Difference between revisions of "Tetris Jr."

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*>Tepples
(added info from manual)
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Playfield starts with [[garbage]]. Each round ends when a line is cleared in the bottom row, as in ''[[The Next Tetris]]''.
Playfield starts with [[garbage]]. Each round ends when a line is cleared in the bottom row, as in ''[[The Next Tetris]]''.
=== Game 3 and Game 7 ===
=== Game 3 and Game 7 ===
Blinking tetrominoes break into individual blocks when they lock, much like the Multiminos of ''[[The Next Tetris]]''.
Blinking tetrominoes break into individual blocks when they lock, much like the [[multiminos]] of ''[[The Next Tetris]]''.
=== Game 4 and Game 8 ===
=== Game 4 and Game 8 ===
Blinking tetrominoes break into individual blocks of antimatter, which remove blocks from the field, when they lock. For example, an L tetromino placed on its side of length 2 will remove three blocks from one column and one from the next.
Blinking tetrominoes break into individual blocks of antimatter, which remove blocks from the field, when they lock. For example, an L tetromino placed on its side of length 2 will remove three blocks from one column and one from the next.

Revision as of 21:02, 20 December 2018

Tetris Jr.
Developer(s)Blue Planet Software
Publisher(s)Squaresoft
Platform(s)dedicated handheld
Release1996

No hold, one rotation direction, one preview, 8x12 block field.

Gimmicks

The manual of Tetris Jr. describes eight modes.

Game 1 and Game 5

Special blinking pieces are present, similar to some of the blocks from DuelTris. They can add or remove blocks until they lock.

I tromino, vertically oriented
Press rotate to drop a single block below the piece.
Domino, vertically oriented
Press rotate to remove a single block below the piece.
Single block
Press rotate to drop a single block below the piece. This piece also has deep drop, meaning it passes through layers of blocks to fill gaps.

Game 2 and Game 6

Playfield starts with garbage. Each round ends when a line is cleared in the bottom row, as in The Next Tetris.

Game 3 and Game 7

Blinking tetrominoes break into individual blocks when they lock, much like the multiminos of The Next Tetris.

Game 4 and Game 8

Blinking tetrominoes break into individual blocks of antimatter, which remove blocks from the field, when they lock. For example, an L tetromino placed on its side of length 2 will remove three blocks from one column and one from the next.

Games 5-8

Every 60 seconds, a garbage line is added.

Scoring

Scoring is similar to the system LJ65 used before switching to combo-based scoring.

  • Single: 100
  • Double: 300
  • Triple: 700
  • Tetris: 1500
  • Level up: 400

External links

http://64.233.187.104/search?q=cache:tM679AAUNAQJ:www.digitpress.com/faq/keychain.htm+%22tetris+jr.%22&hl=en&gl=us&ct=clnk&cd=6&client=firefox-a