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View Full Version : Winning strategy in multiplayer Tetris DS [split topic]


mask
02-06-2008, 03:37 PM
Just reached 6222 the other day. \o/
oh,good.if you treasure the training of basic skills,you should reach 7000 soon http://www.tetrisconcept.net/forum/images/smilies/icon_biggrin.gif
Well, the main problem is I don't use kick T-spins. Ever. It just doesn't feel natural. So as long as I'm a) faster than my opponent, or b) my opponent doesn't know how to use t-spins, then I can win. If I get too much T-spin-triple garbage, I'm dead. I think I'll eventually catch on how to use them, but right now my strategy is to get a few b2b tetrises in short succession to overwhelm my opponent.


Um, master players do not have all of ability, too http://www.tetrisconcept.net/forum/images/smilies/icon_biggrin.gif
For instance,#0MASASAITOH of top player was not able to use t-spins. What's more, much to my surprise, he didn't so much as draw a line about the use of rotation related to directions. He did use the only "A" button. Nevertheless I was not able to compare with him.

Beyond that, i know SEN/SEN and TGM-HOLiC didn't use TST too much. Moreover NOAH, too, didn't do when he was an active player.


The rapid operation and t-spin techniques surely are important factors as was pointed out. However, to judging from precedent of many top players, I think these techniques are not all.


The point is to have strong nose for survival. If player surpassed any other player in survival instincts, the player woundln't definitely lose?a match.

I once heard SAMAF saying "the player who wins the digging race becomes a winner of games."

Speaking to the extreme, we all have only to avoid "GAME OVER".


I think you needn't learn t-spins yet http://www.tetrisconcept.net/forum/images/smilies/icon_wink.gif
cheer up!

caffeine
02-06-2008, 06:19 PM
i 100% agree with you, mask. back when i use to play tetrinet, most pros agreed that the "god strategy" was being able to downstack (dig down through garbage) and survive.

muf
02-06-2008, 08:12 PM
I know that TDS rewards defensive play better than aggressive play, but sometimes I just play because I want to crush someone, because I want to truly defeat them, not to be the one who survives longest. When I play difficult opponents I switch to defensive play halfway through the game, but my heart lies in attacking. I have the most fun when both players (me and my opponent) are attacking with tetrises. It becomes a battle, instead of a game of endurance. That's how I like to play tetris. You have to stack high to make back to backs, but you have to be careful of garbage. It's a fine balance, and it's the purest form of tetris in my opinion.

caffeine
02-06-2008, 11:58 PM
i don't really see why that would be "purer." i think you just got fixed in your ways somewhere along the way. do what it takes to win, or don't complain when you lose. http://www.tetrisconcept.net/forum/images/smilies/icon_biggrin.gif

tepples
02-07-2008, 12:22 AM
You have to stack high to make back to backs

Not necessarily. If you get dirty garbage, you can TSS or TSD some of it away, and those give you back-to-back bonuses just like a tetris. So it's worth learning to T-spin even if only so that you can play offense and defense at once.

DIGITAL
02-07-2008, 04:03 AM
I don't know how much defensive play is rewarded in TDS but it certainly does not trump offensive play. What I mean is that if you kept countering my garbage, I'm not going to stack myself into a top out. I'd reword it to this: Offensive+Defensive play > Offensive play > Defensive play. Assuming both players are competent with fundamental stacking skills, a purely defensive player cannot ever win as he's not even attacking.

caffeine
02-07-2008, 04:21 AM
i sharply disagree with this. first off, i don't see "offensive" or "defensive" in tetris. i only see one correct way to play, and that is to maximize your advantage against the opponent. and ultimately to do this you want to have your baseline (the lowest row in your well to not have a hole above it) to be as low as possible and to have the opponent's baseline as high as possible. clearing garbage efficiently (logically placing the tetrominoes in a fashion that will minimize the number of rows you must clear to lower your baseline) and effectively (maximizing yield by clearing tetrises and t-spins out of existing garbage while lowering them at the same time) is by far the best way to win. maybe this concept is devalued with new games like tetris ds and and tetris splash where garbage comes in tetris-you-back fashion, but i haven't found firm indication of that just yet.


famous tnet player spindizzy wrote an interesting article about the idea (http://64.233.169.104/search?q=cache_3ACjVcUFYJWYcJ_3Ahellfire.darktech. org_2Fhellfire_2Fdefense.html+site_3Ahellfire.dark tech.org+hellfire+darktech&hl=en&ct=clnk&cd=3&gl=us&client=firefox-a).

DIGITAL
02-07-2008, 04:31 AM
Don't know what you're disagreeing with as you're agreeing with me in your post. http://www.tetrisconcept.net/forum/images/smilies/icon_razz.gif Remember, we're only talking about TDS here, not general Tetris strategy. What you elaborated on is basically what Offensive+Defensive is. You maximize the damage sent (offensive) while minimizing the damage you recieve or the danger you are in (defense). Both these terms have many implications and branches. It just so happens that the "what it takes to win" approach in TDS falls within the Offensive+Defensive playstyle. The terms offensive and defensive in this case do not strictly mean "send garbage" and "counter garbage."

Rosti LFC
02-07-2008, 05:09 PM
Yeah,what Digital is saying is that for Tetris DS, you can't really win by sending your opponent as much garbage as you possibly can, and you won't win by concentrating purely on keeping the stack low. You need a balanced strategy of back to back Tetrises and t-spin doubles, while also being able to drill through garbage when you need to.

mask
02-08-2008, 06:19 PM
well, i feel that "DEFENSIVE or AGGRESSIVE" is different from what i mean. it's too difficult to express with words


i often feel the leading players have a sense unique to them, which many common players don't have.

i remember a certain leading player once asked me such a question. suppose you faced the following situation. how do you place the S piece in the field ?



http://i252.photobucket.com/albums/hh10/ringo4649/untitled.jpg


which do you choose, A or B ?


case A


http://i252.photobucket.com/albums/hh10/ringo4649/1-2.png

case B


http://i252.photobucket.com/albums/hh10/ringo4649/2-1.png

since i thought that it's important to keep the field level and secure so as to accept many situations, i chose "A" without hesitation.

however, "i don't easily know which to choose." was his reply. it seemed his intuition told him not to make a hollow between the wall and the S piece laid in case A.

he feels it unstable or wobbly similar to a fear from the hollow.


the scare point

http://i252.photobucket.com/albums/hh10/ringo4649/123.jpg

beyond that, i have heard some cases similar to this...

i think the leading players find a delicate, sharp and special "sense" themselves, not fighting defensively or aggressively. they have a great eye, sensitive to risk or chance.

well, i'm not sure... so, i've always wanted to feel "sense" the way they do, like NOAH, SEN/SEN, #0MASASAITOH, Yoshihiro?...etc.

ah, i'm sorry for doing nothing but speaking my mind in the abstract, it's only me http://www.tetrisconcept.net/forum/images/smilies/icon_mad.gif


presented by ema's editor (http://ema.fsr.jp/~munehisa/diary/tetris_editor/default.htm)

jujube
02-09-2008, 12:42 AM
since i thought that it's important to keep the field level and secure so as to accept many situations, i chose "A" without hesitation.

i saw it the same way, and without looking deeper i also chose A. A looks very pretty, and in the short term it keeps your stack lower. it's very tempting to place one piece at a time with the thought "i must keep my stack low with this placement" when we should be thinking "my stack must be flat after the next 5 placements." in addition, we should use I and T as little as possible to fix the stack.


placing the S on the left side i believe will require an I or T to fix it later. i think this is unavoidable [edit: assuming the previews contain 1 of each piece, which is the most likely scenario (maybe "unavoidable" is a bad choice of words)].

http://img216.imageshack.us/img216/1317/87818381db1.jpghttp://img215.imageshack.us/img215/900/12336194tw6.jpg

however, placing the S on the right gives your field a sort of symmetry, with 3 flat columns on either side.

http://img225.imageshack.us/img225/3736/79259158ln3.jpg

which allows you to hold onto an I or T and use it to send garbage when you're ready.

http://img215.imageshack.us/img215/9261/57908069wz9.jpghttp://img215.imageshack.us/img215/9713/89362854nj3.jpg

it's interesting that some players can instinctively see this situation for what it is and make the correct decision, while other players can't. but i'm staying optimistic and assuming these things can be learned through practice.

Rosti LFC
02-09-2008, 01:38 AM
Jujube, for the S dilemma you posted, my instinct is definitely the second one, simply because TGM and ARS are now what largely dominate the Tetris part of my brain, and the second option, though still not ideal, is far more versatile with what you can do. I think most of the TGM players would pick B.


Of course, if you were good at TGM, you wouldn't have the Tetris column in the centre anyway http://www.tetrisconcept.net/forum/images/smilies/icon_wink.gif

tepples
02-09-2008, 01:53 AM
placing the S on the left side i believe will require an I or T to fix it later. i think this is unavoidable.
http://img216.imageshack.us/img216/1317/87818381db1.jpghttp://img215.imageshack.us/img215/900/12336194tw6.jpg


http://pinocchio.jk0.org/lj/orly.png
I don't think using a T to fix it is so hard to avoid. Here, I fill the gap with ZZJ:

|          |    |          |    |          |    |JJ        |
|          |    |          |    | ZZ       |    |JZZ       |
|          |    | Z        |    | ZZZ      |    |JZZZ      |
|  SS      |    |ZZSS      |    |ZZSS      |    |ZZSS      |
| SS       | => |ZSS       | => |ZSS       | => |ZSS       |
|GGGG GGGGG|    |GGGG GGGGG|    |GGGG GGGGG|    |GGGG GGGGG|
Does that have any particular drawbacks that I haven't anticipated?

Rosti LFC
02-09-2008, 01:59 AM
Does that have any particular drawbacks that I haven't anticipated?


Maybe my knowledge of SRS isn't up to scratch, but I don't think you could actually get the J into that position with 20G.

jujube
02-09-2008, 02:04 AM
Does that have any particular drawbacks that I haven't anticipated?well, for one, it takes 4 pieces to do it that way and could leave you with a lopsided stack. and this could give you headaches if the garbage holes shift leftwards. then again, depending on the exact pieces you get, there are many possible arrangements that could be optimal in specific situations.


edit: heh i used 4 pieces with the T fix. still, it's more feasible without knowledge of the previews because you're not relying on 2 Z's.

caffeine
02-09-2008, 02:05 AM
rotate clockwise, das all the way left, hard drop?

Rosti LFC
02-09-2008, 02:11 AM
rotate clockwise, das all the way left, hard drop?


If that's a response to me, then I stated in 20G. Obviously with 0G it's trivial.

DIGITAL
02-09-2008, 02:23 AM
however, "i don't easily know which to choose." was his reply. it seemed his intuition told him not to make a hollow between the wall and the S piece laid in case A.


I wholeheartedly agree. Given these situations, the player has to consider the context behind the placements. There are many factors. These are only some of them.

1. The preview. You can optimize situations given different tetromino order. This will allow you to incorporate a much deeper insight into non-overstacking.

2. What you have in HOLD. Do you have a piece that can flatten your field? Do you have a T? do you have an I? Do you have something for skimming?

3. The height of the opponent's field. Is your opponent near the top or down at the bottom? How many rows will it take to top him out?

4. The shape of the opponent's field. Is the opponent ready to pounce on your garbage or stuck in a messy pile of garbage? Can he counter?

5. Type of placement. Are you trying to downstack? Are you planning a spike?

6. Timing. Can you time your placement rhythm in a manner so that the garbage cannot be countered by altering how many pieces it'll take for you to T-Spin?

7. Opponent's last placements. Did he just T-Spin or Tetris? What did he last use? Is he likely to have another T or I coming? in HOLD perhaps?

colour_thief
02-09-2008, 02:51 AM
Does that have any particular drawbacks that I haven't anticipated?you're relying on 2 Z's.

I agree with jujube. A big part of stacking well with history randomizers is to create screen geometry that favours pieces you haven't recently received.

DIGITAL
02-09-2008, 04:02 AM
i think the leading players find a delicate, sharp and special "sense" themselves, not fighting defensively or aggressively. they have a great eye, sensitive to risk or chance.

As you play, you gain a sense of what techniques and placements provide a higher win probability. This sounds simple but it incorporates so many gameplay elements that you take for granted. You may look at a field and instinctively know what is a "good" and a "bad" placement but there has to be reason behind your choices. That's really what the "sense" is. Experience. What works? What doesn't work? What works better?

Rosti LFC
02-09-2008, 04:08 AM
Digital has it for me really.

With Tetris DS, it's really hard to take a situation with two scenarios, neither of which is obviously worse, and to say "this one is better". There are far too many variables, especially against an opponent.

You do have the predictability of the randomiser to help you though. If you know you've not had Z's in a while, you could quite easily use tepples' setup.

evybabee
02-09-2008, 09:13 AM
wow that's pretty interesting. i think i have always tended to choose A in that situation, maybe because it keeps my stack more level or it looks somehow more esthetically pleasing, but now thinking about it it seems that B seems like a far better choice for the next pieces to be able to fit and to be able to build properly in the near future (given that your next piece isn't a Z). i'm glad you presented this question because this situation comes up a lot, and i will be opting for B from now on.



Of course, if you were good at TGM, you wouldn't have the Tetris column in the centre anyway http://www.tetrisconcept.net/forum/images/smilies/icon_wink.gif


i've always tended to stack flush against the left wall, and if play or garbage received should shift my column somewhere in between, i would always try to fix this immediately so that i could go back to having it on one side far-left or far-right (as most players do).. but i've noticed lately from playing against the really good players from japan (on Splash multi), that they are much more open to leaving the column in the middle. i think this makes it much easier to stack for tetrises and at the same time be able to layer them with t-spins and so forth to get back-to-back bonuses as well. of course, it's much easier to stack to one side, but i've changed my strategy in multiplayer (splash & ds) now to not instantly trying to get back to having my column on far-right or far-left.


i'm curious what all of you think. is it "incorrect" to leave your open column in the centre or is it a more advanced strategy?

Ghett0
02-09-2008, 09:34 AM
It'd work for TDS and Splash, but, as the 20g TGM-ers know, never, EVER, make tetris column in the middle in 20g.

DIGITAL
02-09-2008, 10:08 AM
i'm curious what all of you think. is it "incorrect" to leave your open column in the centre or is it a more advanced strategy?

A strategy is only as advanced as you make it. Really, I don't think there is a correct way to position a column. It's highly relative to the situation. That means as the round progresses, you'll have to change where you place your column. Here are some general things to keep in mind.


If you open with a column on the right, you have more field room and flexibility. You also have the spawn orientation advantage. Passively, you'll have an easier time keeping the field flat which can lend itself to non-overstacking construction. The drawback is that you'll have a reduced opportunity of setting up T-Spin Doubles. However, in such games as TDS, where wallkick T-Spins are allowed, the Yoshihiro SD makes up for this.


If you open with a column in the center, you'll be able to set up more T-Spin Doubles. You'll also be able to drop the T and I quickly. Drawback is that you'll have to split your stack in two. You won't have as much field flexibility. Also, you'll have to scoot pieces a little further to the right but that's not really a problem if the game has fast DAS.


I think it's wisest to keep your options open and incorporate both types of columns in your play. My advice is to stack where the open column leads you.

jujube
02-09-2008, 10:12 AM
i believe it's a good idea to become proficient with the open column anywhere in your playing field, but whatever works in the beginning of the game works. because you never know how the garbage will work out, it's good to have things to look for with the open column anywhere. with this in mind:


column 1 or 10 is open: Yoshihiro (http://www.tetrisconcept.net/forum/../wiki/index.php?title=Yoshihiro_SD_Setups)

column 2 or 9 is open: Triple-Double (http://www.tetrisconcept.net/forum/../wiki/index.php?title=Triple_Double_%28TD%29_Setups)

column 3 or 8 is open: Double-Triple (http://www.tetrisconcept.net/forum/../wiki/index.php?title=Double_Triple_%28DT%29_Setups)


but probably more important than knowing these things is knowing when not to try them. it depends a lot on the previews and the points that Digital made above in general. some people will say you can't win a game with these setups, that you would've won anyway, or you lost because you went for it (even when the situation told you it was correct). the truth is that many players slow down significantly when attempting them, or they have no clue when not to try them.


i would say practice forcing them against the CPU in TDS, because it's the only way to learn. once you know the setups, examine the games in which you use them, and objectively decide whether or not the setup should've been attempted (being honest with yourself is important here). when you know when not to use a setup, you might go several games without considering using it. when your overall winning percentage increases, you know the setup.

ema
02-09-2008, 09:48 PM
Thank you for using my editor.

http://ema.fsr.jp/tetris_editor/ (http://ema.fsr.jp/tetris_editor/default.htm)


I append English resource for it.

I tested on Firefox 3 beta2. but it probably works on other browsers.

DIGITAL
02-09-2008, 09:58 PM
Thank you for using my editor.
http://ema.fsr.jp/tetris_editor/ (http://ema.fsr.jp/tetris_editor/default.htm)

I append English resource for it.
I tested on Firefox 3 beta2. but it probably works on other browsers.

Thanks for making it easier for us English users, ema. http://www.tetrisconcept.net/forum/images/smilies/icon_biggrin.gif

Rosti LFC
02-09-2008, 10:24 PM
i'm curious what all of you think. is it "incorrect" to leave your open column in the centre or is it a more advanced strategy?


For any game that uses SRS, it doesn't matter where you put the column really. If it isn't 20G, then the middle is probably more preferable, because it is less awkward to get the I-piece into the column if you're right at the top.


With ARS though, choosing to leave the column anywhere other than against the right wall is just going to needlessly handicap yourself.

jujube
02-09-2008, 10:31 PM
thank you ema http://www.tetrisconcept.net/forum/images/smilies/icon_exclaim.gif
i'll use your editor often.

lee n
02-09-2008, 10:48 PM
Maybe my knowledge of SRS isn't up to scratch, but I don't think you could actually get the J into that position with 20G.


It would never work with ARS, that's for sure.. but with SRS you probably could.

DIGITAL
02-09-2008, 10:58 PM
Maybe my knowledge of SRS isn't up to scratch, but I don't think you could actually get the J into that position with 20G.

It would never work with ARS, that's for sure.. but with SRS you probably could.

It doesn't work in SRS either since gravity is processed before rotation.

tepples
02-09-2008, 11:14 PM
It doesn't work in SRS either since gravity is processed before rotation.

Only because TDS has no initial rotation. But would it be possible to do it in the order ZJZ?

|          |    |          |    |JJ        |    |JJ        |
|          |    |          |    |J         |    |JZZ       |
|          |    | Z        |    |JZ        |    |JZZZ      |
|  SS      |    |ZZSS      |    |ZZSS      |    |ZZSS      |
| SS       | => |ZSS       | => |ZSS       | => |ZSS       |
|GGGG GGGGG|    |GGGG GGGGG|    |GGGG GGGGG|    |GGGG GGGGG|

lee n
02-09-2008, 11:24 PM
It doesn't work in SRS either since gravity is processed before rotation.


Wouldn't the blue piece land here:


http://static.pici.se/pictures/FOCDWazBz.png

DIGITAL
02-09-2008, 11:37 PM
It doesn't work in SRS either since gravity is processed before rotation.

Wouldn't the blue piece land here:

http://static.pici.se/pictures/FOCDWazBz.png

Yes that works but you changed the order to ZJZ as tepples did in the previous post.

mask
02-10-2008, 12:00 AM
placing the S on the left side i believe will require an I or T to fix it later.

well, i feel that using Z piece is good. of course, if we place the Z piece on the left side, new hollow will be created between Z and wall. however, there is important a difference between the new hollow and old one. the old one can't accept L piece as well as O, on the other hand the new one can do the L piece. we can get stable field more ,can't we ?

case 1) between S and wall

http://i252.photobucket.com/albums/hh10/ringo4649/untitled1.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled3.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled18.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled2.jpg


case 2) between S+Z and wall

http://i252.photobucket.com/albums/hh10/ringo4649/untitled19.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled14.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled15.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled16.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled17.jpg


case 3) between S+I
coming back, when we choose I piece, i think we may as well pay attention to the risk created by it . i have a little shivering fit from the high tower of light blue. were it not for luck, we could be mortally injured.

http://i252.photobucket.com/albums/hh10/ringo4649/untitled3.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled6.jpg

case 4) between S+J
then, we have to take account of the option of J piece. at first sight, this situation seems difficult, but there is not so difficult for us. i remember such a tactics of stacking on assumption that player is compensating for the shortage was often used by SEN/SEN.

http://i252.photobucket.com/albums/hh10/ringo4649/untitled2.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled8.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled9.jpghttp://i252.photobucket.com/albums/hh10/ringo4649/untitled10.jpg

not being prepossessed with 1×1 space, he seemed to have used his interest with noticing the level lines. though it is off the subject, he often used the tactics, as if it had been natural.

ex) SEN's tactics

http://i252.photobucket.com/albums/hh10/ringo4649/untitled20.jpg

That's really what the "sense" is. Experience. What works? What doesn't work? What works better?

i have tried to make up for difference between leading players and me with knowledge or experience, but still i feel the conclusively something else.ah, for instance, though i philosophically recognize Prophecy T-Spins as knowledge, star players like NOAH seemed to me to have felt "sense" instinctively.
i feel experience is a little different from "sense"
i'm not sure...i think experience is the artificial sense, on the other hand "sense "what i mean is more intuitive.

If you open with a column on the right, you have more field room and flexibility. You also have the spawn orientation advantage. Passively, you'll have an easier time keeping the field flat which can lend itself to non-overstacking construction. The drawback is that you'll have a reduced opportunity of setting up T-Spin Doubles. However, in such games as TDS, where wallkick T-Spins are allowed, the Yoshihiro SD makes up for this.


well, wherever the column is,Yoshihiro? tries to shoot "Yoshihiro SD" or "Kaidan" to us like a hunter. just like this http://www.tetrisconcept.net/forum/images/smilies/icon_wink.gif

ex) Yoshihiro SD in the middle


http://i252.photobucket.com/albums/hh10/ringo4649/0-1.pnghttp://i252.photobucket.com/albums/hh10/ringo4649/1-3.pnghttp://i252.photobucket.com/albums/hh10/ringo4649/2-2.png

DIGITAL
02-10-2008, 12:37 AM
i have tried to make up for difference between leading players and me with knowledge or experience, but still i feel the conclusively something else.ah, for instance, though i philosophically recognize Prophecy T-Spins as knowledge, star players like NOAH seemed to me to have felt "sense" instinctively.
i feel experience is a little different from "sense"
i'm not sure...i think experience is the artificial sense, on the other hand "sense "what i mean is more intuitive.

I believe the intuitive sense is a more developed form of experience. Some pick up and process experience in a more efficient manner. Experience is equivalent from one player to another, and two players with the same amount of experience will be around the same level. It's just that some players gain experience faster than others. I also think it's important to note that experience does not have to be expressed to be evident.

well, wherever the column is,Yoshihiro? tries to shoot "Yoshihiro SD" or "Kaidan" to us like a hunter. just like this

Yeah, it's true that the Yoshihiro SD can be set up in the middle as well. I think it's easier on the side though because you have more room to stack and flatten the area necessary for the setup.

ema
02-11-2008, 12:26 PM
I believe the intuitive sense is a more developed form of experience. Some pick up and process experience in a more efficient manner. Experience is equivalent from one player to another, and two players with the same amount of experience will be around the same level. It's just that some players gain experience faster than others. I also think it's important to note that experience does not have to be expressed to be evident.
I got great experiences from other players. I'm lucky to live in Japan, and I can see cool play in live, can get advices from them. I will never get a sense, if I played alone. So I want to express these experiences as much as possible someday. my videos and my editor are the toehold for it http://www.tetrisconcept.net/forum/images/smilies/icon_redface.gif

Thanks for making it easier for us English users, ema. http://www.tetrisconcept.net/forum/images/smilies/icon_biggrin.gif

thank you ema http://www.tetrisconcept.net/forum/images/smilies/icon_exclaim.gif
i'll use your editor often.


Sorry to steer the conversation away from the topic.


If you want anything or found a bug on my editor.

Please register a ticket to http://tage.mydns.jp/ (http://tage.mydns.jp/default.htm).

It may realize in the future, or not realize http://www.tetrisconcept.net/forum/images/smilies/icon_cool.gif

thomasgx1
02-13-2008, 07:00 PM
umm, excuse my ignorance but wouldn't it be a good idea to whack that S shape on the far right standing up for something to slip underneath it next go?

DIGITAL
02-13-2008, 08:24 PM
umm, excuse my ignorance but wouldn't it be a good idea to whack that S shape on the far right standing up for something to slip underneath it next go?

You could but then you'd be missing out on a T-Spin opportunity.

caffeine
02-13-2008, 08:43 PM
right, since you'll need to soft drop no matter what (aside from some risky situations), you may as well t-spin.

muf
02-14-2008, 03:04 AM
umm, excuse my ignorance but wouldn't it be a good idea to whack that S shape on the far right standing up for something to slip underneath it next go?

That would be a TAP strategy, because it has zangi and no T-spins. Tetris DS on the other hand...

caffeine
02-14-2008, 03:22 AM
or to be precise any other game that does not reward t-spins.

muf
02-14-2008, 03:42 AM
or to be precise any other game that does not reward t-spins.

sliding under in games that don't have sonic drop is a bit of a bitch though, that's why I mentioned TAP.

caffeine
02-14-2008, 03:58 AM
it's the best strategy nonetheless-- unless you can drop at least 1.5 tetrominoes plus account for line clear delay in the time it takes to soft drop one, in which case you would platform clear the S.

Rosti LFC
02-14-2008, 04:24 AM
You don't necessarily have to slide in. You can just stack it horizontally on the right so that the hole is against the wall and keep going.

thomasgx1
02-14-2008, 07:09 PM
why set up for a t-spin when the stack is there? I would prefer to play safe on the right and set up for quicker and multiple tetris.


Just seems like more effort (all of this depending on whats in the preview) for not much reward..

Rosti LFC
02-14-2008, 07:26 PM
why set up for a t-spin when the stack is there? I would prefer to play safe on the right and set up for quicker and multiple tetris.

Just seems like more effort (all of this depending on whats in the preview) for not much reward..


Nine lines of garbage sent instead of just four for the Tetris alone is quite a good reward.

DIGITAL
02-14-2008, 09:03 PM
why set up for a t-spin when the stack is there? I would prefer to play safe on the right and set up for quicker and multiple tetris.

Just seems like more effort (all of this depending on whats in the preview) for not much reward..

Nine lines of garbage sent instead of just four for the Tetris alone is quite a good reward.

Yeah, the T-Spin is an addition to the tetrise(s) not a substitution.

caffeine
02-15-2008, 02:28 AM
thomas, the t-spin double sends 4 for 2 lines, and the tetris sends 4 for 4 lines. so it's definitely worth it for the trouble.

thomasgx1
02-17-2008, 07:53 PM
ouch, i didn't realise that.. fuck me t-spins are broken!

Ghett0
02-17-2008, 07:57 PM
My strategy is T-spin triples (I can pull them off fast as heck) and then I either go for another or start tetrising.