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Tetrisphere is a 3D tile-matching puzzle game developed by H2O Entertainment (Company) and published by Nintendo (Company) for the Nintendo 64 (Platform) in North America on August 11, 1997, with a European release on February 1998.
Advertised as "a whole new way to play Tetris (Franchise)", Tetrisphere tasks players with clearing groups of tetrominoes and trominoes from a multi-layer 32×32 spherical board by sliding pieces on the board and then dropping new pieces of the same shape and color touching them. Similar to Tetris Attack (Game), the game has little similarity with the classic "falling block" game of Tetris.
The game was originally prototyped as an Atari Jaguar title, named "Phear", prior to Nintendo picking up the game as a Nintendo 64 title with the Tetris branding. The studio later worked on a more traditional Tetris title with The New Tetris (Game).
Tetrisphere tasks players with clearing groups of tetrominoes and trominoes from a multi-layer 32×32 spherical board (or "sphere") in order to expose the core layer's tiles (or "cores").
There are five different types of pieces based on shape and color, which cannot be rotated. Pieces can only be considered "connected" in the same layer if they are either strictly adjacent (where all edge tiles, horizontally or vertically, must touch the other's) or loosely adjacent (where they are connected as long as one edge tile is touching the other). They are "connected" to lower layers if they share the same position on the board.
In addition, the game includes wildcard "?" tiles that can be dropped onto any tile. They also provide a 1-tile shadow, allowing players to slide any piece on the board (rather than those of the chosen shape).
The game's power-up system, Magic is earned when players clear 20 or more pieces in a single combo and is used to clear or manipulate a large group of pieces.
The game includes eight playable "bots", each determining the player's cursor speed normally (Speed) and when dragging pieces (Power).
The main level-based mode of Tetrisphere, Rescue tasks players with removing a group of 2×2 "cores" from the core layer of the board in order to free a round bot from the center. Cores are removed once they are revealed in whole, and the bot can escape once it can fit through the gap.
The mode includes 100 total levels, split into ten Episodes.
The game also includes a hidden variation of Rescue, known as Lines, where players cannot drop new pieces, instead sliding pieces around to form "lines" of three or more of the same piece to clear them. Only the blue, yellow, and green pieces are used.
A mission-based mode, Hide + Seek tasks players with completing multi-stage levels where each stage has a special criteria to meet (usually revealing a select group cores, forming a "picture").
The mode includes 30 total levels, split into five Episodes. Each level includes five stages, with each stage having one of eight goal types. Every fifth stage is the Hide & Seek stage.
Focused on more thoughtful gameplay, Puzzle is a series of 100 unique puzzles, where each puzzle has a unique pre-determined layout and limitation on the amount of drops and the amount of slides.
Unlike other modes, there is no time limit nor any power-ups. Additionally, players must clear all pieces from the board, rather than exposing the core layer.
Focused on quick gameplay sessions, Time Trial gives players five minutes to earn as many points as they can through high-scoring combos, revealing cores, and clearing boards. Once a core is revealed and the core is ended, the sphere is cleared and reset with a new assortment of pieces.
The game's multiplayer mode, with players competing against an A.I. opponent in the single-player Vs. CPU mode or against another player in Vs. mode.
Both players race to reveal a certain amount of whole "cores" on their board first, or to have their opponent lose all three of their hearts first.
This mode is unique for having special garbage blocks, known as "Dark Pieces", which are dropped on the opponent's board after forming combos of four or more pieces. These cannot be cleared by dropping pieces onto them, with players instead having to drop pieces onto regular pieces connected to them (which can further increase the amount of garbage blocks volleyed).