Heboris Unofficial Expansion
Heboris Unofficial expansion | |
---|---|
Developer(s) | Various |
Publisher(s) | N/A |
Platform(s) | Microsoft Windows |
Release | 2003 (First release) Version C7V4EX YGS2K+ (FINAL) (Customized for Heboris U.E) released August 2007 |
Gameplay info | |
Next pieces | 0 to 6 |
Playfield size | 10w x 21 or 22h (Change by "spawn_y_type" in "heboris.ini") |
Hold piece | Yes, with IHS |
Hard drop | Yes |
Rotation system | Selectable from 9 rotation rules included... TGM style wallkick Symmetry SRS SRS 2001 DRS + TGM3 Classic floor kick |
Heboris: Unofficial Expansion, abbreviated as Heboris U.E., is a modification to Heboris, a game orignally created by Kenji Hosimoto with YaneuraoGameScript 2000. It adds new modes inspired by the games in Arika's TGM series and various rotation systems.
History
Development of Heboris by Hosimoto has pretty much been in stasis since the year 2002. However, as Heboris is written in a scripting language called YaneuraoGameScript 2000, and due to the nature of YGS2K in that it is a script language and the source code cannot be made truly inaccessible, it became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from later games such as Tetris The Grand Master 3, Tetris The Grand Master Ace, Tetris DS and DTET. The modified version is known in western communities as Heboris Unofficial Expansion. A second modified version, Heboris U.E. LITE, exists and focuses on lighter system requirements. A third modified version, Heboris U.E. MINI, also exists and features a plugin system to add or remove functionality from the game.
Modes (Heboris U.E.(C7~))
Beginner
- Goal (TAMAYA): Shoot many Fireworks as many lines as possible in succession. Based on Easy mode in TGM3.
- Goal (SCORE): Score as many points as possible. Based on Normal mode in TGM2.
- Completion Level: TAMAYA: 200, SCORE:300
- Ending: 20G (Credit roll continues even if you block out in SCORE trial.)
- Additional mode: BIG mode
SCORE trial is similar to NORMAL mode in Tetris The Absolute The Grand Master 2.
Master
- Goal: Get the highest grade as possible.
- Completion Level: 999
- Selectable Grade Setting:
- #G1(Easy)
- Based on Tetris The Grand Master, but with point requirements for grades inflated to adjust for back-to-back bonuses.
- Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, GM
- #G2(Normal)
- Based on Tetris: The Grand Master 2, but every internal grade increase will increase the displayed grade, as opposed to taking up to three internal grade increases to raise the displayed grade.
- Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m1, m2, m3, m4, m5, m6, m7, m8, m9, M, MK, MV, MO, MM, Gm
- #G3(Normal)
- Same as above, but it only includes the grade stages present TGM2.
- Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m, Gm
- #G4(Hard)
- Based on Tetris: The Grand Master 3, but with some questionable differences.
- Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m1, m2, m3, m4, m5, m6, m7, m8, m9, M, MK, MV, MO, MM, Gm
- #G1(Easy)
- Grade/Time Requirements: ???
- Ending: Fading/Invisible 20G (M-rank)
- Additional modes: Item mode, BIG mode, Promotion Exam mode, HEBO+ (TGM+)
- To activate Promotion Exam mode, press HOLD twice, but on the second press hold it down and start a game. A grade will be given at random for you to aim for.
20G
- Goal: Same as Master.
- Completion Level: 999
- Selectable Grade Setting: (Same as Master)
- Grading: (Same as Master)
- Grade/Time Requirements: (Same as Master)
- Ending: (Same as Master)
- Additional modes: Item mode, BIG mode, Examination mode, HEBO+ (TGM+)
20G mode goals and requirements are identical to those of Master mode. Games in this mode start at 20G, as the name implies.
Devil
- Goal: Reach the highest level as quickly as possible.
- Completion Level: DEVIL-DOOM: 1300, DEVIL-MINUS:1000
- Grading (DOOM): 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11, S12, S13, God (神)
- Grade/Time Requirements (DOOM): Reach Level 500 before first Torikan, Reach Level 1000 before second Torikan, survive Big Roll (Big mode forced on).
- Grading (MINUS or DEATH+): 1, m, Gm
- Grade/Time Requirements(Minus/Death+): ???
- Ending: DOOM: BIG mode 20G, MINUS: DOOM Level 800 (Not become game over if top you out in DEVIL-MINUS.)
- Additional modes: BIG mode, DEATH+ (1 preview, no hold), ITEM mode (since C7V3.56)
Originally based on T.A. Death mode in Tetris The Absolute The Grand Master 2 PLUS, the default gameplay mechanics and timings were recently modified to simulate Shirase mode in Tetris The Grand Master 3 (DEVIL-DOOM). A mode called DEVIL-MINUS has timings from T.A. Death.
Tomoyo
- Goal: Clear all gem blocks within the time limit.
- Selectable Stages: TI, E-HEART, ACE-TARGET, EDIT, F-POINT
This mode is based off of Sakura mode in Tetris The Grand Master 3. Tomoyo is a friend of Cardcaptor Sakura from the anime she appears in.
Ti stages are from Tetris The Grand Master 3, E-Heart stages are from Tetris with Cardcaptor Sakura Eternal Heart(Normal), ACE-TARGET stages are from Tetris The Grand Master Ace (Gem block postions are randomized.), and F-Point stages are from Flash Point
Ace
- Goal: Complete 15 or 20 levels within the time limit.
- Completion Stage: 150 Lines (Hell: 200 Lines) (Old style: Endless)
- Additional modes: BIG mode, Old Style mode
Ace is based off of the main mode in Tetris The Grand Master Ace. It has several variants, including Ace-Another which simulates Another mode, and Ace-Hell which simulates Another 2 mode and also implements DTET-style vanishing tetrominoes (only outline of stack is visible) as well as a curtain that rises and falls to obscure the playing field. As the lock delay parameters in Ace were designed under the pretense of the Infinity rule included in the ruleset, attempting to play Another or Hell using rulesets which do not include Infinity (such as Heboris or Ti-ARS) become extremely difficult, because speeds are much faster than the ones in TGM-ACE.
Old style is different from other Ace modes. The chosen rotation system will determine the style the player will play on.
- ARS based rules: Sega arcade style
- SRS based rules: Game Boy style
Simple
STANDARD is renamed to SIMPLE since C7V2.1
- Goal (40LINES): Clear 40 lines as fast as possible.
- Goal (ULTRA): Clear as many lines as possible within 2 minutes.
- Goal (SQUARE & MARATHON): Reach Level 15
- Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS
- Completion Requirements: Depends on mode
- Additional mode: BIG mode
This mode simulates the "generic" 40 Line time attack and and 2 minute score attack modes that are seen in many recent games such as Tetris Ultimate, Puyo Puyo Tetris, and Tetris Effect. One difference is that the player can define the parameters at which the tetrominoes fall. Players can, for example, configure the game to play a time attack with zero gravity, or at forced Shirase speeds. All of the records are recorded in the same ranking scoreboard, regardless of the parameter settings.
Rotation Relay
Added in Simple (40LINES or ULTRA) mode
- Goal (40LINES): Clear 40 lines as fast as possible with all rotation rules.
- Goal (ULTRA): Clear as many lines as possible with all rotation rules, one each played within 2 minutes.
- Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS (First time only)
- Additional mode: BIG mode
Play with all selectable rotation rules. Blocking out will add a time penalty.
Vs.
- Players: 2 (Human vs. CPU, Human vs. Human, CPU vs CPU)
- Match Types: Normal, No item, Cement, Item only(No Garbage)
- Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS
- Selectable Style: NORMAL, ATTACK, DEFENCE, ITEM
- Garbage Type: Configurable
- Items: Configurable (None, ALL, FEW, DS, TGM, or selected one)
- Additional Settings: BIG mode, Win Level(or Win Lines)
Style(C7V2.4~)
Before a round begins, two players can choose their style until "GO!" appears in the screen.
- NORMAL: No special effects.
- ATTACK: Player can send more garbage liness to the opponent. But in order for an item to appear in the preview, a player has to place two times more pieces.
- DEFENCE: When player erased two or more lines, some lines from bottom will be also erased.
- ITEM: In order for an item to appear in the preview, a player has to place only two times less pieces.
Garbage Type
- Move Erased: Sent garbage mimics the shape the user used to clear the lines.
- Copy Bottom: Sent garbage mimics the opponent's bottom-most row.
- Hebo+: Sent garbage mimics the garbage system in TGM+ mode in Tetris The Absolute The Grand Master 2 PLUS Garbage takes on the shapes of various tetrominoes.
- DS Random: Sent garbage mimics Tetris DS garbage.
NORMAL | ATTACK | DEFENCE & ITEM | |
---|---|---|---|
DS Random garbage Hole change rate |
40% | 70% | 30% |
Line Clear | Garbage Sent (NORMAL, DEFENCE, ITEM) (Move Erased /Others) |
Garbage Sent (ATTACK) (Move Erased /Others) |
---|---|---|
Single | 0 / 0 | 0 / 0 |
Double | 2 / 1 | 3 / 3 |
Triple | 3 / 2 | 4 / 4 |
Heboris! | 4 / 4 | 6 / 6 |
T-Spin Single | 1x2 / 2 | 2x2 / 3 |
T-Spin Double | 2x2 / 4 | 3x3 / 6 |
T-Spin Triple | 3x3 / 6 | 4x4 / 8 |
Back to Back | + 1Line | + 2Lines |
Items
Items appear as a tetromino in which a player can place onto the field. In order for an item to appear in the preview, a player has to place 20 tetrominoes onto the field (roughly enough for eight lines). Therefore, the speed of the player determines how fast he or she will acquire an item. To activate an item's effect, a player has to clear one or more rows in which the item tetromino occupies. Holding an item tetromino will turn it into a regular tetromino; unlike standard multiplayer with items in Tetris DS, the tetromino that then comes out of the hold box does not turn into an item tetromino.
Item No. | Item Name | Effect Duration | Frequency 1=low 10=high |
Item Effect |
---|---|---|---|---|
1 | Mirror Block | 3 piece placements |
5 | The opponent's stack is mirrored 3 times for each new piece, leaving it mirrored after the 3rd piece. |
2 | Roll Roll | 4 piece placements |
8 | The opponent's next 3 pieces are auto rotating clockwise by a fixed interval. |
3 | Death Block | Instant | 5 | Makes the opponent's next block big. (No effect in BIG mode) |
4 | X-Ray | 4 piece placements |
9 | A partially invisible effect is applied to the opponent's stack for a short period. |
5 | Color Block | 3 piece placements |
6 | A partially invisible effect is applied to the opponent's stack for a very short period. |
6 | Rotate Lock | 10 seconds | 3 | Removes the ability to rotate pieces from the opponent. Opponent's next piece orientations are randomized. |
7 | Hide Next | 15 seconds | 5 | Temporarily hides the opponent's previews. |
8 | Magnet Block | 2 piece placements |
4 | The opponent's fall speed increases by 0.5G. Pieces will lock instantly while this item is active. |
9 | Time Stop | 5 seconds | 6 | Opponent's active tetromino is frozen in position. Opponent is unable to perform any commands. |
10 | Hold Lock | 6 piece placements |
8 | The opponent's hold function is disabled. |
11 | Reverse (Left/Right) | 10 seconds | 4 | Reverses the left and right movements of the opponent. |
12 | Boost Fire | 10 seconds | 7 | Opponent's tetromino fall speed becomes 20G. It halves the opponent's lock delay if they are already at 20G. |
13 | Fever | 10 seconds | 5 | All of user's preview tetrominoes become I tetrominoes, with opponent's item attacks being reflected. |
14 | Reverse (Up/Down) | 10 seconds | 6 | Opponent's up and down input keys are switched. |
15 | Remote Control | 2 piece placements |
5 | The player takes control of the opponent's inputs, while maintaining control over their field. It also disables the opponent's inputs. |
16 | Dark Block | 8 seconds | 3 | Stack becomes fully invisible for a medium period. |
17 | Delete Field (Top) | Instant | 6 | Deletes the upper half of the player's playfield. |
18 | Delete Field (Bottom | Instant | 6 | Deletes the lower half of the player's playfield. |
19 | Delete Even | Instant | 5 | Deletes every 2nd row in the player's playfield. |
20 | Transform | 3 piece placements |
4 | The opponent's next 3 pieces will change tetromino every time the piece is rotated. |
21 | Laser | Instant | 9 | Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right. |
22 | Negative Field | Instant | 1 | Flip the playfield's occupied cells to empty, and empty cells to occupied. |
23 | Shot Gun! | Instant | 5 | Randomly shoot a group of holes in the opponent's stack. |
24 | Exchange Field | Instant | 1 | Swaps the player's and opponent's playfield. (No effect in solo mode) |
25 | Hard Block | Instant | 7 | The opponent's next piece must be cleared twice to be removed from the playfield. |
26 | Shuffle Field | Instant | 7 | Opponent's rows are shifted randomly left and right. The empty columns stay connected only if the rows containing the columns are filled with 9 blocks each. |
27 | Random | Instant | 8 | A random item effect is activated. |
28 | Free Fall | Instant | 3 | Forces all cells to move down in the player's playfield removing any holes. |
29 | Move Field (Left) | Instant | 2 | Push every cell in the player's playfield to the left. |
30 | Move Field (Right) | Instant | 5 | Push every cell in the player's playfield to the right. |
31 | 180° Field | Instant | 7 | Rotate the playfield upside down and move the newly rotated cells down. |
32 | 16t | Instant | 4 | A 16t anvil appears, in which the player can move before removing three columns of blocks. |
33 | Reflect | 10 seconds | 3 | (VERSUS) Opponent's item attacks are reflected to themselves. (Others) The player is protected from one attack type item. |
34 | Double | 10 seconds | 3 | Increases the lines recieved from the player by 2. (No effect in solo mode) |
35 | All Clear | Instant | 1 | Clears the field entirely. |
36 | Miss (joke) | 20 piece placements |
5 | (VERSUS) The player's level and item bar will not increase. (Others) Level, score and line count are not affected. |
37 | Copy Field | Instant | 3 | Opponent's field becomes the player's field. (No effect in solo mode) |
38 | Fake Next | 8 seconds | 2 | The piece previews and the held piece become fake, but the colors will be the same as the original piece. |
39 | Grandmother Block | 20 piece placements |
7 | All blocks will turn into "[ ]" blocks. |
Mission
- Goal: Complete all missions within the time limit.
- Completion Stage: Varied
From Tetris The Grand Master Ace: Big road, Tricky road, Grand road, Star road, Another road, Trial S1~S10, HM
From Tetris Gold: Amateur, Pro, Bronze, Silver, Gold
Original: DS road, Devil road, Trial GOD, Platinum
Rule Variations
The table below documents the differences in behavior with the various rules in Heboris U.E.
Name in C7~ | Heboris (TGM) | Ti-ARS | Ti-WORLD | ACE-SRS | ACE-ARS | ACE-ARS2 | DS-WORLD | SRS-X | DRS |
---|---|---|---|---|---|---|---|---|---|
Default Name in UE LITE | CLASSIC | CLASSIC+ | MODERN | MODERN+ | MIX-A | MIX-B | GUIDELINE | SPECIAL-S | SPECIAL-D |
Alternate Name in UE LITE | TGM | TI | WORLD | WORLD2 | ARS | ARS2 | WORLD3 | WORLD-X | DHEBO |
Imitates | TGM/TAP | Ti Classic | Ti World | TGMA SRS | TGMA ARS | TGMA ARS2 | Tetris DS | Original | DTET |
ARE | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | Yes (Skippable) |
Fast Drop Speed | Fixed 1G | Fixed 1G | Fixed 1G | Fixed 0.5~1G | Fixed 0.5~1G | Fixed 0.5~1G | Fixed 0.5~1G | + 1.5G | + 1.5G |
Wallkicks & Initial Stances | TGM/TAP | Ti | SRS | SRS | Ti | Ti | SRS | SRS + 180 Rotation Original | DTET |
Lockdown | Step | Step | Move/Rotate | Move/Rotate | Move/Rotate | Move/Rotate | Move/Rotate | Move/Rotate | Step |
Lock Limit | N/A | N/A | 8 Rotations / 10 Movements | 128 Movements / Rotations | 128 Movements / Rotations | 128 Movements / Rotations | Infinite | 12 Rotations / 24 Movements | N/A |
Soft Drop Lock | Yes | Yes | No | No | No | Yes | When On Surface(LITE) | Yes | When faster than 2G |
Hard Drop Lock | No | No | Yes | Yes | Yes | No | Yes | No | Yes |
Piece Colors | Sega/TGM | Sega/TGM | SRS | SRS | SRS | SRS | SRS | SRS | Sega/TGM |
ABC Button Layout | A:CCW B:CW C:CCW |
A:CCW B:CW C:CCW |
A:CW B:CCW C:CW |
A:CW B:CCW C:CW |
A:CCW B:CW C:CCW |
A:CCW B:CW C:CCW |
A:CW B:CCW C:CW |
A:CW B:CCW C:180° |
A:CCW B:CW C:180° |
- Entering an input during ARE in DRS will cause the ARE to end at that point.
- The functions of buttons A,B,C can be set to not flip in SRS-based rules by setting the WORLDREVERSE option to off in the Setting menu.
See also
External links
- Download page (Japanese) - Install Heboris first, then install either an C7~EX or LITE version (full package) on top of it