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Checker Block FAQ

by Slasher44203

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0000000000000000000000000000000000000000000000000000000000000000000000000000000
 _                     _
| |                   (_)                
| |    _   _ _ __ ___  _ _ __   ___  ___ 
| |   | | | | '_ ` _ \| | '_ \ / _ \/ __|
| |___| |_| | | | | | | | | | |  __/\__ \
\_____/\__,_|_| |_| |_|_|_| |_|\___||___/

 _____ _               _              ______ _            _    
/  __ \ |             | |             | ___ \ |          | |   
| /  \/ |__   ___  ___| | _____ _ __  | |_/ / | ___   ___| | __
| |   | '_ \ / _ \/ __| |/ / _ \ '__| | ___ \ |/ _ \ / __| |/ /
| \__/\ | | |  __/ (__|   <  __/ |    | |_/ / | (_) | (__|   < 
 \____/_| |_|\___|\___|_|\_\___|_|    \____/|_|\___/ \___|_|\_\
                                                               
                                                               
______ ___  _____ 
|  ___/ _ \|  _  |
| |_ / /_\ \ | | |
|  _||  _  | | | |
| |  | | | \ \/' /
\_|  \_| |_/\_/\_\


CREATED BY:

 _______        _______ _______ _     _ _______  ______
 |______ |      |_____| |______ |_____| |______ |_____/
 ______| |_____ |     | ______| |     | |______ |    \_
                                                       
 
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0000000000000000000000000000000000000000000000000000000000000000000000000000000


TABLE OF CONTENTS

1. Introduction---------------------------------INT~
	1.1. Legal Stuff------------------------INT1~
	1.2. About this FAQ---------------------INT2~

2. Before we start...---------------------------BWS~
	2.1. Lumines Basics---------------------BWS1~
	2.2. Types of Blocks--------------------BWS2~
	2.3. Terms to Know----------------------BWS3~

3. Checker Block Strategies---------------------TCB~
	3.1. The Floor Method-------------------TCB1~
	3.2. The Block Method-------------------TCB2~
	3.3. The Moving Method------------------TCB3~	
	3.4. The Infinite Tower Method----------TCB4~
	3.5. Reader Submitted Strategies--------TCB5~
		3.5.1 Jon's Strategy------------TCB5-1~

4. Troubleshooting------------------------------TSH~
	4.1. TS The Floor Method----------------TSH1~
	4.2. TS The Block Method----------------TSH2~ 	
	4.3. TS The Moving Method---------------TSH3~
	4.4. TS The Infinite Tower Method-------TSH4~
	4.5. While You are Repairing...---------TSH5~ 

5. Closing--------------------------------------CLS~
	5.1. Credits----------------------------CLS1~
	5.2. Contact Information----------------CLS2~
	5.3. Thanks-----------------------------CLS3~


*******************************************************************************
   				    ____    
                                   /_   |   
                                    |   |   
                                    |   |   
                                    |___| /\
                                          \/
   .___        __                    .___             __  .__               
   |   | _____/  |________  ____   __| _/_ __   _____/  |_|__| ____   ____  
   |   |/    \   __\_  __ \/  _ \ / __ |  |  \_/ ___\   __\  |/  _ \ /    \ 
   |   |   |  \  |  |  | \(  <_> ) /_/ |  |  /\  \___|  | |  (  <_> )   |  \
   |___|___|  /__|  |__|   \____/\____ |____/  \___  >__| |__|\____/|___|  /
            \/                        \/           \/                    \/
INT~
*******************************************************************************

********************
* 1.1. Legal Stuff *
********************                  
INT1~

I know you probably aren't going to read any of this, but I have to put it all
here anyway.  You may not use this guide and say it is your own.  You may 
copy and print this guide for personal use only; any other use of this guide 
must have my express written consent.  As of now this guide is only allowed to 
be used on the following sites:

http://www.gamefaqs.com
http://www.1up.com
http://www.neoseeker.com
http://www.supercheats.com
http://www.gamerhelp.com

Thank you for your cooperation.


***********************
* 1.2. About this FAQ *
***********************
INT2~

I decided to write this FAQ after the numerous complaints I have been hearing 
on the message boards about "checker blocks" in Lumines.  This guide is 
designed to teach you how to deal with those pesky buggers.  Suprisingly, it is 
a lot easier than one may think.  

To find anything at all in this guide, look in the table of contents.  Find the 
section or chapter you want, and look to the right.  Whatever letter/number 
sequence is there, you type into the "find" command in your browser.  For 
example, to find the "version history" section, type ctrl + f and type in 
"INT2~" (minus the quotes, of course).

Also, if using Internet Explorer, text size should be set to "Medium" for 
optimal viewing of this FAQ.	



*******************************************************************************
				 ________
				 \_____  \    
                                  /  ____/    
                                 /       \    
                                 \_______ \ /\
                                         \/ \/
        __________        _____                       __      __        
        \______   \ _____/ ____\___________   ____   /  \    /  \ ____  
         |    |  _// __ \   __\/  _ \_  __ \_/ __ \  \   \/\/   // __ \ 
         |    |   \  ___/|  | (  <_> )  | \/\  ___/   \        /\  ___/ 
         |______  /\___  >__|  \____/|__|    \___  >   \__/\  /  \___  >
                \/     \/                        \/         \/       \/ 
                   _________ __                 __            
                  /   _____//  |______ ________/  |_          
                  \_____  \\   __\__  \\_  __ \   __\         
                  /        \|  |  / __ \|  | \/|  |           
                 /_______  /|__| (____  /__|   |__|   /\ /\ /\
                         \/           \/              \/ \/ \/
BWS~
*******************************************************************************

***********************
* 2.1. Lumines Basics *
***********************
BWS1~

If you are reading an in-depth FAQ such as this one, I would assume that you 
already know what Lumines is, and how to play it.  However, if you do not know
how to play Lumines, I will quickly go over the basics.

In Lumines, blocks of two different colors fall into a grid.  In my FAQ, I will
represent a block like this:

					XO
					XX

The X is representing one color, while the O is representing the other.  Of 
course there are many different types of blocks.  Following in the next section
is a list of all of the different types of blocks, as well as the different
names you may see me or someone else call them.

Your goal is to make the falling blocks form a 2x2 square of the same color 
blocks.  So for example, if you had the block I just showed you from up above,
you could drop it on top of another block like this:

					XO
					XX	
					
					XX
					OO

				     To make:				
					
					XO
					XX
					XX
					OO	
				       
                 Which after 1 sweep of the timeline, becomes:					
					XO
					OO

So do you get how the timeline works?  The timeline is a line that sweeps 
across the screen in time with the music.  As it sweeps over any group of 4 
like-colored blocks, they are deleted from the screen.  Make sure you under-
stand the concept of the timeline very well, for it will be important later on
in this guide.				   	
		
		       
************************
* 2.2. Types of Blocks *
************************
BWS2~

The following list is a "picture" of each type of block, as well as a short 
description of them.  I will use all of the terms interchangably, so it would
be good to know them all.  I will, however, try to stick to the first name that
I give the block.
					OO
					OO

This block is usually called a "blank", but you will sometimes hear it called a
"blankey" or a "whitey".  It all depends who you are talking to.  This is one 
of the easiest blocks to get rid of.


					OX
					OO

This block is usually called a "single", but you may also hear it referred to
as a "oney" or a "loner".  Next to the "checker" blocks, these ones will cause 
the most problems.


					XX
					OO


This block is usually called a "half", but you may also hear it as a "double" 
or as a "twoey".  Next to the blanks and quads, this is the second easiest 
block to get rid of.


					XX
					X0

This block is usually called a "triple", but you will also hear it called a 
"three", "trey", and "triplet".  Along with the single, this block is 
relatively difficult.


					XX
					XX

This block is usually called a "quad", but can also be called a "full" or a 
"four".  Along with the "blank", this block is the easiest to get rid of.


					XO
					OX

And finally, this is the infamous "checker" block.  You may also hear this 
referred to as a "split", "duece" or SON OF A *****! <_<  This is the sinlge
hardest block to get rid of, but fear not, for I bring you strategies to 
tackle this bugger.  You can find these later in the guide.


**********************
* 2.3. Terms to Know *
**********************
BWS3~

Before I get into any specific checker block strategies, there are a few terms 
that you need to be familiar with.

Column-the vertical rows that you drop your blocks into.  In this FAQ, columns
       will be displayed like this

				   12 34 56 78	
				  
				   XO OX XO XO
				   XX XX XO XX

       That picture would represent 4 different blocks that you have dropped 
       next to each other.

Timeline-the timeline is the line that sweeps across your grid and deletes any
	 set of 4 like colored blocks that you might have put together.  So,
	 for example, the above image would look like this after the timeline
	 went by one time:

				   12 34 56 78

				   XO O   O XO 	
				   XX X   O XX
	 Get it?  Good.

Delete-any 4 like colored-blocks that are put together on the grid.

Half delete-when you complete a delete right as the timeline passes over it.  
	    This will cause only the half of the delete to the right of the 
	    timeline to be deleted.  This is very bad in all of my checker 
	    strategies, so AVOID HALF DELETES.  

And I think that is about all of the terms you will need to know for this 
guide.

And now, the moment we have all been waiting for.......



*******************************************************************************
				 ________     
                                 \_____  \    
                                   _(__  <    
                                  /       \   
                                 /______  / /\
                                        \/  \/
	      _________ .__                   __                 
              \_   ___ \|  |__   ____   ____ |  | __ ___________ 
              /    \  \/|  |  \_/ __ \_/ ___\|  |/ // __ \_  __ \
              \     \___|   Y  \  ___/\  \___|    <\  ___/|  | \/
               \______  /___|  /\___  >\___  >__|_ \\___  >__|   
                      \/     \/     \/     \/     \/    \/       
                      __________.__                 __    
                      \______   \  |   ____   ____ |  | __
                       |    |  _/  |  /  _ \_/ ___\|  |/ /
                       |    |   \  |_(  <_> )  \___|    < 
                       |______  /____/\____/ \___  >__|_ \
                              \/                 \/     \/
        _________ __                 __                .__               
       /   _____//  |_____________ _/  |_  ____   ____ |__| ____   ______
       \_____  \\   __\_  __ \__  \\   __\/ __ \ / ___\|  |/ __ \ /  ___/
       /        \|  |  |  | \// __ \|  | \  ___// /_/  >  \  ___/ \___ \ 
      /_______  /|__|  |__|  (____  /__|  \___  >___  /|__|\___  >____  >
              \/                  \/          \/_____/         \/     \/ 
TCB~
*******************************************************************************

The following methods are the most effective methods I have found for dealing
with checker blocks.  For each method, I will give various pictures of how to
set them up, as well as ratings at the end of each section for:

Ease of setting up: 		 X/10 - How easy the method is to set up.
Ease of executing:  		 X/10 - How easy it is to use the method.
Number of deletes per execution: X    - How many deletes you get from the 
					entire pattern.
Overall Score:                   X/10 - Uh...how good it is overall.

IT SHOULD BE NOTED THAT ALL OF THESE METHODS SHOULD BE DONE ON THE RIGHT SIDE
OF THE GRID!  DO THEM ON THE RIGHT SIDE TO AVOID HALF DELETES BECAUSE YOU COULD
NOT SEE THE TIMELINE.  REPEAT AFTER ME.  "I WILL DO ALL OF MY CHECKER BLOCK 
STRATEGIES ON THE RIGHT SIDE OF MY GRID".  Good.  If that doesn't stick out at 
you...then, wow.  Remember...right side.  Right side=checker blocks, Left Side=
Chaos zone.  I can't stress this enough.

Oh yeah, I almost forgot.  NEVER USE A CHECKER BLOCK IF IT HAS A DESTROYER IN 
IT!!!  This could mess up your entire pattern.  I don't believe it matters for 
the first method, but it will mess up all the rest.  Plus, you don't want to
waste a destroyer block if it won't be used to its full potential.


*************************
* 3.1. The Floor Method *
*************************
TCB1~

The Floor Method is one of the easiest setups for dealing with checker blocks.
Hence the name, in the floor method, you make a "floor" in your grid consisting 
of pairs of checker blocks.  To set this up, you can take as many columns as 
you would like to use, but I recommend using no more than six.  If you use up
too many columns, you will not have enough room in your chaos zone.

	   Here is an example of the start of a Floor Method:

				12 34 56
				
				OX XO OX
				XO OX XO

	Now, let's examine this without putting them in columns:

				  ****
				 OXXOOX
				 XOOXXO 	
				  ****

You see where I put the stars?  If you'll notice, all of those are in pairs.

Once you have something like that set up, your next move will be to drop a 
		   couple of half blocks like this:

				  123456
				
                                   OOXX
				   XXOO				
				  OXXOOX
				  XOOXXO

	Which after the timeline passes one time will look like this:

				  123456

				  OOOXXX
				  XOOXXO

	   Which after ANOTHER pass of the timeline will become:

				  123456

				  O    X
				  X    O

		Proceed to drop in more dueces to make:

				 1 2345 6
				
				 O OXXO X
				 X XOOX O

				    OR:	

				 1 2345 6
				
				 O XOOX X
				 X OXXO O

NOTE: You can use whichever of these two that you would like--both will have
the same outcome.  It just depends whether you prefer left or right.  I prefer
working on the right, so my work stays away from the chaos zone on the left.


		Now you need to drop more halfs on like such:

				  123456
				   
                                    XXOO
				    OOXX	
				  OXOOXX
				  XOXXOO

	Which after two passes of the timeline becomes one lonely checker:

				  123456

				  OX
				  XO

Now, look at the original setup.  Do you notice something?  Good observation!
The block that we now have sitting here is the exact same block that was in 
columns 1 and 2 of our original setup!  Now you can just start it all over 
again!  ^_^

RATINGS:

Ease of setting up: 		 9/10
Ease of executing:  		 7/10
Number of deletes per execution: 8
Overall Score:                   8/10

Notes from Slasher:  
I don't really use this one that much, mainly because you are forced to 
incorporate other types of blocks into this pattern.  However, it is the most
simple out of all the methods I will be outlining.  On top of simplicity, it 
provides many deletes per execution.  It is very crucial to watch the timeline.
This is a method where a half delete could cause a lot of trouble.


*************************
* 3.2. The Block Method	*
*************************
TCB2~

The Block Method is another very useful tool for ridding yourself of those 
nasty checkers, and it is my personal favorite method.

	Start out by taking 4 checkers and making a pattern like this:

       				    12 34

				    XO OX
				    OX XO
				    OX XO
				    XO OX

	       After a pass of the timeline, it becomes this:

				    12 34

				    X   X
				    O   O
				    OO OO
				    XO OX

			Which after another pass becomes:	 	

				    12 34

				    X   X
				    O   O
				    O   O
				    X   X

	To which you know drop two more checkers in one of two ways:

				    1 23 4

				    X OX X
				    O XO O
				    O XO O
				    X OX X

				      OR:

				    1 23 4

				    X OX X
				    O XO O
				    O XO O
				    X OX X

NOTE: We will use the example with the new delete being on the right.

				Which will become:

				    12 34
				    XO
				    OX
    				    OX XX
				    XO XX

			    Which will then become:

				    12 34
				    XO
				    OX
    				    OX 
				    XO 

We're finally here.  Doesn't look like much, does it.  Take a quick gander at 
the original setup.  If you will notice, the first two columns are exactly the 
same as the first two columns in the original setup.  So, just put two more 
checkers on the right side to make another delete in the center, and you can
start all over with the pattern again.  Pretty nifty, eh?

RATINGS:

Ease of setting up: 		 9/10
Ease of executing:  		 9/10
Number of deletes per execution: 4
Overall Score:                   9/10

Notes from Slasher:

This is my personal favorite method.  When I first figured this one out, my 
scores started to skyrocket.  One thing to remember, it doesn't matter if in 
the fourth step that I outlined whether you make the delete on the right or on
the left.  If you make it on the left instead of the right, you will just get 
the last step as the right side of the original form instead of the left side.
That fourth step is really the only one that you can afford to make a mistake 
in how you have the block positioned.  If you make one anywhere else, you will
leave yourself with some fun cleanup.  That will be tackled later on in this
FAQ.


**************************
* 3.3. The Moving Method *
**************************
TCB3~

This was a method I just recently discovered, and while it is odd, it does 
work.  It takes a little bit of getting used to, but it is sometimes fun to try
out.

     To start off the Moving Method, drop two checker blocks like this:

				   1234
		
				    XO
				    OX*
				    *XO
				     OX

		when you drop them it will become this:

                         	   1234

				     O
				     X
				    XXO
				    OOX

		From here, drop another checker as such:

				   1234
                                   XO
	                           OX 
      				     O
				     X
				    XXO
				    OOX

			And it will become this:

				   1234

				    OO
				    XX
				   XXXO
				   OOOX

	Which after 2 passes of the timeline, will look like this:

				   1234


				   X  O
				   O  X

	  From here, you can drop more checker blocks like this:

				   1234
                                     OX
                                     XO 
				   X  O
				   O  X

			  Which will then become:

				   1234

				      X
				      O
				   X OO
				   O XX

		      Drop another checker like this:

				   1234
				    OX 
				    XOX
				      O
				   X OO
				   O XX

	Which after a pass of the timeline, will give you this:

				   1234
				    
				   XOXX
                                   OXXX	

     And after another pass of the timeline, you will be left with...:

				   1234
				    
				   XO
                                   OX	

Yes, Yes!  You are left with a singular checker block again!  You can do the
entire pattern in reverse now.  If you are ever in doubt about which two blocks
to match up, take a look at the first example for this method.  Do you see the
two X's with the asterisks next to them?  Just always make sure that those 
match up, and this method will work pretty well.

RATINGS:

Ease of setting up: 		 7/10
Ease of executing:  		 7/10
Number of deletes per execution: 5
Overall Score:                   8/10

Notes from Slasher:

This one I just kind of came upon randomly while I was screwing around with the 
game one night.  Although it works well, it takes a little while to get the 
hang of.  I would still recommend the block method over this one, but this one
can work just as well in the right hands.  This is one you need to be 
especially careful of destroyers and half deletes.


**********************************
* 3.4. The Infinite Tower Method *
**********************************
TCB4~

This is probably my least favorite of the methods, but since so much has been
asked about it on the Lumines message boards, I figured I would give a good
explanation of it.  I don't really know who came up with it, but if you can 
give me some solid proof that you did, I will be more than happy to post your 
name in this FAQ and give you full credit for it.

	To start an infinite tower, you need a singular block:

				   12

				    X

	You then need to put a checker on top of it like this:

				   12

				   OX
				   XO
				    X

			It will then look like this:

				   12

				    X
				   OO
				   XX

  Now you have your singular block on the top again, so drop another checker:

				   12

				    X
				   OO
				   XX
				   OO
				   XX

You can build it as high as you really want, but as soon as you can, you need 
	  to start putting triple blocks on it like so:

				   12
				   XO
				   XX
				    X
				   OO
				   XX
				   OO
				   XX

                  To make this after the timeline passes:

				   12

				    O
				   OO
				   XX
				   OO
				   XX

You could keep using triple blocks until it gets to the bottom, or use another
			checker block like this:

				   12
				   XO
				   OX 
				    O
				   OO
				   XX
				   OO
				   XX

		Which after 2 passes of the timeline becomes:

				   12
				   				   				    
				    O
				   XX
				   OO
				   XX

You can keep using the dueces or use triples until the tower is back down to a
single block again, and then build it back up.

RATINGS:

Ease of setting up: 		 7/10
Ease of executing:  		 6/10
Number of deletes per execution: Variable (depends on how high you build)
Overall Score:                   6/10

Notes from Slasher:

I personally don't like this method very much, just because it is a bit too
confusing.  Also, you have to use more than just the checker blocks, which is
why I prefer the Moving method and Block method to this one.  Overall, I 
believe the hype for this one is quite overrated.  Also, I have seen many 
different variants on the Infinite Tower Method, so this is not the only one, 
but this is (supposedly) the original method.  Again, if you didn't see 
earlier in the FAQ, if you can prove that you are the creator of this method,
send me an e-mail (see end of FAQ) and I will certainly give you credit.

To summarize, here is how I would rank these 4 methods.

1. Block Method
2. Moving Method
3. Floor Method
4. Infinite Tower Method


************************************
* 3.5. Reader Submitted Strategies *
************************************
TCB5~

NOTE: I will not be troubleshooting the reader submitted strategies, or at 
least not yet.  I may troubleshoot them in a later version of this FAQ, but at
the present time, they will not be.


************************
* 3.5.1 Jon's Strategy *	
************************
TCB5-1~

The following strategy was submitted by Jon from Seattle:


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
It goes like this.
 
Wait for a 
 
ox
oo
 
or
 
xo
xx
 
block. (You won't have to wait long because the 3-1 blocks make up 50% of all 
blocks)
 
Put it in the second from the right space, like this:
 
...ox.|
...oo.|
 
Then, delete the vertical oo's on the left whenever you get the chance. (or 
don't delete them, it doesn't matter)
 
So you're left with
 
o
x
 
OR
 
x
o 
 
(it doesn't matter which, so long as it's one space away from the right of the
 screen.
Then, just push checkerblocks to the far right, and match up the color of the 
bottom left square of the dropping checkerblock.
 
ox
xo
 
x
o
 
becomes
 
o
x
xx
oo
 
then drop the next one
 
xo
ox
 
o
x
xx
oo
 
it becomes
 
x
o
oo
xx
xx
oo
 
the 4 x's delete, and you're left with
 
x
o
oo
oo
 
the 4 o's delete, and you're left with
 
x
o
 
and it begins again.
The best thing about this method is you can stack as many checkerblocks as you 
want on top of that, whenever you want (watch for half deletes of course).  You 
don't have to wait to drop more while the deletes are happening. 
 
It's better than the block method because it only takes up two lines (3 if you 
seperate it from the rest), and it can handle a high rate of checkerblocks, and 
you don't have to be careful about placement, just jam the checkerblock against 
the right of the screen, and maybe flip it once if you need to (50% chance).  
It's really helpful when you're going fast in the 800,000's. 

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

I have tried out this strategy just a few days ago, and I like it quite a bit.  
I like it because, just as he says, you can just keep slamming more blocks down
on top of each other.  However, that can come at a price.  The method (to me at 
least) was very unforgiving.  I made one mistake, and it took me quite a while
to fix it.  However, if you can take it easy and make sure that you are putting
them down right, this strategy works very well.

RATINGS:

Ease of setting up: 		 9/10
Ease of executing:  		 9/10
Number of deletes per execution: Varies, normally 1-2
Overall Score:                   9/10



*******************************************************************************
 				    _____     
                                   /  |  |    
                                  /   |  |_   
                                 /    ^   /   
                                 \____   |  /\
                                      |__|  \/
               ___________                  ___.   .__         
	       \__    ___/______  ____  __ _\_ |__ |  |   ____  
                 |    |  \_  __ \/  _ \|  |  \ __ \|  | _/ __ \ 
                 |    |   |  | \(  <_> )  |  / \_\ \  |_\  ___/ 
                 |____|   |__|   \____/|____/|___  /____/\___  >
                                                 \/          \/ 
              _________.__                   __  .__                
             /   _____/|  |__   ____   _____/  |_|__| ____    ____  
             \_____  \ |  |  \ /  _ \ /  _ \   __\  |/    \  / ___\ 
             /        \|   Y  (  <_> |  <_> )  | |  |   |  \/ /_/  >
            /_______  /|___|  /\____/ \____/|__| |__|___|  /\___  / 
                    \/      \/                           \//_____/  
TSH~
*******************************************************************************


In this section, I will explain all about what to do when you make a big old
mistake while setting up these patterns, because as we all know, mistakes do 
happen.  Now, be warned, some do not really have a definite method to clearing 
up space to rebuild--I can only give you a general idea of what you can do.  
There are way too many variables to determine an exact "cure" for your mistake.
Of course, if you have enough guts to try it, you could always try remaking the
pattern in another area of your grid that is clear, but this could cause some 
problems with the timeline.  I would only recommend that if you want a real 
challenge or if there is no other option.

****************************
* 4.1. TS The Floor Method *
****************************
TSH1~

The Floor Method is actually relatively easy to troubleshoot...with a little 
bit of luck.  Since there is really only one way to mess up when setting it 
up, it is relatively simple to cure.

		   Let's say that you accidentally do this:

				    123456

				    XOXOOX
				    OXOXXO

		   Simply put on two more checkers like so:

				    123456

				      OXXO
				      XOOX
				    XOXOOX
				    OXOXXO

           Now, picture that the duece on the left is no longer there...:

				    123456

				      OXXO
				      XOOX
				      XOOX
				      OXXO

	     Oh, it's a miracle!  Look, the BLOCK PATTERN!!! ^_^

So basically...if you make that kind of mistake, you aren't quite dead yet.  
Even if you hate using the block pattern, it is better than not using it and
getting to 999,998 before finally losing.

		    Now, if you make something like this:

				    123456

				    XOXOXO
				    OXOXOX

...You are more or less hosed.  Your best bet would be to try to make some 
pairs on the left side of the pattern and hope for the best.  It is possible to
get out of that situation--you just have to think fast and have a little bit of
luck.


****************************
* 4.2. TS The Block Method *
****************************
TSH2~

And now we come the yin of the Block Method's yang...when you make a mistake.

This is one with too many variables to even bother showing even just one or two
ways to get out of a jam.  If it looks like you can clear it, you might try to
use a destroyer to get all the blocks of one color out of the way, and then 
finish the job with Blanks or Quads.  If it looks too complex to even bother
fooling around with, don't worry, all is not lost!  Your best bet there would
be to make a new "floor" on top of your existing pattern.  If you do decide to 
make a new floor, make sure that it is a checkerboard pattern.  Yes, you heard
me correctly, A CHECKERBOARD PATTERN.  This is the one time in the entire game
that I am going to encourage you to make a checkerboard pattern.  By doing 
that, you ensure that you will not have any accidental deletes that will mess 
up your new pattern, or else you will be in for a world of hurt.


*****************************
* 4.3. TS The Moving Method *
*****************************
TSH3~

This is another one where if you mess up, you are more or less hosed.  There is
one certain spot in the method that if you mess up, there is a definite way to
get out of the jam.  If you mess up anywhere else, you will have to end up 
clearing your whole space out again, or moving it to somewhere else.  I would 
think that that would be the way to go.  While you are trying to clear up the 
space, you will need to manage your checker blocks well, so check that section
in this guide.  There's really not much else I can do for you on this one.


*************************************
* 4.4. TS The Infinite Tower Method *
*************************************
TSH4~

  The only real way to mess up this pattern is to make something like this:

					12
					X
					XO
					OX
					OO
					XX

...In which case your best bet is to try to make some pairs on the left side
and just hope for the best.  There isn't really much you can do with something 
like this besides hope for the best.  Odds are, if you can get some good pairs
going that you will do fine.


***********************************
* 4.5. While You are Repairing... *  
***********************************					
TSH5~

Here I will just give you a few short, general tips about what you can do while
you are trying to fix up your duece area; nothing fancy, just some good tips to
go by.

	-Always try to make some pairs when you have to drop a duece

	-Odds are that if you complete a delete with a duece, you will leave
 	 something nasty behind.

	-Try to clear up as much space in your chaos zone as you can to maybe
	 start another checker pattern.

	-Don't hastily throw down checkers without first considering what you
	 will leave behind.

	-Always be mindful of what types of blocks you will need to clear out 
	 your duece zone, and watch for them on the left.

	-The sooner you can start making your patterns again, the better.



*******************************************************************************
                                  .________   
                                  |   ____/   
                                  |____  \    
                                  /       \   
                                 /______  / /\
                                        \/  \/
 
                _________ .__               .__                
                \_   ___ \|  |   ____  _____|__| ____    ____  
                /    \  \/|  |  /  _ \/  ___/  |/    \  / ___\ 
                \     \___|  |_(  <_> )___ \|  |   |  \/ /_/  >
                 \______  /____/\____/____  >__|___|  /\___  / 
                        \/                \/        \//_____/ 
CLS~
******************************************************************************* 
 

****************
* 5.1. Credits *
****************
CLS1~

Author - Slasher 44023 (Andrew Selle)

ASCII Art - http://www.network-science.de/ascii/


****************************
* 5.2. Contact Information *
****************************
CLS2~

If anyone has any reason to contact me at all, there are three different ways
to reach me.

1. E-mail me at [email protected]

2. IM me on AIM at MarchingMello08

3. Message me on the Lumines board at GameFAQs and ask for Slasher44203.


***************
* 5.3. Thanks *
***************

First off, I would like to thank the Lumines developers for creating such an
amazing and addictive game.

I would like to thank the Sony corporation for creating such a unique and 
powerful gaming system.

I would like to thank the sites that will be posting this to allow me to help 
others play Lumines better.

I would like to thank all the guys at http://www.network-science.de/ascii/ for
 the ASCII art.

Finally, I would like to thank all of the people that pushed me to begin, and 
to finish this guide. 


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        ___________ _______  ________    ________________   ________   
        \_   _____/ \      \ \______ \   \_   _____/  _  \  \_____  \  
         |    __)_  /   |   \ |    |  \   |    __)/  /_\  \  /  / \  \ 
         |        \/    |    \|    `   \  |     \/    |    \/   \_/.  \
        /_______  /\____|__  /_______  /  \___  /\____|__  /\_____\ \_/
                \/         \/        \/       \/         \/        \__>
 

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			Copyright 2005 Andrew Selle