T.T.RISE

REVERSE SPRINT · UP

The RiNT sprint turned upward: pieces enter from below, rise toward the ceiling and demand a reversed reading of space.

GOALClear the selected target
DIRECTIONBottom to top
RECORDLowest completion time

Read the ceiling as your landing surface

Illustrated rule example · a teaching scenario, not a recorded match.

Read the situation

Imagine a gap near the ceiling with a block below it. The placement must reach that gap from underneath. Judge the landing outline at the top before pressing Space; a habit learned from downward play can send the piece to the wrong surface.

Choose the safer move

Up moves the piece upward faster; Down rotates it clockwise. X also rotates clockwise and Z rotates the other way. Using X and Z for rotation while learning can separate rotation from the reversed vertical movement in your hands.

Try it yourself

Start with the 10-line target and Basic pace. Tap Up, release, rotate with X, and check the landing before a single Space press. Keep the target and pace fixed when comparing your reverse-sprint times.

T.T.WORLD game guide · updated 8 September 2026. Report a rule or guide error.

Game Overview

RiSE preserves the target-clear structure of a sprint but reverses the vertical direction. Pieces appear near the floor and travel upward. Complete rows still disappear, yet the remaining stack settles toward the ceiling rather than the ground.

Objective and Finish

Select 10 to 990 target lines in steps of ten and clear that many rows as quickly as possible. The timer stops when the target is reached. Game over occurs when the ceiling-side stack prevents the next piece from entering at the bottom spawn area.

How to Play

  1. Choose the target and Basic, Normal or Crazy pace.
  2. Start with Q and read the first piece from the bottom.
  3. Move sideways, rotate and guide the piece upward.
  4. Complete rows while keeping the lower entry area clear.
  5. Reach the target for a timed result, or restart after a blocked spawn.

Controls

← / →
Move horizontally.
Soft rise toward the ceiling.
↓ / X
Rotate clockwise.
Z
Rotate counter-clockwise.
Space
Hard rise. Release after one placement; holding repeats.
Q / Esc
Start or restart / return.

Speed and Record

Basic remains at level 1. Normal adds a level after every ten cleared rows to a maximum of 5. Crazy begins at 5 and rises each minute to 9. Score uses the same level-based line and hard-movement values as the downward sprint, while the ranked sprint result is completion time.

Reversed Game Flow

When rows clear, empty space is introduced from below. A player used to gravity-based stacking may watch the wrong edge or press the familiar soft-drop key. RiSE becomes consistent once the ceiling is treated as the floor and the bottom entry zone is protected as carefully as the top spawn area in RiNT.

Tips

  • Mentally rotate the board before the first move.
  • Watch the ceiling surface, not the lower empty space.
  • Remember that Up moves and Down rotates in RiSE rules.
  • Keep the bottom spawn corridor open.
  • Practice a short 10-line target before increasing distance.

What Makes RiSE Different?

This is not a cosmetic flip. Spawn position, travel direction, stack settlement and two directional controls all change. RiNT experience still helps with piece shapes and planning, but automatic downward habits can create the most expensive mistakes.

T.T.RISE FAQ

Is RiSE just RiNT upside down?

It shares target and scoring ideas, but pieces spawn below, move upward and settle toward the ceiling, changing both controls and planning.

Which key moves the piece faster?

Use Up for soft rise and Space for an immediate hard rise.

How is the record decided?

The lowest time to reach the selected cleared-line target is the sprint record.

Where does game over occur?

The run ends when the next piece cannot enter through the bottom spawn area.

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