The Next Tetris: Difference between revisions

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(changed "tice" to "twice")
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Multiple releases and publishers[http://www.gamefaqs.com/search/index.html?game=next+tetris&platform=0]. Introduced [[infinity]].  However, only rotation reset lock delay, move did not.  Also, the rotation system was rater unique.  It used smooth motion and rotation, and pieces would physically kick away from wall when rotated if there was room to, even if the final orienation did not overlap. however, this coudl be overidden by pressing against the wall when rotating.  Also the axis of rotation depended on both the current position and the rotation direction, yielding a "ratchet effect" if you twisted a snake back and forth.
Multiple releases and publishers[http://www.gamefaqs.com/search/index.html?game=next+tetris&platform=0]. Introduced [[infinity]].  However, only rotation reset lock delay, move did not.  Also, the rotation system was rater unique.  It used smooth motion and rotation, and pieces would physically kick away from wall when rotated if there was room to, even if the final orienation did not overlap. however, this coudl be overidden by pressing against the wall when rotating.  Also the axis of rotation depended on both the current position and the rotation direction, yielding a "ratchet effect" if you twisted a snake back and forth.


Snakes and Is are two state, meaning that if you press the same button tice, it goes back to what it was before, assuming it doesn't strke a wall while rotating smoothly. but if you press one button, then rotate back with the other one, you end up in a different spot!
Snakes and Is are two state, meaning that if you press the same button twice, it goes back to what it was before, assuming it doesn't strke a wall while rotating smoothly. but if you press one button, then rotate back with the other one, you end up in a different spot!


Timing also seemed to matter when doing rotation at times, if you mashed the buttons properly, you could often pop a piece into a very unusual spot.
Timing also seemed to matter when doing rotation at times, if you mashed the buttons properly, you could often pop a piece into a very unusual spot.


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

Revision as of 23:32, 3 October 2008

The Next Tetris
Developer(s)Blue Planet Software
Publisher(s)Hasbro Interactive
Platform(s)PlayStation, Windows
Release07 Jan 1999 (Japan)
16, Jun 1999 (USA)
Oct 1999 (UK)
May 31, 1999 (PS)
Gameplay info
Next piecesTwo
Playfield size10x20
Hold pieceNo
Hard drop?
Rotation systemOriginal

Multiple releases and publishers[1]. Introduced infinity. However, only rotation reset lock delay, move did not. Also, the rotation system was rater unique. It used smooth motion and rotation, and pieces would physically kick away from wall when rotated if there was room to, even if the final orienation did not overlap. however, this coudl be overidden by pressing against the wall when rotating. Also the axis of rotation depended on both the current position and the rotation direction, yielding a "ratchet effect" if you twisted a snake back and forth.

Snakes and Is are two state, meaning that if you press the same button twice, it goes back to what it was before, assuming it doesn't strke a wall while rotating smoothly. but if you press one button, then rotate back with the other one, you end up in a different spot!

Timing also seemed to matter when doing rotation at times, if you mashed the buttons properly, you could often pop a piece into a very unusual spot.