Tetris Worlds: Difference between revisions
*>Tepples →Square mode: Actual table is clearer than table of parallel lists |
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Goal of each level ''L'' is to earn 5*''L'' points: | Goal of each level ''L'' is to earn 5*''L'' points: | ||
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!Row || Points | |||
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|5 || 1 | |||
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|10 || 2 | |||
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|14 || 3 | |||
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|17 || 4 | |||
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|19 || 5 | |||
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|20 || 6 | |||
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== Sticky mode == | == Sticky mode == |
Revision as of 22:02, 29 November 2006
Tetris Worlds | |
---|---|
Developer(s) | Blue Planet Software |
Publisher(s) | THQ |
Platform(s) | Game Boy Advance, GameCube, PlayStation 2, Windows, Xbox |
Release | 24 Sep 2001 (US) Japan: April 26, 2002 (GBA, BPS), December 20, 2002 (GCN): Success, |
Gameplay info | |
Next pieces | 3 (GBA); 6 (other) |
Playfield size | 10w x 22h |
Hold piece | Hold, no IHS |
Hard drop | Hard drop (with instant lock) |
Tetris Worlds was one of the first games to follow the Tetris Guideline.
Like other Guideline games, Tetris Worlds has a relatively long lock delay, a hard drop without lock delay, and full SRS. It shows three next pieces on GBA and six next pieces on other platforms.
Tetris mode
Classic game with then newly standardized SRS.
Goal of each level L is to earn 5*L points:
Line clear | Score |
---|---|
Single | 1 |
Double | 3 |
Triple | 5 |
Tetris | 8 |
Tetris back-to-back | 12 |
T-spin zero | 1 |
T-spin single | 3 |
T-spin double | 7 |
T-spin triple | 6 |
Square mode
Much the same as The New Tetris (which see), except Tetris Worlds has a longer lock delay, no lock delay on hard drop instead of firm drop, full SRS, and (on platforms other than GBA) five next pieces.
Goal of each level L is to earn 10*L points:
Line clear | Score |
---|---|
Single | 1 |
Double | 3 |
Triple | 5 |
Tetris | 8 |
4x4 squares | As in The New Tetris |
T-spin zero | 1 |
T-spin single | 3 |
T-spin double | 7 |
T-spin triple | 6 |
- T-spin line clear causes avalanche, just as in The New Tetris, except using SRS T-spin rules
- Extra lines after a T-spin avalanche: not determined
Cascade mode
Nearly identical to the fan game Quadra. After a line is cleared, each tetromino falls as a separate piece under the influence of gravity, and it is possible for pieces to fall and fill in gaps, creating a cascade.
Goal of each level L is to earn 5*L points. The score for each step n of a cascade, where n = 1 to 20, and L lines are cleared:
- (L + n) * 2 - 3
For example, a tetris-double-single combo scores
- (4 + 1) * 2 - 3 = 7 on first step
- (2 + 2) * 2 - 3 = 5 on second step
- (1 + 3) * 2 - 3 = 5 on third step
for a total of 17 points.
Hotline mode
Rows 5, 10, 14, 17, 19, and 20 (counting from the bottom up) are highlighted. Only lines cleared in these rows are counted toward the score.
Goal of each level L is to earn 5*L points:
Row | Points |
---|---|
5 | 1 |
10 | 2 |
14 | 3 |
17 | 4 |
19 | 5 |
20 | 6 |
Sticky mode
Much the same as The Next Tetris. Some tetrominoes are multi-colored and break into smaller pieces of separate colors when they lock. Blocks of the same color glue themselves together; any contiguous group of the same color with 25 or more blocks disappears. Anything with nothing supporting it falls, just as in Cascade mode.
Each level L starts with L + 1 rows of floating garbage on the screen, and the goal of each level is to clear the bottom line of garbage.
Fusion mode
Tetrominoes and single, distinctive "atom" blocks fall. (The ratio is not listed in the manual.)
Clearing a line containing an atom block will remove all blocks in the line except atom blocks, and it will cause a cascade on all lines above the atom block. Each level L starts with L + 1 rows of floating garbage on the screen, and the goal of each level L is to connect 2*L atom blocks to the "Fusion" block initially located in one of the bottom corners of the playfield.