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======================
Tetris Worlds
Strategy Guide v1.13
Created by Nico
======================
Play near a clock; remember to eat.
Open
1.1 Introduction
1.2 Instruction
1.3 Legal
Technical
2.1 Specification
2.2 Definition
2.3 Tetrimino
2.4 Matrix
Conceptual
3.1 Operation
3.2 Spinmove
3.3 Priority
3.4 Vertigo
3.5 Baseline
3.6 Leverage
3.7 Yield
3.8 Build
3.9 Mental
Close
4.1 Credit
4.2 Contact
4.3 History
=================
Open
=================
---
1.1 Introduction
---
Tetris is a game most people mistake for "fun," but a more accurate word I
have found to be is "addictive." It is likely the reader has already spent
many hours a slave to tetris. For whatever reason the reader may tell
him- or herself, whether it be boredom, insomnia, or depression, the reader
apparently sees enough value in it to read this guide.
With that said, let me talk a little about the guide itself. It is designed
with the intention of improving the reader's abilities and overall knowledge
of tetris play. I am confident that a person who reads over this entire
document will gain at least a little more understanding of the game. Anything
that may appear redundant is there for clarity. What comes to mind when
explaining how to play optimally is to explain it as efficiently as possible.
So like the game, I will keep it simple.
---
1.2 Instruction
---
This document was originally typed with windows notepad, font fixedsys, and
font size 10. Any fixed-width font should work, but please allow 79 characters
in width to view this document correctly. The dots at the top and bottom of
this document are exactly 79 characters long.
---
1.3 Legal
---
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders. This includes The Tetris Company,
LLC.; Elorg; Alexey Pajitnov; and all companies licensed by The Tetris
Company, namely THQ.
As for the document itself,
Copyright 2004 - 2005 Nicholas Cannino
This document is for personal, non-profit use and:
http://www.gamefaqs.com/ and
http://www.tetrisconcept.com/
are currently the only host that have permissions to it.
If the reader would like to use this document in any way other than stated,
please contact me first at '
[email protected]'.
=================
Technical
=================
---
2.1 Specification
---
This guide should cover the majority of tetris applications out there. I have
played many different titles-- all ultimately contributing to this guide. The
problem is that there is no universal standard tetris to base this guide on.
With that in mind, I will be taking all technical aspects and terms from the
most recent "Tetris Worlds" for xbox. It is the "live enabled" version. This
is not actually the latest release from Tetris Co., but it does maintain the
widest system coverage. The benefit of using this title is that there is very
little variation between it and other modern titles. Although this guide is
not entirely backwards compatible, all evolvements talked about in this title
that may not be found in the title the reader is currently playing can be
modified to fit the title being played or effectively ignored.
---
2.2 Definition
---
Baseline.... The lowest clearable row without holes above it.
Block....... One forth of a tetrimino.
Clear....... The elimination of 10 blocks by filling the row(s) they occupy.
Double...... Two simultaneous clears.
Downstack... All blocks under the baseline.
Gap......... A covered opening in the matrix that is fixable.
Garbage..... Blocks sent from the opponent that build from the bottom.
Hard Drop... Immediately dropping a tetrimino.
Hold........ Reserved tetrimino that can be replaced.
Hole........ A covered opening in the matrix that is not fixable.
Knockout.... Head to head multiplayer tetris that is governed by different
rules.
Matrix...... The ten by twenty field in which the game is played.
Single...... One clear.
Spinmove.... A rotation in a tight nook.
Tetrimino... One of the seven shapes that fall within the matrix.
Tetris...... Four simulaneous clears.
Topout...... Occurs once a tetramino has been placed on the top-most row
within the center four columns.
Triple...... Three simultaneous clears.
Upstack..... All blocks within and above the baseline.
---
2.3 Tetrimino
---
letter =
visual
orientations, configurations, maximum clear, optimal average rotations
i = [][][][]
o = 2, c = 3, m = 4, r = 0.5
t = []
[][][]
o = 4, c = 1, m = 2, r = 1.0
j = []
[][][]
o = 4, c = 1, m = 3, r = 1.0
l = []
[][][]
o = 4, c = 1, m = 3, r = 1.0
s = [][]
[][]
o = 2, c = 3, m = 2, r = 0.5
z = [][]
[][]
o = 2, c = 3, m = 2, r = 0.5
o = [][]
[][]
o = 1, c = 1, m = 2, r = 0.0
The i tetrimino, with its 4 max clear, has the greatest value. It should be
the hold tetrimino of choice. The i and t tetriminoes will fit anywhere, and
the j, l, z, s, and o tetriminoes will fit in 7/9 immediate surfaces.
---
2.4 Matrix
---
y- [][][] [][][] <-- tetrimino appears at rows x and y
x- [][][] [][][]
20 [][][][][][][][][][] <-- true field starts at row 20
19 [][][][][][][][][][]
18 [][][][][][][][][][]
17 [][][][][][][][][][]
16 [][][][][][][][][][]
15 [][][][][][][][][][]
14 [][][][][][][][][][]
13 [][][][][][][][][][]
12 [][][][][][][][][][]
11 [][][][][][][][][][]
10 [][][][][][][][][][]
09 [][][][][][][][][][]
08 [][][][][][][][][][]
07 [][][][][][][][][][]
06 [][][][][][][][][][]
05 [][][][][][][][][][]
04 [][][][][][][][][][]
03 [][][][][][][][][][]
02 [][][][][][][][][][]
01 [][][][][][][][][][]
a-b-c-d-e-f-g-h-i-j-
If I wanted to point out the bottom 4 rows, I would say rows 1 through 4. If I
wanted to point out the 4th through 6th column (very important columns), I
would say columns d through f. If I wanted to point to the square 4 rows high
and 6 columns from the left, I would say f4. If i'm placing an i tetrimino
vertically on the bottom-right, I would say i(j1-4)
Note that the squares not filled at the top show where if a non-clearing
tetrimino were to be placed, a topout would occur. Columns d, e, and f are
important because the signify the true center of the matrix.
=================
Conceptual
=================
---
3.1 Operation
---
Every move and rotation counts. When speed is a factor, knowing the physics of
tetris becomes important.
First thing is to use dual rotation. Only using one button will increase the
average of needed rotations, so use both buttons. By using dual rotation, the
maximum needed rotation is 2 instead of 3. Any given tetrimino will need an
average of 0.64 of a rotation.
Since it is possible to press two buttons at once, make an effort to combine
rotating and moving the tetrimino simultaneously. Hard drop as soon as
possible.
We can minimize our movements even more. When we must rotate a tetrimino that
can only be rotated once (i, s, and z), and that tetrimino must be moved to
the left or right, we can reduce the movement by one column. Simply use the
rotation button that is closest to the side that the tetrimino is being moved.
This benefit is one of my favorite additions to modern tetris titles.
We can further decrease our movements by understanding the true center
of the matrix. As I said before, the center are columns d through f (making
the center column e). This is because the t, l, j, s, and z tetriminos all
occupy these columns as they appear. By putting our open column to the right
instead of the left, we can reduce our the distance from where the majority of
tetriminos appear with respect to where we are placing them. The only
tetrimino that would need to travel that extra column would be the i
tetrimino, whom's true center can be both e and f anyway.
Lastly, the hold piece comes to play. I look at the hold piece as a crutch. It
save us from holes. But for every time we hold a piece, we lose a little time.
For this reason, try to only hold for the i piece. The advantage we get from
doing this, even though we might be losing some speed, is that we will make up
the lost time when we un hold and drop the tetris for our last clear (the one
that will win the game supposely).
---
3.2 Spinmove
---
Spinmoves are difficult to explain. These are here to point out what the
majority of players seem to miss. They are rotations in tight places that a
player might not think would be possible.
'{}' signifies the tetrimino.
t =
[][]{} [][]
[] {}{} []{}{}{}
[][]{}[] [][]{}[]
[][][][] -> [][][][]
[]{} [] [] []
[]{}{}[] [] {}[]
[]{} []{}{}{}
[][][][] -> [][][][]
i =
[][]{}[][] [][] [][]
[] {} []{}{}{}{}
[][]{}[][] [][] [][]
[][]{}[][] -> [][] [][]
[]{}[] [] []
[]{}[] [] []
[]{}[][][] [] [][][]
[]{} []{}{}{}{}
[][][][][] -> [][][][][]
j/l =
[][]{}{}[] [][] []
[][][]{}[] [][][]{}[]
[] {}[] []{}{}{}[]
[][][][][] -> [][][][][]
s/z =
[]{} []
[]{}{} []
[][]{} [][]{}{}
[] [] []{}{}[]
[][][][] -> [][][][]
[][]{} [] [][] []
[][]{}{}[] [][]{}{}[]
[] {}[] []{}{} []
[][][][][] -> [][][][][]
[][][]{} [][][]
[] {}{} []{}{}
[][]{} [] [][]{}{}[]
[][][][][] -> [][][][][]
---
3.3 Priority
---
Every time someone asks me "how do you win?," I respond "only drop tetrises."
Many times they will reply "well I already know that." "No you do not!" I
think to myself. It is so evident-- if only for all the lines I see them
wasting with singles, doubles, and triples.
Priority means that since a tetris holds the greatest value, it should be the
only clear a player should aim to get. There are only 2 instances where this
is not possible, and they are rare. The first is when there are un fixable
gaps given from garbage directly under the only opening within the baseline,
and the second is when the baseline lyes on row 18 through 20.
Our number one priority is getting tetrises, but there are other aspects of
the game that can give us an advantage-- one is directly related to getting
tetrises and they both conflict with each other.
When acknowledging that mistakes will happen, our next priority becomes
accuracy. If we can aim well, we will minimize our mistakes and maximize our
advantage. Going even further we must realize that all things being even, the
one who plays faster will win. Invariably, speed becomes our next priority.
The problem is that the faster we go, the greater our chance of misdropping
become. My advice (as well as well as many other competitive tetris players)
is to play smart, then let speed come natural.
Remember:
Efficiency > Accuracy > Speed
---
3.4 Vertigo
---
This might be the number one reason a player will lose in a knockout game. Do
not wimp out because fear of a topout (no pun intended). When near the top, it
is most important to be effective. For example:
20 []
19 [][] []
18 [][][][][] []
17 [][][][][][] [][]
16 [] [][][][][][][][]
a-b-c-d-e-f-g-h-i-j-
The next tetriminos are t, z, l, i, l, s, and we are holding an i. While most
of the time players will be shaking in their pants and only clearing
pointless singles, today we are going to make a tetris.
I found a solution pretty quickly, but go ahead and try to visualize one
before reading on.
I dropped [t(ef18-20), z(ij18-20), l(hi20-y), i(h17-20), l(cde19-20),
s(ab20-y)]. Albeit we are on the verge of topping out, it was well worth the
effort. Tetrises are that much more important than singles.
-y [] [][]
-x [][] []
20 [][][][][][] [][][]
19 [][][][][][] [][][]
18 [][][][][][] [][][]
17 [][][][][][] [][][]
16 [] [][][][][][][][]
a-b-c-d-e-f-g-h-i-j-
As a final note on this section, whenever a player is unable to drop a tetris,
that player should drop a triple. If not that, then a double. The best player
will only drop singles on row 20.
---
3.5 Baseline
---
Before we can fix holes, we must understand them. The baseline is closely
linked to this idea. It is the lowest row that can be cleared, but at the same
time, is not under any holes.
Some examples:
03 [] [][]
02 [][] [][][][]
01 [][][] [][][][] <-- baseline
Now we misdrop a z...
03 [] [][]
02 [][] [][] [][][][] <-- baseline
01 [][][] [][][][][][]
It should be clear that row 2 needs some attention.
A more complex scenario-- look carefully.
19 [][]
18 [] [][][][]
17 [] [] [][][][][] <-- baseline
16 [][][][] [] [][][] <-- unimportant
15 [][][][][] [] [][]
a-b-c-d-e-f-g-h-i-j-
It is important to realize which row can immediately worked on. Since we
recognize that it is useless to wait for j, l, or i to fill e16, we can more
efficiently use any tetrimino but o to fill e17.
Also note that if 17ab were to be filled, this would be one of the rare
instances where a tetris (e column) could not be cleared.
One last example:
12 [] []
11 [] [][] [][]
10 [] [][][][]
09 [] [][] [][][]
08 [][][] [] []
07 [][][][][][][][][]
06 [][][][][][][] [][]
a-b-c-d-e-f-g-h-i-j
See it? It is row 10. Although 7 can be cleared just as well, it would
be more beneficial to focus on 10 since it can be cleared with a triple. Even
better would be to just ignore 10 and work directly with 11. It wouldn't be to
hard to build a tetris out of f11.
---
3.6 Leverage
---
Note that the next couple of sections will cover knockout tetris. Although the
reader may not play this type of tetris, it can still be useful.
Leverage refers to the advantage a player has compared to his opponent.
20 opponent's matrix | <.
19 | |
18 | |
17 | |
16 | |
15 | |
14 [] | | <-- negative (13)
13 [][][][][][] | |
12 [][][][][][][][] | |
11 [][][][][][][][][]| |
10 [][][][][][][][][]| |
09 [][][][][][][][][]| |
08 [][][][][][][][][]| <.
07 [][][][][][][][][] |<.
06 [][][][][][][][][] | |
05 [][][][][][][] [][]| |
04 [][][] [][][][][][]| | <-- positive (7)
03 [][][][][][][] [][]| |
02 [][][][][][] [][][]| |
01 [] [][][][][][][][]|<.
20 our matrix |<.
19 | |
18 | |
17 | |
16 | |
15 | |
14 | |
13 | | <-- positive (17)
12 | |
11 | |
10 | |
09 [] [][] | |
08 [][][][][][][] | |
07 [][][][][][][][][] | |
06 [][][][][][][][][] | |
05 [][][][][][][][][] | |
04 [][][][][][][][][] |<.
03 [][] [][][][] [][]| <.
02 [][][] [][][][][][]| | <-- negative (3)
01 [][][] [][][][][][]| <.
The arrows are pointing to 4 things (from bottom to top): our downstack (bad),
our upstack (good), their downstack (good), their upstack (bad). Knowing the
degree of these four, we can calculate our leverage. In this example we hold a
leverage of 8 rows. Although knowing this will not immediately be helpful in
a real game (play the same regardless of leverage), it is important
to understand the concept. I am showing this to better explain yield.
---
3.7 Yield
---
There are two types of clears. The first type of clears are those from
tetriminos, and the second type are those from garbage. First lets deal with
regular clears:
Number of rows cleared : Number of rows added in garbage to opponent, (value)
1:0, (0.00)
2:1, (0.50)
3:2, (0.66)
4:4, (1.00)
Note that clearing a single has no value in respect to the opponent's matrix.
Garbage clears do not add garbage to the opponent. If we set garbage to equal
"g" and find yield by the rows lowered in our field along with the rows added
in the opponent's field, this is what the each clear yields:
Clear Yields Leverage
1... y= 1
1g.. y= 1
2g.. y= 2
1+1g y= 2
2... y= 3
3g.. y= 3
1+2g y= 3
4g.. y= 4
2+g. y= 4
1+3g y= 4
3... y= 5
2+2g y= 5
3+g. y= 6
4... y= 8
In reality garbage clears are worth more than that. Because a single normal
clear will require 10 blocks, and a garbage clear requires only 1 block,
garbage can be cleared much faster.
So how can this information help us? Well, knowing what we do, we can form a
strategy. We should always clear tetrises (we already know that). But at the
same time, we can gain an advantage over the opponent while only losing a
trivial amount of time by clearing garbage. What I do is clear tetrises while
at the same time prepare to clear the second baseline (the uppermost garbage
row). More on that is explained in the next section.
---
3.8 Build
---
Build evenly, but not perfectly even. This ensures a fit for every tetrimino
while at the same time it makes things more efficient for faster tetrises and
keeps the blocks further from the top. If there is any decline in our build,
it is best to keep it in the center.
This is a classic strategy, first publically voiced by probably the most
prestigious tetris competitor, spindizzy.
Another tip of his was to never stack over holes, and as he further explained,
this is not always true.
I said before to only get tetrises. The problem is when we make mistakes. What
we must analyze is how to fix our mistakes while still only getting tetrises--
fixing with tetrises in essence.
Example:
06
05
04 [][] [] []
03 [][][][][][][][][]
02 [][][][][][][][][]
01 [] [][][][][][][]
a-b-c-d-e-f-g-h-i-j-
A beginner would just keep stacking, ignoring row 1. A novice would
acknowledge row 1, and would drop an i on the a-column in order to fix the
hole. An intermediate would realize the hole right away and would build her
stack something like this:
06 [][] [][][][]
05 [][][][][][][][][]
04 [][][][][][][][][]
03 [][][][][][][][][]
02 [][][][][][][][][]
01 [] [][][][][][][]
a-b-c-d-e-f-g-h-i-j-
With a tetris on the a-column, the intermediate has successfully fixed her
hole while maintaining her tetris. Notice how there are no blocks above j5.
This is not an accident.
How experts play:
07 [][][]
06 [][][][][][][][][]
05 [][][][][][][][][]
04 [][][][][][][][][]
03 [][][][][][][][][]
02 [][][][][][][] [][]
01 [][][][] [][][][][]
a-b-c-d-e-f-g-h-i-j-
This is just an example of what happens when blocks are placed over holes even
when we are clearing a tetris. I know right away that it will take 2 tetrises
to be able to start working on the h2 hole.
Lets go ahead and clear one tetris and start building for the h2 hole.
07 [] [][][] []
06 [][][][][][][][][]
05 [][][][][][][][][]
04 [][][][][][][][][]
03 [][][][][][][][][]
02 [][][][][][][] [][]
01 [][][][] [][][][][]
a-b-c-d-e-f-g-h-i-j-
Once we clear this tetris, h2 will be open, but lets pause for a moment. The
challenge comes when we try to keep in mind the next coming hole (the third
baseline [row 1]). This means that we should be okay when building for the h2
hole as long as we do not build above e10 (exactly 2 tetrises above the e1
hole), and more immediately of course as long as we do not build over h6
(keeping the h2 hole in mind always).
This is the optimal way to play. After learning this concept and putting it
into practice, all that is left to do is to work on keeping as much holes as
possible in mind, preparing for each as the tetriminos fall.
---
3.9 Mental
---
Try not to stress over tetris. It is supposed to be enjoyed. I see players
yell and curse at the game all the time because they have made a mistake--
which I find rude because it lessens the merit of the win. Psychology tells
us that anxiety is helpful only to a small degree. When a misdrop occurs, it
might be best to focus energy on correcting instead of condemning.
=================
Close
=================
---
4.1 Credit
---
Number one thanks goes to the creator and the one who made this obsession
possible-- Alexey Pajitnov. He is the man.
Thanks to Jmorl, Xidau, TheFallenAngel, Passnot, Jays lil sister, jwillenium
and all the other great players and friends from Tetris Worlds Live.
Thanks to CjayC for giving this file a home at
http://www.gamefaqs.com/.
---
4.2 Contact
---
Feedback and questions are welcome. Reach me by email
'
[email protected]' or by aol instant messenger 'weaselage'.
---
4.3 History
---
Version 0.00
02.23.04, 3am. My first saved document. Seeing how players are always asking
how I play, I decided I would start taking notes of ideas and such as they
come to me. I continued to do this for 4 months.
Version 0.15
07.04.04, 2am. Finally started typing this guide. Organized the format for
this guide and did a little research for technical issues. Finished a
notational system as well as some other necessities.
Version 0.25
07.06.04, 4am. Finished all the technical details along with filling in all
the standard, boring, non-content bits.
Version 1.00
07.07.04, 2am. All ideas have been added, completed, and edited for
usefulness. I did not think it would take so long to finish this project.
There are still a few ideas floating around in my head, but I will have to
play with them a little more before articulating them. There are probably a
few things I missed as well; but rest assured, I am aiming to make this guide
as complete as possible.
Version 1.01
07.08.04, 4am. Reviewed and checked everything as well as ran a few spell
checks. Other than that, I polished a few things here and there. I estimate
that I have put in about 23 hours of work into this guide so far. Gee, I think
its time for me to take a break and play a little tetris.
Version 1.02
07.08.04, 9pm. A few minor changes, and this guide is now hosted by
gamefaqs.com!
Version 1.12
07.18.04, 11pm. I added the spinmove section-- along with adding a bit on
holding in the operation section. Thanks to the advice of WatirRezistant for
pointing out a problem, I revised the "build" section for clarity.
Version 1.13
06.04.05 12am. Changed a few things here and there, but the main difference
is that this document is now hosted on my new tetris web site:
http://www.tetrisconcept.com/
Copyright 2004 Nicholas Cannino
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