Magical Tetris Challenge
Magical Tetris Challenge | |
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Developer(s) | Capcom |
Publisher(s) | Capcom |
Platform(s) | Arcade, Gameboy Color, Nintendo 64, Playstation |
Release | Feb 17, 2000 (Game Boy) 1999 (N64) Nov 26, 1999 (Playstation) Japan: Nov 20, 1998 (Nintendo 64) |
Gameplay info | |
Next pieces | Two |
Playfield size | 10x18 visible |
Hold piece | No |
Hard drop | locking |
Rotation system | Original |
Magical Tetris Challenge is a game released for the Nintendo 64, PlayStation, Game Boy Color, and arcades featuring various Disney characters.
Modes
Magical Tetris
Magical Tetris is the game's signature mode. In this mode, players have a shared next queue from which each player's next queue draws. Making line clears will send various types of "magical pieces" to the opponent. The magical pieces include pentominoes as well as larger pieces.
Clearing a line while the player has magical pieces in their queue will counter some of their magical pieces, causing to turn into square blocks that are sent back to their opponent. These can be re-countered and grow in size up to a maximum of 5×5.
Magical Tetris can be played in story, versus, or endless mode.
Updown Tetris
Updown Tetris is a two-player game mode which functions as a standard Tetris battle mode with garbage.
Updown Tetris can be played in story or versus mode.
Classic Tetris
Classic Tetris is the game's one-player marathon mode. The player can choose from three difficulties.
Modes (Game Boy Color)
Owing to the Game Boy Color's smaller screen there is only space to fit the player's playfield. Magical Tetris and Updown Tetris appear in this game but the opponent's stack is indicated by a bar at the left showing their stack's height.
Quest Mode
In this mode the player has the goal of collecting coins scattered around the map. Each coin is held by an NPC and must be won by winning a match of Tetris, with the mode depending on the character. The player will have a specific set of numbered coins to collect.
By clearing Quest Mode further modes of Tetris can be unlocked.
Signal Tetris
In Signal Tetris the player has a sample row and a signal row below their playfield, and must change the colours of the signal row to match the sample row. Colours are changed on line clears based on the columns corresponding to the blocks that filled the cleared rows. If the colour is changed to match the sample row then extra rows will be cleared from the bottom of the stack corresponding to the number of matches.
Towering Tetris
In Towering Tetris the player has to downstack through garbage rows that appear at timed intervals. Downstacking will cause the meter on the left to update, and the player wins when they clear the row containing the key block at the bottom. In addition, the player can get a special domino block that can drop single blocks while it is on the screen (similar to Flicky from Bloxeed).
Target Tetris
Clear all the marked blocks from the screen. A classic puzzle mode in the vein of Flash Point.
Gameplay
This game uses its own rotation system, wich seems to be a bastard mix of Atari rotation and SRS, with different initial piece orientations. all pieces other than T and square start vertical (!). Ls and Js start upside down.
It uses a total lock time system, where you are given a certain number of frames of lock delay for each tetromino.
All pieces rotate as in SRS, EXCEPT for the I, which is left handed sega rotation system.
There are some wallkicks as well, but they don't seem to match SRS.
Apparently the ghost piece system was licensed from Arika.