Tessellate: Difference between revisions

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*>Ryanheise
→‎Scoring: mentioned exceptions in stage 1
*>Ryanheise
→‎Scoring: format using numbered list
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Tessellate calculates points in two stages.
Tessellate calculates points in two stages.


1) As a tetromino locks, Tessellate records into each block of that tetromino the number of frames that have elapsed since the previous tetromino was locked. However, if a tetrimino locks during a level block (where the player cannot progress until a line clear is achieved), or blocks appear in the well due to garbage rather than a locking tetromino, then a fixed frame count of 300 is stored into each of those blocks.
# As a tetromino locks, Tessellate records into each block of that tetromino the number of frames that have elapsed since the previous tetromino was locked. However, if a tetrimino locks during a level block (where the player cannot progress until a line clear is achieved), or blocks appear in the well due to garbage rather than a locking tetromino, then a fixed frame count of 300 is stored into each of those blocks.
 
# When rows are cleared, Tessellate awards points according to the following formula:
2) When rows are cleared, Tessellate awards points according to the following formula:
#*points = rows * (combo + twist) * max(1, progress * columns * blocks / blockFrames)<p>where:</p>
 
#*rows is the number of rows cleared
points = rows * (combo + twist) * max(1, progress * columns * blocks / blockFrames)
#*columns is the number of columns cleared
 
#*blocks is the number of blocks cleared
where:
#*blockFrames is the total number of elapsed frames stored in each of the cleared blocks
 
#*combo is set to 1 if no rows are cleared, otherwise combo is increased by (rows - 1)
*rows is the number of rows cleared
#*twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0
*columns is the number of columns cleared
#*progress is 40 + the current piece/line/level (depending on the game's unit of progress)
*blocks is the number of blocks cleared
*blockFrames is the total number of elapsed frames stored in each of the cleared blocks
*combo is set to 1 if no rows are cleared, otherwise combo is increased by (rows - 1)
*twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0
*progress is 40 + the current piece/line/level (depending on the game's unit of progress)
   
   
Most factors in this formula may be switched on or off when defining a game mode:
Most factors in this formula may be switched on or off when defining a game mode:

Revision as of 06:22, 3 March 2009

Tessellate
Developer(s)hi-games.net
Publisher(s)N/A
Platform(s)Windows, Linux, Solaris, Mac OS
ReleaseSeptember 23rd 2008
Gameplay info
Next pieces1-8
Playfield size4-10w x 4-20h
Hold pieceOptional
Hard dropLocking and non-locking options
Rotation systemVarious options

Tessellate is the engine behind the tetronimo games at hi-games.net. A unique feature of the Tessellate engine is that it allows users themselves to define their own games and compete on shared leaderboards for these games. Other features include user-customisable themes and the ability to watch replays of any record.

Standard modes

hi-games.net provides 3 standard modes.

  • 40 Lines
  • 2 Minute Speed Run
  • 20G Japanese

Creating user-defined modes

Any number of user-defined modes can be created using the Tessellate Wizard tool.

Simulation

Scoring

Tessellate calculates points in two stages.

  1. As a tetromino locks, Tessellate records into each block of that tetromino the number of frames that have elapsed since the previous tetromino was locked. However, if a tetrimino locks during a level block (where the player cannot progress until a line clear is achieved), or blocks appear in the well due to garbage rather than a locking tetromino, then a fixed frame count of 300 is stored into each of those blocks.
  2. When rows are cleared, Tessellate awards points according to the following formula:
    • points = rows * (combo + twist) * max(1, progress * columns * blocks / blockFrames)

      where:

    • rows is the number of rows cleared
    • columns is the number of columns cleared
    • blocks is the number of blocks cleared
    • blockFrames is the total number of elapsed frames stored in each of the cleared blocks
    • combo is set to 1 if no rows are cleared, otherwise combo is increased by (rows - 1)
    • twist is 1 if the locked piece cannot be moved one cell left, right or up, or otherwise is 0
    • progress is 40 + the current piece/line/level (depending on the game's unit of progress)

Most factors in this formula may be switched on or off when defining a game mode:

  • If combos are disabled, then combo is always reset to 1 before the above combo formula is applied
  • If multirow clears are disabled, then the combo formula is changed to increase combo by 1 rather than (rows - 1)
  • If twists are disabled, then twist is always set to 0
  • If progress points are disabled, then the above formula assumes a constant current piece/line/level of 80
  • If speed points are disabled, then the above formula assumes a constant blockFrames of 16*blocks

External Links