Wall kick: Difference between revisions

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== External links ==
== External links ==
*[http://www.din.or.jp/~koryan/tetris/index_cj.htm Koryan's analysis] of various rotation systems including their wall kicks (Japanese)
*[http://www.din.or.jp/~koryan/tetris/index_cj.htm Koryan's analysis] of various rotation systems including their wall kicks (Japanese)
[[Category:Game Mechanics]]

Revision as of 10:09, 22 March 2007

A wall kick happens when a player rotates a piece when no space exists in the squares where that tetromino would normally occupy after the rotation. To compensate, the game sets a certain number of alternative spaces for the tetromino to look. Wall kicks started appearing in games because after a piece would be backed up against the wall, it would awkwardly be unable to rotate until first moving back.

t
tt
t
GGg
gggGGgg
ggGGGGGGG

Here T can rotate

t
tt
t
GGg
gggGGgg
ggGGGGGGG

Here T cannot rotate without a wall kick

The simplest wall kick algorithm, used (with variations) by TGM rotation and several fan games in the same tradition, is to try moving the tetromino one space to the right, and then one space to the left, and then fail.

Other notable rotation systems that include wall kick and/or floor kick include the following:

Systems for a number of Tetris games exists in the data files of several fan games, such as Heboris Unofficial expansion, syoboris or Lockjaw.

External links