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View Full Version : The Multiplayer Strategy of Thomas Ekstrom, "How to kill"


Corrosive
03-04-2009, 08:34 AM
This is for all you ignorant multiplayer cherries who whine about garbage lines being sent to all, and who are looking for a shining beacon of wisdom and hope. These are articles written by 'spindizzy', who was famous in his day on TetriNET along with his clan HELLFIRE. Let's read.

How to kill

Tetris was described as a peaceful game when it was introduced. Now, it is anything but. Let's face it, after a while, Tetris became fairly boring. You'd sit by your computer, dropping your blocks on autopilot, until the speed had been increased sufficiently for you to die. Then, you would repeat the procedure. There could be only one final result, death.

Now with the introduction of multiplayer Tetris, we can get rid of dying, or at least restrict it to our opponents.

The way to kill is to add too many lines to another player. That's simple, right? Maybe.

More elaborately, the right way to kill is to capitalize on your opponents' mistakes and to keep up a constant physical and psychological pressure.

Putting it another way, the way to kill is to stay alive.

A killing artist is someone who knows how and when to add. There are many examples, some of which will be given here.

The wall kill, where your opponent has made a mistake or a misplacement leaving him with a big tower next to his slide, located on the side. A swift and sufficient add here will leave him incapable of dropping a stick in the slide. This kills instantly.

The forced second mistake kill, where your opponent has produced a bad situation on his field requiring minute work to fix. By adding small amounts of lines to his field in rapid succession, you will make it harder for him to repair the damage, destroy his slides and make it likely that repeated mistakes occur. This behavior will only work with an instant-add client.

The retaliation kill, where you will use your opponent's lines against him in a monster add. This will only work with recursive clients. The key principle is to wait for your opponent's line-add with your setup finished and holding the last piece before the one that will start the chain-reaction. When lines add in sufficient amount, drop the piece, watch the field rise and chop off the field.

The trick add kill, that works by destroying your opponent's upfield and possible also destroying his setup. Also a recursive client speciality, this is achieved by a line-add of a type that will add holes to your opponent's field in uncomfortable places. Examples are the jans adds, the clean canvases, the z-adds and the super-janses. Unfortunately I don't have time to explain these right now. A trick add followed by a retaliation add will do the work 90% of the time.

The anti-downstacking cure kill. This is a regular Tetris speciality, particularily for fast but unskilled players in high-stick ratio games vs experienced but slow players. It consists simply of stacking a 10 to 12 lines stack and wait for two consecutive sticks, then sink the field, preferrably when your opponent isn't all the way down. A risky but sometimes necessary strategy. Downstacking while tetrising for the final kill is a necessity here.

These tricks are not listed here as a "copy this" type of advice, they are included to show the variety of modes you must master in order to be a successful killer. The key is to be unpredictable in your actions. Any player will over time be able to adapt to your particular strategy. This is why, against an equal, your strategy must be constantly changing. When playing a match, try to study your opponent for weaknesses and devise at least two, sometimes three or more modes of play to employ. If possible, do this before the game starts. There are a number of tactics one has to be able to implement to be a successful player. These include the overkill add technique (fairly self-explanatory), the melting field technique (where you play low and not commit yourself to any large stacks) and the trick-add technique (which is basically used to confuse your opponent).

However, it must be said that knowing these and more ways to destroy will ultimately do you no good without the right mindframe. In essence, a great player kills by his presence. When entering the playing ground, his opponents feel beat already. He will never turn down a challenge. He will never complain about a loss. In defeat he will be unfaced, congratulating his opponent and moving on to the next game. In victory, he will offer a rematch unless his counterpart was badly outclassed, thank his opponent for the contest and show no condescence. This has everything to do with the myth of the player. A person switching nicks every two weeks will never develop this clout. Its power is often underestimated. This is why players in a successful clan win much more, and why adding a tag to your name can improve your play. Simply, you will regard yourself as larger than life, and so will your opponents. Even a fairly bad player will eventually develop a reputation, and his wins will be noted.

spindizzy/HELLFIRE, 08.01

mufunyo
03-04-2009, 08:54 AM
Interesting read, but hopelessly outdated. None of this applies to contemporary multiplayer Tetris.

tepples
03-04-2009, 09:58 AM
I've had several "anti-downstacking cure kills" applied to me in Tetris DS: someone holds an I and builds a half-screen-tall rectum. Then he slows down and waits for the other player to start stacking, drops an I for a tetris (4 adds), pulls the I out of hold, and drops it (5 adds, including B2B bonus). Follow it with a kick T-spin for another 3 adds, and that can still be a quick kill. "Melting field" is still relevant, to the point where I made a scenario specifically for it in Lockjaw (called "Low Rider" in 0.05-0.31 and "Well height: 8" since 0.32).


I'd guess "retaliation" and "trick add" are obsolete only because the popular clients are naive (http://www.tetrisconcept.net/forum/../wiki/index.php/Line_clear#Naive), not recursive.

caffeine
03-04-2009, 04:53 PM
I'm glad you saved these relics seeing how HF's site has been down for ages. I used to be a huge spindizzy fan. He owned me hard. http://www.tetrisconcept.net/forum/images/smilies/icon_mad.gif

iphys
03-04-2009, 07:17 PM
Heh heh, I've never heard anyone use the term "killing artist."

m:)
03-04-2009, 08:17 PM
but have you read "the art of war"?

Corrosive
03-04-2009, 09:31 PM
I'm glad you saved these relics seeing how HF's site has been down for ages. I used to be a huge spindizzy fan. He owned me hard. http://www.tetrisconcept.net/forum/images/smilies/icon_mad.gif Just go to http://www.archive.org (http://www.archive.org/default.htm) and enter hellfire.darktech.org

DIGITAL
03-04-2009, 10:13 PM
Just a few comments after reading it.

The wall kill, where your opponent has made a mistake or a misplacement leaving him with a big tower next to his slide, located on the side. A swift and sufficient add here will leave him incapable of dropping a stick in the slide. This kills instantly.
This one still applies to modern variants but it has changed its form a bit. Strong players nowadays don't seem to stack up for multiple tetrises at once, and so the condition for this type of kill is rarely met. The more players in a game, the more cautious one would be. Instead, the impact lies in the fact that the player will not be able to downstack in time from such a misdrop because he most likely won't have enough I tetrominoes. He has to first stack upwards to get rid of that lopsided tower before he can get down. This is a huge window of opportunity for the opponent to capitalize. It's not so much about the lock-in for the instant skill but more about pushing your opponent just beyond the brink of recovery.

The forced second mistake kill, where your opponent has produced a bad situation on his field requiring minute work to fix. By adding small amounts of lines to his field in rapid succession, you will make it harder for him to repair the damage, destroy his slides and make it likely that repeated mistakes occur. This behavior will only work with an instant-add client.
I'd argue that "forcing" a second mistake is a subset of every type of kill. That aside, applying pressure on the opponent with gradual but constant garbage (add) flow works best in games with purely random garbage. This is a technique to keep your opponent at the same field height. As he clears down, he's getting boosted back up. As long as you don't mess up your attack flow, your opponent will be trapped in a perpetual cycle of defense. Mistakes that follow will only boost him higher or outright kill him.

The retaliation kill, where you will use your opponent's lines against him in a monster add. This will only work with recursive clients. The key principle is to wait for your opponent's line-add with your setup finished and holding the last piece before the one that will start the chain-reaction. When lines add in sufficient amount, drop the piece, watch the field rise and chop off the field.
This timing technique in general works great in games where garbage is frequently aligned. I've often referred to this as a garbage spike, but the spike doesn't have to just come from your opponent. A sudden spike gives the opponent little time to react. It works even better in retaliation when your opponent has no lines of defense in games with garbage countering.

The trick add kill, that works by destroying your opponent's upfield and possible also destroying his setup. Also a recursive client speciality, this is achieved by a line-add of a type that will add holes to your opponent's field in uncomfortable places. Examples are the jans adds, the clean canvases, the z-adds and the super-janses. Unfortunately I don't have time to explain these right now. A trick add followed by a retaliation add will do the work 90% of the time.
This seems to only apply to games with tactical garbage. That is, garbage that the player can directly influence aside from the timing and the amount sent. Two examples that come up in my mind are the garbage that is shaped like the pieces used to clear the line (ala TGM) and TOJ where you can manipulate hole alignment depending on the type of line clear. However, it seems that this type of killing technique has become secondary in modern implementations and most players don't consciously attack with such a frame of mind. One place where such a technique still remains somewhat primary (but in a different form) is in games with items that can alter the opponent's field. In item games, the true objective is to just ruin your opponent's field and finish him off.

The anti-downstacking cure kill. This is a regular Tetris speciality, particularily for fast but unskilled players in high-stick ratio games vs experienced but slow players. It consists simply of stacking a 10 to 12 lines stack and wait for two consecutive sticks, then sink the field, preferrably when your opponent isn't all the way down. A risky but sometimes necessary strategy. Downstacking while tetrising for the final kill is a necessity here.
This seems to be a variation on the retaliation kill. It's primarily garbage spiking and then applying pressure to keep your opponent where you want him.

However, it must be said that knowing these and more ways to destroy will ultimately do you no good without the right mindframe. In essence, a great player kills by his presence. When entering the playing ground, his opponents feel beat already. He will never turn down a challenge. He will never complain about a loss. In defeat he will be unfaced, congratulating his opponent and moving on to the next game. In victory, he will offer a rematch unless his counterpart was badly outclassed, thank his opponent for the contest and show no condescence. This has everything to do with the myth of the player. A person switching nicks every two weeks will never develop this clout. Its power is often underestimated. This is why players in a successful clan win much more, and why adding a tag to your name can improve your play. Simply, you will regard yourself as larger than life, and so will your opponents. Even a fairly bad player will eventually develop a reputation, and his wins will be noted.
I agree that reputation and intimidation plays an important role in a matchup. However, I disagree that it makes you a better player by any means in terms of improvement. If anything, it makes the opponent play worse. Regarding yourself as larger than life can be a huge mistake. Overestimating your ability will ultimately lead to your downfall. Confidence in your ability is not a bad thing but you shouldn't rely on a name to give you instant superiority. It's true that being part of a community, clan, etc. can help you play better, but that can be attributed to players helping each other out. When you hang with a strong crowd, you start assimilating.

Corrosive
03-04-2009, 10:58 PM
That was some very good input digital

caffeine
03-05-2009, 03:51 AM
Corrosive, why didn't you post "How to Win"? That's the best one!

TWF
03-05-2009, 06:00 AM
He'll probably post it tomorrow.