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The New Tetris and The Next Tetris are the first official Tetris games to feature multiple piece previews, showing 3 in advance. Tetris Worlds for PCs and game consoles add 5 more, while the GBA version retaines the 3 piece preview. Tetris DS uses the 6-piece preview.
The "phantom piece" (referred to in some versions, such as the Tetris Mania cell phone game, as the "ghost") is a feature that shows an obscuration in the shape of the current piece over where that piece would drop. The feature disposes with the old problem of misdrops and is relatively new.
Hold piece is an optional ability to reserve a piece for later use, allowing a player to either avoid undesirable pieces or save desirable ones, usually the I piece or a piece needed to complete another goal. Some clones featured it as a powerup that the player could earn and use once. A hold piece available to the player at all times was first featured in The New Tetris. Games that have hold piece generally activate it when the player presses both rotate buttons simultaneously or when the player presses a dedicated button, depending on the game. When hold piece is activated, it causes the falling piece to move to the top and trade places with the hold piece. However, the feature cannot be activated twice in a row; a piece released from the hold must be dropped into the well.
Initial rotation and Initial hold are features that make the game accept rotation/hold button inputs while the next piece is still in the preview area. With initial rotation, when the player holds down the rotation button after the previous piece has locked down but before the next piece comes into the well, the next piece will come into the well in an already rotated state. Initial hold works similarly, as the piece will be already swapped with the hold piece when it enters the well. Initial rotation and Initial hold first appeared in the Tetris: The Grand Master series.
Tetris DS features wireless on-line play through the Nintendo Wi-Fi Connection system. This new version also takes advantage of the touch screen in the added "Touch Mode," which has no time limit. Instead, every block is already placed in a tall tower, and the player uses the stylus from the Nintendo DS to shift blocks left and right and, in earlier towers, rotate blocks. The goal is to clear enough lines so that a cage of balloons reaches the ground. (This mode is themed on the NES video game Balloon Fight, hence the cage of balloons.)
Tetris DS also introduces the Metroid-themed "Catch Mode." In this mode, the pieces still fall downward, but the stack is moved and rotated instead. As the falling pieces bump against the stack, they get clustered into it. To clear blocks, there must be a solid area of the stack that's 4x4 or larger. When this happens, the blocks glow and the music changes. After ten seconds or upon pressing the X button, these blocks disappear and shoot a laser beam in a plus-shape, the horizontal part equal to the number of rows cleared and the vertical equal to the columns. This laser beam will destroy falling blocks and Metroid enemies in its path. The parts of the stack not hit by the laser beam will be pulled in towards the center of the stack after the laser beam dies. If a piece falls below of the bottom screen, the stack hits a falling block while rotating, or the stack hits a Metroid, the stack loses Energy. The player loses if the stack runs out of Energy or if the stack becomes so large that it can no longer fit on the bottom screen.
The Tetris arcade game offered different "puzzles" for selected rounds. The first three rounds are played normally, with no obstacles. At the start of round 4, eight bricks are placed vertically along each side of the well. Round 5 begins with ten bricks scattered throughout the bottom five rows. Round 6 begins with twenty bricks arranged in a pyramid. In rounds 7 through 9, the well starts out empty but single bricks will appear at random on top of your puzzle each time a piece lands that does not clear any lines, potentially thwarting any advance planning you may have done. In rounds 10 through 12, incomplete "garbage" lines will randomly pop up underneath your puzzle, pushing the puzzle upward, when a piece lands without clearing any lines. Rounds 13 through 15 begin with more blocks arranged in predetermined patterns, and the cycle continues throughout the remaining rounds in the game in groups of three.Source: Wikipedia
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