Tetris with Cardcaptor Sakura Eternal Heart
Tetris with Cardcaptor Sakura Eternal Heart | |
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Developer(s) | Arika |
Publisher(s) | Arika |
Platform(s) | PlayStation |
Release | August 10, 2000 |
Gameplay info | |
Next pieces | 1 |
Hold piece | No |
Hard drop | Yes (Sonic Drop) |
Rotation system | TGM rotation |
Tetris with Cardcaptor Sakura Eternal Heart is the first Tetris game by Arika to be released on a home console. The game lacks a standard mode, and instead plays similarly to Flash Point, where the goal is to clear lines containing jeweled blocks as fast as possible.
The name and gameplay of this game has been carried over to the Sakura mode in Tetris The Grand Master 3 Terror-Instinct, which plays similarly as well.
There are two difficulties to the story mode, Easy and Normal. Normal gives a twenty minute limit to complete all eighteen stages, but stages can be replayed to get a lower completion time, refunding the time difference into the overall time limit. Easy mode has a flat three minute time limit for each stage, but has an additional mechanic where jewelled blocks get removed from the stack over time and get integrated with Next pieces of the same color randomly. The time delays for particular blocks removed differ between stages (note that playing the Eriol cutscene before the level may cause the delays to start before the level timer starts):
Delay | Colours Removed |
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60s | Yellow, Cyan, Blue |
70s | Red, Orange, Green, Purple |
Delay | Colours Removed |
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50s | Orange, Yellow |
60s | Cyan, Blue, Purple |
70s | Red, Green |
Delay | Colours Removed |
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50s | Yellow, Green, Cyan |
60s | Orange, Blue |
80s | Red |
90s | Purple |
Delay | Colours Removed |
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60s | Orange, Blue |
70s | Yellow |
80s | Green, Purple |
90s | Red, Cyan |
Delay | Colours Removed |
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60s | Orange, Yellow, Green, Blue |
Delay | Colours Removed |
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60s | Orange, Yellow, Cyan, Blue |
Delay | Colours Removed |
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50s | Red, Orange, Blue, Purple |
60s | Yellow, Green, Cyan |
Delay | Colours Removed |
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10s | Red, Cyan |
20s | Yellow, Green, Blue |
30s | Orange, Purple |
Earth:
none
Delay | Colours Removed |
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60s | Yellow, Green, Cyan, Purple |
70s | Red |
90s | Orange, Blue |
Delay | Colours Removed |
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50s | Red, Orange, Yellow |
60s | Blue, Purple |
70s | Cyan |
80s | Green |
Delay | Colours Removed |
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60s | Red, Green, Cyan, Blue, Purple |
70s | Orange |
80s | Yellow |
Delay | Colours Removed |
---|---|
30s | Yellow, Cyan |
40s | Orange, Green, Blue |
50s | Red, Purple |
Delay | Colours Removed |
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60s | Yellow, Cyan |
80s | Orange, Blue, Purple |
90s | Red, Green |
Delay | Colours Removed |
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10s | Cyan |
60s | Blue |
70s | Purple, Green |
80s | Red, Orange, Yellow |
Delay | Colours Removed |
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60s | Red, Orange, Yellow, Green, Cyan, Blue, Purple |
Delay | Colours Removed |
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30s | Green |
40s | Purple |
50s | Blue |
60s | Red, Orange |
50s | Yellow |
80s | Cyan |
Eriol:
none
In addition to these, certain levels have recurring Item Block effects. Mirror has the stack flip horizontally every three pieces placed, Earthy raises the stack with a predetermined garbage pattern every 7 pieces as well as hides the Next piece every 17 seconds, Shadow shades the stack if the amount of Cleared lines is odd, Illusion triggers the X-RAY effect every five pieces placed, Wood raises the stack every 7 pieces on easy and every 3 on normal, Watery has a blue X-RAY effect that is time triggered, and Eriol's stage has a copy of the play stack displayed that you alternate playing between, as well as raising the stack every 5 pieces on Normal.
At any point in a stage, the player can restart the stage with the same piece sequence or a new one. This is useful, given the time-attack nature of the stages.
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