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Variations
There are many different modes of play added in recent years. Modes appearing in more than one major release include: classic marathon (game A), sprint (otherwise game B or 40 lines), ultra, square, and cascade.
The field dimension of Tetris is perhaps the least deviated among releases, with the exception of some releases on handheld platforms with small screens. (For example, the Tetris Jr. keychain has 8 columns and 12 rows.) It is almost always 10 blocks wide by 20 blocks high. However, the original Tetris for Game Boy is an exception with a 10 by 18 field of play. The field height may have been decreased to fit within the Game Boy screen. As a result, Tetris for Game Boy had an increased level of difficulty compared to some of its counterparts. Game Boy Tetris is also subject to faster speeds at lower levels.
Traditionally, blocks spawn within the four most central columns and the two highest rows. The I tetromino occupies columns 4, 5, 6, and 7, the O tetromino occupies columns 5 and 6, and the remaining 5 tetrominoes occupy columns 4, 5 and 6 (or in some especially older versions 5, 6, and 7). In some more recent games, pieces spawn above the visible playfield.
In traditional games, a level-up would occur once every ten lines are cleared. During a level-up, the blocks fall slightly faster, and typically more points are given. In some newer games such as Tetris Worlds, the number of lines required vary upon each new level. The fall speed also varies but is usually no more than 20 milliseconds faster for each step per level. For example, NES Tetris operates at 60 frames per second. At level 0, a piece falls one step every 48 frames, and at level 19, a piece falls one step every 2 frames. This means for each level, pieces fall 16 milliseconds faster per step. Level increments will either terminate at a certain point (Game Boy Tetris will top off at level 20) or will increase forever yet not increase in speed after a certain point. NES Tetris will level up in until the speed of level 29 (due to frame restrictions, pieces are not capable of dropping faster than this), but tool-assisted emulation will show that the level indicator will increase indefinitely-- eventually leading to a glitch where the meter displays non-numeric characters. Modern games such as Tetris the Grand Master or Tetris Worlds, at their highest levels, opt to drop a piece more than one row per frame. Pieces will appear to reach the bottom as soon as they spawn. As a result, a hover or slide feature is often implemented into these games to help deal with an otherwise unplayable fall speed. In some games, the hover time is regenerated after a piece is moved or rotated.
Soft drops were first implemented in Nintendo releases of Tetris so that pieces would be able to drop faster while not lock as to slide into gaps. The other option is hard dropping, which originated in early PC games such as Microsoft Tetris, a game developed by Dave Edson and bundled with Microsoft Entertainment Pack. With hard dropping, a piece falls and locks in one frame. Newer Tetris games feature both options. Some games have their locking roles reversed, with soft dropping making the pieces drop faster and locking down, and hard dropping making the pieces drop instantly but not lock.
Single direction rotation is an older restriction that has since been ruled out in nearly every new official release by the favor of separate buttons for clockwise and one for counter clockwise rotation. In traditional games, the unsymmetrical vertical orientation I-, Z-, and S-pieces will fill the same columns for each clockwise and counter clockwise rotation. Some games vary this by allowing two possible column orientations: one for counter clockwise and one for clockwise rotations. Double rotation, only seen in progressive clones such as Quadra and DTET, rotates the piece 180 degrees.
One of the features most appreciated by professional players, is the ability of rotating the pieces even if these touch the left or right walls. In the NES version, for example, if a Z piece is "vertically" aligned and falling touching the left wall, the player cannot rotate the piece, giving the "bad feeling" that the "rotate buttons" are locked. In this situation, the player has to move the piece one position to the right and then rotate it to make the piece "horizontally aligned", losing then a precious time. Proper implementations of this "rotating feature" appear typically, among other, in the Atari Tetris Arcade version (MAME: atetris)Piece preview allows a look at the next spawn. This feature has been implemented since the earliest games, though in those early games, having the preview turned on made the score increase more slowly.
Source: Wikipedia
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