Tetris DS Systems Guide 1.2 2007-09-20T15:56-06:00 nico.be@gmail.com 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/