| TGM actually has a pretty interesting 1v1 system. I wish it was more popular. Most other Tetris games (all that I've played, at least) throw randomized garbage at the opponent. It scales with the number of lines you clear, but it always has a one column gap in a random position, no control over that. But TGM's garbage is deterministic. Basically, imagine taking the lines you just cleared, but remove the piece that completed them. That missing piece will be the gap. Flip what's left upside down and add it to the bottom of your opponent's stack. Now you have full control over the position and shape of the garbage you send! This adds a nice layer of strategy and makes the game feel more interactive since you need to constantly watch your opponent's stack and act accordingly. You want to add garbage where your opponent will struggle to clear it while also being on the lookout for what kind of garbage they'll be sending you and try to play around it. And there are powerup items to spice things up, which admittedly vary widely in power level and can be very swingy. Although that's not necessarily bad as it allows players of different skill levels to play together (although the stronger player will still win most games), as well as just add some exciting or funny turnarounds. There's also a timing element to triggering the items, which adds even more strategy. https://tetris.wiki/TGM_Versus_Mode_Guide |
> And there are powerup items to spice things up, which admittedly vary widely in power level and can be very swingy. Although that's not necessarily bad as it allows players of different skill levels to play together (although the stronger player will still win most games),
This seems to be a tricky thing to balance in competitive games. It's boring if the more skilled player wins every single match even in fairly close matchups, but it's also frustrating if any specific win/loss is dictated specifically by random chance or "unfair" game mechanics. This seems to essentially force game design to go a little off the path and overcomplicate things a little to try to make the game more interesting.
I strongly recommend taking a look at Puyo Puyo (particularly Tsu) if you are a competitive puzzle game enjoyer. It is a seriously good multiplayer puzzle game. Where Tetris is an excellent single player game and a good multiplayer game, Puyo Puyo is an excellent multi player game. You can see the game design issues play out especially over the early iterations of it; they pretty much nail the formula in Tsu, so most of the changes from thereon just kind of add additional complications that can make the game a bit more interesting and add some ways that someone can feasibly win a match against a better opponent.
Among the many puzzle games people play somewhat competitively (Tetris, Panel de Pon, Dr. Mario even,) I think Puyo Puyo is the one that deserves much more attention. Not that I think the game design behind Tetris multiplayer shouldn't be iterated on, but after seeing and studying high level Puyo Puyo play, it just makes it feel like Tetris multiplayer will never be able to have the same amount of depth. Of course, it's still plenty enjoyable, especially if you are playing Tetris multiplayer somewhat more casually. I definitely used to play a lot of online Tetris with friends. (Also, although it wasn't something I played a whole ton, I did spend a few hours on Tetris 99. I wasn't really the greatest at it because I'm just not that good at spamming setups but I was able to net a few wins.)