From HandWiki - Reading time: 7 min
| The Next Tetris | |
|---|---|
European Dreamcast box art | |
| Developer(s) | Blue Planet Software Animatek |
| Publisher(s) | Hasbro Interactive (PlayStation, Nuon) Bullet-Proof Software (Japanese version) Crave Entertainment (Dreamcast) |
| Series | Tetris |
| Platform(s) | PlayStation, PC, Dreamcast, Nuon |
| Release | PlayStation
|
| Genre(s) | Puzzle |
| Mode(s) | Single-player, multiplayer |
The Next Tetris is a puzzle video game in the Tetris series, developed by Blue Planet Software. The game was originally released for the PlayStation by Hasbro Interactive on June 16, 1999.[2] In 2000, a version for the Dreamcast called The Next Tetris: On-Line Edition, which included online multiplayer, was published by Crave Entertainment in the United States.[3] The Dreamcast version was released in Europe the following year with online functionality removed.[4] A version was also included with Toshiba-manufactured DVD players using the interactive Nuon technology.
The game features two modes. "Classic Tetris" has gameplay fundamentally unchanged from the earliest in the series, and is only playable in single-player.[5]
In "The Next Tetris" mode, the familiar tetromino pieces consist of different colored blocks called "multiminoes". If a block is multi-colored and placed with a gap below the piece, then the colored squares will separate and drop into the space below. This "cascading" feature allows players to drop blocks down after initially making a horizontal line disappear, allowing for larger combos.[6] The Next Tetris mode is playable in single-player, two-player, and online in the North American Dreamcast release only.[7]
The game was developed in 15 months.[8]
The Next Tetris received a score of 6.5/10 in IGN,[9] while the Dreamcast version scored 8/10. Reviewing the latter, IGN's Anthony Chau described the new cascading gameplay as "an interesting play mechanic" and praised the "industrial-like menu presentation" and "trancy, dreamy melodies" of the soundtrack.[6] Official Dreamcast Magazine's Alex Huhtala dismissed the game as "a poorly conceived and executed version of a classic", pointing to "sluggish controls" and "gameplay tweaks [compared to the original Tetris] that make it too easy".[4] The Next Tetris mode was described as a "novel idea" by Ryan Davis of GameSpot but he argued that "instead of making players take on new strategies, it tends to encourage a barrage of sloppy bricklaying".[7]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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