Arika Rotation System: Difference between revisions

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== Mihara's conspiracy ==
== Mihara's conspiracy ==


[http://img411.imageshack.us/img411/2201/bugjlfd6.jpg]
Due to the right side bias with wall kicks, doing this move with a J when there is an empty hole right of the block that the J is caught on will lead to a hole.


Due to the right side bias with wall kicks, doing this move with a J when there is an empty hole right of the mino that the J is caught on will lead to a hole. It can however be used to the player's advantage by it being used to jump over spikes.
L works:
{|
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow|G| | | |G|G| | | | }}
{{pfrow|G| |L|L|G|G|G| | | }}
{{pfrow|G| | |L| | |G| | | }}
{{pfrow|G| |G|L|G|G|G|G| | }}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfend}}
Firm drop
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow|G| | | |G|G| | | | }}
{{pfrow|G| | | |G|G|G| | | }}
{{pfrow|G| |L|L|L| |G| | | }}
{{pfrow|G| |1| |G|G|G|G| | }}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfend}}
Rotate left
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow|G| | | |G|G| | | | }}
{{pfrow|G| | | |G|G|G| | | }}
{{pfrow|G| | |L|L|L|G| | | }}
{{pfrow|G| |G|L|G|G|G|G| | }}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfrow|G|G|G|G|G|G|G|G|G| }}
{{pfend}}
Kicks to here
|}
J does not...
{|
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | |G|G| | | |G}}
{{pfrow| | | |G|G|G|J|J| |G}}
{{pfrow| | | |G| | |J| | |G}}
{{pfrow| | |G|G|G|G|J|G| |G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfend}}
Firm drop
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | |G|G| | | |G}}
{{pfrow| | | |G|G|G| | | |G}}
{{pfrow| | | |G| |J|J|J| |G}}
{{pfrow| | |G|G|G|G| |1| |G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfend}}
Rotate right
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | |G|G| | | |G}}
{{pfrow| | | |G|G|G| | | |G}}
{{pfrow| | | |G| | |J|J|J|G}}
{{pfrow| | |G|G|G|G| |G|J|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfend}}
Kicks to here
|}
...unless there is another block to force a kick to the left.
{|
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | |G|G| | | |G}}
{{pfrow| | | |G|G|G|J|J| |G}}
{{pfrow| | | |G| | |J| | |G}}
{{pfrow| | |G|G|G|G|J|G|Z|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfend}}
Firm drop
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | |G|G| | | |G}}
{{pfrow| | | |G|G|G| | | |G}}
{{pfrow| | | |G| |J|J|J| |G}}
{{pfrow| | |G|G|G|G| |1|Z|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfend}}
Rotate right
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | |G|G| | | |G}}
{{pfrow| | | |G|G|G| | | |G}}
{{pfrow| | | |G| | |J|J|J|G}}
{{pfrow| | |G|G|G|G| |G|2|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfend}}
This fails too
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| | | | |G|G| | | |G}}
{{pfrow| | | |G|G|G| | | |G}}
{{pfrow| | | |G|J|J|J| | |G}}
{{pfrow| | |G|G|G|G|J|G|Z|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfrow| |G|G|G|G|G|G|G|G|G}}
{{pfend}}
Kicks to here
|}
 
It can however be used to the player's advantage by it being used to jump over spikes.


== ACE-ARS and ARS2 ==
== ACE-ARS and ARS2 ==

Revision as of 11:05, 11 May 2008

TGM rotation is a game play mechanic used in Tetris The Grand Master and other Arika tetromino games, derived from Sega rotation. It is often refered to as ARS (Arika Rotation System), even though some people believe that this name is misleading.

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). The "ARS" and "ARS2" modes of Tetris The Grand Master Ace use 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 characteristics include:

  • Having 2 (as opposed to 4) rotation states for S, Z, and I tetrominoes.
  • 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.
TGM's basic rotations.


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 X marked block is occupied.
X
LLLLLL
LXL
X
LXL
LLLLLL
X
JJJJJJ
XJJ
X
JJX
JJJJJJ
XX
IIII
IIII
  • However, L tetrominoes will rotate clockwise and J tetrominoes counterclockwise in the situations illustrated below if both the X marked blocks are occupied.
XX
LLLJJJ
LXXJ

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.

GZ
GC
GZ
GZ

Try to rotate

G
XZCZ
G
G

Basic rotation fails

G
GZZCZ
G
G

Kick 1 space right

GGZ
GGC
GGZ
GGZ

Try to rotate

GG
XXCZ
GG
GG

Basic rotation fails

GG
GGZZCZ
GG
GG

Kick 2 space right

ZG
CG
ZG
ZG

Try to rotate

G
ZZCX
G
G

Basic rotation fails

G
ZZCZG
G
G

Kick left

I tetromino's floor kicks

The I tetromino can kick the floor.

Notes:

  • Like hold piece, floor kick can be performed only once per tetromino.
  • This action causes lock delay reset.
  • The tetromino cannot kick the floor in mid-air.
ZZCZ
GGGG

Fail

ZZCZ
GGGG

OK

ZZCZ
G
GG

OK

There are 2 different types of floor kicks.

ZZCZ
G
GGGG

Try to rotate

Z
C
GZ
GGXG

Basic rotation fails

Z
C
Z
GZ
GGGG

Kick 1 space up

ZZCZ
GGGG
GGGG

Try to rotate

Z
C
GGXG
GGXG

Basic rotation fails

Z
C
Z
Z
GGGG
GGGG

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 per tetromino.
  • This action causes lock delay reset.
G
GI
GII
GGIGGGGGG

Try to rotate

G
G
GI
GXIXGGGGG

Basic rotation fails

G
GI
GIII
GGGGGGGG

Kick up


Right side bias

In TGM's rotation system, the Tetrominoes rotatate on only one axis resulting in asymmetrical rotations. In this example, the I piece can't rotate on the left side of the stack;


Z
Z
XGGGGGGG
xGGGGGGG
GGGGGGGGG

A situation which would work on the right side.

Notice the I has 1 rotation axis;

ZZCZ

I piece's rotation axis


This case does not apply to the T tetromino, as it rotates on it's center;

I
ICI

T rotation axis

Mihara's conspiracy

Due to the right side bias with wall kicks, doing this move with a J when there is an empty hole right of the block that the J is caught on will lead to a hole.

L works:

GGG
GLLGGG
GLG
GGLGGGG
GGGGGGGGG
GGGGGGGGG

Firm drop

GGG
GGGG
GLLLG
G1GGGG
GGGGGGGGG
GGGGGGGGG

Rotate left

GGG
GGGG
GLLLG
GGLGGGG
GGGGGGGGG
GGGGGGGGG

Kicks to here

J does not...

GGG
GGGJJG
GJG
GGGGJGG
GGGGGGGGG
GGGGGGGGG

Firm drop

GGG
GGGG
GJJJG
GGGG1G
GGGGGGGGG
GGGGGGGGG

Rotate right

GGG
GGGG
GJJJG
GGGGGJG
GGGGGGGGG
GGGGGGGGG

Kicks to here

...unless there is another block to force a kick to the left.

GGG
GGGJJG
GJG
GGGGJGZG
GGGGGGGGG
GGGGGGGGG

Firm drop

GGG
GGGG
GJJJG
GGGG1ZG
GGGGGGGGG
GGGGGGGGG

Rotate right

GGG
GGGG
GJJJG
GGGGG2G
GGGGGGGGG
GGGGGGGGG

This fails too

GGG
GGGG
GJJJG
GGGGJGZG
GGGGGGGGG
GGGGGGGGG

Kicks to here

It can however be used to the player's advantage by it being used to jump over spikes.

ACE-ARS and ARS2

ARS was featured as a Xbox live download for ACE. Ace's rotation is a hybrid of SRS and ARS. Ace features guideline colors and allows 128 rotations and 128 movements. (Rather than true infinity) ACE features the ability to floor kick with any block, but still retains the wall kick rather than floor kick behavior from the original TGM rotation. Normal ARS features Sonic Lock (locking hard drop) and non-locking soft drop. ARS2 had Firm Drop (non-locking hard drop) and soft drop (locking).

To-Do

  • describe ACE's ARS and ARS2
  • describe "Mihara's conspiracy"
  • mention right bias (Complete)
  • add more visual aids?

References