Heboris Unofficial Expansion: Difference between revisions

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'''''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 [[Tetris The GrandMaster Series|TGM series]] and various rotation systems.
'''''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 [[Tetris The GrandMaster Series|''TGM'' series]] and various rotation systems.


==History==
==History==
Development of ''Heboris'' by Hosimoto has pretty much been in stasis since 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.
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~))==
==Modes (Heboris U.E.(C7~))==
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*Additional mode: BIG mode
*Additional mode: BIG mode


SCORE trial is like NORMAL mode in [[Tetris The Absolute The Grand Master 2]].
SCORE trial is similar to NORMAL mode in [[Tetris The Absolute The Grand Master 2]].


===Master===
===Master===
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*Grade/Time Requirements: (Same as Master)
*Grade/Time Requirements: (Same as Master)
*Ending: (Same as Master)
*Ending: (Same as Master)
*Additional modes: Item mode, BIG mode, Examination mode, HEBO+(TGM+)
*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.
20G mode goals and requirements are identical to those of Master mode. Games in this mode start at 20G, as the name implies.
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*Goal: Reach the highest level as quickly as possible.
*Goal: Reach the highest level as quickly as possible.
*Completion Level: DEVIL-DOOM: 1300, DEVIL-MINUS:1000
*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)
*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).
*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
*Grading (MINUS or DEATH+): 1, m, Gm
*Grade/Time Requirements(Minus/Death+): ???
*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.)
*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 (C7V3.56~)
*Additional modes: BIG mode, DEATH+ (1 preview, no hold), ITEM mode (since C7V3.56)


Originally based off of T.A. Death mode in [[Tetris The Absolute The Grand Master 2 PLUS]], the default gameplay mechanics and [[Tetris The Grand Master 3#Shirase Mode Timings|timings]] were recently modified to simulate Shirase mode in [[Tetris The Grand Master 3]](DEVIL-DOOM). Settings can be modified in-game to achieve T.A. Death settings(DEVIL-MINUS).
Originally based on T.A. Death mode in ''[[Tetris The Absolute The Grand Master 2|Tetris The Absolute The Grand Master 2 PLUS]]'', the default gameplay mechanics and [[Tetris The Grand Master 3#Shirase Mode Timings|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===
===Tomoyo===
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*Selectable Stages: TI, E-HEART, ACE-TARGET, EDIT, F-POINT
*Selectable Stages: TI, E-HEART, ACE-TARGET, EDIT, F-POINT


This mode is based off of Sakura mode in [[Tetris The Grand Master 3]].
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.
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]](C7U5.2~)
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===
===Ace===
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*Additional modes: BIG mode, Old Style mode
*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 faster than [[Tetris The Grand Master Ace|TGM-ACE]]'s in fact.
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 ''[[Tetris The Grand Master Ace|TGM-ACE]]''.


Old style is different from other Ace modes. The chosen rotation system will determine the style the player will play on.
Old style is different from other Ace modes. The chosen rotation system will determine the style the player will play on.
Line 101: Line 101:
*Additional mode: BIG 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 Deluxe, Tetris Black, iPod Tetris and Tetris Zone. 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 record times get kept in the same ranking scoreboard, regardless of the parameter settings.
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.


====Rot.Relay(C7V2.3~)====
====Rotation Relay====
''Added in Simple (40LINES or ULTRA) mode''
''Added in Simple (40LINES or ULTRA) mode''
*Goal (40LINES): Clear 40 lines as fast as possible with all rotation rules.
*Goal (40LINES): Clear 40 lines as fast as possible with all rotation rules.
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When "READY" is shown in the screen, each players can choose their style until "GO!" appears in the screen.
When "READY" is shown in the screen, each players can choose their style until "GO!" appears in the screen.


*NORMAL: Same as older version.
*NORMAL: No special effects.
*ATTACK: Player can send more garbages to the opponent. But in order for an item to appear in the preview, a player has to place two times more pieces.
*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.
*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.
*ITEM: In order for an item to appear in the preview, a player has to place only two times less pieces.
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! Effect Duration
! Effect Duration
! Frequency<br>1=low 10=high
! Frequency<br>1=low 10=high
! Item Effect(C7~)
! Item Effect
|-
|-
| 1 || Mirror Block || 3 piece<br>placements || 5 || Opponent's active tetromino is destroyed.<br>Opponent's field is flipped horizontally for each individual placement.
| 1 || Mirror Block || 3 piece<br>placements || 5 || The opponent's field is flipped horizontally for each individual placement.
|-
|-
| 2 || Roll Roll || 4 piece<br>placements || 8 || Opponent's active tetromino is destroyed.<br>Opponent's pieces are continuously rotated clockwise.
| 2 || Roll Roll || 4 piece<br>placements || 8 || The opponent's next 3 pieces are auto rotating clockwise by a fixed interval.
|-
|-
| 3 || Death Block || Instant || 5 || Opponent's active tetromino is destroyed.<br>Opponent's next tetromino is quadrupled in size. <br>(No effect in BIG mode)
| 3 || Death Block || Instant || 5 || Makes the opponent's next block big. (No effect in BIG mode)
|-
|-
| 4 || X-Ray || 4 piece<br>placements || 9 || Opponent's active tetromino is destroyed.<br>Opponent's field becomes invisible with periodic flashes of the silhouette.
| 4 || X-Ray || 4 piece<br>placements || 9 || A partially invisible effect is applied to the opponent's stack for a short period.
|-
|-
| 5 || Color Block || 3 piece<br>placements || 6 || Opponent's active tetromino is destroyed.<br>Opponent's field background turns black.<br> Opponent's field is concealed by downward moving, arrow-shaped, black squares.
| 5 || Color Block || 3 piece<br>placements || 6 || The opponent's field background turns black.<br> Opponent's field is concealed by downward moving, arrow-shaped, black squares.
|-
|-
| 6 || Rotate Lock || 10 seconds || 3 || Opponent is unable to rotate active piece.<br>Opponent is unable to use [[IRS]]<br>Opponent's next piece orientation is randomized.
| 6 || Rotate Lock || 10 seconds || 3 || Removes the ability to rotate pieces from the opponent.<br>Opponent's next piece orientations are randomized.
|-
|-
| 7 || Hide Next || 15 seconds || 5 || Opponent's preview is disabled.
| 7 || Hide Next || 15 seconds || 5 || Temporarily hides the opponent's previews.
|-
|-
| 8 || Magnet Block || 2 piece<br>placements || 4 || Opponent's active tetromino is destroyed.<br>Opponent's speed is added 0.5G.<br>Pieces will lock instantly while this item is active.
| 8 || Magnet Block || 2 piece<br>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.<br>Opponent is unable to perform any commands.
| 9 || Time Stop || 5 seconds || 6 || Opponent's active tetromino is frozen in position.<br>Opponent is unable to perform any commands.
|-
|-
| 10 || Hold Lock || 6 piece<br>placements || 8 || Opponent's active tetromino is destroyed.<br>Opponent is unable to hold active tetromino or use [[IHS]].
| 10 || Hold Lock || 6 piece<br>placements || 8 || The opponent's hold function is disabled.
|-
|-
| 11 || Reverse (Left/Right) || 10 seconds || 4 || Opponent's left and right input keys are swapped.
| 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.<br>If they are already at 20G, opponent's [[lock delay]] becomes half instead.
| 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 having no effect.
| 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.
| 14 || Reverse (Up/Down) || 10 seconds || 6 || Opponent's up and down input keys are switched.
|-
|-
| 15 || Remote Control || 2 piece<br>placements || 5 || Opponent's active tetromino is destroyed.<br> User assumes control of opponent's inputs while, while maintaining control over his or her field.<br>Opponent is unable to perform any commands
| 15 || Remote Control || 2 piece<br>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 || Opponent's active tetromino is destroyed.<br>Opponent's field becomes invisible.
| 16 || Dark Block || 8 seconds || 3 || Makes the opponent's field invisible.
|-
|-
| 17 || Delete Field (Top)|| Instant || 6 || Top-most occupied rows will be cleared on the user's field.<br>Amount of rows cleared increases with the height of the highest occupied row.
| 17 || Delete Field (Top)|| Instant || 6 || Deletes the upper half of the player's playfield.
|-
|-
| 18 || Delete Field (Bottom|| Instant || 6 || Bottom-most rows will be cleared on the user's field.<br>Amount of rows cleared increases with the height of the highest occupied row.
| 18 || Delete Field (Bottom|| Instant || 6 || Deletes the lower half of the player's playfield.
|-
|-
| 19 || Delete Even || Instant || 5 || Every even row on the user's field is cleared. Even refers to the even row numbers of the [[playfield]].
| 19 || Delete Even || Instant || 5 || Deletes every 2nd row in the player's playfield.
|-
|-
| 20 || Transform || 3 piece<br>placements || 4 || Opponent's active tetromino is destroyed.<br>Whenever opponent rotates active tetromino, a random tetromino takes its place in the rotated orientation.
| 20 || Transform || 3 piece<br>placements || 4 || The opponent's next 3 pieces will change tetromino every time the piece is rotated.
|-
|-
| 21 || Laser || Instant || 9 || Opponent's active tetromino is destroyed.<br>A random column on opponent's field is turned into empty cells.<br>Opponent can move position of laser little, and add number of lasers by tapping rotate botton.
| 21 || Laser || Instant || 9 || A random column on opponent's field is turned into empty cells. They can move the laser position and add some lasers by tapping rotation buttons.
|-
|-
| 22 || Negative Field || Instant || 1 || Opponent's active tetromino is destroyed.<br>Blocks on opponent's field become empty cells.<br>Empty cells on opponent's field become blocks.
| 22 || Negative Field || Instant || 1 || Flip the playfield's occupied cells to empty, and empty cells to occupied.
|-
|-
| 23 || Shot Gun! || Instant || 5 || Opponent's active tetromino is destroyed.<br> One block in each row of opponent's field becomes an empty cell.
| 23 || Shot Gun! || Instant || 5 || Randomly shoot a group of holes in the opponent's stack.
|-
|-
| 24 || Exchange Field || Instant || 1 || Opponent's active tetromino is destroyed.<br> User and opponent trade fields.(No effect in solo mode)
| 24 || Exchange Field || Instant || 1 || Swaps the player's and opponent's playfield. (No effect in solo mode)
|-
|-
| 25 || Hard Block || Instant || 7 || Opponent's active tetromino is destroyed.<br>Opponent's next tetromino requires two line clears in order to eliminate.
| 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.<br>Opponent's empty columns stay connected only if the rows containing the columns are filled with 9 blocks each.
| 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.
| 27 || Random || Instant || 8 || A random item effect is activated.
|-
|-
| 28 || Free Fall || Instant || 3 || Every block on the user's field is shifted as far down as possible.
| 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 || Every block on the user's field is shifted as far left as possible.
| 29 || Move Field (Left)|| Instant || 2 || Push every cell in the player's playfield to the left.
|-
|-
| 30 || Move Field (Right)|| Instant || 5 || Every block on the user's field is shifted as far right as possible.
| 30 || Move Field (Right)|| Instant || 5 || Push every cell in the player's playfield to the right.
|-
|-
| 31 || 180° Field || Instant || 7 || Opponent's active tetromino is destroyed.<br>Opponent's field is flipped vertically with naive gravity still in tact.
| 31 || 180° Field || Instant || 7 || Rotate the playfield upside down and move the newly rotated cells down.
|-
|-
| 32 || 16t || Instant || 4 || 3 columns on user's field is turned into empty cells.<br>User can move position of "16t".
| 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 attack is reflected to the opponent.(Others)User is protected from attack type item effect once.
| 33 || Reflect || 10 seconds || 3 || (VERSUS) Opponent's item attacks are reflected to the opponent. (Others) The player is protected from one attack type item.
|-
|-
| 34 || Double || 10 seconds || 3 || Opponent's active tetromino is destroyed.<br>Garbage sent becomes 2 times higher.<br>(No effect in solo mode)
| 34 || Double || 10 seconds || 3 || Increases the lines recieved from the player by 2.<br>(No effect in solo mode)
|-
|-
| 35 || All Clear || Instant || 1 || All of user's field is cleared.
| 35 || All Clear || Instant || 1 || Clears the field entirely.
|-
|-
| 36 || Miss (joke) || 20 piece<br>placements || 5 || (VERSUS) User's level and item bar will not increase.<br>(Others) Level, score and line count are not affected.
| 36 || Miss (joke) || 20 piece<br>placements || 5 || (VERSUS) The player's level and item bar will not increase.<br>(Others) Level, score and line count are not affected.
|-
|-
| 37 || Copy Field || Instant || 3 || Opponent's active tetromino is destroyed.<br>Opponent's field becomes the player's field.<br> (No effect in solo mode)
| 37 || Copy Field || Instant || 3 || Opponent's field becomes the player's field.<br> (No effect in solo mode)
|-
|-
| 38 || Fake Next || 8 seconds || 2 || Opponent's active tetromino is destroyed.<br>Opponent's shapes of preview and hold tetromino become fake, but the colors will be the same as the original piece.
| 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<br>placements || 7 || Opponent's active tetromino is destroyed.<br>All blocks will turn into "[ ]" blocks
| 39 || Grandmother Block || 20 piece<br>placements || 7 || All blocks will turn into "[ ]" blocks.
|}
|}



Revision as of 14:37, 30 October 2019

Heboris Unofficial expansion
Developer(s)Various
Publisher(s)N/A
Platform(s)Microsoft Windows
Release2003 (First release)

Version
C7V4EX YGS2K+ (FINAL)
(Customized for Heboris U.E)
released August 2007
Gameplay info
Next pieces0 to 6
Playfield size10w x 21 or 22h
(Change by "spawn_y_type"
in "heboris.ini")
Hold pieceYes, with IHS
Hard dropYes
Rotation systemSelectable 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
  • 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.

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~)

When "READY" is shown in the screen, each 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 field is flipped horizontally for each individual placement.
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 The opponent's field background turns black.
Opponent's field is concealed by downward moving, arrow-shaped, black squares.
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 Makes the opponent's field invisible.
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 A random column on opponent's field is turned into empty cells. They can move the laser position and add some lasers by tapping rotation buttons.
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 the opponent. (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