Tetris Design Guideline

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Tetris Design Guideline MARCH 2009 Tetris® Design Guideline CONFIDENTIAL © 2009, Blue Planet Software, Inc. TABLE OF CONTENTS 1. INTRODUCTION _____________________________________________________________ 1 1.1 WHAT IS TETRIS? __________________________________________________________ 1 1.2 WHY TETRIS? _____________________________________________________________ 1 1.3 HOW TO PLAY TETRIS ______________________________________________________ 1 1.4 TETRIS TERMINOLOGY ____________________________________________________ 1 2. BASIC GAME FLOWCHART __________________________________________________ 3 2.1 LEGAL SCREEN __________________________________________________________ 3 2.2 TITLE SCREEN & LOGO ____________________________________________________ 4 2.2.1 LOGO PLACEMENT & SIZE __________________________________________ 4 2.3 MAIN MENU _____________________________________________________________ 4 2.3.1 SELECT NUMBER OF PLAYERS _______________________________________ 5 2.3.2 SELECT GAME VARIATION __________________________________________ 5 2.3.3 SELECT STARTING LEVEL ____________________________________________ 5 2.3.4 HIGH SCORE TablE ________________________________________________ 6 2.4 NEW GAME & INTERFACE _________________________________________________ 6 2.5 OPTIONS ________________________________________________________________ 7 2.5.1 NEXT QUEUE ______________________________________________________ 7 2.5.2 HOLD QUEUE______________________________________________________ 7 2.5.3 GHOST PIECE _____________________________________________________ 7 2.5.4 LOCK DOWN _____________________________________________________ 8 2.5.5 BACKGROUND MUSIC (BGM) ______________________________________ 8 2.5.6 SOUND EFFECTS ___________________________________________________ 8 2.6 HELP ____________________________________________________________________ 8 3. TETRIMINO GENERATION ____________________________________________________ 9 3.1 COLORED TETRIMINOS ___________________________________________________ 9 3.2 MONOCHROME TETRIMINOS _____________________________________________ 9 3.3 RANDOM GENERATION __________________________________________________ 9 3.4 STARTING LOCATION & ORIENTATION ______________________________________ 9 4. CONTROLS ________________________________________________________________ 11 4.1 TABLE OF BASIC CONTROLS ______________________________________________ 15 © 2009, Blue Planet Software, Inc. Contents-I TABLE OF CONTENTS 5. TETRIMINO MANIPULATION ________________________________________________ 16 5.1 MOVEMENT ____________________________________________________________ 16 5.2 AUTO-REPEAT ___________________________________________________________ 16 5.3 ROTATION ______________________________________________________________ 16 5.4 HARD DROP ____________________________________________________________ 16 5.5 SOFT DROP _____________________________________________________________ 17 5.6 HOLD __________________________________________________________________ 17 5.7 EXTENDED PLACEMENT LOCK DOWN _____________________________________ 17 5.8 INFINITE PLACEMENT LOCK DOWN _______________________________________ 17 5.9 CLASSIC LOCK DOWN __________________________________________________ 18 6. LEVELS & GOALS ___________________________________________________________ 19 6.1 VARIABLE GOAL SYSTEM & LINE CLEARS ___________________________________ 19 7. FALL & DROP SPEEDS ______________________________________________________ 20 7.1 DROP SPEEDS___________________________________________________________ 20 8. ScORING _________________________________________________________________ 21 8.1 BACK-TO-BACK EXAMPLE ________________________________________________ 21 9. T-SPINS ____________________________________________________________________ 22 9.1 RECOGNITION __________________________________________________________ 22 9.1.1 T-SPIN ___________________________________________________________ 22 9.1.2 MINI T-SPIN _______________________________________________________ 22 10. GAME OVER CONDITIONS ________________________________________________ 26 10.1 GAME OVER CONDITION DIAGRAMS ____________________________________ 27 11. GAME OVER EVENTS ______________________________________________________ 28 11.1 END REWARDS ________________________________________________________ 28 11.2 HIGH SCORE TABLE ____________________________________________________ 28 12. MAIN TETRIS VARIANTS ___________________________________________________ 29 12.1 MARATHON ___________________________________________________________ 29 12.2 SPRINT (ALSO KNOWN AS 40 LINES)______________________________________ 29 12.3 ULTRA _________________________________________________________________ 29 Contents-II © 2009, Blue Planet Software, Inc. TABLE OF CONTENTS 13. ViSUAL/SOUND EFFECTS & MUSIC _________________________________________ 30 13.1 VISUAL EFFECTS & ANIMATION __________________________________________ 30 13.1.1 LINE CLEAR EFFECTS _____________________________________________ 30 13.1.2 HARD DROP TRAIL _______________________________________________ 30 13.1.3 LOCK DOWN ___________________________________________________ 30 13.1.4 BACKGROUND GRAPHICS & ANIMATIONS ________________________ 30 13.1.5 ACTION NOTIFICATIONS _________________________________________ 30 13.1.6 PAUSING THE GAME _____________________________________________ 30 13.2 SOUND EFFECTS _______________________________________________________ 31 13.3 BACKGROUND MUSIC (BGM) __________________________________________ 31 APPENDIX A THE TETRIS ENGINE _____________________________________________ 33 A1.1 TETRIS ENGINE FLOWCHART _____________________________________________ 33 A1.2 TETRIS PHASES _________________________________________________________ 34 A1.2.1 GENERATION PHASE _____________________________________________ 34 A1.2.2 FalliNG PHASE _________________________________________________ 34 A1.2.3 LOCK PHASE ___________________________________________________ 34 A1.2.4 PATTERN PHASE _________________________________________________ 35 A1.2.5 ITERATE PHASE __________________________________________________ 35 A1.2.6 ANIMATE PHASE ________________________________________________ 35 A1.2.7 ELIMINATE PHASE _______________________________________________ 35 A1.2.8 COMPLETION PHASE ____________________________________________ 35 A1.3 TETRIMINO FACINGS ___________________________________________________ 36 A1.4 SUPER ROTATION SYSTEM _______________________________________________ 36 A1.4.1 OBJECTIVES ____________________________________________________ 37 A1.4.2 SUPER ROTATION DIAGRAMS _____________________________________ 37 APPENDIX B MULTIPLAYER ___________________________________________________ 79 B1.1 INTRODUCTION ________________________________________________________ 79 B1.1.1 WHAT IS TETRIS MULTIPLAYER? _____________________________________ 79 B1.1.2 TETRIS MULTIPLAYER TERMINOLOGY _______________________________ 79 B1.2 GAME TYPES __________________________________________________________ 80 B1.2.1 COMPETITIVE TETRIS MULTIPLAYER _________________________________ 80 B1.2.2 COOPERATIVE TETRIS MULTIPLAYER ________________________________ 80 B1.2.3 PRACTICE MODE ________________________________________________ 81 © 2009, Blue Planet Software, Inc. Contents-III TABLE OF CONTENTS B1.3 LINE ATTACK SYSTEM ___________________________________________________ 81 B1.3.1 BROKEN AND SOLID LINES _______________________________________ 81 B1.3.2 GAP RANDOMNESS IN BROKEN LINES _____________________________ 81 B1.3.3 RECEIVING QUEUE ______________________________________________ 81 B1.3.4 COUNTER ATTACKS ______________________________________________ 81 B1.3.5 TablE OF LINE ATTACKS __________________________________________ 82 B1.3.6 TablE OF COUNTER ATTACKS _____________________________________ 82 B1.4 USER INTERFACE _______________________________________________________ 84 B1.4.1 GAME SCREEN __________________________________________________ 84 14. TETRIS GLOSSARY ________________________________________________________ 85 Contents-IV © 2009, Blue Planet Software, Inc. INTRODUCTION 1. INTRODUCTION 1.1 WHAT IS TETRIS? Tetris® is an electronic puzzle game in which a player manipulates falling Tetriminos (shapes made from four connected squares) to neatly pack them into horizontal lines which are then removed from the Matrix to score points. 1.2 WHY TETRIS? Tetris is one of the most widely played electronic games of all time. Deceptively simple, Tetris has defied all gender and age barriers worldwide and has helped shape the minds of the digital generation. Tetris has infiltrated nearly every computing device that has control buttons and a screen, from personal computers to dedicated game consoles, from Internet- enabled mobile phones to dedicated hand-held game machines, from coin-operated arcade machines to interactive television, from personal digital assistants to in-flight entertainment systems. The game is quite simply, just that good. 1.3 HOW TO PLAY TETRIS Tetris is a game satisfying one of the most basic human drives, that is, to create order out of chaos. There are seven differently shaped Tetriminos that fall into a rectangular Matrix. As Tetriminos fall, a player may rotate, move, or drop them into their final resting place. If a row or more of cells is completely filled with Blocks, then the line or lines are cleared from the Matrix and points are scored. The more efficiently a player clears lines from the Matrix (for example, in less time or using more simultaneous Line Clears) the better the player’s score
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