On the other side of that though is the spin move effects. Having the option to turn off spin bonuses would go a long way in making the game more accessible. However, much like the parry system in Street Fighter III: Third Strike, if you can’t make them but your opponent can, there’s pretty much a 0% chance you’ll ever win, or even have any fun playing against that person. Spin moves have evolved a lot since their inception, but they can be another neat way to offer bonuses to folks who can pull them off. This made for some killer line totals, but it was also a really cool meta game that really made you think differently. Each line made out of a silver block was worth 5 lines, and each line made that included the gold block would net you 10 lines. If you used multiple pieces, you’d get silver. If you used 4 of the same piece, it became a gold block. If you were able to make a 4x4 block out of any 4 tetriminos, those 4 blocks would form one large block. The New Tetris for Nintendo 64 is without a doubt one of the finest Tetris games ever made, and it introduced a few mechanics that I would love to see made available again. Classic mode would basically just play like Nintendo’s NES or Game Boy versions. Tetris has changed a ton over the years, giving players the ability to rotate blocks before they land permanently, letting you keep a block in reserve, etc. Like Smash Bros., most pro players wouldn’t want to compete in that kind of environment, but like Smash, items add a layer of chaos to multiplayer, which is super fun in a party setting. Some games like Tetris Party introduced the use of items in versus matches. I mean crazy rules and modes that make things way more interesting. And I don’t just mean setting custom difficulties. Similar to how you can set your own custom rules in fighting games like Smash Bros., you should be able to set up your Tetris games the same way. To start, it needs lots of custom rule options. What I’m getting at is, the game should offer a basic endless Tetris mode, but also offer a cornucopia of other modes to mess with to keep things lively. It also had this extremely delightful NES-themed visual design that was a joy to look at… if you were an NES fan. The core Tetris mechanics are near flawless, it uses all the modern Tetris trappings like shadow blocks, reserve blocks, the ability to spin blocks into place, etc., and it’s jam packed with different modes. If you haven’t played it, Tetris DS is one of the most wonderful Tetris packages ever put together. Something that gives Tetris lovers just Tetris, but also delivers on the limitless potential the Tetris brand brings with it.įirst, it should build off the foundation set by Tetris DS. What we need is a Tetris game that stands on its own. It does the one thing it does very well, but it’s not exactly a fully featured release. Tetris 99 is special because it’s basically the Fortnite of Tetris. Puyo Puyo Tetris is special because it’s a mashup with another excellent puzzle game. Tetris Effect is special because of the VR angle. The thing about those three Tetris games I mentioned above is that they’re all uniquely their own thing. There are pieces of Tetris’ past that, if gathered together, could make for the ultimate Tetris game. These are great, they really are, but I believe we can do better. Then there’s Tetris 99, which is absurdly fun. Puyo Puyo Tetris is an incredibly solid and feature-filled game, and it’s available on multiple platforms. I didn’t play Tetris Effect, but I’m told it’s beyond amazing. We seem to be in something of a golden age for Tetris games.
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