http://tetris.wiki/api.php?action=feedcontributions&user=133.205.53.218&feedformat=atomTetrisWiki - User contributions [en]2024-03-28T11:47:41ZUser contributionsMediaWiki 1.39.3http://tetris.wiki/index.php?title=Super_Rotation_System&diff=3496Super Rotation System2007-04-28T04:56:46Z<p>133.205.53.218: Removed Spam</p>
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<div>[[Image:SRS-pieces.png|thumb|All rotation states of all seven tetrominoes. From top to bottom: I, J, L, O, S, T, Z. The circle doesn't appear in the game; it helps to illustrate the axis on which each tetromino rotates.]]<br />
'''''Super Rotation System''''', or '''''SRS''''' is the current [[Tetris Guideline]] standard for how [[tetromino|tetrominoes]] behave, in a broad sense. SRS represents where and how tetrominoes spawn, how they [[rotate]], and what [[wall kick|wall kicks]] they may perform. In [[Tetris The Grand Master 3 Terror-Instinct|TI]], a player may choose between ''World'' and ''Classic'' rotation styles. ''World'' closely resembles SRS, and ''Classic'' closely resembles the rotation styles of its predecessors [[Tetris The Grand Master|TGM]] and [[Tetris The Absolute The Grand Master 2|TAP]]. [[Henk Rogers]], in his effort to unify all new Tetris games into the Tetris Guideline, required [[Arika]] to include SRS, which is called ''World'' in Ti. SRS traces its routes back to 1991 when [[BPS]] introduced its signature third and fourth [[orientation]]s for the ''S'', ''Z'', and ''I'' tetrominoes in their [[Tetris 2 and Bombliss|Tetris 2+Bombliss]]. Later would come flipped-side-up spawned ''T'', ''L'', and ''J'' tetrominoes and flexible new wall kicks. Probably the most accurate SRS finds itself in BPS's latest games [[Tetris Worlds]] and [[Tetris Deluxe]], which both feature exact same rotation styles.<br />
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==Description==<br />
All tetrominoes exist inside a bounding square and rotate about the center of this square unless obstructed. Tetrominoes of width 3 (J, L, S, T, Z) are placed in the top two rows of the bounding square and (for J, L, and T) with the flat side down. I is placed in the top middle row.<br />
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All tetrominoes spawn in 2 usually hidden rows at the top of the playfield. They are placed in the center of these rows, rounding to the left.<br />
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Once a tetromino lands, it does not lock until the lock delay expires. The lock delay behavior, called [[Infinity]] by the Tetris Company, resets the lock delay whenever the tetromino is moved or rotated.<br />
Hard drop is generally mapped to up, which has has no lock delay.<br />
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Wall kicks in SRS are extremely flexible compared to those of earlier games. Some rotations result in new positions that do not overlap the former position at all, allowing for highly controversial T-spin triples (see [[Twist]]).<br />
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==20G==<br />
Since Henk Rogers has never been directly involved with a game boasting 20G, certain behaviors are likely undefined in the Tetris Guidelines. ''Tetris Worlds'' approaches 20G but reportedly never attains it. TGM3 and TGM ACE are the first and second games to support 20G and SRS, and ''[[Tetris DS]]'' (TDS) is the third. Though the rotations are identical, these games have different mobility restrictions due to their different order of processing events in between frames.<br />
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In this example, Left is being held and then a clockwise rotation is initiated.<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | |}}<br />
{{pfrow|G|G|L|L|L| | | | | |}}<br />
{{pfrow|G|G|L| | | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | |L|L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|}<br />
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The above example ends mid-frame... So the figure on the right is never actually rendered. It simply represents the internal game status after rotation has been processed.<br />
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Now, if the game processes movement followed by gravity, the following scenario will happen (as found in TGM3).<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | |L|L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| |L|L| | | | | | | |}}<br />
{{pfrow|G|G|L| | | | | | | |}}<br />
{{pfrow|G|G|L| | | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|}<br />
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On the other hand, if gravity is processed next, the following scenario will happen (as found in TDS). This could be the result of either movement processed after gravity, movement processed before rotation, or (most likely in the case of TDS) movement occurring one or more frames after both rotation and gravity due to slow [[DAS]].<br />
{|<br />
|{{pfstart}}<br />
{{pfrow| | |L|L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G|G| | | | | | | |}}<br />
{{pfend}}<br />
|{{pfstart}}<br />
{{pfrow| | | | | | | | | | |}}<br />
{{pfrow|G|G|L|L| | | | | | |}}<br />
{{pfrow|G|G| |L| | | | | | |}}<br />
{{pfrow|G|G|G|L| | | | | | |}}<br />
{{pfend}}<br />
|}<br />
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==External links==<br />
*[http://www.tetrisconcept.com/tdsg.txt Tetris DS Systems Guide]<br />
*[http://epictetris2.ytmnd.com/ T-SPIN]<br />
*[http://www.the-shell.net/img/srs_study.html Jagorochi's analysis] of SRS wall kicks<br />
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[[Category:Game Mechanics]]<br />
[[Category:Gameplay Components]]<br />
[[Category:Rotation Systems]]</div>133.205.53.218http://tetris.wiki/index.php?title=Tetris_Deluxe&diff=6785Tetris Deluxe2007-04-28T04:55:39Z<p>133.205.53.218: Removed Spam</p>
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<div>{{Infobox |title = Tetris Deluxe<br />
|developer = Blue Lava Wireless<br />
|publisher = Blue Lava Wireless<br />
|released = March 12, 2004<br />
|platform = Mobile<br />
|preview = Four<br />
|playfield = 10w x 22h (20h visible)<br />
|hold = Hold function<br />
|hard = Hard and soft drop<br />
|SRS = SRS 2004<br />
|boxart = <br />
|title-scrn=<br />
|ingame-scrn=<br />
}}<br />
''Not to be confused with [[Tetris DX]] released for the Game Boy Color.''<br />
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Tetris Deluxe is a [[Tetris Guideline]]-compliant game for western mobile phones. Blue Lava Wireless, formed by Henk Rogers, since sold the mobile ''Tetris'' license to Jamdat, which EA later aquired. ''Tetris Deluxe'' features endless "Marathon," "Ultra," which plays for three minutes, and "40 Lines." ''Tetris Deluxe'' counts lines the same as ''[[Tetris Worlds]]'':<br />
*Singles count as one<br />
*Doubles count as three<br />
*Triples count as five<br />
*Tetrises count as eight<br />
*Back to Back Tetrises count as twelve<br />
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The levels increase every ten lines. Speed tops out at level fifteen, but levels continue to increase indefinitely. The game never exceeds [[drop|1g]]. By level fifteen, the tetrominoes appear to fall one row per frame.<br />
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[[Category:Games List]]</div>133.205.53.218http://tetris.wiki/index.php?title=Tetris_Zone&diff=7040Tetris Zone2007-04-28T02:19:56Z<p>133.205.53.218: Tetris Zone now available for PC</p>
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<div>{{Infobox |title = Tetris Zone<br />
|developer = [[Blue Planet Software]]<br />
|publisher = [[Blue Planet Software]]<br />
|released = Thu Feb 22, 2007<br />
|platform = Windows 2000/XP/Vista<br>Mac OSX 10.3 or higher<br />
|preview = 3<br />
|playfield = 10w x 20h visible<br />
|hold = Yes, with IHS<br />
|hard = Yes<br />
|SRS = [[SRS]]<br />
}}<br />
'''''Tetris Zone''''' is an official Tetris game for the Macintosh platform.<br />
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[http://zone.tetris.com/ Official Site]<br />
[[Category:Games List]]</div>133.205.53.218http://tetris.wiki/index.php?title=Tetris_Guideline&diff=4862Tetris Guideline2007-04-23T09:02:58Z<p>133.205.53.218: /* Indispensable rules */ Top out condition added</p>
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<div>==Introduction==<br />
The '''Tetris Guideline''' is the current specification that [[The Tetris Company]] enforces for making all new (2001 and later) ''Tetris'' [[game]] products alike in form. A mode labeled "standard" or just plain "Tetris" will adhere to the Guideline more closely than other modes.<br />
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As of now, the Guideline is conjectured to encompass the following rules, learned through observation of the behavior of authentic ''Tetris'' games:<br />
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===Indispensable rules===<br />
*[[Playfield]] is 10 cells wide and at least 22 cells tall, where rows above 20 are hidden or obstructed by the field frame<br />
*[[Tetromino]] colors<br />
**Cyan ''I'' <br />
**Yellow ''O''<br />
**Purple ''T''<br />
**Green ''S''<br />
**Red ''Z''<br />
**Blue ''J''<br />
**Orange ''L''<br />
*Tetromino start locations<br />
**The ''I'' and ''O'' spawn in the middle columns<br />
**The rest spawn in the left-middle columns<br />
**The tetrominoes spawn horizontally and with their flat side pointed down.<br />
*Super Rotation System ([[SRS]]) specifies tetromino rotation<br />
*Standard mappings for console and handheld gamepads:<br />
**Up, Down, Left, Right on joystick perform locking hard [[drop]], non-locking soft drop (except first frame locking in some games), left [[DAS|shift]], and right shift respectively.<br />
**Left fire button rotates 90 degrees counterclockwise, and right fire button rotates 90 degrees clockwise.<br />
*So-called [[Random Generator]] (also called "random bag" or "7 system")<br />
*"Hold piece": The player can press a button to send the falling tetromino to the hold box, and any tetromino that had been in the hold box moves to the top of the screen and begins falling. Hold cannot be used again until after the piece locks down. Games on platforms with fewer than eight usable buttons (such as [[iPod Tetris|the version on iPod]]) may skip this feature. The combination of hold piece and Random Generator would appear to allow the player to [[Playing forever|play forever]].<br />
*Game must have [[ghost piece]] function.<br />
*Terms used in the user manual: "Tetriminos" not "tetrominoes" or "tetrads" or "pieces", letter names not "square" or "stick", etc.<br />
*Designated soft drop speed. Details vary between guideline versions.<br />
*Player may only level up by clearing lines. Required lines depends in the game.<br />
*The game must use a variant of Roger Dean's Tetris logo, although this was true from around 2000 - before the guidelines emerged.<br />
*Game must include a song called Korobeiniki. (Guideline 2005~)<br />
*The player [[Top out|tops out]] when a piece is spawned overlapping at least one block, or a piece locks completely above the visible portion of the playfield.<br />
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===Recommended but non-mandatory===<br />
*Display of [[piece preview|next-coming tetrominoes]]. Most games show at least three, though there are no hard rules.[http://www.tetrisconcept.com/forum/viewtopic.php?p=6480#6480]<br />
*Recognition and rewarding of [[T-spin]] moves. Conditions vary between guideline versions.<br />
**2005: 3-corner T<br />
**2006: 3-corner T no kick<br />
*Rewarding of Back to Back chains. Recognition method depends in the game.<br />
*Game should include the songs Katjusha, or Kalinka.<br />
*[[DAS]] no faster than [[Tetris Zone]].[http://www.tetrisconcept.com/forum/viewtopic.php?p=7696#7696]<br />
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The extent to which the Guideline specifies the speed curve, the scoring system, and other aspects not listed on this page, is not yet known to the public.<br />
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Although Guideline-compliant games share many traits, they also have [[Guideline compliant game differences|differences]] in many aspects as well. There are a few instances where a game will break a trait which is shared by all other games thought to be compliant. Examples of this include the lack of the hold function and the T-spin's ability to start and continue Back-to-Back chains in iPod Tetris, and the inverted rotation button layout of TGM3 and TGM ACE. No explanations have been given for the reasons of these games' deviations.<br />
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== Guideline Versions ==<br />
Henk Rogers has been quoted as revising the guideline annually. This may only adhere to 2005 and later, as so far only guideline 2002, 2005 and 2006 have been known to be in existence, and guideline 2002 games have been built from scratch and released as late as 2005.<br />
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So far, the first confirmed guideline 2005 games (TGM ACE) has been released in December 2005, while the first confirmed guideline 2006 game (Tetris: New Century, although iPod Tetris released earlier behaves similarly) was released in September 2006. Therefore, it can be conjectured that the schedule of a new guideline version is released somewhere between the middle to the latter half of the year.<br />
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While many games have no publicly visible indication of the guideline version by the developer or publisher, some games have had their exact guideline versions made clear by them. They are listed in the [[Guideline compliant game differences]] page.<br />
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== See also ==<br />
*[[Guideline compliant game differences]]<br />
*''[[Tetris Worlds]]'' and ''[[Tetris Deluxe]]'', considered by many to be the "reference" implementations of the Guideline at the respective times of the games' releases.<br />
*''[[Tetris DS]]'', another popular game that is compliant with the Guideline<br />
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== References ==<br />
*[http://www.blueplanetsoftware.com/news_edge.html Edge magazine's interview with Henk Rogers] Henk first reveals the existence of the Guideline.<br />
*[http://www.planetgamecube.com/specialArt.cfm?artid=11267 Planet GameCube: Tetris from the Top]: An interview with Henk Rogers that reveals some aspects of the Guideline<br />
*[http://www.eamobile.com/Web/Catalog/US/en/game/mobile/ProductDetailOverviewView/product-24171;jsessionid=MOGAKOLDNNNF EA Tetris product page], with official names for some Guideline features<br />
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[[Category:General Information]]<br />
[[Category:Game Mechanics]]</div>133.205.53.218http://tetris.wiki/index.php?title=YaneuraoGameScript_2000&diff=7355YaneuraoGameScript 20002007-04-15T06:19:52Z<p>133.205.53.218: environment itself is open source</p>
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<div>'''YaneuraoGameScript 2000''' (abbreviated '''YaneGameScript 2000''' or '''YGS2K''') is a scripting and runtime environment for Windows created by Urao Yane (Yaneurao) aimed for the easy creation of game applications. The language is loosely based on C, with numerous game-related embedded functions. It is a script language, allowing one to start coding and/or modifying existing games by simply using text editors like Notepad, without the need to set up file paths or compiler toolchains.<br />
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YGS2K is freeware and allows the creation of commercial products without the payment of royalties. The environment itself is made by [http://yaneurao.hp.infoseek.co.jp/yaneSDK1st/ yaneSDK], a class library for game programming. However it cannot be compiled by other than Microsoft Visual C++ 6.0. The author has abandoned the development of YGS2K in favor of his newer game development library, YaneuraoGameSDK. The last publicly available version of YaneuraoGameScript 2000 is 1.64c. Notable features that YGS2K lack include object-oriented programming, 3D graphics, networking, Unicode support, and cross-platform support.<br />
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[[Heboris]], a popular fan game in Japan, was developed using YGS2K. The original author has not updated the program since 2002. However, fans of the game, residing in the 2ch forums, have taken it to their own hands to continue its development as [[Heboris Unofficial expansion]], bringing it far beyond what the original game was capable of. Despite being obsoleted by its author, and the emergence of ports to more powerful languages like C++, Heboris continues to use YGS2K due to its low barrier to entry.<br />
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Urao Yane first gained fame for developing BM98, the first Beatmania simulator.<br />
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==YanePack==<br />
A supporting tool for YaneGameScript exists called '''YanePack'''. YanePack allows the developer to pack multiple files into one, while still being accessible from the game code. Heboris uses '''YanePackEx''', a variant that performs compression when packaging the files. Files packaged using YanePack usually bear the .dat file name extension.<br />
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The user interface of YanePack is very bare-bones, with little regard taken towards non-Japanese speakers. When run, YanePack displays a dialog with three buttons written in Japanese. The functions of each button are as follows:<br />
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*'''Left:''' The left button reads "Pack." Pushing this will open a file dialog where the user can select multiple files to be included in the package. After selecting, a dialog will soon pop up to notify that the packing process is done. A file named ''target.dat'' will be created in the same directory as the source files. The program will then return to the three-button menu.<br />
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*'''Middle:''' The middle button reads "Unpack." Pushing this will open a file dialog where the user can select a packed file to extract. After selecting, a dialog will soon pop up to notify that the unpacking process is done. The files contained in the package will be extracted to the same directory as the package file. The program will then return to the three-button menu. YanePack does not create a new directory when unpacking, so it is advised to put the package file into an empty directory first.<br />
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*'''Right:''' The right button reads "Quit", and will quit the application.<br />
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The source code of YanePack is included within its distribution.<br />
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==External Links==<br />
Most files by Urao Yane are distributed in LZH, a compression format popular in Japan but uncommon in the rest of the world. LZH files can be extracted by WinRAR and several other popular compression software.<br><br />
Links to both the download pages and files themselves are listed here for the sake of convenience, since the pages are mostly written in Japanese.<br />
*[http://yaneurao.hp.infoseek.co.jp/ygs2k/ Download page for YaneuraoGameScript 2000]<br />
**[http://yaneurao.hp.infoseek.co.jp/ygs2k/ygs2k164c.lzh YaneuraoGameScript2000 1.64c distribution file - direct link]<br />
*[http://yaneurao.hp.infoseek.co.jp/yaneSDK2nd/ Download page for supporting tools and sample files]<br />
**[http://yaneurao.hp.infoseek.co.jp/yaneSDK2nd/yanePackEx102.lzh YanePackEx 1.02 distribution file - direct link]<br />
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[[Category:General Information]]</div>133.205.53.218