A Gnowius' Challenge: Difference between revisions

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     g t   
     g t   
   ggtt   
   ggtt   
ggggg zggg
ggggg 1ggg
gggg  gggg
gggg  gggg
ggggg gggg
ggggg gggg
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     gt     
     gt     
   gzt    
   g2t    
gggggtgggg
gggggtgggg
gggg  gggg
gggg  gggg
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|<playfield>
|<playfield>
     t     
     t     
     zt    
     3t    
   ggt     
   ggt     
ggggg gggg
ggggg gggg
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     g     
     g     
   gg     
   gg     
ggggg zggg
ggggg 4ggg
gggg tzggg
gggg t4ggg
ggggg zggg
ggggg 4ggg
</playfield>
</playfield>
Check 4
Check 4
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Wallkick<br/>rotation
Wallkick<br/>rotation
|<playfield>
|<playfield>
         
   
     ggggg
     ggggg
       ggg
       ggg
Line 385: Line 385:
</playfield>
</playfield>
DAS to wall<br/> <br/>  
DAS to wall<br/> <br/>  
|-
|<playfield>
|<playfield>
bb          bb
bb          bb
Line 649: Line 650:
====Puyo Puyo Tetris' Pentomino Rotation System====
====Puyo Puyo Tetris' Pentomino Rotation System====
[[File:PPT Pentos vs SRS Tetros.png|thumb|400px|right|SRS base rotations (left) and the Pentomino pieces in ''Puyo Puyo Tetris'' (right)]]
[[File:PPT Pentos vs SRS Tetros.png|thumb|400px|right|SRS base rotations (left) and the Pentomino pieces in ''Puyo Puyo Tetris'' (right)]]
As the name implies, '''''Puyo Puyo Tetris'''''' '''Pentomino Rotation System''' is how [[Puyo Puyo Tetris]] handles Pentomino rotations.
As the name implies, '''''Puyo Puyo Tetris'''''' '''Pentomino Rotation System''' is based on how [[Puyo Puyo Tetris]] handles Pentomino rotations.


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.
When using this rotation system, only 7 pieces are available: I, F, Z, N, W, T, and P. When rotating, the piece rotates just like the original piece under regular SRS rules, but the extra block follows.
 
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.
{|
|<playfield>
    t   
    tgg 
  tttgg 
ggggg gggg
ggg  gggg
ggggg gggg
</playfield>
Rotate CCW
|<playfield>
         
    gg 
      gg 
gggggtgggg
gggtttgggg
gggggtgggg
</playfield>
T-Spin Triple still works
|-
|<playfield>
    ss 
  sssgg 
gggg ggggg
gggg  gggg
ggggg gggg
ggggg gggg
</playfield>
Rotate CCW
|<playfield>
         
      gg 
ggggsggggg
ggggssgggg
gggggsgggg
gggggsgggg
</playfield>
S-Spin Triple becomes N-Spin Tetris
|}
 
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.
 
{| border="1" cellspacing="0"  style="text-align:center"
|+ '''P Pentomino Wallkick'''
|-
! colspan="3" bgcolor="#80A3F8" |Counter-Clockwise
! colspan="3" bgcolor="#80A3F8" |Clockwise
|-
| bgcolor="#80A3F8" |Rotation
| bgcolor="#80A3F8" |Base
| bgcolor="#80A3F8" |Wallkick
| bgcolor="#80A3F8" |Rotation
| bgcolor="#80A3F8" |Base
| bgcolor="#80A3F8" |Wallkick
|-
| <tt> 0 &rarr; L </tt>
|<playfield>
     
  oo 
  cox
  o 
</playfield>
|<playfield>
     
oo 
ocox
     
</playfield>
| <tt> 0 &rarr; R </tt>
|<playfield>
     
xoo 
  co 
  o 
</playfield>
|<playfield>
     
x   
oco 
  oo 
</playfield>
|-
| <tt> L &rarr; 2 </tt>
|<playfield>
  x 
  oo 
  oco
     
</playfield>
|<playfield>
  x 
  o 
  oc 
  oo 
</playfield>
| <tt> R &rarr; 2 </tt>
|<playfield>
  x 
oco 
  oo 
     
</playfield>
|<playfield>
  ox 
oc 
oo 
     
</playfield>
|-
| <tt> 2 &rarr; R </tt>
|<playfield>
  o 
xoc 
  oo 
     
</playfield>
|<playfield>
     
xoco
  oo
     
</playfield>
| <tt> 2 &rarr; L </tt>
|<playfield>
  o 
  oc 
  oox
     
</playfield>
|<playfield>
  oo 
  oco
    x
     
</playfield>
|-
| <tt> R &rarr; 0 </tt>
|<playfield>
     
oco 
  oo 
  x 
</playfield>
|<playfield>
  oo 
  co 
  o 
  x 
</playfield>
| <tt> L &rarr; 0 </tt>
|<playfield>
     
  oo 
  oco
  x 
</playfield>
|<playfield>
     
  oo
  co
  xo 
</playfield>
|}


While utilizing the same wallkicks as the original one, it also takes the extra block in consideration when checking for collision. This means SRS spin setups can be arranged to accommodate for the new piece. More information on this rotation system can be found [[Puyo Puyo Tetris#Pentomino Rotations|here]].
==External links==
==External links==
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]
* [https://oshisaure.itch.io/a-gnowius-challenge-demo Official website and download]


[[Category:Fan Games List]]
[[Category:Fan games]]

Latest revision as of 02:01, 23 November 2020

A Gnowius' Challenge
Thumbnail for the A Gnowius' Challenge itch.io page.
Developer(s)Oshisaure
Platform(s)Windows, macOS, Linux
ReleaseApr. 2018
Gameplay info
Next pieces1 to 15
Playfield size4 × 4 to 99 × 99
Hold pieceYes, with IHS
Hard dropYes (Sonic Drop)
Rotation systemVarious, some custom

A Gnowius' Challenge is a fan game created by Oshisaure using Love2D. While the development of the game is currently discontinued, a demo has been released and is available.

Gameplay

The game consists of two game modes: the main mission mode and a practice sandbox.

Mission mode

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.

It should be noted that the game uses immobile spin detection, instead of guideline's 3-corner. This is especially important for stages requiring spin line clears.

Stage Goal Gimmicks / Notes Rotation
System
Gravity
(G)
ARE
(frames)
Line ARE
(frames)
Line clear
(frames)
DAS
(frames)
Lock
(frames)
1 Clear a line. Super 1/64 30 20 20 15 60
2 Clear a line. Arika 1/64 30 20 20 15 60
3 Clear 4 lines at once. Arika 1/64 30 20 20 15 60
4 Clear a T-Spin line clear. Super 1/64 30 20 20 15 60
5 Recover to the bottom. Stage spawns with a preset map. Super 1/64 30 20 20 15 60
6 Clear 4 lines at once twice in a row. Game not only expects a Back-to-Back, but a combo. Arika 1/64 30 20 20 15 60
7 Survive. This is basically TGM speed curve from Lv200 to Lv299. Super 1/64 → 1 30 20 21 14 30
8 Survive 30 seconds of max. gravity. Arika 30 20 21 14 30
9 Clear 10 lines in max. gravity. Super 30 20 21 14 30
10 Survive in max. gravity. This is basically TGM speed curve from Lv500 to Lv599. Arika 30 20 21 14 30
11 Clear 10 T-Spin lines. Super 1/32 30 15 15 12 45
12 Clear 20 lines. Field is 5 × 10, simulating big mode. Arika 1/64 30 15 15 12 30
13 Clear 5 lines. Field is 20 × 40, simulating the opposite of big mode. Super 1/8 30 15 15 12 30
14 Clear 10 lines. Field is displayed upside-down. Super 1/16 30 15 15 12 30
15 Clear 10 lines. Pieces rotate by themselves every half second. Arika 1/128 30 15 15 12 30
16 Clear 10 lines. Field display rotates 90° every half second. Arika 1/128 30 15 15 12 30
17 Clear 10 lines. Shirase 1 30 15 15 12 30
18 Clear 10 lines. Transform 1/30 30 15 15 12 30
19 Clear 10 lines. Pento 1/64 30 15 15 12 30
20 Clear 5 I-spin Quadruples. BONKERS 1/64 30 15 15 12 30

Practice Sandbox

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.

The settings you can change are the following:

  • Field rows: Width of the field in cells, between 4 and 99.
  • Field columns: Height of the field in cells, between 4 and 99.
  • Rotation System: The rotation rules in place. See below for more information.
  • Next Previews: Length of the next queue, between 1 and 15.
  • Blocksize: Size of the blocks in pixels, between 1px and 64px.
  • Field angle: Angle at which the field is displayed, between 0° and 360° in steps of 22.5°.
  • Field depth: Scale of the back layer display of the field giving the 3D effect. This is purely graphical.
  • 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.
  • Delayed AutoShift: Delay in frames before DAS kicks in.
  • Lock Delay: Time in frames before your piece locks. Note that this game does not have move reset, only step reset.
  • Spawn Delay (ARE): Time in frames between a piece lock and the next piece spawn.
  • Line Clear Delay: Time in frames between a piece lock and the clearing of a line is complete.
  • ARE after Line Clear: Time in frames between the end of a line clear and the next piece spawn.

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.

Rotation Systems

Alongside the Super Rotation System and the Arika Rotation System, the game has a few more Rotation Systems that can be used in the practice sandbox.

Using Tetromino pieces

Shirase Rotation System

Base rotations of ShiRS (left) compared against those of SRS (right)

Shirase Rotation System (abbreviated ShiRS) was originally a mock-up of SRS made by Makiki in NullpoMino's ruleset editor.

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.

This leads to a lot of questionable shenanigans, like O-Spin, I-Spin Tetrises, or pretty much every piece gaining the ability to warp.

Texmaster World Rule

As the name implies, Texmaster World Rule (abbreviated TexyWorld) is based on Texmaster's implementation of World Rule.

Here, it is exactly the same as SRS for clockwise rotations, but counter-clockwise rotations see their offset data mirrored left to right.

This makes twists like these possible:

    G T
   GGTTT
GGGGG GGGG
GGGG  GGGG
GGGGG GGGG

Rotate CCW

    G T
   GGTT
GGGGG 1GGG
GGGG  GGGG
GGGGG GGGG

Check 1

    GT
   G2T
GGGGGTGGGG
GGGG  GGGG
GGGGG GGGG

Check 2

     T
    3T
   GGT
GGGGG GGGG
GGGG  GGGG
GGGGG GGGG

Check 3

    G
   GG
GGGGG 4GGG
GGGG T4GGG
GGGGG 4GGG

Check 4

    G
   GG
GGGGGTGGGG
GGGGTTGGGG
GGGGGTGGGG

Check 5 works

    G
   GG

T-Spin Triple yay

There may be differences with the actual World Rule from Texmaster, but this is how this version was implemented.

Transform Rotation System

Transform Rotation System (abbreviated TfRS) is a rotation System based on TGM rotation, but mimicking the Transform effect from the TGM games' items.

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.

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.

Biased-On-Nutty-Kick-Enhancement Rotation System

Biased-On-Nutty-Kick-Enhancement Rotation System (abbreviated BONKERS) is a rotation system designed by Oshisaure.

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.

Examples using a T piece:

    S
   SS
    S
       GGG
 GGGGGGGGG
 GGGGGGGGG
GGG   GGGG
GGGG GGGGG

Mid-air
rotation

   SSS
    S
       GGG
 GGGGGGGGG
 GGGGGGGGG
GGG   GGGG
GGGG GGGGG

Nothing unusual
happens

    S
   SSGGGGG
    S  GGG
       GGG
 GGGGGGGGG
GGG   GGGG
GGGG GGGGG
GGG   GGGG
GGGG GGGGG

Wallkick
rotation

     GGGGG
       GGG
       GGG
 GGGGGGGGG
GGG   GGGG
GGGG GGGGG
GGGSSSGGGG
GGGGSGGGGG

The lowest position
is prioritised

    S
   SS
    S
 GGGGGGGGG
GGG   GGGG
GGGG GGGGG
GGGG   GGG
GG    GGGG
GGG GGGGGG

Grounded
rotation

 GGGGGGGGG
GGG   GGGG
GGGG GGGGG
GGGG   GGG
GGSSS GGGG
GGGSGGGGGG

The lowest position is prioritised,
even if off-centred by one block

     S
    SS GGG
  GGGSGGGG
GGGGG   GG
G   GG GGG
GG GGG   G
GG   GG GG
GGG GGGGGG

Grounded
rotation

       GGG
  GGG GGGG
GGGGGSSSGG
G   GGSGGG
GG GGG   G
GG   GG GG
GGG GGGGGG

The lowest position less than 2
blocks away laterally is prioritised

     S GG
    SSGGGG
     SGGGG
      GGGG
    GGGGGG
  GGGGGGGG
 GG     GG
 GGG   GGG
 GGGGGGGGG

Wallkick
rotation

       GG
      GGGG
      GGGG
      GGGG
    GGGGGG
  GGGGGGGG
 GG SSS GG
 GGG S GGG
 GGGGGGGGG

At the same height, centre has
priority over left or right

     S
    SS
     S
    GGGGGG
  GGGGGGGG
 GG     GG
 GGG G GGG
 GGGGGGGGG

Grounded
rotation

    GGGGGG
  GGGGGGGG
 GG  SSSGG
 GGG GSGGG
 GGGGGGGGG

At the same height, right
has priority over left

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.

BB          BB
BB   SSSS   BB
BB          BB
BB          BB
BB          BB
BB GGGGGGGGGBB
BB GGGGGGGGGBB
BB    GGGGGGBB

Spawn

BB     S    BB
BB     S    BB
BB     S    BB
BB     S    BB
BB          BB
BB GGGGGGGGGBB
BB GGGGGGGGGBB
BB    GGGGGGBB

CW rotation

BBS         BB
BBS         BB
BBS         BB
BBS         BB
BB          BB
BB GGGGGGGGGBB
BB GGGGGGGGGBB
BB    GGGGGGBB

DAS to wall

BB          BB
BB          BB
XXSS        BB
BB          BB
BB          BB
BB GGGGGGGGGBB
BB GGGGGGGGGBB
BB    GGGGGGBB

CW Rotation, piece is
stuck in matrix wall

BB          BB
BB          BB
BXSSS       BB
BB          BB
BB          BB
BB GGGGGGGGGBB
BB GGGGGGGGGBB
BB    GGGGGGBB

Piece is pushed one
cell to the right

BB          BB
BB          BB
BB          BB
BB          BB
BB          BB
BB GGGGGGGGGBB
BB GGGGGGGGGBB
BBSSSSGGGGGGBB

It can now kick back
inside the matrix

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.

Using the rules defined by this rotation system, it is really easy to make T-Spin Triples or I-Spin Tetrises:

     S
    SSS
GGGGG GGGG
GGGG  GGGG
GGGGG GGGG

Grounded
CCW rotation

GGGGGSGGGG
GGGGSSGGGG
GGGGGSGGGG

T-Spin Triple!

   SSSS
 GGGGGGGG
GGGGG GGGG
GGGGG GGGG
GGGGG GGGG
GGGGG GGGG

Grounded
CW rotation

 GGGGGGGG
GGGGGSGGGG
GGGGGSGGGG
GGGGGSGGGG
GGGGGSGGGG

I-Spin Tetris!

Using Pentomino pieces

Pentomino Arika-Inspired Rotation System

Base rotations of PAIRS. Leftmost is spawn position, and each cell to the right is a clockwise rotation.

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.

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.

    III
GGGGIGGGGG
GGGGI  GGG

CCW rotation

    I
GGGGIGGGGG
GGGGIIIGGG

Spin!

    T
    TT
GGGGGT GGG
GGG  TGGGG

CW rotation

GGGGGTTGGG
GGGTTTGGGG

Spin!

    S
    SS
GGGGSGGGGG
GGG S  GGG

CCW rotation

GGGGSGGGGG
GGGSSSSGGG

Spin!

    O
GGGOOGGGGG
GGGOO GGGG

CW rotation

GGGOOGGGGG
GGGOOOGGGG

Spin!

GGG JJ
GG JJ
GG  JGGGGG
GGG GGGGGG

Shift and drop

GGG
GG JJ
GGJJ GGGGG
GGGJGGGGGG

Rotate CCW

GGG
GGJ
GGJJJGGGGG
GGGJGGGGGG

Spin!

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.

Wall Kick Data
Test 1 Test 2 Test 3 Test 4 Test 5 Test 6
( 0, 0) (+1, 0) (-1, 0) (+2, 0) (-2, 0) ( 0,+1)

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.

     LL
      L
GGGGGGLGGG
GGG   LGGG

CW rotation

GGGGGGLGGG
GGGLLLLGGG

Spin!

GGGGG
GGG GIII
GGG GIGGGG
GGG  IGGGG

CCW rotation

GGGGG
GGGIG
GGGIG GGGG
GGGIIIGGGG

Spin!

      JJ
GGGGGGJGGG
GGG   JGGG
GGGGGGJGGG

CW rotation

GGGGGG GGG
GGGJJJJGGG
GGGGGGJGGG

Spin!

GGGSSSGGGG
GGGGS  GGG
GGGGSGGGGG

CCW rotation

GGG S GGGG
GGGGSSSGGG
GGGGSGGGGG

Spin!

GGGGTT GGG
GG   T GGG
GG GGTTGGG

(C)CW rotation

GGGGT  GGG
GGTTT  GGG
GGTGG  GGG

Spin!

Puyo Puyo Tetris' Pentomino Rotation System

SRS base rotations (left) and the Pentomino pieces in Puyo Puyo Tetris (right)

As the name implies, Puyo Puyo Tetris' Pentomino Rotation System is based on how Puyo Puyo Tetris handles Pentomino rotations.

When using this rotation system, only 7 pieces are available: I, F, Z, N, W, T, and P. When rotating, the piece rotates just like the original piece under regular SRS rules, but the extra block follows.

While utilizing the same wallkicks as the original one, it also takes the extra block in consideration when checking for collision. This means SRS spin setups can be arranged to accommodate for the new piece. More information on this rotation system can be found here.

External links