101 lines
5.5 KiB
Plaintext
101 lines
5.5 KiB
Plaintext
Gameplay:
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The system will provide you with tetrominoes (4-block pieces),
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with a total of 7 types, and the player needs to control them
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(move left and right, rotate 90, 180, or 270 degrees).
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each row filled with the field will be cleared.
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If there is an opponent, an attack will be sent depending on the line clear type
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Play until the end or achieve the level's goal to win.
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Rotation system:
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Uses TRS (Techmino Rotation System) by default. The game allows players to choose other commonly used rotation systems (generally unnecessary)
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Spin detection:
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Satisfies "3 corner" rule +2 points
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Satisfies "immobile" rule +2 points
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- As long as one of the above is true, it is a Spin
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If the rotation was not using the second check in the kick table, +1 point
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- The Spin is a Mini if it only has 2 points; the piece is one of S, Z, J, L, T; AND the line clear did not clear the entire piece.
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Attack system:
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Special clear:
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A special clear refers to a situation where you perform a spin, Techrash (or clear more than four lines at a time), PC, or HPC. Special clears can elevate the B2B gauge.
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Super clear:
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A super clear refers to a situation where you perform a special clear when the B2B gauge is not empty.
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Special clears (spins):
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sends (lines cleared ×2) attack,
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- B2B sends extra 1/1/2/4/8 for Spin Single/Double/Triple/Techrash/Techrash+
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- B2B2B sends (lines cleared ×0.5), and +1 extra blocking
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- Minis reduces the attack to 25% (×0.25 multiplier)
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Special clears (Techrash/techrash+ without spins):
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- B2B sends 1 additional line
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- B2B2B will have an attack boost of 50% and +1 extra blocking
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Non-special clears:
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send (attack-0.5) attack.
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Combos (REN):
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The numbers of the combos are equal to (the numbers you clear lines consecutively –1). All damage above (except attack from PC/HPC) will be given a (combo ×25%) bonus, or (combo ×15%) for Single clear (capped at 12 combo), +1 more attack for 3 Combo or more.
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Hemi Perfect Clear (a P.C. "with blocks left below". If it's an I clearing 1 line, the remaining blocks must not be player-placed):
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- Attack +4, Extra Blocking +2
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Perfect Clear (All Clear):
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- Sends 8 to 16 (increments within a game by 2 for every PC) OR every other damage above, whichever is higher, and +2 extra blocking.
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After calculating all the above, the damage value will be rounded down and sent.
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Back to Back (B2B) gauge:
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The B2B gauge ranges from 0 to 1,000. Special line clears are B2B if the gauge is >=50, B2B2B if >800.
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Line cleared:
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Special clears:
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- Spin Single/Double/Triple/Techrash/Techrash+ + 50/100/180/800/1000 (×50% if Mini)
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- Techrash/Techrash+ + 150/200/...
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- PC when lines cleared in this round >4, +800
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- HPC, +100
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- A regular line clear -250
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No lines cleared:
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- Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 800 using this method.
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Score system:
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The better you play, the higher the score.
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Attack delay:
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Attacks from Doubles/Triples take effect the fastest;
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Followed by Techrash, Spins, which send slower attacks;
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High combos are the slowest;
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For B2B or B2B2B, they also increase the attack delay while they increase lines sent;
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Minis will greatly increase the delay.
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Countering:
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When you send attacks, if there is garbage in the queue,
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extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
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Any extra blocking you didn't use will be discarded, and finally, the remaining attack power will be sent to your opponent.
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Battle Royale modes:
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Many players play a game at the same time (against AI bots, not real players).
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As players get eliminated, blocks fall faster, and garbage takes effect faster, as well as rises faster.
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Eliminate other players to gain a badge and the player's badge to increase your attack power.
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Players can choose between four attack modes:
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1. Random: Every time you attack, 10% chance to lock onto a random player.
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2. Badges: After you attack or when your target dies, lock onto the player with the most badges.
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3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (Refreshes every second)
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4. Attackers: attack all players locking onto yourself.
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Your attack will be sent to all of them. If you are not targeted, you attack a random player (not locking).
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When all opponents have been eliminated, the last player in the match is the winner.
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Custom mode:
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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 field to clear or make a template to build.
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In build (puzzle) mode, you can toggle template display with Function key:
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Cells with an X cannot have blocks;
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empty cells can be in any state;
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regular colored cells have to be made of the corresponding block;
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garbage-colored cells can be any block but not air.
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Once you make the shape, you will win.
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