http://tetris.wiki/api.php?action=feedcontributions&user=Oshisaure&feedformat=atomTetrisWiki - User contributions [en]2024-03-29T07:12:33ZUser contributionsMediaWiki 1.39.3http://tetris.wiki/index.php?title=User:Oshisaure&diff=21946User:Oshisaure2020-10-27T03:35:02Z<p>Oshisaure: </p>
<hr />
<div>Hello! I'm Oshisaure, a Tetris nerd who likes to do silly things in Tetris games, with a slight specialisation in [[Rotation system|Rotation Systems]] and unusual [[Twists]]. I have a [http://youtube.com/user/LeSpyroshisaure/ YouTube channel] where I like to share these silly things.<br />
<br />
I've also made [[A Gnowius' Challenge]] and [[Puzzle Juggle Trouble]], and worked on a [[Cambridge]] fork with MillaBasset.<br />
<br />
== Vulptile Rotation System (VRS) ==<br />
Although I had made a few over-the-top joke rulesets in the past (see [[A Gnowius' Challenge#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] for a good example), the question of a proper Rotation System came about when I started having projects about a 1-VS-1 game. I wanted to have a game that differed greatly from the [[Tetris Guideline]], partly because it was incompatible with the idea of my game, partly because I wanted to imply that this game was following its own set of rules. One of the points of difference was, of course, the Rotation System.<br />
<br />
=== Piece colours and entry orientations ===<br />
While I do not consider things like colour scheme, harddrop vs sonic drop or piece entry rotation to be strictly related to the rotation system itself, they still end up being commonly assiciated into a common ruleset that people get used to - you can ask a guideline player and a TGM player what "the right piece colours" are and they will give you different answers. <br />
<br />
Because of this, I've decided to make my own colour scheme as well. To make it easier to play for colourblind people, I've made S and Z follow complemetary hues, as well as L and J. I then filled in the colours to the best of my ability by putting warm colours on the S and L pieces - as they both fit in a left well - and then picking colours that would probably upset anyone using Sega or guideline colours. I ended up with:<br />
* I: Purple (hue 270°)<br />
* O: Orange (hue 30°)<br />
* T: Green (hue 150°)<br />
* L: Red (hue 0°)<br />
* J: Cyan (hue 180°)<br />
* S: Yellow (hue 60°)<br />
* Z: Dark blue (hue 240°)<br />
<br />
As for spawning orientations, I make the pieces spawn flat side down, as that gives the most manoeuvrability in high gravity.<br />
<br />
TL;DR: the pieces look like this on spawn<br />
<playfield><br />
ll s z i oo jj <br />
tttt ll sss zzz iii oo jj <br />
</playfield><br />
<br />
Now onto the rotation system itself, for real.<br />
<br />
=== Core ideas and base guideline of VRS ===<br />
A common criticism about [[SRS]] is that it feels unpredictable at high gravity. I think that this is mostly an issue on the wallkicks, but that part of it is induced by the S, Z and I pieces behaving differently on opposite orientations. Here's an example:<br />
<br />
{| border="0" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
gggggggzz <br />
ggggggggzz<br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Rotate CW from entry orientation<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
ggggggg <br />
gggggggg <br />
gggggggggz<br />
ggggggggzz<br />
ggggggggz <br />
ggggggggg <br />
</playfield><br />
Z piece goes down<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
gggggggzz <br />
ggggggggzz<br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Rotate CW from "upside-down"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg z<br />
ggggggg zz<br />
ggggggggz <br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Z piece stays up<br />
|}<br />
<br />
While ambiguities like this don't happen in ARS, its right-side bias still leads to the infamous [[ARS#Mihara's conspiracy|Mihara conspiracy]].<br />
The [[ARS#Center column rule|centre column rule]] also prevents moves that would otherwise work the same as their inverse:<br />
{| border="0" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gg <br />
gggllggggg<br />
ggggl ggg<br />
gggglggggg<br />
</playfield><br />
Rotate CCW<br />
|style="padding:4px; width:108px;"|<playfield><br />
gg <br />
ggg ggggg<br />
gggglllggg<br />
gggglggggg<br />
</playfield><br />
Works fine, classic ARS twist<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
ggg <br />
gggglllggg<br />
gggglggggg<br />
</playfield><br />
Inverse move, rotate CW<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggxx <br />
ggggx ggg<br />
ggggxbgggg<br />
</playfield><br />
Doesn't work, would kick off [[File:BTet.png]]<br />
|}<br />
<br />
Based on these observations, VRS was designed with strict compliance to the following rules in mind:<br />
* '''Visual consistency:''' If two situations look identical, they are identical, and the same input will give the same results. The only direct consequence of this is that S, Z and I only have two states (horizontal and vertical) instead of four (North, East, South and West)<br />
* '''Reversability:''' If a rotation works, then the inverse rotation should be accounted for. While a valid setup for some reverse rotations may be impossible, the necessary kick is available anyway. This happens with the T piece in SRS on a couple rotations: <br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:68px;"|<playfield><br />
gt <br />
gttgg<br />
gt--g<br />
gg-gg<br />
</playfield><br />
|This kick exists<br />
|- <br />
|style="padding:4px;width:68px;"|<playfield><br />
- <br />
-- <br />
ttt <br />
t <br />
</playfield><br />
|Despite not being possible to make this kick happen in normal gameplay, it is still coded in out of reversability<br />
|}<br />
* '''Horizontal symmetry''': A setup and its mirror conditions give mirrored results. This prevents the rotations and kicks to be biased towards one side only. For example:<br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
g <br />
g i- <br />
gggiii gg <br />
ggg-g ggg <br />
ggggggggg <br />
</playfield><br />
|If this is what happens when rotating CW on this state...<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
g<br />
-z g<br />
gg zzzggg<br />
ggg g-ggg<br />
ggggggggg<br />
</playfield><br />
|... then this is what happens when rotating CCW on this state<br />
|}<br />
* '''Kick thoroughness:''' Do not leave gaps in the list of kicks you attempt, and attempt rotations closer to the kickless rotation first. For example, don't attempt a kick 2 cells up without trying 1 cell up first, or a diagonal down-left kick without trying a down kick and a left kick before that. Here's a visual example of a situation where SRS does '''not''' follow this rule, and which is probably the main inspiration for this rule:<br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
gggg <br />
g <br />
glll <br />
glgggggggg<br />
g-gggggggg<br />
g--ggggggg<br />
</playfield><br />
|If this is what happens when rotating CCW on this state...<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
<br />
gggg <br />
g <br />
glll <br />
glgggggggg<br />
gxxggggggg<br />
</playfield><br />
|... then why would this not happen when rotating CCW on this state?<br />
|}<br />
<br />
=== Base rotations and the I piece drift ===<br />
Defining the base rotation of L, J, T under these rules is not a problem - just make them rotate around their visual centre like SRS does and notice that it works: L and J perfectly mirror eachother, and T perfectly mirrors itself.<br />
{| border="1" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|-<br />
|style="padding:4px;"|<playfield><br />
s <br />
scs<br />
<br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
s <br />
cs<br />
s <br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
<br />
scs<br />
s <br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
s <br />
sc <br />
s <br />
</playfield><br />
|-<br />
|style="padding:4px;"|<playfield><br />
z<br />
zcz<br />
<br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
z <br />
c <br />
zz<br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
<br />
zcz<br />
z <br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
zz <br />
c <br />
z <br />
</playfield><br />
|-<br />
|style="padding:4px;"|<playfield><br />
i <br />
ici<br />
<br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
ii<br />
c <br />
i <br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
<br />
ici<br />
i<br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
i <br />
c <br />
ii <br />
</playfield><br />
|}<br />
<br />
S and Z have to be two-state however. The two states were chosen so that the vertical state "reaches down", as this allows more spins to be done with kicks. As for the lateral placement, it was inspired by [[Sega rotation]] and [[The New Tetris]], where the space in the middle column occupied by the piece is always at the same place.<br />
{| border="1" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|-<br />
|style="padding:4px;"|<playfield><br />
oo<br />
oo <br />
<br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
o <br />
oo<br />
o<br />
</playfield><br />
|-<br />
|style="padding:4px;"|<playfield><br />
jj <br />
jj<br />
<br />
</playfield><br />
|style="padding:4px;"|<playfield><br />
j <br />
jj <br />
j <br />
</playfield><br />
|}<br />
<br />
The O piece only has a single orientation.<br />
{| border="1" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|-<br />
|style="padding:4px;"|<playfield><br />
ll<br />
ll<br />
</playfield><br />
|}<br />
<br />
However, defining a base rotation for the I piece gives some complications.<br />
<br />
Let's look at the rotation from horizontal to vertical. Because of the horizontal symmetry rule, the result of a clockwise rotation and a counterclowise rotation in free space have to be mirrors of each other. However, because of the visual consistency rule, the I piece has to be 2-state. This means the only possible place for the I piece to be pushed to the same position on both CW and CCW would be between two columns, which can't work. To work around this, a slight right bias is introduced on the CW rotation, and a slight left bias is introdiced on the CCW rotation.<br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:48px;"|<playfield><br />
- <br />
- <br />
tttt<br />
- <br />
</playfield><br />
|style="padding:4px;width:48px;"|<playfield><br />
t <br />
t <br />
t <br />
t <br />
</playfield><br />
|Clockwise rotation<br />
|- <br />
|style="padding:4px;width:48px;"|<playfield><br />
- <br />
- <br />
tttt<br />
- <br />
</playfield><br />
|style="padding:4px;width:48px;"|<playfield><br />
t <br />
t <br />
t <br />
t <br />
</playfield><br />
|Counterclockwise rotation<br />
|}<br />
<br />
Now if we look at the rotation from vertical to horizontal, the same problem appears. It is resolved in the same way, by giving a slight right bias to CW rotation and a slight left bias to CCW rotations again.<br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:58px;"|<playfield><br />
t <br />
t <br />
-t--<br />
t <br />
</playfield><br />
|style="padding:4px;width:58px;"|<playfield><br />
<br />
<br />
tttt<br />
<br />
</playfield><br />
|Clockwise rotation<br />
|- <br />
|style="padding:4px;width:58px;"|<playfield><br />
t <br />
t <br />
--t- <br />
t <br />
</playfield><br />
|style="padding:4px;width:58px;"|<playfield><br />
<br />
<br />
tttt <br />
<br />
</playfield><br />
|Counterclockwise rotation<br />
|}<br />
<br />
This leads to a peculiar behaviour where one can add up the biases of the individual rotations to move I piece to the side without even pushing the shifting buttons, even without taking advantage of wallkicks, by rotating in the same direction repeatedly. This behaviour is called ''I piece drift''.<br />
<br />
{| border="0" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
- <br />
- <br />
tttt <br />
- <br />
<br />
ggggggggg <br />
ggggggggg <br />
ggggggggg <br />
ggggggggg <br />
</playfield><br />
Rotate CW<br />
|style="padding:4px; width:108px;"|<playfield><br />
t <br />
t <br />
-t-- <br />
t <br />
<br />
ggggggggg <br />
ggggggggg <br />
ggggggggg <br />
ggggggggg <br />
</playfield><br />
Rotate CW again<br />
|style="padding:4px; width:108px;"|<playfield><br />
<br />
<br />
-tttt <br />
<br />
<br />
ggggggggg <br />
ggggggggg <br />
ggggggggg <br />
ggggggggg <br />
</playfield><br />
I piece moved to the right one cell<br />
|}<br />
<br />
=== Wallkicks ===<br />
Coming Soon<br />
<small>''(this is still WIP)''</small></div>Oshisaurehttp://tetris.wiki/index.php?title=User:Oshisaure&diff=21943User:Oshisaure2020-10-23T04:04:24Z<p>Oshisaure: </p>
<hr />
<div>Hello! I'm Oshisaure, a Tetris nerd who likes to do silly things in Tetris games, with a slight specialisation in [[Rotation system|Rotation Systems]] and unusual [[Twists]]. I have a [http://youtube.com/user/LeSpyroshisaure/ YouTube channel] where I like to share these silly things.<br />
<br />
I've also made [[A Gnowius' Challenge]] and [[Puzzle Juggle Trouble]], and worked on a [[Cambridge]] fork with MillaBasset.<br />
<br />
== Vulptile Rotation System (VRS) ==<br />
Although I had made a few over-the-top joke rulesets in the past (see [[A Gnowius' Challenge#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] for a good example), the question of a proper Rotation System came about when I started having projects about a 1-VS-1 game. I wanted to have a game that differed greatly from the [[Tetris Guideline]], partly because it was incompatible with the idea of my game, partly because I wanted to imply that this game was following its own set of rules. One of the points of difference was, of course, the Rotation System.<br />
<br />
=== Piece colours and entry orientations ===<br />
While I do not consider things like colour scheme, harddrop vs sonic drop or piece entry rotation to be strictly related to the rotation system itself, they still end up being commonly assiciated into a common ruleset that people get used to - you can ask a guideline player and a TGM player what "the right piece colours" are and they will give you different answers. <br />
<br />
Because of this, I've decided to make my own colour scheme as well. To make it easier to play for colourblind people, I've made S and Z follow complemetary hues, as well as L and J. I then filled in the colours to the best of my ability by putting warm colours on the S and L pieces - as they both fit in a left well - and then picking colours that would probably upset anyone using Sega or guideline colours. I ended up with:<br />
* I: Purple<br />
* O: Orange<br />
* T: Green<br />
* L: Red<br />
* J: Cyan<br />
* S: Yellow<br />
* Z: Dark blue<br />
<br />
As for spawning orientations, I make the pieces spawn flat side down, as that gives the most manoeuvrability in high gravity.<br />
<br />
TL;DR: the pieces look like this on spawn<br />
<playfield><br />
ll s z i oo jj <br />
tttt ll sss zzz iii oo jj <br />
</playfield><br />
<br />
Now onto the rotation system itself, for real.<br />
<br />
=== Core ideas and base guideline of VRS ===<br />
A common criticism about [[SRS]] is that it feels unpredictable at high gravity. I think that this is mostly an issue on the wallkicks, but that part of it is induced by the S, Z and I pieces behaving differently on opposite orientations. Here's an example:<br />
<br />
{| border="0" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
gggggggzz <br />
ggggggggzz<br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Rotate CW from entry orientation<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
ggggggg <br />
gggggggg <br />
gggggggggz<br />
ggggggggzz<br />
ggggggggz <br />
ggggggggg <br />
</playfield><br />
Z piece goes down<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
gggggggzz <br />
ggggggggzz<br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Rotate CW from "upside-down"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg z<br />
ggggggg zz<br />
ggggggggz <br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Z piece stays up<br />
|}<br />
<br />
While ambiguities like this don't happen in ARS, its right-side bias still leads to the infamous [[ARS#Mihara's conspiracy|Mihara conspiracy]].<br />
The [[ARS#Center column rule|centre column rule]] also prevents moves that would otherwise work the same as their inverse:<br />
{| border="0" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gg <br />
gggllggggg<br />
ggggl ggg<br />
gggglggggg<br />
</playfield><br />
Rotate CCW<br />
|style="padding:4px; width:108px;"|<playfield><br />
gg <br />
ggg ggggg<br />
gggglllggg<br />
gggglggggg<br />
</playfield><br />
Works fine, classic ARS twist<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
ggg <br />
gggglllggg<br />
gggglggggg<br />
</playfield><br />
Inverse move, rotate CW<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggxx <br />
ggggx ggg<br />
ggggxbgggg<br />
</playfield><br />
Doesn't work, would kick off [[File:BTet.png]]<br />
|}<br />
<br />
Based on these observations, VRS was designed with strict compliance to the following rules in mind:<br />
* '''Visual consistency:''' If two situations look identical, they are identical, and the same input will give the same results. The only direct consequence of this is that S, Z and I only have two states (horizontal and vertical) instead of four (North, East, South and West)<br />
* '''Reversability:''' If a rotation works, then the inverse rotation should be accounted for. While a valid setup for some reverse rotations may be impossible, the necessary kick is available anyway. This happens with the T piece in SRS on a couple rotations: <br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:68px;"|<playfield><br />
gt <br />
gttgg<br />
gt--g<br />
gg-gg<br />
</playfield><br />
|This kick exists<br />
|- <br />
|style="padding:4px;width:68px;"|<playfield><br />
- <br />
-- <br />
ttt <br />
t <br />
</playfield><br />
|Despite not being possible to make this kick happen in normal gameplay, it is still coded in out of reversability<br />
|}<br />
* '''Horizontal symmetry''': A setup and its mirror conditions give mirrored results. This prevents the rotations and kicks to be biased towards one side only. For example:<br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
g <br />
g i- <br />
gggiii gg <br />
ggg-g ggg <br />
ggggggggg <br />
</playfield><br />
|If this is what happens when rotating CW on this state...<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
g<br />
-z g<br />
gg zzzggg<br />
ggg g-ggg<br />
ggggggggg<br />
</playfield><br />
|... then this is what happens when rotating CCW on this state<br />
|}<br />
* '''Kick thoroughness:''' Do not leave gaps in the list of kicks you attempt, and attempt rotations closer to the kickless rotation first. For example, don't attempt a kick 2 cells up without trying 1 cell up first, or a diagonal down-left kick without trying a down kick and a left kick before that. Here's a visual example of a situation where SRS does '''not''' follow this rule, and which is probably the main inspiration for this rule:<br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
gggg <br />
g <br />
glll <br />
glgggggggg<br />
g-gggggggg<br />
g--ggggggg<br />
</playfield><br />
|If this is what happens when rotating CCW on this state...<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
<br />
gggg <br />
g <br />
glll <br />
glgggggggg<br />
gxxggggggg<br />
</playfield><br />
|... then why would this not happen when rotating CCW on this state?<br />
|}<br />
<br />
<small>''(this is still WIP)''</small></div>Oshisaurehttp://tetris.wiki/index.php?title=User:Oshisaure&diff=21940User:Oshisaure2020-10-22T16:51:44Z<p>Oshisaure: </p>
<hr />
<div>Hello! I'm Oshisaure, a Tetris nerd who likes to do silly things in Tetris games, with a slight specialisation in [[Rotation system|Rotation Systems]] and unusual [[Twists]]. I have a [http://youtube.com/user/LeSpyroshisaure/ YouTube channel] where I like to share these silly things.<br />
<br />
I've also made [[A Gnowius' Challenge]] and [[Puzzle Juggle Trouble]], and worked on a [[Cambridge]] fork with MillaBasset.<br />
<br />
== Vulptile Rotation System (VRS) ==<br />
Although I had made a few over-the-top joke rulesets in the past (see [[A Gnowius' Challenge#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] for a good example), the question of a proper Rotation System came about when I started having projects about a 1-VS-1 game. I wanted to have a game that differed greatly from the [[Tetris Guideline]], partly because it was incompatible with the idea of my game, partly because I wanted to imply that this game was following its own set of rules. One of the points of difference was, of course, the Rotation System.<br />
<br />
=== Piece colours and entry orientations ===<br />
While I do not consider things like colour scheme, harddrop vs sonic drop or piece entry rotation to be strictly related to the rotation system itself, they still end up being commonly assiciated into a common ruleset that people get used to - you can ask a guideline player and a TGM player what "the right piece colours" are and they will give you different answers. <br />
<br />
Because of this, I've decided to make my own colour scheme as well. To make it easier to play for colourblind people, I've made S and Z follow complemetary hues, as well as L and J. I then filled in the colours to the best of my ability by putting warm colours on the S and L pieces - as they both fit in a left well - and then picking colours that would probably upset anyone using Sega or guideline colours. I ended up with:<br />
* I: Purple<br />
* O: Orange<br />
* T: Green<br />
* L: Red<br />
* J: Cyan<br />
* S: Yellow<br />
* Z: Dark blue<br />
<br />
As for spawning orientations, I make the pieces spawn flat side down, as that gives the most manoeuvrability in high gravity.<br />
<br />
TL;DR: the pieces look like this on spawn<br />
<playfield><br />
ll s z i oo jj <br />
tttt ll sss zzz iii oo jj <br />
</playfield><br />
<br />
Now onto the rotation system itself, for real.<br />
<br />
=== Core ideas and base guideline of VRS ===<br />
A common criticism about [[SRS]] is that it feels unpredictable at high gravity. I think that this is mostly an issue on the wallkicks, but that part of it is induced by the S, Z and I pieces behaving differently on opposite orientations. Here's an example:<br />
<br />
{| border="0" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
gggggggzz <br />
ggggggggzz<br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Rotate CW from entry orientation<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
ggggggg <br />
gggggggg <br />
gggggggggz<br />
ggggggggzz<br />
ggggggggz <br />
ggggggggg <br />
</playfield><br />
Z piece goes down<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg <br />
gggggggzz <br />
ggggggggzz<br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Rotate CW from "upside-down"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggggg z<br />
ggggggg zz<br />
ggggggggz <br />
ggggggggg <br />
gggggggg <br />
gggggggg <br />
ggggggggg <br />
</playfield><br />
Z piece stays up<br />
|}<br />
<br />
While ambiguities like this don't happen in ARS, its right-side bias still leads to the infamous [[ARS#Mihara's conspiracy|Mihara conspiracy]].<br />
The [[ARS#Center column rule|centre column rule]] also prevents moves that would otherwise work the same as their inverse:<br />
{| border="0" cellspacing="0" style="text-align:center; border-collapse:collapse"<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gg <br />
gggllggggg<br />
ggggl ggg<br />
gggglggggg<br />
</playfield><br />
Rotate CCW<br />
|style="padding:4px; width:108px;"|<playfield><br />
gg <br />
ggg ggggg<br />
gggglllggg<br />
gggglggggg<br />
</playfield><br />
Works fine, classic ARS twist<br />
|- style="vertical-align:top;"<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
ggg <br />
gggglllggg<br />
gggglggggg<br />
</playfield><br />
Inverse move, rotate CW<br />
|style="padding:4px; width:108px;"|<playfield><br />
gggg <br />
gggxx <br />
ggggx ggg<br />
ggggxbgggg<br />
</playfield><br />
Doesn't work, would kick off [[File:BTet.png]]<br />
|}<br />
<br />
Based on these observations, VRS was designed with strict compliance to the following rules in mind:<br />
* '''Visual consistency:''' If two situations look identical, they are identical, and the same input will give the same results. The only direct consequence of this is that S, Z and I only have two states (horizontal and vertical) instead of four (North, East, South and West)<br />
* '''Reversability:''' If a rotation works, then the inverse rotation should be accounted for. While a valid setup for some reverse rotations may be impossible, the necessary kick is available anyway. This happens with the T piece in SRS on a couple rotations: <br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:68px;"|<playfield><br />
gt <br />
gttgg<br />
gt--g<br />
gg-gg<br />
</playfield><br />
|This kick exists<br />
|- <br />
|style="padding:4px;width:68px;"|<playfield><br />
- <br />
-- <br />
ttt <br />
t <br />
</playfield><br />
|This kick is coded in due to reversability, but there is no way to make it happen in normal gameplay<br />
|}<br />
* '''Horizontal symmetry''': A setup and its mirror conditions give mirrored results. This prevents the rotations and kicks to be biased towards one side only. For example:<br />
{| border="0" cellspacing="0" style="text-align:left; border-collapse:collapse"<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
g <br />
g i- <br />
gggiii gg <br />
ggg-g ggg <br />
ggggggggg <br />
</playfield><br />
|If this is what happens when rotating CW on this state...<br />
|- <br />
|style="padding:4px;width:108px;"|<playfield><br />
g<br />
-z g<br />
gg zzzggg<br />
ggg g-ggg<br />
ggggggggg<br />
</playfield><br />
|... then this is what happens when rotating CCW on this state<br />
|}<br />
<br />
<small>''(this is still WIP)''</small></div>Oshisaurehttp://tetris.wiki/index.php?title=User:Oshisaure&diff=21934User:Oshisaure2020-10-20T20:47:16Z<p>Oshisaure: </p>
<hr />
<div>Hello! I'm Oshisaure, a Tetris nerd who likes to do silly things in Tetris games, with a slight specialisation in [[Rotation system|Rotation Systems]] and unusual [[Twists]]. I have a [http://youtube.com/user/LeSpyroshisaure/ YouTube channel] where I like to share these silly things.<br />
<br />
I've also made [[A Gnowius' Challenge]] and [[Puzzle Juggle Trouble]], and worked on a [[Cambridge]] fork with MillaBasset.<br />
<br />
== Custom Rotation System concept ==<br />
Although I had made a few over-the-top joke rulesets in the past (see [[A Gnowius' Challenge#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] for a good example), the question of a proper Rotation System came about when I started having projects about a 1-VS-1 game. I wanted to have a game that differed greatly from the [[Tetris Guideline]], partly because it was incompatible with the idea of my game, partly because I wanted to imply that this game was following its own set of rules. One of the points of difference was, of course, the Rotation System.<br />
<br />
=== Piece colours and entry orientations ===<br />
While I do not consider things like colour scheme, harddrop vs sonic drop or piece entry rotation to be strictly related to the rotation system itself, they still end up being commonly assiciated into a common ruleset that people get used to - you can ask a guideline player and a TGM player what "the right piece colours" are and they will give you different answers. <br />
<br />
Because of this, I've decided to make my own colour scheme as well. To make it easier to play for colourblind people, I've made S and Z follow complemetary hues, as well as L and J. I then filled in the colours to the best of my ability by putting warm colours on the S and L pieces - as they both fit in a left well - and then picking colours that would probably upset anyone using Sega or guideline colours. I ended up with:<br />
* I: Purple<br />
* O: Orange<br />
* T: Green<br />
* L: Red<br />
* J: Cyan<br />
* S: Yellow<br />
* Z: Dark blue<br />
<br />
As for spawning orientations, I make the pieces spawn flat side down, as that gives the most manoeuvrability in high gravity.<br />
<br />
TL;DR: the pieces look like this on spawn<br />
<playfield><br />
ll s z i oo jj <br />
tttt ll sss zzz iii oo jj <br />
</playfield><br />
<br />
<small>''(this is still WIP)''</small></div>Oshisaurehttp://tetris.wiki/index.php?title=User:Oshisaure&diff=21928User:Oshisaure2020-10-20T03:47:58Z<p>Oshisaure: I've been wanting to do a writeup of my own rotation system concept and the ideas behind it to have a reference of it somewhere. I'll do this here later.</p>
<hr />
<div>Hello! I'm Oshisaure, a Tetris nerd who likes to do silly things in Tetris games, with a slight specification in [[Rotation system|Rotation Systems]] and unusual [[Twists]]. I have a [http://youtube.com/user/LeSpyroshisaure/ YouTube channel] where I like to share these silly things.<br />
<br />
I've also made [[A Gnowius' Challenge]] and [https://oshisaure.itch.io/puzzle-juggle-trouble Puzzle Juggle Trouble], and worked on a [[Cambridge]] fork with MillaBasset.<br />
<br />
== Custom Rotation System concept ==<br />
(I'll write this when I'm not as tired)<br />
<br />
<small>''(More to be added to this page someday)''</small></div>Oshisaurehttp://tetris.wiki/index.php?title=User:Oshisaure&diff=19769User:Oshisaure2019-10-03T15:53:17Z<p>Oshisaure: </p>
<hr />
<div>Hello! I'm known as Oshisaure, I'm basically a big doofus with too much free time who likes to do silly things in Tetris games, with a slight specification in [[Rotation system|Rotation Systems]] and unusual [[Twists]].<br />
<br />
I also sometimes make games such as [[A Gnowius' Challenge]].<br />
<br />
== Known games with O-Spin ==<br />
From the most objective to the most cheesy/arguable:<br />
* [[Tetris 64]], as [https://www.youtube.com/watch?v=jgs9f24hzok/ a feature], by enabling ''Rotate Center'' and either ''Double Turn'' or ''Offset Turn'' options (or both if you wish)<br />
* [[Puyo Puyo Tetris]], using [https://www.youtube.com/watch?v=CRfV5csii5Y/ an oversight in Fusion mode] and the wallkicks the game added for the pentomino item in Party mode.<br />
* [[Tetris Ultimate]], on the PC/PS4/XBOne port. While I haven't found any wallkicks for O yet, I have found the same oversight as ''Puyo Puyo Tetris'', but in Co-op mode. It would need at least two players with incredible coordination to perform though.<br />
* [[JStris]], as a reference to these [https://www.youtube.com/watch?v=-doMK_NAeqw two] ([https://www.youtube.com/watch?v=Wwrnl_Fvfms 2]) videos, under a specific ruleset. Only those two specific setups work however.<br />
* [[NullpoMino]], thanks to the ruleset editor. Immobile spin detection will actually reward the O-Spin<br />
* [[A Gnowius' Challenge]], but that doesn't count because it's basically due to reimplemented rulesets originating from the above<br />
<br />
== Links and stuff ==<br />
* [http://yt.oshisaure.wtf/ YouTube channel]<br />
* [http://tw.oshisaure.wtf/ Twitter]<br />
* [http://dev.oshisaure.wtf/ itch.io page]<br />
* [http://discord.oshisaure.wtf/ Discord server]<br />
<br />
<br />
<br />
<small>''(More to be added to this page someday)''</small></div>Oshisaurehttp://tetris.wiki/index.php?title=User:Oshisaure&diff=19768User:Oshisaure2019-10-03T15:49:57Z<p>Oshisaure: Created page with "Hello! I'm known as Oshisaure, I'm basically a big doofus with too much free time who likes to do silly things in Tetris games, with a slight specification in Rotation syste..."</p>
<hr />
<div>Hello! I'm known as Oshisaure, I'm basically a big doofus with too much free time who likes to do silly things in Tetris games, with a slight specification in [[Rotation system|Rotation Systems]] and unusual [[Twists]].<br />
<br />
I also sometimes make games such as [[A Gnowius' Challenge]].<br />
<br />
== Known games with O-Spin ==<br />
From the most objective to the most cheesy/arguable:<br />
* [[Tetris 64]], as [https://www.youtube.com/watch?v=jgs9f24hzok/ a feature], by enabling ''Rotate Center'' and either ''Double Turn'' or ''Rotate Offset'' options (or both if you wish)<br />
* [[Puyo Puyo Tetris]], using [https://www.youtube.com/watch?v=CRfV5csii5Y/ an oversight in Fusion mode] and the wallkicks the game added for the pentomino item in Party mode.<br />
* [[Tetris Ultimate]], on the PC/PS4/XBOne port. While I haven't found any wallkicks for O yet, I have found the same oversight as ''Puyo Puyo Tetris'', but in Co-op mode. It would need at least two players with incredible coordination to perform though.<br />
* [[JStris]], as a reference to these [https://www.youtube.com/watch?v=-doMK_NAeqw two] ([https://www.youtube.com/watch?v=Wwrnl_Fvfms 2]) videos, under a specific ruleset. Only those two specific setups work however.<br />
* [[NullpoMino]], thanks to the ruleset editor. Immobile spin detection will actually reward the O-Spin<br />
* [[A Gnowius' Challenge]], but that doesn't count because it's basically due to reimplemented rulesets originating from the above<br />
<br />
== Links and stuff ==<br />
* [http://yt.oshisaure.wtf/ YouTube channel]<br />
* [http://tw.oshisaure.wtf/ Twitter]<br />
* [http://dev.oshisaure.wtf/ itch.io page]<br />
* [http://discord.oshisaure.wtf/ Discord server]<br />
<br />
<br />
<br />
<small>''(More to be added to this page someday)''</small></div>Oshisaurehttp://tetris.wiki/index.php?title=Magical_Tetris_Challenge&diff=19016Magical Tetris Challenge2019-09-08T15:17:53Z<p>Oshisaure: Long-due write up of the rotation system</p>
<hr />
<div>{{Infobox |title = Magical Tetris Challenge<br />
|developer = Capcom<br />
|publisher = {{release|NA|Capcom|JP|Capcom|EU|Activision (Nintendo 64)|EU|SCEE (PlayStation)}}<br />
|released = '''Arcade'''{{release|JP|1998}}'''Nintendo 64'''{{release|JP|November 20, 1998|NA|January 14, 1999|EU|September, 1999}}'''PlayStation'''{{release|JP|March 18, 1999|EU|Nov 26, 1999}}'''Game Boy Color'''{{release|WW|February 17, 2000}}<br />
|platform = Arcade, Game Boy Color, Nintendo 64, PlayStation<br />
|preview = 2<br />
|playfield = 10 &times; 18<br />
|hold = No<br />
|hard = Yes<br />
|system = [[#Rotation System|MTC rotation system]]<br />
|boxart = Magical_Tetris_Challenge_boxart.jpg<br />
|ingame-scrn = Magical_Tetris_Challenge_ingame.png<br />
|title-scrn = Magical_Tetris_Challenge_title.png<br />
|caption = Nintendo 64 North American cover art<br />
}}<br />
<br />
'''''Magical Tetris Challenge''''' is a game released for the Nintendo 64, PlayStation, Game Boy Color, and arcades featuring various Disney characters. In Japan, the Game Boy Color version was titled '''''The Adventure of Tetris with Mickey and Friends'''''.<br />
<br />
The [[ghost piece]] system was licensed from [[Arika]].<br />
<br />
== Rotation system ==<br />
[[Image:MTCBaseRotations.png|thumb|Base rotations of the pieces in '''''Magical tetris Challenge''''', and how they fit in their bounding boxes. Spawning orientation at the left side of the rows, going clockwise to the right. The bottom right group consists of unused pieces.]]<br />
The game uses its own custom rotation system. Unlike most rotation systems with multiple wallkicks like [[SRS]] or [[TGM Rotation]], which generally test a list of relative positions and apply the first one where the piece does not collide with the field, this rotation system tries to push the piece depending on where it collided with the field.<br />
<br />
Each piece is tied to a 5x5 bounding box, and when the base rotation of the piece fails, the game checks for a solid block and tried to move the piece in a direction according to this table:<br />
<br />
{|<br />
||<br />
{| border="1" cellspacing="0" <br />
|+'''Counter-Clockwise Kick Map'''<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#AF7FFF" width="40" height="40"|&rarr;<br />
|bgcolor="#7FFF7F" width="40" height="40"|&darr;<br />
|bgcolor="#AFAFAF" width="40" height="40"|&darr;<br />
|bgcolor="#FF7F7F" width="40" height="40"|&darr;<br />
|bgcolor="#AF7FFF" width="40" height="40"|&rarr;<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#FF7F7F" width="40" height="40"|&rarr;<br />
|bgcolor="#AF7FFF" width="40" height="40"|&rarr;<br />
|bgcolor="#7FFFFF" width="40" height="40"|&darr;<br />
|bgcolor="#AF7FFF" width="40" height="40"|&rarr;<br />
|bgcolor="#7FFF7F" width="40" height="40"|&larr;<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#AFAFAF" width="40" height="40"|&rarr;<br />
|bgcolor="#FFFF7F" width="40" height="40"|&rarr;<br />
|bgcolor="#000000" width="40" height="40"|<br />
|bgcolor="#FFAF7F" width="40" height="40"|&larr;<br />
|bgcolor="#AFAFAF" width="40" height="40"|&larr;<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#7FFF7F" width="40" height="40"|&rarr;<br />
|bgcolor="#7F7FFF" width="40" height="40"|&larr;<br />
|bgcolor="#7FFFFF" width="40" height="40"|&uarr;<br />
|bgcolor="#7F7FFF" width="40" height="40"|&larr;<br />
|bgcolor="#FF7F7F" width="40" height="40"|&larr;<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#7F7FFF" width="40" height="40"|&larr;<br />
|bgcolor="#FF7F7F" width="40" height="40"|&uarr;<br />
|bgcolor="#AFAFAF" width="40" height="40"|&uarr;<br />
|bgcolor="#7FFF7F" width="40" height="40"|&uarr;<br />
|bgcolor="#7F7FFF" width="40" height="40"|&larr;<br />
|}<br />
|width="80"|<br />
||<br />
{| border="1" cellspacing="0" <br />
|+'''Clockwise Kick Map'''<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#AF7FFF" width="40" height="40"|&larr;<br />
|bgcolor="#FF7F7F" width="40" height="40"|&darr;<br />
|bgcolor="#AFAFAF" width="40" height="40"|&darr;<br />
|bgcolor="#7FFF7F" width="40" height="40"|&darr;<br />
|bgcolor="#AF7FFF" width="40" height="40"|&larr;<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#7FFF7F" width="40" height="40"|&rarr;<br />
|bgcolor="#AF7FFF" width="40" height="40"|&larr;<br />
|bgcolor="#7FFFFF" width="40" height="40"|&darr;<br />
|bgcolor="#AF7FFF" width="40" height="40"|&larr;<br />
|bgcolor="#FF7F7F" width="40" height="40"|&larr;<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#AFAFAF" width="40" height="40"|&rarr;<br />
|bgcolor="#FFAF7F" width="40" height="40"|&rarr;<br />
|bgcolor="#000000" width="40" height="40"|<br />
|bgcolor="#FFFF7F" width="40" height="40"|&larr;<br />
|bgcolor="#AFAFAF" width="40" height="40"|&larr;<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#FF7F7F" width="40" height="40"|&rarr;<br />
|bgcolor="#7F7FFF" width="40" height="40"|&rarr;<br />
|bgcolor="#7FFFFF" width="40" height="40"|&uarr;<br />
|bgcolor="#7F7FFF" width="40" height="40"|&rarr;<br />
|bgcolor="#7FFF7F" width="40" height="40"|&larr;<br />
|- align = center style="font-size: 30px"<br />
|bgcolor="#7F7FFF" width="40" height="40"|&rarr;<br />
|bgcolor="#7FFF7F" width="40" height="40"|&uarr;<br />
|bgcolor="#AFAFAF" width="40" height="40"|&uarr;<br />
|bgcolor="#FF7F7F" width="40" height="40"|&uarr;<br />
|bgcolor="#7F7FFF" width="40" height="40"|&rarr;<br />
|}<br />
|}<br />
<br />
The priority order for the collision checks is Red > Orange > Yellow > Green > Cyan > Blue > Purple. It is not known where the grey cells fit in there, but we know they are higher priority than blue. The black cell in the centre has no direction associated to it.<br />
<br />
The first position checked that is both in the rotated piece and in a previously placed block (or out of the playfield bounds) gives the direction of wallkick to try. The piece is pushed one cell in this direction and if it is still colliding with the field, the entire rotation fails. There two known exceptions:<br />
* If the rotated piece collides with the field on both a grey space and the space one cell towards the centre, then the piece ends up being pushed two cells instead.<br />
* If both cyan spaces are colliding with the field and the piece, they cancel out and rotation fails.<br />
<br />
Here are some examples:<br />
{|border = "1" cellspacing="0" <br />
||<br />
{| cellpadding="2"<br />
|- valign=top<br />
|width="100pt"|<playfield><br />
.......<br />
..LLL..<br />
..L.GGG<br />
.....GG<br />
GG...GG<br />
</playfield><br />
Rotating clockwise<br />
|width="100pt"|<playfield><br />
.......<br />
...LL..<br />
....XGG<br />
....LGG<br />
GG...GG<br />
</playfield><br />
Colliding on yellow space<br />
|width="100pt"|<playfield><br />
.......<br />
..LL...<br />
...LGGG<br />
...L.GG<br />
GG...GG<br />
</playfield><br />
Kick left<br />
|}<br />
||<br />
{| cellpadding="2"<br />
|- valign=top<br />
|width="100pt"|<playfield><br />
.......<br />
.......<br />
.......<br />
.ZZZZ..<br />
.......<br />
GGGGGG.<br />
</playfield><br />
Rotating counter-clockwise<br />
|width="100pt"|<playfield><br />
.......<br />
.......<br />
..Z....<br />
..Z....<br />
..Z....<br />
GGXGGG.<br />
</playfield><br />
Collides with grey space<br />
|width="100pt"|<playfield><br />
.......<br />
..Z....<br />
..Z....<br />
..Z....<br />
..Z....<br />
GGGGGG.<br />
</playfield><br />
Kick up<br />
|}<br />
|-<br />
||<br />
{| cellpadding="2"<br />
|- valign=top<br />
|width="100pt"|<playfield><br />
.......<br />
..LLL..<br />
..L....<br />
....G..<br />
GG..GGG<br />
</playfield><br />
Rotating clockwise<br />
|width="100pt"|<playfield><br />
.......<br />
...LL..<br />
....L..<br />
....X..<br />
GG..GGG<br />
</playfield><br />
Colliding on blue space<br />
|width="100pt"|<playfield><br />
.......<br />
....LL.<br />
.....L.<br />
....GL.<br />
GG..GGG<br />
</playfield><br />
Kick right<br />
|}<br />
||<br />
{| cellpadding="2"<br />
|- valign=top<br />
|width="100pt"|<playfield><br />
.......<br />
.......<br />
.......<br />
.ZZZZ..<br />
GGGGGG.<br />
GGGGGG.<br />
</playfield><br />
Rotating counter-clockwise<br />
|width="100pt"|<playfield><br />
.......<br />
.......<br />
..Z....<br />
..Z....<br />
GGXGGG.<br />
GGXGGG.<br />
</playfield><br />
Collides with grey &amp; cyan<br />
|width="100pt"|<playfield><br />
..Z....<br />
..Z....<br />
..Z....<br />
..Z....<br />
GGGGGG.<br />
GGGGGG.<br />
</playfield><br />
Kick up twice<br />
|}<br />
|-<br />
||<br />
{| cellpadding="2"<br />
|- valign=top<br />
|width="100pt"|<playfield><br />
....GGG<br />
..LLL.G<br />
..L.G.G<br />
GGG.G.G<br />
GGG.GGG<br />
</playfield><br />
Rotating clockwise<br />
|width="100pt"|<playfield><br />
....GGG<br />
...LL.G<br />
....X.G<br />
GGG.X.G<br />
GGG.GGG<br />
</playfield><br />
Colliding on blue &amp; yellow<br />
|width="100pt"|<playfield><br />
....GGG<br />
..LL..G<br />
...LG.G<br />
GGGLG.G<br />
GGG.GGG<br />
</playfield><br />
Yellow takes priority<br />
|}<br />
||<br />
{| cellpadding="2"<br />
|- valign=top<br />
|width="100pt"|<playfield><br />
.......<br />
.......<br />
.......<br />
.ZZZZ..<br />
GGGGGG.<br />
G....G.<br />
</playfield><br />
Rotating counter-clockwise<br />
|width="100pt"|<playfield><br />
.......<br />
.......<br />
..Z....<br />
..Z....<br />
GGXGGG.<br />
G.Z..G.<br />
</playfield><br />
Collides with cyan space only<br />
|width="100pt"|<playfield><br />
.......<br />
..Z....<br />
..Z....<br />
..Z....<br />
GGXGGG.<br />
G....G.<br />
</playfield><br />
Can't kick up once, rotation fails<br />
|}<br />
|}<br />
<br />
== Modes ==<br />
<br />
=== Magical Tetris ===<br />
Magical Tetris is the game's signature mode. In this mode, players have a shared next queue from which each player's next queue draws. Making line clears will send various types of "magical pieces" to the opponent. The magical pieces include pentominoes as well as larger pieces.<br />
<br />
Clearing a line while the player has magical pieces in their queue will counter some of their magical pieces, causing to turn into square blocks that are sent back to their opponent. These can be re-countered and grow in size up to a maximum of 5&times;5.<br />
<br />
Magical Tetris can be played in story, versus, or endless mode.<br />
=== Updown Tetris ===<br />
Updown Tetris is a two-player game mode which functions as a standard Tetris battle mode with garbage. <br />
<br />
Updown Tetris can be played in story or versus mode.<br />
<br />
=== Classic Tetris ===<br />
Classic Tetris is the game's one-player marathon mode. The player can choose from three difficulties.<br />
<br />
== Modes (Game Boy Color) ==<br />
The Game Boy Color version has a number of exclusive modes in addition to the ones above, however owing to the Game Boy Color's smaller screen there is only space to fit the player's playfield. For this reason, in Magical Tetris and Updown Tetris the opponent's stack is indicated by a bar at the left showing their stack's height.<br />
<br />
=== Quest Mode ===<br />
In this mode the player has the goal of collecting coins scattered around the map. Each coin is held by an NPC and must be won by winning a match of Tetris, with the mode depending on the character. The player will have a specific set of numbered coins to collect.<br />
<br />
By clearing Quest Mode further modes of Tetris can be unlocked.<br />
<br />
=== Signal Tetris ===<br />
In Signal Tetris the player has a sample row and a signal row below their playfield, and must change the colours of the signal row to match the sample row. Colours are changed on line clears based on the columns corresponding to the blocks that filled the cleared rows. If the colour is changed to match the sample row then extra rows will be cleared from the bottom of the stack corresponding to the number of matches.<br />
<br />
=== Towering Tetris ===<br />
In Towering Tetris the player has to downstack through garbage rows that appear at timed intervals. Downstacking will cause the meter on the left to update, and the player wins when they clear the row containing the key block at the bottom. In addition, the player can get a special domino block that can drop single blocks while it is on the screen (similar to Flicky from [[Bloxeed]]).<br />
<br />
=== Target Tetris ===<br />
Clear all the marked blocks from the screen given a fixed sequence of pieces. A classic puzzle mode.<br />
<br />
=== Harmony Tetris ===<br />
A cooperative two-player mode. The main gimmick of Harmony Tetris is that when a line is completed it only clears once the other player has completed a line.<br />
<br />
== External Links ==<br />
*[https://en.wikipedia.org/wiki/Magical_Tetris_Challenge Wikipedia on Magical Tetris Challenge]<br />
*[http://tasvideos.org/GameResources/N64/MagicalTetrisChallenge.html TASVideos on Magical Tetris Challenge]<br />
*[http://vgmaps.com/Atlas/GB-GBC/MagicalTetrisChallenge-Quest.png Map of Quest mode]<br />
<br />
[[Category:Official Tetris games]]<br />
[[Category:Arcade games]]<br />
[[Category:Game Boy Color games]]<br />
[[Category:Nintendo 64 games]]<br />
[[Category:PlayStation games]]</div>Oshisaurehttp://tetris.wiki/index.php?title=File:MTCBaseRotations.png&diff=19015File:MTCBaseRotations.png2019-09-08T15:11:16Z<p>Oshisaure: Base rotations of the rotation system used in MTC. Bottom right group of pieces are unused.</p>
<hr />
<div>Base rotations of the rotation system used in MTC. Bottom right group of pieces are unused.</div>Oshisaurehttp://tetris.wiki/index.php?title=A_Gnowius%27_Challenge&diff=17481A Gnowius' Challenge2019-01-20T14:58:08Z<p>Oshisaure: /* Puyo Puyo Tetris' Pentomino Rotation System */</p>
<hr />
<div>{{Infobox |title = A Gnowius' Challenge<br />
|developer = Oshisaure<br />
|publisher = <br />
|released = Apr. 2018<br />
|platform = Windows, macOS, Linux<br />
|preview = 1 to 15<br />
|playfield = 4 &times; 4 to 99 &times; 99<br />
|hold = Yes, with [[IHS]]<br />
|hard = Yes (Sonic Drop)<br />
|system = Various, some custom<br />
|boxart = AGCicon.png<br />
|caption = Thumbnail for the ''A Gnowius' Challenge'' itch.io page.<br />
|title-scrn = AGCtitle.png<br />
|ingame-scrn = AGCmission.png<br />
}}<br />
<br />
'''''A Gnowius' Challenge''''' is a fan game created by Oshisaure using Love2D.<br />
While the development of the game is currently discontinued, a demo has been released and is available.<br />
<br />
==Gameplay==<br />
The game consists of two game modes: the main mission mode and a practice sandbox.<br />
<br />
===Mission mode===<br />
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made.<br />
<br />
It should be noted that the game uses immobile [[List_of_twists#Rewards_for_twists|spin detection]], instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|-<br />
! bgcolor="#CCCCCC"|Stage<br />
! bgcolor="#CCCCCC"|Goal<br />
! bgcolor="#CCCCCC"|Gimmicks / Notes<br />
! bgcolor="#CCCCCC"|Rotation<br/>System<br />
! bgcolor="#CCCCCC"|Gravity<br/>(G)<br />
! bgcolor="#CCCCCC"|[[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|Line [[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Line clear]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[DAS]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames)<br />
|-<br />
| 1 || Clear a line. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 2 || Clear a line. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 3 || Clear 4 lines at once. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 4 || Clear a T-Spin line clear. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 5 || Recover to the bottom. || Stage spawns with a preset map.||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 &rarr; 1 || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 8 || Survive 30 seconds of max. gravity. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 9 || Clear 10 lines in max. gravity. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|- bgcolor="#f9f9d9"<br />
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 11 || Clear 10 T-Spin lines. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/32 || 30 || 15 || 15 || 12 || 45 <br />
|-<br />
| 12 || Clear 20 lines. || Field is 5 &times; 10, simulating [[TGM#Hidden_modes|big mode]]. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 13 || Clear 5 lines. || Field is 20 &times; 40, simulating the opposite of big mode. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/8 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 14 || Clear 10 lines. || Field is displayed upside-down. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/16 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 15 || Clear 10 lines. || Pieces rotate by themselves every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 16 || Clear 10 lines. || Field display rotates 90° every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 17 || Clear 10 lines. || ||! bgcolor="#f9c0c0"|[[#Shirase Rotation System|Shirase]] || 1 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 18 || Clear 10 lines. || ||! bgcolor="#f9d9f9"|[[#Transform Rotation System|Transform]] || 1/30 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 19 || Clear 10 lines. || ||! bgcolor="#d9d9f9"|[[#Pentomino Arika-Inspired Rotation System|Pento]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|- bgcolor="#f9f9d9"<br />
| 20 || Clear 5 I-spin Quadruples. || ||! bgcolor="#d9f9d9"|[[#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|}<br />
<br />
===Practice Sandbox===<br />
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems.<br />
<br />
The settings you can change are the following:<br />
* Field rows: Width of the field in cells, between 4 and 99.<br />
* Field columns: Height of the field in cells, between 4 and 99.<br />
* Rotation System: The rotation rules in place. See [[#Rotation Systems|below]] for more information.<br />
* Next Previews: Length of the next queue, between 1 and 15.<br />
* Blocksize: Size of the blocks in pixels, between 1px and 64px.<br />
* Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.<br />
* Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.<br />
* Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity.<br />
* Delayed AutoShift: Delay in frames before [[DAS]] kicks in.<br />
* [[Lock delay|Lock Delay]]: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.<br />
* Spawn Delay ([[ARE]]): Time in frames between a piece lock and the next piece spawn.<br />
* Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.<br />
* ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.<br />
<br />
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence.<br />
<br />
==Rotation Systems==<br />
Alongside the [[SRS|Super Rotation System]] and the [[TGM rotation|Arika Rotation System]], the game has a few more Rotation Systems that can be used in the practice sandbox.<br />
<br />
===Using Tetromino pieces===<br />
====Shirase Rotation System====<br />
[[File:ShiRSvsSRS base rotations.png|400px|thumb|right|Base rotations of ShiRS (left) compared against those of SRS (right)]]<br />
'''Shirase Rotation System''' (abbreviated ShiRS) was originally a mock-up of [[SRS]] made by Makiki in [[NullpoMino]]'s ruleset editor.<br />
<br />
It is based on regular SRS, but the base rotations are shifted so that the axis of rotation appears one block more towards the left when comparing with the piece facing up. The offset data for wallkicks is the same as standard SRS, but applied to these new base positions.<br />
<br />
This leads to a lot of questionable shenanigans, like O-Spin, I-Spin Tetrises, or pretty much every piece gaining the ability to warp.<br />
<br />
====Texmaster World Rule====<br />
As the name implies, '''Texmaster World Rule''' (abbreviated TexyWorld) is based on [[Texmaster]]'s implementation of World Rule.<br />
<br />
Here, it is exactly the same as SRS for clockwise rotations, but counter-clockwise rotations see their offset data mirrored left to right.<br />
<br />
This makes twists like these possible:<br />
{|<br />
|<playfield><br />
<br />
g t <br />
ggttt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
g t <br />
ggtt <br />
ggggg zggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 1<br />
|<playfield><br />
<br />
gt <br />
gzt <br />
gggggtgggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 2<br />
|<playfield><br />
t <br />
zt <br />
ggt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 3<br />
|<playfield><br />
<br />
g <br />
gg <br />
ggggg zggg<br />
gggg tzggg<br />
ggggg zggg<br />
</playfield><br />
Check 4<br />
|<playfield><br />
<br />
g <br />
gg <br />
gggggtgggg<br />
ggggttgggg<br />
gggggtgggg<br />
</playfield><br />
Check 5 works<br />
|<playfield><br />
<br />
<br />
<br />
<br />
g <br />
gg <br />
</playfield><br />
T-Spin Triple yay<br />
|}<br />
<br />
There may be differences with the actual World Rule from Texmaster, but this is how this version was implemented.<br />
<br />
====Transform Rotation System====<br />
'''Transform Rotation System''' (abbreviated TfRS) is a rotation System based on [[TGM rotation]], but mimicking the Transform effect from the TGM games' items.<br />
<br />
Upon rotation, the active piece changes shape to morph into another tetromino picked at random, but keeps its orientation, so for example, morphing from a T piece into an L piece from a left rotation L piece rotated left as well.<br />
<br />
While this theoretically has a chance of resulting in some pretty impressive and useful twists, most of the time, the piece will not turn into what you need.<br />
<br />
====Biased-On-Nutty-Kick-Enhancement Rotation System====<br />
'''Biased-On-Nutty-Kick-Enhancement Rotation System''' (abbreviated BONKERS) is a rotation system designed by Oshisaure.<br />
<br />
If the piece isn't blocked and is in the air, it behaves like [[SRS]] base rotations. However, if the piece kicks or was on the ground when rotated, it will take the lowest possible position available, in a 1-cell range left or right.<br />
<br />
Examples using a T piece:<br />
{|<br />
|<playfield><br />
s <br />
ss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Mid-air<br/>rotation<br />
|<playfield><br />
<br />
sss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Nothing unusual<br/>happens<br />
|<br />
|<playfield><br />
s <br />
ssggggg<br />
s ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
<br />
ggggg<br />
ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggsssgggg<br />
ggggsggggg<br />
</playfield><br />
The lowest position<br/>is prioritised<br />
|-<br />
|<playfield><br />
s <br />
ss <br />
s <br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
gg gggg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
ggsss gggg<br />
gggsgggggg<br />
</playfield><br />
The lowest position is prioritised,<br/>even if off-centred by one block<br />
|<br />
|<playfield><br />
<br />
s <br />
ss ggg<br />
gggsgggg<br />
ggggg gg<br />
g gg ggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
ggg<br />
ggg gggg<br />
gggggsssgg<br />
g ggsggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
The lowest position less than 2<br/>blocks away laterally is prioritised<br />
|-<br />
|<playfield><br />
s gg <br />
ssgggg<br />
sgggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg ggg<br />
ggggggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
gg <br />
gggg<br />
gggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg sss gg<br />
ggg s ggg<br />
ggggggggg<br />
</playfield><br />
At the same height, centre has<br/>priority over left or right<br />
| |<br />
|<playfield><br />
<br />
s <br />
ss <br />
s <br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg g ggg<br />
ggggggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
<br />
gggggg<br />
gggggggg<br />
gg sssgg<br />
ggg gsggg<br />
ggggggggg<br />
</playfield><br />
At the same height, right<br/>has priority over left<br />
|}<br />
<br />
There is a special case for the I piece where it could get stuck against a border of the matrix. To prevent this, it is moved one cell to the side before looking for a place to go to.<br />
{|<br />
|<playfield><br />
bb bb<br />
bb ssss bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Spawn<br/> <br/> <br />
|<playfield><br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW rotation<br/> <br/> <br />
|<playfield><br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
DAS to wall<br/> <br/> <br />
|<playfield><br />
bb bb<br />
bb bb<br />
xxss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW Rotation, piece is<br/>stuck in matrix wall<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bxsss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Piece is pushed one<br/>cell to the right<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bbssssggggggbb<br />
</playfield><br />
It can now kick back<br/>inside the matrix<br />
|}<br />
<br />
This behaviour was implemented with an oversight in ''A Gnowius' Challenge''. It will not work on the right wall in playfields less than 10 cells wide, and the I piece will warp back in column 9 if is to the right of column 9 in playfields wider than 10 cells.<br />
<br />
Using the rules defined by this rotation system, it is really easy to make T-Spin Triples or I-Spin Tetrises:<br />
{|<br />
|<playfield><br />
<br />
s <br />
sss <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Grounded<br/>CCW rotation<br />
|<playfield><br />
<br />
<br />
<br />
gggggsgggg<br />
ggggssgggg<br />
gggggsgggg<br />
</playfield><br />
T-Spin Triple!<br/><br/><br />
|-<br />
|<playfield><br />
ssss <br />
gggggggg <br />
ggggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
</playfield><br />
Grounded<br/>CW rotation<br />
|<playfield><br />
<br />
gggggggg <br />
gggggsgggg<br />
gggggsgggg<br />
gggggsgggg<br />
gggggsgggg<br />
</playfield><br />
I-Spin Tetris!<br/><br/><br />
|}<br />
<br />
===Using Pentomino pieces===<br />
====Pentomino Arika-Inspired Rotation System====<br />
[[File:PAIRS pieces.png|400px|thumb|right|Base rotations of PAIRS. Leftmost is spawn position, and each cell to the right is a clockwise rotation.]]<br />
The '''Pentomino Arika-Inspired Rotation System''' (abbreviated PAIRS) is a Pentomino rotation system made by Oshisaure and based, as the name implies, on [[TGM rotation]].<br />
<br />
The base rotations are tied to the floor of the bounding box the piece is in, except for the I piece which rotates around its centre. This means that rotating a piece from a flat ground will make it stay on the same flat ground without kicking. This alone already allows for some spins.<br />
{|<br />
|<playfield><br />
<br />
iii <br />
ggggiggggg<br />
ggggi ggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
i <br />
ggggiggggg<br />
ggggiiiggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
t <br />
tt <br />
gggggt ggg<br />
ggg tgggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggggttggg<br />
gggtttgggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
s <br />
ss <br />
ggggsggggg<br />
ggg s ggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
<br />
ggggsggggg<br />
gggssssggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
o <br />
gggooggggg<br />
gggoo gggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggooggggg<br />
gggooogggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
ggg jj <br />
gg jj <br />
gg jggggg<br />
ggg gggggg<br />
</playfield><br />
Shift and drop<br />
|<playfield><br />
ggg <br />
gg jj <br />
ggjj ggggg<br />
gggjgggggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
ggg <br />
ggj <br />
ggjjjggggg<br />
gggjgggggg<br />
</playfield><br />
Spin!<br />
|-<br />
|}<br />
<br />
On top of this, if the base rotation fails, the piece will try to kick right, then left, then two cells right, then two cells left, then one cell up.<br />
{| border="1" cellspacing="0" <br />
|+'''Wall Kick Data'''<br />
|- align = center<br />
! bgcolor="#80A3F8" width="60"|Test 1<br />
! bgcolor="#80A3F8" width="60"|Test 2<br />
! bgcolor="#80A3F8" width="60"|Test 3<br />
! bgcolor="#80A3F8" width="60"|Test 4<br />
! bgcolor="#80A3F8" width="60"|Test 5<br />
! bgcolor="#80A3F8" width="60"|Test 6<br />
|- align = center<br />
|<tt>( 0, 0)</tt>||<tt>(+1, 0)</tt>||<tt>(-1, 0)</tt>||<tt>(+2, 0)</tt>||<tt>(-2, 0)</tt>||<tt>( 0,+1)</tt><br />
|}<br />
<br />
This allows for more spins, and for the I pentomino to kick off walls, although it should be noted that the I pentomino cannot kick off a flat floor, since it doesn't have a kick 2 cells up. But here are more examples of spins using wallkicks.<br />
{|<br />
|<playfield><br />
ll <br />
l <br />
gggggglggg<br />
ggg lggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggggglggg<br />
gggllllggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
ggggg <br />
ggg giii <br />
ggg gigggg<br />
ggg igggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
ggggg <br />
gggig <br />
gggig gggg<br />
gggiiigggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
jj <br />
ggggggjggg<br />
ggg jggg<br />
ggggggjggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
gggggg ggg<br />
gggjjjjggg<br />
ggggggjggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
gggsssgggg<br />
ggggs ggg<br />
ggggsggggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
ggg s gggg<br />
ggggsssggg<br />
ggggsggggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
ggggtt ggg<br />
gg t ggg<br />
gg ggttggg<br />
</playfield><br />
(C)CW rotation<br />
|<playfield><br />
<br />
ggggt ggg<br />
ggttt ggg<br />
ggtgg ggg<br />
</playfield><br />
Spin!<br />
|-<br />
|}<br />
<br />
====Puyo Puyo Tetris' Pentomino Rotation System====<br />
[[File:PPT Pentos vs SRS Tetros.png|thumb|400px|right|SRS base rotations (left) and the Pentomino pieces in ''Puyo Puyo Tetris'' (right)]]<br />
As the name implies, '''''Puyo Puyo Tetris'''''' '''Pentomino Rotation System''' is based on how [[Puyo Puyo Tetris]] handles Pentomino rotations.<br />
<br />
When using this rotation system, only 7 pieces are available. This is because each piece is based on a regular Tetromino, with an extra block attached to it, turning IJLSZTO into IFZNWTP respectively. When rotating, the piece rotates just like the original piece under regular SRS rules, but the extra block follows.<br />
<br />
The new piece has the same wallkicks as the original one, but it takes the extra block in consideration when checking for collision. This means SRS spin setups can be arranged to accommodate for the new piece.<br />
{|<br />
|<playfield><br />
t <br />
tgg <br />
tttgg <br />
ggggg gggg<br />
ggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
gg <br />
gg <br />
gggggtgggg<br />
gggtttgggg<br />
gggggtgggg<br />
</playfield><br />
T-Spin Triple still works<br />
|-<br />
|<playfield><br />
ss <br />
sssgg <br />
gggg ggggg<br />
gggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
gg <br />
ggggsggggg<br />
ggggssgggg<br />
gggggsgggg<br />
gggggsgggg<br />
</playfield><br />
S-Spin Triple becomes N-Spin Tetris<br />
|}<br />
<br />
The O tetromino becoming a P pentomino gets one kick per rotation, as the extra block can end up colliding into other blocks or the playfield wall upon rotating. This kick is based off the [[SRS#How Guideline SRS Really Works|internal true rotation]] of the O piece in SRS.<br />
<br />
{| border="1" cellspacing="0" style="text-align:center"<br />
|+ '''P Pentomino Wallkick'''<br />
|-<br />
! colspan="3" bgcolor="#80A3F8" |Counter-Clockwise<br />
! colspan="3" bgcolor="#80A3F8" |Clockwise<br />
|-<br />
| bgcolor="#80A3F8" |Rotation<br />
| bgcolor="#80A3F8" |Base<br />
| bgcolor="#80A3F8" |Wallkick<br />
| bgcolor="#80A3F8" |Rotation<br />
| bgcolor="#80A3F8" |Base<br />
| bgcolor="#80A3F8" |Wallkick<br />
|-<br />
| <tt> 0 &rarr; L </tt><br />
|<playfield><br />
<br />
oo <br />
cox <br />
o <br />
</playfield><br />
|<playfield><br />
<br />
oo <br />
ocox <br />
<br />
</playfield><br />
| <tt> 0 &rarr; R </tt><br />
|<playfield><br />
<br />
xoo <br />
co <br />
o <br />
</playfield><br />
|<playfield><br />
<br />
x <br />
oco <br />
oo <br />
</playfield><br />
|-<br />
| <tt> L &rarr; 2 </tt><br />
|<playfield><br />
x <br />
oo <br />
oco <br />
<br />
</playfield><br />
|<playfield><br />
x <br />
o <br />
oc <br />
oo <br />
</playfield><br />
| <tt> R &rarr; 2 </tt><br />
|<playfield><br />
x <br />
oco <br />
oo <br />
<br />
</playfield><br />
|<playfield><br />
ox <br />
oc <br />
oo <br />
<br />
</playfield><br />
|-<br />
| <tt> 2 &rarr; R </tt><br />
|<playfield><br />
o <br />
xoc <br />
oo <br />
<br />
</playfield><br />
|<playfield><br />
<br />
xoco <br />
oo <br />
<br />
</playfield><br />
| <tt> 2 &rarr; L </tt><br />
|<playfield><br />
o <br />
oc <br />
oox <br />
<br />
</playfield><br />
|<playfield><br />
oo <br />
oco <br />
x <br />
<br />
</playfield><br />
|-<br />
| <tt> R &rarr; 0 </tt><br />
|<playfield><br />
<br />
oco <br />
oo <br />
x <br />
</playfield><br />
|<playfield><br />
oo <br />
co <br />
o <br />
x <br />
</playfield><br />
| <tt> L &rarr; 0 </tt><br />
|<playfield><br />
<br />
oo <br />
oco <br />
x <br />
</playfield><br />
|<playfield><br />
<br />
oo <br />
co <br />
xo <br />
</playfield><br />
|}<br />
<br />
==External links==<br />
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]<br />
<br />
[[Category:Fan Games List]]</div>Oshisaurehttp://tetris.wiki/index.php?title=A_Gnowius%27_Challenge&diff=17480A Gnowius' Challenge2019-01-20T14:57:21Z<p>Oshisaure: /* Puyo Puyo Tetris' Pentomino Rotation System */</p>
<hr />
<div>{{Infobox |title = A Gnowius' Challenge<br />
|developer = Oshisaure<br />
|publisher = <br />
|released = Apr. 2018<br />
|platform = Windows, macOS, Linux<br />
|preview = 1 to 15<br />
|playfield = 4 &times; 4 to 99 &times; 99<br />
|hold = Yes, with [[IHS]]<br />
|hard = Yes (Sonic Drop)<br />
|system = Various, some custom<br />
|boxart = AGCicon.png<br />
|caption = Thumbnail for the ''A Gnowius' Challenge'' itch.io page.<br />
|title-scrn = AGCtitle.png<br />
|ingame-scrn = AGCmission.png<br />
}}<br />
<br />
'''''A Gnowius' Challenge''''' is a fan game created by Oshisaure using Love2D.<br />
While the development of the game is currently discontinued, a demo has been released and is available.<br />
<br />
==Gameplay==<br />
The game consists of two game modes: the main mission mode and a practice sandbox.<br />
<br />
===Mission mode===<br />
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made.<br />
<br />
It should be noted that the game uses immobile [[List_of_twists#Rewards_for_twists|spin detection]], instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|-<br />
! bgcolor="#CCCCCC"|Stage<br />
! bgcolor="#CCCCCC"|Goal<br />
! bgcolor="#CCCCCC"|Gimmicks / Notes<br />
! bgcolor="#CCCCCC"|Rotation<br/>System<br />
! bgcolor="#CCCCCC"|Gravity<br/>(G)<br />
! bgcolor="#CCCCCC"|[[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|Line [[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Line clear]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[DAS]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames)<br />
|-<br />
| 1 || Clear a line. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 2 || Clear a line. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 3 || Clear 4 lines at once. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 4 || Clear a T-Spin line clear. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 5 || Recover to the bottom. || Stage spawns with a preset map.||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 &rarr; 1 || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 8 || Survive 30 seconds of max. gravity. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 9 || Clear 10 lines in max. gravity. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|- bgcolor="#f9f9d9"<br />
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 11 || Clear 10 T-Spin lines. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/32 || 30 || 15 || 15 || 12 || 45 <br />
|-<br />
| 12 || Clear 20 lines. || Field is 5 &times; 10, simulating [[TGM#Hidden_modes|big mode]]. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 13 || Clear 5 lines. || Field is 20 &times; 40, simulating the opposite of big mode. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/8 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 14 || Clear 10 lines. || Field is displayed upside-down. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/16 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 15 || Clear 10 lines. || Pieces rotate by themselves every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 16 || Clear 10 lines. || Field display rotates 90° every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 17 || Clear 10 lines. || ||! bgcolor="#f9c0c0"|[[#Shirase Rotation System|Shirase]] || 1 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 18 || Clear 10 lines. || ||! bgcolor="#f9d9f9"|[[#Transform Rotation System|Transform]] || 1/30 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 19 || Clear 10 lines. || ||! bgcolor="#d9d9f9"|[[#Pentomino Arika-Inspired Rotation System|Pento]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|- bgcolor="#f9f9d9"<br />
| 20 || Clear 5 I-spin Quadruples. || ||! bgcolor="#d9f9d9"|[[#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|}<br />
<br />
===Practice Sandbox===<br />
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems.<br />
<br />
The settings you can change are the following:<br />
* Field rows: Width of the field in cells, between 4 and 99.<br />
* Field columns: Height of the field in cells, between 4 and 99.<br />
* Rotation System: The rotation rules in place. See [[#Rotation Systems|below]] for more information.<br />
* Next Previews: Length of the next queue, between 1 and 15.<br />
* Blocksize: Size of the blocks in pixels, between 1px and 64px.<br />
* Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.<br />
* Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.<br />
* Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity.<br />
* Delayed AutoShift: Delay in frames before [[DAS]] kicks in.<br />
* [[Lock delay|Lock Delay]]: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.<br />
* Spawn Delay ([[ARE]]): Time in frames between a piece lock and the next piece spawn.<br />
* Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.<br />
* ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.<br />
<br />
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence.<br />
<br />
==Rotation Systems==<br />
Alongside the [[SRS|Super Rotation System]] and the [[TGM rotation|Arika Rotation System]], the game has a few more Rotation Systems that can be used in the practice sandbox.<br />
<br />
===Using Tetromino pieces===<br />
====Shirase Rotation System====<br />
[[File:ShiRSvsSRS base rotations.png|400px|thumb|right|Base rotations of ShiRS (left) compared against those of SRS (right)]]<br />
'''Shirase Rotation System''' (abbreviated ShiRS) was originally a mock-up of [[SRS]] made by Makiki in [[NullpoMino]]'s ruleset editor.<br />
<br />
It is based on regular SRS, but the base rotations are shifted so that the axis of rotation appears one block more towards the left when comparing with the piece facing up. The offset data for wallkicks is the same as standard SRS, but applied to these new base positions.<br />
<br />
This leads to a lot of questionable shenanigans, like O-Spin, I-Spin Tetrises, or pretty much every piece gaining the ability to warp.<br />
<br />
====Texmaster World Rule====<br />
As the name implies, '''Texmaster World Rule''' (abbreviated TexyWorld) is based on [[Texmaster]]'s implementation of World Rule.<br />
<br />
Here, it is exactly the same as SRS for clockwise rotations, but counter-clockwise rotations see their offset data mirrored left to right.<br />
<br />
This makes twists like these possible:<br />
{|<br />
|<playfield><br />
<br />
g t <br />
ggttt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
g t <br />
ggtt <br />
ggggg zggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 1<br />
|<playfield><br />
<br />
gt <br />
gzt <br />
gggggtgggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 2<br />
|<playfield><br />
t <br />
zt <br />
ggt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 3<br />
|<playfield><br />
<br />
g <br />
gg <br />
ggggg zggg<br />
gggg tzggg<br />
ggggg zggg<br />
</playfield><br />
Check 4<br />
|<playfield><br />
<br />
g <br />
gg <br />
gggggtgggg<br />
ggggttgggg<br />
gggggtgggg<br />
</playfield><br />
Check 5 works<br />
|<playfield><br />
<br />
<br />
<br />
<br />
g <br />
gg <br />
</playfield><br />
T-Spin Triple yay<br />
|}<br />
<br />
There may be differences with the actual World Rule from Texmaster, but this is how this version was implemented.<br />
<br />
====Transform Rotation System====<br />
'''Transform Rotation System''' (abbreviated TfRS) is a rotation System based on [[TGM rotation]], but mimicking the Transform effect from the TGM games' items.<br />
<br />
Upon rotation, the active piece changes shape to morph into another tetromino picked at random, but keeps its orientation, so for example, morphing from a T piece into an L piece from a left rotation L piece rotated left as well.<br />
<br />
While this theoretically has a chance of resulting in some pretty impressive and useful twists, most of the time, the piece will not turn into what you need.<br />
<br />
====Biased-On-Nutty-Kick-Enhancement Rotation System====<br />
'''Biased-On-Nutty-Kick-Enhancement Rotation System''' (abbreviated BONKERS) is a rotation system designed by Oshisaure.<br />
<br />
If the piece isn't blocked and is in the air, it behaves like [[SRS]] base rotations. However, if the piece kicks or was on the ground when rotated, it will take the lowest possible position available, in a 1-cell range left or right.<br />
<br />
Examples using a T piece:<br />
{|<br />
|<playfield><br />
s <br />
ss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Mid-air<br/>rotation<br />
|<playfield><br />
<br />
sss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Nothing unusual<br/>happens<br />
|<br />
|<playfield><br />
s <br />
ssggggg<br />
s ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
<br />
ggggg<br />
ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggsssgggg<br />
ggggsggggg<br />
</playfield><br />
The lowest position<br/>is prioritised<br />
|-<br />
|<playfield><br />
s <br />
ss <br />
s <br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
gg gggg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
ggsss gggg<br />
gggsgggggg<br />
</playfield><br />
The lowest position is prioritised,<br/>even if off-centred by one block<br />
|<br />
|<playfield><br />
<br />
s <br />
ss ggg<br />
gggsgggg<br />
ggggg gg<br />
g gg ggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
ggg<br />
ggg gggg<br />
gggggsssgg<br />
g ggsggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
The lowest position less than 2<br/>blocks away laterally is prioritised<br />
|-<br />
|<playfield><br />
s gg <br />
ssgggg<br />
sgggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg ggg<br />
ggggggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
gg <br />
gggg<br />
gggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg sss gg<br />
ggg s ggg<br />
ggggggggg<br />
</playfield><br />
At the same height, centre has<br/>priority over left or right<br />
| |<br />
|<playfield><br />
<br />
s <br />
ss <br />
s <br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg g ggg<br />
ggggggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
<br />
gggggg<br />
gggggggg<br />
gg sssgg<br />
ggg gsggg<br />
ggggggggg<br />
</playfield><br />
At the same height, right<br/>has priority over left<br />
|}<br />
<br />
There is a special case for the I piece where it could get stuck against a border of the matrix. To prevent this, it is moved one cell to the side before looking for a place to go to.<br />
{|<br />
|<playfield><br />
bb bb<br />
bb ssss bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Spawn<br/> <br/> <br />
|<playfield><br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW rotation<br/> <br/> <br />
|<playfield><br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
DAS to wall<br/> <br/> <br />
|<playfield><br />
bb bb<br />
bb bb<br />
xxss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW Rotation, piece is<br/>stuck in matrix wall<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bxsss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Piece is pushed one<br/>cell to the right<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bbssssggggggbb<br />
</playfield><br />
It can now kick back<br/>inside the matrix<br />
|}<br />
<br />
This behaviour was implemented with an oversight in ''A Gnowius' Challenge''. It will not work on the right wall in playfields less than 10 cells wide, and the I piece will warp back in column 9 if is to the right of column 9 in playfields wider than 10 cells.<br />
<br />
Using the rules defined by this rotation system, it is really easy to make T-Spin Triples or I-Spin Tetrises:<br />
{|<br />
|<playfield><br />
<br />
s <br />
sss <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Grounded<br/>CCW rotation<br />
|<playfield><br />
<br />
<br />
<br />
gggggsgggg<br />
ggggssgggg<br />
gggggsgggg<br />
</playfield><br />
T-Spin Triple!<br/><br/><br />
|-<br />
|<playfield><br />
ssss <br />
gggggggg <br />
ggggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
</playfield><br />
Grounded<br/>CW rotation<br />
|<playfield><br />
<br />
gggggggg <br />
gggggsgggg<br />
gggggsgggg<br />
gggggsgggg<br />
gggggsgggg<br />
</playfield><br />
I-Spin Tetris!<br/><br/><br />
|}<br />
<br />
===Using Pentomino pieces===<br />
====Pentomino Arika-Inspired Rotation System====<br />
[[File:PAIRS pieces.png|400px|thumb|right|Base rotations of PAIRS. Leftmost is spawn position, and each cell to the right is a clockwise rotation.]]<br />
The '''Pentomino Arika-Inspired Rotation System''' (abbreviated PAIRS) is a Pentomino rotation system made by Oshisaure and based, as the name implies, on [[TGM rotation]].<br />
<br />
The base rotations are tied to the floor of the bounding box the piece is in, except for the I piece which rotates around its centre. This means that rotating a piece from a flat ground will make it stay on the same flat ground without kicking. This alone already allows for some spins.<br />
{|<br />
|<playfield><br />
<br />
iii <br />
ggggiggggg<br />
ggggi ggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
i <br />
ggggiggggg<br />
ggggiiiggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
t <br />
tt <br />
gggggt ggg<br />
ggg tgggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggggttggg<br />
gggtttgggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
s <br />
ss <br />
ggggsggggg<br />
ggg s ggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
<br />
ggggsggggg<br />
gggssssggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
o <br />
gggooggggg<br />
gggoo gggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggooggggg<br />
gggooogggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
ggg jj <br />
gg jj <br />
gg jggggg<br />
ggg gggggg<br />
</playfield><br />
Shift and drop<br />
|<playfield><br />
ggg <br />
gg jj <br />
ggjj ggggg<br />
gggjgggggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
ggg <br />
ggj <br />
ggjjjggggg<br />
gggjgggggg<br />
</playfield><br />
Spin!<br />
|-<br />
|}<br />
<br />
On top of this, if the base rotation fails, the piece will try to kick right, then left, then two cells right, then two cells left, then one cell up.<br />
{| border="1" cellspacing="0" <br />
|+'''Wall Kick Data'''<br />
|- align = center<br />
! bgcolor="#80A3F8" width="60"|Test 1<br />
! bgcolor="#80A3F8" width="60"|Test 2<br />
! bgcolor="#80A3F8" width="60"|Test 3<br />
! bgcolor="#80A3F8" width="60"|Test 4<br />
! bgcolor="#80A3F8" width="60"|Test 5<br />
! bgcolor="#80A3F8" width="60"|Test 6<br />
|- align = center<br />
|<tt>( 0, 0)</tt>||<tt>(+1, 0)</tt>||<tt>(-1, 0)</tt>||<tt>(+2, 0)</tt>||<tt>(-2, 0)</tt>||<tt>( 0,+1)</tt><br />
|}<br />
<br />
This allows for more spins, and for the I pentomino to kick off walls, although it should be noted that the I pentomino cannot kick off a flat floor, since it doesn't have a kick 2 cells up. But here are more examples of spins using wallkicks.<br />
{|<br />
|<playfield><br />
ll <br />
l <br />
gggggglggg<br />
ggg lggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggggglggg<br />
gggllllggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
ggggg <br />
ggg giii <br />
ggg gigggg<br />
ggg igggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
ggggg <br />
gggig <br />
gggig gggg<br />
gggiiigggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
jj <br />
ggggggjggg<br />
ggg jggg<br />
ggggggjggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
gggggg ggg<br />
gggjjjjggg<br />
ggggggjggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
gggsssgggg<br />
ggggs ggg<br />
ggggsggggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
ggg s gggg<br />
ggggsssggg<br />
ggggsggggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
ggggtt ggg<br />
gg t ggg<br />
gg ggttggg<br />
</playfield><br />
(C)CW rotation<br />
|<playfield><br />
<br />
ggggt ggg<br />
ggttt ggg<br />
ggtgg ggg<br />
</playfield><br />
Spin!<br />
|-<br />
|}<br />
<br />
====Puyo Puyo Tetris' Pentomino Rotation System====<br />
[[File:PPT Pentos vs SRS Tetros.png|thumb|400px|right|SRS base rotations (left) and the Pentomino pieces in ''Puyo Puyo Tetris'' (right)]]<br />
As the name implies, '''''Puyo Puyo Tetris'''''' '''Pentomino Rotation System''' is how [[Puyo Puyo Tetris]] handles Pentomino rotations.<br />
<br />
When using this rotation system, only 7 pieces are available. This is because each piece is based on a regular Tetromino, with an extra block attached to it, turning IJLSZTO into IFZNWTP respectively. When rotating, the piece rotates just like the original piece under regular SRS rules, but the extra block follows.<br />
<br />
The new piece has the same wallkicks as the original one, but it takes the extra block in consideration when checking for collision. This means SRS spin setups can be arranged to accommodate for the new piece.<br />
{|<br />
|<playfield><br />
t <br />
tgg <br />
tttgg <br />
ggggg gggg<br />
ggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
gg <br />
gg <br />
gggggtgggg<br />
gggtttgggg<br />
gggggtgggg<br />
</playfield><br />
T-Spin Triple still works<br />
|-<br />
|<playfield><br />
ss <br />
sssgg <br />
gggg ggggg<br />
gggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
gg <br />
ggggsggggg<br />
ggggssgggg<br />
gggggsgggg<br />
gggggsgggg<br />
</playfield><br />
S-Spin Triple becomes N-Spin Tetris<br />
|}<br />
<br />
The O tetromino becoming a P pentomino gets one kick per rotation, as the extra block can end up colliding into other blocks or the playfield wall upon rotating. This kick is based off the [[SRS#How Guideline SRS Really Works|internal true rotation]] of the O piece in SRS.<br />
<br />
{| border="1" cellspacing="0" style="text-align:center"<br />
|+ '''P Pentomino Wallkick'''<br />
|-<br />
! colspan="3" bgcolor="#80A3F8" |Counter-Clockwise<br />
! colspan="3" bgcolor="#80A3F8" |Clockwise<br />
|-<br />
| bgcolor="#80A3F8" |Rotation<br />
| bgcolor="#80A3F8" |Base<br />
| bgcolor="#80A3F8" |Wallkick<br />
| bgcolor="#80A3F8" |Rotation<br />
| bgcolor="#80A3F8" |Base<br />
| bgcolor="#80A3F8" |Wallkick<br />
|-<br />
| <tt> 0 &rarr; L </tt><br />
|<playfield><br />
<br />
oo <br />
cox <br />
o <br />
</playfield><br />
|<playfield><br />
<br />
oo <br />
ocox <br />
<br />
</playfield><br />
| <tt> 0 &rarr; R </tt><br />
|<playfield><br />
<br />
xoo <br />
co <br />
o <br />
</playfield><br />
|<playfield><br />
<br />
x <br />
oco <br />
oo <br />
</playfield><br />
|-<br />
| <tt> L &rarr; 2 </tt><br />
|<playfield><br />
x <br />
oo <br />
oco <br />
<br />
</playfield><br />
|<playfield><br />
x <br />
o <br />
oc <br />
oo <br />
</playfield><br />
| <tt> R &rarr; 2 </tt><br />
|<playfield><br />
x <br />
oco <br />
oo <br />
<br />
</playfield><br />
|<playfield><br />
ox <br />
oc <br />
oo <br />
<br />
</playfield><br />
|-<br />
| <tt> 2 &rarr; R </tt><br />
|<playfield><br />
o <br />
xoc <br />
oo <br />
<br />
</playfield><br />
|<playfield><br />
<br />
xoco <br />
oo <br />
<br />
</playfield><br />
| <tt> 2 &rarr; L </tt><br />
|<playfield><br />
o <br />
oc <br />
oox <br />
<br />
</playfield><br />
|<playfield><br />
oo <br />
oco <br />
x <br />
<br />
</playfield><br />
|-<br />
| <tt> R &rarr; 0 </tt><br />
|<playfield><br />
<br />
oco <br />
oo <br />
x <br />
</playfield><br />
|<playfield><br />
oo <br />
co <br />
o <br />
x <br />
</playfield><br />
| <tt> L &rarr; 0 </tt><br />
|<playfield><br />
<br />
oo <br />
oco <br />
x <br />
</playfield><br />
|<playfield><br />
<br />
oo <br />
co <br />
xo <br />
</playfield><br />
|}<br />
<br />
==External links==<br />
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]<br />
<br />
[[Category:Fan Games List]]</div>Oshisaurehttp://tetris.wiki/index.php?title=File:PPT_Pentos_vs_SRS_Tetros.png&diff=17479File:PPT Pentos vs SRS Tetros.png2019-01-20T14:16:30Z<p>Oshisaure: Puyo Puyo Tetris pentominoes compared to standard SRS Tetrominoes</p>
<hr />
<div>Puyo Puyo Tetris pentominoes compared to standard SRS Tetrominoes</div>Oshisaurehttp://tetris.wiki/index.php?title=A_Gnowius%27_Challenge&diff=17476A Gnowius' Challenge2019-01-20T02:08:12Z<p>Oshisaure: /* Pentomino Arika-Inspired Rotation System */</p>
<hr />
<div>{{Infobox |title = A Gnowius' Challenge<br />
|developer = Oshisaure<br />
|publisher = <br />
|released = Apr. 2018<br />
|platform = Windows, macOS, Linux<br />
|preview = 1 to 15<br />
|playfield = 4 &times; 4 to 99 &times; 99<br />
|hold = Yes, with [[IHS]]<br />
|hard = Yes (Sonic Drop)<br />
|system = Various, some custom<br />
|boxart = AGCicon.png<br />
|caption = Thumbnail for the ''A Gnowius' Challenge'' itch.io page.<br />
|title-scrn = AGCtitle.png<br />
|ingame-scrn = AGCmission.png<br />
}}<br />
<br />
'''''A Gnowius' Challenge''''' is a fan game created by Oshisaure using Love2D.<br />
While the development of the game is currently discontinued, a demo has been released and is available.<br />
<br />
==Gameplay==<br />
The game consists of two game modes: the main mission mode and a practice sandbox.<br />
<br />
===Mission mode===<br />
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made.<br />
<br />
It should be noted that the game uses immobile [[List_of_twists#Rewards_for_twists|spin detection]], instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|-<br />
! bgcolor="#CCCCCC"|Stage<br />
! bgcolor="#CCCCCC"|Goal<br />
! bgcolor="#CCCCCC"|Gimmicks / Notes<br />
! bgcolor="#CCCCCC"|Rotation<br/>System<br />
! bgcolor="#CCCCCC"|Gravity<br/>(G)<br />
! bgcolor="#CCCCCC"|[[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|Line [[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Line clear]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[DAS]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames)<br />
|-<br />
| 1 || Clear a line. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 2 || Clear a line. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 3 || Clear 4 lines at once. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 4 || Clear a T-Spin line clear. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 5 || Recover to the bottom. || Stage spawns with a preset map.||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 &rarr; 1 || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 8 || Survive 30 seconds of max. gravity. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 9 || Clear 10 lines in max. gravity. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|- bgcolor="#f9f9d9"<br />
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 11 || Clear 10 T-Spin lines. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/32 || 30 || 15 || 15 || 12 || 45 <br />
|-<br />
| 12 || Clear 20 lines. || Field is 5 &times; 10, simulating [[TGM#Hidden_modes|big mode]]. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 13 || Clear 5 lines. || Field is 20 &times; 40, simulating the opposite of big mode. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/8 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 14 || Clear 10 lines. || Field is displayed upside-down. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/16 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 15 || Clear 10 lines. || Pieces rotate by themselves every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 16 || Clear 10 lines. || Field display rotates 90° every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 17 || Clear 10 lines. || ||! bgcolor="#f9c0c0"|[[#Shirase Rotation System|Shirase]] || 1 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 18 || Clear 10 lines. || ||! bgcolor="#f9d9f9"|[[#Transform Rotation System|Transform]] || 1/30 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 19 || Clear 10 lines. || ||! bgcolor="#d9d9f9"|[[#Pentomino Arika-Inspired Rotation System|Pento]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|- bgcolor="#f9f9d9"<br />
| 20 || Clear 5 I-spin Quadruples. || ||! bgcolor="#d9f9d9"|[[#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|}<br />
<br />
===Practice Sandbox===<br />
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems.<br />
<br />
The settings you can change are the following:<br />
* Field rows: Width of the field in cells, between 4 and 99.<br />
* Field columns: Height of the field in cells, between 4 and 99.<br />
* Rotation System: The rotation rules in place. See [[#Rotation Systems|below]] for more information.<br />
* Next Previews: Length of the next queue, between 1 and 15.<br />
* Blocksize: Size of the blocks in pixels, between 1px and 64px.<br />
* Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.<br />
* Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.<br />
* Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity.<br />
* Delayed AutoShift: Delay in frames before [[DAS]] kicks in.<br />
* [[Lock delay|Lock Delay]]: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.<br />
* Spawn Delay ([[ARE]]): Time in frames between a piece lock and the next piece spawn.<br />
* Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.<br />
* ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.<br />
<br />
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence.<br />
<br />
==Rotation Systems==<br />
Alongside the [[SRS|Super Rotation System]] and the [[TGM rotation|Arika Rotation System]], the game has a few more Rotation Systems that can be used in the practice sandbox.<br />
<br />
===Using Tetromino pieces===<br />
====Shirase Rotation System====<br />
[[File:ShiRSvsSRS base rotations.png|400px|thumb|right|Base rotations of ShiRS (left) compared against those of SRS (right)]]<br />
'''Shirase Rotation System''' (abbreviated ShiRS) was originally a mock-up of [[SRS]] made by Makiki in [[NullpoMino]]'s ruleset editor.<br />
<br />
It is based on regular SRS, but the base rotations are shifted so that the axis of rotation appears one block more towards the left when comparing with the piece facing up. The offset data for wallkicks is the same as standard SRS, but applied to these new base positions.<br />
<br />
This leads to a lot of questionable shenanigans, like O-Spin, I-Spin Tetrises, or pretty much every piece gaining the ability to warp.<br />
<br />
====Texmaster World Rule====<br />
As the name implies, '''Texmaster World Rule''' (abbreviated TexyWorld) is based on [[Texmaster]]'s implementation of World Rule.<br />
<br />
Here, it is exactly the same as SRS for clockwise rotations, but counter-clockwise rotations see their offset data mirrored left to right.<br />
<br />
This makes twists like these possible:<br />
{|<br />
|<playfield><br />
<br />
g t <br />
ggttt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
g t <br />
ggtt <br />
ggggg zggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 1<br />
|<playfield><br />
<br />
gt <br />
gzt <br />
gggggtgggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 2<br />
|<playfield><br />
t <br />
zt <br />
ggt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 3<br />
|<playfield><br />
<br />
g <br />
gg <br />
ggggg zggg<br />
gggg tzggg<br />
ggggg zggg<br />
</playfield><br />
Check 4<br />
|<playfield><br />
<br />
g <br />
gg <br />
gggggtgggg<br />
ggggttgggg<br />
gggggtgggg<br />
</playfield><br />
Check 5 works<br />
|<playfield><br />
<br />
<br />
<br />
<br />
g <br />
gg <br />
</playfield><br />
T-Spin Triple yay<br />
|}<br />
<br />
There may be differences with the actual World Rule from Texmaster, but this is how this version was implemented.<br />
<br />
====Transform Rotation System====<br />
'''Transform Rotation System''' (abbreviated TfRS) is a rotation System based on [[TGM rotation]], but mimicking the Transform effect from the TGM games' items.<br />
<br />
Upon rotation, the active piece changes shape to morph into another tetromino picked at random, but keeps its orientation, so for example, morphing from a T piece into an L piece from a left rotation L piece rotated left as well.<br />
<br />
While this theoretically has a chance of resulting in some pretty impressive and useful twists, most of the time, the piece will not turn into what you need.<br />
<br />
====Biased-On-Nutty-Kick-Enhancement Rotation System====<br />
'''Biased-On-Nutty-Kick-Enhancement Rotation System''' (abbreviated BONKERS) is a rotation system designed by Oshisaure.<br />
<br />
If the piece isn't blocked and is in the air, it behaves like [[SRS]] base rotations. However, if the piece kicks or was on the ground when rotated, it will take the lowest possible position available, in a 1-cell range left or right.<br />
<br />
Examples using a T piece:<br />
{|<br />
|<playfield><br />
s <br />
ss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Mid-air<br/>rotation<br />
|<playfield><br />
<br />
sss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Nothing unusual<br/>happens<br />
|<br />
|<playfield><br />
s <br />
ssggggg<br />
s ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
<br />
ggggg<br />
ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggsssgggg<br />
ggggsggggg<br />
</playfield><br />
The lowest position<br/>is prioritised<br />
|-<br />
|<playfield><br />
s <br />
ss <br />
s <br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
gg gggg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
ggsss gggg<br />
gggsgggggg<br />
</playfield><br />
The lowest position is prioritised,<br/>even if off-centred by one block<br />
|<br />
|<playfield><br />
<br />
s <br />
ss ggg<br />
gggsgggg<br />
ggggg gg<br />
g gg ggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
ggg<br />
ggg gggg<br />
gggggsssgg<br />
g ggsggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
The lowest position less than 2<br/>blocks away laterally is prioritised<br />
|-<br />
|<playfield><br />
s gg <br />
ssgggg<br />
sgggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg ggg<br />
ggggggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
gg <br />
gggg<br />
gggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg sss gg<br />
ggg s ggg<br />
ggggggggg<br />
</playfield><br />
At the same height, centre has<br/>priority over left or right<br />
| |<br />
|<playfield><br />
<br />
s <br />
ss <br />
s <br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg g ggg<br />
ggggggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
<br />
gggggg<br />
gggggggg<br />
gg sssgg<br />
ggg gsggg<br />
ggggggggg<br />
</playfield><br />
At the same height, right<br/>has priority over left<br />
|}<br />
<br />
There is a special case for the I piece where it could get stuck against a border of the matrix. To prevent this, it is moved one cell to the side before looking for a place to go to.<br />
{|<br />
|<playfield><br />
bb bb<br />
bb ssss bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Spawn<br/> <br/> <br />
|<playfield><br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW rotation<br/> <br/> <br />
|<playfield><br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
DAS to wall<br/> <br/> <br />
|<playfield><br />
bb bb<br />
bb bb<br />
xxss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW Rotation, piece is<br/>stuck in matrix wall<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bxsss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Piece is pushed one<br/>cell to the right<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bbssssggggggbb<br />
</playfield><br />
It can now kick back<br/>inside the matrix<br />
|}<br />
<br />
This behaviour was implemented with an oversight in ''A Gnowius' Challenge''. It will not work on the right wall in playfields less than 10 cells wide, and the I piece will warp back in column 9 if is to the right of column 9 in playfields wider than 10 cells.<br />
<br />
Using the rules defined by this rotation system, it is really easy to make T-Spin Triples or I-Spin Tetrises:<br />
{|<br />
|<playfield><br />
<br />
s <br />
sss <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Grounded<br/>CCW rotation<br />
|<playfield><br />
<br />
<br />
<br />
gggggsgggg<br />
ggggssgggg<br />
gggggsgggg<br />
</playfield><br />
T-Spin Triple!<br/><br/><br />
|-<br />
|<playfield><br />
ssss <br />
gggggggg <br />
ggggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
</playfield><br />
Grounded<br/>CW rotation<br />
|<playfield><br />
<br />
gggggggg <br />
gggggsgggg<br />
gggggsgggg<br />
gggggsgggg<br />
gggggsgggg<br />
</playfield><br />
I-Spin Tetris!<br/><br/><br />
|}<br />
<br />
===Using Pentomino pieces===<br />
====Pentomino Arika-Inspired Rotation System====<br />
[[File:PAIRS pieces.png|400px|thumb|right|Base rotations of PAIRS. Leftmost is spawn position, and each cell to the right is a clockwise rotation.]]<br />
The '''Pentomino Arika-Inspired Rotation System''' (abbreviated PAIRS) is a Pentomino rotation system made by Oshisaure and based, as the name implies, on [[TGM rotation]].<br />
<br />
The base rotations are tied to the floor of the bounding box the piece is in, except for the I piece which rotates around its centre. This means that rotating a piece from a flat ground will make it stay on the same flat ground without kicking. This alone already allows for some spins.<br />
{|<br />
|<playfield><br />
<br />
iii <br />
ggggiggggg<br />
ggggi ggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
i <br />
ggggiggggg<br />
ggggiiiggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
t <br />
tt <br />
gggggt ggg<br />
ggg tgggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggggttggg<br />
gggtttgggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
s <br />
ss <br />
ggggsggggg<br />
ggg s ggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
<br />
ggggsggggg<br />
gggssssggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
o <br />
gggooggggg<br />
gggoo gggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggooggggg<br />
gggooogggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
ggg jj <br />
gg jj <br />
gg jggggg<br />
ggg gggggg<br />
</playfield><br />
Shift and drop<br />
|<playfield><br />
ggg <br />
gg jj <br />
ggjj ggggg<br />
gggjgggggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
ggg <br />
ggj <br />
ggjjjggggg<br />
gggjgggggg<br />
</playfield><br />
Spin!<br />
|-<br />
|}<br />
<br />
On top of this, if the base rotation fails, the piece will try to kick right, then left, then two cells right, then two cells left, then one cell up.<br />
{| border="1" cellspacing="0" <br />
|+'''Wall Kick Data'''<br />
|- align = center<br />
! bgcolor="#80A3F8" width="60"|Test 1<br />
! bgcolor="#80A3F8" width="60"|Test 2<br />
! bgcolor="#80A3F8" width="60"|Test 3<br />
! bgcolor="#80A3F8" width="60"|Test 4<br />
! bgcolor="#80A3F8" width="60"|Test 5<br />
! bgcolor="#80A3F8" width="60"|Test 6<br />
|- align = center<br />
|<tt>( 0, 0)</tt>||<tt>(+1, 0)</tt>||<tt>(-1, 0)</tt>||<tt>(+2, 0)</tt>||<tt>(-2, 0)</tt>||<tt>( 0,+1)</tt><br />
|}<br />
<br />
This allows for more spins, and for the I pentomino to kick off walls, although it should be noted that the I pentomino cannot kick off a flat floor, since it doesn't have a kick 2 cells up. But here are more examples of spins using wallkicks.<br />
{|<br />
|<playfield><br />
ll <br />
l <br />
gggggglggg<br />
ggg lggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
<br />
gggggglggg<br />
gggllllggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
ggggg <br />
ggg giii <br />
ggg gigggg<br />
ggg igggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
ggggg <br />
gggig <br />
gggig gggg<br />
gggiiigggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
jj <br />
ggggggjggg<br />
ggg jggg<br />
ggggggjggg<br />
</playfield><br />
CW rotation<br />
|<playfield><br />
<br />
gggggg ggg<br />
gggjjjjggg<br />
ggggggjggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
gggsssgggg<br />
ggggs ggg<br />
ggggsggggg<br />
</playfield><br />
CCW rotation<br />
|<playfield><br />
<br />
ggg s gggg<br />
ggggsssggg<br />
ggggsggggg<br />
</playfield><br />
Spin!<br />
|-<br />
|<playfield><br />
<br />
ggggtt ggg<br />
gg t ggg<br />
gg ggttggg<br />
</playfield><br />
(C)CW rotation<br />
|<playfield><br />
<br />
ggggt ggg<br />
ggttt ggg<br />
ggtgg ggg<br />
</playfield><br />
Spin!<br />
|-<br />
|}<br />
<br />
====Puyo Puyo Tetris' Pentomino Rotation System====<br />
<br />
==External links==<br />
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]<br />
<br />
[[Category:Fan Games List]]</div>Oshisaurehttp://tetris.wiki/index.php?title=File:PAIRS_pieces.png&diff=17474File:PAIRS pieces.png2019-01-19T21:55:47Z<p>Oshisaure: Base rotations for Oshisaure's Pentomino Arika-Inspired Rotation System</p>
<hr />
<div>Base rotations for Oshisaure's Pentomino Arika-Inspired Rotation System</div>Oshisaurehttp://tetris.wiki/index.php?title=A_Gnowius%27_Challenge&diff=17473A Gnowius' Challenge2019-01-19T20:43:44Z<p>Oshisaure: </p>
<hr />
<div>{{Infobox |title = A Gnowius' Challenge<br />
|developer = Oshisaure<br />
|publisher = <br />
|released = Apr. 2018<br />
|platform = Windows, macOS, Linux<br />
|preview = 1 to 15<br />
|playfield = 4 &times; 4 to 99 &times; 99<br />
|hold = Yes, with [[IHS]]<br />
|hard = Yes (Sonic Drop)<br />
|system = Various, some custom<br />
|boxart = AGCicon.png<br />
|caption = Thumbnail for the ''A Gnowius' Challenge'' itch.io page.<br />
|title-scrn = AGCtitle.png<br />
|ingame-scrn = AGCmission.png<br />
}}<br />
<br />
'''''A Gnowius' Challenge''''' is a fan game created by Oshisaure using Love2D.<br />
While the development of the game is currently discontinued, a demo has been released and is available.<br />
<br />
==Gameplay==<br />
The game consists of two game modes: the main mission mode and a practice sandbox.<br />
<br />
===Mission mode===<br />
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made.<br />
<br />
It should be noted that the game uses immobile [[List_of_twists#Rewards_for_twists|spin detection]], instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|-<br />
! bgcolor="#CCCCCC"|Stage<br />
! bgcolor="#CCCCCC"|Goal<br />
! bgcolor="#CCCCCC"|Gimmicks / Notes<br />
! bgcolor="#CCCCCC"|Rotation<br/>System<br />
! bgcolor="#CCCCCC"|Gravity<br/>(G)<br />
! bgcolor="#CCCCCC"|[[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|Line [[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Line clear]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[DAS]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames)<br />
|-<br />
| 1 || Clear a line. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 2 || Clear a line. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 3 || Clear 4 lines at once. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 4 || Clear a T-Spin line clear. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 5 || Recover to the bottom. || Stage spawns with a preset map.||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 &rarr; 1 || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 8 || Survive 30 seconds of max. gravity. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 9 || Clear 10 lines in max. gravity. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|- bgcolor="#f9f9d9"<br />
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 11 || Clear 10 T-Spin lines. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/32 || 30 || 15 || 15 || 12 || 45 <br />
|-<br />
| 12 || Clear 20 lines. || Field is 5 &times; 10, simulating [[TGM#Hidden_modes|big mode]]. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 13 || Clear 5 lines. || Field is 20 &times; 40, simulating the opposite of big mode. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/8 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 14 || Clear 10 lines. || Field is displayed upside-down. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/16 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 15 || Clear 10 lines. || Pieces rotate by themselves every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 16 || Clear 10 lines. || Field display rotates 90° every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 17 || Clear 10 lines. || ||! bgcolor="#f9c0c0"|[[#Shirase Rotation System|Shirase]] || 1 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 18 || Clear 10 lines. || ||! bgcolor="#f9d9f9"|[[#Transform Rotation System|Transform]] || 1/30 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 19 || Clear 10 lines. || ||! bgcolor="#d9d9f9"|[[#Pentomino Arika-Inspired Rotation System|Pento]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|- bgcolor="#f9f9d9"<br />
| 20 || Clear 5 I-spin Quadruples. || ||! bgcolor="#d9f9d9"|[[#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|}<br />
<br />
===Practice Sandbox===<br />
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems.<br />
<br />
The settings you can change are the following:<br />
* Field rows: Width of the field in cells, between 4 and 99.<br />
* Field columns: Height of the field in cells, between 4 and 99.<br />
* Rotation System: The rotation rules in place. See [[#Rotation Systems|below]] for more information.<br />
* Next Previews: Length of the next queue, between 1 and 15.<br />
* Blocksize: Size of the blocks in pixels, between 1px and 64px.<br />
* Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.<br />
* Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.<br />
* Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity.<br />
* Delayed AutoShift: Delay in frames before [[DAS]] kicks in.<br />
* [[Lock delay|Lock Delay]]: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.<br />
* Spawn Delay ([[ARE]]): Time in frames between a piece lock and the next piece spawn.<br />
* Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.<br />
* ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.<br />
<br />
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence.<br />
<br />
==Rotation Systems==<br />
Alongside the [[SRS|Super Rotation System]] and the [[TGM rotation|Arika Rotation System]], the game has a few more Rotation Systems that can be used in the practice sandbox.<br />
<br />
===Using Tetromino pieces===<br />
====Shirase Rotation System====<br />
[[File:ShiRSvsSRS base rotations.png|400px|thumb|right|Base rotations of ShiRS (left) compared against those of SRS (right)]]<br />
'''Shirase Rotation System''' (abbreviated ShiRS) was originally a mock-up of [[SRS]] made by Makiki in [[NullpoMino]]'s ruleset editor.<br />
<br />
It is based on regular SRS, but the base rotations are shifted so that the axis of rotation appears one block more towards the left when comparing with the piece facing up. The offset data for wallkicks is the same as standard SRS, but applied to these new base positions.<br />
<br />
This leads to a lot of questionable shenanigans, like O-Spin, I-Spin Tetrises, or pretty much every piece gaining the ability to warp.<br />
<br />
====Texmaster World Rule====<br />
As the name implies, '''Texmaster World Rule''' (abbreviated TexyWorld) is based on [[Texmaster]]'s implementation of World Rule.<br />
<br />
Here, it is exactly the same as SRS for clockwise rotations, but counter-clockwise rotations see their offset data mirrored left to right.<br />
<br />
This makes twists like these possible:<br />
{|<br />
|<playfield><br />
<br />
g t <br />
ggttt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
g t <br />
ggtt <br />
ggggg zggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 1<br />
|<playfield><br />
<br />
gt <br />
gzt <br />
gggggtgggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 2<br />
|<playfield><br />
t <br />
zt <br />
ggt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 3<br />
|<playfield><br />
<br />
g <br />
gg <br />
ggggg zggg<br />
gggg tzggg<br />
ggggg zggg<br />
</playfield><br />
Check 4<br />
|<playfield><br />
<br />
g <br />
gg <br />
gggggtgggg<br />
ggggttgggg<br />
gggggtgggg<br />
</playfield><br />
Check 5 works<br />
|<playfield><br />
<br />
<br />
<br />
<br />
g <br />
gg <br />
</playfield><br />
T-Spin Triple yay<br />
|}<br />
<br />
There may be differences with the actual World Rule from Texmaster, but this is how this version was implemented.<br />
<br />
====Transform Rotation System====<br />
'''Transform Rotation System''' (abbreviated TfRS) is a rotation System based on [[TGM rotation]], but mimicking the Transform effect from the TGM games' items.<br />
<br />
Upon rotation, the active piece changes shape to morph into another tetromino picked at random, but keeps its orientation, so for example, morphing from a T piece into an L piece from a left rotation L piece rotated left as well.<br />
<br />
While this theoretically has a chance of resulting in some pretty impressive and useful twists, most of the time, the piece will not turn into what you need.<br />
<br />
====Biased-On-Nutty-Kick-Enhancement Rotation System====<br />
'''Biased-On-Nutty-Kick-Enhancement Rotation System''' (abbreviated BONKERS) is a rotation system designed by Oshisaure.<br />
<br />
If the piece isn't blocked and is in the air, it behaves like [[SRS]] base rotations. However, if the piece kicks or was on the ground when rotated, it will take the lowest possible position available, in a 1-cell range left or right.<br />
<br />
Examples using a T piece:<br />
{|<br />
|<playfield><br />
s <br />
ss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Mid-air<br/>rotation<br />
|<playfield><br />
<br />
sss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Nothing unusual<br/>happens<br />
|<br />
|<playfield><br />
s <br />
ssggggg<br />
s ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
<br />
ggggg<br />
ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggsssgggg<br />
ggggsggggg<br />
</playfield><br />
The lowest position<br/>is prioritised<br />
|-<br />
|<playfield><br />
s <br />
ss <br />
s <br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
gg gggg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
ggsss gggg<br />
gggsgggggg<br />
</playfield><br />
The lowest position is prioritised,<br/>even if off-centred by one block<br />
|<br />
|<playfield><br />
<br />
s <br />
ss ggg<br />
gggsgggg<br />
ggggg gg<br />
g gg ggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
ggg<br />
ggg gggg<br />
gggggsssgg<br />
g ggsggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
The lowest position less than 2<br/>blocks away laterally is prioritised<br />
|-<br />
|<playfield><br />
s gg <br />
ssgggg<br />
sgggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg ggg<br />
ggggggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
gg <br />
gggg<br />
gggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg sss gg<br />
ggg s ggg<br />
ggggggggg<br />
</playfield><br />
At the same height, centre has<br/>priority over left or right<br />
| |<br />
|<playfield><br />
<br />
s <br />
ss <br />
s <br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg g ggg<br />
ggggggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
<br />
gggggg<br />
gggggggg<br />
gg sssgg<br />
ggg gsggg<br />
ggggggggg<br />
</playfield><br />
At the same height, right<br/>has priority over left<br />
|}<br />
<br />
There is a special case for the I piece where it could get stuck against a border of the matrix. To prevent this, it is moved one cell to the side before looking for a place to go to.<br />
{|<br />
|<playfield><br />
bb bb<br />
bb ssss bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Spawn<br/> <br/> <br />
|<playfield><br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW rotation<br/> <br/> <br />
|<playfield><br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
DAS to wall<br/> <br/> <br />
|<playfield><br />
bb bb<br />
bb bb<br />
xxss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW Rotation, piece is<br/>stuck in matrix wall<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bxsss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Piece is pushed one<br/>cell to the right<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bbssssggggggbb<br />
</playfield><br />
It can now kick back<br/>inside the matrix<br />
|}<br />
<br />
This behaviour was implemented with an oversight in ''A Gnowius' Challenge''. It will not work on the right wall in playfields less than 10 cells wide, and the I piece will warp back in column 9 if is to the right of column 9 in playfields wider than 10 cells.<br />
<br />
Using the rules defined by this rotation system, it is really easy to make T-Spin Triples or I-Spin Tetrises:<br />
{|<br />
|<playfield><br />
<br />
s <br />
sss <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Grounded<br/>CCW rotation<br />
|<playfield><br />
<br />
<br />
<br />
gggggsgggg<br />
ggggssgggg<br />
gggggsgggg<br />
</playfield><br />
T-Spin Triple!<br/><br/><br />
|-<br />
|<playfield><br />
ssss <br />
gggggggg <br />
ggggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
ggggg gggg<br />
</playfield><br />
Grounded<br/>CW rotation<br />
|<playfield><br />
<br />
gggggggg <br />
gggggsgggg<br />
gggggsgggg<br />
gggggsgggg<br />
gggggsgggg<br />
</playfield><br />
I-Spin Tetris!<br/><br/><br />
|}<br />
<br />
===Using Pentomino pieces===<br />
====Pentomino Arika-Inspired Rotation System====<br />
<br />
====Puyo Puyo Tetris' Pentomino Rotation System====<br />
<br />
==External links==<br />
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]<br />
<br />
[[Category:Fan Games List]]</div>Oshisaurehttp://tetris.wiki/index.php?title=A_Gnowius%27_Challenge&diff=17472A Gnowius' Challenge2019-01-19T18:47:54Z<p>Oshisaure: Added BONKERS description</p>
<hr />
<div>{{Infobox |title = A Gnowius' Challenge<br />
|developer = Oshisaure<br />
|publisher = <br />
|released = Apr. 2018<br />
|platform = Windows, macOS, Linux<br />
|preview = 1 to 15<br />
|playfield = 4 &times; 4 to 99 &times; 99<br />
|hold = Yes, with [[IHS]]<br />
|hard = Yes (Sonic Drop)<br />
|system = Various, some custom<br />
|boxart = AGCicon.png<br />
|caption = Thumbnail for the ''A Gnowius' Challenge'' itch.io page.<br />
|title-scrn = AGCtitle.png<br />
|ingame-scrn = AGCmission.png<br />
}}<br />
<br />
'''''A Gnowius' Challenge''''' is a fan game created by Oshisaure using Love2D.<br />
While the development of the game is currently discontinued, a demo has been released and is available.<br />
<br />
==Gameplay==<br />
The game consists of two game modes: the main mission mode and a practice sandbox.<br />
<br />
===Mission mode===<br />
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made.<br />
<br />
It should be noted that the game uses immobile [[List_of_twists#Rewards_for_twists|spin detection]], instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|-<br />
! bgcolor="#CCCCCC"|Stage<br />
! bgcolor="#CCCCCC"|Goal<br />
! bgcolor="#CCCCCC"|Gimmicks / Notes<br />
! bgcolor="#CCCCCC"|Rotation<br/>System<br />
! bgcolor="#CCCCCC"|Gravity<br/>(G)<br />
! bgcolor="#CCCCCC"|[[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|Line [[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Line clear]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[DAS]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames)<br />
|-<br />
| 1 || Clear a line. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 2 || Clear a line. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 3 || Clear 4 lines at once. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 4 || Clear a T-Spin line clear. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 5 || Recover to the bottom. || Stage spawns with a preset map.||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 &rarr; 1 || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 8 || Survive 30 seconds of max. gravity. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 9 || Clear 10 lines in max. gravity. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|- bgcolor="#f9f9d9"<br />
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 11 || Clear 10 T-Spin lines. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/32 || 30 || 15 || 15 || 12 || 45 <br />
|-<br />
| 12 || Clear 20 lines. || Field is 5 &times; 10, simulating [[TGM#Hidden_modes|big mode]]. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 13 || Clear 5 lines. || Field is 20 &times; 40, simulating the opposite of big mode. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/8 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 14 || Clear 10 lines. || Field is displayed upside-down. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/16 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 15 || Clear 10 lines. || Pieces rotate by themselves every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 16 || Clear 10 lines. || Field display rotates 90° every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 17 || Clear 10 lines. || ||! bgcolor="#f9c0c0"|[[#Shirase Rotation System|Shirase]] || 1 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 18 || Clear 10 lines. || ||! bgcolor="#f9d9f9"|[[#Transform Rotation System|Transform]] || 1/30 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 19 || Clear 10 lines. || ||! bgcolor="#d9d9f9"|[[#Pentomino Arika-Inspired Rotation System|Pento]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|- bgcolor="#f9f9d9"<br />
| 20 || Clear 5 I-spin Quadruples. || ||! bgcolor="#d9f9d9"|[[#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|}<br />
<br />
===Practice Sandbox===<br />
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems.<br />
<br />
The settings you can change are the following:<br />
* Field rows: Width of the field in cells, between 4 and 99.<br />
* Field columns: Height of the field in cells, between 4 and 99.<br />
* Rotation System: The rotation rules in place. See [[#Rotation Systems|below]] for more information.<br />
* Next Previews: Length of the next queue, between 1 and 15.<br />
* Blocksize: Size of the blocks in pixels, between 1px and 64px.<br />
* Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.<br />
* Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.<br />
* Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity.<br />
* Delayed AutoShift: Delay in frames before [[DAS]] kicks in.<br />
* [[Lock delay|Lock Delay]]: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.<br />
* Spawn Delay ([[ARE]]): Time in frames between a piece lock and the next piece spawn.<br />
* Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.<br />
* ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.<br />
<br />
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence.<br />
<br />
==Rotation Systems==<br />
Alongside the [[SRS|Super Rotation System]] and the [[TGM rotation|Arika Rotation System]], the game has a few more Rotation Systems that can be used in the practice sandbox.<br />
<br />
===Using Tetromino pieces===<br />
====Shirase Rotation System====<br />
[[File:ShiRSvsSRS base rotations.png|400px|thumb|right|Base rotations of ShiRS (left) compared against those of SRS (right)]]<br />
'''Shirase Rotation System''' (abbreviated ShiRS) was originally a mock-up of [[SRS]] made by Makiki in [[NullpoMino]]'s ruleset editor.<br />
<br />
It is based on regular SRS, but the base rotations are shifted so that the axis of rotation appears one block more towards the left when comparing with the piece facing up. The offset data for wallkicks is the same as standard SRS, but applied to these new base positions.<br />
<br />
This leads to a lot of questionable shenanigans, like O-Spin, I-Spin Tetrises, or pretty much every piece gaining the ability to warp.<br />
<br />
====Texmaster World Rule====<br />
As the name implies, '''Texmaster World Rule''' (abbreviated TexyWorld) is based on [[Texmaster]]'s implementation of World Rule.<br />
<br />
Here, it is exactly the same as SRS for clockwise rotations, but counter-clockwise rotations see their offset data mirrored left to right.<br />
<br />
This makes twists like these possible:<br />
{|<br />
|<playfield><br />
<br />
g t <br />
ggttt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
g t <br />
ggtt <br />
ggggg zggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 1<br />
|<playfield><br />
<br />
gt <br />
gzt <br />
gggggtgggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 2<br />
|<playfield><br />
t <br />
zt <br />
ggt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 3<br />
|<playfield><br />
<br />
g <br />
gg <br />
ggggg zggg<br />
gggg tzggg<br />
ggggg zggg<br />
</playfield><br />
Check 4<br />
|<playfield><br />
<br />
g <br />
gg <br />
gggggtgggg<br />
ggggttgggg<br />
gggggtgggg<br />
</playfield><br />
Check 5 works<br />
|<playfield><br />
<br />
<br />
<br />
<br />
g <br />
gg <br />
</playfield><br />
T-Spin Triple yay<br />
|}<br />
<br />
There may be differences with the actual World Rule from Texmaster, but this is how this version was implemented.<br />
<br />
====Transform Rotation System====<br />
'''Transform Rotation System''' (abbreviated TfRS) is a rotation System based on [[TGM rotation]], but mimicking the Transform effect from the TGM games' items.<br />
<br />
Upon rotation, the active piece changes shape to morph into another tetromino picked at random, but keeps its orientation, so for example, morphing from a T piece into an L piece from a left rotation L piece rotated left as well.<br />
<br />
While this theoretically has a chance of resulting in some pretty impressive and useful twists, most of the time, the piece will not turn into what you need.<br />
<br />
====Biased-On-Nutty-Kick-Enhancement Rotation System====<br />
'''Biased-On-Nutty-Kick-Enhancement Rotation System''' (abbreviated BONKERS) is a rotation system designed by Oshisaure.<br />
<br />
If the piece isn't blocked and is in the air, it behaves like [[SRS]] base rotations. However, if the piece kicks or was on the ground when rotated, it will take the lowest possible position available, in a 1-cell range left or right.<br />
<br />
Examples using a T piece:<br />
{|<br />
|<playfield><br />
s <br />
ss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Mid-air<br/>rotation<br />
|<playfield><br />
<br />
sss <br />
s <br />
<br />
ggg<br />
ggggggggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Nothing unusual<br/>happens<br />
|<br />
|<playfield><br />
s <br />
ssggggg<br />
s ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
ggg gggg<br />
gggg ggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
<br />
ggggg<br />
ggg<br />
ggg<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggsssgggg<br />
ggggsggggg<br />
</playfield><br />
The lowest position<br/>is prioritised<br />
|-<br />
|<playfield><br />
s <br />
ss <br />
s <br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
gg gggg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
ggggggggg<br />
ggg gggg<br />
gggg ggggg<br />
gggg ggg<br />
ggsss gggg<br />
gggsgggggg<br />
</playfield><br />
The lowest position is prioritised,<br/>even if off-centred by one block<br />
|<br />
|<playfield><br />
<br />
s <br />
ss ggg<br />
gggsgggg<br />
ggggg gg<br />
g gg ggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
ggg<br />
ggg gggg<br />
gggggsssgg<br />
g ggsggg<br />
gg ggg g<br />
gg gg gg<br />
ggg gggggg<br />
</playfield><br />
The lowest position less than 2<br/>blocks away laterally is prioritised<br />
|-<br />
|<playfield><br />
s gg <br />
ssgggg<br />
sgggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg ggg<br />
ggggggggg<br />
</playfield><br />
Wallkick<br/>rotation<br />
|<playfield><br />
gg <br />
gggg<br />
gggg<br />
gggg<br />
gggggg<br />
gggggggg<br />
gg sss gg<br />
ggg s ggg<br />
ggggggggg<br />
</playfield><br />
At the same height, centre has<br/>priority over left or right<br />
| |<br />
|<playfield><br />
<br />
s <br />
ss <br />
s <br />
gggggg<br />
gggggggg<br />
gg gg<br />
ggg g ggg<br />
ggggggggg<br />
</playfield><br />
Grounded<br/>rotation<br />
|<playfield><br />
<br />
<br />
<br />
<br />
gggggg<br />
gggggggg<br />
gg sssgg<br />
ggg gsggg<br />
ggggggggg<br />
</playfield><br />
At the same height, right<br/>has priority over left<br />
|}<br />
<br />
There is a special case for the I piece where it could get stuck against a border of the matrix. To prevent this, it is moved one cell to the side before looking for a place to go to.<br />
{|<br />
|<playfield><br />
bb bb<br />
bb ssss bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Spawn<br/> <br/> <br />
|<playfield><br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb s bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW rotation<br/> <br/> <br />
|<playfield><br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bbs bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
DAS to wall<br/> <br/> <br />
|<playfield><br />
bb bb<br />
bb bb<br />
xxss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
CW Rotation, piece is<br/>stuck in matrix wall<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bxsss bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bb ggggggbb<br />
</playfield><br />
Piece is pushed one<br/>cell to the right<br />
|<playfield><br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb bb<br />
bb gggggggggbb<br />
bb gggggggggbb<br />
bbssssggggggbb<br />
</playfield><br />
It can now kick back<br/>inside the matrix<br />
|}<br />
<br />
This behaviour was implemented with an oversight in ''A Gnowius' Challenge''. It will not work on the right wall in playfields less than 10 cells wide, and the I piece will warp back in column 9 if is to the right of column 9 in playfields wider than 10 cells.<br />
<br />
===Using Pentomino pieces===<br />
====Pentomino Arika-Inspired Rotation System====<br />
<br />
====Puyo Puyo Tetris' Pentomino Rotation System====<br />
<br />
==External links==<br />
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]<br />
<br />
[[Category:Fan Games List]]</div>Oshisaurehttp://tetris.wiki/index.php?title=A_Gnowius%27_Challenge&diff=17471A Gnowius' Challenge2019-01-19T00:45:10Z<p>Oshisaure: Half the rotation system done, will do the rest tomorrow</p>
<hr />
<div>{{Infobox |title = A Gnowius' Challenge<br />
|developer = Oshisaure<br />
|publisher = <br />
|released = Apr. 2018<br />
|platform = Windows, macOS, Linux<br />
|preview = 1 to 15<br />
|playfield = 4 &times; 4 to 99 &times; 99<br />
|hold = Yes, with [[IHS]]<br />
|hard = Yes (Sonic Drop)<br />
|system = Various, some custom<br />
|boxart = AGCicon.png<br />
|caption = Thumbnail for the ''A Gnowius' Challenge'' itch.io page.<br />
|title-scrn = AGCtitle.png<br />
|ingame-scrn = AGCmission.png<br />
}}<br />
<br />
'''''A Gnowius' Challenge''''' is a fan game created by Oshisaure using Love2D.<br />
While the development of the game is currently discontinued, a demo has been released and is available.<br />
<br />
==Gameplay==<br />
The game consists of two game modes: the main mission mode and a practice sandbox.<br />
<br />
===Mission mode===<br />
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made.<br />
<br />
It should be noted that the game uses immobile [[List_of_twists#Rewards_for_twists|spin detection]], instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|-<br />
! bgcolor="#CCCCCC"|Stage<br />
! bgcolor="#CCCCCC"|Goal<br />
! bgcolor="#CCCCCC"|Gimmicks / Notes<br />
! bgcolor="#CCCCCC"|Rotation<br/>System<br />
! bgcolor="#CCCCCC"|Gravity<br/>(G)<br />
! bgcolor="#CCCCCC"|[[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|Line [[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Line clear]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[DAS]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames)<br />
|-<br />
| 1 || Clear a line. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 2 || Clear a line. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 3 || Clear 4 lines at once. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 4 || Clear a T-Spin line clear. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 5 || Recover to the bottom. || Stage spawns with a preset map.||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 &rarr; 1 || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 8 || Survive 30 seconds of max. gravity. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 9 || Clear 10 lines in max. gravity. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|- bgcolor="#f9f9d9"<br />
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 11 || Clear 10 T-Spin lines. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/32 || 30 || 15 || 15 || 12 || 45 <br />
|-<br />
| 12 || Clear 20 lines. || Field is 5 &times; 10, simulating [[TGM#Hidden_modes|big mode]]. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 13 || Clear 5 lines. || Field is 20 &times; 40, simulating the opposite of big mode. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/8 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 14 || Clear 10 lines. || Field is displayed upside-down. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/16 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 15 || Clear 10 lines. || Pieces rotate by themselves every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 16 || Clear 10 lines. || Field display rotates 90° every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 17 || Clear 10 lines. || ||! bgcolor="#f9c0c0"|[[#Shirase Rotation System|Shirase]] || 1 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 18 || Clear 10 lines. || ||! bgcolor="#f9d9f9"|[[#Transform Rotation System|Transform]] || 1/30 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 19 || Clear 10 lines. || ||! bgcolor="#d9d9f9"|[[#Pentomino Arika-Inspired Rotation System|Pento]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|- bgcolor="#f9f9d9"<br />
| 20 || Clear 5 I-spin Quadruples. || ||! bgcolor="#d9f9d9"|[[#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|}<br />
<br />
===Practice Sandbox===<br />
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems.<br />
<br />
The settings you can change are the following:<br />
* Field rows: Width of the field in cells, between 4 and 99.<br />
* Field columns: Height of the field in cells, between 4 and 99.<br />
* Rotation System: The rotation rules in place. See [[#Rotation Systems|below]] for more information.<br />
* Next Previews: Length of the next queue, between 1 and 15.<br />
* Blocksize: Size of the blocks in pixels, between 1px and 64px.<br />
* Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.<br />
* Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.<br />
* Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity.<br />
* Delayed AutoShift: Delay in frames before [[DAS]] kicks in.<br />
* [[Lock delay|Lock Delay]]: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.<br />
* Spawn Delay ([[ARE]]): Time in frames between a piece lock and the next piece spawn.<br />
* Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.<br />
* ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.<br />
<br />
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence.<br />
<br />
==Rotation Systems==<br />
Alongside the [[SRS|Super Rotation System]] and the [[TGM rotation|Arika Rotation System]], the game has a few more Rotation Systems that can be used in the practice sandbox.<br />
<br />
===Using Tetromino pieces===<br />
====Shirase Rotation System====<br />
[[File:ShiRSvsSRS base rotations.png|400px|thumb|right|Base rotations of ShiRS (left) compared against those of SRS (right)]]<br />
'''Shirase Rotation System''' (abbreviated ShiRS) was originally a mock-up of [[SRS]] made by Makiki in [[NullpoMino]]'s ruleset editor.<br />
<br />
It is based on regular SRS, but the base rotations are shifted so that the axis of rotation appears one block more towards the left when comparing with the piece facing up. The offset data for wallkicks is the same as standard SRS, but applied to these new base positions.<br />
<br />
This leads to a lot of questionable shenanigans, like O-Spin, I-Spin Tetrises, or pretty much every piece gaining the ability to warp.<br />
<br />
====Texmaster World Rule====<br />
As the name implies, '''Texmaster World Rule''' (abbreviated TexyWorld) is based on [[Texmaster]]'s implementation of World Rule.<br />
<br />
Here, it is exactly the same as SRS for clockwise rotations, but counter-clockwise rotations see their offset data mirrored left to right.<br />
<br />
This makes twists like these possible:<br />
{|<br />
|<playfield><br />
<br />
g t<br />
ggttt<br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Rotate CCW<br />
|<playfield><br />
<br />
g t<br />
ggtt <br />
ggggg zggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 1<br />
|<playfield><br />
<br />
gt <br />
gzt <br />
gggggtgggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 2<br />
|<playfield><br />
t <br />
zt <br />
ggt <br />
ggggg gggg<br />
gggg gggg<br />
ggggg gggg<br />
</playfield><br />
Check 3<br />
|<playfield><br />
<br />
g <br />
gg <br />
ggggg zggg<br />
gggg tzggg<br />
ggggg zggg<br />
</playfield><br />
Check 4<br />
|<playfield><br />
<br />
g <br />
gg <br />
gggggtgggg<br />
ggggttgggg<br />
gggggtgggg<br />
</playfield><br />
Check 5 works<br />
|<playfield><br />
<br />
<br />
<br />
<br />
g <br />
gg <br />
</playfield><br />
T-Spin Triple yay<br />
|}<br />
<br />
There may be differences with the actual World Rule from Texmaster, but this is how this version was implemented.<br />
<br />
====Transform Rotation System====<br />
'''Transform Rotation System''' (abbreviated TfRS) is a rotation System based on [[TGM rotation]], but mimicking the Transform effect from the TGM games' items.<br />
<br />
Upon rotation, the active piece changes shape to morph into another tetromino picked at random, but keeps its orientation, so for example, morphing from a T piece into an L piece from a left rotation L piece rotated left as well.<br />
<br />
While this theoretically has a chance of resulting in some pretty impressive and useful twists, most of the time, the piece will not turn into what you need.<br />
<br />
====Biased-On-Nutty-Kick-Enhancement Rotation System====<br />
<br />
===Using Pentomino pieces===<br />
====Pentomino Arika-Inspired Rotation System====<br />
<br />
====Puyo Puyo Tetris' Pentomino Rotation System====<br />
<br />
==External links==<br />
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]<br />
<br />
[[Category:Fan Games List]]</div>Oshisaurehttp://tetris.wiki/index.php?title=File:ShiRSvsSRS_base_rotations.png&diff=17470File:ShiRSvsSRS base rotations.png2019-01-18T23:29:25Z<p>Oshisaure: Base rotations of the Shirase Rotation System compared against the base rotations of the Super Rotation System.</p>
<hr />
<div>Base rotations of the Shirase Rotation System compared against the base rotations of the Super Rotation System.</div>Oshisaurehttp://tetris.wiki/index.php?title=File:AGCicon.png&diff=17469File:AGCicon.png2019-01-18T22:15:18Z<p>Oshisaure: Thumbnail for A Gnowius' Challenge on itch.io.</p>
<hr />
<div>Thumbnail for A Gnowius' Challenge on itch.io.</div>Oshisaurehttp://tetris.wiki/index.php?title=File:AGCtitle.png&diff=17468File:AGCtitle.png2019-01-18T22:14:01Z<p>Oshisaure: Title screen for A Gnowius' Challenge</p>
<hr />
<div>Title screen for A Gnowius' Challenge</div>Oshisaurehttp://tetris.wiki/index.php?title=File:AGCmission.png&diff=17467File:AGCmission.png2019-01-18T22:11:55Z<p>Oshisaure: A screenshot of A Gnowius Challenge during mission mode gameplay</p>
<hr />
<div>A screenshot of A Gnowius Challenge during mission mode gameplay</div>Oshisaurehttp://tetris.wiki/index.php?title=A_Gnowius%27_Challenge&diff=17466A Gnowius' Challenge2019-01-18T21:26:10Z<p>Oshisaure: Still WIP, added description of the gamemodes</p>
<hr />
<div>{{Infobox |title = A Gnowius' Challenge<br />
|developer = Oshisaure<br />
|publisher = <br />
|released = <br />
|platform = Windows, macOS, Linux<br />
|preview = 1 to 15<br />
|playfield = 4 &times; 4 to 99 &times; 99<br />
|hold = Yes, with [[IHS]]<br />
|hard = Yes (Sonic Drop)<br />
|system = Various, some custom<br />
|boxart = <br />
|caption =<br />
|title-scrn = <br />
|ingame-scrn = <br />
}}<br />
<br />
'''''A Gnowius' Challenge''''' is a fan game created by Oshisaure using Love2D.<br />
While the development of the game is currently discontinued, a demo has been released and is available.<br />
<br />
==Gameplay==<br />
The game consists of two game modes: the main mission mode and a practice sandbox.<br />
<br />
===Mission mode===<br />
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made.<br />
<br />
It should be noted that the game uses immobile [[List_of_twists#Rewards_for_twists|spin detection]], instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.<br />
{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|-<br />
! bgcolor="#CCCCCC"|Stage<br />
! bgcolor="#CCCCCC"|Goal<br />
! bgcolor="#CCCCCC"|Gimmicks / Notes<br />
! bgcolor="#CCCCCC"|Rotation<br/>System<br />
! bgcolor="#CCCCCC"|Gravity<br/>(G)<br />
! bgcolor="#CCCCCC"|[[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|Line [[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Line clear]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[DAS]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames)<br />
|-<br />
| 1 || Clear a line. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 2 || Clear a line. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 3 || Clear 4 lines at once. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 4 || Clear a T-Spin line clear. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 5 || Recover to the bottom. || Stage spawns with a preset map.||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/64 &rarr; 1 || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 8 || Survive 30 seconds of max. gravity. || ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 9 || Clear 10 lines in max. gravity. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|- bgcolor="#f9f9d9"<br />
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 11 || Clear 10 T-Spin lines. || ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/32 || 30 || 15 || 15 || 12 || 45 <br />
|-<br />
| 12 || Clear 20 lines. || Field is 5 &times; 10, simulating [[TGM#Hidden_modes|big mode]]. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 13 || Clear 5 lines. || Field is 20 &times; 40, simulating the opposite of big mode. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/8 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 14 || Clear 10 lines. || Field is displayed upside-down. ||! bgcolor="#e9d9f9"|[[SRS|Super]] || 1/16 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 15 || Clear 10 lines. || Pieces rotate by themselves every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 16 || Clear 10 lines. || Field display rotates 90° every half second. ||! bgcolor="#f9d9d9"|[[TGM Rotation|Arika]] || 1/128 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 17 || Clear 10 lines. || ||! bgcolor="#f9c0c0"|[[#Shirase Rotation System|Shirase]] || 1 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 18 || Clear 10 lines. || ||! bgcolor="#f9d9f9"|[[#Transform Rotation System|Transform]] || 1/30 || 30 || 15 || 15 || 12 || 30<br />
|-<br />
| 19 || Clear 10 lines. || ||! bgcolor="#d9d9f9"|[[#Pentomino Arika-Inspired Rotation System|Pento]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|- bgcolor="#f9f9d9"<br />
| 20 || Clear 5 I-spin Quadruples. || ||! bgcolor="#d9f9d9"|[[#Biased-On-Nutty-Kick-Enhancement Rotation System|BONKERS]] || 1/64 || 30 || 15 || 15 || 12 || 30<br />
|}<br />
<br />
===Practice Sandbox===<br />
This mode lets you play under custom settings, with no goal and no time limit, until you either top out or back out. You can also left-click the matrix to place blocks, and right-click to remove them. This is meant as a practice tool to train specific timings and/or Rotation Systems.<br />
<br />
The settings you can change are the following:<br />
* Field rows: Width of the field in cells, between 4 and 99.<br />
* Field columns: Height of the field in cells, between 4 and 99.<br />
* Rotation System: The rotation rules in place. See [[#Rotation Systems|below]] for more information.<br />
* Next Previews: Length of the next queue, between 1 and 15.<br />
* Blocksize: Size of the blocks in pixels, between 1px and 64px.<br />
* Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.<br />
* Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.<br />
* Gravity: Speed of the blocks' fall in rows per frame (G). You can set the numerator and the denominator separately. Setting the denominator to 0 results in infinite gravity.<br />
* Delayed AutoShift: Delay in frames before [[DAS]] kicks in.<br />
* [[Lock delay|Lock Delay]]: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.<br />
* Spawn Delay ([[ARE]]): Time in frames between a piece lock and the next piece spawn.<br />
* Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.<br />
* ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.<br />
<br />
Note that changing field dimensions, rotation system, next previews or blocksize will reset the whole board, erasing the previous map drawn and resetting the piece sequence.<br />
<br />
==Rotation Systems==<br />
Alongside the [[SRS|Super Rotation System]] and the [[TGM rotation|Arika Rotation System]], the game has a few more Rotation Systems you can toy around with in practice mode.<br />
<br />
===Using Tetromino pieces===<br />
====Shirase Rotation System====<br />
<br />
====Texmaster World Rule====<br />
<br />
====Transform Rotation System====<br />
<br />
====Biased-On-Nutty-Kick-Enhancement Rotation System====<br />
<br />
===Using Pentomino pieces===<br />
====Pentomino Arika-Inspired Rotation System====<br />
<br />
====Puyo Puyo Tetris' Pentomino Rotation System====<br />
<br />
==External links==<br />
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]<br />
<br />
[[Category:Fan Games List]]</div>Oshisaurehttp://tetris.wiki/index.php?title=A_Gnowius%27_Challenge&diff=17465A Gnowius' Challenge2019-01-18T17:10:19Z<p>Oshisaure: WIP, started actually filling this in</p>
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<div>{{Infobox |title = A Gnowius' Challenge<br />
|developer = Oshisaure<br />
|publisher = <br />
|released = <br />
|platform = Windows, macOS, Linux<br />
|preview = 1 to 15<br />
|playfield = 4 &times; 4 to 99 &times; 99<br />
|hold = Yes, with [[IHS]]<br />
|hard = Yes (Sonic Drop)<br />
|system = Various, some custom<br />
|boxart = <br />
|caption =<br />
|title-scrn = <br />
|ingame-scrn = <br />
}}<br />
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'''''A Gnowius' Challenge''''' is a fan game created by Oshisaure using Love2D.<br />
While the development of the game is currently discontinued, a demo has been released and is available.<br />
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==Gameplay==<br />
The game consists of two game modes: the main mission mode and a practice mode.<br />
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===Mission mode===<br />
The main mode of the game makes you go through stages and asks you to complete certain tasks, similarly to [[Tetris The Grand Master Ace]]'s Tetris Road. So far, 20 stages have been made.<br />
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{| border="2" cellpadding="2" cellspacing="0" style="margin-top:1em; margin-bottom:1em; background:#f9f9f9; border:3px #999999 solid; border-collapse:collapse; text-align:center"<br />
|-<br />
! bgcolor="#CCCCCC"|Stage<br />
! bgcolor="#CCCCCC"|Goal<br />
! bgcolor="#CCCCCC"|Gimmicks / Notes<br />
! bgcolor="#CCCCCC"|Rotation<br/>System<br />
! bgcolor="#CCCCCC"|Gravity<br/>(G)<br />
! bgcolor="#CCCCCC"|[[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|Line [[ARE]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Line clear]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[DAS]]<br/>(frames)<br />
! bgcolor="#CCCCCC"|[[Lock delay|Lock]]<br/>(frames)<br />
|-<br />
| 1 || Clear a line. || || [[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 2 || Clear a line. || || [[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 3 || Clear 4 lines at once. || || [[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 4 || Clear a T-Spin line clear. || || [[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 5 || Recover to the bottom. || Stage spawns with a preset map.|| [[SRS|Super]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 6 || Clear 4 lines at once twice in a row. || Game not only expects a Back-to-Back, but a combo. || [[TGM Rotation|Arika]] || 1/64 || 30 || 20 || 20 || 15 || 60 <br />
|-<br />
| 7 || Survive. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv200 to Lv299. || [[SRS|Super]] || 1/64 &rarr; 1 || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 8 || Survive 30 seconds of max. gravity. || || [[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 9 || Clear 10 lines in max. gravity. || || [[SRS|Super]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|-<br />
| 10 || Survive in max. gravity. || This is basically [[TGM#Speed timings| TGM speed curve]] from Lv500 to Lv599. || [[TGM Rotation|Arika]] || &infin; || 30 || 20 || 21 || 14 || 30 <br />
|}<br />
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==External links==<br />
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]<br />
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[[Category:Fan Games List]]</div>Oshisaure