Tetrisphere

Last updated
Tetrisphere
Nintendo 64 Tetrisphere cover art.png
North American cover art
Developer(s) H2O Entertainment
Publisher(s) Nintendo
Producer(s) Michael Tam
Designer(s) Steve Shatford
Programmer(s) Christopher Bailey
Artist(s) Christopher Bretz
Roland Longpre
Composer(s) Neil Voss
Series Tetris
Platform(s) Nintendo 64
Release
Genre(s) Puzzle
Mode(s) Single-player, multiplayer

Tetrisphere is a puzzle video game developed by H2O Entertainment and published by Nintendo for the Nintendo 64. It was released in North America on August 11, 1997, and in PAL regions in February 1998. The game, originally named Phear, was slated for release on the Atari Jaguar in early 1995, but was reworked into a Tetris game for the N64 after Nintendo obtained its publishing rights.

Contents

Tetrisphere is a variant on Tetris in which various shapes are shifted across a wrapped three-dimensional grid resembling a sphere, and then destroyed. The objective of the game changes depending on the mode but generally consists of removing layers of shapes to reach the playing field's core. Despite very little domestic advertising, Tetrisphere enjoyed moderately good sales[ citation needed ] and a mostly favorable critical reception. Reviewers praised the game's originality and the musical score composed by Neil Voss. [4]

Gameplay

Gameplay screenshot of Rescue Mode, where the player must destroy layers of bricks in order to reach the sphere's core and free a trapped robot. N64 Tetrisphere.PNG
Gameplay screenshot of Rescue Mode, where the player must destroy layers of bricks in order to reach the sphere's core and free a trapped robot.

In most Tetris titles, a player's score is incremented as a result of completing "lines", where a row of brick pieces that is without gaps is removed from the 2D playing field. This both earns points and removes the completed row, making room for further pieces. However, in Tetrisphere, the goal is instead to remove bricks by forcing three of the same type of piece to touch as a result of a "drop". A drop is achieved when any brick falls, either as a direct result of the player releasing the currently held brick or when the brick which supports it from below is removed by any method. When three bricks of the same type touch, this triggers a "combo". When a combo occurs, the three bricks will glow brightly and implode, removing themselves from the field of play. Any other same-shaped blocks which are touching that combo will also be removed in a chain combo. For example, if a player has lines of nested "Z" pieces, and then drops another "Z" directly on top of one of the nested "Z"s, the one which was dropped will cause the piece below to implode, in turn causing all identical pieces touching that piece to explode, and so on. The only exception is that the pieces involved (including the original three) must abide by the rules which dictate which pieces are "touching". For example, any two matching pieces which are stacked must be exactly on top of each other, if they are both to be removed. Laterally, each piece obeys the rules specific to its shape. As an illustration of this point, "O" pieces (a 2 × 2 square, colored blue) and "I" pieces (a 3 × 1 or 1 × 3 rectangle, colored green or yellow) must have full contact on one side with one full side of another piece of the same shape, but all other pieces are considered "touching" if any part of them is in contact with another of the same shape.

To facilitate in combos, pieces can be moved by "sliding". A piece can be moved by sliding when the player lines up the shadow of the current piece they're holding with the same-shaped piece on the sphere. A mismatched shadow and piece cannot be moved this way. Pieces moved with sliding can move through and destroy crystal pieces, but they cannot pass through other pieces themselves.

After a combo is finished, some of the pieces at random on the sphere will start to glow; the number of pieces this affects is proportional to the size of the combo. Pieces that glow in this way are called "power pieces". A power piece possesses unique qualities compared to a normal piece:

The player can achieve higher scores by increasing the "combo multiplier". The combo multiplier indicates how much each combo is multiplied by when the combo is completed. The combo multiplier starts at 1x, and it has a maximum multiplier of 20x. It can be increased in the following ways:

In the "Vs." modes (both against the CPU and against another human player), the combo multiplier serves an additional purpose by increasing the effective rate at which garbage is sent to the opponent.

If a combo results in 20 or more pieces being removed, no power pieces will appear on the sphere. Instead, the player will be rewarded with an item of "magic". Magic is an item that the player may employ at any time to remove large sections of the surface. If a player does not use their magic initially, any subsequent instance of obtaining magic will upgrade the magic they already have to the next item. Each type of magic has its own pattern of removal, area of effect, and drawbacks. Magic items are (from the lowest level to the highest level):

  1. Firecracker: Removes one small section of pieces.
  2. Dynamite: Removes multiple sections of pieces.
  3. Magnet: Constantly removes pieces while it is active. The player can choose to move the cursor around during this time, allowing them to selectively remove certain sections of the sphere. The player can also choose to keep the cursor stationary while the magnet is active so they can remove multiple layers of a small section of the sphere instead.
  4. Atom: Removes the entire top layer of the sphere.
  5. Bomb: Initially removes one section of pieces that is significantly greater in area than the firecracker. A second explosion then results that destroys additional pieces; its blast radius is similar to the firecracker.
  6. Raygun: Similar to the magnet in how it removes pieces, but it is much more efficient than the magnet at doing so.

If a player has the Raygun and then achieves another magic reward, there is no further upgrade.

While the player is scrutinizing the playfield searching for likely combos, a blue timer called the "speed meter" slowly counts down. When the speed meter reaches zero, a new yellow timer starts and the player begins to move towards the sphere at an increasingly fast pace (moving back to the default position for each piece dropped). That timer may also expire, causing a new and final red timer to begin, which moves the player towards the playfield even faster than the yellow timer. There is no penalty if the final timer reaches zero, but if the player gets too close to the playfield, the piece is automatically dropped. The speed meter is slightly refilled for every piece removed, and the rate at which it depletes increases in later levels.

A player starts the round with three lives (represented as hearts). A life is lost each time a player drops a piece without starting a combo. Whenever a life is lost, any unused magic is lost, the combo multiplier resets to 1x, and the speed meter resets to a full blue timer. If three lives are lost, the round results in a game over.

There are several modes of play available in Tetrisphere. The main single-player mode is "Rescue", which challenges the player to free a robot from the core of a sphere. As levels increase, the number of layers, size of the trapped robots, rate of speed meter depletion, and types of pieces present increase. "Hide and Seek" has the same objective, and consists of a mix of different challenges, such as exposing a picture imprinted on the sphere's core. The "Puzzle" mode removes the drop timer, the combo weapons, and the infinite and random natures of the pieces supplied to the player. Instead, players must remove all blocks from the surface of the globe, given a finite number of sliding moves and drops of select pieces. The "Vs. CPU" and the two-player "Vs. Player" feature split-screen race to reveal a number of core squares. "Time-Trial" and "Practice" modes, as well as a training tutorial, are also available. Finally, a hidden "Lines" mode exists, where pieces cannot be dropped. Instead, blocks implode by themselves if three of the same type are lined up with each other.

Development

Atari-Jaguar-Console-Set.jpg
Nintendo-64-wController-L.jpg
Tetrisphere started as a title intended for the Atari Jaguar under the name Phear, but it was moved to the Nintendo 64 after Nintendo reportedly secured the rights to the game upon seeing it demonstrated during Winter CES in 1995.

Tetrisphere was developed by H2O Entertainment, a game development company founded by Steve Shatford, Christopher Bailey, and Michael Tam, which was based in Calgary, Alberta, Canada. [5] [6] [7] The project originally started as an Atari Jaguar game entitled Phear and was on display for playing at Atari Corporation's booth during the 1995 Winter CES, [8] [9] [10] featuring gameplay similar to the "Tower" challenges found in the "Hide and Seek" mode of Tetrisphere, however, it involved the player in creating a hole of a specific size (3×2 for example) on the center of the sphere's core in order to progress into the next level. [8] Nintendo reportedly secured the rights to Phear after seeing the game showcased at WCES '95, and it was announced as a Nintendo 64 game at Nintendo Space World that same year. [11] [12] [13] [14] H2O, which had completed a reverse takeover with Canadian Entech Resources Inc., began working exclusively for Nintendo during the game's development.[ citation needed ]

Around the time the company went public, Nintendo announced that Tetrisphere would be released in October 1996, boosting the company's stock. This didn't work for the partners in H2O, though. "That was the first they had heard of the release date," the Canadian Business magazine said. The company strove to finish the game by October, but that wasn't found to be feasible. The delay significantly hurt H2O's stock. "In terms of credibility and how investors perceived us, it really hurt us," partner Michaal Tam said. Once the planned release date had passed, Nintendo assigned six employees (approximately half a department) to the team. [15]

Nintendo also imposed strict conditions upon the developer. "We weren't able to disclose any information," H2O developer Michael Tam said. [15]

The game was developed on Silicon Graphics Indy, Indigo and O2 workstations. The graphics were created with SoftImage running on Indigo and O2 workstations. The game was written in the C programming language and compiled to target 'Ultra64' development boxes for testing and bug tracking.

Senior developers improved the engine so that only part of the sphere is visible at any time, thus reducing the render load on the N64 hardware. The framerate was increased, allowing for a two-player mode not present in the first version. [14]

Stephen Shatford was the Sr. Game Designer and Tetris creator Alexey Pajitnov contributed to the game's design while working at Microsoft. [16] The North American release of Tetrisphere was ultimately delayed until August 1997, when it became the first puzzle game available on the Nintendo 64. [17]

The techno-style soundtrack for Tetrisphere was composed by Neil Voss using FastTracker 2 on a Pentium PC. He began the project as a freelancer when it was on the Jaguar, then signed on as an audio director when it moved to the Nintendo 64. [18] Voss was the sole producer, composer, and sound engineer, but had help from in-house programmer David Pridie and staff from Silicon Graphics. Beginning with a cyberpunk style, the team transitioned to the techno genre due to the "uniqueness" of Tetrisphere as a puzzle game. [18] Voss explained that Tetrisphere features only stereophonic sound because "[...] for a game where the action is all around you, it could enhance gameplay and the immersive experience." Voss was also able to simulate surround sound. [19]

The composer frequently [18] used samples during production, specifically in the tracks "Extol", "Martist", and "Hallucid"; [18] for instance, "Extol" uses a chorus of Balinese singers from a stock sample CD. The song titles were chosen as they would be if released on an album. Voss elaborated, "'Azule Lux' was supposed to be 'blue light' relating to one of the level backgrounds that impressed me visually. 'Snowy Mushrooms' is a drug reference and equally a reference to Nintendo's penchant for mushroom imagery. 'Phony' is because I felt that track was too close to Liam Howlett's (of the Prodigy) (me being phony). 'Extol' means to praise, which I felt was appropriate... Things like that." [18]

Reception

Tetrisphere received "generally favorable” reviews according to the review aggregation website GameRankings based on nine reviews. [20] Critics widely praised the innovative design, [26] [31] [35] numerous and engrossing modes of play, [23] [26] [28] [31] [35] and funky soundtrack with the ability for the player to select which track is played. [23] [26] [28] [31] Jer Horwitz wrote in GameSpot that Tetrisphere "is precisely the sort of game that the Nintendo 64 really needs, offering revolutionary gameplay, impressive long-term value, and a set of visual effects that go above and beyond what Sony's PlayStation can handle." [26]

The graphics were also generally well-regarded. [23] [26] [28] [35] Horwitz, who saw the game's demo as Phear at the Consumer Electronics Show, was particularly impressed with how much the graphics had been improved over the original Jaguar version, noting the smooth spheres and moving 3D backgrounds. [26] Next Generation dissented with the majority, stating that "Graphically, Tetrisphere doesn't live up to most other Nintendo 64 games - the most obvious flaw is an annoying pop-up as the player rotates the globe." [31]

Though they agreed that it is innovative, critics had varying experiences with the gameplay. Next Generation and GamePro both said the gameplay's complexity and unprecedented mechanics make it difficult to learn, but ultimately more rewarding. [31] [35] GamePro said that "it actually requires a completely new mental discipline - which is just what the aging Tetris franchise needs." [35] GameSpot and Shawn Smith and Crispin Boyer of Electronic Gaming Monthly both contended that while mastery of the game is a challenge, Tetrisphere is enjoyable even without learning the nuances of its strategy. [23] [26] Smith and Boyer's co-reviewer Dan Hsu instead said that mastering the game is impossible, since its 3D nature makes it impractical to get a full view of the field under the time constraints, and that tackling the puzzles blindly is boring. [23] IGN 's Doug Perry simply commented that "Puzzler fanatics, however, may want to steer clear of this game for fear of permanent addiction." [28]

Out of 42 titles, Tetrisphere ranked at number 27 in terms of sales for Nintendo games in 1997. [36] H2O Entertainment announced that the game had sold 430,000 copies worldwide as of March 31, 1998. [37] [38]

Nintendo Power ranked Tetrisphere at number 50 on its list of "100 Best Nintendo Games of All Time" in September 1997. [39] The magazine also gave it an award for "Best Soundtrack" for its annual awards for that year. [40] IGN considered the game's soundtrack to be the fourth best of any N64 game. [41]

Related Research Articles

<i>Zoop</i> 1995 video game

Zoop is a puzzle video game originally developed by Hookstone and published by Viacom New Media in 1995 for the Genesis, Super Nintendo Entertainment System, MS-DOS, Macintosh, PlayStation, Game Gear, and Game Boy, then in 1996 for the Saturn and Jaguar. Zoop has similarities to Taito's 1989 arcade video game Plotting, but Zoop runs in real-time instead. Players are tasked with eliminating pieces that spawn from one of the sides of the screen before they reach the center of the playfield. By pointing at a piece and shooting it, the player can either swap it with the current player color and thus arrange the same color pieces in a row or column, or match the color.

<i>Tetris Worlds</i> 2001 video game

Tetris Worlds is a version of the video game Tetris. Originally released in 2001 for Microsoft Windows and Game Boy Advance, it was later released for Xbox, GameCube, and PlayStation 2 in 2002. In 2003, an Xbox Live version titled "Tetris Worlds Online" and a single-disc compilation version were released for the Xbox. The latter was bundled with Xbox systems.

<i>Pokémon Puzzle League</i> 2000 puzzle game for the Nintendo 64

Pokémon Puzzle League is a puzzle video game in the Puzzle League series developed by Nintendo Software Technology and published by Nintendo for the Nintendo 64. Released in North America on September 25, 2000, and in Europe on March 2, 2001, its Puzzle League-based gameplay has a focus on puzzle-based strategy in the game's grid-based format. To advance to new levels, players are required to combat the game's trainers and gym leaders, similar to the ones featured in Pokémon Red, Blue, and Yellow. One of several games based on the Pokémon anime, it features lead protagonist Ash Ketchum, his Pikachu, his companions Brock and Misty, the Kanto Gym Leaders, and other characters from the series.

<i>Pokémon Puzzle Challenge</i> 2000 video game for the Game Boy Color

Pokémon Puzzle Challenge is a puzzle video game developed by Intelligent Systems and published by Nintendo for the Game Boy Color. Released in Japan on September 21, 2000; in North America on December 4, 2000; and in PAL regions on June 15, 2001, it is the second Pokémon-themed entry in the Puzzle League series. While its Nintendo 64 counterpart Pokémon Puzzle League is visually based on the Pokemon anime, Puzzle Challenge instead draws inspiration from the Pokémon Gold and Silver games. The game features multiple modes of play and support for competitive play between two players. Puzzle Challenge was later digitally re-released via the Nintendo 3DS's Virtual Console line on November 6, 2014.

<i>ClayFighter 63⅓</i> 1997 video game

ClayFighter 63⅓ is a 1997 fighting game developed and published by Interplay Productions for the Nintendo 64. It is the third installment of the ClayFighter series. The title is a parody of the 64 suffix common with Nintendo 64 games.

<i>Wetrix</i> 1998 video game

Wetrix is a 3D puzzle video game developed by Zed Two, the studio of brothers Ste and John Pickford, for the Nintendo 64 and personal computers in 1998, and the Dreamcast and Game Boy Color in 1999. The player's goal is to hold water bubbles falling on a 3D isometric landscape. To do this, enclosures are created with Uppers, which fall in a similar manner to Tetris blocks, that raise the ground. While water can be evaporated with fireballs, hazards such as Mines, Ice Cubes, and earthquakes also fall and ruin the player's construction.

<i>1080° Snowboarding</i> 1998 video game

1080° Snowboarding is a snowboarding video game developed and published by Nintendo for the Nintendo 64 in 1998. In the game, the player controls one of five snowboarders from a third-person perspective, using a combination of buttons to jump and perform tricks over eight levels.

<i>WWF No Mercy</i> (video game) 2000 professional wrestling video game

WWF No Mercy is a professional wrestling video game released in 2000 by THQ for the Nintendo 64. It is based on the World Wrestling Federation and is named after the company's annual event of the same name. Developed by Asmik Ace Entertainment and AKI Corporation, No Mercy is the last in a series of Nintendo 64 wrestling games from the companies that started with WCW vs. nWo: World Tour.

<i>The New Tetris</i> Puzzle video game for Nintendo 64

The New Tetris is a puzzle video game for the Nintendo 64. The game was developed by H2O Entertainment and published by Nintendo, based on the Tetris series. The game was originally released on August 2, 1999, in North America.

<i>Tetris Plus</i> 1996 video game

Tetris Plus is a puzzle video game developed and by Jaleco for arcades in 1996, and ported to the Sega Saturn, PlayStation, and Game Boy later that year. The game would be followed by a sequel, Tetris Plus 2, in 1997. Ports were to be developed for the Atari Jaguar and Nintendo 64 but these were never released.

<i>Kirby 64: The Crystal Shards</i> 2000 platform video game by Nintendo

Kirby 64: The Crystal Shards is a 2000 platform game developed by HAL Laboratory and published by Nintendo for the Nintendo 64 (N64). It is the first Kirby game to feature 3D computer graphics and follows Kirby as he attempts to reassemble a sacred crystal shattered by Dark Matter. Gameplay is viewed from a 2.5D perspective and is similar to previous Kirby titles; the player traverses levels and obtains powers by eating enemies. Kirby 64 introduces Power Combos, the ability to mix powers to create more powerful ones. In a multiplayer mode, up to four players can compete in three minigames.

<i>Tetris DS</i> 2006 video game

Tetris DS is a puzzle video game developed and published by Nintendo. It was released for the Nintendo DS on March 20, 2006, in North America, April 13, 2006, in Australia, April 21, 2006, in Europe, and April 27, 2006, in Japan. An installment of the Tetris franchise, the game supports up to ten players locally, and supported online multiplayer of up to four players using Nintendo Wi-Fi Connection prior to its discontinuation.

<i>Dark Rift</i> 1997 video game

Dark Rift is a 3D fighting video game for the Nintendo 64, notable for being the first N64 game to use 60 frames per second. It has been referred to as the Nintendo 64's first native fighting game, though in actuality it started development as a Sega Saturn game. In addition, it was originally announced that the Microsoft Windows version of the game would precede the Nintendo 64 version by one month.

<i>Lego Racers</i> (video game) 1999 racing video game

Lego Racers is a Lego-themed racing video game developed by High Voltage Software and published by Lego Media in 1999.

<i>AeroGauge</i> 1997 video game

AeroGauge is a hovercraft racing game designed for the Nintendo 64 game console and released in 1998. The game was developed by Locomotive and published by ASCII it is conceptually similar to Psygnosis' Wipeout or Acclaim's Extreme G. The main difference is that the vehicles in the game fly instead of hovering. AeroGauge garnered mediocre reviews, with criticism directed at its routine concept, excessive pop up, lack of weapons and power-ups, and overly high difficulty.

<i>Armorines: Project S.W.A.R.M.</i> 1999 video game

Armorines: Project S.W.A.R.M., known as Armorines in Europe, is a 1999 first-person shooter developed by Acclaim Studios London and released for the Nintendo 64, Game Boy Color and PlayStation. It is based on the Armorines comic book from Valiant Comics, which was bought by Acclaim Entertainment.

<i>Magical Tetris Challenge</i> 1998 video game

Magical Tetris Challenge is a puzzle game by Capcom for the Nintendo 64, Game Boy Color, and PlayStation. It is a version of Tetris featuring Disney characters. It is one of the few Nintendo 64 games to be entirely in 2D, in addition to being Capcom's first game for the console.

Neil Voss is an American video game composer. His first recognized work was on Tetrisphere for Nintendo 64 in 1997, an acclaimed effort that earned him a "Best Soundtrack" award from Nintendo Power for that year. Later he composed tracks for The New Tetris in 1999, also for Nintendo 64. Voss later moved to working on the Game Boy Advance, producing soundtracks for Racing Gears Advance in collaboration with Orbital Media Inc. Many of his compositions for the Commodore 64 are available in The High Voltage SID Collection.

<i>Planet Puzzle League</i> 2007 video game

Planet Puzzle League, known as Puzzle League DS in Europe, and as Panel de Pon DS in Japan, is a video game for the Nintendo DS handheld video game console in the Puzzle League Panel de Pon visual matching puzzle game series. In North America, Planet Puzzle League is part of the Touch! Generations brand; in Japan, Panel de Pon DS is marketed in the general Touch! brand. The publisher for the game is Nintendo, and the developer is Nintendo's second-party developer Intelligent Systems, creator of the original Panel de Pon and its cult classic English-language adaptation Tetris Attack. The game was released in Japan on April 26, 2007 in North America on June 4, 2007, and in Europe on June 29, 2007.

<i>Tetris: Axis</i> 2011 video game

Tetris: Axis, released as Tetris in some regions, is a puzzle video game developed by Hudson Soft and Bandai for the Nintendo 3DS. The game was released in all regions in October 2011 and was published by Namco Bandai Games in Japan, Nintendo in North America, and Tetris Online in Europe and Australia.

References

  1. Lee, Helen (July 2, 1997). "Tetrisphere Gets Rolling". GameSpot . Archived from the original on May 4, 1999. Retrieved July 29, 2022.
  2. "Tetrisphere: It's Out Of This World". Redmond, WA: Nintendo of America. August 7, 1997. Archived from the original on 2012-11-13. Retrieved 2011-01-15.
  3. 1 2 Bly, Steve (March 1998). "CVG Review - Nintendo 64 - Tetrisphere". Computer and Video Games . No. 196. Future Publishing. p. 64. Archived from the original on 2018-09-19. Retrieved 2018-09-18.
  4. "Tetrisphere Post-Mortem". Nintendo Power . Vol. 104. Nintendo of America. January 1998.
  5. Walters, Scott (January 31, 2017). "Phear Flyer (Front)". jagmod.com. Archived from the original on 2018-03-31. Retrieved 2018-09-19.
  6. Walters, Scott (January 31, 2017). "Phear Flyer (Back)". jagmod.com. Archived from the original on 2018-03-31. Retrieved 2018-09-19.
  7. Bretz, Christopher (2020). "Art Direction: Tetrisphere - The first published game I worked on". The Art of Christopher Bretz. Archived from the original on 2020-11-21. Retrieved 2020-11-21.
  8. 1 2 National Videogame Museum (United States) (January 13, 2018). Atari Jaguar Phear Demo CES 1995. YouTube . Archived from the original on 2018-02-25. Retrieved 2018-09-19.
  9. "Dossier - Ils Arrivent Sur 64 Bits - 64 Bit Divers". CD Consoles (in French). No. 4. Pressimage. February 1995. p. 102. Archived from the original on 2018-09-19. Retrieved 2018-09-19.
  10. "WCES Special - Winter CES '95 - Atari". GameFan . Vol. 3, no. 3. DieHard Gamers Club. March 1995. p. 109.
  11. "Next Wave - N64 - Tetrisphere: The Jaguar's Loss Is The N64's Gain - Gamer's Edge: No Phear". Electronic Gaming Monthly . No. 98. Ziff Davis. September 1997. p. 102. Archived from the original on 2018-09-19. Retrieved 2018-09-19.
  12. Sheffield, Brandon (January 11, 2006). "Tetrisphere on the Jaguar!". GameSetWatch . UBM plc. Archived from the original on 2009-07-27. Retrieved March 24, 2010.
  13. "Featuring U64: Ultra 64 Games". Next Generation . No. 14. Imagine Media. February 1996. p. 65.
  14. 1 2 IGN staff (March 10, 1997). "Tetrisphere Rears its Puzzled Head - H2O's almost Jaguar-bitten puzzle game, is new, improved and likely to arrive this summer". IGN . Ziff Davis. Archived from the original on 2018-09-18. Retrieved 2018-09-18.
  15. 1 2 Charles Mandel (1997). "'Congratulations, Player No. 1...'". Canadian Business . Vol. 70, no. 13. Rogers Media. p. 114.
  16. Ali Almaci, Hasan (December 5, 2007). "Interview: Tetris - The Making of an Icon: Alexey Pajitnov & Henk Rogers Interviews (Page 3)". Kikizo. Superglobal Ltd. Archived from the original on 2011-07-28. Retrieved March 28, 2010.
  17. "Nintendo: Tetrisphere". Nintendo . Archived from the original on February 5, 1998. Retrieved March 25, 2010.
  18. 1 2 3 4 5 IGN staff (June 15, 1998). "Composing Tetrisphere". IGN. Ziff Davis. Archived from the original on 2018-09-19. Retrieved September 18, 2018.
  19. IGN staff (June 16, 1998). "Interview With Neil Voss (Part II)". IGN. Ziff Davis. Archived from the original on 2018-09-19. Retrieved September 18, 2018.
  20. 1 2 "Tetrisphere for Nintendo 64". GameRankings . CBS Interactive. Archived from the original on 2018-09-19. Retrieved September 18, 2018.
  21. McCall, Scott. "Tetrisphere - Review". AllGame . All Media Network. Archived from the original on November 14, 2014. Retrieved September 19, 2018.
  22. Edge staff (October 1997). "Tetrisphere". Edge . No. 50. Future plc.
  23. 1 2 3 4 5 6 EGM staff (September 1997). "Tetrisphere". Electronic Gaming Monthly. No. 98. Ziff Davis. p. 50.
  24. McNamara, Andy; Andreson, Paul; Reiner, Andrew; Storm, Jon (September 1997). "Review – Tetrisphere". Game Informer . No. 40. FuncoLand. Archived from the original on September 9, 1999. Retrieved March 25, 2010.
  25. "Tetrisphere". GameFan . Vol. 5, no. 9. Metropolis Media. September 1996.
  26. 1 2 3 4 5 6 7 8 Horwitz, Jer (August 19, 1997). "Tetrisphere Review". GameSpot . CBS Interactive. Archived from the original on June 23, 2006. Retrieved September 18, 2018.
  27. Cheung, Kevin (April 1998). "Tetrisphere". Hyper . No. 54. Next Media Pty Ltd. pp. 54–55. ISSN   1320-7458.
  28. 1 2 3 4 5 Perry, Douglass C. (August 13, 1997). "Tetrisphere". IGN. Ziff Davis. Archived from the original on 2018-09-19. Retrieved September 18, 2018.
  29. Bickham, Jes (October 1997). "Tetrisphere (US)". N64 Magazine . No. 7. Future plc. pp. 60–61.
  30. Jarratt, Steve (March 1998). "Tetrisphere". N64 Magazine. No. 13. Future plc. pp. 40–41.
  31. 1 2 3 4 5 6 "Tetrisphere". Next Generation. No. 35. Imagine Media. November 1997. p. 189. Archived from the original on May 8, 1999.
  32. "Tetrisphere". Nintendo Power. Vol. 100. Nintendo of America. September 1997. p. 106. Archived from the original on 2018-09-19. Retrieved September 18, 2018.
  33. "Tetrisphere". Nintendo Power. Vol. 99. Nintendo of America. August 1997. p. 96. Archived from the original on 2018-09-19. Retrieved September 18, 2018.
  34. Walk, Gary Eng (September 12, 1997). "Tetrisphere". Entertainment Weekly . No. 396. Time Inc. Archived from the original on 2018-09-19. Retrieved September 18, 2018.
  35. 1 2 3 4 5 Dan Elektro (September 1997). "Tetrisphere". GamePro . No. 108. IDG Entertainment. p. 86. Retrieved September 18, 2018.
  36. IGN staff (February 2, 1998). "The Most Popular Games of '97". IGN. Ziff Davis. Archived from the original on 2018-09-19. Retrieved September 18, 2018.
  37. Staff (May 14, 1998). "H2O Announces Tetrisphere Sales". GameSpot . Archived from the original on March 4, 2000.
  38. "Tetrisphere Sales Figures". .h2oent.com. May 13, 1998. Archived from the original on April 28, 2001. Retrieved August 14, 2023.
  39. "100 Best Nintendo Games of All Time". Nintendo Power. Vol. 100. Nintendo of America. September 1997. p. 95.
  40. "1997 Nintendo Power Awards". Nintendo Power. Vol. 104. Nintendo of America. January 1998.
  41. IGN Staff (June 14, 2000). "The Top 25 N64 Games of All Time: #11-15". IGN. Ziff Davis. Archived from the original on 2013-10-28. Retrieved September 18, 2018.