Minna no Soft Series: Tetris Advance: Difference between revisions
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|hold = Yes, including IHS | |hold = Yes, including IHS | ||
|hard = Yes | |hard = Yes | ||
|SRS = Nearly SRS<br>(I, S, and Z differ | |SRS = Nearly SRS<br>(I, S, and Z differ, and lacking many wall kicks) | ||
}} | }} | ||
'''''Tetris Advance''''' is an authentic ''Tetris'' [[Games|game]] published only in Japan. | '''''Tetris Advance''''' is an authentic ''Tetris'' [[Games|game]] published only in Japan. |
Revision as of 03:46, 17 January 2007
Minna no Soft Series: Tetris Advance | |
---|---|
Developer(s) | Success |
Publisher(s) | Success |
Platform(s) | Game Boy Advance |
Release | December 28, 2003 |
Gameplay info | |
Next pieces | 1 or 6 (option) |
Playfield size | 10w x 21h (20h visible) |
Hold piece | Yes, including IHS |
Hard drop | Yes |
Tetris Advance is an authentic Tetris game published only in Japan.
Details
- ARE is roughly half a second.
- Hold piece allows switching during ARE, similar to IHS of TGM3.
- All tetrominoes enter 1 block to the right of where they would ordinarily enter in SRS.
- Rotation of J, L, and T matches SRS, but S and Z are different (imagine TGM rotation with separate left and right states). Rotation of I tetromino is buggy, with several wall kicks missing.
- DAS is slow.
- Gravity maxes out at what appears to be 1G, even once the expert player approaches 400 lines and becomes bored with the lack of the raw speed.
- Line clear has no additional delay.
- Endless and 2 minute modes are present.
- Options are present: disable ghost piece, disable hold, disable wall kick, disable infinity, set preview size (1 or 6)
- Playfield graphics strongly resemble those of the subsequent Tetris DS.
- Music at level 5 resembles that of a Starman in Super Mario Bros. and Tetris DS.