![]() The following is a list of games that use this system, along with notes and differences: Unlike the points for lines, this does not increase per level. It was used in Nintendo's versions of Tetris for NES, for Game Boy, and for Super NES, as well as in Bullet Proof Software's versions beginning with Tetris 2 + Bombliss, though with minor variations in the score for soft drops.įor each piece, the game also awards the number of points equal to the number of grid spaces that the player has continuously soft dropped the piece. This system is a version of the BPS system with a level multiplier incorporated. If a line clear is also a Perfect Clear, a 10x multiplier is applied to the awarded points. This system was used in Tetris (Sega), as well as Flash Point, Bloxeed and Tetris S. Points are only totalled up either after the stage is cleared or if a life is lost. ![]() Otherwise, no score for dropping is added. If the piece was hard dropped, an amount equal to the number of rows covered by the hard drop plus 1 is added. This was also used in Super Tetris 3's Standard mode. This system was used in the 1988 BPS versions of Tetris, including the Famicom version. The following perfect clear score table is used for several recent Guideline games, such as Tetris Effect and Tetris (2020 mobile game). Some games (mostly later games) may also award the player bonus points for a perfect clear. Some earlier games do not have combo scoring or may calculate it differently. Only a Single, Double, or Triple line clear can break a Back-to-Back chain, T-Spin with no lines will not break the chain. ![]() Level is always considered to be the level before the line clear.Īction score × 1.5 (excluding soft drop and hard drop) The following system is accurate for games that use 3-corner T-Spin and pointing side T-Spin Mini rules (such as Tetris Friends). Most games released after Tetris DS share large parts of their scoring system.
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