Super Tetris: Difference between revisions
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|publisher=Spectrum Holobyte | |publisher=Spectrum Holobyte | ||
|SRS= | |SRS= | ||
|playfield=10w x | |playfield=10w x 14h | ||
|hold=No | |hold=No | ||
|hard=No | |hard=No | ||
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*lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state, counterclockwise only | *lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state, counterclockwise only | ||
The upper field, with a white background, a normal tetris playfield, is 10wX14h. The lower playfield, wih a black background, and a preset garbage pattern, is also 10 wide, an d a varying height dependent on level. | |||
*The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops. | *The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops. | ||
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*The player can shift and rotate the bombs as they fall. | *The player can shift and rotate the bombs as they fall. | ||
*The object is to clear garbage. There are about 3 or 4 preset patterns randomly chosen from for each level. | *The object is to clear all garbage from the lower field. There are about 3 or 4 preset patterns randomly chosen from for each level, and each one forms a low resolution picture. | ||
*Clearing a line below the center of the playfield causes the blocks below it to move up. | *Clearing a line below the center of the playfield causes the blocks below it to move up. |
Revision as of 21:16, 11 March 2008
Super Tetris | |
---|---|
Developer(s) | N/A |
Publisher(s) | Spectrum Holobyte |
Platform(s) | PC |
Release | 1991 |
Gameplay info | |
Next pieces | 1 |
Playfield size | 10w x 14h |
Hold piece | No |
Hard drop | No |
- lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state, counterclockwise only
The upper field, with a white background, a normal tetris playfield, is 10wX14h. The lower playfield, wih a black background, and a preset garbage pattern, is also 10 wide, an d a varying height dependent on level.
- The player starts with 50 tetrominoes and, as in Bombliss, loses one tetromino for each tetromino that drops.
- Clearing 1, 2, 3, or 4 lines adds two tetrominoes per line cleared and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece. Since more blocks are always removed then replaced, the player will run out of tetrominoes unless they keep clearing lines in the lower field, or collection powerup blocks.
- The player can shift and rotate the bombs as they fall.
- The object is to clear all garbage from the lower field. There are about 3 or 4 preset patterns randomly chosen from for each level, and each one forms a low resolution picture.
- Clearing a line below the center of the playfield causes the blocks below it to move up.
- Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of Klax, and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.
- It is possible to completely clear a using bombs. If this is done, the lines below move up, or the lines above move down, just as with a normal line clear.
- There are power-ups in the preset garbage.
- They must be activated with a bomb; clearing a line containing a power-up will destroy it.
- The "5", "10", and "15" power-ups add tetrominoes.
- The "detonator" powerup destroys the blocks adjacent to it.
- The "bomb" powerup transforms your next tetromino into bombs.
- The "bubble" powerup clears all blocks above it in the lower playfield.
- The "lightning" powerup clears the line containing it.
- The "box" powerup fills in all blocks above it in the lower playfield.
- The "line" powerup summons an I piece that drops before the current "next piece".
- Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extremely challenging.
- DAS is unusually fast for a game of this age, and is not dependent on keyboard repeat. It is not nearly as fast as a TGM series game though. It is also impossible to tap faster than the DAS, or rotate faster than the auto repeat rotate rate. Also, the delay for auto shift and auto rotate is very small.
- This game gives you the most unusual ability to drop a piece one square diagonally down, by pressing 1 or 3 on the numeric keypad, or z or c on the "qweasdzxc" matrix. This is most useful to tag an otherwise unreachable powerup with a single bomb, though it can also slip a piece into an otherwise impossible position.