the cutting room mirror

lt

Nintendo NES Tetris yra sistemos trečias žymaus puzzle žaidimo, sukurto Aleksejaus Pažitnovo, portas, prieš kurį išėjo versijos iš Bullet-Proof Software ir Tengen. Ši versija dabar yra labiausiai žinoma iš visų minėtų trijų.

Unused Sprites#

Please elaborate.
Having more detail is always a good thing.
Specifically: What needs to be modified to make these appear?

An airplane and helicopter can be found amongst the ending sprites. These aren't used in any of the endings of the game.

Tetrisnes-plane.gif Tetrisnes-chopper.gif

They do have valid sprite indices, and can be made to appear via hacking. The helicopter sprite is cut off in-game, but they work perfectly otherwise.

(Source: Applying Artificial Intelligence to Nintendo Tetris)

Nenaudojama muzika#

Pirmas NSF'o takelis nenaudojamas, ir galimai planuotas pradiniam ekranui (kuris įprastai yra tylus). Jį galima bet kada išgirsti nustatant RAM adresą $6F5 į 01. Dar galite naudoti Game Genie kodą PESAZILA, kad pakeisti muzikos tipą 1 su šiuo takeliu arba PAKVLZAA SYSTAXKP norėdami paleisti jį ant visų ne FF tylos takelių, įskaitant ir pradinį ekraną.

Two-Player Mode#

Head-to-head glitching action!

Setting RAM address $BE to 02 (or using Game Genie code VUXEILXX) activates an unfinished two-player competitive mode, a rather surprising omission that was present in Tengen's rendition. While the basic rules are in place and the game is "playable", there are numerous issues:

  • A-Type setup/high score screen is missing a large chunk of tiles.
  • Both game types have empty high score tables.
  • Standard 1P mode screen layout is always used (no 2P mode layout exists in the ROM).
  • Next piece displayed in wrong location.
  • Colors are glitchy.
  • Music alternates between fast and slow when one player nears the top of the playfield.
  • Crashes to copyright screen when game is over (uses invalid pointer table index 09; maximum is 08).
  • Garbage attacks are fully implemented.

Leftover Demo Recording Code#

The game has an unused subroutine that records the player's input for use in the gameplay demo. This subroutine is activated when $00D0 in RAM is set to $FF. However, since the game tries to write the captured inputs directly to ROM ($DD00-$DEFF), it doesn't work correctly on the actual NES hardware or unmodified emulators.

(Source: Applying Artificial Intelligence to Nintendo Tetris)