Floor kick: Difference between revisions

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*>Tepples
move TGM3 limitation diagram to the anti-abuse section
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''TGM3'' in classic (TGM rotation) mode does so only for ''I'' and ''T''.
''TGM3'' in classic (TGM rotation) mode does so only for ''I'' and ''T''.


But, this works only once in each T and I blocks
==Abuse==
In many games, when the player rotates the active tetromino to kick it up one square, rotates it back, and lets the tetromino fall and land again, the [[lock delay]] resets.
This prevents the tetromino from ever locking and prevents the player from ever [[top out|topping out]].
The CPU opponent in ''[[The New Tetris]]'' has been seen to do this.
 
For this reason, some games restrict the number of floor kicks performed per tetromino.
''[[Tetris DS]]'' in multiplayer mode will lock the tetromino after a few seconds.
''TGM3'' allows only one floor kick per tetromino:
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==Abuse==
In many games, when the player rotates the active tetromino to kick it up one square, rotates it back, and lets the tetromino fall and land again, the [[lock delay]] resets.
This prevents the tetromino from ever locking and prevents the player from ever [[top out|topping out]].
The CPU opponent in ''[[The New Tetris]]'' has been seen to do this.
For this reason, some games restrict the number of floor kicks performed per tetromino.
''[[Tetris DS]]'' in multiplayer mode will lock the tetromino after a few seconds.


==See also==
==See also==
*[[Wall kick]]
*[[Wall kick]]

Revision as of 20:23, 10 January 2007

A floor kick, like 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 when rotating against the floor opposed to a wall. To compensate, the game sets a certain number of alternative spaces for the tetromino to look. Floor kicks first appeared in later TGM games because 20G made some tetrominoes difficult to manage.

Rotating a flat-side-down tetromino against a flat floor often requires a floor kick. Examples from the bounding box style rotation system used by Lockjaw: The Overdose:

ggiiii
ggggggg
gggGGGGGG

Start

-
-
gg-
gggg-gg
gggGGGGGG

Rotating would
overlap blocks

i
i
i
ggi
ggggggg
gggGGGGGG

So nudge it up

t
ggttt
ggggggg
gggGGGGGG

Start

-
gg--
gggg-gg
gggGGGGGG

Rotating would
overlap blocks

t
tt
ggt
ggggggg
gggGGGGGG

So nudge it up

Games using TGM rotation do not need the same floor kick for T as described above because the J, L, S, T, Z normally rotate to keep a constant bottom edge. However, these games need floor kick in a different circumstance where bounding-box systems do not:

i
ii
GGGGiGGGG

Start

-
GGG---GGG

Rotating would
overlap blocks

i
iii
GGGGGGGG

So nudge it up

TGM1, TGM2, TAP do not perform floor kick. TGM3 in classic (TGM rotation) mode does so only for I and T.

Abuse

In many games, when the player rotates the active tetromino to kick it up one square, rotates it back, and lets the tetromino fall and land again, the lock delay resets. This prevents the tetromino from ever locking and prevents the player from ever topping out. The CPU opponent in The New Tetris has been seen to do this.

For this reason, some games restrict the number of floor kicks performed per tetromino. Tetris DS in multiplayer mode will lock the tetromino after a few seconds. TGM3 allows only one floor kick per tetromino:

ZZZZ
GGGGGGGGG

Start

-
ZZZZ
-
GGGG-GGGG

Rotating would
overlap blocks

Z
Z
Z
Z
GGGGGGGGG

Floor kick works

-
ZZZZ
-
GGGG-GGGG

Rotate again,
step down,and
try rotate again

ZZZZ
GGGGGGGGG

Floor kick
does not work


See also