Tringo is an addictive puzzle game concocted by Nathan Keir in the beautiful bizzaro-world Second Life. Originally designed for use in-game to gamble for Linden dollars (L$), Second Life's currency, Tringo soon exploded in popularity and now appears on Nintendo's Gameboy Advance and the Web via Adobe Flash.
As the name implies, Tringo's rules are a mixture of Tetris and Bingo. Arrange a series of shapes on a 5x5 grid and earn points by constructing blocks of 2x2 or greater, which are then eliminated. Each turn lasts 10 seconds, and 7 points will be subtracted from your score if you don't manage to place a piece in time. You can also click the Skip button to begin the next turn immediately. The window above the playing field shows all possible shapes, each of which appear only once per game. The current shape is white, light blue shapes have already been placed, and dark blue shapes have not yet appeared. The window to the right shows the current shape with a circle on one of the blocks it is made up of. This is the origin point; this point of the block will appear in the grid cell you click with the mouse when placing your block.
Analysis: I haven't tried Tringo on GBA, but the web implentation is rather poor and feels awfully rushed. Asking the player to refer to the origin point for each shape is needlessly confusing and absolutely unnecessary. Floating an image of the piece you're currently placing on top of the mouse cursor would have been far simpler. Tringo also might benefit from adopting Tetris' piece preview feature.
Faults aside, Tringo is an intuitive, solid puzzle game with an interesting history and, with a board game and UK TV program in the works, a bright future.