Arika Rotation System: Difference between revisions

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description based on a forum post
 
*>Tepples
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== Basic rotation ==
== Basic rotation ==
:''Illustration goes here. {{User:Tepples|Tepples}} is working on one.
[[Image:ARS-pieces.png|thumb|All rotation states of all seven tetrominoes. From top to bottom: I, J, L, S, T, Z. Top right: O.]]


Tetrominoes start out centered, rounding to the left. I goes in columns 3–6 counting from the left, O in columns 4–5, and others in columns 4–6.
Tetrominoes start out centered, rounding to the left. I goes in columns 3–6 counting from the left, O in columns 4–5, and others in columns 4–6. Each tetromino starts with its topmost solid block in row 22.
Each tetromino is spawned flat side up unless the player holds down a rotate button while the tetromino is being spawned, in which case it is spawned rotated by one unit (Initial Rotation System).
Each tetromino is ordinarily spawned flat side up. However, if the player holds down a rotate button while the tetromino is being spawned, it is spawned rotated by one unit (Initial Rotation System).


Apart from I and O, all tetrominoes rotate such that the bottom of the piece is at the bottom of the piece's bounding box. S and Z rotate so that the center column stays constant.
Apart from I and O, all tetrominoes rotate such that the bottom of the tetromino is at the bottom of the piece's bounding box. S and Z rotate between two states so that the center column stays constant. O does not rotate; I rotates between two states as depicted in the illustration.
 
The primary difference between ARS and [[Nintendo Rotation System]] is that the flat-down states of J, L, and T are pushed down by one space.


== Wall kick ==
== Wall kick ==

Revision as of 03:17, 18 May 2006

Arika Rotation System is a game play mechanic used in Tetris The Grand Master and other Arika tetromino games, derived from that of Sega's arcade Tetris game.

Colors

Games using ARS use the following color scheme:

  • I: red
  • J: blue
  • L: orange
  • O: yellow
  • S: purple
  • T: cyan
  • Z: green

Basic rotation

All rotation states of all seven tetrominoes. From top to bottom: I, J, L, S, T, Z. Top right: O.

Tetrominoes start out centered, rounding to the left. I goes in columns 3–6 counting from the left, O in columns 4–5, and others in columns 4–6. Each tetromino starts with its topmost solid block in row 22. Each tetromino is ordinarily spawned flat side up. However, if the player holds down a rotate button while the tetromino is being spawned, it is spawned rotated by one unit (Initial Rotation System).

Apart from I and O, all tetrominoes rotate such that the bottom of the tetromino is at the bottom of the piece's bounding box. S and Z rotate between two states so that the center column stays constant. O does not rotate; I rotates between two states as depicted in the illustration.

The primary difference between ARS and Nintendo Rotation System is that the flat-down states of J, L, and T are pushed down by one space.

Wall kick

Illustration goes here.

Sometimes a rotation is blocked by the walls outside the playfield or by blocks inside the playfield. ARS tries to rotate the tetromino within the box without moving it, then try one space to the right, then try one space to the left, then fail. In TGM3: also try one space up.

References