Heboris Unofficial Expansion

Development of Heboris by Hosimoto has pretty much been in stasis since 2002. However, as Heboris is written in a scripting language called YaneuraoGameScript 2000 ("YGS2K,") and due to the nature of YGS2K in that it is a script language and the source code cannot be made truly inaccessible, it 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, Tetris The Grand Master Ace, Tetris DS and DTET. The modified version is known in western communities as Heboris Unofficial Expansion, or Heboris U.E. as short. 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.

Beginner

 * Goal(TAMAYA):Shoot many Fireworks as many lines as possible in succession.
 * Goal(SCORE):Score as many points as possible.
 * Completion Level: TAMAYA:200 SCORE:300
 * Grade/Time Requirements: None
 * Ending: 20g(Not become game over if top you out in SCORE trial.)
 * Additional mode: BIG mode

SCORE trial is like NORMAL mode in Tetris The Absolute The Grand Master 2 PLUS.

Master

 * Goal: Get higher grades as possible.
 * Completion Level: 999
 * Selectable Grade Setting:#G1(Easy), #G2(Normal), #G3(Normal), #G4(Hard)
 * Grading(#G1): 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, GM
 * Grading(#G3): 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m, Gm
 * Grading(#G2 & #G4): 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m1, m2, m3, m4, m5, m6, m7, m8, m9, M, MK, MV, MO, MM, Gm
 * Grade/Time Requirements: ???
 * Ending: Invisible 20g (M-rank)
 * Additional mode: Item mode, BIG mode, Examination mode, HEBO+(TGM+)

20g

 * Goal: Get higher grades as possible.
 * Completion Level: 999
 * Selectable Grade Setting: (Same as Master)
 * Grading: (Same as Master)
 * Grade/Time Requirements: (Same as Master)
 * Ending: (Same as Master)
 * Additional mode: Item mode, BIG mode, Examination mode, HEBO+(TGM+)

20g mode goals and requirements are identical to those of Master mode. Players, however, are forced to play in a 20g environment from the beginning.

Devil

 * Goal: Reach Level ???? as quickly as possible.
 * Completion Level: DEVIL-DOOM:1300 DEVIL-MINUS:1000
 * Grading(DOOM): 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11, S12, S13, ???
 * Grading(MINUS or DEATH+): 1, m, Gm, ???
 * Grade/Time Requirements: ???
 * Ending: DOOM:BIG mode 20g MINUS:DOOM Level 800(Not become game over if top you out in DEVIL-MINUS.)
 * Additional mode: BIG mode, DEATH+(only 1 preview and no hold), ITEM mode(C7V3.56~)

Originally based off of T.A. Death mode in Tetris The Absolute The Grand Master 2 PLUS, the default gameplay mechanics and timings were recently modified to simulate Shirase mode in Tetris The Grand Master 3(DEVIL-DOOM). Settings can be modified in-game to achieve T.A. Death settings(DEVIL-MINUS).

Tomoyo

 * Goal: Clear all orb blocks within the time limit.
 * Completion Stage: ???
 * Completion Requirements: ???
 * Selectable Stages: TI, E-HEART, ACE-TARGET, EDIT, F-POINT

Tomoyo is based off of Sakura mode in Tetris The Grand Master 3.

TI stages are from Tetris The Grand Master 3 E-Heart stages are from Tetris with Cardcaptor Sakura Eternal Heart(Normal) (Tomoyo is a friend of the title character from the anime) ACE-TARGET stages are from Tetris The Grand Master Ace (And place of orb blocks are randomized.) F-Point stages are from Flash Point(C7U5.2~)

Ace

 * Goal: Clear required lines as fast as possible.
 * Completion Stage: 150 Lines (Hell: 200 Lines) (Old style: Endless)
 * Completion Requirements: ???
 * Additional mode: BIG mode, Old Style mode

Ace is based off of the main mode in Tetris The Grand Master Ace. It has several variants, including Ace-Another which simulates Another mode, and Ace-Hell which simulates Another 2 mode. As the lock delay parameters in Ace were designed under the pretense of the Infinity rule included in the ruleset, attempting to play Another or Hell using rulesets which do not include Infinity (such as Heboris or Ti-ARS) become extremely difficult. Because speeds are faster than TGM-ACE's in fact.

Old style is different from other Ace modes. If player's rotation rule is... ARS based rules -> Tetris (Sega) style SRS based rules -> Tetris (Game Boy) style

Simple
STANDARD is renamed to SIMPLE since C7V2.1


 * Goal(40LINES): Clear 40 lines as fast as possible.
 * Goal(ULTRA): Clear lines as many as possible in 2 minutes.
 * Goal(SQUARE & MARATHON): Reach Level 15
 * Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS
 * Completion Requirements: ???
 * Additional mode: BIG mode

This mode simulates the "generic" 40 Line time attack and and 2 minute score attack modes that are seen in many recent games such as Tetris Deluxe, Tetris Black, iPod Tetris and Tetris Zone. One difference is that the player can define the parameters at which the tetrominoes fall. Players can, for example, configure the game to play a time attack with zero gravity, or at forced Shirase speeds. All record times get kept in the same ranking scoreboard, regardless of the parameter settings.

Rot.Relay(C7V2.3~)
Added in Simple(40LINES or ULTRA) mode
 * Goal(40LINES): Clear 40 lines as fast as possible with all rotation rules.
 * Goal(ULTRA): Clear lines as many as possible in 2 minutes with all rotation rules.
 * Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS (First time only)
 * Additional mode: BIG mode

Play with all selectable rotation rules. (Not become game over if top you out, but penalty is added.)

Vs.

 * Players: 2 (Human vs. CPU, Human vs. Human, CPU vs CPU)
 * Match Types: Normal, No item, Cement, Item only(No Garbage)
 * Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS
 * Selectable Style: NORMAL, ATTACK, DEFENCE, ITEM
 * Garbage Type: Configurable
 * Item Use: Configurable (None, ALL, FEW, DS, TGM, or selected one)
 * Additional Settings: BIG mode, Win Level(or Win Lines)

Style(C7V2.4~)
When "READY" is shown in the screen, each players can choose their style until "GO!" appears in the screen.


 * NORMAL: Same as older version.
 * ATTACK: Player can send more garbages to the opponent. But in order for an item to appear in the preview, a player has to place two times more tetriminos.
 * DEFENCE: When player erased two or more lines, some lines from bottom will be also erased.
 * ITEM: In order for an item to appear in the preview, a player has to place only two times less tetriminos.

Garbage Type

 * 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 mimics the garbage system in TGM+ mode in Tetris The Absolute The Grand Master 2 PLUS Garbage takes on the shapes of various tetrominoes.
 * DS Random: Sent garbage mimics Tetris DS garbage.

Items
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 he or she 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.

Mission
From Tetris The Grand Master Ace: Big road, Tricky road, Grand road, Star road, Another road, Trial S1~S10, HM From Tetris Gold: Amateur, Pro, Bronze, Silver, Gold Original: DS road, Devil road, Trial GOD, Platinum
 * Goal: Complete all missions within the time limit.
 * Completion Stage: Varied
 * Completion Requirements: ???

Rule Variations
The table below documents the differences in behavior with the various rules in Heboris U.E.


 * Entering an input during ARE in DRS will cause the ARE to end at that point.
 * The functions of buttons A,B,C can be set to not flip in SRS-based rules by setting the WORLDREVERSE option to off in the Setting menu.