- "Tetяis" redirects here. For the Tengen produced game, see Tetris: The Soviet Mind
Game.
Tetris ( ) is a
puzzle video game originally designed and
programmed by
Alexey Pajitnov.
It was
created on June 6, 1984, while he was working for the Dorodnicyn Computing Centre of
the Academy of
Science of the USSR
in Moscow
. He
derived its name from the Greek numerical prefix "
tetra- (all of the game's pieces, known as
Tetrominoes, contain four segments) and
tennis, Pajitnov's favorite sport.
The game (or one of its
many
variants) is available for nearly every
video game console and computer
operating system, as well as on devices
such as
graphing calculators,
mobile phones,
portable media players,
PDAs,
Network Music Players and even as an
Easter egg on non-media products
like
oscilloscopes.
It has even been
played on the sides of various buildings, with the record holder
for the world's largest fully functional game of Tetris
being an effort by Dutch students in 1995 that lit up all 15 floors
of the Electrical Engineering department at Delft University
of Technology
.
While versions of
Tetris were sold for a range of 1980s
home computer platforms, it was the
hugely successful
handheld version
for the
Game Boy launched in 1989 that
established the reputation of the game as one of the most popular
ever.
Electronic Gaming
Monthly's 100th issue had
Tetris in first place
as "Greatest Game of All Time". In 2007,
Tetris came in
second place in
IGN's "100 Greatest Video Games
of All Time". It has sold more than 70 million copies.
Gameplay
A random sequence of
tetrominoes
(sometimes called "tetrads" in older versions)—shapes composed of
four square blocks each—fall down the playing field (a rectangular
vertical shaft, called the "well" or "matrix"). The object of the
game is to manipulate these tetrominoes, by moving each one
sideways and rotating it by 90 degree units, with the aim of
creating a horizontal line of blocks without gaps. When such a line
is created, it disappears, and any block above the deleted line
will fall. As the game progresses, the tetrominoes fall faster, and
the game ends when the stack of tetrominoes reaches the top of the
playing field and no new tetrominoes are able to enter.
Tetris game manuals refer to the seven one-sided tetrominoes in
Tetris as
I,
J,
L,
O,
S,
T, and
Z—due to their resembling
letters of the alphabet—but players sometimes use other names for
the pieces, such as "stick" for
I or "snake" for
S. All are capable of single and double clears.
I,
J, and
L are able to clear triples.
Only the
I tetromino has the capacity to clear four lines
simultaneously, and this is referred to as a "tetris". (This may
vary depending on the rotation and compensation rules of each
specific
Tetris implementation. For instance, in the Super
Rotation System used in most recent implementations, called
"
Easy Spin" in
Tetris
Worlds, certain rare situations allow
T,
S
and
Z to 'snap' into tight spots and clear triples.)
Colors of tetrominoes
Pajitnov's original version for the
Elektronika 60 computer used green brackets
to represent blocks.Versions of
Tetris on the original
Game Boy/Game Boy Color and on most dedicated handheld games use
monochrome or grayscale graphics, but
most popular versions use a separate color for each distinct shape.
Prior to The Tetris Company's standardization in the early 2000s,
those colors varied widely from implementation to
implementation.
Colors of tetrominoes in various Tetris
games
| Piece |
Vadim Gerasimov's
Tetris 3.12 |
Microsoft
Tetris |
Sega/Arika
(TGM series) |
The New Tetris
and Kids Tetris
|
The Tetris
Company
standardization
(beginning with
Tetris Worlds)
|
Atari/
Arcade |
TETЯIS The Soviet
Mind Game |
Netris |
I  |
red |
red |
red |
cyan |
cyan |
red |
red |
blue |
J  |
white |
magenta |
blue |
blue-violet |
blue |
yellow |
orange |
yellow |
L  |
magenta |
yellow |
orange |
magenta |
orange |
magenta |
magenta |
cyan |
O  |
dark blue |
cyan |
yellow |
light grey |
yellow |
blue |
blue |
magenta |
S  |
green |
green |
magenta |
green |
green |
cyan |
green |
green |
T  |
brown |
light grey |
cyan |
yellow |
purple |
green |
olive |
light grey |
Z  |
cyan |
blue |
green |
red |
red |
orange |
cyan |
red |
Scoring
The scoring formula for the majority of
Tetris products is
built on the idea that more difficult line clears should be awarded
more points. For example, a single line clear in
Tetris
Zone is worth 100 points, while a back-to-back Tetris is worth
1,200.
Nearly all
Tetris games allow the player to press a button
to increase the speed of the current piece's descent, rather than
waiting for it to fall. If the player can stop the increased speed
before the piece reaches the floor by letting go of the button,
this is a "soft drop"; otherwise, it is a "hard drop" (some games
allow only soft drop or only hard drop; others have separate
buttons). Many games award a number of points based on the height
that the piece fell before locking.
Gravity
Traditional versions of
Tetris move the stacks of blocks
down by a distance exactly equal to the height of the cleared rows
below them. Contrary to the laws of
gravity,
blocks may be left floating above gaps. Implementing a different
algorithm that uses a
flood fill to
segment the playfield into connected regions will make each region
fall individually, in parallel, until it touches the region at the
bottom of the playfield. This opens up additional "chain-reaction"
tactics involving blocks cascading to fill additional lines, which
may be awarded as more valuable clears.
.png/190px-Tetris_gravity_(simple).png) Original algorithm
|
.png/446px-Tetris_gravity_(natural).png) Algorithm with chain reactions
|
Easy spin dispute
Although not the first
Tetris game to feature "easy spin"
(see
The Next Tetris), also
called "infinite spin" by critics,
Tetris Worlds was the first game to fall
under major criticisms for it. Easy spin refers to the property of
a
tetromino to stop falling for a moment
after left or right movement or rotation, effectively allowing
someone to suspend the tetronimo while thinking on where to place
it. This feature has been implemented into
The Tetris Company's official guideline.
This new type of play differs from traditional
Tetris
because it takes away the pressure of higher level speed. Some
reviewers even went so far as to say that this mechanism broke the
game. The goal in
Tetris Worlds, however, is to complete a
certain number of lines as fast as possible, so the ability to hold
off a piece's placement will not make achieving that goal any
faster. Later, GameSpot received "easy spin" more openly, saying
"though the infinite spin issue honestly really affects only a few
of the single-player gameplay modes in
Tetris DS, because
any competitive mode requires you to lay down pieces as quickly as
humanly possible." In response to the issue,
Henk Rogers stated in an interview that infinite
spin was part of the guideline, giving a rationale:
History

Screenshot of the 1986 IBM PC
version
Tetris has been involved in many legal battles.
In June
1984, Alexey Pajitnov created
Tetris on an Elektronika 60
while working for the Soviet Academy of Sciences
at their Computer Center in Moscow with Dmitry Pavlovsky, and Vadim Gerasimov ported it to the IBM PC. Gerasimov reports that Pajitnov chose
the name "Tetris" as "a combination of '
tetramino' and '
tennis'."
From there, the PC game exploded into popularity, and began
spreading all around Moscow. This version is available on
Gerasimov's web site.
The IBM PC
version eventually made its way to Budapest
, Hungary
, where it
was ported to various platforms and was "discovered" by a British
software house named Andromeda. They
attempted to contact Pajitnov to secure the rights for the
PC version, but before the deal was firmly
settled, they had already sold the rights to
Spectrum HoloByte. After failing to settle
the deal with Pajitnov, Andromeda attempted to license it from the
Hungarian programmers instead.
Meanwhile,
before any legal rights were settled, the Spectrum HoloByte IBM PC
version of Tetris was released in the United States
in 1986. The game's popularity was
tremendous, and many players were instantly hooked—it was a
software blockbuster, with reviews such as in
Computer Gaming World calling the
game "deceptively simple and insidiously addictive".
The details of the licensing issues were uncertain by this point,
but in 1987 Andromeda managed to obtain copyright licensing for the
IBM PC version and any other home computer system.
For
Amiga and
Atari ST
two different versions by Spectrum HoloByte and
Mirrorsoft became available. The Mirrorsoft
version did not feature any background graphics while the Holobyte
version had a background picture related to Russian themes for each
level. Games were sold as budget titles due to the game's
simplicity. Spectrum's
Apple II package
actually contained three diskettes with three different versions of
the game, for the
Apple II+ and
Apple IIe on separate
DOS
3.3 and
ProDOS 5-1/4" diskettes, and for
the
Apple IIgs on a 3-1/2" diskette, none
of which were copy-protected: the included documentation
specifically charged the purchaser on his or her honor to not give
away or copy the extra diskettes.
By 1988, the Soviet government began to market the rights to
Tetris through an organization called
Elektronorgtechnica, or "Elorg" for
short. Pajitnov had granted his rights to the Soviet Government,
via the Computer Center he worked at for ten years. By this time
Elorg had still seen no money from Andromeda, and yet Andromeda was
licensing and sub-licensing rights that they themselves did not
even have.
Nintendo
By 1989, half a dozen different companies claimed rights to create
and distribute the
Tetris software for home computers,
game consoles, and handheld systems.
Elorg, meanwhile, held
that none of the companies were legally entitled to produce an
arcade version, and signed those rights
over to Atari Games, while it signed
non-Japanese
console and
handheld rights over to Nintendo.
Tetris was on show at the January 1988
Consumer Electronics Show in Las
Vegas, where it was picked up by Dutch games publisher
Henk Rogers, then based in Japan, which
eventually led to an agreement brokered with Nintendo that saw
Tetris bundled with every Game Boy.
Tengen (the console software
division of
Atari Games), regardless,
applied for copyright for their
Tetris game for the
Nintendo Entertainment
System, loosely based on the arcade version, and proceeded to
market and distribute it under the name
TETЯIS: The Soviet Mind
Game (with
faux Cyrillic
typography incorporating the
Cyrillic
letter Ya), disregarding Nintendo's license from Elorg.
Nintendo contacted Atari Games claiming they had stolen rights to
Tetris, whereupon Atari Games sued, believing they had the
rights. After only four weeks on the shelf, the courts ruled that
Nintendo had the rights to
Tetris on home game systems,
and Tengen's TETЯIS game was recalled, with an unknown number of
copies sold.
Nintendo released their version of
Tetris for both the
NES and the
Game Boy (the Famicom and Game Boy versions were
developed by
Bullet-Proof
Software, Inc., who held the Japanese license, despite
Nintendo's license to the game) and sold more than three million
copies; some players considered Nintendo's NES version inferior
because it lacked the side-by-side simultaneous play of Tengen's
version, but Nintendo's
Game Boy
Tetris became arguably the most well-known version of
Tetris, selling over 33 million copies. The lawsuits
between Tengen and Nintendo over the Famicom/NES version carried on
until 1993.
Sega also released a Tetris game for the
Mega Drive; however, the ensuing blitz of
litigation ensured that it was hastily withdrawn.
The Tetris Company
In 1996 the rights to the game reverted from the Russian state to
Pajitnov himself, who previously had made very little money from
the game, even though Nintendo had done very well with it. In 1996,
The Tetris Company LLC (TTC) was
formed in an effort to derive revenue from Tetris. TTC is now the
exclusive licensee of Tetris Holding, LLC, which owns copyright
registrations for Tetris products in the United States and
trademark registrations for Tetris in almost every country in the
world. Tetris Holding through TTC has licensed its intellectual
property to a number of companies. The U.S. Court of International
Trade and the U.S. Customs have at times issued seizure orders to
preclude knock-off Tetris games from being imported into the U.S.,
despite bulletins circulated by the U.S. Copyright Office stating
that copyright does not apply to the rules of a game.
Due to the popularity of Tetris, there have also been many
knock-off and lookalike games on the Internet, many with names
confusingly similar to "Tetris". In order to stop this
infringement, TTC and Tetris Holding have vigorously policed and
enforced their rights and have sent cease-and-desist letters to
websites that infringe the Tetris mark.
Variations
Tetris has been subject to many changes throughout
releases since the 1980s. It is difficult to place a standard on
the game, as newer releases frequently progress it either to make
the game better or to keep players interested. Newer
Tetris games have made the trend of pace rather than
endurance. Older releases such as Game Boy or NES
Tetris
offer records according to points. Since the meter for points is
set to only a certain number of digits, these game's records can be
"maxed out" by an experienced player. The next big Game Boy release
after
Tetris,
Tetris DX, in marathon
mode—comparable to mode A in previous releases—allowed an
additional digit for the point meter. Even so, players still maxed
it to 9,999,999 points after hours of play. For
The New Tetris, world record competitors
have spent over 12 hours playing the same game. In
Tetris
DX and
The New Tetris, the new modes sprint and ultra
were added. These modes require the player to act under a timer,
either to gain the most lines or points in that time. Releases like
Tetris Worlds did away completely with point records. This
particular game kept records by how fast a certain number of lines
could be cleared depending on the level. A drawback of this
deviation, along with some other newer features, is that many
traditional players rejected these advances all together. Critics
of
Tetris Worlds said it was broken due to how a piece is
able to hover over the bottom for as long as a player needs.
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: almost always 10 cells wide by 20 high.
Some releases on handheld platforms with small screens have smaller
fields; for example, the
Tetris Jr. keychain game has 8 by 12, and
Tetris for Game Boy has 10 by 18.
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. 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. Level
increments either terminate at a certain point (Game Boy
Tetris tops off at level 20) or increase forever yet not
in speed after a certain point. NES
Tetris will level up
in until the speed of level 29 (due to limitations of the game's
engine, pieces are not capable of dropping faster than this), but
tool-assisted emulation will show that the level indicator
increases 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, these games have a delay that lets the player
slide the piece on the bottom for a moment 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 counterclockwise
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 skilled players is
wall
kick, or 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 impression
that the rotate buttons are locked. In this situation, the player
has to move the piece one position to the right before rotating it,
losing precious time. Proper implementations of wall kick first
appeared in the arcade version of
Tetris by Atari
Games.
Piece preview allows a look at the next piece to enter the field.
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.
Newest features
Newer versions of
Tetris add different scoring goals not
present in traditional
Tetris. As achieving these goals
while not topping out becomes more difficult, these games usually
add a few features to help the player.
The New Tetris and
The Next Tetris are the
first official
Tetris games to feature multiple piece
previews, showing 3 in advance.
Tetris Worlds for PCs and
game consoles add 5 more, while the GBA version retains the 3 piece
preview.
Tetris DS uses the 6-piece preview.
The New Tetris also introduced the "ghost piece", an
obscuration in the shape of the current piece over where that piece
would drop. The feature reduces mistakes, especially for beginners
and high-speed players.
Hold piece is an optional ability to reserve a piece for later use,
allowing a player to either avoid undesirable pieces or save
desirable ones, usually the I piece or a piece needed to complete
another goal. Some clones featured it as a powerup that the player
could earn and use once. A hold piece available to the player at
all times was first featured in
The New Tetris. Most games
that have hold piece activate it when the player presses a
dedicated button, often a shoulder button; other games activate it
when both rotate buttons are pressed simultaneously. When hold
piece is activated, it causes the falling piece to move to the top
and trade places with the hold piece. However, the feature cannot
be activated twice in a row; it is disabled until the piece
released from hold locks in the well.
Initial rotation and Initial hold are features that make the game
accept rotation/hold button inputs while the next piece is still in
the preview area. With initial rotation, when the player holds down
the rotation button after the previous piece has locked down but
before the next piece comes into the well, the next piece will come
into the well in an already rotated state. Initial hold works
similarly, as the piece will be already swapped with the hold piece
when it enters the well. Initial rotation and Initial hold first
appeared in the
Tetris: The
Grand Master series.
Tetris DS features wireless on-line play through the
Nintendo Wi-Fi Connection
system. This new version also takes advantage of the touch screen
in the added "Touch Mode," which has no time limit. Instead, every
block is already placed in a tall tower, and the player uses the
stylus from the
Nintendo DS to shift
blocks left and right and, in earlier towers, rotate blocks. The
goal is to clear enough lines so that a cage of balloons reaches
the ground (this mode is themed on the NES video game
Balloon Fight, hence the cage of
balloons).
Tetris DS also introduces the
Metroid-themed "Catch Mode". In this mode, the
pieces fall downward from the top screen to the touch screen, but
the stack is moved and rotated instead. As the falling pieces bump
against the stack, they get clustered into it. To clear blocks,
there must be a solid area of the stack that is 4×4 or larger. When
this happens, the blocks glow and the music changes. After ten
seconds or upon pressing the X button, these blocks disappear and
shoot a
laser beam in a plus-shape, the
horizontal part equal to the number of rows cleared and the
vertical equal to the columns. This laser beam will move and rotate
with the stack and destroy falling blocks and
Metroid enemies in its path until
it disappears a moment later. The parts of the stack not hit by the
laser beam will be pulled in towards the center of the stack after
the laser beam dies. If a piece reaches the bottom of the touch
screen, the stack hits a falling block while rotating, or the stack
hits a Metroid, the stack loses Energy. The player loses if the
stack runs out of Energy or if the stack becomes so large that it
can no longer fit on the touch screen.
Tetris Mania by
EA Games
brings back the Fusion and Sticky modes from
Tetris
Worlds. In Fusion, "atom" blocks must be activated, the number
of those needing to be activated increases per level. Activated
atoms wills also activate other atoms that they touch, and are
generated two for every seven Tetrominoes. Gravity will not be
activated until a line is cleared containing an atom of fusion
block. In Sticky, based on
The Next Tetris, you need to
clear the bottom row of starting tiles. In each level there are
more starting tiles that are harder to clear. The pieces in this
game are made up of different colored minos that "stick" to those
of the same color. Gravity is always a factor.
The
Tetris arcade game by Atari Games offered different
"puzzles" for selected rounds. The first three rounds are played
normally, with no obstacles. At the start of round 4, eight bricks
are placed vertically along each side of the well. Round 5 begins
with ten bricks scattered throughout the bottom five rows. Round 6
begins with twenty bricks arranged in a pyramid. In rounds 7
through 9, the well starts out empty but single bricks will appear
at random on top of your puzzle each time a piece lands that does
not clear any lines, potentially thwarting any advance planning you
may have done. In rounds 10 through 12, incomplete "garbage" lines
will randomly pop up underneath your puzzle, pushing the puzzle
upward, when a piece lands without clearing any lines. Rounds 13
through 15 begin with more blocks arranged in predetermined
patterns, and the cycle continues throughout the remaining rounds
in the game in groups of three.
Tetris variants
Several
Tetris variants exist. Some feature alternate
rules and pieces, and others have completely different
gameplay.
A popular variant called "The Grand Master" eventually becomes so
fast players have to use every second of time optimally, and it
even has a mode dubbed "Invisible Tetris", where the only time the
blocks are visible is when the game is over.
Because of its popularity and the relatively simple code required
to produce the game, a game with nearly the same rules as
Tetris is often used as a
hello
world project for programmers coding for a new system or
programming language. This has resulted in the availability of a
large number of
ports for different
platforms, most of which are not endorsed by The Tetris Company and
are given away freely.For instance,
µTorrent and
GNU
Emacs contain tetromino stacking games as easter eggs.
End of play
Players lose a typical game of
Tetris when they can no
longer keep up with the increasing speed, and the tetrominoes stack
up to the top of the playing field.
Possiblity of indefinite gameplay
The question
Would it be possible to play forever? was
first encountered in a thesis by John Brzustowski in 1988 The
conclusion reached was that the game is inevitably doomed to end.
The reason has to do with the S and Z tetrominoes. If a player
receives a large sequence of alternating S and Z tetrominoes, the
naïve gravity used by the standard game eventually forces the
player to leave a hole in a corner.
Supposing that the player then receives a large sequence of
alternating S and Z tetrominoes, they will eventually be forced to
leave holes throughout the board. Back and forth, the holes will
necessarily stack to the top and, ultimately, end the game. If the
pieces are distributed randomly, this sequence will eventually
occur. Thus, if a game with an ideal, uniform, uncorrelated
random number generator is
played long enough, any player will top out.
In practice, this does not occur in most Tetris variants. Some
variants allow the player to
choose to play with only S and Z tetrominoes, and a good player may
survive well over 150 consecutive tetrominoes this way. On an
implementation with an ideal uniform randomizer, the probability at
any given time of the next 150 tetrominoes being only S and Z is
one in (2/7)
150 (approximately 2×10
-82). Most
implementations use a
pseudorandom number generator
to generate the sequence of tetrominoes, and such an S–Z sequence
is almost certainly not contained in the sequence produced by the
32-bit
linear congruential
generator in many implementations (which has roughly 4.2 ×
10
9 states). The "evil" algorithm in
Bastet
often starts a game with a series of more than seven Z
pieces.
Recent versions of Tetris such as
Tetris Worlds allow the
player to continuously rotate a block once it hits the bottom of
the playfield, without it locking into place (see
Easy spin dispute, above). This
permits a player to play for an infinite amount of time, though not
necessarily to land an infinite number of blocks.
The increasing speed of a Tetris game would eventually make it
impossible to play unless capped at some reasonable value. Even
given arbitrarily good reactions, a player would be limited by the
frame rate of the computer or console on which they were playing.
Consoles have a finite
frame rate for
both recording user input and drawing screen updates, so
tetrominoes move down the screen in discrete steps. Depending on
the algorithm used, this may result in tetrominoes appearing and
landing within the period of a single frame, thereby preventing the
player from repositioning the tetromino before it lands.
Music
- Music A in the original Game Boy edition of Tetris has
become very widely known, to the point that Level 20 in Tetris
DS is based on the original Game Boy version of
Tetris and uses that theme. It is an instrumental
arrangement of a Russian folk tune called "Korobeiniki" (with various Latin spellings),
which has been covered by UK dance band Doctor Spin, US alternative rock band Ozma, Tokyo Ska Paradise Orchestra,
Basshunter the Swedish Eurodance DJ, and also the German
techno group Scooter on
their 2007 album Jumping
All Over the World. It was also sampled in "21
Concepts" by MC Lars. Music A and B are also
remixed and arranged for Super Smash Bros. Brawl, and can be selected for
the stage "Luigi's Mansion", as well as being used in custom
stages. The song has also been remixed for two dance games, under
the name "Pumptris Quattro" in Pump
It Up NX2 and "Happy-hopper" in Dance Maniax 2nd Mix.
- Music 1 in the NES version is "Dance of the Sugar Plum Fairy",
a tune noted to be scene 14c of act two of The Nutcracker, composed by Tchaikovsky.
- One song in the BPS and Tengen versions is the "Kalinka", a famous Russian song written by
Ivan Petrovich Larionov.
- Music C in the Game Boy version is an arrangement of Johann Sebastian Bach's French Suite No. 3 In B Minor, BWV 814, V.
Menuett - Trio.
- Nintendocore band Powerglove used Music A & B in the 1st track
of their 2nd album, 'Total Pwnage', naming the song 'Tetris (Themes
B And C)' It opens playing Theme B normally, quickly followed by
the 2 themes being played on guitars with numerous effects.
Effect of Tetris on the brain
According to intensive research from Dr. Michael Crane and Dr.
Richard Haier, et al. prolonged
Tetris activity can also
lead to more efficient brain activity during play. When first
playing
Tetris, brain function and activity increases,
along with greater cerebral energy consumption, measured by
glucose metabolic rate. As
Tetris
players become more proficient, their brains show a reduced
consumption of glucose, indicating more efficient brain activity
for this task. Even moderate playing of tetris (half-an-hour a day
for three months) boosts general cognitve functions such as
"critical thinking, reasoning, language and processing" and
increase
cerebral cortex
thickness.
In January 2009, an Oxford University research group headed by Dr.
Emily Holmes reported in PLoS ONE that for healthy volunteers,
playing ‘Tetris’ soon after viewing traumatic material in the
laboratory reduced the number of flashbacks to those scenes in the
following week. They believe that the computer game may disrupt the
memories that are retained of the sights and sounds witnessed at
the time, and which are later re-experienced through involuntary,
distressing flashbacks of that moment. The group hope to develop
this approach further as a potential intervention to reduce the
flashbacks experienced in PTSD, but emphasized that these are only
preliminary results.
The game can also cause a
repetitive stress symptom in that
the brain will involuntarily picture tetris combinations even when
the player is not playing the game (the
Tetris effect; for citations see the
references in the article
Tetris
Effect), although this can occur with any computer game or
situation showcasing repeated images or scenarios, such as a
jigsaw puzzle.
Popular culture
Tetris' popularity has resulted in its appearance in the
media. It was featured in two episodes of the video-game oriented
cartoon
Captain N: The
Game Master. It was also referenced in the
Muppet Babies episode
"
It's Only Pretendo",
The Simpsons episode "
Strong Arms of the Ma" (where Homer
uses the Tetris effect on his brain to fill his car with family and
his shopping goods but fails to leave room for him) as well as
"
Thirty Minutes Over
Tokyo",
Family Guy episode
"
Prick Up Your
Ears", and
Futurama episode
"
Fear of a Bot Planet."
Commercials also occasionally parody the game.
Police Academy: Mission to
Moscow alluded to Tetris by depicting the Russians trying
to hypnotize Americans through a puzzle video game referred to as
"The Game" in the movie. On
The
Colbert Report,
Stephen
Colbert's right-wing
character mourned the passing of
a more innocent time by remarking that in today's America, among
other divisive factors, there is "no one game where when we close
our eyes we still see the shapes falling." A
Honda commercial showed pieces similar to the blocks
in the
Tetris games along with electronics, suitcases,
pieces of furniture, and a
hamster cage into
a
Honda Fit, the automobile the commercial
was advertising. The commercial ends with a robotic voice
proclaiming,
"The Fit is Go!". Even other videogames have
shown tributes to Tetris such as the character Ai from NeoGeo
Battle Colosseum, who can summon and attack characters with various
Tetris blocks.
In 2007, video game website
GameFAQs hosted
its sixth annual "
Character
Battle", in which the users nominate their favorite video game
characters for a popularity contest in which characters
participate. The L-shaped Tetris piece (or "L-Block" as it was
called) entered the contest as a joke character, but on November 4,
2007, it won the contest.
In Japan, a hugely popular live-action game called
Brain Wall (also referred to commonly as
"Human Tetris") ran for a number of seasons on a Japanese variety
show. Contestants would be assigned to teams (Red or Blue) and
paired with recurring characters. Each team would then, in turn,
face a wall of painted styrofoam with a Tetris-like shape carved
out. The wall would advance on the contestant, who must pass
through the opening by posing, squeezing or jumping. Later levels
have a pool of water at the end of the run (the effect being to
force the contestant into the pool if they fail.) The recurring
characters provide running commentary, built-in rivalry and comic
relief. Due to the game's popularity as a
viral video, versions of the game have been
exported around the world as a dedicated show, commonly known in
English regions as
Hole in the Wall.
Other viral video versions of the game have been created using
stop-motion animation with
Lego blocks.
In Thomas Pynchon's 2006 novel,
Against the Day, mention is made of a
"Captain Igor Padzhitnoff" (presumably pronounced the same as
Pajitnov) whose preferred method of causing trouble was "to arrange
for bricks and masonry, always in the four-block fragments which
had become his 'signature,' to fall on and damage targets
designated by his superiors".
In 2008, the
New Zealand Army
published recruitment advertisements depicting troop movements and
supply drops in Tetris-style formations.
[5263][5264]
In 2009, songwriter Jonathan Mann depicted the history of the
game's development as a
humorous musical narrative from the perspective
of Tetris creator
Alexey Pajitnov.
The account mentions several of the major players in Tetris'
commercial success including
Robert
Maxwell,
Robert Stein and
Henk Rogers.
On June 6, 2009, Google honored Tetris' 25-year anniversary by
changing its logotype to a version drawn with Tetris blocks - the
"l" letter being the long Tetris block lowering into its
place.
At the 2009
Edinburgh Festival
Fringe, Pig With The Face Of A Boy performed their song 'The
Complete History Of The Soviet Union As Told By A Humble Worker
Arranged To The Melody Of Tetris', the worker's role being the
manual labour of moving giant Tetris pieces into place as they
fall.
The Tetris theme can be briefly heard during Russia's version of
Marukaite Chikyuu, the end theme of
Axis Powers Hetalia.
Reception
The IBM version of the game was reviewed in 1988 in
Dragon #135 by Hartley, Patricia, and
Kirk Lesser in "The Role of Computers" column. The reviewers gave
the game 4 1/2 out of 5 stars. The Lessers later reviewed Spectrum
HoloByte's
MacIntosh version of Tetris in
1989 in
Dragon #141, giving that version 5 out of 5 stars.
In 2009,
Game Informer put
Tetris 3rd on their list of "The Top 200 Games of All
Time", saying that "If a game could be considered ageless, its
Tetris".
Awards
The long history of
Tetris resulted in a Guinness World
Record awarding the franchise nine world records in the Gamer's
Edition. These records include, "Most Ported Video Game", "Game
With the Most Official and Unofficial Variants", and "Longest
Prison Sentence for Playing a Video Game", which is held by Faiz
Chopdat, who was jailed for four months for playing Tetris on his
cell phone while on a flight to Manchester, England. He refused to
stop playing after being repeatedly warned by the cabin
staff.
See also
References
External links