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Tetris & Dr. Mario
Tetris & Dr. Mario |
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Also known as: Dr. Mario & Tetris
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Tetris & Dr. Mario isTetris andDr. Mario for the SNES with a twist, offering players the ability to compete in both games simultaneously for the first time with the inclusion of Mixed Match. Think of it as almost likePuyo Puyo Tetris.
Bizarrely, the (full) game was never released in Japan, except through Nintendo Power and the Satellaview.
Contents
Leftover BIOS Compile Info
Present starting from0x2B2:
T&Dver15
Unused Audio
A test jingle present in theDr. Mario bank.Game Genie codeDC8C-1D6F or ROM address80B5A20A will play it at the title screen. Sound Test music track0A is also the test jingle and can be accessed by using Game Genie codeDCC0-3467 or ROM address80AF4A0A and pressingLeft on BGM00.
SE Tracks8 and23 in the Mixed Match sound test are unused. They sound similar to each other, and may be identical.
Sound Test Number:08
Sound Test Number:23
Options Menus
Each game has a fully working options menu that was disabled in the final build. Features included are input configuration, a sound test, and computer difficulty configuration. Nintendo also did not localize the controller button scheme for the US version.
Tetris
EnterPro Action Replay (PAR) code7E1E1B03, ROM address80B3F803, or Game Genie codeD78E-34DD.
Dr. Mario
Enter Pro Action Replay (PAR) code7E1E7203, ROM address80B62E03, or Game Genie codeD784-C76F.
Mixed-Match
Enter Pro Action Replay (PAR) code80B8CC0C or Game Genie codeDA8A-47D4.
Debug Menus
Tetris andDr. Mario both have a fully functional debug menu, and each can be entered with ROM address809B8000 or Game Genie codeDDB6-3DD4. Just pressA on theTetris & Dr. Mario title screen, and you will be taken to the currently selected game's debug menu.
Mixed Match does not have a debug menu in itself, but the configuration settings from the two debug menus will take effect on Mixed Match and will affect both players.
Tetris
- Start Plus - Sets the starting hang-time determining when the block will fall in frames. Value00 will cause blocks to descend instantly, while99 gives 99 frames before falling.
- Yoko Kaime 1 and 2 - These affect the speed of side-to-side movement of blocks. Yoko Kaime 1 affects the autorepeat delay, while Yoko Kaime 2 controls autorepeat rate.
- Sita Kaime 1 and 2 - These affect the speed of soft drop when holdingDown; setting higher numbers leads to slower speeds. Sita Kaime 1 controls how many frames the direction must be held before dropping, while changing the value of Sita Kaime 2 manipulates the rate at which the piece falls thereafter.
- Sokoage - Translates to "raising". In Vs. play, determines how many rows of garbage must be sent before the hole position changes. The default of10 gives very clean attacks, while1 gives very messy (100% change rate) garbage.
- B-Type Line - Determines the number of starting Lines in a B-TYPE game.
- Kotei-next - Sets the entry delay, the time in frames before the next piece appears. Value00 will result in no entry delay, while99 gives 99 frames between pieces.
- Down Trig - Has two values,0 (default) and1. Setting 0 keeps the forced descend rate held over between pieces, value 1 will reset requiring you to pressDown manually after each block to make it fall.
Dr. Mario
- Start Plus - Sets the starting hang-time determining when the pills fall in frames. Value00 will cause the pills to descend instantly, while99 gives 99 frames before falling.
- Yoko Kaime 1 and 2 - These affect the side-to-side movement of pills. Yoko Kaime 1 affects the autorepeat delay, while Yoko Kaime 2 controls autorepeat rate.
- Sita Kaime 1 and 2 - These affect the drop speed when holdingDown; setting higher numbers leads to slower speeds. Sita Kaime 1 controls how many frames the direction must be held before dropping, while changing the value of Sita Kaime 2 manipulates the rate at which the pill falls thereafter.
- Zurasi - Determines the speed pills will fall after clearing a set, if any pills are on top of a currently in-progress set that is clearing. Value00 causes pill piles to fall instantly, while value99 gives 99 frames of fall time.
- 4-Color - Sets the actual time it takes for a set of pills to clear. Value00 causes a set of pills to clear instantly, while value99 allows 99 frames for them to clear.
- Maru - The time setting it takes for the cleared pill animation to pass upon clearing a set of pills. Value00 causes the animation to dissipate nearly instantly, while value99 will give 99 frames before the animation tapers off.
- Kotei-next – sets the delay before the next pill appears. Value00 will result in no entry delay, while99 gives 99 frames between pills.
- Reigai 1,Reigai 2, andReigai 3 - All three of these have a setting of0 or1, though it's not known what effect any of these have on the game. "Reigai" translates to "exception".
- Ransu 9 or 12 - Setting0 or1, effect on game unknown. It can translate to "random number".
- Naname Ido - Translates to "diagonal movement". When set to the default0, pressingLeft orRight takes priority over pressingDown. When set to1, pills can moved left/right and dropped withDown at the same time. (InTetris, diagonal movement is always enabled.)
Error Messages
Anti-Piracy
At bootup, the game will attempt to write to SRAM and if any SRAM is present, the game will display this message. An official cartridge contains no SRAM, so this write will do nothing but cartridge copiers always have SRAM present. Can be accessed with ROM address80802D19 or Game Genie codeFB64-470D. Note that "Resume" is spelled incorrectly.
This check is only implemented in the American and EuropeanTetris & Dr. Mario releases of the game; theDr. Mario Japanese release of this game does not have this check as it already uses 2KB of SRAM by default.
Incompatible Accessory
If an incompatible accessory is plugged into either port, this message will replace the next screen. This message can be accessed with Pro Action Replay (PAR) codes80802D19 7E0B4401. This message is not translated on theDr. Mario Japanese release, unlike most other SNES games released in Japan with this message.
Region Error
Attempting to play a copy ofTetris & Dr. Mario in an SNES/Super Famicom console it was not designed for (e.g. European game in North American console) will result in this message appearing when the game is powered on. This message can also be accessed with the Pro Action Replay (PAR) codes80802D19 7E0B4402. Use ROM address80BD9F3F or Game Genie code7E8B-17A7 to disable the region incompatibility message for North American and Japanese versions of the game, allowing the game to play on any SNES/Super Famicom. European importers can use Pro Action Replay (PAR) code80BD9439 or Game Genie code7B8B-1FD7 to unlock the game.
Note that the text isn't using the trademarked romanization of "Super Famicom". The Japanese letter "ン" can be romanized as "n" or "m", though Nintendo chose to trademark it as Famicom due to being short for "Family Computer".
Satellaview and Nintendo Power Versions
To do: There's an (undumped) Lodgenet version ofDr. Mario which was reported to be the same version onTetris & Dr. Mario. |
Nintendo released this game's version ofDr. Mario in Japan via Satellaview in 1997 and through the Nintendo Power service in 1998.
Notably, the former is actually the fullTetris & Dr. Mario game (including the hidden options and debug menus), just with the ability to exitDr. Mario by pressingB removed. To start at theTetris & Dr. Mario copyright screen in this version, use Pro Action Replay (PAR) code80802D01.
- Pages missing developer references
- Games developed by Nintendo
- Games developed by TOSE
- Pages missing publisher references
- Games published by Nintendo
- SNES games
- Satellaview games
- Pages missing date references
- Games released in 1994
- Games released in December
- Games with hidden development-related text
- Games with unused music
- Games with unused sounds
- Games with debugging functions
- Games with hidden sound tests
- Games with revisional differences
- Games with anti-piracy methods
- To do
- Tetris series
- Mario series
Cleanup >Pages missing date references
Cleanup >Pages missing developer references
Cleanup >Pages missing publisher references
Cleanup >To do
Games >Games by content >Games with anti-piracy methods
Games >Games by content >Games with debugging functions
Games >Games by content >Games with hidden development-related text
Games >Games by content >Games with hidden sound tests
Games >Games by content >Games with revisional differences
Games >Games by content >Games with unused music
Games >Games by content >Games with unused sounds
Games >Games by developer >Games developed by Nintendo
Games >Games by developer >Games developed by TOSE
Games >Games by platform >SNES games
Games >Games by platform >SNES games >Satellaview games
Games >Games by publisher >Games published by Nintendo
Games >Games by release date >Games released in 1994
Games >Games by release date >Games released in December
Games >Games by series >Mario series
Games >Games by series >Tetris series