Wall kick: Difference between revisions

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Here ''T'' cannot rotate without a wall kick
Here ''T'' cannot rotate without a wall kick
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The simplest wall kick algorithm, used (with variations) by [[TGM rotation]] and several [[fan game]]s in the same tradition, is to try moving the tetromino one space to the right, and then one space to the left, and then fail. Wall kicks increase the number of possible [[twist]]s.
The simplest wall kick algorithm, used (with variations) by [[TGM rotation]] and several [[fan game]]s in the same tradition, is to try moving the tetromino one space to the right, and then one space to the left, and then fall. Wall kicks increase the number of possible [[twist]]s.


Other notable [[rotation system]]s that include wall kick and/or [[floor kick]] include the following:
Other notable [[rotation system]]s that include wall kick and/or [[floor kick]] include the following:

Revision as of 15:01, 25 August 2008

A wall kick happens when a player rotates a piece when no space exists in the squares where that tetromino would normally occupy after the rotation. To compensate, the game sets a certain number of alternative spaces for the tetromino to look. Wall kicks started appearing in games because after a piece would be backed up against the wall, it would awkwardly be unable to rotate until first moving back.

t
tt
t
GGg
gggGGgg
ggGGGGGGG

Here T can rotate

t
tt
t
GGg
gggGGgg
ggGGGGGGG

Here T cannot rotate without a wall kick

The simplest wall kick algorithm, used (with variations) by TGM rotation and several fan games in the same tradition, is to try moving the tetromino one space to the right, and then one space to the left, and then fall. Wall kicks increase the number of possible twists.

Other notable rotation systems that include wall kick and/or floor kick include the following:

Data tables describing systems for a number of Tetris games exist in the source code of several fan games, such as Heboris Unofficial Expansion, syoboris or Lockjaw.

External links