Tetris & Dr. Mario
|Tetris & Dr. Mario|
This game has hidden development-related text.
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. Think of it as almost like Puyo Puyo Tetris.
Bizarrely, the (full) game was never released in Japan, except through Nintendo Power and the BS-X.
Leftover BIOS Compile Info
Present starting from 0x2B2:
A test jingle present in the Dr. Mario bank. Game Genie code DC8C-1D6F or ROM address 80B5A20A 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 DCC0-3467 or ROM address 80AF4A0A and pressing Left on BGM 00.
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: 08
Sound Test Number: 23
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.
Enter Pro Action Replay (PAR) code 7E1E1B03, ROM address 80B3F803, or Game Genie code D78E-34DD.
Enter Pro Action Replay (PAR) code 7E1E7203, ROM address 80B62E03, or Game Genie code D784-C76F.
Enter Pro Action Replay (PAR) code 80B8CC0C or Game Genie code DA8A-47D4.
Tetris and Dr. Mario both have a fully functional debug menu, and each can be entered with ROM address 809B8000 or 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 the two debug menus will take effect on Mixed Match and will affect both players.
- Start Plus - Sets the starting hang-time determining when the block will fall in frames. Value 00 will cause blocks to descend instantly, while 99 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 holding Down; 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 of 10 gives very clean attacks, while 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.
- 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 - 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 holding Down; 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 value 99 gives 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 value 99 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. Value 00 causes the animation to dissipate nearly instantly, while value 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, Reigai 2, and Reigai 3 - All three of these have a setting of 0 or 1, though it's not known what effect any of these have on the game. "Reigai" 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 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.)
There are three warning messages. The anti-cheat message appears to be unused.
Can be accessed with ROM address 80802D19 or Game Genie code FB64-470D. Note that "Resume" is spelled incorrectly.
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) codes 80802D19 7E0B4401.
Attempting to play a copy of Tetris & Dr. Mario in an SNES/Super Famicom 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 (PAR) codes 80802D19 7E0B4402. Use ROM address 80BD9F3F or Game Genie code 7E8B-17A7 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 (PAR) code 80BD9439 or Game Genie code 7B8B-1FD7 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", though Nintendo chose to trademark it as Famicom due to being short for "Family Computer".
Nintendo Power and Satellaview Versions
Nintendo re-released this game's version of Dr. Mario through the Nintendo Power service and through the Satellaview.
Notably, the latter is actually the full Tetris & Dr. Mario game (including the hidden options and debug menus), just with the ability to exit Dr. Mario by pressing B removed. To start at the Tetris & Dr. Mario copyright screen in this version, use Pro Action Replay (PAR) code 80802D01.