Lockjaw: Difference between revisions

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|preview=1 to 8
|preview=1 to 8
|platform=Allegro (binaries exist for Windows and Mac); Game Boy Advance; Nintendo DS
|platform=Allegro (binaries exist for Windows and Mac); Game Boy Advance; Nintendo DS
|released=2006<br>Version 0.39 released October 2007
|released=2006<br>Version 0.41 released December 2007
|title-scrn=Lockjaw title.png
|title-scrn=Lockjaw title.png
|ingame-scrn=LJ 0.18 play.png
|ingame-scrn=LJ 0.18 play.png
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== Satire ==
== Satire ==
Although Lockjaw is developed to appease tetris fans, it also satirizes the current state of tetris. The original set of planned modes, meant to poke fun at Tetris DS,[http://www.tetrisconcept.com/forum/viewtopic.php?t=100] included:
Although Lockjaw is developed to appease tetris fans, it also satirizes the current state of Tetris. The original set of planned modes, meant to poke fun at Tetris DS,[http://www.tetrisconcept.com/forum/viewtopic.php?t=100] included:


*'''Dual Marathon''' - The keys control both a platform game (in the top window) and standard singleplayer tetris (in the bottom screen). If you die on either window, you lose.
*'''Dual Marathon''' - The keys control both a platform game (in the top window) and standard singleplayer tetris (in the bottom screen). If you die on either window, you lose.
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*'''Beyond Level 20''' - The music starts slow, 60 beats per minute. On every beat, the tetromino hard drops. Every time you clear 30 lines, the music speeds up by 10 BPM. Think of it as Shirase mode, DDR style. '''''Implemented, as "Rhythm" speed curve.'''''  
*'''Beyond Level 20''' - The music starts slow, 60 beats per minute. On every beat, the tetromino hard drops. Every time you clear 30 lines, the music speeds up by 10 BPM. Think of it as Shirase mode, DDR style. '''''Implemented, as "Rhythm" speed curve.'''''  


== Scoring ==
Since version 0.01, Lockjaw has had its own scoring system. It involves computing the garbage like Tetris DS vs. mode does, then awarding 100 points for each line clear and 200 for each row of garbage.
*Single: 100 (1L)
*Double: 400 (2L + 1G)
*Triple: 700 (3L + 2G)
*Home run: 1200 (4L + 4G)
*T-spin: 500 (1L + 2G) per line
*Back-to-back home run or T-spin: 200 (1G) more
(A "home run" is four lines cleared with one piece, [[Line clear#Tetris|called a "tetris"]] in products of [[The Tetris Company]]. A line clear is "back-to-back" if the line clear before it was a home-run or a T-spin.)


==See also==
==See also==

Revision as of 17:27, 6 January 2008

LOCKJAW
Developer(s)Damian Yerrick
Platform(s)Allegro (binaries exist for Windows and Mac); Game Boy Advance; Nintendo DS
Release2006
Version 0.41 released December 2007
Gameplay info
Next pieces1 to 8
Playfield sizeSelectable; default 10w x 24h
Hold pieceYes, with IHS
Hard dropYes, both "firm" and "hard" variants
Lockjaw title.png
LJ 0.18 play.png

Lockjaw is a highly customizable open-source fan game. The overall idea of its customizability was inspired by one of Henk Rogers' interviews. Lockjaw's customizability allows it to simulate other tetromino games such as Tetris The GrandMaster Series and Tetris DS.

Customization

Satire

Although Lockjaw is developed to appease tetris fans, it also satirizes the current state of Tetris. The original set of planned modes, meant to poke fun at Tetris DS,[1] included:

  • Dual Marathon - The keys control both a platform game (in the top window) and standard singleplayer tetris (in the bottom screen). If you die on either window, you lose.
  • Ridin' Spinners - This mode exhibits standard singleplayer tetris gameplay. However, if you abuse lock delay or if you perform a T-Spin Triple twist, the music changes to "Ridin' Spinners" by Three 6 Mafia for a few seconds, and the screen spins (as in Lockjaw: The Overdose).
  • Low Rider - This mode exhibits standard tetris gameplay, except the visible playfield is 8 rows tall (instead of 20). Implemented, as "Well height" option.
  • Vs. - This mode exhibits standard singleplayer tetris gameplay. However, when you recieve an I tetromino (after the first), you also recieve four lines of garbage. Implemented, as "Garbage" option.
  • Items - 3/4 of the time you start the mode, it will play annoying music for 2 minutes, give an 86420 error, and quit. The rest of the time, it will play annoying music between 15 seconds and 2 minutes and then behave like standard single player tetris. However, you will recieve random starting orientations, no rotation, and hidden next pieces. The speed starts at 1G. Every time you are given an I piece, you will either recieve four lines of garbage or be the target of a banana item. Implemented partially.
  • Beyond Level 20 - The music starts slow, 60 beats per minute. On every beat, the tetromino hard drops. Every time you clear 30 lines, the music speeds up by 10 BPM. Think of it as Shirase mode, DDR style. Implemented, as "Rhythm" speed curve.

Scoring

Since version 0.01, Lockjaw has had its own scoring system. It involves computing the garbage like Tetris DS vs. mode does, then awarding 100 points for each line clear and 200 for each row of garbage.

  • Single: 100 (1L)
  • Double: 400 (2L + 1G)
  • Triple: 700 (3L + 2G)
  • Home run: 1200 (4L + 4G)
  • T-spin: 500 (1L + 2G) per line
  • Back-to-back home run or T-spin: 200 (1G) more

(A "home run" is four lines cleared with one piece, called a "tetris" in products of The Tetris Company. A line clear is "back-to-back" if the line clear before it was a home-run or a T-spin.)

See also

External links