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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