Pokémon Tetris

Pokémon Tetris

released on Mar 21, 2002

Pokémon Tetris

released on Mar 21, 2002

Pokémon Tetris is a game released as part of Pokémon mini. It has only been released in Japan and Europe. It was classified by the ESRB as E for Everyone under the title Pokémon Mini Shock Tetris, but was never released in the United States. The game is inspired by Tetris. The game consists of several variations of the main game of Tetris with varying levels of difficulty. This game also allows most bricks to be Flipped by shaking the Pokémon mini. In all one player and VS. games, a silhouette of a Pokémon will be shown on the right hand side of the screen; if the player can make a match of 4 or more lines, the Pokémon will be captured and added to the in-game Pokédex. The player has a limited time to capture the Pokémon before it is replaced by another one chosen at random.


Also in series

Tetris Elements
Tetris Elements
Tetris Kiwamemichi
Tetris Kiwamemichi
Tetris
Tetris
Tetris Worlds
Tetris Worlds
In-Flight Tetris
In-Flight Tetris

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Genres


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For the record, there’s a lot I can’t judge about Pokemon Tetris. I played a Japanese version of the game, so I already had to reference wikis and outside sources to learn about the game due to not being able to read Japanese. If this game poorly explains its mechanics, has misleading text, or there’s flaws surrounding the text and language of the game, I have no idea about it. Also I call it Shock Tetris in this because Pokemon Shock Tetris is its name in Japanese and I think its a cool name.

At its core, Shock Tetris is just, well, Tetris. Simplify this game to its base mechanics, and you just have classic Tetris. While it does deviate from classic Tetris in some ways, you can guess exactly what you’re signing up for when playing it. The focus of its gameplay isn’t about score or speed like most Tetris games, but instead on line clears. Shock Tetris’s main mechanic is that when playing Tetris, a silhouette of a Pokemon will appear on the side of the screen. Getting a 4-line clear (or a 5-line but we’ll get to that) will catch the Pokemon, adding it to your Pokedex. As a result, Shock Tetris mainly cares about getting perfect line clears. While catching Pokemon is an RNG hell, I do honestly think the mechanic is charming. Catching a new Pokemon is fun, and the enlarged sprites are cute.

Something else that makes Shock Tetris stand out is that it’s one of very few Tetris games with pentominoes, or 5-block pieces. Pentominoes add an extra layer of difficulty for those not familiar with playing with them (me) in that you need to learn how to fit them into your board without leaving gaps, since gameplay requires you to go for 4 and 5-line clears to catch Pokemon. Pentominoes are an interesting gameplay aspect, even if they’re kind of hellish to learn.

But pentominoes are extremely important to gameplay because of how they interact with encounters. Completing a 5-line clear will guarantee a new Pokemon encounter (if one is able to spawn), which makes them basically required to complete the Pokedex due to being able to force rare encounters and curb the RNG of running into duplicates. But there’s also RNG involved in this as well, since rarer Pokemon will despawn faster than more common Pokemon, which can mean even if you get a 5-line clear and force a rarer Pokemon, you still may not be able to get it because you couldn’t get the pieces you need in time. And considering that you also will be running into other pentominoes at the stages where you can do this, there’s extra difficulty in trying to set everything up without gaps. RNG is a major gatekeeper for completion of this game, and that can be pretty frustrating.

But the biggest issue Shock Tetris has is that the game is very technically limited. The Pokemon Mini is a really weak system that absolutely limited what Shock Tetris could do. Shock Tetris is lacking various QoL features like having a ghost piece or a hold system (hold was introduced to Tetris games before Shock Tetris released), with the hold mechanic especially being dearly missed due to how catching mechanics work; dex completion would be so much less frustrating if the player could hold a line piece to time when they can catch a new encounter. And while mimicking classic Tetris isn’t a bad thing, not only does Shock Tetris’s inclusion of pentominoes sort of throw off it recreating classic Tetris, but the features missing would have majorly improved gameplay and removed a lot of frustration. Pair this with the Mini’s graphical limitations (and music, because honestly Shock Tetris’s theme got pretty grating and hard on my ears) and Shock Tetris’s technical limits become obvious.

Shock Tetris is stuck in a terrible middleground of having a lot of interesting mechanics (pentominoes and its catching mechanics) that are limited by the system it released on, and being so obscure that it hardly receives any love and is highly unlikely to ever be remade. The Pokemon Mini was limited in where you could get it (Pokemon Center or via online shops) and only ever had 10 games, with 5 of them being Japan exclusive. As well, Shock Tetris never released in North America, obscuring its existence even further. I mention this because Shock Tetris never really got a chance to succeed, and since it's so obscure the game will likely never be revisited or remade. Shock Tetris is nothing short of wasted potential, and it stings a lot because the game is genuinely really cool despite all of its challenges. I just wish Shock Tetris got dealt a better hand than it did.

Honestly quite a lot of fun with the modes it provides but the console it's on holds it back. Having pokémon be "catchable" via game mechanics like in Pokémon Pinball is a great idea and I wish a more updated and feature-packed version of this game were released in the vein of something like Tetris DS. It'd probably be one of my favorite Pokémon spinoffs if that had been made... but this is still fun enough anyhow.