The usual complaint for a game with a strong local multiplayer component is that the option for online play is missing. Change up the difficulty to add wind, and it becomes more hilarious as blocks are thrown all over the place and winning towers look like haphazard structures that could tip over at any moment. It's both horrifying and amusing to see some of the tetrads teetering on the edge of collapse before slowly tumbling down. The spells are good additions, but people will remember the physics as blocks shift around and take tumbles. The physics system is what makes the multiplayer fun. Once a piece hits the laser, it disappears, and your total number of pieces is finally counted. The final mode is Puzzle, which tasks you with fitting in as many pieces as possible under a laser. For example, if three pieces fall from the tower at the same time, you're only losing one life instead of three. Lives are taken away once a piece falls outside of the tower's designated area, but the game only counts instances of pieces falling instead of the individual pieces. Survival gives each player three lives, and they have to keep building their tower and be the last person to run out of lives. However, reaching the line is only half of the goal, as you have to make sure that the winning piece stays in the finish line area for at least three seconds in order for it to count. Race mode pits you against three other people as you try to become the first person to cross the finish line. Multiplayer offers three different game types. Dark magic, on the other hand, affects others by granting ice properties to pieces so they slide around or enlarging them to the point where instability is almost guaranteed. Light magic usually only affects you and grants you some advantages, such as lightning that randomly gets rid of a piece for you, a floating land mass that can be used as a protective barrier for your tower, and vines that hold a few pieces in place. Both spells are randomly selected, and while you have the choice to use either one, you'll lose the other in the process. Surviving long enough and reaching certain height milestones can give you access to both light and dark magic. You can now nudge the current piece you're working with in either direction, a move that can seem detrimental since the force of a nudge has the potential to knock over a few blocks. That basic formula is augmented by a few things. Parts of your tower will crumble if you aren't careful about where the next tetrad lands. While you may be tempted to just stack everything, physics will make you think otherwise, since failing to create a stable environment for your pieces will result in them shifting. Instead, you use the pieces to create a tower to the heavens. The pieces do not disappear once you place them on the field, however. You rotate and shift them around, so you can place them on the randomly shaped base you're given. Tetriminos in the all-too-familiar shapes fall from the sky one piece at a time. Dig deep enough, however, and you'll see that this is only true for part of the game. On the surface, the result is very good in Tricky Towers. Since then, a good chunk of those games has made it a point to include a competitive twist to the established formula. You can trace this back to the arcade version of Tetris, which featured head-to-head play. Competitive play has long been proven to be good for puzzle games.
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