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No hold, one rotation direction, one preview, 8x12 block field.

Gimmicks[]

The manual of Tetris Jr. describes eight modes.

Game 1 and Game 5[]

Special blinking pieces are present, similar to some of the blocks from DuelTris. They can add or remove blocks until they lock.

I tromino, vertically oriented
Press rotate to drop a single block below the piece.
Domino, vertically oriented
Press rotate to remove a single block below the piece.
Single block
Press rotate to drop a single block below the piece. This piece also has deep drop, meaning it passes through layers of blocks to fill gaps.

Game 2 and Game 6[]

Playfield starts with garbage. Each round ends when a line is cleared in the bottom row, as in The Next Tetris.

Game 3 and Game 7[]

Blinking tetrominoes break into individual blocks when they lock, much like the Multiminos of The Next Tetris.

Game 4 and Game 8[]

Blinking tetrominoes break into individual blocks of antimatter, which remove blocks from the field, when they lock. For example, an L tetromino placed on its side of length 2 will remove three blocks from one column and one from the next.

Games 5-8[]

Every 60 seconds, a garbage line is added.

Scoring[]

Scoring is similar to the system LJ65 used before switching to combo-based scoring.

  • Single: 100
  • Double: 300
  • Triple: 700
  • Tetris: 1500
  • Level up: 400

External Links[]

http://64.233.187.104/search?q=cache:tM679AAUNAQJ:www.digitpress.com/faq/keychain.htm+%22tetris+jr.%22&hl=en&gl=us&ct=clnk&cd=6&client=firefox-a

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