Lockjaw: The Overdose: Difference between revisions

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*>Tepples
(→‎Gameplay: bounding box diagram applies here)
*>Tepples
(→‎Gameplay: Tactical rotations)
Line 20: Line 20:
The rotation system of TOD, starting with milestone 4, can best be described as a Frankensteinian mix of [[SRS]] and [[TGM Rotation]].
The rotation system of TOD, starting with milestone 4, can best be described as a Frankensteinian mix of [[SRS]] and [[TGM Rotation]].
In free space, pieces rotate inside a bounding box like in SRS (see [[:Image:SRS-pieces.png|diagram]]).
In free space, pieces rotate inside a bounding box like in SRS (see [[:Image:SRS-pieces.png|diagram]]).
But if this overlaps the wall or blocks in the well, the game first tries to [[Wall kick|kick]] the piece one cell to the right, one cell to the left, and finally [[Floor kick|one cell up]].
But if this overlaps the wall or blocks in the well, the game first tries to [[Wall kick|kick]] the piece's center one cell to the right, one cell to the left, and finally [[Floor kick|one cell up]].
 
Unlike TNT, TOD uses square-by-square gravity and collision detection at all times,
with less need for [[tactical rotation]].
Still, these kicks are useful for building squares:
{|
|- valign="top"
|{{pfstart}}
{{width6row| | | | | |L}}
{{width6row| | | |L|L|L}}
{{width6row| | | | | |L}}
{{width6row|O|O| |L|L|L}}
{{pfend}}
L-spin
|{{pfstart}}
{{width6row| | | | | |G}}
{{width6row| |L|L|G|G|G}}
{{width6row| | |C| | |G}}
{{width6row|G|G|L|G|G|G}}
{{pfend}}
|{{pfstart}}
{{width6row| | | | | |G}}
{{width6row| | | |G|G|G}}
{{width6row| | |L|C|L|G}}
{{width6row|G|G|L|G|G|G}}
{{pfend}}
Rotate left
|}
 
{|
|- valign="top"
|{{pfstart}}
{{width6row| | | | | | }}
{{width6row| | | |J|J|J}}
{{width6row| | | | |S|J}}
{{width6row|O|O|J| |S|S}}
{{width6row|O|O|J|J|J|S}}
{{pfend}}
S-spin<br>(method 1)
|{{pfstart}}
{{width6row| | | | | | }}
{{width6row| |S|S|G|G|G}}
{{width6row|S|C| | |G|G}}
{{width6row|G|G|G| |G|G}}
{{width6row|G|G|G|G|G|G}}
{{pfend}}
|{{pfstart}}
{{width6row| | | | | | }}
{{width6row| | |S|G|G|G}}
{{width6row| | |C|S|G|G}}
{{width6row|G|G|G|S|G|G}}
{{width6row|G|G|G|G|G|G}}
{{pfend}}
Rotate right
|}
 
{|
|- valign="top"
|{{pfstart}}
{{width6row| | | | | | }}
{{width6row| | | |J|J|J}}
{{width6row| | | | |S|J}}
{{width6row| | |J| |S|S}}
{{width6row| | |J|J|J|S}}
{{pfend}}
S-spin<br>(method 2)
|{{pfstart}}
{{width6row| | | | | | }}
{{width6row| | | |G|G|G}}
{{width6row| |C|S| |G|G}}
{{width6row|S|S|G| |G|G}}
{{width6row| | |G|G|G|G}}
{{pfend}}
First rotate<br>twice
|{{pfstart}}
{{width6row| | | | | | }}
{{width6row| | |S|G|G|G}}
{{width6row| | |C|S|G|G}}
{{width6row| | |G|S|G|G}}
{{width6row| | |G|G|G|G}}
{{pfend}}
Then rotate<br>left
|}
 
 


TOD uses a so-called "step recover" method to reset [[lock delay]] after a floor kick: when a piece steps down, the lock delay recharges only by the amount of time the piece would take to fall through one cell.
TOD uses a so-called "step recover" method to reset [[lock delay]] after a floor kick: when a piece steps down, the lock delay recharges only by the amount of time the piece would take to fall through one cell.

Revision as of 20:09, 22 February 2009

LOCKJAW: The Overdose
Developer(s)Damian Yerrick
Publisher(s)Pin Eight
Platform(s)Game Boy Advance
Release2000 (PC version); 2002 (first GBA port); 2006 (latest version)
Gameplay info
Next pieces3
Playfield size10w x 20h
Hold pieceYes
Hard dropFirm drop, roughly 250 ms delay
Rotation systemTOD
TODtitle.png
Tod420.png

Lockjaw: The Overdose (abbreviated TOD) is a freeware Tetris clone for GBA by Damian Yerrick.

At first, the gameplay of this clone isn't anything different from other Tetris clones, especially The New Tetris. But after playing for a while, the playfield starts shaking and distorting along with the music, hence the name. It was previously known under the name Tetanus On Drugs until the release of version 4 on July 22.

Gameplay

The rotation system of TOD, starting with milestone 4, can best be described as a Frankensteinian mix of SRS and TGM Rotation. In free space, pieces rotate inside a bounding box like in SRS (see diagram). But if this overlaps the wall or blocks in the well, the game first tries to kick the piece's center one cell to the right, one cell to the left, and finally one cell up.

Unlike TNT, TOD uses square-by-square gravity and collision detection at all times, with less need for tactical rotation. Still, these kicks are useful for building squares:

Tet.pngTet.pngTet.pngTet.pngTet.pngL
Tet.pngTet.pngTet.pngLLL
Tet.pngTet.pngTet.pngTet.pngTet.pngL
OOTet.pngLLL

L-spin

Tet.pngTet.pngTet.pngTet.pngTet.pngG
Tet.pngLLGGG
Tet.pngTet.pngCTet.pngTet.pngG
GGLGGG
Tet.pngTet.pngTet.pngTet.pngTet.pngG
Tet.pngTet.pngTet.pngGGG
Tet.pngTet.pngLCLG
GGLGGG

Rotate left

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngJJJ
Tet.pngTet.pngTet.pngTet.pngSJ
OOJTet.pngSS
OOJJJS

S-spin
(method 1)

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngSSGGG
SCTet.pngTet.pngGG
GGGTet.pngGG
GGGGGG
Tet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngSGGG
Tet.pngTet.pngCSGG
GGGSGG
GGGGGG

Rotate right

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngJJJ
Tet.pngTet.pngTet.pngTet.pngSJ
Tet.pngTet.pngJTet.pngSS
Tet.pngTet.pngJJJS

S-spin
(method 2)

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngTet.pngGGG
Tet.pngCSTet.pngGG
SSGTet.pngGG
Tet.pngTet.pngGGGG

First rotate
twice

Tet.pngTet.pngTet.pngTet.pngTet.pngTet.png
Tet.pngTet.pngSGGG
Tet.pngTet.pngCSGG
Tet.pngTet.pngGSGG
Tet.pngTet.pngGGGG

Then rotate
left


TOD uses a so-called "step recover" method to reset lock delay after a floor kick: when a piece steps down, the lock delay recharges only by the amount of time the piece would take to fall through one cell.

TOD uses recursive gravity with the same "sticky" algorithm used by Tetris Blast. This allows more than 4 lines to be cleared with one piece; for this reason, the game extends the scoring table of The New Tetris, where each line is the sum of the previous two (a Fibonacci sequence):

single 100 points
double 200 points
triple 300 points
t*tr*s 500 points
5 lines 800 points
6 lines 1300 points
7 lines 2100 points
8 lines 3400 points
line containing a silver square 500 points
line containing a gold square 1000 points


See also

  • Tetripz, a fan game by Mute Fantasies that inspired TOD

External links