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(→‎Twists with J and L: the TGM J-spin works in TOD. I use it all the time in Tetramino, which shares TOD's rotation system.)
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(For the last one, the block highlighted in red is needed in TGM, but is optional in SRS. The edge of the field may also be used in place of that block.)
 
(For the last one, the block highlighted in red is needed in TGM, but is optional in SRS. The edge of the field may also be used in place of that block.)
   
Works with TGM only:
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Works with TGM and [[TOD]]:
 
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[[Tetris (NES, Tengen)|Tengen]] oddball:
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[[Tetris (NES, Tengen)|Tengen]] oddball ([http://www.youtube.com/watch?v=hhH16bgbupc video]):
 
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Revision as of 00:46, 24 April 2009

Twists, called "spin moves" in The New Tetris's manual, let a player fix some otherwise difficult situations. These examples cover recent games, but some of them may not work for earlier Tetris games that use little or no wall kick.

Rewards for twists

Some games give scoring rewards for twisting a tetromino into a tight space. Two basic algorithms, with slight variations, have been used in newer games to detect and reward in-place spins:

  • Immobile, used in The New Tetris: A twist is recognised if a tetromino locks in a position where it cannot move left, right, or up. There is only a reward if rows are completed in this way.
  • 3-corner T, used in Tetris DS and other SRS based games: A T-spin bonus is awarded if all of the following are true:[1]
    1. Tetromino being locked is T.
    2. Last successful movement of the tetromino was a rotate, as opposed to sideways movement, downward movement, or falling due to gravity. (Canceling lock delay in games that allow it, such as Tetris DS, does not count as a movement.) The tetromino doesn't even have to end up in a different orientation than it was dropped in; setting up the "well-known twist" below in Tetris Worlds or Tetris DS and pressing both rotate buttons (B–A or A–B) will trigger the T-spin bonus even without any net rotation.
    3. Three of the 4 squares diagonally adjacent to the T's center are occupied. (In Tetris DS, the walls and floor surrounding the playfield are considered "occupied", while in Tetris Worlds for GBA, they aren't.

Different games add further restrictions:

  • 3-corner T no wall, used in Tetris Worlds: The walls and floor surrounding the playfield are not considered "occupied". This means that if a wall kick places the T tetromino with its flat side against the wall or floor, the T-spin will not be recognized. (Kicks that place the flat side against blocks in the playfield still work.)
  • 3-corner T no kick, used in Tetris: New Century, iPod Tetris, and Tetris Evolution: The final rotation must not involve a wall kick, that is, it recognizes only the "well known twist" below.

(The names for the algorithms are unofficial, taken from the fan game Lockjaw.)

In some of these diagrams, especially those involving S and Z tetrominoes, the "center" corresponding to the center of rotation in SRS is marked with a circle (C).

Twists with T (or T-Spin)

A well-known twist involves the tetromino T. In fact, these are the only twists that games that use "3-corner T no kick" reward.

TetTetTetTetTettggTetTet
ggggtCTetggg
gggggtgggg

Soft drop

TetTetTetTetTetTetggTetTet
ggggtCtggg
gggggtgggg

Rotate left

TetTetTetTetTettggTetTet
TetTetTetTettCTetggg
gggggtgggg

Soft drop

TetTetTetTetTetTetggTetTet
TetTetTetTettCtggg
gggggtgggg

Rotate once

TetTetTetTetTettggTetTet
TetTetTetTetTetCtggg
gggggtgggg

Or twice

In SRS games that reward kick T-Spins like Tetris DS and Tetris Zone, making use of a wall kick saves a bit of soft-dropping time. This will not count in newer games like Tetris Evolution or Tetris Splash.

TetTetTetTettTetTetTetTetTet
TetTetggCtggTetTet
ggggtTetTetggg
gggggTetgggg

Soft drop

TetTetTetTetTetTetTetTetTetTet
TetTetggTetTetggTetTet
ggggtCtggg
gggggtgggg

Rotate right

The following works in Tetris DX, TGM rotation, and SRS, but it is not scored as a T-spin in Tetris Worlds if performed on the floor of the playfield.

TetTetTetTetTettgggg
ggggttgggg
gggTetTettgggg

Soft drop

TetTetTetTetTetTetgggg
ggggtTetgggg
gggtttgggg

Rotate right

The above move must be done differently in The New Tetris, but also works and in games using TGM rotation. As this does not involve a wallkick in TGM, it also works in Sega rotation:

TetTetTetTetoTetgggg
ggggoogggg
gggTetoTetgggg

Firm drop

TetTetTetTetTetTetgggg
ggggoTetgggg
gggooogggg

Rotate left

This example from SRS is not a T-spin under the old rule, as the tetromino could have been rotated before being dropped, but SRS games from Tetris Worlds through Tetris Online (Japan) count it anyway:

TetTetTetTetTetgTettTetTet
ggggggtttg
ggggggTetggg
TetTetTetTetTetgtTetTetTet
ggggggttTetg
ggggggtggg

This one is a T-spin in Tetris DS but not Tetris Worlds due to the difference in how the playfield walls are handled:

TettTetTetTetTetTetTetTetg
tCtggggggg
Tetggggggggg
tTetTetTetTetTetTetTetTetg
CtTetggggggg
tggggggggg

Triples may not seem possible, but especially games using SRS will allow them regardless. Notice that the ending position of the T tetromino does not overlap the starting position. Later guideline games don't recognise this, either by not counting triples made with this twist as a T-spin (Tetris Zone), or by not recognising this twist as a T-spin at all (Tetris Evolution).

TetTetTettggTetTetTetTet
TetTettttgTetTetTetTet
ggggTetggggg
gggTetTetggggg
ggggTetggggg

Soft drop and slide

TetTetTetTetggTetTetTetTet
TetTetTetTetTetgTetTetTetTet
ggggtggggg
gggttggggg
ggggtggggg

Rotate left

This one works in Atari rotation:

TetTetTetggTetTetTetTetTet
TetTetTetgSSSTetTetTet
TetTetTetgTetSTetTetTetTet
ggggTetggggg
TetTetTetggTetTetTetTetTet
TetTetTetgSTetTetTetTetTet
TetTetTetgSSTetTetTetTet
ggggSggggg

And this works in both SRS and Atari rotation (assuming there is a rotate right button):

TetTetTetggTetTetTetTetTet
TetTetTetgTettTetTetTetTet
TetTetTetgtttTetTetTet
ggggTetggggg
TetTetTetggTetTetTetTetTet
TetTetTetgtTetTetTetTetTet
TetTetTetgttTetTetTetTet
ggggtggggg

A complicated SRS example:

ggggggggtTet
ggggggTetTettt
gggggggTettg
gggggggTetTetg
gggggggTetgg
ggggggggTetTet
ggggggTetttt
gggggggTettg
gggggggTetTetg
gggggggTetgg
ggggggggTetTet
ggggggtttTet
gggggggtTetg
gggggggTetTetg
gggggggTetgg
ggggggggTetTet
ggggggTetTetTetTet
gggggggtTetg
gggggggttg
gggggggtgg

Twists with I

Works in TGM and SRS:

ggggggggiTet
ggggggTetTetiTet
ggggggggiTet
ggggggggiTet
ggggggggTetTet
ggggggiiii
ggggggggTetTet
ggggggggTetTet

If changing position to the second row, rotate three times so to twist on lower-middle square.

TetTetTetiiiiTetTetTet
ggggTetggggg
gggTetTetTetTetggg
ggggTetggggg
ggggTetggggg
TetTetTetTetTetTetTetTetTetTet
ggggiggggg
gggTetiTetTetggg
ggggiggggg
ggggiggggg

Rotate left

TetTetTetTetTetTetTetTetTetTet
ggggTetggggg
gggiiiiggg
ggggTetggggg
ggggTetggggg

Rotate right

If changing positions to the right columns, turn right. If left, turn left.

In SRS, I tetrominoes can be rotated on their end blocks:

TetTetTetTetiTetTetTetTetTet
TetTetTetgigTetTetTetTet
ggggiggggg
ggggiTetTetTetgg
TetTetTetTetTetTetTetTetTetTet
TetTetTetgTetgTetTetTetTet
ggggTetggggg
ggggiiiigg

This one works in SRS and Atari rotation:

gggTetTetTetTetTetTetTet
ggiiiiTetTetTetTet
ggTetggggggg
ggTetggggggg
ggTetggggggg
gggTetTetTetTetTetTetTet
ggiTetTetTetTetTetTetTet
ggiggggggg
ggiggggggg
ggiggggggg

SRS has a slight asymmetry with how end-block rotation is handled. See I-spins in SRS.

This one is silly but should work (with minor variations) in most systems, even if it is not rewarded:

gggTetTetTetTetTetTetTet
ggTetTetTetTetTetTetTetTet
giiiiTetTetTetTetTet
ggTetggggggg
ggTetggggggg
gggTetTetTetTetTetTetTet
ggiTetTetTetTetTetTetTet
gTetiTetTetTetTetTetTetTet
ggiggggggg
ggiggggggg

The minor variation required for TGM and Sega rotation systems is to do a mirror-image version. This also works in SRS, as well as other systems where I rounds to the right and has no wallkick:

TetTetTetTetTetTetTetggg
TetTetTetTetTetTetTetTetgg
TetTetTetTetTetzzzzg
gggggggTetgg
gggggggTetgg
TetTetTetTetTetTetTetggg
TetTetTetTetTetTetTetzgg
TetTetTetTetTetTetTetzTetg
gggggggzgg
gggggggzgg

In games that use Atari rotation, a similar maneuver can produce a triple:

gggTetTetTetTetTetTetTet
gzzzzTetTetTetTetTet
ggTetggggggg
ggTetggggggg
ggTetggggggg
gggTetTetTetTetTetTetTet
gTetzTetTetTetTetTetTetTet
ggzggggggg
ggzggggggg
ggzggggggg

Twists with S and Z

Game Boy, Sega, TDX, TGM, SRS

TetTetTetsTetggggg
gggsCTetgggg
gggTetsggggg

Rotate left
and soft drop

TetTetTetTetTetggggg
gggTetCsgggg
gggssggggg

Rotate left

NES, Sega, TDX, TGM, SRS

GGGGGTetZTetTetTet
GGGGTetCZGGG
GGGGGZTetGGG

Rotate right
and soft drop

GGGGGTetTetTetTetTet
GGGGZCTetGGG
GGGGGZZGGG

Rotate right

SRS only:

TetTetTetsTetTetTetTetTetTet
TetTetTetCsTetTetTetTetTet
ggggsTetgggg
gggTetTetggggg

Rotate right
and soft drop

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
ggggCsgggg
gggssggggg

Rotate right again

SRS only:

TetTetTetsTetTetTetTetTetTet
TetTetTetCsggggg
ggggsTetgggg
gggTetTetggggg
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetggggg
ggggCsgggg
gggssggggg

SRS only:

TetTetTetzzggTetTetTet
TetTetTetTetCzgTetTetTet
gggggTetgggg
ggggTetTetgggg
ggggTetggggg
TetTetTetTetTetggTetTetTet
TetTetTetTetTetTetgTetTetTet
gggggzgggg
ggggzCgggg
ggggzggggg
TetTetTetggssTetTetTet
TetTetTetgsCTetTetTetTet
ggggTetggggg
ggggTetTetgggg
gggggTetgggg
TetTetTetggTetTetTetTetTet
TetTetTetgTetTetTetTetTetTet
ggggsggggg
ggggCsgggg
gggggsgggg

In this case, if using S, turn left both times and if using Z, turn right both times.

TetTetTetsTetTetTetTetTetTet
TetTetgsCgTetTetTetTet
gggTetsggggg
ggTetTetgggggg
TetTetTetTetTetTetTetTetTetTet
TetTetgTetTetgTetTetTetTet
gggCsggggg
ggssgggggg

Twists with J and L

Works in virtually all versions, including Tetris (Game Boy):

TetTetTetTetLGGGGG
GGGTetLTetGGGG
GGGTetLLGGGG
TetTetTetTetTetGGGGG
GGGLLLGGGG
GGGLTetTetGGGG

Works with TGM and SRS:

TetTetTetjjTetTetTetTetTet
gggjgggggg
gggjTetTetgggg
TetTetTetTetTetTetTetTetTetTet
gggjgggggg
gggjjjgggg
TetTetTetTetllTetTetTetTet
ggggglgggg
gggTetTetlgggg
TetTetTetTetTetTetTetTetTetTet
ggggglgggg
ggglllgggg
TetTetlggggggg
TetTetlgTetggggg
TetTetllTetggggg
TetTetTetggggggg
TetTetTetglggggg
TetTetlllggggg
gggggggjTetTet
gggggTetgjTetTet
gggggTetjjTetz
gggggggTetTetTet
gggggjgTetTetTet
gggggjjjTetz

(For the last one, the block highlighted in red is needed in TGM, but is optional in SRS. The edge of the field may also be used in place of that block.)

Works with TGM and TOD:

gggjjTetTetTetTetTet
gTetTetjgggggg
gggjgggggg
gggTetTetTetTetTetTetTet
gjjjgggggg
gggjgggggg
TetTetTetTetTetllggg
gggggglTetTetg
gggggglggg
TetTetTetTetTetTetTetggg
gggggglllg
gggggglggg

Works with SRS only:

TetTetTetggllgTetTet
TetTetTetggglgTetTet
ggggTetTetlggg
ggggTetggggg
TetTetTetggTetTetgTetTet
TetTetTetgggTetgTetTet
gggglllggg
gggglggggg

Like other spin triples, this works with SRS only:

TetTetjTetggTetTetTetTet
TetTetjjjgTetTetTetTet
ggggTetggggg
ggggTetggggg
gggTetTetggggg
TetTetTetTetggTetTetTetTet
TetTetTetTetTetgTetTetTetTet
ggggjggggg
ggggjggggg
gggjjggggg

Tengen oddball (video):

TetTetTetTetTetTetTetTetTetTet
IITetTetTetTetTetTetTetTet
ZIITetTetTetTetTetTetTet
ZTetLLLTetTetTetTetTet
ZTetJJLTetTetTetTetTet
ZTetJJTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
IITetTetTetTetTetTetTetTet
ZIITetTetTetTetTetTetTet
ZLLTetTetTetTetTetTetTet
ZLJJTetTetTetTetTetTet
ZLJJTetTetTetTetTetTet

Twist Option

Sometimes there is more than one way to twist a piece into a hole. Think about which twist is best for the situation. Which cells should be filled, and which should be left behind?

TetTetTetTetTetTetTetTetTetTet
ggggTetTetTetTetTetTet
ggggTetTetTetTetTetTet
gggggTetgggg
gggTetTetTetgggg
gggTetgggggg
TetTetTetTetTetTetTetTetTetTet
ggggTetTetTetTetTetTet
ggggTetTetTetTetTetTet
ggggg-gggg
ggglllgggg
ggglgggggg

SRS only

TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
ggggTetTetTetTetTetTet
ggggTetTetTetTetTetTet
gggggTetgggg
TetTetTetTetTetTetTetTetTetTet
gggTetTetTetTetTetTetTet
ggTetTetTetTetTetTetTetTet
gggggTetgggg
gggTetTetTetgggg
gggTetgggggg
TetTetTetTetTetTetTetTetTetTet
gggTetTetTetTetTetTetTet
ggTetTetTetTetTetTetTetTet
ggggglgggg
ggglllgggg
ggg-gggggg
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
gggTetTetTetTetTetTetTet
ggTetTetTetTetTetTetTetTet
gggTetgggggg
TetTetTetTetTetTetTetTetTetTet
ggggTetTetTetggg
gggTetTetTetTetggg
ggggTetggggg
gggggTetgggg
gggggTetgggg
TetTetTetTetTetTetTetTetTetTet
ggggtTetTetggg
gggtt-Tetggg
ggggtggggg
gggggTetgggg
gggggTetgggg
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetTetTetTetTet
ggggtTetTetggg
gggttTetTetggg
gggggTetgggg
gggggTetgggg
TetTetTetTetTetTetgggg
gggTetTetTetTetggg
gggggTetgggg
gggTetgggggg
gggTetgggggg
gggTetgggggg
TetTetTetTetTetTetgggg
gggTettttggg
gggggtgggg
gggTetgggggg
gggTetgggggg
gggTetgggggg
TetTetTetTetTetTetTetTetTetTet
TetTetTetTetTetTetgggg
gggTettttggg
gggTetgggggg
gggTetgggggg
gggTetgggggg

See also