Joe Zbiciak's 4-Tris
A "Falling Tetrominoes" Game for Intellivision

----------------
 Emulator Notes
----------------

The Numeric Keypad is reversed.  Intellivision keypads put [1], [2], and [3] in
the top row of the keypad, much like a telephone. The emulator retains this
spatial relationship, despite the fact that  PC's put [7], [8] and [9] in the top
row.  So, you will need to remember this little tidbit when starting the game or
using the sound-test screen.

On INTVPC, the [0] key on the keypad is mapped to the Intellivision's [0] and the
[.] key is mapped to the Intellivision's [C]. On jzIntv, it's the other way
around.

The "Action Buttons" are mapped to Ctrl, Shift, and Alt.

The "Disc" is mapped to the arrow keys (the Inverted-T, NOT the ones on the
number-pad)!

-------------------
 Game Instructions
-------------------

At the title screen, press a number from [1]-[9] or [C] on the keypad to select a
starting level.  (Buttons [1] through [9] start you at levels 1 through 9, and [C]
starts you at Level 10.)  If you press [0] at the title screen, you will be taken
to a "Sound Test" screen. (See "Sound Test" below for more details.)  Any other
input on the controller starts you at Level 4.  (Level 4 seemed like a good mid-
way default level.)

In the game, the controllers are set up like so:

  DISC:              Moves piece left, right or down
  Action Buttons:    Rotates piece.  Top button rotates counter-clockwise,
                     bottom buttons rotate clockwise.
  [4], [6], or [C]   Toggles "Next Piece" display
  [7] or [9]         Mutes/un-mutes background music.

Pieces fall until they hit an obstruction which keeps them from falling. When a
piece can't fall any further, it is "placed", and a score is assessed for that
piece's placement.

First, the player is awarded a small number of points for each downward move that
the player made with the piece.  The player is awarded 5 pts/move if the next
piece was displayed at while this piece was falling, 10 pts/move otherwise.  This
rewards fast play.  Next, any completed lines are cleared away, and a cleared-line
bonus is awarded.  The table below illustrates the line clear bonuses. Notice that
it's worth your while to clear more lines at a time.

Line Clear Bonuses:

+-----------------+--------------------------------------------------------+
|  Number of      |  Level Number......                                    |
|  Lines Cleared  |    1   |   2   |   3   |   4   | ... |        n        |
|-----------------+--------+-------+-------+-------+-----+-----------------+
|        1        |   1000 |  1500 |  2000 |  2500 | ... |  500 * (n + 1)  |
|        2        |   3000 |  4500 |  6000 |  7500 | ... | 1500 * (n + 1)  |
|        3        |   6000 |  9000 | 12000 | 15000 | ... | 3000 * (n + 1)  |
|        4        |  12000 | 18000 | 24000 | 30000 | ... | 6000 * (n + 1)  |
+-----------------+--------+-------+-------+-------+-----+-----------------+

As lines are cleared, the player is moved up in level.  Each level has a maximum
number of lines associated with it, which is "10 * level". When that maximum is
reached, the player is moved to the next level. For example, when a player reaches
40 lines, the player moves from Level 4 to Level 5 (if the player didn't start at
a higher level number).

------------
 Sound Test
------------

The Sound Test screen allows the player to just play around with the sound effects
that are embedded in the 4-Tris ROM image.  Press buttons on the keypad to trigger
sound effects and music.  Use the action buttons to toggle the music playback
speed.  Press Disc to exit.

-------------
 Source Code
-------------

See the file "SOURCE.txt" for information on 4-Tris' source code.

Copyright 2000, Joe Zbiciak, im14u2c AT primenet DOT com
