In the past 5 years the views for the Classic Tetris World Championship exploded on Youtube. As a result, a lot of players began to play NES Tetris which can also be seen in the demographics (the younger generation was taking over). Unofficial clients can also profit from the hype of an official game. For example, Jstris had usually less than 10 players in its default room, then Tetris 99 came out introducing the Battle Royale format, and boom Jstris suddenly got above 50 players in its default room. From the unofficial online clients, Cultris II resembles NES Tetris the most: no hold, 1 preview, a very similar randomizer. Still, even Tetrio profited more from the NES Tetris hype. Here are some reasons why:
1. Cultris II can't be played in the browser. New players can try out browser games more easily. Thus the hurdle to join is much lower in browser games. I guess this can't be changed in Cultris II.
2. Cultris II uses a different rotation system. If you are accustomed to one Tetris version, any change will throw you off ("Tetlag"). A NES player will know how many sidewards movements (and rotations) are needed to make a certain placement in NES Tetris. But that same amount of sidewards movements will usually result in a misdrop in Cultris II, forcing the player to slow down by a lot. Cultris II allows players to customize piece colors and spawning orientations which is quite nice. However, more is needed to make Cultris II more NES-like: In NES Tetris, the 3-wide pieces will spawn one column more towards the right (righthanded vs lefthanded spawnings) and S, Z and I pieces will have only one vertical (and horizontal) state.
So, I would prefer to see the following customizability in the Block Options menu: a checkmark to switch between lefthanded and righthanded piece spawnings (L,J,T,S,Z spawn one column more towards the right), a button representing the vertical state configuration of I,S,Z pieces: 2 vertical states, only left vertical state, only right vertical state. Each of the 3 pieces should have its own vertical state configuration (for example in TGM/Sega Tetris the S piece uses only the left state whereas the Z piece uses only the right state). Note: Using righthanded is neither an advantage nor a disadvantage; using only one vertical state is a disadvantage because it weakens kicks and results in worse finesse (keys per piece average increases). Most NES players will not be able to configure the spawning system to their liking but maybe players will begin to make guides.
3. Cultris II lacks a Marathon-like mode. Such a mode would be useful both in singleplayer as well as multiplayer whereas in multiplayer no lines are sent between the players (they just play side by side and the player with the higher score wins; in Tetris Effect Connected a player has 2 minutes to close the score gap after the opponent tops out). Marathon-like mode could work like this: the room owner can choose the starting level but it has to be an odd number; level n is reached after clearing 10*(n-1) - 5*(m-1) lines whereas m represents the starting level; higher level means higher gravity but also higher score multiplier; on first level a Single | Double | Triple | Quadruple is worth 1 | 3 | 6 | 12 points.
Some words regarding the lock delay in Cultris II: As far as I understand, the locking of a piece is delayed a little but this delay isn't reset when the piece falls down a row ("step-reset") or moved/rotated ("move-reset"). Nothing wrong with that behaviour in my opinion. I just wanted to point out that this lock delay makes it too easy to play infinitely. Thus the lock delay must also decrease in the later levels (e.g. in the first 10 levels only the gravity increases, and afterwards the lock delay will decrease as well). PS: I would prefer Cultris II to have a little longer lock delay (not much, just 50 ms or 100 ms).
4. Cultris II rewards speed & Singles. In versus multiplayer speed is the key. And Cultris II rewards speed overproportionally because of 2 mechanics: time-based combo system (higher combos will have a better efficiency regarding sent lines per cleared line); combos sending more and more lines once you have sent 100+ lines in total (I guess it's there to reward aggressive play). Let's say two players make the same placement decisions but one player is 30 % faster than the other player. Then the faster player will not just send 30 % more lines. Nope, it will be rather 50 % more lines thanks to higher combos (due to time-based combo system). And if those 2 players play in a FFA room, it will be rather 60 % more lines (sending 100+ lines due to longer rounds). From my experience, it's always the same people winning in FFA rooms (all players receiving the same piece & garbage sequence is another factor). And players with a speed below 100 BPM top out early and are not competitive enough to continue playing (usually you won't see anybody playing online with less than 100 BPM although those players should exist). Now towards Singles: In NES Tetris, the goal is to clear multiple lines at once whereas 4 at once is the ideal case. On the other hand, in Cultris II the most valuable clear is the Single. A Quadruple is just not worth the risk. This will feel weird to NES Tetris players (or players who played Versus mode on GameBoy or SNES).
How to overcome those 2 problems: Make a second Versus mode that doesn't use the time-based combo system. Players will send the most lines via clearing Doubles, Triples and Quadruples. Clearing lines with consecutive pieces (combos in other Tetris games) can still be supported but the main focus should lay on clearing multiple lines at once with one piece. Some years ago, I have explained such a mode in more detail in the beta testing forum.
5. Cultris II is too fast for most NES players. Yeah, there are players who can play on level 29 speed in NES Tetris but usually the pace is much higher in Cultris II because Cultris II has harddrop and super fast autoshifts. Newer players can't make up their mind quickly enough and thus have a tremendous speed disadvantage. The only protection for those players is to set up a speed limit / join Rookie's Playground. I think there should be a way to slow down the gameplay. Personally, I am no fan of input-ignoring delays (spawn delay, line clear delay) though. I think the best way is just to slow down the autoshifts.
I would like to see a room option that automatically lowers the "repeat speed" (autoshift repeat rate) to 5.0. Note: This option wouldn't touch the autoshift "delay" (DAS), and it will influence the time-based combo system. Another thing I would like to see is a room option that replaces harddrop with an autolocking softdrop (i.e. the piece will need some time to reach the surface of the stack but then it will lock immediately). The autolocking softdrop could be implemented like this: the player presses the hard drop button. Then an input-ignoring animation will happen no matter if the player released the harddrop key or not: The piece will fall towards the ground, it can't be rotated or moved sidewards anymore, and once it reaches the ground it will lock, and the next piece will spawn. Note: Autolocking softdrop isn't suited well for a time-based combo mode but it would still be a good option for a Versus mode as described under point 4.