Lockjaw: The Overdose: Difference between revisions

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TOD uses the "carbon engine" from freepuzzlearena Tetanus. Both came before LJ.
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{{infobox|developer=Damian Yerrick
{{infobox|title=LOCKJAW: The Overdose
|developer=Damian Yerrick
|publisher=Pin Eight
|publisher=Pin Eight
|platform=Game Boy Advance
|platform=Game Boy Advance
|SRS=Bounding box with small wall kick
|system=TOD
|title-scrn=TODtitle.png
|ingame-scrn=Tod420.png
|ingame-scrn=Tod420.png
|playfield=10w x 20h
|playfield=10w x 20h
|preview = 3
|preview = 3
|hold = Yes
|hold = Yes
|hard = Yes
|hard = Firm drop, roughly 250 ms delay
|released=2000 (PC version); 2002 (first GBA port); 2006 (latest version)
|released=2000 (PC version)<br> 2002 (first GBA port)<br> 2006 (latest version)
}}
}}


'''''Lockjaw: The Overdose''''' (abbreviated '''TOD''') was a freeware ''Tetris'' [[List of fan games|fan game]] for GBA by Damian Yerrick.


'''Lockjaw: The Overdose''' is a freeware ''Tetris'' [[Fan game|clone]] for GBA by Damian Yerrick.
At first, the gameplay of this clone isn't anything different from other Tetris clones, especially ''[[The New Tetris]]''. But after playing for a while, the [[playfield]] starts shaking and distorting along with the music, hence the name. It was previously known under the name ''Tetanus On Drugs'' until the release of version 4 on July 22.


At first, the gameplay of this clone isn't anything different from other Tetris clones, especially ''[[The New Tetris]]''. But after playing for a while, the [[playfield]] starts shaking and distorting, hence the name. It was previously known under the name Tetanus on Drugs, until July 22. Its predecessor is "Tetanus" from ''[[freepuzzlearena]]''.
== Gameplay ==
The rotation system of TOD, starting with milestone 4, can best be described as a Frankensteinian mix of [[SRS]] and [[TGM Rotation]].
In free space, pieces rotate inside a bounding box like in SRS (see [[:Image:SRS-pieces.png|diagram]]).
But if this overlaps the wall or blocks in the well, the game first tries to [[Wall kick|kick]] the piece's center one cell to the right, one cell to the left, and finally [[Floor kick|one cell up]].
 
Unlike TNT, TOD uses square-by-square gravity and collision detection at all times,
with less need for [[tactical rotation]].
Still, these kicks are useful for building squares:
{|
|- valign="top"
|<playfield>
.....L
...LLL
.....L
OO.LLL
</playfield>
L-spin
|<playfield>
.....G
.LLGGG
..C..G
GGLGGG
</playfield>
|<playfield>
.....G
...GGG
..LCLG
GGLGGG
</playfield>
Rotate left
|}
 
{|
|-valign="top"
|<playfield>
JJSS..
JSS...
JSS...
SS..OO
</playfield>
J-spin
|<playfield>
GGGG..
GGGJ..
GGGJCJ
GG..GG
</playfield>
Slide
|<playfield>
GGGG..
GGGJ..
GGGC..
GGJJGG
</playfield>
Rotate left
|}
 
{|
|- valign="top"
|<playfield>
......
...JJJ
....SJ
OOJ.SS
OOJJJS
</playfield>
S-spin<br>(method 1)
|<playfield>
......
.SSGGG
SC..GG
GGG.GG
GGGGGG
</playfield>
|<playfield>
......
..SGGG
..CSGG
GGGSGG
GGGGGG
</playfield>
Rotate right
|}
 
{|
|- valign="top"
|<playfield>
......
...JJJ
....SJ
..J.SS
..JJJS
</playfield>
S-spin<br>(method 2)
|<playfield>
......
...GGG
.CS.GG
SSG.GG
..GGGG
</playfield>
First rotate<br>twice
|<playfield>
......
..SGGG
..CSGG
..GSGG
..GGGG
</playfield>
Then rotate<br>left
|}
 
TOD uses a so-called "step recover" method to reset [[lock delay]] after a floor kick: when a piece steps down, the lock delay recharges only by the amount of time the piece would take to fall through one cell. In this system, it is possible to keep a piece alive with repeated floor kicks, albeit much more difficult than in ''[[Tetris DX]]''.
 
TOD uses recursive gravity with the same [[line clear#Sticky|"sticky" algorithm]] used by [[Tetris Blast]]. This allows more than 4 lines to be cleared with one piece; for this reason, the game extends the scoring table of ''The New Tetris'', where each line is the sum of the previous two (a [http://en.wikipedia.org/wiki/Fibonacci_number Fibonacci sequence]):
{| class="wikitable"
| [[Line clear|single]] || 100 points
|-
| Double || 200 points
|-
| Triple || 300 points
|-
| Tetris || 500 points
|-
| 5 lines || 800 points
|-
| 6 lines || 1300 points
|-
| 7 lines || 2100 points
|-
| 8 lines || 3400 points
|-
| Line containing a silver square || 500 points
|-
| Line containing a gold square || 1000 points
|}
 
<br clear="all">


== See also ==
== See also ==
*[[Tetripz]], a fan game by Mute Fantasies that inspired it
*[[Tetripz]], a fan game by Mute Fantasies that inspired TOD


==External links==
==External links==
[http://www.pineight.com/tod/ Home page]
*[http://www.pineight.com/tod/ Home page]
 
{{Lockjaw series}}
 
[[Category:Fan games]]

Latest revision as of 23:50, 29 October 2019

LOCKJAW: The Overdose
Developer(s)Damian Yerrick
Publisher(s)Pin Eight
Platform(s)Game Boy Advance
Release2000 (PC version)
2002 (first GBA port)
2006 (latest version)
Gameplay info
Next pieces3
Playfield size10w x 20h
Hold pieceYes
Hard dropFirm drop, roughly 250 ms delay
Rotation systemTOD

Lockjaw: The Overdose (abbreviated TOD) was a freeware Tetris fan game for GBA by Damian Yerrick.

At first, the gameplay of this clone isn't anything different from other Tetris clones, especially The New Tetris. But after playing for a while, the playfield starts shaking and distorting along with the music, hence the name. It was previously known under the name Tetanus On Drugs until the release of version 4 on July 22.

Gameplay

The rotation system of TOD, starting with milestone 4, can best be described as a Frankensteinian mix of SRS and TGM Rotation. In free space, pieces rotate inside a bounding box like in SRS (see diagram). But if this overlaps the wall or blocks in the well, the game first tries to kick the piece's center one cell to the right, one cell to the left, and finally one cell up.

Unlike TNT, TOD uses square-by-square gravity and collision detection at all times, with less need for tactical rotation. Still, these kicks are useful for building squares:

.....L
...LLL
.....L
OO.LLL

L-spin

.....G
.LLGGG
..C..G
GGLGGG
.....G
...GGG
..LCLG
GGLGGG

Rotate left

JJSS..
JSS...
JSS...
SS..OO

J-spin

GGGG..
GGGJ..
GGGJCJ
GG..GG

Slide

GGGG..
GGGJ..
GGGC..
GGJJGG

Rotate left

......
...JJJ
....SJ
OOJ.SS
OOJJJS

S-spin
(method 1)

......
.SSGGG
SC..GG
GGG.GG
GGGGGG
......
..SGGG
..CSGG
GGGSGG
GGGGGG

Rotate right

......
...JJJ
....SJ
..J.SS
..JJJS

S-spin
(method 2)

......
...GGG
.CS.GG
SSG.GG
..GGGG

First rotate
twice

......
..SGGG
..CSGG
..GSGG
..GGGG

Then rotate
left

TOD uses a so-called "step recover" method to reset lock delay after a floor kick: when a piece steps down, the lock delay recharges only by the amount of time the piece would take to fall through one cell. In this system, it is possible to keep a piece alive with repeated floor kicks, albeit much more difficult than in Tetris DX.

TOD uses recursive gravity with the same "sticky" algorithm used by Tetris Blast. This allows more than 4 lines to be cleared with one piece; for this reason, the game extends the scoring table of The New Tetris, where each line is the sum of the previous two (a Fibonacci sequence):

single 100 points
Double 200 points
Triple 300 points
Tetris 500 points
5 lines 800 points
6 lines 1300 points
7 lines 2100 points
8 lines 3400 points
Line containing a silver square 500 points
Line containing a gold square 1000 points


See also

  • Tetripz, a fan game by Mute Fantasies that inspired TOD

External links