A Gnowius' Challenge: Difference between revisions
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==Gameplay== | ==Gameplay== | ||
The game consists of two game modes: the main mission mode and a practice | The game consists of two game modes: the main mission mode and a practice sandbox. | ||
===Mission mode=== | ===Mission mode=== | ||
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made. | The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made. | ||
It should be noted that the game uses immobile [[List_of_twists#Rewards_for_twists|spin detection]], instead of guideline's 3-corner. This is especially important for stages requiring spin line clears. | |||
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center" | {| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center" | ||
|- | |- | ||
Line 38: | Line 38: | ||
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames) | ! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames) | ||
|- | |- | ||
| 1 || Clear a line. || || [[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 | | 1 || Clear a line. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 | ||
|- | |||
| 2 || Clear a line. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 | |||
|- | |||
| 3 || Clear 4 lines at once. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 | |||
|- | |||
| 4 || Clear a T-Spin line clear. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 | |||
|- | |||
| 5 || Recover to the bottom. || Stage spawns with a preset map.||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 | |||
|- | |||
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 | |||
|- | |- | ||
| | | 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 → 1 || 30 || 20 || 21 || 14 || 30 | ||
|- | |- | ||
| | | 8 || Survive 30 seconds of max. gravity. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || ∞ || 30 || 20 || 21 || 14 || 30 | ||
|- | |- | ||
| | | 9 || Clear 10 lines in max. gravity. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || ∞ || 30 || 20 || 21 || 14 || 30 | ||
|- bgcolor="#f9f9d9" | |||
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || ∞ || 30 || 20 || 21 || 14 || 30 | |||
|- | |- | ||
| | | 11 || Clear 10 T-Spin lines. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/32 || 30 || 15 || 15 || 12 || 45 | ||
|- | |- | ||
| | | 12 || Clear 20 lines. || Field is 5 × 10, simulating [[TGM#Hidden_modes|big mode]]. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 15 || 15 || 12 || 30 | ||
|- | |- | ||
| | | 13 || Clear 5 lines. || Field is 20 × 40, simulating the opposite of big mode. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/8 || 30 || 15 || 15 || 12 || 30 | ||
|- | |- | ||
| | | 14 || Clear 10 lines. || Field is displayed upside-down. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/16 || 30 || 15 || 15 || 12 || 30 | ||
|- | |- | ||
| | | 15 || Clear 10 lines. || Pieces rotate by themselves every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30 | ||
|- | |- | ||
| 10 || | | 16 || Clear 10 lines. || Field display rotates 90° every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30 | ||
|- | |||
| 17 || Clear 10 lines. || ||! bgcolor="#f9c0c0"|[[#Shirase Rotation System|Shirase]] || 1 || 30 || 15 || 15 || 12 || 30 | |||
|- | |||
| 18 || Clear 10 lines. || ||! bgcolor="#f9d9f9"|[[#Transform Rotation System|Transform]] || 1/30 || 30 || 15 || 15 || 12 || 30 | |||
|- | |||
| 19 || Clear 10 lines. || ||! bgcolor="#d9d9f9"|[[#Pentomino Arika-Inspired Rotation System|Pento]] || 1/64 || 30 || 15 || 15 || 12 || 30 | |||
|- bgcolor="#f9f9d9" | |||
| 20 || Clear 5 I-spin Quadruples. || ||! bgcolor="#d9f9d9"|[[#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] || 1/64 || 30 || 15 || 15 || 12 || 30 | |||
|} | |} | ||
===Practice Sandbox=== | |||
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems. | |||
The settings you can change are the following: | |||
* Field rows: Width of the field in cells, between 4 and 99. | |||
* Field columns: Height of the field in cells, between 4 and 99. | |||
* Rotation System: The rotation rules in place. See [[#Rotation Systems|below]] for more information. | |||
* Next Previews: Length of the next queue, between 1 and 15. | |||
* Blocksize: Size of the blocks in pixels, between 1px and 64px. | |||
* Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°. | |||
* Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical. | |||
* Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity. | |||
* Delayed AutoShift: Delay in frames before [[DAS]] kicks in. | |||
* [[Lock delay|Lock Delay]]: Time in frames before your piece locks. Note that this game does not have move reset, only step reset. | |||
* Spawn Delay ([[ARE]]): Time in frames between a piece lock and the next piece spawn. | |||
* Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete. | |||
* ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn. | |||
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence. | |||
==Rotation Systems== | |||
Alongside the [[SRS|Super Rotation System]] and the [[TGM rotation|Arika Rotation System]], the game has a few more Rotation Systems you can toy around with in practice mode. | |||
===Using Tetromino pieces=== | |||
====Shirase Rotation System==== | |||
====Texmaster World Rule==== | |||
====Transform Rotation System==== | |||
====Biased-On-Nutty-Kick-Enhancement Rotation System==== | |||
===Using Pentomino pieces=== | |||
====Pentomino Arika-Inspired Rotation System==== | |||
====Puyo Puyo Tetris' Pentomino Rotation System==== | |||
==External links== | ==External links== |
Revision as of 21:26, 18 January 2019
A Gnowius' Challenge | |
---|---|
Developer(s) | Oshisaure |
Platform(s) | Windows, macOS, Linux |
Gameplay info | |
Next pieces | 1 to 15 |
Playfield size | 4 × 4 to 99 × 99 |
Hold piece | Yes, with IHS |
Hard drop | Yes (Sonic Drop) |
Rotation system | Various, some custom |
A Gnowius' Challenge is a fan game created by Oshisaure using Love2D. While the development of the game is currently discontinued, a demo has been released and is available.
Gameplay
The game consists of two game modes: the main mission mode and a practice sandbox.
Mission mode
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to Tetris The Grand Master Ace's Tetris Road. So far, 20 stages have been made.
It should be noted that the game uses immobile spin detection, instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.
Stage | Goal | Gimmicks / Notes | Rotation System |
Gravity (G) |
ARE (frames) |
Line ARE (frames) |
Line clear (frames) |
DAS (frames) |
Lock (frames) |
---|---|---|---|---|---|---|---|---|---|
1 | Clear a line. | Super | 1/64 | 30 | 20 | 20 | 15 | 60 | |
2 | Clear a line. | Arika | 1/64 | 30 | 20 | 20 | 15 | 60 | |
3 | Clear 4 lines at once. | Arika | 1/64 | 30 | 20 | 20 | 15 | 60 | |
4 | Clear a T-Spin line clear. | Super | 1/64 | 30 | 20 | 20 | 15 | 60 | |
5 | Recover to the bottom. | Stage spawns with a preset map. | Super | 1/64 | 30 | 20 | 20 | 15 | 60 |
6 | Clear 4 lines at once twice in a row. | Game not only expects a Back-to-Back, but a combo. | Arika | 1/64 | 30 | 20 | 20 | 15 | 60 |
7 | Survive. | This is basically TGM speed curve from Lv200 to Lv299. | Super | 1/64 → 1 | 30 | 20 | 21 | 14 | 30 |
8 | Survive 30 seconds of max. gravity. | Arika | ∞ | 30 | 20 | 21 | 14 | 30 | |
9 | Clear 10 lines in max. gravity. | Super | ∞ | 30 | 20 | 21 | 14 | 30 | |
10 | Survive in max. gravity. | This is basically TGM speed curve from Lv500 to Lv599. | Arika | ∞ | 30 | 20 | 21 | 14 | 30 |
11 | Clear 10 T-Spin lines. | Super | 1/32 | 30 | 15 | 15 | 12 | 45 | |
12 | Clear 20 lines. | Field is 5 × 10, simulating big mode. | Arika | 1/64 | 30 | 15 | 15 | 12 | 30 |
13 | Clear 5 lines. | Field is 20 × 40, simulating the opposite of big mode. | Super | 1/8 | 30 | 15 | 15 | 12 | 30 |
14 | Clear 10 lines. | Field is displayed upside-down. | Super | 1/16 | 30 | 15 | 15 | 12 | 30 |
15 | Clear 10 lines. | Pieces rotate by themselves every half second. | Arika | 1/128 | 30 | 15 | 15 | 12 | 30 |
16 | Clear 10 lines. | Field display rotates 90° every half second. | Arika | 1/128 | 30 | 15 | 15 | 12 | 30 |
17 | Clear 10 lines. | Shirase | 1 | 30 | 15 | 15 | 12 | 30 | |
18 | Clear 10 lines. | Transform | 1/30 | 30 | 15 | 15 | 12 | 30 | |
19 | Clear 10 lines. | Pento | 1/64 | 30 | 15 | 15 | 12 | 30 | |
20 | Clear 5 I-spin Quadruples. | BONKERS | 1/64 | 30 | 15 | 15 | 12 | 30 |
Practice Sandbox
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems.
The settings you can change are the following:
- Field rows: Width of the field in cells, between 4 and 99.
- Field columns: Height of the field in cells, between 4 and 99.
- Rotation System: The rotation rules in place. See below for more information.
- Next Previews: Length of the next queue, between 1 and 15.
- Blocksize: Size of the blocks in pixels, between 1px and 64px.
- Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.
- Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.
- Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity.
- Delayed AutoShift: Delay in frames before DAS kicks in.
- Lock Delay: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.
- Spawn Delay (ARE): Time in frames between a piece lock and the next piece spawn.
- Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.
- ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence.
Rotation Systems
Alongside the Super Rotation System and the Arika Rotation System, the game has a few more Rotation Systems you can toy around with in practice mode.