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Tetris & Dr. Mario
From The Cutting Room Floor
| Tetris & Dr. Mario |
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Developer: Nintendo
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Tetris & Dr. Mario is a compilation of Tetris and Dr. Mario for the Super Nintendo with a twist, offering players the ability to compete in both Tetris and Dr. Mario simultaneously for the first time with the inclusion of Mixed Match.
Contents |
Leftover BIOS compile information
BIOS information can be found starting from 0x2B2.
T&Dver15
Yet more BIOS information is located at 0x3BBA.
START OF MULTI5 BIOS
Located at 0x3CFD is a BIOS build and version number.
MODIFIED FROM SHVC MULTI5 BIOS Ver1.00END OF MULTI5 BIOS
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.
Tetris
By entering the PAR code 7E1E1B03, the ROM Address 80B3F803, or the Game Genie code D78E-34DD, you can access the Tetris options menu.
Dr. Mario
By entering the PAR code 7E1E7203, the ROM Address 80B62E03, or the Game Genie code D784-C76F, you can access the Dr. Mario options menu.
Mixed Match
By entering the PAR code 80B8CC0C, or the Game Genie code DA8A-47D4, you can access the full Mixed Match options menu.
Tetris and Dr. Mario both have a fully functional debug menu, and each can be entered with the ROM Address 809B8000, or the Game Genie code DDB6-3DD4. Just press A on the Tetris & 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 both Tetris & Dr. Mario's 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 milliseconds. Value 00 will cause blocks to be descend instantly, while 99 gives 99 milliseconds before falling.
- Yoko Kaime 1 and 2 affect the side to side movement of blocks. Yoko Kaime 1 affects the block-movement speed, while Yoko Kaime 2 controls the distance a block will jump when a direction key is held after initially pressing either side direction.
- Sita Kaime 1 and 2 affect the block descend rate, setting higher numbers leads to slower speeds. Sita Kaime 1 controls to the actual block fall speed, while changing the value of Sita Kaime 2 manipulates the distance blocks will jump when a direction key is held after initially descending by holding down.
- Sokoage seems to do nothing.
- B-Type Line determines the number of starting Lines in a B-TYPE game.
- Kotei-next sets the time it takes to place a block setting the next piece in action. Value 00 will cause blocks to be placed immediately, while 99 gives 99 milliseconds before setting the block as part of the structure.
- Down Trig has two values; 0 (default) and 1. Setting 0 keeps the forced descend rate held after a block falls, value 1 will reset requiring you to press down manually after each block to make it fall.
Dr. Mario
- Start Plus sets the starting hang-time determining when the pills fall in milliseconds. Value 00 will cause the pills to descend instantly, while 99 gives 99 milliseconds before falling.
- Yoko Kaime 1 and 2 affect the side to side movement of pills. Yoko Kaime 1 affects the pill-movement speed, while Yoko Kaime 2 controls the distance a pill will jump when a direction key is held after initially pressing either side direction.
- Sita Kaime 1 and 2 affect the pill descend rate, setting higher numbers leads to slower speeds. Sita Kaime 1 controls to the actual pill fall speed, while changing the value of Sita Kaime 2 manipulates the distance a pill will jump when a direction key is held after initially descending by holding down.
- 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. Value 00 causes pill piles to fall instantly, while setting the value to 99 give 99 milliseconds of fall time.
- 4-Color sets the actual time it takes for a set of pills to clear. Value 00 causes a set of pills to clear instantly, while setting the value to 99 allows 99 milliseconds for them to clear.
- Maru is the time setting it takes for the cleared pill animation to pass upon clearing a set of pills. Value 00 causes the animation to dissipate nearly instantly, while setting the value to 99 will give 99 milliseconds before the animation tapers off.
- Kotei-next sets the time it takes to place a pill setting the next piece in action. Value 00 will cause pills to be placed immediately, while 99 gives 99 milliseconds before setting the pill as part of the structure.
- Reigai 1 setting 0 or 1 has no affect on gameplay.
- Reigai 2 setting 0 or 1 has no affect on gameplay.
- Reigai 3 setting 0 or 1 has no affect on gameplay.
- Ransu 9 or 12 setting 0 or 1 has no affect on gameplay.
- Naname Ido setting 0 or 1 has no affect on gameplay.
Warning messages
There are three warning messages; the Anti-cheat message appears to be unused.
Anti-cheat
This message can be accessed with the ROM address 80802D19, or with the Game Genie code code FB64-470D. Note that "Resume" is spelled incorrectly, and that the text is hard to follow due to word-breaking by dashes.
Incompatible accessory
If an incompatible accessory is plugged into either port, this message will replace the next screen. The SNES mouse buttons can be used to navigate the menus, but you would still get the error message stating that it cannot be used with this software. Access to this message can be achieved with the PAR codes 80802D19 and 7E0B4401.
Region error
Attempting to play a copy of Tetris & Dr. Mario in an SNES/SFC console it was not designed for (e.g. PAL game in NTSC console) will result in this message appearing when the game is powered on. This message can also be accessed with the PAR codes 80802D19 and 7E0B4402. Use the ROM address 80BD9F3F, or the Game Genie code 7E8B-17A7 to disable the region incompatibility message for NTSC versions of the game, allowing the game to play on any Super NES/Super Famicom. PAL importers using the PAR code 80BD9439, or Game Genie code 7B8B-1FD7 will unlock the game. Note that the text isn't using the copyrighted romanization of Super Famicom; the Japanese letter "ん" can be romanized as "n" or "m", however, Nintendo chose to copyright it as Famicom, because that is short for "Family Computer"
BS and NP Dr. Mario
Nintendo re-released the standalone Dr. Mario game in Nintendo Power and BS-X variants. Only difference being Nintendo removed the B button command and dropped you at the Dr. Mario title screen; however the full Tetris & Dr. Mario game still exist even right down to the options and debug menus. To start at the Tetris & Dr. Mario copyright screen, use the PAR code 80802D01.Unused sounds
SE Tracks 8 and 23 in the Mixed Match sound test are unused. They sound similar to each other, maybe identical.
Sound Test Number: 08
Sound Test Number: 23
| The Tetris series | |
|---|---|
| NES | Tetris (Nintendo) • Tetris 2 |
| Genesis | Tetris |
| Super NES | Tetris & Dr. Mario • Tetris 2 |
| Nintendo 64 | Tetris 64 • The New Tetris |
| Game Boy | Tetris • Tetris 2 • Tetris DX |
| Arcade | Tetris: The Absolute: The Grand Master 2 PLUS |
Games > Games by content > Anti-Piracy
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 unused sounds
Games > Games by release date > Games released in 1994
Games > Games by series > Super Mario Bros. series
Games > Games by series > Tetris series
Games > SNES games









