Super Tetris: Difference between revisions

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next: 1; playfield: 10w by really tall; lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state
next: 1; playfield: 10w by really tall; lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state


The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one point for each tetromino that drops.
The player starts with 50 [[tetromino]]es and, as in [[Bombliss]], loses one tetromino for each tetromino that drops.
Clearing 1, 2, 3, or 4 lines adds a few tetrominoes and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece.
Clearing 1, 2, 3, or 4 lines adds a few tetrominoes and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece.
The player can shift and rotate the bombs as they fall.
The player can shift and rotate the bombs as they fall.


The object is to clear garbage.
The object is to clear garbage. There are about 3 or 4 preset patterns randomly chosen from for each level.
 
Clearing a line below the center of the playfield causes the blocks below it to move up.
Clearing a line below the center of the playfield causes the blocks below it to move up.
Once the solid floor reaches the center line, the screen is cleared with a "bonus for low puzzle" like that of ''[[Klax]]'', and the next screen is loaded.
Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of ''[[Klax]]'', and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.


There are power-ups in the preset garbage.
There are power-ups in the preset garbage.
They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.
They must be activated with a bomb; [[line clear|clearing a line]] containing a power-up will destroy it.
The "5", "10", and "15" power-ups add points.
The "5", "10", and "15" power-ups add points.
The "bomb" powerup destroys the blocks adjacent to it.
The "bomb" powerup destroys the blocks adjacent to it.
The "bubble" powerup clears all blocks above it in the lower playfield.
The "lightning" powerup clears the line containing it.
The "box" powerup fills in all blocks above it in the lower playfield.
Most decent players will have little difficulty until level 8.  The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extrememly challenging.


[[Category:Games List]]
[[Category:Games List]]

Revision as of 00:57, 9 March 2008

Super Tetris was published by Spectrum Holobyte on PC.

next: 1; playfield: 10w by really tall; lock delay: no; wall kick: no; rotation: J, L, T bounding box and S, Z, I 2-state

The player starts with 50 tetrominoes and, as in Bombliss, loses one tetromino for each tetromino that drops. Clearing 1, 2, 3, or 4 lines adds a few tetrominoes and inserts a rectangular piece containing 2, 4, 8, or 12 bombs before the next piece. The player can shift and rotate the bombs as they fall.

The object is to clear garbage. There are about 3 or 4 preset patterns randomly chosen from for each level.

Clearing a line below the center of the playfield causes the blocks below it to move up. Once the solid floor reaches the center line, the screen is cleared with a bonus for remaining tetrominoes, and then a "bonus for low puzzle" like that of Klax, and the next screen is loaded. Any bombs from the line clear are dropped on the next level, and the current "next piece" is maintained.

There are power-ups in the preset garbage.

They must be activated with a bomb; clearing a line containing a power-up will destroy it.

The "5", "10", and "15" power-ups add points. The "bomb" powerup destroys the blocks adjacent to it. The "bubble" powerup clears all blocks above it in the lower playfield. The "lightning" powerup clears the line containing it. The "box" powerup fills in all blocks above it in the lower playfield.

Most decent players will have little difficulty until level 8. The lack of lock delay and wallkicks makes the highest two difficulty levels (9 and 10) extrememly challenging.