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== Gameplay ==
== Gameplay ==
While the game engine is largely similar to TGM, one notable change is that [[DAS]] happens after a piece spawns but before gravity is applied. This effectively gives additional placement options in [[20G]], making the game significantly easier since [[fundoshi]] situations are no longer threatening.
=== Scoring ===
=== Scoring ===
Scoring is similar to [[Tetris (Sega)]], but with combo bonuses.
Scoring is similar to [[Tetris (Sega)]], but with combo bonuses.

Revision as of 16:50, 1 December 2020

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Heboris
Developer(s)Kenji Hosimoto
Publisher(s)Kenji Hosimoto
Platform(s)Microsoft Windows
Release2001 (First release)
Latest release1.60 (2002-03-31)
Gameplay info
Next pieces1
Playfield size10w x 21h (20h visible)
Hold pieceNone
Hard dropYes
Rotation systemTGM style wallkick

Heboris is a game developed in 2001 by Kenji Hosimoto, aka Hosiken. Many, but not all, of its behaviors bear a resemblance to Tetris The Absolute The Grand Master 2, the latest TGM series game at that point. The game was developed using YaneuraoGameScript 2000 (YGS2K), which is a scripting language and runtime environment created by Urao Yane.

Modes

Solo

Beginner

Master

20G

Devil

Versus

Gameplay

While the game engine is largely similar to TGM, one notable change is that DAS happens after a piece spawns but before gravity is applied. This effectively gives additional placement options in 20G, making the game significantly easier since fundoshi situations are no longer threatening.

Scoring

Scoring is similar to Tetris (Sega), but with combo bonuses.

Line Clear Score = Scoring Rate × Line Multiplier × Gravity Multiplier

Scoring rate is 100 if no combo is present. A line clear that continues a combo will increase the scoring rate (this takes effect after the clear).

Event Line multiplier Scoring rate increase
Single 1 +5
Double 4 +10
Triple 9 +30
Heboris 20 +50
Gravity (G) Multiplier
0 - <1/3 1
1/3 - <1 2
1 - 3 3
4 4
20 5

Unofficial Expansion

Main Articles:
Heboris Unofficial Expansion
Heboris U.E. LITE
Heboris U.E. MINI

In 2002, development of the game has been in stasis. Because of YGS2K being a script language and the source code cannot be made inaccessible, it was a target of being modified by anonymous third parties mainly in the 2ch community. It received modifications, such as new rotation systems and game modes, which later became part of its unofficial expansion.

C++ Port

As the unofficial expansion development continued, it became evident that the developers were hitting the limits of YGS2K's specifications. This was one reason the LITE version was developed, but it itself was to bear the same burden as the original modification, as it was still based on the still environment. In September 2006, an individual in the 2ch forums successfully ported Heboris and Heboris U.E. into a C++ and DirectX 9-based environment, by going through the code and re-implementing the YGS2K specific calls using DirectX. A version using the SDL library also followed shortly, and the SDL version was successfully ported over to macOS as well.

However, development of the C++ versions have stagnated since then. Contributors to the project still wrote code in YGS2K without migrating to C++, possibly due to the steeper learning curve and the hassle to set up a development environment in C++. The latest version of Heboris U.E. continues to be developed and provided in YGS2K.

See also

External links