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Tetris DS: I have confirmed that, in versus play, the players don't all get the same pieces; they are independently random for each player.
This is really disappoint, and seems like a bizarre thing for Nintendo to get wrong, since this has been a standard attribute of most every multiplayer Tetris game since the start. I suppose there's a chance that they made this choice on purpose, but if so I have to say that it's an objectively wrong decision.
Giving all players the the same array of pieces equates to starting them out on the same ground, with identical resources; the winner is the one who made better (and swifter) use of them. If everyone's random, though, then any losing player can reasonably make the argument that they simply got an unlucky piece distribution or ordering. And that really sucks.
This is really disappoint, and seems like a bizarre thing for Nintendo to get wrong, since this has been a standard attribute of most every multiplayer Tetris game since the start. I suppose there's a chance that they made this choice on purpose, but if so I have to say that it's an objectively wrong decision.
Giving all players the the same array of pieces equates to starting them out on the same ground, with identical resources; the winner is the one who made better (and swifter) use of them. If everyone's random, though, then any losing player can reasonably make the argument that they simply got an unlucky piece distribution or ordering. And that really sucks.
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Another thing is that, unlike duplicate bridge, the hidden information is revealed incrementally rather than happening all at once at the beginning. If two players have the same stream but play the first few pieces differently, the streams might as well be different after that because the positions are different-- a given piece might be perfect for one player but devastating for the other. It's analogous to playing duplicate backgammon, with a fixed sequence of die rolls-- as soon as two games diverge, the dice might as well be random.
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