Table of Contents

0. Quick-Start Guide

1. Introduction

2. How to...
2.1 Run atris
2.2 Play
2.3 Use the keyboard
2.4 Navigate the menus
2.5 Game types

3. Configuration
3.1 Color styles
3.2 Sound styles
3.3 Shape styles
3.4 Special options

4. Game concepts
4.1 Color gravity
4.2 Multiplayer interference
4.3 Power pieces
4.4 Scoring
4.5 Level progression

5. Troubleshooting
5.1 Under Windows
5.2 Under Linux
5.3 Under Macintosh

Appendix A. Create your own styles

Atris: Alizarin Tetris
Documentation


0. Quick-Start Guide

If you are already familiar with Tetris-like games, just read the sections on color gravity and power pieces, then run the game.


1. Introduction


Atris Opening Screen
In this shot of the opening screen, all of the default options are active.

Alizarin Tetris generally responds to both the mouse and the keyboard. When you start the game you should see a tetris demo in the center of the screen and the Main Menu to the left. You can use the arrow keys to navigate up and down. Pressing enter or clicking with the mouse on one of the options will either bring up a selection submenu, start an actual game, or quit the program, as appropriate.

The submenus allow you to modify your playing environment. Currently, you can select from different Color Styles, Sound Styles, Piece Styles, and Game Types. The current value for each option is displayed in the main menu.

You can also select the Special Options submenu, which contains a set of toggles for special effects.

Each time you modify one of these options, the demo game will restart using your new preferences (so you can get a preview of what they look like without actually playing a game). Also, every time the demo game restarts it will choose a new computer "personality" (AI player).

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2. How to...

This section describes how to perform basic atris actions (like running the game and controlling falling pieces).

2.1 Run atris

Under Linux, you can usually run atris from the command prompt:

	your_machine$ atris
If you installed atris (via "rpm -i" or "make install"), that should work (atris will probably be in "/usr/bin/"). If you downloaded the source and just compiled it, you must change to the top-level directory of the source distribution to run it:
	your_machine$ cd /usr/src/atris-1.0.5
	your_machine$ ./atris
The RPM version of atris claims to add links for Gnome and KDE desktops, but we haven't tested them.

Under Windows, you can also run atris from the command prompt:

	C:\Program Files\atris\> atris.exe
... or by clicking on it via Windows Explorer or somesuch. Note that in any event, atris looks for its game files both in the current directory and in a distribution directory (usually /usr/games/atris/ or C:\Program Files\atris\). If it exits shortly after starting up, make sure those game files are available to it and try running it by hand in the right directory.

2.2 Play

The object of the game is to clear all of the initial "garbage" from the bottom of the screen. One at a time, randomly chosen pieces will fall from the top center of the board. You can guide them left and right and also rotate them. Eventually they will settle near the bottom. Whenever you completely fill an entire row (that's horizontal!) it disappears and the pieces above it fall down to fill the void. Generally there is some sort of time limit. Eventually, if you keep succeeding, you will advance to the next "level": at higher levels there is more garbage and the pieces fall faster (so you have less time to think).
Atris: About to Win
If you cannot clear the rows and the pile gets all the way to the top of the screen (such that your next falling piece cannot be placed), you lose that round.
Atris: About to Lose (oh no!)

2.3 Use the keyboard

[ a ]
[ Left Arrow ]
Move your piece left.
[ d ]
[ Right Arrow ]
Move your piece right.
[ s ]
[ Down Arrow ]
Drop your piece quickly (move again to cancel!).
[ w ]
[ Up Arrow ]
Rotate your piece.
[ p ] Pause (or Un-Pause) the game.

If you are the only person at your keyboard, you can use either (or both) sets of keys. If you are playing with two players at one keyboard, the player on the left uses "wasd" and the player on the right uses the arrow keys.

You may press [ q ] at (just about) any time to quit. From the main menu, you may press [ f ] to toggle full-screen mode (if supported).

2.4 Navigate the menus

All of the menus in Alizarin Tetris are "radio menus" in the sense that only one item from the menu can be selected at any one time. If there are multiple menus visible on the screen, the currently active one will have a light border around it. The current selection in each menu will be highlighted as well. In this shot of the opening screen, the menu on the right is the active one and "Solo Normal Game" is the currently selected menu item.

Use the up and down arrow keys to change the selected item in the current menu. Press enter to confirm your selection and move on. You may also just click on your desired choice. Menus may contain more options than can be displayed simultaneously. There is no actual way to tell that this is happening (sorry!). If this is the case, you should use the arrow keys to scroll.

If more than one menu is available, you may use the left and right arrow keys to change which menu is selected. Then use the up and down arrows to choose something from that new menu. Or you can just click with the mouse.


Atris: Opening Menus

2.5 Game types

Alizarin Tetris currently supports six different game types which can be selected from the opening screen. A description of each one follows.

Solo Normal Game After you choose your personality, you have five total minutes in which to clear boards of your current level three times. If you succeed all three times, you advance to the next level. If you fail (top out, run out of time) all three times you devolve to the previous level. In this game, the time is a hard limit: as soon as it runs out, it's over!
Atris: Solo Normal Game
Solo Scoring Marathon After you choose your personality, you have five minutes per level in which to play. If you clear the board, you advance to the next level. The object is to increase your score as much as possible by clearing multiple lines at the same time, so you may want to hang around on a level and rack up more points. Note that the level you getto in Scoring Marathon mode isn't saved.
Atris: Solo Scoring Marathon
Solo vs. Computer After you choose your personality (and pick your favorite computer player), you will be given a chance to specify a difficulty level for it. This level represents the delay between times when the AI is given a chance to think or move. Low values make for a harder game. High values make for an easy game. If you select 0, the rate will be automatically tied to the current game level. You then have five total minutes in which to clear a board of your current level three times. On your right, the computer player is trying to do the same thing! The other player is given exactly the same garbage as you and exactly the same pieces in exactly the same order, so it's more of a contest of skill. In this (and other multi-player modes) the players can interfere with each other. In this (and other multi-player modes), time is not a hard limit (but see level adjustments below).
Atris: Solo vs. Computer
2 Players, 1 Keyboard This is for when you and a friend are at the same computer. You each get a different set of keys and you play at the same time, just like in "Solo vs. Computer" mode. Again, each player is trying to clear the board three times in five minutes in order to advance a level. Time is not a hard limit and you can interfere with each other.
Atris: 2 Players, 1 Keyboard
2 Players, Network In this mode, you and a friend both have identical versions of Alizarin Tetris running on two different computers that can reach each other via TCP/IP. We have not tested this over modem-speed connections: I recommend 10baseT or better LANs. You must determine beforehand who will be the "server" and who will be the "client". The client must know the hostname (or IP address) of the server. Both players must choose color styles with the same number of colors (but they may choose different styles) and piece styles with the same number of shape (if you do not, the game will issue a warning). Both players will receive identical garbage and falling pieces. The game plays just like "2 Players, 1 Keyboard" except that you see less frequent updates of your opponent's progress on the right. After each level, the player running the server gets to choose when the next level starts, so the client must be ready!
Atris: 2 Players, Network
Computer vs. Computer In this mode, you pick two AI personalities and watch them duel with each other (as in all of the other multi-player variants above). This is mostly useful because it allows you to pick up on strategy by watching the AI: it often does really stupid things which you should avoid and it often does really clever "look-ahead" type things which you should strive to emulate.
Atris: Computer vs. Computer

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3. Configuration

Alizarin Tetris is highly configurable. It supports a variety of styles for the tetris pieces (in color and shape) and the game sounds.

3.1 Color styles

You can stick with the "Default Color Scheme" or you can switch to one of our pre-made color schemes (e.g., "Deep Blue" or "Textures"). Color styles just change the way in which the tetris pieces are drawn: they do not affect game mechanics in any way. [ Note, however, that the "all blue" and "all grey" styles make for a more difficult game for human players because the different colors look similar, although not identical. ]

You can also create your own color styles with your own graphics (no need to recompile!) ... more on that later.

3.2 Sound styles

You can stick with the "Default Sound Style", which includes pretty standard bells and whistles for thudding pieces, clearing rows, and level changes. You can also pick "No Sound", which blesses you with silence. If you specify -q on the command line, "No Sound" will be the only available choice. A few other themes are provided. When you choose a new sound style, all of the associated sounds are played in sequence so that you can get a feel for them.

You can also create your own sound styles if you have some WAV files lying around (without recompiling!) ... more on that later.

3.3 Shape styles

You can stick with the "Default Tetris Pieces" (i.e., the planar tetrominoes) or you can try for something more exciting. As math fans, we like the planar pentominoes here (think tetris pieces with an "area" of 5 instead of 4), so you can play with them exclusively (hard!) or with all of the tetris-like pieces that can be made up of 1-5 units.

The other shape styles look difficult at first but they can be a lot of fun, especially if you're getting bored with standard Tetris.

In an incredible surprise move, you can create your own shape styles as well. See below.

3.4 Special options

Special options control certain specific characteristics of the game's mechanics and appearance. They are listed under the Special Options submenu. Clicking (or pressing return) on a special option toggles its value.

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4. Game concepts

This section details differences between Alizarin Tetris and general tetris clones.

4.1 Color gravity

Unlike normal Tetris, in this variant a single tetris piece can be made up of tiles of two different colors. For example, the "L" piece could look like the figure on the left.

When the piece finally "touches down" on some other pieces near the bottom of the board, we first check to see if any rows should be cleared. If so, they are immediately removed.

Now, all of the little tiles of the same color that are adjacent to each other (from this most recent piece or from any previously-placed piece) "merge" together and become a cohesive unit. In our running example, no mergers take place: the figure at left shows the same piece after it has touched down.


Then gravity takes effect, and all of the merged cohesive units fall separately. The effect of this is that if your currently-falling piece is made up of two colors, it will "fall into pieces" when it touches down and those pieces will "slide past each other". The figure at left shows the same the upper left corner falling separately.


Such falling pieces eventually come to rest. If a piece falls like that and just happens to fill up another row, that row is cleared and the process repeats itself. Every row you clear as a result of placing one single piece is summed up for the purposes of scoring and interfering with your opponents. What this means is that you can, in fact, clear more than four lines by dropping a single piece.

Finally, adjacent tiles of the same color merge again. In our runing example, the piece that had been falling has come to rest and merges with its lower part.

This can take a little getting used to, but it adds a lot to the game. Watch the demo for a bit to get the hang of it.

4.2 Multiplayer interference
In a multi-player game (AI players count!), if you clear 3 more or rows at once, your opponent's screen will be obscured for a time. They can still move and their pieces still fall, but they cannot see (AI players are prevented from "thinking" but can still "move"). If you clear 3 or more rows twice in quick succession, the "blank" timeout extends. In the example screenshot, the screen for the player on the right has been obscured. When the random fill-in image reaches the bottom, the normal view returns.

If you clear 5 or more rows at once, an extra row of garbage will be added at the bottom of your opponent's board. Ouch!

If you clear 7 or more rows at once (I've never seen this ...), your unlucky opponent gets both the garbage and the blanking.


Atris: Multiplayer Interference

4.3 Power pieces

We are responsive to user requests, and at a beta-tester's suggestion, have added several 'power pieces' to the pool from which your pieces are drawn. (They can be enabled or disabled via the Special Options menu). Each one is composed exclusively of one of the following tile types:

Tile TypeImageDescription
The Bomb This power piece destroys all tiles that are adjacent to it (in the four cardinal directions) when it comes to rest, including garbage tiles.
The Down When it comes to rest, this piece pushes each tile directly beneath it down as far as it can go, skipping any intervening tiles. This has the effect of taking the topmost row of pieces and stuffing them into little nooks and crannies near the bottom, thus freeing more room for you at the top and more densely packing the bottom.
The Drip When this piece comes to rest, it and all non-garbage tiles adjacent to it change to be the color most commonly occurring on the board. This effect spreads out and modifies all non-garbage tiles reachable from the original change, making huge swaths of the playing area mono-colored.
The Skull When this piece comes to rest, it destroys all non-garbage tiles adjacent to it. This effect propagates to all tiles that were the same color as an affected tile and were adjacent to it.

4.4 Scoring
You obtain points when you clear rows equal to the number of lines cleared (in one go) multiplied by the square of your current level. In the Solo Scoring Marathon style of game, you can put your name on the high score list at the end.
Atris: High Score List

4.5 Level progression

Your intermediate progression (after you've cleared some boards) is represented by stylized "Thumbs Up", "Thumbs Down" and "Neutral Face" icons. You need 3 "Thumbs Up" to go up a level. If you have 3 "Thumbs Down" you go down a level.

If you have a "Thumbs Up" and a "Thumbs Down", they cancel. If you have a "Thumbs Up" and your opponent has a "Thumbs Up", they cancel.

You GetOpponent GetsWhat Happened
You cleared the level under the time limit.
You cleared the level after the time limit in a game without a hard time limit.
You "topped out".
Time ran out in a game with a hard time limit.

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5. Troubleshooting

Alizarin Tetris is hardly perfect, although we have gone to some lengths to assure stability and platform independence. This section highlights some SDL pointers, atris limitations and common problems. Our atris FAQ may also be of use. A good place to start for general information is the SDL FAQ List (no really: it's useful!).

5.1 Under Windows

A number of SDL settings are mutable via environment variables. These can sometimes be a little tricky to set under Windows, though: check your Control Panel.

Known bugs:

If you have trouble:

5.2 Under Linux

A number of SDL settings are mutable via environment variables.

Known bugs:

If you have trouble:

5.3 Under Macintosh

Known bugs:

If you have trouble:

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Appendix A. Create your own styles

You can make your own color, shape, and sound styles if you have a text editor and some raw materials. Just go into the "styles/" sub-directory and make a copy of one of the small text files there (say, "Default.Sound" -> "Nifty.Sound"). Now edit your new copy with a text editor and change the name ("Default Sound Scheme" -> "My Nifty Sounds"). Then change all of the references to other files ("thud.wav" -> "my_new_thud.wav"). Re-run Atris: presto! Your choice should be visible on one of the menus. If there are any load-time problems, they will be displayed on stdout.

Sound Styles: All sound files must be 11025 Hz mono 8-bit WAV files. The first line in the file names the style, all of the other non-comment lines associate a WAV file with an action in the game.

Color Styles: All graphic files must be 20x20 (by 24 bit) Windows-style Bitmaps. The first line in the file is the name of the style. The second line must contain a single integer giving the number of distinct colors (bitmaps) defined by the file. The first bitmap will be used to display the garbage that starts at the bottom of the screen, the remaining X-1 become possible values for tiles in tetris pieces. Note that network play requires that

Piece Styles: The first line gives the name of the style, the next line gives the number of distinct piece shapes defined by the style. After that you must define that many individual pieces using our amazing ASCII art notation. Each piece should be blank-separated from those before and after it and should be square (i.e., 3x3 or 4x4 but not 4x3).

Limitations: If you make any mistakes with these specification files our highly advanced parser (cough) will notice and the game will not start. Check for errors on stdout. The configuration system is not elegant but it should be quite easy.

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Kiri Wagstaff and Westley Weimer
Last modified: Fri Nov 10 09:16:16 PST 2000