Build a GameCreating Crystal Cascade

Appendix F — Glossary

One word for each idea, used the same way everywhere in the game and in this book.

****All clear****
a clear that leaves the well empty
****Back-to-back****
a cascade or twist clear after another one, with no plain clear between
****Bag****
a shuffled set of all seven kinds, added to the queue
****Best****
a personal best kept on the device (shown “PERSONAL BEST”)
****Cascade****
clearing four lines at once
****Cell****
one square of the well (a column and a row)
****Choice****
one button of a menu or the results (MARATHON … QUIT, PLAY AGAIN); the chosen one is lit
****Combo****
clears in a row, lock after lock
****Crystal****
one square-shaped part of a piece or of the stack: what fills a cell
****Drop streak****
the light trail a hard drop leaves behind each crystal (Drop Streak); not a combo
****Falling piece****
the piece the player is moving now
****Fresh start****
Zen’s answer to a full well: the well empties and play goes on
****Game record****
what the results show about the game played: TIME, CASCADES, TWISTS, BEST COMBO (Show Game Record); not a best
****Ghost****
where the falling piece would land
****Goal****
what ends a mode well (150 lines, 40 lines, 2 minutes)
****Gravity****
the falling piece moving down one row by itself, every fall interval
****Hold****
keep the falling piece aside and use it later, once per piece
****Kick****
a nearby position tried when a rotation does not fit
****Level****
the speed step; rises every 10 lines in Marathon and Ultra
****Line****
a full row of the well; a clear removes lines
****Lock delay****
the time a resting piece waits before it locks
****Lock****
the falling piece becomes part of the stack
****Mode****
Marathon, Sprint 40, Ultra or Zen
****Move****
one column left or right; auto-repeat: moving again and again while held
****Piece****
the four crystals that fall together; seven kinds: I, O, T, S, Z, J, L
****Player****
the person playing; there is no player character
****Preview****
the small picture of a piece in the Next or Hold panel (Preview Crystal); not the ghost
****Queue****
the pieces still to come; the Next panel shows the first five
****Results****
the panel after a game ends
****Rotate****
turn the piece clockwise, counterclockwise or 180 degrees (the player’s word: “ROTATE”)
****Soft drop / Hard drop****
fall faster while held / fall straight to the ghost and lock
****Stack****
the crystals already locked in the well
****Top out****
a new piece cannot appear, or a piece locks wholly above the well: the game ends
****Twist / Mini twist****
a T piece locked right after a rotation into a tight spot (3-corner rule); the player reads TWIST
****Well****
the 10-column playing field and what is stacked in it (the player sees “the well”)