YMMV / Tetris

  • Adaptation Displacement: The original version was released in 1985. The world-famous Game Boy version was released four years later.
  • Americans Hate Tingle: SEGA's versions of Tetris, while a historical staple of Japanese arcades, failed to find an audience outside of Asia, where Nintendo's versions (particularly the official NESnote  and Game Boy versions) easily became an icon of classic gaming instead. Perhaps because in the USA, Atari had the arcade version of Tetris; after all, Tetris has been a legal nightmare for all those involved for decades. Had it actually been released here in the US, it might have gotten more popular.
  • Broken Base:
    • The Tetris Guideline and other efforts by the Tetris Company to establish a particular image for Tetris. Sure it's good enough for casual players, and some argue that it helps curb Sturgeon's Law when it comes to games carrying the Tetris license, but competitive players largely dislike what TTC does with the series, as well as the Double Standard of games like TGM getting rejected due to deviating strongly from the TTC's vision of Tetris while Obvious Betas like Tetris Ultimate get the OK just because they meet the TTC's requirements. Others dislike it because it means older versions of Tetris, such as those by SEGA, Nintendo, and Jaleco, will never see a rerelease.
    • Rewarding T-Spins: Does this new avenue of bonuses provide a fair incentive to try difficult tricks, or does it go against the spirit of the series?
    • The Super Rotation System: Is it a fair Anti-Frustration Feature that makes for more creative gameplay, or is it too convoluted to understand or a Game Breaker?
    • Is the "goal" system in the Marathon mode of modern Tetris games a clever take on the "clear lines to level up" system, or is it an unbalanced mess for effectively punishing Tetrises?
  • Complaining about People Not Liking the Show + Nostalgia Filter: Not thinking that the NES and Game Boy versions of Tetris are the best Tetris games tends to grind some people's gears.
  • Crowning Moment of Awesome: Achieving the Grand Master rank in any of the TGM games, especially in TGM 2 and especially in TGM 3.
    • The Game Boy version has its own form of this: beating Level 9, High 5.
  • Ear Worm: One word: "Korobeiniki," as nicely arranged by Hirokazu Tanaka.
  • Ensemble Darkhorse + Memetic Badass: The L block is shaped like a boot to kick your ass! It steals Tetrises from the I block! It killed Link and Cloud in the GameFAQs character battle! And so forth! The I block is badass too of course, but it's meant to be and so doesn't have the same Dark Horse appeal of the L block.
  • Fandom Heresy: Say that you dislike Nintendo's versions (especially the Game Boy version), even just to explain that you like other Tetris games better. It will end well.
  • First Installment Wins: Any time someone brings up Tetris, the Game Boy and NES versions almost always come to mind.
  • Good Bad Bugs:
    • Sega's 1988 version of Tetris uses the exact same RNG seed every time the machine is powered on, resulting in what is known as the "Power-On Pattern". With some planning, you can take the guesswork out of achieving high scores, especially the maximum possible score.
    • Tetris DX's rotation system allows pieces other than the O to climb back up, simply by rotating them so that they kick off of walls. Since the game awards points just for soft-dropping pieces, someone went and made a tool-assisted run that reaches the score cap before clearing a single line.
  • Hilarious in Hindsight:
  • It's Easy, so It Sucks: Some fans dislike newer versions, particularly those that use the "bag" randomizernote , because they avert the Fake Difficulty caused by a completely random generator (e.g. a large quantity of S and Z pieces and a drought of I pieces). Others criticize the inclusion of "Hold" pieces and "ghost pieces" (shadows/outlines that indicate where the piece will fall and what orientation when it's dropped) for being unnecessary beginner-pandering features.
  • Most Wonderful Sound:
  • Older Than They Think: The Game Boy and NES aren't the original versions of the game; the first version of Tetris was released on an Elektronika60 computer in 1985.
  • Porting Disaster:
    • The Philips CD-i version is considered this to some for having loading times for each level up just to render nature backgrounds which also forces the game board to be off-center. In addition, the classic Tetris themes are nowhere to be found in place of stock soft music.
    • Ubisoft's Tetris Ultimate on the PS4 and Xbox One also falls under this. It has severe slowdown, framerate drops, and a tendency to crash frequently. Much has been made of how that result should by all appearances be physically impossible with a game as simple as Tetris and consoles as powerful as the PS4 and One. Some have pointed out the Double Standard of The Tetris Company refusing to grant licenses to future Tetris TGM games in spite of the TGM series being some of the most highly-regarded Tetris games while being okay with such an Obvious Beta getting a release.
  • The Scrappy:
    • S- and Z-blocks. Due to their odd shape, they often end up not fitting in at all. They're the only two pieces where, if the game was played with only that type of piece, you would be forced into an eventual Game Over.
    • The O-block (square) can be this at times too, as it's usually the one that doesn't fit anywhere you need it to. It also doesn't rotate at all, which leaves it at a disadvantage compared to the rest of the pieces in games that allow pieces to kick.
    • The I-piece of all pieces is this in the Sega branch of Tetris games, particularly at high gravity. For a horizontally-oriented I to rotate, the two cells immediately below the third block from the left have to be free, and I-pieces initially spawn laying horizontally. This can make Tetrises surprisingly difficult.
  • Scrappy Mechanic:
    • The infinite spin mechanic, which some players feel makes high scoring runs trivial. To wit, there is very little difference between playing a survival-style mode in level 0 compared to playing it in level 20+. The only differences in that latter is you have to keep rotating the piece to keep it active and cannot "climb" walls of blocks. Timed and competitive modes are less affected.
    • In Tetris Friends Marathon mode, a 15-level score attack mode, the scoring system is particularly biased against Tetrises. To be a little more specific, doing 2-combos of singles and T-Spins yields more points per Goal unit than a Tetris, which takes off 8 units and therefore causes the game to end sooner. The top scores usually have something along the lines of 250 1-combos of singles and less than 20 Tetrises.
    • Many of the games give an enormous amount of points for clearing lines using a T-Spin, to the point that the highest scoring games revolve around setting up T-spins for every line. While there's skill to it, this can feel like downright Gameplay Derailment for those used to just trying to get tetrises in the old games. Alternatively...
    • Most of the older games gave an enormous amount of points for tetrises (clearing 4 lines simultaneously), making even doubles and triples a detriment to getting a high score.
  • Seinfeld Is Unfunny:
    • Nintendo's 1989 Game Boy version of Tetris was the Killer App that helped sell Game Boys and make Tetris into a household name around the world. Nowadays, trying to play it after having played more modern Tetris games like Tetris Friends Online and Tetris: The Grand Master can feel quite jarring, as it lacks many of the features and conveniences of later Tetris games.
    • Many Westerners who play Sega's 1988 arcade version of Tetris don't realize that it introduced lock delay, which is what makes high-gravity Tetris playable at allnote , or that it was a big hit in Japanese arcades, enough that it would eventually lead to the aforementioned Tetris TGM.
  • Sequelitis: Most fans disavow the existence of Tetris 2 on the Game Boy, not least because it felt far more like a warmed-over Dr. Mario game than a sequel to Tetris.
  • They Changed It, Now It Sucks:
  • Underused Game Mechanic:
    • The Tetris: The Grand Master series introduced Initial Rotation System, which lets you pre-rotate the next piece by holding down the button corresponding to your desired rotation direction in the small delay between when a piece locks and when the next piece spawns. Tetris: The Grand Master 3 introduces an offshoot of this called Initial Hold System, which lets you swap out the next piece with whatever is your current Hold piece immedately once said next piece spawns. Both features are extremely useful at high gravity but have not seen wide adaptation to main Tetris games.
    • Tetris: The Grand Master 2 introduces "sonic drop", where you can quick-drop a piece but without locking it, making filling in overhangs much faster. (To compare, a "hard drop" instant-drops the piece and locks it in place immediately.) It has unfortunately never been used in a main Tetris game; you have to use the also-non-locking-but-slower soft drop instead.
    • Double/co-op mode, where two players share one extra-wide field, can be a fun exercise for friends who like playing Tetris together, but very few Tetris games have it (Tengen's unlicensed NES port of Atari Tetris, Tetris: The Grand Master 2 PLUS, and Tetris Kiwamemichi which notably allows four players to use the same playfield at once).
    • Until the late 90's, "lock delay" (pieces having a delay between when they touch down on another piece or the floor) was mostly exclusive to Tetris games by SEGA and Jaleco; the first game to include it is SEGA's 1988 Tetris arcade game. Nintendo's NES, non-Color Game Boy, and SNES Tetris games as well as Atari's arcade Tetris game and accompanying NES port, all of which are more well-known in the West, don't include lock delay despite making high-gravity play (more specifically, "pieces fall so fast they'll hit the floor before they hit either side wall" levels of fast) possible at all.
  • What Do You Mean, It's Not Political?: It's been argued that the game is a metaphor for life in the Soviet Union. The "Complete History of the Soviet Union" song plays this angle for all it's worth.
    I am the man who arranges the blocks, but each night I go home to my wife in tears.
    What's the point of it all if you're building a wall, and in front of your eyes it disappears?
    Pointless work for pointless pay, this is one game I shall not play!