Drive (soundtracks), Memory Unit
the video game realm, perhaps no other franchise is as much of a
sure thing (save for Final Fantasy) sales-wise as the Tetris
franchise. What almost single-handedly started the original Game Boy
towards massive sales has made an appearance on every single console
since (including the NUON platform), and met with good sales each
time. Itís really hard to screw up a game of Tetris, but this is
about as close as anyoneís gotten.
this versionís major problem was also found in the Game Boy
Advance version (link)Öand yet for some reason it didnít bother
me there. I noticed it, but didnít even feel it was worth
mentioning. The problem: once reaching the bottom of the playing
field a piece can be spun around infinitely. Not only can it be spun
around, but also in most cases it can actually scale back up the
playing field over adjacent pieces with enough spinning. In other
words, all of the challenge (what really draws a player into Tetris
in the first place) is effectively removed from the game. Place a
piece in a bad spot? No problem, just realize it before you the
piece settles and start spinning it wildly until you get it to where
it really should go.
could argue that this isnít really a problem at all; after all, if
the player doesnít like it then they donít have to do it. The
problem is that the temptation is simply too great. We all want to
be winners, and to have that kind of thing available to use within
the parameters of the game makes it all too easy to take
advantage of. Additionally, it can be taken advantage of
accidentally if the player attempts to make a last minute turn
before a piece is placed. A simple switch to turn this off wouldíve
been sufficient, but as it stands now itís flawed.
has all of the game modes any Tetris nut would want. These include:
normal Tetris, Sticky Tetris (same colors stick together), Fusion (a
special block needs to be cleared), Hot-Line (specific lines are the
target), Square (create 4x4 block squares and clear lines with
them), and Cascade (pieces fall when not supported from below).
These are playable in both a story mode and an arcade mode.
graphics are, umm, unnecessary. Much like the GBA version, the
background "worlds" are often pretty distracting and
detract from the Tetris experience. As your performance changes,
elements in the background change and morph as well. They arenít
quite as "in your face" as the portable version, but theyíre
annoying none the less. There's a lot of wasted space on lackluster
"worlds" that could be used to make things easier to see
or display additional important information.
nature of Tetris means that the sound effects are going to be
minimal, so naturally a kickiní soundtrack is needed to fill the
void. The New Tetris and Tetrisphere both did it
right, while this game does it completely wrong. Tetris Worlds tries
to largely imitate the techno sound of those two games, but almost
every track in the game feels uninspired and trite. The quality of
each track is actually decent, but the same beats are repeated so
often that it grows tiring very quickly. Even the freeware game Acid
Tetris is worlds (pun unfortunately intended) beyond this effort
in the soundtrack department. Luckily the Xbox version of Tetris
Worlds does allow for custom soundtracks, and being able to
listen to your favorite tunes while zoning out to an intense game of
Tetris is pretty satisfying. Thatís still no excuse for what the
game was shipped with though.
version offers up more variations of Tetris than most
Xbox puzzle games should support custom soundtracks.
"endless spinning" addition to gameplay is really a
worlds are uninteresting to look at, and distract the player
from the game at hand.
soundtrack is lame.
you donít mind having almost all of the fun sucked out of Tetris,
then this is your game. It takes a lot of effort to make a Tetris
title that's overall slightly below average (a score of 5), but here