Hi all,

Here is the Tetris Guide. No attachments are allowed on the list, apparently.

Tetris Guide:

TETRIS
 FOR THE BRAILLENOTE
 USER's GUIDE
 by Marvin Vasquez
 NAVIGATING THIS DOCUMENT
Parts of this document have been optimized for reading on notetakers whose braille displays are eighteen cells long. It should be possible to emboss, if desired (though I don't have any way of testing that hypothesis). Major sections have titles in all capital letters, and may easily be searched for on BrailleNotes when using the document in its native format by finding heading styles (backspace with s, h). Subsections have their titles capitalized on first letters only, and may be found on a BrailleNote by locating subheading style markers (backspace with s, s).
   INTRODUCTION
For a while now the BrailleNote (shortened from now on to "bn") family of notetakers, developed by Humanware, has had the exciting ability to allow users to play games. The text adventure games supported by Keysoft are, for all their interest and entertainment value, not what one thinks of when the word "games" comes to mind. There is, as someone who subscribes to a mailing list that Humanware provides for its bn users has discovered (it wasn't me), an extremely well-hidden game that anyone using a bn family notetaker equipped with a braille display can play. (Actually, I don't know if the Classic model has this game, but I sincerely hope noone has been given false hope.) As may be surmised, the game is called Tetris. You may have heard of a game with this name before; it was developed for older gaming systems, such as the Nintendo. In this two-dimensional game, a puzzle piece starts "sinking" toward the bottom of the field. Your goal for the present is to position it, by rotating and/or moving it left or right from the center of the field, so that it may best fit into other already fallen pieces. In the case of the first piece to start falling, the task is simplified somewhat because the whole field is empty; it may "land" anywhere in any position. Once a piece reaches the bottom of the field or a part of another piece, you lose control of it, and the next piece comes into existence at the top center of the field, and begins its descent. And so the game continues. This brings us to the overall objective of Tetris - to fit as many pieces together as seamlessly as possible, scoring points for each one placed. Additional points are scored by creating one or more horizontal lines across the field. When these lines reach all the way to an edge of the playing field, the game makes them disappear, and any pieces or parts of pieces above them are moved downward instantaneously to take their places. This effectively clears up more maneuvering space at the top of the field. As well as available piece manipulation space, one more very significant factor further complicates game play. When Tetris begins, pieces fall at a slow speed to give you time to maneuver them before they reach other pieces or the bottom of the field. As your score and the number of lines the game wipes out increase in value, so does the falling speed of playing pieces. The faster they fall, the more directly proportional the challenge of getting pieces into position grows, until finally you are either overwhelmed by the sheer rapidity of the sinkings or you run out of maneuvering space to position them - at which point the game effectively ends.
LAUNCHING TETRIS
Now that you have an understanding of how the game works, you're surely wondering where the heck it is, since the bn's user guide makes absolutely no mention of anything even remotely resembling Tetris. Well, as I've said, it's very cleverly hidden on your system. To get to it, do the following:
 1) From the main menu, hit u for the utilities menu.
 2) Hit k for key management
3) Hit e for enter a product key (never guessed you'd ever have to use this thing, eh?). 4) Finally, to start the game of Tetris, type the word "playtime" (capitalization is insignificant to the bn), then hit enter.
  GAME PLAY
Note: In game play, the most common keystrokes used in Tetris involve combinations of the four thumb keys, so I will number them, for purposes of our discussion, from left to right, 1 through 4. As soon as you push enter, your system will pause for a couple of seconds while it does a few things (making sure that both speech and braille are turned on, initializing the game's variables, and getting ready to set up your braille display for the game). This next one's just a guess since I only have an eighteen-cell display, but on thirty-two-cell units, the playing field might be wider, so the game might also be checking your display length during that same pause. In any case, after the pause you'll see something like the following on your display:
  a for ça for  a
This indicates that play has begun. Starting from the left, here's what the display means: The single dot that looks like an a is actually a number indicating your position in lines relative to the top of the field (in this case, 1, meaning you're at the very top). If you were to scroll downwards at this point, you'd see:
  a for     for  a
  but for     for  a
  can for     for  a
until finally, you'd reach 17, which is the bottom most line in the field. To scroll the playing field, use thumb 2 to go up one dot position, and thumb 3 to go downward. The two vertical "bars" (which, annoyingly enough, I can't perfectly duplicate because you can't produce a full eight-dot cell in grade two braille) separated from each other by five spaces are the field boundaries. There is no boundary to represent the bottom of the field at line 17, so you'll just have to remember that 17s the bottom-most line. Pieces may not, under any circumstances, move beyond these walls. The blank area between the bars is where new pieces will appear and start falling toward the "ground." You may have noticed the "ça" in the center of the field; this is but one example of several possible "pieces" you'll see starting to "fall". And finally, as you might well have guessed, the letter a to the right of the field is another numeric indicator; this one (currently 1 as well) indicates the speed at which pieces fall (for now, one dot position every two seconds). The fastest speed setting is 10, which means pieces will fall one dot position every slightly less than a quarter second, which is way too fast - trust me on that one! Once you get comfortable with the game, you might want to change the speed setting near the beginning of play (you can do it at anytime you want. I, personally, usually do this at the start of the game, usually setting 4 or 5); to do so, use thumb keys 3 and 4 together to increase the speed. NOTE: The speed setting cannot be reversed, so do not increase it unless you really mean to!
 MANEUVERING and FITTING
 PIECES TOGETHER
Before I start describing how to move and manipulate the Tetris pieces, it would be wise to give you a "photo lineup" of the "enemies" you'll be facing. There are seven different pieces the game will throw at you, completely at random. I'll discuss piece rotations in a bit, but know for now that every piece is presented having been rotated sideways. They are:
 go
 ça
 fa
 cb
 do,
 ja
 da
Now that you've taken a good long look, it's time to learn to use them to your advantage. This means controlling how and where each falling piece will land on the field. You have two means of doing this - moving a piece left/right, and/or rotating it so that it presents a different profile.
 Rotating Pieces
Let's start with rotations first. In Tetris, pieces can be turned exactly ninety degrees (a right angle) clockwise (to the right) and counterclockwise (to the left). You'll remember that new pieces appear on the field rotated sideways. If you look at the seven piece types, you'll notice (if you're able to mentally rearrange and mess with shapes) that all but one piece (the "go") would look different if turned different ways. If you're not easily able to grasp this, you might try the following as you read through the examples in this section:
 * Where necessary, turn your bn so that its display is sideways
* Braille desired examples onto actual braille paper and turn the page/pages sideways as needed The reason the "go" piece doesn't look any different when rotated is that it's a square, no matter which way you turn it. This makes it one of the easiest pieces in the game to work with, since all you can really do to it is move it left/right to get it into position for landing (we discuss this in the next section). This is why, even if you give Tetris the commands to rotate the "go" piece (it's certainly possible to do so), the appearance of the piece will, technically, not change. Probably the next easiest piece to work with is "ça". As you can see, this is a line of four dots. This linear piece only has two positional possibilities: horrizontal or vertical. For now, it's horrizontal. If we rotate it (thumbs 1 and 3 for anticlockwise - left, or thumbs 2 and 4 for clockwise - right) we get dots 4 5 6 with an extra dot (8) at the bottom. Rotating this vertical line again gives us back the "ça". (Incidentally, this piece rotates around the dot just to the right of its center. In this example, it's the dot 4 in the letter c part of the piece.) The next easiest pieces for me to work with are "cb" and "fa". They look alien now, but once I show you what they look like when rotated through their four possible forms, you'll see they're not as tricky as they look. Note: In these illustrations of rotated pieces, I'll show you the forms in order from their current positions, then each form as the pieces would appear when turned to the right, and so on until they're back to the way they started. So, here's what "cb" and "fa" would look like when rotated respectively:
   #       this
   have,      conb
   a      '
   cb      fa
See? In some of their forms, these pieces look almost familiar. Even though they're strange, they're mirror images of each other. Only three piece types to go. The next two we'll look at are "do," and "ja". These two, though also mirrors of each other, are more tricky to work with. Not because they have more forms - far from it - the forms you've seen them in so far aren't the easiest shape to land. When rotated, they only turn into:
   b      ^be
   do,      ja
Their vertical forms are quite easy to land, so long as the criterion of a slightly staggered field surface is met. Their horrizontal ones still give me trouble, so I try my best to avoid working with them that way. The last piece, "da" is my least favorite because the two sets of its four possible incarnations are mirrors, as you can see:
        will
        just,
        ,
        da
I don't so much mind the two vertical forms of this piece; they're pretty easy to land. And so is the "just," form, but I very seldom rotate the piece into "da" form, as it's very difficult to find a landing site for it, even when it's been translated (moved left/right) into "%f" form (discussions of movement next).
  Moving Pieces
Being able to rotate pieces is an essential skill for strategic manipulation in Tetris, but so is moving a piece from place to place, choosing the best place for it to land on other ones - or the bottom of the field if accessible. Doing this is as simple (or as hard, depending on your imagination when it comes to spatial orientation) as rotation. The reason I say it can be just as difficult is because until you get used to things, pieces seem to look different when moved. As during the falling process, pieces move left/right by one dot position each time. To help illuminate things a little better, I provide you a chart that shows what each of the seven piece types, in all available rotation forms, looks like when moved either left or right. Each form only looks alien every other time it's moved. This should become clear as you look at the illustrations below.
  Movement Chart
The following chart is split into sections for each piece. To find these, search for a * symbol. Rotation forms for each piece are indented only two spaces.
 * go
 go
 ^but
  go
* ça ça
  cc
  ça
Note: Following illustration slightly misrepresented by inability to replicate dots 7 and 8. like * do, b
 do,
 %h
  do,
 b
  that
  b
 * ja ^be
 ja
 father
  ja
 ^be
  out
  ^be
 * cb # have, a
 cb
 %d
  cb
 #
 Like
  #
 have,
 ^:
  have,
 a
  people
  a
 * fa this conb '
 fa
 ^can
  fa
 this
 £
  this
 conb
 "just
  conb
 '
  very
  '
 * da will just, ,
 da
 %f
  da
 will
 lord
  will
 just,
 here
  just,
 ,
  rather
  ,
 --------------
It was a long list, but at least you really don't have to memorize it; you can play the game and get first-hand experience of all of these piece movements and have fun at the same time. The thing you should know before you start playing, though, is how to actually move pieces left and right. Yet again, you use the thumb keys; thumb 1 moves left, and thumb 4 moves right. Simple as that! There's only one more command related to the movement of pieces. If you have positioned a piece a good deal of relative time before it will intercept the bottom of the field or the piece stack, Tetris gives you the option of immediately dropping it and commencing to the next piece. There is no confirmation message when using this command, so make absolutely sure that your current piece will land where you expect before doing so. The command is thumb keys 1 and 2. Immediately after you let go of the keys, the piece will rapidly fall straight down (out of sight, if your display is far enough above the piece stack), and you just as immediately lose any control over that piece, and any movement/rotation commands used will now affect the next piece which starts falling.
  OTHER COMMANDS
There are only a few more commands to learn, and none of them introduce new playing concepts. They simply require memorization: * (Reminder) Move the display view up or down by one line of dots in the playing field: thumb key 2 or 3, respectively
 * Help (list of commands): space with h
* Immediately bring the display view to the line of the field which contains the falling piece: thumb keys 1 and 4 * Bring the display view to the top of the stack of already fallen pieces: thumb keys 2 and 3
 * Announce your current score: space with r
 * Say the highest score obtained so far: space with i
* Pause/unpause the game: enter (nothing happens to indicate this toggle has occurred. The current piece will stop falling, and the command to jump to the top of the piece stack doesn't work properly while Tetris is paused, but it is possible to view the field in this frozen state; I often pause the game to give myself some time to think in difficult situations. When you hit enter again, the piece will start falling again.)
 * Exit the game at any time: space with e
You might now want to start playing; perhaps you feel confident enough to get started, having studied this guide so far. If that's the case, go right ahead, and good luck. Just be sure you're ready; once you're inside the game, you aren't allowed to switch tasks or do anything else except for minor stuff like checking the date, time, battery level, etc. You can still change the system volume and the speech settings for rate and pitch, but you can't go into the review voice menu. The only way to continue using your bn normally is to exit the game (I guess it makes sense to deny access to the good majority of the bn's operations, as there is no way to get back to Tetris except to launch it in the first place, but sometimes I find it annoying that there is no way to save your current game before exitting). You can't even listen to music while you play unless you've perhaps created a playlist for the media player and launched that beforehand, or turned on the radio before you start the game. But then again, if you decide you don't want to listen to what you're hearing anymore, you just have to grin and bear it, unless you mind dropping Tetris less than you mind listening to your chosen music after all. Anyway, if you're raring to go, mosey on over to the utilities menu and get crackin'. If you're not so sure of yourself yet, I'll do you the service, throughout the next section of the guide, of providing you with some situational examples of game play so you can better grasp what you've encountered. My contact info is the next section after the examples, and it constitutes the end of this guide. Whether you needed the examples or not, thank you for taking an interest in Tetris and reading this guide to its workings. Whether you were able to follow me or not, I would appreciate your feedback on this guide, revisions to it I might make in the future as a result of said feedback, or guides about other stuff I might try writing in the future. I hope your first, and subsequent, forays into Tetris lead to satisfactorily high scores for you. May the Force, God, Allah (I sincerely hope I spelled that right), Vishnu, Buddha, Zeus and Company (if they're still prayed to or remembered), whatever deity/deities (devine or not) you worship, or just plain luck be with you!
   EXAMPLES
In this section I'll give you ten examples (three each for needing to move pieces over appropriate landing sites and rotating them so they'll fit seamlessly where you decide to land them, and four for both rotation and movement). Situations where Tetris decides, for some reason, to be perverse and give you a piece that you really can't use effectively, but, of course, you have no choice but to try to use anyway will inevitably occur. Nevertheless, i hope these examples help you gain confidence. If not, playing the game is certainly an enjoyable way to learn. Some of the examples will build on each other, so that you are able to gain an understanding of how a piece stack could progress. Each example is marked with a * symbol. As usual, the example illustrations presented in this guide are at times lacking dots in places where the game would normally display the 7th and/or 8th dots on your braille display. For ease of understanding, I have done my best to create the pictures in such a way that you'll be able to see where these dots should show up. In places where this may not be so clear, playing Tetris for the first time will help eliminate your confusion.
    Movements
 * Example 1
Let's start with a simple example. You've played for a short while (about two minutes), successfully landed three pieces in the bottom, and the resulting field looks like this:
  a for  go  for  a
  but for  can  for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for     for  a
 ae for'   for  a
 after forbb;   for  a
 again forvble-- for  a
Oh, wow! That piece starting to fall at the top of the field - it's a convenient square piece! Just one kind of piece you could use to fill in that conspicuous blank gap at the bottom right of the field. So, you move that falling "go" piece all the way to the right wall by hitting thumb 4 four times, and, depending on how excited you are at having spotted the obvious landing site, a snapshot of the game action might look like this if you're keeping the piece in focus on its way down at the same time you're moving it:
  a for  go  for  a
  a for  ^but for  a
  but for   go for  a
  but for   ^bfor  a
  can for    gfor  a
Now, all we have to do is watch the piece make its stately way toward the ground, keeping track of it with thumb 3 as it goes. Or, since we know the piece will land where we want it to, we could just move things along by hitting thumbs 1 and 2 together to drop it right down there. For now, we'll just watch as it falls:
  can for    gfor  a
  can for    (for  a
  do for    gfor  a
  do for    (for  a
  every for    gfor  a
  every for    (for  a
  from for    gfor  a
  from for    (for  a
  go for    gfor  a
  go for    (for  a
  have for    gfor  a
  have for    (for  a
  i for    gfor  a
  i for    (for  a
 aj for    gfor  a
 aj for    (for  a
 aa for    gfor  a
 aa for    (for  a
 about for    gfor  a
 about for    (for  a
 according for    gfor  a
 according for    (for  a
 ad for    gfor  a
 ad for    (for  a
 ae for'  gfor  a
 ae for'  (for  a
 after forbb;  gfor  a
 after forbb;  (for  a
 again forvble--gfor  a
 again forvble--(for  a
Then, you'll watch in wonder as, about two seconds later - the game is running on speed setting 1 - (at which point, also, unseen, until you remember, the game also generates its next piece, so you'd better snap your view to the new falling piece, which might be another "go") you'll see something amazing! One moment the field will look like this:
 again forvble--(for  a
 Then, suddenly:
 again forbb;  comfor  a
Yep, you got it! The piece that just landed also caused a line to be completed, and the game, in its infinite kindness, just pulled a bit of magic and wiped it clean out of existence, clearing part of the playing field up for you.
 * Example 2
 Continuing from before, the field looks like this:
  a for  go  for  a
  but for  can  for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for     for  a
 ae for     for  a
 after for'   for  a
 again forbb;  comfor  a
We have three possibilities here: the area of blankness, atop that thingy on the right, or between those two thingies on the left (remember, "go" can also turn into "^but"). It'd probably be best if we choose that last one, yes? So, we hit thumb 1 three times, watch the piece fall, and a motion picture of the field near the end of the landing would be:
 according for;;   for  a
 ad for^b   for  a
 ad for;;   for  a
 ae for^b   for  a
 after forargh   for  a
Dots 1 and 4 within the walls cannot be reproduced in this next line. Imagine a stretched letter t followed by a stretched "out".
 again forswh  comfor  a
 again fortou  comfor  a
 again for))  comfor  a
 * Example 3
Now let's say we get a "ça" next, which would be most wonderful, indeed. Looking at our last example, try guessing what we should do with the new piece. If you're stuck, read onward for the answer.
 again for))--comfor  a
Moving "ça" to the right once makes it a "cc". You would then let the piece fall all the way to the bottom, which, of course, would cause this to happen:
 again for--   for  a
Now that you've got some experience with that, let's move on to rotating these things.
    Rotations
 * Example 1
Let's start with an easy one. You've played for awhile, and the field looks like this:
  a for ça for  a
  but for     for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for--'--for  a
 according forggggbbggggfor  a
 ad for for forlforforfor  a
 ae for for forlforforfor  a
 after forqforvforforfor  a
 again forpforrforforfor  a
That's right. All you need to do is rotate that new piece and let it fall into that thin slit (incidentally, this would create four lines, which would all go away):
  a for  fa for  a
  but for     for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for     for  a
 ae for     for  a
 after for' -  for  a
 again for;-!--for  a
You're likely to be fortunate for this kind of thing to happen. Sometimes, especially after one of these kinds of successes, Tetris seems to fight tooth and nail to keep one from getting things so easy thereafter. Then again, you might just keep getting lucky.
 * Example 2
Here's a slightly more tricky puzzle. You've played for some time after our previous example, and the piece stack has been whittled away to this:
  a for  do, for  a
  but for  à for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for     for  a
 ae for     for  a
 after for-- --for  a
 again for)]-(for  a
The only way that piece will fit is in rotated form. Since you can only rotate into one other form, "b", it's not finding the correct form that's tricky, it's fitting that form into place; that's as simple as letting it fall once it's rotated, or using the drop command (thumbs 1 and 2). The field should look like this when all is done:
  a for  da for  a
  but for  @  for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for     for  a
 ae for     for  a
 after for   ' for  a
 again for--;Comfor  a
 * Example 3
Building on the previous example, we now have a "da" piece falling into the field. This looks tricky, but if you can remember the rotation forms for a "da" piece, you should find the right match.
  a for     for  a
  but for     for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for    for  a
 ae for  ;' for  a
 after for  be for  a
 again for--like-for  a
If you got something like the answer above, then you rotated the "da" piece into the form I was thinking of. The one that looks like a split letter r - ",". Of course, you could easily have used that piece in other forms and placed it anywhere on the illustrated field, but for the examples in this section, the focus was simply on finding the correct way to rotate the hypothetical pieces.
 Rotation and Movement
 * Example 1
You've played three pieces so far, and the fourth is on its way:
  a for  ja for  a
  but for  can  for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for     for  a
 ae for '  for  a
 after for" his  for  a
 again for with-of  for  a
 If you said rotate:
  a for  ^be for  a
 then move left once:
  a for  out  for  a
 then drop:
 ad for    for  a
 ae for his  for  a
 after for" of  for  a
 again for with-for  for  a
then you'd be right. You can land any piece at the bottom (blank area) of the field, but doing so with the type of piece presented in this example could cause obstacles that get in the way of other pieces later on.
 * Example 2
Looking carefully at this next picture, try to place the falling piece to best effect.
  a for  cb for  a
  but for   a for  a
  can for     for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for '' for  a
 ae for`";'for  a
 after for;ofofbbfor  a
 again forbleforforvfor  a
There will be times when there are multiple places where a piece would fit perfectly. Fortunately (or unfortunately, as the case may be) this is not one of them. That long slit just to the right of center looks terribly tempting, but if you put the "people" form of the "cb" piece there, you'd leave a short slit underneath its leg. The slit on the right is this piece's opposite, so that definitely wouldn't work. So, the place for it is that slit on the left. Fitting the "cb" there, once it's been turned to the left once ("a"), then moved all the way to the left wall:
    forp    for
then dropping it would produce a full eight-dot cell at the bottom left of the field.
 ad for-'' for  a
 ae forgg"";'for  a
 after for for of ofbbfor  a
 again for for for forvfor  a
 * Example 3
What about this one? The piece has been rotated to a different form.
  a for  that  for  a
  but for  from  for  a
  can for  a  for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for     for  a
 ae for' -' for  a
 after for? (his for  a
 again for of-for of for  a
This piece is clearly not meant to heighten either of the two peaks, since it's the wrong shape. The two slots at the bottom look the same, but look carefully. The piece could land at either slot, but the one on the right would leave a thin linear gap below the piece if it were chosen. Therefore, the piece should be rotated, then moved to one dot away from the left boundary (turning it into "%h"), then landed. Here's the resulting field:
 ae for-'-' for  a
 after for)?)? for  a
 again for for of for of for  a
 * Example 4
Finally, try this on for size. Again, the falling piece has been rotated into a different form.
  a for  very  for  a
  but for  have  for  a
  can for  can  for  a
  do for     for  a
  every for     for  a
  from for     for  a
  go for     for  a
  have for     for  a
  i for     for  a
 aj for     for  a
 aa for     for  a
 about for     for  a
 according for     for  a
 ad for   for  a
 ae for0"'  for  a
 after for with of"''for  a
 again for for for of"bbfor  a
Most of the other examples you've seen have had only one landing site available for the pieces presented in them. This one is different; look again, and you might be able to guess the second possibility. The first, and obvious one, is the slit at the bottom right, with the "fa" piece in "this" form. You might not have seen the second possibility; if the piece is rotated into "fa" form, moved all the way to the left, and dropped, the resulting field would look like this:
 according for-'   for  a
 ad for);   for  a
 ae for forv'  for  a
 after for for of"''for  a
 again for for for of"bbfor  a
 --------------
Well, that's it for examples. Now you have a good idea of the situations Tetris will present you with. The game's a challenge, but definitely an addicting one. I've managed to get scores in the 8,500 to just under 9,000 range, but it's extremely difficult to accomplish; at about that range Tetris is running at speed setting eight or nine - sometimes even ten - and that kind of speed makes continued survival a very desperate struggle. With practice you'll probably get that good someday. I hope so. I wrote this guide, after all, to help you learn how to play Tetris on your bn.
  Contact Information
Should you wish to contact me, you may email me at [email protected]. I will do my best to reply to you in a timely manner. I've enjoyed writing this document, and hope you got as much out of it as I put into it.

I hope this will help those who have trouble playing Tetris or don't understand it. Good luck playing!

Carlos

Sent from my Braillenote Apex running KeySoft 9.1 build 1031


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