Tetrisphere
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''Tetrisphere'' is a
puzzle video game Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, Sequence, sequence solving, Spatial ability, spatial recognition, ...
developed by H2O Entertainment and published by
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
for the
Nintendo 64 The (N64) is a home video game console developed and marketed by Nintendo. It was released in Japan on June 23, 1996, in North America on September 29, 1996, and in Europe and Australia on March 1, 1997. As the successor to the Super Nintendo E ...
. It was released in North America on August 11, 1997, and in
PAL region Phase Alternating Line (PAL) is a color encoding system for analog television. It was one of three major analogue colour television standards, the others being NTSC and SECAM. In most countries it was broadcast at 625 lines, 50 fields (25& ...
s in February 1998. The game, originally titled ''Phear,'' was initially intended for release on the
Atari Jaguar The Atari Jaguar is a home video game console developed by Atari Corporation and released in North America in November 1993. It is in the fifth generation of video game consoles, and it competed with Fourth generation of video game consoles, fo ...
in early 1995 but was reworked into a ''
Tetris ''Tetris'' () is a puzzle video game created in 1985 by Alexey Pajitnov, a Soviet software engineer. In ''Tetris'', falling tetromino shapes must be neatly sorted into a pile; once a horizontal line of the game board is filled in, it disa ...
'' game for the N64 after Nintendo, a licensee for
The Tetris Company The Tetris Company, Inc. (TTC) is the manager and licensor for the ''Tetris'' brand to third parties. It is an American company based in Nevada and owned by the ''Tetris'' creator Alexey Pajitnov and Henk Rogers. The company is the exclusive lic ...
, obtained the publishing rights. ''Tetrisphere'' is a variant of ''
Tetris ''Tetris'' () is a puzzle video game created in 1985 by Alexey Pajitnov, a Soviet software engineer. In ''Tetris'', falling tetromino shapes must be neatly sorted into a pile; once a horizontal line of the game board is filled in, it disa ...
'' in which various shapes are shifted across a wrapped
three-dimensional In geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values (''coordinates'') are required to determine the position (geometry), position of a point (geometry), poi ...
grid resembling a sphere and subsequently destroyed. The game's objective varies depending on the mode but generally involves removing layers of shapes to reach the core of the playing field. Despite limited domestic advertising, ''Tetrisphere'' achieved moderately good sales and received mostly favorable critical reviews. Reviewers praised the game's originality and the musical score composed by Neil Voss.


Gameplay

In most ''
Tetris ''Tetris'' () is a puzzle video game created in 1985 by Alexey Pajitnov, a Soviet software engineer. In ''Tetris'', falling tetromino shapes must be neatly sorted into a pile; once a horizontal line of the game board is filled in, it disa ...
'' titles, a player's score is incremented by completing "lines", where a row of brick pieces without gaps is removed from the 2D playing field. This action both earns points and clears the completed row, creating space for additional pieces. However, in ''Tetrisphere,'' the objective is to remove bricks by causing three pieces of the same type to touch as a result of a "drop". A drop occurs when any brick falls, either directly from the player releasing the currently held brick or when the supporting brick below it is removed by any means. When three bricks of the same type touch, this triggers a "combo". During a combo, the three bricks glow brightly and implode, removing themselves from the playing field. Any other same-shaped blocks that are in contact with this combo 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 dropped piece will cause the piece below to implode, subsequently triggering the removal of all identical pieces touching that piece, and so forth. The only exception is that the pieces involved (including the original three) must adhere to the rules dictating which pieces are considered "touching". For instance, any two matching pieces that are stacked must be exactly on top of each other to be removed. Laterally, each piece follows specific rules based on its shape. To illustrate, "O" pieces (a 2×2 square, colored blue) and "I" pieces (a 3×1 or 1×3 rectangle, colored green or yellow) must maintain full contact on one side with a complete side of another piece of the same shape, while all other pieces are considered "touching" if any part of them makes contact with another of the same shape. To facilitate combos, pieces can be moved by "sliding". A piece can be moved by sliding when the player lines up the shadow of the current piece they're holding with a same-shaped piece on the sphere. A mismatched shadow and piece cannot be moved in this way. Pieces moved with sliding can pass through and destroy crystal pieces, but they cannot move through other pieces themselves. After a combo is finished, some random pieces on the sphere will start to glow; the number of pieces this affects is proportional to the size of the combo. Pieces that glow in this way are called "power pieces". A power piece possesses unique qualities compared to a normal piece: * First, if a combo is started with a power piece, the combo takes longer to finish. This allows the player to start additional combos while the first one is still ongoing. This increases the combo count and gives the player the opportunity to earn more points and magic. * Second, a power piece can be slid "up" one layer on the sphere. This allows power pieces to be easily moved around the entire sphere and enables the player to set up gravity combos. * Third, if a combo is started with a power piece, the player can then hold down the B button to slide the power piece just before it detonates, enabling them to start a new combo elsewhere on the sphere. This is called a "fuse combo". The player can achieve higher scores by increasing the "combo multiplier". The combo multiplier indicates how much each combo is multiplied by when the combo is completed. The combo multiplier starts at 1x and has a maximum value of 20x. It can be increased in the following ways: * Gravity combo: By sliding pieces below one above it, a piece can fall due to gravity. If the piece falls and there are at least two other adjacent pieces of the same type, a gravity combo will start automatically without the need to normally drop a piece. The combo multiplier can be increased by up to ten times in this manner. * Fuse combo: By starting a combo with a power piece, the power piece can then be moved by sliding it over to start a new combo before it is removed. The combo multiplier can be increased by up to eleven times in this way. In the "Vs." modes (both against the CPU and against another human player), the combo multiplier serves an additional purpose by increasing the effective rate at which garbage is sent to the opponent. If a combo results in 20 or more pieces being removed, no power pieces will appear on the sphere. Instead, the player will be rewarded with an item of "magic". Magic is an item that the player may use at any time to remove large sections of the surface. If a player does not initially use their magic, any subsequent instance of obtaining magic will upgrade the magic they already possess to the next item. Each type of magic has its own pattern of removal, area of effect, and drawbacks. Magic items are ranked from the lowest level to the highest level as follows: # Firecracker: Removes one small section of pieces. # Dynamite: Removes multiple sections of pieces. # Magnet: Constantly removes pieces while it is active. The player can choose to move the cursor around during this time, allowing them to selectively remove certain sections of the sphere. The player can also keep the cursor stationary while the magnet is active to remove multiple layers of a small section of the sphere instead. # Atom: Removes the entire top layer of the sphere. # Bomb: Initially removes one section of pieces that is significantly larger in area than the firecracker. A second explosion then occurs, destroying additional pieces; its blast radius is similar to that of the firecracker. # Raygun: Similar to the magnet in its method of removing pieces, but it is much more efficient. If a player possesses the Raygun and then achieves another magic reward, there is no further upgrade. While the player is scrutinizing the playfield in search of potential combos, a blue timer known as the "speed meter" slowly counts down. When the speed meter reaches zero, a new yellow timer begins, and the player starts moving toward the sphere at an increasingly fast pace (returning to the default position for each piece dropped). This timer may also expire, resulting in a new and final red timer, which propels the player toward the playfield even faster than the yellow timer. There is no penalty if the final timer reaches zero; however, if the player gets too close to the playfield, the piece is automatically dropped. The speed meter is slightly refilled for every piece removed, and the rate at which it depletes increases in later levels. A player starts the round with three lives (represented as hearts). A life is lost each time a player drops a piece without initiating a combo. Whenever a life is lost, any unused magic is forfeited, the combo multiplier resets to 1x, and the speed meter resets to a full blue timer. If three lives are lost, the round results in a
game over "Game over" is a message in video games which informs the player that their play session has ended, usually because the player has reached a loss condition. It also sometimes appears at the successful completion of a session, especially in ga ...
. There are several modes of play available in ''Tetrisphere.'' The main
single-player A single-player video game is a video game where input from only one player is expected throughout the gameplay. Video games in general can feature several game modes, including single-player modes designed to be played by a single player in add ...
mode is "Rescue", which challenges the player to free a robot from the core of a sphere. As levels increase, the number of layers, the size of the trapped robots, the rate of speed meter depletion, and the types of pieces present also increase. "Hide and Seek" shares the same objective and consists of a mix of different challenges, such as exposing a picture imprinted on the sphere's core. The "Puzzle" mode removes the drop timer, combo weapons, and the infinite and random nature 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 selected pieces. The "Vs. CPU" and the
two-player A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or ...
"Vs. Player" features a split-screen race to reveal a number of core squares. "Time-Trial" and "Practice" modes, as well as a training tutorial, are also available. Finally, a hidden "Lines" mode exists, where pieces cannot be dropped. Instead, blocks implode by themselves if three of the same type are aligned.


Development

''Tetrisphere'' was developed by H2O Entertainment, a game development company founded by Steve Shatford, Christopher Bailey, and Michael Tam, which was based in
Calgary Calgary () is a major city in the Canadian province of Alberta. As of 2021, the city proper had a population of 1,306,784 and a metropolitan population of 1,481,806 making it the third-largest city and fifth-largest metropolitan area in C ...
,
Alberta Alberta is a Provinces and territories of Canada, province in Canada. It is a part of Western Canada and is one of the three Canadian Prairies, prairie provinces. Alberta is bordered by British Columbia to its west, Saskatchewan to its east, t ...
,
Canada Canada is a country in North America. Its Provinces and territories of Canada, ten provinces and three territories extend from the Atlantic Ocean to the Pacific Ocean and northward into the Arctic Ocean, making it the world's List of coun ...
. The project originally began as an
Atari Jaguar The Atari Jaguar is a home video game console developed by Atari Corporation and released in North America in November 1993. It is in the fifth generation of video game consoles, and it competed with Fourth generation of video game consoles, fo ...
game titled ''Phear'' and was showcased for play at
Atari Corporation Atari Corporation was an American manufacturer of Home computer, home computers and Video game console, video game consoles. It was founded by Jack Tramiel on May 17, 1984, as Tramel Technology, Ltd., but then took on the Atari name less than ...
's booth during the
1995 1995 was designated as: * United Nations Year for Tolerance * World Year of Peoples' Commemoration of the Victims of the Second World War This was the first year that the Internet was entirely privatized, with the United States government ...
Winter CES, featuring gameplay akin to the "Tower" challenges found in the "Hide and Seek" mode of ''Tetrisphere''. However, it required players to create a hole of a specific size (e.g., 3×2) at the center of the sphere's core to advance to the next level. Nintendo reportedly acquired the rights to ''Phear'' after witnessing the game at WCES '95, and it was subsequently announced as a Nintendo 64 title at
Nintendo Space World formerly named and was an annual video game trade show hosted by Nintendo from 1989 to 2001. Its three days of high-energy party atmosphere was the primary venue for Nintendo and its licensees to announce and demonstrate new consoles, accesso ...
later that year. H2O, which had completed a
reverse takeover A reverse takeover (RTO), reverse merger, or reverse IPO is the acquisition of a public company by a private company so that the private company can bypass the lengthy and complex process of going public. Sometimes, conversely, the public compa ...
with Canadian Entech Resources Inc., began working exclusively for Nintendo during the game's development. Around the time the company went public, Nintendo announced that ''Tetrisphere'' would be released in October 1996, which initially boosted the company's stock. However, this announcement did not benefit the partners at H2O. "That was the first they had heard of the release date", stated ''
Canadian Business ''Canadian Business'' is the longest-publishing business magazine based in Toronto, Ontario, Canada, and founded in 1927. The print edition terminated in the end of 2016. Beginning in January 2017, the magazine was published online only. In Octob ...
'' magazine. The company endeavored to complete the game by October, but this proved to be unfeasible. The resulting delay had a significant negative impact on H2O's stock. "In terms of credibility and how investors perceived us, it really hurt us", remarked partner Michael Tam. Once the anticipated release date had passed, Nintendo allocated six employees—approximately half a department—to assist the development team. Additionally, Nintendo imposed strict conditions on the developer. "We weren't able to disclose any information", H2O developer Michael Tam noted. The game was developed on Silicon Graphics Indy, Indigo, and O2 workstations. The graphics were created using SoftImage on Indigo and O2 workstations. The game was written in the
C programming language C (''pronounced'' '' – like the letter c'') is a general-purpose programming language. It was created in the 1970s by Dennis Ritchie and remains very widely used and influential. By design, C's features cleanly reflect the capabilities of ...
and compiled to target 'Ultra64' development boxes for testing and bug tracking. Senior developers enhanced the engine so that only a portion of the sphere is visible at any given time, thereby reducing the rendering load on the N64 hardware. This improvement allowed for an increased framerate and enabled a two-player mode, which was not present in the initial version. Stephen Shatford served as the Senior Game Designer, while ''Tetris'' creator
Alexey Pajitnov Alexey Leonidovich Pajitnov (born April 16, 1955) is a Russian-American computer engineer and video game designer. He is best known for creating, designing, and developing ''Tetris'' in 1985 while working at the Dorodnitsyn Computing Centre un ...
contributed to the game's design during his tenure at
Microsoft Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
. The North American release of ''Tetrisphere'' was ultimately delayed until August 1997, when it became the first puzzle game available on the Nintendo 64. The
techno Techno is a genre of electronic dance music (EDM) which is generally produced for use in a continuous DJ set, with tempos being in the range from 120 to 150 beats per minute (bpm). The central rhythm is typically in common time ( ) and often ...
-style soundtrack for ''Tetrisphere'' was composed by Neil Voss using
FastTracker 2 FastTracker 2 (also referred to as FastTracker II) is a music tracker created by Fredrik "Mr. H" Huss and Magnus "Vogue" Högdahl, two members of the demogroup Triton (who later founded Starbreeze Studios) who set about releasing their own tra ...
on a Pentium PC. He began the project as a freelancer while it was still in development for the Atari Jaguar and later signed on as an audio director when the game transitioned to the Nintendo 64. Voss served as the sole producer, composer, and sound engineer, although he received assistance from in-house programmer David Pridie and staff from
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
. Initially inspired by a
cyberpunk Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting said to focus on a combination of "low-life and high tech". It features futuristic technological and scientific achievements, such as artificial intelligence and cyberwa ...
style, the team shifted to the techno genre to reflect the "uniqueness" of ''Tetrisphere'' as a puzzle game. Voss noted that the game features only
stereophonic sound Stereophonic sound, commonly shortened to stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configurat ...
, explaining that " ..for a game where the action is all around you, it could enhance gameplay and the immersive experience". He also managed to simulate
surround sound Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener ( surround channels). Its first application was in movie theaters. Prior to ...
. The composer frequently utilized samples during production, particularly in the tracks "Extol", "Martist", and "Hallucid"; for instance, "Extol" features a chorus of Balinese singers sourced from a stock sample CD. The song titles were selected as they would be if released on an album. Voss explained, "'Azule Lux' was intended to mean 'blue light,' relating to one of the level backgrounds that impressed me visually. 'Snowy Mushrooms' references drug culture and also alludes to Nintendo's penchant for mushroom imagery. 'Phony' reflects my feeling that that track was too similar to
Liam Howlett Liam Paul Paris Howlett (born 21 August 1971) is an English record producer, musician, DJ, songwriter, co-founder and leader of the British electronic band the Prodigy. Early years Liam Paul Paris Howlett was born on 21 August 1971 in Braint ...
's work (of
the Prodigy The Prodigy are an English electronic music band formed in Braintree, Essex, in 1990 by producer, keyboardist, and songwriter Liam Howlett. The original line-up also featured Rapping, MC and vocalist Maxim (musician), Maxim, dancer and occasi ...
, hence my feeling of being phony). 'Extol' means to praise, which I felt was appropriate... Things like that."


Reception

''Tetrisphere'' received "generally favorable" reviews according to the
review aggregation A review aggregator is a system that collects reviews and ratings of products and services, such as films, books, video games, music, software, hardware, or cars. This system then stores the reviews to be used for supporting a website where user ...
website
GameRankings GameRankings was a video gaming review aggregator that was founded in 1999 and owned by CBS Interactive. It indexed over 315,000 articles relating to more than 14,500 video games. GameRankings was discontinued in December 2019, with its staff bei ...
, based on nine reviews. Critics widely praised its innovative design, numerous and engaging modes of play, and its funky soundtrack, which allows players to select their preferred tracks. Jer Horwitz wrote in ''
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady, and Jon Epstein. In addition ...
'' that ''Tetrisphere'' "is precisely the sort of game that the Nintendo 64 really needs, offering revolutionary gameplay, impressive long-term value, and a set of visual effects that go above and beyond what
Sony is a Japanese multinational conglomerate (company), conglomerate headquartered at Sony City in Minato, Tokyo, Japan. The Sony Group encompasses various businesses, including Sony Corporation (electronics), Sony Semiconductor Solutions (i ...
's
PlayStation is a video gaming brand owned and produced by Sony Interactive Entertainment (SIE), a division of Japanese conglomerate Sony. Its flagship products consists of a series of home video game consoles produced under the brand; it also consists ...
can handle". The graphics were also generally well-received. Horwitz, who experienced the game's demo as ''Phear'' at the Consumer Electronics Show, was particularly impressed with the significant improvements made over the original Jaguar version, noting the smooth spheres and dynamic 3D backgrounds. ''
Next Generation Next Generation or Next-Generation may refer to: Publications and literature * ''Next Generation'' (magazine), video game magazine that was made by the now defunct Imagine Media publishing company * Next Generation poets (2004), list of young ...
'' disagreed with the majority, stating that "Graphically, ''Tetrisphere'' doesn't live up to most other Nintendo 64 games—the most obvious flaw is an annoying pop-up as the player rotates the globe". Though they agreed that the game is innovative, critics had varying experiences with the gameplay. ''Next Generation'' and ''
GamePro ''GamePro'' was an American multiplatform video game magazine media company that published online and print content covering the video game industry, video game hardware and video game software. The magazine featured content on various video ...
'' both stated that the gameplay's complexity and unprecedented mechanics make it challenging to learn, but ultimately more rewarding. ''GamePro'' noted that "it actually requires a completely new mental discipline—which is just what the aging Tetris franchise needs". ''GameSpot'' and Shawn Smith and Crispin Boyer of ''
Electronic Gaming Monthly ''Electronic Gaming Monthly'' (''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews. History The magazine was fou ...
'' both argued that while mastering the game is a challenge, ''Tetrisphere'' is enjoyable even without fully understanding its strategic nuances. Smith and Boyer's co-reviewer Dan Hsu, however, asserted that mastering the game is impossible, as its 3D nature makes it impractical to get a complete view of the field within the time constraints, and tackling the puzzles blindly can be boring. ''
IGN ''IGN'' is an American video gaming and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former e ...
s Doug Perry simply commented that "Puzzler fanatics, however, may want to steer clear of this game for fear of permanent addiction". Out of 42 titles, ''Tetrisphere'' ranked number 27 in terms of sales for Nintendo games in 1997. H2O Entertainment announced that the game had sold 430,000 copies worldwide as of March 31, 1998. ''
Nintendo Power ''Nintendo Power'' was a video game news and strategy magazine from Nintendo of America, first published in July/August 1988 as Nintendo's official print magazine for North America. The magazine's publication was initially done monthly by Ninte ...
'' ranked ''Tetrisphere'' at number 50 on its list of "100 Best Nintendo Games of All Time" in September 1997. The magazine also awarded it "Best Soundtrack" in its annual awards for that year. IGN considered the game's soundtrack to be the fourth best of any N64 game.


References


External links

* {{DEFAULTSORT:Tetrisphere 1997 video games Cancelled Atari Jaguar games H2O Entertainment games Multiplayer and single-player video games Nintendo games Nintendo 64 games Nintendo 64-only games Puzzle video games Tetris games Video games developed in Canada Video games scored by Neil Voss