Interesting. The difference between those characters must have gotten smoothed out when I created the image. What does it say now?
Can you just post the image so I don't have to play the game to see it for 1 second? It's easier to read that way.
Do I have to? Assuming the katakana read "???????", which they apparently do, does that have a meaningful translation?
Not really. The ? (FU) should change into a ? (PU) and the ? (KA) should change into a ? (GU) Right now it reads FU RE KI SHI KA RA SU instead of PU RE KI SHI GU RA SU, and the only meaningful about the former (to my knowledge) is that ??? (KARASU) means "crow". Other than that, I don't know. And no, you don't have to.. it's just that it's easier for us to help you if you help us help you.
When you get a Tetris in this game, a random encouraging message pops up. Random as in, not always the same message, and also random as in, eccentric or bizzarre. So it's just there to be weird. Correcting the spelling is very much nitpicking.
Right on. Also, leaving it misspelled marginally emphasizes the point I made when creating that graphic that it really doesn't matter, it looks Japanese enough to be an exploitable aesthetic. It somewhat satirizes T-shirts and tattoos that people sometimes wear "because they're made up of these awesome symbols, I can't read them, I think it's a language, lol".
Hah! I sometimes joke I'll get the Chinese character for arm tatooed on my arm or somesuch for the very same reason.
Thread necro! This has now moved to http://www.rezmason.net/engram/lab/engram.html, and it's still very playable! Definitely ranks among some of the better "casual" Tetris games out there.
Interesting. It's got some kind of initial shift system. I think I heard there's something like that in Tetris Kiwamemichi for PS2.
Yep. I can't remember if it was during what would be considered ARE or if there was a delay on gravity dropping during active time proper.
Kiwamemichi has post entry delay. Every piece hovers for a bit before dropping, allowing you to move it to the side before it enters the field and cross holes even in 20G.
Okay I played it. It seems to use step reset, SRS, and bag. It does NOT provide compensation for "non-resets". example. if bottom of the piece lowers due to a rotation, but the center of rotation does not, there is NO reset. I believe playability would be increased by tracking both the bottom AND the center of rotation, and have it so if either of them drops it causes a reset, but only if it dropped lower then it has been before. Also, it actually buffers initial moves and applies them before gravity. So you can slam a piece all the way to the wall already rotated if you can charge the DAS first.