List of twists: Difference between revisions

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[[Guideline compliant game differences|Different games]] add further restrictions:
[[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 part against the wall or floor, the T-spin will not be recognized.
*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.
*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.



Revision as of 19:26, 6 February 2008

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 DS and other SRS 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.)

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)

See also: T-Spin methods

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
ggggtCggg
gggggtgggg

Soft drop

gg
ggggtCtggg
gggggtgggg

Rotate left

tgg
tCggg
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 newer games like Tetris Evolution or Tetris Splash.

t
ggCtgg
ggggtggg
ggggggggg

Soft drop

gggg
ggggtCtggg
gggggtgggg

Rotate right

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

tgggg
ggggttgggg
gggtgggg

Soft drop

gggg
ggggtgggg
gggtttgggg

Rotate right

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

ogggg
ggggoogggg
gggogggg

Firm drop

gggg
ggggogggg
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:

gt
ggggggtttg
ggggggggg
gt
ggggggttg
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:

tg
tCtggggggg
ggggggggg
tg
Ctggggggg
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. 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).

tgg
tttg
ggggggggg
gggggggg
ggggggggg

Soft drop and slide

gg
g
ggggtggggg
gggttggggg
ggggtggggg

Rotate left

This one works in Atari rotation:

gg
gSSS
gS
ggggggggg
gg
gS
gSS
ggggSggggg

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

gg
gt
gttt
ggggggggg
gg
gt
gtt
ggggtggggg

A complicated SRS example:

ggggggggt
ggggggtt
gggggggtg
gggggggg
ggggggggg
gggggggg
ggggggttt
gggggggtg
gggggggg
ggggggggg
gggggggg
ggggggttt
gggggggtg
gggggggg
ggggggggg
gggggggg
gggggg
gggggggtg
gggggggttg
gggggggtgg

Twists with I

Works in TGM and SRS:

ggggggggi
ggggggi
ggggggggi
ggggggggi
gggggggg
ggggggiiii
gggggggg
gggggggg

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

ggggiggggg
gggiggg
ggggiggggg
ggggiggggg
ggggggggg
gggiiiiggg
ggggggggg
ggggggggg

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
ggggigg
gg
ggggggggg
ggggiiiigg
ggg
ggiiii
ggggggggg
ggggggggg
ggggggggg
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
ggggggggg
ggggggggg
ggg
ggi
gi
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
ggggggggg
ggggggggg
ggg
zgg
zg
gggggggzgg
gggggggzgg

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

ggg
gzzzz
ggggggggg
ggggggggg
ggggggggg
ggg
gz
ggzggggggg
ggzggggggg
ggzggggggg

Twists with S and Z

Game Boy, Sega, TDX, TGM, SRS

sggggg
gggsCgggg
gggsggggg

Rotate left
and soft drop

ggggg
gggCsgggg
gggssggggg

Rotate left

NES, Sega, TDX, TGM, SRS

GGGGGZ
GGGGCZGGG
GGGGGZGGG

Rotate right
and soft drop

GGGGG
GGGGZCGGG
GGGGGZZGGG

Rotate right

SRS only:

s
Cs
ggggsgggg
gggggggg

Rotate right
and soft drop

ggggCsgggg
gggssggggg

Rotate right again

SRS only:

s
Csggggg
ggggsgggg
gggggggg
ggggg
ggggCsgggg
gggssggggg

SRS only:

zzgg
Czg
ggggggggg
gggggggg
ggggggggg
gg
g
gggggzgggg
ggggzCgggg
ggggzggggg
ggss
gsC
ggggggggg
gggggggg
ggggggggg
gg
g
ggggsggggg
ggggCsgggg
gggggsgggg

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

s
gsCg
gggsggggg
gggggggg
gg
gggCsggggg
ggssgggggg

Twists with J and L

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

LGGGGG
GGGLGGGG
GGGLLGGGG
GGGGG
GGGLLLGGGG
GGGLGGGG

Works with TGM and SRS:

jj
gggjgggggg
gggjgggg
gggjgggggg
gggjjjgggg
ll
ggggglgggg
ggglgggg
ggggglgggg
ggglllgggg
lggggggg
lgggggg
llggggg
ggggggg
glggggg
lllggggg
gggggggj
ggggggj
gggggjjz
ggggggg
gggggjg
gggggjjjz

(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 only:

gggjj
gjgggggg
gggjgggggg
ggg
gjjjgggggg
gggjgggggg
llggg
gggggglg
gggggglggg
ggg
gggggglllg
gggggglggg

Works with SRS only:

ggllg
ggglg
gggglggg
ggggggggg
ggg
gggg
gggglllggg
gggglggggg

Like other spin triples, this works with SRS only:

jgg
jjjg
ggggggggg
ggggggggg
gggggggg
gg
g
ggggjggggg
ggggjggggg
gggjjggggg

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
ggggggggg
ggggggg
ggggggggg
gggg
gggg
ggggg-gggg
ggglllgggg
ggglgggggg

SRS only

gggg
gggg
ggggggggg
ggg
gg
ggggggggg
ggggggg
ggggggggg
ggg
gg
ggggglgggg
ggglllgggg
ggg-gggggg
ggg
gg
ggggggggg
ggggggg
gggggg
ggggggggg
ggggggggg
ggggggggg
ggggtggg
gggtt-ggg
ggggtggggg
ggggggggg
ggggggggg
ggggtggg
gggttggg
ggggggggg
ggggggggg
gggg
gggggg
ggggggggg
ggggggggg
ggggggggg
ggggggggg
gggg
gggtttggg
gggggtgggg
ggggggggg
ggggggggg
ggggggggg
gggg
gggtttggg
ggggggggg
ggggggggg
ggggggggg

See also