Can I get some tips from you Tetris gods?

Thread in 'Discussion' started by aoeu256, 1 May 2007.

  1. Be conscious of what you're doing, but don't think.. if that makes sense to you.


    I mean.. knowing all the tricks is good, but try not to think too much when playing. If you hesitate it can screw you over more than if you just put the piece down, even if it's not the optimal position. Again, mistakes can be fixed but if you hesitate and lose your rhythm it can be fatal.


    Of course, over time you'll learn and just know what pieces go where. But you'll still make mistakes. We all do.
     
  2. DIGITAL

    DIGITAL Unregistered


    Well, that is true until you develop a quick enough reaction to think during the few frames of delay. [​IMG]

    It's true that hesitation can kill with lock delay. When in a jam, you'll have to place a piece in a position that does not compromise the structure. Often, you'd throw it into the pit on the right side or create an overhang and slide. Sometimes, you'll need to block a gap in order to keep the structure flat enough to maneuver around.
     
  3. That's more instinct than actual thinking though, and that's what I meant by learning over time and knowing what pieces go where.
     
  4. jujube

    jujube Unregistered

    @aoeu256: i don't want to criticize your video too much because i'm not quite sure what style of play you're going for [​IMG] but i just watched it again and it seems like you're doing a decent job of building an SRS stack aimed at making tetrises with a few exceptions.


    first of all you're not using the hold box which helps a lot with fixing mistakes before they happen. but as you showed in your 3rd game it isn't a must.


    the only problem i saw was your reluctance to attempt to put the I piece in column 9 at 0:59. it doesn't hurt to try [​IMG]

    at 0:08 you put an I in the 9th column and in the 1st and did just fine, until the O misdrop which had nothing to do with your I placements. this shows that you don't necessarily need a skim column with SRS, but of course it depends on the situation. even if your stack is perfectly flat you can make a "forecast skim" by placing an S piece in it's letter-name position on the far right side, then stack normally in columns 1-9.


    the I rotations in SRS allow for the 9th column to be slightly higher than the 8th, so don't be shy about building up the 9th if you want tetrises [​IMG] ARS is a better way to go if you want to play survival IMO, but i don't think you necessarily need to start with that if you want SRS 20g tetrises. it really couldn't hurt though, it might speed up your thinking process. you'll see though how much harder it is to tetris in ARS.
     

  5. Looks pretty good to me! If what you're aiming for is the Gm rank in TGM1, then obviously you'll have to not use the Hold or extra piece previews. But I'm sure you're competent without those at this stage, as you can get to 500 and are being killed by the 20G gravity. Don't worry if 20G forces you to play stressfully fast... You'll be used to that naturally before long. There are a few things that are barely important before 20G that really start helping you:


    -knowing what wallkicks you can get away with

    -knowing exactly how the I piece rotates


    If you need more detail on what that means just ask. [​IMG] Generally, you'll want to start building higher in the center, and pre-rotating pieces becomes very important. If you're looking to do any training right now, I'd recommend learning the I rotations rock solidly (pretty easy), staring at wallkick animations (you'll be learning these for quite awhile), and practicing with the 20G code (down eight times followed by C, B, A at the title screen between dropping a credit and pressing start).


    If you post a video with TGM 20G conditions, we could give more specific advice.
     
  6. Thanks for the advice guys [​IMG] Im going to stick with this.


    btw, i can never get the 20g code for tgm1 to work. I out in credit press down 8x times then press start, right? it never works!? Am i being stupid or something? [​IMG]

    Thanks, Mark
     

  7. You're missing the "C, B, A" part.The game uses 3 rotation buttoons and you must input them in this order after pressing down 8 times. Then press start. [​IMG]
     
  8. It also says "20G Mode" once it's worked.
     
  9. heya. ah i did press 8x down and c,b,a, but it didnt work. SO i just tried in mame and for some reason it did. So i booted up zinc again tried it in that and nothing. Any idea why it works in mame and not in zinc?
     
  10. The emulator shouldn't make a difference. The 20G code works fine in zinc for me.


    Are your key binds set up correctly in zinc? i.e. do you have all three buttons a, b and c bound to the keys you think they are?
     
  11. aoeu256

    aoeu256 Unregistered

    Death mode on ARS is harder than I thought [​IMG]. I haven't broken level 100 yet. The best I have ever gotten is two tetrises by luck [​IMG]. I am interested in the wall kicks and the I rotation tips though (I keep messing up trying to rotate the I piece!).
     
  12. DIGITAL

    DIGITAL Unregistered


    First and foremost, the I ONLY rotates in the third column in it's flat orientation. To make it even more complicated, the third column has to be at least two rows deeper than the I's flat orientation. If you build high in the center (or the columns where the I spawns), you are able to DAS or tap the I left or right to rotate more easily and not have to worry about the height of the third column or the usage of initial rotation. Another tip would be to keep the second to last column open for the cases where you forget to initial rotate.



    Check this page out for general tips and strategies regarding 20G. Most of the diagrams are self explanatory. If you don't understand something, just give us a shout.

    http://www13.plala.or.jp/TETRiS_TGM/kouza/index.htm
     
  13. aoeu256

    aoeu256 Unregistered

    Hmm can I get even more tips (asuming you guys are still reading this topic)... Like it always this video isn't my average, but it isn't my best either. (Maybe I could learn more from showing my sucky videos...)


    http://www.youtube.com/watch?v=R12Zb1p7VjE


    BTW: How long did it take you guys to get to level 200, 300, M rank?
     
  14. tepples

    tepples Lockjaw developer

    Aim for under 40 seconds per section. This means you are going to have to roll your joystick to down after moving the tetromino to lock it and make the next one appear more quickly.


    By gametime 0:09 you could have built higher in the middle. ARS rewards a "pyramid" shape more than SRS does.


    At gametime 01:15 you should have DAS'd the I tetromino all the way to the right.
     
  15. This isn't very realistic at this stage, I would be far more inclined to concentrate on survival than speed until you can reach 500 (which will take a LOT of practice - don't be disheartened).


    As for a play by play critique:


    0:03 - T would have been much better placed flat in the centre

    0:22 - L would have been better off on the far left, rather than spoiling the T-spin hole

    0:27 - J could have been used to expose the hole 3 from the right for easier hole fixing, but this may just be personal preference.

    0:36 - Rotate right once and move right once, would have been much better

    1:01 - Should have gone with your instinct to throw the O in the far left [​IMG]
    1:02 - T would have been better off either flat on the far right for an easy fix with your next piece, or left in centre leaving a single block overhang to fix

    1:10 - Should've thrown the J all the way to right

    1:11 - Second J should have been moved one block right on it's default orientation

    1:15 - I should've been thrown to the far right before rotating

    1:19 - Didn't rotate the L enough times. If you're having difficulty with moves like this with L and J, it may be easier for you to do the first rotation during ARE and the second immediately BEFORE you DAS to the right

    1:22 - May have been better to move the S just one block to the right but some players may disagree

    1:25 - No way for the I to get down the far left in this position (should've thrown it to the right instead), you need to learn the I rotation inside-out but this will come with experience.


    NB: The difficulty here with the strict I rotation is precisely why your placement of the T at 1:02 wasn't good


    Keep practising and you will see improvement, I guarantee it!
     
  16. aoeu, biggest advice I could probably give would be to use down to lock the pieces into place once you've positioned them. It makes you play faster, and also gives greater control during the piece changes.


    It took me a week or so to hit level 200 on death, and a few more weeks to pass 300, but I'd played TGM1 for a while.


    Is TAP your first Tetris game, or did you also play Tetris DS, or something else?
     
  17. My contribution: try to build a central pyramid, this will allow you to DAS a lot.

    A couple of common mistakes you should avoid:

    0.22: I would have waited for a T to do a T-spin: don't be afraid to build a huge but clean pyramid and wait for an appropriate tetromino rather than tryi ng only to deal with your mistakes

    0.27: DAS to the right, A > 3 lines clear

    0.35: DAS to the left

    1.25: you need to know perfectly what button you need to press to turn the tetrominos in the good way. You should train a bit in master moder to learn how to build before trying ta death
     
  18. DIGITAL

    DIGITAL Unregistered

    I firsted started playing 20G on TDS and then Devil in Heboris. Since I transitioned from TDS, I mainly used SRS which isn't very comparable to ARS. When I first started playing Devil in ARS, I died under level 100 very frequently (at this time, I believe I could reach 500 in SRS). It took me a week or so to stabilize at 100. 200 came a few weeks later. 300 didn't come for 2 or 3 months. A month, 400. When I stabilized at 400, I started refining my style for speed and efficiency. Then one very lucky day, the M rank just came. Since then, I can't seem to handle level 400 as well for some reason (dying around 450-490). [​IMG]

    Your video showed a lot of lag. Do you experience that much lag while playing? Lag will KILL at level 300+.


    Ok, since this is ARS AND Death mode, the emphasis is not on score. I'm going to try to analyse based on speed. This means using initial rotation and DASing whenever possible. Also, speed does not always lead to neat structures. Time is video time.


    0:05 - T should be flat in center. It's very important to keep the center higher than the right side. By placing the T in that position on the right, you essentially made it impossible to rotate the I into the column. It's very important to build in expectation. You haven't recieved an I for 5 pieces including the T. Chances are that it might be coming after the T and you'll have to make room for it.


    O:11 - An option for the Z would be to place it flat above the S. You'd leave an overhang that can be filled with a T.


    O:21 - A Z could be used to clear the overhang on the bottom right.


    0:26 - A T could have fit there but there's not really one way to deal with this situation. Since you placed an L there, you could have used a Z to clear an opening.


    0:40 - L should have been rotated clockwise intially and tapped right twice. It keeps the field flat and makes room for an upcoming I.


    0:45 - S could have been placed far right. The upcoming I could have been placed vertically in its starting position. The J did not come for awhile so you're building in expectation.


    0:58 - L should have either been placed flat without rotating or vertically above the Z by rotating clockwise intially.


    1:05 - Be really careful here. It's harder to clear a left column than a right column with an I. The same rules about having a higher center applies here as well. This is a matter of preference but I'd either choose to place that T flat on the far left without rotating to keep the field flat or I'd rotate it clockwise and place it above the O and J.


    1:08 - J would have been better plugged into the far left column.


    1:14 - Both Js could have been placed far right. After misdropping the first J, the second one should have been placed far left.


    1:17 - L should have been place flat.


    1:19 - Ouch, be sure to know when to initial rotate and when not to. The I should have been DASed right first.


    1:22 - When you have no good alternative for placement, minimize the damage. In this case however, the J could have been DASed right and rotated counter-clockwise into the column. But if that was not possible, the J should have been left in its initial orientation to flatten the field enough to maneuver around.


    1:20 - The S should have been stuck in the L gap. the center is not very high at this point, preventing you from maneuvering to the left side.


    1:23 - Oh noes! Left column syndrome!


    1:30 - Remember the rules for rotating an I. In this case, it should have been placed far right.
     
  19. aoeu256

    aoeu256 Unregistered

    Thank you guyz!


    You had similar but different responses heh.

    I was pretty much in panic mode near the end (although I am in panic mode to a lesser degree in the beginning...). I'm a not accustomed to playing with overhangs so I should probably work on those... I should build up high more instead of blocking the left and right path all the time with my pieces...


    Also: At least taking months is better than taking years...
     

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