Tetris & Dr. Mario

Tetris & Dr. Mario is Tetris and Dr. 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.

Leftover BIOS Compile Info
BIOS information can be found starting from :

Yet more BIOS information is located at :

Located at is a BIOS build and version number:

Unused Music


A test jingle present in the Dr. Mario bank. Game Genie code or ROM address  will play it at the title screen. Sound Test music track 0A is also the test jingle and can be accessed by using Game Genie code or ROM address  and pressing Left on BGM 00.

Unused Sounds
SE Tracks 8 and 23 in the Mixed Match sound test are unused. They sound similar to each other, and may be identical.

Sound Test Number:



Sound Test Number:

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
Enter Pro Action Replay code, ROM address , or Game Genie code.



Dr. Mario
Enter Pro Action Replay code, ROM address , or Game Genie code.



Mixed-Match
Enter Pro Action Replay code or Game Genie code.



Debug Menus
Tetris and Dr. Mario both have a fully functional debug menu, and each can be entered with ROM address or Game Genie code. 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 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. Value 00 will cause blocks to be descend instantly, while 99 gives 99 frames before falling.
 * Yoko Kaime 1 and 2 - 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 holding Down on the Control Pad; 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. Can be set from 1 to 99. The default 10 gives very clean attacks. 1 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. Value 00 will result in no entry delay, while 99 gives 99 frames between pieces.
 * Down Trig - has two values: 0 (default) and 1. Setting 0 keeps the forced descend rate held over between pieces, 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 frames. Value 00 will cause the pills to descend instantly, while 99 gives 99 frames before falling.
 * Yoko Kaime 1 and 2 - 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 holding Down on the d-pad; 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. Value 00 causes pill piles to fall instantly, while setting the value to 99 give 99 frames 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 frames 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 frames before the animation tapers off.
 * Kotei-next sets the delay before the next pill appears. Value 00 will result in no entry delay, while 99 gives 99 frames between pills.
 * Reigai 1 setting 0 or 1, effect on game unknown. It translates to "exception."
 * Reigai 2 setting 0 or 1, effect on game unknown. It translates to "exception."
 * Reigai 3 setting 0 or 1, effect on game unknown. It translates to "exception."
 * Ransu 9 or 12 setting 0 or 1, effect on game unknown. It can translate to "random number."
 * Naname Ido translates to "diagonal movement." When set to the default 0, pressing Left or Right on the d-pad takes priority over pressing Down. When set to 1, pills can moved left/right and dropped with Down at the same time. (In Tetris, diagonal movement is always enabled.)

Warning Messages
There are three warning messages; the Anti-cheat message appears to be unused.

Anti-cheat
This message can be accessed with ROM address or Game Genie code. Note that "Resume" is spelled incorrectly.

Incompatible Accessory
If an incompatible accessory is plugged into either port, this message will replace the next screen. Access to this message can be achieved with Pro Action Replay codes and.

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 Pro Action Replay codes and. Use ROM address or Game Genie code  to disable the region incompatibility message for NTSC versions of the game, allowing the game to play on any SNES/Super Famicom. PAL importers can use Pro Action Replay code or Game Genie code  to unlock the game.

Note that the text isn't using the trademarked romanization of Super Famicom; the Japanese letter "ん" can be romanized as "n" or "m", however, Nintendo chose to trademark 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. Interestingly, it's actually the full Tetris & Dr. Mario game (including the hidden options and debug menus), just with Nintendo removing the ability to exit Dr. Mario by pressing B. To start at the Tetris & Dr. Mario copyright screen, use Pro Action Replay code.