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Saturday, January 5, 2019

Videogame Review, Tetris for the Nintendo Gameboy (w/ Gameboy Advance)



Videogame Review, Tetris for the Nintendo Gameboy (w/ Gameboy Advance)


Puzzles split apart upon impact.  The look and feel in Tetris has everything to do with blocking, shifting, and clocking in.  A block is made from what’s happening in the field.  Going from one place to another revolves around the same dimension as given to changes: 2D.  Nintendo can’t just give 3D to this Gameboy classic because any and all 3D provided on the same, unchanged game would amount to little but a window-to-window construction.  Different shapes add to a flowing, inconsistent cause.  It’s not unusual to find yourself in headlock position over the counter between falling shapes and frozen shapes.  Its conflict reveals the pieces along or beyond exchanged slots.  Our minds, our differences in recognition, allow for opportunities as far as puzzle-making confusion flows in thought against notions of history experienced with Tetris.  Graphics can ironically become those features expected from gameplay and at the same time only withhold so much in terms of visual effects.  My head feels pretty numb right now and I’m happy to report that Tetris differs from Tetris 2 on the Nintendo Gameboy due to gameplay mechanics and light appeal over graphics.  You’ll find many color modes on the Nintendo Gameboy Advance which add more than we can sum in quick notion along the lines between virtues and chaos, puzzle pieces to make their place or confuse the picture further on into dispute with the controlled visual.  Worm lights appear to do great effect on the GBA’s display of puzzle-to-puzzle conflict, as drama is sniffed in the air until music brings the chances over one of 4 music modes (including “no music”) and shapes get built up into more opportunities for the 4-line erasure.  Shapes are built up into lines and lines are built up into left-to-right or right-to-left completions, or something other.  Ideas get easy on my cellular being and yet I have to be proud for causing the ongoing shapes to shift between their sockets towards completed lines, bonus for normal bonus, 1989 pumping in my blood more than ever compared to the actual 1989.  80’s stuff doesn’t always make sense, right?  The fact there’s different blocks in constant shifting against each other begs the question as to whether a square is really just a square or if we could add it for a distinguished picture of erasure.  Controls are very nice here and I’ve been owning my original Gameboy cartridge for what seems like 25+ years.  Impossible odds will be seen in the course selections menu.  Could you imagine having a whole field filled with blocks almost to the top and having the greatest gravity for those blocks in trial and error of gameplay?  Yeah, right!  

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