Tetris (Sega): Difference between revisions

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|hold = No
|hold = No
|hard = No
|hard = No
|SRS = No
|SRS = Sega Rotation (no wallkicks)
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==See also==
Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the [[TGM series]], [[Tetris Plus]] series, [[ТЕТРИС SEMIPRO-68k|Shimizu Tetris]] and, to less extent, [[DTET]]. It was one of the first games to instate [[lock delay]], improving maneuverability greatly at high speeds compared to games which did not have the feature.
 
==Power-on Pattern==
One characteristic of this version of Tetris was the existence of a "Power-on pattern". This referred to the game's behavior that the string of pieces it dealt in the very first game after starting up the system was always the same. This was most probably caused by the state of the randomization seed in the system. After its discovery, players began constructing gameplay plans around the power-on pattern in order to max out the score in the least lines possible. Sega's [[Sega Tetris|1998 version of Tetris]] (Arcade, Dreamcast) pays tribute to the power-on pattern, by dealing the sequence in the final level of the single-player game.
==Availability==
A fairly accurate representation of the game, along with [[Tetris: New Century]], [[Flash Point]] and [[Bloxeed]], can be obtained in the Japanese PS2 game ''[[Sega Ages 2500 Series Vol.28 Tetris Collection]]''.
*[[Games]]
*[[Games]]

Revision as of 02:57, 28 December 2006

Tetris

[[File:{{{boxart}}}|175px]]
Developer(s) Sega
Publisher(s) Sega
Release Date(s) 1988
Platform(s) Arcade

Gameplay Info

Next pieces 1
Playfield dimensions {{{playfield}}}
Hold piece No
Hard drop No
Rotation system {{{system}}}
Has 180 rotation {{{180}}}
Adjustable tuning {{{tuning}}}
Garbage attack type {{{garbage}}}
Garbage blocking type {{{blocking}}}
Website {{{website}}}
[[File:{{{title-scrn}}}|100px]] [[File:{{{ingame-scrn}}}|100px]]

Sega's 1988 Arcade version of Tetris was the version that took Japanese arcades by storm, becoming one of the most commonly known versions of the game. Due to its popularity, it became the base of rules for many other Japanese games created later on, both licensed and unlicensed. Such games include the TGM series, Tetris Plus series, Shimizu Tetris and, to less extent, DTET. It was one of the first games to instate lock delay, improving maneuverability greatly at high speeds compared to games which did not have the feature.

Power-on Pattern

One characteristic of this version of Tetris was the existence of a "Power-on pattern". This referred to the game's behavior that the string of pieces it dealt in the very first game after starting up the system was always the same. This was most probably caused by the state of the randomization seed in the system. After its discovery, players began constructing gameplay plans around the power-on pattern in order to max out the score in the least lines possible. Sega's 1998 version of Tetris (Arcade, Dreamcast) pays tribute to the power-on pattern, by dealing the sequence in the final level of the single-player game.

Availability

A fairly accurate representation of the game, along with Tetris: New Century, Flash Point and Bloxeed, can be obtained in the Japanese PS2 game Sega Ages 2500 Series Vol.28 Tetris Collection.