Tetris Jr.: Difference between revisions
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{{Infobox |title = | {{Infobox |title = Tetris Jr. | ||
|developer = | |developer = Blue Planet Software | ||
|publisher = | |publisher = Squaresoft | ||
|released = | |released = 1996 | ||
|platform = | |platform = dedicated handheld | ||
}} | }} | ||
No hold, one rotation direction, one preview, 8x12 block field. | |||
== Gimmicks == | |||
The manual of Tetris Jr. describes eight modes. | |||
=== Game 1 and Game 5 === | |||
Special blinking pieces are present, similar to some of the blocks from [[DuelTris]]. They can add or remove blocks until they lock. | |||
;I tromino, vertically oriented: Press rotate to drop a single block below the piece. | |||
;Domino, vertically oriented: Press rotate to remove a single block below the piece. | |||
;Single block: Press rotate to drop a single block below the piece. This piece also has [[deep drop]], meaning it passes through layers of blocks to fill gaps. | |||
=== Game 2 and Game 6 === | |||
Playfield starts with [[garbage]]. Each round ends when a line is cleared in the bottom row, as in ''[[The Next Tetris]]''. | |||
=== Game 3 and Game 7 === | |||
Blinking tetrominoes break into individual blocks when they lock, much like the Multiminos of ''[[The Next Tetris]]''. | |||
=== Game 4 and Game 8 === | |||
Blinking tetrominoes break into individual blocks of antimatter, which remove blocks from the field, when they lock. For example, an L tetromino placed on its side of length 2 will remove three blocks from one column and one from the next. | |||
=== Games 5-8 === | |||
Every 60 seconds, a garbage line is added. | |||
== External | ==Scoring== | ||
Scoring is similar to the system [[LJ65]] used before switching to combo-based scoring. | |||
*Single: 100 | |||
*Double: 300 | |||
*Triple: 700 | |||
*Tetris: 1500 | |||
*Level up: 400 | |||
== External links == | |||
http://64.233.187.104/search?q=cache:tM679AAUNAQJ:www.digitpress.com/faq/keychain.htm+%22tetris+jr.%22&hl=en&gl=us&ct=clnk&cd=6&client=firefox-a | http://64.233.187.104/search?q=cache:tM679AAUNAQJ:www.digitpress.com/faq/keychain.htm+%22tetris+jr.%22&hl=en&gl=us&ct=clnk&cd=6&client=firefox-a | ||
[[Category:Games List]] | [[Category:Games List]] |
Revision as of 23:13, 15 August 2009
Tetris Jr. | |
---|---|
Developer(s) | Blue Planet Software |
Publisher(s) | Squaresoft |
Platform(s) | dedicated handheld |
Release | 1996 |
No hold, one rotation direction, one preview, 8x12 block field.
Gimmicks
The manual of Tetris Jr. describes eight modes.
Game 1 and Game 5
Special blinking pieces are present, similar to some of the blocks from DuelTris. They can add or remove blocks until they lock.
- I tromino, vertically oriented
- Press rotate to drop a single block below the piece.
- Domino, vertically oriented
- Press rotate to remove a single block below the piece.
- Single block
- Press rotate to drop a single block below the piece. This piece also has deep drop, meaning it passes through layers of blocks to fill gaps.
Game 2 and Game 6
Playfield starts with garbage. Each round ends when a line is cleared in the bottom row, as in The Next Tetris.
Game 3 and Game 7
Blinking tetrominoes break into individual blocks when they lock, much like the Multiminos of The Next Tetris.
Game 4 and Game 8
Blinking tetrominoes break into individual blocks of antimatter, which remove blocks from the field, when they lock. For example, an L tetromino placed on its side of length 2 will remove three blocks from one column and one from the next.
Games 5-8
Every 60 seconds, a garbage line is added.
Scoring
Scoring is similar to the system LJ65 used before switching to combo-based scoring.
- Single: 100
- Double: 300
- Triple: 700
- Tetris: 1500
- Level up: 400