Arika Rotation System: Difference between revisions
Describe TGM3's new wall kicks |
*>DIGITAL random grammar corrections and term synchronizations because I have nothing better to do... |
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== Basic rotation == | == Basic rotation == | ||
TGM's basic rotations inherits most of its properties from [[Sega rotation]], which was used in most previous Japanese arcade Tetris games. Some defining design choices include: | TGM's basic rotations inherits most of its properties from [[Sega rotation]], which was used in most previous Japanese arcade Tetris games. Some defining design choices include: | ||
* Having 2 (as opposed to 4) rotation states for S, Z, and I | * Having 2 (as opposed to 4) rotation states for S, Z, and I tetrominoess to simplify learning. | ||
* Keeping | * Keeping tetrominoes at an even level while rotating to always allow rotation when the tetromino is on a flat surface. | ||
* Pointing the initial stance of the T, L, and J | * Pointing the initial stance of the T, L, and J tetrominoes downward to add some extra challenge and also make it easy to have tetrominoes grab bumps along the surface of the stack when playing at high gravity. | ||
[[Image:Tgm basic ars description.png|left|frame|TGM's basic rotations.]] | [[Image:Tgm basic ars description.png|left|frame|TGM's basic rotations.]] | ||
<br clear="all"> | <br clear="all"> | ||
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TGM pioneered the use of [[wall kick]]s, with simple but effective kick rules. These rules were unchanged until [[Tetris The Grand Master 3 Terror-Instinct|TGM3]], remaining constant across [[Tetris The Grand Master|TGM]], [[Tetris The Absolute The Grand Master 2|TA]], [[Tetris The Absolute The Grand Master 2 PLUS|TAP]], and [[Tetris with Cardcaptor Sakura Eternal Heart|Sakura Tetris]]. Up to 3 locations are tried, in this order, before rotation will fail: | TGM pioneered the use of [[wall kick]]s, with simple but effective kick rules. These rules were unchanged until [[Tetris The Grand Master 3 Terror-Instinct|TGM3]], remaining constant across [[Tetris The Grand Master|TGM]], [[Tetris The Absolute The Grand Master 2|TA]], [[Tetris The Absolute The Grand Master 2 PLUS|TAP]], and [[Tetris with Cardcaptor Sakura Eternal Heart|Sakura Tetris]]. Up to 3 locations are tried, in this order, before rotation will fail: | ||
*Basic | *Basic rotation | ||
*1 space right of basic rotation | *1 space right of basic rotation | ||
*1 space left of basic rotation | *1 space left of basic rotation | ||
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In addition to these rules, there are some extra exceptions where certain wall kicks are not allowed: | In addition to these rules, there are some extra exceptions where certain wall kicks are not allowed: | ||
*The I | *The I tetromino will never kick. | ||
*L, J, and T | *L, J, and T tetrominoes will not rotate in the situations illustrated below if the [[Image:XTet.png|X]] marked block is occupied. | ||
{| | {| | ||
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|} | |} | ||
*However, L | *However, L tetrominoes will rotate clockwise and J tetrominoes counterclockwise in the situations illustrated below if both the [[Image:XTet.png|X]] marked blocks are occupied. | ||
{| | {| | ||
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== New wall kicks in TGM3 == | == New wall kicks in TGM3 == | ||
=== I tetromino's wall | === I tetromino's wall kicks === | ||
In TGM3, I tetromino can kick walls. There are 3 different types of wall | In TGM3, the I tetromino can kick walls. There are 3 different types of wall kicks. | ||
{| | {| | ||
|width="200pt"|{{pfstart}} | |width="200pt"|{{pfstart}} | ||
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{{pfrow|G| | | | | | | | | }} | {{pfrow|G| | | | | | | | | }} | ||
{{pfend}} | {{pfend}} | ||
Basic rotation | Basic rotation fails | ||
|width="200pt"|{{pfstart}} | |width="200pt"|{{pfstart}} | ||
{{pfrow|G| | | | | | | | | }} | {{pfrow|G| | | | | | | | | }} | ||
Line 101: | Line 101: | ||
{{pfrow|G|G| | | | | | | | }} | {{pfrow|G|G| | | | | | | | }} | ||
{{pfend}} | {{pfend}} | ||
Basic rotation | Basic rotation fails | ||
|width="200pt"|{{pfstart}} | |width="200pt"|{{pfstart}} | ||
{{pfrow|G|G| | | | | | | | }} | {{pfrow|G|G| | | | | | | | }} | ||
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{{pfrow| | | | | | | | | |G}} | {{pfrow| | | | | | | | | |G}} | ||
{{pfend}} | {{pfend}} | ||
Basic rotation | Basic rotation fails | ||
|width="200pt"|{{pfstart}} | |width="200pt"|{{pfstart}} | ||
{{pfrow| | | | | | | | | |G}} | {{pfrow| | | | | | | | | |G}} | ||
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|} | |} | ||
=== I tetromino's floor | === I tetromino's floor kicks === | ||
I tetromino can kick floor. | The I tetromino can kick the floor. | ||
Notes: | Notes: | ||
*This action can | *This action can be performed only once. | ||
*This action causes [[lock delay]] reset. | *This action causes [[lock delay]] reset. | ||
*The tetromino cannot kick the floor in mid-air. | *The tetromino cannot kick the floor in mid-air. | ||
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|} | |} | ||
There are 2 different types of floor | There are 2 different types of floor kicks. | ||
{| | {| | ||
|width="200pt"|{{pfstart}} | |width="200pt"|{{pfstart}} | ||
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{{pfrow|G|G|X|G| | | | | | }} | {{pfrow|G|G|X|G| | | | | | }} | ||
{{pfend}} | {{pfend}} | ||
Basic rotation | Basic rotation fails | ||
|width="200pt"|{{pfstart}} | |width="200pt"|{{pfstart}} | ||
{{pfrow| | | | | | | | | | }} | {{pfrow| | | | | | | | | | }} | ||
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{{pfrow|G|G|X|G| | | | | | }} | {{pfrow|G|G|X|G| | | | | | }} | ||
{{pfend}} | {{pfend}} | ||
Basic rotation | Basic rotation fails | ||
|width="200pt"|{{pfstart}} | |width="200pt"|{{pfstart}} | ||
{{pfrow| | |Z| | | | | | | }} | {{pfrow| | |Z| | | | | | | }} | ||
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|} | |} | ||
=== T tetromino's floor | === T tetromino's floor kicks === | ||
T tetromino can escape from a hollow. | The T tetromino can escape from a hollow. | ||
Notes: | Notes: | ||
*This action can | *This action can be performed only once. | ||
*This action causes [[lock delay]] reset. | *This action causes [[lock delay]] reset. | ||
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{{pfrow|G|X|I|X|G|G|G|G|G| }} | {{pfrow|G|X|I|X|G|G|G|G|G| }} | ||
{{pfend}} | {{pfend}} | ||
Basic rotation | Basic rotation fails | ||
|width="200pt"|{{pfstart}} | |width="200pt"|{{pfstart}} | ||
{{pfrow|G| | | | | | | | | }} | {{pfrow|G| | | | | | | | | }} |
Revision as of 10:33, 19 August 2007
TGM rotation is a game play mechanic used in Tetris The Grand Master and other Arika tetromino games, derived from Sega rotation.
Games using TGM rotation generally use IRS, fast DAS, lock delay, and firm drop, and tetrominoes start out with the topmost block on the top row (generally row 20). Tetris The Grand Master Ace uses a hybrid of TGM rules and Guideline rules.
Basic rotation
TGM's basic rotations inherits most of its properties from Sega rotation, which was used in most previous Japanese arcade Tetris games. Some defining design choices include:
- Having 2 (as opposed to 4) rotation states for S, Z, and I tetrominoess to simplify learning.
- Keeping tetrominoes at an even level while rotating to always allow rotation when the tetromino is on a flat surface.
- Pointing the initial stance of the T, L, and J tetrominoes downward to add some extra challenge and also make it easy to have tetrominoes grab bumps along the surface of the stack when playing at high gravity.
Wall kicks
TGM pioneered the use of wall kicks, with simple but effective kick rules. These rules were unchanged until TGM3, remaining constant across TGM, TA, TAP, and Sakura Tetris. Up to 3 locations are tried, in this order, before rotation will fail:
- Basic rotation
- 1 space right of basic rotation
- 1 space left of basic rotation
In addition to these rules, there are some extra exceptions where certain wall kicks are not allowed:
- The I tetromino will never kick.
- L, J, and T tetrominoes will not rotate in the situations illustrated below if the marked block is occupied.
|
| ||
|
| ||
|
- However, L tetrominoes will rotate clockwise and J tetrominoes counterclockwise in the situations illustrated below if both the marked blocks are occupied.
|
New wall kicks in TGM3
I tetromino's wall kicks
In TGM3, the I tetromino can kick walls. There are 3 different types of wall kicks.
Try to rotate |
Basic rotation fails |
Kick 1 space right | |||
Try to rotate |
Basic rotation fails |
Kick 2 space right | |||
Try to rotate |
Basic rotation fails |
Kick left |
I tetromino's floor kicks
The I tetromino can kick the floor.
Notes:
- This action can be performed only once.
- This action causes lock delay reset.
- The tetromino cannot kick the floor in mid-air.
Fail |
OK |
OK |
There are 2 different types of floor kicks.
Try to rotate |
Basic rotation fails |
Kick 1 space up | |||
Try to rotate |
Basic rotation fails |
Kick 2 space up |
T tetromino's floor kicks
The T tetromino can escape from a hollow.
Notes:
- This action can be performed only once.
- This action causes lock delay reset.
Try to rotate |
Basic rotation fails |
Kick up |
To-Do
- describe ACE's ARS and ARS2
- describe "Mihara's conspiracy"
- mention right bias
- add more visual aids?