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Tetris DS is a falling-block puzzle game developed and published by Nintendo (Company) for the Nintendo DS (Platform) in North America on March 20, 2006, with a European release on April 21, 2006 and a Japanese release on April 27, 2006.
Part of the Tetris (Franchise) series of puzzle games, as well as the first in the series developed by Nintendo since Tetris DX (Game), Tetris DS builds on the classic game with pixel art themes based on various games from Nintendo for the Nintendo Entertainment System (Platform). It also features linked multiplayer, with local support for up to 10 players (with Download Play (Concept) capability) and online support for up to 4 players.
Along with the standard game of Tetris, Tetris DS features five alternate game modes that change the falling tetromino formula in significant ways, including an objective-based mode (Mission), a versus mode utilizing a taller playfield from both sides (Push), a mode involving "catching" tetrominos (Catch), and two puzzle-oriented modes utilizing the touchscreen (Puzzle and Touch).
Another game of the same name was developed by TOSE for a planned release by THQ (Company) in March 2005. It was believed to be cancelled by The Tetris Company in favor of Nintendo's offering, prompting THQ to file a legal complaint. The prototype of this game was later found and preserved in 2016.
The standard mode adheres to the guideline set by The Tetris Company, making Tetris DS an "Authentic Tetris Game". Controversially, the game includes the "infinite spin" mechanic from Tetris Worlds (Game), where players can prevent a piece from being locked by rotating it indefinitely (a mechanic which is believed to reduce the difficulty of the game significantly).
Tetris DS features several gameplay modes which provide you with a classic Tetris experience with new ways to play.
The game's traditional Tetris mode. Unlike other modes, this one is a medley of various NES games (the last of which is the original Tetris (Game)).
This mode can also be played in linked multiplayer for up to ten players, with options for bonus items, player handicaps, and player teams. The game utilizes a roaming "target" indicator for each player to indicate which player gets their attack.
Themed after The Legend of Zelda (Game), this mode builds on Standard mode by having players complete specific objectives (such as clearing a certain amount of lines at once with a certain piece) back-to-back. Some missions change the player's gameplay, such as limiting the piece queue to certain pieces, temporarily speeding up the gameplay, or removing the ability to rotate.
This mode can also be played in linked multiplayer for up to ten players, with all players given the same mission and must race to complete the mission first (earning points based on the mission's difficulty). Unlike Standard play, there is no way to attack other players' boards.
Themed after Donkey Kong (Game), this mode is a versus mode where both players share one playfield at double the height, with one player sending blocks from the top and the other sending blocks from the bottom. The objective is to "push" the middle of the playfield (shown as a green line) closer to the opponent's floor through larger line clears.
This mode can be played in both single-player (with five CPU opponents to choose from) and linked one-on-one multiplayer.
Themed after Metroid (Game), this mode switches things up by having players move and rotate a "core" around the bottom of the screen in order to "catch" falling tetrominos. Rather than clearing the blocks using line clears, the objective is to form closed clusters of 4×4 or larger and use them to generate a charged blast (which destroys all blocks, including falling tetrominos and Metroids, on the cluster's horizontal and vertical position) for score. The mode is "endless", with the game's Level increasing by scoring points.
Rather than "topping off", the game utilizes an Energy Gauge to determine when the game ends. Colliding with a Metroid depletes a large chunk of the gauge (while taking out a large chunk of blocks on the core). It can also be depleted by having falling tetrominos fall off the bottom of the screen or by destroying them with a core spin.
Themed after Balloon Fight (Game), this mode tasks players with manipulating a board of tetrominos directly using the touchscreen, similar to sliding block puzzles. Unlike most other modes, this one has no time constraints and allow players to retry at any time.
Themed after Yoshi's Cookie, this mode tasks players with clearing a series of pre-populated boards with a limited amount of tetrominos. There are 200 puzzles in total.
Unlike the Puzzle modes of other Tetris games, players have no time constraints and do not manipulate tetrominos on the board directly. Rather, players use the touchscreen to choose which tetromino to drop and their chosen orientation, with the game determining the proper position automatically. In addition, players cannot choose a tetromino that, at the time, cannot be used to make a line clear.