Original Rotation System: Difference between revisions
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Original Rotation System. | Original Rotation System. | ||
This rotation system was used in [[Tetris (IBM PC)]]. Presumably the Electronica 60 version is identical, but this is difficult to test without one of those machines. | This rotation system was used in [[Tetris (IBM PC)]]. Presumably the Electronica 60 version is identical, but this is difficult to test without one of those machines. <!-- emulation? --> | ||
It is absolutely identical to [[Nintendo Rotation System]], right handed version, except that the horizontal orientation of the I piece is one block higher. | It is absolutely identical to [[Nintendo Rotation System]], right handed version, except that the horizontal orientation of the I piece is one block higher. | ||
Games using this rotation system generally have no [[wall kick]], [[lock delay]], no [[ARE]], and depend on keyboard repeat rate for their [[DAS]]. | Games using this rotation system generally have no [[wall kick]], [[lock delay]], no [[ARE]], and depend on keyboard repeat rate for their [[DAS]]. <!-- possibly an unfair generalisation --> | ||
[[Image:IBM-pieces.png|250px|thumb|The black dot marks the segment of the piece which spawns in row 20 column 6. It's also the axis of rotation (except for the O piece, which doesn't rotate).]] | |||
== See also == | == See also == | ||
[[Category:Rotation Systems]] | [[Category:Rotation Systems]] |
Revision as of 11:54, 1 October 2018
Original Rotation System.
This rotation system was used in Tetris (IBM PC). Presumably the Electronica 60 version is identical, but this is difficult to test without one of those machines.
It is absolutely identical to Nintendo Rotation System, right handed version, except that the horizontal orientation of the I piece is one block higher.
Games using this rotation system generally have no wall kick, lock delay, no ARE, and depend on keyboard repeat rate for their DAS.