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[[ | [[File:Playing forever like CT.gif|right|frame|A 140-tetromino run of this strategy.]] | ||
The following outlines a method of playing forever given the following conditions, which apply in many [[Tetris Guideline|''Tetris'' products since 2001]]: | The following outlines a method of playing forever given the following conditions, which apply in many [[Tetris Guideline|''Tetris'' products since 2001]]: | ||
*the [[Random Generator]] is used to generate piece sequences | *the [[Random Generator]] is used to generate piece sequences | ||
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=== 20G loop === | === 20G loop === | ||
[[ | [[File:Forever-gravity.gif|right|frame|A 70 pieces run of this 20G capable strategy.]] | ||
This is a slight variation of the technique above. It works under 20G gravity, that means a piece is pulled down immediately to the ground. On the other hand, another requirement must be met, namely that it must be possible to drop the first 2 I pieces and the second and third T piece on the stack for the S pieces. Note that most modes with gravity (e.g. Marathon) don't start with 20G, so this requirement is pretty much just formally. | This is a slight variation of the technique above. It works under 20G gravity, that means a piece is pulled down immediately to the ground. On the other hand, another requirement must be met, namely that it must be possible to drop the first 2 I pieces and the second and third T piece on the stack for the S pieces. Note that most modes with gravity (e.g. Marathon) don't start with 20G, so this requirement is pretty much just formally. | ||
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=== No previews loop === | === No previews loop === | ||
[[ | [[File:Forever-previewless.gif|right|frame|A 70 pieces run without usage of next piece queue.]] | ||
This is another slight variation of the technique above. It works with 0 previews, that means the player doesn't need any knowledge of the next piece queue. On the other hand, another requirement must be met, namely that it must be possible to drop the first 2 I pieces horizontally on the L,J,O section. If this isn't fulfilled, then you may have to restart. Here the S,Z,T section is on the left side, the L,J,O section is in the middle and the I piece section is on the right side. | This is another slight variation of the technique above. It works with 0 previews, that means the player doesn't need any knowledge of the next piece queue. On the other hand, another requirement must be met, namely that it must be possible to drop the first 2 I pieces horizontally on the L,J,O section. If this isn't fulfilled, then you may have to restart. Here the S,Z,T section is on the left side, the L,J,O section is in the middle and the I piece section is on the right side. | ||
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=== 40 Lines Sprint === | === 40 Lines Sprint === | ||
[[ | [[File:Forever-sprint.gif|right|frame|A 102 pieces run of this sprint strategy.]] | ||
This is yet another slight variation of the technique above. Here, the goal is not to loop but rather to clear 40 lines with a minimum number of guaranteed pieces. With this variation 40 lines can always be cleared within 15 bags, that means 104 dropped pieces at maximum and 1 piece in hold. | This is yet another slight variation of the technique above. Here, the goal is not to loop but rather to clear 40 lines with a minimum number of guaranteed pieces. With this variation 40 lines can always be cleared within 15 bags, that means 104 dropped pieces at maximum and 1 piece in hold. |
Latest revision as of 07:03, 2 November 2023
The following outlines a method of playing forever given the following conditions, which apply in many Tetris products since 2001:
- the Random Generator is used to generate piece sequences
- the game has the Hold feature
- at least 3 piece previews are available
Standard procedure
The general method is achieved by dividing the screen into self contained sections as shown below. Specifically, the 4 left columns, the 4 right columns, and the 2 middle columns will be treated as distinct regions, with specific pieces assigned exclusively to each region. Because the random generator provides strings of bags containing each of the 7 pieces in a random order, it is possible to construct a strategy around the relatively small variation, with looping patterns.
S, T, and Z will be placed to the left, L, J, and O will be placed to the right, and I pieces will fill the middle.
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The S, T, and Z piece loop
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This pattern loops after 4 bags of pieces. Depending on the order of the pieces for each bag, you may need to use Hold to force a piece to come last. Piece previews are technically not required to play this pattern.
The Z piece must drop after T, so use Hold to change the order if necessary:
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The T piece must not drop first, so use Hold to change the order if necessary:
Option 1 |
Option 2 |
The T piece must land diagonally adjacent to the other T, so use Hold to change the order if necessary:
Option 1 (needs |
Option 2 (needs |
The T piece must drop last, so use Hold to change the order if necessary:
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The L, J, and O piece loop
This pattern loops after a single bag of pieces. Depending on the order of the pieces, you will need to use a different construction. At least 5 previews are required to choose the appropriate construction. Alternatively, it is possible to use 3 previews and clever use of Hold (that does not conflict with the STZ loop's Hold needs) to choose an approriate construction using some advanced techniques.
O first (OJL, OLJ):
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O last (JLO, LJO):
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JOL: (mirror for LOJ)
Drop J |
Soft-drop O |
Slide O |
Drop L |
Advanced techniques for when only 3 previews are available
Worst case bag distributions such as H?XX?X? and H?XXX?? deserve a special mention. The first piece 'H' denotes a piece which must be placed in Hold in order to follow the STZ loop procedure. Pieces from the LJO loop are denoted by '?', and the remaining pieces are denoted by 'X'. Using 3 previews and Hold, it is only possible to see the first 4 pieces of the bag before the second piece enters the screen. This means you only see H?XX, and only know the first piece of the LJO loop. Because H must be put in Hold, you are forced to make a decision without knowing the order of the rest of the LJO loop. If the O comes first, you can follow the procedure above without problems. The rest of the time you will run into complications like this:
Impossible O placement (eg. HLXXJXO, HLXXXJO):
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Impossible J placement (eg. HLXXOXJ, HLXXXOJ):
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When L or J come first it is impossible to determine which LJO pattern to use without knowing the order of the final 2 pieces. The solution to this problem is to wait until the first L or J piece enters the screen before making a decision. With the held piece, active piece, and 3 previews, you now see 5 pieces into the bag. This allows you to tell the LJO piece order for the case of H?XX?X?. However, in the case of H?XXX?? the order remains unknown. With this final worst case, the STZ loop is guaranteed to be finished before the second and third pieces of the LJO loop are dealt. This means Hold is available! You can start building whichever pattern you prefer, and use Hold to change the order of the final 2 pieces as necessary.
Tricky starts when only 3 previews are available
There is a worst case start that only complicates the very first bag when playing forever. With a sequence such as ?HXX?X? you can see a maximum of 4 pieces into the bag as you place the first piece. It is impossible to Hold the first piece (part of LJO) because the second piece (part of SZT) must be held. Additionally, because the second last piece is also part of the STZ loop, Hold cannot be used to change the order of the the final 2 LJO pieces as discussed above. So a decision must be made with only the first 4 pieces of the bag known. In this case, the solution is to note that the STZ pattern in the previous section requires the Z to be placed last. However, the mirror STZ pattern is equally feasible, and would require the S to be placed last. Because you have these 2 options, it is impossible that the first piece dealt for the STZ loop is required to be placed last. The worst case is now ?SZX?X?, which can be expressed as ?XHX?X?. By holding the first piece, placing the second, and holding the third, you can now see the first 6 pieces of the bag. This then allows you to choose an appropriate LJO pattern.
It should be noted that this affects only the very first bag of playing forever, which is not to be confused with the first bag of every 20-bag loop of playing forever. On subsequent loops, the first piece of the first bag is already in Hold. You can see the first 5 pieces of ?HXX?X? after you put H on Hold, which makes the first piece active, and sums to 5 with the 3 previews. It is only a problem for the first bag of the game because the player is restricted to a maximum of one use of Hold before placing a piece.
The I piece loop
This pattern loops every 2 bags. No use of Hold or piece previews is required. The player must simply alternate putting the I tetromino in columns 5 and 6 to reap tetrises.
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Notice that the alternate JOL method will work only if the first I tetromino of the loop is placed away from the JLO heap.
Balancing the Stacks
Since the loops have a cycle of 4, 1, and 2 bags respectively, after playing 4 bags they will all be flat. However, the I loop will have only placed 8 rows compared to the 12 rows placed by both the STZ and LJO loops.
The rows stacked |
Though of course, |
Leaving us with a |
In order to offset this balance, it is necessary to change strategy. Continue to do the standard STZ loop, while using the following LO and IJ loops.
The L, O piece loop
This pattern loops after 2 bags of pieces. Order is not important, and therefore neither Hold nor piece previews are strictly required for it.
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The I, J piece loop
This pattern loops after 2 bags of pieces. Order is not important, and therefore neither Hold nor piece previews are strictly required for it.
JIIJ:
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Because of line clears, the order is not very important. Even if you place pieces in the opposite order than what is shown, the net change in screen geometry will be the same:
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Putting it all together
If you play the standard method for 12 bags, the balancing method for 4 bags, and finally the reverse balancing method (with LO on the left and STZ on the right) for 4 bags, then you will clear the entire screen allowing you to start over again and play indefinitely.
The net result of |
The rows stacked |
Of course, |
...kept things |
Where we left off. |
4 bags balancing |
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Back to |
The Final Bag
The final bag requires some special consideration. Because the sides are getting low, the J piece will not necessarily clear. So I must come before J in order to follow the pattern. You can't rely on using Hold for this as a worst case scenario (eg. TJIxxxx) would also require you to Hold the T. To deal with this problem, you can follow the procedure below.
Stack the I on |
Play the |
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The end of the |
But after the first bag of the next loop, we're exactly where we expect to be:
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Open questions
Adapting this method to the following situations is left as an exercise for the reader:
- All tetris line clears
- High gravity (solved)
- A shorter loop than 140 pieces
- No hold piece
- No soft drops (with 0g gravity)
- 14-piece bag randomizer
- 9x18 grid
- 63-piece bag randomizer (The New Tetris with different rotation system)
It should be noted that all solutions will necessarily be a bag-multiple of pieces in length. Also, all loops must produce a net change of 0 after a complete cycle. This means that all solutions must clear as many lines as they stack, which requires pieces in a multiple of 5. Combining these 2 conditions, it can be seen that all solutions will be a multiple of 5 bags.
The STZ pattern loops every 4 bags, so all solutions that use it will necessarily be a multiple of 4-bags. Therefore with current techniques, in addition to the standard conditions above, the minimum loop size is 20 bags. As this is the size of the current solution, more efficient solutions will require a much revised approach.
Loop without Perfect Clear
The following technique is easier to learn as the method above but doesn't loop back to an empty playfield. It functions very similar but needs a little more requirements:
- Random Generator, also known as 7-bag randomizer
- Hold feature
- 5 Piece previews (if not specified otherwise)
- Sonic Drop respectively Soft Drop
- high enough playfield
In the first bag, a SRS wall kick may also be required to move the T piece below the S piece. Like above, the field is devided into 3 sections but their positions never change.
- First, we have a 4-column-wide section for S, Z and T pieces. The first T piece is placed horizontally on the left side. The left 2 columns are reserved for Z pieces and the right 2 columns for S pieces. T pieces are usually put in hold until another T piece shows up. In this case, the 2 T pieces are placed above each other vertically.
- Then, we have a 2-column-wide section for I pieces. Every 10 bags (70 pieces), 2 T pieces and 2 J pieces are dropped on this section in a way that they clear exactly one line.
- Finally, there's the 4-column-wide section for L, J and O pieces. The 5 previews are needed to know the order of L, J and O in the bag. If the O piece shows up between L and J, then the piece that comes first (L resp. J) is dropped vertically with its head up and the O piece is moved below it with Sonic Drop.
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Every 10 bags, 28 pieces are dropped on the first section (10 S, 10 Z, 8 T), 28 pieces as well on the second section (10 O, 10 L, 8 J) and 14 pieces on the third section (10 I, 2 T, 2 J). This makes 28 cleared lines (6 Tetrises and 4 Singles) and no section is growing in respect of the other sections. Thus, this technique loops every 10 bags. Here's a brief description how one can proceed to loop back to the playfield where the first bag was already placed. In practice however, it is probably better to stack higher and use O pieces in the I section instead of J. In this case, the technique loops every 20 bags.
bags 1 & 2 | Hold first T until second T shows up and drop them both on S stack. Put first I on top of existing I and use second I to score a Tetris. |
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bags 3 & 4 | Hold first T until second T shows up and drop them both on S stack. Put first I on top of existing I and use second I to score a Tetris. |
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bags 5 & 6 | Hold first T until second T shows up and drop them both on S stack. Score a Tetris with first I. |
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bags 7 & 8 | Hold first T until second T shows up and drop them both on S stack. Score a Tetris with first I. |
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bag 9 | Use T and J for Single line skimming. Score a Tetris with I. Put L with its head down on the edge of the LJO stack and place O beside it. |
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bag 10 | Hold J until the very end of the bag. Use T and J for Single line skimming. Score a Tetris with I. Put L with its head up on top of the other L. |
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20G loop
This is a slight variation of the technique above. It works under 20G gravity, that means a piece is pulled down immediately to the ground. On the other hand, another requirement must be met, namely that it must be possible to drop the first 2 I pieces and the second and third T piece on the stack for the S pieces. Note that most modes with gravity (e.g. Marathon) don't start with 20G, so this requirement is pretty much just formally.
Here the I piece section is on the left side, the S,Z,T section is in the middle and the L,J,O section is on the right side. We also assume that the third I piece is dropped horizontally on the very left. This assumption is not needed, but it simplifies the execution.
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Newly spawned pieces will always touch the top of the S piece stack. At the end of each bag, the S piece stack is 2 or 6 columns higher than the Z piece stack. So even if a piece shows up in the bag between S and Z, it can still be moved to the left side. Similarly at the end of each bag, the S piece stack is always at least 3 columns higher than the L,J,O section. Thus, pieces can always be moved to the right side.
bags 1 & 2 | Hold first T until second T shows up and drop them both on Z stack. Score a Tetris with second I. |
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bag 3 | Use T and J for Single line skimming. Hold I until the end of the bag and then score a Tetris. Put L with its head down on the edge of the LJO stack and place O beside it. |
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bag 4 | Use T and J for Single line skimming. Hold I until the end of the bag and then score a Tetris. Put L with its head up on top of the other L and place O beside it. |
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bags 5 & 6 | Hold first T until second T shows up and drop them both on S stack. Score a Tetris with second I. |
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bags 7 & 8 | Hold first T until second T shows up and drop them both on Z stack. Score a Tetris with second I. |
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bags 9 & 10 | Hold first T until second T shows up and drop them both on Z stack. Score a Tetris with second I. |
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No previews loop
This is another slight variation of the technique above. It works with 0 previews, that means the player doesn't need any knowledge of the next piece queue. On the other hand, another requirement must be met, namely that it must be possible to drop the first 2 I pieces horizontally on the L,J,O section. If this isn't fulfilled, then you may have to restart. Here the S,Z,T section is on the left side, the L,J,O section is in the middle and the I piece section is on the right side.
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If L resp. J shows up before O in the bag, then it is dropped with its head down. In contrast to the standard technique, sonic drop is used for J or L pieces instead of O pieces. More precisely, sonic drop is needed, if the piece order is L-O-J or J-O-L within a bag. The column to the left and to the right of the L,J,O section must be empty above the L,J,O stack. This is also why the L,J,O section must be in the middle.
T pieces are dropped first on the Z piece stack. At the end of each bag, the Z piece stack is higher than the S piece stack. Together with the 2 horizontal dropped I pieces, it guarantees that the L,J,O stack is at least 2 columns higher than the S piece stack. Thus, it is always possible to move a L piece under an O piece (in case of the piece order J-O-L).
bags 1 & 2 | Hold first T until second T shows up and drop them both on S stack. Score a Tetris with first I. |
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bags 3 & 4 | Hold first T until second T shows up and drop them both on Z stack. Score a Tetris with first I. |
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bags 5 & 6 | Hold first T until second T shows up and drop them both on S stack. Score a Tetris with first I. |
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bag 7 | Use T and L for Single line skimming. Score a Tetris with I. Put J with its head down on the edge of the LJO stack and place O beside it. |
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bag 8 | Use T and L for Single line skimming. Score a Tetris with I. Put J with its head up on top of the other J and place O beside it. |
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bags 9 & 10 | Hold first T until second T shows up and drop them both on Z stack. Score a Tetris with first I. |
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40 Lines Sprint
This is yet another slight variation of the technique above. Here, the goal is not to loop but rather to clear 40 lines with a minimum number of guaranteed pieces. With this variation 40 lines can always be cleared within 15 bags, that means 104 dropped pieces at maximum and 1 piece in hold.
bag 1 | Hold Z if it comes before T. Put T horizontal on left side of SZT stack. Spin T if S is already there. |
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bags 2 & 3 | Hold first T until second T shows up and drop them both on S stack. Put first I on top of existing I and use second I to score a Tetris. |
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bags 4 & 5 | Hold first T until second T shows up and drop them both on Z stack. Put first I on top of existing I and use second I to score a Tetris. |
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bags 6 & 7 | Hold first T until second T shows up and drop them both on S stack. Score a Tetris with first I. |
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bags 8 & 9 | Hold first T until second T shows up and drop them both on Z stack. Score a Tetris with first I. |
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bags 10 & 11 | Hold first T until second T shows up and drop them both on S stack. Score a Tetris with first I. |
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bags 12 & 13 | Hold first T until second T shows up and drop them both on Z stack. Score a Tetris with first I. Score a Double with second O. Put L and J with their heads down. |
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bags 14 & 15 | Use both T pieces for Single line skimming. Use both O pieces for scoring Doubles. Score a Tetris with first I. Put second I on hold until second T shows up, then score a Tetris. |
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See also
- ST stacking, a method of making back-to-back T-spin doubles