Tetris with Cardcaptor Sakura Eternal Heart

From TetrisWiki
Revision as of 19:11, 5 July 2019 by 2Tie (talk | contribs) (please someone with more table experience than me make this more readable please)
Jump to navigation Jump to search
Ambox stub.png
This article is a stub. You can help TetrisWiki by expanding it.

Tetris with Cardcaptor Sakura Eternal Heart
Tetris with Cardcaptor Sakura Eternal Heart boxart.jpg
Developer(s) Arika
Publisher(s) Arika
Release date(s) August 10, 2000
Platform(s) PlayStation
Gameplay Info
Next pieces 1
Playfield dimensions
Hold piece No
Hard drop Yes (Sonic Drop)
Rotation system TGM rotation
Eternalheart-title.png Eternalheart-gameplay.png

Tetris with Cardcaptor Sakura Eternal Heart is the first Tetris game by Arika to be released on a home console. The game lacks a standard mode, and instead plays similarly to Flash Point, where the goal is to clear lines containing jeweled blocks as fast as possible.

The name and gameplay of this game has been carried over to the Sakura mode in Tetris The Grand Master 3 Terror-Instinct, which plays similarly as well.

There are two difficulties to the story mode, Easy and Normal. Normal gives a twenty minute limit to complete all eighteen stages, but stages can be replayed to get a lower completion time, refunding the time difference into the overall time limit. Easy mode has a flat three minute time limit for each stage, but has an additional mechanic where jewelled blocks get removed from the stack over time and get integrated with Next pieces of the same color randomly. The time delays for particular blocks removed differ between stages (note that playing the Eriol cutscene before the level may cause the delays to start before the level timer starts):

Delay Colours Removed
60s Yellow, Cyan, Blue
70s Red, Orange, Green, Purple
Delay Colours Removed
50s Orange, Yellow
60s Cyan, Blue, Purple
70s Red, Green
Delay Colours Removed
50s Yellow, Green, Cyan
60s Orange, Blue
80s Red
90s Purple
Delay Colours Removed
60s Orange, Blue
70s Yellow
80s Green, Purple
90s Red, Cyan
Delay Colours Removed
60s Orange, Yellow, Green, Blue
Delay Colours Removed
60s Orange, Yellow, Cyan, Blue
Delay Colours Removed
50s Red, Orange, Blue, Purple
60s Yellow, Green, Cyan
Delay Colours Removed
10s Red, Cyan
20s Yellow, Green, Blue
30s Orange, Purple


Delay Colours Removed
60s Yellow, Green, Cyan, Purple
70s Red
90s Orange, Blue
Delay Colours Removed
50s Red, Orange, Yellow
60s Blue, Purple
70s Cyan
80s Green
Delay Colours Removed
60s Red, Green, Cyan, Blue, Purple
70s Orange
80s Yellow
Delay Colours Removed
30s Yellow, Cyan
40s Orange, Green, Blue
50s Red, Purple
Delay Colours Removed
60s Yellow, Cyan
80s Orange, Blue, Purple
90s Red, Green
Delay Colours Removed
10s Cyan
60s Blue
70s Purple, Green
80s Red, Orange, Yellow
Delay Colours Removed
60s Red, Orange, Yellow, Green, Cyan, Blue, Purple
Delay Colours Removed
30s Green
40s Purple
50s Blue
60s Red, Orange
50s Yellow
80s Cyan


In addition to these, certain levels have recurring Item Block effects. Mirror has the stack flip horizontally every three pieces placed, Earthy raises the stack with a predetermined garbage pattern every 7 pieces as well as hides the Next piece every 17 seconds, Shadow shades the stack if the amount of Cleared lines is odd, Illusion triggers the X-RAY effect every five pieces placed, Wood raises the stack every 7 pieces on easy and every 3 on normal, Watery has a blue X-RAY effect that is time triggered, and Eriol's stage has a copy of the play stack displayed that you alternate playing between, as well as raising the stack every 5 pieces on Normal.

At any point in a stage, the player can restart the stage with the same piece sequence or a new one. This is useful, given the time-attack nature of the stages.