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{{Infobox |title = Heboris Unofficial expansion
{{Infobox |title = Heboris Unofficial Expansion
|developer = Various
|developer = Various
|publisher = N/A
|released = 2003 (First release)<br><br>Version<br> C7V4EX YGS2K+ (FINAL)<br> (Customized for Heboris U.E)<br> released August 2007
|released = 2003 (First release)<br><br>Version<br> C7V4EX YGS2K+ (FINAL)<br> (Customized for Heboris U.E)<br> released August 2007
|platform = Microsoft Windows
|platform = Microsoft Windows
|preview = 0 to 6
|preview = 0 to 6
|playfield = 10w x 21 or 22h<br>(Change by "spawn_y_type"<br> in "heboris.ini")
|playfield = 10 &times; 20
|hold = Yes, with IHS
|hold = Yes (IHS available)
|boxart = Heboris_Unofficial_Expansion_icon.png
|caption = ''Heboris Unofficial Expansion'' icon
|hard = Yes
|hard = Yes
|system = Selectable from 9 rotation rules<br>included...<br><br>TGM style wallkick<br>Symmetry SRS<br>SRS 2001<br>[[DTET Rotation System|DRS]] + TGM3 Classic floor kick
|system = [[Super Rotation System|SRS]] <br> [[Arika Rotation System|ARS]] <br> [[DTET Rotation System|DRS]] <br> [[Nintendo Rotation System|NRS]] <br> [[Sega rotation]]
|title-scrn = Heboris_UE_title.png
|ingame-scrn = Heboris_UE_ingame.png
}}
}}


Development of [[Heboris]] by Hosimoto has pretty much been in stasis since 2002. However, as Heboris is written in a scripting language called [[YaneuraoGameScript 2000]] ("YGS2K,") and due to the nature of YGS2K in that it is a script language and the source code cannot be made truly inaccessible, it became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from later games such as [[Tetris The Grand Master 3]], [[Tetris The Grand Master Ace]], [[Tetris DS]] and [[DTET]]. The modified version is known in western communities as '''Heboris Unofficial Expansion''', or '''Heboris U.E.''' as short. A second modified version, [[Heboris U.E. LITE]], exists and focuses on lighter system requirements. A third modified version, [[Heboris U.E. MINI]], also exists and features a plugin system to add or remove functionality from the game.
'''''Heboris: Unofficial Expansion''''', abbreviated as '''''Heboris U.E.''''', is a modification to ''[[Heboris]]'', a game orignally created by Kenji Hosimoto with [[YaneuraoGameScript 2000]]. It adds new modes inspired by the games in Arika's [[Tetris The Grand Master (series)|''TGM'' series]] and various rotation systems.


==Modes (Heboris U.E.(C7~))==
== History ==
The development of ''Heboris'' by Hosimoto has been halted since 2002. However, due to the source code of Heboris, which was based on YGS2K, being highly accessible, the game became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from later games such as ''[[Tetris The Grand Master 3 Terror-Instinct]]'', ''[[Tetris The Grand Master Ace]]'', ''[[Tetris DS]]'' and ''[[DTET]]''. The modified version is known in western communities as '''''Heboris Unofficial Expansion'''''. A second modified version, [[Heboris U.E. LITE]], exists and focuses on lighter system requirements. A third modified version, ''[[Heboris U.E. MINI]]'', also exists and features a plugin system to add or remove functionality from the game.


===Beginner===
== Gameplay ==
*Goal(TAMAYA):Shoot many Fireworks as many lines as possible in succession.
''Heboris Unofficial Expansion'' uses gameplay mechanics from the TGM series as well as [[Tetris Guideline|Guideline-based games]]. The player can choose between 9 defined rulesets, each replicating that of a particular TGM / Guideline game.
*Goal(SCORE):Score as many points as possible.
*Completion Level: TAMAYA:200  SCORE:300
*Grade/Time Requirements: None
*Ending: 20g(Not become game over if top you out in SCORE trial.)
*Additional mode: BIG mode


SCORE trial is like NORMAL mode in [[Tetris The Absolute The Grand Master 2 PLUS]].
{| class="wikitable"
! Name in U.E.
! Heboris (TGM)
! Ti-ARS
! Ti-WORLD
! ACE-SRS
! ACE-ARS
! ACE-ARS2
! DS-WORLD
! SRS-X
! DRS
|-
| Default Name in UE LITE || CLASSIC || CLASSIC+ || MODERN || MODERN+ || MIX-A || MIX-B || GUIDELINE || SPECIAL-S || SPECIAL-D
|-
| Alternate Name in UE LITE || TGM || TI || WORLD || WORLD2 || ARS || ARS2 || WORLD3 || WORLD-X || DHEBO
|-
| Based on || TGM / TAP || TGM3 Classic Rule || TGM3 World Rule || TGM ACE SRS || TGM ACE ARS || TGM ACE ARS2 || Guideline (Tetris DS) || Original || DTET
|-
| ARE || Yes || Yes || Yes || Yes || Yes || Yes || No || Yes || Yes (Skippable)
|-
| Fast Drop Speed || Fixed 1G || Fixed 1G || Fixed 1G || Fixed 0.5~1G || Fixed 0.5~1G || Fixed 0.5~1G || Fixed 0.5~1G || + 1.5G || + 1.5G
|-
| Wallkicks & Initial Stances || TGM/TAP || TGM3 || SRS || SRS || TGM3 || TGM || SRS || SRS + 180 Rotation Original || DTET
|-
| Lockdown || Step || Step || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Step
|-
| [[Move reset]] limit || N/A || N/A || 8 Rotations / 10 Movements || 128 Movements / Rotations || 128 Movements / Rotations || 128 Movements / Rotations || Infinity || 12 Rotations / 24 Movements || N/A
|-
| Soft Drop Type || Lock || Lock || Non-lock || Non-lock || Non-lock || Lock || Non-lock || Lock || Lock (when faster than 2G)
|-
| Hard Drop Type || Sonic || Sonic || Locking || Locking || Locking || Sonic || Locking || Sonic || Locking
|-
| Piece Colors || Sega/Arika || Sega/Arika || Guideline || Guideline || Guideline || Guideline || Guideline || Guideline || Sega/Arika
|-
| ABC Button Layout || A:CCW<br/>B:CW<br/>C:CCW || A:CCW<br/>B:CW<br/>C:CCW || A:CW<br/>B:CCW<br/>C:CW || A:CW<br/>B:CCW<br/>C:CW || A:CCW<br/>B:CW<br/>C:CCW || A:CCW<br/>B:CW<br/>C:CCW || A:CW<br/>B:CCW<br/>C:CW || A:CW<br/>B:CCW<br/>C:180°  || A:CCW<br/>B:CW<br/>C:180°
|}
 
== Modes ==
As of C7V4EX YGS2K+ (FINAL), ''Heboris Unofficial Expansion'' contains the following modes:
 
=== Beginner ===
* ''TAMAYA'' – The player must clear lines to shoot as many fireworks as possible within 200 levels, using the Hanabi scoring system in [[Tetris The Grand Master 3 Terror-Instinct#Easy|TGM3's Easy mode]].
* ''SCORE'' – Based on [[Tetris The Absolute The Grand Master 2#Normal|Normal mode in TGM2]], the player must clear lines to score as many points as possible within 300 levels.
 
=== Master ===
Using the mechanics from the TGM series, the player must obtain the highest grade possible within 999 levels. Four grade rulesets are available:
* ''G1 (Easy)'' – uses the score-based [[Grade Recognition System]] from [[Tetris The Grand Master]], but the score requirements have been adjusted to accommodate back-to-back bonuses.
* ''G2 (Normal)'' – uses the Grade Recognition System from TGM2, except each internal grade increase will change the displayed grade, and the grade count has been expanded to that from TGM3.
* ''G3 (Normal)'' – same as G2, but only uses the original grades from TGM2.
* ''G4 (Hard)'' – uses the expanded Grade Recognition System from TGM3, but with minor differences. Promotional Exams can also be triggered by pressing Hold twice then keeping the button pressed while pressing Start. The grade given at a Promotional Exam is selected at random.


===Master===
In addition, the player can also turn on ITEM, BIG, and HEBO+ modes by holding the corresponding buttons while pressing Start.
*Goal: Get higher grades as possible.
*Completion Level: 999
*Selectable Grade Setting:
**<nowiki>#</nowiki>G1(Easy)
***Based on ''[[Tetris The Grand Master]]'', but with point requirements for grades inflated to adjust for back-to-back bonuses.
***Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, GM
**<nowiki>#G2</nowiki>(Normal)
***Based on ''[[TGM2|Tetris: The Grand Master 2]]'', but every internal grade increase will increase the displayed grade, as opposed to taking up to three internal grade increases to raise the displayed grade.
***Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m1, m2, m3, m4, m5, m6, m7, m8, m9, M, MK, MV, MO, MM, Gm
**<nowiki>#G3</nowiki>(Normal)
***Same as above, but with TGM2/[[TAP|TAP]]-style "grade stages."
***Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m, Gm
**<nowiki>#G4</nowiki>(Hard)
***Based on ''[[TGM3|Tetris: The Grand Master 3]]'', but with some questionable differences.
***Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m1, m2, m3, m4, m5, m6, m7, m8, m9, M, MK, MV, MO, MM, Gm
*Grade/Time Requirements: ???
*Ending: Invisible 20g (M-rank)
*Additional mode: Item mode, BIG mode, Examination mode, HEBO+(TGM+)
** To activate Examination Mode, press HOLD twice, but on the second press hold it down and start a game. A grade will be given at random for you to aim for.


===20g===
=== 20G ===
*Goal: Get higher grades as possible.
Same as Master mode, but with 20G gravity throughout the round.
*Completion Level: 999
*Selectable Grade Setting: (Same as Master)
*Grading: (Same as Master)
*Grade/Time Requirements: (Same as Master)
*Ending: (Same as Master)
*Additional mode: Item mode, BIG mode, Examination mode, HEBO+(TGM+)


20g mode goals and requirements are identical to those of Master mode. Players, however, are forced to play in a 20g environment from the beginning.
=== Devil ===
A much harder variant of Master mode. Two rulesets are available:


===Devil===
* ''DOOM'' – replicates Shirase mode from TGM3.
*Goal: Reach Level ???? as quickly as possible.
* ''MINUS'' – replicates T.A. Death mode from TGM2.
*Completion Level: DEVIL-DOOM:1300  DEVIL-MINUS:1000
*Grading(DOOM): 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11, S12, S13, 神
*Grade/Time Requirements (DOOM): Reach Level 500 before first Torikan, Reach Level 1000 before second Torikan, survive Big Roll (Big mode forced on).
*Grading(MINUS or DEATH+): 1, m, Gm<!--, ??? - if there's anything past Gm, it has not been obtained yet ~Zeta-->
*Grade/Time Requirements(Minus/Death+): ???
*Ending: DOOM:BIG mode 20g  MINUS:DOOM Level 800(Not become game over if top you out in DEVIL-MINUS.)
*Additional mode: BIG mode, DEATH+(only 1 preview and no hold), ITEM mode(C7V3.56~)


Originally based off of T.A. Death mode in [[Tetris The Absolute The Grand Master 2 PLUS]], the default gameplay mechanics and [[Tetris The Grand Master 3#Shirase Mode Timings|timings]] were recently modified to simulate Shirase mode in [[Tetris The Grand Master 3]](DEVIL-DOOM). Settings can be modified in-game to achieve T.A. Death settings(DEVIL-MINUS).
In addition, DEATH+ can also be turned on, which limits the player to 1 piece preview and no Hold, as well as ITEM and BIG modes.


===Tomoyo===
=== Tomoyo ===
*Goal: Clear all orb blocks within the time limit.
Based on TGM3's Sakura mode, the player must clear all gem blocks in the playfield within a time limit. ''Tomoyo'' mode is named as such after Tomoyo Daidouji, who is Sakura Kinomoto's friend in the ''Cardcaptor Sakura'' franchise.
*Completion Stage: ???
*Completion Requirements: ???
*Selectable Stages: TI, E-HEART, ACE-TARGET, EDIT, F-POINT


Tomoyo is based off of Sakura mode in [[Tetris The Grand Master 3]].
The player can choose between 4 stage sets: [[Tetris The Grand Master 3 Terror-Instinct#Sakura|TI]], [[Tetris with Cardcaptor Sakura Eternal Heart|E-HEART]], [[Tetris The Grand Master Ace|ACE-TARGET]], and [[Flash Point|F-POINT]], as well as creating custom maps in EDIT.


TI stages are from [[Tetris The Grand Master 3]]<br>
=== Ace ===
E-Heart stages are from [[Tetris with Cardcaptor Sakura Eternal Heart]](Normal) (Tomoyo is a friend of the title character from the anime)<br>
Based on TGM ACE's main mode, the player must clear 15 or 20 levels, each with a 10-line goal. Each level section must be completed within a time limit. Two variants, Ace-Another and Ace-Hell, are also available.
ACE-TARGET stages are from [[Tetris The Grand Master Ace]] (And place of orb blocks are randomized.)<br>
F-Point stages are from [[Flash Point]](C7U5.2~)


===Ace===
==== Normal ====
*Goal: Clear required lines as fast as possible.
Easiest of the three. Time limit is 90s for each section with a 150-line goal.
*Completion Stage: 150 Lines (Hell: 200 Lines) (Old style: Endless)
 
*Completion Requirements: ???
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
*Additional mode: BIG mode, Old Style mode
|+'''Delays'''
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
! bgcolor="#FFFF55"|Line [[ARE]]<br>(frames)
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)
! bgcolor="#66BB55"|[[DAS]]<br>(frames)
|- align = center
| bgcolor="#C4E8E8"|1-15 || bgcolor="#FFD3AC"|26 || bgcolor="#FFFF88"|40 || bgcolor="#CCBBFF"|28 || bgcolor="#D7ECC6"|15
|}
 
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Internal Gravity'''
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/60 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/60 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/60 G)
|-align = center
|bgcolor="#C4E8E8"|1||1||bgcolor="#C4E8E8"|6||30||bgcolor="#C4E8E8"|11||240 (4G)
|-align = center
|bgcolor="#C4E8E8"|2||3||bgcolor="#C4E8E8"|7||60 (1G)||bgcolor="#C4E8E8"|12||300 (5G)
|-align = center
|bgcolor="#C4E8E8"|3||12||bgcolor="#C4E8E8"|8||120 (2G)||bgcolor="#C4E8E8" rowspan=3|13||rowspan=3|1200 (20G)
|-align = center
|bgcolor="#C4E8E8"|4||18||bgcolor="#C4E8E8"|9||150
|-align = center
|bgcolor="#C4E8E8"|5||24||bgcolor="#C4E8E8"|10||180 (3G)
|-align = center
|}


Ace is based off of the main mode in [[Tetris The Grand Master Ace]]. It has several variants, including Ace-Another which simulates Another mode, and Ace-Hell which simulates Another 2 mode and also implements [[DTET]]-style vanishing tetrominoes (only outline of stack is visible) as well as a curtain that rises and falls to obscure the playing field. As the lock delay parameters in Ace were designed under the pretense of the [[Infinity]] rule included in the ruleset, attempting to play Another or Hell using rulesets which do not include Infinity (such as Heboris or Ti-ARS) become extremely difficult. Because speeds are faster than [[Tetris The Grand Master Ace|TGM-ACE]]'s in fact.
==== Another ====
Gravity is 20G for the entire game with gradually reducing lock delay and time limit. Goal is 150 lines.


Old style is different from other Ace modes. If player's rotation rule is...<br>
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
*ARS based rules -> [[Tetris (Sega)]] style<br>
|+'''Delays'''
*SRS based rules -> [[Tetris (Game Boy)]] style
! bgcolor="#80A3F8"|Level
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
! bgcolor="#FFFF55"|Line [[ARE]]<br>(frames)
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)
! bgcolor="#66BB55"|[[DAS]]<br>(frames)
! bgcolor="#ABEEFF"|Time limit<br>(seconds)
|- align = center
| bgcolor="#C4E8E8"|1 || bgcolor="#FFD3AC"|18 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|28 || bgcolor="#D7ECC6"|10 || bgcolor="#C9F4FF" | 60
|- align = center
| bgcolor="#C4E8E8"|2 || bgcolor="#FFD3AC"|14 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|24 || bgcolor="#D7ECC6"|10 || bgcolor="#C9F4FF" | 60
|- align = center
| bgcolor="#C4E8E8"|3 || bgcolor="#FFD3AC"|14 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|9 || bgcolor="#C9F4FF" | 60
|- align = center
| bgcolor="#C4E8E8"|4 || bgcolor="#FFD3AC"|14 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|20 || bgcolor="#D7ECC6"|9 || bgcolor="#C9F4FF" | 60
|- align = center
| bgcolor="#C4E8E8"|5 || bgcolor="#FFD3AC"|12 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|9 || bgcolor="#C9F4FF" | 60
|- align = center
| bgcolor="#C4E8E8"|6 || bgcolor="#FFD3AC"|12 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|14 || bgcolor="#D7ECC6"|8 || bgcolor="#C9F4FF" | 60
|- align = center
| bgcolor="#C4E8E8"|7 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|14 || bgcolor="#D7ECC6"|8 || bgcolor="#C9F4FF" | 60
|- align = center
| bgcolor="#C4E8E8"|8 || bgcolor="#FFD3AC"|8 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 55
|- align = center
| bgcolor="#C4E8E8"|9 || bgcolor="#FFD3AC"|7 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 50
|- align = center
| bgcolor="#C4E8E8"|10 || bgcolor="#FFD3AC"|6 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 45
|- align = center
| bgcolor="#C4E8E8"|11 || bgcolor="#FFD3AC"|5 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 40
|- align = center
| bgcolor="#C4E8E8"|12 || bgcolor="#FFD3AC"|5 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 35
|- align = center
| bgcolor="#C4E8E8"|13 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 30
|- align = center
| bgcolor="#C4E8E8"|14 || bgcolor="#FFD3AC"|3 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 25
|- align = center
| bgcolor="#C4E8E8"|15 || bgcolor="#FFD3AC"|2 || bgcolor="#FFFF88"|3 || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | Remainder of<br>Level 14
|- align = center
|}


===Simple===
==== HELL ====
''STANDARD is renamed to SIMPLE since C7V2.1''
Hardest mode with the lowest lock delay of Another and with only the outline of the stack visible.  Goal is 200 Lines.


*Goal(40LINES): Clear 40 lines as fast as possible.
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
*Goal(ULTRA): Clear lines as many as possible in 2 minutes.
|+'''Delays'''
*Goal(SQUARE & MARATHON): Reach Level 15
! bgcolor="#80A3F8"|Level
*Game Speed: Configurable Speed level, [[ARE]], line clear animation, [[lock delay]], [[DAS]]
! bgcolor="#FFA069"|[[ARE]]<br>(frames)
*Completion Requirements: ???
! bgcolor="#FFFF55"|Line [[ARE]]<br>(frames)
*Additional mode: BIG mode
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames)
! bgcolor="#66BB55"|[[DAS]]<br>(frames)
|- align = center
| bgcolor="#C4E8E8"|1-20 || bgcolor="#FFD3AC"|2 || bgcolor="#FFFF88"|3 || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|7
|}


This mode simulates the "generic" 40 Line time attack and and 2 minute score attack modes that are seen in many recent games such as Tetris Deluxe, Tetris Black, iPod Tetris and Tetris Zone. One difference is that the player can define the parameters at which the tetrominoes fall. Players can, for example, configure the game to play a time attack with zero gravity, or at forced Shirase speeds. All record times get kept in the same ranking scoreboard, regardless of the parameter settings.
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;"
|+'''Time limit'''
!bgcolor="#80A3F8"|Level||bgcolor="#ABEEFF"|Time limit<br>seconds||bgcolor="#80A3F8"|Level||bgcolor="#ABEEFF"|Time limit<br>seconds
|-align = center
|bgcolor="#C4E8E8"|1-5||bgcolor="#C9F4FF" |30||bgcolor="#C4E8E8"|16||bgcolor="#C9F4FF" |20
|-align = center
|bgcolor="#C4E8E8"|6-10||bgcolor="#C9F4FF" |25||bgcolor="#C4E8E8"|17||bgcolor="#C9F4FF" |17
|-align = center
|bgcolor="#C4E8E8"|11-13||bgcolor="#C9F4FF" |20||bgcolor="#C4E8E8"|18||bgcolor="#C9F4FF" |15
|-align = center
|bgcolor="#C4E8E8"|14||bgcolor="#C9F4FF" |17||bgcolor="#C4E8E8"|19||bgcolor="#C9F4FF" |14
|-align = center
|bgcolor="#C4E8E8"|15||bgcolor="#C9F4FF" |15||bgcolor="#C4E8E8"|20||bgcolor="#C9F4FF" |14
|-align = center
|}


====Rot.Relay(C7V2.3~)====
In addition, from level 5-15, a line will be periodically covered, and can be cleared by clearing lines. From level 16-20, pieces that spawn is made of monochrome [] blocks, colored depending on the rotation system.
''Added in Simple(40LINES or ULTRA) mode''
*Goal(40LINES): Clear 40 lines as fast as possible with all rotation rules.
*Goal(ULTRA): Clear lines as many as possible in 2 minutes with all rotation rules.
*Game Speed: Configurable Speed level, [[ARE]], line clear animation, [[lock delay]], [[DAS]] (First time only)
*Additional mode: BIG mode


Play with all selectable rotation rules.
(Not become game over if top you out, but penalty is added.)


===Vs.===
* Players: 2 (Human vs. CPU, Human vs. Human, CPU vs CPU)
* Match Types: Normal, No item, Cement, Item only(No Garbage)
* Game Speed: Configurable Speed level, [[ARE]], line clear animation, [[lock delay]], [[DAS]]
* Selectable Style: NORMAL, ATTACK, DEFENCE, ITEM
* Garbage Type: Configurable
* Item Use: Configurable (None, ALL, FEW, DS, TGM, or selected one)
* Additional Settings: BIG mode, Win Level(or Win Lines)


====Style(C7V2.4~)====
=== Old Style ===
When "READY" is shown in the screen, each players can choose their style until "GO!" appears in the screen.
Accessible by highlighting Ace in the mode selection screen and moving right after Ace-Hell, the player can access one of two special modes which use mechanics from older Tetris games. The mode presented is based on the rotation system of the player's selected ruleset:


*NORMAL: Same as older version.
* ARS-based – [[Tetris (Sega)]]
*ATTACK: Player can send more garbages to the opponent. But in order for an item to appear in the preview, a player has to place two times more tetriminos.
* SRS-based – [[Tetris (Game Boy)]]
*DEFENCE: When player erased two or more lines, some lines from bottom will be also erased.
*ITEM: In order for an item to appear in the preview, a player has to place only two times less tetriminos.


====Garbage Type====
=== Simple ===
This contains several Guideline-based modes:
* ''40LINES'' – Clear [[40 lines]] as fast as possible.
* ''ULTRA'' – Clear as many lines as possible within [[Ultra|2 minutes]].
* ''MARATHON'' – [[Marathon|Variable-goal]] mode. Clear 15 levels to complete the stage.
* ''SQUARE'' – Based on [[Tetris Worlds]]' [[Square Tetris|Square mode]]. Same completion requirements as MARATHON.
* ''ROTATION RELAY'' – Play 40LINES or ULTRA while cycling through all of the available rotation systems. Topping out will add a penalty to the player's total time.


* Move Erased: Sent garbage mimics the shape the user used to clear the lines.
=== Vs. ===
* Copy Bottom: Sent garbage mimics the opponent's bottom-most row.
2-player versus mode, with options for items, [[garbage]] types, styles (NORMAL, ATTACK, DEFENSE; ITEM), etc.
* Hebo+: Sent garbage mimics the garbage system in TGM+ mode in [[Tetris The Absolute The Grand Master 2 PLUS]] Garbage takes on the shapes of various tetrominoes.
* DS Random: Sent garbage mimics [[Tetris DS]] garbage.
{| border="1"
!
! NORMAL
! ATTACK
! DEFENCE & ITEM
|-
| DS Random garbage<br>Hole change rate ||  40%  ||  70%  ||  30%
|}
<br>
{| border="1"
! Line Clear
! Garbage Sent<br>(NORMAL, DEFENCE, ITEM) <br>(Move Erased /Others)
! Garbage Sent<br>(ATTACK) <br>(Move Erased /Others)
|-
| Single ||  0  /  0  ||  0  /  0 
|-
| Double ||  2  /  1  ||  3  /  3 
|-
| Triple ||  3  /  2  ||  4  /  4 
|-
| Heboris! ||  4  /  4  ||  6  /  6 
|-
| T-Spin Single ||  1x2  /  2  ||  2x2  /  3 
|-
| T-Spin Double ||  2x2  /  4  ||  3x3  /  6 
|-
| T-Spin Triple ||  3x3  /  6  ||  4x4  /  8 
|-
| Back to Back ||  + 1Line  ||  + 2Lines
|}


Garbage types include the following:


* ''Move Erased'' – Sent garbage mimics the shape the user used to clear the lines.
* ''Copy Bottom'' – Sent garbage mimics the opponent's bottom-most row.
* ''Hebo+'' – Sent garbage used the fixed pattern in the TGM+ mode of TGM2.
* ''DS Random'' – Standard Guideline garbage system.


====Items====
Items appear as a [[tetromino]] in which a player can place onto the field. In order for an item to appear in the preview, a player has to place 20 tetrominoes onto the field (roughly enough for eight lines). Therefore, the speed of the player determines how fast the player will acquire an item. To activate an item's effect, a player has to clear one or more rows in which the item tetromino occupies.
Items appear as a [[tetromino]] in which a player can place onto the field. In order for an item to appear in the preview, a player has to place 20 tetrominoes onto the field (roughly enough for eight lines). Therefore, the speed of the player determines how fast he or she will acquire an item. To activate an item's effect, a player has to clear one or more rows in which the item tetromino occupies.
[[Hold piece|Holding]] an item tetromino will turn it into a regular tetromino; unlike standard multiplayer with items in ''[[Tetris DS]]'', the tetromino that then comes out of the hold box does not turn into an item tetromino.
[[Hold piece|Holding]] an item tetromino will turn it into a regular tetromino; unlike standard multiplayer with items in ''[[Tetris DS]]'', the tetromino that then comes out of the hold box does not turn into an item tetromino.


{| border="1"
{| class="wikitable"
! Item No.
! Item No.
! Item Name
! Item Name
! Effect Duration
! Effect Duration
! Frequency<br>1=low 10=high
! Frequency<br>1=low 10=high
! Item Effect(C7~)
! Item Effect
|-
|-
| 1 || Mirror Block || 3 piece<br>placements || 5 || Opponent's active tetromino is destroyed.<br>Opponent's field is flipped horizontally for each individual placement.
| 1 || Mirror Block || 3 piece<br>placements || 5 || The opponent's stack is mirrored 3 times for each new piece, leaving it mirrored after the 3rd piece.
|-
|-
| 2 || Roll Roll || 4 piece<br>placements || 8 || Opponent's active tetromino is destroyed.<br>Opponent's pieces are continuously rotated clockwise.
| 2 || Roll Roll || 4 piece<br>placements || 8 || The opponent's next 3 pieces are auto rotating clockwise by a fixed interval.
|-
|-
| 3 || Death Block || Instant || 5 || Opponent's active tetromino is destroyed.<br>Opponent's next tetromino is quadrupled in size. <br>(No effect in BIG mode)
| 3 || Death Block || Instant || 5 || Makes the opponent's next block big. (No effect in BIG mode)
|-
|-
| 4 || X-Ray || 4 piece<br>placements || 9 || Opponent's active tetromino is destroyed.<br>Opponent's field becomes invisible with periodic flashes of the silhouette.
| 4 || X-Ray || 4 piece<br>placements || 9 || A partially invisible effect is applied to the opponent's stack for a short period.
|-
|-
| 5 || Color Block || 3 piece<br>placements || 6 || Opponent's active tetromino is destroyed.<br>Opponent's field background turns black.<br> Opponent's field is concealed by downward moving, arrow-shaped, black squares.
| 5 || Color Block || 3 piece<br>placements || 6 || A partially invisible effect is applied to the opponent's stack for a very short period.
|-
|-
| 6 || Rotate Lock || 10 seconds || 3 || Opponent is unable to rotate active piece.<br>Opponent is unable to use [[IRS]]<br>Opponent's next piece orientation is randomized.
| 6 || Rotate Lock || 10 seconds || 3 || Removes the ability to rotate pieces from the opponent and randomizes the orientations of the next pieces.
|-
|-
| 7 || Hide Next || 15 seconds || 5 || Opponent's preview is disabled.
| 7 || Hide Next || 15 seconds || 5 || Temporarily hides the opponent's previews.
|-
|-
| 8 || Magnet Block || 2 piece<br>placements || 4 || Opponent's active tetromino is destroyed.<br>Opponent's speed is added 0.5G.<br>Opponent's [[lock delay]] is reduced to 0.
| 8 || Magnet Block || 2 piece<br>placements || 4 || The opponent's fall speed increases by 0.5G. Pieces will lock instantly while this item is active.
|-
|-
| 9 || Time Stop || 5 seconds || 6 || Opponent's active tetromino is frozen in position.<br>Opponent is unable to perform any commands.
| 9 || Time Stop || 5 seconds || 6 || Freezes the opponent's active piece and disables their controls.
|-
|-
| 10 || Hold Lock || 6 piece<br>placements || 8 || Opponent's active tetromino is destroyed.<br>Opponent is unable to hold active tetromino.<br>Opponent is unable to use [[IHS]].
| 10 || Hold Lock || 6 piece<br>placements || 8 || The opponent's hold function is disabled.
|-
|-
| 11 || Reverse (Left/Right) || 10 seconds || 4 || Opponent's left and right input keys are switched.
| 11 || Reverse (Left/Right) || 10 seconds || 4 || Reverses the left and right movements of the opponent.
|-
|-
| 12 || Boost Fire || 10 seconds || 7 || Opponent's tetromino fall speed becomes 20g.<br>If opponent's default speed is 20g,opponent's [[lock delay]] becomes half instead.
| 12 || Boost Fire || 10 seconds || 7 || Increases the piece fall speed of the player (solo) or the opponent (versus) to 20G. It halves [[lock delay]] if they are already at 20G.
|-
|-
| 13 || Fever || 10 seconds || 5 || All of user's preview tetrominoes become I tetrominoes.<br>Enemy's Item attack is no effect.
| 13 || Fever || 10 seconds || 5 || Turns the player's next pieces into I pieces and reflects the opponent's item attacks.
|-
|-
| 14 || Reverse (Up/Down) || 10 seconds || 6 || Opponent's up and down input keys are switched.
| 14 || Reverse (Up/Down) || 10 seconds || 6 || Opponent's up and down input keys are switched.
|-
|-
| 15 || Remote Control || 2 piece<br>placements || 5 || Opponent's active tetromino is destroyed.<br> User assumes control of opponent's inputs while, while maintaining control over his or her field.<br>Opponent is unable to perform any commands
| 15 || Remote Control || 2 piece<br>placements || 5 || The player takes control of the opponent's inputs, while maintaining control over their field. It also disables the opponent's inputs.
|-
|-
| 16 || Dark Block || 8 seconds || 3 || Opponent's active tetromino is destroyed.<br>Opponent's field becomes invisible.
| 16 || Dark Block || 8 seconds || 3 || Stack becomes fully invisible for a medium period.
|-
|-
| 17 || Delete Field (Top)|| Instant || 6 || Top-most occupied rows will be cleared on the user's field.<br>Amount of rows cleared increases with the height of the highest occupied row.
| 17 || Delete Field (Top)|| Instant || 6 || Deletes the upper half of the player's playfield.
|-
|-
| 18 || Delete Field (Bottom|| Instant || 6 || Bottom-most rows will be cleared on the user's field.<br>Amount of rows cleared increases with the height of the highest occupied row.
| 18 || Delete Field (Bottom|| Instant || 6 || Deletes the lower half of the player's playfield.
|-
|-
| 19 || Delete Even || Instant || 5 || Every even row on the user's field is cleared. Even refers to the even row numbers of the [[playfield]].
| 19 || Delete Even || Instant || 5 || Deletes every 2nd row in the player's playfield.
|-
|-
| 20 || Transform || 3 piece<br>placements || 4 || Opponent's active tetromino is destroyed.<br>Whenever opponent rotates active tetromino, a random tetromino takes its place in the rotated orientation.
| 20 || Transform || 3 piece<br>placements || 4 || The opponent's next 3 pieces will change every time the piece is rotated.
|-
|-
| 21 || Laser || Instant || 9 || Opponent's active tetromino is destroyed.<br>A random column on opponent's field is turned into empty cells.<br>Opponent can move position of laser little, and add number of lasers by tapping rotate botton.
| 21 || Laser || Instant || 9 || Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right.
|-
|-
| 22 || Negative Field || Instant || 1 || Opponent's active tetromino is destroyed.<br>Blocks on opponent's field become empty cells.<br>Empty cells on opponent's field become blocks.
| 22 || Negative Field || Instant || 1 || Flip the playfield's occupied cells to empty, and empty cells to occupied.
|-
|-
| 23 || Shot Gun! || Instant || 5 || Opponent's active tetromino is destroyed.<br> One [[block]] in each row of opponent's field becomes an empty [[cell]].
| 23 || Shot Gun! || Instant || 5 || Randomly shoot a group of holes in the opponent's stack.
|-
|-
| 24 || Exchange Field || Instant || 1 || Opponent's active tetromino is destroyed.<br> User and opponent trade fields.(No effect in solo mode)
| 24 || Exchange Field || Instant || 1 || Swaps the player's and opponent's playfield. (No effect in solo mode)
|-
|-
| 25 || Hard Block || Instant || 7 || Opponent's active tetromino is destroyed.<br>Opponent's next tetromino requires two line clears in order to eliminate.
| 25 || Hard Block || Instant || 7 || The opponent's next piece must be cleared twice to be removed from the playfield.
|-
|-
| 26 || Shuffle Field || Instant || 7 || Opponent's rows are shifted randomly left and right.<br>Opponent's empty columns stay connected only if the rows containing the columns are filled with 9 blocks each.
| 26 || Shuffle Field || Instant || 7 || Randomly shifts the rows of the opponent left and right. The empty columns stay connected only if the rows containing the columns are filled with 9 blocks each.
|-
|-
| 27 || Random || Instant || 8 || A random item effect is activated by rulet.
| 27 || Random || Instant || 8 || A random item effect is activated.
|-
|-
| 28 || Free Fall || Instant || 3 || Every block on the user's field is shifted as far down as possible.
| 28 || Free Fall || Instant || 3 || Forces all cells to move down in the player's playfield removing any holes.
|-
|-
| 29 || Move Field (Left)|| Instant || 2 || Every block on the user's field is shifted as far left as possible.
| 29 || Move Field (Left)|| Instant || 2 || Push every cell in the player's playfield to the left.
|-
|-
| 30 || Move Field (Right)|| Instant || 5 || Every block on the user's field is shifted as far right as possible.
| 30 || Move Field (Right)|| Instant || 5 || Push every cell in the player's playfield to the right.
|-
|-
| 31 || 180° Field || Instant || 7 || Opponent's active tetromino is destroyed.<br>Opponent's field is flipped vertically with naive gravity still in tact.
| 31 || 180° Field || Instant || 7 || Rotate the playfield upside down and move the newly rotated cells down.
|-
|-
| 32 || 16t || Instant || 4 || 3 columns on user's field is turned into empty cells.<br>User can move position of "16t".
| 32 || 16t || Instant || 4 || A 16t anvil appears, in which the player can move before removing three columns of blocks.
|-
|-
| 33 || Reflect || 10 seconds || 3 || (VERSUS)Opponent's Item attack is reflected to the opponent.(Others)User is protected from attack type item effect once.
| 33 || Reflect || 10 seconds || 3 || (VERSUS) Item attacks sent by the opponent will be reflected to themselves. (Others) Disables the effects of the next attack item.
|-
|-
| 34 || Double || 10 seconds || 3 || Opponent's active tetromino is destroyed.<br>Garbage sent becomes 2 times higher.<br>(No effect in solo mode)
| 34 || Double || 10 seconds || 3 || Doubles the number of lines received.<br>(No effect in solo mode)
|-
|-
| 35 || All Clear || Instant || 1 || All of user's field is cleared.
| 35 || All Clear || Instant || 1 || Clears the board.
|-
|-
| 36 || Miss(joke) || 20 piece<br>placements || 5 || (VERSUS)User's level and item guage are not added.<br>(Others)User's level, score and line count are not added.
| 36 || Miss (joke) || 20 piece<br>placements || 5 || (VERSUS) The player's level and item bar will not increase.<br>(Others) Level, score and line count are not affected.
|-
|-
| 37 || Copy Field || Instant || 3 || Opponent's active tetromino is destroyed.<br>Opponent's field becomes User's field.<br>(No effect in solo mode)
| 37 || Copy Field || Instant || 3 || Duplicates the player's field to the opponent's. <br> (No effect in solo mode)
|-
|-
| 38 || Fake Next || 8 seconds || 2 || Opponent's active tetromino is destroyed.<br>Opponent's shapes of preview and hold tetromino bocomes fake.
| 38 || Fake Next || 8 seconds || 2 || The piece previews and the held piece become fake, but the colors will be the same as the original piece.
|-
|-
| 39 || Grandmother Block || 20 piece<br>placements || 7 || Opponent's active tetromino is destroyed.<br>All of opponent's block becomes "[ ]" blocks
| 39 || Grandmother Block || 20 piece<br>placements || 7 || All blocks will turn into "[ ]" blocks.
|}
 
===Mission===
*Goal: Complete all missions within the time limit.
*Completion Stage: Varied
*Completion Requirements: ???
<br>From [[Tetris The Grand Master Ace]]: Big road, Tricky road, Grand road, Star road, Another road, Trial S1~S10, HM<br>
From [[Tetris Gold]]: Amateur, Pro, Bronze, Silver, Gold<br>
Original: DS road, Devil road, Trial GOD, Platinum
 
==Rule Variations==
The table below documents the differences in behavior with the various rules in Heboris U.E.
{| border="1"
! Name in C7~
! Heboris (TGM)
! Ti-ARS
! Ti-WORLD
! ACE-SRS
! ACE-ARS
! ACE-ARS2
! DS-WORLD
! SRS-X
! DRS
|-
| Default Name in UE LITE || CLASSIC || CLASSIC+ || MODERN || MODERN+ || MIX-A || MIX-B || GUIDELINE || SPECIAL-S || SPECIAL-D
|-
| Alternate Name in UE LITE || TGM || TI || WORLD || WORLD2 || ARS || ARS2 || WORLD3 || WORLD-X || DHEBO
|-
| Imitates || TGM/TAP || Ti Classic || Ti World || TGMA SRS || TGMA ARS || TGMA ARS2 || Tetris DS || Original || DTET
|-
| ARE || Yes || Yes || Yes || Yes || Yes || Yes || No || Yes || Yes (Skippable)
|-
| Fast Drop Speed || Fixed 1G || Fixed 1G || Fixed 1G || Fixed 0.5~1G || Fixed 0.5~1G || Fixed 0.5~1G || Fixed 0.5~1G || + 1.5G || + 1.5G
|-
| Wallkicks & Initial Stances || TGM/TAP || Ti || SRS || SRS || Ti || Ti || SRS || SRS + 180 Rotation Original || DTET
|-
| Lockdown || Step || Step || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Step
|-
| Lock Limit || N/A || N/A || 8 Rotations / 10 Movements || 128 Movements / Rotations || 128 Movements / Rotations || 128 Movements / Rotations || Infinite || 12 Rotations / 24 Movements || N/A
|-
| Soft Drop Lock || Yes || Yes || No || No || No || Yes || When On Surface(LITE) || Yes || When faster than 2G
|-
| Hard Drop Lock || No || No || Yes || Yes || Yes || No || Yes || No || Yes
|-
| Piece Colors || Sega || Sega || SRS || SRS || SRS || SRS || SRS || SRS || Sega
|-
| ABC Button Layout || A:CCW<br/>B:CW<br/>C:CCW || A:CCW<br/>B:CW<br/>C:CCW || A:CW<br/>B:CCW<br/>C:CW || A:CW<br/>B:CCW<br/>C:CW || A:CCW<br/>B:CW<br/>C:CCW || A:CCW<br/>B:CW<br/>C:CCW || A:CW<br/>B:CCW<br/>C:CW || A:CW<br/>B:CCW<br/>C:180°  || A:CCW<br/>B:CW<br/>C:180°
|}
|}


* Entering an input during ARE in DRS will cause the ARE to end at that point.
=== Mission ===
* The functions of buttons A,B,C can be set to not flip in SRS-based rules by setting the WORLDREVERSE option to off in the Setting menu.
The player must complete all missions within the specified time limit. The player can select between the various courses from [[Tetris The Grand Master Ace|TGM ACE]] and [[Tetris Gold]], as well as several original courses.
<!-- not confirmed firsthand yet * Hitting A while B is already pressed, and vice versa, will cause a piece to rotate in the direction of the later button, but using wallkick rules of the earlier button.
* Hitting A and B simultaneously will cause a piece to rotate 180° .-->


==See also==
The missions contain gimmicks found in [[Tetris The Grand Master Ace|TGM ACE]], as well as some original gimmicks:
*[[Game]]s
* ''Hide NEXT'' - The piece previews are hidden.
* ''Roll Roll'' - Pieces automatically rotate clockwise at a fixed interval.
* ''Color'' - The Color Block effect is applied throughout the mission.
* ''Rotate Lock'' - Pieces can't be rotated and are spawned in random orientations.
* ''X-ray'' - The X-ray effect is applied throughout the mission.
* ''T-spin'' - The player needs to clear specified amount of lines using T-spins.
* ''T-spin Double'' - The player needs to clear specified amount of T-spin Doubles.
* ''Endurance'' - The player needs to survive, usually at fast 20G, for a specified amount of time. Stalling a piece will stop the timer and display a warning: "PUT THE BLOCK!"
* ''Garbage'' - Placing the next piece will insert the specified amount of garbage lines onto the field.
* ''B to B Heboris'' - The player needs to clear 4 lines at once (Heboris) the specified amount of times. Non-Heboris line clears will reset the mission progress.
* ''Block Order'' - The player needs to clear specified amount of lines using specified pieces. The mission may contain a requirement for the piece to come from HOLD.
* ''Single/Double/Triple Order'' - The player needs to clear specified amount of Singles/Doubles/Triples using specified pieces.
* ''Eraser Heboris'' - The player needs to clear highlighted lines the specified amount of times using Heborises. No other line clear will count.
* ''Square'' - The player needs to construct a specified amount of 4x4 [[Square Tetris|squares]].
=== Original Modes ===
In each of these modes, the player must clear as many lines as they can before [[Top out|topping out]]. After reaching 15:00:00, the game will initiate a fast [[20G]] to automatically trigger a game over.
* ''Beginner'' – Slow speed curve.
* ''Master'' – Normal speed curve.
* ''20G'' – Fast speed curve.
* ''Devil'' – Fast speed curve with decreasing lock delay.


==External links==
==External links==
*[http://hebo.game-host.org/index.html Download page] (Japanese) - Install [[Heboris]] first, then install either an C7~EX or LITE version (full package) on top of it
*[http://hebo.game-host.org/index.html Download page] (Japanese) [defunct]
*[https://archive.org/details/heboris ''Heboris Unofficial Expansion'' download on archive.org]


[[Category:Fan games]]
[[Category:Fan games]]

Latest revision as of 02:12, 2 August 2024

Heboris Unofficial Expansion
Heboris Unofficial Expansion icon
Developer(s)Various
Platform(s)Microsoft Windows
Release2003 (First release)

Version
C7V4EX YGS2K+ (FINAL)
(Customized for Heboris U.E)
released August 2007
Gameplay info
Next pieces0 to 6
Playfield size10 × 20
Hold pieceYes (IHS available)
Hard dropYes
Rotation systemSRS
ARS
DRS
NRS
Sega rotation

Heboris: Unofficial Expansion, abbreviated as Heboris U.E., is a modification to Heboris, a game orignally created by Kenji Hosimoto with YaneuraoGameScript 2000. It adds new modes inspired by the games in Arika's TGM series and various rotation systems.

History

The development of Heboris by Hosimoto has been halted since 2002. However, due to the source code of Heboris, which was based on YGS2K, being highly accessible, the game became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from later games such as Tetris The Grand Master 3 Terror-Instinct, Tetris The Grand Master Ace, Tetris DS and DTET. The modified version is known in western communities as Heboris Unofficial Expansion. A second modified version, Heboris U.E. LITE, exists and focuses on lighter system requirements. A third modified version, Heboris U.E. MINI, also exists and features a plugin system to add or remove functionality from the game.

Gameplay

Heboris Unofficial Expansion uses gameplay mechanics from the TGM series as well as Guideline-based games. The player can choose between 9 defined rulesets, each replicating that of a particular TGM / Guideline game.

Name in U.E. Heboris (TGM) Ti-ARS Ti-WORLD ACE-SRS ACE-ARS ACE-ARS2 DS-WORLD SRS-X DRS
Default Name in UE LITE CLASSIC CLASSIC+ MODERN MODERN+ MIX-A MIX-B GUIDELINE SPECIAL-S SPECIAL-D
Alternate Name in UE LITE TGM TI WORLD WORLD2 ARS ARS2 WORLD3 WORLD-X DHEBO
Based on TGM / TAP TGM3 Classic Rule TGM3 World Rule TGM ACE SRS TGM ACE ARS TGM ACE ARS2 Guideline (Tetris DS) Original DTET
ARE Yes Yes Yes Yes Yes Yes No Yes Yes (Skippable)
Fast Drop Speed Fixed 1G Fixed 1G Fixed 1G Fixed 0.5~1G Fixed 0.5~1G Fixed 0.5~1G Fixed 0.5~1G + 1.5G + 1.5G
Wallkicks & Initial Stances TGM/TAP TGM3 SRS SRS TGM3 TGM SRS SRS + 180 Rotation Original DTET
Lockdown Step Step Move/Rotate Move/Rotate Move/Rotate Move/Rotate Move/Rotate Move/Rotate Step
Move reset limit N/A N/A 8 Rotations / 10 Movements 128 Movements / Rotations 128 Movements / Rotations 128 Movements / Rotations Infinity 12 Rotations / 24 Movements N/A
Soft Drop Type Lock Lock Non-lock Non-lock Non-lock Lock Non-lock Lock Lock (when faster than 2G)
Hard Drop Type Sonic Sonic Locking Locking Locking Sonic Locking Sonic Locking
Piece Colors Sega/Arika Sega/Arika Guideline Guideline Guideline Guideline Guideline Guideline Sega/Arika
ABC Button Layout A:CCW
B:CW
C:CCW
A:CCW
B:CW
C:CCW
A:CW
B:CCW
C:CW
A:CW
B:CCW
C:CW
A:CCW
B:CW
C:CCW
A:CCW
B:CW
C:CCW
A:CW
B:CCW
C:CW
A:CW
B:CCW
C:180°
A:CCW
B:CW
C:180°

Modes

As of C7V4EX YGS2K+ (FINAL), Heboris Unofficial Expansion contains the following modes:

Beginner

  • TAMAYA – The player must clear lines to shoot as many fireworks as possible within 200 levels, using the Hanabi scoring system in TGM3's Easy mode.
  • SCORE – Based on Normal mode in TGM2, the player must clear lines to score as many points as possible within 300 levels.

Master

Using the mechanics from the TGM series, the player must obtain the highest grade possible within 999 levels. Four grade rulesets are available:

  • G1 (Easy) – uses the score-based Grade Recognition System from Tetris The Grand Master, but the score requirements have been adjusted to accommodate back-to-back bonuses.
  • G2 (Normal) – uses the Grade Recognition System from TGM2, except each internal grade increase will change the displayed grade, and the grade count has been expanded to that from TGM3.
  • G3 (Normal) – same as G2, but only uses the original grades from TGM2.
  • G4 (Hard) – uses the expanded Grade Recognition System from TGM3, but with minor differences. Promotional Exams can also be triggered by pressing Hold twice then keeping the button pressed while pressing Start. The grade given at a Promotional Exam is selected at random.

In addition, the player can also turn on ITEM, BIG, and HEBO+ modes by holding the corresponding buttons while pressing Start.

20G

Same as Master mode, but with 20G gravity throughout the round.

Devil

A much harder variant of Master mode. Two rulesets are available:

  • DOOM – replicates Shirase mode from TGM3.
  • MINUS – replicates T.A. Death mode from TGM2.

In addition, DEATH+ can also be turned on, which limits the player to 1 piece preview and no Hold, as well as ITEM and BIG modes.

Tomoyo

Based on TGM3's Sakura mode, the player must clear all gem blocks in the playfield within a time limit. Tomoyo mode is named as such after Tomoyo Daidouji, who is Sakura Kinomoto's friend in the Cardcaptor Sakura franchise.

The player can choose between 4 stage sets: TI, E-HEART, ACE-TARGET, and F-POINT, as well as creating custom maps in EDIT.

Ace

Based on TGM ACE's main mode, the player must clear 15 or 20 levels, each with a 10-line goal. Each level section must be completed within a time limit. Two variants, Ace-Another and Ace-Hell, are also available.

Normal

Easiest of the three. Time limit is 90s for each section with a 150-line goal.

Delays
Level ARE
(frames)
Line ARE
(frames)
Lock
(frames)
DAS
(frames)
1-15 26 40 28 15
Internal Gravity
Level Internal Gravity
(1/60 G)
Level Internal Gravity
(1/60 G)
Level Internal Gravity
(1/60 G)
1 1 6 30 11 240 (4G)
2 3 7 60 (1G) 12 300 (5G)
3 12 8 120 (2G) 13 1200 (20G)
4 18 9 150
5 24 10 180 (3G)

Another

Gravity is 20G for the entire game with gradually reducing lock delay and time limit. Goal is 150 lines.

Delays
Level ARE
(frames)
Line ARE
(frames)
Lock
(frames)
DAS
(frames)
Time limit
(seconds)
1 18 14 28 10 60
2 14 8 24 10 60
3 14 8 22 9 60
4 14 5 20 9 60
5 12 5 18 9 60
6 12 5 14 8 60
7 10 5 14 8 60
8 8 5 13 7 55
9 7 5 13 7 50
10 6 5 13 7 45
11 5 5 12 7 40
12 5 5 12 7 35
13 4 4 12 7 30
14 3 4 12 7 25
15 2 3 11 7 Remainder of
Level 14

HELL

Hardest mode with the lowest lock delay of Another and with only the outline of the stack visible. Goal is 200 Lines.

Delays
Level ARE
(frames)
Line ARE
(frames)
Lock
(frames)
DAS
(frames)
1-20 2 3 11 7
Time limit
Level Time limit
seconds
Level Time limit
seconds
1-5 30 16 20
6-10 25 17 17
11-13 20 18 15
14 17 19 14
15 15 20 14

In addition, from level 5-15, a line will be periodically covered, and can be cleared by clearing lines. From level 16-20, pieces that spawn is made of monochrome [] blocks, colored depending on the rotation system.


Old Style

Accessible by highlighting Ace in the mode selection screen and moving right after Ace-Hell, the player can access one of two special modes which use mechanics from older Tetris games. The mode presented is based on the rotation system of the player's selected ruleset:

Simple

This contains several Guideline-based modes:

  • 40LINES – Clear 40 lines as fast as possible.
  • ULTRA – Clear as many lines as possible within 2 minutes.
  • MARATHONVariable-goal mode. Clear 15 levels to complete the stage.
  • SQUARE – Based on Tetris Worlds' Square mode. Same completion requirements as MARATHON.
  • ROTATION RELAY – Play 40LINES or ULTRA while cycling through all of the available rotation systems. Topping out will add a penalty to the player's total time.

Vs.

2-player versus mode, with options for items, garbage types, styles (NORMAL, ATTACK, DEFENSE; ITEM), etc.

Garbage types include the following:

  • Move Erased – Sent garbage mimics the shape the user used to clear the lines.
  • Copy Bottom – Sent garbage mimics the opponent's bottom-most row.
  • Hebo+ – Sent garbage used the fixed pattern in the TGM+ mode of TGM2.
  • DS Random – Standard Guideline garbage system.

Items appear as a tetromino in which a player can place onto the field. In order for an item to appear in the preview, a player has to place 20 tetrominoes onto the field (roughly enough for eight lines). Therefore, the speed of the player determines how fast the player will acquire an item. To activate an item's effect, a player has to clear one or more rows in which the item tetromino occupies. Holding an item tetromino will turn it into a regular tetromino; unlike standard multiplayer with items in Tetris DS, the tetromino that then comes out of the hold box does not turn into an item tetromino.

Item No. Item Name Effect Duration Frequency
1=low 10=high
Item Effect
1 Mirror Block 3 piece
placements
5 The opponent's stack is mirrored 3 times for each new piece, leaving it mirrored after the 3rd piece.
2 Roll Roll 4 piece
placements
8 The opponent's next 3 pieces are auto rotating clockwise by a fixed interval.
3 Death Block Instant 5 Makes the opponent's next block big. (No effect in BIG mode)
4 X-Ray 4 piece
placements
9 A partially invisible effect is applied to the opponent's stack for a short period.
5 Color Block 3 piece
placements
6 A partially invisible effect is applied to the opponent's stack for a very short period.
6 Rotate Lock 10 seconds 3 Removes the ability to rotate pieces from the opponent and randomizes the orientations of the next pieces.
7 Hide Next 15 seconds 5 Temporarily hides the opponent's previews.
8 Magnet Block 2 piece
placements
4 The opponent's fall speed increases by 0.5G. Pieces will lock instantly while this item is active.
9 Time Stop 5 seconds 6 Freezes the opponent's active piece and disables their controls.
10 Hold Lock 6 piece
placements
8 The opponent's hold function is disabled.
11 Reverse (Left/Right) 10 seconds 4 Reverses the left and right movements of the opponent.
12 Boost Fire 10 seconds 7 Increases the piece fall speed of the player (solo) or the opponent (versus) to 20G. It halves lock delay if they are already at 20G.
13 Fever 10 seconds 5 Turns the player's next pieces into I pieces and reflects the opponent's item attacks.
14 Reverse (Up/Down) 10 seconds 6 Opponent's up and down input keys are switched.
15 Remote Control 2 piece
placements
5 The player takes control of the opponent's inputs, while maintaining control over their field. It also disables the opponent's inputs.
16 Dark Block 8 seconds 3 Stack becomes fully invisible for a medium period.
17 Delete Field (Top) Instant 6 Deletes the upper half of the player's playfield.
18 Delete Field (Bottom Instant 6 Deletes the lower half of the player's playfield.
19 Delete Even Instant 5 Deletes every 2nd row in the player's playfield.
20 Transform 3 piece
placements
4 The opponent's next 3 pieces will change every time the piece is rotated.
21 Laser Instant 9 Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right.
22 Negative Field Instant 1 Flip the playfield's occupied cells to empty, and empty cells to occupied.
23 Shot Gun! Instant 5 Randomly shoot a group of holes in the opponent's stack.
24 Exchange Field Instant 1 Swaps the player's and opponent's playfield. (No effect in solo mode)
25 Hard Block Instant 7 The opponent's next piece must be cleared twice to be removed from the playfield.
26 Shuffle Field Instant 7 Randomly shifts the rows of the opponent left and right. The empty columns stay connected only if the rows containing the columns are filled with 9 blocks each.
27 Random Instant 8 A random item effect is activated.
28 Free Fall Instant 3 Forces all cells to move down in the player's playfield removing any holes.
29 Move Field (Left) Instant 2 Push every cell in the player's playfield to the left.
30 Move Field (Right) Instant 5 Push every cell in the player's playfield to the right.
31 180° Field Instant 7 Rotate the playfield upside down and move the newly rotated cells down.
32 16t Instant 4 A 16t anvil appears, in which the player can move before removing three columns of blocks.
33 Reflect 10 seconds 3 (VERSUS) Item attacks sent by the opponent will be reflected to themselves. (Others) Disables the effects of the next attack item.
34 Double 10 seconds 3 Doubles the number of lines received.
(No effect in solo mode)
35 All Clear Instant 1 Clears the board.
36 Miss (joke) 20 piece
placements
5 (VERSUS) The player's level and item bar will not increase.
(Others) Level, score and line count are not affected.
37 Copy Field Instant 3 Duplicates the player's field to the opponent's.
(No effect in solo mode)
38 Fake Next 8 seconds 2 The piece previews and the held piece become fake, but the colors will be the same as the original piece.
39 Grandmother Block 20 piece
placements
7 All blocks will turn into "[ ]" blocks.

Mission

The player must complete all missions within the specified time limit. The player can select between the various courses from TGM ACE and Tetris Gold, as well as several original courses.

The missions contain gimmicks found in TGM ACE, as well as some original gimmicks:

  • Hide NEXT - The piece previews are hidden.
  • Roll Roll - Pieces automatically rotate clockwise at a fixed interval.
  • Color - The Color Block effect is applied throughout the mission.
  • Rotate Lock - Pieces can't be rotated and are spawned in random orientations.
  • X-ray - The X-ray effect is applied throughout the mission.
  • T-spin - The player needs to clear specified amount of lines using T-spins.
  • T-spin Double - The player needs to clear specified amount of T-spin Doubles.
  • Endurance - The player needs to survive, usually at fast 20G, for a specified amount of time. Stalling a piece will stop the timer and display a warning: "PUT THE BLOCK!"
  • Garbage - Placing the next piece will insert the specified amount of garbage lines onto the field.
  • B to B Heboris - The player needs to clear 4 lines at once (Heboris) the specified amount of times. Non-Heboris line clears will reset the mission progress.
  • Block Order - The player needs to clear specified amount of lines using specified pieces. The mission may contain a requirement for the piece to come from HOLD.
  • Single/Double/Triple Order - The player needs to clear specified amount of Singles/Doubles/Triples using specified pieces.
  • Eraser Heboris - The player needs to clear highlighted lines the specified amount of times using Heborises. No other line clear will count.
  • Square - The player needs to construct a specified amount of 4x4 squares.

Original Modes

In each of these modes, the player must clear as many lines as they can before topping out. After reaching 15:00:00, the game will initiate a fast 20G to automatically trigger a game over.

  • Beginner – Slow speed curve.
  • Master – Normal speed curve.
  • 20G – Fast speed curve.
  • Devil – Fast speed curve with decreasing lock delay.

External links