Lockjaw: The Overdose: Difference between revisions
*>Tepples 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 | ||
| | |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 = | |hard = Firm drop, roughly 250 ms delay | ||
|released=2000 (PC 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. | |||
''' | 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 [[: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 | *[[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 |
Release | 2000 (PC version) 2002 (first GBA port) 2006 (latest version) |
Gameplay info | |
Next pieces | 3 |
Playfield size | 10w x 20h |
Hold piece | Yes |
Hard drop | Firm drop, roughly 250 ms delay |
Rotation system | TOD |
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-spin |
Rotate left |
J-spin |
Slide |
Rotate left |
S-spin |
Rotate right |
S-spin |
First rotate |
Then rotate |
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
|