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Heboris Unofficial Expansion

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Heboris Unofficial expansion

Developer(s) Various
Publisher(s) N/A
Release Date(s) 2003 (First release)

Version
C7V4EX YGS2K+ (FINAL)
(Customized for Heboris U.E)
released August 2007
Platform(s) Microsoft Windows

Gameplay Info

Next pieces 0 to 6
Playfield dimensions 10w x 21 or 22h
(Change by "spawn_y_type"
in "heboris.ini")
Hold piece Yes, with IHS
Hard drop Yes
Rotation system Selectable from 9 rotation rules
included...

TGM style wallkick
Symmetry SRS
SRS 2001
DRS + TGM3 Classic floor kick
[[image:{{{boxart}}}|175px]]
[[image:{{{title-scrn}}}|100px]] [[image:{{{ingame-scrn}}}|100px]]

Development of Heboris by Hosimoto has pretty much been in stasis since 2002. However, as Heboris is written in a scripting language called YaneuraoGameScript 2000 ("YGS2K,") and due to the nature of YGS2K in that it is a script language and the source code cannot be made truly inaccessible, it became the target of modifications by anonymous third parties mainly in the 2ch community. The game underwent various modifications, including implementing similar features from later games such as Tetris The Grand Master 3, Tetris The Grand Master Ace, Tetris DS and DTET. The modified version is known in western communities as Heboris Unofficial Expansion, or Heboris U.E. as short. A second modified version, Heboris U.E. LITE, exists and focuses on lighter system requirements. A third modified version, Heboris U.E. MINI, also exists and features a plugin system to add or remove functionality from the game.

Modes (Heboris U.E.(C7~))Edit

BeginnerEdit

  • Goal(TAMAYA):Shoot many Fireworks as many lines as possible in succession.
  • Goal(SCORE):Score as many points as possible.
  • Completion Level: TAMAYA:200 SCORE:300
  • Grade/Time Requirements: None
  • Ending: 20g(Not become game over if top you out in SCORE trial.)
  • Additional mode: BIG mode

SCORE trial is like NORMAL mode in Tetris The Absolute The Grand Master 2 PLUS.

MasterEdit

  • Goal: Get higher grades as possible.
  • Completion Level: 999
  • Selectable Grade Setting:
    • #G1(Easy)
      • Based on Tetris The Grand Master, but with point requirements for grades inflated to adjust for back-to-back bonuses.
      • Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, GM
    • #G2(Normal)
      • Based on Tetris: The Grand Master 2, but every internal grade increase will increase the displayed grade, as opposed to taking up to three internal grade increases to raise the displayed grade.
      • Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m1, m2, m3, m4, m5, m6, m7, m8, m9, M, MK, MV, MO, MM, Gm
    • #G3(Normal)
      • Same as above, but with TGM2/TAP-style "grade stages."
      • Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m, Gm
    • #G4(Hard)
      • Based on Tetris: The Grand Master 3, but with some questionable differences.
      • Grading: 9, 8, 7, 6, 5, 4, 3, 2, 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, m1, m2, m3, m4, m5, m6, m7, m8, m9, M, MK, MV, MO, MM, Gm
  • Grade/Time Requirements: ???
  • Ending: Invisible 20g (M-rank)
  • Additional mode: Item mode, BIG mode, Examination mode, HEBO+(TGM+)
    • To activate Examination Mode, press HOLD twice, but on the second press hold it down and start a game. A grade will be given at random for you to aim for.

20gEdit

  • Goal: Get higher grades as possible.
  • Completion Level: 999
  • Selectable Grade Setting: (Same as Master)
  • Grading: (Same as Master)
  • Grade/Time Requirements: (Same as Master)
  • Ending: (Same as Master)
  • Additional mode: Item mode, BIG mode, Examination mode, HEBO+(TGM+)

20g mode goals and requirements are identical to those of Master mode. Players, however, are forced to play in a 20g environment from the beginning.

DevilEdit

  • Goal: Reach Level ???? as quickly as possible.
  • Completion Level: DEVIL-DOOM:1300 DEVIL-MINUS:1000
  • Grading(DOOM): 1, S1, S2, S3, S4, S5, S6, S7, S8, S9, S10, S11, S12, S13, 神
  • Grade/Time Requirements (DOOM): Reach Level 500 before first Torikan, Reach Level 1000 before second Torikan, survive Big Roll (Big mode forced on).
  • Grading(MINUS or DEATH+): 1, m, Gm
  • Grade/Time Requirements(Minus/Death+): ???
  • Ending: DOOM:BIG mode 20g MINUS:DOOM Level 800(Not become game over if top you out in DEVIL-MINUS.)
  • Additional mode: BIG mode, DEATH+(only 1 preview and no hold), ITEM mode(C7V3.56~)

Originally based off of T.A. Death mode in Tetris The Absolute The Grand Master 2 PLUS, the default gameplay mechanics and timings were recently modified to simulate Shirase mode in Tetris The Grand Master 3(DEVIL-DOOM). Settings can be modified in-game to achieve T.A. Death settings(DEVIL-MINUS).

TomoyoEdit

  • Goal: Clear all orb blocks within the time limit.
  • Completion Stage: ???
  • Completion Requirements: ???
  • Selectable Stages: TI, E-HEART, ACE-TARGET, EDIT, F-POINT

Tomoyo is based off of Sakura mode in Tetris The Grand Master 3.

TI stages are from Tetris The Grand Master 3
E-Heart stages are from Tetris with Cardcaptor Sakura Eternal Heart(Normal) (Tomoyo is a friend of the title character from the anime)
ACE-TARGET stages are from Tetris The Grand Master Ace (And place of orb blocks are randomized.)
F-Point stages are from Flash Point(C7U5.2~)

AceEdit

  • Goal: Clear required lines as fast as possible.
  • Completion Stage: 150 Lines (Hell: 200 Lines) (Old style: Endless)
  • Completion Requirements: ???
  • Additional mode: BIG mode, Old Style mode

Ace is based off of the main mode in Tetris The Grand Master Ace. It has several variants, including Ace-Another which simulates Another mode, and Ace-Hell which simulates Another 2 mode and also implements DTET-style vanishing tetrominoes (only outline of stack is visible) as well as a curtain that rises and falls to obscure the playing field. As the lock delay parameters in Ace were designed under the pretense of the Infinity rule included in the ruleset, attempting to play Another or Hell using rulesets which do not include Infinity (such as Heboris or Ti-ARS) become extremely difficult. Because speeds are faster than TGM-ACE's in fact.

Old style is different from other Ace modes. If player's rotation rule is...

SimpleEdit

STANDARD is renamed to SIMPLE since C7V2.1

  • Goal(40LINES): Clear 40 lines as fast as possible.
  • Goal(ULTRA): Clear lines as many as possible in 2 minutes.
  • Goal(SQUARE & MARATHON): Reach Level 15
  • Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS
  • Completion Requirements: ???
  • Additional mode: BIG mode

This mode simulates the "generic" 40 Line time attack and and 2 minute score attack modes that are seen in many recent games such as Tetris Deluxe, Tetris Black, iPod Tetris and Tetris Zone. One difference is that the player can define the parameters at which the tetrominoes fall. Players can, for example, configure the game to play a time attack with zero gravity, or at forced Shirase speeds. All record times get kept in the same ranking scoreboard, regardless of the parameter settings.

Rot.Relay(C7V2.3~)Edit

Added in Simple(40LINES or ULTRA) mode

  • Goal(40LINES): Clear 40 lines as fast as possible with all rotation rules.
  • Goal(ULTRA): Clear lines as many as possible in 2 minutes with all rotation rules.
  • Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS (First time only)
  • Additional mode: BIG mode

Play with all selectable rotation rules. (Not become game over if top you out, but penalty is added.)

Vs.Edit

  • Players: 2 (Human vs. CPU, Human vs. Human, CPU vs CPU)
  • Match Types: Normal, No item, Cement, Item only(No Garbage)
  • Game Speed: Configurable Speed level, ARE, line clear animation, lock delay, DAS
  • Selectable Style: NORMAL, ATTACK, DEFENCE, ITEM
  • Garbage Type: Configurable
  • Item Use: Configurable (None, ALL, FEW, DS, TGM, or selected one)
  • Additional Settings: BIG mode, Win Level(or Win Lines)

Style(C7V2.4~)Edit

When "READY" is shown in the screen, each players can choose their style until "GO!" appears in the screen.

  • NORMAL: Same as older version.
  • ATTACK: Player can send more garbages to the opponent. But in order for an item to appear in the preview, a player has to place two times more tetriminos.
  • DEFENCE: When player erased two or more lines, some lines from bottom will be also erased.
  • ITEM: In order for an item to appear in the preview, a player has to place only two times less tetriminos.

Garbage TypeEdit

  • Move Erased: Sent garbage mimics the shape the user used to clear the lines.
  • Copy Bottom: Sent garbage mimics the opponent's bottom-most row.
  • Hebo+: Sent garbage mimics the garbage system in TGM+ mode in Tetris The Absolute The Grand Master 2 PLUS Garbage takes on the shapes of various tetrominoes.
  • DS Random: Sent garbage mimics Tetris DS garbage.
NORMAL ATTACK DEFENCE & ITEM
DS Random garbage
Hole change rate
40% 70% 30%


Line Clear Garbage Sent
(NORMAL, DEFENCE, ITEM)
(Move Erased /Others)
Garbage Sent
(ATTACK)
(Move Erased /Others)
Single 0 / 0 0 / 0
Double 2 / 1 3 / 3
Triple 3 / 2 4 / 4
Heboris! 4 / 4 6 / 6
T-Spin Single 1x2 / 2 2x2 / 3
T-Spin Double 2x2 / 4 3x3 / 6
T-Spin Triple 3x3 / 6 4x4 / 8
Back to Back + 1Line + 2Lines


ItemsEdit

Items appear as a tetromino in which a player can place onto the field. In order for an item to appear in the preview, a player has to place 20 tetrominoes onto the field (roughly enough for eight lines). Therefore, the speed of the player determines how fast he or she will acquire an item. To activate an item's effect, a player has to clear one or more rows in which the item tetromino occupies. Holding an item tetromino will turn it into a regular tetromino; unlike standard multiplayer with items in Tetris DS, the tetromino that then comes out of the hold box does not turn into an item tetromino.

Item No. Item Name Effect Duration Frequency
1=low 10=high
Item Effect(C7~)
1 Mirror Block 3 piece
placements
5 Opponent's active tetromino is destroyed.
Opponent's field is flipped horizontally for each individual placement.
2 Roll Roll 4 piece
placements
8 Opponent's active tetromino is destroyed.
Opponent's pieces are continuously rotated clockwise.
3 Death Block Instant 5 Opponent's active tetromino is destroyed.
Opponent's next tetromino is quadrupled in size.
(No effect in BIG mode)
4 X-Ray 4 piece
placements
9 Opponent's active tetromino is destroyed.
Opponent's field becomes invisible with periodic flashes of the silhouette.
5 Color Block 3 piece
placements
6 Opponent's active tetromino is destroyed.
Opponent's field background turns black.
Opponent's field is concealed by downward moving, arrow-shaped, black squares.
6 Rotate Lock 10 seconds 3 Opponent is unable to rotate active piece.
Opponent is unable to use IRS
Opponent's next piece orientation is randomized.
7 Hide Next 15 seconds 5 Opponent's preview is disabled.
8 Magnet Block 2 piece
placements
4 Opponent's active tetromino is destroyed.
Opponent's speed is added 0.5G.
Opponent's lock delay is reduced to 0.
9 Time Stop 5 seconds 6 Opponent's active tetromino is frozen in position.
Opponent is unable to perform any commands.
10 Hold Lock 6 piece
placements
8 Opponent's active tetromino is destroyed.
Opponent is unable to hold active tetromino.
Opponent is unable to use IHS.
11 Reverse (Left/Right) 10 seconds 4 Opponent's left and right input keys are switched.
12 Boost Fire 10 seconds 7 Opponent's tetromino fall speed becomes 20g.
If opponent's default speed is 20g,opponent's lock delay becomes half instead.
13 Fever 10 seconds 5 All of user's preview tetrominoes become I tetrominoes.
Enemy's Item attack is no effect.
14 Reverse (Up/Down) 10 seconds 6 Opponent's up and down input keys are switched.
15 Remote Control 2 piece
placements
5 Opponent's active tetromino is destroyed.
User assumes control of opponent's inputs while, while maintaining control over his or her field.
Opponent is unable to perform any commands
16 Dark Block 8 seconds 3 Opponent's active tetromino is destroyed.
Opponent's field becomes invisible.
17 Delete Field (Top) Instant 6 Top-most occupied rows will be cleared on the user's field.
Amount of rows cleared increases with the height of the highest occupied row.
18 Delete Field (Bottom Instant 6 Bottom-most rows will be cleared on the user's field.
Amount of rows cleared increases with the height of the highest occupied row.
19 Delete Even Instant 5 Every even row on the user's field is cleared. Even refers to the even row numbers of the playfield.
20 Transform 3 piece
placements
4 Opponent's active tetromino is destroyed.
Whenever opponent rotates active tetromino, a random tetromino takes its place in the rotated orientation.
21 Laser Instant 9 Opponent's active tetromino is destroyed.
A random column on opponent's field is turned into empty cells.
Opponent can move position of laser little, and add number of lasers by tapping rotate botton.
22 Negative Field Instant 1 Opponent's active tetromino is destroyed.
Blocks on opponent's field become empty cells.
Empty cells on opponent's field become blocks.
23 Shot Gun! Instant 5 Opponent's active tetromino is destroyed.
One block in each row of opponent's field becomes an empty cell.
24 Exchange Field Instant 1 Opponent's active tetromino is destroyed.
User and opponent trade fields.(No effect in solo mode)
25 Hard Block Instant 7 Opponent's active tetromino is destroyed.
Opponent's next tetromino requires two line clears in order to eliminate.
26 Shuffle Field Instant 7 Opponent's rows are shifted randomly left and right.
Opponent's empty columns stay connected only if the rows containing the columns are filled with 9 blocks each.
27 Random Instant 8 A random item effect is activated by rulet.
28 Free Fall Instant 3 Every block on the user's field is shifted as far down as possible.
29 Move Field (Left) Instant 2 Every block on the user's field is shifted as far left as possible.
30 Move Field (Right) Instant 5 Every block on the user's field is shifted as far right as possible.
31 180° Field Instant 7 Opponent's active tetromino is destroyed.
Opponent's field is flipped vertically with naive gravity still in tact.
32 16t Instant 4 3 columns on user's field is turned into empty cells.
User can move position of "16t".
33 Reflect 10 seconds 3 (VERSUS)Opponent's Item attack is reflected to the opponent.(Others)User is protected from attack type item effect once.
34 Double 10 seconds 3 Opponent's active tetromino is destroyed.
Garbage sent becomes 2 times higher.
(No effect in solo mode)
35 All Clear Instant 1 All of user's field is cleared.
36 Miss(joke) 20 piece
placements
5 (VERSUS)User's level and item guage are not added.
(Others)User's level, score and line count are not added.
37 Copy Field Instant 3 Opponent's active tetromino is destroyed.
Opponent's field becomes User's field.
(No effect in solo mode)
38 Fake Next 8 seconds 2 Opponent's active tetromino is destroyed.
Opponent's shapes of preview and hold tetromino bocomes fake.
39 Grandmother Block 20 piece
placements
7 Opponent's active tetromino is destroyed.
All of opponent's block becomes "[ ]" blocks

MissionEdit

  • Goal: Complete all missions within the time limit.
  • Completion Stage: Varied
  • Completion Requirements: ???


From Tetris The Grand Master Ace: Big road, Tricky road, Grand road, Star road, Another road, Trial S1~S10, HM
From Tetris Gold: Amateur, Pro, Bronze, Silver, Gold
Original: DS road, Devil road, Trial GOD, Platinum

Rule VariationsEdit

The table below documents the differences in behavior with the various rules in Heboris U.E.

Name in C7~ Heboris (TGM) Ti-ARS Ti-WORLD ACE-SRS ACE-ARS ACE-ARS2 DS-WORLD SRS-X DRS
Default Name in UE LITE CLASSIC CLASSIC+ MODERN MODERN+ MIX-A MIX-B GUIDELINE SPECIAL-S SPECIAL-D
Alternate Name in UE LITE TGM TI WORLD WORLD2 ARS ARS2 WORLD3 WORLD-X DHEBO
Imitates TGM/TAP Ti Classic Ti World TGMA SRS TGMA ARS TGMA ARS2 Tetris DS Original DTET
ARE Yes Yes Yes Yes Yes Yes No Yes Yes (Skippable)
Fast Drop Speed Fixed 1G Fixed 1G Fixed 1G Fixed 0.5~1G Fixed 0.5~1G Fixed 0.5~1G Fixed 0.5~1G + 1.5G + 1.5G
Wallkicks & Initial Stances TGM/TAP Ti SRS SRS Ti Ti SRS SRS + 180 Rotation Original DTET
Lockdown Step Step Move/Rotate Move/Rotate Move/Rotate Move/Rotate Move/Rotate Move/Rotate Step
Lock Limit N/A N/A 8 Rotations / 10 Movements 128 Movements / Rotations 128 Movements / Rotations 128 Movements / Rotations Infinite 12 Rotations / 24 Movements N/A
Soft Drop Lock Yes Yes No No No Yes When On Surface(LITE) Yes When faster than 2G
Hard Drop Lock No No Yes Yes Yes No Yes No Yes
Piece Colors Sega Sega SRS SRS SRS SRS SRS SRS Sega
ABC Button Layout A:CCW
B:CW
C:CCW
A:CCW
B:CW
C:CCW
A:CW
B:CCW
C:CW
A:CW
B:CCW
C:CW
A:CCW
B:CW
C:CCW
A:CCW
B:CW
C:CCW
A:CW
B:CCW
C:CW
A:CW
B:CCW
C:180°
A:CCW
B:CW
C:180°
  • Entering an input during ARE in DRS will cause the ARE to end at that point.
  • The functions of buttons A,B,C can be set to not flip in SRS-based rules by setting the WORLDREVERSE option to off in the Setting menu.

See alsoEdit

External linksEdit

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