Tetris DS Systems Guide
1.2
2007-09-20T15:56-06:00
[email protected]
Copyright 2006 Nicholas Cannino
The viewer may copy, give, and present this work and make new forms of this
work under these conditions: the viewer needs to credit the work to its author
and may not use this work for profit-making purposes. The author may give up
these conditions if the viewer has his approval.
Play near a clock and get some sleep.
01 Notes
02 Opening
03 Playing Field
04 Tetrominoes
05 Turning
05.1 Middles
05.2 Twists
05.3 Examples
06 Moving
07 Clearing
07.1 Edge Clearing
07.2 Clearing Holes
08 Multiplayer
08.1 Standard
08.1.1 Clear Values
08.1.2 Technique
09 Credits
10 History
01 Notes
The author made this using Windows Notepad in font Courier New, size ten
without word wrap.
02 Opening
This guide assumes the viewer knows at least a little bit about the game all
ready. It covers empirical information relating to how the game's engine
works, as well as some mention of general gameplay improvement.
03 Playing Field
The playing field measures twenty columns high and ten rows wide. Letters a
through j name columns, and numbers 01 through 22 name rows. Tetrominoes
(marked by "o") start at unseen rows 21 and 22.
22: oooo :
21: ooo :
20:xxxxxxxxxx:
19:xxxxxxxxxx:
18:xxxxxxxxxx:
17:xxxxxxxxxx:
16:xxxxxxxxxx:
15:xxxxxxxxxx:
14:xxxxxxxxxx:
13:xxxxxxxxxx:
12:xxxxxxxxxx:
11:xxxxxxxxxx:
10:xxxxxxxxxx:
09:xxxxxxxxxx:
08:xxxxxxxxxx:
07:xxxxxxxxxx:
06:xxxxxxxxxx:
05:xxxxxxxxxx:
04:xxxxxxxxxx:
03:xxxxxxxxxx:
02:xxxxxxxxxx:
01:xxxxxxxxxx:
abcdefghij
04 Tetrominoes
Notes
The underscored letter marks the tetromino's name-- followed by its color and
starting position.
I
Cyan
22: :
21: oooo :
abcdefghij
O
Yellow
22: oo :
21: oo :
abcdefghij
T
Purple
22: o :
21: ooo :
abcdefghij
S
Green
22: oo :
21: oo :
abcdefghij
Z
Red
22: oo :
21: oo :
abcdefghij
J
Blue
22: o :
21: ooo :
abcdefghij
L
Orange
22: o :
21: ooo :
abcdefghij
05 Turning
Tetrominoes turn on their middle square. The I, S, and Z tetrominoes
have two middle squares. For I, turning left will make it turn on its
left-middle square and turning right will make it turn round its right-middle
square. For S, turning left makes it turn on its lower-middle square and
turning right makes it turn on its higher-middle square. The opposite goes for
Z. Using this knowledge with respect to direction can lower the number of
times a tetromino needs to move left or right.
Take an I for example.
21: :
20: oooo :
19: :
18: :
abcdefghij
Turning it left will make it turn on the E column (the left-middle).
21: o :
20: o :
19: o :
18: o :
abcdefghij
Turning it right will make it turn on the F column.
21: o :
20: o :
19: o :
18: o :
abcdefghij
05.1 Middles
Key
^
--middle
<
--left-middle
>
--right-middle
I
22: o<>o :
21: :
abcdefghij
O
22: oo :
21: oo :
abcdefghij
T
22: o :
21: o^o :
abcdefghij
S
22: >o :
21: o< :
abcdefghij
Z
22: o< :
21: >o :
abcdefghij
J
22: o :
21: o^o :
abcdefghij
L
22: o :
21: o^o :
abcdefghij
05.2 Twists
When dead tetrominoes or a wall get in the way of turning, the tetromino will
twist to other open spaces. It looks through up to five positions. If no open
spaces match these positions, the tetromino will not turn.
Key
T
--turn left
0
--start position
1
--position one
2
--position two
3
--position three
Notes
The unseen right turn positions oppositely copy left turn positions. Under
the pictures, the listed numbers mark which spaces the tetromino will move.
I
0T1
08: :08: :
07: :07: :
06: :06: o :
05: oooo :05: o :
04: :04: o :
03: :03: o :
02: :02: :
01: :01: :
abcdefghij abcdefghij
1(1) No change
1(2) Position one left
1(3) Position two right
1(4) Position two left and two up
1T2
08: :08: :
07: :07: :
06: o :06: :
05: o :05: :
04: o :04: oooo :
03: o :03: :
02: :02: :
01: :01: :
abcdefghij abcdefghij
2(1) No change
2(2) Position two right
2(3) Position two left
2(4) Position one left and three down
2T3
08: :08: :
07: :07: :
06: :06: o :
05: :05: o :
04: oooo :04: o :
03: :03: o :
02: :02: :
01: :01: :
abcdefghij abcdefghij
3(1) No change
3(2) Position one right
3(3) Position two left
3(4) Position two right and one up
3T0
08: :08: :
07: :07: :
06: o :06: :
05: o :05: oooo :
04: o :04: :
03: o :03: :
02: :02: :
01: :01: :
abcdefghij abcdefghij
0(1) No change
0(2) Position two left
0(3) Position two right
All but I and O (uses J for the example)
0T1
07: :07: :
06: :06: :
05: o :05: oo :
04: ooo :04: o :
03: :03: o :
02: :02: :
01: :01: :
abcdefghij abcdefghij
1(1) No change
1(2) Position one right
1(3) Position one right and one up
1(4) Position two down *
1(5) Position one right and two down
1T2
07: :07: :
06: :06: :
05: oo :05: :
04: o :04: ooo :
03: o :03: o :
02: :02: :
01: :01: :
abcdefghij abcdefghij
2(1) No change
2(2) Position one left
2(3) Position one left and one down
2(4) Position one up
2(5) Position one left and one up
2T3
07: :07: :
06: :06: :
05: :05: o :
04: ooo :04: o :
03: o :03: oo :
02: :02: :
01: :01: :
abcdefghij abcdefghij
3(1) No change
3(2) Position one left
3(3) Position one left and one up
3(4) Position one down *
3(5) Position one left and one down
3T0
07: :07: :
06: :06: :
05: o :05: o :
04: o :04: ooo :
03: oo :03: :
02: :02: :
01: :01: :
abcdefghij abcdefghij
0(1) No change
0(2) Position one right
0(3) Position one right and one down
0(4) Position two up
0(5) Position one right and two up
* No change for T
05.3 Examples
Knowledge of how tetrominoes turn can get a player out of trouble at times.
Notes
An "x" marks dead tetrominoes.
I
05: :05: :
04:xxxxxoxxxx:04:xxxxx xxxx:
03:xxx o xxx:03:xxxooooxxx:
02:xxxxxoxxxx:02:xxxxx xxxx:
01:xxxxxoxxxx:01:xxxxx xxxx:
abcdefghij abcdefghij
If changing position to the second row, turn three times so to twist on
lower-middle square.
05: :05: :
04: o :04: :
03: xox :03: x x :
02:xxxxoxxxxx:02:xxxx xxxxx:
01:xxxxo xx:01:xxxxooooxx:
abcdefghij abcdefghij
If changing position to the right columns, turn right. If left, turn left.
T
05: :05: :
04: :04: :
03: oxxxx:03: xxxx:
02:xxxxoo xxx:02:xxxxoooxxx:
01:xxxxxoxxxx:01:xxxxxoxxxx:
abcdefghij abcdefghij
05: :05: :
04: :04: :
03: oxxxx:03: xxxx:
02:xxxxooxxxx:02:xxxxo xxxx:
01:xxx oxxxx:01:xxxoooxxxx:
abcdefghij abcdefghij
05: oxx :05: xx :
04: ooox :04: x :
03:xxxxx xxxx:03:xxxxxoxxxx:
02:xxxx xxxx:02:xxxxooxxxx:
01:xxxxx xxxx:01:xxxxxoxxxx:
abcdefghij abcdefghij
S and Z
05: :05: :
04: :04: :
03: o xxxxx:03: xxxxx:
02:xxxoo xxxx:02:xxx ooxxxx:
01:xxx oxxxxx:01:xxxooxxxxx:
abcdefghij abcdefghij
If using S, turn right. If using Z, turn left.
05: :05: :
04: o :04: :
03: oo :03: :
02:xxxxo xxxx:02:xxxxooxxxx:
01:xxx xxxxx:01:xxxooxxxxx:
abcdefghij abcdefghij
05: :05: :
04: xo x :04: x x :
03: xoox :03: x x :
02:xxxx oxxxx:02:xxxxooxxxx:
01:xxx xxxxx:01:xxxooxxxxx:
abcdefghij abcdefghij
If using S, turn left. If using Z, turn right.
05: xxoo :05: xx :
04: xoo :04: x :
03:xxx xxxxxx:03:xxxoxxxxxx:
02:xxx xxxxx:02:xxxooxxxxx:
01:xxxx xxxxx:01:xxxxoxxxxx:
abcdefghij abcdefghij
If using S, turn right. If using Z, turn left.
J and L
05: :05: :
04: :04: :
03: oo :03: :
02:xxxoxxxxxx:02:xxxoxxxxxx:
01:xxxo xxxx:01:xxxoooxxxx:
abcdefghij abcdefghij
05: o xx :05: xx :
04: ooox :04: x :
03:xxxxx xxxx:03:xxxxxoxxxx:
02:xxxxx xxxx:02:xxxxxoxxxx:
01:xxxx xxxx:01:xxxxooxxxx:
abcdefghij abcdefghij
06 Moving
All but two tetrominoes start one column nearer to the left than to the right.
Any tetromino will need to move five spaces or shorter.
Notes
A "{...}" lists the lowest number of moves needed for all drops from left to
right.
I
Flat
{3,2,1,0,1,2,3}
Up-and-down
{4,3,2,1,0,1,2,3,4}
O
No change
{4,3,2,1,0,1,2,3,4}
T, J, and L
Flat
{3,2,1,0,1,2,3,4}
Up-and-down (turn left)
{3,2,1,0,1,2,3,4,5}
Up-and-down (turn right)
{4,3,2,1,0,1,2,3,4}
S and Z
Flat or Up-and-down
{3,2,1,0,1,2,3,4}
07 Clearing
Single
clearing one line. All tetrominoes may clear a single.
Double
clearing two lines at the same time. All tetrominoes may clear a double.
Triple
clearing three lines at the same time. All tetrominoes but O may clear a
triple.
Tetris
clearing four lines at the same time. Only I may clear a tetris.
07.1 Edge clearing
A player clears an edge to keep from making holes or to keep from topping
out. Edge clearing uses the edges formed from broken lines.
Example of a normal tetris clear
07:xxxxxxxxx :
06:xxxxxxxxx :
05:xxxxxxxxx :
04:xxxxxxxxxo:
03:xxxxxxxxxo:
02:xxxxxxxxxo:
01:xxxxxxxxxo:
abcdefghij
Examples of edge clearing
07:xxxxxxxooo:
06:xxxxxxxxxo:
05:xxxxxxxxx :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxxoo:
06:xxxxxxxxxo:
05:xxxxxxxxxo:
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxoooo:
06:xxxxxxxxx :
05:xxxxxxxxx :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxxoo:
06:xxxxxxxxoo:
05:xxxxxxxxx :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxxo :
06:xxxxxxxxoo:
05:xxxxxxxxxo:
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxoo :
06:xxxxxxxxoo:
05:xxxxxxxxx :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxx o :
06:xxxxxxxooo:
05:xxxxxxxxx :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxo :
06:xxxxxxxooo:
05:xxxxxxxxx :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxooo:
06:xxxxxxxo :
05:xxxxxxxxx :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxxo :
06:xxxxxxxxoo:
05:xxxxxxxxo :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxxoo:
06:xxxxxxxxo :
05:xxxxxxxxo :
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07:xxxxxxxxo :
06:xxxxxxxxo :
05:xxxxxxxxoo:
04:xxxxxxxxx :
03:xxxxxxxxx :
02:xxxxxxxxx :
01:xxxxxxxxx :
abcdefghij
07.2 Clearing holes
In order to effectively work on holes, a player needs to carefully drop
tetrominoes so they do not make things worse by seeing what holes lie below
the baseline. The baseline marks the highest broken line without any holes
over it.
04 xxxx
03 xx xxxxxx
02 xxxxxxx x
01 xxxxxx
abcdefghij
Row 03 marks the baseline. A player will need to clear this row before
moving on to the rows under it. In addition, the player will need to clear
not less than two lines before working on row 02, as rows 03 and 04 cover
row 02. If the player needs to keep making tetrises, the player will still
uncover the hole at row 02 so long as the player will not drop any
tetrominoes over column h at or over row 06. In this way, the player needs
to additionally watch row 01. By dropping less tetrominoes over columns a,
b, and c, the player will not need to clear as many lines with respect to
row 01.
04 x
03 xx xxx
02 xxx xxxx
01 xxx xx x
abcdefghij
Row 02 marks the baseline. Making a tetris from row 01 at column e will
only make a triple. The player may better work on this by putting an I
or J to cover column e and start working on a tetris for row 02 at
column d. In the same way, a player may do without sliding (moving a
tetromino under future possible holes) by simply dropping tetrominoes over
the row in question so to clear and come back to it when no dead
tetrominoes cover what needed sliding.
08 Multiplayer
08.1 Standard
Standard multiplayer introduces the garbage system. A player uses garbage to
force his opponent to top out.
Single
adds no garbage lines to opponent
Double
adds one garbage line to opponent
Triple
adds two garbage lines to opponent
Tetris
adds four garbage lines to opponent
Back to Back Tetris
adds five garbage lines to opponent
T-Spin
adds no garbage lines to opponent
T-Spin Single
adds one garbage line to opponent
T-Spin Double
adds four garbage lines to opponent
T-Spin Triple
adds six garbage lines to opponent
08.1.1 Clear Values
A person may find the value of each line clear, measured in tetromino
advantage, by muliplying five-halves (two and a half tetrominoes clear a
line) by nine-tenth of that line (garbage leaves one hole open) by the
number of garbage lines sent subtracted by five-halves of whole line clears
and one-forth of lines cleared from garbage (garbage lines only require
one-forth of a tetromino).
((5/2)(9/10))n-(((5/2)x)+((1/4)y))
n = garbage sent
x = normal line clears
y = garbage line clears
Clear x y n Leverage
BTBtetris 0 4 5 10.25
Ttriple 2 1 6 8.25
Tetris 0 4 4 8
Tdouble 1 1 4 6.25
Ttriple 3 0 6 6
Tetris 1 3 4 5.75
Tsingle 0 1 2 4.25
Tdouble 2 0 4 4
Triple 0 3 2 3.75
Tetris 2 2 4 3.5
Tsingle 1 0 2 2
Double 0 2 1 1.75
Triple 1 2 2 1.5
Tetris 3 1 4 1.25
Single 0 1 0 -0.25
Double 1 1 1 -0.5
Triple 2 1 2 -0.75
Tetris 4 0 4 -1
Single 1 0 0 -2.5
Double 2 0 1 -2.75
Triple 3 0 2 -3
08.1.2 Technique
By adjusting a few gameplay decisions, a player can maneuver more quickly
effectively.
Rotate both clockwise and anticlockwise.
Rotate and move at the same time.
When moving left and having to rotate, use anticlockwise-- inverse for
right. The tetromino will need to move once less.
During line clear frames, hold left or right with respect to where you
will drop your next tetromino.
Pay attention to how many movements each drop for each tetromino
requires. Burning these movements into the brain will eliminate mostly all
misdrops. One way to learn-- practice without the shadow.
Hard drop.
Avoid situations where you must slide. If a situation happens, like say
the first two tetrominoes come S therewith Z, try to stack so to only need
to soft drop and slide once instead of twice-- find a way to soft drop
only when absolutely necessary.
Do not excessively hold tetrominoes. Albeit holding works more preferably
to soft dropping-- do it only when necessary. Hold I tetrominoes, but do
not become attached to this habit. If the first tetrominoes come I then Z,
do not hold the I-- this will require a soft drop. If you have four rows
lined up for a tetris, do not hold the I-- use it, as no reason justifies
wasting a frame on holding it. If you get a tetromino which will result in
a soft drop later, hold it-- but next time stack better.
Keep an eye on those next-coming tetrominoes. While waiting for lines to
clear-- have a better look at them.
Vertical I, L, J, T and O require more movements to get them all the way
left or right-- so try to limit your far-right/left drops to horizontal
orientations.
Stack evenly. When garbage comes, you want to stay as close to the
baseline as possible.
If you leave a side open for tetrises, use the right side. If you leave
the middle open for tetrises, use the right-middle. Since tetrominoes
spawn closer to the left, placing the open column to the right will
require them to move less.
09 Credits
Koryan
his helpful work on turning properties at
http://www.din.or.jp/~koryan/.
Spindizzy
his helpful work on general Tetris theory at
http://hellfire.darktech.org/.
Billmaan
his insights and findings on how the game rewards T-Spins and BTB tetrises.
10 History
0.1 2006-01-20T04:30-06:00
Started working on this and formed a simple structure.
0.2 2006-01-20T23:47-06:00
Put together some of the designs for the playing field, tetrominoes,
operation, and turning parts.
0.3 2006-01-24T00:06-06:00
Nearly completed turning parts and worked on moving parts.
0.4 2006-01-26T22:39-06:00
Worked on clearing parts and completed turning parts.
0.5 2006-02-13T20:07-06:00
Completed clearing part. Cleaned up things here and there.
0.6 2006-03-20T13:42-06:00
Cleaned up everything with help from colour_thief.
1.0 2006-03-30T11:43-06:00
Completed multiplayer parts. The guide looks pretty much full.
1.1 2006-03-31T02:38-06:00
Added more to the multiplayer section.
1.2 2007-09-20T15:56-06:00
Thus, like trout swimming upstream, all dedicated Tetris players strive
for the distant goal of emotional union with one's soul, more commonly
known as Tetris enlightenment. --MC Lenin
http://www.tetrisconcept.com/