Magical Tetris Challenge: Difference between revisions
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|playfield = 10x18 visible | |playfield = 10x18 visible | ||
|hold = No | |hold = No | ||
|hard = | |hard = locking | ||
| | |soft = non-locking | ||
|RS = Original | |||
}} | }} | ||
Revision as of 21:19, 9 April 2008
Magical Tetris Challenge | |
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Developer(s) | Capcom |
Publisher(s) | Capcom |
Platform(s) | Gameboy Color, Nintendo 64, Playstation |
Release | Feb 17, 2000 (Game Boy) 1999 (N64) Nov 26, 1999 (Playstation) Japan: Nov 20, 1998 (Nintendo 64) |
Gameplay info | |
Next pieces | Two |
Playfield size | 10x18 visible |
Hold piece | No |
Hard drop | locking |
This game uses it's own rotation system, wich seems to be a bastard mix of Atari rotation and SRS, with different initial piece orientations. all pieces other than T and square start vertical (!).
It uses a total lock tiem system, where you are given a certain number of frames of lock delay for each tetromino.
All pieces rotate as in SRS, EXCEPT for the I, which is left handed sega rotation system.
There are some wallkicks as well, but they don't seem to match SRS.
Apparently the ghost piece system was liscensed from Arika.