Scores for dropping pieces increase by level (research pending). DTET: Has a combo multiplier of 1 + 0.5*(length of combo - 1) that applies to the whole combo as a result, line clear scores are only awarded at the end of a combo.Tetris Kiwamemichi: Level multiplier is based on the level after the line clear, not before.Minna no Soft Series: Tetris Advance: 1.5× multiplier for back-to-back Tetrises.Awards a fixed 1,000,000 point bonus for a perfect clear. Tetris (WonderSwan Color): Base score assigned to level 1.Hard drops are scored the same as soft drops. Awards points for soft dropping based only on the last press that leads to a lock any earlier soft drops are not counted. Base score assigned to level 1, thus level multiplier is (level) not (level + 1). Tetris Worlds: Popular mode (GBA version) only.SuperLite 1500 Series: The Tetris: Does not score dropping pieces.Level multiplier stops increasing after level 20 (hence capped at 21). Tetris DX: Awards points while pieces are being soft dropped.Tetris X: Does not score dropping pieces.See the game article for details on Magicaliss scoring. Standard mode is scored as in BPS Tetris. Super Tetris 3: Awards 0-6 points if piece is soft dropped.Multiplier stops increasing after level 9 (hence capped at 10). Mario: Level multiplier is based on the level after the line clear, not before. Super Tetris 2 + Bombliss (research pending).Tetrises from level 55 onwards are affected by integer overflow and as a result score much less (e.g. Tetris 2 + Bombliss: Awards 0-5 points if piece is soft dropped based on the amount of time the soft drop button is pressed.Level multiplier is based on the level after the line clear, not before (as in other games in this list). Soft dropping points are buggy due to a miscoded BCD addition. Tetris (NES, Nintendo): Awards points for soft dropping based only on the last press that leads to a lock any earlier soft drops are not counted.Tetris (Game Boy): Awards points for soft dropping based only on the last press that leads to a lock any earlier soft drops are not counted.The following is a list of games that use this system, along with notes and differences: Unlike the points for lines, this does not increase per level. It was used in Nintendo's versions of Tetris for NES, for Game Boy, and for Super NES, as well as in Bullet Proof Software's versions beginning with Tetris 2 + Bombliss, though with minor variations in the score for soft drops.įor each piece, the game also awards the number of points equal to the number of grid spaces that the player has continuously soft dropped the piece. This system is a version of the BPS system with a level multiplier incorporated. If a line clear is also a Perfect Clear, a 10x multiplier is applied to the awarded points. This system was used in Tetris (Sega), as well as Flash Point, Bloxeed and Tetris S. Points are only totalled up either after the stage is cleared or if a life is lost. Otherwise, no score for dropping is added.
#Tetris friends 1989 plus#
If the piece was hard dropped, an amount equal to the number of rows covered by the hard drop plus 1 is added. This was also used in Super Tetris 3's Standard mode. This system was used in the 1988 BPS versions of Tetris, including the Famicom version. The following perfect clear score table is used for several recent Guideline games, such as Tetris Effect and Tetris (N3TWORK). Some games may also award the player bonus points for a perfect clear. Often games do not have combo scoring or may calculate it differently. Only a Single, Double, or Triple line clear can break a Back-to-Back chain, T-Spin with no lines will not break the chain. (for example, back to back Tetris: 1200 × level) Level is always considered to be the level before the line clear. The following system is accurate for games that use 3-corner T-Spin and pointing side T-Spin Mini rules (such as Tetris Friends). Most games released after Tetris DS share large parts of their scoring system.