SuperLite 1500 Series: The Tetris: Difference between revisions
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Not recommended. Very little to do/change. The backgrounds change every few levels. The music is pretty bad as well. | Not recommended. Very little to do/change. The backgrounds change every few levels. The music is pretty bad as well, though it does have an interesting Korobeiniki arrangement. | ||
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=== 2 Player Mode === | === 2 Player Mode === | ||
2 player mode. | 2 player mode. Each player can choose the following options: | ||
*Starting level: 0, 10, 20, 30, 40 and "SP" (99, 9G speed) | |||
*Starting height: 0 to 5, corresponding to 0, 3, 6, 8, 10 or 12 rows of starting random garbage. | |||
*Garbage severity: Easy = 1 hole and mostly aligned (changing every 9 rows), Normal = 4 hole and random, Hard = 7 hole and random. | |||
Oh, and Utada Hikaru is pretty good at it. :) | |||
==== Garbage ==== | |||
Standard 0/1/2/4 line system. All Clears double the amount of garbage. | |||
=== Other gameplay notes === | === Other gameplay notes === |
Revision as of 02:47, 5 September 2018
Not recommended. Very little to do/change. The backgrounds change every few levels. The music is pretty bad as well, though it does have an interesting Korobeiniki arrangement.
SuperLite 1500 Series: The Tetris | |
---|---|
Developer(s) | ? |
Publisher(s) | Success |
Platform(s) | Playstation |
Release | July 19, 2000 |
Gameplay info | |
Next pieces | 1 |
Playfield size | 10x20, with 3 lines in vanish zone visible. |
Hold piece | No |
Hard drop | No |
Rotation system | SRS variant? |
Modes and Gameplay
1 Player Mode
The player can start at level 0, 5, 10, 15, 20, 25 or 30 by default, with successive 5-level sections being unlocked after clearing them in 1-player mode. Level increases every 10 lines and caps at 99.
The player is allowed to continue if they game over, at which point the player will restart at the beginning of their current 5-level section.
Speeds
- Soft drop: 1G
- Lock delay: 30 frames
- ARE: 0 frames (1G or below) / 20-30 frames (2G and above)
- Line clear delay: ~17 frames
- DAS: 10 frames, 30 Hz (1/4G or below) / 60 Hz (1/3G and above)
Levels
Level | Gravity (G) | Level | Gravity (G) | Level | Gravity (G) | Level | Gravity (G) |
---|---|---|---|---|---|---|---|
0 | 1/120 | 25 | 1/35 | 50 | 1/30 | 75 | 1/5 |
1 | 1/80 | 26 | 1/15 | 51 | 1/15 | 76 | 2 |
2 | 1/55 | 27 | 1/10 | 52 | 1/10 | 77 | 4 |
3 | 1/40 | 28 | 1/5 | 53 | 1/5 | 78 | 5 |
4 | 1/30 | 29 | 1/3 | 54 | 1/3 | 79 | 7 |
5 | 1/60 | 30 | 1/35 | 55 | 1/15 | 80 | 1/3 |
6 | 1/40 | 31 | 1/10 | 56 | 1/3 | 81 | 2 |
7 | 1/25 | 32 | 1/7 | 57 | 2 | 82 | 4 |
8 | 1/18 | 33 | 1/4 | 58 | 3 | 83 | 6 |
9 | 1/15 | 34 | 1/2 | 59 | 4 | 84 | 7 |
10 | 1/60 | 35 | 1/20 | 60 | 1/10 | 85 | 1/3 |
11 | 1/35 | 36 | 1/10 | 61 | 1/3 | 86 | 3 |
12 | 1/20 | 37 | 1/5 | 62 | 2 | 87 | 5 |
13 | 1/12 | 38 | 1/2 | 63 | 4 | 88 | 7 |
14 | 1/9 | 39 | 1 | 64 | 5 | 89 | 8 |
15 | 1/40 | 40 | 1/20 | 65 | 1/10 | 90 | 2 |
16 | 1/20 | 41 | 1/5 | 66 | 1/2 | 91 | 4 |
17 | 1/15 | 42 | 1/2 | 67 | 2 | 92 | 5 |
18 | 1/10 | 43 | 1 | 68 | 4 | 93 | 7 |
19 | 1/7 | 44 | 2 | 69 | 5 | 94 | 8 |
20 | 1/40 | 45 | 1/15 | 70 | 1/5 | 95-99 | 9 |
21 | 1/15 | 46 | 1/4 | 71 | 1 | ||
22 | 1/10 | 47 | 1 | 72 | 2 | ||
23 | 1/7 | 48 | 2 | 73 | 4 | ||
24 | 1/5 | 49 | 3 | 74 | 5 |
Scoring
Lines are scored the same way as in the NES version. However, the game also counts All Clears, awarding 1,000,000 points per clear (regardless of level).
Randomiser
Strict 1 history (?); i.e. no two consecutive pieces will be the same.
2 Player Mode
2 player mode. Each player can choose the following options:
- Starting level: 0, 10, 20, 30, 40 and "SP" (99, 9G speed)
- Starting height: 0 to 5, corresponding to 0, 3, 6, 8, 10 or 12 rows of starting random garbage.
- Garbage severity: Easy = 1 hole and mostly aligned (changing every 9 rows), Normal = 4 hole and random, Hard = 7 hole and random.
Oh, and Utada Hikaru is pretty good at it. :)
Garbage
Standard 0/1/2/4 line system. All Clears double the amount of garbage.
Other gameplay notes
An option screen without any real options except mono/stereo, ranking and backup functions.
The vanish zone is visible in this game, and any piece spawned in it will overwrite existing blocks in it.