- Several RNG options available. You can choose between pure RNG, 4 history with 4 retries, 4 history with 6 retries, 4 history with infinite retries, a 35bag with 4 history and 6 retries with drought prevention, NES style RNG, or pure RNG.
- A choice between sonic drop (pressing up grounds the piece but does not lock it), hard drop (pressing up locks the piece), or neither (pressing up does nothing at all.)
- A choice between traditional ARS for rotation, or TGM3 era ARS with extra kicks.
- Scoring is a hybrid between TGM1 and TGM2.
- A speed curve reminiscent of TGM, starting slightly faster and skipping the awkward speed reset. The game continues infinitely... But so does the speed increase.
- A rock solid 60FPS with a traditional 20x10 grid.
You can build the game yourself, or use the binary [here](https://git.villadelfia.org/villadelfia/dmgtris/raw/branch/master/DMGTRIS.GB) or [here](https://github.com/Villadelfia/DMGTRIS/raw/master/DMGTRIS.GB).
The game should run in any accurate emulator. For Windows or Linux using Wine [bgb](https://bgb.bircd.org/) is generally regarded as the best option. For macOS [SameBoy](https://sameboy.github.io/) comes recommended.
Please do not try running it on older emulators such as VBA, since this game uses the semi-randomness of the initial game boy memory as one source of RNG entropy.
- In very rare cases the frame time in TGM3 and TGW3 modes can be exceeded due to the way the RNG for those modes works. When this happens, the screen will appear slightly glitched for 1 frame but no frame drops will occur. This issues is fundamentally impossible to completely avoid though more optimization may cause it to occur less frequently.