Crypto Tetris
CryptoTetris is a multiplayer online competitive game based on classic Tetris rules with blockchain features. Players control falling blocks to clear lines, accumulate points, and interfere with opponents. The game caters to both casual players and competitive modes like ranked matches and tournaments, implementing verifiable assets and reward mechanisms such as skins, event tickets, and leaderboards through blockchain technology.
1. Introduction
- Modes: Supports single-player practice, 1v1 real-time battles, multiplayer competitive rooms, and tournaments (time-limited/paid).
- Objective: Clear as many lines as possible and attack opponents to reduce their space, or achieve higher scores in time-limited modes.
2. Basic Controls
- Move Left/Right: Use arrow keys or swipe screen to move current block.
- Rotate: Use rotation key or corresponding gesture, supporting SRS (Standard Rotation System) and wall kick judgment.
- Soft Drop: Hold soft drop key to accelerate block descent.
- Hard Drop: Instantly release and lock the block position upon pressing.
3. Blocks and Mechanics
- Block Types: 7 standard tetrominoes (I, O, T, S, Z, J, L).
- Generation: Uses 7-bag random generation (see Section 9) to ensure fairness and avoid extreme cases of missing certain blocks.
- Wall Kick and Rotation System: Uses SRS (including wall kicks) to ensure playable rotation.
4. Scoring and Clearing
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Basic Scoring (based on lines cleared per placement):
- Single: 40 × (level + 1)
- Double: 100 × (level + 1)
- Triple: 300 × (level + 1)
- Tetris: 1200 × (level + 1)
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T-Spin / Special Judgments:
- T-Spin and T-Spin Mini receive additional base points according to competition rules (e.g., T-Spin Single/Double/Triple have higher base points than normal clears of same line count) and cause stronger attacks. Specific values can be defined alongside the basic scoring table during implementation.
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Back-to-Back:
- When players execute two or more consecutive "power moves" (such as Tetris or effective T-Spins), the second and subsequent consecutive power moves receive a Back-to-Back bonus multiplier (recommended example: ×1.5).
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Combo:
- If a player clears lines in consecutive placements, it counts as a combo. Each combo grants an additional multiplier, suggested as follows:
- 1st time (first trigger): multiplier = 1.00 (base points only)
- 2nd combo: multiplier = 1.20
- 3rd combo: multiplier = 1.50
- 4th combo: multiplier = 1.80
- 5th combo and above: multiplier = 2.00 (maintained for fifth and subsequent combos)
- If a player clears lines in consecutive placements, it counts as a combo. Each combo grants an additional multiplier, suggested as follows:
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Total Score Calculation (per placement):
- Calculate base points (based on lines or special judgment)
- If Back-to-Back condition is triggered, multiply by Back-to-Back multiplier first (e.g., ×1.5)
- Then multiply by current combo multiplier, or add combo as additional bonus based on implementation preference
- If additional rewards exist (e.g., multiple effects triggered simultaneously or item bonuses), stack according to rules
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Example:
- Player at level 0 performs a Tetris (base points 1200 × (0+1) = 1200), which is the second consecutive power move (Back-to-Back), and is on the 3rd combo (combo multiplier 1.50):
- Score = 1200 × Back-to-Back(1.5) × Combo(1.5) = 1200 × 2.25 = 2700
- Player at level 0 performs a Tetris (base points 1200 × (0+1) = 1200), which is the second consecutive power move (Back-to-Back), and is on the 3rd combo (combo multiplier 1.50):
The above values are suggested reference implementations. Specific numbers can be fine-tuned based on game pace and balance (e.g., adjusting Back-to-Back multiplier to 1.25 or modifying combo tiers). It's recommended to make these multipliers configurable parameters in code for quick iteration.
5. Attacks and Garbage Lines
- Attack Mechanism: Generate garbage lines to send to opponents through clearing multiple lines, T-Spins, or combos. Garbage lines are pushed from the bottom of the opponent's field, compressing their space.
- Cancellation Rules: Players receiving garbage will first cancel incoming garbage when they clear lines in their turn.
6. Victory and End Conditions
- Game Over: Failure occurs when blocks stack to the top and no new blocks can be placed. In 1v1, the first to fail loses; in multiplayer rooms, ranking is determined by remaining players or scores.
- Time-Limited Mode: Winner is determined by score or lines cleared when time expires.
7. Rooms and Game Modes
- Practice Mode: No leaderboard, free to play, suitable for practicing controls and tactics.
- Battle (1v1): Real-time matchmaking or invitation matches with direct win/loss settlement. Supports quick match and host-customized rules.
- Ranked Mode: Ranked by Elo/MMR with season-end rewards.
- Tournament / Paid Rooms: Entry using blockchain tickets or tokens, winners receive rewards according to rules.
8. On-Chain and Economic Elements
- NFT Skins (Cosmetics): Players can purchase/hold NFT skins (including effects, board backgrounds, block styles, etc.). Skins are purely cosmetic and do not directly affect core balance. Skins are transferred and traded on-chain.
- Entry Tickets and Tournament Passes: Tournaments or paid rooms use on-chain tickets for payment (supporting mainstream on-chain assets). Tickets record participation eligibility and settlement history on-chain.
- Verifiable Randomness and Fairness: Random numbers for deciding starting seeds or special events can use on-chain randomness (such as VRF) or off-chain + on-chain seed verification to ensure the process is verifiable and cannot be tampered with by any single party.
- Items and Balance Principles: If introducing "functional items," they must be designed to avoid obvious pay-to-win: prioritize limited-time tactical items, consumables usable in events, or enhancements that only affect aesthetics. All items affecting competitive balance must be clearly stated in rules/tournaments and can be disabled in ranked matches.
- Reward Settlement: Winners, rankings, and eliminations (depending on mode) trigger instant or season-end settlements. Rewards can be tokens, skins, or tickets. On-chain settlement records are transparent, but to save gas, actual settlements may use batch/relay methods and be packaged as on-chain proof.
9. Wallet and Asset Security
- Wallet Connection: Players connect accounts through wallet signatures. All asset operations (buying skins, entering events) require user transaction confirmation.
- Asset Custody: The game can support direct on-chain payment or custodial accounts (handled by smart contracts or trusted relays), displaying transaction status and history in the user interface.
10. Gameplay Strategies and Tips
- Hold Strategy: Proper use of the hold slot can quickly supplement missing key blocks, avoiding being cornered by opponents.
- T-Spin Utilization: Learning T-Spin setups can bring high scores and powerful attacks, commonly used by advanced players.
- Combo and Continuous Clears: Maintaining combo rhythm can steadily output garbage and suppress opponents.
- Hard Drop Rhythm: Proper use of hard drops accelerates scoring, but pay attention to prediction to avoid stacking issues.
11. Fairness and Community Rules
- Ranked Match Fairness: Ranked matches disable any items affecting competitive balance by default; only pure skill and tactics determine victory.
- Anti-Cheat: Client/server combined detection of abnormal inputs, abnormal replays, or malicious tampering, providing reporting and arbitration mechanisms.
12. Frequently Asked Questions (FAQ)
- Do skins affect gameplay? Skins only change visuals and sound effects, not block judgment or collision.
- How to get tickets/rewards? Can be obtained through purchase, event rewards, or competitive season rankings; tournament rewards are distributed through smart contracts or project party custody.