] | * [[Tactical rotation]] | ||
* ''[[Tetris Worlds]]'' | |||
==External links== | |||
* [http://www.bretz.ca/dave/tetrisrant.htm Programmer David Pridie hidden rant] | |||
* [http://www.gamesdatabase.org/Media/SYSTEM/Nintendo_N64/Manual/formated/New_Tetris_-_1999_-_Nintendo.pdf Manual] | |||
* [https://tcrf.net/The_New_Tetris ''The New Tetris'' on The Cutting Room Floor] | |||
{{Nintendo games}} | {{Nintendo games}} | ||
{{Blue Planet Software games}} | |||
[ | |||
[[Category:Official Tetris games]] | |||
[[Category:Nintendo 64 games]] |
Latest revision as of 16:15, 15 June 2024
The New Tetris | |
---|---|
North American cover art | |
Developer(s) | Blue Planet Software H2O Entertainment |
Publisher(s) | Nintendo of America |
Platform(s) | Nintendo 64 |
Release |
|
Gameplay info | |
Next pieces | 3 |
Playfield size | 10 × 20 |
Hold piece | Yes |
Hard drop | Yes (sonic drop) |
Rotation system | Original with mild wall kick, SRS predecessor |
The New Tetris is a game for the Nintendo 64 that was developed by H2O and published by Nintendo. Like Tetrisphere before it, The New Tetris features a soundtrack by Neil Voss.
Gameplay
The New Tetris introduces several new gameplay mechanics that will eventually become key components of the Tetris Guideline, such as multiple piece previews, hold piece, ghost piece, and wall kicks for pieces.
Top out condition is the same as in Atari's Tetris 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 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 rotation system of The New Tetris is a predecessor to SRS, with somewhat flexible wall kicks and floor kicks. 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.
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 Tetris
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 Guideline piece colors:
Drop O, L, I |
Drop O, I |
Drop another L |
Prefers the square |
Two I, an O, |
Drop L |
Slide in an O |
Prefers the top |
Drop J, I, I |
Another J and I |
Drop another I |
Prefers gold |
Drop L, L, O |
Drop O and |
Slide in L |
Prefers gold over |
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:
- 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.
- Make sure that all cells in the region are filled with blocks.
- 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).
- In the first pass, make sure that all blocks in the region are the same type and 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
- 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)
Tetrises 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:
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)
The attack table shows below:
Type | Double | Triple | Tetris and above |
---|---|---|---|
Sent | 1 | 2 | Lines cleared |
Each Line contains 1×4 strip of the square would sent 1 more line, and there are no differences between silver and gold. The player can't see the remaining pending line(s) amount, but it could be canceled, and there is a garbage cap of 5. 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
|
|