Tetris DS

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Tetris DS is a relatively smalltime title for the Nintendo DS. Since the first Tetris handheld title was released on the original Game Boy, the series has been a great system-seller, sometimes even releasing multiple titles per system under the guidance of Nintendo and other publishers. Tetris DS was developed internally by Nintendo. However, to set it apart from the previous games in the series, the game capitalized on the company’s famous retro games and characters as the backdrops and inspiration for the Tetris action. The game is also part of Nintendo’s Touch Generations series of games, meaning that it is intended for a variety of demographics.

Game Play

The uniting theme behind any Tetris title is to arrange falling arrangements of the Tetriminos blocks into horizontal lines. When a row of ten Tetriminos is created, regardless of color, the row will disappear and a player’s score will increase. Bonus points are awarded for clearing more than one row at once. However, as soon as one mass of blocks is laid, another begins to fall. If the blocks ever overflow out of the arena, the player fails. Unlike most other puzzlers, such as Puzzle League, the blocks do not always come in the same arrangement. Instead, there are seven different block patterns. They may be rotated as a group, even when first landing on other blocks or the floor, but their form will not change. Also, players may speed up the game by warping blocks to the floor in certain modes instead of waiting for them to fall. Markers at the floor show where they will land. It is also possible to "hold" a group of Tetriminos until it is needed later.

Tetris DS sets itself apart through its wide variety of modes. Each mode keeps the same basic rules intact, but is very liberal with them. Also, up to ten people can play against each other at once with local multiplayer. The main draw of the game is the utilization of the Nintendo Wi-Fi Connection, which allows for multiplayer games for two to four players.

This title is truly a compilation of six game play modes. Each of the modes is themed after a particular famous Nintendo title and utilizes its own goals and rules. However, all revolve around the original Tetriminos concept.

Standard

Tetris DS Standard Mode
In multiplayer mode, the top screen shows opponents' play fields.

Standard mode is a version of the basic Tetris game; it has no new twists or new rules. However, it does keep the ability to rotate blocks after they have landed. This concept is relatively new to the series, but it was altered for this version, and now adds back some of the challenge that it took away when the concept was first introduced. In multiplayer, players choose to play with or without traditional Mario power-ups, including the Banana, Red Koopa Shell, Boo, Super Mushroom, and Starman. Also, icons inspired by classic games can be used as avatars.

Each time ten lines are cleared, the theme of the level changes and difficulty increases. Slightly modernized game footage from one of Nintendo’s classic games encased in what appears to be a television can always be seen on the top screen while a sprite from the same game sits to the right of the play field on the touch screen. The background songs are remixes of classic songs from the featured game. However, the meters and play field are never altered. In multiplayer mode, the top screen is dedicated to the opponents’ play fields.

Levels

File:TDS Standard2.jpg
In single player mode, footage from classic games can be seen on the top screen, although the backgrounds have been updated.
  1. The first level is Super Mario Bros. themed. Mario can be seen jumping through the first world of the game. The lower screen features a sprite of Mario jumping. The overworld theme serves as background music. When the level is beaten Mario takes down the flagpole and goes into the castle.
  2. The second level is a minor alteration of the first. Instead of Mario on the bottom screen, a Goomba sprite glares out at players. When the player beats the level, Mario finds a beanstalk and climbs up it.
  3. Also from Super Mario Bros., this level takes place in World 2-1, a subterranean level. The background music plays accordingly to the underground theme. Also, a Green Koopa Troopa sits at the bottom screen. At the end of the level Mario finds the Warp Zone.
  4. The game then moves onto a Super Mario Bros. 3 themed level. Mario moves through the first world as the overworld theme from the game plays. Raccoon Mario sits on the bottom screen. When the level is over, Raccoon Mario flies away above the clouds.
  5. Now in the among the Coin-filled clouds from Super Mario Bros. 3, Mario continues his journey. The same music plays as in the last level, but Frog Mario replaces Raccoon Mario on the bottom screen. The transition to level six features the king of Grass Land as a dog and Toad.
  6. Returning to World 2-1 of Super Mario Bros. for inspiration, this level is nearly identical to level three. However, Lakitu decorates the bottom screen and Mario jumps across ? Blocks and elevators to leave the level.
  7. The next level is also based on Super Mario Bros. This time, Mario bounces through World 4-3 as a Super Mushroom sits on the bottom screen. The transition to the next level features the Piranha Plants from World 6-2.
  8. A continuation of the previous level, this stage also takes place in World 4-3 of Super Mario Bros. Luigi is seen crouching on the bottom screen. As the level concludes, Mario uses the Balance Lift.
  9. Bowser's Castle from World 2-4 of Super Mario Bros. serves as this level’s location. In the background, the castle theme plays. Bowser can be seen on the lower screen. This is the last of the Mario-themed levels.
  10. The Legend of Zelda serves as the location of the eleventh level. The music is Zelda’s theme from the same game. Link is on both screens, as a stationary sprite on the bottom and exploring the overworld on the top. The old man’s cave serves as the transition.
  11. Samus gets her chance to shine as this level is themed around Metroid. She can be seen traveling through the beginning of the game as the Brinstar background music plays. On the bottom screen, Samus is crouching as she did in the Famicom Disk System version’s save screen. Mother Brain is the level transition.
  12. Donkey Kong makes his first and only appearance in the game during this level, although the game Donkey Kong appears in another mode as well. As Jumpman plays through Stage 1, the background music plays and Pauline appears on the bottom screen. As Mario heads for Stage 2, the game transitions to the next level.
  13. Based on Balloon Fight, this level focuses on the first stage. The upbeat Balloon Trip theme can be heard in the background. Balloon Fighter is the featured sprite. As the level changes, he enters the Balloon Trip mode.
  14. The Ice Climbers are the stars of this level, as it is based off of their first and only game, Ice Climber. Popo can be seen with a flag on the touch screen as the duo plays the bottom of the first stage on the top screen. As the level ends, players can see the first stage’s bonus area.
  15. Excitebike provides the inspiration for this level, even though the Tetris DS Panic theme is used in the background as the Excitebikers race around the first track of the Nintendo Entertainment System classic. Excitebiker decorates the bottom screen and the level transitions via the games’ edit mode.
  16. While American audiences may not recognize the game, Stage 1-1 of Devil World is featured in this level as the Tetris DS Panic theme continues. Tamagon makes his first appearance on American shores both in his original game and as the touch screen spite. Stage 2-1 is used as a transition.
  17. The discount store from the brawler Urban Champion is the background for this level’s top screen while a defeated fighter inhabits the bottom. Again, the Panic music continues. When the level is over, an angry bystander is seen along with one of the manholes from the game.
  18. Duck Hunt is given the honor of the last featured original Nintendo title. The familiar hunting perspective is utilized on the top screen while the synonymous creeping dog sprite is placed on the touch screen. The panic music keeps playing in the background, until the level ends and the tree and grass serve as a transition.
  19. The system-selling Game Boy version of Tetris is the finale. The Japanese box art for the game is used for the background scene, while a space shuttle sits next to the playing field. In the background, the original Tetris music plays. As the level transitions back to the first set of visuals, the Russian castle can be seen.

Push

  • Play Modes: Single player, local multiplayer, Wi-Fi
  • Theme: Donkey Kong

Push Mode was designed for players who wanted a more competitive way to play than just comparing scores. Players are virtually seated across from each other, with a pile of Tetriminos in the center. The Tetriminos are like missiles in this mode and can be sent by the player just as quickly as he or she can play the game. If one clears a row, the mass moves toward his or her opponent, decreasing the opponent’s play area and increasing the player’s. When one player has pushed the pile out of the screen towards their opponent, he or she wins.

The mode is decorated by a Donkey Kong inspired environment. Although Pauline and Donkey Kong are not seen, Mario walks around the girders on the top screen, dodging barrels and using the ladders. The classic Donkey Kong beeps play in the background, although it speeds up as the blocks near the edges.

Touch

File:ME0000692101 2-1-.jpg
Only Tetriminos on the touch screen can be moved in Touch Mode.
  • Play Modes: Single player
  • Theme: Balloon Fight

Part of Nintendo’s effort to give players a well-rounded single-player experience while showing off the abilities of the Nintendo DS, this mode allows players to use their stylus to shift and rotate a pre-set arrangement of the blocks. While most other modes feature falling blocks, this mode has them already in place. By arranging them in horizontal lines, they will disappear. The game ends when no more combinations can be made. Players strive to clear the most points possible.

Balloon Fight provides the backdrop for this mode. Balloon Fighter and his bird enemies can be seen flapping their way through the sky on their balloons. Warp Pipes make a cameo appearance as the source of the bubbles that Balloon Fighter dodges periodically. Starry skies and buried fossils make the background. The unaltered main theme plays in the background. However, there are occasionally fanfare blasts based on one’s progress.

Puzzle

File:TDS Puzzle.jpg
Puzzle mode is one of many single-player options.

Puzzle mode presents players with the challenge of clearing all of the blocks already on their screen using only the blocks in their inventory. To succeed players need to think ahead and know how the puzzle will change based on each possible outcome. The Tetriminos can be rotated in any direction before being dropped, but one a location is selected, players cannot manipulate them. However, there is no time limit, so players may think for as long as they need.

This mode takes place in Mario’s bakery from Yoshi's Cookie. However, instead of cookies in the oven, there are Tetriminos. Mario sits to the right operating the machine while Baby Yoshis hold a sign showing the number of remaining blocks. The touch screen’s background is decorated with the promotional artwork from the game featuring Yoshi in a pile of cookies.

Mission

File:TDS Mission.jpg
"Holding" blocks is a key strategy in this mode.
  • Play Modes: Single player, local multiplayer
  • Theme: Legend of Zelda

Unlike Puzzle mode, where the challenge's goal remains the same throughout the game, in Mission mode it changes every time the challenge is met. For example, the game may ask a player to use a two-by-two block set to clear two rows of blocks at once. In this case, the player should line up two horizontal rows of Tetriminos each eight across, but a space matching the block should be left open. Then, when the desired block begins to fall from the top of the play field, the player should place it so that two complete rows are formed. The challenges get more complex as time passes. In multiplayer mode, players race to see who can clear each mission first.

This mode takes its artistic inspiration from The Legend of Zelda. On the top screen, a waterfall resembling the opening screen of the title flows as a background to the goal. On the bottom screen, an elaborate mountainside fortress serves as the background. In the play field, one can see a series of caves. A sprite of Link, Octorok or another character from the game appears on the bottom screen based on how far the player has progressed. The sprite has been turned into a flat 3-D object that spins around. A remix of the overworld theme plays in the background.

Catch

File:TDS Catch.jpg
Players control the mass of Tetriminos rather than the falling ones.
  • Play Modes: Single player
  • Theme: Metroid

Where the other modes instructed players to drop or adjust blocks into the play field, Catch mode is the only mode where the blocks move completely by themselves and the play field is controllable. In fact, only the descent speed of the blocks can be controlled. As blocks fall from the top screen to the bottom, players must catch them on their constantly growing mass of blocks. This mass can be moved up, down, left, right or be rotated. After a set of four by four blocks or more is assembled, a “charge” mode will be entered, where players attempt to enlarge the rectangle before it disappear, taking other blocks with it. The other blocks taken are all those directly above, below, to the left, and to the right of it.

The mode’s visuals imply a mass moving up a large corridor from the original Metroid game. Also, the occasional Metroid can be seen, trapped in a glass container. This may be the young Metroid from the same game. Samus’s jumping sprites are cascaded across several parts of the scrolling level, showing how Samus would jump from one ledge to another.

Other Cameos

File:TDS mainmenu.jpg
The main menu features characters interacting with Tetriminos.

Several other cameos that are not part of the main game play are also included in the game in the form of menus.

Menus

With few exceptions, the in-game menus feature ROB, the Robot Operating Buddy and his inventor, Professor Hector on the top screen in front of the background from the arcade game Mario Bros. On the touch screen, the opening for the Famicom Disk System is the background

Music

The background music in the Records section is from the Game Boy Tetris game’s high score music. Also, the credits music, designed to sound like it came from an 8-bit game, ends with the Super Mario Bros. overworld and Starman themes.

Sources