Arika Rotation System: Difference between revisions
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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 tetrominoess to simplify learning. | * 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. | * Keeping tetrominoes at an even level while rotating to always allow rotation when the tetromino is on a flat surface (except for the I tetromino - see exceptions below). | ||
* 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. | * 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"> | ||
== Wall kicks == | == Wall kicks == | ||
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: |
Revision as of 12:47, 9 September 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 (except for the I tetromino - see exceptions below).
- 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.
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- However, L tetrominoes will rotate clockwise and J tetrominoes counterclockwise in the situations illustrated below if both the marked blocks are occupied.
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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?