From Hard Drop Tetris Wiki
Magical Tetris Challenge | |
---|---|
Developer(s) | Capcom |
Publisher(s) | Capcom |
Release Date(s) | Feb 17, 2000 (Game Boy) 1999 (N64) Nov 26, 1999 (Playstation) Japan: Nov 20, 1998 (Nintendo 64) |
Platform(s) | Arcade, Gameboy Color, Nintendo 64, Playstation |
Gameplay Info | |
Next pieces | Two |
Playfield dimensions | 10x18 visible |
Hold piece | No |
Hard drop | locking |
Rotation system | Original |
Has 180 rotation | {{{180}}} |
Adjustable tuning | {{{tuning}}} |
Garbage attack type | {{{garbage}}} |
Garbage blocking type | {{{blocking}}} |
Website | {{{website}}} |
Magical Tetris Challenge is a Tetris game released in Japan for arcades, and elseware for a variety of consoles. It does not contain any true single-player game modes, restricted entirely to two players, either against the computer or another player.
This game uses it's own rotation system, which 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.
Magical Tetris
Magical Tetris has a similar formula to Versus modes from other Tetris games, with players drawing from the same "Next" preview ala Tetris Battle Gaiden (though here, it's placed into the player's own "Next" window, as opposed to being the next immediate piece the player uses). However, instead of giving garbage lines to the opponent upon clearing lines, the players send pentominos that temporally replace the tetrominos drawn from the "Next" window on the opponent's side. Up to 14 pentominos can be sent to the opponent. Any further pieces sent will overlap the pieces at the end of the queue and become one of three "giant" shapes: a 5x5 square, a 3x5 upright triangle, and a 5x5 right triangle. These shapes are marked with a red "!".
By clearing lines with these pieces, the opponent can "counter" the pentominos and send them back to the attacker before they are put into the player's personal "Next" window, turning them into metallic square pieces in the process (identified as white "?"'s) that start at a size of 2x2, but if the attacker is able to re-counter the countered pieces, it will increase in size becoming a 3x3 piece, and can be re-countered again to further increase it's size, up to 5x5.