Joe Zbiciak's 4-Tris

 Joe Zbiciak's 4-Tris

A "Falling Tetrominoes" Game for Intellivision


----------------

 Emulator Notes

----------------


The Numeric Keypad is reversed.  Intellivision keypads put [1], [2], and [3] in

the top row of the keypad, much like a telephone. The emulator retains this

spatial relationship, despite the fact that  PC's put [7], [8] and [9] in the top

row.  So, you will need to remember this little tidbit when starting the game or

using the sound-test screen.


On INTVPC, the [0] key on the keypad is mapped to the Intellivision's [0] and the

[.] key is mapped to the Intellivision's [C]. On jzIntv, it's the other way

around.


The "Action Buttons" are mapped to Ctrl, Shift, and Alt.


The "Disc" is mapped to the arrow keys (the Inverted-T, NOT the ones on the

number-pad)!


-------------------

 Game Instructions

-------------------


At the title screen, press a number from [1]-[9] or [C] on the keypad to select a

starting level.  (Buttons [1] through [9] start you at levels 1 through 9, and [C]

starts you at Level 10.)  If you press [0] at the title screen, you will be taken

to a "Sound Test" screen. (See "Sound Test" below for more details.)  Any other

input on the controller starts you at Level 4.  (Level 4 seemed like a good mid-

way default level.)


In the game, the controllers are set up like so:


  DISC:              Moves piece left, right or down

  Action Buttons:    Rotates piece.  Top button rotates counter-clockwise,

                     bottom buttons rotate clockwise.

  [4], [6], or [C]   Toggles "Next Piece" display

  [7] or [9]         Mutes/un-mutes background music.


Pieces fall until they hit an obstruction which keeps them from falling. When a

piece can't fall any further, it is "placed", and a score is assessed for that

piece's placement.


First, the player is awarded a small number of points for each downward move that

the player made with the piece.  The player is awarded 5 pts/move if the next

piece was displayed at while this piece was falling, 10 pts/move otherwise.  This

rewards fast play.  Next, any completed lines are cleared away, and a cleared-line

bonus is awarded.  The table below illustrates the line clear bonuses. Notice that

it's worth your while to clear more lines at a time.


Line Clear Bonuses:


+-----------------+--------------------------------------------------------+

|  Number of      |  Level Number......                                    |

|  Lines Cleared  |    1   |   2   |   3   |   4   | ... |        n        |

|-----------------+--------+-------+-------+-------+-----+-----------------+

|        1        |   1000 |  1500 |  2000 |  2500 | ... |  500 * (n + 1)  |

|        2        |   3000 |  4500 |  6000 |  7500 | ... | 1500 * (n + 1)  |

|        3        |   6000 |  9000 | 12000 | 15000 | ... | 3000 * (n + 1)  |

|        4        |  12000 | 18000 | 24000 | 30000 | ... | 6000 * (n + 1)  |

+-----------------+--------+-------+-------+-------+-----+-----------------+


As lines are cleared, the player is moved up in level.  Each level has a maximum

number of lines associated with it, which is "10 * level". When that maximum is

reached, the player is moved to the next level. For example, when a player reaches

40 lines, the player moves from Level 4 to Level 5 (if the player didn't start at

a higher level number).


------------

 Sound Test

------------


The Sound Test screen allows the player to just play around with the sound effects

that are embedded in the 4-Tris ROM image.  Press buttons on the keypad to trigger

sound effects and music.  Use the action buttons to toggle the music playback

speed.  Press Disc to exit.


-------------

 Source Code

-------------


See the file "SOURCE.txt" for information on 4-Tris' source code.


Copyright 2000, Joe Zbiciak, im14u2c AT primenet DOT com


Comments

Popular posts from this blog

Evidence supporting quantum information processing in animals

ARMIES OF CHAOS

The Book of Wisdom and Folly