T-Spin Situations 10000 To 15555: Difference between revisions
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'' TSD '' | |||
{| | |||
|<playfield> | |||
.......... | |||
......Z... | |||
.....ZZ..J | |||
GGGGGZPPPJ | |||
GGGGGGGPJJ | |||
</playfield> | |||
|<playfield> | |||
.......... | |||
.......... | |||
.....SS..J | |||
GGGGSSPPPJ | |||
GGGGGGGPJJ | |||
</playfield> | |||
=== 11100 === | === 11100 === | ||
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[[Category:T-Spin setups]] |
Latest revision as of 09:34, 4 June 2021
This is a work in progress, and for the time being is intended only for T-spin setups. The purpose is to determine which T-spin setup most effectively manipulates a given situation. No more than 1 of every type of piece (I,J,L,O,S,T,Z) can be used in a setup in order to show a plausible setup in games that use the Random Generator. More than one setup can be added to a situation if the pieces come in different orders with the resulting T-spin being equal, or if a lesser T-spin leaves a situation where a 2nd T-spin is likely to happen. The situations are limited to 5 rows but more rows can be added when setting up pieces.
When a column has a hole below a block, the blocks and holes in that column are represented by 1s and 0s in parentheses ordered from bottom to top. A number outside of parentheses represents the solid height of the corresponding column 6-10. Columns 1-5 can be adjusted to fit the needs of a setup, but should be kept simple with the T-spin hole being created on the right side of the well. A complicated example:
4(01000)20(00101)
TSD
Situations are sorted first by the height of column 6, then 7, and so on. When multiple situations are identical in columns 6-10 but different in 1-5 they are labeled "A, B, C..." in no particular order.
10000
TSS
1000(10100)
TSD
11000
TSS
TSD
11100A TSS B TST 11101TSD 11102TSS-(TST likely) 1110(10100)A TSD B TSD C TSD 12100TST 12101TSD |