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{{stub}}
{{Infobox |title = Tetris with Cardcaptor Sakura Eternal Heart
{{Infobox |title = Tetris with Cardcaptor Sakura Eternal Heart
|developer = Arika
|developer = [[Arika]]
|publisher = Arika
|publisher = [[Arika]]
|released = August 10, 2000
|released = August 10, 2000
|platform = Playstation
|platform = PlayStation
|boxart = Tetris_with_Cardcaptor_Sakura_Eternal_Heart_boxart.jpg
|title-scrn = eternalheart-title.png
|ingame-scrn = eternalheart-gameplay.png
|preview = 1
|preview = 1
|hold = No
|hold = No
|hard = Yes (Sonic Drop)
|hard = Yes (Sonic Drop)
|SRS = [[TGM rotation]]
|system = [[Arika Rotation System|ARS]] with slight modifications
}}
}}
'''Tetris with Cardcaptor Sakura Eternal Heart''' is the first Tetris game by Arika to be released on a home console. The game lacks a standard mode, and instead plays similarly to Flash Point, where the goal is to clear lines containing jeweled blocks as fast as possible.
'''''Tetris with Cardcaptor Sakura Eternal Heart''''' (テトリス with カードキャプターさくら エターナルハート) is the first Tetris game by [[Arika]] to be released on a home console. The game lacks a standard mode, and instead plays similarly to ''[[Flash Point]]'', where the goal is to clear lines containing jeweled blocks as fast as possible.
 
The name and gameplay of this game has been carried over to the Sakura mode in ''[[Tetris The Grand Master 3 Terror-Instinct]]''.
 
== Story mode ==
 
The player can select between Easy and Normal difficulties. Normal gives a 20 minute limit to complete all 18 stages, but stages can be replayed to get a lower completion time, refunding the time difference into the overall time limit. Easy has a flat 3 minute time limit for each stage, but when that time limit runs out, the stage will be cleared and the player may continue to the next stage. Topping out in both difficulties will force the player to restart the stage.
 
Easy mode has an additional mechanic where jewelled blocks get removed from the stack over time and get integrated with Next pieces of the same color randomly. The time delays for particular blocks removed differ between stages (note that playing the Eriol stage cutscene before the level may cause the delays to start before the level timer starts):
 
{| cellspacing="15"
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Fiery'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|60s||Yellow, Cyan, Blue
|-align = center
|bgcolor="#C4E8E8"|70s||Red, Orange, Green, Purple
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Sword'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|50s||Orange, Yellow
|-align = center
|bgcolor="#C4E8E8"|60s||Cyan, Blue, Purple
|-align = center
|bgcolor="#C4E8E8"|70s||Red, Green
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Jump'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|50s||Yellow, Green, Cyan
|-align = center
|bgcolor="#C4E8E8"|60s||Orange, Blue
|-align = center
|bgcolor="#C4E8E8"|80s||Red
|-align = center
|bgcolor="#C4E8E8"|90s||Purple
|}
 
|-
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Fly'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|60s||Orange, Blue
|-align = center
|bgcolor="#C4E8E8"|70s||Yellow
|-align = center
|bgcolor="#C4E8E8"|80s||Green, Purple
|-align = center
|bgcolor="#C4E8E8"|90s||Red, Cyan
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Mirror'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|60s||Orange, Yellow, Green, Blue
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Windy'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|60s||Orange, Yellow, Cyan, Blue
|}
 
|-
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Flower'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|50s||Red, Orange, Blue, Purple
|-align = center
|bgcolor="#C4E8E8"|60s||Yellow, Green, Cyan
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Erase'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|10s||Red, Cyan
|-align = center
|bgcolor="#C4E8E8"|20s||Yellow, Green, Blue
|-align = center
|bgcolor="#C4E8E8"|30s||Orange, Purple
|}
 
| valign="top" |'''Earth''':<br/>none
 
|-
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Shadow'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|60s||Yellow, Green, Cyan, Purple
|-align = center
|bgcolor="#C4E8E8"|70s||Red
|-align = center
|bgcolor="#C4E8E8"|90s||Orange, Blue
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Maze'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|50s||Red, Orange, Yellow
|-align = center
|bgcolor="#C4E8E8"|60s||Blue, Purple
|-align = center
|bgcolor="#C4E8E8"|70s||Cyan
|-align = center
|bgcolor="#C4E8E8"|80s||Green
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Illusion'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|60s||Red, Green, Cyan, Blue, Purple
|-align = center
|bgcolor="#C4E8E8"|70s||Orange
|-align = center
|bgcolor="#C4E8E8"|80s||Yellow
|}
 
|-
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Wood'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|30s||Yellow, Cyan
|-align = center
|bgcolor="#C4E8E8"|40s||Orange, Green, Blue
|-align = center
|bgcolor="#C4E8E8"|50s||Red, Purple
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Thunder'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|60s||Yellow, Cyan
|-align = center
|bgcolor="#C4E8E8"|80s||Orange, Blue, Purple
|-align = center
|bgcolor="#C4E8E8"|90s||Red, Green
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Glow'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|10s||Cyan
|-align = center
|bgcolor="#C4E8E8"|60s||Blue
|-align = center
|bgcolor="#C4E8E8"|70s||Green, Purple
|-align = center
|bgcolor="#C4E8E8"|80s||Red, Orange, Yellow
|}
 
|-
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Shield'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|60s||Red, Orange, Yellow, Green, Cyan, Blue, Purple
|}
 
| valign="top" |
{| border="2" cellpadding="2" cellspacing="0" style="width: 100%; margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Watery'''
|-align = center
!bgcolor="#80A3F8"|Delay||bgcolor="#BBBBBB"|Colours Removed
|-align = center
|bgcolor="#C4E8E8"|30s||Green
|-align = center
|bgcolor="#C4E8E8"|40s||Purple
|-align = center
|bgcolor="#C4E8E8"|50s||Blue
|-align = center
|bgcolor="#C4E8E8"|60s||Red, Orange
|-align = center
|bgcolor="#C4E8E8"|70s||Yellow
|-align = center
|bgcolor="#C4E8E8"|80s||Cyan
|}
 
| valign="top" |'''Eriol''':<br/>none
 
|}
 
In addition to these, certain levels have recurring Item block effects. Mirror has the stack flip horizontally every 3 pieces placed, Earthy raises the stack with a predetermined garbage pattern every 7 pieces as well as hides the next piece every 17 seconds, Shadow shades the stack if the amount of cleared lines is odd, Illusion triggers the COLOR BLOCK effect every 5 pieces placed, Wood raises the stack every 7 pieces on easy and every 3 on normal. Thunder cause the field to shimmer and shake after every piece, Watery has a blue effect that wipes across the field, temporarily turning every piece blue that is time triggered, and Eriol's stage has a copy of the play stack displayed that you alternate playing between, as well as raising the stack every 5 pieces on Normal.
 
At any point in a stage, the player can restart the stage with the same piece sequence or a new one. This is useful, given the time-attack nature of the stages.
 
== Battle mode ==
Known as Taisen mode in the main menu. Gameplay is similar to the VS mode in TGM, but some pieces will have a jewelled block with different effects based on the color.


The name and gameplay of this game has been carried over to the Sakura mode in [[Tetris The Grand Master 3 Terror-Instinct]], which plays similarly as well.
{{Arika games}}
{{Arika games}}


[[Category:Games List]]
[[Category:Official Tetris games]]
[[Category:PlayStation games]]

Latest revision as of 10:22, 17 May 2023

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Tetris with Cardcaptor Sakura Eternal Heart
Developer(s)Arika
Publisher(s)Arika
Platform(s)PlayStation
ReleaseAugust 10, 2000
Gameplay info
Next pieces1
Hold pieceNo
Hard dropYes (Sonic Drop)
Rotation systemARS with slight modifications

Tetris with Cardcaptor Sakura Eternal Heart (テトリス with カードキャプターさくら エターナルハート) is the first Tetris game by Arika to be released on a home console. The game lacks a standard mode, and instead plays similarly to Flash Point, where the goal is to clear lines containing jeweled blocks as fast as possible.

The name and gameplay of this game has been carried over to the Sakura mode in Tetris The Grand Master 3 Terror-Instinct.

Story mode

The player can select between Easy and Normal difficulties. Normal gives a 20 minute limit to complete all 18 stages, but stages can be replayed to get a lower completion time, refunding the time difference into the overall time limit. Easy has a flat 3 minute time limit for each stage, but when that time limit runs out, the stage will be cleared and the player may continue to the next stage. Topping out in both difficulties will force the player to restart the stage.

Easy mode has an additional mechanic where jewelled blocks get removed from the stack over time and get integrated with Next pieces of the same color randomly. The time delays for particular blocks removed differ between stages (note that playing the Eriol stage cutscene before the level may cause the delays to start before the level timer starts):

Fiery
Delay Colours Removed
60s Yellow, Cyan, Blue
70s Red, Orange, Green, Purple
Sword
Delay Colours Removed
50s Orange, Yellow
60s Cyan, Blue, Purple
70s Red, Green
Jump
Delay Colours Removed
50s Yellow, Green, Cyan
60s Orange, Blue
80s Red
90s Purple
Fly
Delay Colours Removed
60s Orange, Blue
70s Yellow
80s Green, Purple
90s Red, Cyan
Mirror
Delay Colours Removed
60s Orange, Yellow, Green, Blue
Windy
Delay Colours Removed
60s Orange, Yellow, Cyan, Blue
Flower
Delay Colours Removed
50s Red, Orange, Blue, Purple
60s Yellow, Green, Cyan
Erase
Delay Colours Removed
10s Red, Cyan
20s Yellow, Green, Blue
30s Orange, Purple
Earth:
none
Shadow
Delay Colours Removed
60s Yellow, Green, Cyan, Purple
70s Red
90s Orange, Blue
Maze
Delay Colours Removed
50s Red, Orange, Yellow
60s Blue, Purple
70s Cyan
80s Green
Illusion
Delay Colours Removed
60s Red, Green, Cyan, Blue, Purple
70s Orange
80s Yellow
Wood
Delay Colours Removed
30s Yellow, Cyan
40s Orange, Green, Blue
50s Red, Purple
Thunder
Delay Colours Removed
60s Yellow, Cyan
80s Orange, Blue, Purple
90s Red, Green
Glow
Delay Colours Removed
10s Cyan
60s Blue
70s Green, Purple
80s Red, Orange, Yellow
Shield
Delay Colours Removed
60s Red, Orange, Yellow, Green, Cyan, Blue, Purple
Watery
Delay Colours Removed
30s Green
40s Purple
50s Blue
60s Red, Orange
70s Yellow
80s Cyan
Eriol:
none

In addition to these, certain levels have recurring Item block effects. Mirror has the stack flip horizontally every 3 pieces placed, Earthy raises the stack with a predetermined garbage pattern every 7 pieces as well as hides the next piece every 17 seconds, Shadow shades the stack if the amount of cleared lines is odd, Illusion triggers the COLOR BLOCK effect every 5 pieces placed, Wood raises the stack every 7 pieces on easy and every 3 on normal. Thunder cause the field to shimmer and shake after every piece, Watery has a blue effect that wipes across the field, temporarily turning every piece blue that is time triggered, and Eriol's stage has a copy of the play stack displayed that you alternate playing between, as well as raising the stack every 5 pieces on Normal.

At any point in a stage, the player can restart the stage with the same piece sequence or a new one. This is useful, given the time-attack nature of the stages.

Battle mode

Known as Taisen mode in the main menu. Gameplay is similar to the VS mode in TGM, but some pieces will have a jewelled block with different effects based on the color.