Tetris Jr.
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Tetris Jr.
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| Developer(s)
| Blue Planet Software
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| Publisher(s)
| Squaresoft
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| Release Date(s)
| 1996
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| Platform(s)
| dedicated handheld
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Gameplay Info
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| Next pieces
| {{{preview}}}
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| Playfield dimensions
| {{{playfield}}}
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| Hold piece
| {{{hold}}}
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| Hard drop
| {{{hard}}}
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| Rotation system
| {{{system}}}
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| [[image:{{{boxart}}}|175px]]
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| [[image:{{{title-scrn}}}|100px]] | [[image:{{{ingame-scrn}}}|100px]]
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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
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