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Amiga Collections: Camelot
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Camelot 035 (1989-01)(Swedish User Group of Amiga)(SE)(PD)[m doscopy][WB].zip
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Tetrix
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Tetrix.doc
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1988-12-12
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Tetrix Version 1.1 Copyright 1988, by David Corbin All Rights Reserved
GENERAL
Tetrix's playfield consists of a pit 20 blocks deep and 10 blocks wide. During
play, objects fall from the top of the pit to the bottom. Each object is one of
seven shapes, consisting of 4 contiguous blocks. As this object falls, it can
be controlled by the player. It can be moved left, moved right, rotated
(counter-clockwise), or dropped to the bottom of the pit. When an entire row of
the pit is filled with blocks, then that row is removed, and all other blocks
above it fall one row. When an object collides with the bottom of the pit, or
with another object by downward motion, the object stops falling.
The object of the game is to keep the pit from filling up. By moving and
rotating the falling objects, the player attempts to fill in rows, which keeps
the pit from being filled. For every 10 rows that are removed, the play level
increases. As the level increases, the pieces fall faster and faster.
SCORING
You score is based on the level you are playing, and the speed with which each
objects reaches bottom. When the object is in the desired position and
orientation, you my drop the piece into place. This will score you more points
than waiting for the piece to drop all the way to the bottom.
STARTING TETRIX
TETRIX EXPECTS THERE TO BE A LOGICAL DEVICE "Tetrix:" WHICH CORRESPONDS TO THE
DIRECTORY WHERE TETRIX IS LOCATED. THIS CAN BE ACCOMPLISHED EASILY USING THE
ASSIGN COMAMND.
Tetrix can be invoked from the CLI or from the WorkBench. To invoke it from the
CLI, simply type "Tetrix", followed by the <RETURN> key. To run it from the
WorkBench, double-click on the Tetrix icon. There are several options that
can be controlled from the command-line, or from the WorkBench ToolType.
These are explained in the OPTIONS section.
FOR EACH GAME...
For each game, you can adjust the starting level (which will affect the speed
objects fall, and the points scored for each object), and the difficulty. You
can also elect to play a brand new game, or you can play the same game you just
finished playing.
Starting Level - The starting level can be any value from 0 (easy) to 9 (very
difficult). If you wish to change the starting level, click inside the box,
press BackSpace, and type the level you wish to start at.
Difficulty - The difficulty level controls the starting playfield. It's value
can be from 0 to 15. If you enter a value other than 0, then that many rows
(starting at the bottom) may have some blocks randomly placed. This in effect,
shortens the depth of the pit at the start of the game. If you wish to change
the starting level, click inside the box, press BackSpace, and type the level
you wish to start at.
Starting The Game - There are two boxes labeled "Same Game" and "New Game". If
you click in the New Game box, then a new game is started. If you click in the
Same Game box, then the same random sequence used in the previous game is
re-used for this one. This is handy if you and a friend want to play the same
game and see who scores better. If you select the Same Game box for your first
game, you'll be able to get the same game the next time you invoke Tetrix- this
essentially takes all variation out. Note: if you select Same Game, but you
have a different difficulty level selected, the game will not be the same.
PLAYING THE GAME...
Moving Objects - Objects are dropped from the top of the pit. The player uses
keyboard commands to control the falling object.
on the numeric keypad-
4: Move Left
5: Rotate Piece
6: Move Right
2: Increase Level
Space: Drop Piece
When you press the spacebar to drop the piece, the object falls at high speed as
far as it can. Once an object can fall no further, a new one is released.
Pausing Play - Press the P key to pause the game. Any keystroke will resume
play. The game can also be paused by clicking outside of the pit. When you
click inside the pit, the game will be resumed. Note: if the right mouse button
is depressed to select a menu-item, the games is paused until the button is
released.
Stopping Play - Pressing the ESCape key or clicking on the pit's CLOSE gadget
will end Tetrix.
OPTIONS
There are three options that can be switched while playing the game. They can
also be preset during program invocation. SOUND can be turned on or off. The
only sound is a simple beep when a row is removed. The Distribution of dropped
objects can be shown, including the total number of objects. Also, the player
can preview the next piece to be dropped.
In addition to the runtime options, when the program is started, options can be
set for default Starting Level, default Starting Difficulty, default Screen,
and whether to show the TitleScreen.
When a Tetrix is invoked from the CLI, options are specified on the command line.
When invoked from the WorkBench, options are set in the INFO section of the icon.
SCREEN:
Normally, Tetrix uses its own 8-color screen. It can however be forced to use
the WorkBench screen. To do this, either specify "-wb" on the CLI command, or
"WORKBENCH=" in the ToolTypes entry.
TITLESCREEN:
When the 8-color screen is used, a neat animated TitleScreen is displayed. If you
get tired of this, you can prevent it by specifying "-t" on the CLI command, or
"NOTITLE=" in the ToolTypes entry.
SOUND:
Normally, sound is enabled. It can be disabled with the "-s" option on the CLI
command, or the "SILENT=" options in the ToolTypes entry.
PREVIEW:
Specify "-n" or "NEXT=" to have the Show Next Piece option enabled.
DISTRIBUTION:
Specify "-d" or "DISTRIBUTION=" to have the Show Distribution option enabled.
STARTING VALUES:
When invoked from the CLI, default values for Starting Level and Starting
Difficulty can be set by specifying -l# and -d#, where # is the value to set them
at initially. (Example: Tetrix -l3 -d12) To set them from the WorkBench, the
ToolTypes LEVEL=# and DIFFICULTY=# must be set.
A NOTE FROM THE AUTHOR.
As I am sure you know, the Amiga computer is the best buy for the money. But,
no hardware is any better than its software. In writing Tetrix, I have
attempted to follow all the rules for writing friendly Amiga software. I have
tried to allow for different operating environments (such as interlace workbench
screens). If I missed something, or if you think I have done something poorly
in this respect, PLEASE let me know.
David Corbin.
Enjoy!