Back-to-Back T-Spin Triple: Difference between revisions
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'''Back to Back T- | '''Back-to-Back T-spin Triple''' is a difficult maneuver in some [[SRS]] based games, which in (for example) ''[[Tetris DS]]'' sends a total of thirteen [[garbage]] rows to the opponent. It requires the player to make two [[T-spin]] Triples [[Line clear|Back-to-Back]]. | ||
== Setups notched on side == | |||
LT/JT, the simplest set up. Its flaw is its heavy dependence on T tetrominoes, which could otherwise be held to complete the T-spin. | |||
{| | {| | ||
| | |<playfield> | ||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
LLL.GGGGGG | |||
LT..GGGGGG | |||
TTT.GGGGGG | |||
LLL.GGGGGG | |||
LT..GGGGGG | |||
TTT.GGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
TTT.GGGGGG | |||
JT..GGGGGG | |||
JJJ.GGGGGG | |||
TTT.GGGGGG | |||
JT..GGGGGG | |||
JJJ.GGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
TTT.GGGGGG | |||
JT..GGGGGG | |||
JJJ.GGGGGG | |||
LLL.GGGGGG | |||
LT..GGGGGG | |||
TTT.GGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
LLL.GGGGGG | |||
LT..GGGGGG | |||
TTT.GGGGGG | |||
TTT.GGGGGG | |||
JT..GGGGGG | |||
JJJ.GGGGGG | |||
</playfield> | |||
|- | |||
| TLTL || JTJT || TLJT || JTTL | |||
|} | |} | ||
Setups involving S and I: | |||
{| | {| | ||
| | |<playfield> | ||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
LLL.GGGGGG | |||
LS..GGGGGG | |||
ISS.GGGGGG | |||
ILS.GGGGGG | |||
IL..GGGGGG | |||
ILL.GGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
IJJ.GGGGGG | |||
IJ..GGGGGG | |||
IJZ.GGGGGG | |||
IZZ.GGGGGG | |||
JZ..GGGGGG | |||
JJJ.GGGGGG | |||
</playfield> | |||
|- | |||
| LSIL || JZIJ | |||
|} | |} | ||
The core of JTTL can be replaced with two S or Z tetrominoes: | |||
{| | {| | ||
| | |<playfield> | ||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
LLL.GGGGGG | |||
LS..GGGGGG | |||
SSS.GGGGGG | |||
SSS.GGGGGG | |||
JS..GGGGGG | |||
JJJ.GGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
LLL.GGGGGG | |||
LZ..GGGGGG | |||
ZZZ.GGGGGG | |||
ZZZ.GGGGGG | |||
JZ..GGGGGG | |||
JJJ.GGGGGG | |||
</playfield> | |||
|- | |||
| JSSL || JZZL | |||
|} | |} | ||
{| | {| | ||
| | |<playfield> | ||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
TTT.GGGGGG | |||
IT..GGGGGG | |||
IOO.GGGGGG | |||
IOO.GGGGGG | |||
IT..GGGGGG | |||
TTT.GGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
...GGGGGGG | |||
....GGGGGG | |||
TTT.GGGGGG | |||
TT..GGGGGG | |||
TTZ.GGGGGG | |||
TZZ.GGGGGG | |||
JZ..GGGGGG | |||
JJJ.GGGGGG | |||
</playfield> | |||
|- | |||
| TIOT || JZTT | |||
|} | |} | ||
OZJ is arguably the safest and most efficient BtB T-Spin Triple setup. The setup is special in that it takes the least amount of tetrominoes to set up the notch. The player is also given 7 columns of space to stack freely. Perhaps the most unique aspect of this setup lies in the fact that one of the T-Spin Triples can be turned into a T-Spin Double by placing an I into the empty column, a scapegoat for ill-fated garbage. This must be done before the final "lid" piece have been placed at the top of the setup. As an extra bonus, the overhang left over from a complete OZJ can be transferred into a [[T-Spin Double Triple|Double Triple 2]] setup. | |||
{| | {| | ||
| | |<playfield> | ||
..GGGGGGGG | |||
...GGGGGGG | |||
JJ.GGGGGGG | |||
J..GGGGGGG | |||
JZ.GGGGGGG | |||
ZZ.GGGGGGG | |||
Z..GGGGGGG | |||
OO.GGGGGGG | |||
OO.GGGGGGG | |||
</playfield> | |||
OZJ | |||
|<playfield> | |||
.......... | |||
.......... | |||
.......... | |||
..GGGGGGGG | |||
...GGGGGGG | |||
JJ.GGGGGGG | |||
J..GGGGGGG | |||
JZ.GGGGGGG | |||
Z.IGGGGGGG | |||
</playfield> | |||
I Abort | |||
|} | |} | ||
{| | {| | ||
| | |- valign="top" | ||
|<playfield> | |||
.......... | |||
.......... | |||
.......... | |||
.......... | |||
.......... | |||
.......... | |||
..GGGGGGGG | |||
...GGGGGGG | |||
OO.GGGGGGG | |||
</playfield> | |||
DT2 Transfer | |||
|<playfield> | |||
.......... | |||
.......... | |||
.......... | |||
JJ........ | |||
J......... | |||
JZ........ | |||
ZZGGGGGGGG | |||
Z..GGGGGGG | |||
OO.GGGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
.......... | |||
..GG...... | |||
...G...... | |||
JJ.GGGGGGG | |||
J...GGGGGG | |||
JZ.GGGGGGG | |||
Z..GGGGGGG | |||
OO.GGGGGGG | |||
</playfield> | |||
|} | |} | ||
== Setups notched in center == | |||
Setups containing I: | |||
{| | {| | ||
| | |- valign="bottom" | ||
|<playfield> | |||
.......... | |||
.......... | |||
.......... | |||
.......... | |||
.SS....... | |||
SS........ | |||
LL.GGGGGGG | |||
IL..GGGGGG | |||
IL.GGGGGGG | |||
IJ.GGGGGGG | |||
IJ..GGGGGG | |||
JJ.GGGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
.......... | |||
S......... | |||
SS........ | |||
IS........ | |||
I......... | |||
I.GGGGGGGG | |||
I..GGGGGGG | |||
I.GGGGGGGG | |||
I.GGGGGGGG | |||
I..GGGGGGG | |||
I.GGGGGGGG | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
JJ........ | |||
J......... | |||
J.GGGGGGGG | |||
I..GGGGGGG | |||
I.GGGGGGGG | |||
I.GGGGGGGG | |||
I..GGGGGGG | |||
I.GGGGGGGG | |||
I.GGGGGGGG | |||
I..GGGGGGG | |||
I.GGGGGGGG | |||
</playfield> | |||
|- | |||
| JILS || IIS || IIJ | |||
|} | |} | ||
== Switching sides == | |||
A player may switch sides to clear Back to Back T-spin Triples indefinitely. | |||
{| | {| | ||
| | |[[Image:Tds-t-spin-IO-IO.gif]] | ||
|[[Image:Tds-t-spin-JSSLI-IOZZJ.gif]] | |||
|[[Image:Tds-t-spin-OLIJS-IIZ.gif]] | |||
|[[Image:Tds-t-spin-IIS-IIZ.gif]] | |||
|} | |} | ||
Any T-spin line clear is good enough to keep the "Back to Back" alive, which allows for lopsided designs. | |||
{| | {| | ||
| | |[[Image: IIO.gif]] | ||
|[[Image: Tds-t-spin-TTT.gif]] | |||
|[[Image: Tds-t-spin-JIJ(T).gif]] | |||
|[[Image: Tds-t-spin-TTIJ(T).gif]] | |||
|} | |} | ||
These two have interchangeable parts. | |||
{| | {| | ||
| | |[[Image: Tds t spin iij 2.gif]] | ||
|[[Image: Tds-t-spin-TTTIIJ(T).gif]] | |||
| | |||
|} | |} | ||
==See also== | ==See also== | ||
*[[ | *[[Twist]] - Explanation of twists such as T-Spins | ||
[[Category:T-Spin setups]] | |||
[[Category:Back-to-Back T-Spin setups]] |
Latest revision as of 09:19, 9 September 2019
Back-to-Back T-spin Triple is a difficult maneuver in some SRS based games, which in (for example) Tetris DS sends a total of thirteen garbage rows to the opponent. It requires the player to make two T-spin Triples Back-to-Back.
Setups notched on side
LT/JT, the simplest set up. Its flaw is its heavy dependence on T tetrominoes, which could otherwise be held to complete the T-spin.
TLTL | JTJT | TLJT | JTTL |
Setups involving S and I:
LSIL | JZIJ |
The core of JTTL can be replaced with two S or Z tetrominoes:
JSSL | JZZL |
TIOT | JZTT |
OZJ is arguably the safest and most efficient BtB T-Spin Triple setup. The setup is special in that it takes the least amount of tetrominoes to set up the notch. The player is also given 7 columns of space to stack freely. Perhaps the most unique aspect of this setup lies in the fact that one of the T-Spin Triples can be turned into a T-Spin Double by placing an I into the empty column, a scapegoat for ill-fated garbage. This must be done before the final "lid" piece have been placed at the top of the setup. As an extra bonus, the overhang left over from a complete OZJ can be transferred into a Double Triple 2 setup.
OZJ |
I Abort |
DT2 Transfer |
Setups notched in center
Setups containing I:
JILS | IIS | IIJ |
Switching sides
A player may switch sides to clear Back to Back T-spin Triples indefinitely.
Any T-spin line clear is good enough to keep the "Back to Back" alive, which allows for lopsided designs.
These two have interchangeable parts.
See also
- Twist - Explanation of twists such as T-Spins