Falling Down

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Falling Down
Developer(s)Ryuu Sakamoto
Platform(s)Windows
Release2012
Latest releaseVersion 6 printing 5 (2015-07-15)
Gameplay info
Next pieces3
Playfield size10 × 20
Hold pieceYes, with IHS
Hard dropYes
Rotation systemUnique
Falling Down menu.png
Falling Down ingame.png

Falling Down is a game made by Ryuu Sakamoto of Kirisame Zensen.

Game modes

Speed Road

Speed Road is based on pure Tetris play with no gimmicks (except for cascade blocks). The first 20 levels focus on increasing gravity until the game reaches 20G at level 21. After that, the mode slowly decreases line clear delay, lock delay and entry delay.

Chaos Road

Chaos Road is based on gimmick play. Each level has its own set of gimmicks that the player has to deal with. Gravity also increases, with level 46 and onwards being 20G.

Grade Test

Grade Test is based around a series of short courses that increase in difficulty. The grades start from 5-kyu, and clearing each course unlocks the next.

Each course is 10 levels, divided into 5 levels from Speed Road, followed by one level at 1/60 G, followed by three levels with layer obstructions, followed by one level with gimmicks.

Other Course

This is where user-made courses can be played.

Cascade Block system

The cascade system is based around the cascade gauge. The gauge is at the bottom of the screen, and fills as the player places pieces. Completing 4-line clears, T-Spins or combos will increase the gauge faster.

On filling the cascade gauge a piece will spawn containing a cascade block. If the player clears the cascade block the blocks above the row cleared will cascade downwards. If these cascading blocks clear a line the process repeats with the blocks above the cleared line, until there are no more lines to clear.

Engine details

Randomizer

The game uses a modified bag randomizer, intended to increase the alternation of S/Z pieces and J/L pieces.

Rotation system

The game engine implements a rotation system designed to be flexible and shape-agnostic.

The base rotation works the same in Sega Rotation/ARS. (World Block option only changes color to guideline colors.) There are no floor kicks. Wall kicks are checked in the following order:

Wall Kick Data
Situation Test 1 Test 2 Test 3 Test 4 Test 5 Test 6 Test 7
During Left DAS ( 0, 0) (-1, 0) (-2, 0) (-3, 0) (+1, 0) (+2, 0) (+3, 0)
During Right DAS ( 0, 0) (+1, 0) (+2, 0) (+3, 0) (-1, 0) (-2, 0) (-3, 0)
No DAS, CCW ( 0, 0) (-1, 0) (+1, 0) (-2, 0) (+2, 0) (-3, 0) (+3, 0)
No DAS, CW ( 0, 0) (+1, 0) (-1, 0) (+2, 0) (-2, 0) (+3, 0) (-3, 0)

For the test to pass, the resulting piece must...

  • not overlap with existing field blocks.
  • AND overlap with at least one of pre-rotation piece's blocks.

If Test 7 fails, repeat all tests with 1 lower row ( 0, -1), then 2 lower rows ( 0, -2), then 3 lower rows ( 0, -3). If all tests fail, then the piece does not rotate.

See also

External links