Not Tetris 2
Not Tetris | |
---|---|
Developer(s) | Maurice |
Publisher(s) | Stabyourself |
Platform(s) | Windows, Linux, Mac |
Release | July 2010 |
Gameplay info | |
Next pieces | 1 |
Playfield size | 10.25 × 18 (Normal mode), 10 × 18 (Stack mode) |
Hold piece | No |
Hard drop | No |
Rotation system | Continuous |
Not Tetris 2 is a cross-platform game made with the LÖVE framework and the sequel to Not Tetris. As with the previous game it adds a physics engine to Tetris gameplay, and as a result pieces can be rotated freely and bounce when placed in the well. New features are Normal Mode, in which the player can clear lines, and a two-player mode.
The game's interface imitates the Game Boy version, and the game includes all three BGM tracks from that game.
Normal Mode
Normal mode has gameplay similar to conventional Tetris, in that the player must try to clear lines in order to survive. A line is considered cleared if it contains at least 8.1 blocks, or slightly under 80% full (as lines in this mode are 10.25 blocks wide). Every 10 lines advances the game's level, increasing the falling speed of pieces.
Scoring is based both on the number of lines cleared and on the block density of the lines cleared (but not on the current level).
Stack Mode
Stack Mode brings back the gameplay from the original Not Tetris. The aim is to fit as many pieces as possible into the playfield before topping out. For each piece placed without topping out the player scores 100 points.
This can be played in 1-player or 2-player modes. In 2-player mode player 2's pieces sequence is player 1's sequence mirrored.
Invade Mode
Invade Mode is a variant of Stack Mode purely for 2 players. In Invade Mode each player's pieces can move to the other half of the screen after locking (but not while being dropped). As in Stack the aim is to get as many pieces into the playfield before topping out, and for each piece placed without topping out the player scores 100 points.
General gameplay notes
As with the previous game, pieces lock when they touch any part of the stack, at which point they fall freely. The next piece spawns immediately; there is no lock delay. The game ends if any part of a piece locks above the top of the screen.
Despite claims about a reprogrammed random algorithm ("so that you never get a long piece when you need one"), the randomizer is memoryless, same as the original.
The player can configure the game's colour palette, window scaling, and windowed/fullscreen mode.