I wanna hear em all! It can be a mostly-basic Tetris game with an interesting twist, a port of the game that has its own rotation system, or something completely bizarre! If it's Tetris (or at least Tetris-adjacent) I want to hear about it!
I'll start with a few of my favorites!
This isn't actually an answer to the question, but as A Huge Puzzle Fan, I had to add on a little thing about one of the games mel mentioned
mel brought up Tritris. I've actually never played Tritris, but it looked EXTREMELY familiar to me, because I've played every PS1 multiplayer puzzle game there is, to try and discover what would be fun to play once Fightcade gets PS1 support (which should be soon I hope)
I found this obscure JP only game in my search, Tripuzz. It's reminded me of Tritris, and I wanted to talk about it lol
There's really not that much info about this game over here. It's That level of obscure. I've found a few videos and that's about it.
You have triangle pieces on a square grid, of a few different colors. Like in Tritris, pieces can fall through cracks if you hold down and there's no like, pieces pushing into each other? It's hard to explain, mel explained it better.
You can clear blocks in a few different ways. One, by having four or more triangle chunks of the same color match, it clears. And two, having an empty diamond of air surrounded by the same color, which matches for more combo points, and is much harder to do. This game is kinda like Tritris up there, mixed with puyo puyo. It's very interesting! It's also hard as hell, I slammed my head against the final boss for like two hours but couldn't scratch him, it's a nightmare. Neat game though!
So, some years ago, Cryptic Sea (under whatever name they were using back then) made a physics-based puzzle game called Triptych. This eventually got re-released in something called "The Cryptic Sea EP" (which I'm unsure where you can get anymore but my copy came from a Humble Indie Bundle) and renamed Volta.
The twist, outside of being physics-based, is that instead of losing control of your piece as soon as it touches ground, you have a limited amount of time to maneuver it around. If a piece matches, it remains charged and can touch other pieces of the same color to combo. When time runs out, you drop the piece and are given another one, and any charged pieces disappear from the board.
The physics grant a whole different dimension to how you consider your piece placement. Trying to be careful and subtle just wastes time, and you'll need to bank a fair amount of it to pull off the weirder combo moves (such as the above "scooping" maneuver). So a valid strategy in late-game becomes smashing the active piece into the pit as hard as you can, to compress the other pieces together and hopefully get matching colors to make contact. Or if you're running out of room to fit the active piece, pressing downwards with great force can be enough to barely get your piece to fit below the warning line.
