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But.... :) TTW's Marathon mode stops at 150 lines as Marathon mode was designed to be, make it to a predetermined finish line. TTW Score Attack mode is endless. Play again and check -- I think you might have these confused.
in the gameboy time warp, a t-spin double/triple does not count for clearing the objective of a double
and the time warp mode freaks out if you make a big line clear with the cascade effect (think 10 lines+)
1. The Electronika 60 version's help says Space is drop, but it doesn't seem to work. Numpad 5 does though.
2. The Electronika 60's score tracking is unusual. It seems to wrap around and get a tick mark every 1000 points, but if my "current" score is less than 100 (default scores on the board), regardless of tick marks, it doesn't get recorded. Also, even if it is recorded, I noticed I got two tick marks on the scoreboard when I had three in the game.
PS: I'm also running in Wine on Linux, though I expect that shouldn't make a difference.
Some games (mostly Bombliss) allow to reset the game from the controller, but SFC Super Bombliss only stops the game with a black screen. This issue was also confirmed on at least the Switch version.
これらの不具合とスタッフロールがコントローラーのボタン一つでタイトルやモード選択に戻る事が無い仕様な為、全てのモードクリア後の、対戦相手及びスタッフロールでの集合立ち絵が絶対に見れない。
Even if the game was originally a backup ROM compatible game, if you reset it at startup or from an outside game menu, the save data will be erased. Where did the built-in battery go? Basically, when playing a game that falls under this category in its original format, the general operation is to press the reset button on the main unit or turn off the power once.
In Modern Skin, if perform a time warp by placing (or erasing) in a specific way, the terrain will be aligned in 1 line after return and the game will continue. The line that was aligned when you placed the Mino you were controlling will disappear.
It is not possible to assign player 1 to the keyboard and player 2 to the controller (and vice versa). Both are treated as player 1's input, which is inconvenient as you need to have two or more controllers (Tetris 3 & Time warp) in local matches.
Of course, because the behavior is different from the original, it works for better or worse.
However, if you change the key mapping of the controller to a special layout, or if each key or button for keyboard operation is isolated, I agree that it feels like a glitch when you press it but it doesn't work.
I hope each player can choose which to do.
There are probably a few more details, but I've listed the parts that particularly caught my attention.
I use default controls when playing on controller, and I can confirm games like Tetris 99 allow you to hard drop while holding a direction button, which I do frequently. I can see how controller's implementation in Tetris Time Warp could be seen as a design choice to prevent accidental hard drops, but I think that it is a glitch given that it conflicts with the controller controls implementations on other Tetris games.
That being said, I haven't played Tetris Time Warp on Controller yet, as I have only played it on PC with keyboard controls. In other Tetris games on PC (Like Tetris Effect: Connected), You can hard drop even if you are holding another button.
- I think there might be a typo in one of the dates (but i can't confirm for sure.
Chapter 2: Tetris (Apple II)
"...which had initially been released in 1977".
The first Tetris was 1984, wasn't it? I think it might mean 1987
- The cursor on some of the games for entering your name after a play stays as a solid white square so we can't see the what letter its on before entering it.
https://steamuserimages-a.akamaihd.net/ugc/37812124477920707/451E8D787E048CAB1AD6CDEF4E6DF5F21AAA6927/
The first Tetris on Electrinika 60 was released 1984 according to this same game, so it doesn't make sense one that came later was released 1977 unless im missing something here. it looks like a rerelease of the one from 1988 just next to it, so looked like a typo