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| The '''DTET Rotation System''' is the [[rotation system]] used in the fan game [[DTET]]. Although sometimes referred to by the abbreviation D.R.S., both the abbreviation and expanded form are informal names. The system was not given a specific name by Mihys, the author of the game. Pieces spawn in the center, (left of center for the odd width pieces) with their topmost solid block in row 20.
| | #REDIRECT [[DTET]] |
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| ==Basic Rotation==
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| DTET's basic rotations are strongly reminiscent of [[Sega rotation]], but with two differences:
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| * S, Z and I tetrominoes now have 4 rotation states instead of 2. However, the two horizontal states are identical in orientation.
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| * The horizontal orientation of the I tetromino is shifted 1 cell down.
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| [[Image:Dtet-pieces.png|left|frame|DTET's basic rotations]]
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| <br clear="all">
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| ==Wall Kicks==
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| The [[wall kick|wall kicks]] in DTET are an extension of the system pioneered by Arika in [[TGM rotation#Wall kicks|TGM rotation]]. In addition to testing for wall kicks 1 cell to the left and right, DTET will also continue to test for wall kicks 1 cell down, followed by 1 cell diagonally down-left and down-right. DTET's wall kicks are sometimes described as "symmetric", the reason being that kicks left and down-left take precedence when rotating counter-clockwise, and kicks right and down-right take precedence when rotating clockwise:
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| {| border="1" style="text-align:center"
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| |+Wall Kick Test Order
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| !width="30" |
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| !width="200"|Counter-Clockwise
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| !width="200"|Clockwise
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| |-
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| | 1 || one space left || one space right
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| |-
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| | 2 || one space right || one space left
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| |-
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| | 3 || one space down || one space down
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| |-
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| | 4 || one space down-left || one space down-right
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| |-
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| | 5 || one space down-right || one space down-left
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| |}
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| Additionally, DTET Rotation does not employ the kick restrictions in TGM Rotation. As long as a piece is able to pass one of the kick tests, it will kick and rotate, no matter what adjacent blocks are occupied.
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| ==Double Rotation==
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| Although DTET only features two rotate buttons with no duplicate, it is still possible for the player to produce double rotations, without having to double-tap with a single finger. Two methods can be used:
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| *Press and hold one rotation button, then press the second whilst the first is still held. This produces two successive 90° rotations, the second rotation in the same sense as the first (but with mirrored wall kick test order, see below).
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| *Press both rotation buttons simultaneously. This produces an instantaneous 180° counter-clockwise rotation, with no intermediate state.
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| In cases where the first method is attempted, but the first button press cannot effect a rotation even with wallkicks, then when the second button is pressed (whilst still holding the first), DTET will regard the presses as simultaneous and attempt the 180° counter-clockwise rotation described in method two. Another subtle use of the first method is not to double rotate, but to mirror the wall kick test order: for example, pressing and holding button "A" will produce a counter-clockwise rotation with counter-clockwise wall kicks, pressing button "B" whilst "A" is still held will produce another counter-clockwise rotation, but with the wall kick test order of a clockwise rotation. Any subsequent presses of "B" while "A" is held will still produce counter-clockwise rotations with a clockwise wall kick test order.
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| ==Failure Compensation==
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| If a rotation fails, but the rotation button is held down, the rotation will occur as soon as the piece is moved away from the blockage causing the rotation to fail.
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| [[Category:Rotation Systems]] | |
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| ==Other Appearances==
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| DTET Rotation appears in ''[[Heboris Unofficial Expansion]]'', though it is implemented slightly differently: | |
| * Double rotation is mapped to a separate button, instead of being executed by pressing both left and right rotation buttons
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| * [[Tetris The Grand Master 3 Terror-Instinct|TGM3]]-style [[floor kick]] was added.
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| It is also an available option in ''[[Tessellate]]''.
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