have some daughts aboute TOJ and general TETRIS first of all: what is the diference of playing solo and playing multiplayers ? i never understand how garbage system works! 2. what is Back-to-back ? o.o 3. What for have tp on toj ? i dont understand japanese ( ofc ) and i think i bought an special piece that i never used 4. How 6-player game works ? i always send the garbage to the same player ? 5. Someone have tips to train t-spins ?
Make more than one line at once, and the other player's blocks get pushed up. Make a Tetris (4 lines at once) or a T-Spin (rotate the purple T tetromino into a tight space), then make another Tetris or T-Spin without making any singles, doubles, or triples between them. Wiki should help. I will warn you that the definition of a T-Spin is stricter for games published after mid-2006 (e.g. Tetris Splash) than for games published before then (e.g. Tetris DS), making some of the setups not work.
To expand upon what Tepples said, TOJ's garbage system works as follows: Base values: Singles - 0 Doubles - 1 Triples - 2 Tetrises - 4 T-Spin values: Zero - 0 Mini (Single with wall kick) - 1 Single (without wall kick) - 2 Double - 4 Triple - 6 Back-to-back multiplies garbage sends by 1.5. Combos (A combo is a chain of line clears with consecutive pieces. Combo 1 is two line clears in a row, Combo 2 is three, etc. Garbage being added to your field is also delayed while you are comboing.): The formula for garbage adds from combos is floor((Combo + 1)/2) with a maximum of 4 lines sent. In other words: Combo 1 or 2 - 1 Combo 3 or 4 - 2 Combo 5 or 6 - 3 Combo 7+ - 4 Additionally a line clear that completely empties the field sends twice the amount of garbage it would normally. As you can see, combos are very powerful in TOJ. They act as a defense against incoming garbage, and the garbage they send -- which, keep in mind, is on top of whatever those line clears would already send -- adds up quick. If you have to break back-to-back, try to make a nice combo to make up for it. They make good defense into a good offense. You can use them to buy limited use items or permanent stat upgrades. For example, you can buy faster speeds for autorepeat, line clear animation, soft drop, additional piece previews, or longer lock delay. There is a diagram of the stat upgrade page here. The "??? Speed" in that diagram is the autorepeat upgrade. It's a little weird. At any given time, your garbage is sent to your currently targeted player. The target icon moves to the next player at a regular interval.
i been playing this the random targetting is so stupid. one second im at the bottom of my field, next im all the way at the top... and whats with all the little sparkles each time you clear a line its so annoying!!
The premium account point rates are better. They want people to consider paying for the game, and I think the asking price is the equivalent of 3 USD or something?
Actually, i'm pretty sure back to back just adds +1 to the normal garbage. For example if you start a game with 2 tetrises it would send 4 + 5
TOJ and tetrisfriends reward all 3-corner T-spins. i'm beginning to wonder what's actually in the "guideline". the only thing i can think of that's consistent in all TTC sanctioned games featuring SRS is the well size. the randomizer was changed in TGM3, the first TOJ by GungHo, and the Blockstar and N-Blox modes in tetrisfriends. N-Blox has no lock delay, and Tetris New Century allows the player to enable step reset lock delay and disable hold. Blockstar and N-Blox violate the familiar piece color and wallkick rules. i think all SRS games after Tetris DS reward combos in at least some of their modes. and in one mode i know of in Tetris Party the player receives non-standard shaped pieces. edit: i guess doubles mode in Tetris Party violates the standard well size. AFAIK 180 rotation and mirror rotation (J to L, S to Z) are non-existent. are these features all that the guideline restricts? are they even restricted, or not implemented yet? i'm assuming the wall kick T-spin single you're talking about is this one: http://kitsune-zeta.com/Tools/TetrisFie ... CVDd9jBAAA but are these treated the same way? i can't remember. http://kitsune-zeta.com/Tools/TetrisFie ... C9DdVoBAAA http://kitsune-zeta.com/Tools/TetrisFie ... C9+cFjBAAA http://kitsune-zeta.com/Tools/TetrisFie ... V5c?tiBAAA
It is known that the Guideline allows sequels to non-conforming products to retain some of their non-conforming attributes. This is how Ti kept ARS as an option, for example. Even TDS has "Ghost piece: Off", and any PC game that allows remapping the controls has "Hold: Off". But new product lines start from the Guideline. Push and Catch in TDS violate it even more. As far as I can tell, as long as a conforming mode is there, a developer that wants to "move Tetris forward" can add clearly marked non-conforming modes.
Which means that there's no good reason they can't add a TGM inspired mode to an official tetris game. N-Blox was lazily bought as an "old-school" tetris game, and one that was relatively popular. Because it is "old school" it is allowed to work like old school games do. TI was only able to use such strict limits on infinity becaust it was an arcade game, and thus infinite spin is undesirable. And the guideline demanded that SRS be in, and that it have 3 piece preview at least and hold. By including the WORLD rotation, they became guideline compliant. ALso I suspect that the non bag randomizer was allowed because it was an arcade game, and thus supposed to be difficult.
Kitaru asked for just that at facebook, and survival mode in tetrisfriends has an invisible section. Amnesia had an urgent message for TTC, but he wasn't really asking for anything in particular. he also misspelled "you". unfortunately a Sega-inspired pc tetris game never reached the popularity of N-Blox, or things might be different. that's a good point. Tetris Zone also doesn't have infinity. i think TTC cares to some extent about the integrity of their leaderboards. i'll agree that TTC wanted SRS in TGM3, but are we sure that the 3 previews and hold were their idea? if the history 6 randomizer hadn't appeared until TGM3, wouldn't we be accusing TTC of forcing Arika to bend towards something easier? i'm sure Mihara had ideas of his own that made it into TGM3, but how do we know what those were?
I'm 99% sure it was TTC that wanted hold and the preiews in, and because those two features made the game easier, Mihara had to put in a HUGE speed boost to compensate. And then to make it remain playable at the new speed, they had to add a few new kicks. I'm awfully curious if KAN could get GM in master-extra on hebo mini with TAP rotation, 1 preview, and no hold...
I haven't tested Tetris Party thoroughly, but at first glance, it appears to use what Lockjaw calls "entry reset" behavior: each piece is given about two seconds of total lock delay, after which it locks into place if it hasn't already locked after remaining still for half a second. I seem to remember reading that Ti World has about eight shift/rotate resets per piece before it reverts to step reset.