SuperLite 1500 Series: The Tetris: Difference between revisions

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Not recommended. Very little to do/change. The backgrounds change every few levels. The music is pretty bad as well, though it does have an interesting Korobeiniki arrangement.
A member of the SuperLite 1500 series of budget-priced games for the PlayStation (not to be confused with the Simple 1500 series). Success would later publish [[Tetris Kiwamemichi]] as part of their SuperLite 2000 series.
 


{{Infobox |title = SuperLite 1500 Series: The Tetris
{{Infobox |title = SuperLite 1500 Series: The Tetris
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The player is allowed to continue if they game over, at which point the player will restart at the beginning of their current 5-level section.
The player is allowed to continue if they game over, at which point the player will restart at the beginning of their current 5-level section.
The background changes every level.


==== Speeds ====
==== Speeds ====
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==== Levels ====
==== Levels ====
Note that the speed decreases after every 5-level section, with the exception of level 95.
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{| class="wikitable"
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2 player mode. Each player can choose the following options:
2 player mode. Each player can choose the following options:
*Starting level: 0, 10, 20, 30, 40 and "SP" (99, 9G speed)
*Level: 0, 10, 20, 30, 40 and "SP" (99, 9G speed)
*Starting height: 0 to 5, corresponding to 0, 3, 6, 8, 10 or 12 rows of starting random garbage.
*Height: 0 to 5, corresponding to 0, 3, 6, 8, 10 or 12 rows of starting random garbage.
*Garbage severity: Easy = 1 hole and mostly aligned (changing every 9 rows), Normal = 4 hole and random, Hard = 7 hole and random.
*"Rising" (garbage type): Easy = 1 hole and mostly aligned (changing every 9 rows), Normal = 4 hole and random, Hard = 7 hole and random.


Oh, and Utada Hikaru is pretty good at it. :)
Oh, and Utada Hikaru is pretty good at it. :)
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=== Other gameplay notes ===
=== Other gameplay notes ===
An option screen without any real options except mono/stereo, ranking and backup functions.
Game over is lock out based. The vanish zone is visible in this game, and any piece spawned in it will overwrite existing blocks in it.
 
An option screen without any real options except mono/stereo, vibration, ranking and backup functions.
 
The music is pretty bad as well, though it does have an interesting Korobeiniki arrangement.


The vanish zone is visible in this game, and any piece spawned in it will overwrite existing blocks in it.
Score maxes out at 99,999,999 points, lines at 999, all clears at 99.

Revision as of 12:31, 5 September 2018

A member of the SuperLite 1500 series of budget-priced games for the PlayStation (not to be confused with the Simple 1500 series). Success would later publish Tetris Kiwamemichi as part of their SuperLite 2000 series.

SuperLite 1500 Series: The Tetris
Developer(s)?
Publisher(s)Success
Platform(s)Playstation
ReleaseJuly 19, 2000
Gameplay info
Next pieces1
Playfield size10x20, with 3 lines in vanish zone visible.
Hold pieceNo
Hard dropNo
Rotation systemSRS variant?

Modes and Gameplay

1 Player Mode

The player can start at level 0, 5, 10, 15, 20, 25 or 30 by default, with successive 5-level sections being unlocked after clearing them in 1-player mode. Level increases every 10 lines and caps at 99.

The player is allowed to continue if they game over, at which point the player will restart at the beginning of their current 5-level section.

The background changes every level.

Speeds

  • Soft drop: 1G
  • Lock delay: 30 frames
  • ARE: 0 frames (1G or below) / 20-30 frames (2G and above)
  • Line clear delay: ~17 frames
  • DAS: 10 frames, 30 Hz (1/4G or below) / 60 Hz (1/3G and above)

Levels

Note that the speed decreases after every 5-level section, with the exception of level 95.

Level Gravity (G) Level Gravity (G) Level Gravity (G) Level Gravity (G)
0 1/120 25 1/35 50 1/30 75 1/5
1 1/80 26 1/15 51 1/15 76 2
2 1/55 27 1/10 52 1/10 77 4
3 1/40 28 1/5 53 1/5 78 5
4 1/30 29 1/3 54 1/3 79 7
5 1/60 30 1/35 55 1/15 80 1/3
6 1/40 31 1/10 56 1/3 81 2
7 1/25 32 1/7 57 2 82 4
8 1/18 33 1/4 58 3 83 6
9 1/15 34 1/2 59 4 84 7
10 1/60 35 1/20 60 1/10 85 1/3
11 1/35 36 1/10 61 1/3 86 3
12 1/20 37 1/5 62 2 87 5
13 1/12 38 1/2 63 4 88 7
14 1/9 39 1 64 5 89 8
15 1/40 40 1/20 65 1/10 90 2
16 1/20 41 1/5 66 1/2 91 4
17 1/15 42 1/2 67 2 92 5
18 1/10 43 1 68 4 93 7
19 1/7 44 2 69 5 94 8
20 1/40 45 1/15 70 1/5 95-99 9
21 1/15 46 1/4 71 1
22 1/10 47 1 72 2
23 1/7 48 2 73 4
24 1/5 49 3 74 5

Scoring

Lines are scored the same way as in the NES version. However, the game also counts All Clears, awarding 1,000,000 points per clear (regardless of level).

Randomiser

Strict 1 history (?); i.e. no two consecutive pieces will be the same.

2 Player Mode

2 player mode. Each player can choose the following options:

  • Level: 0, 10, 20, 30, 40 and "SP" (99, 9G speed)
  • Height: 0 to 5, corresponding to 0, 3, 6, 8, 10 or 12 rows of starting random garbage.
  • "Rising" (garbage type): Easy = 1 hole and mostly aligned (changing every 9 rows), Normal = 4 hole and random, Hard = 7 hole and random.

Oh, and Utada Hikaru is pretty good at it. :)

Garbage

Standard 0/1/2/4 line system. All Clears double the amount of garbage.

Other gameplay notes

Game over is lock out based. The vanish zone is visible in this game, and any piece spawned in it will overwrite existing blocks in it.

An option screen without any real options except mono/stereo, vibration, ranking and backup functions.

The music is pretty bad as well, though it does have an interesting Korobeiniki arrangement.

Score maxes out at 99,999,999 points, lines at 999, all clears at 99.