Magical Tetris Challenge: Difference between revisions

From TetrisWiki
Jump to navigation Jump to search
No edit summary
(13 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{Infobox |title = Magical Tetris Challenge
{{Infobox |title = Magical Tetris Challenge
|developer = Capcom
|developer = Capcom
|publisher = Capcom
|publisher = {{release|NA|Capcom|JP|Capcom|EU|Activision (Nintendo 64)|EU|SCEE (PlayStation)}}
|released = Feb 17, 2000 (Game Boy) 1999 (N64) Nov 26, 1999 (Playstation)<br />
|released = '''Arcade'''{{release|JP|1998}}'''Nintendo 64'''{{release|JP|November 20, 1998|NA|January 14, 1999|EU|September, 1999}}'''PlayStation'''{{release|JP|March 18, 1999|EU|Nov 26, 1999}}'''Game Boy Color'''{{release|WW|February 17, 2000}}
Japan: Nov 20, 1998 (Nintendo 64)
|platform = Arcade, Game Boy Color, Nintendo 64, PlayStation
|platform = Arcade, Gameboy Color, Nintendo 64, Playstation
|preview = 2
|preview = Two
|playfield = 10 &times; 18
|playfield = 10x18 visible
|hold = No
|hold = No
|hard = locking
|hard = Yes
|system = Original
|system = [[#Rotation System|MTC rotation system]]
|boxart = Magical_Tetris_Challenge_boxart.jpg
|ingame-scrn = Magical_Tetris_Challenge_ingame.png
|title-scrn = Magical_Tetris_Challenge_title.png
|caption = Nintendo 64 North American cover art
}}
}}


'''Magical Tetris Challenge''' is a game released for the Nintendo 64, PlayStation, Game Boy Color, and arcades featuring various Disney characters.
'''''Magical Tetris Challenge''''' is a game released for the Nintendo 64, PlayStation, Game Boy Color, and arcades featuring various Disney characters. In Japan, the Game Boy Color version was titled '''''The Adventure of Tetris with Mickey and Friends'''''.
 
The [[ghost piece]] system was licensed from [[Arika]].
 
== Rotation system ==
[[Image:MTCBaseRotations.png|thumb|Base rotations of the pieces in '''''Magical tetris Challenge''''', and how they fit in their bounding boxes. Spawning orientation at the left side of the rows, going clockwise to the right. The bottom right group consists of unused pieces.]]
The game uses its own custom rotation system. Unlike most rotation systems with multiple wallkicks like [[SRS]] or [[TGM Rotation]], which generally test a list of relative positions and apply the first one where the piece does not collide with the field, this rotation system tries to push the piece depending on where it collided with the field.
 
Each piece is tied to a 5x5 bounding box, and when the base rotation of the piece fails, the game checks for a solid block and tried to move the piece in a direction according to this table:
 
{|
||
{| border="1" cellspacing="0"
|+'''Counter-Clockwise Kick Map'''
|- align = center style="font-size: 30px"
|bgcolor="#AF7FFF" width="40" height="40"|&rarr;
|bgcolor="#7FFF7F" width="40" height="40"|&darr;
|bgcolor="#AFAFAF" width="40" height="40"|&darr;
|bgcolor="#FF7F7F" width="40" height="40"|&darr;
|bgcolor="#AF7FFF" width="40" height="40"|&rarr;
|- align = center style="font-size: 30px"
|bgcolor="#FF7F7F" width="40" height="40"|&rarr;
|bgcolor="#AF7FFF" width="40" height="40"|&rarr;
|bgcolor="#7FFFFF" width="40" height="40"|&darr;
|bgcolor="#AF7FFF" width="40" height="40"|&rarr;
|bgcolor="#7FFF7F" width="40" height="40"|&larr;
|- align = center style="font-size: 30px"
|bgcolor="#AFAFAF" width="40" height="40"|&rarr;
|bgcolor="#FFFF7F" width="40" height="40"|&rarr;
|bgcolor="#000000" width="40" height="40"|
|bgcolor="#FFAF7F" width="40" height="40"|&larr;
|bgcolor="#AFAFAF" width="40" height="40"|&larr;
|- align = center style="font-size: 30px"
|bgcolor="#7FFF7F" width="40" height="40"|&rarr;
|bgcolor="#7F7FFF" width="40" height="40"|&larr;
|bgcolor="#7FFFFF" width="40" height="40"|&uarr;
|bgcolor="#7F7FFF" width="40" height="40"|&larr;
|bgcolor="#FF7F7F" width="40" height="40"|&larr;
|- align = center style="font-size: 30px"
|bgcolor="#7F7FFF" width="40" height="40"|&larr;
|bgcolor="#FF7F7F" width="40" height="40"|&uarr;
|bgcolor="#AFAFAF" width="40" height="40"|&uarr;
|bgcolor="#7FFF7F" width="40" height="40"|&uarr;
|bgcolor="#7F7FFF" width="40" height="40"|&larr;
|}
|width="80"|
||
{| border="1" cellspacing="0"
|+'''Clockwise Kick Map'''
|- align = center style="font-size: 30px"
|bgcolor="#AF7FFF" width="40" height="40"|&larr;
|bgcolor="#FF7F7F" width="40" height="40"|&darr;
|bgcolor="#AFAFAF" width="40" height="40"|&darr;
|bgcolor="#7FFF7F" width="40" height="40"|&darr;
|bgcolor="#AF7FFF" width="40" height="40"|&larr;
|- align = center style="font-size: 30px"
|bgcolor="#7FFF7F" width="40" height="40"|&rarr;
|bgcolor="#AF7FFF" width="40" height="40"|&larr;
|bgcolor="#7FFFFF" width="40" height="40"|&darr;
|bgcolor="#AF7FFF" width="40" height="40"|&larr;
|bgcolor="#FF7F7F" width="40" height="40"|&larr;
|- align = center style="font-size: 30px"
|bgcolor="#AFAFAF" width="40" height="40"|&rarr;
|bgcolor="#FFAF7F" width="40" height="40"|&rarr;
|bgcolor="#000000" width="40" height="40"|
|bgcolor="#FFFF7F" width="40" height="40"|&larr;
|bgcolor="#AFAFAF" width="40" height="40"|&larr;
|- align = center style="font-size: 30px"
|bgcolor="#FF7F7F" width="40" height="40"|&rarr;
|bgcolor="#7F7FFF" width="40" height="40"|&rarr;
|bgcolor="#7FFFFF" width="40" height="40"|&uarr;
|bgcolor="#7F7FFF" width="40" height="40"|&rarr;
|bgcolor="#7FFF7F" width="40" height="40"|&larr;
|- align = center style="font-size: 30px"
|bgcolor="#7F7FFF" width="40" height="40"|&rarr;
|bgcolor="#7FFF7F" width="40" height="40"|&uarr;
|bgcolor="#AFAFAF" width="40" height="40"|&uarr;
|bgcolor="#FF7F7F" width="40" height="40"|&uarr;
|bgcolor="#7F7FFF" width="40" height="40"|&rarr;
|}
|}
 
The priority order for the collision checks is Red > Orange > Yellow > Green > Cyan > Blue > Purple. It is not known where the grey cells fit in there, but we know they are higher priority than blue. The black cell in the centre has no direction associated to it.
 
The first position checked that is both in the rotated piece and in a previously placed block (or out of the playfield bounds) gives the direction of wallkick to try. The piece is pushed one cell in this direction and if it is still colliding with the field, the entire rotation fails. There two known exceptions:
* If the rotated piece collides with the field on both a grey space and the space one cell towards the centre, then the piece ends up being pushed two cells instead.
* If both cyan spaces are colliding with the field and the piece, they cancel out and rotation fails.
 
Here are some examples:
{|border = "1" cellspacing="0"
||
{| cellpadding="2"
|- valign=top
|width="100pt"|<playfield>
.......
..LLL..
..L.GGG
.....GG
GG...GG
</playfield>
Rotating clockwise
|width="100pt"|<playfield>
.......
...LL..
....XGG
....LGG
GG...GG
</playfield>
Colliding on yellow space
|width="100pt"|<playfield>
.......
..LL...
...LGGG
...L.GG
GG...GG
</playfield>
Kick left
|}
||
{| cellpadding="2"
|- valign=top
|width="100pt"|<playfield>
.......
.......
.......
.ZZZZ..
.......
GGGGGG.
</playfield>
Rotating counter-clockwise
|width="100pt"|<playfield>
.......
.......
..Z....
..Z....
..Z....
GGXGGG.
</playfield>
Collides with grey space
|width="100pt"|<playfield>
.......
..Z....
..Z....
..Z....
..Z....
GGGGGG.
</playfield>
Kick up
|}
|-
||
{| cellpadding="2"
|- valign=top
|width="100pt"|<playfield>
.......
..LLL..
..L....
....G..
GG..GGG
</playfield>
Rotating clockwise
|width="100pt"|<playfield>
.......
...LL..
....L..
....X..
GG..GGG
</playfield>
Colliding on blue space
|width="100pt"|<playfield>
.......
....LL.
.....L.
....GL.
GG..GGG
</playfield>
Kick right
|}
||
{| cellpadding="2"
|- valign=top
|width="100pt"|<playfield>
.......
.......
.......
.ZZZZ..
GGGGGG.
GGGGGG.
</playfield>
Rotating counter-clockwise
|width="100pt"|<playfield>
.......
.......
..Z....
..Z....
GGXGGG.
GGXGGG.
</playfield>
Collides with grey &amp; cyan
|width="100pt"|<playfield>
..Z....
..Z....
..Z....
..Z....
GGGGGG.
GGGGGG.
</playfield>
Kick up twice
|}
|-
||
{| cellpadding="2"
|- valign=top
|width="100pt"|<playfield>
....GGG
..LLL.G
..L.G.G
GGG.G.G
GGG.GGG
</playfield>
Rotating clockwise
|width="100pt"|<playfield>
....GGG
...LL.G
....X.G
GGG.X.G
GGG.GGG
</playfield>
Colliding on blue &amp; yellow
|width="100pt"|<playfield>
....GGG
..LL..G
...LG.G
GGGLG.G
GGG.GGG
</playfield>
Yellow takes priority
|}
||
{| cellpadding="2"
|- valign=top
|width="100pt"|<playfield>
.......
.......
.......
.ZZZZ..
GGGGGG.
G....G.
</playfield>
Rotating counter-clockwise
|width="100pt"|<playfield>
.......
.......
..Z....
..Z....
GGXGGG.
G.Z..G.
</playfield>
Collides with cyan space only
|width="100pt"|<playfield>
.......
..Z....
..Z....
..Z....
GGXGGG.
G....G.
</playfield>
Can't kick up once, rotation fails
|}
|}


== Modes ==
== Modes ==
Line 31: Line 303:


== Modes (Game Boy Color) ==
== Modes (Game Boy Color) ==
Owing to the Game Boy Color's smaller screen there is only space to fit the player's playfield. Magical Tetris and Updown Tetris appear in this game but the opponent's stack is indicated by a bar at the left showing their stack's height.
The Game Boy Color version has a number of exclusive modes in addition to the ones above, however owing to the Game Boy Color's smaller screen there is only space to fit the player's playfield. For this reason, in Magical Tetris and Updown Tetris the opponent's stack is indicated by a bar at the left showing their stack's height.


=== Quest Mode ===
=== Quest Mode ===
Line 50: Line 322:
A cooperative two-player mode. The main gimmick of Harmony Tetris is that when a line is completed it only clears once the other player has completed a line.
A cooperative two-player mode. The main gimmick of Harmony Tetris is that when a line is completed it only clears once the other player has completed a line.


== Gameplay ==
== Physical scans ==
This game uses its own rotation system, wich seems to be a bastard mix of Atari rotation and SRS, with different initial piece orientations. all pieces other than T and square start vertical (!). Ls and Js start upside down.
{{Scanbox
 
|console = Seta Aleck64
It uses a total lock time system, where you are given a certain number of frames of lock delay for each tetromino.
|region = JP
 
|pcb = Magical_tetris_challenge_pcb.jpg
All pieces rotate as in SRS, EXCEPT for the I, which is left handed sega rotation system.
}}
 
There are some wallkicks as well, but they don't seem to match SRS.
 
Apparently the ghost piece system was licensed from Arika.
 


== External Links ==
== External Links ==
Line 67: Line 334:
*[http://vgmaps.com/Atlas/GB-GBC/MagicalTetrisChallenge-Quest.png Map of Quest mode]
*[http://vgmaps.com/Atlas/GB-GBC/MagicalTetrisChallenge-Quest.png Map of Quest mode]


[[Category:Games List]]
[[Category:Official Tetris games]]
[[Category:Arcade games]]
[[Category:Game Boy Color games]]
[[Category:Nintendo 64 games]]
[[Category:PlayStation games]]

Revision as of 20:55, 29 January 2021

Magical Tetris Challenge
Magical Tetris Challenge boxart.jpg
Nintendo 64 North American cover art
Developer(s)Capcom
Publisher(s)
  • NA: Capcom
  • JP: Capcom
  • EU: Activision (Nintendo 64)
  • EU: SCEE (PlayStation)
Platform(s)Arcade, Game Boy Color, Nintendo 64, PlayStation
ReleaseArcade
  • JP: 1998
Nintendo 64
  • JP: November 20, 1998
  • NA: January 14, 1999
  • EU: September, 1999
PlayStation
  • JP: March 18, 1999
  • EU: Nov 26, 1999
Game Boy Color
  • WW: February 17, 2000
Gameplay info
Next pieces2
Playfield size10 × 18
Hold pieceNo
Hard dropYes
Rotation systemMTC rotation system
Magical Tetris Challenge title.png
Magical Tetris Challenge ingame.png

Magical Tetris Challenge is a game released for the Nintendo 64, PlayStation, Game Boy Color, and arcades featuring various Disney characters. In Japan, the Game Boy Color version was titled The Adventure of Tetris with Mickey and Friends.

The ghost piece system was licensed from Arika.

Rotation system

Base rotations of the pieces in Magical tetris Challenge, and how they fit in their bounding boxes. Spawning orientation at the left side of the rows, going clockwise to the right. The bottom right group consists of unused pieces.

The game uses its own custom rotation system. Unlike most rotation systems with multiple wallkicks like SRS or TGM Rotation, which generally test a list of relative positions and apply the first one where the piece does not collide with the field, this rotation system tries to push the piece depending on where it collided with the field.

Each piece is tied to a 5x5 bounding box, and when the base rotation of the piece fails, the game checks for a solid block and tried to move the piece in a direction according to this table:

Counter-Clockwise Kick Map
Clockwise Kick Map

The priority order for the collision checks is Red > Orange > Yellow > Green > Cyan > Blue > Purple. It is not known where the grey cells fit in there, but we know they are higher priority than blue. The black cell in the centre has no direction associated to it.

The first position checked that is both in the rotated piece and in a previously placed block (or out of the playfield bounds) gives the direction of wallkick to try. The piece is pushed one cell in this direction and if it is still colliding with the field, the entire rotation fails. There two known exceptions:

  • If the rotated piece collides with the field on both a grey space and the space one cell towards the centre, then the piece ends up being pushed two cells instead.
  • If both cyan spaces are colliding with the field and the piece, they cancel out and rotation fails.

Here are some examples:

.......
..LLL..
..L.GGG
.....GG
GG...GG

Rotating clockwise

.......
...LL..
....XGG
....LGG
GG...GG

Colliding on yellow space

.......
..LL...
...LGGG
...L.GG
GG...GG

Kick left

.......
.......
.......
.ZZZZ..
.......
GGGGGG.

Rotating counter-clockwise

.......
.......
..Z....
..Z....
..Z....
GGXGGG.

Collides with grey space

.......
..Z....
..Z....
..Z....
..Z....
GGGGGG.

Kick up

.......
..LLL..
..L....
....G..
GG..GGG

Rotating clockwise

.......
...LL..
....L..
....X..
GG..GGG

Colliding on blue space

.......
....LL.
.....L.
....GL.
GG..GGG

Kick right

.......
.......
.......
.ZZZZ..
GGGGGG.
GGGGGG.

Rotating counter-clockwise

.......
.......
..Z....
..Z....
GGXGGG.
GGXGGG.

Collides with grey & cyan

..Z....
..Z....
..Z....
..Z....
GGGGGG.
GGGGGG.

Kick up twice

....GGG
..LLL.G
..L.G.G
GGG.G.G
GGG.GGG

Rotating clockwise

....GGG
...LL.G
....X.G
GGG.X.G
GGG.GGG

Colliding on blue & yellow

....GGG
..LL..G
...LG.G
GGGLG.G
GGG.GGG

Yellow takes priority

.......
.......
.......
.ZZZZ..
GGGGGG.
G....G.

Rotating counter-clockwise

.......
.......
..Z....
..Z....
GGXGGG.
G.Z..G.

Collides with cyan space only

.......
..Z....
..Z....
..Z....
GGXGGG.
G....G.

Can't kick up once, rotation fails

Modes

Magical Tetris

Magical Tetris is the game's signature mode. In this mode, players have a shared next queue from which each player's next queue draws. Making line clears will send various types of "magical pieces" to the opponent. The magical pieces include pentominoes as well as larger pieces.

Clearing a line while the player has magical pieces in their queue will counter some of their magical pieces, causing to turn into square blocks that are sent back to their opponent. These can be re-countered and grow in size up to a maximum of 5×5.

Magical Tetris can be played in story, versus, or endless mode.

Updown Tetris

Updown Tetris is a two-player game mode which functions as a standard Tetris battle mode with garbage.

Updown Tetris can be played in story or versus mode.

Classic Tetris

Classic Tetris is the game's one-player marathon mode. The player can choose from three difficulties.

Modes (Game Boy Color)

The Game Boy Color version has a number of exclusive modes in addition to the ones above, however owing to the Game Boy Color's smaller screen there is only space to fit the player's playfield. For this reason, in Magical Tetris and Updown Tetris the opponent's stack is indicated by a bar at the left showing their stack's height.

Quest Mode

In this mode the player has the goal of collecting coins scattered around the map. Each coin is held by an NPC and must be won by winning a match of Tetris, with the mode depending on the character. The player will have a specific set of numbered coins to collect.

By clearing Quest Mode further modes of Tetris can be unlocked.

Signal Tetris

In Signal Tetris the player has a sample row and a signal row below their playfield, and must change the colours of the signal row to match the sample row. Colours are changed on line clears based on the columns corresponding to the blocks that filled the cleared rows. If the colour is changed to match the sample row then extra rows will be cleared from the bottom of the stack corresponding to the number of matches.

Towering Tetris

In Towering Tetris the player has to downstack through garbage rows that appear at timed intervals. Downstacking will cause the meter on the left to update, and the player wins when they clear the row containing the key block at the bottom. In addition, the player can get a special domino block that can drop single blocks while it is on the screen (similar to Flicky from Bloxeed).

Target Tetris

Clear all the marked blocks from the screen given a fixed sequence of pieces. A classic puzzle mode.

Harmony Tetris

A cooperative two-player mode. The main gimmick of Harmony Tetris is that when a line is completed it only clears once the other player has completed a line.

Physical scans

Seta Aleck64, JP
Magical tetris challenge pcb.jpg
PCB

External Links