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Version 7.5.0
1. What is this?
A falling block puzzle game using Java.
2. How to run
This game needs Java Runtime Environment 1.5 or newer version to run. http://www
.java.com/
Windows:
Double-click "play_swing.bat", "play_slick.bat", "NullpoMino.exe" or "pl
ay_sdl.bat".
"play_swing.bat" starts Swing version of NullpoMino.
(Does not use any OS-dependent libraries. However, performance a
nd sound quality are poor.
There is no support for joysticks. BGM is also missing.)
"play_slick.bat" or "NullpoMino.exe" starts Slick version of NullpoMino.
(An OpenGL compatible video card required, some PCs may have pro
blems with keyboard.
Has limited support of joysticks.)
"play_sdl.bat" starts SDL version of NullpoMino.
(Aside from random crashing bug which I can't fix it, it's most
stable for 32bit PCs, I think.
Has best support of joysticks.
Won't work with 64bit PCs.)
"ruleeditor.bat" runs Rule Editor, where you can create your own ruleset
.
"sequencer.bat" runs Sequence Viewer, which should be helpful for TASing
. (Created by Zircean)
"musiclisteditor.bat" runs MusicListEditor, where you can configure whic
h music file to use.
"netserver.bat" runs NetServer (ALPHA!), which is a server for netplay f
eature. More details later.
"netadmin.bat" runs NetAdmin, which can be used to manage your running N
etServer.
"airankstool.bat" runs AI Ranks Tool, which can be used to generate a ra
nks file used by Ranks AI.
(Requires HUGE RAM!)
Linux:
First, open a X-terminal emulator. Next, navigate to the folder where th
e archive was extracted.
(Use "ls" and "cd" command to navigate the folder)
Finally, enter the following commands:
To start Swing version:
chmod +x play_swing
./play_swing
To start Slick version:
chmod +x play_slick
./play_slick
** OR **
chmod +x NullpoMino
./NullpoMino
However, when this option is used, the game will try to read key
board input directly from your operating system.
So you can play the game with SCIM enabled.
Please note when "-j" option is used, some keys (such as ;) won'
t be detected.
SDL version problems:
If you tried SDL version but it didn't work, you need to manuall
y install libsdl.
In Ubuntu 8.04, I think you can install it with following comman
d:
sudo apt-get install libsdl1.2debian
SDL version requires i386 architecture CPU and 32bit OS to run.
Mac OS X:
Unfortunately I don't own any Mac OS X PC now :(
Slick version does seem to work with Linux version commandline.
SDL version does not work, because sdljava (Java SDL wrapper) doesn't su
pport Mac OS X.
I don't know anything about Swing version.
3. How to play
A piece made of blocks falls from top of the field.
You can do these actions to the piece until the piece lands on something: move,
rotate, or drop.
When the piece lands on something (eg. floor or other blocks), the piece locks,
then the new piece will appear from top of the field.
You can erase blocks by filling a horizontal line without gap (In other words, c
onnect 10 blocks to horizontal).
The game ends when the pile of blocks reaches to top of the field.
4. Controls
* Description of buttons
UP:Hard Drop (Drop current piece instantly) ; Move cursor up
DOWN:Soft Drop (Drop current piece faster) ; Move cursor down
LEFT:Move left ; Decrease current option's value
RIGHT:Move right ; Increase current option's value
A:Rotate ; Confirm
B:Reverse Rotate ; Cancel
C:Rotate
D:Hold (Keep a piece to use later)
E:180-Degree Rotate
F:Skip ending credits (SPEED MANIA and GARBAGE MANIA modes), enter pract
ice mode in netplay games
QUIT:Quit the game
PAUSE:Pause the game
GIVEUP:Return to the title screen
RETRY:Reset the game and restart from beginning
FRAME STEP:Frame step (pause screen)
SCREEN SHOT:Save screen shot to ss folder
* Default keyboard mappings in menu
+-------------+------------+------------+------------+
| Button Name | Blockbox | Guideline | NullpoMino |
|
| (Default) |
| Classic |
+-------------+------------+------------+------------+
|UP
|Cursor Up |Cursor Up |Cursor Up |
|DOWN
|Cursor Down |Cursor Down |Cursor Down |
|LEFT
|Cursor Left |Cursor Left |Cursor Left |
|RIGHT
|Cursor Right|Cursor Right|Cursor Right|
|A
|Enter
|Enter
|A
|
|B
|Escape
|Escape
|S
|
|C
|A
|C
|D
|
|D
|Space
|Shift
|Z
|
|E
|D
|X
|X
|
|F
|S
|V
|C
|
|QUIT
|F12
|F12
|Escape
|
|PAUSE
|F1
|F1
|F1
|
|GIVEUP
|F11
|F11
|F12
|
|RETRY
|F10
|F10
|F11
|
|FRAME STEP |N
|N
|N
|
|SCREEN SHOT |F5
|F5
|F10
|
+-------------+------------+------------+------------+
* Default keyboard mappings in game
+-------------+------------+------------+------------+
| Button Name | Blockbox | Guideline | NullpoMino |
|
| (Default) |
| Classic |
+-------------+------------+------------+------------+
|UP
|Cursor Up |Space
|Cursor Up |
|DOWN
|Cursor Down |Cursor Down |Cursor Down |
|LEFT
|Cursor Left |Cursor Left |Cursor Left |
|RIGHT
|Cursor Right|Cursor Right|Cursor Right|
|A
|Z
|Z
|A
|
|B
|X
|Cursor Up |S
|
|C
|A
|C
|D
|
|D
|Space
|Shift
|Z
|
|E
|D
|X
|X
|
|F
|S
|V
|C
|
|QUIT
|F12
|F12
|Escape
|
|PAUSE
|Escape
|Escape
|F1
|
|GIVEUP
|F11
|F11
|F12
|
|RETRY
|F10
|F10
|F11
|
|FRAME STEP |N
|N
|N
|
|SCREEN SHOT |F5
|F5
|F10
|
+-------------+------------+------------+------------+
You can change key mappings in CONFIG screen.
* Reset
If you want to reset settings, delete the following file(s):
Swing: config\setting\swing.cfg
Slick: config\setting\slick.cfg
SDL: config\setting\sdl.cfg
Global settings: config\setting\global.cfg
High-scores: config\setting\mode.cfg
5. Game rule
Depending on the game rule, the movement of pieces will be different.
You can select which rule to use in the CONFIG>RULE SELECT screen.
You can create your own rule by using Rule Editor.
AVALANCHE
: A rule used to play AVALANCHE type games.
AVALANCHE-CLASSIC: A rule used to play AVALANCHE type games, but is less flexibl
e.
CLASSIC0
: A classic rule that many Japanese players played like a monke
y. Best suitable for RETRO MANIA mode.
CLASSIC0-68K
: CLASSIC0 with reverse rotation.
CLASSIC1
: Only 1 piece preview, no hold function, no hard drop function
This level never ends (until you die), but the playfield occasionally
goes invisible in this level,
so it's better to remember the shape of your playfield.
You can directly start from the bonus level by setting starting level
to 21.
EXTREME
Mode for expert players. Gameplay is similar to marathon mode, but it's
much faster.
LINE RACE
Clear certain number of lines as fast as possible.
Goal is selectable from 20, 40, and 100 lines.
SCORE RACE
Get certain number of points as fast as possible.
Goal is selectable from 10000, 25000, and 30000 points.
DIG RACE
Clear all garbage lines as fast as possible.
You win the game when you clear the bottommost line (the line with gem b
locks).
Amount of garbage lines is selectable from 5, 10, and 18.
COMBO RACE
Try to clear all the lines in the well in one combo.
Goal is selectable from 20, 40, 100 lines, or endless mode (stops when y
ou break your combo).
ULTRA
Score as many points as possible or clear as many lines as possible unti
l the time limit.
Duration is selectable from 1 through 5 minutes.
TECHNICIAN
The main goal of this mode is to clear each level as fast as you can.
When the "GOAL" counter reaches zero, the level increases.
You can progress the game faster by erasing multiple lines.
There are five different game types.
LV15-EASY: Reach level 16 as fast as you can.
There is 2-minute level timer, but it's just a bonus counter
and there is no penalty for running out of time.
LV15-HARD: This is similar to LV15-EASY, but when the 2-minute level ti
mer runs out, your game ends instantly.
10MIN-EASY: See how far you can go and how many points you can get withi
n 10 minutes.
When the 2-minute level timer runs out, the goal counter res
ets.
10MIN-HARD: This is similar to 10MIN-EASY, but when the 2-minute level t
imer runs out, your game ends instantly.
SPECIAL:
When the level increases, 30 seconds is added to your time l
imit. Survive as long as you can.
SQUARE
Try placing your pieces in 4x4 squares to get more points.
There are three different game types.
MARATHON:
Keep playing until you top out. Go for the most points!
SPRINT:
Try to get 150 points as fast as you can. Can you do it
in 8 lines?
ULTRA:
Get as many points as you can in 3 minutes.
TIME ATTACK
You have to complete each level within the time limit, or game will end
in failure.
However, the time limit is usually long, so you won't get a time over.
The level increases by erasing every 10 lines. Time limit will be reset
when the level increases.
This mode features 11 game types.
5 of them (NORMAL, HIGH SPEED 1, HIGH SPEED 2, ANOTHER, ANOTHER2) are ea
sy games that ends at 150 lines.
2 of them (NORMAL 200, ANOTHER 200) are 200 lines game but still easy.
The rest of 4 (BASIC, HELL, HELL-X, VOID) is very difficult.
Each level has extremely short time limit, and in the case of HELL and H
ELL-X, there will be more dangerous things.
PRACTICE
You can practice various speed settings in this mode.
GEM MANIA
This is a puzzle mode that requires different strategy than normal modes
.
Your goal is to erase all gem blocks from the playfield.
This mode features two different types of time limit: "Stage Time" and "
Limit Time".
Stage Time is time limit for each stage. It starts from 1 minute for eac
h stage, and if it reaches zero, the stage ends in failure.
Limit Time is the main time limit. It starts from 3 minutes, and if it r
eaches zero, the game ends.
Complete each stage within 20 seconds to increase the Limit Time.
TOOL-VS MAP EDIT
Not really a "game" mode. This is a tool for creating maps for VS-BATTLE
mode and NetPlay mode.
Controls when you editing a map:
Up/Down/Left/Right: Move cursor
A: Put a block
B: Exit
C+Left/Right: Change color of block
D: Delete a block
VS-BATTLE
Battle against human or AI opponent. You can send garbage blocks by clea
ring 2 or more lines at the same time.
AVALANCHE 1P
This
, not lines.
Make
Only
(RC1)
is a puzzle mode where the objective is to clear clusters of colors
chains to score as much as you can before you top out!
for use with "AVALANCHE" rule.
+Engine: Added DAS charge on blocked move, neutral DAS store and DAS redirect in
delays to properly simulate NINTENDO family rules
+Engine: Added Instant DAS and shift lock
+Engine: Added hard block and hard garbage support
+NetPlay/NetServer: Added more room creation options, separated options into tab
s
Garbage: B2B separation, hole change rate, toggle change rate per attack, combo
block, garbage countering
Bonus: Spin check type, all clear bonus
-NetPlay: Now correctly forces 60 FPS in SDL version
-NetPlay: Saves chat logs even when game window is closed or Java process is kil
led
-NetPlay: You can see opponent's HOLD/NEXT pieces in any-rule 2 players game now
.
-NetServer: Fixed "ghost room" bug
-Slick/SDL: Fixed bug where replay screen could crash if replays were deleted.
+Added STANDARD-HOLDNEXT rule
+Added more maps (Thanks Jenn, SecretSalamender and Magnanimous!)
*Added Mac/Linux boot scripts. (Thanks croikle!)
*Renamed Standard-GIZA rule to fit naming convention.
*Restored JRE 1.5 compability
*[Internal change] Main package changed to mu.nu.nullpo
*[Internal change] Documentation is being translated to English.
Version 7.2.0 (2010/06/19)
#This version is NO LONGER compatible with 7.1.* netplay server.
+Slick/SDL: Added new title screen. (Thanks Zircean!)
+Swing/Slick/SDL: Added "Outline Ghost Piece" option. If enabled, ghost piece wi
ll be outline-styled instead of darker image of the piece.
+NET-VS MAP EDIT: Added "GRAY->?" tool. When used, it will change all gray block
s on the field to different colors.
+NetPlay/NetServer: It now compresses rule, map, and (if needed) field data. It
will reduce a lot of packet size.
-Slick: Restores title-bar texts when you come back to title screen.
(Previously, name of game mode was still displayed even if you come back to the
title screen)
-NetPlay: Fixed tripcode spoof bug. (Thanks Wojtek!)
-NetPlay: Fixed a bug that room list doesn't get cleared after you disconnect. (
Thanks hebo-MAI!)
-NetServer: Fixed a CPU 100% causing bug on onAccept()
-GRADE MANIA 2: Leaderboard is no longer displayed when 20G option is used. (Tha
nks 2ch thread >>779!)
*Updated hebo-MAI's rule, "StandardGIZA". Now it has faster softdrop speed.
*AIs no longer not affect leaderboards. Replay file is still created. (Thanks SW
R!)
*[Internal change] All AIs (including PoochyBot) now extends DummyAI class inste
ad of implementing AIPlayer interface.
So, no changes are required to AIs when AIPlayer adds something.
*[Internal change] PoochyBot/Crypt: Moved to different packages (net.tetrisconce
pt.poochy.nullpomino.ai and org.cacas.java.gnu.tools, respectively)
Version 7.1.0 (2010/06/15)
#This version is NO LONGER compatible with 7.0.* netplay server.
#I, the NullpoMino author, will use the name "NullNoname !bzEQ7554bc" from this
version.
+Added PoochyBot v1.21. Read "PoochyBot Readme.txt" for details. Thanks Poochy!
(I added some Javadocs to suppress compiler warnings, but the code itself is sa
me)
+Swing/NetPlay: "Watch" feature now works with Swing version.
+NetPlay: Added three new game stats: KO, Wins, and Games.
+SDL/Slick: Rule Select screen will appear after the first keyboard setup screen
.
+NetPlay: Added experimental team play support. If you are on a team, any team m
ate can't attack you, and you can't attack them.
When someone dies, and if all survivors are on the same team, game ends and the
ir team name will be displayed in chat log as the winner.
+NetPlay: Added "TNET2-style auto start timer" option. When enabled, the followi
ng changes will take place:
1.Timer won't start until at least 2 players are ready.
2.When the timer runs out, all non-ready players will be moved to spectator.
3.If someone cancels the OK sign, timer will be disabled until the next match s
tarts.
-NetPlay: Fixed the following bugs:
1.when you join game in progress garbage shows on your garbage meter and you ca
n hear danger sound
2.when you have more than 20 lines in garbage meter big black bar shows up
3.if all players but one are ready and this one player leave room or go to spec
tators, game wont start
4.when you are spectator, room is full and you join queue, then when you get yo
ur spot you still have spectator view and you can't go ready
Thanks dodd for pointing out those bugs.
*Slick: Upgraded LWGJL to 2.4.2.
Version 6.8.0.0 (2010/04/30)
#This version is NO LONGER compatible with 6.7 netplay server.
+Added "Game Tuning" options. Here you can select rotation button behavior, sele
ct any block skin, adjust DAS and movement speed.
To access it, select "GAME TUNING" from CONFIG menu in SDL/Slick versions, or s
elect "1P(2P) Tuning Setting..." from config menu in Swing version.
Tuning settings are shared from all 3 versions, and you can use it in netplay.
(It can overcome "Same rule for all players" option!)
+SDL/Slick: Enhanced joystick options menu. Now you can test your joystick from
this "INPUT TEST" option.
Most joystick related settings were moved from General Options menu.
+NetPlay: Added "Reduce attack power in 3P+ game" option in room creation screen
.
When enabled, it will reduce all player's attack power in 3-6 players game. The
attack power will increase when any player dies.
+VS-BATTLE/NetPlay: Added "Hurryup" options.
When timer reaches specific time limit, you'll hear alarm sound, then undestroy
able blocks will start rising from bottom of the playfield.
By default, undestroyable blocks will rise every time you put 5 pieces, but it
can be changed by "Interval" setting.
+NetPlay: Garbage collector will run after each game. (Yep, this is just a worka
round, but it's better than nothing)
-NetPlay: Cleans up player list when destroying a room. (Probably reduces memory
usage)
-NetServer: Fixed a memory leak bug. (Logged out player's incomplete-packet will
remain)
-SDL/Slick: Fixed "SCRREN SHOT" typo.
*GEM MANIA: Decreased Ready&Go duration.
Version 6.7.0.0a (2010/04/12)
#This is a small fix patch. If you want to use this version, you'll need to over
write this version to previous 6.7.0.0 release.
#It doesn't change anything but netplay server.
-NetServer: Workarounds for tsunami of "broken pipe" IOException in doWrite(Sock
etChannel).
1.Changed log level of doWrite(SocketChannel) to debug instead of error, so it
will not recorded to the log file when using default settings.
2.When this exception happens the server will try to disconnect the (probably d
ead) client.
-I couldn't include latest PHANTOM MANIA source code in previous version, so I i
ncluded it along with new NetServer source code.
Version 6.7.0.0 (2010/04/10)
#This version is NOT compatible with 6.6 netplay server.
+NetPlay: Now you can customize speed settings (gravity and various delays) and
some game settings (T-Spin, B2B, and Combo).
+NetPlay: Now you can see opponent's statistics in the lobby GUI.
+NetPlay: Added auto start timer setting. When half or more players are ready, t
his timer will start ticking. Set the timer 0 to disable it.
+NetPlay: AIs can be used (but there is a problem that F button doesn't work for
single player game and practice game)
*NetServer: Changed default log setting so the total log size will be limited to
50MB.
-PHANTOM MANIA: Fixed a bug that green/orange lines not saved to the ranking.
-PHANTOM MANIA: Fixed a bug that RO medal was shown as SK medal.
Version 6.6.0.1 (2010/04/06)
#This version is minor fix release. NetPlay feature is still compatible with 6.6
netplay server.
+Added section time best records to following modes. Push F button in settings s
creen to see it.
GRADE MANIA (all)
SPEED MANIA (all)
GARBAGE MANIA
PHANTOM MANIA
SCORE ATTACK
FINAL
+GRADE MANIA 3: Created separated leaderboard for exam-enabled setting. It has s
ome differences from the normal (no-exam) one:
1.GM grade doesn't appear in this leaderboard unless you are qualified as GM.
2.Your game doesn't appear in this leaderboard when the game is promotional/dem
otional exam.
+AI: Added T-Spin AI (WIP)
+NetPlay: You can end single player game instantly by pressing F button.
-NetPlay: Fixed a bug that sometimes when you lose, "Win!/1st Place!" message do
es not appear in the winner field.
-GRADE MANIA 2/SPEED MANIA: Fixed a bug that RE medal not awarded for ARE-enable
rulesets.
-TECHNICIAN: Fixed a bug that game does not end when LV15 is completed with T-Sp
in Zero.
Version 6.6.0.0 (2010/04/03)
#This version is NOT compatible with 6.5 netplay server.
+SDL/Slick/NetLobby: Added "Watch" (or "Observer") feature. (If you have a bette
r name please tell me :p)
This feature displays how many players are online. Number of current not-logged
-in players and already-logged-in players will be displayed.
If you are the only online player, the font color is blue.
If there are some other players but nobody is in NetPlay mode, the font color i
s green.
If someone is in NetPlay mode, the font color is red.
You can enable it in NetLobby GUI, by selecting a server then click "Set to wat
ch" button.
Click "Unset watch" button to disable the watch feature.
+NetPlay: Added Rule Lock feature (Force all players to use the same rule you ar
e using)
+NetPlay: Added opponent piece preview in 1vs1 game (But only when Rule Lock fea
ture is used)
+NetPlay: Game screen displays amount of your wins (But will be reset in zero wh
en you leave the room)
+NetPlay: Client will automatically disconnect if there is no response from the
server more than 5 minutes
+GRADE MANIA 3: Various exam-related debug log will be dumped to "log_sdl.txt",
"log_slick.txt", or "log_swing.txt".
-GRADE MANIA 3: Probably fixed a bug that qualified grade does not update in exa
m when the game is ended by surviving the roll.
Version 6.5.0.1 (2010/04/02)
#This version is minor fix release. NetPlay feature is still compatible with 6.5
netplay server.
+NetLobby: Some minor GUI tweaks.
Player list boxes have a popup menu, which you can copy the user name (along wi
th some extra things which is annoying...) to the clipboard.
You can now double click the server name to connect the server.
+NetPlay: Game screen displays the following informations:
Number of current players (includes you if you are joined as a player)
Number of spectators (includes you if you are joined as a spectator)
Number of multiplayer games played (resets when you leave the room)
Number of all players that currently connected into the server (includes you)
Number of rooms (includes your current room)
+Swing/NetPlay: Added in-game player name display for Swing version
-Slick: Mysterious "test.png" no longer loaded into the memory (I forgot to remo
ve it...)
*GRADE MANIA 3: Some workaround fixes for exam.
Exam will happen at the probability of 0.33% (1/3). I know that probability is
not accurate, but at least it's better than always-happening.
The demotion point will be reset in zero when the demotional exam starts, or wh
en the player passes the promotional exam.
Probably fixed the multi-demotion bug. (The demotion code was executed more tha
n once in the gameover routine)
Probably fixed the demotional exam fake-pass bug.
*GRADE MANIA 3: Grade now always overcomes the game completed line in leaderboar
d.
Version 6.5 (2010/03/31)
+Added NetPlay feature (ALPHA!)
+VS-BATTLE: Added "1-ATTACK" garbage pattern option. Less random than NORMAL but
more random than ONE RISE. (In other words, it's T0J.)
+VS-BATTLE: Added "SE" option that can disable the sound effects. This may impro
ve the performance of You VS AI games.
-GRADE MANIA 3: Probably fixed that infamous MM-exam bug. Sorry for late fix :(
-RETRO MANIA: Score no longer goes past 999999. Lines no longer goes past 999. L
evel no longer goes past 99.
-SDL/Slick: Fixed a bug that hitting left from 1P in the Options menu will chang
e it to 0P (Thanks Poochy!)
-Core: Bugs on Field.getHighestPieceY(int) and Field.getValleyDepth(int) are pro
bably fixed (Thanks again Poochy!)
*Slick: Changed Joystick config screen code, so more joysticks may work.
*Replaced native jinput library for Mac OS (lib/libjinput-osx.jnilib) to Snow Le
opard compatible version
(http://ariejan.net/2009/09/01/jinput-mac-os-x-64-bit-natives/)
Version 6.4 (2010/03/02)
+Added MusicListEditor (Allows you to setup BGM files easily)
+Added GEM MANIA mode (Clear all gem blocks from the playfield to complete the s
tage)
+Added MARATHON+ mode (Features a bonus level where playfield sometimes go invis
ible)
+Added TIME ATTACK,CLASSIC MARATHON,FINAL modes from NullpoUE build 010210 by Zi
rcean
+TIME ATTACK: Added BGM support
+TIME ATTACK: Added BASIC difficulty
+TIME ATTACK/Engine: Added more accurate HELL-hidden
+GRADE MANIA: Added Pier21 grading system from NullpoUE build 010210 by Zircean
+RETRO MANIA: Added "POWERON" option, which will enable you to use famous Poweron Pattern
+SDL/Slick: Line-clear effects for gem blocks added
-Slick: Line-clear effects for normal blocks is now split to 2 files because som
e video cards had problems
-Swing: Translucent effect now works correctly
Version 6.3 Alpha (2010/01/02)
*The game now uses log4j for logging. No more black-blank DOS window. However, S
wing version and utilities now requires external library.
*Changed background images to NullpoUE's (Old BGs can still be found in res/grap
hics/oldbg folder)
*Changed block images to NullpoUE's (Old blocks can still be selectable in Rule
Editor)
+Added RETRO MANIA, PHANTOM MANIA, SCORE ATTACK modes from NullpoUE build 121909
by Zircean
(TIME ATTACK,CLASSIC MARATHON,FINAL modes are not available yet)
+Translated NullpoUE modes' source code comments to English
-RETRO MANIA: Levelup behavior is more accurate, especially when level increases
by level timer
-SCORE ATTACK: BGM2 now plays correctly when you reach level 300
+SCORE ATTACK: Background image will not change until you clear lines
+SCORE ATTACK: You can speed up ending by pressing F button
*MANIA modes: Applied various fixes and new features from NullpoUE build 121909
+GRADE MANIA 3: You can disable qualified grade and exam features from the menu
+GRADE MANIA 3: Level 500 torikan is disabled during exams
+Added DTET wallkick from from NullpoUE build 010210
+Added all rule sets from NullpoUE build 010210
+PRACTICE: Settings screen of Practice mode is now in fullscreen and bigger than
before
+PRACTICE: Can set goal lines when level type is set to none
+PRACTICE: Start with bone blocks option
+PRACTICE: Time limit reset option (Time limit will be reset when the level incr
ease)
+PRACTICE: Field Map options with field editor
([Field Editor controls] UP/DOWN/LEFT/RIGHT:Move cursor A:Put a block B:Exit C+
LEFT/RIGHT:Select block color D:Delete a block)
+Engine: Gem blocks added (Line-clear effects are not implemented yet)
+Engine: Added "piece skip by D button" function (not used yet)
*Maybe more...
Version 6.2 (2009/10/29)
Re-added Swing version.
Changed block skin text field to a combobox, and added a image preview in Rule E
ditor.
Upgraded LWJGL version to 2.1.0. It has better 64bit support. Slick version soun
d in Linux amd64 now works.
Added 200 lines game type to Marathon mode.
Fixed initial hold bug in Mania modes. (Thanks Zircean)
Added secret-grade to Mania modes. (Thanks Zircean)
Added piece type setting to Practice mode. Now you can play with I1, I2, I3, and
L3 pieces.
Fixed batch files to log the errors correctly.
(2008/12/30)
RACE mode.
Effects Volume setting and BGM Volume Setting.
sound.
in SDL version now works.