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Apotris is a block stacking game for the Gameboy Advance! It features satisfying graphics, responsive controls and a large amount of customization so that you can tailor the game to your preferences! There are 11 game-modes to explore, with various options to keep yourself entertained (or challenged). You can even battle your friends using the Gameboy Advance Link Cable in 2-Player Battle.

The game also has a physical release! Buy the cartridge here! OUT OF STOCK

The game is still actively maintained, and new features are added continuously. If you have any suggestions, want to learn about new features or participate in beta releases, join the Apotris discord server!

Latest Version: v3.4.5 (change-log)


  • Marathon: Try to get the best score as the game gets faster and faster.
  • SprintClear lines as fast as you can
  • Dig: Dig through lines of garbage
  • Ultra: Get the best score in a limited time
  • Blitz: The same as ultra but the game gets faster while also boosting your scores
  • Combo: Aim for the longest consecutive clears in a 4-wide well
  • Survival: Survive as long as possible while garbage rises from the bottom
  • Classic: Like marathon but in the same style as older stacking games
  • Master: Also like marathon, but with increased difficulty and unique mechanics
  • 2P Battle: Send garbage to your opponent through a Link Cable by clearing lines
  • Training: Try out new strategies or improve your playing using the included Finesse Trainer

Source Code:



  • Left/Right - Move falling piece
  • A - Rotate Clockwise
  • B - Rotate Counter-Clockwise
  • Down - Soft drop
  • Up - Hard drop
  • L/R - Hold piece
  • Start - Pause
  • You can rebind any of these controls in the settings!


Link Cable Library



Updated 7 days ago
Rated 5.0 out of 5 stars
(29 total ratings)
Made withAseprite
TagsGame Boy, Game Boy Advance, Open Source, Pixel Art, Retro, Tetris
Code licenseGNU General Public License v3.0 (GPL)
Average sessionA few minutes
MultiplayerLocal multiplayer
Player count1 - 2
LinksSource code


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Click download now to get access to the following files:

Apotris.gba 4 MB

Development log


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muy bueno para poder jugar en el celu en el bondi


Absolutely amazing on Analogue Pocket! Thank you!

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Just bought this and played it the entire evening - this might just be my new favorite handheld Tetris! 

Runs beautifully on my Anbernic, I love that the height of the playing field covers the entire screen, the extra modes are super fun and varied, the mechanics are spot on and I love the minimal, but very professional aesthetics.

But most of all I´m loving the skins! Gameboy, TGM, minimal, monochrome, even the TGM "bone" sprites are available.  customizing the background color is so enjoyable. I also really like the TGM-style outline around the pieces.

The way highscores are displayed are also very convenient - the menus in general are super snappy and intuitive.

If I could ask for just one feature - do you plan to maybe include the option to play on a narrower width playing field (similar to, say, big block mode or the surivial mode in Tetris Axis) and / or a lower height field (like in Tetris DX)? I always enjoyed these modes a lot!

Anyways, I´m super impressed with your game, it´s honestly exactly what I want from  a "complete" Tetris game. I can tell that you love Tetris, because it shows in all the small details. Very excited to see what´s coming!

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Thank you, love to hear that you like the game so much! As for your suggestion, try inputting the konami code (with start at the end) in the title screen for a surprise ;) . I haven't considered lower height field yet, but I'll test it and see how it feels as a mode (or ruleset perhaps)!


Just tried it! Haha, that´s such an awesome gimmick :D Thank you!


Hey, I love this game, and it's a great way to play Tetris on GBA and DS. However I've noticed a major bug which has made it a bit difficult to play.

For some reason the game seems to softlock on the Game Over screen when using GBARunner2 on DS. I can't enter a name or anything as there doesn't seem to be a cursor. I do remember that on an older version it would softlock if you put in too many characters into a name, but if you didn't you could press start to not input a full name.

Do you think you could fix this? it makes it really annoying to play sometimes.

Hey, I'm sorry you're having issues. It looks like there's a bug in save conversion from versions older than <3.2.
I'll fix this issue in the next release, but until then you have 2 options:

  1. If you've kept a backup of your save before converting to v3.4, first open it using v3.3 (found here) and the bug should no longer happen
  2. Start a new save for v3.4

Thanks for reporting this to me.

Fixed in v3.4.5!


made some box-art! hope you enjoy it!

looking great!

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Do you have a copy of the cart label available? I made my own cart because it was sold out (using Inside gadgets flasher and a cloned Pokemon cart), and I'd love to add a label. Wonderful work on this ROM! Thanks!


Here you go!


Thank you!

The cart order page says it is still continuously being developed.  If I get a cart, does it come with the means to do a software update?  (I assume via a DS homebrew program)

The cart comes by itself, so you would need some means to write updates to it. You can do it with a DS (that has a gba slot) using homebrew software like you said or get some other cartridge flasher like the one insideGadgets sells / the epilogue operator.


Awesome! That was the biggest thing keeping me from purchasing it.  I love adding physical homebrew gba games to my collection, but I was worried that by the time I got it, it would be out of date.

Doh!  Out of stock.

Gah, unlucky. There should be more stock in a couple of weeks!

Still out of stock :(


Remember that guy that had trouble with the 3DS? Yeah, it's me! 

But this time, I won't talk about problems, but I will talk about how I love this game and what it turned out to be since its release.

I still remember when this game was a little project to make a good and modern GBA Tetris. It had some customization and one or two music options, but it stood out as unique and fun, considering the GBA limitations!

It's great to see how it evolved from a simple concept to a full-fledged, physically released game! With tons of content, like new backgrounds, fancy effects, skins, and modes! 

With all that, I don't know why it isn't on a "Tetris fangame" list on a wiki because it may be one of the best! 

Wall of text aside, I wish you the best of luck and success in your career!
Keep up the fantastic work! 


First off thank you very much for this brilliant version of Tetris. I've been in a fan since the first versions and played it vividly on many platforms!

While pretty minor. Could you readd the 'Tetris' sound instead of the 'Quad' sound. 

Also the game somehow doesn't save via the OpenFPGA core on the Analogue Pocket, while other games do save, so there must be something that's different to normal gba games.



I changed 4 line clears to quads out of necessity, I hope you understand...

About saving on OpenFPGA, I had a look around but the GBA core is closed source and has no documentation so I don't know how to help you. You should probably ask around is some community that focuses on the Analogue Pocket... The game supports both SRAM and Flash saving, but I've seen some emulators that detect the save type using an official game database and otherwise disable saving. I would try copying a savefile from another game and renaming it to apotris.srm or whatever you named the rom, just in case this helps it detect the save type (don't worry about the save being different, if is read it should be hopefully detected and reformatted by my code).


I fully understand and guessed as much that this was the reason for removing it.

I tried your tip to copy another save, but sadly that didn't work either. But the save state feature solves that problem, other than not getting the rumble feature as that requires a restart and I wanted to try it through the GBA core with a rumble pack inserted.

Ah that's a shame.

Have you tried rumble without rebooting? It will probably work! Rebooting is only required for anything that uses the gamecube's GameBoy Player rumble, but I show the message in all cases since I can't detect hardware. Let me know how it goes!

Sadly it's not working with the official DS rumble pack.

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Ahh too bad. The reboot is probably required then :/

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Saving was fixed for Analogue Pocket using the OpenFPGA core in v3.4.5!

Also I was informed that you can make the DS rumble pack work by changing the game's header to be the same as a game that does work (e.g. Drill Dozer).

Great job on the update and supporting the Analogue! Can confirm saving works great. Don't know how to patch the header though, maybe you could point me in the right direction.

Totally missed the physical cartridge sale. Do you know if there will be a re-run through insidegadgets?

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Hmm I don't know how comfortable you are with things like this, but this should be the easiest way to do this. Using a hex editor, copy the first 192 bytes from a rom that supports rumble (Drill Dozer probably) onto the first 192 bytes of the Apotris rom. This should be the area you're replacing (up to and including the B0 row):

Though I'm pretty sure this would work, I can't test it myself so I can't be certain.

As for the cartridge, insideGadgets will definitely have more stock some time in the future! Seems like there's a part shortage unfortunately. You can also give your email to the store to be notified when more stock is available.


It works like a charm! Thank you! It certainly feels a bit gimmicky though, but it's still a nice addition to have.

I just registered at insidegadgets. Can't wait!

Glad it works! Yeah haha it's certainly a gimmick.


Hey it’s me again. Love all the little additions especially the skin editor! Just commenting to let you know about a weird glitch where if you pause the game while holding a direction and unpause it messes up the controls. 

Keep up the great work!


Hey and thank you! I've already fixed the bug in the new version. The release will be in the next 1 or 2 days!!


I've been playing this for a few days and it's a very good Tetris version. Thank you for making it available!

There is one thing that bothers me about the handling. The "auto repeat delay" setting seems to also affect the soft drop which makes it a bit unintuitive. I don't think there should be any delay on the soft drop.


Thank you! You're 100% right, soft drop is affected by DAS and that isn't the standard way of handling soft drop. As luck would have it I've actually already added an option to disable this in the next version! Please stay tuned for the next update!



I'm here to let you know how much i love this game! It's definitely my favorite way to play Tetris on my Miyoo mini! 

Thank you so much for your amazing work!

Aww, thank you!!

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I really love what you have done with the game! I have been playing V3.2.1 for a couple of days now and I love it, it has come a long way since a couple of versions ago! It's becoming my favorite way to play Tetris, and it is something special with all the options that you have added. I can't believe that it works so well on GBA. Great work!

I do have some suggestions, based on my experience with the game and other versions of Tetris:

I think this game is missing a bit of delay when clearing a line. All the Tetris games have it and on greater speeds it gives you a couple of moments to think ahead. Tetris DX has it, Tetris DS has it (although it gives you a bit less time, but still, it's there) and the fact that Apotris doesn't have it really messes up the flow on bigger speeds.  The next piece comes way too fast after clearing a line, compared to the other Tetris versions. In some cases I still press a direction for the piece that cleared a line but the next one is already half way down and moving. I don't have this problem on any other Tetris version, so I'm sure this is happening because of the lack of a bit of delay after clearing a line.

This coupled with the fact that the piece is locking weird when still rotating it, makes it strange to play or rather unplayable past speed level 11-12. I think on a game this fast, line clear delay and locking the piece after a greater number of rotations would make the game better.

Any plans on working on those things?


Thanks, I'm glad you're enjoying the update!

As for the suggestions, I think the line clear delay is pretty good as is. It strikes a good balance of encouraging multi-line clears while still not punishing you too much time-wise for single line clears. Most other popular unofficial Tetris games omit line clear delay entirely for the sake of speed, but I mostly put it in the game because it adds a lot of character to the visuals.

Speed wise, the game has the guideline values, so it's exactly as fast as Tetris DS. But Apotris lets you change DAS and ARR, making moving pieces to the edges of the board much easier. I don't think adding infinity (no step reset limit)  makes much sense, it would make the game way too easy. Try changing Auto Repeat Delay (DAS) and Auto Repeat Rate (ARR) in the handling settings, and see if that helps.

I checked many times if there are any more bugs with piece locking, but I couldn't notice any. I think it might be that you're too used to infinity... Also from the tetris wiki: "Most games since 2007 have a limit of 15 move resets before the piece locks."

Lastly, while the game might be "difficult", it's way more important that it's fair. That way, you can practice and become better!


slick and responsive, very nicely designed and customizable version of tetris

really fun to play!


I think Chinese players will be very happy. I would be honored if I could help out in Chinese if needed.





Thank you for your support, and recommending my game to your friends!

I will try to add Chinese language support (among other languages) in the next major update! Though it might take a while.

Also, thank you for the art!!

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I know this is a dumb request, but can you add an option to bring back the four line clear text and sound effects to "Tetris". I found it really amusing hearing "Tyetris" in that robotic voice :D .  I wouldn't mind if it was just the voice, though.

Keep up the good work!


I prefer "tetris" too but I changed it to be a bit safer with copyright stuff... So it will have to stay unfortunately :/


Ah, I see.  That's understandable.

Have a good one!


Sooooo good!!!


That's a good looking GBA :D

Also damn it! I forgot to add the game mode title in the end screen, it's not easy to tell what you were playing like this...

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Hmm seems like it broke saving on the flash cart I was using. Is that possibly because of the bootleg flashcart save changes? My cartridge just uses normal 32KB FRAM and v2 it worked perfectly fine. Does it try to use the bootleg save feature automatically? The save works perfectly in mGBA still and on v2.1.1

Edit: what's weird is it does auto fill my name and stuff out of my old high scores list.

Edit edit: So I've done some testing. On my flash cart it seems to be writing the save back to the ROM and not seeing that there's 32KB of FRAM on board. Is there a way to get a version that doesn't do that lol I don't currently have devkitarm setup on my WSL but I guess I can try messing around with the source if it's not something you want to look at.

final edit: It's definitely an issue with the save to ROM chip code. I think it just assumes if the ROM chip responds to the flash commands that it needs to write to the ROM chip. Which doesn't work in situations like mine where the ROM chip is flashable, but also it has FRAM. It ends up just ignoring the FRAM and writing to the ROM chip anyways. I was able to clone the repository and get the build running on my WSL Ubuntu installation. And just changing the def.h file to:


And after that it just works as expected. Hopefully it doesn't introduce any other issues since I'm building it on my machine rather than yours which is untested thus far. I'm unsure how much work it would take to add some logic to the save to flash code for this scenario or if it's just easier to build with that def changed as an option.

Anyways thanks a lot for the great homebrew title! I love it.

This is my cart for reference: 


Ah I'm sorry for the trouble, I tested on a few devices and I had no problems with the code, so I decided to leave flash detection on... Didn't think about bootlegs with FRAM. I could always just have 2 builds available, but I will try to fix the code!

Props for finding the issue yourself and building the game, hope it wasn't too much hassle.

I've got a couple of ideas on how to fix the bug, but unfortunately I have no way to test them. I'd really appreciate your help testing, if you have the time!

If you want to help, DM me on twitter or tell me where I can DM you!

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Hey just saw your message. I'm happy to help test out the changes I'll send you a message on Twitter. 

Edit: says I can't message you. I just made a new Twitter account, I'm @SmellyGhosty if you can DM, not sure if it's permissions or a security setting.

Ah I thought I had DMs turned on, my bad!


Hey I love your Tetris game so much. It's extremely high quality and is basically the GBA ROM version of Nullpomino because it has so many modes!


Hello! So I'm curious when we can expect a new version with the lock-delay bug fixed and other stuff (diagonal disabled, etc) and whatever you have in mind next. I've been opening this every day for the last 2 months :))


I'm almost done with the update, I've just been having a bit of a summer vacation :)

I'll try to finish everything in the next few days!


Amazing work, a perfect game for my Miyoo Mini!
After playing a bit I went back and donated some money because you definitely deserve it.
My minor suggestion would be to show the leaderboard for the game mode after you finish your game/input your name.


Downloaded this a few days ago and have not put it down for more than a few hours since. Absolutely addictive! 

I think my only critiques would be on each “stage select” as it were ( dig, marathon, sprint, etc ) could you put that at the top of the screen above “Lines” ( or time for Ultra ) that way if I snap a photo of a new score, it’s easy to identify what I was playing.

I saw you left a comment recently about an option to limit the next piece preview, which is awesome! Or changing their size too, which would work for sure. My other suggestion is to maybe make an option for them to be in the same style as the shadow displayed in the playfield?
Same for the held piece, that is actually my biggest hurdle is I keep mistaking the held piece for the next up, but that is on me!

Regardless, this is by far and away the best block stacking game for the GBA, and a super close second for the Game Boy entirely, though that might be just because DX has more nostalgia for me.


Thanks for the feedback! I'll add the names of the modes in stage select for sure!

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Who should I call if I can't stop playing it? ;) Some suggestions:

- I can see that people are asking about new tracks. Maybe you could make a tool for adding additional songs to Apotris (in MOD format, for instance)

- rumble feature for flashcarts that support it

- any interesting ideas for new content? Some kind of challenges, bonus blocks (could be especially nice in multi), alternative pentomino shapes?

- have you ever considered creating a package of interesting block puzzle games for GBA in the future? With Apotris working so well... That would have been awesome for sure. Personally, I have great memories of playing Block Out for DOS as a kid, check it out:

And here's an arcade version:

BTW, is there a GitHub page for your project?

Keep up the great work!

Thank you!

I did think about adding rumble, maybe in the patch after the next one!

About other puzzle games, I've certainly considered it! Especially a tetris attack/ panel de pon style game since I've already made a crappy clone in the past (though that one already has a pretty good port on GBA).

Right now I'm focusing on adding all the "regular" tetris modes. When I run out of stuff to add, I'll definitely expand to new types of content!


My Game Boy Advance was aching for a decent Tetris version, and you made that dream possible. Amazing work! And just in time for me trying to get into Tetris again.

For now, I've gone for the direct download, but I'll buy the next update for sure. Your work is incredible!


This is fantastic, can't thank you enough for finally bringing a good Tetris version playable on the gameboy micro! This has all the best parts of the modern titles, and the soundtrack is beautifully "GBA". Even going the extra mile for 2P via link cable, I love it! You did an awesome job :)

One request: I would love to see a game track remixed from the original Tetris Theme, (or maybe remixed from the Russian folk song Kalinka to avoid any ip issues?) There's nothing like stacking blocks to the classic tune.

Glad you're enjoying the game!

I get you, I'd honestly love to put a Korobeiniki remix in the game. But right now I both worry that it's poking the bear a bit too much, and I haven't found a good remix that would make it worth it anyway... I might try my hand at making my own rendition in the future, but that's a bit outside my area of expertise lol


Just bought it, well done! The only option I would love to see is being able to select only one "Next" piece to show (coming from Tetris DX, I often get mixed up with all the "next" pieces in the corner of my eye). Also, I think I got a bug when after finishing all lines in Marathon mode after the completed screen the game hung on the title screen with strange sounds playing: video

I'm playing on an EZFlash Omega DE, btw.

Thanks! I can definitely add an option to limit previews to only 1 piece. I'll probably make the next piece be bigger too, which might help.

I've encountered that problem too on my EZFlash... It has something to do with the way it saves since I haven't had the same problem on other devices, but it's kinda hard to reproduce to know for sure. If I'm correct about this, it should be fixed in the next version (hopefully).

Thanks for answering, sounds good!

After playing for a few days (mostly Marathon) I can say I really like it and it plays very smooth. Also the tracks you've selected are great. I have three more (minor) points of feedback:

1. It seems that for Marathon, a random track (from the selected tracks) is played in a loop. I think it would be cool if the selected tracks were shuffled since I'd like to hear different tracks during a longer session.

2. I'm getting accidental hard drops on high speeds regularly when wanting to move sideways. This probably has to do with my wonky GBA D-Pad, but I read someone else mention disabling diagonal press so maybe that option would fix it.

3. I can't say I fully understand "Training" mode yet. I guess it's for practicing optimal button presses? In that case, shouldn't the finesse counter increase for every "unnecessary" button press? Because when I rotate a piece 5 times before dropping the finesse counter still only increases by one.

I appreciate the feedback!

1. You're right! I wanted to add this at the start, but at some point I forgot :P. I'll definitely let you choose if you want to loop through all songs or just one in the settings.

2. I've already added this option in the next update, hopefully it will fix your issue!

3. The main point of training mode is no speed-up and the "save states". I added it because I wanted to practice complicated openers and perfect clear solutions. It also functions as a "free-play" mode.
The finesse counter counts "wrong drops" and not movements, though I will probably change that to movements since I am quite unsatisfied with it right now (it also only works for hard-drops since I couldn't find good data on how to score soft-drops). I'm thinking about adding a Tetresse -style trainer option too.


This rocks.


This is easily the best version of Tetris I've played yet!

The responsiveness, the animations and effects, the customization.
Its really quite fantastic.

Immediately after trying it out in an emulator I dug up my old cfw 3ds so I could play it properly, and I have been playing it non-stop since!

If I had one gripe, it would be that I miss Korobeiniki, but even so, the music included is still wonderful.

I am really looking forward to what future updates might hold.


Hello, things have been quiet here lately. Is this still being actively developed?

This is good, but like a lot of homebrews this could be so great with only a few more tweaks!

The number of lines recorded in the game over screen, the fixing of the music lagging, the disabling of the diagonal press and disabling of the hard drop... 

Please don't let this be just another frustrating experience of a semi-finished game, because this could be so great!

Don't worry, I'm still working on the game!  I had to take a break for a couple of months to focus on university work, but I just got my degree!  I've written down all the suggestions I've gotten, and I'm working on them along with some other new features.  There should be a new version out in the next couple of weeks!

By the way, can you give me some more info on the music lag?  I've played the game on a ton of different devices and I haven't had any music lag...  What device/emulator are you using?  Can you test a different emulator and see if you still have the same issue?  If it's only on that emulator, see if there's anything in the emulator's settings that fixes it (maybe audio sync?).


Thank you for the reply, and glad you are still working on it!

It seems to me that the sound problem appears mostly when using savestates. I'll try to test ot more on different devices. I get this on an Android S8+ that runs other GBA games perfectly. Is this game more demanding?

It feels like the memory keeps filling and then the sound jitter appears.

I tried it on S20 and pc too, but there I only got sone random jitters. I will be back with other test results!

Another thing: to me the lock system is really inconsistent. I think that it's cool that the piece auto locks after about 3 seconds, to prevent the game from being too easy. 

But as long as I try rotating the piece and those 3 seconds haven't passed, the piece shouldn't lock. Like it is now it's really hard to play past the 10th level, because one minute you can spin the piece 10 times in that timeframe and keep trying to find it's place, then the next piece comes, you push it somehow into a corner and it just locks after 2-3 rotations, and this really messes with your flow. That's how I always lose a game, and it's frustrating.

Even if a piece can not be move anymore, as long as I press the rotate button the next piece shouldn't drop, cause it just messes everything.

Could you ease explain a bit how the lock delay works?

Hmm, the game shouldn't be any more "demanding" than other games for the GBA...

Do the jitters happen right away, after a while, or after loading a savestate? Also please tell me what emulator you're using.

You are right about the locking system, I have noticed a few problems myself. I'll have it fixed in the next update!


That's great to hear! Can't wait for the next version!

The jitters happen randomly, that's why they are so hard to capture. I usually use VBA-m either standalone ore core, or something based off it


Congratulations for your degree! Looking forward for the updated version of this excellent game

Aww thanks!


Hurray! I'm so glad I've found this. It's definitely on my top 3 Tetris games. I appreciate the customizability and the wonderful visual effects.

Here is a small suggestion. On the finish screen, if you get a new record, it would be nice to quickly see on which position.

For inspiration, here's how another game (Mr Driller) does it, by showing "2nd" before your name.


After spending some time with this game (on a phone emulator) I think it's becoming one of my top 3 Tetris games ever!

I did note some stuff that could make it better, at least in my opinion:

It would be nice to have the lines recorded in the hiscore as well (at the end), to know how many lines one has cleared.

Besides disabling diagonal presses, disabling hard drop would be really useful, at least when playing on a touch screen. If playing with a controller, I understand that this might not have much use.

Also, sometimes the music lags, no matter the song, I don't know why it happens. The game runs normally but the audio stutters

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Found Apotris by chance and just had a go on my Miyoo Mini. Love that it follows guidelines, has a couple fun gameplay modes and that there are options for the visuals. Music is banging too. All in all, this might be my new favorite tetris version.


I'm curious what Tetris game it mimics speed-wise. I am used to the more retro games and those seem a lot slower. In this one I can barely reach level 10 and everything becomes really fast. Does it resemble Tetris DS? Or some of the newer ones? Would a speed setting be out of the question? (Slow to resemble classic tetris games, medium to resemble Tetris DS, fast for a real fast challenge, etc.)

If by fast you're referring to the controls, that's because they mimic more modern games like tetr.io or jstris. You can change the controls to be slower in the settings if you prefer it that way.

The values the game uses for gravity can be found here. Most guideline games use these, but many games differ on how pieces lock when they reach the bottom. In some games like Tetris DS, pieces never lock if you continue rotating. This makes the game way more forgiving. I chose to go with move reset, like most Tetris games.

I'd like if the game had a bit of character, and adding a ton of options that change the rules feels like it would ruin that.

To be fair, the game is more tailored for modern/guideline Tetris fans as the GBA already had great "classic" Tetris games. If you like playing those I can see how my game feels too fast, but if you stick with it you might not be able to go back :)

Anyway, thanks for the feedback!

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Thanks for the reply! I meant the gravity, yes.

I get what you're saying, trying to make it stand out a bit from the rest. That's cool!

Actually, there are a lot of tetris games on the Gameboy, but only 2 on the GBA (The awful Tetris Worlds and Mina no soft - japan only) so this is why it's great that you made a homebrew version that is so good! 

I don't try to take anything away, I'm just curious about what stuff it uses and what can and can't be done in it.


If you didn't already know, there's a homebrew gba game called Lockjaw that has a lot of customisation options for gravity and other rules. I like the visual style and feel of Apotris more personally though.


This is the best and cleanest version of Tetris for any portable (not just GBA). Your game is up there with the likes of Jstris and Tetr.io for the best fan Tetris clone. Years of modern Tetris conditioned me to hard drop and hold, so Gameboy Tetris can not longer be my go-to.

Thanks for waking up one day and putting in the time to making this. You are a god--a Greek one at that. The GBA is my all-time favorite console, and I love seeing the support it still gets, years after its end. This is a wonderful community.


Just found out about this game and it's becoming one of my favorites! Everything is really well done, love the feel of it, the graphics and all the options! I'm gonna have to buy it, I love it that much!

I did find (kind of) a bug: when pressing up to hard drop, if I press up and also lesft or right (sondiagonally), the piece hard drops a square to the left or right, not where I would like it. I play on Android with virtual keys so it's really easy to press diagonally. Could you maybe diaable diagonal touch?


I'll look into it for the next update! In the meantime, your emulator might already have that option. I don't know which one you're using but I know that MyBoy lets you turn off diagonal touch for sure.


Thank you! Yes, found something called "diagonal sensitivity" and set it to zero, but it would be nice to have it by default in the game.

I don't understand what finesse is, it seems to not do anything. I know in Jstris (I think) it calculates the eficiency somehow, but I don't see any new statistic here.

Also an idea: the next piece could be displayed bigger and maybe in a border, to be easily viewed. Like it is now things get a bit confusing. Maybe a menu to show only the next piece could be nice.

These are just ideas, maybe others would find them cool too, who knows, but this game is already really good! Kind of like a Tetris DS for the GBA 😁 I love this!


Thanks for the suggestions!

Enabling "show finesse" enables a finesse error counter. It only affects sprint and training right now, but that will probably change in the next version. If you want to learn finesse there are some great tutorials on youtube!

FYI the game only counts finesse errors when you hard drop.


Amazing work, thank you so much!

But one thing I don't understand is the "Drop protection" option in the settings, what does it do?


It disables hard dropping for a few frames after placing a piece so that you don't accidentally hard drop twice in a row (happened to me a lot on the AGB because of its dpad) or hard drop right after a piece locks into place. Sorry for the vague wording, but I wasn't sure what to call it and also have it fit in the settings screen.


Ahhh makes sense, thank you!

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hey there! fav tetris game by far, thx <3 
question regarding drop protection: I still somehow double hard drop approx. once every second sprint run, which is frustrating – would it be possible to make the protection time customizable or just a tiny bit longer? Depending on the device / condition of the D-pad, I think that could help out.

thanks <3


Totally, I'll add it in the next version!

Awesome, thanks a lot! Hope development is fun :)



I had to pay for it again because the game is really that good, ty akouzoukos <3<3<3

Aw thank you too, I'm happy to see you like the changes!



I've been playing around a little and there are a couple quality of life things that would be nice in the "game over" screen, like start and select mappings and an option to return to the "mode menu" (not sure what you call it) so the player doesn't have to back go to the main menu and re-select their mode to adjust their level, lines and stuff like that

But seriously you've done a lot in the last two weeks and I'm so glad you added all the community suggestions :)

Hi, the update is amazing, but I have a problem that makes the game unplayable. Every time I finish playing and I have to insert the name it locks itself on that screen and stays that way until I reset the game and it doesn’t save.

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Edit: Never mind, I think I found the bug you're talking about and it should be fixed now. Download the game again and let me know if you still have the same issue!

I'm sorry you're having problems! Can you give me a bit more info? How are you playing the game (GBA with which flashcart or which emulator)? Also when you say it locks itself on that screen, do you mean the game freezes completely or can you still hear the music?

Thank you for the quick fix.


Created an account just to say how amazing this project is! A modern, straightforward and portable Tetris is a dream coming true.

A minor issue that I encountered is that for some reason the game doesn't register my scores. I play it on my 3DS using the Virtual Console and I used the New Super Ultimate Injector to put the game in there. Other GBA games in there save normally and I used the sane method to put it there.

But well, besides that, I honestly say that this is one of the best fanmade Tetris out there.


Thank you!

I just checked and by default New Super Ultimate Injector disables saving for the game since it can't find it in it's database. You have to manually set the save type to SRAM for saves to work!


Oh, I didn't know it! Gonna try it, thanks a lot!

Hello again!

Sorry for the lengthy comment, but I really want to fix this because I really want this to work!

Using the Beta 27 of the New Super Ultimate Injector, the Rom Save Type is set permanently to unknown:

So, I tried GBA Tool Advance to patch it, and apparently, it doesn't have a Save Type...

And because of that (I think), I can't seem to patch it. 

And using VisualBoyAdvance-M, it doesn't generate a save file too after I opened the game for a minute to play it, and unfortunately, it doesn't save it.

Again, sorry for the lengthy comment.

Any ideas? Any help is appreciated!

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Since the game is new, it's not going to be on any database so nothing auto-detects the save type. It looks like NSUI 27 doesn't let you manually set it, but I found the beta 28 here which does. You could also use the old Universal GBA VC Injector which also lets you choose the save type.

GBA Tool Advance patches the rom to support SRAM, but that isn't necessary since the game already does. Your problem is getting the VC Injector to use the correct save type.

In VBA-M you also have to manually set the save type to SRAM by going to Options > Gameboy Advance > Configure. Set the save type to SRAM 128k before opening the rom and it should work
though I'd recommend switching to mGBA.

Hope this helped!

Hello once again!

Thank you so much for the help! It finally works!

Used NSUI Beta 28 (after fighting my antivirus and putting an exception on it) and now it finally saves!

Sorry for the lack of knowledge and again, thank you so much.

Wish you success! 


No problem, I'm glad you got it to work!

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