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{{Infobox |title = Tetris DS
{{Infobox |title = Tetris DS
|developer = Nintendo
|developer = [[Nintendo]]
|publisher = Nintendo
|publisher = [[Nintendo]]
|released = March 20, 2006 (US)<br>April 21, 2006 (Europe)<br>April 27, 2006 (Japan)
|released = March 20, 2006 (US)<br>April 21, 2006 (Europe)<br>April 27, 2006 (Japan)
|platform = Nintendo DS
|platform = [[:Category:DS games|Nintendo DS]]
|preview = Six
|preview = Six
|playfield = 22x10
|playfield = 10w x 43h+ (20h visible); spawns on 22h
|hold = Hold function
|hold = Hold function
|hard = Hard and soft drop
|hard = yes
|SRS = Nearly SRS
|system = SRS
|boxart = NDS_Tetris_DS_Box_Front.jpg
|title-scrn=Tetris DS title.png
|ingame-scrn=Tetris DS standard_mode.png
|drop = yes
|initial =
}}
}}
Tetris DS is the only ''[[Tetris]]'' game on the Nintendo DS console. It features Wi-Fi play, which makes it the third ''Tetris'' game playable [[online Tetris|online]].


==Modes==
===Standard mode===
Standard Tetris.


'''''Tetris DS''''' is a [[Nintendo DS]] video game developed and published by [[Nintendo]]. [[THQ]] announced ''Tetris DS'' before E3 2005, and scheduled it to make an appearance at the show. However, the company decided to cancel the game, and Nintendo released their own make of ''Tetris DS'' in March 2006. It is currently the latest release in the ''[[Tetris]]'' game series, and supports up to ten players locally (with just one Nintendo DS game cartridge), or up to four players online with the [[Nintendo Wi-Fi Connection]] service.
This mode supports up to '''10''' players over a WiFi network with a game card.


Tetris DS features several new modes of play, each with a different Nintendo theme for each one. Themes include ''[[Super Mario Bros.]]'', ''[[The Legend of Zelda]]'', ''[[Metroid]]'', ''[[Balloon Fight]]'', ''[[Donkey Kong]]'', and ''[[Yoshi's Cookie]]''. Multiplayer gameplay also incorporates items to be used competitively.
In standard versus mode the playfield has 20 visible rows, and at least 23 invisible rows. This can be verified by starting a game against the level 4 or 5 CPU and stacking I, J, L, and T pieces high along the left wall. After doing that, allow the CPU to send you garbage while you play as slowly as possible (allowing pieces to drop slowly, then just as they reach bottom put them in the hold box). It has been confirmed through testing that a filled cell can reach the 43rd row (with the bottom visible row being row 1) without causing a "game over." Maybe it's stored infinitely until memory runs out. However it is impossible to verify if a 44th (or higher) row is present because any piece that would reach that height would cause a "game over" when initially placed.


==Game Modes==
If 1 or both of these conditions is met on either player's screen, [[top out|the game will end]].
*The spawning piece is unable to enter the visible playfield, due to a filled cell being present in row 20 or higher which is in the path of the piece's spawning position.
*A piece has been placed and locked such that the piece is entirely above the visible playfield.


===Standard Mode===
In "marathon" (called A-type in previous products), the player can start on any level from 1 to 20 after having reached that level in a previous game. Whenever the number of lines cleared reaches the level times 10, the level is increased by 1. For example, at level 15, clearing the 150th line changes the level to 16. In "line clear" (called B-type in previous products), the level does not increase.
Standard Mode plays like traditional ''Tetris'', with the play field on the bottom screen and a [[Mario]] themed side-scrolling level on the top screen. Standard Mode can be played as a one player Marathon, two players or one player versus a CPU-controlled opponent. Standard Mode features a [[Super Mario Bros.]] backdrop as well as a [[Super Mario Bros. 3]] and other [[Nintendo Entertainment System]] game backdrops. One player Marathon mode ends at level 20 (after 200 lines), although an Endless Mode can be unlocked after reaching level 20. For the Mario backdrops, Mario advances through familiar levels as the player clears lines.
*Levels 1 through 3 (Lines 0-29) include backdrops from [[Super Mario Bros.]]
*Levels 4 through 6 (Lines 30-59) include backdrops from [[Super Mario Bros. 3]].
*Levels 7 through 10 (Lines 60-99) include the [[Super Mario Bros.]] backdrop again, with Level 10 being a battle between [[Mario]] and [[Bowser]].
*Level 11 (Lines 100-109) includes a ''[[The Legend of Zelda|Legend of Zelda]]'' theme.
*Level 12 (Lines 110-119) includes a ''[[Metroid]]'' theme.
*Level 13 (Lines 120-129) is a ''[[Donkey Kong (arcade game)|Donkey Kong]]'' theme.  
*Level 14 (Lines 130-139) is ''[[Balloon Fight]]'' themed.
*Level 15 (Lines 140-149) has an ''[[Ice Climber]]'' backdrop.
*Level 16 (Lines 150-159) has an ''[[Excitebike]]'' theme.
*Level 17 (Lines 160-169) has a ''[[Devil World]]'' backdrop.
*Level 18 (Lines 170-179) has an ''[[Urban Champion]]'' backdrop.
*Level 19 (Lines 180-189) has a ''[[Duck Hunt]]'' theme.
*The final stage of Standard mode, Level 20 (lines 190-199) has the original ''[[Tetris]]'' theme.
In Endless mode, if the player reaches beyond level 20, the cycle of backdrops repeats.
Like most iterations of Tetris, Tetris DS's Standard mode has variations to the basic formula of the game. The player is allowed to hold a Tetrimino by pressing L or R. The speed of the falling Tetriminoes increases noticeably faster than in other games, and at Level 20 and above, Tetriminoes are instantly on the ground the moment they appear. However, a Tetrimino will not lock into place until the player does not move or rotate it for a set amount of time. This means that if a Tetrimino is moved constantly, more time can be taken to decide where to place it.


===Mission mode===
Like in other games following the [[Tetris Guideline]], gameplay in standard mode rapidly deviates from that of older Tetris games as the level increases because as long as a piece is kept spinning it will not lock (see [[Infinity]]). This, combined with the fact that continually spinning pieces have the ability to "climb" over obstacles (see [[SRS]]), makes the game almost insultingly easy at fast speeds. Rather than a game where a piece must be maneuvered as it falls, the endgame in standard mode of ''Tetris DS'' is "[[Drop#Gravity|20G]]": a game where a piece materializes on top of the middle of the stack, and can be moved left or right (while rotating) over small protrusions and positioned as desired.
 
;[[ARE]]: 0
;[[DAS]]: 11 frames delay, 5 frames period
;[[Lock delay]]: 30 frames
;[[Line clear]] delay: 40 frames
 
====Scoring tables====
The scoring in ''Tetris DS'' is like that of ''Tetris Zone''.[http://zone.tetris.com/page/manual]
*Level = as described above, with a maximum of 20
*Height = 0 for Marathon, or chosen height for Line Clear
*Soft [[drop]]: 1 pt per cell
*Hard [[drop]]: 2 pts per cell
*[[Line clear]]s:
**single: (Level + Height) * 100 pts
**double: (Level + Height) * 300 pts
**triple: (Level + Height) * 500 pts
**tetris: (Level + Height) * 800 pts; difficult
**[[twist|T-spin]] no lines ([[Wall kick|kick]]): (Level + Height) * 100 pts
**[[twist|T-spin]] no lines (no kick): (Level + Height) * 400 pts
**T-spin single (kick): (Level + Height) * 200 pts; difficult
**T-spin single (no kick): (Level + Height) * 800 pts; difficult
**T-spin double: (Level + Height) * 1200 pts; difficult
**T-spin triple: (Level + Height) * 1600 pts; difficult
**back to back difficult line clears: * 3/2
***for example, back to back tetris: (Level + Height) * 1200 pts


Mission mode can be played competitively, or as a marathon to beat your own score. The top screen displays your objective or "mission," while the bottom screen displays the playing field. A timer in the form of red hearts slowly disappears; when a player completes the objective, the hearts fill anew and the player is assigned a new objective. Also, completing an objective erases the bottom four lines of blocks from the playfield. Failing to complete the objective in time will result in added blocks to the bottom of the pile. An example of an objective is for the player to clear three lines with an "L" shaped Tetrimino. Other examples include clearing five lines while only receiving square Tetriminoes, or clearing three lines simultaneously with anything except a bar-shaped Tetrimino (in this case, using a bar Tetrimino will not clear the objective). Mission mode features a ''Legend of Zelda'' backdrop.
Sources: original research by [[User:Tepples|Tepples]] and [http://tetrisds.moero.info/index.php?����ˡ§ TDS Scoring (Japanese)]


===Push mode===
===Push mode===
Theme: ''Donkey Kong''<br>
Influences: Original PC prototype of 2-player Tetris [http://vadim.oversigma.com/Tetris.htm]
Playfield: 10w x 38h
Push mode starts with two blocks near the center of a playfield roughly twice as tall as the standard playfield.  Tetrominoes drop in opposite directions for the two players. Dropping a tetromino past the mass of blocks causes it to disappear. When a player completes more than one line at once, all blocks in the playfield move a number of lines toward the other player's side. (Unlike in Standard mode, T-spins and Back to Backs do not count extra.) Once one block is placed or pushed off a player's end of the playfield, the player loses.


Push mode is a competitive play mode for two players, or one person versus a CPU controlled opponent. Both players start with a 1x1 block floating in their field, and must place Tetriminoes on that to form a base (If a Tetrimino is dropped where it won't land on anything, it will simply fall out of the screen). Whenever two or more lines are cleared simultanously, the player's side of the pile moves down, "pushing" the opponent's side upwards (The player's side is seen on the top screen, while the bottom screen shows the opponent's side upside-down, since the bottoms of both players' piles push against each other). The goal is to push the pile down so it overlaps the opponent's danger line. Push mode features a ''Donkey Kong'' backdrop.
In push mode, it is possible for a game to be drawn by clearing all blocks from the playfield, although the program is incapable of recognizing a drawn game, and the first player to disconnect will lose.


===Touch mode===
This mode supports single player, 2-player Ni-Fi, and Nintendo Wi-Fi Connection.
 
===Mission mode===
Theme: ''The Legend of Zelda''
 
Missions include
*"Clear 2/3 lines at once!"
*"Clear 5 lines total!"
*"Use a (single Tetromino) to clear 2/3 lines at once!"
*"Clear 4 lines at once!" (Requires an I Tetromino)
*"[I Banned] Clear 2/3 lines at once!"
*"Use a (specified Tetromino) to clear 1/2 line(s)!"
*"[Limited Tetrominos] [Use 2 of them] Clear 5 lines total!
*"[Speed Up] Clear 5 lines total!"
*"[Limited Tetrominos] [Use only 1] Clear 3/4/5 lines total!"
*"[Line Hurdle] Clear 2/3 lines, skipping 1!" More information about line hurdles can be seen [[Line clear#Hurdle / Split|here]].
*"[Line Target] Clear the line marked by the arrow!"
*"[No Rotation] Clear a line!" (Pieces spawn in random orientations)
*"Clear 4 lines twice in a row!"
Conspicuous by their absence are any missions involving T-spins.


In Touch mode, a player uses the Nintendo DS stylus to "touch" and "slide" static Tetriminoes to create rows. When enough Tetriminoes have cleared, a cage of balloons is released. Touch mode has no timer, nor do Tetriminoes fall from the top. The playing field spans both DS screens. A Touch Puzzle mode is also available, where for each level, a given objective must be achieved, but the Tetriminoes cannot be rotated. Touch mode features a ''Balloon Fight'' backdrop.
Modes:
*Marathon: complete each mission in the time available or have 5 garbage lines added. Same as Standard mode, this mode has a total of 20 levels, but with the lack of Endless mode. You will advance to the next level when you successfully complete 2 missions, and completing 40 missions wins the game.
*Time Trial: choose difficulties 1 through 5, and complete the set of 10 missions, given in randomized order, as quickly as possible.


===Catch mode===
===Catch mode===
Theme: ''Metroid''<br>
Influences: ''Klustar'' (GBC) and ''Katamari Damacy'' (PS2)


In Catch mode, a player controls one central block, which can be moved in all directions and rotated. The player "catches" falling Tetriminoes, which adhere to the central block; once a player has a segment of 4x4 or greater, it will flash for ten seconds, then detonate. The player can then use the explosion to destroy enemies or Tetriminoes. While the 4x4 square flashes, more blocks can be attached to it to gain more points when it detonates (the flashing portion only expands if another four blocks are added to one of its sides). Pressing X will immediately detonate the blocks. If any Tetriminoes fall beyond the boundaries, the central block is hit by enemies, or a falling Tetrimino touches the central block while it is being rotated, the player will lose energy. Energy is depicted at the bottom of the screen as a bar, and some energy is restored when a 4x4 or greater area of blocks is detonated. If energy runs out, or Tetriminoes are stacked so far that the central block is longer than the entire screen, the game is over. Catch mode features a ''Metroid'' backdrop.
This mode has been compared to inverse ''Tetris''. Player moves and rotates a clump of blocks to catch the falling tetrominoes and avoid the falling metroids. Forming a 4x4 square of blocks without gaps (not necessarily of whole tetrominoes, unlike ''[[The New Tetris]]'' and Square Tetris mode of ''[[Tetris Worlds]]'') will cause the tetrominoes to light up and explode 10 seconds later. The player can add overlapping 4x4 squares to this critical mass within these 10 seconds, or the player can trigger this explosion early. Hitting a falling metroid with the clump, hitting a falling tetromino with the clump while it is rotating, or letting a tetromino hit the bottom, will cause the player to lose health. Colliding with a metroid will also destroy a portion of the clump, and rotating the clump into a falling tetromino will destroy that tetromino. When a cluster of tetrominoes explodes, some health is recovered. When the health bar is depleted, or the clump becomes too large to fit on the screen, the game is over. Although this mode progresses by levels and ends after level 20 like Standard Mode, there is no Endless Mode variant to unlock.


===Puzzle mode===
===Puzzle mode===
Theme: ''[[Yoshi's Cookie]]''


In Puzzle mode, the top screen displays the playing field that is already several lines high, with several gaps; the bottom screen displays a limited selection of Tetriminoes to choose from. A player must select the shape and orientation of a Tetrimino to fill the gaps and clear the screen. There is no time limit. Puzzle mode features a [[Yoshi's Cookie]] backdrop.
Three, four, or five tetrominoes are displayed in the touch screen. The player chooses a tetromino and orientation using either the stylus or the Control Pad and A Button, and if it would clear one or more line, it is dropped into the puzzle in the top screen. (Sliding and [[Twist|in-place spins]] are not possible.) Goal is to clear all lines.


===Nintendo Wi-Fi Connection===
Alleged design defect: For L, J, and T, which have four distinct orientations, the default orientation is assigned to Left on the  Control Pad, not Up as would be expected.


Standard mode and Push mode are capable of online play. Push mode is available for two players in multiplayer matches. Standard mode is available for two players (without items) or four players (with items).
===Touch mode===
 
Theme: ''Balloon Fight''<br>
===Local wireless multiplayer===
Influence: ''Klotski''; ''Puzznic''
 
Standard mode, Push mode, and Mission mode are capable of DS-to-DS wireless play. Push mode is available for two players in multiplayer matches. Standard mode is available for up to ten players, using only one ''Tetris DS'' playing card.


==Scoring==
This mode has two modes, one where the blocks drop, and you try to maximize points by shifting and (in levels 1, 2, and 3) rotating tetrominoes and partial tetrominoes to form lines. The other mode, called "Puzzle" mode, is where you attempt to achieve various goals by moving blocks into a certain position to achieve certain numbers of combos, line clears, clear ll blocks. Some solutions to the Touch Puzzle Mode can be found [[Tetris DS/Touch Solutions|here]].


More points are awarded depending on the level and how many rows have been cleared.
<br clear="all">


*Single (1 line cleared) = 100 x Level
== See also ==
*Double (2 lines cleared) = 300 x Level
{{Nintendo games}}
*Triple (3 lines cleared) = 500 x Level
*Tetris (4 lines cleared) = 800 x Level
*T-Spin (no lines cleared) = 400 x Level
*T-Spin Single (clear 1 line with a T-Spin) = 800 x Level
*T-Spin Double (clear 2 lines with a T-Spin) = 1200 x Level
*T-Spin Triple (clear 3 lines with a T-Spin) = 1600 x Level
*Back-to-Back Bonus (Tetrises or T-Spins one after the other) = 0.5 x the number of points scored
*Soft Drop (speed up the descent of a Tetrimino) = 1 x distance dropped (in rows)
*Hard Drop (make a Tetrimino land instantly) = 2 x distance dropped (in rows)


==External links==
==External links==
*''[[mariowiki:Tetris DS|Tetris DS]]'' at Super Mario Wiki
*''[[strategywiki:Tetris DS|Tetris DS]]'' at StrategyWiki
*[http://en.wikipedia.org/wiki/Tetris_DS Wikipedia] - Wikipedia Article on Tetris DS


*[http://www.tetrisds.com/ Official website]
{{stub}}
*[http://en.wikipedia.org/wiki/Tetris_DS] - Wikipedia Article on Tetris DS
[[Category:Games]]
*[http://www.blockstats.org Blockstats] - Stat Tracker and Highscore board for Tetris DS
[[Category:DS games]]
*[http://www.nintendowifi.com/gaminghub/TetrisDSGamingHub.jsp TDS Gaming Hub] - Tetris DS Gaming Hub
[[Category:NIWA]]

Latest revision as of 17:15, 5 November 2023

Tetris DS

NDS Tetris DS Box Front.jpg
Developer(s) Nintendo
Publisher(s) Nintendo
Release Date(s) March 20, 2006 (US)
April 21, 2006 (Europe)
April 27, 2006 (Japan)
Platform(s) Nintendo DS

Gameplay Info

Next pieces Six
Playfield dimensions 10w x 43h+ (20h visible); spawns on 22h
Hold piece Hold function
Hard drop yes
Rotation system SRS
Has 180 rotation {{{180}}}
Adjustable tuning {{{tuning}}}
Garbage attack type {{{garbage}}}
Garbage blocking type {{{blocking}}}
Website {{{website}}}
Tetris DS title.png Tetris DS standard mode.png

Modes

Standard mode

Standard Tetris.

This mode supports up to 10 players over a WiFi network with a game card.

In standard versus mode the playfield has 20 visible rows, and at least 23 invisible rows. This can be verified by starting a game against the level 4 or 5 CPU and stacking I, J, L, and T pieces high along the left wall. After doing that, allow the CPU to send you garbage while you play as slowly as possible (allowing pieces to drop slowly, then just as they reach bottom put them in the hold box). It has been confirmed through testing that a filled cell can reach the 43rd row (with the bottom visible row being row 1) without causing a "game over." Maybe it's stored infinitely until memory runs out. However it is impossible to verify if a 44th (or higher) row is present because any piece that would reach that height would cause a "game over" when initially placed.

If 1 or both of these conditions is met on either player's screen, the game will end.

  • The spawning piece is unable to enter the visible playfield, due to a filled cell being present in row 20 or higher which is in the path of the piece's spawning position.
  • A piece has been placed and locked such that the piece is entirely above the visible playfield.

In "marathon" (called A-type in previous products), the player can start on any level from 1 to 20 after having reached that level in a previous game. Whenever the number of lines cleared reaches the level times 10, the level is increased by 1. For example, at level 15, clearing the 150th line changes the level to 16. In "line clear" (called B-type in previous products), the level does not increase.

Like in other games following the Tetris Guideline, gameplay in standard mode rapidly deviates from that of older Tetris games as the level increases because as long as a piece is kept spinning it will not lock (see Infinity). This, combined with the fact that continually spinning pieces have the ability to "climb" over obstacles (see SRS), makes the game almost insultingly easy at fast speeds. Rather than a game where a piece must be maneuvered as it falls, the endgame in standard mode of Tetris DS is "20G": a game where a piece materializes on top of the middle of the stack, and can be moved left or right (while rotating) over small protrusions and positioned as desired.

ARE
0
DAS
11 frames delay, 5 frames period
Lock delay
30 frames
Line clear delay
40 frames

Scoring tables

The scoring in Tetris DS is like that of Tetris Zone.[1]

  • Level = as described above, with a maximum of 20
  • Height = 0 for Marathon, or chosen height for Line Clear
  • Soft drop: 1 pt per cell
  • Hard drop: 2 pts per cell
  • Line clears:
    • single: (Level + Height) * 100 pts
    • double: (Level + Height) * 300 pts
    • triple: (Level + Height) * 500 pts
    • tetris: (Level + Height) * 800 pts; difficult
    • T-spin no lines (kick): (Level + Height) * 100 pts
    • T-spin no lines (no kick): (Level + Height) * 400 pts
    • T-spin single (kick): (Level + Height) * 200 pts; difficult
    • T-spin single (no kick): (Level + Height) * 800 pts; difficult
    • T-spin double: (Level + Height) * 1200 pts; difficult
    • T-spin triple: (Level + Height) * 1600 pts; difficult
    • back to back difficult line clears: * 3/2
      • for example, back to back tetris: (Level + Height) * 1200 pts

Sources: original research by Tepples and [http://tetrisds.moero.info/index.php?����ˡ§ TDS Scoring (Japanese)]

Push mode

Theme: Donkey Kong
Influences: Original PC prototype of 2-player Tetris [2] Playfield: 10w x 38h

Push mode starts with two blocks near the center of a playfield roughly twice as tall as the standard playfield. Tetrominoes drop in opposite directions for the two players. Dropping a tetromino past the mass of blocks causes it to disappear. When a player completes more than one line at once, all blocks in the playfield move a number of lines toward the other player's side. (Unlike in Standard mode, T-spins and Back to Backs do not count extra.) Once one block is placed or pushed off a player's end of the playfield, the player loses.

In push mode, it is possible for a game to be drawn by clearing all blocks from the playfield, although the program is incapable of recognizing a drawn game, and the first player to disconnect will lose.

This mode supports single player, 2-player Ni-Fi, and Nintendo Wi-Fi Connection.

Mission mode

Theme: The Legend of Zelda

Missions include

  • "Clear 2/3 lines at once!"
  • "Clear 5 lines total!"
  • "Use a (single Tetromino) to clear 2/3 lines at once!"
  • "Clear 4 lines at once!" (Requires an I Tetromino)
  • "[I Banned] Clear 2/3 lines at once!"
  • "Use a (specified Tetromino) to clear 1/2 line(s)!"
  • "[Limited Tetrominos] [Use 2 of them] Clear 5 lines total!
  • "[Speed Up] Clear 5 lines total!"
  • "[Limited Tetrominos] [Use only 1] Clear 3/4/5 lines total!"
  • "[Line Hurdle] Clear 2/3 lines, skipping 1!" More information about line hurdles can be seen here.
  • "[Line Target] Clear the line marked by the arrow!"
  • "[No Rotation] Clear a line!" (Pieces spawn in random orientations)
  • "Clear 4 lines twice in a row!"

Conspicuous by their absence are any missions involving T-spins.

Modes:

  • Marathon: complete each mission in the time available or have 5 garbage lines added. Same as Standard mode, this mode has a total of 20 levels, but with the lack of Endless mode. You will advance to the next level when you successfully complete 2 missions, and completing 40 missions wins the game.
  • Time Trial: choose difficulties 1 through 5, and complete the set of 10 missions, given in randomized order, as quickly as possible.

Catch mode

Theme: Metroid
Influences: Klustar (GBC) and Katamari Damacy (PS2)

This mode has been compared to inverse Tetris. Player moves and rotates a clump of blocks to catch the falling tetrominoes and avoid the falling metroids. Forming a 4x4 square of blocks without gaps (not necessarily of whole tetrominoes, unlike The New Tetris and Square Tetris mode of Tetris Worlds) will cause the tetrominoes to light up and explode 10 seconds later. The player can add overlapping 4x4 squares to this critical mass within these 10 seconds, or the player can trigger this explosion early. Hitting a falling metroid with the clump, hitting a falling tetromino with the clump while it is rotating, or letting a tetromino hit the bottom, will cause the player to lose health. Colliding with a metroid will also destroy a portion of the clump, and rotating the clump into a falling tetromino will destroy that tetromino. When a cluster of tetrominoes explodes, some health is recovered. When the health bar is depleted, or the clump becomes too large to fit on the screen, the game is over. Although this mode progresses by levels and ends after level 20 like Standard Mode, there is no Endless Mode variant to unlock.

Puzzle mode

Theme: Yoshi's Cookie

Three, four, or five tetrominoes are displayed in the touch screen. The player chooses a tetromino and orientation using either the stylus or the Control Pad and A Button, and if it would clear one or more line, it is dropped into the puzzle in the top screen. (Sliding and in-place spins are not possible.) Goal is to clear all lines.

Alleged design defect: For L, J, and T, which have four distinct orientations, the default orientation is assigned to Left on the Control Pad, not Up as would be expected.

Touch mode

Theme: Balloon Fight
Influence: Klotski; Puzznic

This mode has two modes, one where the blocks drop, and you try to maximize points by shifting and (in levels 1, 2, and 3) rotating tetrominoes and partial tetrominoes to form lines. The other mode, called "Puzzle" mode, is where you attempt to achieve various goals by moving blocks into a certain position to achieve certain numbers of combos, line clears, clear ll blocks. Some solutions to the Touch Puzzle Mode can be found here.


See also

External links

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