Back-to-Back T-Spin Triple: Difference between revisions

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'''Back-to-Back T-spin Triple''' is a difficult maneuver in some [[SRS]] based games, which in (for example) ''[[Tetris DS]]'' sends a total of thirteen [[garbage]] rows to the opponent. It requires the player to make two [[T-spin]] Triples [[Line clear|Back-to-Back]].
== Setups notched on side ==
LT/JT, the simplest set up. Its flaw is its heavy dependence on T tetrominoes, which could otherwise be held to complete the T-spin.
{|
{|
|{{pos|=
|<playfield>
| | | | | | | | | | |=
..........
| | | | | | | | | | |=
...GGGGGGG
| | | | | | | | | | |=
....GGGGGG
| | | | | | | | | | |=
LLL.GGGGGG
| | | | | | | | | | |=
LT..GGGGGG
| | | | | | | | | | |=
TTT.GGGGGG
| | | | | | | | | | |=
LLL.GGGGGG
| | | | | | | | | | |=
LT..GGGGGG
| | | | | | | | | | |=
TTT.GGGGGG
| | | | | | | | | | |=
</playfield>
| | | | | | | | | | |=
|<playfield>
| | | | | | | | | | |=
..........
| | | | | | | | | | |=
...GGGGGGG
| | | | | | | | | | |=
....GGGGGG
| | | |g|g|g|g|g|g|g|=
TTT.GGGGGG
| | | | |j|j|g|g|g|g|=
JT..GGGGGG
|l|l|l| |j|g|g|g|g|g|=
JJJ.GGGGGG
|l|t| | |j|g|g|g|g|g|=
TTT.GGGGGG
|t|t|t| |i|g|g|g|g|g|=
JT..GGGGGG
|l|l|l| |i|g|g|g|g|g|=
JJJ.GGGGGG
|l|t| | |i|g|g|g|g|g|=
</playfield>
|t|t|t| |i|g|g|g|g|g|=
|<playfield>
}}
..........
...GGGGGGG
....GGGGGG
TTT.GGGGGG
JT..GGGGGG
JJJ.GGGGGG
LLL.GGGGGG
LT..GGGGGG
TTT.GGGGGG
</playfield>
|<playfield>
..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LT..GGGGGG
TTT.GGGGGG
TTT.GGGGGG
JT..GGGGGG
JJJ.GGGGGG
</playfield>
|-
| TLTL || JTJT || TLJT || JTTL
|}
|}
Setups involving S and I:
{|
|<playfield>
..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LS..GGGGGG
ISS.GGGGGG
ILS.GGGGGG
IL..GGGGGG
ILL.GGGGGG
</playfield>
|<playfield>
..........
...GGGGGGG
....GGGGGG
IJJ.GGGGGG
IJ..GGGGGG
IJZ.GGGGGG
IZZ.GGGGGG
JZ..GGGGGG
JJJ.GGGGGG
</playfield>
|-
| LSIL || JZIJ
|}
The core of JTTL can be replaced with two S or Z tetrominoes:
{|
|<playfield>
..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LS..GGGGGG
SSS.GGGGGG
SSS.GGGGGG
JS..GGGGGG
JJJ.GGGGGG
</playfield>
|<playfield>
..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LZ..GGGGGG
ZZZ.GGGGGG
ZZZ.GGGGGG
JZ..GGGGGG
JJJ.GGGGGG
</playfield>
|-
| JSSL || JZZL
|}
{|
|<playfield>
..........
...GGGGGGG
....GGGGGG
TTT.GGGGGG
IT..GGGGGG
IOO.GGGGGG
IOO.GGGGGG
IT..GGGGGG
TTT.GGGGGG
</playfield>
|<playfield>
..........
...GGGGGGG
....GGGGGG
TTT.GGGGGG
TT..GGGGGG
TTZ.GGGGGG
TZZ.GGGGGG
JZ..GGGGGG
JJJ.GGGGGG
</playfield>
|-
| TIOT || JZTT
|}
OZJ is arguably the safest and most efficient BtB T-Spin Triple setup. The setup is special in that it takes the least amount of tetrominoes to set up the notch. The player is also given 7 columns of space to stack freely. Perhaps the most unique aspect of this setup lies in the fact that one of the T-Spin Triples can be turned into a T-Spin Double by placing an I into the empty column, a scapegoat for ill-fated garbage. This must be done before the final "lid" piece have been placed at the top of the setup. As an extra bonus, the overhang left over from a complete OZJ can be transferred into a [[T-Spin Double Triple|Double Triple 2]] setup.
{|
|<playfield>
..GGGGGGGG
...GGGGGGG
JJ.GGGGGGG
J..GGGGGGG
JZ.GGGGGGG
ZZ.GGGGGGG
Z..GGGGGGG
OO.GGGGGGG
OO.GGGGGGG
</playfield>
OZJ
|<playfield>
..........
..........
..........
..GGGGGGGG
...GGGGGGG
JJ.GGGGGGG
J..GGGGGGG
JZ.GGGGGGG
Z.IGGGGGGG
</playfield>
I Abort
|}
{|
|- valign="top"
|<playfield>
..........
..........
..........
..........
..........
..........
..GGGGGGGG
...GGGGGGG
OO.GGGGGGG
</playfield>
DT2 Transfer
|<playfield>
..........
..........
..........
JJ........
J.........
JZ........
ZZGGGGGGGG
Z..GGGGGGG
OO.GGGGGGG
</playfield>
|<playfield>
..........
..........
..GG......
...G......
JJ.GGGGGGG
J...GGGGGG
JZ.GGGGGGG
Z..GGGGGGG
OO.GGGGGGG
</playfield>
|}
== Setups notched in center ==
Setups containing I:
{|
|- valign="bottom"
|<playfield>
..........
..........
..........
..........
.SS.......
SS........
LL.GGGGGGG
IL..GGGGGG
IL.GGGGGGG
IJ.GGGGGGG
IJ..GGGGGG
JJ.GGGGGGG
</playfield>
|<playfield>
..........
..........
S.........
SS........
IS........
I.........
I.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
I.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
</playfield>
|<playfield>
..........
JJ........
J.........
J.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
I.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
I.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
</playfield>
|-
| JILS || IIS || IIJ
|}
== Switching sides ==
A player may switch sides to clear Back to Back T-spin Triples indefinitely.
{|
|[[Image:Tds-t-spin-IO-IO.gif]]
|[[Image:Tds-t-spin-JSSLI-IOZZJ.gif]]
|[[Image:Tds-t-spin-OLIJS-IIZ.gif]]
|[[Image:Tds-t-spin-IIS-IIZ.gif]]
|}
Any T-spin line clear is good enough to keep the "Back to Back" alive, which allows for lopsided designs.
{|
|[[Image: IIO.gif]]
|[[Image: Tds-t-spin-TTT.gif]]
|[[Image: Tds-t-spin-JIJ(T).gif]]
|[[Image: Tds-t-spin-TTIJ(T).gif]]
|}
These two have interchangeable parts.
{|
|[[Image: Tds t spin iij 2.gif]]
|[[Image: Tds-t-spin-TTTIIJ(T).gif]]
|}
==See also==
*[[Twist]] - Explanation of twists such as T-Spins
[[Category:T-Spin setups]]
[[Category:Back-to-Back T-Spin setups]]

Latest revision as of 09:19, 9 September 2019

Back-to-Back T-spin Triple is a difficult maneuver in some SRS based games, which in (for example) Tetris DS sends a total of thirteen garbage rows to the opponent. It requires the player to make two T-spin Triples Back-to-Back.

Setups notched on side

LT/JT, the simplest set up. Its flaw is its heavy dependence on T tetrominoes, which could otherwise be held to complete the T-spin.

..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LT..GGGGGG
TTT.GGGGGG
LLL.GGGGGG
LT..GGGGGG
TTT.GGGGGG
..........
...GGGGGGG
....GGGGGG
TTT.GGGGGG
JT..GGGGGG
JJJ.GGGGGG
TTT.GGGGGG
JT..GGGGGG
JJJ.GGGGGG
..........
...GGGGGGG
....GGGGGG
TTT.GGGGGG
JT..GGGGGG
JJJ.GGGGGG
LLL.GGGGGG
LT..GGGGGG
TTT.GGGGGG
..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LT..GGGGGG
TTT.GGGGGG
TTT.GGGGGG
JT..GGGGGG
JJJ.GGGGGG
TLTL JTJT TLJT JTTL


Setups involving S and I:

..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LS..GGGGGG
ISS.GGGGGG
ILS.GGGGGG
IL..GGGGGG
ILL.GGGGGG
..........
...GGGGGGG
....GGGGGG
IJJ.GGGGGG
IJ..GGGGGG
IJZ.GGGGGG
IZZ.GGGGGG
JZ..GGGGGG
JJJ.GGGGGG
LSIL JZIJ

The core of JTTL can be replaced with two S or Z tetrominoes:

..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LS..GGGGGG
SSS.GGGGGG
SSS.GGGGGG
JS..GGGGGG
JJJ.GGGGGG
..........
...GGGGGGG
....GGGGGG
LLL.GGGGGG
LZ..GGGGGG
ZZZ.GGGGGG
ZZZ.GGGGGG
JZ..GGGGGG
JJJ.GGGGGG
JSSL JZZL
..........
...GGGGGGG
....GGGGGG
TTT.GGGGGG
IT..GGGGGG
IOO.GGGGGG
IOO.GGGGGG
IT..GGGGGG
TTT.GGGGGG
..........
...GGGGGGG
....GGGGGG
TTT.GGGGGG
TT..GGGGGG
TTZ.GGGGGG
TZZ.GGGGGG
JZ..GGGGGG
JJJ.GGGGGG
TIOT JZTT


OZJ is arguably the safest and most efficient BtB T-Spin Triple setup. The setup is special in that it takes the least amount of tetrominoes to set up the notch. The player is also given 7 columns of space to stack freely. Perhaps the most unique aspect of this setup lies in the fact that one of the T-Spin Triples can be turned into a T-Spin Double by placing an I into the empty column, a scapegoat for ill-fated garbage. This must be done before the final "lid" piece have been placed at the top of the setup. As an extra bonus, the overhang left over from a complete OZJ can be transferred into a Double Triple 2 setup.

..GGGGGGGG
...GGGGGGG
JJ.GGGGGGG
J..GGGGGGG
JZ.GGGGGGG
ZZ.GGGGGGG
Z..GGGGGGG
OO.GGGGGGG
OO.GGGGGGG

OZJ

..........
..........
..........
..GGGGGGGG
...GGGGGGG
JJ.GGGGGGG
J..GGGGGGG
JZ.GGGGGGG
Z.IGGGGGGG

I Abort

..........
..........
..........
..........
..........
..........
..GGGGGGGG
...GGGGGGG
OO.GGGGGGG

DT2 Transfer

..........
..........
..........
JJ........
J.........
JZ........
ZZGGGGGGGG
Z..GGGGGGG
OO.GGGGGGG
..........
..........
..GG......
...G......
JJ.GGGGGGG
J...GGGGGG
JZ.GGGGGGG
Z..GGGGGGG
OO.GGGGGGG

Setups notched in center

Setups containing I:

..........
..........
..........
..........
.SS.......
SS........
LL.GGGGGGG
IL..GGGGGG
IL.GGGGGGG
IJ.GGGGGGG
IJ..GGGGGG
JJ.GGGGGGG
..........
..........
S.........
SS........
IS........
I.........
I.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
I.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
..........
JJ........
J.........
J.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
I.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
I.GGGGGGGG
I..GGGGGGG
I.GGGGGGGG
JILS IIS IIJ

Switching sides

A player may switch sides to clear Back to Back T-spin Triples indefinitely.

Any T-spin line clear is good enough to keep the "Back to Back" alive, which allows for lopsided designs.

These two have interchangeable parts.

See also

  • Twist - Explanation of twists such as T-Spins