T.T.RINT
SPRINT · DOWN
A downward sprint where the target is fixed and every placement affects the final time.
Finish the target, not the tallest stack
Read the situation
Suppose the target is 10 lines and you have already cleared eight. A safe two-line clear completes the run. Building four rows for a larger score adds work that the timer does not require. Choose the shorter finish when both placements are available.
Choose the safer move
If only a single clear is safe, take it and reassess the last line. A finish plan that needs an unseen long piece can lose more time than two ordinary clears. Read LINES and the next-piece preview together before committing.
Try it yourself
Repeat the same target and pace. Compare completion time only between those matching settings, and note whether a mistake forced you to uncover a buried gap. The goal of practice is a repeatable finish, not one lucky stack.

T.T.WORLD game guide · updated 8 September 2026. Report a rule or guide error.
Game Overview
RiNT is the most direct speed trial in T.T.WORLD. Blocks fall toward the floor and completed rows count toward a target chosen before the run. There is no opponent to wait for: the challenge is to turn a stable stack into a faster finish.
Objective and Finish
The run succeeds as soon as the cleared-line total reaches the target. Elapsed time is the primary record, so a shorter safe route beats a high but slow score. A run ends in game over if a new block cannot enter at the top because the stack has reached the spawn area.
How to Play
- Select target lines and Basic, Normal or Crazy pace.
- Press Q or the visible start control.
- Move and rotate each piece to complete horizontal rows.
- Use soft drop for adjustment and hard drop when the landing is certain.
- Reach the target to record the completion time; press Q to run again.
Controls
- ← / →
- Move left or right.
- ↓
- Soft drop.
- ↑ / X
- Rotate clockwise.
- Z
- Rotate counter-clockwise.
- Space
- Hard drop. Release after one placement; holding repeats.
- Q / Esc
- Start or restart / return.
Speed and Scoring
Basic stays at level 1. Normal increases one level for every ten cleared lines, up to level 5. Crazy starts at level 5 and increases once per minute, up to level 9. Line-clear points scale with the level and selected pace; hard drops also award distance points. Those points describe the run, but target completion time decides the sprint record.
Game Flow
Each piece appears at the top with a next-piece preview. A placement can complete one to four rows. Cleared rows disappear, the stack moves down and the next piece enters. RiNT rewards a repeatable rhythm: scan the preview, choose a landing, then commit without leaving holes that cost several later pieces to repair.
Tips
- Keep the surface low and avoid sealed gaps.
- Read the next piece before hard dropping.
- Use both rotation directions to reduce movement.
- In Normal, expect a pace change after each ten lines.
- A small correction is faster than recovering from a deep hole.
What Makes RiNT Different?
Unlike ViVE, RiNT has a defined finish rather than an open-ended survival score. Unlike RiSE, gravity and clearing follow the familiar downward direction. It is the clearest place to compare technique because the goal can remain identical across repeated attempts.
T.T.RINT FAQ
How is the record measured?
The timer begins with the run and stops when the selected line target is reached. Lower completion time is better.
Does score decide the winner?
No. Score is calculated during play, but the sprint record is based primarily on completion time.
Can I change the target?
Yes. Choose from 10 to 990 lines in increments of 10 before starting.
What causes game over?
The run ends when the stack blocks the spawn position for the next piece.