TETR.IO/Quick Play

From TetrisWiki
Revision as of 00:05, 31 January 2025 by Axye (talk | contribs) (seperate refs section)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Main article: TETR.IO

Quick Play, previously teased as Quick Play 2, replaced the old gamemode in Beta 1.0.0.[1] The goal of this mode is to climb as high as possible and battle it out in a large free-for-all lobby.

Floors

Zenith Tower, the stage of Quick Play, is divided into ten floors by altitude. Reaching a new floor for the first time, other than floors 1 and 10, unlocks a new mod.

Floor Name Height range(m)
1 Hall of Beginnings 0–50
2 The Hotel 0–150
3 The Casino 150–300
4 The Arena 300–450
5 The Museum 450–650
6 Abandoned Offices 650–850
7 The Laboratory 850–1100
8 The Core 1100–1350
9 Corruption 1350–1650
10 Platform of the Gods 1650 and above[QP note 1]

Climbing

The Climb Speed bar at rank 8.

Players climb the Zenith Tower by sending lines and eliminating other players.

Climb Speed is ranked up by sending and cancelling lines, indicated by a progress bar and growing shapes under the board. You start at Climb Speed 1, and there is no upper limit. You climb at +0.25m/s, starting at 0.25m/s, per Climb Speed rank passively.

Sending, but not cancelling lines, will gain bonus altitude, shown as a flashing +NUMBER above your username. Each line sent immediately boosts you by 1 second of your Climb Speed. KOs count as 15 lines, but do not contribute to Climb Speed progress.

Climb Speed decays over time and decays faster at higher ranks. When you gain a rank, this decay will pause for 5 seconds. However, each time you lose and regain the same rank, this shortens by 1 second (down to 1 second). This can be reset back to 5 seconds by reaching 50% to the next rank.

In Expert Mode, Climb Speed decays faster, and cancelling lines does not contribute to Climb Speed progress.

In Duo, both players contribute to the same Climb Speed and altitude, but contribute half as much each.

HYPERSPEED

The HYPERSPEED text.
The HYPERSPEED speedrun overlay with time splits.

When you reach a certain Climb Speed rank specific to each floor before reaching floor 6, you enter HYPERSPEED. You must reach a rank of 8 on floors 1 or 2, rank 9 on floors 3 or 4, and rank 10 on floor 5. You cannot enter HYPERSPEED after floor 6. HYPERSPEED ends when you reach floor 10 or fall below Climb Speed rank 7. You cannot enter HYPERSPEED in Duo or any reversed mod.

In HYPERSPEED, a speedrun overlay shows up with the player's progress, the time the player completed each floor, and their best times. The player will also have a glowing rainbow overlay in the leaderboard. Otherwise, HYPERSPEED is cosmetic and does not directly affect climbing.

Gameplay changes

Quick Play makes some changes to the base gameplay.

B2B Charging Surge starts with an attack of 1 line, instead of 4 lines in other multiplayer modes. All Clears send only 3 lines but add +2 B2B. 0-combo Singles always send 1 line, except in Expert Mode or any reversed mod.[QP note 2]

Garbage messiness is modified from change-on-attack. Each individual line has a certain chance to change columns, known as garbage messiness. Between separate attacks, this chance is multiplied by 2.5x. This means that garbage is not specifically tied to the queue.

When receiving garbage, the lines will wait in queue before becoming active. It first appears a transparent yellow, then transparent red, then opaque red once active. Placing a piece before the lines are active will not cause garbage to enter. Garbage becomes active faster per floor and if the Expert mod is enabled.

Fatigue

To prevent runs from going on forever, the player receives a debuff every minute starting from 8 minutes up to 12 minutes.[QP note 3] These debuffs stack and last until the player tops out.

Time Debuff Message
8 minutes +2 permanent lines FATIGUE SETS IN...
9 minutes Receive 25% more garbage YOUR BODY GROWS WEAK...
10 minutes +3 permanent lines (total 5) ALL SENSES BLUR TOGETHER...
11 minutes Receive 25% more garbage (total +50%) YOUR CONSCIOUSNESS FADES...
12 minutes +5 permanent lines (total 10) THIS IS THE END.

Additionally, at 3, 5, and 7 minutes, your chance of being targeted increases. No message appears for this effect however.

Attacking

Attacking players in Quick Play is done by sending lines. If an attack causes a player to top out, a KO is attributed to that player's attack. When sending an attack of over 4 lines, it will be split up into separate attacks of up to 4 lines each. Garbage is multiplied the higher up an attack travels, known as "height multiplier".

You cannot change targeting modes or manually target players in Quick Play. Instead, all players have a hidden value that determines how likely they are to be targeted. This value increases over time during a run and is affected by some mods. This value decreases temporarily when receiving garbage.[QP note 4] Players also generally target others on the same floor.

Windup

The Windup alert.

Windup is a mechanic that triggers when any individual received attack contains 8 or more garbage lines. When this happens, an alert will appear, and the attack will be split up into portions of 4 lines. It can only be split up to 4 times; the last portion will contain all leftover lines.

When a Windup appears, it takes 1 second for the attack to start coming in, and 0.5 seconds between each split portion. Only one Windup can happen at a time; further attacks are queued until the Windup ends.[QP note 5]

When using the Volatile mod, Windup is triggered before garbage is doubled. This means that an attack of 15 would enter normally, and an attack of 16 would trigger Windup.

Mods

Quick Play features a total of 9 mods that can be enabled before starting a run. 8 of them are unlocked by reaching a certain floor, while the Duo mod requires one player to be a TETR.IO Supporter. Each unlockable mod makes gameplay more difficult, though some also have a potential upside. With the Duo mod, two players play together as one team with each player having their own board. If one tops out, the other can revive them by completing up to 3 random tasks.

Mod name Effect Unlock condition
No Hold Disables the ability to hold pieces. Floor 2
Messier Garbage Garbage is significantly messier. Floor 3
Gravity Gravity increases and lock delay decreases per floor. Floor 4
Volatile Garbage Receive and cancel double the normal amount of garbage. Floor 5
Double Hole Garbage Garbage may sometimes spawn with two holes. Floor 6
Invisible Non-garbage blocks become invisible and are shown briefly every 5 seconds. Floor 7
All-Spin Spins with non-T pieces are considered full Spins instead of Mini-Spins.
Performing the same clear or Spin twice in a row spawns a Wound line.
Action text persists after performing an action.
Floor 8
Expert Mode Lowered garbage delay.
All garbage lines enter at once instead of rolling in one by one.
0-combo Singles no longer send any lines.
Cancelling garbage does not contribute to climb speed.
Chance of being targeted increases.
Garbage is messier.
Floor 9
Duo Allows two players to play as a single team. One player must be a Supporter

Wound lines

Wound lines on a player's board.

Wound lines are a type of unclearable garbage that spawn when a player performs the same clear or action twice or more in a row with the All-Spin mod enabled. Wound lines consist of blocks that shift colors and display a number indicating how many clears one must perform before they turn into regular garbage. The number of clears required increases with each floor. Wound lines are unaffected by the Volatile Garbage and Double Hole Garbage mods. All Clears can still be achieved even if Wound lines are present.

Reviving

A Duo partner awaiting revival.

When one player in a Duo tops out, the run isn't over yet. To revive their teammate, the surviving player must complete 1-3 revive tasks. This will clear their board and allow them to keep playing. These revive tasks are grouped into tiers ranging from F to A tier:

Tier Task Notes
F Perform a 3-Combo
F Clear 2 Doubles
F Clear a Quad
F Clear 6 Lines
F Clear a Double using an O-Piece
F Clear 4 Garbage Lines
F Clear a Double using an S or Z-Piece
F Clear a Triple using an L or J-Piece
E Perform a T-Spin Mini
E Clear a T-Spin Single
E Clear a T-Spin Double
E Clear an S/Z-Spin
E Clear an L/J-Spin
E Perform a 5-Combo
E Clear 2 Lines using horizontal I-Pieces
E Tank 4 Garbage Lines
E Cancel 4 Garbage Lines
D Clear 4 Doubles
D Place 3 pieces in a row without moving or rotating Holding is allowed
D Place 14 pieces in a row without clearing any lines
D Send 6 Lines Lines cancelled do not count
D Place 20 pieces
D Clear 2 Doubles using S or Z-Pieces
D Clear 2 Triples using L or J-Pieces
D Clear an I-Spin
D Clear a Quad in the upper half of the board
C Clear a T-Spin Triple
C Place 25 pieces without using Hold Does not appear with No Hold
C Clear 3 Triples
C Reach B2B x4
C Clear a Quad in 2 different columns
C Use Hold on 15 pieces in a row Does not appear with No Hold
C Place 10 pieces without releasing Soft Drop
C Have part of your stack in the top 3 rows for 3 seconds
C Clear 10 Lines without clearing with T or I-pieces
C Clear an S/Z-Spin Triple
C Clear 2 Doubles consecutively using two O-Pieces
C Clear 4 T-Spin Minis
B Clear 6 Lines using O-Pieces
B Clear Spin-Clears with 3 different pieces
B Clear 4 Quads
B Place 5 pieces in a row without moving or rotating Holding is allowed
B Send 18 Lines Lines cancelled do not count
B Clear an L/J-Spin Triple
B Clear 2 Quads in a row
B Clear 8 Singles without doing other clears or using Hold
B Have no Garbage Lines on your board for 4 seconds
B Rotate 100 times
B Don't cancel any garbage for 8 seconds
A Perform a 7-Combo
A Clear an I-Spin Double
A Clear two S/Z-Spin Doubles consecutively
A Clear two L/J-Spin Doubles consecutively
A Perform a Color Clear Performed by clearing all non-garbage minos on the board.
A Clear 40 Lines

Using the formula , the task tiers are chosen using this table:

Difficulty Tasks
1 F×1
2 F×2
3 F×3
4 F×2 E×1
5 F×1 E×2
6 E×3
7 E×2 D×1
8 E×1 D×2
9 D×3
10 D×2 C×1
11 D×1 C×2
12 C×3
13 C×2 B×1
14 C×1 B×2
15 B×3
16 B×2 A×1
17 B×1 A×2
18 A×3

Any higher 'difficulty' will always assign 3 A tier tasks.

Reversed mods

Reversed mods were added in Beta 1.5.0[2] on January 18, 2025. Each mod (except for Duo) has a reversed version that is significantly harder, but cannot be combined with other mods. To unlock a reversed mod, you must climb a total of 30,000m with its base version. Enabling multiple mods will gain progress for them at the same time.

Mod name Base version Effect Description
Asceticism No Hold Hold piece is disabled.
1 piece preview.
No ghost piece.
Spins are downgraded to Mini-Spins.
Random piece generation (no 7-bag).
Garbage holes are 2-wide.
A detachment from even that which is moderate.
Loaded Dice Messier Garbage Garbage is significantly messier.
1.15 seconds of line clear delay is added.
You start with a fixed pattern of 6 circles on your board.
In a rigged game, your mind is the only fair advantage.
Freefall Gravity Gravity starts at 20G.
Lock delay decreases per floor.
In retrospect, the ground you stood on never existed in the first place.
Last Stand Volatile Garbage Playfield is 14 blocks tall.
Receive 3x garbage, but garbage is cleaner.
The next two garbage hole positions are indicated.
Strength isn't necessary for those with nothing to lose.
Damnation Double Hole Garbage Start with 12 rows of checkerboard garbage.
Garbage lines have 7-8 holes.
Receive half as much garbage.
Garbage cannot be cancelled.
No more second chances.
The Exile Invisible Pieces become invisible permanently.
Only the top 3 rows of garbage are visible.
Start with 3 separate lines of garbage.
Never underestimate blind faith.
Warlock All-Spin In addition to base effects:
Penalties become 20 wound lines.
Every non-Spin line clear counts as a Single.
Start with 10 separate lines of garbage.
Garbage is messier.
Into realms beyond heaven and earth.
The Tyrant Expert Mode In addition to base effects:
Climb Speed no longer gains altitude over time.
KOs grant 8 instead of 15 altitude.
You lose altitude at an increasing speed per floor.
Fatigue has stronger and additional debuffs.
Chance of being targeted increases.
Receive more garbage the longer you spend in one floor.
Fear, oppression, and limitless ambition.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
The starting board for Loaded Dice.
..........
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
The starting board for Damnation.
Example of garbage in Damnation.

The Tyrant uses a different set of Fatigue effects, which are as follows:

Time Debuff Message
6 minutes Garbage received becomes messier YOUR POWER SLIPS…
7 minutes Receive 25% more garbage WHISPERS OF DISCONTENT SPREAD…
8 minutes +3 permanent lines PROTESTERS LINE THE STREETS…
9 minutes Receive 25% more garbage (total +50%) YOUR CLOSEST ALLIES DEFECT…
10 minutes +5 permanent lines (total 8) PARANOIA CLOUDS YOUR JUDGEMENT…
11 minutes Garbage becomes even messier THE REVOLUTION HAS BEGUN…
12 minutes +12 permanent lines (total 20)[QP note 6] THE END OF AN ERA.

Trivia

  • Before the release of the Quick Play rework, a teaser video previously titled "Hall of Beginnings - TETR.IO" was posted. In the background was an encoded message that read "Q P 2.0". The first user to decode this message was UNZENTA.[3]
  • Each of the Quick Play mods is themed upon a card from the Major Arcana. Many flavor texts allude to their meanings, such as The Emperor being associated with power and authority.[4]
    • Reversed mods are similarly based on tarot reversals, which convey an opposite or darker meaning.

Notes

  1. The height of floor 10 is internally set to "1 / 0", which equals infinity.
  2. This was done to prevent players from receiving garbage without sending any themselves, which could negatively affect Quick Play's balance.
  3. There are no further debuffs past 12 minutes, meaning a run can last effectively forever. A few players have attempted such runs which have reached over 30 minutes.
  4. In rare cases, players could send so much garbage that everyone hit a cap and their chance of being targeted hit 0. This would cause any player starting a run to be targeted by everyone in the entire lobby until they were capped out too. This issue was remedied in a hotfix following Beta 1.5.0.
  5. At very high (6000m+) altitudes, players can receive so many large attacks that they get non-stop Windups queued up faster than they can activate.
  6. Because 20 lines is the height of the board, it is almost impossible to survive further without stalling.

References

  1. "Beta 1.0.0 Update Log". TETR.IO patch notes. July 26, 2024. Retrieved .
  2. "Beta 1.5.0 Update Log". TETR.IO patch notes. January 18, 2025. Retrieved .
  3. @deep4amtweets (July 26, 2024). "so glad i can finally congratulate @unzenta for being the first to decode hall of beginnings!! you knocked it outta the park dude
    and to everyone -- please enjoy http://tetr.io beta, and good luck in quick play 2!"
    (Tweet) – via Twitter.
  4. "Tarot card reading". Wikipedia. Retrieved .