A Gnowius' Challenge: Difference between revisions

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Oshisaure (talk | contribs)
Half the rotation system done, will do the rest tomorrow
Oshisaure (talk | contribs)
Added BONKERS description
Line 120: Line 120:
|<playfield>
|<playfield>
            
            
     g t
     g t  
   ggttt
   ggttt
ggggg gggg
ggggg gggg
gggg  gggg
gggg  gggg
Line 129: Line 129:
|<playfield>
|<playfield>
            
            
     g t
     g t  
   ggtt  
   ggtt  
ggggg zggg
ggggg zggg
gggg  gggg
gggg  gggg
Line 138: Line 138:
|<playfield>
|<playfield>
            
            
     gt  
     gt  
   gzt
   gzt  
gggggtgggg
gggggtgggg
gggg  gggg
gggg  gggg
Line 147: Line 147:
|<playfield>
|<playfield>
     t     
     t     
     zt  
     zt  
   ggt
   ggt  
ggggg gggg
ggggg gggg
gggg  gggg
gggg  gggg
Line 156: Line 156:
|<playfield>
|<playfield>
            
            
     g
     g    
   gg  
   gg    
ggggg zggg
ggggg zggg
gggg tzggg
gggg tzggg
Line 165: Line 165:
|<playfield>
|<playfield>
            
            
     g
     g    
   gg  
   gg    
gggggtgggg
gggggtgggg
ggggttgggg
ggggttgggg
Line 177: Line 177:
            
            
            
            
     g
     g    
   gg  
   gg    
</playfield>
</playfield>
T-Spin Triple yay
T-Spin Triple yay
Line 193: Line 193:


====Biased-On-Nutty-Kick-Enhancement Rotation System====
====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:
{|
|<playfield>
    s   
  ss   
    s   
         
      ggg
ggggggggg
ggggggggg
ggg  gggg
gggg ggggg
</playfield>
Mid-air<br/>rotation
|<playfield>
         
  sss   
    s   
         
      ggg
ggggggggg
ggggggggg
ggg  gggg
gggg ggggg
</playfield>
Nothing unusual<br/>happens
|
|<playfield>
    s   
  ssggggg
    s  ggg
      ggg
ggggggggg
ggg  gggg
gggg ggggg
ggg  gggg
gggg ggggg
</playfield>
Wallkick<br/>rotation
|<playfield>
         
    ggggg
      ggg
      ggg
ggggggggg
ggg  gggg
gggg ggggg
gggsssgggg
ggggsggggg
</playfield>
The lowest position<br/>is prioritised
|-
|<playfield>
    s   
  ss   
    s   
ggggggggg
ggg  gggg
gggg ggggg
gggg  ggg
gg    gggg
ggg gggggg
</playfield>
Grounded<br/>rotation
|<playfield>
         
         
         
ggggggggg
ggg  gggg
gggg ggggg
gggg  ggg
ggsss gggg
gggsgggggg
</playfield>
The lowest position is prioritised,<br/>even if off-centred by one block
|
|<playfield>
         
    s   
    ss ggg
  gggsgggg
ggggg  gg
g  gg ggg
gg ggg  g
gg  gg gg
ggg gggggg
</playfield>
Grounded<br/>rotation
|<playfield>
         
         
      ggg
  ggg gggg
gggggsssgg
g  ggsggg
gg ggg  g
gg  gg gg
ggg gggggg
</playfield>
The lowest position less than 2<br/>blocks away laterally is prioritised
|-
|<playfield>
    s gg
    ssgggg
    sgggg
      gggg
    gggggg
  gggggggg
gg    gg
ggg  ggg
ggggggggg
</playfield>
Wallkick<br/>rotation
|<playfield>
      gg
      gggg
      gggg
      gggg
    gggggg
  gggggggg
gg sss gg
ggg s ggg
ggggggggg
</playfield>
At the same height, centre has<br/>priority over left or right
|    |
|<playfield>
         
    s   
    ss   
    s   
    gggggg
  gggggggg
gg    gg
ggg g ggg
ggggggggg
</playfield>
Grounded<br/>rotation
|<playfield>
         
         
         
         
    gggggg
  gggggggg
gg  sssgg
ggg gsggg
ggggggggg
</playfield>
At the same height, right<br/>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.
{|
|<playfield>
bb          bb
bb  ssss  bb
bb          bb
bb          bb
bb          bb
bb gggggggggbb
bb gggggggggbb
bb    ggggggbb
</playfield>
Spawn<br/> <br/>
|<playfield>
bb    s    bb
bb    s    bb
bb    s    bb
bb    s    bb
bb          bb
bb gggggggggbb
bb gggggggggbb
bb    ggggggbb
</playfield>
CW rotation<br/> <br/>
|<playfield>
bbs        bb
bbs        bb
bbs        bb
bbs        bb
bb          bb
bb gggggggggbb
bb gggggggggbb
bb    ggggggbb
</playfield>
DAS to wall<br/> <br/>
|<playfield>
bb          bb
bb          bb
xxss        bb
bb          bb
bb          bb
bb gggggggggbb
bb gggggggggbb
bb    ggggggbb
</playfield>
CW Rotation, piece is<br/>stuck in matrix wall
|<playfield>
bb          bb
bb          bb
bxsss      bb
bb          bb
bb          bb
bb gggggggggbb
bb gggggggggbb
bb    ggggggbb
</playfield>
Piece is pushed one<br/>cell to the right
|<playfield>
bb          bb
bb          bb
bb          bb
bb          bb
bb          bb
bb gggggggggbb
bb gggggggggbb
bbssssggggggbb
</playfield>
It can now kick back<br/>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 Pentomino pieces===
===Using Pentomino pieces===

Revision as of 18:47, 19 January 2019

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 ZGGG
GGGG  GGGG
GGGGG GGGG

Check 1

    GT
   GZT
GGGGGTGGGG
GGGG  GGGG
GGGGG GGGG

Check 2

     T
    ZT
   GGT
GGGGG GGGG
GGGG  GGGG
GGGGG GGGG

Check 3

    G
   GG
GGGGG ZGGG
GGGG TZGGG
GGGGG ZGGG

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 Pentomino pieces

Pentomino Arika-Inspired Rotation System

Puyo Puyo Tetris' Pentomino Rotation System

External links