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Whenever a piece enters the playfield, if four bombs are arranged into the shape of an O tetromino they will become a larger bomb. Unlike in The New Tetris, these transformations happen only after the field has settled after explosions and gravity, meaning that large bombs can be formed only in rows that still have a gap. Unlike in Lumines, large bombs cannot be made of overlapping blocks.
Whenever a piece enters the playfield, if four bombs are arranged into the shape of an O tetromino they will become a larger bomb. Unlike in The New Tetris, these transformations happen only after the field has settled after explosions and gravity, meaning that large bombs can be formed only in rows that still have a gap. Unlike in Lumines, large bombs cannot be made of overlapping blocks.
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==Development==
[[Tsunekazu Ishihara]] was passionate of the ''Tetris'' series. At one point, he was going to meet the game's founder, [[Alexey Pajitnov]], at the [[USSR]] in order to have the rights to the ''Tetris'' [[intellectual property]], but did it too late after [[Henk Rogers]] met the latter first. This passion remained after Ishihara wrote a book about the [[Famicom]] game and met [[Koichi Nakamura]], then founder of the company Chunsoft. The development of ''Tetris 2 + Bombliss'' started after he gathered Nakamura and Masanobu Endo, creating new rules that would later become ''Bombliss''.<ref name="chunsoft30"/><ref name="iwataask"/>

==Recepetion==
The meeting between Ishihara and Nakamura kickstarted the crossover between the ''[[Pokémon]]'' and ''[[Mystery Dungeon]]'' franchises decades after the release of ''Tetris 2 + Bombliss'', making the spin-off game ''[[Pokémon Mystery Dungeon]]'' in 2005.<ref name="chunsoft30">{{cite web |url=https://shmuplations.com/chunsoft30th/ |title=Chunsoft 30th Anniversary – 2014 Interview |work=Shmuplations |date=2014 |accessdate=May 3, 2024 |archive-date=March 7, 2022 |archive-url=https://web.archive.org/web/20220307205843/https://shmuplations.com/chunsoft30th/ |url-status=live }}</ref><ref name="iwataask">{{cite web|url=https://iwataasks.nintendo.com/interviews/3ds/pokemon-mysterydungeon-gti/0/0/ |title=Iwata Asks - Pokémon Mystery Dungeon: Gates to Infinity: An Impossible Combination |website=[[Nintendo]] |author=[[Satoru Iwata]] |access-date=August 2, 2021 |page=1}}</ref>


==See also==
==See also==

Revision as of 08:00, 12 October 2024

Tetris 2 + Bombliss
File:Tetris2+Bombliss.jpg
Box art
Developer(s)Chunsoft
Publisher(s)Bullet-Proof Software
Director(s)Koichi Nakamura
Producer(s)Tsunekazu Ishihara
Designer(s)Akihiko Miura
Programmer(s)
  • Togo Narita
  • Masayoshi Saitō
Artist(s)
  • Satoshi Fudaba
  • Kumiko Harada
Composer(s)Koichi Sugiyama
SeriesTetris
Platform(s)Famicom
Release
  • JP: December 13, 1991
Genre(s)Puzzle
Mode(s)Single-player, multiplayer

Tetris 2 + Bombliss[a] is a 1991 puzzle video game developed by Chunsoft and published by Bullet-Proof Software for the Famicom.[1]

Gameplay

In Bombliss, falling pieces contain bombs. Each piece may contain no bombs, one bomb, or be entirely made of bombs. When rows of the playfield are filled, they do not disappear as in other games; the bombs within the row explode depending on how many rows are filled at one time. It is possible for rows to be filled with no bombs, which increases the size of the next explosion.[2][3]

Bombliss uses the sticky style of line clear gravity, allowing pieces unconnected to anything to fall. This allows chain reactions.

Whenever a piece enters the playfield, if four bombs are arranged into the shape of an O tetromino they will become a larger bomb. Unlike in The New Tetris, these transformations happen only after the field has settled after explosions and gravity, meaning that large bombs can be formed only in rows that still have a gap. Unlike in Lumines, large bombs cannot be made of overlapping blocks.

Development

Tsunekazu Ishihara was passionate of the Tetris series. At one point, he was going to meet the game's founder, Alexey Pajitnov, at the USSR in order to have the rights to the Tetris intellectual property, but did it too late after Henk Rogers met the latter first. This passion remained after Ishihara wrote a book about the Famicom game and met Koichi Nakamura, then founder of the company Chunsoft. The development of Tetris 2 + Bombliss started after he gathered Nakamura and Masanobu Endo, creating new rules that would later become Bombliss.[4][5]

Recepetion

The meeting between Ishihara and Nakamura kickstarted the crossover between the Pokémon and Mystery Dungeon franchises decades after the release of Tetris 2 + Bombliss, making the spin-off game Pokémon Mystery Dungeon in 2005.[4][5]

See also

Notes

  1. ^ Japanese: テトリス2+ボンブリス, Hepburn: Tetorisu 2 + Bonburisu

References

  1. ^ "すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 | ゲーム・エンタメ最新情報のファミ通.com". ファミ通.com (in Japanese). June 8, 2014. Archived from the original on June 9, 2014. Retrieved March 14, 2023. (Translated by Shmuplations. Archived on 2018-09-29)
  2. ^ "Retro spotlight: Tetris 2 + Bombliss". Retro XP. December 13, 2013.
  3. ^ “I made that!” – 1991 Developer Interviews, from the October 1991 issue of Famitsu, translated by Shmupulations
  4. ^ a b "Chunsoft 30th Anniversary – 2014 Interview". Shmuplations. 2014. Archived from the original on March 7, 2022. Retrieved May 3, 2024.
  5. ^ a b Satoru Iwata. "Iwata Asks - Pokémon Mystery Dungeon: Gates to Infinity: An Impossible Combination". Nintendo. p. 1. Retrieved August 2, 2021.