Not Tetris: Difference between revisions
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Controls are hardcoded: Left and Right to move, A and S to rotate, and Down to increase falling speed. | Controls are hardcoded: Left and Right to move, A and S to rotate, and Down to increase falling speed. | ||
Pieces lock when they touch any part of the stack, at which point they fall freely. The next piece spawns immediately; there is no lock delay. The game ends if | Pieces lock when they touch any part of the stack, at which point they fall freely. The next piece spawns immediately; there is no lock delay. The game ends if the rotation centre of a piece locks above the top of the screen. | ||
Scoring is a simple 100 points per piece placed within the playfield. | Scoring is a simple 100 points per piece placed within the playfield. | ||
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*[https://sites.google.com/site/nottetris/ Original site] | *[https://sites.google.com/site/nottetris/ Original site] | ||
*[https://forum.facepunch.com/f/nerds/pecy/Not-Tetris/1/ Announcement forum post] | *[https://forum.facepunch.com/f/nerds/pecy/Not-Tetris/1/ Announcement forum post] | ||
[[Category:Fan games]] |
Latest revision as of 08:22, 10 September 2019
Not Tetris | |
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Developer(s) | Maurice |
Platform(s) | Windows, Linux, Mac |
Release | 20 July 2010 |
Gameplay info | |
Next pieces | 1 |
Playfield size | 10 × 18 |
Hold piece | No |
Hard drop | No |
Rotation system | Continuous |
Not Tetris is a cross-platform game made with the LÖVE framework. The game adds a physics engine to Tetris gameplay, and as a result pieces can be rotated freely and bounce when placed in the well. The aim is to fit as many pieces as possible into the playfield before topping out.
In June 2011 Not Tetris 2 was released. Since Not Tetris 2 contains the entire gameplay of the original (in Stack mode), the download was removed.
The game's interface imitates the Game Boy version, and the game includes all three BGM tracks from that game.
Gameplay
Controls are hardcoded: Left and Right to move, A and S to rotate, and Down to increase falling speed.
Pieces lock when they touch any part of the stack, at which point they fall freely. The next piece spawns immediately; there is no lock delay. The game ends if the rotation centre of a piece locks above the top of the screen.
Scoring is a simple 100 points per piece placed within the playfield.