From Hard Drop Tetris Wiki
Hi, fellow Tetris Addicts! I am eRR0R. You might also know me as Okey_Dokey, mISStAKE or Integration. I like to play classic themed Tetris games such as Tetris (Game Boy), Cultris II and Multris. I don't like Hold and clean garbage. And I think step- or move-reset Lock delay ruins any Marathon experience. Sign to my guestbook if you want.
Pages
Pages I've written:
- Deadly piece sequence
- Parity
- Tetris Battle (Facebook)
- Tetris X
- Dream of Pixels
- Multris
- Palatris (Dualtris)
- MisaMino
- NullpoMino League Edition
- Tetr.js
- Tetris Burst
- Tetris at tetris.com
- Tetris Twist
- N-Blox
- Hachispin
- MKO Stacking
- Perfect Clear Opener
- PC Opener Success Rates
- PC Opener Continuations
- Opener
- Grace System
- DoubleYou
- Mini Triple Double
- Infinite TST
- Black Tea Cannon
- Tetris 99
Pages I've edited:
- Tetris (Game Boy)
- Cultris II
- Tetris with Cardcaptor Sakura
- SRS
- Playing forever
- Combo
- Combo Setups
- Tetris Lamp
- Tetris (Sinclair Spectrum)
- Tetris (Macintosh)
- Tetris (Apple II)
- Spawn Location
- T-Spin Mini Double
- Mr. T-Spin's STD
- Tetris Monsters
- Puyo Puyo Tetris
- DT Cannon
- DT Cannon 2
- T-Spin Snaking
- STSD
- Perfect Clear
- BT Cannon
- SZ Double Triple Setups
- Tetraminos
- Tetris Effect
Matrix Graphics
I've uploaded some graphics I'd like to use.
A block that conflicts with an existing mino is noted by e.g. -J where J stands for a J piece. The center of a rotation is noted by e.g. +J.
In most games the rotation of an I and O piece is off-grid. The notation is more complicated here: a letter/symbol follwed by a number. Examples: I1, W2, !3, G4. The number at the end notes where the cell is located relative to the origin. The first letter stands for W = white space, G = garbage, I = I piece, O = O piece, ! = I piece in conflict with garbage cell, 0 (zero) = O piece in conflict with garbage cell.
For chessfield patterns (Parity), use the letters W and B for White and Black squares. The current piece can be illustrated by Q and K.
Or use -L, -J, -O, -T, -I, -S, -Z to illustrate the current piece
I also made a new template where each cell is represented by 8x8 pixels instead of 12x12. Simply use {{sstart}}
and {{srow}}
instead of {{pfstart}}
and {{pfrow}}
. As always {{pfend}}
is used at the end.
And I made new templates for narrower fields: {{mrow2}}
, {{mrow3}}
, {{mrow4}}
, {{mrow5}}
, {{mrow6}}
, {{mrow7}}
, {{mrow8}}
.
Not sure why I made the following but you can use them to indicate twists with all different piece shapes: 'S, 'Z and so on whereas 'T looks exactly like P.
Okey's Openers
The following two setups are second and third bag continuations for the TKI opener. The TKI page needs too much rework, so I will put them here instead. I will claim their names because I haven't seen anybody stacking them before. They are good choices, if the opponent also starts with a single bag T-Spin opener.
Okey's Plank
This is a continuation for the TKI castle top variation. I call it plank because of the horizontal I piece placement in the second bag which clears a single line. That line clear can happen before or after the second T-Spin Double.
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The playfield is pretty empty after the second bag, thus offers a good opportunity to downstack. Alternatively, a Perfect Clear can always be achieved in the third bag. This Perfect Clear is so easily achievable because the single line clear in the second bag leaves an odd number of cells empty in the row below (see Parity).
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These placements of 2 pieces will guarantee the Perfect Clear for the remaining 5 pieces. The chance to start the third bag like this is 81.9 %. With 3 placed pieces, the chance increases to 96.9 %. And it's 100 % for 4 pieces. See this forum post for more details.
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Okey's TST Tower
This is a continuation for the normal TKI.
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You begin to build a T-Spin Triple tower in the second bag. There are 5 different ways which result in the same stack at the end of the second bag. The Z and I piece placements are always the same. Which way you use depends on the other 5 pieces. If L piece is among the first 2 pieces, then way #1 will always work (with the help of softdrop). If J piece is among the first 2 pieces, then either way #4 or way #5 will work. If S piece is among the first 2 pieces, then either way #1 or way #2 will work (and #3 is a good choice for ST or TS starts). The situation is the most difficult for OT and TO starts. If J piece comes before S, then way #4 may work (placing O first; T must be spun under O and maybe J under L), otherwise (S before J) way #3 will do the job (S-Spin).
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The TST tower is finished in the third bag whereas the third T piece is used to score the first T-Spin Triple. If S piece comes before Z, then way #1 will always work. Likewise way #2, if Z comes before S. Note that this opener can also be used to start the Infinite TST loop.
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This is a DT Cannon with a vertical T placement in the first bag, or more precisely an 8th row PC opener for it. There're also Pseudo Cannons (S piece on left side instead of O piece) that result in the same stack once the T-Spin Double is executed in the second bag (same placements in second bag but different orders - J before T or vice versa). The first bag is stacked as follows:
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The second bag is stacked in the following 5 ways. Way #3 covers all bags suitable for ways #2 and #4. All ways require to place the Z piece before the S piece (except #5 with a Z-Spin); bags with an early S piece are troublesome for that reason. In case of the DT Cannon, at least one of these ways is applicable without softdrop in 72.5 % of all cases (79.4 % with softdrop). In case of the Pseudo Cannon, at least one of these ways is applicable without softdrop in 83.3 % of all cases (87.9 % with softdrop).
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The first way has a 50.28 % PC rate in the third bag, always with a T-Spin Triple before the PC.
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The second way has a 51.94 % PC rate in the third bag, always with a T-Spin Double before the PC. If you force a T-Spin Triple, then it's still 27.42 %.
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The third way has a 45.16 % PC rate in the third bag, always with a T-Spin Double before the PC. If you force a T-Spin Triple, then it's still 25.63 %.
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The fourth way has a 44.52 % PC rate in the third bag, sometimes with no T-Spin before the PC though. If you force a T-Spin Triple, then it's 40.04 %.
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