Heboris Unofficial Expansion: Difference between revisions
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*Goal: Score as many points as possible. | *Goal: Score as many points as possible. | ||
*Completion Level: 999 | *Completion Level: 999 | ||
*Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, M(MK,MV,MO,MM), GM | |||
*Grade/Time Requirements: ??? | *Grade/Time Requirements: ??? | ||
*Ending: Invisible 20g (M-rank) | *Ending: Invisible 20g (M-rank) | ||
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*Goal: Reach Level 1300 as quickly as possible. | *Goal: Reach Level 1300 as quickly as possible. | ||
*Completion Level: 1300 | *Completion Level: 1300 | ||
Grading: S1, S2, S3, S4, S5, S6, S7, S8, S9, ??? | |||
*Grade/Time Requirements: ??? | *Grade/Time Requirements: ??? | ||
*Ending: BIG mode 20g | *Ending: BIG mode 20g |
Revision as of 00:52, 24 December 2006
Heboris Unofficial expansion | |
---|---|
Developer(s) | ? (Various?) |
Publisher(s) | ? (Various?) |
Platform(s) | Microsoft Windows |
Release | 2003? (First release) |
Gameplay info | |
Next pieces | 0 to 6 |
Playfield size | 10w x 21 or 22h (20h visible) (Change by "spawn_y_type") |
Hold piece | Yes, with IHS |
Hard drop | Yes |
Development of Heboris by Hosimoto has pretty much been in stasis since 2002. However, as Heboris is written in a scripting language called YaneGameScript 2000 ("YGS2K,") and due to the nature of YGS2K in that it is an interpreted 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, also exists, with a focus on lighter system requirements.
Modes (Heboris U.E.)
Beginner
- Goal: Clear as many lines as possible in succession.
- Completion Level: 200
- Grade/Time Requirements: None
- Ending: 20g
- Additional mode: BIG mode
Master
- Goal: Score as many points as possible.
- Completion Level: 999
- Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, M(MK,MV,MO,MM), GM
- Grade/Time Requirements: ???
- Ending: Invisible 20g (M-rank)
- Additional mode: Item mode, BIG mode, Examination mode, HEBO+(TGM+)
20g
- Goal: Score as many points as possible.
- Completion Level: 999
- Grade/Time Requirements: ???
- Ending: ???
- 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
- Goal: Reach Level 1300 as quickly as possible.
- Completion Level: 1300
Grading: S1, S2, S3, S4, S5, S6, S7, S8, S9, ???
- Grade/Time Requirements: ???
- Ending: BIG mode 20g
- Additional mode: BIG mode, DEATH+(only 1 preview and no hold), DEVIL-
Originally based off of T.A. Death mode in Tetris The Absolute The Grand Master 2 PLUS, the default gameplay mechanics were recently modified to simulate Shirase mode in Tetris The Grand Master 3. Settings can be modified in-game to achieve T.A. Death settings(DEVIL- mode).
Tomoyo
- Goal: Clear all orb blocks within the time limit.
- Completion Stage: ???
- Completion Requirements: ???
Tomoyo is based off of Sakura mode in Tetris The Grand Master 3.
TI stages are from Tetris The Grand Master 3
E-Heart stages are from Tetris with Cardcaptor Sakura Eternal Heart(Normal)
ACE-TARGET stages are from Tetris The Grand Master Ace
Ace
- Goal: Clear required lines as fast as possible.
- Completion Stage: 150 Lines (Hell: 200 Lines)
- Completion Requirements: ???
- Additional mode: BIG mode
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. 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) becomes extremely difficult.
Vs.
- Players: 2 (Human vs. CPU, Human vs. Human)
- Match Types: Normal, Cement
- Game Speed: Configurable
- Garbage Type: Configurable
- Item Use: Configurable
- Additional Settings: Hidden mode, BIG mode, Win Level
Garbage Type
- Move Erased: ???
- Copy Bottom: ???
- Hebo+: ???
- DS Random: ???
Line Clear | Garbage Sent |
---|---|
Single | 0 |
Double | 1 |
Triple | 2 |
Tetris | 4 |
T-Spin Single | 2 |
T-Spin Double | 4 |
Items
Items appear as a tetromino piece 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. 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. An item tetromino cannot be held and will turn into a regular tetromino if a player chooses to do so.
Item No. | Item Name | Effect Duration | Item Effect |
---|---|---|---|
1 | Mirror Block | 4 tetromino placements | Opponent's active tetromino is destroyed. Opponent's field is flipped horizontally for each individual placement. |
2 | Roll Roll | 4 tetromino placements | Opponent's active tetromino is destroyed. Opponent's pieces are continuously rotated clockwise. |
3 | Death Block | Permanent | Opponent's active tetromino is destroyed. Opponent's next tetromino is quadrupled in size. |
4 | X-Ray | 4 tetromino placements | Opponent's active tetromino is destroyed. Opponent's field becomes invisible with periodic flashes of the silhouette. |
5 | Color Block | 3 tetromino placements | Opponent's active tetromino is destroyed. Opponent's field background turns black. Opponent's field is concealed by downward moving, arrow-shaped, black squares. |
6 | Rotate Lock | 10 seconds | Opponent is unable to rotate active piece. Opponent is unable to use IRS Opponent's next piece orientation is randomized. |
7 | Hide Next | 15 seconds | Opponent's preview is disabled. |
8 | Magnet Block | 2 tetromino placements | Opponent's active tetromino is destroyed. ??? |
9 | Time Stop | 5 seconds | Opponent's active tetromino is frozen in position. Opponent cannot perform any commands. |
10 | Hold Lock | 6 piece placements | Opponent's active tetromino is destroyed. Opponent is unable to hold active tetromino. Opponent is unable to use IHS. |
11 | Reverse (Left/Right) | 10 seconds | Opponent's left and right input keys are switched. |
12 | Boost Fire | 10 seconds | Opponent's tetromino fall speed becomes 20g. |
13 | Fever | 10 seconds | All of user's preview tetrominoes become I tetrominoes. |
14 | Reverse (Up/Down) | 10 seconds | Opponent's up and down input keys are switched. |
15 | Remote Control | ||
16 | Dark Block | ||
17 | Delete Field (Upper) | ||
18 | Delete Field (Bottom | ||
19 | Delete Even | ||
20 | Transform | ||
21 | Laser | ||
22 | Negative Field | ||
23 | Shot Gun! | ||
24 | Exchange Field | ||
25 | Hard Block | ||
26 | Shuffle Field | ||
27 | Random | ||
28 | Free Fall | ||
29 | Move Field (Left) | ||
30 | Move Field (Right) | ||
31 | 180° Field |
Mission
- Goal: Complete all missions within the time limit.
- Completion Stage: Varied
- Completion Requirements: ???