Stacking for Tetrises: Difference between revisions

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*Stack flat, but not too flat, to allow for S and Z tetrominoes. Having a flat field will allow you to rotate less and save time.
*Stack flat, but not too flat, to allow for S and Z tetrominoes. Having a flat field will allow you to rotate less, which saves time. You will also have more placement opportunities. The even field will allow you to think less and you will be able to react faster.
*In SRS, leave the column on the far right open to tetris in, as pieces are biased towards the left. You will save a few translations because they will move a smaller distance.  
*In SRS, leave the column on the far right open to tetris in, as pieces are biased towards the left. You will save a few translations because they will move a smaller distance.  
*Try not to build empty columns greater than 2 cells deep, as this will require an I tetromino that can be better used to tetris. However, a Tetris requires 10 pieces, so for roughly every 2nd tetris, you have an I block to spare if you are using the 7-bag randomizer.
*Try not to build empty columns greater than 2 cells deep, as this will require an I tetromino that can be better used to tetris. However, a Tetris requires 10 pieces, so for roughly every 2nd tetris, you have an I block to spare if you are using the 7-bag randomizer.

Revision as of 11:07, 11 March 2007

Premise

This article will deal with the the skill of stacking for many consecutive tetrises. It will be biased towards SRS and guideline games. It is a work in progress. Stacking for tetris is a useful skill in games that reward B2B tetrises, or do not reward t-spins. There is an argument to be made that pure tetrising is more elegant than other methods that involves lesser clears or t-spins. see [1] for in-depth discussion.

Advanced techniques must be learnt through experience, and cannot be feasibly taught.

Basics

  • Stack flat, but not too flat, to allow for S and Z tetrominoes. Having a flat field will allow you to rotate less, which saves time. You will also have more placement opportunities. The even field will allow you to think less and you will be able to react faster.
  • In SRS, leave the column on the far right open to tetris in, as pieces are biased towards the left. You will save a few translations because they will move a smaller distance.
  • Try not to build empty columns greater than 2 cells deep, as this will require an I tetromino that can be better used to tetris. However, a Tetris requires 10 pieces, so for roughly every 2nd tetris, you have an I block to spare if you are using the 7-bag randomizer.
  • If hold piece option is available, make sure to keep an I in reserve to compensate for inconsistent stacking. Sometimes, a player is forced to create 3 cell deep empty columns that can only be fixed by an I tetromino. However, don't fall into the trap of stubbornly saving the I piece if doing so prevents you from stacking optimally.
  • Don't waste an I if another tetromino fits better. Use an I when stacking only to avoid future complications or at the beginning of a game. Don't forget that an I can be placed anywhere on the field due to its vertical orientation.
  • In singleplayer, try not to tetris if you don't have an I piece to reserve in the hold box. Hold the I, stack more, and wait for the next I to come. Doing so will give a player more room for inconsistent stacking. Try not to tetris often from switching an I out of the hold box because it wastes a frame.

Much must be learnt from experience, and you will quickly see what pieces when placed in certain positions compromise your future stacking. When this happens, stop and examine the playfield, and determine the best position. Analyze your playing to better yourself.

Situational

  • Use a T to convert an S/Z field position into a Z/S.
Tet.pngTet.pngGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.png-GGGGTet.pngTet.pngTet.pngTet.png
--GGGGGGGTet.png
G-GGGGGGGTet.png
GGGGGGGGGTet.png
Tet.pngTet.pngGGTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
-Tet.pngGGGGTet.pngTet.pngTet.pngTet.png
--GGGGGGGTet.png
-GGGGGGGGTet.png
GGGGGGGGGTet.png
  • Eliminate step pyramid structures with a T. Avoid fixing such situations with S and Z, which often leads to castle structures.
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngGTet.pngTet.png-Tet.png
GGGGGGG--Tet.png
GGGGGGGG-Tet.png
GGGGGGGGGTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
-Tet.pngTet.pngGTet.pngGTet.pngTet.pngGTet.png
--GGGGGGGTet.png
-GGGGGGGGTet.png
GGGGGGGGGTet.png
  • Eliminate castle strutures with a T depending on your preview.
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
---Tet.pngTet.pngGGGGTet.png
G-GTet.pngGGGGGTet.png
GGGGGGGGGTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.png---GGGGTet.png
GTet.pngG-GGGGGTet.png
GGGGGGGGGTet.png
  • Avoid placing a J upright towards the left wall if you don't expect another J to appear soon. The same idea applies to L tetrominoes, either at a wall or at the edge.
Tet.png-Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.png-Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
--GTet.pngTet.pngGGGGTet.png
GGGGGGGGGTet.png
GGGGGGGGGTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png-Tet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png-Tet.pngTet.png
Tet.pngTet.pngGTet.pngTet.pngGG--Tet.png
GGGGGGGGGTet.png
GGGGGGGGGTet.png