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{{Infobox |title = Heboris Unofficial Expansion | |||
{{Infobox |title = Heboris Unofficial | |||
|developer = Various | |developer = Various | ||
|released = 2003 (First release)<br><br>Version<br> C7V4EX YGS2K+ (FINAL)<br> (Customized for Heboris U.E)<br> released August 2007 | |released = 2003 (First release)<br><br>Version<br> C7V4EX YGS2K+ (FINAL)<br> (Customized for Heboris U.E)<br> released August 2007 | ||
|platform = Microsoft Windows | |platform = Microsoft Windows | ||
|preview = 0 to 6 | |preview = 0 to 6 | ||
|playfield = | |playfield = 10 × 20 | ||
|hold = Yes | |hold = Yes (IHS available) | ||
|boxart = Heboris_Unofficial_Expansion_icon.png | |||
|caption = ''Heboris Unofficial Expansion'' icon | |||
|hard = Yes | |hard = Yes | ||
|SRS | |system = [[Super Rotation System|SRS]] <br> [[Arika Rotation System|ARS]] <br> [[DTET Rotation System|DRS]] <br> [[Nintendo Rotation System|NRS]] <br> [[Sega rotation]] | ||
|title-scrn = Heboris_UE_title.png | |||
|ingame-scrn = Heboris_UE_ingame.png | |||
}} | }} | ||
'''''Heboris: Unofficial Expansion''''', abbreviated as '''''Heboris U.E.''''', is a modification to ''[[Heboris]]'', a game orignally created by Kenji Hosimoto with [[YaneuraoGameScript 2000]]. It adds new modes inspired by the games in Arika's [[Tetris The Grand Master (series)|''TGM'' series]] and various rotation systems. | |||
== | == History == | ||
The development of ''Heboris'' by Hosimoto has been halted since 2002. However, due to the source code of Heboris, which was based on YGS2K, being highly accessible, the game became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from later games such as ''[[Tetris The Grand Master 3 Terror-Instinct]]'', ''[[Tetris The Grand Master Ace]]'', ''[[Tetris DS]]'' and ''[[DTET]]''. The modified version is known in western communities as '''''Heboris Unofficial Expansion'''''. A second modified version, [[Heboris U.E. LITE]], exists and focuses on lighter system requirements. A third modified version, ''[[Heboris U.E. MINI]]'', also exists and features a plugin system to add or remove functionality from the game. | |||
=== | == Gameplay == | ||
''Heboris Unofficial Expansion'' uses gameplay mechanics from the TGM series as well as [[Tetris Guideline|Guideline-based games]]. The player can choose between 9 defined rulesets, each replicating that of a particular TGM / Guideline game. | |||
{| class="wikitable" | |||
! Name in U.E. | |||
! Heboris (TGM) | |||
! Ti-ARS | |||
! Ti-WORLD | |||
! ACE-SRS | |||
! ACE-ARS | |||
! ACE-ARS2 | |||
! DS-WORLD | |||
! SRS-X | |||
! DRS | |||
|- | |||
| Default Name in UE LITE || CLASSIC || CLASSIC+ || MODERN || MODERN+ || MIX-A || MIX-B || GUIDELINE || SPECIAL-S || SPECIAL-D | |||
|- | |||
| Alternate Name in UE LITE || TGM || TI || WORLD || WORLD2 || ARS || ARS2 || WORLD3 || WORLD-X || DHEBO | |||
|- | |||
| Based on || TGM / TAP || TGM3 Classic Rule || TGM3 World Rule || TGM ACE SRS || TGM ACE ARS || TGM ACE ARS2 || Guideline (Tetris DS) || Original || DTET | |||
|- | |||
| ARE || Yes || Yes || Yes || Yes || Yes || Yes || No || Yes || Yes (Skippable) | |||
|- | |||
| Fast Drop Speed || Fixed 1G || Fixed 1G || Fixed 1G || Fixed 0.5~1G || Fixed 0.5~1G || Fixed 0.5~1G || Fixed 0.5~1G || + 1.5G || + 1.5G | |||
|- | |||
| Wallkicks & Initial Stances || TGM/TAP || TGM3 || SRS || SRS || TGM3 || TGM || SRS || SRS + 180 Rotation Original || DTET | |||
|- | |||
| Lockdown || Step || Step || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Move/Rotate || Step | |||
|- | |||
| [[Move reset]] limit || N/A || N/A || 8 Rotations / 10 Movements || 128 Movements / Rotations || 128 Movements / Rotations || 128 Movements / Rotations || Infinity || 12 Rotations / 24 Movements || N/A | |||
|- | |||
| Soft Drop Type || Lock || Lock || Non-lock || Non-lock || Non-lock || Lock || Non-lock || Lock || Lock (when faster than 2G) | |||
|- | |||
| Hard Drop Type || Sonic || Sonic || Locking || Locking || Locking || Sonic || Locking || Sonic || Locking | |||
|- | |||
| Piece Colors || Sega/Arika || Sega/Arika || Guideline || Guideline || Guideline || Guideline || Guideline || Guideline || Sega/Arika | |||
|- | |||
| ABC Button Layout || A:CCW<br/>B:CW<br/>C:CCW || A:CCW<br/>B:CW<br/>C:CCW || A:CW<br/>B:CCW<br/>C:CW || A:CW<br/>B:CCW<br/>C:CW || A:CCW<br/>B:CW<br/>C:CCW || A:CCW<br/>B:CW<br/>C:CCW || A:CW<br/>B:CCW<br/>C:CW || A:CW<br/>B:CCW<br/>C:180° || A:CCW<br/>B:CW<br/>C:180° | |||
|} | |||
== | == Modes == | ||
As of C7V4EX YGS2K+ (FINAL), ''Heboris Unofficial Expansion'' contains the following modes: | |||
=== | === Beginner === | ||
* | * ''TAMAYA'' – The player must clear lines to shoot as many fireworks as possible within 200 levels, using the Hanabi scoring system in [[Tetris The Grand Master 3 Terror-Instinct#Easy|TGM3's Easy mode]]. | ||
* | * ''SCORE'' – Based on [[Tetris The Absolute The Grand Master 2#Normal|Normal mode in TGM2]], the player must clear lines to score as many points as possible within 300 levels. | ||
=== Master === | |||
Using the mechanics from the TGM series, the player must obtain the highest grade possible within 999 levels. Four grade rulesets are available: | |||
* ''G1 (Easy)'' – uses the score-based [[Grade Recognition System]] from [[Tetris The Grand Master]], but the score requirements have been adjusted to accommodate back-to-back bonuses. | |||
* ''G2 (Normal)'' – uses the Grade Recognition System from TGM2, except each internal grade increase will change the displayed grade, and the grade count has been expanded to that from TGM3. | |||
* ''G3 (Normal)'' – same as G2, but only uses the original grades from TGM2. | |||
* ''G4 (Hard)'' – uses the expanded Grade Recognition System from TGM3, but with minor differences. Promotional Exams can also be triggered by pressing Hold twice then keeping the button pressed while pressing Start. The grade given at a Promotional Exam is selected at random. | |||
In addition, the player can also turn on ITEM, BIG, and HEBO+ modes by holding the corresponding buttons while pressing Start. | |||
=== 20G === | |||
Same as Master mode, but with 20G gravity throughout the round. | |||
=== | === Devil === | ||
A much harder variant of Master mode. Two rulesets are available: | |||
* ''DOOM'' – replicates Shirase mode from TGM3. | |||
* ''MINUS'' – replicates T.A. Death mode from TGM2. | |||
In addition, DEATH+ can also be turned on, which limits the player to 1 piece preview and no Hold, as well as ITEM and BIG modes. | |||
=== | === Tomoyo === | ||
Based on TGM3's Sakura mode, the player must clear all gem blocks in the playfield within a time limit. ''Tomoyo'' mode is named as such after Tomoyo Daidouji, who is Sakura Kinomoto's friend in the ''Cardcaptor Sakura'' franchise. | |||
The player can choose between 4 stage sets: [[Tetris The Grand Master 3 Terror-Instinct#Sakura|TI]], [[Tetris with Cardcaptor Sakura Eternal Heart|E-HEART]], [[Tetris The Grand Master Ace|ACE-TARGET]], and [[Flash Point|F-POINT]], as well as creating custom maps in EDIT. | |||
=== Ace === | |||
Based on TGM ACE's main mode, the player must clear 15 or 20 levels, each with a 10-line goal. Each level section must be completed within a time limit. Two variants, Ace-Another and Ace-Hell, are also available. | |||
=== | ==== Normal ==== | ||
Easiest of the three. Time limit is 90s for each section with a 150-line goal. | |||
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;" | |||
|+'''Delays''' | |||
! bgcolor="#80A3F8"|Level | |||
! bgcolor="#FFA069"|[[ARE]]<br>(frames) | |||
! bgcolor="#FFFF55"|Line [[ARE]]<br>(frames) | |||
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames) | |||
! bgcolor="#66BB55"|[[DAS]]<br>(frames) | |||
|- align = center | |||
| bgcolor="#C4E8E8"|1-15 || bgcolor="#FFD3AC"|26 || bgcolor="#FFFF88"|40 || bgcolor="#CCBBFF"|28 || bgcolor="#D7ECC6"|15 | |||
|} | |||
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;" | |||
|+'''Internal Gravity''' | |||
!bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/60 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/60 G)||bgcolor="#80A3F8"|Level||bgcolor="#BBBBBB"|Internal Gravity<br>(1/60 G) | |||
|-align = center | |||
|bgcolor="#C4E8E8"|1||1||bgcolor="#C4E8E8"|6||30||bgcolor="#C4E8E8"|11||240 (4G) | |||
|-align = center | |||
|bgcolor="#C4E8E8"|2||3||bgcolor="#C4E8E8"|7||60 (1G)||bgcolor="#C4E8E8"|12||300 (5G) | |||
|-align = center | |||
|bgcolor="#C4E8E8"|3||12||bgcolor="#C4E8E8"|8||120 (2G)||bgcolor="#C4E8E8" rowspan=3|13||rowspan=3|1200 (20G) | |||
|-align = center | |||
|bgcolor="#C4E8E8"|4||18||bgcolor="#C4E8E8"|9||150 | |||
|-align = center | |||
|bgcolor="#C4E8E8"|5||24||bgcolor="#C4E8E8"|10||180 (3G) | |||
|-align = center | |||
|} | |||
==== | ==== Another ==== | ||
Gravity is 20G for the entire game with gradually reducing lock delay and time limit. Goal is 150 lines. | |||
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;" | |||
( | |+'''Delays''' | ||
! bgcolor="#80A3F8"|Level | |||
! bgcolor="#FFA069"|[[ARE]]<br>(frames) | |||
! bgcolor="#FFFF55"|Line [[ARE]]<br>(frames) | |||
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames) | |||
! bgcolor="#66BB55"|[[DAS]]<br>(frames) | |||
! bgcolor="#ABEEFF"|Time limit<br>(seconds) | |||
|- align = center | |||
| bgcolor="#C4E8E8"|1 || bgcolor="#FFD3AC"|18 || bgcolor="#FFFF88"|14 || bgcolor="#CCBBFF"|28 || bgcolor="#D7ECC6"|10 || bgcolor="#C9F4FF" | 60 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|2 || bgcolor="#FFD3AC"|14 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|24 || bgcolor="#D7ECC6"|10 || bgcolor="#C9F4FF" | 60 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|3 || bgcolor="#FFD3AC"|14 || bgcolor="#FFFF88"|8 || bgcolor="#CCBBFF"|22 || bgcolor="#D7ECC6"|9 || bgcolor="#C9F4FF" | 60 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|4 || bgcolor="#FFD3AC"|14 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|20 || bgcolor="#D7ECC6"|9 || bgcolor="#C9F4FF" | 60 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|5 || bgcolor="#FFD3AC"|12 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|18 || bgcolor="#D7ECC6"|9 || bgcolor="#C9F4FF" | 60 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|6 || bgcolor="#FFD3AC"|12 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|14 || bgcolor="#D7ECC6"|8 || bgcolor="#C9F4FF" | 60 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|7 || bgcolor="#FFD3AC"|10 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|14 || bgcolor="#D7ECC6"|8 || bgcolor="#C9F4FF" | 60 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|8 || bgcolor="#FFD3AC"|8 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 55 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|9 || bgcolor="#FFD3AC"|7 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 50 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|10 || bgcolor="#FFD3AC"|6 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|13 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 45 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|11 || bgcolor="#FFD3AC"|5 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 40 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|12 || bgcolor="#FFD3AC"|5 || bgcolor="#FFFF88"|5 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 35 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|13 || bgcolor="#FFD3AC"|4 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 30 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|14 || bgcolor="#FFD3AC"|3 || bgcolor="#FFFF88"|4 || bgcolor="#CCBBFF"|12 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | 25 | |||
|- align = center | |||
| bgcolor="#C4E8E8"|15 || bgcolor="#FFD3AC"|2 || bgcolor="#FFFF88"|3 || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|7 || bgcolor="#C9F4FF" | Remainder of<br>Level 14 | |||
|- align = center | |||
|} | |||
=== | ==== HELL ==== | ||
Hardest mode with the lowest lock delay of Another and with only the outline of the stack visible. Goal is 200 Lines. | |||
==== | {| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;" | ||
|+'''Delays''' | |||
! bgcolor="#80A3F8"|Level | |||
! bgcolor="#FFA069"|[[ARE]]<br>(frames) | |||
! bgcolor="#FFFF55"|Line [[ARE]]<br>(frames) | |||
! bgcolor="#CC88FF"|[[Lock delay|Lock]]<br>(frames) | |||
! bgcolor="#66BB55"|[[DAS]]<br>(frames) | |||
|- align = center | |||
| bgcolor="#C4E8E8"|1-20 || bgcolor="#FFD3AC"|2 || bgcolor="#FFFF88"|3 || bgcolor="#CCBBFF"|11 || bgcolor="#D7ECC6"|7 | |||
|} | |||
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse;" | |||
|+'''Time limit''' | |||
!bgcolor="#80A3F8"|Level||bgcolor="#ABEEFF"|Time limit<br>seconds||bgcolor="#80A3F8"|Level||bgcolor="#ABEEFF"|Time limit<br>seconds | |||
|-align = center | |||
|bgcolor="#C4E8E8"|1-5||bgcolor="#C9F4FF" |30||bgcolor="#C4E8E8"|16||bgcolor="#C9F4FF" |20 | |||
|-align = center | |||
|bgcolor="#C4E8E8"|6-10||bgcolor="#C9F4FF" |25||bgcolor="#C4E8E8"|17||bgcolor="#C9F4FF" |17 | |||
|-align = center | |||
|bgcolor="#C4E8E8"|11-13||bgcolor="#C9F4FF" |20||bgcolor="#C4E8E8"|18||bgcolor="#C9F4FF" |15 | |||
|-align = center | |||
|bgcolor="#C4E8E8"|14||bgcolor="#C9F4FF" |17||bgcolor="#C4E8E8"|19||bgcolor="#C9F4FF" |14 | |||
|-align = center | |||
|bgcolor="#C4E8E8"|15||bgcolor="#C9F4FF" |15||bgcolor="#C4E8E8"|20||bgcolor="#C9F4FF" |14 | |||
|-align = center | |||
|} | |||
In addition, from level 5-15, a line will be periodically covered, and can be cleared by clearing lines. From level 16-20, pieces that spawn is made of monochrome [] blocks, colored depending on the rotation system. | |||
=== Old Style === | |||
Accessible by highlighting Ace in the mode selection screen and moving right after Ace-Hell, the player can access one of two special modes which use mechanics from older Tetris games. The mode presented is based on the rotation system of the player's selected ruleset: | |||
* ARS-based – [[Tetris (Sega)]] | |||
* SRS-based – [[Tetris (Game Boy)]] | |||
=== Simple === | |||
This contains several Guideline-based modes: | |||
* ''40LINES'' – Clear [[40 lines]] as fast as possible. | |||
* ''ULTRA'' – Clear as many lines as possible within [[Ultra|2 minutes]]. | |||
* ''MARATHON'' – [[Marathon|Variable-goal]] mode. Clear 15 levels to complete the stage. | |||
* ''SQUARE'' – Based on [[Tetris Worlds]]' [[Square Tetris|Square mode]]. Same completion requirements as MARATHON. | |||
* ''ROTATION RELAY'' – Play 40LINES or ULTRA while cycling through all of the available rotation systems. Topping out will add a penalty to the player's total time. | |||
=== Vs. === | |||
2-player versus mode, with options for items, [[garbage]] types, styles (NORMAL, ATTACK, DEFENSE; ITEM), etc. | |||
Garbage types include the following: | |||
* ''Move Erased'' – Sent garbage mimics the shape the user used to clear the lines. | |||
* ''Copy Bottom'' – Sent garbage mimics the opponent's bottom-most row. | |||
* ''Hebo+'' – Sent garbage used the fixed pattern in the TGM+ mode of TGM2. | |||
* ''DS Random'' – Standard Guideline garbage system. | |||
Items appear as a [[tetromino]] in which a player can place onto the field. In order for an item to appear in the preview, a player has to place 20 tetrominoes onto the field (roughly enough for eight lines). Therefore, the speed of the player determines how fast the player will acquire an item. To activate an item's effect, a player has to clear one or more rows in which the item tetromino occupies. | |||
Items appear as a [[tetromino]] in which a player can place onto the field. In order for an item to appear in the preview, a player has to place 20 tetrominoes onto the field (roughly enough for eight lines). Therefore, the speed of the player determines how fast | |||
[[Hold piece|Holding]] an item tetromino will turn it into a regular tetromino; unlike standard multiplayer with items in ''[[Tetris DS]]'', the tetromino that then comes out of the hold box does not turn into an item tetromino. | [[Hold piece|Holding]] an item tetromino will turn it into a regular tetromino; unlike standard multiplayer with items in ''[[Tetris DS]]'', the tetromino that then comes out of the hold box does not turn into an item tetromino. | ||
{| | {| class="wikitable" | ||
! Item No. | ! Item No. | ||
! Item Name | ! Item Name | ||
! Effect Duration | ! Effect Duration | ||
! Frequency<br>1=low 10=high | ! Frequency<br>1=low 10=high | ||
! Item Effect | ! Item Effect | ||
|- | |- | ||
| 1 || Mirror Block || 3 piece<br>placements || 5 || | | 1 || Mirror Block || 3 piece<br>placements || 5 || The opponent's stack is mirrored 3 times for each new piece, leaving it mirrored after the 3rd piece. | ||
|- | |- | ||
| 2 || Roll Roll || 4 piece<br>placements || 8 || | | 2 || Roll Roll || 4 piece<br>placements || 8 || The opponent's next 3 pieces are auto rotating clockwise by a fixed interval. | ||
|- | |- | ||
| 3 || Death Block || Instant || 5 || | | 3 || Death Block || Instant || 5 || Makes the opponent's next block big. (No effect in BIG mode) | ||
|- | |- | ||
| 4 || X-Ray || 4 piece<br>placements || 9 || | | 4 || X-Ray || 4 piece<br>placements || 9 || A partially invisible effect is applied to the opponent's stack for a short period. | ||
|- | |- | ||
| 5 || Color Block || 3 piece<br>placements || 6 || | | 5 || Color Block || 3 piece<br>placements || 6 || A partially invisible effect is applied to the opponent's stack for a very short period. | ||
|- | |- | ||
| 6 || Rotate Lock || 10 seconds || 3 || | | 6 || Rotate Lock || 10 seconds || 3 || Removes the ability to rotate pieces from the opponent and randomizes the orientations of the next pieces. | ||
|- | |- | ||
| 7 || Hide Next || 15 seconds || 5 || | | 7 || Hide Next || 15 seconds || 5 || Temporarily hides the opponent's previews. | ||
|- | |- | ||
| 8 || Magnet Block || 2 piece<br>placements || 4 || | | 8 || Magnet Block || 2 piece<br>placements || 4 || The opponent's fall speed increases by 0.5G. Pieces will lock instantly while this item is active. | ||
|- | |- | ||
| 9 || Time Stop || 5 seconds || 6 || | | 9 || Time Stop || 5 seconds || 6 || Freezes the opponent's active piece and disables their controls. | ||
|- | |- | ||
| 10 || Hold Lock || 6 piece<br>placements || 8 || | | 10 || Hold Lock || 6 piece<br>placements || 8 || The opponent's hold function is disabled. | ||
|- | |- | ||
| 11 || Reverse (Left/Right) || 10 seconds || 4 || | | 11 || Reverse (Left/Right) || 10 seconds || 4 || Reverses the left and right movements of the opponent. | ||
|- | |- | ||
| 12 || Boost Fire || 10 seconds || 7 || | | 12 || Boost Fire || 10 seconds || 7 || Increases the piece fall speed of the player (solo) or the opponent (versus) to 20G. It halves [[lock delay]] if they are already at 20G. | ||
|- | |- | ||
| 13 || Fever || 10 seconds || 5 || | | 13 || Fever || 10 seconds || 5 || Turns the player's next pieces into I pieces and reflects the opponent's item attacks. | ||
|- | |- | ||
| 14 || Reverse (Up/Down) || 10 seconds || 6 || Opponent's up and down input keys are switched. | | 14 || Reverse (Up/Down) || 10 seconds || 6 || Opponent's up and down input keys are switched. | ||
|- | |- | ||
| 15 || Remote Control || 2 piece<br>placements || 5 || | | 15 || Remote Control || 2 piece<br>placements || 5 || The player takes control of the opponent's inputs, while maintaining control over their field. It also disables the opponent's inputs. | ||
|- | |- | ||
| | | 16 || Dark Block || 8 seconds || 3 || Stack becomes fully invisible for a medium period. | ||
|- | |- | ||
| | | 17 || Delete Field (Top)|| Instant || 6 || Deletes the upper half of the player's playfield. | ||
|- | |- | ||
| | | 18 || Delete Field (Bottom|| Instant || 6 || Deletes the lower half of the player's playfield. | ||
|- | |- | ||
| | | 19 || Delete Even || Instant || 5 || Deletes every 2nd row in the player's playfield. | ||
|- | |- | ||
| | | 20 || Transform || 3 piece<br>placements || 4 || The opponent's next 3 pieces will change every time the piece is rotated. | ||
|- | |- | ||
| | | 21 || Laser || Instant || 9 || Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right. | ||
|- | |- | ||
| | | 22 || Negative Field || Instant || 1 || Flip the playfield's occupied cells to empty, and empty cells to occupied. | ||
|- | |- | ||
| | | 23 || Shot Gun! || Instant || 5 || Randomly shoot a group of holes in the opponent's stack. | ||
|- | |- | ||
| | | 24 || Exchange Field || Instant || 1 || Swaps the player's and opponent's playfield. (No effect in solo mode) | ||
|- | |- | ||
| | | 25 || Hard Block || Instant || 7 || The opponent's next piece must be cleared twice to be removed from the playfield. | ||
|- | |- | ||
| | | 26 || Shuffle Field || Instant || 7 || Randomly shifts the rows of the opponent left and right. The empty columns stay connected only if the rows containing the columns are filled with 9 blocks each. | ||
|- | |- | ||
| | | 27 || Random || Instant || 8 || A random item effect is activated. | ||
|- | |- | ||
| | | 28 || Free Fall || Instant || 3 || Forces all cells to move down in the player's playfield removing any holes. | ||
|- | |- | ||
| | | 29 || Move Field (Left)|| Instant || 2 || Push every cell in the player's playfield to the left. | ||
|- | |- | ||
| | | 30 || Move Field (Right)|| Instant || 5 || Push every cell in the player's playfield to the right. | ||
|- | |- | ||
| | | 31 || 180° Field || Instant || 7 || Rotate the playfield upside down and move the newly rotated cells down. | ||
|- | |- | ||
| | | 32 || 16t || Instant || 4 || A 16t anvil appears, in which the player can move before removing three columns of blocks. | ||
|- | |- | ||
| | | 33 || Reflect || 10 seconds || 3 || (VERSUS) Item attacks sent by the opponent will be reflected to themselves. (Others) Disables the effects of the next attack item. | ||
|- | |- | ||
| | | 34 || Double || 10 seconds || 3 || Doubles the number of lines received.<br>(No effect in solo mode) | ||
|- | |- | ||
| | | 35 || All Clear || Instant || 1 || Clears the board. | ||
|- | |- | ||
| | | 36 || Miss (joke) || 20 piece<br>placements || 5 || (VERSUS) The player's level and item bar will not increase.<br>(Others) Level, score and line count are not affected. | ||
|- | |- | ||
| | | 37 || Copy Field || Instant || 3 || Duplicates the player's field to the opponent's. <br> (No effect in solo mode) | ||
|- | |- | ||
| | | 38 || Fake Next || 8 seconds || 2 || The piece previews and the held piece become fake, but the colors will be the same as the original piece. | ||
|- | |- | ||
| | | 39 || Grandmother Block || 20 piece<br>placements || 7 || All blocks will turn into "[ ]" blocks. | ||
|} | |} | ||
=== Mission === | |||
The player must complete all missions within the specified time limit. The player can select between the various courses from [[Tetris The Grand Master Ace|TGM ACE]] and [[Tetris Gold]], as well as several original courses. | |||
== | The missions contain gimmicks found in [[Tetris The Grand Master Ace|TGM ACE]], as well as some original gimmicks: | ||
* ''Hide NEXT'' - The piece previews are hidden. | |||
* ''Roll Roll'' - Pieces automatically rotate clockwise at a fixed interval. | |||
* ''Color'' - The Color Block effect is applied throughout the mission. | |||
* ''Rotate Lock'' - Pieces can't be rotated and are spawned in random orientations. | |||
* ''X-ray'' - The X-ray effect is applied throughout the mission. | |||
* ''T-spin'' - The player needs to clear specified amount of lines using T-spins. | |||
* ''T-spin Double'' - The player needs to clear specified amount of T-spin Doubles. | |||
* ''Endurance'' - The player needs to survive, usually at fast 20G, for a specified amount of time. Stalling a piece will stop the timer and display a warning: "PUT THE BLOCK!" | |||
* ''Garbage'' - Placing the next piece will insert the specified amount of garbage lines onto the field. | |||
* ''B to B Heboris'' - The player needs to clear 4 lines at once (Heboris) the specified amount of times. Non-Heboris line clears will reset the mission progress. | |||
* ''Block Order'' - The player needs to clear specified amount of lines using specified pieces. The mission may contain a requirement for the piece to come from HOLD. | |||
* ''Single/Double/Triple Order'' - The player needs to clear specified amount of Singles/Doubles/Triples using specified pieces. | |||
* ''Eraser Heboris'' - The player needs to clear highlighted lines the specified amount of times using Heborises. No other line clear will count. | |||
* ''Square'' - The player needs to construct a specified amount of 4x4 [[Square Tetris|squares]]. | |||
=== Original Modes === | |||
In each of these modes, the player must clear as many lines as they can before [[Top out|topping out]]. After reaching 15:00:00, the game will initiate a fast [[20G]] to automatically trigger a game over. | |||
* ''Beginner'' – Slow speed curve. | |||
* ''Master'' – Normal speed curve. | |||
* ''20G'' – Fast speed curve. | |||
* ''Devil'' – Fast speed curve with decreasing lock delay. | |||
==External links== | ==External links== | ||
*[http://hebo.game-host.org/index.html Download page] (Japanese) | *[http://hebo.game-host.org/index.html Download page] (Japanese) [defunct] | ||
*[https://archive.org/details/heboris ''Heboris Unofficial Expansion'' download on archive.org] | |||
[[Category: | [[Category:Fan games]] |
Latest revision as of 02:12, 2 August 2024
Heboris Unofficial Expansion | |
---|---|
Heboris Unofficial Expansion icon | |
Developer(s) | Various |
Platform(s) | Microsoft Windows |
Release | 2003 (First release) Version C7V4EX YGS2K+ (FINAL) (Customized for Heboris U.E) released August 2007 |
Gameplay info | |
Next pieces | 0 to 6 |
Playfield size | 10 × 20 |
Hold piece | Yes (IHS available) |
Hard drop | Yes |
Rotation system | SRS ARS DRS NRS Sega rotation |
Heboris: Unofficial Expansion, abbreviated as Heboris U.E., is a modification to Heboris, a game orignally created by Kenji Hosimoto with YaneuraoGameScript 2000. It adds new modes inspired by the games in Arika's TGM series and various rotation systems.
History
The development of Heboris by Hosimoto has been halted since 2002. However, due to the source code of Heboris, which was based on YGS2K, being highly accessible, the game became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from later games such as Tetris The Grand Master 3 Terror-Instinct, Tetris The Grand Master Ace, Tetris DS and DTET. The modified version is known in western communities as Heboris Unofficial Expansion. A second modified version, Heboris U.E. LITE, exists and focuses on lighter system requirements. A third modified version, Heboris U.E. MINI, also exists and features a plugin system to add or remove functionality from the game.
Gameplay
Heboris Unofficial Expansion uses gameplay mechanics from the TGM series as well as Guideline-based games. The player can choose between 9 defined rulesets, each replicating that of a particular TGM / Guideline game.
Name in U.E. | Heboris (TGM) | Ti-ARS | Ti-WORLD | ACE-SRS | ACE-ARS | ACE-ARS2 | DS-WORLD | SRS-X | DRS |
---|---|---|---|---|---|---|---|---|---|
Default Name in UE LITE | CLASSIC | CLASSIC+ | MODERN | MODERN+ | MIX-A | MIX-B | GUIDELINE | SPECIAL-S | SPECIAL-D |
Alternate Name in UE LITE | TGM | TI | WORLD | WORLD2 | ARS | ARS2 | WORLD3 | WORLD-X | DHEBO |
Based on | TGM / TAP | TGM3 Classic Rule | TGM3 World Rule | TGM ACE SRS | TGM ACE ARS | TGM ACE ARS2 | Guideline (Tetris DS) | Original | DTET |
ARE | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | Yes (Skippable) |
Fast Drop Speed | Fixed 1G | Fixed 1G | Fixed 1G | Fixed 0.5~1G | Fixed 0.5~1G | Fixed 0.5~1G | Fixed 0.5~1G | + 1.5G | + 1.5G |
Wallkicks & Initial Stances | TGM/TAP | TGM3 | SRS | SRS | TGM3 | TGM | SRS | SRS + 180 Rotation Original | DTET |
Lockdown | Step | Step | Move/Rotate | Move/Rotate | Move/Rotate | Move/Rotate | Move/Rotate | Move/Rotate | Step |
Move reset limit | N/A | N/A | 8 Rotations / 10 Movements | 128 Movements / Rotations | 128 Movements / Rotations | 128 Movements / Rotations | Infinity | 12 Rotations / 24 Movements | N/A |
Soft Drop Type | Lock | Lock | Non-lock | Non-lock | Non-lock | Lock | Non-lock | Lock | Lock (when faster than 2G) |
Hard Drop Type | Sonic | Sonic | Locking | Locking | Locking | Sonic | Locking | Sonic | Locking |
Piece Colors | Sega/Arika | Sega/Arika | Guideline | Guideline | Guideline | Guideline | Guideline | Guideline | Sega/Arika |
ABC Button Layout | A:CCW B:CW C:CCW |
A:CCW B:CW C:CCW |
A:CW B:CCW C:CW |
A:CW B:CCW C:CW |
A:CCW B:CW C:CCW |
A:CCW B:CW C:CCW |
A:CW B:CCW C:CW |
A:CW B:CCW C:180° |
A:CCW B:CW C:180° |
Modes
As of C7V4EX YGS2K+ (FINAL), Heboris Unofficial Expansion contains the following modes:
Beginner
- TAMAYA – The player must clear lines to shoot as many fireworks as possible within 200 levels, using the Hanabi scoring system in TGM3's Easy mode.
- SCORE – Based on Normal mode in TGM2, the player must clear lines to score as many points as possible within 300 levels.
Master
Using the mechanics from the TGM series, the player must obtain the highest grade possible within 999 levels. Four grade rulesets are available:
- G1 (Easy) – uses the score-based Grade Recognition System from Tetris The Grand Master, but the score requirements have been adjusted to accommodate back-to-back bonuses.
- G2 (Normal) – uses the Grade Recognition System from TGM2, except each internal grade increase will change the displayed grade, and the grade count has been expanded to that from TGM3.
- G3 (Normal) – same as G2, but only uses the original grades from TGM2.
- G4 (Hard) – uses the expanded Grade Recognition System from TGM3, but with minor differences. Promotional Exams can also be triggered by pressing Hold twice then keeping the button pressed while pressing Start. The grade given at a Promotional Exam is selected at random.
In addition, the player can also turn on ITEM, BIG, and HEBO+ modes by holding the corresponding buttons while pressing Start.
20G
Same as Master mode, but with 20G gravity throughout the round.
Devil
A much harder variant of Master mode. Two rulesets are available:
- DOOM – replicates Shirase mode from TGM3.
- MINUS – replicates T.A. Death mode from TGM2.
In addition, DEATH+ can also be turned on, which limits the player to 1 piece preview and no Hold, as well as ITEM and BIG modes.
Tomoyo
Based on TGM3's Sakura mode, the player must clear all gem blocks in the playfield within a time limit. Tomoyo mode is named as such after Tomoyo Daidouji, who is Sakura Kinomoto's friend in the Cardcaptor Sakura franchise.
The player can choose between 4 stage sets: TI, E-HEART, ACE-TARGET, and F-POINT, as well as creating custom maps in EDIT.
Ace
Based on TGM ACE's main mode, the player must clear 15 or 20 levels, each with a 10-line goal. Each level section must be completed within a time limit. Two variants, Ace-Another and Ace-Hell, are also available.
Normal
Easiest of the three. Time limit is 90s for each section with a 150-line goal.
Level | ARE (frames) |
Line ARE (frames) |
Lock (frames) |
DAS (frames) |
---|---|---|---|---|
1-15 | 26 | 40 | 28 | 15 |
Level | Internal Gravity (1/60 G) |
Level | Internal Gravity (1/60 G) |
Level | Internal Gravity (1/60 G) |
---|---|---|---|---|---|
1 | 1 | 6 | 30 | 11 | 240 (4G) |
2 | 3 | 7 | 60 (1G) | 12 | 300 (5G) |
3 | 12 | 8 | 120 (2G) | 13 | 1200 (20G) |
4 | 18 | 9 | 150 | ||
5 | 24 | 10 | 180 (3G) |
Another
Gravity is 20G for the entire game with gradually reducing lock delay and time limit. Goal is 150 lines.
Level | ARE (frames) |
Line ARE (frames) |
Lock (frames) |
DAS (frames) |
Time limit (seconds) |
---|---|---|---|---|---|
1 | 18 | 14 | 28 | 10 | 60 |
2 | 14 | 8 | 24 | 10 | 60 |
3 | 14 | 8 | 22 | 9 | 60 |
4 | 14 | 5 | 20 | 9 | 60 |
5 | 12 | 5 | 18 | 9 | 60 |
6 | 12 | 5 | 14 | 8 | 60 |
7 | 10 | 5 | 14 | 8 | 60 |
8 | 8 | 5 | 13 | 7 | 55 |
9 | 7 | 5 | 13 | 7 | 50 |
10 | 6 | 5 | 13 | 7 | 45 |
11 | 5 | 5 | 12 | 7 | 40 |
12 | 5 | 5 | 12 | 7 | 35 |
13 | 4 | 4 | 12 | 7 | 30 |
14 | 3 | 4 | 12 | 7 | 25 |
15 | 2 | 3 | 11 | 7 | Remainder of Level 14 |
HELL
Hardest mode with the lowest lock delay of Another and with only the outline of the stack visible. Goal is 200 Lines.
Level | ARE (frames) |
Line ARE (frames) |
Lock (frames) |
DAS (frames) |
---|---|---|---|---|
1-20 | 2 | 3 | 11 | 7 |
Level | Time limit seconds |
Level | Time limit seconds |
---|---|---|---|
1-5 | 30 | 16 | 20 |
6-10 | 25 | 17 | 17 |
11-13 | 20 | 18 | 15 |
14 | 17 | 19 | 14 |
15 | 15 | 20 | 14 |
In addition, from level 5-15, a line will be periodically covered, and can be cleared by clearing lines. From level 16-20, pieces that spawn is made of monochrome [] blocks, colored depending on the rotation system.
Old Style
Accessible by highlighting Ace in the mode selection screen and moving right after Ace-Hell, the player can access one of two special modes which use mechanics from older Tetris games. The mode presented is based on the rotation system of the player's selected ruleset:
- ARS-based – Tetris (Sega)
- SRS-based – Tetris (Game Boy)
Simple
This contains several Guideline-based modes:
- 40LINES – Clear 40 lines as fast as possible.
- ULTRA – Clear as many lines as possible within 2 minutes.
- MARATHON – Variable-goal mode. Clear 15 levels to complete the stage.
- SQUARE – Based on Tetris Worlds' Square mode. Same completion requirements as MARATHON.
- ROTATION RELAY – Play 40LINES or ULTRA while cycling through all of the available rotation systems. Topping out will add a penalty to the player's total time.
Vs.
2-player versus mode, with options for items, garbage types, styles (NORMAL, ATTACK, DEFENSE; ITEM), etc.
Garbage types include the following:
- Move Erased – Sent garbage mimics the shape the user used to clear the lines.
- Copy Bottom – Sent garbage mimics the opponent's bottom-most row.
- Hebo+ – Sent garbage used the fixed pattern in the TGM+ mode of TGM2.
- DS Random – Standard Guideline garbage system.
Items appear as a tetromino in which a player can place onto the field. In order for an item to appear in the preview, a player has to place 20 tetrominoes onto the field (roughly enough for eight lines). Therefore, the speed of the player determines how fast the player will acquire an item. To activate an item's effect, a player has to clear one or more rows in which the item tetromino occupies. Holding an item tetromino will turn it into a regular tetromino; unlike standard multiplayer with items in Tetris DS, the tetromino that then comes out of the hold box does not turn into an item tetromino.
Item No. | Item Name | Effect Duration | Frequency 1=low 10=high |
Item Effect |
---|---|---|---|---|
1 | Mirror Block | 3 piece placements |
5 | The opponent's stack is mirrored 3 times for each new piece, leaving it mirrored after the 3rd piece. |
2 | Roll Roll | 4 piece placements |
8 | The opponent's next 3 pieces are auto rotating clockwise by a fixed interval. |
3 | Death Block | Instant | 5 | Makes the opponent's next block big. (No effect in BIG mode) |
4 | X-Ray | 4 piece placements |
9 | A partially invisible effect is applied to the opponent's stack for a short period. |
5 | Color Block | 3 piece placements |
6 | A partially invisible effect is applied to the opponent's stack for a very short period. |
6 | Rotate Lock | 10 seconds | 3 | Removes the ability to rotate pieces from the opponent and randomizes the orientations of the next pieces. |
7 | Hide Next | 15 seconds | 5 | Temporarily hides the opponent's previews. |
8 | Magnet Block | 2 piece placements |
4 | The opponent's fall speed increases by 0.5G. Pieces will lock instantly while this item is active. |
9 | Time Stop | 5 seconds | 6 | Freezes the opponent's active piece and disables their controls. |
10 | Hold Lock | 6 piece placements |
8 | The opponent's hold function is disabled. |
11 | Reverse (Left/Right) | 10 seconds | 4 | Reverses the left and right movements of the opponent. |
12 | Boost Fire | 10 seconds | 7 | Increases the piece fall speed of the player (solo) or the opponent (versus) to 20G. It halves lock delay if they are already at 20G. |
13 | Fever | 10 seconds | 5 | Turns the player's next pieces into I pieces and reflects the opponent's item attacks. |
14 | Reverse (Up/Down) | 10 seconds | 6 | Opponent's up and down input keys are switched. |
15 | Remote Control | 2 piece placements |
5 | The player takes control of the opponent's inputs, while maintaining control over their field. It also disables the opponent's inputs. |
16 | Dark Block | 8 seconds | 3 | Stack becomes fully invisible for a medium period. |
17 | Delete Field (Top) | Instant | 6 | Deletes the upper half of the player's playfield. |
18 | Delete Field (Bottom | Instant | 6 | Deletes the lower half of the player's playfield. |
19 | Delete Even | Instant | 5 | Deletes every 2nd row in the player's playfield. |
20 | Transform | 3 piece placements |
4 | The opponent's next 3 pieces will change every time the piece is rotated. |
21 | Laser | Instant | 9 | Remove a column of holes in the opponent's stack. The attacker many move the laser by pressing left and right. |
22 | Negative Field | Instant | 1 | Flip the playfield's occupied cells to empty, and empty cells to occupied. |
23 | Shot Gun! | Instant | 5 | Randomly shoot a group of holes in the opponent's stack. |
24 | Exchange Field | Instant | 1 | Swaps the player's and opponent's playfield. (No effect in solo mode) |
25 | Hard Block | Instant | 7 | The opponent's next piece must be cleared twice to be removed from the playfield. |
26 | Shuffle Field | Instant | 7 | Randomly shifts the rows of the opponent left and right. The empty columns stay connected only if the rows containing the columns are filled with 9 blocks each. |
27 | Random | Instant | 8 | A random item effect is activated. |
28 | Free Fall | Instant | 3 | Forces all cells to move down in the player's playfield removing any holes. |
29 | Move Field (Left) | Instant | 2 | Push every cell in the player's playfield to the left. |
30 | Move Field (Right) | Instant | 5 | Push every cell in the player's playfield to the right. |
31 | 180° Field | Instant | 7 | Rotate the playfield upside down and move the newly rotated cells down. |
32 | 16t | Instant | 4 | A 16t anvil appears, in which the player can move before removing three columns of blocks. |
33 | Reflect | 10 seconds | 3 | (VERSUS) Item attacks sent by the opponent will be reflected to themselves. (Others) Disables the effects of the next attack item. |
34 | Double | 10 seconds | 3 | Doubles the number of lines received. (No effect in solo mode) |
35 | All Clear | Instant | 1 | Clears the board. |
36 | Miss (joke) | 20 piece placements |
5 | (VERSUS) The player's level and item bar will not increase. (Others) Level, score and line count are not affected. |
37 | Copy Field | Instant | 3 | Duplicates the player's field to the opponent's. (No effect in solo mode) |
38 | Fake Next | 8 seconds | 2 | The piece previews and the held piece become fake, but the colors will be the same as the original piece. |
39 | Grandmother Block | 20 piece placements |
7 | All blocks will turn into "[ ]" blocks. |
Mission
The player must complete all missions within the specified time limit. The player can select between the various courses from TGM ACE and Tetris Gold, as well as several original courses.
The missions contain gimmicks found in TGM ACE, as well as some original gimmicks:
- Hide NEXT - The piece previews are hidden.
- Roll Roll - Pieces automatically rotate clockwise at a fixed interval.
- Color - The Color Block effect is applied throughout the mission.
- Rotate Lock - Pieces can't be rotated and are spawned in random orientations.
- X-ray - The X-ray effect is applied throughout the mission.
- T-spin - The player needs to clear specified amount of lines using T-spins.
- T-spin Double - The player needs to clear specified amount of T-spin Doubles.
- Endurance - The player needs to survive, usually at fast 20G, for a specified amount of time. Stalling a piece will stop the timer and display a warning: "PUT THE BLOCK!"
- Garbage - Placing the next piece will insert the specified amount of garbage lines onto the field.
- B to B Heboris - The player needs to clear 4 lines at once (Heboris) the specified amount of times. Non-Heboris line clears will reset the mission progress.
- Block Order - The player needs to clear specified amount of lines using specified pieces. The mission may contain a requirement for the piece to come from HOLD.
- Single/Double/Triple Order - The player needs to clear specified amount of Singles/Doubles/Triples using specified pieces.
- Eraser Heboris - The player needs to clear highlighted lines the specified amount of times using Heborises. No other line clear will count.
- Square - The player needs to construct a specified amount of 4x4 squares.
Original Modes
In each of these modes, the player must clear as many lines as they can before topping out. After reaching 15:00:00, the game will initiate a fast 20G to automatically trigger a game over.
- Beginner – Slow speed curve.
- Master – Normal speed curve.
- 20G – Fast speed curve.
- Devil – Fast speed curve with decreasing lock delay.
External links
- Download page (Japanese) [defunct]
- Heboris Unofficial Expansion download on archive.org