Alternative Line Clear: Difference between revisions
No edit summary |
No edit summary |
||
(9 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{merge|skimming}} | |||
Sometimes, a player needs to break back-to-back and [[skimming|skim lines down]] with intuitive methods. This is especially necessary in multiplayer to clear garbage efficiently. Make use of the different properties of the seven tetrominoes. Don't always clear lines in the most obvious manner because it might not be the optimal method. Think outside of the box. | |||
For this diagram situation, a Z is the obvious fit to clear a double but there are better choices. | For this diagram situation, a Z is the obvious fit to clear a double but there are better choices. | ||
{| | {| | ||
| | |<playfield> | ||
.......... | |||
GGGGGGGG.. | |||
GGGGGGGG.. | |||
GGGGGGGG.G | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
GGGGGGGGT. | |||
GGGGGGGGTT | |||
{ | GGGGGGGGTG | ||
{ | GGGGGGGGG. | ||
GGGGGGGGG. | |||
</playfield> | |||
| | |<playfield> | ||
.......... | |||
GGGGGGGGJJ | |||
GGGGGGGGJ. | |||
GGGGGGGGJG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|<playfield> | |||
........I. | |||
GGGGGGGGI. | |||
GGGGGGGGI. | |||
GGGGGGGGIG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|} | |||
On the other hand, if ZST are in the [[Piece preview|preview]], Z might be a good choice, allowing for a [[Twist#T|T-spin]] single that restores back-to-back: | |||
{| | |||
|- valign="top" | |||
|<playfield> | |||
.......... | |||
GGGGGGGGOO | |||
GGGGGGGGOO | |||
GGGGGGGG.G | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
Either an O | |||
|<playfield> | |||
.......... | |||
GGGGGGGG.Z | |||
GGGGGGGGZZ | |||
GGGGGGGGZG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
or a Z | |||
|<playfield> | |||
.......... | |||
......SS.. | |||
.....SS... | |||
GGGGGGGG.Z | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
gets the field<br>to this state | |||
|<playfield> | |||
.......... | |||
......SST. | |||
.....SSTT. | |||
GGGGGGGGTZ | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
to make a<br>T-spin single | |||
|} | |||
In this diagram situation, an O would fit snugly but it's not optimal and forces you to clear two singles. | |||
{| | |||
|<playfield> | |||
GG........ | |||
GG....GGGG | |||
GGG..GGGGG | |||
GGG..GGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|<playfield> | |||
GG........ | |||
GGLLJJGGGG | |||
GGGLJGGGGG | |||
GGGLJGGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|<playfield> | |||
GGS..Z.... | |||
GGSSZZGGGG | |||
GGGSZGGGGG | |||
GGG..GGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|<playfield> | |||
GG...Z.... | |||
GGLLZZGGGG | |||
GGGLZGGGGG | |||
GGGL.GGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|<playfield> | |||
GGS....... | |||
GGSSJJGGGG | |||
GGGSJGGGGG | |||
GGG.JGGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|} | |} | ||
If you don't see a T coming and desperately need to flatten the field in this situation, try these methods. | |||
{| | |||
|<playfield> | |||
.......... | |||
GG....GGGG | |||
GGG...GGGG | |||
GGGG.GGGGG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
GG...LGGGG | |||
GGGLLLGGGG | |||
GGGG.GGGGG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
.......... | |||
GGJJJLGGGG | |||
GGGGJGGGGG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|} | |||
These variations don't open up the column but do make room for a T-Spin. | |||
{| | {| | ||
| | |<playfield> | ||
.......... | |||
GG....GGGG | |||
GGG...GGGG | |||
GGGG.GGGGG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
| | |<playfield> | ||
..S....... | |||
GGSS.ZGGGG | |||
GGGSZZGGGG | |||
GGGGZGGGGG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
| | |<playfield> | ||
..Z....... | |||
GGZZOOGGGG | |||
GGGZOOGGGG | |||
GGGG.GGGGG | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
GGGGGGGGG. | |||
</playfield> | |||
|} | |} | ||
[[Category: | [[Category:Gameplay]] |
Latest revision as of 06:58, 10 September 2019
Sometimes, a player needs to break back-to-back and skim lines down with intuitive methods. This is especially necessary in multiplayer to clear garbage efficiently. Make use of the different properties of the seven tetrominoes. Don't always clear lines in the most obvious manner because it might not be the optimal method. Think outside of the box.
For this diagram situation, a Z is the obvious fit to clear a double but there are better choices.
On the other hand, if ZST are in the preview, Z might be a good choice, allowing for a T-spin single that restores back-to-back:
Either an O |
or a Z |
gets the field |
to make a |
In this diagram situation, an O would fit snugly but it's not optimal and forces you to clear two singles.
If you don't see a T coming and desperately need to flatten the field in this situation, try these methods.
These variations don't open up the column but do make room for a T-Spin.