Tetris (World, Rev. A) - テトリス
Tetris is a puzzle video game that was included as a pack-in title with the Game Boy at the handheld's release in 1989. It is a portable version of Alexey Pajitnov's Tetris. It was the first game compatible with the Game Boy Game Link Cable, a pack-in accessory that allowed two Game Boys to link together for multiplayer purposes. A colorized remake of the game was released on the Game Boy Color entitled Tetris DX.
The Game Boy version of Tetris plays identically to versions of Tetris released on other platforms. A pseudorandom sequence of "tetrominos" – shapes composed of four square blocks each – fall down the playing field. The object of the game is to manipulate these tetrads, by moving each one sideways and rotating it by 90 degree units, with the aim of creating a horizontal line of blocks without gaps. When one or more such lines are created, they disappear, and the blocks above (if any) move down by the number of lines cleared.
As in most standard versions of Tetris, blocks do not automatically fall into open gaps when lines are cleared (see image captioned "Naïve gravity in action").
As the game progresses, the tetrominos fall faster. The game ends when at least part of a tetromino extends beyond the top of the playfield when set in place. The player can normally see which block will appear next in a window off to the side of the playing field, but this feature can be toggled during the game. Points are awarded based on the current level and number of lines cleared. The level increases each time the player clears ten lines, as does the speed of falling tetrominoes. The player may adjust the difficulty before beginning a game by selecting a starting level and/or choosing to pre-fill the play area with a given number of lines of randomly placed blocks. The game ends when the stack of blocks extends past the top of the playfield.
This version of Tetris includes a two-player mode, in which each player's objective is to remain in play for longer than his or her opponent. Each player plays on their own Game Boy, with the two consoles connected via the Game Link Cable. During gameplay, when a player scores a Double, Triple or Tetris, one or more incomplete rows of blocks are added to the bottom of their opponent's stack, causing it to rise.
The Game Boy version of Tetris plays identically to versions of Tetris released on other platforms. A pseudorandom sequence of "tetrominos" – shapes composed of four square blocks each – fall down the playing field. The object of the game is to manipulate these tetrads, by moving each one sideways and rotating it by 90 degree units, with the aim of creating a horizontal line of blocks without gaps. When one or more such lines are created, they disappear, and the blocks above (if any) move down by the number of lines cleared.
As in most standard versions of Tetris, blocks do not automatically fall into open gaps when lines are cleared (see image captioned "Naïve gravity in action").
As the game progresses, the tetrominos fall faster. The game ends when at least part of a tetromino extends beyond the top of the playfield when set in place. The player can normally see which block will appear next in a window off to the side of the playing field, but this feature can be toggled during the game. Points are awarded based on the current level and number of lines cleared. The level increases each time the player clears ten lines, as does the speed of falling tetrominoes. The player may adjust the difficulty before beginning a game by selecting a starting level and/or choosing to pre-fill the play area with a given number of lines of randomly placed blocks. The game ends when the stack of blocks extends past the top of the playfield.
This version of Tetris includes a two-player mode, in which each player's objective is to remain in play for longer than his or her opponent. Each player plays on their own Game Boy, with the two consoles connected via the Game Link Cable. During gameplay, when a player scores a Double, Triple or Tetris, one or more incomplete rows of blocks are added to the bottom of their opponent's stack, causing it to rise.
Ajouter
Technique
CPU
- maincpu LR35902 (@ 4 Mhz)
Chipset
- LR35902
Affichage
- Orientation Yoko
- Résolution 160 x 144
- Fréquence 59.732155 Hz
Contrôles
- Nombre de joueurs 1
- Nombre de boutons 2
- Type de contrôle joy (8 ways)
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Les clones de Tetris (World, Rev. A)
Development
In 1984, Soviet Academy of Sciences researcher Alexey Pajitnov alongside Dmitry Pavlovsky and Vadim Gerasimov developed Tetris out of a desire to create a two-player puzzle game, and the game spread commercially amongst computers. In 1988 computer game publisher Henk Rogers noticed the game at the Las Vegas Consumer Electronics Show in a Spectrum HoloByte booth. Finding himself hooked to the game, he pursued the rights for the game, and knowing Nintendo planned to release the Game Boy approached Nintendo of America head Minoru Arakawa with the suggestion that Tetris was the perfect title to be packaged with the handheld. Arakawa questioned the idea, noting they planned to package Super Mario Land with it instead, but Rogers countered by stating that while a Mario title would sell the Game Boy to young boys, Tetris would sell it to everyone. Rogers was told to pursue the rights, and secured them from both Spectrum HoloByte and Atari-spinoff company Tengen, who had also secured a license at the time, to license Tetris in Japan. He additionally approached Robert Stein, who had secured permission for both companies to distribute Tetris through company Mirrorsoft, to seek rights for it to be distributed with the Game Boy.
However, after several months passed Stein had not produced the rights for the Game Boy, and Rogers learned that another person had approached Nintendo with the idea of a Game Boy Tetris. Requesting more time from Arakawa, he traveled to Moscow to speak with the USSR's Ministry of Software and Hardware Export and Pajitnov. During this time, Nintendo approached Spectrum HoloByte on the prospect of a Game Boy Tetris, causing Mirrorsoft to send a representative, Kevin Maxwell, to Moscow to secure rights for the Game Boy version. Meanwhile, Rogers negotiated for the rights for Tetris on the Game Boy, noting in a later interview with IGN that the government officials did not understand the concept of intellectual property, and were looking for greater payment than Rogers or Nintendo could afford. However it was revealed that the Tetris property had not actually been licensed to anyone: Stein had secured the rights from Pajitnov directly and not from the Russian authorities. Russia sent a fax to Maxwell in England with 48 hours to respond, but due to being in Russia at the time Maxwell did not receive the fax, and the rights were given to Rogers. Nintendo granted Rogers publishing rights to Tetris, sued Tengen, and in March 1989, Rogers, Arakawa, and Nintendo vice president Howard Lincoln signed a contract securing rights for console and handheld distribution of Tetris. However, Tetris's production was delayed due to the ongoing legal battle with Tengen, and the game was released in Japan two months after the Game Boy's release there. The title was co-developed by Bullet-Proof Software and Nintendo.
The music for Tetris was created by Hirokazu Tanaka. The player can select one of three types of background music during the game or play with sound effects only. Some of the songs are arrangements of works from other composers: "Type A" is based on the Russian folk song Korobeiniki and "Type C" is an arranged version of French Suite No. 3 in B minor, BWV 814: Menuet by Johann Sebastian Bach.
After a player exits pause mode (toggled using the start button), the background music continues with the volume of the bassline increased, which returns to normal when the next phrase of the song begins. Nintendo has offered no explanation for this anomaly, nor has any programming error isolated by a third party (e.g., via a ROM hack) gained widespread public recognition.
The compositions "Type A" and "Type B" can be unlocked for use on the Luigi's Mansion stage in Super Smash Bros. Brawl for the Wii.
However, after several months passed Stein had not produced the rights for the Game Boy, and Rogers learned that another person had approached Nintendo with the idea of a Game Boy Tetris. Requesting more time from Arakawa, he traveled to Moscow to speak with the USSR's Ministry of Software and Hardware Export and Pajitnov. During this time, Nintendo approached Spectrum HoloByte on the prospect of a Game Boy Tetris, causing Mirrorsoft to send a representative, Kevin Maxwell, to Moscow to secure rights for the Game Boy version. Meanwhile, Rogers negotiated for the rights for Tetris on the Game Boy, noting in a later interview with IGN that the government officials did not understand the concept of intellectual property, and were looking for greater payment than Rogers or Nintendo could afford. However it was revealed that the Tetris property had not actually been licensed to anyone: Stein had secured the rights from Pajitnov directly and not from the Russian authorities. Russia sent a fax to Maxwell in England with 48 hours to respond, but due to being in Russia at the time Maxwell did not receive the fax, and the rights were given to Rogers. Nintendo granted Rogers publishing rights to Tetris, sued Tengen, and in March 1989, Rogers, Arakawa, and Nintendo vice president Howard Lincoln signed a contract securing rights for console and handheld distribution of Tetris. However, Tetris's production was delayed due to the ongoing legal battle with Tengen, and the game was released in Japan two months after the Game Boy's release there. The title was co-developed by Bullet-Proof Software and Nintendo.
Music
The music for Tetris was created by Hirokazu Tanaka. The player can select one of three types of background music during the game or play with sound effects only. Some of the songs are arrangements of works from other composers: "Type A" is based on the Russian folk song Korobeiniki and "Type C" is an arranged version of French Suite No. 3 in B minor, BWV 814: Menuet by Johann Sebastian Bach.
After a player exits pause mode (toggled using the start button), the background music continues with the volume of the bassline increased, which returns to normal when the next phrase of the song begins. Nintendo has offered no explanation for this anomaly, nor has any programming error isolated by a third party (e.g., via a ROM hack) gained widespread public recognition.
The compositions "Type A" and "Type B" can be unlocked for use on the Luigi's Mansion stage in Super Smash Bros. Brawl for the Wii.
Tetris DX
Tetris DX is a Game Boy Color game that is backwards compatible with the original Game Boy. It was released in Japan on October 21, 1998, in Europe and Australia on October 31, 1998, and in North America on November 20, 1998. Tetris DX features battery-saved high scores and three player profiles. It has a new single-player mode against the CPU, and also features two new modes of play. In "Ultra Mode," players must accumulate as many points as possible within a three-minute time period. In "40 Lines," players are timed on how quickly they can clear 40 lines of play. In addition, new music themes were added as well.
Virtual Console
The game has been released on the 3DS Virtual Console on December 22, 2011.
Reception
As of June 2009, the Game Boy version of Tetris has sold over 35 million copies.Official Nintendo Magazine ranked Tetris fifth on their list of the "100 Best Nintendo Games". In August 2008, Nintendo Power listed Tetris DX as the best Game Boy/Game Boy Color video game, stating that it meant more to handheld gaming than any other video game. They also described it as the best version of Tetris until Tetris DS was released. In an interview with IGN, Alexey Pajitnov noted the Game Boy version of Tetris as his favorite, describing it as very close to his original version.