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- ╒═┌─════════════╕
- ╒╛ ├ißß└εsⁿ°⌐k ╒╛
- ╒╛ ⌠oƒ┬w┌ε ╒╛
- ╘════⌡══════════╛tm
-
- █████████████████████████████████████████████████████████████████████
- ███ ▄▄┐ ▄▄ █▄┐ ▄▄▄▄▄ █ ▄▄┐ ▄▄ ██▀ ▄▄▄┐ ▄█▄┐ ▄█▀ ▄▄▄▀ ████
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-
- Copyright (c) 1989-1993 by Todd S. Lehman
-
-
-
- ·─══════════════─·
- Introduction
- ·─══════════════════─·
-
- Tetris is a game which needs no introduction. Since the original version
- in 1986, dozens of clones have appeared on every conceivable platform, from
- the lowly Commodore 64 to powerful X Window terminals, making Tetris one of
- the most popular pastimes in video game history and at the same time the
- most popular game for hobbyists to clone. By 1992 it seemed that everyone
- and their dog had written a version, or knew someone who had written one.
-
- The first commercial version of Tetris in the United States by Mirrorsoft /
- Spectrum Holobyte in 1987 has attained great popularity, but it is in many
- ways inferior to the arcade version offered by Atari Games Corporation in
- 1988. The Atari version improved upon other versions by adding better
- graphics, better animation, a stronger scoring mechanism, and, most
- importantly, discrete levels.
-
- This clone is based on the Atari version. While it lacks the animated
- dancers and a musical score, the animation is smooth and the shaded 3D game
- pieces drop in real-time. If you have played the Atari version, you should
- feel comfortable with this one.
-
-
-
- ·─══════════════════════─·
- Documentation Layout
- ·─══════════════════════════─·
-
- Welcome to the ReadMe file from Hell.
-
- Sections in this document are arranged in increasing order of complexity,
- starting with the broad and simple, ending with the esoteric. Here is a
- brief roadmap of the sections that follow:
-
- System Requirements
- Release Information
- Main Menu
- How to Play
- Keys
- Scoring
- Hints, Tips, and Tricks
- Frequently Asked Questions
- About the README Viewer
- Technical History (For Dweebs Only)
- Terms of Use (Legal Rigamarole)
-
- If at any point if you become sick of this document, chances are that the
- sections following that point will make you sick too. In other words, if
- you need to bail, don't worry about missing anything.
-
-
-
- ·─═════════════════════─·
- System Requirements
- ·─═════════════════════════─·
-
- ■ MS-DOS version 3.0 or higher (or a clone such as 4DOS or DR-DOS).
-
- ■ EGA or VGA (or something backward-compatible such as SVGA or XGA).
-
- ■ 8088 processor or higher (a 286 or better is recommended).
-
- ■ At least 256K of free low DOS memory.
-
-
-
- ·─═════════════════════─·
- Release Information
- ·─═════════════════════════─·
-
- This program was released to the general public in March, 1993. Here is a
- list of all the files provided:
-
- README.COM Documentation viewer
- TETRIS.DOC Documentation file
- TETRIS.BAT Game launcher
- TETRIS.XEX Game file: Main program
- TETRIS.FNT Game file: Custom character font
- TETRIS.SCR Game file: Screen backdrop
- TETRIS.SCO Game file: High scores
- TETRIS.KEY Game file: Key configuration
- MODE_EGA.COM Video mode switcher
- MODE_VGA.COM Video mode switcher
- WINCHECK.COM Windows test utility
-
- The only files you need to worry about directly are the documentation
- viewer and the game launcher. To view the documentation, enter "README" at
- the DOS prompt. To start the program, enter "TETRIS" at the DOS prompt.
-
-
-
- ·─═══════════─·
- Main Menu
- ·─═══════════════─·
-
- When you start the program, you are greeted with a screen containing some
- credits, followed by a screen listing the high scores (the space bar takes
- you between screens). Just past these opening screens lies the Main Menu:
-
- ┌───┐ ┌───┐
- │ 1 │ NOVICE │ D │ DEMO
- └───┘ 7 PCS. └───┘
- ┌───┐ ┌───┐
- │ 2 │ AMATEUR │ K │ KEYS
- └───┘ 14 PCS. └───┘
- ┌───┐ ┌───┐
- │ 3 │ EXPERT │ G │ SOLO
- └───┘ 21 PCS. └───┘ GAMES
- ┌───┐ ┌───┐
- │ 4 │ DEITY │ S │ SOUND
- └───┘ 28 PCS. └───┘ ON
- ┌───┐ ┌───┐
- │ C │ CONTINUE │ Q │ (QUIT)
- └───┘ GAME └───┘
-
- The square boxes represent keys to press.
-
- "1" through "4" start a new game. "C" continues the previous game (where
- applicable).
-
- "D" runs a demo with the computer making moves; the demo always runs in
- Solo mode and will run until a key is pressed or until the computer loses.
-
- "K" enters a key selection mode where you can redefine the standard keys for
- each of the two players. The "Red" player is the player on the left in Team
- games, or the only player in Solo games. The "Blue" player is the player on
- the right and is only active in Team games.
-
- "G" switches between Solo and Team games. The current mode is reflected on
- the screen.
-
- "S" turns the sound on or off. The current state is shown on the screen.
- Sound is only available through the PC speaker (sorry, no Adlib, SB, or GUS
- support).
-
- "Q" shuts down the game and returns to DOS.
-
-
-
- ·─═════════════─·
- How to Play
- ·─═════════════════─·
-
- I'm assuming you already know how the basic game works. (If you don't,
- what rock have you been hiding under for the past five years? Seriously
- though, if you're not familiar with the game, your best bet is to watch the
- demo mode -- the game is quite simple to learn.)
-
- Like most Tetris clones, this game is divided into Rounds. Each round has a
- target goal of a certain number of Lines to complete; each line you complete
- brings you closer to the next round.
-
- The difference, though, from most Tetris clones (Spectrum Holobyte, etc.) is
- that here between rounds your puzzle is wiped clean, the idea being that you
- should be given a break between rounds, and that rounds should be discrete.
- This is the way the Atari version does it, that's the way it works here.
-
- On low rounds, the puzzle is simply wiped clean -- a brand new slate, so to
- speak. On higher rounds, the puzzle is wiped clean but also starts with a
- few pre-placed blocks to add to the challenge. On even higher rounds, other
- weird things start happening. At around round 10, it starts getting pretty
- nasty. That's about all I can say; if you find the game interesting enough,
- I'm sure you can discover all the twists.
-
- If you need to quit in the middle of a game, the simplest way is to hold
- down the "drop" key until your puzzle reaches the top, or just press Ctrl-Q.
- The "Esc" is used to pause the game.
-
-
-
- ·─══════─·
- Keys
- ·─══════════─·
-
- The arcade version uses a joystick which responds only while the stick is
- actively held in a given direction -- that is, when you let go of the stick,
- the piece stops moving left or right, or stops dropping fast.
-
- The keyboard works a bit differently. In this game, directions are given by
- tapping the keys multiple times rather than holding it down. So if you need
- to move three notches to the left, you hit the Left key three times (this is
- the way most PC Tetris clones work). When you press the Drop key, the piece
- quickly accelerates to a free-fall and hits the bottom unless you press the
- Suspend key.
-
- Most Tetris clones seem to use a "T" or "Inverted-T" cursor arrangement,
- with the middle finger controlling both the Rotate and the Drop keys:
-
- ┌───┬───┬───┐ ┌───┐
- │ │ R │ │ │ R │
- └───┼───┼───┘ or ┌───┼───┼───┐
- │ │ │ │ │ │
- └───┘ └───┴───┴───┘
-
- Contrary to this pseudo-established standard, this program maps the Rotate
- key onto the Space Bar in order to avoid soreness in the joints of the
- middle finger normally brought on by sharing the finger between two commonly
- used keys (generally a BAD IDEA in computer video games).
-
- ┌───┐
- │ │
- ┌─────────────────┐ ┌───┼───┼───┐
- │ R │ │ │ │ │
- └─────────────────┘ └───┴───┴───┘
-
- The up-arrow represents the Suspend key, which slows a falling piece back
- to normal speed (the Suspend key is seldom needed in practice, but it's
- there if you ever need it).
-
- Tests contrasting this method with the standard method indicate that a
- separation of key duty involving both hands can result in quicker responses,
- longer playing times, higher scores, and less muscle and tendon fatigue.
-
- Of course, if you're left-handed or just plain stubborn, you will definitely
- want to change the default keys. To change the assignments, select "K" at
- the main menu and choose new keys for both the Blue and the Red players,
- avoiding overlap. If you use the 10-key pad, make sure that Num Lock is
- turned on, or else you'll be unable to access the "5" key.
-
-
-
- ·─═════════─·
- Scoring
- ·─═════════════─·
-
- PLACING PIECES. The number of points p awarded for a given piece is a
- function of the round r, the vertical height h of the piece counting upward
- from the bottom of the puzzle starting with 1, and the ratio of time f spent
- dropping in free-fall versus dropping at normal speed,
-
- p = (f + 1) (M(l) h + B(l)) ,
-
- where M(l) and B(l) are the slope and intercept respectively of a linear
- scoring curve defined as follows:
- ┌ ┌
- │ 1, r = 1 │ 1, r = 1
- │ 2, r = 2 │ 4, r = 2
- M(l) = ┤ 4, r = 3 B(l) = ┤ 8, r = 3
- │ : : │ : :
- │ 2r, r ≥ 4 │ 4r, r ≥ 4
- └ └
- So for rounds 4 and up, the fomula is simply
-
- p = (f + 1) (2rh + 4r)
- = 2r (f + 1) (h + 2) .
-
- The multiplier (f + 1) covers the interval [1,2] with identity at f = 0 and
- doubling at f = 1. You are thus rewarded up to twice as much for dropping
- a piece quickly as you are for letting it fall to the bottom on its own
- accord. A basic tenet of scoring in video games is that the player be
- encouraged to think quickly, hastily, or foolishly in order to shorten the
- game playing time. Accordingly, gutsy behavior is rewarded with points.
-
- The height h from the bottom of the puzzle participates in a nonobvious
- way: rather than reward you for placing pieces lower in the puzzle, the
- game rewards you for placing pieces higher on the puzzle. Generally
- speaking, placing pieces high on the puzzle or in precarious positions can
- quickly lead to demise, so it would seem logical to reward lower positions
- with higher point values. But another basic tenet of scoring in video games
- is that the player be encouraged to attempt dangerous moves by rewarding
- skillful avoidance of danger with more points. Remember, an arcade game
- doesn't care how many points you amass, it only cares how long you play; it
- therefore tries to limit your game time so it can get to eating the next
- quarter.
-
- ELIMINATING ROWS. Elimination of a single row is called a "Single" and is
- worth 50 points. Simultaneous elimination of a pair of rows is called a
- "Double" and is worth 150 points. Simultaneous elimination of three rows
- is called a "Triple" and is worth 450 points. Simultaneous elimination of
- four rows (only possible with the Red piece) is called a "Tetris" and is
- worth 900 points. These point values are irrespective of the round.
-
- EARNING BONUS POINTS: Upon completion of a round, a bonus is awarded for a
- low puzzle -- the lower the puzzle, the higher the bonus. The bonus b is a
- function of the round r and the vertical depth n of the top of the puzzle
- counting downward starting with 1:
-
- n
- b = 10 r Σ i
- i=1
-
- = 5 r (n² + n) .
-
- So in contrast to the previous discussion in which you are rewarded for
- high puzzles, here you are awarded for low puzzles. You may find it helpful
- to analyze and contrast these formulas and devise a global strategy to
- improve your scores.
-
- HALL OF FAME: The top ten all-time scores and the top ten scores of the day
- are tracked in the Hall of Fame opposite the main menu. To get to this
- screen, press the space bar at the main menu. To get back to the main menu,
- press the space bar again. The first few times you play the game, the
- initials in the hall of fame are set to TSL (that's me).
-
-
-
- ·─════════════════════════─·
- Hints, Tips, and Tricks
- ·─════════════════════════════─·
-
- 1. When there is an open spot partially covered by blocks, like this...
-
- ║ ║
- ║ ┌─┐ ║
- ╟───┐ ┌───┬─┘ │ ┌─╢
- ║ │ └─┐ └─┬─┴─┤ ║
- ╚═══╧═════╧═══╧═══╧═╝
-
-
- ...sometimes you can "tuck" another piece into the open spot and close
- the gap. For example if the next piece was the purple piece ┌─────┐
- you would want to wait for it to get to the bottom row, and │ ┌───┘
- then move it to the right at the last possible moment. └─┘
-
- ║ ║ ║ ║
- ║ ┌─┐ ┌─┐ ║ ║ ┌─┐ ┌─┐ ║
- ╟───┤ │ ┌───┬─┘ │ ┌─╢ ╟───┐ │ ├───┬─┘ │ ┌─╢
- ║ │ └─┼─┐ └─┬─┴─┤ ║ ║ │»│ └─┐ └─┬─┴─┤ ║
- ╚═══╧═══╧═╧═══╧═══╧═╝ ╚═══╧═╧═══╧═══╧═══╧═╝
-
- It's a tricky maneuver at first, but it's not too difficult to learn.
-
-
- 2. Plan ahead (obviously). Use the "next piece" preview wherever you can.
- ┌─┐
- For example, suppose you have to place the green piece ┌─┘ └─┐ in the
- following puzzle: └─────┘
-
- ║ ║
- ║ ┌───┐ ┌─┐ ║
- ║ │ ┌─┴─┤ └─┬─┐ ║
- ║ ┌─┐ │ │ │ ┌─┘ ├─╢
- ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║
- ╚═══╧═╧═══╧═══╧═╧═╧═╝
-
- At first glance, you might see six "sensible" places to drop the piece:
-
-
- ┌─┐
- ║ ║ ║ ┌─┘ │ ║ ║ ┌─╢
- ╟─┐ ┌───┐ ┌─┐ ║ ║ ┌───┐ ├─┐ │ ║ ║ ┌───┐ ┌─┐ ┌─┘ ║
- ║ └─┐ │ ┌─┴─┤ └─┬─┐ ║ ║ │ ┌─┴─┤ └─┼─┐ ║ ║ │ ┌─┴─┤ └─┼─┐ ║
- ║ ┌─┤ │ │ │ ┌─┘ ├─╢ ║ ┌─┐ │ │ │ ┌─┘ ├─╢ ║ ┌─┐ │ │ │ ┌─┘ ├─╢
- ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║ ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║ ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║
- ╚═══╧═╧═══╧═══╧═╧═╧═╝ ╚═══╧═╧═══╧═══╧═╧═╧═╝ ╚═══╧═╧═══╧═══╧═╧═╧═╝
-
- ┌─┐ ┌─┐
- ║ ┌─┘ │ ║ ║ ┌─────┐ ║ ║ │ └─┐ ║
- ║ ┌─┴─┐ ├─┐ ║ ║ ┌─┴─┐ ┌─┤ ║ ║ ┌───┤ ┌─┤ ║
- ║ │ ┌─┴─┤ └─┬─┐ ║ ║ │ ┌─┴─┤ └─┬─┐ ║ ║ │ ┌─┴─┤ └─┬─┐ ║
- ║ ┌─┐ │ │ │ ┌─┘ ├─╢ ║ ┌─┐ │ │ │ ┌─┘ ├─╢ ║ ┌─┐ │ │ │ ┌─┘ ├─╢
- ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║ ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║ ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║
- ╚═══╧═╧═══╧═══╧═╧═╧═╝ ╚═══╧═╧═══╧═══╧═╧═╧═╝ ╚═══╧═╧═══╧═══╧═╧═╧═╝
-
- ┌───┐
- But suppose you knew that the next piece was the orange piece ┌─┘ ┌─┘ and
- you could use this information in placing the green piece. └───┘
-
- You could, of course, still choose one of the 6 moves listed above. But
- perhaps a more clever move would be to place the green piece flat on its
- back on the far left (a), then place the orange piece on the far right (b)
- to knock out a row (c):
-
- ║ ║ ║ ┌─┐ ║ ║ ║
- ║ ┌─┐ ┌───┐ ┌─┐ ║ ║ ┌─┐ ┌───┐ ┌─┐ │ └─╢ ║ ┌─┐ ║
- ╟─┘ └─┤ ┌─┴─┤ └─┬─┐ ║ ╟─┘ └─┤ ┌─┴─┤ └─┼─┐ ║ ║ ┌─┐ ┌───┐ ┌─┐ │ └─╢
- ╟─┬─┬─┤ │ │ ┌─┘ ├─╢ ╟─┬─┬─┤ │ │ ┌─┘ ├─╢ ║ ├─┤ ├─┬─┴─┼─┼─┴─┬─╢
- ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║ ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║ ╟─┘ │ ├─┴─┬─┴─┤ ┌─┤ ║
- ╚═══╧═╧═══╧═══╧═╧═╧═╝ ╚═══╧═╧═══╧═══╧═╧═╧═╝ ╚═══╧═╧═══╧═══╧═╧═╧═╝
- (a) (b) (c)
-
- At first it seems like a bad idea to trap an open square underneath the
- green piece, especially since that row is almost complete (the far left
- square in the second row). But when the orange piece drops and the third
- row is eliminated, the trapped square is reopened as the bulk of the green
- piece disappears! You couldn't make a cool move like that without the next
- piece preview unless you were crazy, clairvoyant, or lucky.
-
- One more example. Suppose at some point your puzzle looks like this...
-
- ║ ║
- ║ ┌───┬───┐ ║
- ║ └─┬─┤ ┌─┴─┐ ║
- ║ ┌─┐ ┌─┤ ├─┤ │ ┌─╢
- ╟─┘ ├─┘ ├─┤ └─┬─┘ │ ║
- ╚═══╧═══╧═╧═══╧═══╧═╝ ┌─┐ ┌─┐
- │ │ ┌─┘ │
- ...and you are given the yellow piece ┌─┘ │ and the green piece └─┐ │
- to work with. Well, there are a dozen └───┘ or so reasonable ways └─┘
- to drop these pieces, but notice that it is possible to clear a row by
- making an unorthodox move with the yellow piece, followed by another
- unorthodox move with the green piece. You find the moves! (Hint: try
- to clear the fourth row.)
-
-
- 3. Watch the demo mode carefully and learn new tricks from the computer.
- I didn't explicitly program the computer to invent new tricks, but it's
- inevitable that new moves will be discovered when you're searching for
- the "best" move. In fact, both of the examples above originated in the
- demo mode.
-
-
- 4. If you are confident, leave a column open on the side of the puzzle for the
- Red piece so you can clear four rows simultaneously and earn 900 points!
-
- ╟───┐ ║
- ║ ┌─┴─┬───┐ ┌─┐ ║
- ║ ├─┐ └─┐ └─┬─┘ └─┐║
- ╟─┘ └─┬─┴─┬─┴─┬───┤║
- ╟───┬─┘ ┌─┤ ┌─┘ ┌─┤║
- ║ ├───┘ │ ├───┘ │║
- ╚═══╧═════╧═╧═════╧═╝
-
- 5. Learn the colors of the game pieces and use your peripheral vision to
- recognize next piece so you can keep your eyes focused on the puzzle.
- On higher rounds, looking away even for a moment can throw your game.
-
-
- 6. Play often. ;-)
-
-
-
- ·─════════════════════════════─·
- Frequently Asked Questions
- ·─════════════════════════════════─·
-
- 1. Why is it called Tetris Deluxe? What's so Deluxe about it?
-
- In addition to the standard 7 game pieces you know and love, there are
- 21 new pieces, for a total of 28. The standard 7 pieces comprise all
- possible ways to combine 4 laterally-adjacent square elements:
-
- ┌─┬─┬─┬─┐
- └─┴─┴─┴─┘
-
- ┌─┐ ┌─┐ ┌─┐
- ├─┼─┬─┐ ┌─┼─┼─┐ ┌─┬─┼─┤
- └─┴─┴─┘ └─┴─┴─┘ └─┴─┴─┘
-
- ┌─┬─┐ ┌─┬─┐ ┌─┬─┐
- └─┼─┼─┐ ├─┼─┤ ┌─┼─┼─┘
- └─┴─┘ └─┴─┘ └─┴─┘
-
- 17 of the new pieces comprise all but one of the possible combinations of
- 5 square elements: (Can you guess which piece was omitted?)
-
- ┌─┐ ┌─┐ ┌─┐ ┌─┐
- ├─┼─┬─┬─┐ ┌─┼─┼─┬─┐ ┌─┬─┼─┼─┐ ┌─┬─┬─┼─┤
- └─┴─┴─┴─┘ └─┴─┴─┴─┘ └─┴─┴─┴─┘ └─┴─┴─┴─┘
-
- ┌─┬─┐ ┌─┬─┐ ┌─┬─┐ ┌─┬─┐
- └─┼─┼─┬─┐ ├─┼─┼─┐ ┌─┼─┼─┤ ┌─┬─┼─┼─┘
- └─┴─┴─┘ └─┴─┴─┘ └─┴─┴─┘ └─┴─┴─┘
-
- ┌─┬─┐ ┌─┐ ┌─┐ ┌─┐ ┌─┬─┐
- └─┼─┤ ┌─┼─┤ ├─┤ ├─┼─┐ ├─┼─┘
- ├─┼─┐ └─┼─┼─┐ ┌─┼─┼─┐ ┌─┼─┼─┘ ┌─┼─┤
- └─┴─┘ └─┴─┘ └─┴─┴─┘ └─┴─┘ └─┴─┘
-
-
- ┌─┐ ┌─┐ ┌─┐ ┌─┐ ┌─┬─┬─┐
- ├─┼─┼─┤ ┌─┼─┼─┐ ├─┼─┐ └─┴─┼─┤
- └─┴─┴─┘ └─┼─┼─┘ └─┼─┼─┐ ├─┤
- └─┘ └─┴─┘ └─┘
-
- The remaining 4 new pieces comprise all the possible combinations of 1, 2,
- and 3 square elements:
-
- ┌─┐ ┌─┬─┐ ┌─┬─┬─┐ ┌─┬─┐
- └─┘ └─┴─┘ └─┴─┴─┘ ├─┼─┘
- └─┘
-
- Each of the 28 pieces has a unique color. I won't list them here -- you'll
- have to play the game to learn the colors.
-
-
- 2. Can I make my own game pieces?
-
- Sorry, no. With 28 predefined shapes, I didn't think it was worth the time
- to write a game piece editor, even a non-interactive one.
-
-
- 3. Why is the R backwards?
-
- That's the way Atari did it, and I thought it was way cool. The Cyrillic
- alphabet contains a letter that resembles a backwards R in the Roman
- alphabet, and this letter is traditionally used in Tetris clones to honor
- the creators of the original version.
-
-
- 4. Where and when was the very first Tetris produced?
-
- I'm not totally sure where the FIRST Tetris game was produced, but I've
- seen a 40x25 CGA text mode version bearing the following copyright:
-
- (C) AcademySoft CCAS USSR Moscow, 1986
-
- The authors were listed as 30-year old Alexy Pazhitnov (mathematician /
- game theorist) and 18-year old Vadim Gerasimov (programmer).
-
-
- 5. Why is there no competitive mode in your version? Why do I have to play in
- this silly cooperative mode if I want to play with someone?
-
- Because I'm a bonehead, and I didn't do it right. The arcade version had
- a great head-to-head mode, but for some reason my brain wasn't working and
- I took a different route. Sorry. Get a Nintendo GameBoy if you want to
- play head-to-head.
-
-
- 6. Why is there no joystick support?
-
- Again, sorry -- I'm a bonehead. I didn't then (and still don't now) own a
- joystick.
-
-
- 7. What algorithm do you use in the Demo mode to select where to put the
- pieces?
-
- Just a simple enumerative weighted search. The next piece is always
- taken into account, so you may see what appears at first to be a foolish
- move but what may turn out to be a subtle stroke of genious by the program.
- Of course, you may also see moves that are truly just plain foolish -- it's
- not a very smart algorithm.
-
-
- 8. My other Tetris game doesn't have the "next piece" preview. Can I turn it
- off in your program?
-
- No. The game of Tetris is too simplistic without the preview. Tetris
- clones that don't have a "next piece" preview are broken, and you should
- boycott them.
-
- Some people claim that using a next piece preview is like "cheating"
- because you "already know what the next piece is, and that makes it
- easier." The truth is, there's not enough strategy without the preview.
-
- The placement of a standard (four-cell) Tetris piece involves choosing a
- "best" position and rotation from among as few as 9 to as many as 18 or
- so possibilities, depending on the piece. These numbers are small enough
- that examining most or all of possibilities in your head doesn't require
- an excess of brainpower. But now add a second piece -- the lower and
- upper bounds are raised to 81 and 324, respectively. Now, to find the
- "best" position, you need to consider a lot more variables. (Study the
- examples in the section "Hints, Tips, and Tricks.")
-
- If you really want the next piece preview to go away, get a piece of 3M
- Post-it Notes paper and stick it on your monitor.
-
-
- 9. What does it cost to register this program? (Shyeah, as if people ask)
-
- Not a bloody cent. It's FreeWare. You may distribute this program
- provided that you include all component files in their original and
- unmodified form (preferably via an archive file such as an ARJ, ZIP, or
- LZH file), and provided that you follow the additional restrictions as
- set forth in the "Terms of Use" section at the end of this document.
-
-
- 10. What's your high score on this game?
-
- I don't remember exactly (it was three or four years ago) but it was
- something like 157,000 on round 13. My eyes were quite sore <grin>.
-
-
- 11. I tried running the program in a Windows DOS box, but it refused to run
- and asked me to exit Windows. Why is this?
-
- The game does not multitask well under Microsoft Windows since it talks
- directly to the speaker hardware for the sound effects and to the video
- hardware for the color palette and double-buffering animation. Remember,
- this game was written way back in 1989, even before Windows 3.0.
-
- If you really think you need to run the game under Windows, you can edit
- the batch file and remove the check for Windows (caveat emptor). I didn't
- provide a .PIF file because both machines I tested with ran it strangely,
- even with DOS box exclusivity on and port monitoring off. Maybe you can
- get it to work nicely under Windows on your machine, but don't count on it.
-
-
- 12. Will the game run under OS/2?
-
- Yes, as long as your DOS box settings allow the program to write directly
- to the speaker and video hardware. You must also ensure that the video
- hardware ports are not virtualized, or else the game will run way, way, way
- too fast.
-
-
-
- ·─═════════════════════════─·
- About the README Viewer
- ·─═════════════════════════════─·
-
- Many people have commented on the smoothness of the README viewer, and
- have asked that I make it available outside the realm of this game.
-
- To use the viewer as a general text file viewing facility, simply copy
- README.COM to your \BIN, \DOS, \TOOLS directory, or some directory on the
- path, and rename it in the process to something useful, like V.COM ('v' for
- viewer). Why rename it? Because when the program is named README.COM, it
- wants to read this Tetris documentation file; if it's named anything else,
- it accepts a filename on the command line (sorry, no wildcards). The whole
- file is slurped into low DOS memory before any of the fancy scrolling
- begins, so you are limited to files of approximately 8000 lines or less and
- no more than around 500K. When you exit the viewer, the color settings are
- automatically saved in a .CFG file in the same directory as the viewer.
-
- The README viewer is subject to the same distribution restrictions as the
- Tetris game (see the legal section at the end of this document). You are
- welcomed (and encouraged) to distribute it to anyone and everyone, but you
- may not charge a fee and you may not modify the program. I will be
- releasing a follow-up version of the viewer later in the year that will
- support 30, 34, 40, 50, and 60 line modes, 80 and 94 column modes, filename
- wildcards, and perhaps even horizontal scrolling.
-
- (Programmers only) If no file is given on the command line, input is taken
- from stdin. That means you can pipe output to the viewer, for example
-
- dir /od /s | v
-
- On my system I've replaced the 'more' filter with this viewer. But I'm
- biased. :']
-
-
-
- ·─═══════════════════─·
- Technical History
- (For Dweebs Only)
- ·─═════════════════════════─·
-
- This game was developed in the fall of 1989 on a 4.77MHz 8088 system with
- an EGA. With such a pig-slow computer, it was necessary to use a text mode
- for the animation rather than a real graphics mode (sorry). To keep the
- graphics from looking crummy, I redefined the standard BIOS character set
- using larger letters and a complete set of 3D-looking brick elements (like
- the Atari arcade version). Thanks to this little-known-at-the-time trick,
- many people have actually been fooled into thinking that the game uses a
- graphics mode!
-
- If you have a VGA, the game will automatically run in EGA emulation mode.
- EGA mode is necessary because the EGA's 8x14 character cells work well with
- custom-defined characters, but the VGA's 9x14 cells do not, as the 9th
- column is either blank or a repeat of the 8th column.
-
- Smooth animation is accomplished by double buffering -- showing one image
- while constructing another, flipping between the images while the monitor
- is in a vertical retrace interval.
-
-
-
- ·─══════════════════─·
- Terms of Use
- (Legal Rigamarole)
- ·─════════════════════════─·
-
- COPYRIGHTS. Tetris Deluxe and the README viewer (the "Software") are
- Copyright (c) 1989-1993 by Todd S. Lehman (the "Author") and are protected
- by United States copyright laws and international treaty provisions. Even
- though the Software is "free," the Author retains all copyrights and
- ownership of the Software and reserves the right to restrict its use and
- distribution at any time.
-
- TRADEMARKS. "Fibblesnork" and "Fibblesnork Software" are trademarks of
- Todd S. Lehman.
-
- NO WARRANTY. The Software is provided "as is," with no support and without
- any obligation on the part of the Author to assist in its use, correction,
- modification, or enhancement. The Author makes no representations about the
- suitability of the Software for any purpose and disclaims all warranties
- with regard to the Software, including without limitation all implied
- warranties of design, merchantibility, and fitness for a particular purpose
- or arising from a course of dealing, usage, or trade practice.
-
- NO LIABILITY FOR CONSEQUENTIAL DAMAGES. In no event shall the Author be
- liable for any special, indirect, or consequential damages, or any damages
- whatsoever (including, without limitation, damages for loss of business
- profits, business interruption, loss of business information, or other
- pecuniary loss) whether in an action of contract, negligence, or other
- tortious action, arising out of or in connection with the use of or
- inability to use the Software, even if the Author has been advised of the
- possibility of such damages.
-
- GRANT OF USE AND REDISTRIBUTION. Permission to use, copy, and redistribute
- the Software and its documentation without fee is hereby granted, provided
- that (a) the above copyright notice appear in all copies and that both the
- copyright notice and these Terms of Use appear in supporting documentation,
- that (b) the Software be distributed in its entirety with all accompanying
- documentation and in its original and unmodified form, that (c) the name of
- the Author not be used in advertising or publicity pertaining to redistri-
- bution of the Software without specific prior written permission, and that
- (d) the Software not be included in or bundled with any commercial product
- including but not limited to magazines, books, hard disks, and CD-ROMs.
-
-
- ┬S└
-
-