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'''''Twists''''' let a player fix some otherwise difficult situations. These examples cover [[modern standardization|recent games]], but may not work for earlier ''[[Tetris]]'' [[games]].
'''''Twists''''', called "spin moves" in ''[[The New Tetris]]'''s manual, let a player fix some otherwise difficult situations. These examples cover [[Tetris Guideline|recent games]], but some of them may not work for earlier Tetris games that use little or no [[wall kick]].
==Twists with ''T'' (or ''T-Spin'')==
 
A well-known twist involves the [[tetromino]] ''T''.
==Rewards for twists==
Some games give scoring rewards for twisting a tetromino into a tight space. Two basic algorithms, with slight variations, have been used in newer games to detect and reward in-place spins:
*Immobile, used in ''[[The New Tetris]]'': A twist is recognised if a tetromino locks in a position where it cannot move left, right, or up. There is only [[The_New_Tetris#Twist_reward|a reward]] if rows are completed in this way.
*3-corner T, used in [[Tetris Guideline]]-based games: A [[T-Spin]] bonus is awarded if all of the following are true:<sup>[https://tetrisconcept.net/threads/i-cant-get-t-spins-to-work-_.415/#post-17830]</sup>
*#Tetromino being locked is T.
*#Last successful movement of the tetromino was a rotate, as opposed to sideways movement, downward movement, or falling due to gravity. (Canceling lock delay in games that allow it, such as Tetris DS, does not count as a movement.) The tetromino doesn't even have to end up in a different orientation than it was dropped in; setting up the "well-known twist" below in ''Tetris Worlds'' or ''Tetris DS'' and pressing both rotate buttons (B&ndash;A or A&ndash;B) will trigger the T-spin bonus even without any net rotation.
*#Three of the 4 squares diagonally adjacent to the T's center are occupied. (In ''Tetris DS'', the walls and floor surrounding the playfield are considered "occupied", while in ''[[Tetris Worlds]]'' for GBA, they aren't.
 
[[Guideline compliant game differences|Different games]] add further restrictions:
*3-corner T no wall, used in ''[[Tetris Worlds]]'': The walls and floor surrounding the playfield are not considered "occupied". This means that if a wall kick places the T tetromino with its flat side against the wall or floor, the T-spin will not be recognized. (Kicks that place the flat side against blocks in the playfield still work.)
*3-corner T no kick, used in ''[[Tetris: New Century]]'', ''[[iPod Tetris]]'', and ''[[Tetris Evolution]]'': The final rotation must not involve a wall kick, that is, it recognizes only the "well known twist" below.
 
(The names for the algorithms are unofficial, taken from the [[List of fan games|fan game]] ''[[Lockjaw]]''.)
 
[[Tetris Stardust]] awards a Spin Rank when the player performs twists with any tetromino, if the twist moves it below its previous lowest position. The score associated with Spin Rank is separate from action scores such as line clears.
 
In some of these diagrams, especially those involving ''S'' and ''Z'' [[tetromino]]es, the "center" corresponding to the center of rotation in [[SRS]] is marked with a circle ([[Image:CTet.png|C]]).
 
==<span id="T">Twists with ''T'' (or ''T-Spin'')</span>==
 
{{main|T-Spin}}
 
A well-known twist involves the tetromino ''T''. In fact, these are the only twists that games that use "3-corner T no kick" reward.
{|
{|
|
|<playfield>
    tgg 
ggggtC ggg
gggggtgggg
</playfield>
Soft drop
|<playfield>
      gg 
ggggtCtggg
gggggtgggg
</playfield>
Rotate left
|}
 
{|
{|
|{{pos|=
|<playfield>
  | | | | | | | | | | |=
    tgg  
| | | | | | | | | | |=
    tC ggg
| | | | | | | | | | |=
gggggtgggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
Soft drop
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
      gg  
| | | | | | | | | | |=
    tCtggg
| | | | | | | | | | |=
gggggtgggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
Rotate once
| | | | | | | | | | |=
|<playfield>
  | | | | | | | | | | |=
    tgg  
| | | | | | | | | | |=
    Ctggg
| | | | | | | | | | |=
gggggtgggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
Or twice
| | | | | | | | | | |=
  | | | | | | | | | | |=
| | | | | |t|g|g| | |=
|g|g|g|g|t|t| |g|g|g|=
|g|g|g|g|g|t|g|g|g|g|=
}}
|}
|}
|
 
In SRS games that reward kick T-Spins like ''[[Tetris DS]]'' and ''[[Tetris Zone]]'', making use of a wall kick saves a bit of soft-dropping time. This will not count in several Guideline games like ''[[Tetris Evolution]]'' or ''[[Tetris Splash]]''; later games including ''[[Tetris Effect]]'' will detect this kick as a T-Spin.
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
    t   
  | | | | | | | | | | |=
  ggCtgg  
  | | | | | | | | | | |=
ggggt ggg
| | | | | | | | | | |=
ggggg gggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
Soft drop
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
  | | | | | | | | | | |=
  gg gg  
  | | | | | | | | | | |=
ggggtCtggg
| | | | | | | | | | |=
gggggtgggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
Rotate right
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | |g|g| | |=
|g|g|g|g|t|t|t|g|g|g|=
|g|g|g|g|g|t|g|g|g|g|=
}}
|}
|}
The following works in ''[[Tetris DX]]'', [[Arika Rotation System|ARS]], and [[Super Rotation System|SRS]], but it is not scored as a T-spin in ''Tetris Worlds'' if performed on the floor of the playfield.
{|
|<playfield>
    tgggg
ggggttgggg
ggg  tgggg
</playfield>
Soft drop
|<playfield>
      gggg
ggggt gggg
gggtttgggg
</playfield>
Rotate right
|}
|}
Other variants exist.
 
The above move must be done differently in ''[[The New Tetris]]'', but also works and in games using ARS. As this does not involve a wallkick in TGM, it also works in Sega rotation:
{|
{|
|
|- valign="top"
|<playfield>
    o gggg
ggggoogggg
ggg o gggg
</playfield>
Firm drop
|<playfield>
      gggg
ggggo gggg
gggooogggg
</playfield>
Rotate left
|}
 
This example from SRS is not a T-spin under the old rule, as the tetromino could have been rotated before being dropped, but SRS games from ''Tetris Worlds'' through ''Tetris Online (Japan)'' count it anyway:
{|
{|
|{{pos|=
|<playfield>
  | | | | | | | | | | |=
    g t  
| | | | | | | | | | |=
ggggggtttg
| | | | | | | | | | |=
gggggg ggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
    gt 
| | | | | | | | | | |=
ggggggtt g
| | | | | | | | | | |=
ggggggtggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | |t|g|g|g|g|=
|g|g|g|g|t|t|g|g|g|g|=
|g|g|g| | |t|g|g|g|g|=
}}
|}
|}
|
 
This one is a T-spin in ''Tetris DS'' but not ''Tetris Worlds'' due to the difference in how the playfield walls are handled:
{|
{|
|{{pos|=
|<playfield>
  | | | | | | | | | | |=
  t      g
| | | | | | | | | | |=
tCtggggggg
| | | | | | | | | | |=
  ggggggggg
  | | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
t        g
| | | | | | | | | | |=
Ct ggggggg
| | | | | | | | | | |=
tggggggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | |g|g|g|g|=
|g|g|g|g|t| |g|g|g|g|=
|g|g|g|t|t|t|g|g|g|g|=
}}
|}
|}
Triples may not seem possible, but especially games using [[SRS]] will allow them regardless. Notice that the ending position of the T tetromino does not overlap the starting position. Several later guideline games don't recognise this, either by not counting triples made with this twist as a T-spin (''[[Tetris Zone]]''), or by not recognising this twist as a T-spin at all (''[[Tetris Evolution]]''). However, beginning with ''[[Tetris Friends]]'', T-Spin Triples performed with this setup are always rewarded.
{|
|<playfield>
  tgg   
  tttg   
gggg ggggg
ggg  ggggg
gggg ggggg
</playfield>
Soft drop and slide
|<playfield>
    gg   
    g   
ggggtggggg
gggttggggg
ggggtggggg
</playfield>
Rotate left
|}
|}
Some may not seem possible, but the game will allow them regardlessly.
This one works in [[Tetris (Atari)|Atari rotation]]:
{|
{|
|
|<playfield>
  gg   
  gSSS 
  g S   
gggg ggggg
</playfield>
|<playfield>
  gg   
  gS   
  gSS   
ggggSggggg
</playfield>
|}
And this works in both SRS and Atari rotation (assuming there is a rotate right button):
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
  gg   
| | | | | | | | | | |=
  g t   
| | | | | | | | | | |=
  gttt 
| | | | | | | | | | |=
gggg ggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
  gg   
| | | | | | | | | | |=
  gt   
| | | | | | | | | | |=
  gtt   
| | | | | | | | | | |=
ggggtggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | |t|g|g| | | | |=
| | |t|t|t|g| | | | |=
|g|g|g|g| |g|g|g|g|g|=
|g|g|g| | |g|g|g|g|g|=
|g|g|g|g| |g|g|g|g|g|=
}}
|}
|}
|
 
A complicated SRS example:
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
ggggggggt
  | | | | | | | | | | |=
gggggg tt
| | | | | | | | | | |=
ggggggg tg
  | | | | | | | | | | |=
ggggggg g
| | | | | | | | | | |=
ggggggg gg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
  | | | | | | | | | | |=
gggggggg  
| | | | | | | | | | |=
gggggg ttt
| | | | | | | | | | |=
ggggggg tg
  | | | | | | | | | | |=
ggggggg g
| | | | | | | | | | |=
ggggggg gg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
  | | | | | | | | | | |=
gggggggg  
| | | | | | | | | | |=
ggggggttt
| | | | | | | | | | |=
gggggggt g
  | | | | |g|g| | | | |=
ggggggg g
  | | | | | |g| | | | |=
ggggggg gg
|g|g|g|g|t|g|g|g|g|g|=
</playfield>
|g|g|g|t|t|g|g|g|g|g|=
|<playfield>
|g|g|g|g|t|g|g|g|g|g|=
gggggggg  
}}
gggggg   
gggggggt g
gggggggttg
gggggggtgg
</playfield>
|}
|}
==<span id="I">Twists with ''I''</span>==
Works in TGM and SRS:
{|
|<playfield>
ggggggggi
gggggg  i
ggggggggi
ggggggggi
</playfield>
|<playfield>
gggggggg 
ggggggiiii
gggggggg 
gggggggg 
</playfield>
|}
|}


==Twists with ''I''==
If changing position to the second row, [[rotate]] three times so to twist on lower-middle square.
If changing position to the second row, [[rotate]] three times so to twist on lower-middle square.
{|
{|
|
|- valign="top"
|<playfield>
  iiii 
gggg ggggg
ggg    ggg
gggg ggggg
gggg ggggg
</playfield>
|<playfield>
         
ggggiggggg
ggg i  ggg
ggggiggggg
ggggiggggg
</playfield>
Rotate left
|<playfield>
         
gggg ggggg
gggiiiiggg
gggg ggggg
gggg ggggg
</playfield>
Rotate right
|}
If changing positions to the right columns, turn right. If left, turn left.
 
In SRS, I tetrominoes can be rotated on their end blocks:
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
    i   
| | | | | | | | | | |=
  gig   
| | | | | | | | | | |=
ggggiggggg
| | | | | | | | | | |=
ggggi  gg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
  g g  
| | | | | | | | | | |=
gggg ggggg
| | | | | | | | | | |=
ggggiiiigg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
|g|g|g|g|i|g|g|g|g|g|=
|g|g|g| |i| | |g|g|g|=
|g|g|g|g|i|g|g|g|g|g|=
|g|g|g|g|i|g|g|g|g|g|=
}}
|}
|}
|
This one works in SRS and [[Tetris (Atari)|Atari]] rotation:
{|
{|
|{{pos|=
|- valign="top"
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
ggg     
| | | | | | | | | | |=
ggiiii   
| | | | | | | | | | |=
gg ggggggg
| | | | | | | | | | |=
gg ggggggg
| | | | | | | | | | |=
gg ggggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
ggg     
| | | | | | | | | | |=
ggi     
| | | | | | | | | | |=
ggiggggggg
| | | | | | | | | | |=
ggiggggggg
| | | | | | | | | | |=
ggiggggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
|g|g|g|g| |g|g|g|g|g|=
|g|g|g|i|i|i|i|g|g|g|=
|g|g|g|g| |g|g|g|g|g|=
|g|g|g|g| |g|g|g|g|g|=
}}
|}
|}
SRS has a slight asymmetry with how end-block rotation is handled. See [[I-spins in SRS]].
This one is silly but should work (with minor variations) in most systems, even if it is not rewarded:
{|
|<playfield>
ggg     
gg       
giiii   
gg ggggggg
gg ggggggg
</playfield>
|<playfield>
ggg     
ggi     
g i     
ggiggggggg
ggiggggggg
</playfield>
|}
|}
If changing positions to the right columns, turn right. If left, turn left.
 
The minor variation required for TGM and Sega rotation systems is to do a mirror-image version. This also works in SRS, as well as other systems where I rounds to the right and has no wallkick:
 
{|
{|
|
|<playfield>
      ggg
        gg
    zzzzg
ggggggg gg
ggggggg gg
</playfield>
|<playfield>
      ggg
      zgg
      z g
gggggggzgg
gggggggzgg
</playfield>
|}
 
In games that use Atari rotation, a similar maneuver can produce a triple:
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
ggg     
| | | | | | | | | | |=
gzzzz   
| | | | | | | | | | |=
gg ggggggg
| | | | | | | | | | |=
gg ggggggg
| | | | | | | | | | |=
gg ggggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
ggg     
| | | | | | | | | | |=
g z     
| | | | | | | | | | |=
ggzggggggg
| | | | | | | | | | |=
ggzggggggg
| | | | | | | | | | |=
ggzggggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | |i| | | | | |=
| | | |g|i|g| | | | |=
|g|g|g|g|i|g|g|g|g|g|=
|g|g|g|g|i| | | |g|g|=
}}
|}
|}
==<span id="S">Twists with ''S''</span> and <span id="Z">''Z''</span>==
''Game Boy, Sega, TDX, TGM, SRS''
{|
|- valign="top"
|<playfield>
  s ggggg
gggsC gggg
ggg sggggg
</playfield>
Rotate left<br>and soft drop
|
|
<playfield>
    ggggg
ggg Csgggg
gggssggggg
</playfield>
Rotate left
|}
''NES, Sega, TDX, TGM, SRS''
{|
{|
|{{pos|=
|- valign="top"
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
GGGGG Z 
| | | | | | | | | | |=
GGGG CZGGG
| | | | | | | | | | |=
GGGGGZ GGG
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
Rotate right<br>and soft drop
| | | | | | | | | | |=
|
| | | | | | | | | | |=
<playfield>
| | | | | | | | | | |=
GGGGG   
| | | | | | | | | | |=
GGGGZC GGG
| | | | | | | | | | |=
GGGGGZZGGG
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
Rotate right
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | |g| |g| | | | |=
|g|g|g|g| |g|g|g|g|g|=
|g|g|g|g|i|i|i|i|g|g|=
}}
|}
|}
''SRS only:''
{|
|- valign="top"
|<playfield>
  s     
  Cs   
ggggs gggg
ggg  ggggg
</playfield>
Rotate right<br>and soft drop
|<playfield>
         
         
ggggCsgggg
gggssggggg
</playfield>
Rotate right again
|}
|}


==Twists with ''S'' and ''Z''==
''SRS only:''
If using ''S'', rotate right. If using ''Z'', rotate left.
{|
{|
|
|- valign="top"
|<playfield>
  s     
  Csggggg
ggggs gggg
ggg  ggggg
</playfield>
|<playfield>
         
    ggggg
ggggCsgggg
gggssggggg
</playfield>
|}
 
''SRS only:''
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
  zzgg 
| | | | | | | | | | |=
    Czg 
| | | | | | | | | | |=
ggggg gggg
  | | | | | | | | | | |=
gggg gggg
| | | | | | | | | | |=
gggg ggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
    gg 
| | | | | | | | | | |=
      g 
| | | | | | | | | | |=
gggggzgggg
| | | | | | | | | | |=
ggggzCgggg
| | | | | | | | | | |=
ggggzggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | |s| |g|g|g|g|g|=
|g|g|g|s|s| |g|g|g|g|=
|g|g|g| |s|g|g|g|g|g|=
}}
|}
|}
|
 
{|
{|
{{pos|=
|<playfield>
| | | | | | | | | | |=
  ggss 
| | | | | | | | | | |=
  gsC   
| | | | | | | | | | |=
gggg ggggg
  | | | | | | | | | | |=
gggg gggg
| | | | | | | | | | |=
ggggg gggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
  gg   
| | | | | | | | | | |=
  g     
| | | | | | | | | | |=
ggggsggggg
| | | | | | | | | | |=
ggggCsgggg
| | | | | | | | | | |=
gggggsgggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | |g|g|g|g|g|=
|g|g|g| |s|s|g|g|g|g|=
|g|g|g|s|s|g|g|g|g|g|=
}}
|}
|}
''SRS only:''
{|
|<playfield>
    ss   
  sCgg 
ggg gggggg
ggg  ggggg
gggg ggggg
</playfield>
|<playfield>
         
    gg 
gggsgggggg
gggsCggggg
ggggsggggg
</playfield>
|}
|}
{|
{|
|
|<playfield>
  zz   
  ggCz   
ggggg gggg
gggg  gggg
gggg ggggg
</playfield>
|<playfield>
         
  gg     
gggggzgggg
ggggCzgggg
ggggzggggg
</playfield>
|}
 
In this case, if using ''S'', turn left both times and if using ''Z'', turn right both times.
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
  s     
| | | | | | | | | | |=
  gsCg   
| | | | | | | | | | |=
ggg sggggg
| | | | | | | | | | |=
gg gggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
  g g  
  | | | | | | | | | | |=
gggCsggggg
| | | | | | | | | | |=
ggssgggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
  | | | |s| | | | | | |=
| | | |s|s|g|g|g|g|g|=
|g|g|g|g|s| |g|g|g|g|=
|g|g|g| | |g|g|g|g|g|=
}}
|}
|}
|
 
==<span id="J">Twists with ''J''</span> <span id="L">and ''L''</span>==
Works in virtually all versions, including [[Tetris (Game Boy)]]:
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
    LGGGGG
| | | | | | | | | | |=
GGG L GGGG
| | | | | | | | | | |=
GGG LLGGGG
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
    GGGGG
| | | | | | | | | | |=
GGGLLLGGGG
  | | | | | | | | | | |=
GGGL GGGG
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | |g|g|g|g|g|=
|g|g|g|g|s|s|g|g|g|g|=
|g|g|g|s|s|g|g|g|g|g|=
}}
|}
|}
Works with TGM and SRS:
{|
|<playfield>
  jj   
gggjgggggg
gggj  gggg
</playfield>
|<playfield>
         
gggjgggggg
gggjjjgggg
</playfield>
|}
|}
{|
{|
|
|<playfield>
    ll   
ggggglgggg
ggg  lgggg
</playfield>
|<playfield>
         
ggggglgggg
ggglllgggg
</playfield>
|}
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
  lggggggg
| | | | | | | | | | |=
  lg ggggg
| | | | | | | | | | |=
  ll ggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
  ggggggg
| | | | | | | | | | |=
  glggggg
| | | | | | | | | | |=
  lllggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | |g|g|s|s| | | |=
| | | |g|s|s| | | | |=
|g|g|g|g| |g|g|g|g|g|=
|g|g|g|g| | |g|g|g|g|=
|g|g|g|g|g| |g|g|g|g|=
}}
|}
|}
|
{|
{|
{{pos|=
|<playfield>
  | | | | | | | | | | |=
gggggggj  
  | | | | | | | | | | |=
ggggg gj  
| | | | | | | | | | |=
ggggg jj z
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
ggggggg 
| | | | | | | | | | |=
gggggjg 
| | | | | | | | | | |=
gggggjjj z
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | |g|g| | | | | |=
| | | |g| | | | | | |=
|g|g|g|g|s|g|g|g|g|g|=
|g|g|g|g|s|s|g|g|g|g|=
|g|g|g|g|g|s|g|g|g|g|=
}}
|}
|}
(For the last one, the block highlighted in red is needed in TGM, but is optional in SRS. The edge of the field may also be used in place of that block.)
Works with TGM and [[TOD]]:
{|
|<playfield>
gggjj   
g  jgggggg
gggjgggggg
</playfield>
|<playfield>
ggg     
gjjjgggggg
gggjgggggg
</playfield>
|}
|}
In this case, if using ''S'', turn left and if using ''Z'', turn right.
{|
{|
|
|<playfield>
    llggg
ggggggl  g
gggggglggg
</playfield>
|<playfield>
      ggg
gggggglllg
gggggglggg
</playfield>
|}
 
Works with SRS only:
{|
{|
|{{pos|=
|<playfield>
  | | | | | | | | | | |=
  ggllg  
  | | | | | | | | | | |=
  ggglg  
  | | | | | | | | | | |=
gggg lggg
| | | | | | | | | | |=
gggg ggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
  | | | | | | | | | | |=
  gg g  
| | | | | | | | | | |=
  ggg g   
| | | | | | | | | | |=
gggglllggg
| | | | | | | | | | |=
gggglggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
  | | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | |g|s| |g| | | |=
  | | | |g|s|s|g| | | |=
|g|g|g|g| |s|g|g|g|g|=
|g|g|g| | |g|g|g|g|g|=
}}
|}
|}
|
Like other spin triples, this works with SRS only:
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
  j gg   
| | | | | | | | | | |=
  jjjg   
| | | | | | | | | | |=
gggg ggggg
| | | | | | | | | | |=
gggg ggggg
| | | | | | | | | | |=
ggg ggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
    gg   
| | | | | | | | | | |=
    g  
| | | | | | | | | | |=
ggggjggggg
| | | | | | | | | | |=
ggggjggggg
| | | | | | | | | | |=
gggjjggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
  | | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | |g| | |g| | | |=
| | | |g| | |g| | | |=
|g|g|g|g|s|s|g|g|g|g|=
|g|g|g|s|s|g|g|g|g|g|=
}}
|}
|}
[[Tetris (NES, Tengen)|Tengen]] oddball ([http://www.youtube.com/watch?v=hhH16bgbupc video]):
{|
|<playfield>
         
II       
ZII     
Z LLL   
Z JJL   
Z JJ     
</playfield>
|<playfield>
         
II       
ZII     
ZLL     
ZLJJ     
ZLJJ     
</playfield>
|}
|}
==Twists with ''J'' and ''L''==
 
==<span id="O">Twists with ''O''</span>==
Most Tetris games do not move the O tetromino when rotated or allow it to kick. However, [[Tetris 64]] and [[Tetris Stardust]] use custom rotation systems allowing O twists.
 
In Tetris 64, "Rotate Center" and "Offset Turn" must be enabled.
 
For all O twists in Stardust, always rotate in the direction of horizontal movement.
 
T64 and Stardust:
 
{|
{|
|
|<playfield>
         
         
gggooggggg
gggoo gggg
gggg  gggg
</playfield>
|<playfield>
         
         
ggg  ggggg
ggg oogggg
ggggoogggg
</playfield>
|}
 
For the mirrored setup, rotate right in T64. This is because rotating 0->R in T64 naturally moves the O tetromino down, then allows it to kick in either direction.
 
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
         
| | | | | | | | | | |=
ggggoogggg
| | | | | | | | | | |=
ggg oogggg
| | | | | | | | | | |=
ggg ggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
         
| | | | | | | | | | |=
gggg gggg
| | | | | | | | | | |=
gggoo gggg
| | | | | | | | | | |=
gggooggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
  | | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
  | | | |j|j| | | | | |=
|g|g|g|j|g|g|g|g|g|g|=
|g|g|g|j| | |g|g|g|g|=
}}
|}
|}
|
 
T64 and Stardust:
*In T64, double-tap any rotation button to perform. Requires "Double Turn" to be enabled.
 
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
         
| | | | | | | | | | |=
gggooggggg
| | | | | | | | | | |=
gggoo ggg
| | | | | | | | | | |=
ggggg ggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
         
| | | | | | | | | | |=
ggg ggggg
| | | | | | | | | | |=
ggg ooggg
| | | | | | | | | | |=
gggggooggg
| | | | | | | | | | |=
</playfield>
  | | | | | | | | | | |=
  | | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
| | | | | | | | | | |=
  | | | | | | | | | | |=
  |g|g|g|j|g|g|g|g|g|g|=
|g|g|g|j|j|j|g|g|g|g|=
}}
|}
|}
Stardust only:
{|
|<playfield>
         
gggooggggg
gggooggggg
gggg  gggg
gggg  gggg
</playfield>
|<playfield>
         
ggg  ggggg
ggg  ggggg
ggggoogggg
ggggoogggg
</playfield>
|}
|}
==Twist Option==
Sometimes there is more than one way to twist a piece into a hole. Think about which twist is best for the situation. Which cells should be filled, and which should be left behind?
{|
{|
|
|- valign="top"
|<playfield>
         
gggg     
gggg     
ggggg gggg
ggg  gggg
ggg gggggg
</playfield>
|<playfield>
         
gggg     
gggg     
ggggg-gggg
ggglllgggg
ggglgggggg
</playfield>
SRS only
|<playfield>
         
         
         
gggg     
gggg     
ggggg gggg
</playfield>
|}
 
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
ggg     
| | | | | | | | | | |=
gg       
| | | | | | | | | | |=
ggggg gggg
| | | | | | | | | | |=
ggg  gggg
| | | | | | | | | | |=
ggg gggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
ggg     
| | | | | | | | | | |=
gg       
| | | | | | | | | | |=
ggggglgggg
| | | | | | | | | | |=
ggglllgggg
| | | | | | | | | | |=
ggg-gggggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
| | |j| |g|g| | | | |=
         
| | |j|j|j|g| | | | |=
         
|g|g|g|g| |g|g|g|g|g|=
ggg     
|g|g|g|g| |g|g|g|g|g|=
gg       
|g|g|g| | |g|g|g|g|g|=
ggg gggggg
}}
</playfield>
|}
|}
|
 
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
         
| | | | | | | | | | |=
gggg  ggg
| | | | | | | | | | |=
ggg    ggg
| | | | | | | | | | |=
gggg ggggg
| | | | | | | | | | |=
ggggg gggg
| | | | | | | | | | |=
ggggg gggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
  | | | | | | | | | | |=
ggggt ggg
| | | | | | | | | | |=
gggtt- ggg
| | | | | | | | | | |=
ggggtggggg
| | | | | | | | | | |=
ggggg gggg
| | | | | | | | | | |=
ggggg gggg
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
         
| | | | |g|g| | | | |=
         
  | | | | | |g| | | | |=
ggggt ggg
  |g|g|g|g|j|g|g|g|g|g|=
gggtt ggg
|g|g|g|g|j|g|g|g|g|g|=
ggggg gggg
|g|g|g|j|j|g|g|g|g|g|=
ggggg gggg
}}
</playfield>
|}
|}
{|
|<playfield>
      gggg
ggg    ggg
ggggg gggg
ggg gggggg
ggg gggggg
ggg gggggg
</playfield>
|<playfield>
      gggg
ggg tttggg
gggggtgggg
ggg gggggg
ggg gggggg
ggg gggggg
</playfield>
|<playfield>
         
      gggg
ggg tttggg
ggg gggggg
ggg gggggg
ggg gggggg
</playfield>
|}
|}


==See also==
==See also==
*[[Topics]]
*[[I-spins in SRS]]
*[[Back to Back T-Spin Triple]]
 
[[Category:Lists]]
[[Category:Gameplay]]

Latest revision as of 16:16, 19 October 2024

Twists, called "spin moves" in The New Tetris's manual, let a player fix some otherwise difficult situations. These examples cover recent games, but some of them may not work for earlier Tetris games that use little or no wall kick.

Rewards for twists

Some games give scoring rewards for twisting a tetromino into a tight space. Two basic algorithms, with slight variations, have been used in newer games to detect and reward in-place spins:

  • Immobile, used in The New Tetris: A twist is recognised if a tetromino locks in a position where it cannot move left, right, or up. There is only a reward if rows are completed in this way.
  • 3-corner T, used in Tetris Guideline-based games: A T-Spin bonus is awarded if all of the following are true:[1]
    1. Tetromino being locked is T.
    2. Last successful movement of the tetromino was a rotate, as opposed to sideways movement, downward movement, or falling due to gravity. (Canceling lock delay in games that allow it, such as Tetris DS, does not count as a movement.) The tetromino doesn't even have to end up in a different orientation than it was dropped in; setting up the "well-known twist" below in Tetris Worlds or Tetris DS and pressing both rotate buttons (B–A or A–B) will trigger the T-spin bonus even without any net rotation.
    3. Three of the 4 squares diagonally adjacent to the T's center are occupied. (In Tetris DS, the walls and floor surrounding the playfield are considered "occupied", while in Tetris Worlds for GBA, they aren't.

Different games add further restrictions:

  • 3-corner T no wall, used in Tetris Worlds: The walls and floor surrounding the playfield are not considered "occupied". This means that if a wall kick places the T tetromino with its flat side against the wall or floor, the T-spin will not be recognized. (Kicks that place the flat side against blocks in the playfield still work.)
  • 3-corner T no kick, used in Tetris: New Century, iPod Tetris, and Tetris Evolution: The final rotation must not involve a wall kick, that is, it recognizes only the "well known twist" below.

(The names for the algorithms are unofficial, taken from the fan game Lockjaw.)

Tetris Stardust awards a Spin Rank when the player performs twists with any tetromino, if the twist moves it below its previous lowest position. The score associated with Spin Rank is separate from action scores such as line clears.

In some of these diagrams, especially those involving S and Z tetrominoes, the "center" corresponding to the center of rotation in SRS is marked with a circle (C).

Twists with T (or T-Spin)

Main article: T-Spin

A well-known twist involves the tetromino T. In fact, these are the only twists that games that use "3-corner T no kick" reward.

     TGG
GGGGTC GGG
GGGGGTGGGG

Soft drop

      GG
GGGGTCTGGG
GGGGGTGGGG

Rotate left

     TGG
    TC GGG
GGGGGTGGGG

Soft drop

      GG
    TCTGGG
GGGGGTGGGG

Rotate once

     TGG
     CTGGG
GGGGGTGGGG

Or twice

In SRS games that reward kick T-Spins like Tetris DS and Tetris Zone, making use of a wall kick saves a bit of soft-dropping time. This will not count in several Guideline games like Tetris Evolution or Tetris Splash; later games including Tetris Effect will detect this kick as a T-Spin.

    T
  GGCTGG
GGGGT  GGG
GGGGG GGGG

Soft drop

  GG  GG
GGGGTCTGGG
GGGGGTGGGG

Rotate right

The following works in Tetris DX, ARS, and SRS, but it is not scored as a T-spin in Tetris Worlds if performed on the floor of the playfield.

     TGGGG
GGGGTTGGGG
GGG  TGGGG

Soft drop

      GGGG
GGGGT GGGG
GGGTTTGGGG

Rotate right

The above move must be done differently in The New Tetris, but also works and in games using ARS. As this does not involve a wallkick in TGM, it also works in Sega rotation:

    O GGGG
GGGGOOGGGG
GGG O GGGG

Firm drop

      GGGG
GGGGO GGGG
GGGOOOGGGG

Rotate left

This example from SRS is not a T-spin under the old rule, as the tetromino could have been rotated before being dropped, but SRS games from Tetris Worlds through Tetris Online (Japan) count it anyway:

     G T
GGGGGGTTTG
GGGGGG GGG
     GT
GGGGGGTT G
GGGGGGTGGG

This one is a T-spin in Tetris DS but not Tetris Worlds due to the difference in how the playfield walls are handled:

 T       G
TCTGGGGGGG
 GGGGGGGGG
T        G
CT GGGGGGG
TGGGGGGGGG

Triples may not seem possible, but especially games using SRS will allow them regardless. Notice that the ending position of the T tetromino does not overlap the starting position. Several later guideline games don't recognise this, either by not counting triples made with this twist as a T-spin (Tetris Zone), or by not recognising this twist as a T-spin at all (Tetris Evolution). However, beginning with Tetris Friends, T-Spin Triples performed with this setup are always rewarded.

   TGG
  TTTG
GGGG GGGGG
GGG  GGGGG
GGGG GGGGG

Soft drop and slide

    GG
     G
GGGGTGGGGG
GGGTTGGGGG
GGGGTGGGGG

Rotate left

This one works in Atari rotation:

   GG
   GSSS
   G S
GGGG GGGGG
   GG
   GS
   GSS
GGGGSGGGGG

And this works in both SRS and Atari rotation (assuming there is a rotate right button):

   GG
   G T
   GTTT
GGGG GGGGG
   GG
   GT
   GTT
GGGGTGGGGG

A complicated SRS example:

GGGGGGGGT
GGGGGG  TT
GGGGGGG TG
GGGGGGG  G
GGGGGGG GG
GGGGGGGG
GGGGGG TTT
GGGGGGG TG
GGGGGGG  G
GGGGGGG GG
GGGGGGGG
GGGGGGTTT
GGGGGGGT G
GGGGGGG  G
GGGGGGG GG
GGGGGGGG
GGGGGG
GGGGGGGT G
GGGGGGGTTG
GGGGGGGTGG

Twists with I

Works in TGM and SRS:

GGGGGGGGI
GGGGGG  I
GGGGGGGGI
GGGGGGGGI
GGGGGGGG
GGGGGGIIII
GGGGGGGG
GGGGGGGG

If changing position to the second row, rotate three times so to twist on lower-middle square.

   IIII
GGGG GGGGG
GGG    GGG
GGGG GGGGG
GGGG GGGGG
GGGGIGGGGG
GGG I  GGG
GGGGIGGGGG
GGGGIGGGGG

Rotate left

GGGG GGGGG
GGGIIIIGGG
GGGG GGGGG
GGGG GGGGG

Rotate right

If changing positions to the right columns, turn right. If left, turn left.

In SRS, I tetrominoes can be rotated on their end blocks:

    I
   GIG
GGGGIGGGGG
GGGGI   GG
   G G
GGGG GGGGG
GGGGIIIIGG

This one works in SRS and Atari rotation:

GGG
GGIIII
GG GGGGGGG
GG GGGGGGG
GG GGGGGGG
GGG
GGI
GGIGGGGGGG
GGIGGGGGGG
GGIGGGGGGG

SRS has a slight asymmetry with how end-block rotation is handled. See I-spins in SRS.

This one is silly but should work (with minor variations) in most systems, even if it is not rewarded:

GGG
GG
GIIII
GG GGGGGGG
GG GGGGGGG
GGG
GGI
G I
GGIGGGGGGG
GGIGGGGGGG

The minor variation required for TGM and Sega rotation systems is to do a mirror-image version. This also works in SRS, as well as other systems where I rounds to the right and has no wallkick:

       GGG
        GG
     ZZZZG
GGGGGGG GG
GGGGGGG GG
       GGG
       ZGG
       Z G
GGGGGGGZGG
GGGGGGGZGG

In games that use Atari rotation, a similar maneuver can produce a triple:

GGG
GZZZZ
GG GGGGGGG
GG GGGGGGG
GG GGGGGGG
GGG
G Z
GGZGGGGGGG
GGZGGGGGGG
GGZGGGGGGG

Twists with S and Z

Game Boy, Sega, TDX, TGM, SRS

   S GGGGG
GGGSC GGGG
GGG SGGGGG

Rotate left
and soft drop

     GGGGG
GGG CSGGGG
GGGSSGGGGG

Rotate left

NES, Sega, TDX, TGM, SRS

GGGGG Z
GGGG CZGGG
GGGGGZ GGG

Rotate right
and soft drop

GGGGG
GGGGZC GGG
GGGGGZZGGG

Rotate right

SRS only:

   S
   CS
GGGGS GGGG
GGG  GGGGG

Rotate right
and soft drop

GGGGCSGGGG
GGGSSGGGGG

Rotate right again

SRS only:

   S
   CSGGGGG
GGGGS GGGG
GGG  GGGGG
     GGGGG
GGGGCSGGGG
GGGSSGGGGG

SRS only:

   ZZGG
    CZG
GGGGG GGGG
GGGG  GGGG
GGGG GGGGG
     GG
      G
GGGGGZGGGG
GGGGZCGGGG
GGGGZGGGGG
   GGSS
   GSC
GGGG GGGGG
GGGG  GGGG
GGGGG GGGG
   GG
   G
GGGGSGGGGG
GGGGCSGGGG
GGGGGSGGGG

SRS only:

    SS
   SCGG
GGG GGGGGG
GGG  GGGGG
GGGG GGGGG
     GG
GGGSGGGGGG
GGGSCGGGGG
GGGGSGGGGG
   ZZ
  GGCZ
GGGGG GGGG
GGGG  GGGG
GGGG GGGGG
  GG
GGGGGZGGGG
GGGGCZGGGG
GGGGZGGGGG

In this case, if using S, turn left both times and if using Z, turn right both times.

   S
  GSCG
GGG SGGGGG
GG  GGGGGG
  G  G
GGGCSGGGGG
GGSSGGGGGG

Twists with J and L

Works in virtually all versions, including Tetris (Game Boy):

    LGGGGG
GGG L GGGG
GGG LLGGGG
     GGGGG
GGGLLLGGGG
GGGL  GGGG

Works with TGM and SRS:

   JJ
GGGJGGGGGG
GGGJ  GGGG
GGGJGGGGGG
GGGJJJGGGG
    LL
GGGGGLGGGG
GGG  LGGGG
GGGGGLGGGG
GGGLLLGGGG
  LGGGGGGG
  LG GGGGG
  LL GGGGG
   GGGGGGG
   GLGGGGG
  LLLGGGGG
GGGGGGGJ
GGGGG GJ
GGGGG JJ Z
GGGGGGG
GGGGGJG
GGGGGJJJ Z

(For the last one, the block highlighted in red is needed in TGM, but is optional in SRS. The edge of the field may also be used in place of that block.)

Works with TGM and TOD:

GGGJJ
G  JGGGGGG
GGGJGGGGGG
GGG
GJJJGGGGGG
GGGJGGGGGG
     LLGGG
GGGGGGL  G
GGGGGGLGGG
       GGG
GGGGGGLLLG
GGGGGGLGGG

Works with SRS only:

   GGLLG
   GGGLG
GGGG  LGGG
GGGG GGGGG
   GG  G
   GGG G
GGGGLLLGGG
GGGGLGGGGG

Like other spin triples, this works with SRS only:

  J GG
  JJJG
GGGG GGGGG
GGGG GGGGG
GGG  GGGGG
    GG
     G
GGGGJGGGGG
GGGGJGGGGG
GGGJJGGGGG

Tengen oddball (video):

II
ZII
Z LLL
Z JJL
Z JJ
II
ZII
ZLL
ZLJJ
ZLJJ

Twists with O

Most Tetris games do not move the O tetromino when rotated or allow it to kick. However, Tetris 64 and Tetris Stardust use custom rotation systems allowing O twists.

In Tetris 64, "Rotate Center" and "Offset Turn" must be enabled.

For all O twists in Stardust, always rotate in the direction of horizontal movement.

T64 and Stardust:

GGGOOGGGGG
GGGOO GGGG
GGGG  GGGG
GGG  GGGGG
GGG OOGGGG
GGGGOOGGGG

For the mirrored setup, rotate right in T64. This is because rotating 0->R in T64 naturally moves the O tetromino down, then allows it to kick in either direction.

GGGGOOGGGG
GGG OOGGGG
GGG  GGGGG
GGGG  GGGG
GGGOO GGGG
GGGOOGGGGG

T64 and Stardust:

  • In T64, double-tap any rotation button to perform. Requires "Double Turn" to be enabled.
GGGOOGGGGG
GGGOO  GGG
GGGGG  GGG
GGG  GGGGG
GGG  OOGGG
GGGGGOOGGG

Stardust only:

GGGOOGGGGG
GGGOOGGGGG
GGGG  GGGG
GGGG  GGGG
GGG  GGGGG
GGG  GGGGG
GGGGOOGGGG
GGGGOOGGGG

Twist Option

Sometimes there is more than one way to twist a piece into a hole. Think about which twist is best for the situation. Which cells should be filled, and which should be left behind?

GGGG
GGGG
GGGGG GGGG
GGG   GGGG
GGG GGGGGG
GGGG
GGGG
GGGGG-GGGG
GGGLLLGGGG
GGGLGGGGGG

SRS only

GGGG
GGGG
GGGGG GGGG
GGG
GG
GGGGG GGGG
GGG   GGGG
GGG GGGGGG
GGG
GG
GGGGGLGGGG
GGGLLLGGGG
GGG-GGGGGG
GGG
GG
GGG GGGGGG
GGGG   GGG
GGG    GGG
GGGG GGGGG
GGGGG GGGG
GGGGG GGGG
GGGGT  GGG
GGGTT- GGG
GGGGTGGGGG
GGGGG GGGG
GGGGG GGGG
GGGGT  GGG
GGGTT  GGG
GGGGG GGGG
GGGGG GGGG
      GGGG
GGG    GGG
GGGGG GGGG
GGG GGGGGG
GGG GGGGGG
GGG GGGGGG
      GGGG
GGG TTTGGG
GGGGGTGGGG
GGG GGGGGG
GGG GGGGGG
GGG GGGGGG
      GGGG
GGG TTTGGG
GGG GGGGGG
GGG GGGGGG
GGG GGGGGG

See also