Tetrisphere

Tetrisphere

Infobox VG| title = Tetrisphere


developer = H2O Entertainment
publisher = Nintendo
designer =
engine =
released = August 11, 1997
genre = Puzzle
modes = Single player, multiplayer
ratings = ESRB: Kids to Adults (K-A)
OFLC: G
platforms = Nintendo 64
media = Cartridge
requirements =
input =

"Tetrisphere" is a video game released for the Nintendo 64 in 1997. Development of the game was done by H2O, located at the time in Calgary, Alberta, Canada.

It is a variant on "Tetris" in which various shapes are shifted across a sphere and destroyed. The objective of the game changes depending on the mode, but generally depends on removing layers of shapes to reach the core of the sphere. The underlying topology of the game's playfield more closely resembles a grid of 32x32 squares per layer, wrapped at the edges, than a sphere.

"Tetrisphere" was also accredited for its techno-style soundtrack composed by Neil D. Voss, who later composed the music for "The New Tetris" as well. IGN.com conducted an interview with Voss in June 1998 in light of the acclaim [http://ign64.ign.com/articles/060/060225p1.html?fromint=1 IGN interview] [ [http://ign64.ign.com/articles/060/060226p1.html?fromint=1 IGN: Interview With Neil Voss (Part II) ] ] , and "Nintendo Power" gave it an award for "Best Soundtrack" of 1997 in their January 1998 issue.

Gameplay

In most "Tetris" titles, a player's score is incremented as a result of completing "lines", where a row of brick pieces that is without gaps is removed from the playing field. This both earns points and removes the completed row, making room for further pieces. However, in "Tetrisphere", the goal is instead to remove bricks by forcing three of the same type of piece to touch as a result of a "drop". A "drop" is achieved when any brick falls, either as a direct result of the player releasing the currently held brick, or when the brick which supports it from below is removed (by any method). When three bricks of the same type touch, this triggers a "reaction".

When a reaction occurs, the three bricks will glow brightly and implode, removing themselves from the field of play. Any other same-shaped blocks which are touching that reaction will also be removed in a chain reaction. For example, if a player has lines of nested "Z" pieces, and then drops another "Z" directly on top of one of the nested "Z"s, the one which was dropped will cause the piece below to implode, in turn causing all identical pieces touching that piece to explode, and so on. The only exception is that the pieces involved (including the original three) must abide by the rules which dictate which pieces are "touching". For example, any two matching pieces which are stacked must be exactly on top of each other, if they are both to be removed. Laterally, each piece obeys the rules specific to its shape. As an illustration of this point, "O" pieces (a 2x2 square, colored blue) and "I" pieces (a 3x1 or 1x3 rectangle, colored green or yellow) must have full contact on one side with one full side of another piece of the same shape, but all other pieces are considered "touching" if any part of them is in contact with another of the same shape.

There is a penalty incurred each time a player drops a brick without starting a reaction. The player may be penalized three times during a given play period, after which the round ends. While the player is scrutinizing the sphere, searching for likely reactions, a timer slowly counts down. When the timer reaches zero, the piece which is held in the player's inventory of pieces will automatically fall, again causing a penalty if it does not lead to a reaction.

It is possible, with some small effort, to clear the majority of a "layer" on the globe with one, well-executed chain reaction. The fewer the number of different pieces allowed in the construction of the globe, the more likely and impressive the chain reactions will be.

Removing 20 or more pieces will provide access to progressively more powerful assistive devices ("weapons"), such as sticks of dynamite or rockets, that the player may employ at any time to remove large sections of the surface. Each type of explosive has its own pattern of removal, area of effect, and drawbacks. This also multiplies the player's score for each piece removed.

Modes of play

There are several modes of play. For a single player, these include "Rescue", "Hide + Seek", "Puzzle", "Time Attack", "Vs CPU", and "Lines". A two-player "Vs." mode exists for battling a friend. All modes are immediately available to play except "Lines", which must be unlocked using a code.

*Rescue: "Rescue" challenges a single player to free a robot from the center of a globe. As levels increase, the number of layers, squares to be removed, and types of pieces present increase.

*Puzzle: "Puzzle" removes the drop timer, the combo weapons, and the infinite and random natures of the pieces supplied to the player. Instead, players must remove all blocks from the surface of the globe, given a finite number of sliding moves and drops of select pieces. Complex chain reactions and very specific placement are often required for every piece to be removed.

*Vs. CPU: The player battles a robot controlled by the computer. The computer's AI increases with each passing level.

*Vs. Player: Two-player Vs. mode is a race to reveal a number of core squares. Number of layers, number of core squares, and pieces present in the game are all configurable in this mode.

Development

Tetrisphere got its start as an Atari Jaguar game entitled "Phear" [ [http://nfg.2y.net/neography/pivot/entry.php?id=194 NFG Games - Tetrisphere, the Jaguar and the Nintendo 64 ] ] , and was on display in Atari's booth at CES '95. After H2O Entertainment became a 2nd party developer to Nintendo, they took charge of the title from the previous developer and released it several years later as a "Tetris" installment.

References

See also

* Puzzle globe

External links

*moby game|id=/tetrisphere
*GameFAQs|id=198946|name="Tetrisphere"


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