Whenever two or more lines are cleared simultaneously, the player's side of the pile moves down, "pushing" the opponent's side upwards (The player's side is seen on the top screen, while the bottom screen shows the opponent's side upside-down, since the bottoms of both players' piles push against each other). The goal is to push the pile down so it overlaps the opponent's danger line. Push mode features a "Donkey Kong" backdrop. In Touch mode, a player uses the Nintendo DS stylus to "touch" and "slide" static Tetriminoes to create rows. When enough Tetriminoes have cleared, a cage of balloons is released. Touch mode has no timer, nor do Tetriminoes fall from the top. The playing field spans both DS screens; but only Tetriminoes appearing in lower touch screen could be moved. A Touch Puzzle mode is also available, where for each level, a given objective must be achieved, but the Tetriminoes cannot be rotated. Touch mode features a "Balloon Fight" backdrop. This is the only mode which uses "Tetris 2"'s cascading gravity, allowing chain reactions to occur. In Catch mode, a player controls one central block, which can be moved in all directions and rotated. The player "catches" falling Tetriminoes, which adhere to the central block; once a player has a segment of 4x4 or greater, it will flash for ten seconds, then detonate. The player can then use the explosion to destroy Metroids, the enemies, or Tetriminoes. While the 4x4 square flashes, more blocks can be attached to it to gain more points when it detonates (the flashing portion only expands if another four blocks are added to one of its sides). Pressing X will immediately detonate the blocks. If any Tetriminoes fall beyond the boundaries, the central block is hit by enemies, or a falling Tetrimino touches the central block while it is being rotated, the player will lose energy. Energy is depicted at the bottom of the screen as a bar, and some energy is restored when a 4x4 or greater area of blocks is detonated. If energy runs out, or Tetriminoes are stacked so far that the central block is longer than the entire screen, the game is over. Catch mode features a "Metroid" backdrop. In Puzzle mode, the top screen displays the playing field that is already several lines high, with several gaps; the bottom screen displays a limited selection of Tetriminoes to choose from.