List of twists

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Revision as of 17:37, 1 January 2007 by *>Tepples (→‎Twists with ''T'' (or ''T-Spin''): meant "no kick", as "no wall" refers to not treating the walls and floor as "occupied")
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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 variations:

  • 3-corner T no wall, used in Tetris Worlds: The walls and floor surrounding the playfield are not considered "occupied".
  • 3-corner T no kick, used in Tetris: New Century and iPod Tetris: 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)

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

tgg
Ctggg
gggggtgggg

Rotate twice

Other variants exist, especially in games that use some form of wall kick. For example, the following works in TGM rotation and in 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

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 DS 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.

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

This one works in SRS as well:

gg
gt
gttt
ggggggggg
gg
gt
gtt
ggggtggggg

Twists with I

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

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

If using S, rotate right both times. If using Z, rotate left both times.

sggggg
gggsCgggg
gggsggggg
ggggg
gggCsgggg
gggssggggg

SRS only:

s
Csggggg
ggggsgggg
gggggggg

Rotate right
and soft drop

ggggg
ggggCsgggg
gggssggggg

Rotate right again

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.

gsg
gsCg
gggsggggg
gggggggg
gg
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
lggggg
lgggg
llggg
ggggg
glggg
lllggg

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

See also