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@@ -1,23 +1,23 @@
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Gameplay:
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The system provides the player with 7 types of tetrominoes (4-mino blocks), which the player must control
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(by moving left and right, and rotating 90°, 180°, or 270°) until they fall to the bottom of the screen and are locked.
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A line is cleared when it is filled. If an opponent is present, an attack will be sent based on the type of line clear.
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The system provides the player with 7 types of tetrominoes (4-mino blocks), which the player must control
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(by moving left and right, and rotating 90°, 180°, or 270°) until they fall to the bottom of the screen and are locked.
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A line is cleared when it is filled. If an opponent is present, an attack will be sent based on the type of line clear.
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You can win by surviving to the end or by completing the level's objective.
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Rotation System:
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TRS (Techmino Rotation System) is used by default in Techmino,
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TRS (Techmino Rotation System) is used by default in Techmino,
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but it can be changed to other commonly used ones (though generally unnecessary).
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Spin Detection:
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Spins in Techmino are calculated by a point system.
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Spins in Techmino are calculated by a point system.
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2 points are added if the spin satisfies the 3-corner rule (see entry in the dictionary),
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and another 2 points are added if the block is immobile after the spin.
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2 points are added if the spin satisfies the 3-corner rule (see entry in the dictionary),
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and another 2 points are added if the block is immobile after the spin.
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*A rotation is counted as a spin as long as one of the above conditions is true.*
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1 point is added if the rotation does not use the second test in the kick table.
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A spin is considered "mini" if it has only 2 points, the block being rotated is S, Z, J, L, or T,
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A spin is considered "mini" if it has only 2 points, the block being rotated is S, Z, J, L, or T,
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and the line clear does not clear the entire block (i.e. with residue).
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Attack System:
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@@ -29,16 +29,16 @@ Attack System:
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Special Clears with spins:
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This sends an attack with twice the number of line(s) cleared.
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- Extra 1, 1, 2, 4, and 8 attacks are added for single, double, triple, Techrash, and Techrash+ (4+ lines), respectively,
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- Extra 1, 1, 2, 4, and 8 attacks are added for single, double, triple, Techrash, and Techrash+ (4+ lines), respectively,
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when the player is in B2B status.
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- Extra attacks with half the number of line clears and an extra line of blocking are added when the player is in B3B status
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- Extra attacks with half the number of line clears and an extra line of blocking are added when the player is in B3B status
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in addition to B2B.
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- A mini spin reduces the attack to ¼ of the original value.
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- A mini spin reduces the attack to ¼ of the original value.
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Special Clears (Techrash or Techrash+ but no spins):
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This sends an attack with the same number of line clears.
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- A extra line of attack is added if a player is in B2B status.
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- Extra attacks with half the number of line clears and an extra line of blocking are added when the player is in B3B status
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- Extra attacks with half the number of line clears and an extra line of blocking are added when the player is in B3B status
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in addition to B2B.
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Non-special clears:
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@@ -54,7 +54,7 @@ Attack System:
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This sends Four extra lines of attack and gives you two extra lines of blocking.
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Perfect Clear (or All Clear):
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This sends anywhere from 8 to 16 attacks. The first PC gives you 8 lines of attack, and each additional PC in a game gives you
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This sends anywhere from 8 to 16 attacks. The first PC gives you 8 lines of attack, and each additional PC in a game gives you
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2 extra lines of attack (up to 16). It also gives you two extra lines of blocking.
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Note that PC attacks are calculated separately. The final attacks will be the greater of the PC attack and other attacks combined.
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@@ -69,7 +69,7 @@ Back to Back (B2B) meter:
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Line Clears:
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Special Clears:
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- Spins that clear a single, double, triple, Techrash, and Techrash+ are worth 50, 100, 180, 800, and 1000 points respectively.
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- Spins that clear a single, double, triple, Techrash, and Techrash+ are worth 50, 100, 180, 800, and 1000 points respectively.
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The points are halved if it is a mini spin.
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- A Techrash is worth 150 points, and any additional line cleared at the same time is worth another 50 points.
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- A PC is worth 800 points if you have already cleared more than 4 lines in this game.
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@@ -77,7 +77,7 @@ Back to Back (B2B) meter:
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- A non-Special line clear deducts 250 points from the B2B meter.
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Non-Line Clears
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- A spin with no line clear is worth 20 points. An empty spin adds no points once the meter reaches 800 points
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- A spin with no line clear is worth 20 points. An empty spin adds no points once the meter reaches 800 points
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and subtracts 40 points if you are in B3B status (until the meter reaches 800).
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Scoring system:
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@@ -85,31 +85,31 @@ Scoring system:
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Generally speaking, the better you play, the higher the score. Scoring is also independent of the individual modes.
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Attack delay:
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An attack will not take effect immediately to give the player some reaction time before defending.
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An attack will not take effect immediately to give the player some reaction time before defending.
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Different attacks have their own delay before they can enter the field, but they generally follow this order:
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Doubles and Triples have the least delay, followed by Techrashes, spins, and combo attacks. B2B and B3B also increase delay slightly,
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Doubles and Triples have the least delay, followed by Techrashes, spins, and combo attacks. B2B and B3B also increase delay slightly,
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and Minis increase delay significantly.
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Counter Attacks:
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When a player tries to send attacks, the extra blocking from special clears is used to clear the garbage lines
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When a player tries to send attacks, the extra blocking from special clears is used to clear the garbage lines
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before the actual attacks are used (at a 1:1 ratio). The earliest attacks will be canceled out first.
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Any extra blockings not used are discarded. The remaining attacks are sent to the opponent.
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Battle Royale modes:
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In Battle Royale modes, the player fights against many bots at once.
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As the bots are eliminated, the gravity increases, the attack delays decrease, and the garbage lines rise faster.
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In Battle Royale modes, the player fights against many bots at once.
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As the bots are eliminated, the gravity increases, the attack delays decrease, and the garbage lines rise faster.
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Defeating a bot gives you a badge and all the badges that the bot has, which increases your attack.
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A player can choose from the following four attack modes.
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1. Random: Move the target of the attack to another random bot (with a 10% probability) after each attack.
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2. Badges: Move the target of the attack to the bot with the most badges after each attack or when the target is defeated.
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3. K.O.s: Moves the target of the attack to the bot with the highest stack in the field. Refreshes every second.
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4. Attackers: Moves the target of the attack to all bots targeting you. If there is no bot targeting you, a random bot will be targeted.
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4. Attackers: Moves the target of the attack to all bots targeting you. If there is no bot targeting you, a random bot will be targeted.
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The last player remaining in the game is the winner when all opponents have been eliminated.
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Custom Games:
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You can freely adjust most parameters (not including special effects of other game modes).
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You can freely adjust most parameters (not including special effects of other game modes).
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You can also draw a stack in the field to be cleared (Clear mode), or create a template to use as a target for building (Puzzle Mode).
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In Puzzle mode, you can use the function keys to toggle the display of the template. In order to win,
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