Arika Rotation System: Difference between revisions

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'''TGM rotation''' is a game play mechanic used in ''[[Tetris The Grand Master]]'' and other Arika tetromino games, derived from [[Sega rotation]].
'''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 Sega colors, [[IRS#IRS|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 [[Tetris Guideline|Guideline]] rules.
Games using TGM rotation generally use [[IRS#IRS|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 [[Tetris Guideline|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 pieces to simplify learning.
* Keeping pieces at an even level while rotating to always allow rotation when the piece is on a flat surface.
* Pointing the initial stance of the T, L, and J pieces downward to add some extra challenge and also make it easy to have pieces 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.]]
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== Wall kick ==
== Wall kicks ==
:''Illustration goes here.''
TGM pioneered the use of [[wall kick]]s, 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 rotaion
*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:


Sometimes a rotation is blocked by the walls outside the playfield or by blocks inside the playfield. Most often, TGM first tries to rotate the tetromino within the box without moving it, then (for J, L, S, T, and Z) tries [[wall kick]]s: one space to the right, then try one space to the left, then fail. In some special cases, TGM skips these displacements. It also won't attempt to kick an I tetromino. TGM2 and Sakura Tetris use the same system as TGM.
*The I piece will never kick.
*L, J, and T pieces will not rotate in the situations illustrated below.


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TGM3 also tries a [[floor kick]] when rotating a T or I tetromino to some orientations.
==To-Do==
*describe Ti
*describe ACE's ARS and ARS2
*describe "Mihara's conspiracy"
*mention right bias
*add more visual aids?


== References ==
== References ==

Revision as of 22:11, 16 June 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 pieces to simplify learning.
  • Keeping pieces at an even level while rotating to always allow rotation when the piece is on a flat surface.
  • Pointing the initial stance of the T, L, and J pieces downward to add some extra challenge and also make it easy to have pieces grab bumps along the surface of the stack when playing at high gravity.
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 rotaion
  • 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 piece will never kick.
  • L, J, and T pieces will not rotate in the situations illustrated below.
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngLLLTet.pngTet.pngJJJTet.png
Tet.pngLXTet.pngTet.pngTet.pngTet.pngXJTet.png
Tet.pngTet.pngTet.pngTet.pngXTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngTet.pngITet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngIIITet.pngTet.pngTet.pngTet.png
If the X marked block is occupied when rotating from this position, TGM will not attempt wall kicks.

To-Do

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

References